#MidiQOL
1 messages Β· Page 44 of 1
right
That lone ling is just adding a bunch of strings together
To make a new damage roll and then roll it
so no matter what formula the player chooses, if the attack roll is +10 over, this macro will run an extra of the first damage dice it finds
Also better use .evaluate. Isnβt .roll deprecated or will be? π€
I think all it does is just immediately call .evaluate
Yeah but I think there is a warning?
I don't see the console complaining about it
Not deprecated far as I remember, but I never use it. You may be thinking of Item5e#roll
Ok ok
Easy enough to change if it's actually an issue
and I don't need the activation condition for this
Correct
This is awesome. Thank you so much!
ok now do cleave!, where damage overflows to an adjacent actor if the original d20 beat its ac ;p
Got some feature text?
Sounds interesting enough to do.
Its homebrew cleave. Its basically mimicking swinging through adjacent bad guys
So if original d20 roll is higher than the AC apply the same damage to nearby badies?
if the actor dies, the remaining damage is taken and applied to an adjacent target that is also adjacent to the attacker
ah
I actually had to suspend this homebrew when we came to foundry cause of midi automation making it hard to find the math of that
Wouldn't be the hardest, a quick findnearby will handle that.
Yeah I do remember some discussions with honey badger too, but it seems itβs just aliased in the end
my console doesn't like it
Oh I had that made Moto but forgot to share⦠I just remembered
Let me double check I didn't do anything dumb
Where is it though π€
Did you re-copy it after I fixed the missing let ?
if (workflow.hitTargets.size != 1) return;
let targetToken = workflow.targets.first();
let targetActor = targetToken.actor;
let doExtraDamage = false;
if (workflow.attackTotal - 10 >= targetActor.system.attributes.ac.value) doExtraDamage = true;
if (workflow.isCritical) doExtraDamage = true;
if (!doExtraDamage) return;
let damageFormula = workflow.damageRoll._formula;
let diceNum = 1;
//if (workflow.isCritical) diceNum = 2;
let bonusRoll = ' + ' + diceNum + 'd' + workflow.damageRoll.terms[0].faces + '[' + workflow.damageRoll.terms[0].options.flavor + ']';
let roll = await new Roll(damageFormula + bonusRoll).roll({async: true});
await workflow.setDamageRoll(roll);```
I believe so
Pretty sure I never saw it I'll search
I did, but I didn't clear out the "other damage" field. After I did that, it seems to be working
I should probably set Other Damage back to "If Save Present" huh
But if all I have is a simple formula there and that breaks the ItemMacro, doesn't that make the field kinda useless to me?
Honestly, I don't even use activation conditions. I always just jump into making a macro instead.
Another question. If I have two different ItemMacros that need to run, can I combine them in the macro's code?
Not really, but you can just press + again
And have the macro saved in your hotbar and refernce it by name
Oh gotcha
@molten solar wanted to ask but is it possible for BAB to have a creature gain a damage bonus per creature in range of it? Like +1 additional damage per target?
Are both macros affecting same workflow steps?
No
One is a macro that deletes a use of gunpowder when a firearm is used, and the other is this one. But, I don't think any firearms have the keen property, so this is just hypothetical
babini isn't driven by midi, you can ping me about it in #513918036919713802 or #dnd5e π
But yeah, it's possible.
why do you need a macro for that?
and I can put the gunpowder macro on the hotbar
Why not just have it set to use it?
lol okay. Can you show me how?
Because firearms use two different ammunition types, the projectile, and the gunpowder
Ah
ooooh cool
Thanks! Zhell wrote it for me. They're a helpy helperton
It's likely you can just slap it at the top honestly
you could totally make that a folder macro
I'm guessing it's just a item.update macro
ohhhh like append it into your macro?
as long as it doesn't use the same consts?
Because I cancel the macro early depending on some conditions
I make use of return to handle some filtering.
Could you write an item macro that checks if the user is grappled or prone and add advantage to their attack
So you wouldn't want the item update to be after since it would never get run unless it's getting the extra damage
You shouldn't need that?
Unless you're not using DAE or something
You're right, I don't need it.
Right now it's just a chat prompt
not even a prompt, it's just in the chat flavor lol
yes
Grapples shouldn't give you advantage RAW btw
Unless you mean restrained
And CE should already flag that condition with the proper midi flag to take care of it.
It's a weapon property in RME called nimble. It's a property on small weapons like punch daggers or brass knuckles
So if target is grappled, you gain advantage?
Yes.
activation conditions!
actually no
advantage midi flag but put an avaluation in the effect value
target.has.something effect
Yeah no need for a macro
I think I know how to do that. The effect value would be what I would need to find
Ah hmm specific test though
let workflow = args[0].workflow;
if (workflow.hitTargets.size != 1) return;
let targetToken = workflow.targets.first();
let targetActor = targetToken.actor;
let effect = targetActor.effects.find(eff => eff.label === 'Grappled');
if (!effect) return;
workflow.advantage = true;```
Pretty sure this should do it?
would that also include if the PC is prone?
Run during before attack rolls I think
prone should already give advantage
Test if the origins are each other, too much I guess :0
and one of those lines is basically what you put in the effect value fyi the non macro way
no no, if YOU are prone, YOU gain advantage.
prone gives disad
oh
so they cancel out if you use a nimble weapon
That gets a bit messy
oh that'd be weird, is there even a way to override disdvantage?
Make use of the priority field
Have it overwrite with a higher priority
ooooh I see what you mean
so have it put a special prone that overrides with a 0 at a higher priorirty temporarily
yea
need to mark that off as one of those 1 in 1000 priority cases
but you could totally do the grapple thing with activation condition and use one of the lines in chris macro I think
I dunno if I'd ever make use of something like that
replace tokenActor with target or @target bugbear would know
Getting up from prone loses half your movement
unless effect value is like AC's where target is just assumed
It's designed to make weapon choices matter. Like, you use a greatsword but carry a dagger, so if you are grappled, you switch to a sidearm that gives you a small advantage, even if it's with less damage.
So intentionally going prone seems weird to me.
more like, you get knocked down on the opponent's turn, they go to run away, you have an opportunity attack. You use your nimble weapon instead of something else
At this point you're already using a temp effect to overwrite the disadvantage
Or, you're grappling, and you both fall over. You are grappled and can't get up, but you can attack. Nimble weapon.
just add the advantage in there as well
drawing a weapon in RME is a free action. Stowing a weapon is not.
you can't act off turn tough only reactions
Sounds like a homebrew change
unless you have homebrew I'm just pointing out you have what you have in your hands off turn
one of the battlemaster manevuers lets you though
quick draw or something like that
I personally let me casters make op attacks with their weapons if they really want, even if they don't have them out. But then I'd also then shoot them with a spell that they can no longer counterspell or shield after.
Β―_(γ)_/Β―
I'm a stickler for hand management
but I also manage the hands of monsters too, well humanoids
not to get into sematics, but if something's free, you can do it whenever. Like taking your hands off your weapon, or dropping concentration for example.
Anyways
same
omg that was another funny thing I got to do last night, I got to grapple one player and hit another player with them with a giant ape
What's the wording of this feature
and they had magic armor so it was a +1 weapon!
moto is correct about "free actions" (they arent "free" they are called "Object Interactions" and you get one that doesnt cost an Action on your turn).
That said, the specifics of those rules can be hammered out in #tabletop-discussion
Make a feature on the player called Nimble or whatever, target self
I hadn't realized he was using some special books with homewbrew
then have it negate the disadvantage midi flag
as well as give advantage
make it expire after 1 attack or a toggle effect
also pro tip, if you ever don't remember how priority works, disable DAE with VAE installed and vae has a cool lil helper button that explains. Kinda wish it worked with DAE
that's how I'm doing it currently
Is there anything else to it
Not really much else to do, short of doing a worldscript
To take care of that for you
I wouldn't think it's worth it and would have far too many edge cases of it messing up
Oh interesting, I didn't know there were default priorities
But I've yet to ever actually need to set one
Beyond the default value
only time I've messed with it was movement speeds
That makes sense
Its probably tposney for who to chat with on gettin vae's feature showing up in dae?
Adding it to the list
walking the doggo, be back in a bit. Thanks for your help guys
@violet meadow what should the auto fail key look like for paralyze?
maybe this is all caused by our paralyzed conditions
@vast sierra @violet meadow
oh shit @vast sierra are you fast forwarding saves and abilities, the outside setting in midi?
all different except for the advantage buttons π
are you on 10.5 mtb?
i am always on latest versions π
Morning coffee ritual, update all
I tried toggling the MTB settings and they didn't fix it
theres no error in the console
its as if the card just doesn't exist
10.5 MTB for me also
I thought I was on 10.3 but I'm on 10.5
I saw .. a month or more .. ? (old man memory) on Monk's discord, someone reporting the auto fail grabbing a next roll issue something something... I wasnt having the issue, just remember someone posting about it on the tokenbar channel
Does it need to be against multiple targets?
I'm just using a ghoul an dsacred flame
the cleric has a dc mod item
its a save or suck spell?
@vast sierra do you fast forward?
its a saving throw so its the settin g outside workflow fyi
No, because I use advantage reminder. I almost have 0 automation. Mainly use Midi to cover not needing 6 other modules to do some other things (auto application of effects, etc)
I think we just found the common denominator
Correction: I have auto fast forward attack, as GM, but turned off fast forward anything else , 0 on players , no fast forward skill / saves
I don't see a change with fast forward
using find the culprit
working with bare minimum
starting the run
oh shit you wont' believe who it is
Oh I am putting my money on something for chats?
Oh that was no2
π @fallen token
i use that, dont have that issue , so still something to do with automation and that module (possibly)
I thought you were auto failing?
autofail is midi
You don't have
thought we was troubleshooting not being able to continue workflow/ the fail grabbing next throw?
yes
I don't use AR, have 0 issues π
So something is off with that.
I just did find the culprit
while handy, is not infallible
I was able to perform the workflow like bugbear with advantage reminder off
well let me confirm without using ftc first
I just want to point out, for tracking it down, it has to do with midi damage card stuff/ monks token bar stuff / maybe advantage reminder, and grabbing next rolls/ stopping work flow...
yeah I am able to get it all to work if I shutoff advantage reminder
bugbear just install AR, enable it, no need to configure
@scarlet gale one more addendum request to this extra damage dice macro. Is there a way to make it only happen on slashing damage? RME delineates different damage types. For example, a sword can deal piercing or slashing damage, but the player chooses. So a lot of weapons have two different damage formulas listed, and the player chooses which damage type to apply after they hit. The problem with the current macro as it stands, is that it will always run with +10 over AC, which shouldn't happen if they player has chosen piercing damage. Keen is a slashing damage only property. (most of the time)
Off to eat my dinner, good luck π
I'm gonna start stepping down in versions of AR to see if theres a functional one
Not at my desk, dinner. Can do later but it seems that's the culprit
if (!args[0].item.system.damage.parts.find(([,type]) => type === "slashing") && !args[0].item.system.damage.formula.includes(`[slashing]`) && !args[0].item.syatem.parts.versatile.includes(`[slashing]`)) return;
But can you have slashing damage in Other or Versatile formula fields?
If yes you should take that into consideration too, but I find it a niche case
I do it with [brackets] after the damage dice number. Like 2d6[slashing]
what line should I put this in?
if (workflow.hitTargets.size != 1) return;
let targetToken = workflow.targets.first();
let targetActor = targetToken.actor;
let doExtraDamage = false;
if (workflow.attackTotal - 10 >= targetActor.system.attributes.ac.value) doExtraDamage = true;
if (workflow.isCritical) doExtraDamage = true;
if (!doExtraDamage) return;
let damageFormula = workflow.damageRoll._formula;
let diceNum = 1;
//if (workflow.isCritical) diceNum = 2;
let bonusRoll = ' + ' + diceNum + 'd' + workflow.damageRoll.terms[0].faces + '[' + workflow.damageRoll.terms[0].options.flavor + ']';
let roll = await new Roll(damageFormula + bonusRoll).roll({async: true});
await workflow.setDamageRoll(roll);```
kk
However, your line should be fine. I put [brackets] damage if it's something else, like fire or the special damage types we have. Not usually for basic damage, since there's a listing for it.
Yeah I can't find a version of AR that allows for auto fail dex/str flags to work with MTB
Edited. Put the test up top
Where in the macro do I add this line?
Up top
I put your addition first
if (!args[0].item.system.damage.parts.find(([,type]) => type === "slashing") && !args[0].item.system.damage.formula.includes(`[slashing]`) && !args[0].item.syatem.parts.versatile.includes(`[slashing]`)) return; let workflow = args[0].workflow; if (workflow.hitTargets.size != 1) return; let targetToken = workflow.targets.first(); let targetActor = targetToken.actor; let doExtraDamage = false; if (workflow.attackTotal - 10 >= targetActor.system.attributes.ac.value) doExtraDamage = true; if (workflow.isCritical) doExtraDamage = true; if (!doExtraDamage) return; let damageFormula = workflow.damageRoll._formula; let diceNum = 1; //if (workflow.isCritical) diceNum = 2; let bonusRoll = ' + ' + diceNum + 'd' + workflow.damageRoll.terms[0].faces + '[' + workflow.damageRoll.terms[0].options.flavor + ']'; let roll = await new Roll(damageFormula + bonusRoll).roll({async: true}); await workflow.setDamageRoll(roll);
Oh my goodness
Actually, I didn't test on this specific weapon
That max with only one parameter seems fishy but I am not sure how that should behave tbh
It's because there was a bug with "ceiling" operator.
But, you're right, there shouldn't be max with one parameter
I mean just test with a normal down to earth formula first π€£
Double up the exploding dice
That's a lot of damage formulas
Yeah
Can one test my ... test for the slashing? Does it work ok?
greatswords deal extra damage to +Large, and they can choose between piercing or slashing, and also RME great weapon fighting style lets them add keen to slashing damage and exploding damage to piercing damage, and gives them damage advantage
it does
But how are you using that with midi?
Not auto rolling damage
yeah, not autorolling. The player selects the damage type with the prompt
Does workflow editing work when that's done?
Seems so. It only broke on this one weapon
I didn't think anyone would use damage fields like that
yeah RME is fun lol
With midi?
fun to play, not so fun to translate to foundry lmao
what is "RME"? It really sounds like its deviating so hard from core 5e that it needs to be its own module -- if not system
I'm going to guess that it's my macro not accounting for the formula being complicated. As I have it, it's blindly assuming the first term in the formula is a damage dice.
Revised Martial Equipment. It's a homebrew revision of the weapons and equipment of 5e. I've been working on it since 2014. Got my own server and patreon and everything.
oh its yours? perfect, get that bad boy made up as a proper conversion module
were that I could, my friend
but I'm new to all this
I've got a kinda module right now some friends are helping me write. It adds checkboxes for the extra weapon properties and converts the "proficient" checkbox to the training levels you have with the weapon
Honestly, if it's for all weapons, midi hooks might be better. Since then you don't have to attach the macro to every single weapon.
if you have 2-4k$ laying around, i'd possibly consider implementing
I added support for auto fail on saves only. It still happens with both Midi and AR? Surprising if so since a lot is disabled if Midi is enabled (e.g. AR skips advantage checks now since Midi will do it anyways)
It's why I'm doing all this myself and excruciatingly slow. I'm not dumb when it comes to this kinda stuff, just inexperienced.
I'm not sure the policy on linking homebrew here or I would drop the link for those interested.
if its yours, then there is zero issue, though it may be better in #tabletop-discussion unless its being used specifically for reference for work here π
I mean it kinda is lol
then go for it π
of note, that's the public version, which is on update 1.15.4. I'm currently working on 1.16, but that'll be a while since there are significant formatting changes. Also CSS is a pain in the ass.
I'm not entirely sure why, I can only tell you that it causes that strange auto fail message whenever any of your v10 AR's are active
and theres absolutely no error codes
you have to have midi set to MTB for your saves
whoa wait a minute
it even breaks in non mtb situations
if you set it to chat message, so it may have nothing to do with MTB at all, its some sort of interaction between midi and AR
Can you not use damage button afterwards?
its starts the process again cause its a save damage spell not attack roll
Ah of course
if I unparalyze the guy and then sacred flame him, it will then go and auto finish all the fails above as if they've been waiting allo this time
actually thats just an MTB thing
with the chat message option it just deals with the current one when you make a save
Okay. I'll patch AR to skip fail checks too if Midi is active. I thought I included it with disabling advantage checks but I guess not
Question guys. If I want the chat message flavor to call up a token actor's ability modifier, how do I do that?
Like, "This weapon gains a bonus to the attack roll equal to [[@attributes.dex.mod]]" or something
Because when I type that double brackets, it doesn't do anything. Just displays the chat message the same.
Another roll20 thing not available in foundry but I honestly don't miss that, the way foundry does things you don't need it. However if you don't fast forward things like that are alot easier to handle in advantage reminders
and probably inline rolls module by kaelad
rats
Why would you even want that in the flavor? Foundry can just add the bonus for you.
Because it's contextual on the target's AC minus the target's Dexterity modifier. For context, this is the weapon property "penetrate." If you make an attack roll against a target whose AC is 15 or greater after you subtract their Dexterity modifier, you gain +1 if your melee weapon is one handed, and +2 if two handed. However, ranged weapons only ever add half their Dexterity modifier with penetrate. Moto told me this isn't possible currently, so I just add a chat message.
but it would be nice if the chat message told me what to add instead of needing to ask the PC what their dex mod is
or look it up
Very doable with a macro
that might be doable with dae and advantage reminder using the #target thing
+@abilities.dex.mod - #attributes.ac.value or something
whatever the targets value is you are working it against
assuming kaelad's AR works with DAE's # thing
I get the feeling I don't really know how to use DAE
You can edit the workflow's attack in preCheckHits.
you keep referencing ways to use it I had no idea about
it may not be dae, it might be a midi thing but its in the effect value I know that
Moto's way just will tell you to change it
I'm talking about AR roll buttons if you don't fast forward chris is talking about automating it in a macro automatically
Chris, your way is a midi setting in workflow?
Yep. Edit the attack roll in the workflow.
in the workflow tab?
No
In a macro
oh
Forgot that it's called the same thing as that lol
yeah I'll be honest, it is a bit difficult for a newbie to learn this stuff when so many things have the same name lol
You familiar with javascript?
args[0].workflow is an object that can be edited to change what midi is processing
Right, you start the macros with that
The macro from earlier does that to change the damage
You can do the same with the attack roll
https://gitlab.com/tposney/midi-qol/-/tree/v10
Midi has a bunch of documentation and examples here.
Honestly, your homebrew is so far away from core 5e, that's why you're getting into deep macro territory.
I know...
These last few weapon properties have been the only ones I've had to write macros for tho. A lot of it is actually possible with CE and midi, which has been nice.
keen, penetrate, etc have been the ones I've put off for months because it's a huge time sink to learn this stuff.
It's ok. You've already been a great help, Chris, more so than I expected.
Prepping for my own game right now. I can take a look at it later if someone else doesn't help you out first.
example of using a custom weapon property to change the damage that is done on a crit (in this case, adds an additional @mod term). Dunno if its helpful
https://github.com/FLPub/symbaroum5ecore/blob/master/scripts/modules/damage-roll.js
hi, i have a problem with spell that ask a save before damages/effect with midi automation
normally when my player cast this kind of spell on an NPC, the save is automatically made, and damages/effect is applied.
It's works fine when i do it as a GM
But when a player cast i have a red banner .
And no save appear on chat, i have to wait 30s like no one respond. And i don't know if the save is done or not.
Do you have any idea ?
is there a way to set a number of d6 as being something like... profd6
(@smoky smelt)d6
Has anyone noticed that the killAnim boolean from overtime isn't working? My spirit guardians animations have started appearing on targets and I haven't changed anything except updating mods.
Hm I think I saw @vast bane posting something about that recently
I'm having no luck getting a cloudkill spell to work properly. DDB default seems to have bugs, none of my testing can get a working radius spell that applies the effect on entering the template. Is "AA ApplyEffectsToTemplate" meant to help with this? and which step should it apply to, ie Before Active Effects?
this is hopefully a stupid question, but i'm trying to call a macro whenever a player takes damage. I have an effect on armor that they are wearing with the 'flags.midi-qol.DR.all' and then macro="macroName" in the effect value field. is this not the correct way to do this? i just get a 'unresolved stringTerm' error
I'm not an expert, but I've never heard of that flag being used that way. That flag is for damage resistance and should be a boolean value (1 or 0).
Auto recog is firing on active effects, turn that off.
@harsh cairn That is for Damage Reduction not damage resistance
Put in the effect value a number and it emulate Heavy Weapon master for example
What is the macro="macroName" supposed to do in this case?
I have never seen that error notification before.
Can you check the console (open with F12 in most cases) for red errors when that notification pops up?
The 30s timeout until the save, is due to your settings. It is probably set to 30s waiting for the player to Roll the save, until MidiQOL interferes and rolls by itself.
Go to Midi settings => Workflow Settings => Workflow tab and look for the save automation entries.
Active Auras premades are a bit touch and go when it comes to proper functionality. I had worked on making Cloudkill behave, but I don't have it accessible right now.
I will take a look and ping you tomorrow probably
Are you using ASE module, is there an ASE at the top bar of the item details?
Are you talking about this option? I have that disabled. It's still happening.
is the item spirit guardians from mid sample items?
or are you taking that value and putting it on your own item you made?
I didn't make it myself. I'm not sure if it came from midi sample or DDB importer, though.
It is. And it used to work fine. I haven't played in 2 weeks and haven't touched anything other than updating modules, and now it's broken. It used to be fine. It's a PC casting spirit guardians.
It's from DDB. I can try switching to the Midi sample item and see if that works.
what version of foundry, midiqol and automated animations are you on? And before you do any of this, drag midi sample items version and try that without ddb overwriting it.
It's still happening with the Midi sample item. I updated today, so everything should be current. Getting version numbers now.
If you are on v9 foundry in a legacy build pretty sure the v9 SG doesn't work on npcs casting it unless you tweak a few things
add an action type to spirit guardians....this probably needs to be done to the original too
and then tell it not to apply dfreds CE
The spell works as intended, but when the NPC that's taking the damage rolls his save at the start of his turn, the animation is applied to the target. Trying those suggestions now. Thanks for the help, btw.
you had a target set so midi transfered it
it likely transferred the dfreds CE to the target
It auto-targets when the roll is made. I cleared targets and hit next on the combat tracker, and now it looks like this. I don't have DFred's set up to auto-apply effects. I added an effect type and it's still doing it.
ok something is wrong with your UI what modules are those
my midi sample item in 290 does not do this
is the original caster an npc or player sheet
Original caster is a PC. I'll try find the culprit if you think it's a conflict somewhere. Take me a while. I'll reply if I find anything.
didn't I post this in kandashi's server and show how to stop this...let me look
edit the active effect of spirit guardians the spell, and show us the full effect value of the overtime key
and disable ddb importer tempoararily to rule out its shennanigans
fyi the only way you can replicate this outside of build 291 is to screw up the syntax of the killAnim= effect value entry in spirit guardians. However maybe 291 and that version of auto anim suddenly makes that effect value option broken in midi qol overtime
I pulled the spell straight from the midi sample items with no edits. This is what it is. The full overtime box is..
label=Spirit Guardians,
damageRoll=(@spellLevel)d8,
damageType=radiant,
saveRemove=false,
saveDC=@attributes.spelldc,
saveAbility=wis,
saveDamage=halfdamage,
killAnim=true```
yet another reason not to step up to a build that your roller module is not compatible with yet
show us the whole overtime effect value or paste it here
also click the A-A button at the top, it should not be there if your active effect setting is not on...
I'm not sure I understand what you're looking for. I'm going to run find the culprit. I suspect that since it's working for you, that it's a conflict somewhere. I'll reply when that's done. Will take me a min.
I'm looking for the full effect value of the second key there:
turn=start,
label=Spirit Guardians,
damageRoll=(@spellLevel)d8,
damageType=radiant,
saveRemove=false,
saveDC=@attributes.spelldc,
saveAbility=wis,
saveDamage=halfdamage,
killAnim=true
but you are not expanding its window
however clicking the A-A button in that snippet will also shed light on why it might be spreading the animation
label=Spirit Guardians,
damageRoll=(3)d8,
damageType=radiant,
saveRemove=false,
saveDC=15,
saveAbility=wis,
saveDamage=halfdamage,
killAnim=true```
That's what's in the effect value of the second box. It won't let me expand it wide enough to be visible in a screenshot.
This is what I get when I click the AA button.
the effect in the botom image looks to be an effect on an actor and not the effect on the spell
Correct. I thought that's what you wanted. I posted the shot of the effect on the spell #1010273821401555087 message.
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when you are testing this spell, are you killing the original and recasting in combat?
Correct. Cancelling concentration and starting a new combat. Casting on the PC's turn, then hitting next to get to the first enemy. When I get to that enemy and he rolls his save, the animation pops up at the same time.
I am not seeing your situation with the bare minimum modules installed, I suspect you have discovered a 291 bug for either AA or Midiqol.
Okay, I'll mess around with it. I mostly wanted to know if it was a problem with my setup or if it was affecting everyone.
Thanks for your help.
unless for some reason you are mixing up what you are casting and casting an older broken spirit guardians thinking its the sample item
No, it's definitely the right spell. I'll mess with find the culprit. I bet I can figure it out. I'll reply here if I do figure it out.
can you show us your item macro module settings?
nah theres no way a module is interfering, you'd see a red error otherwise
its behaving as if killAnim isn't in the ae
It is. And it didn't used to do that. It's newly broken. I didn't add anything, just updated modules.
hmmm I don't think that box should be checked
And I'm not getting any errors in the console.
try turning that off, midi doesn't really use item macros features
did you update to 291
and personally, if you have 40+ modules, you should not blindly update all
I personally just pay attention to package releeases and update when I like the features in modules on a case by case basis, stability>all
when you update a 50+ module world will nilly you are asking for 20-40 module authors to conflict with each other.
I do have 40+ modules, and I just usually fix stuff when it breaks. I'm too lazy to do all that. But that's definitely a better solution. I should consider being more judicious with my updates.
If anybody else is on build 291 and can confirm for him that its indeed an automated animations or midiqol incompatibility with 291 that'd help him. I personally won't be stepping up to 291 anytime soon as theres now multiple modules with issues with outstanding issues with it
Just ran find the culprit. Left only Midi, Automated Animations, Active Auras, and dependencies. It still is happening. I'll keep messing with it. I do appreciate your efforts to help, though!
I suspect its just a 291 thing
oh what version of active auras are you on
I'm asking a friend who is on 291 to test and see if he can duplicate.
It's Mr. Primate's branch. 0.5.3
@violet meadow I have spirit guardians not working rules as written in the newest midi of it. Its rolling at the end of the turn of the caster on anyone in it and then rolling at the end of the turn of the individuals as well
Yeah I think something weird is going on with newer versions of AA
I only updated to newest to help test for rockwallguy and now I get errors:
I am on 10.291 and I have no issues.
Is there a AA 0.5.3? I can see 0.5.2
mrprimate has the branch in his repo and its linked in kandashis
I don't think its active auras
I personally think thers something wrong with AA and I have a seperate problem than him
its prompting every turn, thats not how SG works
Yes it is a change we were discussing. To not limit OverTime effects only on own turn, but also on other turns to better emulate RAW
But it might need some adjustments on the OverTime effect trigger it seems like
I haven't tested Active Auras 0.5.3
Yeah somethings wrong with it. Its prompting on the turn its casted, thats not how it works
and then it prompts every time the clerics turn comes up on everyone in it
its only suppose to prompt at turn start
I don't get that issue
@fast stone 0.5.3 Active Auras seems to create your issue
Can you downgrade to 0.5.2 and check again?
SG doesn't damagve anyone on cast, it hits people at the start of their turn
Moto it's very likely you're using a different version of SG
I can try that. I did find a workaround of deleting the global recognition of Spirit Guardians and just setting the animation up in the spell. That worked to fix the animation problem.
Yes is that mine? that was meant for Moto's SG version
no my problem is actually that I have 1000 pending hideous laughter saves piled on this actor, how do I kill that?
the caster of hideous laughter is no longer concentrating on it but the actor who had it on them is constantly saving for hideous laughter
reload and delete chat?
is that the AR issue?
no I was doing sacred flame for that
its that midi srd bug with hideous apparently its pemenant or something
I restarted the server testing again now
I don't see an active effect on the actor, hes just making saves every turn
@fast stone I think I can repro anyways when a target moves out and in again
There used to be a bug in Midi that was causing saves that happened at the start of the turn as a part of an overtime effect to be repeated infinitely. It was patched about a month ago.
Yeah, going to 5.2 for active auras didn't fix the animation thing, but removing Spirit Guardians from auto recognition did fix the animation. It's a little janky of a solution, but it works.
Yeah I just realised that I had no issues cause I had already deleted the Spirit Guardians auto rec
I fixed the hideous laughter issue with a chat clear and server reboot
You were right, I had an older SG
@gilded yacht Seems like OT effects don' respect the killAnim=true, found in the Spirit Guardians sample item for example.
Foundry 10.291, dnd 2.0.3, Midi 10.0.23, Active Auras 0.5.2, Automated Animations 4.100
Kinda a bummer that 10.3 MTB breaks overtimes. I haven't use the newest for save dc's to populate on them
try downgrading AA, maybe its the 291 AA thats breaking midi?
cause midi hasn't done a version in 291 right?
getting all the relvant versions now to update the ping
I dont have any more time to test now, got to run.
30s is my setting if player's afk, but it would not happen since this is npc and automatic there s no one needed to clic
Hmm is that some sort of socketlib error π€?
Have you tried with only MidiQol and its prerequisites?
Does it happen all the time? Specific item?
System, foundry and modules versions?
humm works fine with only midi, dae, soket lib and libwrapper, i will investigate
all the time with spell / aptitude who need a save
win10 - pm2-nodejs - foundry 10.291, midi 10.0.23
Better use Find the Culprit module to pinpoint the offender.
Keep midi, dae, soket lib and libwrapper locked to be active and go through the procedure to see where it leads
do that now, thank you π
problem still happen even with only midi , dae, socketlib, libwrapper
Problem seems to be in this particular world as it's work correctly in others
Yeah seems that there is something off in that world. The error is a core Foundry one: ```js
_cast(value) {
if ( typeof value === "string" ) return value;
if ( (value instanceof this.model) ) return value._id;
throw new Error(The value provided to a ForeignDocumentField must be a ${this.model.name} instance.);
}
From the commons.js
are you the GM on that world?
yes and it's works fine to me, it's when my player cast a save spell
Does it happen when you use something with a spell even with no modules for that user?
i'm not sure to understand your question
You had said that at first and then it seems that the error is reproducible in only one world.
Disable all modules. Try again.
Does it happen for the player again?
If yes I will suggest posting in #troubleshooting cause it would be an issue with core Foundry.
I would also just try to create a new account for said player and reassign the relevant player actor.
It seems some sort of error with the baseUser data π€·
it happen for all the player
I don't have issue with no automatisation / no module
I only have an issue with automatic save roll on NPC
Alright hmmm
I created a new effect with the "macro.execute" flag set, but the macro seems to only execute on the gm side, as the gm applies the effect, but not on the player side. the macro subscribes to the pre-attack-roll midi hook to do some calculation. how do I make it execute on the applied actor's client side too?
@scenic scroll Are you hosting on the Forge?
no, on my pc
@scenic scroll can you try something? I hope you don't mind losing your chat log.
Open console and use game.messages.flush()
Does it error out with a same message if you run this?
And in general does the error happen against a specific NPC or no matter who the players target?
still the error
The error happen with any npc
Any spell or a specific one?
i've just tried with a new actor.db and a new actor, still the same too
any spell with save
Can you import a spell with a save from the Spells (SRD) compendium and try with that one?
Import Fireball for example
juste do it with acid splash, still the error
Can you export an actor and re-import in the world and try again?
After that I would suggest uninstalling and installing again the modules that lead to that issue happening
as i said, i deleted actor.db and made a new actor, and it won't change anything
i send you a mp
The Hook will be local to the client that registered it in the first place
What is the macro supposed to do?
the macro implements some rules for underwater combat, e.g. imposing disadvantage on specific weapon types
You would probably need a world script to make all these available to all clients
As the GM set a flag on the world data that would make it "underwater" with a hotbar macro when needed.
The world script would be registering the same hooks you are currently using but inside them create a check for the specific flag's presence and if not there, return;
Did that world get migrated to a newer foundry and then you tried to bring it back?
I suspect it could be a change to autoanimations that I did not notice/track. Can you raise it on gitlab so I don't forget.
No, only migrate to v10 few weeks after release
can you test with a starter hero?
I did that, I even deleted actor.db and start with a new character with no success
Creatures without blood are immune to the effects of this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage dealt increases by 1d6 for each slot level above 4th.```
The extra bludgeoning damage. Is it possible to achieve this through a midi/DAE flag?
Most of it is. I think the 1d6 necrotic would warrant BAB.
I remember a while ago seeing something about using a custom damage vulnerability flag
Oh,maybe that is true. Haven't seen.
I might be misremembering
@scenic scroll can you create an issue in the MidiQOL git https://gitlab.com/tposney/midi-qol/-/issues
As many details as you can muster. When and how it happens, versions of the 4 modules, an export of your MidiQOL settings and a snippet of the actual error you included here.
The actual red error stack from the console.
"BAB"?
Zhell's Build-a-Bonus
Is that a module or a macro like the TokenMagic editor?
A module
I'm not sure how to transfer the effect to the target, would need to play around with it. Only started trying it recently π€·ββοΈ
a friend of mine on the french discord just find the cause, i'll do an issue
DAE effect could do that if not mistaken. a flag for DR with a -1d6 for the damageTypes you need
Oh damn, that simple?
i don't think DR allows negative values AFAIK
oh now I am curious!
I'm trying to make a macro/midi for the feat Squire of Solamnia - they gain advantage and can add a d8 if the attack hits, would someone be able to help me out? I've managed to get the flags in midi working but i cant figure out how to apply an additional d8 ONLY if the feature is based used, anyone able to assist me?
Post a full description of the feat and will take a look
DR.all did not roll or process at all in my test
Negative DR is not supported (i.e. to increase damage taken).
From the readme
Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attackβs damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.
Damn 
midi-qol 10.0.12
Breaking 10.0.12 requires dnd5e 2.0.3 or later and won't activate without it.
- Fixed a bug where templates were sometimes not removed with concentration if concentration expired.
- Change to DR (damage reduction behaviour). Negative DR (meaning extra damage) is always applied in full if there is damage of the appropriate type. so flags.midi-qol.DR.mwak OVERRIDE -10 means any melee weapon attack will do an extra 10 points of damage. This is independent of other DR that may be present on the actor.
Huh, guess the readme needs an update π
Not sure if it will work with rolls tho?
I remember this cause I was creating a feat that needed it and talked with tposney
Now I am not sure π
in midi qol worflow setting, Workflow tab -> saves
the Autocheck saves was on Save - only GM sees. The error appear
If i put Save - All see result only, it works fine
it seems that client want a message via socketlib that is suppress by this option, or something like that
oh is that Dnd ONE?
no idea, my player just took it in his new character XD
Yeah can be done but the expended only if successful needs a macro to change after the fact
Oh! How would I set the formula for the higher casting level?
When you cast this spell using a spell slot of 5th level or higher, the initial damage dealt increases by 1d6 for each slot level above 4th.
ALTHOUGH
Testing negative DR as well and I can't get it to work either π€
@opaque current Remember to check the damage application card
not sure if rolls are supported
Yeah it does do the damage but you dont see a roll, and its not in the chat card
yeah
Thats not the behavior I'm seeing π€
10-10(5)
you dead
after 5 damage
Oh right, math π
MidiQOL will cap the damage to max needed to drop to 0
So yeah it works invisibly
Classic dice formulas, probably using @item.level
That takes spell level right?
Here is an interresting case though:
Wouldn't that make it 4?
Did you submit these changes π€
Ye
what do you mean
no you will need to put the formula there
The item.level. Does that go off of spell level?
Like (@item.level-3)d6 or something
and yeah I think so
Warning, formula not checked and created off the top of my head
Looks like my issue above was due to the target not having a max HP π€·ββοΈ
It is the spell level
Create a feature for the Precise Strike., Target Self, 1 round duration
On it, a DAE.
Special duration 1 weapon attack (don't remember exactly which one now)
Effects a midi flag for advantage attacks-all
and a damage-all for 1d8
You use that before attacking
The macro to give uses back if unsuccessful will follow at some point soon β’οΈ
So all things considered, this should work.
Make the con save flag CUSTOM mode to be spot on
Should the @item.level not be encased in [[]] to make it evaluate on application?
It will evaluate anyways when the effect is applied.
How long does debuff last - just out of curiosity.
1 minute
4th level. If not 1 min pff
Doesn't look like it. Did you change it to CUSTOM
Doesn't look like it
Also you put piercing twice
OHH
CUSTOM should only be the CON save disadvantage
Does this not work?
check the applied effect on the target. What does it look like?
π€
Looks like it's the formula. This doesnt work for me as a damage formula:
is it not item.level?
It's returning 0d6
(at 4th level)
1st level spell initially?
3rd level fireball upcast to9th:
(i changed it to rsak so i didnt have to place template)
So trying it out with a fixed number works. Definitely seems to be an issue with the formula.
I think while testing this you should turn on inline rolls in dae
@sleek hound use -((@item.level)-3)d6
Doesn't seem to be applying the damage, and I don't know why
How you got that enabled? π€
You will not see anything there.
Check the damage card
The damage card doesn't show up
Double brackets with d6 outside, gotcha
Ohh, hovering the actor icon, not the formula
Errors in console?
Oh noo....
(@item.level)
Yup. xD
No it works, I had a floating bracket
(as a damage formula)
Here's what I have
Can you check what's applied on the target?
does wounded have any keys in it?
Nope!
what does mousing over the dummy's icon in the damage card show?
what is the base level of the item
4
Something is strange. Quick screen from the actual spell?
bugbears is an actual dae and theirs are dfreds ce's aren't they?
is it a DFreds ?
It is, yes
hes got a chaser message from dfreds in a snippet
Maybe that's why.
So on a (vaguely) related note, am messing around a bit with the DR code in MIDI π€
I thought dfreds properly took the castData
I'll try it withh an active effect on thhe spell itself
what version of dfreds CE are you on?
showForRoll?
Basically yeah, just had to find the right place to add it in
The DR code is a bit messy/complex
try a dae instead, and thats probably a dfreds/midi bug that you guys found
Make a PR π
but don't make DSN a prereq π π
It only works for the .all flag right now, might make a PR if I can manage to mentally untangle the code that handles all the different damage types. Also need to make it work with DsN disabled, which should be simple enough
game.dice3d?.showForRoll()
Ayyy, that works!
maybe dfreds isn't pulling the castData right?
or midi is sending something and dfreds expecting another
there definitely was a dramatic change in dae in v10 cause alot of the [[]] in effect values started returning errors
@covert mason can you also try @spellLevel instead of @item.level?
I think bugbear means in your dfred version
Those work on the DAE
Want me to try the Dfreds CE?
Oh yeah DAE working was a given
I think DFreds doesn't get the data from MidiQOL anyway. Now I don;t remember if it actually was working at ANY point or not
I thought they looped dfreds in didn't they?
no recollection whatsoever at this time π€· π
@covert mason are you manually applying the dfreds or is midi auto applying it?
Midi's applying it automatically.
I think I recall Tposney said he'd just send dfreds the data and it should be able to handle as is or something
@spellLevel doesn't seem to work
we're talking about that uniformed castData thing they all talked about right?
Lightbulb moment.
do a macro.CE and don't auto apply the effect by name matching
Only now I'd have TWO status effects!
I personally like it when theres 2
Yeah go to the spell's details, make it Other and do not apply convenient effects
Ah or do you mean the icons?
Just delete the icon from the main effect
sometimes macro.ce will put 2 icons on it
Issue at hand. Does macro.CE work correctly?
I actually purposely do macro.ce when I want it, and statusEffect when I don't
Thhere's no option in the spell to have it not apply CE
@marsh ferry @gilded yacht when you create a custom DFreds CE with a DAE to be applied through MidiQOL either by automatic name matching or macro.CE or statusEffect, for example system.attributes.hp.max | ADD | 5 * (@spellLevel - 1) or (@item.level) for that matter.
Is there a way to pass the cast level correctly?
Now it seems to pass 0 no matter what
Then you probably don't have a name that matches to a DFreds CE in this case?
Update! applying it with macroCE doesn't seem to work either.
yeah just tested it. I haven't tested making the custom DFreds a statusEffect and making that available in game, but I went ahead and concluded that the same was happening π
Does anybody know a way to have an item disappear after X turns? Via Midi, DAE or OverTime?
DAE with a flag set to macro.createItem assuming it's for something that gets added from a spell or feature.
It gets added by a feature of my making (it uses an OnUse macro to copy the needed item from the game directory)
macro.createItem Is really good for stuff like that
It handles adding the item to the target of the effect, and removing it once the effect expires
Otherwise, your best way to get the item to get removed is to just delete it when an effect expires
Is it a command to use where? On the OnUse of the item?
Pretty much you put that in an effect and drag the item from your items directory (or compendium) into the value field.
DAE handles all the rest
Thank you a lot, I think it's what I was looking for!
i suspect i was going about this entirely wrong. all i'm really trying to do is call a macro when a player receives damage. i was look at the 'flags.midi-qol.OverTime' and saw you could call macros with that using macro="some macro name" in the value field. which i guess was wrong. so back to my real question, is there a way have an effect that calls a macro on someone receiving damage?
World scripts and possibly reactions if you said the literal dnd thing you are trying to make we could better come up with an idea
"flags.dae.onUpdateTarget" and "flags.dae.onUpdateSource"
Depending on what you're doing
The DAE documentation has more info about it.
I'm trying to automate Fire Wall by adding a ring and line item to the character's at will spells. How would I go about changing the number of charges per spell level here, to the amount of damage from the base damage of 5d8?
let i = 0
while (!token.actor.items.getName("Fire Wall (Ring)") && i < 3000) {
console.log("Waiting for Fire Wall (Ring) item to be created, if needed!")
await warpgate.wait(250)
i += 250
}
const item = token.actor.items.getName("Fire Wall (Ring)")
const {castLevel} = effect.flags["midi-qol"].castData;
if (castLevel > 2) await item.update({'system.damage.value':castLevel+1})```
I gave you thatin the scorching ray effect macro
it scales charges based on item.level I believe
You did, yes! I'm trying to repurpose it for a Wall of Fire spell!
I don't automate fire wall literally. I just automate it like call lightning, I give the wizard a fire damage item that they manually can use for free as they see fit during the round.
What if they cast it at a higher level with more damage?
Does anyone have a sample way to code an item to do 1d4 damage to target and heal the user for the amount damaged? I know I can make "other" roll alongside damage but I want the amount to be the same
it scales, just like call lightning does
Search here for vampiric touch
@neon pike β¬οΈ
What I'm basically trying to do is set things up so that the damage increases for the Wall of Fire upcasts. I've set it up similarly to how you set up Scorching Rays.
But I can't get the damage to upscale.
So, basically, take how you did Scorching Rays, and instead of the charges increasing per spell level, increase the damage.
search for thatlonelybugbear and Call Lightning
I stole mine from him
Ohh
its a mutate but hes doing it on a created item, which btw, is exactly how I got the info for scorching ray, which you are currently doing so its all coming full circle
All right, so here's what I got. Only trouble is that it scales off of the spell's level.
let i=0
while (!token.actor.items.getName("Wall of Fire (Damage)") && i < 3000) {
console.log("Waiting for Wall of Fire (Damage) item to be created, if needed!")
await warpgate.wait(250)
i += 250
}
const item = token.actor.items.getName("Wall of Fire (Damage)")
const {castLevel} = effect.flags["midi-qol"].castData;
if (castLevel > 4) {
let newItem = duplicate(item.system)
newItem.damage.parts[0][0] = `${castLevel}d8`
await item.update({'system.damage.parts': newItem.damage.parts})
}```
For instance, Wall of Fire is a 4th level spell. This macro would scale the damage to 4d8.
Only trouble is that a 4th level Wall of Fire does ***5***d8 fire damage, not 4d8.
There's probably something minor I need to adjust here, but I don't know what.
well, think about it for a moment
you are describing a number of d8's for the damage
(4th line to bottom)
you have the cast level
and you know how it relates to the number of d8s
It's probably a math function, and a +1 somewhere
I can't help right now I'm in line to pick up my daughter from school, in 30 I might be able to but you look in good hands here
if Xd8 yields 4d8, and you need 5d8...what do we do to X?
`${castLevel + 1}d8`
that would work, and we can clean it up by putting +1 inside the curlies
${castLevel + 1}

the spacing is just style π but yea, that'll do it
I did a smart. 
let i=0
while (!token.actor.items.getName("Wall of Fire (Damage)","Wall of Fire (Line)") && i < 3000) {
console.log("Waiting for Wall of Fire items to be created, if needed!")
await warpgate.wait(250)
i += 250
}
const item = token.actor.items.getName("Wall of Fire (Damage)","Wall of Fire (Line)")
const {castLevel} = effect.flags["midi-qol"].castData;
if (castLevel > 4) {
let newItem = duplicate(item.system)
newItem.damage.parts[0][0] = `${castLevel + 1}d8`
await item.update({'system.damage.parts': newItem.damage.parts})
}```
How would I add *multiple* items to this?
I think your celestial spell did that, but I'd personally try to just append a carbon copy of that at the end and pray the if statements don't cause issue, also change any constants unique to the first one
follow the same pattern as you do with let newItem
(copy-pasting and hope isn't a great approach to coding)
@vast bane I published AR v3.1.2 that has the auto-fail save fix
Thanks Bud, I posted issues for you to help keep track of it and threw in the other I had asked about.
let wofD = token.actor.items.getName("Wall of Fire (Damage)");
let wofL = token.actor.items.getName("Wall of Fire (Line)");
let i = 0;
while( (!wofD || !wofL) && i < 3000){
await new Promise(r => setTimeout(r, 250));
i += 250;
wofD = token.actor.items.getName("Wall of Fire (Damage)");
wofL = token.actor.items.getName("Wall of Fire (Line)");
}
const level = effect.getFlag("midi-qol", "castData.castLevel");
if(level > 4){
const dd = duplicate(wofD.system.damage.parts);
dd[0][0] = [`${level + 1}d8`;
await wofD.update({"system.damage.parts": dd});
await wofL.update({"system.damage.parts": dd});
}
Hey I was in a session. Did you get sorted?
a small issue with the [ and `
oh nvm
what are we doing?
p.s. It works! Only problem I have now is that if the item is a consumable and it is used, the effect doesn't go away with the item but expire only when its time comes
oooh are you saying the auto destroy on consumeables is not destroying the macro.createitem?
yes!
interesting
Glad it was an interesting observation! Glad to be at service
Are you going to post an issue to tposney's git for dae?
Yeah that wouldn't work out of the box.
I guess so
I'm surprised I hadn't caught that with my fire breathing pot
So the item is getting destroyed correct?
I actually don't auto delete potions thats why....interesting
Yes, but not the effect
Is the effect on the item or is it a dfreds using midi to apply?
Yeah that is not surprising, as it is quite new addition in DAE and that probably hadn't come up yet
The effect is applied through a macro to the actor
Yeah I already caught something similar in attunements so seems reasonable to have it happening
hol up what you mean macro
I'll make sure to make tposney know then
Sorry english isn't my strong suit, I'm using a feature that create the item and the effect on the actor
You would need a behind the scenes hook that checks for the item be in the inventory and delete the effect if not I guess.
Just needs some relevant infrastructure π
It's a bit complicated to explain I guess ahaha
I personally do not auto destroy my consumables cause my tables a bunch of old farts who misclick things
Ahaha makes sense
I'm just stubborn I guess and want to make it work properly
For QoL's sake
Also, is there a way to avoid an active effect to be shown on the token?
Don't name it, or disable the core status text setting
Because when I create multiple items with macro.createItem it gets a bit messy on the long run
if you mean the icon you can give it a transparent icon or make it passive
Does it still work as a passive with macro.createItem? Btw yes I mean the icon thank you
Just make it a transparent image, a transparent blank image should be always present in your data somewhere to pull and use, its such a useful tool to make something invisible
Thank you!
I use it for tokens in TVA to make it invisible to some but not all players its neat
I just delete the icon from the effect's details tab and it's invisible π
Where is the effect's details tab?
doesn't it default to invisible man?
π€·
I do that all the time. Are we talking about something different?
weird I dunno why I thought invisible man auto populates hmmm
It does when you first create an effect, but you can just delete it
Effects use the aura thing icon by default, not hooded guy
But yeah, deleting it makes them invisible
Where is the menu for this?
first tab of the effect
Effects tab of a character or item etc. Then go to edit.
This one here?
Create a temporary effect. Edit it. Go to its details page
Ahh yeah yeah okay
Yeahh okay got it thanks a lot
Roll20 π€― π
a mistake I made long ago I have to live with because I can't deal with 100000 dead file path links
my main campaign world is also improperly named and it kills me everytime I have to see it
I had a large roll20 setup in roll20 pro and had a file backup of allll my tokens so I copied the whole thing over and at the time assumed I'd be riding both roll20 and foundry so why not just use the folder name as is. Turns out only my players touch roll20 now so I really didn't need to carry that folder over lol
Okay now it's "created" invisible
I've set into the createEffects icon: " ", so now it shows nothing
Started foundry originally as a test platform for the players and built onto it as a oneshot world and then did so much stuff in it I had to keep it and renamed it but it always retains that stupid mismatched name.
Oof, I feel the pain
Is there a way to set templates into seconds instead of rounds or turns?
Say what now?
try 0.1 minutes
@vast bane I was wondering if it is possible to set the templates into seconds then rounds or turns.
for 0.2 minutes π€
I mean it's all multiples of 6 seconds in the end
I do not have in concentrations, concentrations work fine for me oddly enough anything without it doesnt behave the same way.
DAE involved or not?
yes DAE is involved.
let me double check, honestly been having this bug for a while now.
heres is what i have now
You could have an item macro delete the effect on the item that's given
Check if uses is 0 then effect.delete()
@violet meadow Any ideas on how is this happening? It somehow counts as rounds and yet it doesnt account for seconds at all.
Times UP installed?
yes
OK let me try that quickly
So the way it works is:
a. If in combat DAE will translate the Duration field of the item's details, to rounds etc,
b. If out of combat the duration will be in seconds.
Does it not correctly expiry when in combat?
nope it still lingers there even after combat.
i have these same problems with spells too. Like Fear where you cast a cone to frighten people and other similar spells like that too.
Strangely enough it doesnt convert the template into seconds after combat ends. Sometimes i just need the template to help aim the ability like bombs or other aoe spells with effects and etc.
I honestly didnt remember being a problem in the previous versions til the recent ones.
Any errors in console when you cast a template spell?
none
or any spell with a duration?
wait
Simple Calendar version?
Time Settings in simple calendar?
and General Settings?
OK and DAE settings
yeah I am trying to figure out if something else might be an offender in your case. If that fixes π
nope
just checked it didnt change anything at all, since i have both about time and times up.
Auto remove template on effect expiry? In the MidiQOL settings => Workflow settings => Workflow tab?
also double checked the outside the combat the template doesnt disappears outside the combat zone.
i even have the item duration to 0.1 minutes but it doesnt set it self as seconds.
What is returned if you type game.combats in console?
on fire fox?
Yeah. Open your console with F12
okay then i type game.combats?
doing a combat test now and i had gotten this
This is when i placed the flash bomb with an another creature this had popped out.
is this a conflict?
Hmm versions of dnd5e system (and then Foundry, MidiQOL, DAE, Times UP, ABout Time)?
okay
Foundry is 10.291, Dnd 5e 2.0.3, Midiqol 10.0.23, DAE 10.014, Times up 10.0.2, and About Time 10.0.1
All being the latest versions
That _midiATRefresh is I think a wrapped call to About Time and has to do with templates π€
Have you tried with only MidiQOL, DAE, Simple Calendar, Times UP and libwrapper, socketilib modules active?
Does this come up when you cast a spell with a Template and a non instantaneous duration?
yeah it does, and i realized that i didnt have DAE on active. Let me try again.
okay i did some testing and runs.
i went through the combat cycle and ended it there and it is running in real time and yet it counts as round still.
Yeah if it hasn't ended in combat it won't change automatically to seconds
ah i doesnt at all, so it isnt like spell template manager like it did in v9
So is there a module that helps get rid of templates? That is for V10 at this moment?
Hmmm now I see what you mean.
During combat, DAE will turn any Item's duration to rounds.
If an Item with a template and a duration is rolled during combat, the template will not be deleted automatically when the combat ends or when the effect should be expiring in real time afterwards.
I can see that when a combat ends, the duration of an effect is changed to None (more testing showed this to happen for non-concentration spells with templates).
I don't know if that could be handled by DAE, changing the remaining duration to seconds after the combat ends when a combat ends Hooks is triggered maybe.
@gilded yacht Does
make sense to you?
Actually nope. I see it changing back to seconds π€
Hmm what did I change?
But still the template is not deleted.
idk, i knew it can do it but yet it doesnt. Is it because my world is old?
No I have the same issue.
OK so if the spell is concentration with a template. The duration is reverted to None after combat ends.
If the spell puts down a template without concentration. The duration is reverted to seconds remaining after combat ends
Yes with concentration it works as it is needed but without concentration it and it isnt a spell it lingers. Let be in Features or items like bombs it still lingers. It only affects spells that i noticed. But i could be wrong on that front. Cause the Flashbomb i showed you was a class feature.
I haven't tested features at all. I can understand the difference between an item with a template and concentration to one of the same type without concentration, as the Template deletion MidiQOL function is mainly needed in the latter case.
Concentration handles template deletion otherwise.
Bottomline seems to be that there is a failure to delete a template and associated effects created by an Item rolled during combat, if the combat ends and the effects are still active.
Thats ashame, i really wished that it could remove itself after it ends and set a flag if it lingers or not. Cause its a real pain to have Two types item durations, one that is in the item itself and the other that is the active effect with its own durations, and yet it keeps overriding the active effects duration with the item's duration is also a problem to for me. Top of that the templates still linger too.
it aint perfect with midi qol but sometimes it helpful and confusing too.
this is the first time that this has ever happened to me with this type of problem.
Can you create an issue in the MidiQOL? It sounds something that can be implemented. It seems that its kinda in place already but something throws it off
I am off to bed as its quite late for me π
True I could do something of the like, thanks
just getting back to this. no not yet. basically what i have is armor that when the players health drops below half it gives them a buff to all their attributes. so my approach was making a macro that checked their health, then toggled an effect that added those +1 attributes. my problem was always when to call that macro, so i was thinking whenever the player took damage or was healed.
you will need an effect with a onUpdateTarget flag and a system.attributes.hp.value check.
Then the macro will be triggered when the hp value changes on the actor.
Check the DAE readme for some more info.
I have some items shared around that use that, but I am off to bed now.
I can help more tomorrow!
thanks for the help. ii'll take a look in the meantime
I messed my Midi QoL settings, but idk what exactly I messed.
Can someome help me? When I do the attacks, the attack are automated, damage too (and I can redo the damage via chat, everything working fine).
BUT when I cast a AOE spell, after I set the template on targets, nothing happens. Yesterday, the damage and saves are auto rolled
Nevermind, I just closed foundry and opened again, and everything is working fine
Is there a way currently to set a spell to not get full cover when using Midi + Levels Auto Cover? I can't figure out how to get rid of cover for Sacred Flame.
There is
Added No Full Cover option to item properties. If set a target can't benefit from full cover (will be downgraded to 3/4 cover for spells like Fireball that go round corners.
But I don't think there is one for no cover at all π€
Could potentially have the spell have a "self" AE that gives the spell sniper/sharpshooter flag, with an expiration of next spell cast, that might work
Yea, was just considering that
@gilded yacht Think we could get a checkbox for skip cover checking or something?
If weβre adding checkboxes Auto Fail Friendly would be niceβ¦ making that visible would mean less folk asking π
(That's already added)
simbuls accounts for it
by not accounting for it π§ haha, dex saves should be unaffected
@rough prism I did come up with a macro that uses the new midi-qol advantage conditional evaluation, it also removes the effects when the marked target reaches 0 HP, it does not handle the case when the target is Unconscious though, that would require a hook in a world script...
This macro for Create Undead doesn't seem to spawn any entities. The dialogue comes up and I can select which entities to spawn, but the template/crosshair to spawn them doesn't show up.
any other info?
Nothing in the console it seems
Hi all, I'm trying to hook onto MidiQOL's hit check system to display a custom dynamic message when the attack hits or misses. It seems like I don't have the info in the preCheckHits hook because it's before the check hits, but even in the subsequent AttackRollComplete hook, I can't find the info on who was hit and who was missed. Can anyone help me understand how to find that out?
I'm trying to make the scourge Aasimar's radiant consumption ability work at the end of the player's turn all at once instead of having the damage happen during each of the other creature's turns using midiQOL damage over time, is there a way to do this or should I look at other methods?
The workflow has a set of hit targets. Should be workflow.hitTargets
Effect macros can likely pull this off. You'll need a macro for it however.
Could do an Effect Macro on the aasimar that just calls into an item that does the AoE, then the macro needed is very simple (Can also be done with OverTime effect instead of EM)
I'd have the effect macro check the nearby tokens that have the desired effect name and run a damage only workflow on them.
But should they really have an effect on them? The effect states:
and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up).
Having an effect on each creature seems needlessly complex for what is essentially just an automatically triggered item
yea you're right
I didn't actually read the ability
I thought it was homebrewing it away from what it normally was
In that case a simple find nearby then application would do it
Right, and how do I know whether the attack has missed or hit the target?
If it's in the hitTargets set, it has it.
okay so I can compare hitTargets and targets
Yep
in reality
If it's in hitTargets
it was hit
Don't really need to compare it to anything
I want to also show a message for missed targets
so I need the list of missed targets
ah gotcha
For single target abilities you can just check if the set has a size of 0
right
Actually, I don't really think there is any abilities that one use one attack roll for multiple targets
So you should catch 99% of all attacks just by checking if hitTargets size is 0 or not
ah interesting okay
thanks for the support!
@scarlet gale hm, I'm testing it out now and it looks like hitTargets gets populated either way. I should be doing this in the preCheckHits hook, right?
okay I just tried in the AttackRollComplete hook and it works
never mind π
start logging out data throughout the macro to see what and where its actually executing
I don't have much of any macro experience is there a tutorial or key or something that would help with that?
#macro-polo Has a pinned message with a bunch of info. Although for this feature I feel like you can just get away with a feature setup to use the special range from midi to hit the targets around the token.
Special range from midi?
I don't really think its an overtime effect, its more of a bpae each of the aasimar's turns. I'd do an effect macro at end of turns
I just want to know how to implement at least one of these methods... please I don't know how
Simplest would just be make the feature do aoe damage to all creatures in range and have the player remember to use it