#MidiQOL

1 messages · Page 47 of 1

scarlet gale
#

No need to set it in the effect this way

violet meadow
#

I haven't followed the conversation. Why would they be incompatible?

molten solar
#

Lukas has a module updating game time every second which causes VAE to refresh

coarse mesa
#

I suspect it’s Times Up

violet meadow
#

Ah that is simple calendar 99%

coarse mesa
#

I’ll have a fiddle when I get home

scarlet gale
#

hold on

#

replace item

#

with origin

covert mason
scarlet gale
#

updated

coarse mesa
#

Didn’t have this issue with DFreds Effects Panel but that only showed an update to duration each time you hover, not real-time

violet meadow
coarse mesa
#

That looks promising

violet meadow
#

Just play with these settings to check

scarlet gale
#
let spellDC;
let scaling = origin.system.save.scaling;
if (scaling === 'spell') {
    spellDC = origin.parent.system.attributes.spelldc;
} else {
    spellDC = origin.parent.system.abilities[scaling].dc;
}
let save = await actor.rollAbilitySave('dex');
if (save.total >= spellDC) return;
await game.dfreds.effectInterface.addEffect(
    {
        'effectName': 'Prone',
        'uuid': actor.uuid,
        'origin': origin.uuid,
        'overlay': false
    }
);

Try this @covert mason

covert mason
scarlet gale
#

nope

#

Technically, you'll likely want to flag the token if it's already done this roll this turn to account for going in and out of the template

#

But it's unlikely to come up often

covert mason
scarlet gale
#

yes

covert mason
scarlet gale
#

I haven't tested it

#

but it should work

covert mason
#

I'll give it a whirl

#

That'd be-....
On Combat Turn Starting?

scarlet gale
#

yep

covert mason
#

Oh, I noticed that this has two effects. The dex save or fall prone, and the con save or lose concentration.

covert mason
scarlet gale
#

gimme a moment

#

need to check what the origin actually shows up as

#

it should just be the item

violet meadow
#

Use something like ```js
fromUuidSync(origin).parent...

scarlet gale
#

Effect macros has the origin already set as the actual thing

#

it's not the uuid

violet meadow
#

Then it's just missing a parent on the 1st call

molten solar
#

You're all assuming the effect has an origin

scarlet gale
#

Midi should have it always set

#

Not sure if AA sets it however

molten solar
#

Sure seems null tho

scarlet gale
#

@covert mason Is this effect being applied from AA?

molten solar
#

That's EM setting it as null because there's no Document found through the effect's origin

violet meadow
#

Freaking phone screens. Too small for this

covert mason
scarlet gale
#

Could you throw a console.log(origin) at the top.

#

If it's null we'll just have to do it the other way

covert mason
coarse mesa
#

@violet meadow did you get to the bottom of AEs not being removed on expiry… or is it something Tim is working on?

scarlet gale
#

top of the effect macro

covert mason
#

Or the effect macro?

violet meadow
coarse mesa
#

Fantastic, thanks. I was wondering if it was VAE squint

#

jk jk

scarlet gale
#
let spellDC = actor.flags.world?.spell?.sleetStorm?.dc;
if (!spellDC) return;
let save = await actor.rollAbilitySave('dex');
if (save.total < spellDC) {
    await game.dfreds.effectInterface.addEffect(
        {
            'effectName': 'Prone',
            'uuid': actor.uuid,
            'origin': null,
            'overlay': false
        }
    );
}
let concentrating = actor.effects.find(eff => eff.label === 'Concentrating');
if (!concentrating) return;
let save2 = await actor.rollAbilitySave('con');
if (save2.total < spellDC) {
    await game.dfreds.effectInterface.removeEffect(
        {
            'effectName': 'Concentrating',
            'uuid': actor.uuid
        }
    );
}```

In the effect, have a key set to: `flags.world.spell.sleetStorm.dc | Overwrite | @attributes.spelldc`
scarlet gale
#

that' a screenshot of the code

#

go back to the console tab

molten solar
#

It's above

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And it's null

covert mason
#

Yup

scarlet gale
#

We're back to doing it the other way

molten solar
#

You have origin.uuid

scarlet gale
#

oh true

#

2 sec

molten solar
#

Could also just set the origin...

scarlet gale
#

Yep

#

I think we can just set it to null

#

double checking the documentation for CE API

molten solar
#

I mean, in the effect. Where it is now.

scarlet gale
#

updated

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AA not giving the effects an origin is weird

#

But having an origin for the prone condition won't really matter here

#

If anything that's actually a good thing. I think midi would remove prone if the origin was set to the item and the spell ended.

covert mason
#

This is perfect. Now I can use it for other spells that do similar things. 😄

scarlet gale
#

Technically

covert mason
#

Well, as long as I change a few things.

scarlet gale
#

You still need to account for entering the template for the first time on a turn

covert mason
#

Aye

scarlet gale
#

You could do a on effect creation macro

#

literally just copy and paste the same macro

#

I would also check the combat tracker and make sure you're not doing it on the same turn

covert mason
#

Looks like it all seems to work as intended

scarlet gale
#

You would get a doubled up check if the person left the area then returned on the same turn

covert mason
#

Ah, that's true

scarlet gale
#

Not likely to often happen

#

but something to be mindful of

#

You could set a flag on the token to the current round and turn and compare them

violet meadow
#

I think this one had the checks needed

scarlet gale
#

My cloudkill does something similar too

vast bane
#

How do I fix this bug again, I think it has something to do with race conditions or a broken flag? hes got a bajillion DR's

scarlet gale
#

I mean that depends

#

If you look at the actor data

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Does it have DR set there

vast bane
#

I'm cleaning up some old legacy ways of doing advantage reminder stuff and maybe that will clear him

vast bane
scarlet gale
#

Probably _token.actor.flags

vast bane
#

Yeah I dunno how to fix this

mint nexus
#

if i have automatic attack and damage rolls on is there a way for it to automatically do all of the eldritch blast rolls for me

vast bane
#

This is all I see for his resistances but he also has his rage resistances going somehow even though rage isn't on

scarlet gale
#

Could make a new actor and just drag everything over to it

vast bane
#

ok so when I disabled the two items that give the psychic/force/thunder, it turns them all off but psychic, force, and thunder 🤔

scarlet gale
#

There another effect applying it?

vast bane
#

it was a stupid badly made potion of resistance gah

#

suspended effects man, they do weird things in midi

scarlet gale
#

Why would a potion ever need a suspended effect

coarse mesa
#

one hell of a potion

vast bane
#

the dnd5e srd items have that and the player must have dragged it instead of using the modified ones

scarlet gale
#

ah

#

I pretty extensively hide all compendiums I don't want players grabbing from

#

What's your full macro you're using?

last mural
#

@scarlet gale it's that one currently, minus the item.update line. Not at the PC anymore so cant really test more things out :(

scarlet gale
#

Gotcha

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You shouldn't need to update the damage parts either

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Once you start looking at it again

vast bane
#

yeah I've cleared out everything and I think that potion had adverse effects on the resistances section on the sheet, they are all still there but now I can delete them all

last mural
#

But still without those lines, the damage won't apply to the target token. I checked the damageRoll and the total matched the value I gave as dialog input.
The chatcard had "0 necrotic" as damage, and this was also rolled before the dialog was finished. So something is not properly awaited i guess?

scarlet gale
#

Yea

#

You're missing an await somewhere

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I'm not super familiar with how you're doing dialogs so I couldn't point out where

last mural
#

Neither am I 😂

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This is the first dialog I am stealing

scarlet gale
#

I just use warpgate dialogs and let that module make it for me

last mural
#

Alright, will check the warpgate Wiki in the meantime then!

vast bane
#

this item requires attunement and equipped to apply the ae, and for some reason it is the source of my problems with resistances on this actor somehow, I dunno wtf is wrong with it, I guess I'm remaking it. darkvision

#

its gotta be the actor somehow this is so frustrating I hate havin to rebuild a players character

covert mason
#

@scarlet gale Say if I took your setup you just showed me, and added damage on a failed save in the vain of, say, Black Tentacles:
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
How would I set that up?

vast bane
#

I think hes just got too much junk in him

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I swear tposney showed me how to fix this at some point a very long time ago

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Wow found it what a scavenger hunt this was, this is why its great that tposney is a man of few words so hes easier to find his solutions lol
#modules message

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has to do with a glitch with how midi messes with the window for resistances

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its the same actor too, I wonder what causes this

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With the changes to DR in 2.0.3 his solution above no longer fixes this

coarse mesa
vast bane
#

I dunno I fixed the all resistance shit, that was a bad potion, but the tooltip is spammed

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I don't know how to fix him, its not a gamebreaking problem, its just annoying

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I got it so that when I disable the effects his dr's clear

last mural
vast bane
#

the problem is I can never see the tooltip right

coarse mesa
# vast bane

Could try exporting that actor as a json and searching for those keywords, see what junk is in his trunk

#

You could even do some json surgery and reimport (as a new actor don’t overwrite) if you’re feeling good with that

vast bane
#

nothing looks out of the ordinary trying a second copy

coarse mesa
#

If the actor looks ok might just be a weird midi bug you’ve uncovered

vast bane
#

its like the ae is applying twice to the actor somehow

#

but I only see one of them

#

import also has the glitch

coarse mesa
#

Did you try fiddling around with the stacking settings? Might help

vast bane
#

he has no overlapping values, unless seperate values can mess with each other?

#

one item gives thunder/psychic, and the other gives poison

coarse mesa
#

Yeah just a shot in the dark

molten solar
vast bane
#

yeah it changed in dnd5e 2.0.3

#

you can't toggle them off now

#

that window is different

molten solar
#

... the fuck are you on about

vast bane
#

when I disable the effect, they aren't there

molten solar
#

aaaaaand what does the effect look like?

vast bane
#

wait it gets weirder:

#

I smell a tidy5e bug

molten solar
#

No, that looks correct.

vast bane
#

can't uncheck something that isn't checked?

last mural
coarse mesa
molten solar
vast bane
molten solar
#

Why in the seven shades of Earl Grey Tea Hot on my lap do you have this many effects.

#

Brutal Critical? Why? Toss that in Special Traits.

#

Unarmored Defense?!
No wonder you got effects acting up.

vast bane
molten solar
#

It's a flag. In special traits! catbonk

vast bane
#

that unarmored defense toggles on and off when they unequip its actually pretty neat

coarse mesa
#

This looks fairly normal to me 👀

vast bane
#

yeah this is actually one of the more tame actors

molten solar
#

I just had a look through my players. One has 2 effects. One has 1. The rest have 0.

coarse mesa
#

Dwarven Resilience is probably the most yeetworthy because you can’t unequip dwarf

vast bane
#

nah

#

dwarven resilience is ar stuff mostly

coarse mesa
#

Ah true

vast bane
molten solar
coarse mesa
vast bane
#

it just seems like these two active effects replicate on the actor

#

if I keep iron jaw off, then I see 2 poisons only

#

which is the dwarven resilience

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I tried dragging it out from the features compendium and it still replicates on the actor

coarse mesa
#

But you’re not getting 1/4 damage, it’s just the tooltip?

vast bane
#

yeah just tooltip

#

But I actually use that tooltip otherwise I wouldn't care

coarse mesa
#

And if you drag those features to another actor it’s fine

vast bane
#

yeah, I even have 2 dwarves in the party

#

only the barb has the duplicate poison

coarse mesa
#

If it was me, to satisfy my curiosity I’d export them both as jsons and see what’s different

#

You don’t have any funky world scripts or actor onUse macros in play?

vast bane
#

hes got a crusher actor on use on him and my world scripts are....

vast bane
#

I dunno, I guess I shouldn't care about this, hes a barbarian I'll never seen all of the DR's anyway in the tooltip

scarlet gale
#

Check if an effect called restrained exists on the actor and if so apply damage

covert mason
scarlet gale
#

You probably don't want to delete the effect

covert mason
#

Oh, nope.

scarlet gale
#

That's there is my example due to how potion of poison works

#

Damage doesn't need to be in an object

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It should just be a string

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This also won't take into account magical resistance. You may need a midi dummy workflow

covert mason
scarlet gale
#

Now you're not rolling the formula

covert mason
scarlet gale
#

And your setting targets to a potentially found effect

#

(not what you want)

covert mason
#

Looking through previous examples of the MidiQOL.applyTokenDamage function...
I'm kinda stumped

coarse mesa
#

(for now I've stopped the VAE info panel from pulsing by turning off the visibility transition CSS... can see the effect counting down in realtime still 👍 )

scarlet gale
#
let damageDice = '3d6[necrotic]';
damageRoll = await new Roll(damageDice).evaluate({async: true})
damageRoll.toMessage({
    rollMode: 'roll',
    speaker: {alias: name},
    flavor: 'Change This'
});
damage = damageRoll.total;
let damageType = 'necrotic';
let targets = [token];
await MidiQOL.applyTokenDamage(
    [
        {
            damage: damage,
            type: damageType
        }
    ],
    damage,
    new Set(targets),
    null,
    null
);```
@covert mason
covert mason
#

Ahh, so it was almost there.

covert mason
scarlet gale
#

What are you doing with damageTargets

#

erase that line and the line under it

#

put

covert mason
#

Oh. Is that not how to make sure that only restrained targets get damaged?

scarlet gale
#
let targetEffect = token.actor.effects.find(eff => eff.label === 'Restrained');
if (!targetEffect) return;```
scarlet gale
#

Looks good, but you'll want to update the flavor in the message part

#

I think that should otherwise work

#

Should still probably be setup as a dummy workflow so magical resistance can be taken into account

covert mason
#

Good idea 😅

scarlet gale
#

If you have the DDB importer it looks like Evard’s Black Tentacles has an automation already.

#

Looks overly complicated however

covert mason
scarlet gale
#

Go over to the compendium tab and hit DDB muncher

#

Then click spells and then spell munch

#

It'll throw everything it generates into a compendium called DDB Spells

covert mason
scarlet gale
#

That might just be a visual bug

coarse mesa
scarlet gale
#

See if there is actually multiple restrained effects on the actor

violet meadow
covert mason
scarlet gale
#

strange

#

But not surprising, the macro doesn't appear to too modern

coarse mesa
violet meadow
#

@coarse mesa the hover VAE rerendering is also observable

#

I don't remember the default SC settings re updating intervals tbh 🤔

coarse mesa
#

Not upgraded from v9

violet meadow
#

I see!

#

so I guess it is what it is 😄

coarse mesa
#

If you want that pulsing gone I have a one line css quick fix

#

I do like seeing the seconds ticking down 👌

stark siren
#

Confused here while using Dynamic Active Effects and Convenient effects and Midi. Trying to make an effect that applies frightened when you fail a wisdom throw, and then you have another chance at that wisdom saving throw each turn. In the "Duration" tab, there's a special duration that states "Expires if the char rolls wisdom save throw: success" but that doesnt seem to actually work. Picture of what im referencing if anyone can help
https://i.gyazo.com/46ee808e1d6b9530e7b9e3edc2b2b2ca.png

violet meadow
coarse mesa
#

the icon still pulses, kinda like that

scarlet gale
violet meadow
#

The 1st one

coarse mesa
scarlet gale
#

@violet meadow I don't suppose you know of any example macros that use a Dummy Workflow?

#

Searching the function here isn't bringing up anything

violet meadow
#

Hmm I was trying to use a Dummy Workflow to conditionally execute something quite some time ago. I have a vague recollection and I could try to find it
But yeah examples are non existent afaik

scarlet gale
#

Looking at the function makes me think I need to pass it item data

#

So that's annoying

violet meadow
#

What's you doing?

scarlet gale
#

Trying to make a generic function for myself that applies midi workflow logic. I want to pass it a set attack roll or save DC.

stark siren
scarlet gale
#

So presumably I just need to make an item that only exists in the macro

violet meadow
#

Just clone an existing item. Oof I will try to find out what I was going for my dummy one

scarlet gale
#

Yea, I've done that before

stark siren
violet meadow
# stark siren yep

Do you want to export your item and DM it to me to take a look? Much faster to check that way what you're trying to do

stark siren
vast bane
#

actionsave seems wrong

#

what is the ability you are making

violet meadow
#

Drag the item onto the Item's Directory on the right Foundry sidebar, right click and export

vast bane
#

cause pretty sure fear or cause fear is already made and you can cut andpaste

#

either in midi samples or midi srd

#

its basically hold person only frightened instead

violet meadow
#

actionSave is OK @vast bane
When true Midi won't roll the save automatically, but will let the player roll a save if needed/wanted

vast bane
#

I mean what feature would induce an action save for frightened/wis saves

#

I can see it for grapple/restrain removals

#

I am assuming its an action to remove is what that means

violet meadow
#

Yeah pretty much

vast bane
#

pretty sure they can just copy hold person and change the status to frightened

covert mason
#
await warpgate.mutate(token.document, {token: {light: {color: "#6fff00", dim: 5, alpha: 0.5, animation: {type: "ghost", speed: 3, intensity: 1}}}},{},{name:"Radiance"});

game.dfreds.effectInterface.removeEffect({'effectName': 'Invisible','uuid': targetActor.uuid});```
For an ``On Effect Creation`` macro. The mutation seems to work, but it doesn't remove any Invisibility effects.
uncut rampart
#

How do I make a macro look for the frightened condition on an actor?
(Trying to make aura of conquest)

molten solar
#
await warpgate.mutate(token.document, {token: {light: {color: "#6fff00", dim: 5, alpha: 0.5, animation: {type: "ghost", speed: 3, intensity: 1}}}},{},{name:"Radiance"});
await actor.effects.find(e => e.label === "Invisible")?.delete();
scarlet gale
#

The CE method won't remove it if it's not a CE weirdly enough. So Zhell's way is likely better.

covert mason
#

Perfect!

molten solar
#

You also do not need to worry about sockets. EM will attempt to call the macro for the player client who owns the actor (and default to an active GM).

#

which I believe is the point of the dfreds.effect stuff

scarlet gale
#

Yea, it's more useful when you're doing it on a target that isn't yourself

covert mason
#

This is for the On Effect Deletion portion. How would I revert only the Radiance mutation instead of all mutations?

await warpgate.revert(token.document)```
scarlet gale
#

Did you give the mutation a name?

covert mason
#

Aye, Radiance

molten solar
#

Here's a hint 🙂

covert mason
molten solar
weary rune
#

this is my CloudKill working without expiring after successful save using qol.Overtime. But I can't think of a way to get a DAE effect to apply damage when applied during active token's turn (ie when walking into template) which is also in the same effect list. and only applied once on active tokens turn. PS the built in Cloudkills were all a bit buggy.

nimble grail
molten solar
#

I don't know, no. 🙂 I don't use any of the modules involved here.

nimble grail
#

ah, sorry for bothering then lol

rigid jackal
#

Just came home to see this, thank you very much my friend.

uncut rampart
#

let damageTargets = MidiQOL.findNearby(null, token, 10);
damageTargets.push(token);
let damageValue = 2;
let damageType = 'psychic';
await MidiQOL.applyTokenDamage(
[
{
if(damageTargets = actor.effects.find(e => e.label === "Frightened")) {
damage: damageValue,
type: damageType
} else {
damage: 0
type: damageType
}
}
],
damageValue,
new Set(damageTargets),
null,
null
);

#

Idk, its a mess

#

And broken

nimble grail
#

(trying to figure out how to get this to check for the frightened condition for aura of conquest... and actually work lol)

molten solar
#

What is

if(damageTargets = actor.effects.find(e => e.label === "Frightened")) {
```meant to do?
nimble grail
#

check if the target is frightened or not - not sure if it works...

#

would it have to be outside the await?

scarlet gale
#

That won't do what you're expecting

uncut rampart
#

Well yeah it does nothing currently

nimble grail
#

then how would we make it check for frightened? been trying to figure that out for a few hours/days lol...

scarlet gale
#

That feature does a few things

#

But with effect macros on turn start you can at least see if the actor has the Frightened effect and if so do a damage application

nimble grail
#

we have been trying for awhile to figure out how to have it check for frightened is the thing

scarlet gale
#

You're pretty close

molten solar
#

The find finds an effect.

#

It's undefined if nothing is found

#

But more importantly, = is an assignment, not a comparison.

scarlet gale
#
let effect = actor.effects.find(e => e.label === "Frightened");
if (!effect) return;
nimble grail
molten solar
#

Welcome to JavaScript

nimble grail
#

yeeeep

molten solar
#

It's all front end from here on out

scarlet gale
#

Could be worse, I only used Lua before learning Javascript

molten solar
#

You're right. That is worse.

scarlet gale
#

You may not want to use effect as the variable name there now that I think about it

molten solar
#

You can re-declare it, but yeah... don't

nimble grail
#

frightenCheck?

#

not a bad name imo

molten solar
#

steve

nimble grail
#

terror

#

either or tbh

molten solar
#

I usually just use has for quick checks like these.

scarlet gale
#

Anything except: actor, character, token, scene, origin, and effect

molten solar
#

and nothing upper case lol

#

and not game either...

#

or canvas...

scarlet gale
#

That would be interesting

nimble grail
#

lol

scarlet gale
#

Can't imagine the error that would give

nimble grail
#

would you have to indent the await section after inserting the frighten check?

scarlet gale
#

javascript doesn't care

nimble grail
#

I assume yes lol

scarlet gale
#

It looks nice

#

That's it

nimble grail
#

huh ok then

molten solar
#

Exactly 2 spaces, them's the rules.

#

(No really.)

scarlet gale
#

You could make your macro one long line if you really wanted

uncut rampart
#

let damageTargets = MidiQOL.findNearby(null, token, 10);
damageTargets.push(token);
let damageValue = actor.system.details.level / 2;
let damageType = 'psychic';
let terror = actor.effects.find(e => e.label === "Frightened");
if (!terror) return;
await MidiQOL.applyTokenDamage(
[
{
damage: damageValue,
type: damageType
}
],
damageValue,
new Set(damageTargets),
null,
null
);

molten solar
#

Who has this effect?

nimble grail
#

other tokens

#

not the actor

scarlet gale
#

This looks a lot like something I wrote

uncut rampart
#

I used it as a base

scarlet gale
#

You don't really need the find nearby

uncut rampart
#

I know but im dumb and dont know how to select a single target

molten solar
#

That's what's confusing me. Nearby whom?

nimble grail
#

nearby the actor (who has the aura with this macro)

scarlet gale
#

You don't need to do that

molten solar
#

Where is the macro?

scarlet gale
#

This is an effect macro right?

uncut rampart
#

I would rather it be a single actor

#

It will be hopefully

#

Tied to an Active Aura

molten solar
#

Ok ok, so...
An actor with an aura. And they also have the macro.
And you want to find all tokens within 10 ft and do psychic damage to them if they are frightened.

scarlet gale
#

then you don't need to find anyone nearby, just apply the damage to the self token

uncut rampart
#

I know, but I dont know how to do that

#

Because I have even less coding experience

#

Its why I dragged Xaltios in

nimble grail
#

and of course I haven't looked at much java script... sooo...

uncut rampart
#

const originTokenId = args[1];
let damageTargets = canvas.tokens.get(lastArg.tokenId);

#

Would that do it?

scarlet gale
#
let effected = actor.effects.find(e => e.label === "Frightened");
if (!effected) return;
let paladinLevels = actor.flags.world?.feature?.aoc?.level
if (!paladinLevels) return;
let damageValue = paladinLevels / 2;
await MidiQOL.applyTokenDamage(
    [
        {
            damage: damageValue,
            type: 'psychic'
        }
    ],
    damageValue,
    new Set([token]),
    null,
    null
);```
#

Untested, let me know if you get an error

#

Make sure to properly setup the active aura

#

Effect macro run on combat turn starting

molten solar
#

@classes.paladin.levels, surely.

scarlet gale
#

yea probably

nimble grail
#

yea I was thinking bout that

scarlet gale
#

I didn't actually check

nimble grail
#

make it let paladinLevels = @classes.paladin.levels

molten solar
#

Even if it's evaluated before being sent off to the target

scarlet gale
#

I'm pretty sure it gets evaluated first

uncut rampart
#

The damage isnt happening

scarlet gale
#

error in console?

molten solar
#

F12 for console errors.
Also log the paladinLevels in the macro.

uncut rampart
scarlet gale
#

unrelated

nimble grail
#

do you know where we'd be able to find where the error is being caused? like I assume it has to be related to either the paladin or the zombies or the macro or the effect...

molten solar
#

Yellow messages are warnings. Errors are red.

nimble grail
#

ahhhh k

scarlet gale
#
let effected = actor.effects.find(e => e.label === "Frightened");
if (!effected) return;
let paladinLevels = actor.flags.world?.feature?.aoc?.levels
if (!paladinLevels) return;
let damageValue = Math.ceil(paladinLevels / 2);
await MidiQOL.applyTokenDamage(
    [
        {
            damage: damageValue,
            type: 'psychic'
        }
    ],
    damageValue,
    new Set([token]),
    null,
    null
);```
This is tested working on my end.
#

Although the damage needs to be rounded up lol

nimble grail
#

what does the aura look like out of curiosity

#

cause we have the same effect and macro and it's still not working on his end it looks like

#

(the damage isn't - the movespeed penalty is being applied, so we think the aura is working)

scarlet gale
#

If you're doing the move speed penalty with the aura I'm confused how

#

Because it should only apply to those who are frightened

molten solar
#

Where did you put the macro?

scarlet gale
#

Yea, I'd check that you're doing an effect macro not an item macro.

uncut rampart
#

Maybe it’s the frightened condition?

#

Idk

uncut rampart
nimble grail
scarlet gale
#

Could you screenshot the details tab of your effect

uncut rampart
scarlet gale
#

and now the effects tab

uncut rampart
scarlet gale
#

That's what I figured

nimble grail
#

mhm

uncut rampart
nimble grail
#

I mispoke/wasn't clear with what I meant there mb

scarlet gale
#

That's why

#

You didn't do this step ^

nimble grail
#

basically the damage was calling an undefined variable or smth?

scarlet gale
#

I have the effect macro return if it doesn't find the value

#

To prevent errors

nimble grail
#

ah gotcha

scarlet gale
#

line 4 specifically does that

uncut rampart
#

still nothing

scarlet gale
#

screenshot it again

#

and make sure to move the token out and back into the aura

#

So the effect on them gets updated to the new one

nimble grail
#

we've been moving the paladin

scarlet gale
#

that works too

#

Does the other token have the frightened condition too?

uncut rampart
#

Yes

nimble grail
#

all the tokens have frightened

scarlet gale
#

Could you export your item

#

Easier for me to just import it and check it's configured

uncut rampart
#

Wait... WAIT

#

level

#

not levels

#

oh damnit

nimble grail
#

god fucking- it's ALWAYS one character

#

istfg

uncut rampart
#

Oh wait still doesnt work

#

Oh wait... it was

#

I just had it misspelled twice...

scarlet gale
#

lol

uncut rampart
#

Well thats that

#

Thank you for the help

nimble grail
#

yea ty chris

scarlet gale
#

If you wanted to take it a step further you could also have the effect macro make a single turn duration effect

#

that makes the speed 0

nimble grail
#

how would we start to do that?

#

cause I'm interested in that lol

scarlet gale
#
await actor.createEmbeddedDocuments('ActiveEffect', [effectData]);
#

You just need to fill in the effectData part

#

You can see what that looks like by making the effect you want on a token then examining it's formatting in console

#

or exporting the actor and looking at the json

#

Here's an example:

let effectData = {
    'label': 'Condition Advantage',
    'icon': 'icons/magic/time/arrows-circling-green.webp',
    'duration': {
        'turns': 1
    },
    'changes': [
        {
            'key': 'flags.midi-qol.advantage.ability.save.all',
            'value': '1',
            'mode': 5,
            'priority': 120
        }
    ]
};```
nimble grail
#

F12 on the effect (aura of conquest) to find the data to put in that ^?

scarlet gale
#

not really

#

On an actor make an effect on them manually

#

configure it how you want

nimble grail
#

oh nvm Drako is working on it gonna let him do it XD

#

I'm just a player with coding knowledge trying to help lol

scarlet gale
#

then just look at the data structure in console / exported json

uncut rampart
#

It works!

nimble grail
#

ty again chris

cerulean phoenix
#

How do I make this passive effect take away the item uses of Elastic Joints (Tier 2, Dex. Save)?
it doesn't seem to work when I do it like this..

#

To be specific, it's not prompting the user to add the bonus

#

Otherwise it would-

chrome gale
#

I might just be being tired, but I can't quite see how to do this (I'm sure I once knew lol).
I'm trying to make a spell with a 30-foot radius from the spell caster, which causes hit targets to have to do a wisdom save, but which only hits enemies (so no friendlies and no self).

I know 'special' as the range omits the 'self' but I'm not sure how to omit friendlies.

cerulean phoenix
chrome gale
#

If I set it to 'enemies' I need to pick a number of enemies I think (which is unlimited depending on how many are in range)

#

and also means I wont be able to use the circle template to target them

#

so it wont really work

cerulean phoenix
#

I see, yeah, I see that.

violet meadow
#

@chrome gale the target 30 ft enemy is the way to do that.
What is not working?

covert mason
#

I'd like to turn this Summon Celestial macro into a Summon Elemental macro, where instead of summoning one creature with a single stat block, and altering that stat block, I'd like to pull from different creatures with different stat blocks. All of these four stat blocks are generally similar, and only require minor alterations such as the amount of health, AC, number of attacks, and attack and damage modifiers.
The primary reason for this is that the tokens for each of the creatures have different Token Magic effects on them and some have tiles with JB2A effects token-attached.
I'd also like to use different sequencer summoning animations for each elemental.

Does anyone have an example of how to pull this off?

rancid tide
#

If I use a item with a OnUse macro, and use it on someone else, does the macro execute from me or from them?

violet meadow
violet meadow
rancid tide
#

So in this case, me. I think?

violet meadow
#

Sounds like it.

#

Do you use Advanced macros?

rancid tide
rancid tide
rancid tide
violet meadow
#

What are you trying to accomplish?

covert mason
rancid tide
#

Okay I have a potion that lets whoever drinks it recover X hit points using their hit dice

sudden crane
#

If you use flags.midi-qol.onUseMacro on an effect that is applied to a target, it will execute when the target roll an item

rancid tide
covert mason
violet meadow
covert mason
covert mason
sudden crane
violet meadow
#

I imagine that the issue will arise if you force feed the potion to another target?

violet meadow
#

You can do eveything based on target in the macro

rancid tide
#

Because as long as I am the one doing it, everything is fine, but if I use the potion on someone else well, idk how to do that then

violet meadow
#

What's the macro you are using?

sudden crane
#

But the updates on the target will need to be executed as GM…

rancid tide
#

Still brainstorming

violet meadow
#

yeah it will need to jump through some hoops

rancid tide
#

That's another issue

violet meadow
#

get the target, trigger the hit roll dice roll, warpgate the mutated data

#

Or actually no mutation

#

Trigger the roll hit dice

rancid tide
#

Mhm but how do I give the target the choice to use it and how much

violet meadow
#

Oh now that is a different issue. Requestor module sounds like the solution

#

Or create an effect that will give the item on the target and make them use it 😄

rancid tide
violet meadow
#

hmm

rancid tide
violet meadow
#

I see. macro.createItem as an effect on the target

#

then in the same macro make it roll the Item after a bit of waiting to make sure its created

#

Roll it as the other client

rancid tide
#

Mhm, I'll think about it, thank you all for the help

violet meadow
#

await MidiQOL.socket().executeAsUser(handler, userId, ...args)

#

get the userId from the target's owner

rancid tide
#

Or maybe I create an effect that execute a macro upon creation on actor which promps you with a menu with the option to spend X hit points

#

executeAsGM("effect") let's me create an effect on other's actor so maybe that's a way

violet meadow
#

This is what you want to do essentially. No need to create anything on the target, just an ephemeral Item to "roll"

rancid tide
#

I don't understand the logistics behind it

violet meadow
#

You are using a socket to force another client roll an item

rancid tide
#

Does executeAsUser make an item execute from the user itself?

#

Ohhh

#

Okay so I get the target and say "from this actor, use this item" right?

violet meadow
#

Yeah that sounds about right

rancid tide
#

But the "data" argument in executeAsUser what does it wants exactly?

violet meadow
#

You will need to create an ephemeral item that will also purge the midi flags

sudden crane
violet meadow
#

so as not to roll indefinetely

rancid tide
#

what's a ephemeral item?

violet meadow
#

Its something that is not an actual Item which has been created on the server side

#

Just some data on the client more or less

rancid tide
#

like when I do "itemData = {stuff}"?

#

Okay I think I understand now

sudden crane
#

I think it’s the json object version of the item, without a class, to be able to serialize it on the socket.
The on the receiver side, it recreates an item from this data

rancid tide
#

And it auto rolls it?

sudden crane
#

If you ask for completeItemRoll it should

rancid tide
#

okay

sudden crane
#

completeItemUse

dark canopy
#

it does sound like warpgate's event system, midi's socket functions, or socketlib will be useful here

violet meadow
#

yeah. Just start using completeItemUse

rancid tide
#

So inside the argument I put an item, an then executeAsUser with completeItemUse rolls the item as the user linked

rancid tide
violet meadow
#

Make sure, if you use a copy of the original Item, to go into its data and delete the MidiQOL on use macro flags

dark canopy
#

sure, just pointing it out -- the event system is just a wrapper for p2p client communication

#

but it sounds like you have a better approach now

rancid tide
#

I mean the cool of programming is that there isn't a better approach so your suggestion is very much welcome

rancid tide
#

Since the item I need to execute has a OnUse Macro, because it's a complicated item xD

rancid tide
violet meadow
#

So lets say you want the potion Item to be the one that the ephemeral Item will be based on.
That one has the onUse macro on.

You can either do something like ```js
let newItem = originalItem.clone({flags:null})

violet meadow
#

Or just get another sanitized item which will be the basic roll hit dice stuff.

dark canopy
#

i simply know of, but dont have experience in, the rest

rancid tide
rancid tide
#

Thank you all, this community is always very nice when I have questions ty

violet meadow
#

@covert mason are you going by names for the summoned actors? Sidebar or a compendium?

covert mason
#

At least that's what I'm trying to figure out

violet meadow
#

So that would be all creatures from a specific compendium?

covert mason
#

Yup, all four spirits from a single compendium

dark canopy
#

spawning from a compendium is possible, but you have to jump through hoops

#

having the actors in the world is an order of magnitude easier

violet meadow
covert mason
#

Only trouble now is trying to find out what's causing this syntax error.

dark canopy
#

you might as well put any AEs or changes from AEs directly in the mutation data

#

and its that first line again, which i thought you fixed days ago 😅

#
const {spellLevel: level} = args[0];
covert mason
dark canopy
#

const level = args[0].spellLevel; or just break it all the way down

covert mason
#

Yup. Still more syntax errors. Looking through jslint, it sure doesn't like lines with more than 80 characters
And it likes single quotes, not double quotes apparently

dark canopy
#

ignore those, that's fine

violet meadow
#

If you ve copied and pasted it correctly, there doesn't seem to be an obvious syntax error in the macro.

prime olive
#

Hey I was wondering if i could get a hand with a macro not working correctly.
i'm using MidiQOL, warpgate, along with Item Macro. I am trying to do the echo knight's manifest echo feature. I got it to work with the line of code warpgate.spawn('Echo',{})

I have the On use macros option within the feature set to ItemMacro, the script works fine expect instead of one token it summons 7 of them. I went through every step and this doesn't become a problem until I add "itemMacro" to that on use macros field. not sure what i messed up.

dark canopy
#

7?? ha, that's a new one

#

if you just run the macro by itself in a standalone script, do you get the same behavior?

prime olive
#

it isn't until i activate the feature through the character sheet that it pops up 7 of them

dark canopy
#

heh, well at least warpgate is doing what is expected of it

#

does it prompt you for 7 placements?

#

or just one and it does...what exactly?

prime olive
#

it prompts for one placement, once i place "it" 7 tokens appear on the same space.

#

yeah running, from the hot key bar worked just fine turning off the item macro. i guess it can be a work around for now 🙂

game.dnd5e.macros.rollItem("Manifest Echo")
warpgate.spawn('Echo',{})

covert mason
scarlet gale
#

May not play nice with newer versions of advanced macros.

#

It doesn't wait for a return from the run as gm macro so it might work fine.

vagrant bay
#

How do you use the @fields function to reference and reduce the count of an item? It doesn't work like this.

idle crypt
#

hi there! can anyone show me how I can add a random damage type to an attack? acid, cold, lightning or fire

covert mason
# scarlet gale https://github.com/chrisk123999/foundry-macros/tree/main/Spells/Cloudkill

It doesn't appear to be doing any damage. No errors in the console.
I've imported the spell, and the macro. I've set the macro to GM execute and given ownership to all players. All thhat's happening is the template is down, the caster has concentration and the movement handler on them. Other creature steps into the template--no damage during its turn.
Maybe the newer version of advanced macros is futzing with it

covert mason
# covert mason

I had the idea that perhaps I could use the damage-dealing from this and do away with the requirement for the restrained condition, and instead find a way to scale the damage per spell level. Save or damage.
#1010273821401555087 message

#

Although... that doesn't account for the half-damage taken on a save.

scarlet gale
#

It can be fixed with a lot of copying and pasting the GM macro

covert mason
scarlet gale
#

If your look for all spots using game.macros.getName('Chris-CloudkillEffect') and change it to a function in that macro.

#

Newer advanced macros changed / broke executing other macros.

covert mason
# scarlet gale If your look for all spots using `game.macros.getName('Chris-CloudkillEffect')` ...

It looks like there's only one which is in the spell's ItemMacro

console.log(args);
let template = canvas.scene.collections.templates.get(args[0].templateId);
if (!template) return;
let spellLevel = args[0].spellLevel;
let spelldc = args[0].actor.system.attributes.spelldc;
let touchedTokens = await game.modules.get('templatemacro').api.findContained(template);
await template.setFlag('world', 'spell.cloudkill', {spellLevel, spelldc, touchedTokens});
game.macros.getName('Chris-CloudkillEffect').execute(touchedTokens); //< -------Here```
scarlet gale
#

It's in the template macros as well

#

Not at my PC at the moment. I can make the needed changes when I'm back.

coarse mesa
#

Those optional babonuses look hot @molten solar

#

(yes I am stalking you on github)

weary rune
#

how do I check if it is a tokens current turn? in a macro, got token

molten solar
#
const isItMyTurn = game.combat.current.tokenId === myToken.id;
weary rune
#

doh I worked it out after you posted but didn't notice the message. thanks

#

is there an effect flag to apply damage sort of the same as Overtime but happens when effect is applied? or should it be through macro. This is for entering template area which applies an effect.
needs damage type, save for half, spell DC etc

spice kraken
#

So the exact same as an overtime effect but it gets applied when in an aoe template?

scarlet gale
#

MidiQOL.doOverTimeEffect can manually run the overtime effect

#

For example:

let effect = token.actor.effects.find(eff => eff.label === 'Cloudkill');
    if (effect) MidiQOL.doOverTimeEffect(token.actor, effect, true);
}```
weary rune
#

it's weird it's not finding it but I can see it in the data. But I'll also run into the problem where It does both start of turn and doOVertime on the same turn

#

maybe needs async

spice kraken
#

If you have active auras you can look at the compendium items on how those handle it

weary rune
#

those don't work, doesn't apply effect on enter radius and effect expires on save and they duplicate effects.

spice kraken
#

Another victory for v9!

weary rune
#

I'm on v9 😄

spice kraken
#

Dm me as a reminder and I can help setup the Active Auras OT but it'll be in a few hours since I'm going out for a bit

weary rune
#

AA doesn't work because it doubles up. I'd have to apply it to a warpgate summoned token instead but am still trying to forge ahead with not going that route

clear kernel
#

Lukas said there may be a way with midi to automatically remove spell templates after casting them, is that something midi can do? I used to use a module for it, but it looks like it hasn't been updated to v10

scarlet gale
#

Midi does that

#

Among many other things

clear kernel
#

ah I must have something mucked up in my settings then, where can I go to enable that functionality?

coarse mesa
#

Hope that gets it working for you!

clear kernel
#

awesome, that's enough of a hint that I'll muddle through it

#

thanks again 🙂

coarse mesa
#

On a related note, I do wonder if I should be using Walled Templates instead of DF 🤔

clear kernel
#

I actually had it set to walls block, ignore defeated

#

which worked I guess? iunno!

coarse mesa
#

I have DF installed because we prefer the RAW 5E interpretation of how templates affect creatures (cones are actually decent, they're pathetic in FVTT core)

#

I wonder if I can have DF and Walled both going – anyone in here doing that?

clear kernel
#

ohhh, I see what's going on

#

but if the spell is concentration based, it'll stick around till concentration breaks

#

so in that case I guess I just have to manually erase it

#

unless I want it to remain

#

cause of spell text

#

ok that makes things clearer

coarse mesa
#

Oh but it should stay if concentration is going.... if you want to hide it that's another matter

#

Automated Animations and Token Magic FX both let you hide templates if you're using their fx instead

#

(but you gotta have something to see where the bad stuff is happening)

clear kernel
#

oh that's what I need then!

#

I'll try to find the AA setting or hiding default templates, that sounds perfect

coarse mesa
scarlet gale
#

Nothing stopping you from having the item macro delete the template deletion effect

coarse mesa
#

That too

clear kernel
#

that's true!

clear kernel
coarse mesa
#

Here's the TMFX setting, I like things this way in any case:

clear kernel
#

oh neat

coarse mesa
#

Because you don't see the ugly template unless you hover.... but you can hover to see exactly what squares are affected

clear kernel
#

that's perfect!

weary rune
#

I think this is my working Cloudkill. But had to use some weird hackery to make it work. overtime is end of turn, but only used via EffectMacro because I don't know how to roll a damage with save via macro, otherwise I'd not even user Overtime here. uses AAhelpers.applyTemplate to get the effect working on template. works also when token moves into radius, without doubling up in a round - I don't know how this is working but it is so I'll take it.. maybe AA Template does this by default?
edit: had some bugs.. see later post. #1010273821401555087 message

violet meadow
#

@coarse mesa I changed at some point to Walled Templates cause I really liked the way that module works when you move templates around and hit walls!

coarse mesa
violet meadow
coarse mesa
#

The cones especially are terrible…

violet meadow
molten solar
#

Is there an issue on github to support various template rules, and if not, have you thought of opening one?

violet meadow
#

Do you mean System wide? No idea. Personally I don't use scaling. Using 5/10/5 though

tall pond
#

Hi, guys! Can anyone help me ?

How can i set to other formula applies damage with a bigger critical threshold ? I only know this one

tall pond
vast bane
#

assuming that is right to begin with: workflow.diceRoll > 18

#

assuming threshold of 19-20

#

you could also just set the threshold if the additional damage is a normal critical

#

I wonder if the vorpal is in a premade somewhere to show us how to do it

tall pond
#

I'm trying do set Blade of Disaster... and its normal threshold is 18...

#

it works fine with vorpal because its only 20

#

but in here...

#

i just can't set anything but 20

vast bane
#

blade of disaster is just increased crit threshold, thats in core 5e no need for midi

tall pond
#

i need it, because its normal damage its 4d12, but its critical is 12d12

#

i need the other formula to roll a diference of 4d12

vast bane
#

you can set the critical threshold AND additional critical damage can't we, or is my brain too fuzzy

tall pond
#

if we can, i don't know

#

ha

vast bane
tall pond
#

lol

#

I'm blind, man

#

really

#

hahahaha

vast bane
#

your way would be nice for those weird homebrew rules where the crit rules contradict the spellls wording and the DM wants to keep that

tall pond
#

yeah

#

Tnks a lot bro...

coarse mesa
molten solar
#

Well it blew past 50% just now, you gotta get that down again.

coarse mesa
#

rolls up sleeves

molten solar
#

Asking never hurts, but check if there's an issue already

coarse mesa
#

You’re right, we jest but core is actually massively nerfing a bunch of 5E spells and abilities and a lot of players might not even realise. Think of the poor Dragonborn!

molten solar
#

And poor, underpowered but much cooler Lightning Bolt

cerulean ocean
#

does anyone know how to turn off the midiqol thing that makes for slow movement?

spice kraken
#

Slow movement?

cerulean ocean
#

like when a player moves it does a slow movement across the screen

#

I want it to happen instantly

spice kraken
#

That's not midi. That's core. Look at the pins of #macro-polo to create a world script that can change that

molten solar
vast bane
#

My first Caster Loadout build for macro.createitem Yeah its slow but I honestly think its either my pc or the host pc's poor hardware, unless you also all see slow item adds with the feature.

#

need to figure out how to mod the spell slots in the effect, probably gonna have to be effect macro stuff, doubt an ae changes slots

molten solar
#

AEs can modify spell slots, yes

dark canopy
#

very neat! the main reason for the lag would be the individual creation of the items (being routed through a few layers of modules)

vast bane
#

yeah but like hp, they can't mod the current slots up

molten solar
#

Current? No. Override the max? Yes

vast bane
#

yeah I'm thinkin probably on the todo list is a macro for it in the future

#

for now I'm just pretending the 0/0's are 1's

molten solar
#

Likely getting the item (async), creating the item (async), then flagging itself to know what item to delete when it gets disabled/deleted (async)

dark canopy
#

gotchya. what about modifying the caster level?

#

since slots are governed by caster level

vast bane
#

I kinda wish that we could put them all in one key, I think that might have something to do with the delayed additions:

molten solar
#

✝️

dark canopy
#

that poor poor DB

#

wreck it

vast bane
#

normally I just do 2-3 but spell loadouts are a lil crzier and I was conservative with the choices

#

my use case for this is for half-assed monster creations that I want to become casters, so not sure about spellcasting level...is it an ae I can set?

molten solar
vast bane
#

yeah current needs to be adjusted only once so thats why I'm leaning into effect macro probably

molten solar
#

Just have it take a long rest

dark canopy
#

ah, yea, just do all the item creations in one swoop, then mod the slots or long rest w/o dialog

vast bane
#

I assume the same situation would occur for the slots as with when one mods hp with AE's

molten solar
#

Yes

dark canopy
#

the hard work is getting all those uuids

#

now put it in a script and do it in 1 second instead of 30 🙂

vast bane
#

lol. I dunno how to add items in a macro

dark canopy
#

actor.createEmbeddedDocuments('Item', [await fromUuid('some uuid').toObject()])

in its most basic form

vast bane
#

is it literaly what I put in the effect values in the image?

dark canopy
#

but we would gather all the uuids up and get their data in a single array, then push it to the actor

molten solar
#

Need some brackets tehre

vast bane
#

hmmmm I dunno what the drag and drop is exactly with dae's macro.createitem

#

Compendium.world.create-item.UZR9srLpqLvUlevy

molten solar
#

That is a uuid, yes

vast bane
#

I think thats the name of the compendium

molten solar
#

'create-item' is, but the last part is the id of the item in said compendium

vast bane
#

oh well then I have the whole hard part done, just cut and paste

molten solar
#

yep

vast bane
#

thats the name of the compendium I believe

#

what brackets are missing in badgers macro?

molten solar
#

loads

dark canopy
#

fair, at any rate, #macro-polo can def take it from here, given an array of uuids, its pretty basic

molten solar
#

posted it there

dull condor
#

sneak atack is prompting -0 instad of -17

cerulean ocean
molten solar
#

Odd 🤔

vast bane
#

and tell us what it says

#

in the tooltip

#

(Its likely immune to the damage)

dull condor
#

the mob is immune to psy/poison

#

this is sneak atk

vast bane
#

that damage card is telling you that the creature was immune to the damage

#

or you tried to deal damage on a miss(I think)

#

or you tried to attack while no DM was logged in maybe?

#

OH, it also could be because you have abnormal damage types in your item, or you have more than one roller installed

vast bane
# dull condor

Ready Set Roll
Better Rolls for 5e
Roll Groups
ANything with "Fast Rolls" in its name
Dice Tooltips
Gm Paranoia
WIRE
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage```
#

My own question for the DAE pro's. Why are these two items different? AFAIK only the image is changed on them yet one has different buttons in the passive section:

#

The only thing I can think of is that the right hand one is carried over from v9 and was modified to look like the left hand one, but I can't see how or why they have different buttons there?

ancient flare
#

I am noticing MIDIQol is rolling damage for both regular and versatile formulas. Has anyone else seen this?

vast bane
ancient flare
#

what part would you like to see? The damage card?

vast bane
#

the whole workflow in chat

#

most of us merge cards so its usually just one

ancient flare
#

oh...you mean the config from settings...

vast bane
#

no I mean chat

#

I'm trying to quickly rule out a roller conflict

#

cause MRE and possibly Roll groups are culprits for versatiles set as regular damage formulas

#

Midi will roll all damage formulas that are not versatile or other on an item normally something is likely creating many additional damage formulas, its usually a bad importer or MRE/Roll Groups(and Wire)

ancient flare
vast bane
#

They are especially problematic as even if you remove the modules, they still have modded the item

#

show me the items details bottom third of the window

ancient flare
vast bane
#

Show me the warpicks details tab

dull condor
ancient flare
spice kraken
#

Show the bottom too Ref

ancient flare
vast bane
#

oh yep thers a box at the bottom for it

#

yeah try with just socketlib, libwrapper, and midi qol installed ENABLED

#

you do NOT need to uninstall everything sorry misspoke lol

ancient flare
#

FYI, this is not limited to the war pick. Its been any weapon with versatile damage loaded

vast bane
#

does it happen when just midi is enabled?

dull condor
ancient flare
#

I could roll down the FTC avenue. I have 170+ mods so....that becomes arduous

vast bane
dull condor
#

how i fix

vast bane
#

libwrapper, socketlib, midiqol

vast bane
dull condor
#

i dont turn on automation on midi btw

#

but yea i think?

vast bane
#

Define automation

vast bane
#

I don't fast forward, but I still utilize the automated things

ancient flare
spice kraken
#

Ah, I was gonna say export your settings and dm them to me but I'm still on v9

ancient flare
#

same result

vast bane
#

the latest is not an answer

ancient flare
#

LOL

vast bane
#

oh for that matter, what build of v10 are you on? are you a 291 beta tester lol?

ancient flare
#

2.0.3 for 5e, 10.0.23 on Midi

#

yeah, I'm on 291

vast bane
#

Ok well you match me perfectly barring a 291 build, so you definitely got something weird going on

#

oh boy 291 when your roller isn't updated for it yet oof

#

probably not the problem but we shall see

#

at this point, I think the only path forward to fix this is to nuke your midi settings or.....go to a fresh new world and test there

#

test with a fresh midi setup

#

and I understand fully how painful it is to have to nuke a midi settings setup as they are a chore to configure

ancient flare
#

sigh....I will crank up a new world

spice kraken
#

Export the settings to have a backup

vast bane
#

test in a dummy world lets rule out a bad midi first

#

I might even suggest snippeting all the settings tabs in midi before you nuke it so you can quickly resetup

#

versatile doesn't roll in addition right guys?

#

it couldn't be a stuck versatile key right?

spice kraken
#

Correct, 1 or the other

vast bane
# dull condor but yea i think?

damage of none means no damage in midi. Normally sneak attack is attached to a weapons damage in the workflow but you are using dnd5e's srd version of sneak attack instead of midi's premade

#

You can deal the sneak attack damage manually the core method. If you aren't merging cards, right click the damage and apply to selected token. If you are using merge card, turn on the buttons in the main midi settings that put mouse over buttons on the damage bar in chat.

#

personally, if ya got midi, and if ya got the damage card turned on there....you should be using midi's automated sneak attack.

#

you are already being forced to work with midi's damage calculator, might as well leverage it.

vast bane
ancient flare
#

ok...juggling midi workflow in test world to match the original

vast bane
ancient flare
#

no

vast bane
#

part of the reason I like worldscripter module is that it turns them off when using FTC

ancient flare
vast bane
#

does the test world have the problem?

ancient flare
#

trying to get the automation to match

vast bane
#

also...did your main world have WIRE or MRE installed at any time?

ancient flare
#

WRE MRE?

vast bane
#

2 rollers that conflict with midi and had issues modding items and leaving the mods on them after uninstalling

ancient flare
#

I use Dice so nice. Thats the only thing I would say is a roller. Is better roll tables a "roller"?

#

Not sure how you define a roller?

vast bane
#

DSN is technically a roller but not what we all call rollers

#

rollers are things that mod the chat card before outputting to chat

#

they manipulate the roll. DSN just reads it and does stuff with it

ancient flare
#

so...what do WIRE and MRE mean? Not familiar with those abbreviations

vast bane
#

Midi does not work with:

Ready Set Roll
Better Rolls for 5e
Roll Groups
ANything with "Fast Rolls" in its name
Dice Tooltips
Gm Paranoia
WIRE(Pending spelling)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage

#

gotta go find it

spice kraken
#

MRE is dead on v9

vast bane
#

the worlds carry over though

#

the issue he has is something that could totally carry over, modded items

#

even after you uninstalled it the items would have flags and other things on them still that midi would interpret as an additional damage formula

ancient flare
#

never userd any of those

vast bane
#

I dunno what wires called but if you don't know what it is, then nm

#

does it not happen in the fresh world?

spice kraken
#

Whistler's Item Rolls Extended

vast bane
#

if the fresh world is fine, we didn't clear your keybindings, maybe you got weird keybindings for midi

ancient flare
#

jeepers...is there a console command to backup the midi settings?

vast bane
#

theres a button in midi's settings for saving settings

ancient flare
#

a simple json export/import would reallllly be helpful

vast bane
#

you can also make a fresh world with midi and create a defaults settings

vast bane
#

also not every setting saves in that I think

ancient flare
#

thank you....theres so much its easy to miss. 🙂

#

OK...dummyu world it works as expected

vast bane
ancient flare
#

yessir

vast bane
#

go to normal world with problem and hold down the T key and show us what the damage popout shows

#

hold down T for the whole workflow

#

I want to see this sort of image:

#

obviously without the fancy red stuff

#

how is it rolling versatile?

#

are you holding down V?

ancient flare
#

shift is how versatile normally rolls

vast bane
#

switch to the Versatile option in the customize formula and show us it

#

isn't there a windows 8+ thing that fucks with shift?

ancient flare
#

Not getting the window you showed.

vast bane
#

what are your midi keybindings

#

T definitely should be stopping fast forward and auto roll

ancient flare
#

I got it, I think with ctrl alt left click. No versatile damage formula shown

#

However when I roll the normal damage it does both normal and versatile damage

#

perplexing

vast bane
#

does it only happen with one actor?

ancient flare
#

no, any actor with both loaded will get this result

vast bane
#

what browser are you using?

ancient flare
#

Edge

vast bane
#

switch to another browser and try

#

I dunno, if it doesn't happen in your other world, you could try importing the other worlds settings

#

War Pick is not a versatile weapon, so it probably won't have that drop down

#

drag out a fresh longsword

#

from dnd5e's items compendium

#

and swing that on the actor

ancient flare
#

switching browsers doesn't change anything.

vast bane
#

test normal roll with shift held down, then show us the drop down with T held down

#

A war pick is not a versatile weapon

#

You are 1000% sure you have no world scripts installed?

ancient flare
#

Not sure what a world script is. For this actor there is no itemuse macro.

vast bane
#

world scripts are usually in the world folder in data and you would of had to of modded your world.json and such

#

cause what doesn't add up is the fact that the cards are all rolling versatile damages and the items don't even have that

#

something is overriding your chat cards

#

if you don't remember going to macro polo and getting some world script macros setup for yourself, then you don't have any world scripts, its something you definitely would recall

ancient flare
#

Yeah...that I have not done for sure!

vast bane
#

as for actor on use macros those are on the front pages of the actors its a lil cog wheel next to special traits

ancient flare
#

As for the damage roll, even with the longsword from SRD, still not seeing the versatile formula.

vast bane
#

apparently I must have a module doing my stuff my bad

ancient flare
#

BUT....the longsword does work properly

vast bane
#

do you use an importer?

ancient flare
#

HOWEVER, when I edit the damage from, say, bit on a rat to add versatile it mucks up again

#

DDB

vast bane
#

are all of your items from the importer?

ancient flare
#

and yes

#

Don't say what I think you are going to say.....

vast bane
#

You could go to his server and see if hes noticed this problem before

#

hes very midi centric so he could totally spot the problem if you show him it

ancient flare
#

I was afraid you were going to say that

#

I will see what Primate says...thanks for the help tho!

vast bane
#

I personally do not use importers anymore. I prefer to get all the premades from searching here or making them myself importers rarely save time

#

if you drag the naughty weapon to the side bar and export it, you can drag the file here and I can try to import it to replicate the issue

ancient flare
vast bane
#

confirming if we can even do the swap, I'm not on 291

ancient flare
#

ok, its problematic for you too...good, I guess

spice kraken
#

Does the issue persist on a newly created actor with SRD items?

#

Specifically from the SRD compendium

ancient flare
#

Doesn't appear so

vast bane
#

A War Pick isn't even versatile, so my question is why does this item have it

spice kraken
#

Wherever you got the item from made a trash item so just use SRD items or make your own

vast bane
ancient flare
#

Its from IDROTFM, when a Duergar increases size to large it does 2d8

coarse mesa
#

If you turn versatile on does that fix it?

vast bane
#

Lukas solves the problem!

#

Flag it as versatile, this might be a midi bug even

coarse mesa
#

There's a midi setting to also roll Other if it's in there (but it treats versatile as Other because a lot of SRD creatures have their extra damage in that field)

#

If versatile is unticked it would fall in that category

vast bane
#

nah its not ticked

coarse mesa
#

I mean in the workflow settings

vast bane
#

YEP

#

damn thats genius right there

#

empt=true

ancient flare
#

YUP....setting as versatile does indeed resolve the issue!

coarse mesa
#

Yeah it could be a bit clearer, but it's a concession Tim made to make most of the SRD monsters work out of the box

#

(that have extra poison damage or whatnot)

vast bane
#

So its not a bug, its just 1 more thing that makes you laugh at midi's interactions with dnd5e srd stuff

#

like when someone accidentally rolls the torch item

ancient flare
#

Yeah,,,just a config miss...something to be communicated to importers so the items are created properly...or silly users that customize stuff. 👀

vast bane
#

you might want to tell MrPrimate in an issue report about the importer honestly

ancient flare
#

I shall

coarse mesa
#

Well if they didn't tick versatile in DDB it's not really on him

vast bane
#

thats gonna be a pain in the butt to edit all those items

coarse mesa
#

Most imported weapons work just fine

vast bane
#

its from the duergar in an adventure module

#

so its stuff that primate made or his community did atleast

ancient flare
#

this is the definition of a corner case

coarse mesa
#

Ah right, yep he'd prob be keen to know then

vast bane
#

its a very very weird interaction is all but he probably has a bunch of adventures with duergar specifically

#

I know dotmm has some

coarse mesa
#

Yeah that wouldn't have happened for me, this is how mine is set

#

If save present for rwak/mwak for monsters that have an extra save vs poison damage or whatever. And off for spells because Toll the Dead has versatile damage (for when creatures are wounded)... and it was rolling both until I turned this off

vast bane
#

you would have issues with weapons that use activation conditions though

coarse mesa
#

Yeah we don't luckily... it's a weird set of options tbh

vast bane
#

did you go into dotmm from dragonheist?

coarse mesa
#

Yep

vast bane
#

are you a player or a dm?

coarse mesa
#

Player... assuming we missed a magic weapon you know of, or maybe we didn't but aren't using it

vast bane
#

yes 😉

coarse mesa
#

Our only melee character uses a polearm

vast bane
#

Well only if the Cassalanters were your villain