#MidiQOL

1 messages · Page 48 of 1

coarse mesa
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we did cross paths with them but didn't finish them off

vast bane
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My players needed someone that was hateable, and those two were perfect

mint nexus
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so does anyone have a way to automate wildfire druid's enhanced bond? i don't know if midi and dae can do it or if i need to get bab or what

violet meadow
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Better share a small description of said ability

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From MidiQOL readme (just for the long discussion about the Warpick above :P):

Because of the way the SRD monsters have been set up, (i.e. extra damage as versatile damage and the versatile property not set) the versatile formula will be treated as Other Damage if there is no Other Damage formula and the weapon property "versatile" is not set.

spice kraken
mint nexus
coarse mesa
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@vast bane if you have anyone in the party using the Hide action you should check out the Stealthy module that just dropped.

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Our player that has been specifically playing a Gloomstalker for DotMM, because dungeon and dark... is so miffed (we've moved onto something else)

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Umbral Sight actually works properly with Stealthy

violet meadow
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The bonus is equal to one of the results of the dice rolled?!

mint nexus
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so like if i cast scorching ray only one ray gets the extra d8

violet meadow
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Smell like macros needed

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Or an optional bonus with Midi and a count of turn Nah, heal damage it can do, fire damage from spell specifically cannot without a macro

coarse mesa
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Smells a bit like Divine Fury tbh

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Could also be a job for Babonus?

violet meadow
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yeah kind of. There is a Cleric's ability similar to that too

coarse mesa
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Blessed Strikes

violet meadow
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Yeah. Was intended as a reply to Divine Fury comment though, not Bab

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This would still need a macro and an EM. Turn it OFF when used, turn it ON on turn start or turn end (if it needs to be used out of turn too)

coarse mesa
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I had a great Blessed Strikes going in v9. I probably yoinked it from you

mint nexus
violet meadow
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You would need to roll each attack individually with MidiQOL probably anyways, right?

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So when used once, it needs to be turned OFF. This should cut it 🤔

mint nexus
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yes so yes

violet meadow
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Can you use it out of turn?

mint nexus
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it doesn't specify any limitations on when i can use it

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any time i cast a fire spell, with no restrictions on when i cast that fire spell, it gets an extra 1d8 damage, but only to one of the damage rolls

violet meadow
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Alright let me grab a coffee and will cook it up

cerulean ocean
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Is there a way to hide the midiqol calculations on rolls and the info on a weapon like how damage is calculated?

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Wanted to do a cool thing where players use weapons to discover their qualities

violet meadow
mint nexus
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i was able to make an active effect that applies the bonus that i can turn off after the first shot with scorching ray

violet meadow
cerulean ocean
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Oh I have not.

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Thank you. I'll look through those

vast bane
coarse mesa
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I was contemplating putting something together and then this module popped up and saved me a lot of trouble 😅

vast bane
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I don't really need a module for outside combat and inside combat I got a macro made to handle it well

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I use honeybadgers philosophy of not banking the roll, but instead rolling when its challenged

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So the player and the target do a stealth vs perception contest and if he wins he gets advantage

coarse mesa
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You could still do that but yeah

vast bane
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my campaigns very totm outside combat like mercer's crit role so I don'tneed out of combat stealth stuff

violet meadow
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Oh lol, just realised that there are many features that don't need anymore making sure you calculate the correct timings of usage in macros.

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Use it, toggle the AE related to it off, and turn it on using EM on combat turn start (and combat turn end if it is to be used of turn too...)

coarse mesa
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Yeah I knew EM would change the game in here. In some cases it is nice to have all the code in one box though

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Mainly when posting on here so I can yoink 😂

clear kernel
molten solar
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still nope

jagged remnant
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Hi all, i'd like to set up a weapon to heal its wielder a flat 2HP on hits, i thought this should be fairly simple to do using the "on use macro" field but unfortunately i know absolutely no javascript, can someone point me in the right direction?

violet meadow
violet meadow
violet meadow
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Enhanced Bond MIdiQOL, DAE, Effect Macro.
Feature with 2 DAE, both Transfer to Actor on Item Equip.

  1. Named Enhanced Bond with an effect of flags.dnd5e.DamageBonusMacro | Custom | ItemMacro.Enhanced Bond
  2. Named Enhanced Bond checker with Effect Macros for Combat Starting, Combat Ending, Combat Turn Start, Combat Turn End with this macro ```js
    await token.actor.effects.find(eff=>eff.label === "Enhanced Bond").update({disabled:false})

The feature's ItemMacro should be ```js
const types = ["healing","fire"]
let damageTypes = args[0].damageDetail
for (let other of args[0].otherDamageDetail) {
    damageTypes.push(other)
}
damageTypes = damageTypes.map(i=>i.type)
if (types.some(i=>damageTypes.includes(i))) {
    const dmgType = types.find(i=>damageTypes.includes(i)) 
    const diceMult = args[0].isCritical ? 2 : 1;
    if (game.combat) await token.actor.effects.find(eff=>eff.label === "Enhanced Bond").update({disabled:true})
    return {damageRoll: `${diceMult}d8[${dmgType}]`, flavor: "Enhanced Bond"};
}
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If you want to name it something else, make sure that you will change all the relevant entries to the new name.

white turtle
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Having a bit of trouble with concentrator, for some reason it's not removing the concentration on a failed save, even though the chat prompt is showing up in chat, but once the saving throw is rolled, nothing happens. Concentration is still removed when time expires, though. Also damage is applied manually through the token hp box thingy, if that matters, and these are the settings I have on

violet meadow
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Any other Roller modules enabled?

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And versions of Foundry, System, MidiQOL?

white turtle
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latest foundry, system and midiqol, no other rollers enabled, but yeah I'm about to test it in a fresh game see if it gives me the same issue

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I was previously using CUB but CUB didn't remove concentration when the spell expired, so was trying to give midiqol conc automation a try but now it wont properly do the saves for me but it removes it on expiry lol

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Yeah okay even in a fresh game with just midi installed the saving throw doesnt seem to be doing anything lol

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game's messing with me I think

violet meadow
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By save I mean go to MidiQOL settings => Workflow settings => Misc tab, hit export and save them locally and then import mine

white turtle
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Okay that works, it even autorolled the save without even prompting a roll, which I dont prefer but I can work backwards from there and see if I can get it to work with my preferred rolling settings

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Oh, well I think i'm stupid, I guess concentrator needs auto-check saves to be on, not sure why I didnt even consider that lol

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I thought it'd be its own thing lol

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well my bad, thank you

young owl
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is there a way to do damage reduction in 5e? (like older editions, DR/10 being reduce all damage by 10)

violet meadow
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Type in DR

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To not be confused with keys including dr which are damage resistance

young owl
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ah, wasn't sure that was any different from the normal one

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so should be?

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for DR/10?

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yep. worked, thanks much!

meager granite
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Someone informed me that Midi qol can do some card merging?! Digging through the options now, can someone let me know where these live?

vast sierra
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(if you do that, you can no longer right click to apply damage, so make sure you are using damage cards OR enable buttons)

meager granite
# vast sierra

How did I miss that option? I was SPECIFICALLY looking for it! :/

vast sierra
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Forest for all the trees something something 🌲 😉

meager granite
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Awww, it doesn't roll dice when I enable that. Is there an option to preserve rolling dice?

vast sierra
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Having that on should have 0 effect on 3D dice appearing (or not) 🤔

meager granite
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Yep, turning off the merging brought back die rolls

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Aaaaaand, there's an option for that too. Problem solved.

fast stone
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Is there a way to disable resistances for a token with an active effect? I see that system.traits.dr.custom will enable them, but I can't figure out how to turn them off on a character that has them.

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I will answer my own question. Just scroll down on system.traits.dr.value. There's a -trait option. Hopefully useful to the next guy.

spice kraken
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You could add vulnerability if you know for sure they have that resistance

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That'll cancel each other out

meager granite
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If I am using the "fast Forward" option on my damage rolls as the DM, how do I roll crit damage in the event of a natural 20?

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Nevermind. It does it on its own. Sorry about these silly questions.

fickle sleet
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Hello! Is it possible to have a macro directly be used for damage?

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Like having this type of pop up automatically appear through a macro

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rather than having to go through the Attack Roll pop up?

violet meadow
fickle sleet
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Hmmmm

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Okay first of all my laptop overheated and shut down
But

Right before it shut down, I tried that, but I got like a furnace macro error

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Checking the console, it said that the function didnt exist

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I have midi qol and furnace installed

scarlet gale
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@covert mason I finally got around to testing my Cloudkill automation on newer advanced macros versions. It appears to be working for me fine. I've updated the export and macros on my Github to make sure I didn't accidently have an old one one posted there.

violet meadow
fickle sleet
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Ahhhh

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Hmm

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Im on 9.0

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I havent updated to 10 because i wasnt sure how much of the modules i installed would break lol

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Though i am currenrly testing on a duplicated world 🤔

violet meadow
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@fickle sleet edited... damageRoll should be rollDamage()... facepalmpicard

fickle sleet
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Lol hahaha

violet meadow
fickle sleet
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Just got home, booting up my laptop again with a fan cooler

Going to try it now

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after my wifi also boots up

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I think im going to start and try playing around and develop macros

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My biggest issue rn is that im still pretty unfamiliar with javascript, and theres a lot of object names and functions that i dont get/dont know the name of

Still trying to figure all of this out

violet meadow
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#macro-polo can help with most of the questions and searching through uncovers lots and lots of knowledge
#1010273821401555087 for more specific macros to this module
Google also helps a lot

fickle sleet
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I feel like ive been playing with so many modules for so long now that i have forgotten whats vanilla foundry and what came from a module LMAO

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Didnt even realize that what i was searching for a midi qol specific thing until a person pointed me here hahaha

violet meadow
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That macro is not MidiQOL specific. Its a Foundry function

fickle sleet
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Thanks!

coarse mesa
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I was curious how you were going about that, as a best practice. I know Moto's method but thought there might be a more direct way

violet meadow
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You could do that if you want to only trigger damage from an item with attack roll defined.
Or create an ephemeral item to roll that does only damage as needed

coarse mesa
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Yeah I'm thinking of spells like Heat Metal where you can choose to use your bonus action to just do damage (no attack roll)

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I'm not sure what ephemeral items are... cool name though!

fickle sleet
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hmm

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i'm quite confused now
it isn't applying damage to targeted tokens

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i'm not even sure what it's applying damage onto

violet meadow
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It just triggers the damage dialog as you showed.

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What are you trying to do specifically?

violet meadow
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No need to create an actual item on the character sheet to do that for instance

coarse mesa
fickle sleet
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and well, I kind of wanted the player to roll the damage of his Dagger and the Green Flame Blade Spell consecutively without having to roll for the attack for each

violet meadow
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Ah ok I see. Does the green flame blade have an attack?

fickle sleet
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In most cases, it is doing that
but well

I can't automatically trigger the macro.
I first have to do an "initial" attack using an the item and the spell
this kind of makes the game flag which tokens are being targeted

and after that, I can keep spamming the macro, and it will only target the tokens that was initially targeted by the weapon and spell attacks earlier

fickle sleet
violet meadow
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You can just change the Green flame blade to not have an attack roll and just use it after the original attack

fickle sleet
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hmm how would I do that?

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🤔

violet meadow
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Edit the spell

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Make it utility in activation type

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Action Type 🤔

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Keep confusing these two

fickle sleet
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Ah perfect that solves my green flame blade issue
But is there a way to kind of fix the initial weapon attack issue?

Currently the macro triggers the rollDamage() for the weapon, and then activates Green Flame Blade afterwards

But once again, the damage Macro won't target a targeted token unless I specifcally initially do an attack roll via the weapon in the player's Inventory

and after that initial attack, the damage Macro will only target that actor, even when the actor is killed

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Hmmmmm I probably can fix this just by having 2 separate macros actually...
one for the initial hit, and the second if my player is hitting the same person 🤔

violet meadow
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If you change the spell, try dragging it from the character sheet to the hotbar. That should create a shortcut to rolling it from the hotbar.

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Using that, should just create a proper MidiQOL workflow, respecting the target and such

fickle sleet
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Ah well that was what I was hoping for
but well... I have never made a Midi QOL workflow before hahahah

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hm I guess that's just my queue to start researching and learning I guess

violet meadow
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When using MidiQOL, every item roll creates a specific workflow which you can manipulate in certain stages.

fickle sleet
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alright, thanks!

low trench
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I'm trying to figure out how to apply a random damage type from a list... to a cantrip. I'm not very good with Macros. Any help would be appreciated. I'll even buy you a drink or a dinner! (I don't mind paying people for their work.)

I'm trying to create a Prismatic Bolt Cantrip for my Wild Magic Sorcerer who really likes random things. I'm going to have it do a 1d12 dice (raw power and unpredictable results). I would like it to pull from the more elemental side of damage: fire, cold, lightning, thunder, acid, and poison.

I was told to come here from the community helpers. I'd like it to work with Midi. Attached mods using to do combat. I don't even mind sharing this with the community when its done. Hoping someone can help.

violet meadow
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For the damageType part probably have shared something in the past 🤔

low trench
charred acorn
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Is there one of these optional flags for initiative?
The guidance spell should affect initiative as far as I know but I'm having trouble getting the spell to do it while providing a choice if they use it

violet meadow
violet meadow
low trench
violet meadow
# low trench I think so. I don’t want it to be based on the damage dice rolled.

ItemMacro | Before Damage Roll onUse item macro ```js
const roll = await new Roll('1d12').evaluate()
const msg = await roll.toMessage({flavor:"Damage type decider"})
await game.dice3d?.waitFor3DAnimationByMessageID(msg.id)
let damageType;
if (roll.total < 3) damageType = "fire"
else if (roll.total < 5) damageType = "cold"
else if (roll.total < 7) damageType = "lightning"
else if (roll.total < 9) damageType = "thunder"
else if (roll.total < 11) damageType = "acid"
else damageType = "poison"
this.item.system.damage.parts[0][1] = damageType

coarse mesa
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Could roll a d6 for those damage types, but I guess a d12 looks scarier!

molten solar
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(It was at 47% two days ago.)

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vanishes

molten solar
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Using a d6 will also let you write some neater code

violet meadow
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yea

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but d12 was the ask 😄

molten solar
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const type = {
  1: "fire",
  2: "cold",
  etc
}[roll.total];
molten solar
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Though you could just floor it with a d12

coarse mesa
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We don’t get to roll enough d12s, fair

spice kraken
molten solar
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Well it sure as fuck isn't 47 anymore

coarse mesa
molten solar
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so uhhh

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Shit got done?

coarse mesa
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Was not expecting that over new years

molten solar
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I've no doubt drugs were involved.

coarse mesa
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Copious amounts

molten solar
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I helped /s

violet meadow
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they are all getting ready for THE stream event of 2023 😄

coarse mesa
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PF2E just had a big roundup stream, is there some peer pressure?

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ARE they gonna be using midi???

violet meadow
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oh yes hahahaha

coarse mesa
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With Atro there???

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This is gonna be unmissable

violet meadow
coarse mesa
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Oh man this is gonna be fun

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I wonder if it will be 3D canvas

violet meadow
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I would imagine so from the description

coarse mesa
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Although, Baileywiki do a lot of MATT stuff

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Unsure if that works in 3D, probably

violet meadow
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Hmm no idea, haven't gone to such lengths 😄

coarse mesa
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Aw, Tim needs a logo

violet meadow
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😛

coarse mesa
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Zhell will be keeping his eyes peeled for a glimpse of otter icon

molten solar
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lol

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ping me if that happens

vast bane
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does the Override keyboard shortcut disable prompts like optional macro keys in midi?

coarse mesa
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hang on that can't be right

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it also ignores walls and range

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I was just looking here

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I think I already know the answer to this one, but is it possible to add the finesse property to a feature? Psychic Blades came in as a feature on our Psiknife and we were wondering why sneak attack wasn't working. The ranged blades work, because sneak attack looks for ranged or finesse

low trench
violet meadow
# low trench Thank you so where do I put this exactly? (Sorry 🙂 ) (so so sorry btw)

So it seems you are using Item Macro module. In the settings of that module, uncheck the sheet Hooks box if you want to use it alongside MidiQOL.

Then on the item (the spell), on the title bar click the Item Macro button and paste that in there.

Finally on the Item's Details Tab, scroll down and click on the + to add a MidiQOL on Use macro.
In the box that will appear, type ItemMacro case sensitive and select the Before Damage Roll in the second box.

low trench
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Oh you are a god

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thank you

vast bane
coarse mesa
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I tried tricking it by adding finesse to the JSON and re-importing, but it didn't like that 😅

violet meadow
coarse mesa
vast bane
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You could also put the whole weapon in the item macro on use and auto hide the items message when it rolls

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You should submit that fix to the ddbimporter compendiums

violet meadow
low trench
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Yes!

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What can I give you!

queen night
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Hi all, I'm setting this all up for the first time and for some reason when I place a fireball it rolls damage and targets everyone but it doesn't prompt anyone to save

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I've tried both monk's and LMRTFY and I can't seem to get either to work

spice kraken
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Did you enable either of those modules and did you tell midi to use them?

queen night
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yeah, one at a time then I changed which one midi used as they were enabled

spice kraken
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If no one can help you before I'm back I can try. Gotta eat dinner cause I'm starving

queen night
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it looks like it's only that spell, color spary works

coarse mesa
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You’re logged in as GM, do you have GM saves on auto?

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Or is it happening for players when they’re logged in too?

queen night
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so I get the prompt when I cast color spray, but not fire ball, super odd

coarse mesa
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Color Spray shouldn’t even have a save

queen night
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ah, right you are, that's damage, not save

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ok, thunderclap does the roll automatically

coarse mesa
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If you also log in as a player in an incognito window you can see if they’re presented with a save. You probably just have saves being rolled automatically for the GM

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And if players aren’t logged in you’re rolling on their behalf

queen night
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I'm on one now, but the console still throws that error and no damage applies

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I cast fireball 10 times froma level 20 character on a level 1 pc

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none "hit"

coarse mesa
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Is damage being auto applied in your midi settings?

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I’m not sure how that offhand weapon error has any bearing on fireball. Might have to wait until one of the midi gurus gets here

queen night
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yeah, it applies when I use any other spell or weapon

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I did the MrPrimeate import from DDB, it must have messed up that spell

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Thanks for the help, I'll keep fiddling with it

coarse mesa
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Give the SRD fireball a try, it’s a pretty simple spell

queen night
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nope, I tried with a different actor as well

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I also deleted the whole campaign and recreated it, still nothing

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not a midi problem - some how the spell got set to have 0 of 0 limited uses

vast bane
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I'd imagine most importers save on data by utilizing the srd in the system as much as possible and the fireball in SRD is 100% functional as it requires no automation at all.

scarlet gale
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Pretty sure the DDB importer doesn't use the SRD stuff unless you set it to.

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My fireball imports just fine with it, so there's likely some other issue.

vast bane
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When in doubt:

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
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage

violet meadow
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And do you need it to be only weapon attacks?

whole bolt
violet meadow
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Ok small edit then. Should be ok

whole bolt
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Ok, That worked

coarse mesa
#

First I’ve heard of TrueRNG… is it still a thing?

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I see the module hasn’t been updated in ages… guess people are happy with foundry’s RNG

spice kraken
coarse mesa
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Yeah was just part of Silvestrae’s setup above so thought they might have some insight

spice kraken
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Well if anyone has it installed, it's likely gonna cause issues

whole bolt
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I have it installed. Works very well on v9

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can log into the TruRNG portal and see the requests as well.

coarse mesa
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probably doesn’t touch anything that’s changed version to version… will look into it, thanks!

violet meadow
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(leave the modules down... slowly)

rough prism
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is there a way to make an arrow that ignores piercing resistance using midi-qol flags and/or macros?

violet meadow
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Hmm. I wonder if having a macro onUse on the arrow would be triggered or not, when "used" by another item 🤔

rough prism
violet meadow
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I haven't played with ammunition and macros that much.
You should be able to check what type of ammo is selected and then during the item roll, create an effect bypassing resistance if applicable with a duration of 1 attack

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It sounds doable. Could try it out in a bit

rough prism
spice kraken
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71 active. Looking through them, I'm actually kinda proud I actively use what they all do

vast bane
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I'm down to 63 live modules 70 total

spice kraken
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v10 will prolly trim mine down

vast bane
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probably not

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dnd5ehelpers got turned into 3-4 modules

spice kraken
#

I don't use the cover functionality so that'll dim down anyways

vast bane
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also you get enticed to use new stuff too like I really wanna try the crafting module and arbrons stuff

spice kraken
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I just want VAE and the fishing one

vast bane
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yeah VAE is really nice

coarse mesa
#

VAE makes me want to go through all my spells and features and make them better with descriptions, buttons etc

violet meadow
# rough prism ah I see. applying like a convenient effect on the fly. I can try that!

OK so a crude test might be this, as an onUse on the Weapon or Actor, triggered some time before damage application and having an effect duration of damaged 🤔 ```js
if (item.system.consume.type !== "ammo") return;
const ammoTypeID = item.system.consume.target
let ammo;
if (!!ammoTypeID) ammo = token.actor.items.get(ammoTypeID)
if (args[0].hitTargets[0].actor.system.traits.dr.value.includes("piercing") && item.name.toLowerCase().includes("piercing")) {
//construct the effectData and use await MidiQOL.socket().executeAsGM to add the effect
}

rough prism
jagged remnant
violet meadow
#

@supple bloom do you see the Midi onUse macro field in the Item's Details tab when you edit the item? Close to the bottom if the item has an action type

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Create a script macro, paste the code that Zhell shared.
Put in the onUse macro field the name of the macro you created and choose after active Effects

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Roll the item and it should do it

supple bloom
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yes but only if I select something for feature attack

violet meadow
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You would roll the feature to get the AE on the source actor, correct?

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Make it a utility or other type

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No attack or save etc. And target Self in the 3rd box

supple bloom
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ok it works now thx a lot

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but somehow it deletes the ki uses when i close and reopen the sheet

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holy ... it messed up so much...

violet meadow
#

🤔

supple bloom
#

I would assume that the active effect will return the added values back to normal if the effect is over?

violet meadow
#

The abilities values or the item uses?

supple bloom
#

abilities

violet meadow
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The abilities should reset yes

orchid hound
#

why not just have the ki as one of the three resources, and have the feature that restores ki "consume" -1, to have it give one back?

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that way you can easily set up all the features that use ki to consume them

violet meadow
#

Either resources or Item uses should do it, no?

orchid hound
#

yeah, but putting in resources makes it a little easier to find as a resource and puts in on the main tab, where you can put favorite items/actions

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plus you would not need a macro to do that

violet meadow
#

Agreed for the macro

orchid hound
#

the other part is really more preference

violet meadow
#

I just saw the messages on #dnd5e . The feature by itself has limited uses per day.

orchid hound
#

o, pretty simple, have the feature put on two effects, reducing con and increasing wisdom, consuming -1 ki, and having a 1 per day use. since they have midi, easy to toggle

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once the effect turns off, the ki would remain and the con and wisdom changes would revert

supple bloom
#

Can the max resource value track the monk level?

violet meadow
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I think the max yes

#

Needs a DAE though for the max of the specific resource @classes.monk.levels

supple bloom
#

How would I do that in concrete steps?

orchid hound
#

create an effect on say the ki feature, marking the resource you want to use to use the value of the monk level

#

so basically add an effect that is system.resources.primary.max | override | @classes.monk.level

#

you can store that on that on the ki feature. and you can change primary to be secondary or tertiary if you want.

supple bloom
#

still I don't want to consume a resource but add one to ki

orchid hound
#

yes, the -1 would add one to the ki when used

violet meadow
orchid hound
#

just like that

supple bloom
#

i have nothing in the drop down

orchid hound
#

is it on the actor?

supple bloom
#

its an item that i created... then i drag it on the actor

violet meadow
#

Or if you have a specific Item with limited uses, you can also use that

orchid hound
#

right, once you put the item on the actor you can select the resource consumption.

#

since it reads what resources the actor has, it has to be on an actor to display anything in that drop down

#

can you use the class level total as the max value per uses? i dont think you can

violet meadow
#

Limited uses can reference class levels

#

@classes.rogue.levels

orchid hound
#

o, good to know

#

so, yeah, really depends on how you want to set it up, and how you like your sheet layout

supple bloom
#

I did both bc then both resources are tracked

jaunty thicket
#

Hi, I'm trying to activate the adamantium effect with midi-qol but it doesn't work. When I crit the target that should have the effect, it opens the chat to apply the damage but it contains the crit.
Tips ?

scarlet gale
#

Is this for adamantium armor?

#

If so, it should be flags.midi-qol.fail.critical.all on whoever has the armor equipped.

jaunty thicket
#

I made the flag into the item's effect, but if you look at the chat bubble you'll notice that the crit value remains in the damage sum.

scarlet gale
#

What version of foundry are you on?

#

You appear to be using better rolls or something similar.

jaunty thicket
#

v9.280

#

Maybe it's to be set in midi-qol's module settings workflow?

#

better rolls

scarlet gale
#

When you say item, do you mean the person who got attacked that has adamantine armor?

#

Could you screenshot the DAE on it?

kind cape
#

Does the target actually have the effect from the item? (Have you made sure that it is transfered on equip)

jaunty thicket
#

Give me a moment, I'll give you the screens

scarlet gale
#

Could you edit it and screenshot the details tab

jaunty thicket
#

Maybe we need to change this option?
Dividing crit from normal damage?

scarlet gale
#

no

#

We need to verify you have the DAE setup correct first.

vast bane
#

Oh snap, LightsHUD got updated!

jaunty thicket
scarlet gale
#

Could you try toggling off better rolls and see if it still does it?

jaunty thicket
#

I try disable better rolls

#

Without better rolls it does not roll the additional die in the chat bubble

scarlet gale
#

It's likely it doesn't work with better rolls then.

#

There are a few things that act strange with better rolls active.

jaunty thicket
#

DAE settings

dark canopy
#

if you are using midi, do not use better rolls (or any other roller module)

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
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage

scarlet gale
#

They're on v9 of Foundry. Midi has partial support for better rolls in that version.

#

I wouldn't recommend it however.

dark canopy
#

yea, just dont use it even in v9

#

compatibility was transient

vast bane
#

I believe they only work together if you sit in a very old version of dnd5e as well though, once they update things it gets messy

jaunty thicket
#

Thanks for the help, I'll try other ways

kind cape
limpid nimbus
#

This has been asked before, but is anyone aware of a way to automate Primal Strike or making all melee attacks for an actor magical with an active effect?

limpid nimbus
#

I'll have to look into that

coarse mesa
#

Or Effect Macros… I don’t think it would be too complex, a map of all weapons filtered by mwak that sets the property. Bit out of my comfort zone sorry but someone here or in #macro-polo could help

scarlet gale
#

Effect macro with effect creation to do the mutate and effect deletion to remove it

coarse mesa
#

Do you need warpgate? Bugbear set the finesse property on an item for me with a simple one-liner

scarlet gale
#

No, but doing an update to the item is permanent

#

Unless you later do another update to revert it

coarse mesa
#

Yeah you’d want to reverse it on effect deletion

molten solar
#

and you want to store what the previous value was. That's where warpgate is helpful.

vast bane
#

Is there a reason the older readme is always on the front page of tposney's git?

#

It seems the v10 readme is the most current and "master" is old

#

in Overtime section actionSave is not on the Master but is in the V10

coarse mesa
#

I just thought it hadn’t been updated in eons lol

cerulean phoenix
#

What does it feel like flags.midi-qol.DR.all doesn't stack..

like if I have multiple effects that give flags.midi-qol.DR.all, only 1 of them actually gets factored in?

vast bane
#

My first question is do you realize that flag is not damage resistance?

spice kraken
#

That's damage reduction

cerulean phoenix
#

yes, specifically Damage Reduction

vast bane
#

yeah I don't think RAW they stack anyway, but also its the same key so priority would take precedent

cerulean phoenix
#

I know dr and DR are different

#

I see, so there's no way to have like a +1 to DR and a +3 to DR?

vast bane
#

the higher priority would apply and the lesser one would be thrown out unless a pro knows a way to override this

spice kraken
#

Show the effects

vast bane
#

You could manually combine them

cerulean phoenix
#

But isn't that like a setting you can turn off in midi tho? there's a setting for that

#

where they higher DR gets used instead of accumulating.

#

or am I getting this wrong?

vast bane
#

hmmm

#

what are your keys

cerulean phoenix
#

highest priority makes sense to me but if this is a part of the settings, why does it work like that?

vast bane
#

show us the whole effects maybe you are using the wrong drop down?

#

also if I recall the healing and healing temp DR's are weird

cerulean phoenix
#

note that I tried both +1 or just 1 for the value and it doesn't really work

vast bane
#

try add and +1 maybe?

cerulean phoenix
#

Sure, that might work

vast bane
#

if it doesn't work with both set that way, set one to custom and prirority high, with just 1

#

then the other to add and +1

#

lower prio

cerulean phoenix
#

AYO

#

it does work

#

setting it to Add instead of Custom and MAYBE making it a +N instead of just N

vast bane
#

its really hit or miss when custom is not the best practice in midi

cerulean phoenix
#

Midi recommends setting it to custom to idrk anymore xd

#

but yeah

#

Add and then +N works

#

thanks

#

now my players can appreciate how broken stacking these items now

#

time to add it to my campaign patch notes

spice kraken
#

Safest thing to do is use + everywhere anyways

vast bane
#

sometimes DR does not like a leading +

cerulean phoenix
#

I learned that the hard way

vast bane
#

I think its the healing/healing temp ones that do not like modifiers

cerulean phoenix
#

+1d4 damage turned into 11d4 because reasons

#

was an old problem of course, now everything is +something

vast bane
#

yeah thats cause some older compendiums had missing +'s. DAE's compendium notable had that

rancid tide
#

Hello I'm having quite the issue with a feature that re-rolls dices that rolled its maxed value, the problem is that this applies to damage bonuses too, and if I make this feature a damage bonus macro then it doesn't work with other damage bonus macros (since they have not been executed yet)

#

any practical way to solve this problem?

spice kraken
#

How are you doing it rn?

rancid tide
#

I tried with a OnUse afterEffect macro with a command (that I can't recall the name of) that straight up re-makes the roll all together, but that didn't feel super good (basically the dice rolled didn't reflect the actual result)

scarlet gale
#

Only thing I can think of is trying to figure out what method midi uses to execute damage bonus macros and try to get it to be the last one to go

rancid tide
rancid tide
rancid tide
spice kraken
#

Are you on v10?

rancid tide
#

Yes

scarlet gale
#

Could you post just the macro

spice kraken
#

I can't download that to test so someone else would need to help

#

Like Chris

rancid tide
#

Yes of course

rancid tide
rancid tide
scarlet gale
#

Have you tried using a flags.midi-qol.onUseMacroName CUSTOM macroName,macroPass setup?

#

You can run on postDamageRoll and then just sort through the rolled damage and add your own bonus to it.

rancid tide
#

I did try to run on postDamageRoll and the damage bonus didn't evaluate yet sadly

rancid tide
rancid tide
scarlet gale
#

I've personally avoided using bonus damage stuff and always just edit the workflow. So this is a bit outside of anything I've messed with.

rancid tide
#

At least if you need to modify in anyway the roll that is

scarlet gale
#

You can do that

#

workflow.setDamageRoll

#

Should re-render it

rancid tide
scarlet gale
#

That might be too late to edit the damage

#

Since the damage application step is done before that

rancid tide
#

Mhmm that's why when I tested setDamageRoll it didn't re-render it?

#

Because I did try setDamageRoll at one point but it didn't reflect the dice roll on screen

scarlet gale
#

It will if you do it during postDamageRoll

#

But that's before damage bonus

rancid tide
#

Yep

scarlet gale
#

I guess you could run on all

rancid tide
#

Quite the conundrum

scarlet gale
#

and see if you can edit the bonus damage during it's own step

rancid tide
#

What do you mean?

scarlet gale
#

Have the macro run on the "all" pass

#

and see if there is one that lets you edit the bonus damage

#

separately from the primary

rancid tide
#

mhm I think it will take me awhile to do so, I never tried something of the like

rancid tide
#

Okay ty

#

I'll be back in a bit, while I try this out

#

Okay it works if it runs on preDamageApplication too

#

But that's it, damage bonus is evaluated only on preDamageApplication and pre/postActiveEffects

#

Idk if that changes things

rancid tide
scarlet gale
#

Not sure what else can be done about it

rancid tide
#

I could just make this execute from the damage bonus thing itself, it isn't ideal and I don't like it, but it should work

#

Since it's only one damage bonus macro that this feature I'm making affects

#

Nope, never mind, I can't even do that

scarlet gale
#

Would take some work, but you could try converting your other sources of damage bonus to a postDamageRoll workflow edit.

#

Or just have the item not work on bonus damage dice

vast bane
#

Anyone feel like taking a stab at automating this fun feature from the Kuo-toa?

When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.

rancid tide
vast bane
#

actually I don't need that automated duh, its just a simple reaction

scarlet gale
vast bane
#

yeah for some reason I thought it was a passive effect

scarlet gale
#

Even then

#

An action type of special would be more fitting in that case

#

Since the person will just drop the weapon most of the time

vast bane
#

nah cause it can't use it more than once, its actually a reaction

mighty pier
#

How can I make a macro execute only on hit? I tried different conditions in MidiQoL, but it didn't help much

scarlet gale
mighty pier
scarlet gale
#

Midi uses item macro

vast bane
#

if you don't have item macro you could just use a folder macro

#

in the on use field

scarlet gale
#

yep

#

Either way works

vast bane
#

if you do install item macro make sure you turn off character sheet hooks, it does not play well with midi, midi uses the module as a storage device

mighty pier
vast bane
#

how are you making on use macros if you don't have folder or item macros hehe?

#

system macros is another term for it but you access them from a button that looks like a folder so most of us call them folder macros

rancid tide
# scarlet gale workflow.setDamageRoll

Also what do I put inside setDamageRoll, do I have to make a let damageRoll = await new Roll(damageFormula).roll({async: true}); thing to make setDamage(damageRoll) work?

vast bane
mighty pier
#

Honestly, I don't really understand. Made the same mistake as always - decided to resolve issues right before going to bed in the middle of the night

mighty pier
# vast bane

No, I understand that this is a macro folder, but I don't really understand how it has to do with the condition, that line of code, and...

vast bane
#

in order to fire a macro, you must first make the macro, they can be made 3 ways with midi's setup. Either folder/system macros made via the hotbar/folder button, effect macro(a module), or Item macro( a module)

vast bane
#

You paste his line into the top of the macro

mighty pier
#

Okay, should I just put "if (this.hitTargets.size === 0) return;" into the macro itself or..?

scarlet gale
#

Yep

vast bane
#

at the very top yes

rancid tide
vast bane
#

its going to stop the macro if nobody was hit

scarlet gale
#

You essentially throw out the old roll and reroll everything. The player will never know since it's not rendered until after that step.

rancid tide
#

But it does for some reason, maybe I'm doing something wrong?

scarlet gale
#

Most likely missing an await somewhere

rancid tide
#

I'm using DiceSoNice does that impact something?

scarlet gale
#

It shouldn't

mighty pier
#

Damn, this really works. Thanks for your help and sorry for being a bit dumb 🥹

scarlet gale
#

Dice So Nice gets the chat card for it's dice IIRC

#

There is an API if we need to manually render some dice

#

but it shouldn't be needed for this

rancid tide
#

Okay maybe I'm missing something very obvious

scarlet gale
#

If the card renders before the macro is done running you're missing an await

rancid tide
#

okay I'll test somethings

scarlet gale
#

You might also be running on the wrong pass.

rancid tide
rancid tide
scarlet gale
#

If you try to set the damageRoll during after effects or something

rancid tide
#

And how would that be possible?

scarlet gale
#

If you have the wrong pass set

#

If it's an item macro you want After Damage Roll

#

If it's an flags.midi-qol.onUseMacroName you want postDamageRoll

scarlet gale
rancid tide
scarlet gale
#

Then you're good in that regard.

rancid tide
#

It would be really cool to make it work like it should

scarlet gale
#

So you make a roll

#

And it renders the wrong info?

#

after being modified

#

That pretty much only happens when something async isn't being awaited

#

Such as a dialogue

rancid tide
#

mhm but I don't have a dialogue in the macro

scarlet gale
#

There might be some other async functions

#

Is it the one from before still?

#

or something else

#

The damage portion of the roll card won't render until all workflows that touch it finish.

rancid tide
scarlet gale
#

Hard to tell at first glance honestly

rancid tide
#

Yeah don't worry

scarlet gale
#

You're also looking at the item details instead of just the dice flavor

#

But that shouldn't really change anything

#

this.damageRoll will have all the info you need to find if a dice rolled it's max value

#

There should be an array with each term that you can iterate over

rancid tide
scarlet gale
#

It likely won't matter much, but if you want to just look at the roll instead of the item for figuring out what damage type each dice is, you can.

#

Helpful when you have multiple things editing the workflow and potentially adding their own extra dice.

rancid tide
#

Okay thanks!

#

Still, it's driving me mad not knowing why the results are different

scarlet gale
#

I would run a test macro with something far more simple and see if you're still getting the same issue

rancid tide
#

Will do thanks

rancid tide
scarlet gale
#

Show me that one?

rancid tide
#

Still has different results

rancid tide
#

The only difference I noticed is that with this one, it rolls the damageBonus

scarlet gale
#

You're doing roll.setDamageRoll

#

not workflow

#

oh wait

rancid tide
#

roll is equal lastArg.workflow

#

which is basically saying "roll = args[0].workflow"

scarlet gale
#

try this:

let damageRoll = await new Roll('1d4[slashing]').roll({async: true});
await this.setDamageRoll(damageRoll);
#

see if that just changes the whole thing to 1d4 slashing

rancid tide
#

okay

scarlet gale
#

Then it's something you're doing I guess

rancid tide
#

;-;

scarlet gale
#

If you're trying to add a bonus to the roll

rancid tide
#

In the chat menu

scarlet gale
#

screenshot?

#

Because mine isn't doing that

rancid tide
#

Okay just a sec

scarlet gale
#

My hex is showing the dice correctly

rancid tide
#

Then it's a Dice so Nice thing

scarlet gale
#

I see a d20 and a d4 on your screen?

rancid tide
#

Because only the physical die isn't replaced

rancid tide
#

Which are on the screen

scarlet gale
#

ah

#

Not sure why it's doing that, I don't use that module.

#

¯_(ツ)_/¯

#

Just to double check

#

This is running on postDamageRoll right?

rancid tide
#

Yes

scarlet gale
#

Anyone else here using dice so nice and have this problem with workflow edits?

#

@coarse mesa @violet meadow Either of you run DSN and have this problem?

coarse mesa
#

I’ve never done any reroll stuff sorry. Bugbear did make me a macro once which set the attack roll to a 10 (clockwork amulet) – that’s the closest we got. IIRC we never quite got the chat card right but the to hit calc was fine. How do things like Savage Attacker work (assume someone has done that)?

rancid tide
#

Either way it would not work, I just thought that even if I make it work somehow it still needs to run on postAfterEffect for the damage bonus to be executed

#

So now my best idea is to create an item with the damage bonus that gets rolled as an attack or something like that

nimble grail
rancid tide
scarlet gale
#

Oh nice

rancid tide
#

I've used MidiQOL.completeItemUse

scarlet gale
#

Just rolling another item for the extra dice?

rancid tide
#

Yes

coarse mesa
uncut rampart
#

Hmm…

#

Guess I need to manually import it then

coarse mesa
#

That’s an ItemMacro, just paste it in

uncut rampart
#

Hmm... sure...

#

It doesn't seem to do anything but play an animation on the character and the effect goes away after an attack (Which I assume is intentional but it doesn't add damage or do anything after that)

coarse mesa
#

It does, maybe your item isn’t set up right. Gimme a sec

uncut rampart
#

Yeah, that's probably the case...

scarlet gale
#

If you are using levels auto cover it breaks the ddb macro

#

There's a fix, let me check what I did

coarse mesa
uncut rampart
coarse mesa
#

me too and no issues

scarlet gale
#

You'll get this error with levels auto cover

#

Check your console after you move the token

uncut rampart
# coarse mesa

Ok yeah mine looks different, one sec lets see how it does if I change it to that...

#

Works now! Thank you (I just had the item set up wrong it seems)

scarlet gale
#

If anyone here is using the ddb macro with levels auto cover and midi line 105 needs to be changed to [targetToken.object], just an FYI.

violet meadow
tawdry frost
#

I have a monster that gives debuffs when it hits someone. Can Midi slap an effect on a token?

tawdry frost
#

Cool... how do?

coarse mesa
#

In the Workflow tab

#

The item you're attacking with will need an Active Effect that gets applied to the target

tawdry frost
#

You mean a temporary effect?

coarse mesa
#

temporary effects are a kind of active effect yeah

#

temporary ones just have a duration

#

most debuffs would have a duration, but not all

tawdry frost
#

I don't see a wrokflow tab and I only see temporary, passive, and inactive under effects.

coarse mesa
#

workflow tab is in midi settings

#

it sounds like you're starting out from the get go here – you might be better off looking in the Midi Sample Items compendium and see how those are set up

#

there's often something in there you can tweak to your own needs

coarse mesa
tawdry frost
#

I added it for the auto rolling. I'm just now trying to do more with it.

coarse mesa
#

It works great with DFreds Convenient Effects... if you use a feature or spell that is also in Convenient Effects, it will slap that effect on the target with no extra work

tawdry frost
#

So where would one find the samples you speak of?

coarse mesa
#

In your compendium tab, there will be a compendium called MidiQOL Sample Items

tawdry frost
#

Think I'm mostly having issue with the actual effect. Like I can't find restrained as an option.

opaque current
#

There is no restrained effect unless you make one in some way

#

For example, adding a restrained effect would mostly involve setting the speed to 0

#

And disadvantage on saves and attacks

tawdry frost
#

I'm sorry. I seem to not be using the right words. It's 5:38am where I am.

#

So if I right click a token I can add a status effect to said token. It adds a symbol and the name of said effect pops up for a second.

#

I want to do that.

#

Doesn't need to actually make them stop moving.

opaque current
#

OK, so I think the best term for those would probably be "statuses" or something. If you want to customise the effects in that area, then you need a mod to do so. For example the Condition Lab section from mod Combat Utility Belt, or a different mod option Core Settings Extended.

#

By default, those statuses are all preset by the 5e system, so require a mod to alter

#

I think DFreds Convenient Effects might also be able to override that status panel but I haven't tried it.

tawdry frost
#

I just want to apply them.

opaque current
#

To apply them you click on them, as you said.

tawdry frost
#

But to have it happen as part of an attack I need to change them?

#

Just trying to understand

#

Think I have the dynamic effects mod.

opaque current
#

So generally you would need to edit the spell or attack, and set it to add the specific status you want

#

The easiest way to have it all done automagically is with DFreds Convenient Effects. Midi has a setting that it will automatically add statuses based on the spell.

tawdry frost
#

I'll look into that then.

#

Danka

kind cape
opaque current
#

The one that Lukas pictured a few messages above

kind cape
#

That's AEs, not statuses 😭 was hoping there was some setting I had missed that would scan the description for statuses 😛

opaque current
#

Sure, it was just the most appropriate solution at the time. If you use CUB, then you can have it specifically apply statuses via DAE

#

Doesnt auto scan though

kind cape
#

Which does remind me, what is people's preferred setup for having an attack apply e.g. prone, when the attack in question is not a multi turn effect?

#

Cause my current setup for those are a bit weird

opaque current
#

Like it's a one-and-done knockdown?

kind cape
#

Yeah

opaque current
#

Well, I would have it flag prone in CUB. But I think most people have moved on from CUB lol.

kind cape
#

I use Fred's yeah 😅 My problem with it is that it basically becomes either a nested effect, where the parent always seems to remove everything else, or I end up duplicating the status in its entirety, which I really don't like

#

Hmm, haven't actually ever used the DAE menu to modify an attack 🤔

opaque current
#

I think Tim considered using the DAE menu to be no longer necessary once Core caught up with its options, but that option for stuff like CUB statuses still needs to go through DAE

kind cape
#

Might be the same for Fred's actually 🤔

opaque current
#

Possibly. I need to look into switching since CE is far more currently maintained

#

It can override the default statuses area right?

kind cape
#

Yeah

opaque current
#

Yeah I need to look into it since Condition Lab is the only thing Im using CUB for now lol

coarse mesa
#

and applying a CE status effect with an AE is as simple as choosing the macro.CE key and then choosing the status from a drop-down

coarse mesa
violet meadow
rancid tide
#

I didn't find a fix for it, my best guess is that Dice so Nice doesn't use the workflow in the same way as the chat results, but I couldn't find a way to prevent it, in the end I tried another approach

violet meadow
#

Makes sense though, as the DSN are rolled when the initial chat card is created.
This happens before the Post Damage Roll hook is fired.

#

If you uncheck the Merge Card option in the MidiQOL settings in the Misc tab, you will see the original damage card being created, but then Damage application card having the corrected damage displayed

#

Probably worth creating an issue in the MidiQOL git.

rancid tide
mighty pier
#

Hey! Again with a question! Recently I asked how to make the macro execute only when damage is dealt. At that point, I forgot to ask one more thing: how do I make a macro execute on a failed save?

violet meadow
kind cape
# coarse mesa

IIRC the status is removed if the parent effect is removed, right? With this approach that is

uncut rampart
#

I'm trying to use this in order to give immunity to a certain condition but I can't figure out what to put in the value... is this even possible to do?

    {
      value: "Invisible",
      mode: 2,
      priority: 20,
      key: "system.traits.ci.value",
},
uncut rampart
scarlet gale
#

Put the desired effect on an actor and then look at it in console or export the json.

#

That should tell you what you need to put there.

uncut rampart
#

I hate that capitalization matters so much...

#

I literally just changed the Invisible to invisible and now it works

kind cape
#

Welcome to the world of computers 😉

vast bane
tropic vine
#

Was wondering if anyone has a working macro/midiqol setup for Cordon of Arrows?

vast bane
#

Trying to come up with an easy way to manage the enslave ability of aboleths. I have an entire area of monsters who must make a wis save everytime they take damage. My first thought is to just cast the automated hideous laughter on them cause I believe that automated spell does just this

magic tartan
#

Foundry 10.291 | DnD5e 2.0.3 | DAE 10.0.14
DAE option Confirm effect deletions stopped working for me. Already tried with only DAE and dependencies activated. It happens to someone else?

sudden crane
chrome gale
#

Odd bug - I'm trying to use an effect to apply two DFCE effects (charmed and incapacitated) but even though the chat log and floating text says both are applied, only incapacitated ends up on the target character sheet

coarse mesa
#

How are you applying them?

spice kraken
#

I think incapacitated trumps most effects, especially charmed since they would need to be not incapacitated

coarse mesa
#

Incapacitated sucks as a player but it’s not mechanically that full on. Just can’t take actions

#

I think only petrified or unconscious would trump charmed

chrome gale
#

applying them using a spell that applies the effects

#

"On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0."

#

hypnotic pattern. Though you're right, the overlaps make is largely irrelevant, but I guess its for the times when it's used outside of combat

vast bane
#

you probably have dfreds CE set to toggle on

#

nope no hypnotic pattern in the premades hmm

#

could you possibly have a cub interaction?

#

show us the active effect that applies both conditions?

chrome gale
vast bane
#

maybe one is set differently

chrome gale
#

I immediately wonder... if custom means it's overriding instead of adding

#

but I don't have the option to choose 'add'

vast bane
#

Mine works, try statusEffect key instead?

chrome gale
#

and the chat log and the console are both not mentioning anything being removed. They just both get added to the actor (but the charmed doesn't display, only the incap)

vast bane
#

change macro.ce to statusEffect

#

WAIT what one is working?

#

Is charmed not showing?

#

paste your Overtime effect value into here

#

theres probably an error

#

or a naughty character

chrome gale
#

I just deleted both the overtime and the movement

#

and now only charmed is showing, and not incap

#

(before they were in a different order)

#

so they get applied in sequence, and the second one overwrites the first

vast bane
#

remake from scratch after restarting server

#

nope I just toggled mine and it works the very first time you apply it and then every other time it breaks like you say

#

this is a bug

#

wow is this some weird stuff

chrome gale
#

I haven't noticed it working the first time either

vast bane
#

status effect is even weirder

chrome gale
#

I just restarted

#

same behaviour - the second condition overwrites the first in the list

vast bane
#

you could create an item that applies them seperately but this seems gamebreaking to me for midi/dae

#

This effect refuses to apply both, and also refuses to toggle off in dfreds CE

chrome gale
#

For short term I can just rewrite the spell to be 'incapacitated and movement is zero' because the charmed part doesn't actually matter for this at all, but I just got drawn into it cos there's definitely times when I'd want to apply 2 conditions with one effect

vast bane
#

but it does indeed work the very first time every time

chrome gale
#

very odd

vast bane
#

however, dfreds must have changed something or hes got a bug

#

cause this ae will not toggle off with his window

chrome gale
#

hmm

vast bane
#

yeah everything else toggles on and off when using dfreds menu, but this ae I just made does not toggle, if you apply it a second time you get 2 more ae's

coarse mesa
#

I wonder if there's a race condition or something. Try different priorities?

coarse mesa
vast bane
#

also anything immune to charmed won't be incapacitated

coarse mesa
#

but you don't need the AE true

scarlet gale
#

Multiple macro.ce effects never work for me. It applies both but the 2nd one makes the first one go away.

#

I just use a macro to apply it in that case

vast bane
#

will the macro screw up condition immunities?>

violet meadow
#

It would be best if DFreds conditions were set to not stack based on name and not origin, cause in this case it will keep adding inactive conditions every time the macro is triggered

opaque current
#

I'm using Warpgate to summon Shadow Blade as a feature when the spell is cast. How do I pass the spell level correctly through to the new feature? It interprets @item.level as 0.

vast bane
#

maybe try @spellLevel

dark canopy
#

generally you will evaluate that externally and assign the evaluated number -- like @item.level + 2 with level of 2 is 2+2 in the final damage formula you send as an update

opaque current
#

So you're saying it requires javascript

dark canopy
#

how are you using warpgate otherwise? 😅

opaque current
#

By stealing the examples and very carefully changing things so as not to break it

dark canopy
#

ah, nods

vast bane
#

you could go the route of bugbears call lightning and my scorching rays, they used macro.createitem and effect macro stuff

dark canopy
#

get the spell level from midi, however that happens, and use it in a string literal --

`${thisSpellLevel} + whatever`
vast bane
#

pretty sure its @spellLevel or something like that

dark canopy
#

its def not roll data

#

its buried in args, im sure

vast bane
#

I got this macro from the call lightning premade bugbear shared, but its getting the level from the castdata and using it in an effect macro:

game.user.updateTokenTargets()
canvas.templates.placeables.at(-1)?.document.delete()
let i = 0;
while (!token.actor.items.getName("Call Lightning attack") && i < 3000) {
    console.log("Waiting for Call Lighting attack item to be created, if needed!")
    await warpgate.wait(250)
    i += 250
}
const item = token.actor.items.getName("Call Lightning attack")
const {castLevel} = effect.flags["midi-qol"].castData;
if (castLevel > 3) {
    let newItem = duplicate(item.system)
    newItem.damage.parts[0][0] = `${castLevel}d10`
    await item.update({'system.damage.parts': newItem.damage.parts})
}
#

Its also not using warpgate but its a way to get the level nonetheless

dark canopy
#

assuming effect is defined and flagged

vast bane
#

my thought is cause its an effect macro, zhells module must define it

dark canopy
#

i meant in Monkeyy's case

vast bane
#

so put the macro for shadowblade in an effect macro

dark canopy
#

they made no mention of effect macro

vast bane
#

There has to be a wiki example...

#

beat me to it

opaque current
#

Mm i was kind of getting there looking at summon badger. But also, not really.

dark canopy
#
//midi stuff
const level = args[0].spellLevel;
//more midi stuff
... { //mutation data
  'system.damage.parts': [[`${level}d8`, 'force']],
}
opaque current
#

Any feedback on what I've done that means this doesn't fire at all? 😄 (fixed typo pointed out below)

let item = args[1];
let tokenDoc = canvas.scene.tokens.get(args[args.length - 1].tokenId);
const level = args[0].spellLevel;

if(args[0] === "on") {
    const updates = {
        embedded: {
            Item: {
                "Shadow Blade Attack": { 
                    type: "feat",
                    img: "icons/magic/fire/dagger-rune-enchant-purple.webp",
                    data: {
                        description: {
                            value: "Placeholder",
                            },
                        source: "XGE pg. 164",
                        activation: {
                            type: "action",
                            cost: 1,
                            },
                        ability: "dex",
                        actionType: "mwak",
                        damage: {
                            parts: [
                            ["${level} + @mod", "psychic"]
                            ], 
                            },
                        }
                    }
                }
            }
        };
await warpgate.mutate(tokenDoc, updates);
}
else if(args[0] === "off") {
    await warpgate.revert(tokenDoc);
}```
dark canopy
#

the formatting is broken, indicating a bad symbol

#

here: ["${level}" + @mod", "psychic"] is all garbled

#

need to use a string literal

`${level} + @mod`
opaque current
#

Oh literally including extra symbols isnt a good start

#

Mmm coming through literally in the (midi) roll card

dark canopy
#

did you use string literals?

#

(backticks)

vast bane
#

What badger said

opaque current
#

I did not, it was in quotes. Changing it to backticks gives

vast bane
#

log out your args

dark canopy
#

so now log out level and any symbols you used to define it

vast bane
#

0 isnt always the answer

#

did you keep the quotes in?

#

pretty sure badger wanted you to replace the quotes iwth the backticks

opaque current
#

I replaced the ones around ${level} + @mod yeah

dark canopy
#

that's where undefined is coming ffrom

#

level is evaluating to undefined

vast bane
#

how are you casting shadowblade? is this an item macro?

opaque current
#

Yes

vast bane
#

wait, is it a magic items module spell?

#

or items with spells spell?

opaque current
#

No, just a spell with an AE executing Item macro

vast bane
#

oh that'll do it

#

you need to use my example not the warpgate wiki then

#

you need the cast data method

#

either that, or you have to pop something like @spellLevel or @item.level into the effect value of that effect, I forget

#

if you are putting it in an item macro and applying it as an ae, you honestly should just copy bugbears or my call lightning/scorching ray method with effect macro

#

Chris also has a few of them out there

opaque current
#

Was just doing it that way as that was the example I had for creating an item 🤷‍♂️

vast bane
#

Pretty sure you are just missing the thing in the effect value, if you go to the various midi srd spells and find one thats doing an item macro, I bet that can show you what to put in the effect value

opaque current
#

Oh, recent too.

#

@covert mason could you post the finished Shadowblade macro you were looking at a couple of weeks ago?

covert mason
#

Sure, one sec!

opaque current
#

Works beautifully, thanks 🙂

dark canopy
#

distribute macros **not ** items

opaque current
#

Or nix the item description 😅

dark canopy
#

item exports have so much baggage, heh

scarlet gale
#

args[0].castData will have the cast at spell level

vague relic
#

@rough prism This is how you'd get the first target's actor, then use that thing Zhell wrote for you on said target actor

scarlet gale
#

I don't think you should be using _actor

dark canopy
#

shouldnt be using _ variables in general

vague relic
#

oops lol

#

not the only way to get it anyhow

scarlet gale
#

Personally I like using js this.hitTargets.first().actor

vague relic
#

could you just remove the _?

#

or would you need to find another way to get that actor

violet meadow
#

yes

scarlet gale
#

Probably

violet meadow
#

.actor is fine

vague relic
#

ooc, why is using the _ bad?

dark canopy
#

it generally represents "protected" methods and members in Javascript as it doesnt have actual protected member support

violet meadow
#

usually it denotes protected properties

vague relic
#

time to engage the google machine, and learn more

vague relic
#

Warpgate question, asking in here since this does use Midi, and idk where else to: I'm trying to make the token produce a light when it gets mutated, but no dice. Am I going about it wrong?

violet meadow
#

v10?

vague relic
#

yep yep

violet meadow
#

Create said light on the token manually. Log the token and get the correct object for the update of the light

vague relic
#

See, I did that, but it changed things in several paths. There's
token.light.yadayada
token.light.data.yadayada
token.document.light.yadayada

#

idk whether I should be changing all of these or what

#

the path with the most straight forward stuff to change is token.document.light, but changing that didn't work

violet meadow
#

tokenDocument.light

dark canopy
#

warpgate's updates are always applied to Documents

vague relic
#

that's what I figuredoh wait

#

i still have data in there

violet meadow
#
const updates = {
        token: {
            light: {
                data: {
                    alpha: 0.4,
                    animation: {
                        intensity: 2,
                        speed: 5,
                        type: "flame"
                    },
                    bright: 40,
                    dim: 80,
                    color: "#ff6d1f"
                }
            }
        },

I can see this in there

vague relic
#

yeah, figured it out

#

I figured what honeybadget said was true, i just forgot to get rid of the data: { part

last mural
#

@violet meadow how do I add your midi-srd version from github to my server ?

last mural
#

worked, thanks ! :) didnt have the /master/ when i tried at first

sinful hamlet
#

Hello I'm using the formula {2d6,2d6}kh to give advantage on damage rolls for a move that deals 2d6.
But it won't even roll on its own and if I add a modifier the damage done is just the modifier.

It shows the damage roll correctly so I am unsure as to why it equals to 0 when calculating damage.

(Screenshot says kh1 but neither work)

sweet burrow
#

Hello, I have a basic combat encounters functionality question. I am having a problem where the attacking NPC keeps damaging itself, along with the PC.... or, the NPC keeps hitting itself.

vast bane
vague relic
#

thanks though

vast bane
#

Its a macro.createitem setup where the command word bonus action only shows up if the sword is equipped and attuned, and I have the unidentified item setup on it too

vague relic
#

that's the one thing mine doesn't do incidentally lol

orchid hound
#

you want to make there the token that is attacking is not targeted.

vast bane
vague relic
vast bane
vague relic
#

oh damn, I didn't know that was thing

#

neat

vast bane
#

when they attune to the unidentified longsword they get the Flame tongue longsword, attuned and equipped and it deletes the longsword, and then when the flame tongue longsword attunes/equips, the bonus action lightsource/bonus item damage turns on

#

well actually thats wrong

#

when the flametongue attunes the bonus action is created, and if they use the bonus action the bonus damage and lightsource starts up

vague relic
#

I've got everything setup through Warpgate, so this way of doing it is foreign to me

vast bane
#

warpgate mutation in the on use macro of the bonus action

vague relic
#

ah okay, so same way

#

i'm gonna use the itemcreate thing more though

#

that's super handy

vast bane
#

make sure anything you setup that way is in a compendium so its not accidentally deleted also equipment does not auto attune/equip so when you put them in their own compendium check the boxes for attune/equipped

#

the uuid's in the effect values are items stored in a special compendium

vague relic
#

does it have to be in a specific compendium?

vast bane
#

I made my own "Create Item" compendium so that they weren't mixed with my other stuff

vague relic
#

and you're putting "Compendium.world.create-item.(item uuid here)?"

#

in the effect value

vast bane
#

so I drag the items from the compendium into the effect value and it creates it

vague relic
#

oh damn, yeah, that works lol

vast bane
#

if the source item is ever deleted the active effect stops working which is why you typically want to store them somewhere protected

vague relic
#

gotcha, thanks for this, gonna use it a lot now that I know about it

#

I've just been using Warpgate for making items, which I'll still probably do for macros that I wanna share for simplicity on the end user, but for personal use, this is way easier

vast bane
# sweet burrow

Either the user is targetting self and the defender OR the item details target and range are setup abnormally. If user error is ruled out share your item details of Slam. Melee Weapon Attack:

vast bane
vague relic
#

copy, thanks

cerulean phoenix
#

Using Midi's Challenge armor setting, is there a way to add to EC and AR? because when I do adjust it using an effect it doesn't seem to do anything.

#

and there's only system.attributes.ac.EC that changes it to my knowledge.

cerulean phoenix
pine forum
#

Doing some troubleshooting questions on this:
Which versions are you on with this working? (foundry, system, and token magic FX)
I'm on v10.291, DnD5e2.0.3, and TMFX 0.6.1.2, and I'm not getting the 'on hover' feature to work

vast bane
pine forum
#

templates are still visible when logged in as player; even for templates belonging to other players

last mural
#

The feature works for me only when a tmfx effect is applied to the template

pine forum
#

though i could have sworn it was working on the automated animations too back in v9

last mural
#

Either this option or a true 0 opacity fill color would be nice to have, please ping me if once you have more info 😅

errant cosmos
#

Has anyone seen a behavior where MidiQOL (set to "Full Automation") does everything properly, but when a player is asked to make a Saving Throw it waits for about 20 seconds before displaying the results?

The play experience is something like:
"The bad guy casts Fireball... let me place the template... Huh, it looks like it says you have to rolling a Dexterity Save but didn't actually roll it... <confusion ensues>... Oh wait, it did it! It just took 20-30 seconds...!"

last mural
#

Did you check the saving throw settings? There should be an option : "prompt players to roll saves" where you can setup a delay before auto rolling

coarse mesa
#

Yeah if the GM is rolling on the players behalf, they’ll need to wait for that timeout first

opaque current
#

You don't have LMRTFY or Monks Token Bar so there's a good chance it's set to one of those and timing out.

errant cosmos
#

Okay thanks guys I’ll investigate!

vast bane
errant cosmos
#

Do you guys have a recommendation or preference for MTB vs LMRTFY?

vast bane
#

I prefer MTB cause I use all of monks stuff and they all work very well together

errant cosmos
#

I use at least a few of his other projects so I’ll test out MTB first.

vast bane
#

plus theres some automated fancy stuff with MTB around here somewhere

errant cosmos
#

Love that fancy stuff. 🙂

vast bane
#

We have shield bash, shove, taunt, and other skill contests automated in mtb

errant cosmos
#

Ooh… I’m interested in that. 🙂

#

Oh wait can it actually move the token?! That would be cool.

vast bane
#

It will prompt if the shield basher wants to push them or prone them

#

requires item macro, midi, advanced macros, and MTB

#

and warpgate

errant cosmos
# vast bane and warpgate

I gotta say spiritual weapon is like a continuous thorn in my side. When we sat down to play last night it behaved in a new way… generated a tile or template with the icon of the spiritual weapon spell but the player couldn’t move it and it didn’t have any way to click on it to do the attack and damage.

vast bane
#

and dfreds CE

errant cosmos
vast bane
#

My cleric still uses the v9 spiritual weapon premade I just updated the compatibility issues

#

I dunno why the v10 one was changed so dramatically from v9, if it aint broke, don't fix it

errant cosmos
errant cosmos
vast bane
#

I only update things if people like Chris, fotoply, or Bugbear share something cause those guys typically make some cool things

#

Ok someone tell me wtf has happened lol????

What is doing this, I swear I have not updated at all and here it is totally new:

#

what module has changed the resource window like this???

coarse mesa
#

Tidy5E

errant cosmos
#

Wow mine doesn’t look like that. 🙂 Does it work?!

scarlet gale
#

Tidy update

#

You can change that on the settings

errant cosmos
#

Does it make an actor token that the player can use to attack..?

#

I wonder if I should add Tidy5E in my ongoing quest to have a usable Spiritual Weapon.

#

My poor cleric…

coarse mesa
scarlet gale
#

Tidy won't help with spiritual weapon

errant cosmos
#

Oh fine. :p

vast bane
#

I don't think its working right

#

if you don't check the box you can't cast the spell upcasted with this new ui

#

for instance I just wanted to test an upcasted 4 of it, unchecked the box so I didn't expend the spell slot and 4 just refused to do anything

#

nevermind, it is working fine user error

errant cosmos
#

Hehe

vast bane
#

it has like 11 single datas that I can't sus out whether to yeet or keep

pine forum
# coarse mesa Me too 🤔

do you currently have a persisting template in v10 that uses Automated Animations and utilizes the show on hover from TMFX?

would like to know if this is a dream worth chasing or if I'll just have to spit my spells up across different modules

coarse mesa
vast bane
#

Its too bad we can't override them all to be transparent blank images so we can utilize the feature withouthaving the graphics of tmfx

coarse mesa
vast bane
coarse mesa
#

Well, the ones you can’t remove the template using A-A with anyway

#

I’m happy for A-A to remove template for fireball, lightning bolt etc

#

Something like darkness I’d want the hover function

pine forum
#

from the earlier conversations with the other above TMFX is definitely working in v10 for templates configured in it specifically, but if a blanket thing was working in v9 and we're all not just mandala effecting ourselves I cannot figure it out in v10.
Currently if this stays the case it'll become a divide between the two modules over what spells are configured where based on timing (fireball = AA, Web= TMFX, Spirit Guardians=AA, Darkness=TMFX, etc)

vast bane
#

@errant cosmos

console.log(args);
const origin = args[0].itemUuid;
if (origin) {
    const removeList = actor.effects.filter(ae => ae.origin === origin && getProperty(ae, "flags.dae.transfer") !== 3).map(ae=>ae.id);
    await actor.deleteEmbeddedDocuments("ActiveEffect", removeList)
}
const updates = {
    Item: {
    "Spiritual Weapon Attack": {
      "type": "weapon",
      "img": "systems/dnd5e/icons/spells/enchant-magenta-2.jpg", 
      "system.actionType" : "msak",
      "system.properties.mgc": true,
      "system.attackBonus": `${Number(args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod) + Number(args[0].actor.system.attributes.prof) + Number(args[0].actor.system.bonuses.msak.attack)}`,
      "system.proficient": false,
      "system.damage.parts":[[`${1 + Math.floor((args[0].spellLevel-2)/2)}d8 + ${args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod || ""}`,"force"]]
    }
  }
}
const result = await warpgate.spawn("Spiritual Weapon",  {embedded: updates}, {}, {});
if (result.length !== 1) return;
const createdToken = game.canvas.tokens.get(result[0]);
await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"system.proficient": false});
const targetUuid = `Scene.${canvas.scene.id}.Token.${result[0]}`;

await actor.createEmbeddedDocuments("ActiveEffect", [{
    label: "Summon", 
    icon: args[0].item.img, 
    origin,
    duration: {seconds: 60, rounds:10},
    "flags.dae.stackable": false,
    changes: [{key: "flags.dae.deleteUuid", mode: CONST.ACTIVE_EFFECT_MODES.ADD, value: [targetUuid]}]
}]);

V9 warpgate/midi spiritual weapon

#

there is 1 compatibility warning left in it but its a warpgate issue not something we can change

coarse mesa