#MidiQOL
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Sometimes it seems to work, others it does not. However when my druid has me swap them and transform them, their attacks never auto damage
I have been using the transform using custom settings only because for whatever reason the core value with wild shape does not seem to be keeping any of the persons features or any of their abilities
First, does it work fine when the target is 1 | | creature?
I shall check now
If not, check the console for errors and paste here
AHhhh
That seemed to have worked
Alright, another question, i have absolutely no idea if this concept is possible
His character technically does the gutbuster damage upon a creature failing to escape a grapple, or upon him having a successful grapple check
As well as he can use his gutbuster armaments as an attack. (We took a homebrew race instead of the normal dnd 5e battlerager considering how awful that class is
is it possible to tie in an auto damage target on a successful grapple check?
Interestingly, this character wildshaping to the bear works, but the wolf does not
Is the PC logged in, do you have a requestor module asking them for a save?
Cause it might be trying to req a save for the prone thing
It currently is just me logged in
Console errors?
I have lmrtfy but not requestor
That's what I meant by A requestor module. Should've been more clear, my b
Yes
That actually might be an SRD dire wolf
Yeah still the same issue with the SRD
I attempted to put the token as the DDB inputted dire wolf and it failed
So the SRD bear works fine, but the dire wolf does not
Does the damage pop up after you click the Saving Throw DC 13 Strength button?
I click on it and nothing happens
Hmm
Could be cause of the new roll. Test again to be sure with the SRD wolf
Roll attack, click save button
Just to be sure, you have no other roller modules, right?
Like Better Rolls, Ready Set Roll, MRE, Faster Rolls By Default, etc
I used to have better rolls, dropped it ages ago. I dont have any of the ones you lsited
The only thing maybe might be advantage reminder and combat booster?
Past that i dont have any roll helpers other than lmrtfy
2 things to test.
- clear combat tracker and try all again
- Disable all modules except midi and its dependencies
I can try that
Clearing combat tracker does not fix it. Stillt he same issue
I can use the one mod to find issues to disable everything but midi and its dependencies right?
(Forgot its name
Yeah (find the culprit)
using find the culprit should keep all midi dependencies correct?
Should but double check with the readme
IIRC it's libwrapper and socketlib
But could be wrong
I'm having this issue with completeItemUse I have a macro called by an ActiveEffect flags.midi-qol.onUseMacroName preActiveEffect that is basically a damage bonus if you roll a max value die, problem is that I noticed that when I have an item with an OnUse macro (ItemMacro) postActiveEffect with another completeItemUse the ItemCard gets cancelled when the first macro gets called
I feel like it's something about the order of how those macro are called because if I change the order (postActiveEffect/preActiveEffect) I get a different problem, it's driving me insane I've been on it for hours
It still rolls everything it just delete the ItemCard for some reason
Used find the culprit and only kept librwapper socketlib and midi up. Checked the read me. Issue still exists
But the bear works flawlessly
You comfortable making a GM user for me and dming me your link for me to join and test?
Absolutely
Midi wasn't handling saves so damage wouldn't check or apply. Enabling midi handling of saves fixed it
I don't think those are midi chatcards, they are combined, midi doesn't combine cards that way. Try testing all of this with just midi up and its dependencies.
It was just midi
Spent quite some time debugging
Tested with just SRD creatures.
His original posts have abnormal chat cards for midi is what I responded too didn't realize I was that far scrolled up
It looked like that with just the 3 modules enabled. No FF or auto-roll was set either
Yeah, i have no chat card enhancements on other than i think dfreds?
Weird, the damage formula's misaligned and the cards are combined with merge off
are you on the newest midi?
24?
Yes
Yeah confirmed. No other roller modules
DF Chat Enhancements merges cards
If theyβre from the same user and within a certain timeframe
Did you try with DF chat enhancement off?
@scarlet gale i found the hex automation on your github. Could you explain to me how you did the setup? This one has no readme, sadly
@gilded yacht MidiQOL 10.0.24, but I had seen that in previous versions too and kept forgetting to add an issue. Will do now. Issue created on git
-
Create multiple Actor on Use macros from the character sheet. No other effects adding onUse macros.
-
Deleting any one of the entries, will always delete the 1st one.
can you make "Activation Condition" in your item to roll "other damage" only if the roll had advantage?
the activation condition needs to evaluate true
Try ```js
workflow.advantage
yeah it worked π
I love how clean these things get with the activation condition π
follow up - activation condition with set range - for example "roll other if your target is within 30 feet range"? Or do I have to do it via macro?
it assumes target fwiw but this one will need to be X=Y
'MidiQOL.getDistance(t, target, false) <= 30' ?
hmm right now it always rolls it π
MidiQOL.getDistance(workflow.token,Array.from(workflow.hitTargets)[0]) <= 30
thatlonelybugbear to the rescue again π works like a charm π
Also a bit easier to read: MidiQOL.getDistance(workflow.token, workflow.hitTargets.first()) <= 30
I think that @abilities.int.mod is old terminology, where do I find the new terminology? I want to increase my AC by the INT modifier?
that is still correct
the AE probably isn't apply on roll or apply on equip, and you must ALWAYS ALWAYS ALWAYS lead with +'s
you might have to wrap that in [[]] but only do that as a last resort
This works for me on v9
That should not work lol
It works though, haha
totally valid in v9
the datas were there in v9?
if you want, yes
Yes, v10 changed to system
we can't use a system.abilities.int.mod in v10 can we?
I thought it had to be roll data or something
you can, yes
Idk about v10 but in v9 I noticed it wasn't working without the @data... which is why I added it
Its also possible that the incomplete last flag is whats breaking that ae
OK I deleted the other ones except AC bonus
Does it work?
does the transfer to actor need checked?
when nothing is checked here, that means its going to listen to the Range/target of the items details tab and apply the ae when its rollled
For bladesong that means it should be self/self
and then it should work
well depends on what you put in the effect values
It won't work if the actors ac calculation is set to Flat
its not set to flat, I have mage armor working
I am just doing something very stupid
oh yea
show me what it looks like in chat when you roll it, and show me the details tab of the bladesong item
set range to self in the right hand drop down
Does the actor recieve an active effect on them show me the actors AE tab
Lets rule out roller conflicts:
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
effects tab not features
you edited an owned item
you have a bug that is why people should edit things in sidebars and drag over
delete the inactive effect bladesong(and shield) and go edit the shield spell so its ae is not inactive/suspended
So recreate bladesong in items
no
delete that active effect
and now the item should roll right
but future reference, if you aren't aware of the few nuanced bugs with editing owned items with DAE, that is one of them, the ae's will untether from the item and block new same named items from rolling onto the actor
as the ae's don't stack by name
FYI this is Bladesong in v10 and works fine with DAE and Midi
where can I become more nuanced with DAE, I don't want to use CUPID anymore after moving to V10
also mouse over the ac shield on that sheet, I do not think you have mage armor
What the heck is cupid
you have 3 dex mod and a 15 ac
combat belt mod
oh
What does it say your armor calculation is on the actor when you mouse over that shield
whats it called
how did you go from 15 to 18 with shield
shield is 5...
edit the shield spell and change it to not apply on equip, and turn off the suspended box too on it
you should use the midi SRD spells for midi and not dnd5e's spells fyi
then make sure the shield spells target/range is set to self/self
(Or install Midi srd and drag and drop its shield spell in)
midi srd from the official is not v10 compliant I assumed bugbear replaced it but I guess not hang on
do i want DAE SRD then?
absolutely do not install DAE srd it is a dead module dead even in v9
Thank you for all your help this morning
is the bladesong thing working now?
you very much do not want to use any dnd5e srd compendium stuff that have inactive/suspended active effects on them, that throws midi into a stroke cause midi does not allow a new AE to apply due to stacking issues
Shield is the most noteable, I think maybe bless will have that as well
Bladesong isn't SRD so...
They have other issues
thieir shield spell was inactive on the actor
its not, but I have downloaded the midi srd
I will look at the examples and work from there for now
Just learning through examples and fine folks like yourselves willing to give your assistance

trying to code this but it refuses to autoapply the penalties on the user when rolling .3.
got it like dis
I would make a separate dodge feature
oh I will '3'
what's not working is the penalties feature
I want it to autoapply the penalties to the user after the item is rolled
but the active effect isn't popping up unless I manually activate it with the 'apply active effects' button
which will be v annoying in combat ;;
If the weapon applies nothing to target only check last box
This is how I have it configured. For the macro.createItem part you'll want to drag the move hex feature out of a compendium or your sidebar into the effect value field to get the correct uuid.
done that ;; still not working
Show us a weapon attack in chat
yes!
wait
no
what is effect transfer
workflow tab doesn't have anything like that .3.
I think it's waiting for the damage roll to be done before applying the effect
Think it's the special section
Looks like they're not using fast rolls
Also not checking hits
all I got is this
You need to finish the workflow
oh
it does when damage is rolled
which is a problem...
see the thing is the penalty's supposed to apply whether the attack hits or not
Then don't use an attack roll
???
Use dfreds actually
I'm probably missing context, but you want the AE to apply even if the attack misses?
yeah, it's an ultra greatsword, it's meant to leave u wide open
even if you don't hit, especially if you don't hit
Use dfreds name recognition on item roll
o3o
Not sure that will work
If it does, surely that's a bug.
would a macro work?
Yea
I just want to tell it to apply as soon as the item's rolled
hmmm, I dunno how to make an AE-applying macro tvt
Easy way: Make another item/feature with just the AE.
Use action special or whatever
Harder way: Make a macro apply the AE.
yeah first one's a no-go, can't go using a thing for EVERY attack
can anyone help me make a macro that applies it? tvt
Could you screenshot the AE details tab?
Macro is easy. Make hotbar Macro of that feature and call it on use
ooooh right then the macro doesn't need to be programmed
it's not elegant but works
When you drag a feature to hotbar look at its name and plug that into the monument on Use field at bottom or paste it into itemmacro
it lasts until the start of the user's next turn
hmmm, again, inelegant
the chat message for the macro shows up with every attack
;~;
making you something
aaa
if (this.targets.size === 0) return;
let effectData = {
'label': this.item.name,
'icon': this.item.img,
'origin': this.item.uuid,
'duration': {
'rounds': 1
},
'changes': [
{
'key': 'system.attributes.ac.bonus',
'mode': 2,
'value': '-2',
'priority': 20
},
{
'key': 'system.abilities.dex.bonuses.save',
'mode': 2,
'value': '-2',
'priority': 20
}
],
'flags': {
'dae': {
'specialDuration': [
'turnStartSource'
],
'stackable': 'noneName',
'macroRepeat': 'none'
}
}
};
let targetToken = this.targets.first();
let targetActor = targetToken.actor;
await MidiQOL.socket().executeAsGM('createEffects', {'actorUuid': targetActor.uuid, 'effects': [effectData]});
Drop that in the item macro
I assume 'this'
Did you put ItemMacro in the on use field?
on the item
Let me make one more change to it, so it doesn't stack
Edited the above macro
You need to complete the workflow
By default it runs all the way at the end
if you want it to run sooner you'll need to change it to after targeting or something
setting it to after attack roll
If it's still not working, could you screenshot the item?
Is that not the intent?
oh
sure
2 sec
let effectData = {
'label': this.item.name,
'icon': this.item.img,
'origin': this.item.uuid,
'duration': {
'rounds': 1
},
'changes': [
{
'key': 'system.attributes.ac.bonus',
'mode': 2,
'value': '-2',
'priority': 20
},
{
'key': 'system.abilities.dex.bonuses.save',
'mode': 2,
'value': '-2',
'priority': 20
}
],
'flags': {
'dae': {
'specialDuration': [
'turnStartSource'
],
'stackable': 'noneName',
'macroRepeat': 'none'
}
}
};
let targetActor = this.actor;
await MidiQOL.socket().executeAsGM('createEffects', {'actorUuid': targetActor.uuid, 'effects': [effectData]});
Easy change
Man I need to learn JS
Lines 2 - the last }; I get (only cause I learned how to do custom CE nested effects) but the rest is magic!
I can explain it if you want
in a midi called item macro, this is just the workflow data
I can read it fundamentally
this shit is a mix of rocket science and forbidden eldritch knowledge to me ;;
Just that if I were to create it myself, well it'd take a bit. Haha. I have SQL/Shell/Python knowledge so I get what is happening. Just learning vars and all is the hard part. Especially with my current JS training I only know how to print, haha
The last line is just a copy and paste, I doubt it's documented anywhere
Using one of midi's exported functions to put an AE on something that you may or may not own
Using it to avoid permission issues essentially
In this case it can likely be swapped out to
await targetActor.createEmbeddedDocuments('ActiveEffect', [effectData]);```
Yeah, figured that with the executeAsGM
Main reason I haven't really dived into JS is I'm still on v9 (and work is just really busy with learning NiFi). And when I do I plan on 1. Learning how to properly play Stars Without Number and 2. Updating that to v10 and finishing the system. But let's be honest, V11 will be out before I'm done with v9, haha
I was stuck on V9 for ages. But v10 has a ton of new toys to play with
Template Macros for example is what finally got me to stop waiting for an ASE update
True. Only reason I haven't updated is everything works for me rn and don't wanna deal with updating to v10 and losing some modules/macros during the campaign
Totally fair
so this is my Hex Setup, but it's not working quite yet. Chris-Hex is the macro in my hotbar, just copy pasted from github. I'm not getting any prompt about the ability save though
You can put it in the item macro instead
If you want
Do you have the warpgate module?
yes
After using it could you screenshot your console?
oh
I didn't include my helper functions lol
one moment
Re-copy them from my github now
I also missed this on my screenshot
now it's working, thanks ! :)
question about the usage: can I get it to work with Midi concentration ?
It should already be doing so
Also one last check
Did you put an on effect deletion effect macro?
let targetTokenId = effect.changes[0].value;
let targetToken = canvas.scene.tokens.get(targetTokenId);
if (!targetToken) return;
let targetActor = targetToken.actor;
let targetEffect = chris.findEffect(targetActor, 'Hexed');
if (!targetEffect) return;
await chris.removeEffect(targetEffect);
Let me update that too
this is the OnDeletion on the "Hex" Effect
missing my helper function again lol
updated
In my own game I just have all my helper stuff packed into a world script
So I sometimes forget to include them when I put stuff on my github
That should fix the concentration part of it
Weird, I see the "+Concentration" flaring up for a second, then once the dialog renders it's gone again
nope
Does the concentration icon disapear?
the macro edits the concentration duration
i thought the problem was caused because i ticked the concentratio box in the spell
yes, it is there briefly, then dissapears
Could you re-screenshot your item?
found the problem i think. i was not in combat. now it's working
That's weird
Concentration shouldn't go away out of combat unless your time is going really fast
Or my duration isn't getting set right
thats the item
Does it go away if game time is paused when you cast?
time paused = game paused ? then yes
i have times up, but not about time or simple calendar (which are the modules i know of for fiddling with time)
hmm
That might effect it then
comment out line 107 on the hex item macro
place a // in front of it
All good, I'm just trying to figure out what could be causing that
Since that should have removed the update to the concentration time
Sanity check, try another spell with concentration?
other spell is working
problem still there
could you screenshot your midi workflow settings for concentration?
(and uncomment both of those lines I mentioned)
Just as a check, see if changing the bottom option to Never fixes it. If so, I need to troubleshoot why that would happen
didnt fix it :(
thanks a bunch though for taking the time to troubleshoot with me ππ»
Some module interaction I'm not sure of, potentially not having about time / simple calendar
noob question: Why is so that it dosent work clicking on the thumbnail to roll certain spells? seems random what works or not. is it beacuse I have a macro attached to a spell?
Is there something special that needs to be done for conditions to be applied after a failed save? e.g. a vampire performs the charm action which triggers a save, but the charmed effect is never applied
I am having an issue with Midi qol in v10. For some reason it wont use the damage buttons in chat to apply damage to tokens, is there a certain setting I've ticked/unticked? as I've read through it about 3 times trying to get it to work.
@violet meadow would it be an upcoming update to Times Up... or DAE? that resolves the issues with effect expiry after combat?
Yes. Check the console (F12) when this happens.
I think that out of combat times-up relies on simple calendar for some of the expiration logic
Not enough info to tell you, but if the spells that work are self/self and the spells that aren't are targetables, it could mean you have require targets selected in the options and it does nothing because the user has no target. It could also just mean that the items are broken too though.
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
Maybe thats why its broken. thank you
alternatively it could be your damage section settings in workflow button->workflow tab
Ill get a screen shot of that, see if its that
what does an attack look like in chat
sorry for the screenshot, but its on the right side.
I've clicked the token I want to attack, i click the red buttons to deal damage and it doesnt do anything
The workflow tab
I'm concerned you have another roller installed, but also you do not have the damage card enabled
the buttons you see are the "failsafe" buttons for when merge cards is on and people don't automate damage
the first drop down in damage section you have automated damage to NO
I dont think I've got another roller installed, I can check.
The best part of midi's damage management, whether you auto it or not is the damage CARD which is in that drop down, select an option that includes the card.
I chose no + damage card, cause I dont want to auto apply damage, just want the buttons to work to apply damage.
ok but its just NO in the image fyi
Yeah, just changed it thanks π
having damage card should then show the DM and player chaser damage cards which is the best part of midi management of hp
those other buttons you have enabled are typically for when automation fails and you have merge cards turned on cause in merged cards you can't use core right click menu
also those other buttons are selected only while the damage card is already setup to do whatever it says regardless of selections and targets
Yeah so during v9 I used to have it that I could click a token, click a button to apply the damage myself. So I could roll half or 1/4 or x2 if I needed.
Only possible roller I have is Better roll tables & actually private rolls, but they werent on your list, I dont think
The damage card has that in a drop down and those red buttons you showed previously also do that, but nothing has changed in this regard from v9 to v10 so if your v9 method looked different my guess is you had Better Rolls for 5e doing damage.
Zhell made me fix the cut and paste so here it is officially:
Midi does not work with:
Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
They said Better Roll Tables, not BR. But could've also had BR in v9
So I made that change, and its come up with this
But its still not applying damage with the buttons.
Perhaps it was better roll tables?
I doubt it but you can try and disable it and test
show us the item details, specifically the bottom third of that weapon that just rolled
If thats a private roll why does it look public lol?
Its the UI im using I think
Also, double check that actor isn't immune to the damage type
thats why I am asking for a snippet of the item, theres no damage flavor
I've got immunities turned off, cause damages are different and custom in this
pretty sure None=No damage in midi
Show the details tab of the item you're using to attack
the bottom third is what we really want to see, but regardless of DR/DV/DI, damage flavors still matter to midi. If the items got NONE for the damage formula, then its not dealing damage.(period)
Theres one in the drop down that says no damage though, seperate to none
I think thats a core thing I dunno but none deals none
If you have custom damage types you can add them to midiqol/dnd5e fyi
So it requires a damage type? Is there any way to turn that off? cause the damage types these enemies do isnt in the core 5e
but midi really needs DI/DR/DV to shine for damage management fyi
1d6[super cool damage type here]
So I changed an attack to deal cold damage, but still the same thing
Its not applying damage.
@sly quiver To piggy back on Super's post, do not put 2 flavors in one dice equation unless theres 2 dice rolls. It will confuse midi and cause it to fail. so 1d4[banana] + 4[orange] is bad, but 1d4[banana] + 1d6[orange] is ok
test with just socketlib, and libwrapper, and midiqol enabled
I still think you got something bad installed
I have all 3 of those installed. I can share the modules list
install find the culprit press its button in manage modules, check socketlib, libwrapper, and midiqol and start FTC process, if the damage fails initially then we're back to sussing out midi settings
if it works then you got a module that I don't know about for failing with midi
Personally I would go get a world script for your custom damage types so that midi can leverage DR/DV/DI for you
Dont know what that is, but I can try
delete those images
you need to clean up your v10 build
you have a ton of v9 modules installed in v10 foundry. The update button for modules is broken initially till you get a v10 branch of each of those modules installed
you have to manually check each modules foundry page if it has a v10, if it does, you can uninstall/reinstall but the UPDATE button will not work. it will say you are fine cause you are on the newest V9
send me those images in a DM
Not sure π€
Sorry but I'm still having problems with this
did you check 10.0.24 yet, it looks like he tweaked something in the newest midi for multiple on uses
I'll see if I have an update available
I've the update but the problem persist
Can you share the macro so that we can take a look on what you are working with?
Yes of course
Give me a moment
The ItemMacroOnUse is an item macro from a damage item with a secondary effect that the macro actives via completeItemUse, meanwhile onUseMacroNameDAE is a passive feature that via completeItemUse act as a damage bonus for the first item
The issue I'm having is that when the ItemMacro OnUse triggers flags.midi-qol.onUseMacroName CUSTOM ItemMacro.Instruments of Destruction the ItemCard of the completeItemUse (from the ItemMacro) gets deleted after a brief second
Everything works as intended, I don't encounter any issue with what I want the code to do, the only thing that bugs me is that the ItemCard gets deleted, which is annoying for tracking damage
Sorry too tired to follow this right now! It seems that you chain two MidiQOL.completeItemUse to get the damage you need.
Just as a quick suggestion, have you considered using something like MidiQOL.applyTokenDamage() or MidiQOL.DamageOnlyWorkflow for the extra damage?
Can I find the arguments for those functions anywhere? I'm looking at Midi's API but it's not super specific on what the functions want
Type in console MidiQOL.applyTokenDamage and same for the other one.
oh sorry misread your comment
giv me asec
Thank you so much
const damageRoll = await new Roll('1d4[piercing]').evaluate()
await MidiQOL.applyTokenDamage( [{type: "piercing", damage: damageRoll.total}], damageRoll.total, new Set([targets]), item, new Set([saves]), {existingDamage: args[0].damageList, workflow: args[0].uuid} );
A small example
And another ```js
if (!args[0].hitTargets.length) return;
const {tokenId, damageTotal, itemCardId} = args[0];
const sourceToken = canvas.tokens.get(tokenId);
const sourceActor = sourceToken.actor;
const othDamageTotal = damageTotal;
const necroDamageRoll = await new Roll(${othDamageTotal}).evaluate();
const damage = Math.min(necroDamageRoll.total,15+10*(args[0].spellLevel));
new MidiQOL.DamageOnlyWorkflow(sourceActor, sourceToken, damage, "temphp", [sourceToken], necroDamageRoll, {flavor: "Theft of Vitae", itemCardId});
Isn't there a list of argument and possible options I have with the function, I'm looking into using DamageOnlyWorkflow but idk if a) it works with multiple targets (and if it wants the uuids or the actor) b) if it shows the damage roll (which I want) c) as a argument it wants "token" but token of who? The actor?
Like there are a bunch of stuff I need to know but I can't find a documentation about it
Okay this is useful
But I have still some doubts on how to use it in my specific case
What is it that you want to emulate?
A description of the item would help
just a sec
Whenever you deal damage and roll the highest value on one of the damage dice, you can roll the die one additional time and add the number rolled to the damage.
Okay it works but it doesn't roll the die it just shows the result, there isn't a way to show the roll (I'm using dice so nice)
Also it says that new Roll isn't supported anymore and the damage card doesn't show
You can use the DSN API to show a rolled dice with something like ```js
game.dice3d?.showForRoll(roll, game.user, true);
Are you trying to emulate exploding dice?
What is the damage formula?
Yes basically but it needs to work with a damage bonus macro
So I can't make it a damage bonus macro because those are executed together and it wouldn't be able to register the result
wdym?
Trying to figure out the use case.
Weapon damage 1d8
Sneak Attack damage 2d6 through a flags.dnd5e.DamageBonusMacro
Feature, gather all rolled dice, check if one of them rolled max and explode it?
yes
exactly
Maybe I found how to make it work, I'm testing it right now
Nope still doesn't show damage card
I it shows it but there's nothing in there
Hmm a screenshot of the damage card?
yes a second
The extra damage is Instruments of Destruction
My theory is because DamageOnlyWorkflow wants target tokens I think? And I'm giving it target actors
So now I'm figuring out how to get the tokens
OK share the snippet of the MidiQOL.damageOnlyWorkflow you use
A moment
Looks like this is a definite yes... looking forward to tomorrow
Okay now it works as intended
I'll link the macro in a moment
It will be 4am local time for me
π
p.s. I don't have to worry for Roll? It throws this warning everytime
Oh are you v9?
Ah that was what you said before for the Roll not being supported?
That is just a warning
Yes, so I don't have to worry about it loosing support?
Okay great thanks you're a life saver
Last last thing, out of curiosity, is there a way to fuse the damage cards with damageOnlyWorkflow? So I don't have 2000 damage cards from the same item?
Nope unfortunately
Hi, is there a way to throw a Rolltable in a Overtime ?
Okay thanks anyway for the help
Do you want to roll on a table, when triggered by an OverTime effect?
it's for the Confusion spell, each round, the target must roll on a table to have his behavior
since i have put an overtime for the Wisdom save, i'm asking if i can put the throw on the rolltable in it too
I would do that in a DAE macro.execute
OT will need to roll a save, damage roll or ability check iirc
Or with Effect Macro on combat turn start
ok, thanks, i will do that with macro
it was just a questionning π
I gave a try to automate Unwavering Mark, here is my macro.
This is incredible! Thank you so much!
It also supports if another cavalier marks a target already marked, it removes the previous mark and removes any special attack that were triggered but not yet used by the previous marker
hey guys
I have a small problem. When I'm using a player's sheet and I make an attack roll, I'm asked if I want to play normal, advantage or disadvantage. But all my players are automatically rolling advantage. Would anyone know what it could be?
fast forwards for players is turn opff
off*
in fact, sometimes he rolls in advantage and sometimes he asks how he should roll. Even under the same conditions
If you log in as one of your players, does it still happen?
yes, it happens only when logo with the player. When I use his sheet as a GM everything is normal
Hmm Iβve not heard of anything like that happening. Makes me wonder if itβs a weird keybind or something. Does it happen with only midi and dependencies activated, all other modules deactivated?
Show us a snippet of the player and gm tabs of your midi settings workflow button
and incase this clears things up easier, when a DM rolls a players stuff as the DM, it will use the DM's settings
And assistant GM's use GM rules
I keep telling myself I will investigate why this is happening but for some reason our wizards sculpt spells feature is not working and I have asked a bajillion times if hes following my instructions and he keeps saying yes and I see him pretargeting. Does anyone else have an issue with the sculpt/subtle flag for midi? It works fine with me now in the world in a quiet non live session but whenever we are in a live session it always goes to shit and we just manually undo the damage to the allies.
also could it be done that we set the sculpt flag to an equation in effect value for if the spell is evocation?
You could untarget automatically Friendlies when you roll an item if that's what you mean, with an Actor onUse macro
And by subtle spell you probably mean careful spell metamagic right?
Hmmm the upper number of creatures that you can choose from is a slight issue
Crude Actor onUse for sculpt spell, called Once the template is placed (MidiQOL should be auto targeting one way or another for ranged/spell attacks) ```js
if (!token.actor.items.getName("Sculpt Spells") || args[0].item.system.school !== "evo") return;
game.user.updateTokenTargets(args[0].targets.filter(tok=>tok.disposition !== canvas.tokens.get(args[0].tokenId).document.disposition).map(i=>i.id))
This will check if the actor has an Item called `Sculpt Spells` and if the rolled Item's school is `evocation` .
Then it will update all targets to not include tokens of the same disposition as the caster.
I mean can't we make sculpt spells only work on evocation spells by using an evaluation in the flag?
sculpt spells flag is supposed to work only for evocation spells
oooh ok
Carefull spell flag does all
now as for targets I dunno why but everytime he does it it fails to save the allies
could it be somehow an interaction with df manual rolls, thats the only thing different between he and I other than dm/player
I can't fully rule out user error, but I swear to god I see the pretargets myself
To be honest I haven't encountered the situation cause no player of mine has the feature π€
ffs the rules for Sculpt Spells is creatures equal to 1 + spell's level...
I think I'm just gonna make his evo spells have the auto save friendly thing in them
Have you tried having them screen-share on Discord while they do it?
Put the script in an ItemMacro on the Scuplt Spell feature and either create an Actor onUse ItemMacro.Sculpt Spells | Called only once a template is placed
or create a DAE on the Scuplt Spells Item flags.midi-qol.onUseMacroName | Custom | ItemMacro.Scuplt Spells, templatePlaced (not sure about the templatePlaced).
I think auto save friendly will show in the save card which I find too much info but π€·
I think its just a user error the guy is just frustrated cause of how wonky it is to use the feature, you pretarget then you cast the spell and when you get the template to place everything goes wonky
oh actually this will be alot simpler than I thought
I just have to change the targetting of template evo spells from creature to enemy
nope not gonna work, man this is annoying
this does indeed work perfectly man thank you
This is the end result with the small macro
I didn't connect the dots till I gave up on my own method
your actor on use method seems to just forgo the fake saves and just flat ignores the allies which I feel is better for him cause its all frustrating when the players have to all make saves for nothing
I thought the auto save friendly would work but that doesn't cause no damage
a fireball would still hit them
yeah it will ignore all friendlies, but it needs further tweaking to respect the upper number of targets ignored per spell description, but heck I don't imagine that being an issue most of the time
The problem with the whole process was the double targetting so personally I prefer to just exclude them all
level 3's will allow for 4 targets and the likelihood that 5 or more allies are in his aoe's is so slim that I just don't care
Hey I just wanted to let you know the problem I was having was that I wasn't targeting myself to cast the spell. I thought it was something as stupid as that, it works now!
you shouldn't need to target self for self/self items
Hello there
Using Spiritual Badger warp gate example https://github.com/trioderegion/warpgate/wiki/Summon-Spiritual-Badger to make my own summon, I've found a couple issues I couldn't find answers to.
-
Is there a way to have it get actor name from the caster, without specifying it for each character I'd like to use the spell for?
const actor = game.actors.getName("Morthos");I mean this line -
How do I assign a hover speed to one of the summon options? I tried
actor: {
'data.attributes.hp' : {value: 30+10*(level-3), max: 30+10*(level-3)},
'data.attributes.movement.fly' : {value: 40 },
},```
but the summoned creature displays "Fly [object Object]
(Using midi if it matters, replaced rollItem with ``const level = args[0].spellLevel;``)
I don't think there is a hover speed, just use fly, personally I'd use walking just cause drag ruler has a stroke with fliers
I'm pretty sure in foundry v10 you should never declare actor
spiritual badger is a v9 example so it doesn't know thats naughty
dnd5e wiki specifies @attributes.movement.hover but yes, I went for the simple solution of fly. Even then, I am not sure in what format the value should be to work
look at the other warpgate wiki summons for examples, he made a ton of midi examples its trully a great wiki
It does complain about a few items but it still has backwards compat.
Nah actor is really naughty in v10 you shouldn't declare it
That's where the Summon spiritual badger is from. Is there another place?
you get away with declaring it if you have advanced macros but its not recommended
Oh, you mean a completely different place, not the author's wiki?
Just use actor.
const actor = game.actors.getName("actor") Like this?
he should have a bunch of other summon examples in the same wiki
What summons are you trying to actually make?
Summon beast?
Janner just went through making most of the tashas summons and they shared them here a few weeks ago so you can probably find them by searching here
Summon Undead, reflavoured further. Could you point me to where to look? Can't find Janner
No, I mean if you use actor it will be already defined
I don't think Janner made Summon Undead
Solved fly by adding an active effect to a feature instead
You dont need to define actor again in the macro
Is this an ItemMacro on the Item rolled?
Spiritual badger is setup to be one fwiw which is what he was workign off of
Oh, I see. Removed the getName line and it works! Many thanks
Yes
Both issues solved, case closed. Thanks again
Hover is a property of the actor's move speed for fly -- not a speed in and of itself
so, Fly 60ft vs Fly 60ft (hover)
Ye, ended up using DAE to add a passive effect to the feature of one of the summons, setting hover to true and fly 40
I believe the purposes of hover is that it can't be prone
And just hover on the same spot when 0 speed.
could do it directly via the summon updates, but if it works it works
It is what it is. But now I am curious how would you do this? It's a fly speed for only one of the summon options.
actor: {
'data.attributes.hp' : {value: 30+10*(level-3), max: 30+10*(level-3)},
'data.attributes.movement.fly' : {value: 40 },
},```
this didn't work for me. It's probably something basic I am missing
You should definitely search here for janners he just made the summon beast one and it deletes the features that don't apply to the choice
if you are on v10 -- replace data with system, but that looks mostly correct, you are just looking for the hover boolean? or what doesnt work from here
Just figured out how to add hover, but fly added this way doesn't work, it outputs:
@vast bane Thanks, I'll take a look. It does seem to contain an example on how to apply fly movement
@covert mason did you ever make Summon Undead too?
i think its just ...fly: 40
rather than ...fly: {value: 40}
Oh man, it was that simple. Yeah, that was it
{
"burrow": 0,
"climb": 0,
"fly": 40,
"swim": 0,
"walk": 40,
"units": "ft",
"hover": true
}
just for reference π
Hey people, is there a way to set up hex correctly in MidiQoL?
Look at either bugbears or Chris' profiles I think either of them have a premade for hex
I think one has hex and the other has hexblades curse
I would set the spell to add an Active Effect to the target to "mark" it, and then use Build-a-Bonus for the extra damage. For the disadvantaged ability I would tell the GM "they have disadvantage on that ability".
If you want to go full Auto with Midi+Effect Macro. Chris explained to me how to setup his Version #1010273821401555087 message
Yeah Chris's stuff is pretty dope, plus Effect macro is really good for the Meta of Midi premades, I use it alot now
Sadly not
I think I am not good enough with MidiQoL to set it up like that - I do not understand half of the description
The ddb importer has an ok working hex. It doesn't handle changing targets well however. Or upcast spell duration.
Throw this in an ItemMacro on the spell and add a MidiQOL onUse macro ItemMacro | All
It will not handle the target change correctly, but small issue IMHO and I didn't bother to update it
I bet you, that you could totally pull this off with an Advantage reminder flag now that kaelad added the grant message flags
cause you can use spelllevel in the AR flag messages I think, or maybe its item.level I forget
oh wait does hex scale damage?
I think not. Just duration
Can applyTokenDamage generate a workflow? Like completeItemUse can do as a option?
[5e] What would be the best way to get a character to roll 4d20 instead of 2d20 if they have advantage on an attack roll? Similar to the elven accuracy special trait which does 3d20. I guessed via some sort of macro but I have never done anything like this before so don't know where to start.
It's for crit fishing specifically
nope
Hmm, do I misremember this? π€
I don't think so, I've looked for quite a bit and I couldn't find anything of the sorts, so I'm pretty sure it's not possible
I think you can tie it on an existing workflow, if you pass it in the options:{}, but it's not an Item Roll.
What you could do is create an item that does no damage, but uses a macro to ApplyTokenDamage...
Why do that is a question though π€ π
A dummy workflow does some of a workflow
Can always roll a synthetic item if you need the full thing
should have used "create" item to better indicate that π
Ephemeral items FTW π
I just liked how applyTokenDamage handles damage on tokens, but honestly, in practice it's better to use completeItemUse
At least for the stuff I have to do
Forgot Midi-QOL has a thread now... linking this here.
#513918036919713802 message
You might want to add a feature request to MidiQOL git for that.
I take it midi is not gonna be ready for 2.1 yet right?
Well I don't believe that much can break, but will test soon /s
basically no one in this channel should be updating their dnd5e system right now
(unless you just doing it on a fresh install to see the carnage π )
I wanted and did. DO NOT UPDATE
Hello. I tried searching, but I couldn't find anything. Does MidiQOL have any way of handling the Fighting Style: Interception? Since it would be an attack on an ally within 5 feet, I can't figure out how to program it.
My way of handling those situations is I use an aura on the fighter 5ft allies only. And it adds the reaction to them as a DAE key macro.createitem
however that specific use case, I think Chris or Bugbear pondered it but its impossible to prevent crits or something
Thanks. I could probably handle crits by hand. This helps a lot. Now I have to figure out how to do it.
You could also have the feature fighting style roll and add the grant.disadvantage key to the ally before the roll is ever made
The 2.1.0 update breaks a lot of the underlying data model, its no wonder that MIDI will need an update π
More like it keeps it clean from people who do break it
Its a needed cleanup, but sometimes cleanups break stuff π
@gilded yacht dnd5e 2.1.0 MidiQOL v10.0.24.
Workflow breaks if an attack hits with ```js
utils.js:319
Uncaught (in promise) TypeError: trait.includes is not a function
Same for `bypasses.includes()`
Something like `trait.some(tr => tr === "nonmagic")` instead of `trait.includes("nonmagic")` maybe
has, if they're sets
I always forget has for some reason
Couple questions: I'm putting together a magic weapon, and am not quite sure how to accomplish three of its effects.
- Damage is dealt to max hp
- -1 to AC provided by worn armor
- Extra damage to celestials and fiends
Do the effects stack?
1 and 2 can be done with effects.
3 with an activation condition for Other Formula damage checking target's type
Yes. AC damage stacks on each hit, but the tricky part is that it only damages the worn armor.
here is how you set stacking for armor corrosion
I doubt you will be able to automate the worn ac
this is indeed the case, Anonymous always assume that player owned actors are visible, but i do those checks directly in the module instead of the API, i will try to make it there instead also
the extra damage to a specific creature type you can just steal from Mace of Disruption in midi sample items
I tested the basic -1 to AC bonus, but it just keeps reducing AC on each hit and also ends up applying to natural armor, which I don't want
the hp drain thing is gonna be tricky
Will need a macro to lower the AC of the "worn" armor
Are all these effects associated with one weapon?
Yeah, it's a legendary shortsword
lol legendary shortsword, like putting a really loud muffler on a honda accord
LOL, more like hiding an Acura NSX under an Accord skin
Hey, I have a really simple automation for Armor of Hexes, I don't think I need to change, but I would like to know if I could change the number color when pass/fail to green/red, like crit/fumble in d20 roll, and how I do this.
@coarse mesaActually, check for player ownership outside of the playersSeeName function is still needed, so i will need to do a mix of both
this is done
Legendary, thanks for chipping in on this, tposney is likely under the hammer right now... especially with dnd5e 2.1.0 out today
i am glad that someone is actually using my API :p
don't hesitate to ping me when needed
I will probably switch to yours from CUB just to avoid this really annoying cub error since I'm only using it for name hiding now and with enhanced conditions turned off it keeps throwing an error for some automated stuff
Anonymous is my go to from day 1 π
I used to use CUB a lot for what anon does now, but at this point I've just taught my players to not metagame from the names π (I might have named a creature the name of another similar creature to teach em a lesson)
Sadly I honestly don't think it matters, cause MTB spoils names
I requested maybe he use anonymous or cub to hide names in it but no change yet
I stopped using MTB for the most part. Only through its API for some challenges
I use it alot for its macros, and I use it for taunt/shieldbash/shove which happen alot in combat
dfreds CE also spoils it, and that would be an awkward ask of him to see if he can use cub name hiding lol
Yeah for that me too.
I just don't use it for saves etc through the workflow. I create a message from Midi and let the players roll
For dfreds it spoils if you set messages to players too, which is neat to do cause the conditions have info about them, so what I do is I set the messages to DM view, and then manually reveal the condition messages that are helpful
I had never encountered that as I don't use the messages from DFreds
@violet meadow
The newest Midi seems to have broken macro.createitem
I cannot properly test. I have access only to my test instance and its already updated to dnd5e 2.1.1
Log it in the gitlab π
I'm reverting to 23 to see if it works again, it could also be inventory plus causing this
cause inventory plus is really weird right now
with just the 4 enabled, it works....but it works too well:
Doubles up?π
yeah the duplicate shows up when I close the item
cause on a npc you can't just toggle equip/attune like on tidy5e sheet
I'll bug report it
I think it has something to do with the item update as you click out of the drop down in the attune on the item
I did confirm that the original bug is inventory plus though
The duplication is caused by something in midi 10.0.24, its the culprit
does not happen in 23
the double up can also occur if you attune before you equip before you attune Equip before you attune.
Okay, Dnd5e on Foundry V10. All the rolls are working properly, damage and saves are being calculated properly, but 1) damage is not auto-applying, and 2) if I use the same weapon twice in a row, it deletes the previous card from chat. Any thoughts?
I checked and the apply damage setting is enabled, but I also tried adding buttons to the card -- I can click them, but it doesn't apply the damage.
version number of dnd5e
Sorry, 2.0.3
oh wait you are fresh v10 right?
Yeah, sorry right from the other channel
I'm gonna skip ahead and just guess right now that you still have better rolls for 5e installed and active
Nope, I deleted it a long time ago.
hmmmm
Just double checked
can you show us the chat when you roll twice what it looks like after
yep one sec
@violet meadow It combatbooster causing the macro.createitem to fail to apply and delete itself. Not sure wtf that is about those two modules couldn't be further apart in scope
Another module that I don't use π
the find the culprit for that was so hard to micro manage that I honestly don't want to deal with retrying it lol
That one has had issues with active effects before.
so in that chat, I rolled hand axe 2 twice.
Had two full rolls, hit/miss, damage calc, etc
for starters you don't have damage auto application on
Try rolling that attack twice with just socketlib, libwrapper, and midiqol enabled, I suspect your issue is whatever you are using to roll it with
oh wow, thats a rare setting, I guess you can automate without the damage card
and you are certain that it is not...wait a minute lets just rule out these...
Midi does not work with:
Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Nope, none of those installed. Although retroactive would be nice
I mean for you to only have those 3 enabled, clearly in your image you have other modules enabled as I see dice tray
Oh okay, got it
With just those three, issue persists.
Using Find the Culprit, if that matters
this new image is not the same thing
you rolled 1 twice
also are you sure its not auto damaging?
I see a bunch of dead tokens
Sorry, I should have updated that the card deleting it seems to be intermitent
personally I use the damage card, cause its easier to undo things
I can't replicate your missing attacks, as for damage, turn on the damage card so you can see the damage application and resistances/immunities
You didn't update your 5e version did you?
No, left it 2.0.3
Imgur is taking a minute. I don't know if this will let you view it in browser or not, but: https://file.io/GNbygoQBfcFe
shared with file.io - super simple file sharing
What do I change here to have the token this effect is on cause disadvantage to all that attack it?
I did have remove buttons after roll turned on, but I just disabled that and it made no difference.
1
thamks love u
Welp, my game is starting. Thanks for the help, and I'll check back in later to see if anyone recognized the issue.
hmmmm, do I need About Time to have effects actually last rounds/turns π€
times up
Uhhh is there an @addresses list for stuff
There are quite a few breakages in 2.1.0 for midi-qol/dae/itemcollection. I'm going to work at pushing a fix for those in the next couple of days.
hmmm... am having aneurysm, what is the flat dex bonus' address, I failed finding it and making it myself by doing (#-10)/2
wait
Yeah ok I managed to miss it but not the 5th time
Oh right, actual thing: how do I make an attack request a STR save upon a hit?
Same way you always do? Have the feature / item have a save tied to it.
In the saving throw field set it to something other than blank and it will also request a save after the attack.
Ah but I want this to be a toggle, not a regular weapon
Like a sticker to add onto an attack, if I click it on, it'll request the str save upon the hit landing
Any way to use Midi/DAE to automate advantage on saving throws against specific conditions?
Probably need a macro. What's the use case
Racial features that give advantage on saving throws against fear, things like that
Definitely macro or WS territory. Things like that I just handle manually
Might be a stupid question, but what is WS?
world script β basically a macro you inject into startup so it modifies something automatically
Word script macro. Only works on effects that use macro.ce to apply conditions.
thanks I'll check it out
Use a flag called flags.world.CR.conditionName | Override | 1 as a passive effect on the actor that should have resistance
Overwrite? Is that a v10 flag?
I feel that
Hey all, so there was an update to the DnD5e rule set. Today midi qol isn't auto taking damage away. Setting still show it selected but I have to manually take off damage. Anyone know a fix?
Thanks for all you do!
So I am assuming everyone has issues with applying damage and effects?
^
Reposting this to here since i was told this would be a better place
Not sure why they sent you here but this would be the setup:
change the feet
no actually that's what i want
And you only need this
i didnt realise there was a creature tag
Ohh, I misread the last part
thanks guys!
if you don't put special, then it will target the stomper, if you put enemy it will exclude allies
if anyones curious my snippet is from turn undead
@slate rose What is broken about your Midi?
You didn't really clarify what is broken, but it does sound like you updated to 2.1 dnd5e, if you launch a world in 2.1, that world is broken with most automation modules till those mod authors update to 2.1 dnd5e. The only way you can fix that world is if you backed up before you updated, you can't just delete 2.1 and instal 2.0.3 and try to run the world.
Moto, why are you talking to yourself??? /j
I had to look around my room cause I thought you could hear that I talk while I type...
I am everywhere
I think I'm seeing a bug yall reported a while back. My paladins sacred weapon is not expiring after an hour went by, its set to 60 seconds duration but no combat rounds listed and it was used during combat.
The dfreds flanking ae's also aren't is this new in 23+ midi?
At least on v9 mine expire with effects that started in combat and time finished outside
I can either delete them, or set a special duration to end when combat ends but they seem to not expire now
though the flanking ae's in dfreds were setup wrong, they have no durations
It's a known bug according to bugbear, Tim is aware of it. AEs that shift from combat to realtime won't expire properly
We've been seeing it a lot
I'm only just now noticing it and I've been on 10.0.22 till this past week so....is it a 23+ bug?
I think so, yeah
But it might not be a midi thing, since Tim just updated that β maybe Times Up or DAE
Or About time/SC
oooh good point
well it can't be about time cause I don't have that, but it could be SC related I have that
I just double checked and it works in v9. So Β―_(γ)_/Β―
Just watching the stream now... Tim's character 'Seducil' π
Were either of those 2/3 modules updated for v10?
I agree with lukas though, its intermittent
its hard to replicate
All of them yeah
Well rip
its not too rough of a bug just noticing it now though
Y'all have fun troubleshooting. I'll laugh maniacally in v9
I wonder if its related to automated stuff that have compatibility warnings in them cause sacred weapon isn't updated properly in v10 yet
We saw it with good old Bless... all had to delete it manually, more than once
See thats how I know its intermittent lol, the bless faded but not sacred weapon lol
god what does this mean
I sense a dnd5e 2.1.1 in your world
is it really the latest 5e version
Look at the pins
did you really update an hours old system?
Well, wasn't me :) boss man just said "oh new update" clicks
Did boss man backup before updating?
Lets take this moment to make it a learning process, when you see changes to foundry software and systems, you should always first backup before you take the plunge, but personally I would not update till your main automation modules say they are compatible with it. Midi and dae are indeed not.
Personally I would setup a test bed version of foundry to fiddle with systems and foundry builds and not adversely affect my live worlds for my players
I've been keeping a spare install handy just for trying out the new shinies without jeopardising my main game
Yeah with systems and foundry builds you have to setup an alternative full install, I juts do node.js installs since I self host.
Well they weren't all that onto fully automating shit I was just fucking with stuff for myself, ah well π€·ββοΈ
Keep in mind there's a good chance other modules are broken too (tidy5e sheet for example)
They should probably revert as we don't know when midi will update to 2.1.1 nor dae. I get the feeling its gonna be a project for some mod authors
I think tidy just dropped an update didn't it?
Yeah tidy 5e was ducked too on one side but not much else
Don't see anything in #package-releases
Not that I noticed, but 2.1.1 fixed some character sheet stuff that got broken in 2.1.0
Yeah, ++++++++++++++
My early morning brain saw Tidy and thought dndbeyond
You mean the other way around?
depends on where I was looking
its also likely that any of those dnd5e modules in package releases after the 2.1.0 are not 2.1.0 updates
I know Monk releases his on a schedule so that MATT likely could have issues still
Small side question as it interests me: i'm still quite new to foundry. How often do 5e system updates happen, and what about foundry Updates (v9 to v10 and the like )?
he did a MATT update earlier today but he probably hasn't tested with 2.1.1 yet
Not crazy often on system updates (2.0.3 > 2.1.0). Even longer for foundry releases (v9 > v10)
Basically once the devs are done working on what they were set to, release is sent out
Foundry main releases have slowed down to 1-2 per year from what I can tell. Unsure about dnd5e maybe 3-4 decent sized ones per year?
I think 2.1.0 was an abnormality right, this ones very bulky isn't it?
Indeed
I've had foundry for 1 year and I've seen 2 major dnd5e releases and 1 major foundry build though build 291 for some reason had a significant amount of module breakages, but nothing compared to 9>10 update
I consider 1.6.0 the last significant dnd update as 2.0.3 while having stuff, was kinda forced in the v10 update anyway
I see. As a module hoarder myself, I'm a bit scared when people are talking about new releases π
I came from roll20, I'm scarred for life, I will cling to stable builds till Bugbear beats me into submission.
I'm still surprised you went to v10 before me
I blame it entirely on Zhell
His modules are too good
I really really really wanted DAE's macro.createitem and bab/vae
also the new automated animations was pretty dope
I really want the abilitySave in OTs π
Yep, v9 missing too many neat modules now
yep thats another one
Dfreds effect panel was an ok bandaid till v10 but bab has nothing out there in v9 to compare to
You can probably make a sudo ability save OT in v9 stuff effect macros
yeah but I think he stopped updating it there so we may not have the full suite of hooks in v9 em?
I got this commissioned as a way around it
https://foundryvtt.com/packages/fail-save-lmrtfy-midi
IIRC v10 added 7/10 hooks Zhell uses
just reminding me of the new trigger he just dropped for rests
now to think of use cases for that...
Could kinda do that before with DAE special expiry times and effect deletion macros
Who else here thinks that Item Uses could be a good addition to have per combat turn or round triggers and not only Long/Short/Day and what the other one? π
Just use recharge
recharge on 1
are you trying to make sneak attack lol?
It would make much sense.
Also new Babonus optional thingies
Why do you need to have an effect macro to give back the limited use
And what do you mean by "recharge"?
if you want an item to regain a charge every round, the recharge feature in dnd5e if you set it to recharge on 1, will be a once per round usage
all the abilities that dnd5e helpers used to automate the d6 roll for on turn start, that feature
only you are bastardizing it to recharge every round but useable once
My middle name is Janky...just sayin
For Items which are features though. Not weapon attacks as far as I can see
I wonder if you could put the recharge in an item that doesn't have it available via a macro
Yeah I will play some more with that. Probably doable with the new baboons
but recharge doesn't solve the per turn thing
only per round
yeah and technically, we're getting nuancd here but technically recharge happens on their next turn not the top of the round
EM has a every turn trigger so you could EM it
Yeah but still one more step
did we ever get that option in dae?
or is dae still just every source turn
I'll answer myself:
Its fine though, we all use EM anyway lol
I saw that warpgate.mutate doesn't work on another actor if you're a player, is there a way to make it work?
It does. It will most likely prompt the GM to accept the mutation based on your settings
it won't work if a GM isn't logged in
It does say something about setting
but that is the case for alot of modules
It was in the test
A lot in like
What is a lot of modules?
Well i can think of about 5 modules in the midi meta that would fail to function without a dm logged in, hell sometimes modules fail if the DM's not looking at the same scene
Item piles, MEJ, Midi I believe, dae, warpgate maybe as well
alot of stuff leverage the logged in DM to pull things off
but regardless like bugbear said you probably have a setting that is wrong
oh thats the create tokens permission probably
You need to set your players permission
yeah theres a couple permissions in there that warpgate needs active
create and edit tokens I think is the permission
But if I'm making a module using this macro I can't expect every user to do the same
Well I can avoid using commands from warpgate but since there are features that spawn tokens
and thats a module that leverages warpgate
I'm making an homebrew class, and I need warpgate together with other modules to make it automatic
the pitfall of making stuff utilizing midi and other automation is that you are at mercy of the variable options available from all the modules you make required for it. Just look at the Hex premade that this channel was talking about last night, it is really complex and uses like 5 modules, pretty sure I can't even use it cause my midi settings are unique
True but if you can't do otherwise?
Like I would like to go vanilla but I don't even know where to start
Just put caveats in your readme for it, thats why midi's readme is pretty long
in the optional name macro section he puts a caveat for anyone not using fast forward that one of the optionals doesn't work
so put a caveat in your readme that if you use the module you must give permissions to players for create/edit tokens
What's a caveat? Sorry I'm not a native English speaker
technically I think warpgate already requires that permission change, so all you are doing is reminding people to do what warpgate asks
caveat is like a reminder of a detail
"don't forget to do this"
Okay thanks
I'm not wasting my time am I? Like I'm putting a lot of work into this class, but idk if it's a good idea as you said to be dependant on those modules
I'm not a module author but beware not to run afoul of copyrights with dnd5e. If its a spellcaster you can't do non srd spells.
You can if you remove the descriptions technically I think but they still give you that death stare when you post it
It's fully homebrew, it doesn't use anything outside of the SRD, thanks for the tip
I'd probably ask in module development though Bugbears probably in the same boat as you and probably has the best source of advice for your situation as he is currently the caretaker for midi srd
The Author of MASIF is another but hes not active here at all
Honestly as time goes on I feel less and less interested in making it a module
I think, that if a 60 second duration effect is applied during combat it gets converted to 10 rounds and will only expire as the combat tracker advances.
times-up/dae and how exiting combat works.
midi should update for 2.1.1 by the weekend - just going through the broken bits now. DAE/itemcollection also need to be updated - so there's quite a long list of fixes to be looked at.
something weird has happened with the macro.createitem key with midi 23 and 24 and I'm not sure what is going on with it. Either it duplicates them twice or it kills them outright on attuneables that apply it. I wrote an issue and shared the test item, it seems to be most prevelant on npcs.
the duplication of the second set occurs when you click the close button on the item's details window cause on npcs you have to edit the item to attune/equip.
Once I get through the 2.1.1 issues I'll have a look at the issue tracker. I don't think that issue is related to 2.1.0/1, but could be wrong. I've certainly not tested macro.createItem in 2.1.0/1 but will.
I wasn't on 2.1, its a 2.0.3 thing but its dropped up since I left 10.0.22 midi
Will have a look - I can't remember anything changing in macro.createItem, but my memory is failing (curse of being old)
Is there a way to get my spell rolls to show the spell description as well, and not just the name? In case it messes things up: I have midi fast-forwarding attacks, and combining the chat cards when damage is rolled.
When you click the name does it expand?
in chat? no
You will want to change this setting.
Its in Misc
thanks!
I do have that set to "Details: PC Only", and I also think this is the correct dnd5e setting:
Are you wanting spells shown for NPCs too?
Or do you want them to always show when used, without needing to click on the card to expand it?
I just want it for PCs. And I don't mind having it always shown or clicking on the card to expand it. At the moment, there's no description in the card. Just title, attack/damage rolls, and some of the spell components.
... and now that you've both asked about it, I realized this is unintended behavior, and I think it might be due to "Compact DndBeyond 5e Character Sheet"...
why do you want them showing
Cause there are ways to get the info in a less spammy way in chat
haha, well, one person's spam is another person's preference. Having the spell descriptions available to toggle in chat is always useful π
for me I just use Token Action hud and if you right click you get the item
and no, it's definitely not the item, tried with a lot of items. This "info" roll seems to do just spell description with the expand-collapse behavior you both mentioned and seemed to expect, but the "standard roll" (which is the behavior when clicking the spell in the character sheet, without expanding it) just shows title & rolls.
ah, well, I didn't like Token Action HUD for other reasons
I dunno what that standard roll thing is but I never use that
hover over the icon and roll that
yeah, nevermind, I just tried the standard 5e sheet. Same problem, I can't expand/collapse spell descriptions in chat. And it works if I disable midi-qol.
why not just turn the setting off in midi so you can?
turn on every players collapse setting and tell them to be honest and keep things hidden
what do you mean? I thought I have to have this ^ setting turned on for descriptions to be show-able
No, you have it where only the players stuff shows, are you rolling on the players account?
oh. I guess that fixed it, I needed it set to NPC+PC. Does "PC" here not mean the "Player Character" actor type?
PC stands for player character
I understand that theres dual meanings but literally its not wrong
you do realize that when you roll as the players actors you roll with the DM's rules in the DM tab in workflow settings, so its already established hes going by the role not the characters ownership
