#MidiQOL

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spice kraken
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Most likely a bad formula

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You can also check with f12 and check the console for errors

nova lark
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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

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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

spice kraken
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First, does it work fine when the target is 1 | | creature?

nova lark
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I shall check now

spice kraken
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If not, check the console for errors and paste here

nova lark
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AHhhh

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That seemed to have worked

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Alright, another question, i have absolutely no idea if this concept is possible

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His character technically does the gutbuster damage upon a creature failing to escape a grapple, or upon him having a successful grapple check

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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

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is it possible to tie in an auto damage target on a successful grapple check?

nova lark
spice kraken
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Is the PC logged in, do you have a requestor module asking them for a save?

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Cause it might be trying to req a save for the prone thing

nova lark
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It currently is just me logged in

spice kraken
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Console errors?

nova lark
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I have lmrtfy but not requestor

spice kraken
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That's what I meant by A requestor module. Should've been more clear, my b

nova lark
spice kraken
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Is this wolf one you got from DDB?

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And the importer module?

nova lark
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Yes

spice kraken
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Does it work with a wolf from the SRD compendium

nova lark
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That actually might be an SRD dire wolf

spice kraken
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Double check with that instead

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Just to be sure

nova lark
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Yeah still the same issue with the SRD

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I attempted to put the token as the DDB inputted dire wolf and it failed

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So the SRD bear works fine, but the dire wolf does not

spice kraken
# nova lark

Does the damage pop up after you click the Saving Throw DC 13 Strength button?

nova lark
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I click on it and nothing happens

spice kraken
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Hmm

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Could be cause of the new roll. Test again to be sure with the SRD wolf

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Roll attack, click save button

nova lark
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Just tried that

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I held off on clicking damage until after i ran the save

spice kraken
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Just to be sure, you have no other roller modules, right?

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Like Better Rolls, Ready Set Roll, MRE, Faster Rolls By Default, etc

nova lark
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I used to have better rolls, dropped it ages ago. I dont have any of the ones you lsited

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The only thing maybe might be advantage reminder and combat booster?

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Past that i dont have any roll helpers other than lmrtfy

spice kraken
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2 things to test.

  1. clear combat tracker and try all again
  2. Disable all modules except midi and its dependencies
nova lark
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I can try that

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Clearing combat tracker does not fix it. Stillt he same issue

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I can use the one mod to find issues to disable everything but midi and its dependencies right?

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(Forgot its name

spice kraken
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Yeah (find the culprit)

nova lark
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using find the culprit should keep all midi dependencies correct?

spice kraken
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Should but double check with the readme

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IIRC it's libwrapper and socketlib

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But could be wrong

rancid tide
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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

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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

rancid tide
nova lark
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But the bear works flawlessly

spice kraken
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You comfortable making a GM user for me and dming me your link for me to join and test?

nova lark
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Absolutely

spice kraken
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Midi wasn't handling saves so damage wouldn't check or apply. Enabling midi handling of saves fixed it

vast bane
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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.

spice kraken
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It was just midi

spice kraken
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Tested with just SRD creatures.

vast bane
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His original posts have abnormal chat cards for midi is what I responded too didn't realize I was that far scrolled up

spice kraken
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It looked like that with just the 3 modules enabled. No FF or auto-roll was set either

nova lark
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Yeah, i have no chat card enhancements on other than i think dfreds?

vast bane
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Weird, the damage formula's misaligned and the cards are combined with merge off

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are you on the newest midi?

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24?

nova lark
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Yes

spice kraken
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Yeah confirmed. No other roller modules

coarse mesa
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DF Chat Enhancements merges cards

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If they’re from the same user and within a certain timeframe

violet meadow
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Did you try with DF chat enhancement off?

last mural
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@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

violet meadow
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@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

  1. Create multiple Actor on Use macros from the character sheet. No other effects adding onUse macros.

  2. Deleting any one of the entries, will always delete the 1st one.

acoustic jasper
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can you make "Activation Condition" in your item to roll "other damage" only if the roll had advantage?

vast bane
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the activation condition needs to evaluate true

acoustic jasper
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yeah it worked πŸ˜‰

kind cape
acoustic jasper
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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?

vast bane
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it assumes target fwiw but this one will need to be X=Y

acoustic jasper
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'MidiQOL.getDistance(t, target, false) <= 30' ?

vast bane
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dom't use false in the condition

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or it will never roll it

acoustic jasper
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hmm right now it always rolls it πŸ˜„

violet meadow
acoustic jasper
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thatlonelybugbear to the rescue again πŸ˜‰ works like a charm πŸ˜‰

violet meadow
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Also a bit easier to read: MidiQOL.getDistance(workflow.token, workflow.hitTargets.first()) <= 30

muted tinsel
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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?

dark canopy
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that is still correct

muted tinsel
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then I have messed something up

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its not applying to the sheet

vast bane
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you might have to wrap that in [[]] but only do that as a last resort

spice kraken
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This works for me on v9

vast bane
spice kraken
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It works though, haha

dark canopy
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totally valid in v9

vast bane
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the datas were there in v9?

dark canopy
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if you want, yes

spice kraken
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Yes, v10 changed to system

vast bane
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we can't use a system.abilities.int.mod in v10 can we?

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I thought it had to be roll data or something

dark canopy
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you can, yes

spice kraken
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Idk about v10 but in v9 I noticed it wasn't working without the @data... which is why I added it

vast bane
muted tinsel
vast bane
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Does it work?

muted tinsel
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does the transfer to actor need checked?

vast bane
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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

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For bladesong that means it should be self/self

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and then it should work

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well depends on what you put in the effect values

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It won't work if the actors ac calculation is set to Flat

muted tinsel
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its not set to flat, I have mage armor working

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I am just doing something very stupid

vast bane
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Ok, stupid question, do you have midi qol installed?

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and enabled?

muted tinsel
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oh yea

vast bane
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show me what it looks like in chat when you roll it, and show me the details tab of the bladesong item

muted tinsel
vast bane
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set range to self in the right hand drop down

muted tinsel
vast bane
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Does the actor recieve an active effect on them show me the actors AE tab

muted tinsel
vast bane
# muted tinsel

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
vast bane
muted tinsel
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no conflicts

vast bane
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you edited an owned item

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you have a bug that is why people should edit things in sidebars and drag over

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delete the inactive effect bladesong(and shield) and go edit the shield spell so its ae is not inactive/suspended

muted tinsel
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So recreate bladesong in items

vast bane
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no

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delete that active effect

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and now the item should roll right

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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

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as the ae's don't stack by name

opaque current
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FYI this is Bladesong in v10 and works fine with DAE and Midi

muted tinsel
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where can I become more nuanced with DAE, I don't want to use CUPID anymore after moving to V10

vast bane
# muted tinsel

also mouse over the ac shield on that sheet, I do not think you have mage armor

opaque current
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What the heck is cupid

vast bane
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you have 3 dex mod and a 15 ac

muted tinsel
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combat belt mod

opaque current
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oh

vast bane
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What does it say your armor calculation is on the actor when you mouse over that shield

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whats it called

muted tinsel
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this is with shield spell

vast bane
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how did you go from 15 to 18 with shield

muted tinsel
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3 dex, 2 bracers

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+3 shield

vast bane
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shield is 5...

muted tinsel
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shield spell

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need to change that

vast bane
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edit the shield spell and change it to not apply on equip, and turn off the suspended box too on it

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you should use the midi SRD spells for midi and not dnd5e's spells fyi

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then make sure the shield spells target/range is set to self/self

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(Or install Midi srd and drag and drop its shield spell in)

muted tinsel
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its throwing an error and not allowing an install

vast bane
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midi srd from the official is not v10 compliant I assumed bugbear replaced it but I guess not hang on

muted tinsel
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do i want DAE SRD then?

vast bane
vast bane
muted tinsel
vast bane
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is the bladesong thing working now?

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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

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Shield is the most noteable, I think maybe bless will have that as well

spice kraken
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Bladesong isn't SRD so...

vast bane
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thieir shield spell was inactive on the actor

muted tinsel
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its not, but I have downloaded the midi srd

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I will look at the examples and work from there for now

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Just learning through examples and fine folks like yourselves willing to give your assistance

vast bane
modern badger
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trying to code this but it refuses to autoapply the penalties on the user when rolling .3.

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got it like dis

vast bane
modern badger
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oh I will '3'

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what's not working is the penalties feature

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I want it to autoapply the penalties to the user after the item is rolled

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but the active effect isn't popping up unless I manually activate it with the 'apply active effects' button

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which will be v annoying in combat ;;

vast bane
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If the weapon applies nothing to target only check last box

scarlet gale
modern badger
vast bane
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Show us a weapon attack in chat

modern badger
vast bane
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Workflow tab in workflow button

modern badger
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yes!

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wait

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no

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what is effect transfer

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workflow tab doesn't have anything like that .3.

scarlet gale
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I think it's waiting for the damage roll to be done before applying the effect

vast bane
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Think it's the special section

scarlet gale
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Looks like they're not using fast rolls

modern badger
vast bane
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Also not checking hits

modern badger
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all I got is this

vast bane
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You need to finish the workflow

modern badger
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oh

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it does when damage is rolled

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which is a problem...

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see the thing is the penalty's supposed to apply whether the attack hits or not

scarlet gale
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Then don't use an attack roll

modern badger
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???

vast bane
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Use dfreds actually

scarlet gale
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I'm probably missing context, but you want the AE to apply even if the attack misses?

modern badger
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even if you don't hit, especially if you don't hit

vast bane
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Use dfreds name recognition on item roll

modern badger
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o3o

scarlet gale
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If it does, surely that's a bug.

modern badger
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would a macro work?

scarlet gale
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Yea

modern badger
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I just want to tell it to apply as soon as the item's rolled

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hmmm, I dunno how to make an AE-applying macro tvt

scarlet gale
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Easy way: Make another item/feature with just the AE.

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Use action special or whatever

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Harder way: Make a macro apply the AE.

modern badger
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yeah first one's a no-go, can't go using a thing for EVERY attack

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can anyone help me make a macro that applies it? tvt

scarlet gale
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Could you screenshot the AE details tab?

vast bane
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Macro is easy. Make hotbar Macro of that feature and call it on use

modern badger
modern badger
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it's not elegant but works

vast bane
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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

scarlet gale
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What duration you want for this effect?

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Or special duration

modern badger
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it lasts until the start of the user's next turn

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hmmm, again, inelegant

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the chat message for the macro shows up with every attack

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;~;

scarlet gale
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making you something

modern badger
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aaa

scarlet gale
# modern badger 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]});
modern badger
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aaaa

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what do I replace? .3.

scarlet gale
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Drop that in the item macro

modern badger
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I assume 'this'

scarlet gale
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nope

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actually, you probably don't want this effect to stack right?

modern badger
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nnon

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hmm, dropped it and it doesn't do anything .3.

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do I have to call it?

scarlet gale
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Did you put ItemMacro in the on use field?

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on the item

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Let me make one more change to it, so it doesn't stack

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Edited the above macro

modern badger
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still not doing anything, weird

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put ItemMacro in the usefield

scarlet gale
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You need to complete the workflow

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By default it runs all the way at the end

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if you want it to run sooner you'll need to change it to after targeting or something

modern badger
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setting it to after attack roll

scarlet gale
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If it's still not working, could you screenshot the item?

modern badger
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I tried it and it appeared on the enemy being targeted

scarlet gale
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Is that not the intent?

modern badger
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AfterAttackRoll would be ideal

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nno

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the intent is for it to be on the user o3o

scarlet gale
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oh

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sure

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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]});
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Easy change

modern badger
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it works :3

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thanks!

spice kraken
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Man I need to learn JS

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Lines 2 - the last }; I get (only cause I learned how to do custom CE nested effects) but the rest is magic!

scarlet gale
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I can explain it if you want

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in a midi called item macro, this is just the workflow data

spice kraken
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I can read it fundamentally

modern badger
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this shit is a mix of rocket science and forbidden eldritch knowledge to me ;;

spice kraken
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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

scarlet gale
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The last line is just a copy and paste, I doubt it's documented anywhere

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Using one of midi's exported functions to put an AE on something that you may or may not own

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Using it to avoid permission issues essentially

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In this case it can likely be swapped out to

await targetActor.createEmbeddedDocuments('ActiveEffect', [effectData]);```
spice kraken
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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

scarlet gale
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I was stuck on V9 for ages. But v10 has a ton of new toys to play with

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Template Macros for example is what finally got me to stop waiting for an ASE update

spice kraken
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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

scarlet gale
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Totally fair

last mural
scarlet gale
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You can put it in the item macro instead

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If you want

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Do you have the warpgate module?

last mural
#

yes

scarlet gale
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After using it could you screenshot your console?

last mural
scarlet gale
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oh

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I didn't include my helper functions lol

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one moment

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Re-copy them from my github now

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I also missed this on my screenshot

last mural
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now it's working, thanks ! :)
question about the usage: can I get it to work with Midi concentration ?

scarlet gale
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It should already be doing so

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Also one last check

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Did you put an on effect deletion effect macro?

last mural
#
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);
scarlet gale
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Let me update that too

last mural
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this is the OnDeletion on the "Hex" Effect

scarlet gale
#

missing my helper function again lol

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updated

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In my own game I just have all my helper stuff packed into a world script

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So I sometimes forget to include them when I put stuff on my github

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That should fix the concentration part of it

last mural
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Weird, I see the "+Concentration" flaring up for a second, then once the dialog renders it's gone again

scarlet gale
#

That's weird

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Errors in console at all?

last mural
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nope

scarlet gale
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Does the concentration icon disapear?

last mural
#

oh wait

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no okay i dont get it

scarlet gale
#

the macro edits the concentration duration

last mural
#

i thought the problem was caused because i ticked the concentratio box in the spell

last mural
scarlet gale
#

Could you re-screenshot your item?

last mural
#

found the problem i think. i was not in combat. now it's working

scarlet gale
#

That's weird

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Concentration shouldn't go away out of combat unless your time is going really fast

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Or my duration isn't getting set right

last mural
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thats the item

scarlet gale
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Does it go away if game time is paused when you cast?

last mural
#

time paused = game paused ? then yes

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i have times up, but not about time or simple calendar (which are the modules i know of for fiddling with time)

scarlet gale
#

hmm

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That might effect it then

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comment out line 107 on the hex item macro

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place a // in front of it

last mural
#

still the same

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im sorry i really didnt want to give you such a headache πŸ˜…

scarlet gale
#

All good, I'm just trying to figure out what could be causing that

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Since that should have removed the update to the concentration time

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Sanity check, try another spell with concentration?

last mural
#

other spell is working

scarlet gale
#

comment out line 99 maybe?

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just to troubleshoot

last mural
#

problem still there

scarlet gale
#

could you screenshot your midi workflow settings for concentration?

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(and uncomment both of those lines I mentioned)

last mural
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i will be gone for now, but can ping you once im available again!

scarlet gale
#

Just as a check, see if changing the bottom option to Never fixes it. If so, I need to troubleshoot why that would happen

last mural
#

didnt fix it :(

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thanks a bunch though for taking the time to troubleshoot with me πŸ‘πŸ»

scarlet gale
#

Some module interaction I'm not sure of, potentially not having about time / simple calendar

idle crypt
#

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?

acoustic nest
#

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

sly quiver
#

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.

coarse mesa
#

@violet meadow would it be an upcoming update to Times Up... or DAE? that resolves the issues with effect expiry after combat?

molten solar
sudden crane
vast bane
vast bane
sly quiver
#

Maybe thats why its broken. thank you

vast bane
#

alternatively it could be your damage section settings in workflow button->workflow tab

sly quiver
#

Ill get a screen shot of that, see if its that

vast bane
#

what does an attack look like in chat

sly quiver
#

sorry for the screenshot, but its on the right side.

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I've clicked the token I want to attack, i click the red buttons to deal damage and it doesnt do anything

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The workflow tab

vast bane
#

I'm concerned you have another roller installed, but also you do not have the damage card enabled

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the buttons you see are the "failsafe" buttons for when merge cards is on and people don't automate damage

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the first drop down in damage section you have automated damage to NO

sly quiver
#

I dont think I've got another roller installed, I can check.

vast bane
#

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.

sly quiver
#

I chose no + damage card, cause I dont want to auto apply damage, just want the buttons to work to apply damage.

vast bane
#

ok but its just NO in the image fyi

sly quiver
#

Yeah, just changed it thanks πŸ˜„

vast bane
#

having damage card should then show the DM and player chaser damage cards which is the best part of midi management of hp

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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

sly quiver
#

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

vast bane
#

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
spice kraken
#

They said Better Roll Tables, not BR. But could've also had BR in v9

sly quiver
#

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?

spice kraken
#

I doubt it but you can try and disable it and test

vast bane
# sly quiver

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?

sly quiver
#

Its the UI im using I think

spice kraken
#

Also, double check that actor isn't immune to the damage type

sly quiver
vast bane
sly quiver
#

I've got immunities turned off, cause damages are different and custom in this

vast bane
#

pretty sure None=No damage in midi

spice kraken
#

Show the details tab of the item you're using to attack

vast bane
#

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)

sly quiver
#

as in this?

spice kraken
#

No

#

Edit the item and show the details tab

vast bane
sly quiver
vast bane
#

you are telling midi that it deals no damage

sly quiver
#

Theres one in the drop down that says no damage though, seperate to none

vast bane
#

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

sly quiver
#

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

vast bane
#

but midi really needs DI/DR/DV to shine for damage management fyi

spice kraken
#

1d6[super cool damage type here]

sly quiver
#

So I changed an attack to deal cold damage, but still the same thing

#

Its not applying damage.

vast bane
# spice kraken `1d6[super cool damage type here]`

@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

vast bane
# sly quiver

test with just socketlib, and libwrapper, and midiqol enabled

#

I still think you got something bad installed

sly quiver
#

I have all 3 of those installed. I can share the modules list

vast bane
#

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

sly quiver
vast bane
#

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

vast bane
rancid tide
vast bane
rancid tide
#

I'll see if I have an update available

rancid tide
violet meadow
rancid tide
#

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

violet meadow
rancid tide
#

Oooooo omg no! That could work!

#

THank you I'll try that

rancid tide
violet meadow
#

oh sorry misread your comment

#

giv me asec

rancid tide
#

Thank you so much

violet meadow
#
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});

rancid tide
#

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

rancid tide
#

But I have still some doubts on how to use it in my specific case

violet meadow
#

What is it that you want to emulate?
A description of the item would help

rancid tide
#

just a sec

rancid tide
#

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

violet meadow
#

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?

rancid tide
#

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

rancid tide
violet meadow
#

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?

rancid tide
#

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

violet meadow
#

Hmm a screenshot of the damage card?

rancid tide
#

yes a second

rancid tide
#

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

violet meadow
#

OK share the snippet of the MidiQOL.damageOnlyWorkflow you use

rancid tide
#

A moment

coarse mesa
#

Looks like this is a definite yes... looking forward to tomorrow

rancid tide
#

I'll link the macro in a moment

violet meadow
rancid tide
#

p.s. I don't have to worry for Roll? It throws this warning everytime

violet meadow
#

Oh are you v9?

rancid tide
#

nope

#

v10

violet meadow
#

Ah that was what you said before for the Roll not being supported?
That is just a warning

rancid tide
violet meadow
#

you can pass it evaluate({async:true})

#

But yeah no worries

rancid tide
#

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?

violet meadow
#

Nope unfortunately

scenic scroll
#

Hi, is there a way to throw a Rolltable in a Overtime ?

rancid tide
violet meadow
scenic scroll
#

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

violet meadow
#

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

scenic scroll
sudden crane
covert mason
sudden crane
uncut citrus
#

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

coarse mesa
uncut citrus
coarse mesa
#

Hmm I’ve not heard of anything like that happening. Makes me wonder if it’s a weird keybind or something. Does it happen with only midi and dependencies activated, all other modules deactivated?

vast bane
#

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

vast bane
#

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?

violet meadow
#

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

violet meadow
#

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.
vast bane
#

I mean can't we make sculpt spells only work on evocation spells by using an evaluation in the flag?

violet meadow
#

sculpt spells flag is supposed to work only for evocation spells

vast bane
#

oooh ok

violet meadow
#

Carefull spell flag does all

vast bane
#

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

violet meadow
#

To be honest I haven't encountered the situation cause no player of mine has the feature πŸ€”

#

ffs the rules for Sculpt Spells is creatures equal to 1 + spell's level...

vast bane
#

I think I'm just gonna make his evo spells have the auto save friendly thing in them

kind cape
#

Have you tried having them screen-share on Discord while they do it?

violet meadow
# vast bane I think I'm just gonna make his evo spells have the auto save friendly thing in ...

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 🀷

vast bane
#

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

vast bane
violet meadow
#

This is the end result with the small macro

vast bane
#

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

violet meadow
#

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

vast bane
#

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

muted tinsel
# vast bane Does it work?

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!

vast bane
unique cape
#

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.

  1. 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

  2. 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;``)
vast bane
#

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

unique cape
#

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

vast bane
#

look at the other warpgate wiki summons for examples, he made a ton of midi examples its trully a great wiki

unique cape
vast bane
#

Nah actor is really naughty in v10 you shouldn't declare it

unique cape
vast bane
#

you get away with declaring it if you have advanced macros but its not recommended

unique cape
#

Oh, you mean a completely different place, not the author's wiki?

violet meadow
#

Just use actor.

unique cape
vast bane
vast bane
#

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

unique cape
#

Summon Undead, reflavoured further. Could you point me to where to look? Can't find Janner

violet meadow
vast bane
#

I don't think Janner made Summon Undead

unique cape
#

Solved fly by adding an active effect to a feature instead

violet meadow
#

You dont need to define actor again in the macro

#

Is this an ItemMacro on the Item rolled?

vast bane
#

Spiritual badger is setup to be one fwiw which is what he was workign off of

unique cape
unique cape
#

Both issues solved, case closed. Thanks again

dark canopy
#

so, Fly 60ft vs Fly 60ft (hover)

unique cape
#

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

vast bane
#

I believe the purposes of hover is that it can't be prone

violet meadow
#

And just hover on the same spot when 0 speed.

dark canopy
unique cape
vast bane
#

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

dark canopy
vast bane
unique cape
vast bane
#

@covert mason did you ever make Summon Undead too?

dark canopy
#

rather than ...fly: {value: 40}

unique cape
dark canopy
#
{
    "burrow": 0,
    "climb": 0,
    "fly": 40,
    "swim": 0,
    "walk": 40,
    "units": "ft",
    "hover": true
}
#

just for reference πŸ™‚

lone epoch
#

Hey people, is there a way to set up hex correctly in MidiQoL?

vast bane
#

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

opaque current
#

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".

last mural
vast bane
#

Yeah Chris's stuff is pretty dope, plus Effect macro is really good for the Meta of Midi premades, I use it alot now

lone epoch
#

I think I am not good enough with MidiQoL to set it up like that - I do not understand half of the description

scarlet gale
violet meadow
vast bane
#

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?

violet meadow
#

I think not. Just duration

rancid tide
#

Can applyTokenDamage generate a workflow? Like completeItemUse can do as a option?

proper sluice
#

[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.

vast bane
#

why not just do auto hit?

#

mathematically insane to miss

proper sluice
#

It's for crit fishing specifically

violet meadow
#

Hmm, do I misremember this? πŸ€”

rancid tide
violet meadow
#

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 πŸ€” πŸ˜…

scarlet gale
#

A dummy workflow does some of a workflow

#

Can always roll a synthetic item if you need the full thing

violet meadow
#

should have used "create" item to better indicate that πŸ˜„
Ephemeral items FTW πŸ˜„

rancid tide
#

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

dry dragon
violet meadow
vast bane
#

I take it midi is not gonna be ready for 2.1 yet right?

violet meadow
#

Well I don't believe that much can break, but will test soon /s

dark canopy
#

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 πŸ˜… )

vast bane
#

Some people just want to see their worlds burn?

violet meadow
#

I wanted and did. DO NOT UPDATE

vernal palm
#

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.

vast bane
#

however that specific use case, I think Chris or Bugbear pondered it but its impossible to prevent crits or something

vernal palm
vast bane
#

You could also have the feature fighting style roll and add the grant.disadvantage key to the ally before the roll is ever made

kind cape
#

The 2.1.0 update breaks a lot of the underlying data model, its no wonder that MIDI will need an update πŸ˜‚

molten solar
kind cape
#

Its a needed cleanup, but sometimes cleanups break stuff πŸ˜›

violet meadow
#

@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
molten solar
#

has, if they're sets

violet meadow
#

I always forget has for some reason

old yew
#

Couple questions: I'm putting together a magic weapon, and am not quite sure how to accomplish three of its effects.

  1. Damage is dealt to max hp
  2. -1 to AC provided by worn armor
  3. Extra damage to celestials and fiends
violet meadow
old yew
vast bane
#

here is how you set stacking for armor corrosion

#

I doubt you will be able to automate the worn ac

fringe saddle
#

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

vast bane
#

the extra damage to a specific creature type you can just steal from Mace of Disruption in midi sample items

old yew
vast bane
#

the hp drain thing is gonna be tricky

violet meadow
#

Will need a macro to lower the AC of the "worn" armor

#

Are all these effects associated with one weapon?

old yew
vast bane
#

lol legendary shortsword, like putting a really loud muffler on a honda accord

old yew
#

LOL, more like hiding an Acura NSX under an Accord skin

slim summit
#

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.

fringe saddle
#

@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

coarse mesa
# fringe saddle 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

fringe saddle
#

i am glad that someone is actually using my API :p

#

don't hesitate to ping me when needed

vast bane
violet meadow
#

Anonymous is my go to from day 1 πŸ˜„

kind cape
#

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 πŸ˜› (I might have named a creature the name of another similar creature to teach em a lesson)

vast bane
#

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

violet meadow
#

I stopped using MTB for the most part. Only through its API for some challenges

vast bane
#

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

violet meadow
#

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

vast bane
#

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

violet meadow
#

I had never encountered that as I don't use the messages from DFreds

vast bane
#

@violet meadow

The newest Midi seems to have broken macro.createitem

violet meadow
#

Log it in the gitlab πŸ˜‰

vast bane
#

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

violet meadow
#

Just test with midiqol and prereqs

#

and then downgrade if needed

vast bane
#

with just the 4 enabled, it works....but it works too well:

violet meadow
#

Doubles up?πŸ˜…

vast bane
#

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

vast bane
soft basalt
#

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.

vast bane
#

version number of dnd5e

soft basalt
#

Sorry, 2.0.3

vast bane
#

oh wait you are fresh v10 right?

soft basalt
#

Yeah, sorry right from the other channel

vast bane
#

I'm gonna skip ahead and just guess right now that you still have better rolls for 5e installed and active

soft basalt
#

Nope, I deleted it a long time ago.

vast bane
#

hmmmm

soft basalt
#

Just double checked

vast bane
#

can you show us the chat when you roll twice what it looks like after

soft basalt
#

yep one sec

vast bane
#

@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

violet meadow
vast bane
#

the find the culprit for that was so hard to micro manage that I honestly don't want to deal with retrying it lol

scarlet gale
#

That one has had issues with active effects before.

soft basalt
#

so in that chat, I rolled hand axe 2 twice.

#

Had two full rolls, hit/miss, damage calc, etc

vast bane
#

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

soft basalt
#

Also all three of those are enabled

vast bane
#

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

soft basalt
#

Nope, none of those installed. Although retroactive would be nice

vast bane
soft basalt
#

Oh okay, got it

#

With just those three, issue persists.

#

Using Find the Culprit, if that matters

vast bane
#

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

soft basalt
#

Sorry, I should have updated that the card deleting it seems to be intermitent

vast bane
#

personally I use the damage card, cause its easier to undo things

soft basalt
#

I do, those are from before the update

#

Looking for a way to record the screen

vast bane
#

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

soft basalt
#

All in one video:

#

aaannnd the file is too big. once second

scarlet gale
#

You didn't update your 5e version did you?

soft basalt
#

No, left it 2.0.3

tribal hill
#

What do I change here to have the token this effect is on cause disadvantage to all that attack it?

soft basalt
#

I did have remove buttons after roll turned on, but I just disabled that and it made no difference.

tribal hill
soft basalt
#

Welp, my game is starting. Thanks for the help, and I'll check back in later to see if anyone recognized the issue.

tribal hill
#

hmmmm, do I need About Time to have effects actually last rounds/turns πŸ€”

violet meadow
#

times up

tribal hill
#

Uhhh is there an @addresses list for stuff

scarlet gale
gilded yacht
tribal hill
#

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

tribal hill
#

Oh right, actual thing: how do I make an attack request a STR save upon a hit?

scarlet gale
#

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.

tribal hill
#

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

inland tendon
#

Any way to use Midi/DAE to automate advantage on saving throws against specific conditions?

spice kraken
#

Probably need a macro. What's the use case

inland tendon
#

Racial features that give advantage on saving throws against fear, things like that

spice kraken
#

Definitely macro or WS territory. Things like that I just handle manually

inland tendon
#

Might be a stupid question, but what is WS?

coarse mesa
#

world script – basically a macro you inject into startup so it modifies something automatically

scarlet gale
inland tendon
#

thanks I'll check it out

scarlet gale
#

Use a flag called flags.world.CR.conditionName | Override | 1 as a passive effect on the actor that should have resistance

spice kraken
#

Overwrite? Is that a v10 flag?

scarlet gale
#

Override

#

Sorry, on mobile

spice kraken
#

I feel that

scarlet gale
tidal stone
#

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?

rotund oyster
#

So I am assuming everyone has issues with applying damage and effects?

rotund oyster
#

So the best is to wait it out and let the tech wizards do their magic

#

lol

gentle sluice
#

Reposting this to here since i was told this would be a better place

vast bane
#

change the feet

spice kraken
#

No

#

Enemy, not creature

gentle sluice
#

no actually that's what i want

spice kraken
#

And you only need this

gentle sluice
#

i didnt realise there was a creature tag

vast bane
#

Deals damage to everything in the area

#

Special excludes the user

spice kraken
#

Ohh, I misread the last part

gentle sluice
#

thanks guys!

vast bane
#

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

vast bane
#

@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.

spice kraken
#

Moto, why are you talking to yourself??? /j

vast bane
spice kraken
#

I am everywhere

vast bane
#

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?

spice kraken
#

At least on v9 mine expire with effects that started in combat and time finished outside

vast bane
#

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

coarse mesa
#

We've been seeing it a lot

vast bane
#

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?

coarse mesa
#

I think so, yeah

#

But it might not be a midi thing, since Tim just updated that – maybe Times Up or DAE

vast bane
#

I wonder if its a times up bug?

#

not that it matters, since they are all tposney

spice kraken
#

Or About time/SC

vast bane
#

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

spice kraken
#

I just double checked and it works in v9. So Β―_(ツ)_/Β―

coarse mesa
#

Just watching the stream now... Tim's character 'Seducil' πŸ˜‚

spice kraken
#

Were either of those 2/3 modules updated for v10?

vast bane
#

its hard to replicate

coarse mesa
spice kraken
#

Well rip

vast bane
#

its not too rough of a bug just noticing it now though

spice kraken
#

Y'all have fun troubleshooting. I'll laugh maniacally in v9

vast bane
#

I wonder if its related to automated stuff that have compatibility warnings in them cause sacred weapon isn't updated properly in v10 yet

coarse mesa
#

We saw it with good old Bless... all had to delete it manually, more than once

vast bane
#

See thats how I know its intermittent lol, the bless faded but not sacred weapon lol

tribal hill
#

god what does this mean

vast bane
tribal hill
#

is it really the latest 5e version

spice kraken
#

Look at the pins

vast bane
#

did you really update an hours old system?

tribal hill
#

Well, wasn't me :) boss man just said "oh new update" clicks

spice kraken
#

Did boss man backup before updating?

vast bane
#

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

coarse mesa
#

I've been keeping a spare install handy just for trying out the new shinies without jeopardising my main game

vast bane
#

Yeah with systems and foundry builds you have to setup an alternative full install, I juts do node.js installs since I self host.

tribal hill
#

Well they weren't all that onto fully automating shit I was just fucking with stuff for myself, ah well πŸ€·β€β™‚οΈ

spice kraken
#

Keep in mind there's a good chance other modules are broken too (tidy5e sheet for example)

vast bane
#

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?

tribal hill
#

Yeah tidy 5e was ducked too on one side but not much else

spice kraken
coarse mesa
spice kraken
#

Yeah, ++++++++++++++

vast bane
spice kraken
#

You mean the other way around?

vast bane
#

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

last mural
#

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 )?

coarse mesa
#

he did a MATT update earlier today but he probably hasn't tested with 2.1.1 yet

spice kraken
#

Basically once the devs are done working on what they were set to, release is sent out

coarse mesa
#

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?

vast bane
#

I think 2.1.0 was an abnormality right, this ones very bulky isn't it?

coarse mesa
#

Indeed

vast bane
#

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

spice kraken
#

I think I joined at dnd 1.5.7?

#

Whatever was around April

vast bane
#

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

last mural
#

I see. As a module hoarder myself, I'm a bit scared when people are talking about new releases πŸ˜…

vast bane
#

I came from roll20, I'm scarred for life, I will cling to stable builds till Bugbear beats me into submission.

spice kraken
#

I'm still surprised you went to v10 before me

vast bane
#

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

spice kraken
#

I really want the abilitySave in OTs 😭

scarlet gale
#

Yep, v9 missing too many neat modules now

vast bane
#

Dfreds effect panel was an ok bandaid till v10 but bab has nothing out there in v9 to compare to

scarlet gale
#

You can probably make a sudo ability save OT in v9 stuff effect macros

vast bane
#

yeah but I think he stopped updating it there so we may not have the full suite of hooks in v9 em?

spice kraken
scarlet gale
#

Yea, v9 doesn't have as many EM triggers

#

But I know it has the combat ones

spice kraken
#

IIRC v10 added 7/10 hooks Zhell uses

vast bane
#

just reminding me of the new trigger he just dropped for rests

#

now to think of use cases for that...

scarlet gale
#

Could kinda do that before with DAE special expiry times and effect deletion macros

violet meadow
#

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? πŸ˜„

vast bane
#

recharge on 1

#

are you trying to make sneak attack lol?

violet meadow
#

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"?

vast bane
#

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

violet meadow
#

For Items which are features though. Not weapon attacks as far as I can see

vast bane
#

I wonder if you could put the recharge in an item that doesn't have it available via a macro

violet meadow
#

Yeah I will play some more with that. Probably doable with the new baboons

vast bane
#

but recharge doesn't solve the per turn thing

violet meadow
#

only per round

vast bane
#

yeah and technically, we're getting nuancd here but technically recharge happens on their next turn not the top of the round

violet meadow
#

Yeah I see what you mean

#

That's why, limited uses per combat turn πŸ˜„

vast bane
#

EM has a every turn trigger so you could EM it

violet meadow
#

Yeah but still one more step

vast bane
#

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

rancid tide
#

I saw that warpgate.mutate doesn't work on another actor if you're a player, is there a way to make it work?

violet meadow
vast bane
rancid tide
vast bane
#

but that is the case for alot of modules

rancid tide
rancid tide
#

What is a lot of modules?

vast bane
#

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

rancid tide
#

Okay thanks

#

The player user get this warning

vast bane
#

oh thats the create tokens permission probably

violet meadow
vast bane
#

yeah theres a couple permissions in there that warpgate needs active

#

create and edit tokens I think is the permission

rancid tide
#

But if I'm making a module using this macro I can't expect every user to do the same

vast bane
#

You are making a module that leverages warpgate?

#

Fwiw, arbron has the same issue

rancid tide
#

Well I can avoid using commands from warpgate but since there are features that spawn tokens

vast bane
#

and thats a module that leverages warpgate

rancid tide
vast bane
rancid tide
#

Like I would like to go vanilla but I don't even know where to start

vast bane
#

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

rancid tide
#

What's a caveat? Sorry I'm not a native English speaker

vast bane
#

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"

rancid tide
#

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

vast bane
#

You can if you remove the descriptions technically I think but they still give you that death stare when you post it

rancid tide
vast bane
#

The Author of MASIF is another but hes not active here at all

rancid tide
#

Honestly as time goes on I feel less and less interested in making it a module

gilded yacht
gilded yacht
gilded yacht
vast bane
#

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.

gilded yacht
#

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.

vast bane
gilded yacht
near sequoia
#

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.

vast bane
near sequoia
#

in chat? no

thorny solar
#

Its in Misc

near sequoia
thorny solar
#

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?

near sequoia
#

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"...

thorny solar
#

Oh dear.

#

At that point, check the item itself.

vast bane
#

why do you want them showing

#

Cause there are ways to get the info in a less spammy way in chat

near sequoia
#

haha, well, one person's spam is another person's preference. Having the spell descriptions available to toggle in chat is always useful πŸ™‚

vast bane
near sequoia
#

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

vast bane
#

I dunno what that standard roll thing is but I never use that

#

hover over the icon and roll that

near sequoia
#

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.

vast bane
#

turn on every players collapse setting and tell them to be honest and keep things hidden

near sequoia
vast bane
#

No, you have it where only the players stuff shows, are you rolling on the players account?

near sequoia
#

oh. I guess that fixed it, I needed it set to NPC+PC. Does "PC" here not mean the "Player Character" actor type?

vast bane
#

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