#MidiQOL

1 messages · Page 51 of 1

vast bane
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it gets even weirder if you think about it if a player has a summons thats an npc

near sequoia
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no need to get defensive here, I just got confused haha. I just thought it meant PC & NPC in the way that PC & NPC statblocks are different, and assumed it would work since I was only testing things with PC character sheets. Thanks for the help!

rancid tide
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Is there a way to set up an item to be an auto crit?

scarlet gale
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Set the crit range to 1 I guess

rancid tide
rancid tide
swift kettle
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I recently saw this video and in it he automated the fireball damage, how can I do this ?
https://www.youtube.com/watch?v=y9NkFbtJVnw

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scarlet gale
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Then just double the damage dice and call it a day.

rancid tide
scarlet gale
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I don't know if it'll change the damage roll, but you can do ```js
this.isCritical = true;

Put as an ItemMacro.
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Might need to have it run pretty early depending on what you're doing for other things

rancid tide
last mural
coarse mesa
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I haven’t watched the video but as it’s BW I’m gonna assume they’re using Monks Token Bar to prompt the players to roll saves for the fireball. There’s a setting in midi to use MTB for that

vast bane
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I stopped the video once I saw it was that 3d stuff

last mural
vast bane
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I think it would have been nicer to share the time as well in the video lol, I don't want to watch a whole baileywiki commercial for 3d foundry

last mural
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i clicked through it, it's 100% midi. zephyr is even mentioning after using the fireball 😅

swift kettle
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3d is nice and is great if your players can handle it 🙂
Yes thx all worked out 😉

solid wing
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Does anyone know why my attack roll cards are being removed from the chat log when I roll additional attacks? I tried google and a search here in the sever but don't know what to search for. I think/hope this is a settings option in Midiqol that I'm just not finding. I used Find the Culprit and I have the same issue with just Midi QOL, Dynamic Active Effects SRD, Dynamic effects using Active Effects, libWrapper, and socketlib.

Problem: When I roll an attack roll it shows up in a merged card and auto rolls damage (which I want) then when I roll another attack instead of adding another attack card to the chat log the second attack replaces/removes the first attack. I want it to display both attacks for later reference and can't figure out what setting is doing this.

I've got all my modules updated and I'm on Foundry V10 patch 6 build 291.

plain bane
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hello guys, so I realized that the damage is not being deducted from the HP of the characters and with that I checked the logs that return the error in the attached print, can anyone tell me what this error is about?

kind cape
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MIDI is not yet updated for 5e 2.1.1

coarse mesa
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there really needs to be a second layer of confirmation for system updates that explains that modules might not be ready for it... ideally it would give you a list of modules that are confirmed as compatible, which would be a very short list on day one

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@raven holly is there even a mechanism in core that could be leveraged for that?

molten solar
raven holly
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I'm in a dentist chair

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I don't think so

coarse mesa
molten solar
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How.

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Don't answer that

coarse mesa
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Item Piles is ready as of 2 mins ago too

molten solar
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Easy change there at least

viscid lance
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Anyone here know if 2.1.1 will be able to offer any type of enhancements for midi?

coarse mesa
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Not in significant ways, there are several smaller things like hooks for initiative and we have attributes.spellmod now, so some setup will be a bit easier. One thing is we won't need to rely on midi for confirmation of deleting items (one midi setting tposney can get rid of)!

muted tinsel
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is MIDI SRD spells not keeping track of concentration now? I thought it was forcing concentration checks if player was flagged?

coarse mesa
muted tinsel
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No, as many folks in here have stated and dnd5e dont update yet

coarse mesa
coarse mesa
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you have this part?

return {damageRoll: `${diceMult}d6[${damageType}]`, flavor: "Hunters Mark Damage"};

try this...

return {damageRoll: `${diceMult}d6[necrotic]`, flavor: "Hex Damage"};
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can prob delete damageType altogether if it's not used elsewhere

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it's just flexible for hunter's mark because of different weapons

strong oxide
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I changed it to] let damageType = 'necrotic';

spice kraken
strong oxide
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and it worked, I was missing the ' '

muted tinsel
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renamed the file

spice kraken
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Yeah. you got the original, which is v9 only. Use the one Lukas mentioned

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You'll need to remove any items from characters that you have added from the v9 version

proud zenith
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Alright, so I want to place a token on each targeted token that fails a save. I think the one bit I'm missing is how I would get a list of only the targets that failed the save. Is it possible to get that from the postCheckSaves hook?

scarlet gale
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args[0].failedSaves```
Will also have the same info, might be an array instead however.
proud zenith
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Thanks, that's exactly what I was looking for

fervent shard
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Yikes. MIDI was broken for me tonight, really threw me for a loop mid session

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Is there a timeline on 5.11 fix or should I roll back?

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I’ve got games Thursday and Friday as well

spice kraken
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Are you on 2.1.1 for dnd?

fervent shard
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ya

spice kraken
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Check the pins

fervent shard
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ok so rolling back is bad too. Yeah I was noticing 2.1 was funky too

spice kraken
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Rolling back would be good...

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2.1.0/1 is where it's broken

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for midi that is

fervent shard
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So roll back 5e or?

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both?

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2.03 works yea?

spice kraken
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What is both here?

fervent shard
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midi

spice kraken
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Why rollback midi?

fervent shard
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I dunno

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I am clueless

spice kraken
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There isn't an update for it

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So just the system

fervent shard
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ok so roll back 5e to 2.0.3?

spice kraken
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From your backup, yeah

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Do you know how?

fervent shard
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on forge, no

spice kraken
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Then I would ask in their disc since they do things differently. Sorry I can't help further

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#
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near sequoia
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I'm trying to modify the midi-srd Hunter's Mark item macro to grant Advantage on all attack rolls. Is there a hook similar to flags.dnd5e.DamageBonusMacro / macroPass === "DamageBonus" that I can use for that?

vast bane
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you could set the grants advantage flag on the target and have it evaluate true instead of a 1 with some sort of statement like "attacker = "whatever the code is for the actors name"

violet meadow
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Better add on the attacker an advantage flag for all weapon attacks if the target is the marked one.

vast bane
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that could also probably be a passive right?

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no sense in attaching it to hunters mark rolling

near sequoia
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I see. So if I understand this correctly, instead of having a Passive Effect on the attacker be a macro, I can make the Passive Effect use the advantage flag, and add the target = marked check as an inline statement in the Active Effects editor?

violet meadow
near sequoia
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thanks! also, thanks for the v10 fork 😁

vast bane
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I think the code needs to be fancier though

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target == effect label something yada yada, if I know anything its that it gets weird after the double ==

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theres like a single i in there somewhere, If I can remember a premade I have that uses it I'll find it and share it but bugbear writes them in his sleep so he'll probably chime in before I find one he already wrote for me lol

near sequoia
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haha its alright if you can't, I'll figure it out, I'm sure it'll take me 20 tries to get the js right xD

vast bane
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I think its regex for the activation conditions right?

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you basically use the same thing as the activiation conditions feature for midi in the effect value of those keys

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so if you go find the activation condtion section in the midi readme theres examples there to work off of

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but finding an effect label named marked is gonna have weird syntax

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you can also look at midi srd/midi sample items that have activation conditions for examples too, like the mace of disruption

near sequoia
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I'm guessing I can borrow from the Hunters Mark macro code that matches for that already. But I'm afk for a few hours, will have to look later

vast bane
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yeah also sometimes the macros in the items will have them, I think hunters mark is an example of that, and some of chris' premade macros are good sources of ideas too

steady estuary
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Is there any way to set **Midi QOL **to auto apply damage to a token after hit+damage are rolled? Similar to what AlwaysHP does manually?

spice kraken
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What do you mean by after hit+damage?

steady estuary
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  1. I target the enemy
  2. I use the spell/attack
  3. The module rolls to know if i hit and what damage i caused (if i did hit at all).
  4. Enemy gets his health subtracted automatically on the board.

I can only make as far as step 3 right now.

spice kraken
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Look for this setting in workflow, v10 may have moved it somewhere else

steady estuary
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That's weird, i have it enabled, but the damage is not applied.

spice kraken
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Are you on dnd 2.1.1?

steady estuary
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I am.

spice kraken
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Look at the pins

steady estuary
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Thanks, that's bad.

spice kraken
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Do you have a backup before updating?

steady estuary
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I have a old version on my PC.

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Damage is applied fine there.

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But the world i use has already been migrated.

spice kraken
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Yes, I get that

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But did you make a backup of your data before you updated?

steady estuary
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Yes, i have a old version stored locally. The updated one is on a separate server.

spice kraken
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Then you can downgrade and restore

steady estuary
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I will probably do that.

spice kraken
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Obv if you made changes while on 2.1.1 you'll lose that

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Do you need the steps on how to revert?

steady estuary
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Sure, i think i can use some help. thxblob

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I was thinking about deleting the 2.1.1 system and just throwing the 2.0.3 there. I have the same world in a old version stored locally as well, would do the same to it.

spice kraken
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Let me see if I can find my last message of this before I type it out again

#
2. Find the manifest link for the version of your system you want (you can ask in your system channel for it) and install that
3. Restore your backup (copy paste so you still have the backup)
4. ???
5. Profit```
steady estuary
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Nice!

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I was hoping stuff would update until my game this saturday but i guess it will take a bit more to repair the damages of 2.1.1.

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Thank you, @spice kraken ! thxblob

spice kraken
steady estuary
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Definitely. It's fine, let's wait for fixes.

vast bane
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you will heinously mess up your data on everything if you migrate backwards and then forwards again later

steady estuary
vast bane
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use great caution with updating systems and foundry builds even little updates can have issues with major modules. I also think caution should be had with module updates too, especially the cursed update all button when having many modules.

steady estuary
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If anything i learned that the hard way now.

spice kraken
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You had a backup so you're good. Plenty of people lately didn't

steady estuary
left cargo
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Hey, I'm looking for something that reduce damage (D&D 5e). I mean, when I apply damage It will reduce it by flat number.

spice kraken
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Use the midi DR fields (not dr)

vast bane
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I think I'm having a stroke here but I dunno what I'm doing wrong...

No reactions are prompting for spells that don't do attack rolls, has this always been the case if you have fast forward off?

violet meadow
vast bane
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oh i have it set to reaction

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hmmmm, not gonna help

violet meadow
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👂

vast bane
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Its kinda weird but here it goes...

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Arcane Deflection, wizard can pop it to gain 2 ac or 4 to a save after seeing the roll

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I don't fast forward, so optionalname macros won't work here

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however the player is using df manual rolls, so I was trying to come up with just a way to make it so they are prompted that they can use it as a reminder, but I realize now that basically only advantage reminder can pull this off

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I thought the reaction prompt could work but it just doesn't fire in time

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but AR would put a message and a document link in the saving throw window

violet meadow
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For the Saving Throw part, reactions won't help

vast bane
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yeah, and AR won't either now that I see things

violet meadow
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Hooks on the other hand 🤔

vast bane
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the problem is he can use it after seeing it

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is there a way to make me fast forward against just him?

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or, is it implied that the victim needs to have fast forward on, or everyone does?

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oh wait, I think I got it

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how bout this, I just simply put a saving throw reminder like: "Hey don't forget you can use Arcane Deflection after you roll this"

violet meadow
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Arcane Deflection is always on?

vast bane
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the official version is, and if it would make it easier I'd be fine making it the official one

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the cost of using it is that you can't cast a leveled spell for a whole turn

dark canopy
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just thinking out loud as ive been using arcane deflection for a while

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arcane deflection can be used AFTER you know you have failed a save, so, what if you gave them a +4 saving throw bonus and when it passes by 3 or less, resolve the differences by hand then?

violet meadow
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Could do that too 😅

dark canopy
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trying to think of the "default" condition, which would be "always use if result fails by at most 3", so assume its going to happen, rather than assuming its not going to happen

violet meadow
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Does MidiQOL trigger the save or all is manual for that player?

vast bane
dark canopy
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could just slap a status on them 🤣 , but you can only hand hold players so much

vast bane
dark canopy
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its so strong and a core subclass feature, they really need to use it correctly

vast bane
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This is the best I can come up with:

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Its usually possible to pull this off with midi but something about the way tim did save bonuses dictates that you have to have fast forward on to benefit from it so thats why I can't use the usual midi method

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AR is too core to the way my table plays to turn on fast forward

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Btw, my arcane deflection is not raw, its an additional feature for a non war subclass wizard so I limited its uses to balance

dark canopy
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consider going with a global +4 save, and have that AR dialog have a quick "-4" bonus for times when you know you arent going to use it (no reactions, need a spell next turn, etc)

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if you are homebrewing, consider maybe cutting the bonuses in half instead of limiting -- that way you can still assume "always on"?

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just my 2 cents, may not be the best

vast bane
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Yeah, I'm considering it, I really am

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I'm gonna put it to him since ultimately its his workflow

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I'll give him both ideas

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ooooh I got a good one actually borne out of your idea

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Put a self ae on him everytime he casts a cantrip that buffs his ac by 2 and saves by 4

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kill the ae if he uses his reaction

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I think I'd probably make it have a special duration of is damaged, is attacked, makes a saving throw

dark canopy
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huh...roundabout...but clever, nice

vast bane
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I don't really have an issue with it being more prevelant specially if I put in the special duration endings

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I think the only tricky part would be trying to get it to go away when reaction is on them

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I could probably put an effect macro on Reaction that removes any effects called "Arcane Deflection" on the actor

slate rose
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I know it's been addressed ad nauseum but is there any work arounds to help midi work things like damage application in the mean time?

vast bane
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disable midi and right click on damage rolls and apply damage

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if you disable merge cards you can right click while midi's still enabled I think, and there are those br esque buttons you can enable too

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but who knows what else is broken

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doesn't solve all the mess with dae

slate rose
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also very true. but thank you

violet meadow
kind cape
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I suspect that there is more breakage other than that one line 😂

vast bane
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well maybe tims just really busy this week hehe

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its probably stuff related to the hp and ac changes

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Anyone help me by making the 1 or 2 liner macro that I'd pop into the Reaction Active effect, that when its applied, it deletes any active effect on the actor named "Arcane Deflection"?

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I was thinking an effect macro on Reaction from dfreds CE, and on creation, it deletes the other effect

violet meadow
violet meadow
vast bane
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Thanks hehe, I've never made an active effect with this many special durations lol:

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have to test to make sure the attack one fades too early though

limber haven
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Hello! I was wondering how to make a target automatically take damage at the start of their turns (1d4 fire)?
Using DAE, I've selected the attribute key as "flags.midi-qol.OverTime" and so far have "turn=start", though not entirely sure how to proceed next

buoyant scarab
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is there a known issue ATm Midi QOL stopped applying DMG

violet meadow
violet meadow
buoyant scarab
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oh boo

violet meadow
violet meadow
buoyant scarab
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i can wait lol we can just manually apply

vast bane
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also if they are on v10 and if this is "on fire" probably actionSave should be utilized

violet meadow
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I copy pasted from the one that had it as type ...

vast bane
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I got it from the link you posted 8)

violet meadow
vast bane
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they both must work cause the one on top has damageType lol

violet meadow
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Yeah exactly... There is a small mistake in there. The Devil's Glaive probably is wrong

vast bane
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I wonder if it made it into the item in midi

violet meadow
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No I meant from all the examples I could choose, I chose that one 🤦

vast bane
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I'll check to see if its in the item

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yep, its in the item so if it trully doesn't work then that items probably gonna need an edit

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I think it works

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I think type actually works

violet meadow
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Maybe both do then 🤷
Cannot test it now

vast bane
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yeah, I know the other one works cause I follow the readme for that constantly

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I can never remember how to do them so I have it stickied

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the stacking doesn't seem to be working right on that item though

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oooh wow, just now realizing how actionSave actually works lol

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its cause I'm not performing an action so it assumes he staunches his wound

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nope it is just broken is all, it doesn't have actionSave set:

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Also type may not be working lol, I think somehow it defaults to the weapons damage if no damagetype is set:

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Disregard all this I'm a dufus I stopped rolling the right weapon lol

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Now I remember that ask I had of tim, it was for this weapon. Theres no special duration for isdamaged Healing

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I am right about the type not workign though, the glaive does slashing damage but the overtime effect is doing piercing for some reason

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when you change it to damageType=slashing it changes

runic bison
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I’m having trouble after just setting midi. I selected full automation in the quick settings, and it works mostly okay. One problem I’m coming across though is that it even though I have it set to auto apply dmg, it doesn’t actually do it. In the combat log it’ll say target took x amount of dmg, but won’t actually apply it; the target’s hit points remain the same

vast bane
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And sadly systems and foundry builds can't be reverted, you can either make a new world with the older dnd5e version or give midi a few more days to release a patch for it to work with the newest dnd5e

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also you should always backup before system and build patches

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then you can revert to the backup if theres something bad going on(and if you intend on being a midi user, usually you never update right away and wait for midi to announce compatbility)

runic bison
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Ah, ok, makes sense I guess. I literally just got foundry yesterday lol guess I’ll have to wait for midi to get patched up

vast bane
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if you have nothing in your world, you could just uninstall dnd5e 2.1.x, install 2.0.3 manually, and make a new world and everything will be fine

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I actually don't know how to install older systems lol neve rhad to but I imagine its somewhere....

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hmmm they took it off their page for some reason

dark canopy
runic bison
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Geez, foundry gives me a headache 😂😂😂

dark canopy
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jumping on midi as a new user is...probably not the best choice

vast bane
runic bison
vast bane
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Most of the folks here always suggest taking your time before jumping into automation, but fwiw, I jumped into midi immediately but I was using roll20 pro with automation there so I had a need for midi immediately

dark canopy
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and if i recall correctly, you rode the struggle bus for a couple weeks as a result

vast bane
runic bison
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Yea, I wanted to try online dnd since my in person group can’t meet up anymore. Wanted to try automation just cause the core can seem awfully slow at times

vast bane
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Also everyone keeps calling midi automation but you can totally run midi without automated damage and attacks and rolls

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I'd argue monks stuff have more settings than midi does

dark canopy
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practice with foundry and knowledge of the dnd5e rules are the biggest speedups

runic bison
vast bane
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but the most important lesson to be had here is to make sure you backup religiously, I do it weekly, but always definitely backup before you update systems and foundry builds

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Its really easy to screw up your data in foundry when first starting out

fervent shard
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Is there an ETA for midi getting updated? Is the issue minor or critical?

sudden crane
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I think Tim said he would work on it this week-end

fervent shard
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yay tim

sudden crane
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But he has to update DAE and MidiQOL, maybe times-up, but not sure

fervent shard
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It's kind of remarkable how midi is basically core to foundry at this point

sudden crane
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For some, I know others would differ on that…

fervent shard
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There's never consensus on anything lol

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But, I would suggest there isn't a more important third party module on foundry

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Maybe the DDB importer for the 5e guys

spice kraken
vast bane
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Not only is dicetray probably more used, its more used across modules systems lol

violet meadow
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Come back and I will share some more ZamBoni for MidiQOL users

vast bane
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Find the culprit and Dice tray for most used, but most loved is probably those cute lil otters in Baboni

weary rune
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in v9 midi overtime doesn't seem to work on the first turn for a template area spell, in the situation where you want turn=start + saveRemove=true because overtime doesn't run on the first turn the effect is applied, seems the effect is applied during combatant turn after overtime would process. maybe I need to use doOvertime for this? This is for any area spell with start of turn/enter area once per turn effects (ie Web spell's Restrained saves, but web also has a static movement penalty in the area as well).

vast bane
weary rune
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no, just start of target turn

vast bane
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can you clarify what the actual item is you are making if its published so we can sus out stuff

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oh, is this an active aura?

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I think for stuff like active auras you have to make a macro that declares them immune to it after, otherwise they just reget the ae while standing in the aura after the save

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also saveRemove doesn't need to be defined unless its saveRemove=false

molten solar
weary rune
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it's for Web spell, target area is save at start of target's turn/onEnter (once), and target area is also difficult terrain
I think save is start of every turn, even after you succeed. if you don't move out you get stuck again, you're not immune to the web on save.

weary rune
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urg, there's too many wrong combinations of settings to get this working with plugins, looks to be impossible

vast bane
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what module are you using, template macro or active auras?

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or just a simple midi transfer on templates?

vast bane
weary rune
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trying to do it without macro, foundry v9, dnd 1.6.3, midi+active auras, CUB, 5e helpers, CE, DAE, etc many other plugins ~120

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having major hassles with any spells that have an area that starts the effect on entry/start turn and expires part of it's effects on save. ie difficult terrain in area + does something like restrain.

vast bane
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I don't think you can do that, I think that was the whole point of them getting Template macro was for the on enter triggers

weary rune
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am I missing template macro?

vast bane
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along with v10 yeah

weary rune
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oh I see.

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ack so close.

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I'll stick with my hackish way of overtime with turn=end setting and calling it via macro at effect creation. i used it on cloudkill, might work

fickle gull
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does anyone know a macro to make blade flourish work?

scarlet gale
fickle gull
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thank you

pine forum
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Mindflayer's Extract Brain, does anyone have a cleaner setup?
Activation Condition: Array.from(workflow.targets)[0].actor.effects.some(i=>i.data.label === "Incapacitated"||"Paralyzed"||"Petrified"||"Stunned"||"Unconscious")
Damage formula: "0" [No Damage]
Other Formula: "10d10[Piercing]"
Crit Other: true

(side note: yes I can just track manually, but occasionally I let players with absent characters be monsters fighting the party, so these filters help safeguard against players not reading the monster abilities in full)

scarlet gale
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You on v9?

pine forum
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v10

scarlet gale
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You should probably remove the .data

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i.label

pine forum
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that'd help, it currently works, but yes it is an improvement

scarlet gale
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Yea, shims help with that

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Could do an item macro to zero out the damage if you really want

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But an activation condition is just as good

pine forum
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yeah, if the macro is longer than the activation condition, then I'd stick with the activation condition.
But 4 characters less and removing a depreciation is an improvement, so mission achieved

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Oh no... it'd doesn't filter correctly.
Other status effects not on the list are counting as true... damn

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will have to remove ||"Paralyzed"||"Petrified"||"Stunned"||"Unconscious" so it is only Array.from(workflow.targets)[0].actor.effects.some(i=>i.data.label === "Incapacitated")...
I flew too close to the sun in trying to list all the conditions that have incapacitated as a sub condition

violet meadow
pine forum
#

neat, will test this out when I get back to the office

violet meadow
#

Now if only tposney added the effects present on an actor in its rollData as he does with the flags 😅

#

@gilded yacht Could token.actor.effects be added in the Actor's rollData, the same way flags are added in?
I'm thinking about Activation conditions working against multiple targets for instance which have a specific effect on them 🤔

Or I could make sure all effects added on an actor include a flag of their label too 😅

molten solar
#

Just gonna point out there was a change to how getRollData works in 2.1.0

#

Internally, that is

violet meadow
#

checking docs

molten solar
#

All to say, double check it works as expected if you wrap getRollData 🙂

#

If it is as simple as bab does it, then it's probably fine

violet meadow
#

yeah in the v2.1.0+ testbed it seems fine

violet meadow
pine forum
edgy pagoda
#

Hi.
Can Savage Attacks (Half orc) be automated? I would like to make an effect that will automatically add an additional dice of damage when using melee weapons.

pine forum
vast bane
#

I would personally add to special traits since its possible that way, leave ae's for things that can only be done via ae

#

savage attacks is always on anyway

pine forum
#

From what I recall from a conversation quite a while back, mixing @ filters with non-@ workflows causes issues in the Activation condition.
what would be a non-@ version of
["humanoid"].includes('@raceOrType') suitable for v10 to use in combination with && or || conditions?

#

not urgent, just updating some stuff to a compatible standard

#

or another more complex sample
["plant"].includes('@raceOrType') || ("@target.details.type.custom".includes("Object") && "@target.details.type.subtype".includes("Wooden"))
Used on Hew from LMoP, or the Woodcutter's Axe from Witchlight

sudden crane
#

Here is an example I used for my unwavering mark to add a disadvantage but only if not attacking marker and marker is within 5ft:

      {
        key: "flags.midi-qol.disadvantage.attack.all",
        mode: CONST.ACTIVE_EFFECT_MODES.CUSTOM,
        value: `'@targetUuid' !== '${macroData.tokenUuid}' && (() => {let dist = MidiQOL.computeDistance(workflow.token, MidiQOL.MQFromUuid('${macroData.tokenUuid}'), true); return dist > -1 && dist <= 5;})()`,
        priority: 20,
      }
pine forum
#

not what I was looking for, but damn that's nifty... saved and thankyou

sudden crane
#

I shared my complete macro for unwavering mark if you want…

violet meadow
#
(target.details.type?.includes("plant") || target.details.race.includes("plant")) || (target.details.type?.custom?.includes("Object") && target.details.type?.subtype?.includes("Wooden"))
pine forum
violet meadow
#

The raceOrType will work for both NPCs and PCs.

#

probably better to use .toLowerCase() just to be safe

#

changed it a bit

pine forum
#

yeah, will test the second version now, first had the bonus damage on everything (triggered on giants, aberrations and undead)

violet meadow
#

ok the NPC type "plant" is not a custom one

pine forum
#

update correctly worked on wooden door, and not on giant/aberration/undead, but did not trigger on a plant

#

I assume there was a third update? latest copy/paste is different

#

timing with the alt tabbing

violet meadow
#
(target.details.type?.value?.toLowerCase().includes("plant") || target.details.race?.toLowerCase().includes("plant")) || ((target.details.type?.custom?.toLowerCase().includes("object") || target.details.race?.toLowerCase().includes("object")) && (target.details.type?.subtype?.toLowerCase().includes("wooden") || target.details.race?.toLowerCase().includes("object")))
#

🤕

pine forum
#

wow

#

but working!

#

go to the kitchen an get a cookie, you deserve it

vast bane
pine forum
#

I know going to this length isn't a common that folks do for their weapons, but it definitely contains all the options people will need for their smaller versions

#

I'm gonna jump into another discord as pronounce you the cool dude of the day for that youmagnificentbugbear

#

I actually do this for many of you lot when you help me

vast bane
#

I just lurk here man.

violet meadow
#

Now that I think more about it, I have to check if raceOrType parses all the available fields before returning true or false 🤔

molten solar
#

Could just use BAB.

timber oyster
#

Hello there, is there any way to make it so tokens roll attacks with disadvantage when the opponent is unlit?

#

Or under dim-light

pine forum
#

as in in darkness? yes though you may need some modules

timber oyster
#

Oh nice, which ones could i use if you dont mind sharing?

pine forum
#

Token Light Condition (relatively new)

timber oyster
#

Thanks! will look into it right now

pine forum
#

it was made for pairing with Stealthy, but for what you want that may not be needed

#

and you want something to edit the conditions for Dim and Dark to have disadvantage flags on. I use CUB, others go by DF Convinient Effects

timber oyster
#

Okay, thanks a lot!

#

Is there a way for it to give disadvantage only if the opponent doesnt have darkvision? i played with midiqol so i know how to give disadvantage, but not how to check these values

pine forum
#

that may be trickier.
Token Light Condition is for auto applying/removing the conditions Dim and Dark, and then using your choice of CUB/Convenient Effects you set the flags on those, but I don't know about tying darkvision into the mix, and I'm not sure if there is a way to have that cancel out without interfering with advantage as a whole

timber oyster
#

oh, okay, then i'll go with manual advantage/disadvantage in that case

pine forum
#

sorry I'm not that far down the rabbit hole (yet)
I'm only Two Torches Deep so far

violet meadow
#

OK raceOrType will not parse any custom type fields for NPCs as far as I can test

pine forum
#

I'm sure kaelad ran into that back when they helped me first set up Hew a year ago

vast bane
kind cape
#

Just to be clear, you are trying to make it so that all attacks against any target in dim light has disadvantage, unless the attacker has dark vision?

vast bane
#

something makes that automatic in midi doesn't it?

#

I know for a fact unseen targets are attacked at disadvantage in my midi setup

kind cape
#

Yes, but that's unseen

lean holly
#

Anyone know if there has been a fix or workaround for "killAnim=true"

violet meadow
#

The player just needs to Target via the Combat Encounter tab (or Mini Tracker module ❤️ ) and everything works 😄

pine forum
violet meadow
#

Mini Tracker module actually

#

Monks Token Bar does this too iirc

peak kiln
#

Question for everyone. I can't get damage to apply to any enemies or players. Same with healing. Is that still part of the breakages from the latest update of the 5e module?

peak kiln
#

roger doger

#

ill lurk for any updates then thank you

violet meadow
#

If it is really urgent to get MidiQOL going in dnd5e versions 2.1.0+
<#1010273821401555087 message>

But I would wait a bit more. Tposney mentioned that he will be trying to push a fix over the weekend

peak kiln
#

good to know. but it can wait for me. we already had our session. thank you

limpid nimbus
#

Question about automation performance, is this driven primarily by the GM client side or are the calculations happening server side?

scarlet gale
#

Workflows are run by the client, damage application is sent off to the GM to apply

limpid nimbus
#

So the workflows happen client side either by the GM or Player?

scarlet gale
#

Well, the GM is also their own client

kind cape
#

Its primarily the GM client though

scarlet gale
#

If it's something with an item macro, whoever clicks it runs the macro. Although the macro can use certain functions to have the GM do things.

#

Such as applying damage and applying active effects.

limpid nimbus
#

So am I right in assuming that these workflows are primarily using CPU cycles rather than GPU?

scarlet gale
#

I can't imagine the GPU is involved in the workflow at all.

#

Something specific happening you're running into issues with?

limpid nimbus
#

I figured as much. I get significant lag related to attack roll automation

scarlet gale
#

That's more likely related to latency

limpid nimbus
#

Server latency?

scarlet gale
#

Nothing in a regular attack roll should cause a significant amount of CPU usage

limpid nimbus
#

Because like I see the attack roll pop up on the chat card, but the time taken to finalize the results is significant

scarlet gale
#

And it's not waiting for reactions and timing out?

limpid nimbus
#

No that's distinctly different

#

It just appears like it's chugging away doing the workflow resolution

scarlet gale
#

If the computer was bad enough for that to take long I doubt it would even launch Foundry in the first place

limpid nimbus
#

I mean it's not a new machine, but it's not that old

scarlet gale
#

Could you try making an attack roll with the minimal amount of modules

#

Core + midi and it's requirments

limpid nimbus
#

In typical asking for IT help fashion, I don't actually have access to the game environment right now to check, but I'll circle back when I do

scarlet gale
#

Only thing that I could think of that would potentially cause a small amount of lag would be a large scene and cover automation.

vast bane
#

What would it have to work on in a workflow?

#

I'd say the DM has the socket module installed to protect rolls but thats not midi compatible.

#

If its pending on rolls, are you absolutely certain that its not the reaction timeouts?

#

or save timeouts for that matter, if you have a save module set in midi that you don't have installed then the players will timeout and auto roll will happen

violet meadow
sharp knoll
#

Note, 4.2.07 will be released tomorrow. Got a few other items on the agenda

charred drum
#

how does one get damage from save spells to apply to a selected target?

toxic spruce
coarse mesa
#

You never actually roll damage in the video, just tease

toxic spruce
#

what I did twice. Lol bad video. So no it isn't. But I can remake the video 😦

coarse mesa
#

I don’t use the auto sneak attack one, I prefer the player to have the option. Maybe for the auto one you need to have damage rolls fast forwarded or something 🤔

#

Did you try the non-auto sneak attack in midi samples?

#

(it’s still automated, it just pops a dialog to ask if you want to use it or not… you may want to save it for your second attack)

toxic spruce
#

I did, that is just dragging over the one, right. Here, let me show you...

gilded yacht
gilded yacht
violet meadow
#

Is the rapier set as Finesse weapon?

#

And what is the Sneak Attack button in here?

#

What is Customize Formula too?

#

Are you using some other Module that changes Rolls behaviour? If yes, try without it.

coarse mesa
gilded yacht
violet meadow
#

I had completely forgotten about the customizable Formulas settings.

But, still it prompts for the Sneak Attack damage Dialog for me when trying.
Only thing different is the Sneak Attack button in the damage Roll.

toxic spruce
#

That is just a situational bonus I but in, in the mean time

violet meadow
#

@toxic spruce hmm I saw the error msg you sent me.
Can you open the Sneak Attack item's ItemMacro?

#

And disable ASE module

toxic spruce
violet meadow
#

OK. Filter the console for Errors only.

#

Clear it by pressing the

#

And roll the item that is supposed to trigger Sneak Attack.

#

See if anything pops up in console then

#

Try rolling from the character sheet too and not via Argon to be safe

toxic spruce
violet meadow
#

OK no errors then.
Are you in combat?

toxic spruce
#

no

#

I was earlier, but not since you started helping

violet meadow
#

Is the rapier set as a Finesse weapon in its Details Tab?

toxic spruce
#

Didn't help.
Yup, and I have been doing dagger too just in case

#

Does it matter that Sneak attack is not "Sneak Attack 10.0.13" like it is in the macro?

violet meadow
#

And you are attacking a token with different disposition than the attacker, correct?

coarse mesa
toxic spruce
#

ok ty.
Do you mean that he is an enemy? Yes - great question though!

violet meadow
#

I would try only with MidiQOL, libwrapper and socketlib modules active.

toxic spruce
#

ok

#

Nope did not work. Dang it I was hoping.

#

I swear it feels like, I just don't have something on. Simple.

violet meadow
#

Import the Sneak attack from the MidiQOL sample items compendium from scratch. Delete the previous from the character sheet and drag that one on it.
Try again.

toxic spruce
#

It did not work. Made another video in case it is obvious. But my upload is a .... slow.

errant gull
#

I might be blind but does Midi not do a changelog anymore?

coarse mesa
#

Oh it looks like master is no longer the latest on gitlab even though that’s the ‘homepage’ for the module

errant gull
#

Ahhh, that explains it.

#

Thanks!

steel apex
#

Hi all, I'm still on D&D 2.0.3 but I updated Midi to 10.0.25 as its been a while since I've played and now Midi is not showing up on my installed modules list in my world. Is it possible to downgrade / install an old package? If so, can anyone point me in the right direction of where I can find that on the Midi gitlab please? I've had a little look and can't find it but I'm sure it is somewhere obvious and I'm just missing it.

steel apex
vast bane
#

I would also test with the rogue starter hero instead of your dnd beyond imported one

#

Also I think the renaming was done at the wrong point in the video as the active effect still states its source as the improper name

vast bane
steel apex
#

Thanks, think that must have been the issue. I'll check on Sunday after the game.

vast bane
placid sorrel
#

is it "safe" to update dnd to 2.1.2 ?

coarse mesa
placid sorrel
coarse mesa
#

I’m waiting too, half of our players prefer tidy

violet meadow
vast bane
#

man I really wish code could be searched here

#

Alright I give up searching, @violet meadow the other day you gave an answer to someone about a modified hunters mark that gave advantage instead. I'm trying to automate the cloaker bite attack. It needs to apply blinded condition if it had advantage on the attack, what would I put in the activation condition?

violet meadow
#

workflow.advantage?

vast bane
#

will test it shortly

#

Thanks bud!

toxic spruce
vast bane
#

I'd test it on a starter hero since those are guarenteed to work

#

if it works there then you know its something in the creation process on your end

toxic spruce
#

I created one, let me grab a starter

vast bane
#

also if you are on version 2.1.x of dnd5e, all bets are off for functionality of midi

toxic spruce
#

Shit - I am. omg, if that is it, I feel horrible. What a time to just start playing again

#

Negative on the starter

vast bane
#

update to the newest midi that just released last night but also, it will probably be up to the smarter folks to tell us if premade macros need adjustments

toxic spruce
#

Ok, thank you so much, at least I can get back to game prep

vast bane
#

Tim probably didn't get to the midi sample items for this emergency patch, We might luck out and one of the smarter helpers here will be able to spot an issue in the macros

#

I'd share the macro here but its gigantic

#

best to just open it in your editors locally

rotund oyster
#

I just updated it and even though it's a little bit laggy it works it works so much I am so very very very very very very very very very very very very very very happy

#

Just want to say to the team or whoever did it thank you

#

Now I can torment my players efficiently

odd sable
#

Is there any good way to make a Feature/Item roll its "Other" field automatically, even if it's not an attack or something that requires a damage roll?

vast bane
#

is the roll damage or a heal?

#

if so, make a damage/heal formula field and use those

odd sable
#

None of the above

vast bane
#

k, then you could try typing true in the activation condtiion?

tropic vine
vast bane
#

you could also make it be a damage formula that deals [no damage]

#

possibly [nodamage] I forget

tropic vine
vast bane
#

I think someone will eventually put in the PR for it

odd sable
# vast bane possibly `[nodamage]` I forget

In this particular case since it was a roll to determine the range of the ability, I figured the Other value was better since it would let me set [Range] as the type, which seems impossible if I add [nodamage], maybe I'm better off using an Item Macro...

#

But I'll try this for now

tropic vine
#

Yeah, I've got a game tomorrow, so the players can just suffer. Thank goodness Midi was updated. I was sweating for a bit there. My own fault, of course. I know not to update right away and to keep backups, but sometimes ... you just press the button to see what happens. 🤣

vast bane
#
const api = game.modules.get("babonus").api;
const dist = api.getMinimumDistanceBetweenTokens(token, game.user.targets.first());
ui.notifications.info(`Distance: ${dist} ft`);

measures source to target

Requires Baboni!

#

(Build a Bonus)

winged kernel
#

Does anyone know if there was an update to times up or DAE the remove a lot of the Special Duration conditions for the deration of the effect. Just go done with a game and some of my player effects and spells around attacking or being attack for the durations seem to not be working. After looking at the Special Duration I see now it only has turn start and turn end conditions. I looked and DAE and Times up git page but nothing about this seem to show up. I also try using find the culprit but could not get the additional conations to back. I am on version 10.291.

vast bane
#

keep in mind the new version was for the new dnd5e version

#

so you could have a mess of stuff atm going on, what are your dnd5e, midi, times up, and dae version numbers, don't say newest

tropic vine
#

Just for fun, I asked ChatGPT to, "Create a Foundry VTT macro in javascript that takes a token by the actor id and rotates the token 90 degrees." This is what it came up with:

let token = canvas.tokens.placeables.find(t => t.actorId === actorId);
let rotation = 90; // rotation angle in degrees

// Update the token's rotation
token.update({rotation: rotation});```

Now, this doesn't work, but it was interesting. I think this might have worked back in 2021?
winged kernel
#

@vast bane I did update modules but not update dnd5e before my session but after doing still seem to have the problem. dnd5e:2.1.2, midi:10.0.25, time up: 10.02, and dae: 10.0.15

vast bane
#

its probably very likely that the newest dae/midi is only compatibile with 2.1.x

#

or the newest dae needs a new times up

vast bane
#

If you have 25 midi, 15 dae, and dnd5e 2.1.x, then you should probably post an issue to dae/times up, it doesn't matter which one cause both are tims modules.

winged kernel
#

I think I have a 10.286 or older version I can back up from. thanks for your help. Guess I just wait and see if time up get an update over the week.

vast bane
#

you are essentially beta testing for the rest of us

#

its usually wise not to mash the update button for high module count setups, only update when you got plenty of time to troubleshoot the changes amonst the library of modules you have

#

So, revisiting Chill Touch cause I'm enhancing it for a feature, and its occurred to me that I could probably pull off the disadvantage thing on it with an evaluation

#

But then I realized tim already made it and I'm dummy

#

is there a reason why tposney put both the ae's seperate on chill touch?

dark canopy
#

#macro-polo is our version of ChatGPT that actually works 😆

violet meadow
vast bane
#

Do you know why tim made the chill touch 2 ae's instead of 1 ae with 2 keys?

violet meadow
#

Nope just saying cause someone might now have Bab

violet meadow
vast bane
#

oh wow you are right, the special duration is off, wow good eye

violet meadow
#

It's the spell raw

vast bane
#

thats totally something I'd miss

rancid tide
#

Does midi work on the new d&d 5e update atm?

vast bane
#

Special durations are behaving strangely in the new builds

rancid tide
#

Okay thank you, I'll wait a bit longer then

hot flower
#

TidySheet is still completely borked.

#

in the new update.

vast bane
hot flower
#

true. just speaking to modules still janky from 2.1.x

vast bane
#

Yeah anything that deals with items in general probably need a patch too, I'm waiting for inventory plus, SANE, and a few others. Possibly MEJ as well.

#

cause they changed the price fields and such

hot flower
#

MEJ?

#

which one is that?

vast bane
#

Monk's Enhanced Journal(its the journal alternative to Item piles)

hot flower
#

oh, rightj.

vast bane
#

Where item piles uses character sheets, MEJ uses journals, plus is a major prep tool in addition

jagged bear
tropic vine
toxic spruce
#

Wasn't there a mod (midi?) that misfired jb2a animations when missing?

coarse mesa
vast bane
#

it is automated animations and the miss thing only works if you have midi, and have the midi setting for check hits/saves on

#

you also have to turn on the setting in AA

left cargo
#

Is it possible to make damage rolls display separately? Something like on screen (Ready Set Roll addon)?

vast bane
#

that attack would also likely fail to work in midi fwiw, custom flavors are not midi's friend.

left cargo
#

What a pity 😦 I really like how clear Redy Set Roll addon displays damage.

coarse mesa
#

Midi gives you the total, you click it to see details 🤷‍♂️

left cargo
#

Yes, but sometimes I roll damage that I dont want to apply.

vast bane
coarse mesa
#

So in the above screen shot you have to apply damage three times? How does that work with concentration saves?

left cargo
#

And we use in campaign custom types of damage so resistance will not work.

vast bane
#

ready set roll is very "thow the dice and let the player settle it" while midi handles damage application automatically, or preps it for the dm to apply manually

vast bane
#

unless they are using CN/CUB that is

vast bane
coarse mesa
#

Our GM would hate all those extra clicks

vast bane
#

so in the above image it would be 3 clicks and human math to deal with that result, while in midi it would be 1 click(or none if set to auto)

left cargo
vast bane
#

and if for some reason damage is dealt that shouldn't have, just hit the undo button on midi and manually adjust the hp bar

#

midi's undo is smart too, it can deal with overflow past 0

left cargo
coarse mesa
#

Or just use AlwaysHP to make quick adjustments after the fact

vast bane
#

thats also in core fwiw, and still 3 button clicks

coarse mesa
vast bane
#

midi adds them together and reads all the damage types and parses immunity, vulnerability, and resistances

coarse mesa
#

Oh yeah that too

vast bane
#

and as of like 10.0.18 handles custom damage types

coarse mesa
#

Our table is so lazy with math now, I can’t believe we used to do it with pen and paper

left cargo
#

But, where can I setup custom damage types?

vast bane
#

you can either add the custom damage in manually or use the active effect key for it

#

Its 10.0.21 that added it:

#

I think those are world scripts? I dunno a smart person will chime in I'm sure

scarlet gale
#

They should be

left cargo
#

So now, where can i find CONFIG.DND5E.damageTypes 😄

vast bane
#

I think if you make them world scripts then you don't have to use the custom field

#

the "How do I make a custom damage type" question is likely asked alot in #macro-polo , I bet you you can find it in the history easily

#

or ask real nicely and one of them will chime in

#

I like to put all my world scripts in the world script module cause then they disable with find the culprit

left cargo
#

I think It's not about macro here, because I know how to make custom damage macro, It's about, how to make it work with midi qol

vast bane
left cargo
#

I'll look into it

vast bane
#

they are meant to add a damage type to the character sheets

violet meadow
#

Yeah. Like the Flanked Condition Immunity here 😄

vast bane
violet meadow
#

My big boy cannot get flanked and my players just wonder why

frosty veldt
#

Hi newbie here. I wanna try doing some simple macros for my group but I think I am hitting a block:
I want to make a Macro that when a player takes a "hide" action, it automatically roll "stealth skill check" for me
(The "hide" action is a active ability in feature)
actor.rollSkill('ste'); is what I put in the item macro. Am I missing anything? Thanks for the help

vast bane
#

Requires monks token bar, advanced macros, midiqol, dfreds CE

dark canopy
vast bane
#

If they don't have item macro module, then they put the name of the system macro they made

#

thats a fully created from scratch item whats wrong with it @dark canopy Its not copyrighted

dark canopy
#

its not the item i was swatting 😆

#

it was the half dozen modules that came along with it

vast bane
#

this is midi, 4 modules is lite in comparison to most stuff here

dark canopy
#

back to the question, which is using item macro -- is ItemMacro the correct thing to use in On Use?

frosty veldt
#

Good Lord you two are amazing! I put the little one-liner macro in "On Use Macro" and it works

#

And I will try the contest module thank you.

vast bane
#

that shouldn't work

#

the on use macro field should only take names of macros, either ItemMacro if you have the macro in the item, or a system macros name

frosty veldt
#

Oh sorry I meant I created a macro, and link it to On-Use-Macro

kind cape
#

Just gonna jump in here and point out that the Stealthy module exists, of course if you just want the roll without actually making them hidden thats a moot point

vast bane
#

I shared a pretty clean contested roll macro that hides on success

kind cape
#

Stealthy does it a bit more fancy 😉

vast bane
#

I dunno, badger sold me on not using banked rolls anymore ;p

kind cape
vast bane
#

rolling well in advance from when the roll is used

#

my players just declare they are attempting to hide, and then when they go to do anything that involves contesting it, they press the button against the target

kind cape
#

Ah, that makes sense

scarlet gale
#

Why would you do a contested roll for hiding?

vast bane
#

they don't, they do a contested roll to see if the creature they are attacking sees them

scarlet gale
#

Is it contesting vs their passive perception?

vast bane
#

I get that its usually passives but my table allows free cha/wis/int checks once per round, plus the passive system was meant for pre vtt days

coarse mesa
#

I think Stealthy is great during combat… if someone takes the Hide action they just roll stealth and boom they’re automatically invisible to anyone who doesn’t beat it with their passive. Creatures can of course challenge it with a Perception check, it may be “banking” but hardly anyone hides for more than a round

inland tendon
#

Is there a better place to ask DAE questions or can those go here?

vast bane
#

this is why I like the contested roll, the advantage/disadvantage is dealt with in the roll

coarse mesa
vast bane
coarse mesa
#

Stealthy handles that I believe, haven’t tested yet tho

dark canopy
vast bane
coarse mesa
#

I thought you were talking about blindsight, tremorsense etc, although hide works against those iirc

kind cape
coarse mesa
#

I knew I’d read it somewhere… haven’t had a chance to try it yet tho

inland tendon
#

Is it possible with DAE to create an effect that adds spellcasting modifier to all cantrip damage rolls? I know I'll be using @ attributes.spellmod but I'm not sure how to get it to apply to cantrips only

vast bane
scarlet gale
#

Midi has a flag for that iirc

vast bane
#

just edit the cantrips

inland tendon
scarlet gale
#

Easy to do with an one use macro

vast bane
#

in DAE, type potentcantrip

#

nope wrong one damn

scarlet gale
#

That's half damage on success

vast bane
#

I can't find it if it exists

scarlet gale
#

Don't think so

vast bane
#

to be fair, the potent cantrip is srd

#

I think the other one is tashas...for clerics?

inland tendon
#

yeah, this is the potent cantrip feature for sidekicks from Tashas

#

macro it is, I guess

vast bane
#

maybe baboni?

inland tendon
#

I was playing around with that too, but didn't have much success. But I just got it so I'm still learning that module

violet meadow
kind cape
#

Yeah pretty sure I've even seen a babonus setup for this

molten solar
tribal hill
#

Is the latest update fixing all the breakages or just some?

frosty veldt
#

Hi I was following the amazing guide of https://gist.github.com/trioderegion/5685387362ce90498bf83f87f1ddf84d
and implementing Dragon's breath. I can successfully grant the target a "Breath Weapon",
but once I remove it, and cast the spell on the same target, the following error pop out:
Warp Gate | WARNING | Duplication mutation name detected, "Dragon's Breath Ability". Stopping mutation.
and the spell is not added.
Am I missing anything?

Gist

Warpgate implementation of DnD5e's "Dragon's Breath" spell. - DragonsBreath.js

novel gale
#

Did anyone every find a good macro for Healing Spirit? One that heals you when you enter it automatically, for instance?

dark canopy
frosty veldt
#

oh I go to the spell list and remove it using the "x"

dark canopy
#

warpgate tracks a bunch of data when changes are applied, that will revert any and all changes made by the last mutation (dragon's breath, in this case)

frosty veldt
#

Ahhh I see. Thank you for your guidance.
Follow up question: is it impossible to link this mutation to the concentration? Like if I drop the concentration the mutation will be automatically removed?

dark canopy
#

if you can have something trigger when concentration is dropped (maybe effect macro?) then you can call revert on that token easily

#

the key is triggering a script to either remove conc and revert, or potentially get tricky with the mutation stack and tell warpgate to also delete concentration when you revert

frosty veldt
#

I see I will take a look into it. Who know DnD can be this fun with Javascript.
Have a great night sir. I truly appreciate your help today.

dark canopy
#

o7

scarlet gale
#

One thing you can do is have an effect macro handle the mutation revert. If you set the origin on the effect to the item rolled midi will remove the effect upon concentration being removed. I do it for my version of dragon's breath.

#

I grab the item data out of a compendium instead of having it embedded in the macro.

vast bane
#

@violet meadow Otigan said in another channel that the newest Automated animations fixes the issue with killAnim for active auras+midi things and specifically spirit guardians with global recognitions.

vast bane
#

I can confirm for sure it tackles and fixes the spirit guardians global recog glitch, everything works as it should now

#

However, moving creatures on their turn into spirit guardians is doing this now:
It rolls the damage in chat but the damage card fails to show to apply damage

#

10.0.24 midi, 10.0.14 dae, 2.0.3 dnd5e

#

SG's item macro says it is version 10.0.10 SG

#

That error seems to be random when it happens, not everytime a creature moves in, also any creature that gains SG's effect from walking in, their ae they have on them doesn't wear off when the concentration drops on the caster of the spell

cobalt schooner
#

I am trying to create an item with a spell stored using Magic Items Module.
When I cast the spell from the inherit section (stored in the item), midi does not work.
If I cast it from the player (same spell, but in players spellbook), everything is ok.
Any ideas how to fix it?

vast bane
#

before you switch, turn off all you MIM's if you use tidy

cobalt schooner
vast bane
# cobalt schooner Is this another module?

Items with Spells is another module that looks very very much like magic items module but doesn't have all the downsides of synthetic weird items inside of items that throw all the modules off

#

the only thing items with spells lacks is the premade module items, but pretty sure MIM is broken in 2.1.2 dnd5e due to the items inside of all the premade items not getting migrated

cobalt schooner
vast bane
#

Don't suppose anyone has a handy dandy on use macro that applies a condition if the targets hp reaches zero?

#

If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

violet meadow
#

Hmm though there might be a few issues with that though now that I think about it.
You will need to make sure that the damage dealt is poison to trigger that effect?
Oh well... 🤷‍♂️

vast bane
#

do you know what you called it so I can find it lol

#

I actually have a janky way of pulling this off

violet meadow
#

Hp 0 boom?
That is totally different to what I suggested above

vast bane
#

I was going to put a reminder in the damage popout with a second item roll document link that puts poisoned/paralyzed on the actor

#

or remind the DM to do it after

violet meadow
#

This monitors effect parent's hp and does things when needed .

kind cape
#

The enhanced effect only applies if its that specific attack that reduces the targets HP to 0 btw

If the poison damage
Emphasis mine

violet meadow
#

I am on the train and reception is so and so... So the I am like talking with some delay 😁

vast bane
#

yeah I dunno, I think I'm just gonna retreat to an advantage reminder

#

on all damage messages remind myself about the poison effect

kind cape
#

But its not on all damage messages? 🤔 Which creature is this?

vast bane
#

also AR only has 1 damage message flag so I can't control where the message shows, but the damage message would be the best

kind cape
#

Yes, but what creature? 🤔

vast bane
#

Giant Wasp, but this could also get used for Giant Spider and Drows

#

they all have poisons that do things to 0 hp people

kind cape
#

Okay yes, so its when they make that specific attack, if the poison from it reduces the target to 0 HP they get paralyzed. Even if they are poisoned and another creature reduces them they don't get paralyzed. So a simple item macro that triggers at the end of the workflow no?

vast bane
#

yeah but I dunno how to write it

kind cape
#

Just in a league game, will see what I can throw together after ^^

#

Hmm just realized, this might not work without automatic damage application 🤔

vast bane
#

I have a second item that aplies the hour long debuff, and a reminder everytime the wasp deals damage to use that other ability if they are at 0 hp

vast bane
#

Here is my Janky Displacement feature for Displacer beasts. I have special duration set for the effect to if at 0 hp, and if damaged. Then I have the item set to roll to apply the effect, and it recharges on 1. Janky, but I feel its decent enough. I think I could janky it up even more by making a second ability that is always on effect, with an effect macro that applies displacement at the start of turn via EM too?

#

actually, it could be all just one item. Have the displacement effect apply on item roll to self, and then have the EM effect set as apply on equip, and rolls itself at end of turn

pine forum
#

Does late targeting prompt for anyone else on legendary actions?
Mine doesn't want to.

vast bane
pine forum
#

yes

vast bane
#

it has two setting locations

#

you need it on in the DM tab and on outside the workflow button entirely

pine forum
#

is your's working on legendary actions?

vast bane
#

if you can check the console and see if the yellow message is more informative there, that would help

pine forum
#

repeat question: my original question - is it working for you?
My intent was to open an issue for it, but I wanted to be sure it was a general issue first and not specific to my settings

vast bane
#

its working for me

pine forum
proper forge
#

It seems like the -[element] resistance functionality isn't working right now - or I'm doing something wrong. Adding -fire into an effect isn't removing a creature's fire resistance.

vast bane
proper forge
#

I have an effect for Elemental Adept that uses DAE and Midi's -[element] options to remove fire resistance, with a duration of on-hit. Unless these aren't actually from Midi and I've been misled. 🤔

#

It worked perfectly before I updated to v10, but now doesn't seem to apply.

vast bane
#

it could be that your v10 update reset the optional rule for on hit

proper forge
#

The effect is appearing and disappearing properly - what's not changing is the creature's fire resistance.

vast bane
#

version numbers pls

#

How would that work in an active effect?

#

the damage happens before the ae is applied

proper forge
#

Foundry: 10.291
DnD5e: 2.1.2
Midi: 10.0.25
DAE: 10.0.15

vast bane
#

report it as a bug to midiqol, sadly 2.1.2 dnd5e is very new and his versions that work with it were hurried

proper forge
#

I'm using preDamageRoll in the active effect

#

It auto-applies the effect on the start of rolling damage, then removes it after.

#

Of all things to break, I thought that part would. 😄

vast bane
#

its actually stuff related to damage types and traits that would have broken in 2.1.x

#

its why damage wasn't auto applying before the emergency patch

proper forge
#

Indeed.

vast bane
#

Ok, so, I got displacement automated well. The only parts I can't figure out how to automate is how to turn off the effect if they become grappled, restrained, or incapacitated.

kind cape
#

If its an overtime effect then maybe the applyCondition?

vast bane
#

I have it setup where displacement has 2 active effects, the first is an EM macro effect that launches the items roll at the end of the creatures turn, the other active eefect is self/self aplied on roll, that grants disadvantage to anyone attacking it, it expires if its damaged or reducd to 0 hp

kind cape
#

Also tried with the macro stuff, and yeah it only can really work with automatic damage application.

The second best I've figured is to apply an effect that expires at the end of the current actors turn, and in that effect test if the target hit 0 HP then do stuff. It works, but it is not limited to the single attack

vast bane
#

but essentially I also need special durations for is incapacitated, is grappled, is restrained

kind cape
#

By the way, @gilded yacht is the special duration is damaged supposed to expire before the damage is applied? If I apply it as part of an attack it expires before I get to press the "apply damage" button when in manual mode.

And related to that, is the workflow supposed to run after damage is applied when in manual mode? It feels like it should, but it doesn't look like it does. Maybe just a new "post-damage" hook?

vast bane
#

I think theres an optional rule for is damaged

kind cape
vast bane
sudden crane
vast bane
#

is that related to the elemental adept bug just found?

sudden crane
kind cape
sudden crane
#

With damage card?

kind cape
#

Yes

sudden crane
# kind cape Yes

Then maybe Tim could add some code to handle this case… it would need to update the actual method that removed the effect on is damage to verify if auto damage application is on and add some code in the damage card apply code to expire effects with isDamaged expirations

inland tendon
#

with the OverTime flag, is it possible to set it to proc at the start/end of the source actors turn? Example - the aasimar's radiant consumption does damage to all creatures within 10 feet at the end of each of its turns

kind cape
#

Kinda, you can add the overtime to the aasimar and then trigger a macro when appropriate, but you can't add the effect to other actors and have it trigger automatically based on the source actor.

inland tendon
#

cool thx

vast bane
#

I would use that as an EM macro that pulses at the right time

toxic spruce
#

Good morning!
I am trying to program Ice Knife, and was wondering if one of you knew of a spell similar that I could augment 🙂
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

civic fog
#

Hi! Anyone around to help me QA my combat automations?

vast bane
vast bane
civic fog
vast bane
#

show me what an attack looks like in chat

#

and what you want it to look like and what you don't like about it

civic fog
#

For example - the combat rolls of one test character is taking a very long time to show up in the chat messages log

#

and sometimes doesn't show up at all

#

I've attempted to follow others' examples of how to set up MidiQOL, but I'm pretty sure I've rolled all 1s

#

No Luck feat for me IRL

#

I'm not seeing any associated animations, nor am I seeing the combat rolls automatically resolve

#

that's why I'm wondering if I even set up the base settings properly

mellow fossil
#

need some help, troubleshooting automating spell damage with midiqol. When i toss a fireball on NPCs all the saves roll automatically and damage is rolled automatically as well. If amogn these NPCs there is a PC. No save happens. No damage happens.

toxic spruce
#

Does anyone remember off hand what it is that removes the spell template after casting? I have been just manually deleting them everytime

scarlet forum
#

Hi!
Is there any way to apply an effect on "1dx" round?

spice kraken
#

Can you elaborate

scarlet forum
#

Yes of course !
I'm trying to set up a skill that inflicts a condition that has a random duration, included in "1d4 round", and it's this randomness where I wondering if it's possible to set it up when applying the effect?

scarlet gale
#

Could make the effect with a macro.

scarlet forum
# scarlet gale Could make the effect with a macro.

Oh. :O Do you know of any random macro that has a random duration like that?
Maybe I can get the "random" part of the macro and just apply it with Effect Macro, maybe. (Full macro writing is not my level. >.<)

kind cape
#

So after 1d4 rounds stuff happens?

scarlet forum
kind cape
#

Should do it

#

Hmm actually that might be broken 🤔

scarlet forum
#

I just tested (but it seems I had already tested) but it does not work :x

#

I wasn't sure what this box was for. :'D

scarlet gale
#

If that's not working, could do an effect.update to change the duration.

#

Something like:

let roll = await new Roll('1d4').roll({async: true});
roll.toMessage({
    rollMode: 'roll',
    speaker: {alias: name},
    flavor: 'Change This'
});
await effect.update({
    'duration': {
        'turns': roll.total
    }
});```
#

On creation effect macro, untested.

frosty veldt
#

Hi I have a more general question: Is it possible to trigger reaction on other player/token's action?
So like "cutting word" reacts on attack roll, and "counter spell" reacts on casting spells

mellow fossil
#

what does the enforce reactions and bonus actions on midiqol do?

scarlet forum
mellow fossil
#

Need some help about automating spell damage with midiqol. When i use a spell with a measured template on hostile NPCS, everything runs smoothly. Even something i previously did not have in foundry, which is a feature that removes the spell template when you advance the round. When i do the same previously mentioned action on a group of hostiles and friendly units, my player is not requested a save, only the npcs. and the new removing template feature doesnt occur.

vast bane
#

you can make a snippet by holding down left shift+startmenu key+S in windows 8.1+ OS, sometimes it requires being held down a few times to take. then you drag across where you want the snippet to be

#

then you can just ctrl V into chat here and it appears

civic fog
analog nest
#

im trying to get Midiqol to trigger the attack of opportunity quick card and I cant seem to get it to work.
would anyone have any ideas of what i can do to get it to work? the effect is checked yes in the setting...

#

could it be because an actors sheet doesnt have anything that states reaction? 🧐 or perhaps I have a problem

vast bane
#

also attack of opportunity quick card sounds like a bad module to have with midi, whats it look like?

#

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

analog nest
analog nest
#

may not be the thread to ask, but do you have any suggestions for modules that can do attacks of opportunity?

shrewd cradle
#

is there a non-mind numbing way to convert everything that can give an effect to the active effects version?

thorny solar
#

So a question about Hunter's Mark item from the samples. My DM is allowing the changes to it from OneD&D, How would I remove the Concentration requirement from the macro without affecting the rest of the automation?

vast bane
vast bane
shrewd cradle
# vast bane you are definitely going to need to rephrase this lol?

so, barbarian has rage, when imported from d&d beyond it's just the button, uses one of it's uses, and nothing happens. But when I use the DAE version of rage, it applies the rage effect to the token. There's obviously tons of things that give different effects, but it seems like i have to swap each one, one at a time to the DAE version, or add the effect manually to the standard SRD version

thorny solar
#

I believe D&D beyond importer has a setting to use the MidiSample ones.

shrewd cradle
#

hmm let me see

vast bane
#

also you said dae version, I hope you do not have DAE SRD installed, that module is very dead, Dynamic Effects using Active effects is a different and very important module, but DAE SRD is dead, should be deleted

#

The rage you want is from Midi Sample Items compendium

shrewd cradle
#

oh i do have that installed

vast bane
#

Dynamic Effects using Active Effects ✅
DAE SRD ❌

#

(Unless you are on foundry version 8, then by all means dae SRD is great to have)

shrewd cradle
#

i had both lol

vast bane
#

you want the green checkmark one cause thats the mainstay midi companion

#

10.0.14 in dnd5e 203, and 15 if you are on 212 of dnd

shrewd cradle
#

but yes, i now see in d&d beyond importer there's an active effects tab. it's quite obvious lol

vast bane
#

Mr Primate probably has rages for the special subclasses so stick with his if you got a zealot barb

#

if you have a zalot barb and he didn't automate it, I got it for you if you want

#

(the macro not the item)

vast bane
#

Me just realizing that you can do equations in overtime....

vagrant wharf
#

how would I specify this regeneration to only trigger below 50% hp

#

right now I just reverse engineered the regeneration entry in qol samples like the guy above me ironically

shrewd cradle
vast bane
vagrant wharf
#

what would the entire thing look lik?

vast bane
#

see how it has 2 conditionals?

#

add everything after the && including them

#

so that it stops doing overtime when hes at full health

#

oh wait hang on, misread your ask

#

forget the second half, and reverse my symbol

#

reverse it to a <

vagrant wharf
vast bane
#

and if they regenerate at 0, you are fine, if they don't, then you will need to add in a && with the zero thing

vagrant wharf
#

the effect is set to cancel at special duration: 0 hp

#

I guess replace 0 with 1

#

just to be safe

#

so this should apply all the above as a permanent bonus (as long as the effect is active) and only trigger the regenerate below 50% hp

#

with a special duration to cancel the entire effect at 0 hp

vast bane
#

no that will disable the whole ae if the hp is above 50%

mellow fossil
vast bane
#

seperate them out if you don't want them shutoff at the hp threshold

vagrant wharf
vast bane
#

thats the whole point of overtimes, they do that all the time to the other keys in the ae

vagrant wharf
#

that's not the way it appears reading it but i'll take your word, disappointing

#

that aside how come damage resistance doesn't work

vast bane
vagrant wharf
#

like regen aside that one just psits erorr messages at me

vast bane
#

it kills ae's if save is successful and yours isn't saving

vagrant wharf
#

and the MIDI flag ones don't work either

#

there's no convenient dropdown but I don't know what else would go there

#

literally just want to resist non magic physical

spice kraken
#

Which needs an integer

vagrant wharf
#

what.

#

ok. what do I type in to make it resist the physical damage types (bludgeoning, piercing, slashing) that are not flagged as magical.

spice kraken
#

system.traits.dr.value | add | <pick on>

vagrant wharf
#

nope, doesn't specify non magic

#

already looked at that one

#

it appears to resist all bludgeoning etc

scarlet gale
#

There is another one that's similar that has non magical physical as an option

vagrant wharf
#

I hope so

scarlet gale
#

system.traits.dr.custom | Custom | Non-Magical Physical

vagrant wharf
#

yeah that just spits error messages and makes taking turns in combat break

#

that was the first one I tried

scarlet gale
#

Works for me, but I haven't updated my foundry to the new DND version

vagrant wharf
#

I had this originally

scarlet gale
#

What's the error?

vagrant wharf
#

I dont know since I just re-added it and its working for some reason?

vagrant wharf
scarlet gale
#

Would need the JavaScript error from console to diagnose it

vagrant wharf
scarlet gale
#

Are you on the new DND version?

vagrant wharf
#

yes I updated everything a few hours ago

#

including MIDI

#

I typically try to update daily

scarlet gale
#

That may have accidentally been overlooked

#

Bad idea, the new version requires a lot of module updates

vagrant wharf
#

you can see though that this is literally the same screenshot as the first but with the DR on the bottom insetad of second to bottom

#

I mean I'm glad it suddenly started working but wish it had been doing that to start with

#

ok so if you turn it on below half health it breaks

#

if you turn it on above half health and then get injured, it doesn't regen

vast bane
#

I think your issue is probably that you updated to dnd5e 2.1.x, log the issue and he'll get a fix out when he can

vagrant wharf
vast bane
rancid bloom
#

Can someone direct me to where I can find the json manifest link for the last version of midi before the dnd5e system update? I can't update dnd5e because it breaks tidy5e sheet, but I autoupdated midi and now it just doesn't appear.

manic tendon
#

I'm using Active Token Auras, adding damage to attacks, and I've checked that it only does 1/turn, but it affects every attack; anyone know how I fix that? Or is it a bug?

vast bane
#

going silent mode for my game night but just had an epiphany about another module that breaks in midi so adding it to the copy paste warning:

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

Advanced Spell Effects module is just dead in v10 and often the culprit of things...

sharp moat
#

Hey all, I am having an issue where all my npc's are automatically rolling disadvantage on everything. Is there a setting I have to change or is this a bug?

tidal stone
#

SO have the DnD5e issues with midi been ironed out?

near sequoia
#

if I want to add a conditional advantage in DAE via a midi flag, how would I do it without overwriting any other sources of advantage? If I set a flags.midi-qol.advantage.something to ADD and an expression, will it still be able to get advantage from other sources? or not have advantage if this evaluates false?

steel apex
#

I've been re-directed here so here goes.

I'm using Arbron's Summoning and I'm trying to set up a sequencer effect via an on-use item macro to create an explosion at the site of the summon but I can't figure out how to capture the mouse click on the map that would give the co-ordinates or location that the token will be summoned to. Is there a quick and easy way to capture that so that I can add it into either of these two options in sequencer:

.atLocation("stored_name")
.atLocation({ x: 0, y: 0 })
sudden crane
near sequoia
sudden crane
near sequoia
#

if what is false?

sudden crane
# near sequoia if what is false?

If the expression evaluate to false, it will not give advantage but it will not remove it if the actor already has it from another place

near sequoia
#

oh, for the entire flag?

sudden crane
near sequoia
#

oh neat! I misunderstood what you initially said then

scarlet gale
scarlet gale
#

Just checked the GitHub for it, you can use the arbron.summonToken hook.

#

It looks like it passes the item and token, so you can get the coords from that.

neon pike
#

With the new midi this is no longer working - any ideas?

args[0].hitTargets[0].actor.system.traits[type].value.indexOf is not a function

    return args[0].hitTargets[0].actor.system.traits[type].value.indexOf(trait) > -1;
}

 let hasImmunity = checkTrait('di', 'necrotic');
    if (hasImmunity) return;
    let hasResistance = checkTrait('dr', 'necrotic');
scarlet gale
#

That looks like something I wrote lol

#

The new DND version changed traits to a set

#

It needs to be adjusted for that

#

I haven't updated my macros for it yet since I haven't updated.

neon pike
neon pike
scarlet gale
#

Not at my PC, but I can guess

#

return this.hitTargets.first().actor.system.traits[type].has(trait);

#

Maybe

#

Need to see the data structure

#

@neon pike try that?

#

Otherwise when I'm home in a few hours I can figure it out

neon pike
lost estuary
#

Question, How do I accomplish the highlighted part of this statement in the Midi Info page:

#

I have a spell with an Item macro, and the macro fires both before the slot is selected and the spell is cast and again after the spell is cast. Hoping this is the solution

coarse mesa
#

On the details tab

#

If you have it in there, you don't also want it in the AE or it will fire more than once

gilded yacht
vast bane
# lost estuary Question, How do I accomplish the highlighted part of this statement in the Midi...

if the macro has absolutely nothing to do with midi, it should probably stay default of After Active Effects, you only set it differently if you know it can work with midi in the other parts of the workflow or if you need it to happen BEFORE the item rolls, inwhich case you do pre-itemroll. An example of a great preitem roll would be all the new tashas summons require an item to be in your inventory:

Summon beast:

if (args[0].macroPass === "preItemRoll") {
    if (!actor.items.getName("Gilded Acorn")) {
        ui.notifications.error("You have no Gilded Acorn")
        return false;
    }
}
winter jacinth
#

Quick Question, can i use MidiQol with DnD 2.0.3?

violet meadow
#

Or use a version before 10.0.24

winter jacinth
pine forum
#

@vast bane just checking; with your prior recommendation of using simbul's, do you use simbuls-creature-aide in v9, or use a select others of their set?

violet meadow
#

I don't think that Simbuls was available in v9.
Dnd5e helpers were the predecessor

vast bane
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yeah it was dnd5e helpers in v9, then it died and simbuls picked up most of its stuff

vast bane
#

same with dae's nwer versions, 10.0.14 should be dae's 2.0.3 version. You get nothing waiting other than the ability to update your dnd5e, which honestly most of us aren't doing due to all the module breakages.

winter jacinth
violet meadow
vast bane
#

don't install a really old midi, it gets more updates than dae apparently hehe

winter jacinth