#MidiQOL
1 messages · Page 51 of 1
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!
Is there a way to set up an item to be an auto crit?
Set the crit range to 1 I guess
like an actual item, not through the workflow
What if it doesn't roll?
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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Like doesn't make an attack roll?
Then just double the damage dice and call it a day.
Yeah I can't do that sadly because I need the actual roll to be seen by the workflow as critical for other features to work off of that
I don't know if it'll change the damage roll, but you can do ```js
this.isCritical = true;
Put as an ItemMacro.
Might need to have it run pretty early depending on what you're doing for other things
Honestly it's better if it doesn't
Ty!
do you have midi installed? then you can find it in the workflow settings
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
I stopped the video once I saw it was that 3d stuff
did you find the necessary settings?
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
i clicked through it, it's 100% midi. zephyr is even mentioning after using the fireball 😅
3d is nice and is great if your players can handle it 🙂
Yes thx all worked out 😉
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.
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?
MIDI is not yet updated for 5e 2.1.1
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
@raven holly is there even a mechanism in core that could be leveraged for that?
"All but three" is quite a long list tbh
I count four... three of Tim's plus Tidy – which all have significant user bases
Item Piles is ready as of 2 mins ago too
Easy change there at least
Anyone here know if 2.1.1 will be able to offer any type of enhancements for midi?
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)!
is MIDI SRD spells not keeping track of concentration now? I thought it was forcing concentration checks if player was flagged?
have you upgraded dnd5e to 2.1.1 recently? because midi isn't ready for that yet
No, as many folks in here have stated and dnd5e dont update yet
just checking you're using lonelybugbear's v10 version of the midi srd?
This I am not sure
you have this part?
return {damageRoll: `${diceMult}d6[${damageType}]`, flavor: "Hunters Mark Damage"};
try this...
return {damageRoll: `${diceMult}d6[necrotic]`, flavor: "Hex Damage"};
can prob delete damageType altogether if it's not used elsewhere
it's just flexible for hunter's mark because of different weapons
I changed it to] let damageType = 'necrotic';
Where did you install MidiSRD?
and it worked, I was missing the ' '
Foundry, then found somewhere that said a file was misnamed
renamed the file
Yeah. you got the original, which is v9 only. Use the one Lukas mentioned
You'll need to remove any items from characters that you have added from the v9 version
Thank you all!
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?
this.failedSaves```
Contains a set of all token objects that failed the save.
args[0].failedSaves```
Will also have the same info, might be an array instead however.
Thanks, that's exactly what I was looking for
Yikes. MIDI was broken for me tonight, really threw me for a loop mid session
Is there a timeline on 5.11 fix or should I roll back?
I’ve got games Thursday and Friday as well
Are you on 2.1.1 for dnd?
ya
Check the pins
ok so rolling back is bad too. Yeah I was noticing 2.1 was funky too
What is both here?
midi
Why rollback midi?
ok so roll back 5e to 2.0.3?
on forge, no
Then I would ask in their disc since they do things differently. Sorry I can't help further
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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?
Only chiming in to say that its midi sample items not midi srd. Incase anyone goes digging for the full thing.
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"
Better add on the attacker an advantage flag for all weapon attacks if the target is the marked one.
that could also probably be a passive right?
no sense in attaching it to hunters mark rolling
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?
Sounds about right. I will double check in a while
thanks! also, thanks for the v10 fork 😁
I think the code needs to be fancier though
target == effect label something yada yada, if I know anything its that it gets weird after the double ==
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
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
I think its regex for the activation conditions right?
you basically use the same thing as the activiation conditions feature for midi in the effect value of those keys
so if you go find the activation condtion section in the midi readme theres examples there to work off of
but finding an effect label named marked is gonna have weird syntax
you can also look at midi srd/midi sample items that have activation conditions for examples too, like the mace of disruption
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
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
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?
What do you mean by after hit+damage?
- I target the enemy
- I use the spell/attack
- The module rolls to know if i hit and what damage i caused (if i did hit at all).
- Enemy gets his health subtracted automatically on the board.
I can only make as far as step 3 right now.
Look for this setting in workflow, v10 may have moved it somewhere else
That's weird, i have it enabled, but the damage is not applied.
Are you on dnd 2.1.1?
Thanks, that's bad.
Do you have a backup before updating?
I have a old version on my PC.
Damage is applied fine there.
But the world i use has already been migrated.
Yes, i have a old version stored locally. The updated one is on a separate server.
Then you can downgrade and restore
I will probably do that.
Obv if you made changes while on 2.1.1 you'll lose that
Do you need the steps on how to revert?
Sure, i think i can use some help. 
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.
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```
Nice!
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.
Thank you, @spice kraken ! 
Module devs work at their own schedule. If you run a module heavy game, pretend system/foundry updates aren't released when they are and wait a bit
Definitely. It's fine, let's wait for fixes.
to be clear, you have to restore a backup, you can't just intsall 2.0.3 over 2.1.1
you will heinously mess up your data on everything if you migrate backwards and then forwards again later
I will not. I intend to delete the updated system and put in place the 2.0.3 one i have elsewhere. The world i will use is not migrated and is currently on 2.0.3. I think everything will be fine?
that sounds like another way to say you are restoring a backup copy to me so you should be good
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.
If anything i learned that the hard way now.
You had a backup so you're good. Plenty of people lately didn't

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.
Use the midi DR fields (not dr)
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?
Reaction damaged should prompt, no?
👂
Its kinda weird but here it goes...
Arcane Deflection, wizard can pop it to gain 2 ac or 4 to a save after seeing the roll
I don't fast forward, so optionalname macros won't work here
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
I thought the reaction prompt could work but it just doesn't fire in time
but AR would put a message and a document link in the saving throw window
For the Saving Throw part, reactions won't help
yeah, and AR won't either now that I see things
Hooks on the other hand 🤔
the problem is he can use it after seeing it
is there a way to make me fast forward against just him?
or, is it implied that the victim needs to have fast forward on, or everyone does?
oh wait, I think I got it
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"
Arcane Deflection is always on?
the official version is, and if it would make it easier I'd be fine making it the official one
the cost of using it is that you can't cast a leveled spell for a whole turn
just thinking out loud as ive been using arcane deflection for a while
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?
Could do that too 😅
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
Does MidiQOL trigger the save or all is manual for that player?
thats how I had settled on doing, but we're revisiting it cause hes complained that he constantly can't remember he has it, so I'm trying to come up with some sort of visual reminder
could just slap a status on them 🤣 , but you can only hand hold players so much
when I cast the spells, on him, I'm prompted for damage, I click normal, then he gets the MTB request in chat
its so strong and a core subclass feature, they really need to use it correctly
This is the best I can come up with:
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
AR is too core to the way my table plays to turn on fast forward
Btw, my arcane deflection is not raw, its an additional feature for a non war subclass wizard so I limited its uses to balance
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)
if you are homebrewing, consider maybe cutting the bonuses in half instead of limiting -- that way you can still assume "always on"?
just my 2 cents, may not be the best
Yeah, I'm considering it, I really am
I'm gonna put it to him since ultimately its his workflow
I'll give him both ideas
ooooh I got a good one actually borne out of your idea
Put a self ae on him everytime he casts a cantrip that buffs his ac by 2 and saves by 4
kill the ae if he uses his reaction
I think I'd probably make it have a special duration of is damaged, is attacked, makes a saving throw
huh...roundabout...but clever, nice
I don't really have an issue with it being more prevelant specially if I put in the special duration endings
I think the only tricky part would be trying to get it to go away when reaction is on them
I could probably put an effect macro on Reaction that removes any effects called "Arcane Deflection" on the actor
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?
disable midi and right click on damage rolls and apply damage
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
but who knows what else is broken
doesn't solve all the mess with dae
also very true. but thank you
Change utils.js:300 to ```js
let trait = duplicate(actor.system.traits[type].value.toObject());
I suspect that there is more breakage other than that one line 😂
well maybe tims just really busy this week hehe
its probably stuff related to the hp and ac changes
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"?
I was thinking an effect macro on Reaction from dfreds CE, and on creation, it deletes the other effect
For the most part when you deal with damage this fixes the issue with the traits becoming a Set instead of an Array
await token.actor.effects.find(eff=>eff.label === "Arcane Deflection")?.delete()
Thanks hehe, I've never made an active effect with this many special durations lol:
have to test to make sure the attack one fades too early though
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
is there a known issue ATm Midi QOL stopped applying DMG
https://gitlab.com/tposney/midi-qol/-/tree/v10#flagsmidi-qolovertime-overtime-effects
flags.midi-qol.OverTime OVERRIDE turn=start,damageRoll=1d4,damageType=fire,label=Fire Damage
Yes if you have updated to Dnd5e > 2.1.x
oh boo
Thanks very much!
@buoyant scarab if you cannot wait till tposney fixes, this might help you
edited it a bit to match your ask
i can wait lol we can just manually apply
type=fire should be damageType=fire
also if they are on v10 and if this is "on fire" probably actionSave should be utilized
I copy pasted from the one that had it as type ...
I got it from the link you posted 8)
they both must work cause the one on top has damageType lol
Yeah exactly... There is a small mistake in there. The Devil's Glaive probably is wrong
I wonder if it made it into the item in midi
No I meant from all the examples I could choose, I chose that one 🤦
I'll check to see if its in the item
yep, its in the item so if it trully doesn't work then that items probably gonna need an edit
I think it works
I think type actually works
Maybe both do then 🤷
Cannot test it now
yeah, I know the other one works cause I follow the readme for that constantly
I can never remember how to do them so I have it stickied
the stacking doesn't seem to be working right on that item though
oooh wow, just now realizing how actionSave actually works lol
its cause I'm not performing an action so it assumes he staunches his wound
nope it is just broken is all, it doesn't have actionSave set:
Also type may not be working lol, I think somehow it defaults to the weapons damage if no damagetype is set:
Disregard all this I'm a dufus I stopped rolling the right weapon lol
Now I remember that ask I had of tim, it was for this weapon. Theres no special duration for isdamaged Healing
I am right about the type not workign though, the glaive does slashing damage but the overtime effect is doing piercing for some reason
when you change it to damageType=slashing it changes
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
you chose the worst moment to try out foundry, dnd5e, and midi at the same time it seems as dnd5e just released a major patch and modules are going to need a few days to a week to patch it, and you installed that version
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
also you should always backup before system and build patches
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)
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
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
I actually don't know how to install older systems lol neve rhad to but I imagine its somewhere....
hmmm they took it off their page for some reason
this is a great time to get used to core dnd5e without many modules (or any...ideally, hehe)
Geez, foundry gives me a headache 😂😂😂
jumping on midi as a new user is...probably not the best choice
Fwiw, I think this is the url to manually install 2.0.3 dnd5e:
https://raw.githubusercontent.com/foundryvtt/dnd5e/2.0.x/system.json
Yea I guess I learnt that the hard way
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
and if i recall correctly, you rode the struggle bus for a couple weeks as a result
but my players had fun and there wasn't as much of a shock from roll20 to foundry
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
Also everyone keeps calling midi automation but you can totally run midi without automated damage and attacks and rolls
I'd argue monks stuff have more settings than midi does
fwiw, im running a high level group without much automation (no midi) and our rounds rarely take more than 10 minutes
practice with foundry and knowledge of the dnd5e rules are the biggest speedups
Wow really? That’s good to hear actually
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
Its really easy to screw up your data in foundry when first starting out
Is there an ETA for midi getting updated? Is the issue minor or critical?
I think Tim said he would work on it this week-end
yay tim
But he has to update DAE and MidiQOL, maybe times-up, but not sure
It's kind of remarkable how midi is basically core to foundry at this point
For some, I know others would differ on that…
There's never consensus on anything lol
But, I would suggest there isn't a more important third party module on foundry
Maybe the DDB importer for the 5e guys
Keep an eye on the pins here and #package-releases. Devs tend to not say exactly when an update comes out cause everything they do is volunteer work essentially
Dice Tray has entered chat
Not only is dicetray probably more used, its more used across modules systems lol
Come back and I will share some more ZamBoni for MidiQOL users
Find the culprit and Dice tray for most used, but most loved is probably those cute lil otters in Baboni
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).
sounds like you are expecting an initial save on the same turn its applied?
no, just start of target turn
can you clarify what the actual item is you are making if its published so we can sus out stuff
oh, is this an active aura?
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
also saveRemove doesn't need to be defined unless its saveRemove=false
Ping me when a midi user uses the new Optional Bibbity feature
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.
urg, there's too many wrong combinations of settings to get this working with plugins, looks to be impossible
what module are you using, template macro or active auras?
or just a simple midi transfer on templates?
are you trying to do all of this on 2.1.x dnd?
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
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.
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
am I missing template macro?
along with v10 yeah
oh I see.
ack so close.
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
does anyone know a macro to make blade flourish work?
I have one on my GitHub if you're interested in it. https://github.com/chrisk123999/foundry-macros/tree/main/Features/Class Features/Bard/College of Swords
thank you
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)
You on v9?
v10
that'd help, it currently works, but yes it is an improvement
Yea, shims help with that
Could do an item macro to zero out the damage if you really want
But an activation condition is just as good
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
Oh no... it'd doesn't filter correctly.
Other status effects not on the list are counting as true... damn
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
["Incapacitated","Paralyzed","Petrified","Stunned","Unconscious"].some(c=>workflow.targets.first().actor.effects.some(eff=>eff.label.includes(c)))
neat, will test this out when I get back to the office
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 😅
Just gonna point out there was a change to how getRollData works in 2.1.0
Internally, that is
checking docs
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
yeah in the v2.1.0+ testbed it seems fine
If you don't fast forward rolls it works.
I am now trying to find a way for it to work if one happens to fast forward rolls.
thankyou again; added sleeping, and the && grapple to better represent the requirement of Extract Brain
Array.from(workflow.targets)[0].actor.effects.some(i=>i.label === "Grappled") && ["Incapacitated","Paralyzed","Petrified","Stunned","Unconscious","Sleeping"].some(c=>workflow.targets.first().actor.effects.some(eff=>eff.label.includes(c)))
damn mindflayer crits are scary... 😵💫
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.
either have a DAE flag flags.dnd5e.meleeCriticalDamageDice | Add | +1
or go to Attribute on the character sheet, in Special Traits and add numbers to the Melee Critical Damage Dice
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
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
Good luck with that
activation conditions are just JavaScript snippets that need to evaluate to true… so you can do a lot…
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,
}
not what I was looking for, but damn that's nifty... saved and thankyou
I shared my complete macro for unwavering mark if you want…
(target.details.type?.includes("plant") || target.details.race.includes("plant")) || (target.details.type?.custom?.includes("Object") && target.details.type?.subtype?.includes("Wooden"))
just did a search and download. will come in handy later
will test now
The raceOrType will work for both NPCs and PCs.
probably better to use .toLowerCase() just to be safe
changed it a bit
yeah, will test the second version now, first had the bonus damage on everything (triggered on giants, aberrations and undead)
ok the NPC type "plant" is not a custom one
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
(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")))
🤕
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
I just lurk here man.
Now that I think more about it, I have to check if raceOrType parses all the available fields before returning true or false 🤔
Could just use BAB.
Hello there, is there any way to make it so tokens roll attacks with disadvantage when the opponent is unlit?
Or under dim-light
as in in darkness? yes though you may need some modules
Oh nice, which ones could i use if you dont mind sharing?
Token Light Condition (relatively new)
Thanks! will look into it right now
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
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
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
oh, okay, then i'll go with manual advantage/disadvantage in that case
sorry I'm not that far down the rabbit hole (yet)
I'm only Two Torches Deep so far
OK raceOrType will not parse any custom type fields for NPCs as far as I can test
I'm sure kaelad ran into that back when they helped me first set up Hew a year ago
I think the new stealthy module is exactly what you want
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?
something makes that automatic in midi doesn't it?
I know for a fact unseen targets are attacked at disadvantage in my midi setup
Yes, but that's unseen
Anyone know if there has been a fix or workaround for "killAnim=true"
https://gitlab.com/tposney/midi-qol/-/issues/1099
Not yet afaik
Under Rules Tab, in MidiQOL Workflow settings
The player just needs to Target via the Combat Encounter tab (or Mini Tracker module ❤️ ) and everything works 😄
oh, curious on this one, how do you target unseen actors via the Combat Encounter tab?
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?
yes
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
good to know. but it can wait for me. we already had our session. thank you
Question about automation performance, is this driven primarily by the GM client side or are the calculations happening server side?
Workflows are run by the client, damage application is sent off to the GM to apply
So the workflows happen client side either by the GM or Player?
Well, the GM is also their own client
Its primarily the GM client though
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.
So am I right in assuming that these workflows are primarily using CPU cycles rather than GPU?
I can't imagine the GPU is involved in the workflow at all.
Something specific happening you're running into issues with?
I figured as much. I get significant lag related to attack roll automation
That's more likely related to latency
Server latency?
Nothing in a regular attack roll should cause a significant amount of CPU usage
Because like I see the attack roll pop up on the chat card, but the time taken to finalize the results is significant
And it's not waiting for reactions and timing out?
No that's distinctly different
It just appears like it's chugging away doing the workflow resolution
If the computer was bad enough for that to take long I doubt it would even launch Foundry in the first place
I mean it's not a new machine, but it's not that old
Could you try making an attack roll with the minimal amount of modules
Core + midi and it's requirments
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
Only thing that I could think of that would potentially cause a small amount of lag would be a large scene and cover automation.
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
https://gitlab.com/tposney/midi-qol/-/issues/1099#note_1239238229
killAnim=true OT issue seems to have been caused by Automated Animations in the end.
Fix in A-A v4.2.07
Note, 4.2.07 will be released tomorrow. Got a few other items on the agenda
how does one get damage from save spells to apply to a selected target?
A-A is unkillable 💪
How do I get it to work? Are there instructions?
I dragged auto sneak attack 10.0.10 into the character sheet. She does get the effect, but nothing happens. 🙂
https://www.youtube.com/watch?v=niKFEAbNGGc
Does it not roll the sneak attack after the damage roll? (assuming you are eligible)
You never actually roll damage in the video, just tease
what I did twice. Lol bad video. So no it isn't. But I can remake the video 😦
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)
I did, that is just dragging over the one, right. Here, let me show you...
Created with Movavi Screen Recorder
https://www.movavi.com/screen-recorder-personal
Makes sense. Will add to the next release
I think you'll find that midi is both popular and unpopular depending on how people want to run their game. Using forge as a proxy for the installed count (and forge installs overestimate the number of active users) much less than a third of games use midi. I'd suggest that dice so nice is way up the list of important modules (if not top).
Console logs of what happens when you roll for damage?
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.
Good eyes!
That's the cusomised midi roll feature. From recollection if that is active then sneak attack does not trigger - but have not checked for ages.
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.
That is just a situational bonus I but in, in the mean time
@toxic spruce hmm I saw the error msg you sent me.
Can you open the Sneak Attack item's ItemMacro?
And disable ASE module
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
OK no errors then.
Are you in combat?
Is the rapier set as a Finesse weapon in its Details Tab?
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?
And you are attacking a token with different disposition than the attacker, correct?
No it can be renamed, at least that worked for me recently
ok ty.
Do you mean that he is an enemy? Yes - great question though!
I would try only with MidiQOL, libwrapper and socketlib modules active.
ok
Nope did not work. Dang it I was hoping.
I swear it feels like, I just don't have something on. Simple.
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.
It did not work. Made another video in case it is obvious. But my upload is a .... slow.
I might be blind but does Midi not do a changelog anymore?
#package-releases took me straight to it https://gitlab.com/tposney/midi-qol/-/blob/v10/Changelog.md
Oh it looks like master is no longer the latest on gitlab even though that’s the ‘homepage’ for the module
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.
Thanks so much bugbear, you may have just 'saved' my game tomorrow. Serves me right for not checking the change logs and just assuming that as I hadn't updated my system I'd be ok.
Check the rogue class identifier
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
midi in 2.0 dnd5e requires DAE to be at a specific version threshold to enable, otherwise whenever you launch it will auto disable it till you have corrected the dae version.
Thanks, think that must have been the issue. I'll check on Sunday after the game.
Yeah I have commmented on this before, the Master Readme seems to be set so that the v9 users aren't confused with new features I think, if you are on v10, you need to switch the drop down. I think he could probably safely swap it over to the v10 readme now
is it "safe" to update dnd to 2.1.2 ?
tposney updated his modules earlier today, I’m not sure if many folk have tested them yet tho. If you use Tidy5E you’ll need to disable that, it’s causing issues
thanks, I'm using tidy as the main sheet, so i'll wait
I’m waiting too, half of our players prefer tidy
That would not matter any more. The effect has the flag needed and just ItemMacro in the value field, which is automatically translated by MidiQol to the correct ItemUuid
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?
workflow.advantage?
Thank you. I am at a loss.
Made sure on the class
Created a new PC
and renamed the at the source
if the rogue's identifier is rogue it will work with the feature, if it is Rogue it will not
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
I created one, let me grab a starter
it has to be a specific starter hero, the rogue
also if you are on version 2.1.x of dnd5e, all bets are off for functionality of midi
Shit - I am. omg, if that is it, I feel horrible. What a time to just start playing again
Negative on the starter
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
Ok, thank you so much, at least I can get back to game prep
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
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
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?
why are you using an other field?
is the roll damage or a heal?
if so, make a damage/heal formula field and use those
None of the above
k, then you could try typing true in the activation condtiion?
I've tried it and it seems to be working so far. Midi that is, Tiny5E is still borked.
you could also make it be a damage formula that deals [no damage]
possibly [nodamage] I forget
#modules message Not lookin good
Ooh, bummer. I really like that sheet.
I think someone will eventually put in the PR for it
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
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. 🤣
there is a really cool range finder macro that someone made...let me see if I can find it
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)
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.
have you updated since last night when dae released a new version?
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
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?
@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
ok my bad, I did not communicate right, I did NOT insist that you do update to dnd5e 2.1.x, as that will break a bunch of modules, sorry for that. I was trying to sus out what you have, so we can figure out what was the change
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
did you backup before you updated to 2.1.x dnd5e?
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.
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.
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?
in short, dont trust any code ChatGPT gives you. Its not worth it.
#macro-polo is our version of ChatGPT that actually works 😆
MidiQol has its own function just so you know
I got baboni installed anyway so I guess its a wash right, doesn't matter which one I use?
Do you know why tim made the chill touch 2 ae's instead of 1 ae with 2 keys?
Nope just saying cause someone might now have Bab
One is expiring sooner iirc
It's the spell raw
thats totally something I'd miss
Does midi work on the new d&d 5e update atm?
Tim released dae/midi/item collection last night, there could still be issues, some folks think that times up needs an update too
Special durations are behaving strangely in the new builds
Okay thank you, I'll wait a bit longer then
midi would have nothing to do with tidy's status
true. just speaking to modules still janky from 2.1.x
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
Monk's Enhanced Journal(its the journal alternative to Item piles)
oh, rightj.
Where item piles uses character sheets, MEJ uses journals, plus is a major prep tool in addition
Technically it renders its own UI, but yes, I utilize actors
Agreed. It might be a good hint at how to do something, but really, you can just look at other macros for that.
Wasn't there a mod (midi?) that misfired jb2a animations when missing?
Automated Animations does that for me (I do use midi so there must be some synergy)
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
Is it possible to make damage rolls display separately? Something like on screen (Ready Set Roll addon)?
thres no need in midi cause midi auto applies damage in an efficient way or auto sets up damage application for the manual user
that attack would also likely fail to work in midi fwiw, custom flavors are not midi's friend.
What a pity 😦 I really like how clear Redy Set Roll addon displays damage.
Midi gives you the total, you click it to see details 🤷♂️
Yes, but sometimes I roll damage that I dont want to apply.
I think the thing about midi is, that you don't roll damage you don't intend to roll
So in the above screen shot you have to apply damage three times? How does that work with concentration saves?
And we use in campaign custom types of damage so resistance will not work.
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
they don't use midi so Conc management is manual no worry about 3 rolls
unless they are using CN/CUB that is
No midi on screen 🙂
midi handles custom damage types, you just have to add them
Our GM would hate all those extra clicks
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)
Ill look into it than 😄
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
You dont have to calculate it, you have buttons next to the damage to apply damage (Full/Half/quarter/healing)
Or just use AlwaysHP to make quick adjustments after the fact
thats also in core fwiw, and still 3 button clicks
You would need to calculate appropriate concentration save DC, that’s what Moto means
midi adds them together and reads all the damage types and parses immunity, vulnerability, and resistances
Oh yeah that too
and as of like 10.0.18 handles custom damage types
Our table is so lazy with math now, I can’t believe we used to do it with pen and paper
Ill check it
But, where can I setup custom damage types?
I haven't had to actually look at that myself, but I'm pretty sure that they just have to match, so if a monster has resistance to banana damage, and you deal banana damage, it will halve
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
They should be
So now, where can i find CONFIG.DND5E.damageTypes 😄
its a world script, but its also technically a menu in your character sheets
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
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
midi will read the damage types just fine, its just a matter of getting the world scripts going
I'll look into it
they are meant to add a damage type to the character sheets
Yeah. Like the Flanked Condition Immunity here 😄
ermergerd I kinda want that!
My big boy cannot get flanked and my players just wonder why
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
I don't actually bank rolls anymore in dnd, I have a macro for hiding but its on demand and is a contested roll vs its target
Requires monks token bar, advanced macros, midiqol, dfreds CE
to answer your question, i think you put ItemMacro in the "On Use Field"
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
its not the item i was swatting 😆
it was the half dozen modules that came along with it
this is midi, 4 modules is lite in comparison to most stuff here
back to the question, which is using item macro -- is ItemMacro the correct thing to use in On Use?
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.
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
Oh sorry I meant I created a macro, and link it to On-Use-Macro
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
I shared a pretty clean contested roll macro that hides on success
Stealthy does it a bit more fancy 😉
I dunno, badger sold me on not using banked rolls anymore ;p
Banked rolls? 🤔
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
Ah, that makes sense
Why would you do a contested roll for hiding?
they don't, they do a contested roll to see if the creature they are attacking sees them
Is it contesting vs their passive perception?
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
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
Is there a better place to ask DAE questions or can those go here?
true, but then you have to manually edit creatures with advanced senses
this is why I like the contested roll, the advantage/disadvantage is dealt with in the roll
Not if you’re using Adequate Vision
adequate vision can tell when the passive should be + or -5?
Stealthy handles that I believe, haven’t tested yet tho
You can start here 🙂
nah in the examples on its project page it says the DM has to edit the banked rolls
I thought you were talking about blindsight, tremorsense etc, although hide works against those iirc
Experimental option on stealthy
I knew I’d read it somewhere… haven’t had a chance to try it yet tho
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
at most theres 2-3 spells you need to moditfy
Midi has a flag for that iirc
just edit the cantrips
Normally I would but this is for a feature that can be dropped onto NPCs as needed
Easy to do with an one use macro
That's half damage on success
I can't find it if it exists
Don't think so
yeah, this is the potent cantrip feature for sidekicks from Tashas
macro it is, I guess
maybe baboni?
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
You can have a filter on when the extra damage is applied, based on spell level in Babonus
Yeah pretty sure I've even seen a babonus setup for this
literally
Is the latest update fixing all the breakages or just some?
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?
Did anyone every find a good macro for Healing Spirit? One that heals you when you enter it automatically, for instance?
how are you removing the dragon's breath?
oh I go to the spell list and remove it using the "x"
that'll do it! Instead of deleting the granted item, you want to click the "revert" button at the top of the actor's sheet
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)
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?
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
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.
o7
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.
If there is any issues, report them so he can fix them, but he released this one so that people could start reporting with a more functional dae/midi.
@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.
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
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?
switch to Items with Spells
before you switch, turn off all you MIM's if you use tidy
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
Thank you very much! You saved me. This new module works like a charm!
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.
I have one shared here, but it might need some v10 luv.
But it can be done easily with an effect which is deleted on special duration "reached 0Hp".
EM then fires on deletion, with the DFreds API call to apply a condition
Don't remember if EM has an integrated trigger for that too
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... 🤷♂️
do you know what you called it so I can find it lol
I actually have a janky way of pulling this off
Hp 0 boom?
That is totally different to what I suggested above
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
This monitors effect parent's hp and does things when needed .
The enhanced effect only applies if its that specific attack that reduces the targets HP to 0 btw
If the poison damage
Emphasis mine
I am on the train and reception is so and so... So the I am like talking with some delay 😁
yeah I dunno, I think I'm just gonna retreat to an advantage reminder
on all damage messages remind myself about the poison effect
But its not on all damage messages? 🤔 Which creature is this?
the way AR works, is you can just put reminders unrelated to mechanics
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
Yes, but what creature? 🤔
Giant Wasp, but this could also get used for Giant Spider and Drows
they all have poisons that do things to 0 hp people
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?
yeah but I dunno how to write it
Just in a league game, will see what I can throw together after ^^
Hmm just realized, this might not work without automatic damage application 🤔
fwiw, I use that, but also fyi, I have an advantage reminder setup for it, so if this is going to be really difficult to do, you don't have to burn your personal tiem on this, I have a manual way of pulling this off well
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
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
Does late targeting prompt for anyone else on legendary actions?
Mine doesn't want to.
do you have late targetting turned on?
yes
it has two setting locations
you need it on in the DM tab and on outside the workflow button entirely
report the issue to tim for midi
if you can check the console and see if the yellow message is more informative there, that would help
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
I'm not on the same version as you
its working for me
thankyou, that was the answer I was looking for
issue ticket lodged
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.
more context here, cause nothing of what you said matches anything midi likes
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.
The effect is appearing and disappearing properly - what's not changing is the creature's fire resistance.
what version of dnd5e, midiqol, and dae are you on?
version numbers pls
How would that work in an active effect?
the damage happens before the ae is applied
Foundry: 10.291
DnD5e: 2.1.2
Midi: 10.0.25
DAE: 10.0.15
report it as a bug to midiqol, sadly 2.1.2 dnd5e is very new and his versions that work with it were hurried
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. 😄
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
Indeed.
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.
If its an overtime effect then maybe the applyCondition?
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
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
but essentially I also need special durations for is incapacitated, is grappled, is restrained
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?
I think theres an optional rule for is damaged
There is for 1 hit/attack/action, but thats different 🤔 I might have missed something though
thats what I was confusing it with
@gilded yacht I think this line should be an add instead of a delete…
https://gitlab.com/tposney/dae/-/blob/v10/src/module/Systems/DAESystem.ts#L267
is that related to the elemental adept bug just found?
I think it could, but there may be another problem elsewhere
I think it used to remove it on a hit, but now is should be removed after damage is done:
https://gitlab.com/tposney/midi-qol/-/blob/v10/Changelog.md#L412
In my testing right now it seems to do it when you would take damage, as if automatic damage application is on
I think you are right, it check the detail damage for the target token but if you do not auto apply damage this damage is effectively the damage that would have been applied if doing auto damage application….
How do you apply damage to targets?
With damage card?
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
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
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.
cool thx
I would not use that as an overtime effect
I would use that as an EM macro that pulses at the right time
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.
Hi! Anyone around to help me QA my combat automations?
have you searched here? I'm still using a v9 version that automats it, I'm sure someone has made it since
if you have specific asks go ahead and ask but everyone uses midi differently
Honestly, I'm not even sure I set up the base properly.
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
OMG ty
See, that's the thing. I think I know what to expect... but what I expect, and what's happening are two different outcomes.
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
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.
Does anyone remember off hand what it is that removes the spell template after casting? I have been just manually deleting them everytime
Hi!
Is there any way to apply an effect on "1dx" round?
Can you elaborate
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?
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. >.<)
So after 1d4 rounds stuff happens?
No the effect is applied for 1d4 rounds, and is then removed.
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
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.
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
what does the enforce reactions and bonus actions on midiqol do?
It works! Thanks a lot!
I had to change 'turns' by 'rounds', otherwise the effect went directly from 4 'turns' to 1 'turns' (for example), I don't know why, but with 'rounds' it works well I think! Thanks for this! :D
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.
If the creature they are attacking has reactions, there could be a pending reaction prompt, or you could have a save module setup that you don't have installed. If you give us some snippets of what your attack workflow looks likein chat, as well as midis settings for workflow button>workflow tab>saves subsection that could shed light on those two problems easily.
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
I’ll DM the snips so chat doesn’t get flooded.
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
reaction prompts only work when the actor is the target of a spell or attack
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
so midiqol doesnt trigger attacks of opportunity by itself? 🤔
may not be the thread to ask, but do you have any suggestions for modules that can do attacks of opportunity?
is there a non-mind numbing way to convert everything that can give an effect to the active effects version?
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?
nothing like that would work with your roller module
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
I believe D&D beyond importer has a setting to use the MidiSample ones.
hmm let me see
Thats weird cause Mr.Primate is one of us, so to speak, hes got a ton of premades for midi, you must not have a box checked maybe?
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
oh i do have that installed
Dynamic Effects using Active Effects ✅
DAE SRD ❌
(Unless you are on foundry version 8, then by all means dae SRD is great to have)
i had both lol
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
but yes, i now see in d&d beyond importer there's an active effects tab. it's quite obvious lol
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)
Me just realizing that you can do equations in overtime....
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
ok, so that worked, thanks a lot
condition=@attributes.hp.value > @attributes.hp.max / 2 and add in the max thing too
add in the max thing too?
what would the entire thing look lik?
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 <
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
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
no that will disable the whole ae if the hp is above 50%
Found the root of the problem. Imported character from an older version. Remaking them solved all issues with target parameters and stuff
seperate them out if you don't want them shutoff at the hp threshold
thats one big disappointing oof
thats the whole point of overtimes, they do that all the time to the other keys in the ae
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
wait I don't think it will do that, cause you aren't saving
like regen aside that one just psits erorr messages at me
it kills ae's if save is successful and yours isn't saving
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
DR is not resistance. dr is. DR is damage reduction
Which needs an integer
what.
ok. what do I type in to make it resist the physical damage types (bludgeoning, piercing, slashing) that are not flagged as magical.
system.traits.dr.value | add | <pick on>
nope, doesn't specify non magic
already looked at that one
it appears to resist all bludgeoning etc
There is another one that's similar that has non magical physical as an option
I hope so
system.traits.dr.custom | Custom | Non-Magical Physical
yeah that just spits error messages and makes taking turns in combat break
that was the first one I tried
Works for me, but I haven't updated my foundry to the new DND version
I had this originally
What's the error?
I dont know since I just re-added it and its working for some reason?
you can see here I had exactly that
Would need the JavaScript error from console to diagnose it
Are you on the new DND version?
yes I updated everything a few hours ago
including MIDI
I typically try to update daily
That may have accidentally been overlooked
Bad idea, the new version requires a lot of module updates
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
version 2.1.2 eh?
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
I dont quite know what that means but I guess I'l lwait for another update and tell her to just manually regenerate for now
he cant fix problems if people don't post them to his git
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.
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?
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...
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?
SO have the DnD5e issues with midi been ironed out?
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?
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 })
You must use CUSTOM, and the expression must evaluate to true to give advantage, if you want it to always be active, you can put ‘1’ as value, as it will evaluate to true
Thanks, that's what I figured might happen. Can I do something like @checkIfItHasAdvantageAlready || myOtherExpression so that if it already has advantage, it won't get removed (not sure what that checkIfItHasAdvantageAlready expression could be though... it can't just check the same midi flag, since that would just check if that specific flag is set, right?)
If false, it will not remove advantage it will just not give it
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
oh, for the entire flag?
Yes, you only need to put an expression for when you want to give advantage
oh neat! I misunderstood what you initially said then
At a minimum you can likely check the canvas for the spawned token by name and use it's coords
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.
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');
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.
It very well could be! I wrote a custom one for my use case but it's a fundamental part of my macro haha!
Do you have any idea what the new syntax would be that I can try?
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
Thanks will try in the AM!
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
Not quite sure what you're aiming for, but this is where you typically decide when the item macro gets called
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
Yep, that one slipped through my testing. Fix in 10.0.26
Fix in 10.0.26
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;
}
}
Quick Question, can i use MidiQol with DnD 2.0.3?
Yes. In v10.0.26 the issue of dnd5e versioning will be resolved afaik
Just wait a bit for it to hit the #package-releases
Or use a version before 10.0.24
Ah thanks, will wait 🙂
@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?
I don't think that Simbuls was available in v9.
Dnd5e helpers were the predecessor
yeah it was dnd5e helpers in v9, then it died and simbuls picked up most of its stuff
10.0.25 and 26 are basically just dnd5e 2.1.2 fixes, 24 is essentially the same just doesn't work with 2.1.2
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.
Okay, i will get 10.0.14 and install it 👍
I am bored. I need a fun project 😄
14 is in reference to DAE, 24 is midi's
don't install a really old midi, it gets more updates than dae apparently hehe
👍