#MidiQOL

1 messages · Page 54 of 1

wind pecan
#

So 3 apostrophes, or an apostrophe and a quotation? - and good to know about the module. I'm looking for something that will let me sort of homebrew Psionic abilities (I need a way to easily upscale things depending on the amount of charges or Psi points spent)

thorny solar
#

Its the grave button, `

vast bane
#

sometimes people call it the tilde key

wind pecan
#

gotcha tilde (to me) I'll check out the items with spells mod. Probably easier than trying to write out a bunch of code that will subtract resource points and then somehow upscale the damage output

#

should I just deactivate the MIM or actually uninstall it before grabbing the other?

vast bane
#

I would enable items with spells and then copy all of your existing work, then delete the MIM items

wind pecan
#

It's the upscaling and attaching to different items(spells) I was struggling with finding a solution to. as these abilities aren't spells they wont use slots or technically have levels.. but the MIM was letting me do a janky version with counting the charges on the item like the PSi points

#

you saved me a lot of work letting me know the MIM is broken, thanks

vast bane
#

Items with spells is much better as A) it doesn't break, and B) it will reduce the points for you, MIM doesn't do that.

vestal cedar
#

Re: Items With Spells: This is working so much better and more cleanly for me, thank you. Wanted to ask, is there a roadmap for being able to attach other features (eg. Feats, Class Features) to weapons as well as spells?

vast bane
#

Is there anyway that one can have a macro fire when a resource hits a specific amount?

vast bane
#

as for roadmap, I have placed an issue to have the items charges be shown on the spells tab and have not seen a reply or anything to that on the git so /shrug

wind pecan
#

With the Items for Spells, it doesn't seem to allow upscaling. DO you need to create multiple versions of a spell at each level. the upscaling was the whole reason I sought out MIM

vast bane
molten solar
vast bane
#

So Guardian of Faith, Spell that summons a unit that deals damage to things that walk near it. It expires when the damage reaches 60

#

and heres my janky genius idea

#

I'm going to make it hit itself and its target

manic wolf
#

So after the latest update Midi no longer automatically applies damage to targeted tokens, is that a known thing or am i missing something new in the settings?

vast bane
#

the newest is not an answer

manic wolf
#

dnd 2.1.2
dae 10.0.15
midi 10.0.12

vast bane
#

can you confirm the midi version again pls?

#

Midiqol

#

If that is indeed the version you have, back out to tthe server main menu and update Midiqol

manic wolf
vast bane
#

you are on a very old midi, it probably shouldn't have even enabled

#

actually its so old its before that security check was involved lol

manic wolf
#

I am using Forge cloud hosting there hasnt ever been a prompt for an update lol

vast bane
#

its not dealing damage because starting with like 10.0.15, midi started disabling if you weren't on a specific dnd build because of changes made to damage resist/vuln/immune

#

and because you are on dnd5e 2.1.2, the changes are in effect and you are experiencing the whole reason he put that auto disable in

manic wolf
vast bane
#

he just never expected someone to have a version that old I guess or 2.1.2 is too new for the check on the other end

manic wolf
#

this is the newest version availible on forge, so id have to side load it from the github?

vast bane
#

I don't know who or what your hosting service is, but they are running about 3 months behind in versions

#

try Ctrl F5 to clear the cache of that site maybe?

#

do you have forge setup in legacy mode?

manic wolf
#

i dont think so, ive never heard of a legacy mode

vast bane
#

actually, the real question, did he mess up 26 and it says its 12 by accident?

#

this should install 10.0.26

#

copy and paste it into the manual install field whereever that is in forge

manic wolf
#

when i copied and pasted it, it changed from .26 to .12

vast bane
#

You are going to need to wait for one of the other guys who is testing dnd5e 2.1.2 to test and see if this is the case, I'm definitely not taking that plunge

molten solar
#

On Forge, you can select what version to install.

#

It is not unheard of that Forge lists the wrong one as the latest.

vast bane
#

there is no way that the zip in his newest release is not 26

manic wolf
#

theres 10.0.12 .11 .10 and older '

vast bane
#

you gotta have that legacy setting on or something

#

and the manual install didn't work?

manic wolf
#

the manual install still installed 10.0.12

molten solar
#

Did you uninstall the module?

manic wolf
#

yea i did

wispy hound
#

Anyone know how to add a longer reach to melee attacks? Instead of 5ft for it to be 15ft?

manic wolf
#

well loading it from the github a second time seemed to work it gave me 10.0.26

manic wolf
wispy hound
#

to be added here

vast bane
wispy hound
#

I just dont know if any of the attributes actually influence melee attack range

vast bane
#

and it may sound like I'm repeating, but if your first answers were right, your current situation should not be happening 😉

vast bane
manic wolf
wispy hound
#

yea they are a monk so it doesnt matter really in this case

#

xD

#

I guess I can remove the range on the unarmed strikes and hand of harm

vast bane
# manic wolf

I think at this point I'd prefer the versions in manage modules inside the game and the top right section of the settings ingame, not forges fubarred menus

manic wolf
#

DnD 5e 2.1.2
Dae 10.0.15

vast bane
#

ok that makes alot of sense now

manic wolf
vast bane
#

DAE's newest version is 16, but you are on an old foundry build, not sure if that is the cause, and you should really backup before you touch foundry builds

manic wolf
#

ill give it a try build 284 is the forge default so maybe its behind?

vast bane
#

you are indeed in legacy mode

#

change that to newest

#

wait

#

backup before all system and foundry builds

manic wolf
#

theres no newer option availible though\

vast bane
#

don't update your foundry till you have backed up your worlds

#

lol forge is rocking it today lol

#

you cannot install midi till you have gone to forge and asked them wtf is going on:

dark canopy
vast bane
#

midi does not support 284

molten solar
#

That version is 2 years old by now

vast bane
#

I know theres a legacy setting somewhere

#

and I think he has it on

bold rockBOT
#
Hosting Providers

Foundry VTT partners with a number of community organizations, many of which have their own support systems and information networks. Check out their Discord servers below.

Partnered Hosting Provider Discord Links
manic wolf
#

theres an option to override it to v10 stable patch 6 build 291

vast bane
#

click on the forge link here to join their discord and they can walk you through it

#

you need to backup before you update cause I know for a fact I had to hold off for a bit on 291 cause of various bugs

#

your entire module suite is probably version locked

#

I'd go to their discord and ask them why this is happening to you

rotund oyster
#

So that question. If I were to put an effect that were have the creature that were to be effected by it to deal half damage, how would I go about it?

#

I am trying to look at tutorials or notes and I can't find anything

vast bane
#

it would also mod its strength skill checks and saving throws so I feel it would be a more accurate weakened status

rotund oyster
#

I can think about that in the future because that does seem like an interesting idea

#

Because the idea I have so far is the Creature hits the target and if the target fails the saving throw

#

The creature deals half damage and teh creature has disavantage on saving throws

vast bane
#

there is a key for strength mod, there isn't one for damage output halved

rotund oyster
#

Maybe I need to change the status effect name and make the one you say weakened instead

#

Because I do like that idea

#

But that would be for future builds

vast bane
#

always thought the ray of enfeeblement was weak in dnd5e

rotund oyster
#

Yes, it is

#

The game doesn't have really cool spells

#

I think its because they are afraid of the swing factor

vast bane
#

in a game where a paladin can cast a smite with their bonus action, cast smite on attack, and deal crit damage for 100 in a single swipe, there is no such thing as op spells and features anymore

rotund oyster
#

Aren't they going to fix that in the "New" version?

vast bane
#

I doubt anyones going to touch Onednd

rotund oyster
#

I won't

#

After this Campaign I will more likely move to Pathfinder or make my own system that works with most DnD Mechanics

#

I just worry if MidiQQL wouldn't be able to work a ruleset I would make

#

Because I really do like this mod, It really helps the background stuff

#

But I don't know because I been hearing some mods only work with DnD5e and I am not sure if MidiQOL is one of them

dark canopy
#

midi is highly dependent on the dnd5e system

vast bane
#

fwiw, it also works with sw5e

dark canopy
#

not to say you couldnt create a mod for dnd5e that alters the needed rules while staying compatible with midi

vast bane
#

pretty sure sw5e is just dnd5e with lasers

dark canopy
#

sw5e is forked from dnd5e

#

and im sure they keep up to date

vast bane
#

I only noticed cause of earlier when helping that forge guy, I read the 26 module.json and saw it had sw5e compatibility

rotund oyster
#

So In theory in the future it may be in a way

#

No promises I know

#

Because I don't know what I would change

#

For example one of the few things I did ilke from 4e was the spell could attack the defense of something like Will

#

So it made the spell caster feel powerful for rolling the spell

#

And the saving throw is only needed for certain things

#

But making something like that may mess up MidiQOL or not work with it

#

Now the status I am also making is to have the creature have disadvantage on saving throws if Weakened

#

Is there a way I can code that?

scarlet gale
#

Have it apply an effect that gives the midi disadvantage flag

rotund oyster
#

So I have the effect now and I typed ion the Attribute Key flags.midi-qol.disadvantage.all

#

That is what you mean?

#

Wait me reading

#

I think its

#

flags.midi-qol.disadvantage.ability.save.all

#

That was it

#

Thanks

#

Now I will need to think if I could redo the effect or find a way for damage

dark canopy
vast bane
#

didn't they make a module for that in midi?

rotund oyster
#

Oh really? That's cool

vast bane
#

isn't that the armor challenge module or whatever

#

doubt its survived the dnd5e 2.1.2 shenanigans atm since it hasn't had an update since midi did its two for it

rotund oyster
#

But it doable

#

So I will put that in the future

#

@vast bane So as of yet, there's no way to do half damage without crazy about of macros?

#

I need to learn how to use discord correctly

rotund oyster
vast bane
#

I don't think its worth it to automate when you can just halve the damage in the damage applier

#

it is only mildly worth it if you auto apply damage in midi

rotund oyster
#

True. I just feel weird with some things being automated and some things aren't

vast bane
#

otherwise just halve on apply

scarlet gale
#

Half damage on outgoing damage?

rotund oyster
#

Yes, Half outgoing damage

scarlet gale
#

Like as an effect from a spell?

vast bane
#

put a buff on a mosnter who uses strength in the attacks to half the ave

#

basically automated ray of enfeeblement

scarlet gale
#

Doable with a one use flag

vast bane
#

its not a spell for the record though, hes making homebrewed status conditions or something

scarlet gale
#

And a macro

rotund oyster
#

Homebrew status

vast bane
#

If you make it I'll yoink it for ray of enfeeblement lol

rotund oyster
#

Its a racial feature I have for someone that gives the Weakened Status Effect

vast bane
#

oh I wonder if midi srd already did it

rotund oyster
#

LOL

vast bane
rotund oyster
#

No worries. I will put that in the future . I do like that ray

#

Make it have bite

scarlet gale
#

Does it actually half the damage?

#

Or is it just an overtime?

rotund oyster
#

The way I am doing it half damage they deal

scarlet gale
#

@vast bane

vast bane
#

I'm not good with finding it in the midi srd file

rotund oyster
#

Oh

#

My bad

#

lol

vast bane
#

it looks like its halving the damage

#

it seems to be modding the attack

#

it doesn't appear to be a warpgate one either

#

yeah, its one of those "args on" and "args off" things

#

MidiMacros.rayOfEnfeeblement(args)

If you go to midi srd's files and find for this entry you should see its macro

#

it needs to be an item macro and the ability needs to apply an ae with the macro.itemmacro key

scarlet gale
#

It does an item update

#

Just found it myself

vast bane
#

yeah, it seems to cleanly unupdate after so it looks dope to me

violet meadow
#

Last time I checked, it was working

vast bane
#

@rotund oyster could totally yoink that macro into his custom feature

vast bane
rotund oyster
#

Oh yes

scarlet gale
#

Just edit the damage formula

#

In the workflow

rotund oyster
#

Now how can I yonk this? Forgive I am really really new to this world

vast bane
#

the save and such is done on the item fyi so if you make a feature do that part on it

#

first you need to find midi srd's v10 fork which is in bugbears profile here when you click on his name

#

and manually install the v10 fork he made for us

violet meadow
#

I need to test what MidiSRD needs from the Advanced Macros, if anything

#

I'll put it in the list

vast bane
#

You will have to peel Advanced macros from my cold dead hands sir

scarlet gale
#

Advanced macros new updates really disappointed me

vast bane
#

Advanced macros lets us break the rules of v10 by defining actor and token muahahahaha

scarlet gale
#

It broke the only thing I used it for

violet meadow
#

chat macros?

scarlet gale
#

Calling another macro to be run by a gm with a return value

vast bane
#

Maybe Zhell can make Macro Macro

scarlet gale
#

After the rework it doesn't appear to give a return anymore

violet meadow
#

Was it doing before? I always had issues with that 🤔

vast bane
#

actually, doesn't no1 just need to paste the bit that enfeeblement has, into his features item macro since he installs midi srd?

#

does ray of enfeeblements macro call castData at all?

scarlet gale
#

I wouldn't use that for their use case

vast bane
#

isn't it the same thing?

scarlet gale
#

They need more than just str based damage halved right?

vast bane
#

they described it initially as "weakened"

#

I assumed strength based only

rotund oyster
#

Wait?

#

what?

#

sorry i am trying to read this and follow

scarlet gale
#

Editing the workflow to half the damage seems far easier imo

#

And doesn't require doing item updates

#

Or a mutation

violet meadow
#

Yeah get the rolled damage, cut it by half, workflow.setDamageRoll(await new Roll('halved damage').evaluate())

vast bane
#

oooh, see thats why I was curious why it wasn't easier to halve, cause the manual damage card allows us to

rotund oyster
#

So I would have to use a macro?

low trench
#

this was it. Thank you.

#

Terribly sorry Chris!

scarlet gale
#

save the top part in a macro somewhere and replace Chris-HalfDamage in the above image with whatever name you save it as.

#

May need to check if there even is a damage roll to account for the rare cases of a damage roll not being done, but otherwise this should be a good start

rotund oyster
#

Oh Let me do the reading

#

So Where do I save the Macro itself?

vast bane
#

@violet meadow I've now checked my own copy and midi srd's maybe its how dfreds/cub is setup for all of us individually but can you check your charm person in midi srd and see if it too is pointing to the wrong condition?

#

Mines defaulting to the first CE

rotund oyster
scarlet gale
#

Anywhere

#

Make it as a hotbar macro

#

Then hide it away in a folder

rotund oyster
#

I think I get it

#

One second

#

I need to do that Movie Hacker scene

#

@scarlet gale Okay. It runs the macro I think Do I still Type soemthing like? Weakened-Damage,postDamageRoll

#

If I named the Macro Weakened-Damage

scarlet gale
#

Yep

#

You'll know it works when the formula shows a /2 at the end in the chat card

rotund oyster
#

Okay. I see it runs the macro but it doesn't seem to be active

scarlet gale
#

Is the effect on an actor?

#

And did they roll damage

rotund oyster
#

It did roll damage

vast bane
#

show us the damage in chat

scarlet gale
#

Make sure the macro is set to a script macro

rotund oyster
#

KK

vast bane
#

if its item macro it can't be chat right?

rotund oyster
#

Silly me

#

I didn't do anything wrong

#

lol

scarlet gale
#

Can't use an item macro here

#

It needs to work on anyone

rotund oyster
#

Its nolonger chat

#

But I am not sure if the Marco did the thing

vast bane
#

show us he attack roll and damage in chat

rotund oyster
#

One moment

vast bane
#

my spidey senses are tingling

rotund oyster
#

I need to hit my Quiena Pig

#

Wait

#

That's weird

vast bane
#

the damage equation should be super obvious, so if hes not seeing it he aint rolling midi

rotund oyster
#

let me screen share

vast bane
#

startmenu+shift+s is snippet tool

rotund oyster
vast bane
#

its working but whoever set it up didn't do floor

scarlet gale
#

It's likely they rolled a 1

#

And got rounded down to 0 after being halved

vast bane
#

hmmm should it be a min 1?

scarlet gale
#

Why would it?

rotund oyster
#

1 Min would be best

#

I think it needs to floor

#

I remember that from my other stuff I did

scarlet gale
#

Clamped technically

#

If you want to go that route

vast bane
#

min(1, YOUR STUFF)

#

oh shit clamp yeah

#

I suck I know

scarlet gale
#

Nah, different in the macro

vast bane
#

you actually want max not min or clamp

#

I worded that wrong

#

I mean it should have been max in my example

scarlet gale
#

Not at PC to give you an updated macro

vast bane
#

math.clamp()?

scarlet gale
#

Math.clamped

#

You need a range too

vast bane
#

can't they do math.max?

scarlet gale
#

I don't think DND raw has a minimum damage

#

No, DND rounds down

vast bane
#

it does on unarmed strikes

scarlet gale
#

Hence the math.floor

vast bane
#

there is tons of precident for min 1, bardics is another

#

aura of protection is a min 1 when the paladin is debuffed o charisma

rotund oyster
#

So it would be easier to have it floor to make 0 damage?

#

If that's easier

#

Nuts to the player effected by the effect

#

lol

vast bane
#

it will never happen

#

you are using an abnormal monster

#

everyone rolls with a damage mod

rotund oyster
#

What do you mean?

vast bane
#

monsters roll a mod into the dice so you will almost always have 2+

#

the dice lowest face is 1, and most monsters attack with their best attack attribute of atleast a +1

#

it will be very rare that a monster attacks with an 11 or 10 attribute

rotund oyster
#

True true true

scarlet gale
#

Sage advice says no minimum damage

#

So a 0 is very possible

vast bane
#

how does floor work with negatives?

rotund oyster
#

Then Is there a way to make it not .5?

vast bane
#

like monsters who attack with a -2 and a 1d4 dice

rotund oyster
#

Because I rememebr I use floor for Profiency stuff

scarlet gale
#

Can't be negative however

#

So raw it's working correctly

#

You'll never really run into this issue unless your players are punching each other with a negative str mod.

scarlet gale
#

Prevents decimals in the damage

#

And DND rounds down

rotund oyster
#

Yes

vast bane
#

he must be missing it cause its not there

scarlet gale
#

Oh it is

vast bane
#

if you look at his damage card it was 0.5

scarlet gale
#

In the macro

#

Oh

#

I missed that part

vast bane
#

I think you are flooring too soon

scarlet gale
#

I'll have to look when I get home

#

Likely just need to update another spot in the workflow

rotund oyster
#

No prob

vast bane
#

yeah I think the floor belongs in the first line

rotund oyster
#

I will put that in the burner because it is way more trickier than I thought

#

But will be worth when We solve this riddle of the Spynx

scarlet gale
#

That won't change it moto

vast bane
#

k, it displays [right] in the card, but not in the workflow

rotund oyster
#

How do I load the Macro into my Compedium?

scarlet gale
#

Yep, I just need to edit the damage data too

vast bane
#

I never thought to store them in a compendium for macros since its already out of reach of the players usually

scarlet gale
#

Not sure if it supports the macro being in a compendium

vast bane
#

I get now why the midi srd one was an item macro and pulled it off

#

its cause everyone has access to the midi srd file

scarlet gale
#

Yea

rotund oyster
#

Then where can I save the Macro in a safe place?

vast bane
#

cause the item macro is just pointing at a few lines of code in another place

scarlet gale
#

Tuck it into a folder

#

That's what I do

rotund oyster
#

Like macro Directory?

vast bane
#

God I don't even put em in folders cause I use search, but honestly 99% of folder/sydstem macros are set and forget

scarlet gale
#

You don't need it on the hotbar

#

Yep

vast bane
#

don't "delete" the hotbar macro

#

drag it off

#

if you drag it to no where and drop it, then it clears the bar but doesn't delete the macro

rotund oyster
#

I got it

#

Now its in its safe place

vast bane
#

oh actually you can right click and remove too lol

scarlet gale
#

Moto you would know this, is there a syntax for rounding in a formula?

vast bane
#

aren't the formulas the same as a macro but without math

#

so it would be round

#

yeah foundrybot doesn't like us

#

only anvil talks to us 😦

dark canopy
scarlet gale
#

Oh easy fix then

chrome gale
#

This seems to work great, but just to point out - you have your difficult terrain backwards (unless you're using a different module for it?). You have it as 0.5, but that does nothing at the moment, you set it to 2 for difficult terrain. (again, unless you use some other module? I'm using enhanced terrain layer and terrain rule)

scarlet gale
#

I probably accidentally left it in the export

chrome gale
scarlet gale
#

Oh cool

chrome gale
#

0.5 does nothing

scarlet gale
#

I'll re-export it then with that fix

chrome gale
#

(I know, it feels backwards, I started by using 0.5 and struggled for ages before I figured out what I was doing wrong)

scarlet gale
#

I stopped using that module

chrome gale
#

Do you use anything for difficult terrain?

scarlet gale
#

Nah, it was breaking pathfinding in drag ruler

chrome gale
#

terrain ruler now works in v10 so drag ruler does everything for you

scarlet gale
#

Only reason I stopped using it

#

Kept getting really weird paths

chrome gale
#

including auto-calculating the distance for difficult terrain

violet meadow
vast bane
#

I think this is an issue in general with dae and dfreds CE

#

if you install dae before dfreds maybe

scarlet gale
vast bane
#

it resets those drop downs to the first option

violet meadow
#

Hmm I’ll check

vast bane
#

I have my dfreds set to replace

#

and if you replace, you knock out the original status markers

#

so thats probably why all these drop downs are reset, the old charmed is just gone

rotund oyster
#

Testing

vast bane
#

I've had to reset like 5 of them now going back through things

#

I dunno whats caused it, theres a few that are fine though

#

I'm not just talking about midi srd either, I'm talking about my own premade stuff

rotund oyster
#

I think it works

#

let me keep hitting my Guinea pig

scarlet gale
#

Maybe use a longsword or something lol

rotund oyster
#

Let me get a club or long sword

#

It works with the Cat Claws

vast bane
#

if you toggle off fast forward you can just put a +20 into the situational to hit modifier

scarlet gale
#

Should work with literally everything

vast bane
#

if you go to roll and hold down the T key it disables FF for that roll

scarlet gale
#

I didn't filter out anything

rancid tide
#

Is there a way to make an item ask for a skill check with a set DC ?

#

Like athletics or acrobatics for a grapple

vast bane
#

and I use monk's token bar

rancid tide
scarlet gale
#

let arcanaCheck = await actor.rollSkill('arc', {});```
vast bane
#

have you seen the MTB skill challenge macro floating around here?

rancid tide
#

No sorry

scarlet gale
#

Something like that

rotund oyster
#

I hit my Guinea pig a for times with different weapons

rancid tide
#

Can I do target.rollSkill ?

rotund oyster
#

It works. I will do a double check. Doordash is calling me to work

#

Grrrrrr

#

Thanks you all so very much

vast bane
scarlet gale
#

Yea, there are better ways

vast bane
#

This is bugbears shove/shieldmaster macro. I think it requires dfreds CE, advanced macros, and warpgate

rancid tide
scarlet gale
#

Replace actor with the target actor object

vast bane
scarlet gale
#

Pretty sure there isn't anything stopping you

rancid tide
#

Okay I'll test it ty very much

vast bane
#

I understand the desire not to expand modules but some of the stuff is standard meta for midi builds

#

a requester module is kinda tandem with midi

rancid tide
#

If a onUse macro is triggerd by the use of the item does args[0] equal "on" ?

scarlet gale
#

An on use macro will always have a bunch of data there

violet meadow
rancid tide
violet meadow
#

effect creation = on
effect deletion = off
Execute macro at turn start or end = each (This one is added from the Duration tab on the DAE effect)

rancid tide
rancid tide
violet meadow
#

Select a token and type in console _token.actor.rollSkill

#

double click on the return

rancid tide
#

Is there a way to fast forward the roll?

rancid tide
violet meadow
#

Fast Forward Ability Rolls

#

else pass it fastForward: true 👍

eg. ```js
await token.actor.rollSkill('arc', {fastForward: true, advantage:true})

rancid tide
#

Ahh okay there's an option for midi then I'm good, I just wanted to leave the choice to users that will use the module

#

Ty a lot!

rancid tide
#

Is there an API for Monk's Token Bar ?

gilded yacht
#

As far as I can tell it should be (I undid the module.json dnd5e version numbers change). I don't have a 2.0.3 world anymore so have not been able to test with 2.0.3 - but if you want to be a guinea pig please go ahead and ping me with any issues.

rancid tide
#

I am in the latest version of 5e myself, but now idk if you were talking to me ahah

scarlet gale
#

I think that's a failed reply

#

Monks does have an api

rancid tide
#

Yeah make sense

rancid tide
#

I searched in github page but nulla

scarlet gale
#

I don't think it's documented well

#

There is a shield bash macro floating around here that uses it

#

Might be able to reference that

rancid tide
#

That would be great ty

#

because I'm looking at how to set a custom dc to requestRoll

#

okay found it! it's not an API but at least the module lets you transform a request into a macro and you can study from that

ivory iris
#

Could someone help me with midi qol?? I am trying to test if non-magical physical attacks with be halved if the monster targeted has the "Non-magical physical" tick on in the resistances. This isn't working. I have "apply immunities + phyisical" checked in the settings so idk what is up

#

I'm willing to hop in a vc or show screenshots if that helps

rancid tide
#

Workflow Settings => Workflow

rancid tide
spice kraken
#

And the details tab of the item you're attacking with?

#

Also the description

ivory iris
#

Ok one sec

rancid tide
ivory iris
#

NPC

rancid tide
#

Mhmm, no clue then, sorry friend

ivory iris
#

Damn it

rancid tide
#

Don't worry there are plenty of people that knows a ton more than me, I sure someone with a answer will respond to you

ivory iris
#

Thanks

scarlet gale
#

Are you on the newest DND version? It might be a bug related to that

ivory iris
#

I am

#

The new 5e

ivory iris
#

Is there any word on if that is the case?

vast bane
ivory iris
#

Lmao I just had to update MIDI and it worked. I'm big dumb

#

@rancid tide I'm really sorry for the trouble!

vast bane
# rancid tide Where do I find it?

when you request a roll from a character, you can click the save button in the bottom left corner of the window to make a macro out of it, so you can fiddle that way to learn some of his stuff, but also you could go over to monks discord and ask him directly, hes actually pretty responsive.

bold rockBOT
#
Community Dev/Creator Discord Servers

Foundry VTT's broader community is home to a number of awesome developers and content creators, many of which have their own communities to offer support for their modules, systems, and Foundry content. Check out their Discord servers below.

vast bane
#

Its Iron Monk's Modules in the list above

vast bane
#

Also if you run the newest midi on a foundry build lower than 285, it will fail as well.

left grail
#

Hi, for anyone familiar can you explain how this damage is being calculated? (ignore the wounds box)

#

not sure what the first 4 in 4(4) refers to. Its my understanding the formula is:
PCHealth - 4?(total damage done) = newPCHealth
but even so... I was expecting to see 9 for total damage done. The actor that got attacked does not have any resistances

scarlet gale
#

Might be accidently counting it as half damage on save.

left grail
#

so possibly bug?

sly quiver
#

I was wondering if someone could help me out with adding Damage types for Midi-qol to recognise. I got linked to this message:

#

And was told about World scripts... But I'll be honest, I need help like im 5 xD

opaque current
#

Just tick full damage on save in the Bite details page.

vast bane
violet meadow
#
console.log("World Scripter: Adding in CONFIG.DND5E")
//Adding another weapon type for created attacks from spells, like Call Lightning
CONFIG.DND5E.weaponTypes["createdItemAttack"] = "Created item attack"

//Add Flanked as dnd5e condition
CONFIG.DND5E.conditionTypes["flanked"]="Flanked" 

//Add a new consumable Type
CONFIG.DND5E.consumableTypes["enchant"]="Enchantments"

//Add a new damageType
CONFIG.DND5E.damageTypes["steve"]="Steve"
//Make the added damageType to show up in immunities/resistances/vulverabilities.
CONFIG.DND5E.damageResistanceTypes["steve"]="Steve"
tender radish
#

Hello, does this flag flags.midi-qol.fail.critical.all still work in 2.12? I am trying to configure an adamantine armor effect to disallow crits.

sly quiver
#

Thank you

real sluice
#

Have tried to version in foundry modules menu, have tried to manually install the v10 version from bugbear. everything fails

coarse mesa
real sluice
#

I just get a critical error when loading foundry

#

deleted old module folder

coarse mesa
#

Worst case you can unzip bugbear’s module directly into the modules folder and restart foundry

real sluice
#

I've done that.

coarse mesa
#

I don’t think that directory name is right 🤔

real sluice
#

ok. renamed folder and it loaded and now appears in list of modules but if i try to enable it i get an error

#

"cannot be enabled due to issues in required dependencies"

#

i really want to like foundry but its so difficult if youre not a coder

#

btw thanks for trying to help

coarse mesa
coarse mesa
real sluice
#

threw up loads of errors but actually worked. thank you so much

#

just out of interest do you know where i can get a working turn undead script?

#

tried more automated spells etc but doesnt seem to work correctly. no saving thros

coarse mesa
#

Hm haven’t actually implemented that yet myself, if searching in here isn’t getting you anywhere, might have to wait for the experts to weigh in

real sluice
ancient otter
#

I have a question and I hope that this is the correct location to ask it; please advise if not. I’m trying to add an effect to trigger after X amount of damage is taken. I don’t know if there is a formula that I can add to the effect to automatically do this, or if I should continue to manually apply the effect on the trigger.

rancid tide
violet meadow
ancient otter
#

Ahh, sorry. It would be B. in this case, after they have taken 13 damage from a single source.

violet meadow
ancient otter
#

Yes, I do.

violet meadow
#

workflow.damageList[0].appliedDamage >= 13

ancient otter
#

Right...I don't know why I was so focused on adding it into the Effect part and not the Activation part...thank you!

violet meadow
#

This will apply an effect when you attack with a single item though

#

So lets say you use a Longsword. If that weapon deals more than 13 points of damage, the effect that's on it, will be transferred to the target

#

It this what you want to do?

#

The activation condition will be just for that Weapon

ancient otter
#

Right. It's a weapon that I gave a player with the intent that its effect doesn't activate until they receive 13 damage from any single source.

violet meadow
#

The player has an Item on them with an Effect that is disabled.

You need to enable that Effect when the player is damaged for more than 13 points from a single hit.

ancient otter
#

I currently just manually enable it since it hasn't done what I want on its own (probably would be better to assign to a macro, but I'm not particularly great at writing them), but keep making a note to work on it each time it comes up.

violet meadow
#

Do you have a complete description of the item and its effect so that I can brainstorm in due time ? 🤣

vast bane
#

The way I automated Guardian of Faith ending was I had Guardian of faith hit itself for the same amount and gave it 60hp.

ancient otter
#

Haha yeah, it's a maul that becomes a +1 maul after 13 damage is taken (I wrote it as from a single source since I thought it would be easier to transcribe into a formula, but it could be 13 damage in general if easier to write).

violet meadow
ancient otter
#

I don't yet. I always get timid on updating. Although it seems like v10 is in a good spot to look at updating. Does Babonus automate actions?

violet meadow
ancient otter
#

I'll go check it out.

violet meadow
#

It is v10 only 😦

ancient otter
#

Yeah, I'm making a clone of my world with v10 so I can take a look.

violet meadow
#

oh let me make it then 😄

wild oyster
#

I'm trying to create a Steady Aim "spell" for my rogue, what do I have to do to get it to grant him advantage on his next attack? Is "flags.midi-qol.grants.advantage.attack.all" not the right attribute?

violet meadow
#

flags.midi-qol.advantage.attack.all | Custom | 1 is the one you're looking for.

wild oyster
#

thank you!

#

Is there a general guide out there for understanding all the different attributes or do most people just trial and error their way trhough?

hybrid herald
#

Has anyone had problems with attacks and damage not rolling at all with midi enabled? I've tried setting everything back to defaults and still nothing. I've already gone through and gotten rid of all incompatible mods. This is only happening when In combat

violet meadow
violet meadow
hybrid herald
#

Midi: 10.0.26 ; DAE: 10.0.15 ; DND5e: 2.1.2

#

Though I'm having this weird thing where Dynamic Active Effects 10.0.16 says its installed but it is not showing up in "Add-on Modules" in setup

violet meadow
#

@gilded yacht DAE is not installing 10.0.16

hybrid herald
#

Oh, so do I just need to manually install it?

violet meadow
#

Never the less, check console for errors when you roll an attack. Anything?

violet meadow
#

Ah wait. There is not a .16 on the repo 🤔
Now I am confused

#

Yeah it doesn't seem to have been a commit since .15

hybrid herald
violet meadow
#

Default Levels dropdown

hybrid herald
#

Nothing new comes up when i try to roll

violet meadow
#

Do you have a target selected?

hybrid herald
#

It's not letting me anymore

#

I'm not sure what happened. It was working fine yesterday

violet meadow
violet meadow
vast bane
#

I'd clear the v9 modules out and have them try, thats alot of compatibility warnings, for all we know they got tons of v9 branches going on.

#

also wasn't there a v9 target module that died that could prevent targetting, like simple target or something

wheat marten
#

Is there a way to have the damage card show up for the player?

violet meadow
#

But it will not be the GM one

wheat marten
#

this is what I have currently, and this is what the player gets

#

Ah, I assume they can't get the auto application button then? Have a player who has a tendency to manage to set his hp to zero, so the button could be useful for him xD

vast bane
wheat marten
#

That's just for the auto application though?

vast bane
#

ok, the issue is that the player gets it not you

#

you have to have both logged in to see the different card

wheat marten
#

I am, the second picture is from being logged in as the player

vast bane
#

did you save the settings before you exited them, and do you require targets

#

cause I do not see check hits in this situation

wheat marten
#

I am currently not requiring targets to be selected, is that needed for this particular circumstance?

vast bane
#

yes, how does it know who to damage?

violet meadow
#

Untick the last box

vast bane
#

that box hides the info damage card not the damage damage card:

wheat marten
#

Ahhhh

wheat marten
vast bane
#

I have auto apply damage so I don't see the damage card on the players side since it auto applies

#

also I think you got the auto apply backwards

#

which might be contributing I dunno, I always have it on for both

#

I think the setting requires check hits and require targets

wheat marten
#

Seems to be working now at least ^_^ Thanks for the help 🙂

vast bane
#

reason why the checkbox doesn't matter for their case is cause they know what their damage resistances are, that card checkbox is for when they deal damage to others which they have no control over for a damage applier card

#

the owner gets the "damage applier"

hybrid herald
#

Okay, Extracted the files and replaced the ones in the destination. That didn't do the trick yet so I'm going to try to clear out the v9 mods. I also did not have late Targeting activated (though I had tried it before and it worked great)

vast bane
hybrid herald
#

I've already tried them. It said socketlib was the problem

vast bane
#

but that tells us it was a module

#

you should always pre enable the pure dependencies or they become the cuprit every time

#

but for now we're just testing if midi is working so enable the four, try it

vast bane
# hybrid herald I've already tried them. It said socketlib was the problem

I know you said you checked modules, but the last time I didn't post this, it wound up being the cause:

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
Multiattack 5e

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

hybrid herald
#

With just those enabled, It isn't working

#

Yep, I got rid of those last night

vast bane
#

Ok can you re-explain the problem exactly?

hybrid herald
#

attack and damage work fine out of combat. But as soon as I start an encounter, the only thing that will roll are roll commands in the chat

vast bane
#

this sounds like you have require targets in combat and aren't targetting

#

workflow tab top targetting section

#

when you first installed 2.1.x, did you against our advice, install 2.0.3 over it temporarily and have now re-updated?

hybrid herald
#

Okay, I enabled Late targeting in the workflow and that didn't help, but enabling it in the workflow and in the main game settings is allowing things to work again!
Are you referring to DnD5e? I have only been using foundry for a bit and only installed the most recent version of DnD5e system

vast bane
#

ok just to be clear, you could turn off require targets as well, because late targetting is a clientside setting, you'd have to walk each player through setting it up

#

if you want full automation you kinda need to have require targets fully on imo though so theres that, I just have an aversion to late targetting because for some reason my late targetting window appears in a weird location where I can't see it

#

I kinda wish there was a popup warning require targets was on just so that this issue would be more transparent to users personally 🤷

hybrid herald
#

Oh, okay, I see what you're talking about in terms of turning off requiring targeting. Yeah, that would be nice. I'm still not sure why it wouldn't let me select any targets without late targeting being on but 🤷

vast bane
#

theres two late targetting settings

#

theres the one that the DM sets that allows for it to be used globally, and then every client gets a setting outside the workflow button individually, also, for alll we know, you got a v9 dead target module that is breaking targetting for you

#

theres like I dunno 3 of em

#

easy target, simple target...

#

you should clean out your v9 modules by confirming they only have a v9 version, if thats the case, if its not a pure content module, you need to throw it away, and ask for alternative modules in v10, you can't trust the update button cause you carried over v9 branches in your v10 update process, they all think they are newest because its the last v9 branch version

#

you must google each module individually and get their foundry page that says if they are v10 and find their v10 module link.

hybrid herald
#

Oh, I see. So what would be the best way to go about that without f****** up the game? Find each module online and extract their module info into the mods folder and overwrite everything there?

dark canopy
#

are we just trying to get installed mods cleaned/updated for v10?

#

if you dont have a ton of mods, a very straightforward way would be to back up your module folder, delete it, then install modules from from the setup screen

#

that will ensure the latest compatible version

hybrid herald
#

... I have 162

#

😅

hybrid herald
#

Lol I have no problems with doing things slowly or monotonous things, I just don't wanna f**k stuff up as I fix things

inner ether
#

Did the latest package updates for Midi-Qol make it compatible with the new 5e ruleset update that broke everything?

dark canopy
vast bane
#

imo the best v10 update doesn't carry over the module folder

#

But if you have any patreon modules you want to carry those over if you aren't paying for them currently

hybrid herald
#

I'm a little lost on what you mean

vast bane
#

(judging from module count you probably have v8 and v7 modules too, yeet those also

hybrid herald
#

Sounds good

left grail
vast bane
#

midi automatically assumes its meant to be half damage save

#

if you add the correct CE/condition to the item then it will apply the condition and possibly fix the half damage thing, but also you can check the box at the bottom of the item for "full damage save"

#

All of the things I list in that copy/paste are modules

hybrid herald
vast bane
# hybrid herald Is it best to uninstall V9 mods from the config/setup menu or delete them in the...

I don't know what you are doing for a process.

When I updated to v10, I installed a fresh v10 and carried over all my data except the module folder. So in your case it'd be like deleting the module folder, or more specifically the contents of it, make sure you back it up first just move it to another folder. Then use its contents in windows explorer as a list to go down installing them, and if any install with a compatibility warning of 9 or older, yeet them.

#

the exceptiosn to the yeet rule would be modules that are pure content like jb2a, and map modules, as well as I personally have tested touchvtt and mobile improvements, they still work, but 99.9% of v9 or older modules are gonna be dead in v10 and cause you headaches

hybrid herald
#

Okay. It's just the modules for me because I initially installed it at V10

left grail
vast bane
#

Trying to do a sequencer macro and got help from macro polo but the error is midi so hopefully someone here can help?

const [spawn] = await warpgate.spawn("Dancing light - Yellow", {}, {}, duplicates: 4);
new Sequence().effect().file("jb2a.misty_step.01.blue").atLocation(spawn).play()
#

says I'm missing a )

violet meadow
dark canopy
#

last arg of spawn

violet meadow
#
const [spawn] = await warpgate.spawn("Dancing light - Yellow", {}, {}, {duplicates: 4});
vast bane
#

doh

#

in my defense, the name doesn't have those

dark canopy
vast bane
#

I just got distracted shouold have read further

#

should submit this macro in place of the original eh?

gaunt nebula
#

Is there a way to model "taunt" type effects? (Impose disadvantage if target attacks anyone but a specific token, like Compelled Duel)

violet meadow
#

but knee deep in code now 😄

vast bane
#

oh actually I dunno why I doubted the original

dark canopy
vast bane
#

the original does it right

#

this new macro doesn't do it right, there is only one crosshair

dark canopy
#

hmm? that's what should happen

vast bane
#

they spawn around where I place it, whereas the original has 4 crosshairs

dark canopy
#

right, look at the difference in how you are calling it

vast bane
#

I think I'll stick with this version just cause theres that technical rule where they can't stray from each other

dark canopy
#

they have to be within 20 feet of either you or each other, i forget which

vast bane
#

yeah, gonna keep it as a singular crosshair

hybrid herald
violet meadow
#

Not to my knowledge. I use it

vast bane
#

If DF didn't update that to v10, its a good bet its useless now or he saw so little traffic on it

#

DF definitely updated all his useable modules

vast bane
hybrid herald
#

So I have this, and it seems updated to the most current version. Do you have any idea as to why it might still have the warning?

vast bane
#

my instructios were to worry about only 9 and lower

violet meadow
#

cause you are on 10.291 and its been verified for 10.288 version only (probably safe to use)

vast bane
#

the reason why the 10's dont matter is cause the v9 to v10 update messed with stuff

#

as long as its over that hurdle you gucci

#

although midi has a minimum of 285 fyi folks

hybrid herald
#

ohhh, so only likely need to get rid of it if it has a warning of 9 or earlier?

vast bane
#

Does not enable on 10.284 or earlier

#

before you yeet them, ask about them in module discussion, theres a bunch with forks or new names

#

also you might have realy old ones that don't show in the menu

#

they will likely be console yellow warnings in your server menu when you finally finish your current process

#

they will show themselves like this probably:

#

though this one actually shows in my menu

#

Hey, the backup applier buttons are missing hptemp

#

we should probably report that

#

but I gotta go snowblow a driveway for an hour so...ttyl

dark canopy
#

@fluid cradle 👋 this would be the go-to spot for midi macro help 🙂

fluid cradle
#

Has anyone had any similar problems with this?

dark canopy
#

(go ahead and post the script here, there are a ton of midi execute as GM that is likely causing all the confusion)

fluid cradle
vast bane
#

bet you infusions would be a great use case for macro.createitem

#

I think you should just use an active effect with the createitem key that way you don't have to fiddle with execute as GM

#

make sure you safely store the items that you put in the createitem key somewhere where they won't get deleted, I personally made a special compendium just for them all

#

if you wanna stick with the execute as gm macro, you have to do thaat funky trick where you send the gm the args

#

I thought that was no longer a thing in v10 though, are you on v9?

#

I think to transfer args to the GM you do something like this:

if (args[0].workflow) delete args[0].workflow; //for newer versions of MidiQOL that deletion is needed.

game.macros.getName("TauntAthletics").execute(args[0]);

put your original macro as a system macro thats called by this in the spot where I have TauntAthletics

fluid cradle
#

and I dont exactly understand how/where to fix it, I already removed line 25

#

so it shouldnt run as GM

molten solar
vast bane
fluid cradle
#

Also everyone has "unarmed strike" which is always considered a "simpleM" and length from weapons is always more than 0

vast bane
molten solar
scarlet gale
#

Only need to delete the workflow part if your trying to use advanced macros run as gm. This script doesn't appear to need that

scarlet gale
ivory iris
#

I know how to automate Sneak Attack for a PC but how does one do that for an NPC or Creature??

#

Like the Assassin stat block

vast bane
#

I do it with advantage reminder cause I don't fast forward, but someone here has dissected the midi sample item to make it work with CR instead of rogue levels I'm sure

ivory iris
#

Do you know how or who that was?

vast bane
#

just replace the rogue entry with @details.cr probably

#

and yeet the rogue check message

#

theres probably a @details.rogue.level entry that should be changed to the cr entry, and the one that is like a check for if the character has rogue levels, just yeet its whole function

ivory iris
#

where do I need to change this

vast bane
#

in the macro thats on your automated rogue sneak attack feature?

ivory iris
#

ok

vast bane
#

I'd say share it here but I think sneak attack is really long

ivory iris
#

would you mind jumping in a vc? I'm really bad with code

vast bane
#

I'll dig it out when I get down to the pc again.

#

if nobody edits your macro for you in 10 mins I'll do it

ivory iris
#

Ok

#

I appreciate it

#

In the MIDI sample items I see both sneak attack items but in them I don't see anywhere to actually change the macro

vast bane
#

open the text file, and copy and paste the code into the item macro of the sneak attack feature on the actor. Make sure you trim the discord stuff at the top and bottom

ivory iris
#

I appreciate that! I'll try after my homework

#

Wait wdym Item Macro? I dont have that

vast bane
#

normally you can get by without that module

#

but because you need to paste into it, you need to install it, and because you are a midi user you need to neuter it before you do anything else once its active

#

you need to install then go to settings for it and turn OFF character sheet hooks, midi just uses it as a storage device.

ivory iris
#

Geez. Ok

#

Thank you!

pearl crescent
#

This their a Code for a MidiWorkFlow or general workflow that Checks when an Item with a Charges if the Consume available resource button was checked or unchecked when the ability was used?

#

Like I assume It would be like Checking if an Attack roll is Crit something like"args[0].isCritical) damageRoll = MidiQOL.doCritModify(damageRoll)" but to see if the player consumed an available recourse

vast bane
#

There has to be because His module Item Delete check will tell you when they are used. I think.

hot flower
#

does anyone know of a good Lightning Arrow macro? or something that can be adapted? Spell description here:


Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.```
#

seems like it's a lot like Hunter's Mark, but also does AOE damage to be computed.

#

like Bursting Arrow

pearl crescent
#

Anyone Know what you have to Put into the "Activation Condition" that checks if the their atleast One use left in the Itemcard Would "@item.uses.value".includes("1") work?

sudden crane
crude aspen
#

Does Activation condition ever get used by midiqol (outside of whether or not to roll other damage)?

vast bane
#

when in doubt, look at his samples as well as midi srd

#

I don't really know what the purpose of your activation is, if the item has no charges it won't work if its on empty anyway

#

are you trying to automate wands breaking?

#

I would automate wands breaking by using an effect macro or soomething on the item that deletes it during a rest if the 1 is rolled

crude aspen
vast bane
kind cape
#

It is a good question though, what is your end goal?

vast bane
#

I usually plagerize the sample items or pester chris/fotoply/bugbear for one hehe

crude aspen
#

Currently blundering my way through automating as much of the Monk's Deflect Missiles feature as possible

vast bane
#

dude its in the sample items already!

crude aspen
#

It is, but not exactly as I want it

vast bane
#

oooh ok

#

yeah if I recall its also made wrong

#

it expends a ki point everytime it deflects, its only suppose to do that when you throw it back

crude aspen
#

Exactly

#

It also lets you see the damage before deciding

#

So right now I have it split into two parts

#

One set to reaction that gives you some temporary rwak dr

vast bane
#

yeah, I don't have a monk but I remember helping someone with the v9 and realizing how wrong it was setup

#

its fire back also makes a strange broken item if the shot item is poorly made

crude aspen
#

Another set to reaction damage that lets you spend a ki point and some modified code from the example

crude aspen
vast bane
#

oh thats a good idea

#

I reported the v9 breakage and I think he fixed it

#

it was cause the archer didn't have ammunition, alot of monsters I made didn't have arrows or bolts that were functional

#

pretty sure you don't have to clone the item at all, isn't the return damage the martial arts die?

crude aspen
#

Because I don't want to give the option to throw the missile back if they never tried to deflect it lol

crude aspen
#

i.e. if you're deflecting a javelin at low monk level it'd be worth it to use the d6

crude aspen
#

Huh, might be slightly janky but an activation condition of "effects.find(ef=>ef.label === "Deflect Missiles")" seems to do the job

vast bane
#

oh thats a good play though, thats not janky, thats smart. Trust me, I know janky.

crude aspen
#

I guess a slight correction is that it still lets you use the feature, it just doesn't run the macro

gilded yacht
gilded yacht
violet meadow
vast bane
#

2 users were rocking 284 and it took us a while to figure out they needed to update foundry

violet meadow
vast bane
#

what threw me off is how normally that sort of incompatibility doesn't disable the module

#

so I automatically assumed it was a dnd5e/midi/dae version problem, never bothered to check foundry

violet meadow
#

Could be dnd5e too. What were the versions?

#

eg Breaking 10.0.12 requires dnd5e 2.0.3 or later and won't activate without it.

vast bane
#

I forget the users stuff now it was yesterday shortly after tim dropped 26

#

it was the guy with the legacy forge build

chrome gale
#

is there a way for a spell to deal an AoE damage radius (centred on the caster) while applying an effect only to the caster?

violet meadow
#

Check that in the Details page of the DAE effect

gilded yacht
#

It should work with 2.0.3, in that the module.json will let the module load. For the changes that I had to make to get midi to work with 2.1.2 I tried to make them all backwards compatible, but I don't have a 2.0.3 world to test in anymore, so it's possible that the changes will cause a problem.

#

You can probably do this with an overtime effect with a removeCondition which is set by taking the appropriate action.

mortal trellis
crude aspen
#

Current way I've shifted to trying is setting the second part to reactionmanual and having the first part set it to reactiondamage, but it's becoming more and more clear I don't quite understand how to update items in foundry

#

At least through js macros

vast bane
#

is there a reason why you don't want it always reaction damaged?

#

you could use macro.createitem to have the first reaction apply an active effect to the monk, that gives him the other reaction

crude aspen
#

Only want it to pop up if the monk has tried catching something

vast bane
#

to finish that key, you need to drag the second reaction item to the effect value, it will put code into the value field, however, you should store that createitem item, somewhere safe where it won't get deleted, like a compendium of created items

crude aspen
vast bane
#

make sure when you drag it, that its in its final home, aka already in the storage compendium

#

cause I think the UUID changes when it goes into a compendium

crude aspen
#

Ah yeah I see

vast bane
#

yeah I think its literally the exact same thing as right clicking that thing on the taskbar

#

errrr...whatever the top bar is on the windows

crude aspen
#

Is there any way to then point its resource consumption at the ki feature?

#

If it's temporarily created like that

vast bane
#

in the effect macro you could do that

#

it would be an update on the item...

#

or, you could put an item macro on the createitem item to expend a resource called ki or something

#

if you have EM, it'd probably be better

#

but yeah, Itemmacro could do it too

#

when the reactions rolled, it finds an item called X, and expends 1 resouce

#

I don't think it would touch midi syntax, so if you don't know what to put in it, you could probably get assistance from macro polo

#

I have an item that fills the charges of a different item if you want it for an example

crude aspen
#

Thanks, I'll probably take a break from it for a bit and give it another crack in the morning

vast bane
#
const otherItem = actor.items.getName("(Snack Buff)Sylvan Granola bar");
const {value, max} = otherItem.getRollData().item.uses;
console.log(value, max)
const {total} = await item.rollFormula();
console.log(total)
const toAdd = Math.ceil(total/5);
console.log(toAdd)
await otherItem.update({"data.uses": {value: value + toAdd}});

this takes the roll of the item, and updates another named item with the charges it rolled

#

could just use the first and last lines and update it with value-1

#

this is an itemmacro not an effect macro fyi

crude aspen
#

True, just a slight bummer it won't have the autocheck from midi on whether there are enough resources left

vast bane
#

you could put a return in the macro

#

if value <1 return;

#

hmmm

#

I got another macro that kills a roll...

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

So you could replace the check for my item with the charges left on ki. Make sure you have the item macro set to go pre item roll

crude aspen
vast bane
#

@violet meadow This midi srd item has no leading modifier and is using an ADD drop down, I think this could be a problem?

#

its a midisrd feature

crude aspen
#

Or only if I were doing it in the item details

vast bane
#

I think in the drop downs theres a thing for all steps

crude aspen
#

Yeah I've just been using after AE

vast bane
#

but also, one of the smart guys is gonna see this message and chime in with a better answer lol

#

actually I am right cause heres what the item macro is set to that I pulled that from:

#

its set to all because theres a pre item roll and the rest has to happen after active effects

#

if (args[0].macroPass === "postActiveEffects") { this is for the rest of the macro, obviously the other end of that bracket is at the end of the macro but its really long and I didn't wanna share it

crude aspen
#

I see, so your flow is preroll -> check to see if there's Ki (kill it if not), postAE -> do the throw attack and damage stuff

#

I was just going to do postAE -> check Ki then do attack and damage stuff

vast bane
#

if you do it pre roll, then you can kill the rest of the behavior I believe

#

the main reason why this is pre item roll is cause its a spell, and I wanted to avoid the resource consumption window popping

#

so if thats not an issue you could probably do it all after effect? but....you can't cause the damage workflow happens earlier

#

no I'm bein dumb

#

your macros not doing the damage, the item roll is

#

your macros just expending the ki point

crude aspen
#

No I have my macro doing the damage, you're right on that

vast bane
#

yeah, I think you have to do more macroPass then

#

I'd ping someone like bugbear or Chris or fotoply on this one or wait for them to be active in channel and ask em

#

Chris is kinda impossible to ping here theres like 10 chris's

crude aspen
#

Honestly I think with what you're suggesting it might work on just one item

#

Instead of the two item thing I have going right now

vast bane
#

if you do get it functional, you should submit here, label it deflect missiles, cause I think we'd all want a funtional version

#

I just pinged bugbear about his module so he'll probably see what we're talkin about eventually

violet meadow
vast bane
#

they are trying to tackle deflect missiles cause the sample item is very wonky

violet meadow
#

OK what's up with that? I cannot go through the messages now

crude aspen
#

Fundamental issue is it's a two-parter, reaction on hit to reduce damage and reaction on damage if you reduced it to zero

#

Currently trying it with split items but could conceivably do it in one

violet meadow
#

Wait, does the Deflect Missiles from the MidiQOL sample Item compendium not work properly?

viscid echo
#

How do you mark a new session for midi QOL roll statistics?

vast bane
crude aspen
scarlet gale
#

I've found having the catch separate from the throw back is easier

#

If the player wants to throw it back and spend a ki point you just have another item

violet meadow
chrome gale
crude aspen
#

Got it working I think

#

Yeah it's working in broad terms, now just have to clean it up a bit formatting wise

rotund oyster
#

Not sure if this is something that MidiQOL does, but I have to Ask. I was using test players to see how things work. We were having a good time, but notice the Convenient effects weren't showing up in the chat log for the players. Is there a way to adjust that?

crude aspen
#

Were you seeing them as GM?

rotund oyster
#

Yes. I was

#

Wait i think I figured it out

crude aspen
#

And you've checked the CE settings?

rotund oyster
#

Let me double check so I don't like

#

I think it was that and not MidiQOL

#

I am double checking

#

Yes it was that

#

Was easier than thought to fix

#

lol

vast bane
#

dfreds ce messages are controlled by dfreds ce settings

#

fyi they spoil monster names, which is why I keep it on GM and reveal the player ones

violet meadow
#

Delete the DAE from the original deflection

#

hmm still its reaction damaged arggh

#

let me check something

coarse mesa
#

In case you missed it Moto, we’re about to get full rich text descriptions for AEs in v11

#

They’re copying Zhell

vast bane
#

but vae has the editor window so staying with that

coarse mesa
#

I’m talking a full journal style editor yeah

#

In core AEs

#

v11 stable in a couple months, the pace here is relentless lol

#

I’m only a few sessions into v10 😅

chrome gale
coarse mesa
chrome gale
#

oh ok well thats a relief haha

crude aspen
#

I assume testing on a random warlock actor lol

rancid tide
#

Is there a way to make a "spellbook" like feature where I can put X items and reference it anytime I want

#

I'm making an Alchimist class that has a formulae book for Alchemical Items, which the class can reference for crafting purposes

#

And for now it's a "simple" item that when used spawns a dialogue window that let's you choose X items from the game.items section that respect the requirements to learn and craft afterwards

rancid tide
chrome gale
#

I am using an item macro to create a template. Is there a way to also tie it to concentration?

scarlet gale
#

Set the origin as the item

#

for the effect as well

#

As far as I can tell midi just checks by uuid

coarse mesa
scarlet gale
#

nah

#

Just added that in

chrome gale
#
borderColor: "#000000",
    distance: 20,
    fillColor: "#000000",
    user: game.user.id, 
    t: "circle",
    x: token.center.x,
    y: token.center.y,
    texture: "CustomDiscworld/Tokens/Empty%20(Token).png",
    flags: {      "enhanced-terrain-layer": {
        "multiple": 2,
        "elevation": null,
        "depth": null,
        "environment": ""
      },
    },
 } ;

let [template] = await canvas.scene.createEmbeddedDocuments("MeasuredTemplate", [templateData]);
await tokenAttacher.attachElementToToken(template, token, suppresNotification=false);

This is the macro I have so far

#
templateDoc.uuid
scarlet gale
#

oh

chrome gale
#

will this grab the right template id?

scarlet gale
#

let me get the variable for that, I only copied part of the macro

chrome gale
#

thanks

scarlet gale
#
 let changes = await canvas.scene.createEmbeddedDocuments('MeasuredTemplate', [templateData]);
 let templateDoc = changes[0];```
chrome gale
#

Also don't try this macro, it doesn't work, the 'enhanced terrain' flags section breaks it. I haven't figured that part out yet lol

scarlet gale
#

Question, are you just trying to have a spell that gets attached to the center of the token?

chrome gale
#

no

#

a template

scarlet gale
#

that's what I mean

chrome gale
#

then yes

scarlet gale
#

You can just update the position of the midi placed template then attach it

#
let template = canvas.scene.collections.templates.get(args[0].templateId);
if (!template) return;
let tokenObject = args[0].workflow.token;
await template.update(
    {
        'x': tokenObject.center.x,
        'y': tokenObject.center.y
    }
);
await tokenAttacher.attachElementsToToken([template], tokenObject, false);```
chrome gale
#

ahha... interesting

#

do any of the midi options auto-place a template, without needing to place it first?

#

though this solves my 'terrain layer' issue as I have controls for that using the default spell settings

scarlet gale
#

Not sure, I had this on hand for the darkness spell and that's not always attached to the token. I have a dialog ask if they want it to get attached.

chrome gale
#
let template = canvas.scene.collections.templates.get(args[0].templateId);
if (!template) return;
let tokenObject = args[0].workflow.token;
await template.update(
    {
        'x': tokenObject.center.x,
        'y': tokenObject.center.y
    }
);
await tokenAttacher.attachElementsToToken([template], tokenObject, false);

let effectData = {
    'label': 'Difficult Terrain',
    'icon': 'icons/magic/lightning/bolt-forked-large-blue-yellow.webp',
    'changes': [
        {
            'key': 'flags.dae.deleteUuid',
            'mode': 5,
            'priority': 20,
            'value': templateDoc.uuid
        }
    ],
    'duration': {
        'seconds': 60
    },
    'origin', this.item.uuid
};

I'm assuming this is wrong

scarlet gale
#

All that's missing is the line to make the effect on the actor

chrome gale
#

what line is that?

scarlet gale
#

So you have the effect data

#

but you don't do anything with it

chrome gale
#

oh

#

I think I have that

scarlet gale
#
await MidiQOL.socket().executeAsGM('createEffects', {'actorUuid': tokenObject.actor.uuid, 'effects': [effectData]});
chrome gale
#

await actor.createEmbeddedDocuments("ActiveEffect", [effectData]);

scarlet gale
#

or

#
await tokenObject.actor.createEmbeddedDocuments('ActiveEffect', [effectData]);```
#

The first one will work actors the player doesn't own

#

but if it's always on themselves you don't need the execute as GM call

#

(and can use the 2nd one)

chrome gale
#

hmm... errors

scarlet gale
#

screenshot of console?

chrome gale
#
let template = canvas.scene.collections.templates.get(args[0].templateId);
if (!template) return;
let tokenObject = args[0].workflow.token;
await template.update(
    {
        'x': tokenObject.center.x,
        'y': tokenObject.center.y
    }
);
await tokenAttacher.attachElementsToToken([template], tokenObject, false);

let effectData = {
    'label': 'Difficult Terrain',
    'icon': 'icons/magic/lightning/bolt-forked-large-blue-yellow.webp',
    'changes': [
        {
            'key': 'flags.dae.deleteUuid',
            'mode': 5,
            'priority': 20,
            'value': templateDoc.uuid
        }
    ],
    'duration': {
        'seconds': 60
    },
    'origin', this.item.uuid
};

await tokenObject.actor.createEmbeddedDocuments('ActiveEffect', [effectData]);
scarlet gale
#
let templateDoc = canvas.scene.collections.templates.get(this.templateId);
if (!templateDoc) return;
let tokenObject = this.token;
await templateDoc.update(
    {
        'x': tokenObject.center.x,
        'y': tokenObject.center.y
    }
);
await tokenAttacher.attachElementsToToken([templateDoc], tokenObject, false);

let effectData = {
    'label': 'Difficult Terrain',
    'icon': 'icons/magic/lightning/bolt-forked-large-blue-yellow.webp',
    'changes': [
        {
            'key': 'flags.dae.deleteUuid',
            'mode': 5,
            'priority': 20,
            'value': templateDoc.uuid
        }
    ],
    'duration': {
        'seconds': 60
    },
    'origin': this.item.uuid
};
await tokenObject.actor.createEmbeddedDocuments('ActiveEffect', [effectData]);```
#

Try this

chrome gale
#

I'm just shutting off ASE as it throws errors anyway

scarlet gale
#

Cleaned up all the args[0] parts and replaced them with this

#

oh

#

is this v9?

chrome gale
#

no its v10 (hence ASE throwing errors)

scarlet gale
#

Yea, ASE has never worked in v10

chrome gale
#

the parts of ASE I use work in v10