#MidiQOL
1 messages · Page 55 of 1
Also, the origin line was using a , intead of a :
but it makes the console harder to read
the last version you gave me worked, in that it placed the template and attached it
but the effect isn't on the actor
haha
wait
VM673633:5 Uncaught (in promise) ReferenceError: template is not defined
[Detected 1 package: midi-qol]
Yep, just noticed that
[template] should this be templatedoc
Edited the code above again
Actually you don't need the effect part
If midi is making the template
since it should take care of that on it's own
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);
Shouldn't need to manually create the effect as long as you have midi configured to handle template deletion
yeh I just deleted that section, and it does seem to work
now I can hopefully add in my template edits to the templateDoc.update section to change the colour etc?
yea
One thing you can do is make a template and customize it to your liking in Foundry
Then just do a console.log of it's object to get the correct data layout
Once again, well past my bedtime, but thankyou. Another feature successfully working 🙂
I'll leave this question here thought in case someone has an answer - is there a setup of options that will automatically place a radius template centred on the player, without needing to manually place it?
I'd usually just go with "20 feet creature" but that just targets creatures within 20 feet, it doesn't place a template.
Not a huge deal, my player should know where to put the template, just thought i'd ask in case I was missing a trick
Range special, but I don't think it does a template
Yeh I need the template. Never mind 🙂
Could make the template in the macro
Set the initial position that way
A lot more work however
So I found this link up in this chat for the spell Ice Knife as one of my players is planning on using that spell in our 5E campaign (Here is the link: https://github.com/MrPrimate/ddb-importer/blob/main/macros/spells/iceKnife.js) - Yet could someone tell me like I am 5 year old how to make this... Work? I tried creating a macro and applying the text to it as a script but I keep getting a error (Of which I will attach an image) - Would anyone happen to know what I am doing wrong? I am still on V9 of Foundry if that matters
That's a v10 macro for sure
You'll want to go back to the history on that github and get the v9 version of it
And likely tried to run it as a hotbar macro
Can someone tell me why an error like this would generate? I get it at every start of the world
Okay ty
From the same dev
So I went back and found this one (https://github.com/MrPrimate/ddb-importer/commit/7a9f8a5775678423d53513818dea9aa6b1d1069e) which I think is the last version of this Ice Knife macro before V10 was released? (V10 Released in August last year iirc and outside of this version, the next one is dated to September 2022) - But I am still getting an error
Are you putting it as an item macro on the item?
And setting the spell to use said item macro
I kinda got it working - In that it does let me cast it and I get no errors yet it seems to be calculating things wrong. Even if I tell it place a template it just does not do the Dex Save if the "Roll to hit" misses - And it seems to calculate damage wrong, like in this example (I have set the monsters AC down but its dex high) it should only deal the 1d10 for hitting the creature since it saved the dex save, yet the calculation subtracted 7 health from it? When it should only be 6. It's clearly doing half of the "total" damage but that's not right either
check what your original damage is set to
you likely need to remove the dex part
since the macro handles that on it's own
normally the ddb importer sets this all up for you if you use the importer
I do got the DDB importer but maybe I'm just using it wrong? Like I am so technologically inept that there is much that goes over my head, when people hand me a script for a macro and say "Use this" I essentially need a colored picture guide to tell me "How to apply it, where to apply it, and how do I make whatever needs to apply it"
go over to compendiums tab
and hit monster munch
then run the spell muncher
at that point it's just a matter of dragging the spell out of the ddb spell compendium
This I have done this already, and when I dragged the spell out from that folder (Even if I have the script from MrPrimate in the item macro for it) it now just refuses to place a template
Even when I have 2 hostile tokens on top of one and other it does not make more than the one I have targeted make the dex save. Like have I placed the script in the wrong place? Atm I have pasted the script into the "Item Macros" tab on that Ice Knife Spell I have moved over from the DDB spells folder; is that wrong?
I would ask on the DDB importer discord for further support with it. It should just import with a correctly working macro
Is it possible for an overtime active effect's save roll to not remove the effect on a success?
Off the top of my head that is what the removeCondition is for 🤔
excellent, thank you
Hm, I've got flags.midi-qol-OverTime OVERRIDE turn=end,damageRoll=1d10,saveDC=12,saveAbility=con,removeCondition=false,label=Infernal Wound, and it still gets removed on save
Hmm, saving throws might override that now that I think about it further.. been some time since I used it. What's the effect you are going for?
I'd like to apply damage if a save is failed, but it shouldn't remove the active effect on a success is all I'm going for
You will probably need to create two AE, one with the overtime effect and another with one for the condition…
Hmm, easiest might be too trigger a macro from the AE then tbh 🤔 or do what Elwin described
Aight, cheers
There is an attribute saveRemove, maybe if you set it to false?
It’s true by default….
I'd like to make a dynamic effect that grants a +1 bonus to any checks made with Smith's Tools. How can I achieve that?
Using Effect Macro?
Ah. Is there no flag that I can use?
You can add it in the Tool Bonus here
Otherwise an small Actor onUse macro will do that too, checking whether a specific effect is active and adding or not the bonus
can an actor on use detect a type of damage and change the d to a * in the roll?
grave cleric max heal 0 hp folks
change a 3d8 to a 3*8
Healing multiple targets at the same time or 1 target 1 roll?
I'd like to see both honestly cause beacon of hope also causes this
beacon of hope places a buff on allies that makes all heals on them max heal
pretty sure the v9 premade someone made here for circle of mortality still works with shims
but its really weird
Ah I remember that one. Let me check something... and finish what I was writing already 😛
nah that old premade doens't work in v10, no errors either
// Midi-QOL Actor OnUse Macro
// Add this macro to the actor
// Evaluation = All
const version = "0.1.01";
try {
//make sure, we only run on healing items and prevent accidental infinite loops
if (args[0].item.actionType === "heal" && args[0].item.name !== "Circle of Mortality") {
//get current workflow
let workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid);
//after rolls are done, time to single out targets
if (args[0].macroPass === "preDamageApplication") {
//update the targets in the workflow
workflow.hitTargets.forEach(t => {
//first: remove undead/constructs
let invalid = ["undead", "construct"].some(i => (
t.actor.type === "character"
? t.actor.system.details.race
: t.actor.system.details.type.value
).toLowerCase().includes(i));
//target is undead/construct?
if (invalid) {
workflow.hitTargets.delete(t);
}
//second: remove unconscious targets. They will be handled in CoM ItemMacro
//current target still part of set?
if (workflow.hitTargets.has(t) && (
t.actor.data.data?.attributes.hp.value === 0
)) {
workflow.hitTargets.delete(t);
}
});
}
//normal healing is done. If we still have unconscious targets, pass over to Circle of Mortality
if (args[0].macroPass === "postActiveEffects" && (
args[0].targets.find(t => t.actor.system.attributes.hp.value === 0)
)) {
args[0].actor.items.find(i => i.name === "Circle of Mortality")?.roll();
}
}
} catch (err) {
console.error(`${args[0].itemData.name} - CoM - ActorMacro ${version}`, err);
}```
looks v10ified
wow actually its half v10ified
// Midi-QOL Item OnUse Macro
// Add this macro to the Circle of Mortality Item. Make sure it has no rolls
// Evaluation = AfterActiveEffects
const version = "0.1.01";
try {
let msgHistory = Object.values(MidiQOL.Workflow.workflows).filter(i => i.actor.id === _token.actor.id && i.workflowType === "Workflow" && i.defaultDamageType === "healing");
if (msgHistory.length === 0) return ui.notifications.error("You have to cast a healing spell.");
let actor = args[0].actor;
let token = actor.token;
//get dice formula from last healing spell
let damageRoll = await new Roll(msgHistory[msgHistory.length - 1].damageRoll.formula).roll({maximize: true});
await game.dice3d?.showForRoll(damageRoll, game.user, true); //can be removed as CoM always uses max roll. But who doesn't love dice rolls?
let targets = args[0].targets.filter(t => t.actor.data.data.attributes.hp.value === 0);
let damageWorkflow = new MidiQOL.DamageOnlyWorkflow(actor, token, damageRoll.total, "healing", targets
? targets
: [], damageRoll, {flavor: "Circle of Mortality - (Healing)", itemCardId: args[0].itemCardId});
await damageWorkflow;
} catch (err) {
console.error(`${args[0].itemData.name} - CoM - ItemMacro ${version}`, err);
}
This is the circle of mortality's macro
I assume the _token is probably naughty
already yeetd the double datas
I'm having an issue where Archery Fighting Style isn't applying the +2 bonus to ranged attack rolls.
A small script that can be run as an MidiQOL on Use | preItemRoll, to change the roll of a Tool Check adding bonus or changing ability
Hooks.once("dnd5e.preRollToolCheck", (...args) => {
parts = duplicate(args[1].parts)
//parts: (5) ['@mod', '@abilityCheckBonus', '@prof', '@toolBonus', '@checkBonus']
//parts[0] is the @mod used for the Tool Roll, change it by using whatever, eg: "@abilities.str.mod + @abilities.con.value - 15"
//parts[1] is the abilityCheckBonus, which you set in the settings menu from the small cog on the side of the actual Ability score on the character sheet
//parts[2] is the proficiency modifier.
//parts[3] is the Tool Bonus from the Tool settings
//parts[4] is the Global Ability Check Bonus
//parts[0] and parts[1] will always be shown on the resulted card even when they are "0", which is annoying me.
//The rest will be dropped if "0".
//And a small example
parts[0] = "@abilities.str.mod" //this will change the mod used
parts = parts.concat("1") // this will add a generic +1 at the end of the parts
foundry.utils.setProperty(args[1],"parts",parts)
})
show the active effect on said fighting style
also show the item details of the weapon you are testing with
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...
is that Wire?
What changes this card?
What....on earth is going on with your ui lol
the item is not setup right for detection as a ranged weapon I believe
but also, we need to clear some versions here.
Foundry build and version
Midiqol version
Dnd5e version
dae version
And clear any of the above modules in my list
I bet you zhell would know what ae ui that is, my first guess is effective transferral
Foundry 10, 2.1.2, midi 10.0.26
can you DM me your module list?
DAE 6.0.01
thats probably dae srd and dead, delete that
make sure you do not confuse dae srd with "Dynamic Effects using Active Effects" they are two different modules
Ok
the second one is very important, the first one is a v8 dead module
"DAE SRD"
delete that one
@viscid lance Do you have the effect as Transfer to Actor on Item Equip?
it is btw, very much a side tangent problem
I don't think his test item is setup right, it looks like either a bad import or a manually created item
this is the important keeper module do not delete that
This character was imported using the roll20 importer
Update: ASE is in Beta for v10.
you should probably yeet that importer
especially in dnd5e 2.1.2
Check the Fightning Style: Archery DAE please.
Is it set to transfer to actor on item equip, under the Details page of it?
I'll check....
Also on the phone before so I didn't see the issue here...
You have set it to Melee Weapon Attack.
Change it to Ranged Weapon Attack.
Doesn't matter. The mwak vs rwak is the issue here
~~An also need to be damage and not attack !
system.bonuses.rwak.damage | CUSTOM | 2~~
if you can find the dnd5e items SRD, just search in it for a longbow and give it to the actor
I think you are doign what I always do, confusing bracers of archery with archery fighting style
fighting style is attack roll, bracers are attack damage
oh well, the first part then
I do it ALL the time lol
but if they are using a wonky importer, I bet you that you are correct with the DAE too
Once I added the longbow from dnd SRD that resolved the issue. Thank you all!!
I will update when I see a package release 😉
ASE just released a beta v10 version on their GitHub yesterday btw
Oh I should have scrolled down more, someone said that already
kinda wanna know what skin @viscid lance was using there for dae
anyone check the chromatic orb macro above before we all got distracted?
this started last week.
When a template is auto applied, and then removed when the persons action is over, getting all sorts of JS errors. I just retested:
How do I find out what skin I'm using Moto?
I thought Otigan fixed this for midi interactions but do you have two modules killing templates?
It's probably a UI module
can Dm me your module list if you have the time and patience to ty pe them all out, but don't share it here cause I think the mods don't like that importer
the templates DO get removed, but the players see the error on their turn.
As an aside, sometimes other players targetted tokens get affected. one spellcaster casts a spell, targetting 5 tokens, but on the next players turn, they are targetting those tokens when they shouldnt have been.
running 5e 2.0.3
running MIDI latest version.
If they want one I know works, the ddb importer has a fully functional chromatic orb macro
the error on their turn I think is midi attempting to delete something that was deleted by Automated animations
as far as i know only midi is killing templates, using times up i think?
im trying to use find the culprit, but its hard because of all the required modules.
Can you check to see if AA is set to yeet the template for that spell?
That error is very likely from multiple modules trying to delete the same thing
regardless the error is foundry telling you it was told to delete something that is gone
right.. any guess on what module it would be? does midi still need times up?
I thought Otigan caught this issue but also who knows which modules doing it really
times up is great for other reasons, I think midi and AA are the usual dance partners with template deletions
Yes, check automated animationss
Automated Animations
Also any macros you got that would be doing it too fwiw, like a sequencer macroi maybe
ok, ill check that. i dont have any macros AFAIK
I'm usuing Earnie's Modern UI module.
@scarlet gale @violet meadow I think the dae skin was Ernie's Modern UI
its interesting, the template doesnt auto delete when i have just midi and dae, and a few others active... ill report more when i know.
I can't recall any other module thats v10 compatibile auto deleting templates other than Midi and AA, in v9 I think SIFT also did it
i need sequencer going for it to delete right?
AA requires sequencer to function
nevermind, i didnt move through enough rounds, sorry.. will report when i know for sure.
when running Find the Culprit, you should always pre enable the pure dependences, and I'd personally pre enable sequencer
two modules I consider pure dependencies that most dont, would be wall height and sequencer
yeah, i preloaded all the pure dependencies... but i im asking does MidiQOL use sequencer to auto delete templates... it looks like it must. i did times up, but does times up use sequencer? cause during the find the culprit, its no longer deleting the template as i cycle throught he rounds. testing with lightning bolt, it should go immediately after the casters turn is over.
no midi does it on its own
no I think instants don't delete till the next round start
I think its weird like that with midi I could be wrong
Your AA realy doesn't auto delete templates?
somewhere down the line with find the culprit, it stopped deleting when i moved the rounds, not sure which one yet.
the only 3 things I am aware of that delete templates in v10, are midi, sequencer(macros), and automated animations.
dont even know that one.
this is long, but this is my module list.
Active Modules:
5e - Custom Abilities & Skills v;
5e-Sheet Resources Plus v;
Ace Library v;
Active-Auras v;
Active Token Effects v;
Arbron’s Summoning v;
Better NPC Sheet 5e v;
Better Roofs v;
BubbleRolls v;
Changelogs & Conflicts v;
Character Actions List dnd5e v;
Combat Utility Belt v;
Compact DnDBeyond 5e Character Sheet v;
Compendium Folders v;
D&D Beyond Importer v;
DF Curvy Walls v;
DFreds Convenient Effects v;
DFreds Droppables v;
Dice So Nice! v;
Dice Tray v;
DNDBeyond Character Sheet for 5E v;
DNDBeyond NPC Sheet v;
Drag Ruler v;
Dynamic effects using Active Effects v;
Find the culprit v;
Forien's Copy Environment v;
FXMaster v;
Group Initiative v;
Health Estimate v;
Illandril's Token Tooltips v;
Initiative Double Click v;
Keybind Lib v;
Less Fog v;
Let Me Roll That For You! v;
lib - Color Settings v;
Library: DF Hotkeys v;
Library: DF Module Buttons v;
libWrapper v.0;
LootsheetNPC5e v;
Macro Editor v;
Magic Items v;
Math.js vvtt2;
Midi QOL v;
Module Compatibility Checker v;
Monk's TokenBar v;
Monster Blocks v;
Multilevel Tokens v;
Navigation Presets v;
Pathfinding Ruler v;
Perfect Vision v;
Pin Cushion v;
Player Token Permissions Extended v;
Polyglot v;
PopOut! v;
Quick Insert - Search Widget v;
Scene Defaults v;
Sequencer v;
Settings Extender v;
Shared Compendiums v;
Shared Vision v;
Simbul's Athenaeum v;
Simbul's Creature Aide v;
Simbul's Template Scaling v;
Simbul's Wild Surges v;
Skill Customization for D&D5e v;
socketlib v;
Spells, Items, and Features Toolkit v;
Tidy5e Sheet v;
Tidy UI - Game Settings v;
Times Up v;
Token Action HUD v;
Token Attacher v;
Token Auras v;
Tokenizer v;
Token Magic FX v;
Token Mold v;
Universal Battlemap Importer v;
Warp Gate v;
Whisper Box v;
Spells Items and Features Toolkit can auto delete templates
its suppose to be dead though
im wondering... does that cause the "lightning effect" in spells?
dfreds and cub, beware of their issues together
cause i know im not using AA.
I think the lightning effect in templates is TMFX aka Tokenmagic FX
I don't think TMFX has an auto delete though
you could also technically have a bunch of spells with on use macros for sequencer too
yeah, im wondering if its token magic, im going to try another FTC. but its weird, when i have the pure min going the template wont get deleted when i cycle through the rounds.
disable sift
i dont think any of my spells have macros.
that module is way more likely to be the cause
(they're all through mrprimate, and he doesnt do macros on his spells AFAIK)
oh he does but you have to tweak a setting
Chris shares his macros a ton here, hes got like a giant library of automation for midi
its also worth pointing out that I think TMFX lets anyone delete templates, and the USER can be the cause here if YOU or the player delete the template before midi does
we all assume a module conflict, but humans can do it too lol
right, but im testing now without any human interaction.. im being careful about that.
ill test SIFT for that first.
that error is also pretty benign usually, it could create some issues with complex midi template shennanigans but for the most part its just a error telling you that it can't find the item it was just told to delete.
the only reason i brought this up.. last week it was SERIOSLY messing with players.
as a dm id cast a spell, and it would auto select - as expected, but everyone ELSES targetting would be messed up too.
in otherwords id auto target say 5 people, but when it was their turn, same 5 people would be targetted on their turns. and it was the templates of spells that was causing it.
and they reported seeing errors relating to templates, couldnt test it till now.
there might also be something going on wwith token attacher, not sure. i disabled SIFT and that error went away to reveal this one..
Token Attacher | Tools added.
foundry.js:5099 Foundry VTT | Rendering ControlManager
foundry.js:747 TypeError: Cannot set properties of undefined (setting 'active')
[Detected 1 package: lib-df-buttons]
at ControlManager.getData (ControlManager.ts:168:15)
at async ControlManager._render (foundry.js:5108:18)
at async ControlManager._render (ControlManager.ts:263:3)
so im not sure if the template error was related to the errors my players were seeing, but they all reported seeing something sim. so i stopped placing measured templates that game. not 100% sure, and i havent been able to duplicate their exact issue, even using multiple computers. one of the players was my wife, though so i DID see the issue, just forgot to debug it at the time.
oh well, thanks for the info about SIFT.
doesn't sound familiar to me, are you on 2.1.2 dnd?
no, def not. im avoiding that till all the issues are updated. (sheets, etc.)
the targetting should not transfer to other people
i know, i had never seen that till last week. it was WEIRD. so i had people not target and not use measured templates
clear out your incompatibile modules though, SIFT being one of them
my only incompatable is custom journal.
SIFT is a v9 module
Redirected from #modules
I'm not sure if this is a midi issue or what but but I have an item that is meant to apply an active effect if it hits and then the creature fails a saving throw. This works for the most part, but if the initial attack roll is a fumble, the effect is applied automatically with no save. This doesn't happen on regular misses, only fumbles.
This is my current module list to recreate.
keybind lib is v8
any yello 9 or lower warning in manage modules is going to be a high suspect in any bug/problem you have
99.9% of them should be yeeted
i generally try to keep all at v10, unless i know its fine. i wasnt sure about the libs though.
I actually wonder if Active effects manager is incompatible with midi
its essentially on life support maintenance
yeah actually I think that is the culprit here
it auto removes and adds active effects
and midi's template removal is an ae on the source actor
its also incompatible with CUB's enhanced conditions, but you have dfreds, so I assume you know to turn that off with cub to avoid dfreds/CUB stepping on each other
what uses it? i dont see it my actual list of modules.
so it must be turned on by something that uses it.
its sorta kinda a standalone module that does what dfreds/midi does
but for all ae's
in mnage modules you can click the top right arrows button to expand the modules and see the dependencies
no i mean, i dont see a way to actually turn it off, as it doesnt appear in my list of active modules. but when i exported it, it was there.
ahhh, thats what im looking for.
I dunno what its name is in manage modules, your list I think uses folder names
weird, but i dont see it.
it might have Library: added to the front of it so check L
i did.. weird.
I think its official name is FoundryVTT Library: Active Effect manager
one of these two actually
welp I was hoping that would fix my issue but it did not
disable Cub's enhanced conditions, it can also auto end ae's
whats your issue?
its no longer in my list of the ones even in the text exprot:
Active Modules:
5e - Custom Abilities & Skills v;
5e-Sheet Resources Plus v;
Ace Library v;
Active-Auras v;
Active Token Effects v;
Arbron’s Summoning v;
Better NPC Sheet 5e v;
Better Roofs v;
BubbleRolls v;
Changelogs & Conflicts v;
Character Actions List dnd5e v;
Combat Utility Belt v;
Compact DnDBeyond 5e Character Sheet v;
Compendium Folders v;
D&D Beyond Importer v;
DF Curvy Walls v;
DFreds Convenient Effects v;
DFreds Droppables v;
Dice So Nice! v;
Dice Tray v;
DNDBeyond Character Sheet for 5E v;
DNDBeyond NPC Sheet v;
Drag Ruler v;
Dynamic effects using Active Effects v;
Find the culprit v;
Forien's Copy Environment v;
FXMaster v;
Group Initiative v;
Health Estimate v;
Illandril's Token Tooltips v;
Initiative Double Click v;
Keybind Lib v;
Less Fog v;
Let Me Roll That For You! v;
lib - Color Settings v;
Library: DF Hotkeys v;
Library: DF Module Buttons v;
libWrapper v.0;
Macro Editor v;
Magic Items v;
Math.js vvtt2;
Midi QOL v;
Module Compatibility Checker v;
Monk's TokenBar v;
Monster Blocks v;
Multilevel Tokens v;
Navigation Presets v;
Pathfinding Ruler v;
Perfect Vision v;
Pin Cushion v;
Player Token Permissions Extended v;
Polyglot v;
PopOut! v;
Quick Insert - Search Widget v;
Scene Defaults v;
Sequencer v;
Settings Extender v;
Shared Compendiums v;
Shared Vision v;
Simbul's Athenaeum v;
Simbul's Creature Aide v;
Simbul's Template Scaling v;
Simbul's Wild Surges v;
Skill Customization for D&D5e v;
socketlib v;
Tidy5e Sheet v;
Tidy UI - Game Settings v;
Times Up v;
Token Action HUD v;
Token Attacher v;
Token Auras v;
Tokenizer v;
Token Magic FX v;
Token Mold v;
Universal Battlemap Importer v;
Warp Gate v;
Whisper Box v;
foundry build, dnd5e version number, midi version number, dae version number
anyway, i have to run. thanks for all the info.
once you get those can you share the items details tab to me and the active effect on it, share the first tab of it with all the checkboxes
Foundry v10 Build 291
5e 2.1.2
Midi 10.0.26
dae 10.0.16
Do you need anything above this? fumble threshold 10 is just to recreate easier without spamming it to find a fumble
does the spell have the ae, or is there a dfreds CE?
Do you have any funky world scripts related to fumbles?
There's a CE, no duration or actual effects set in CE, just a visual indicator
and to clarify, when you fumble that attack roll, it auto applies agonizing touch and dazed?
I can't test for you cause I'm on an older version, I can't see any issues other than the manager module.
Maybe someone with 2.1.2 dnd and the new midi can test the item for you in their worlds
have you tried giving the item to a starter hero?
and having a starter hero smack another starter hero with it?
I will do that right now, but I believe this happened with another creature with an entirely different attack as well. No CE involved in that one either, just a simple -2 strength value effect.
at anytime, did you install dnd5e 2.0.3 on top of 2.1.2 in an attempt to rollback the wrong way?
I did not, I just waited out my error
hmm, yeah other than starter hero test, I got nothin
I just don't have your versions to replicate/test with
happens with starter hero as well
I appreciate your time!
It's not disruptive enough to not be able to work around, but it did somewhat spoil an effect last session, but that honestly might have added some tension so there weren't really any major drawbacks other than a few extra clicks the one time it happened.
is there an activation condition in the item details? show the section that was cut off at the top
and you are certain you have no worldscrpts for fumbles
is there an item macro?
yeah I got nothing, unless its a bug with the newest versions only
That's what I'd assume because I don't recall this issue before but I can't say for sure
Hello there, immunity calculation is sometimes making attacks not deal damage automatically because of some variable not getting populated correctly, is there any way i could make it work without disabling immunity calculation? also, is it a known bug? the test item we used that always seemed to not do damage was vorpal sword from the items srd compendium
For configuration we basically use the recommended full automation setup
Also, we dont really know which part fo the item makes it check for it and break, but we basically stripped vorpal sword of everything bit by bit and it didnt do the damage automatically at any point
Steps to troubleshoot.
- Versions of Foundry, Dnd5e, MidiQOL, DAE.
- Disable other modules except for MidiQOL, libwrapper, socketlib (or use Find the Culprit module, locking these 3 modules before starting the procedure).
- Grab the Item again from the Items SRD compendium and put that on the appropriate actor.
- Open console (press F12). Clear it by using
CTRL-Lor using the appropriate button, second from left in the second row. - Make the attack.
- Post the messages that are logged in the console after using the Item.
Hey do the keyboard commands for midi only work for gms?
Do you mean roll with advantage etc.?
Yes
Aren't those in core?
The override one is GM only but the others should work
They're working for me but not the player helping me test for some reason
I think tposney did fix something with keybinds in the last update… are you on the latest version?
Yes
Have you looked at Configure Controls for that player to see if anything funky/conflicts?
Also this isn't strictly midi related but seems like a good enough place to ask, can anyone tell me the difference between atl.brightsight and atl.dimsight with active token effects?
Those aren’t relevant in v10 afaik
Like the difference isn't relevant?
You either have basic vision or darkvision in v10
It says may conflict with highlight objects but we are on the default controls nothing has been touched and they're working fine for me
I see, so both map to vision distance without light
I can dig up the v10 ATL keys if you’re interested?
I would be, tried to find them but couldn't see anything on github etc.
Many thanks!
Had him change the key bind from alt to a random button and it still didn't work
Anyone know if argon combat interferes with midi qol?
It works when he hits the button in chat but not in the HUD
It works for me from the hud
Unsure but yeah it does sound like another module is interfering
Yeah but why does it affect him and not me?
Might be a question for @frigid zinc
Did the tests without disabling modules, will do after we finish today's session, anyways we already looked at the console and the source files to see where the bug happened(as said, it basically doesnt populate a variable, bypasses to be precise), will check back after the test to post results
But is argon interacting with the adv/disadv keybinds during the roll?
If it works fine from the sheet
From the attack button in chat*
Ah ok, does it still not work from the character sheet for that player?
Ye keybinds are passed through
Shift/alt/ctrl
It works from his sheet
So Argon isn’t passing the keybinds through? 🤔
It is for me tho so maybe it's a permissions
it can in some ways
he added a button to disable his own automation for things like dodge
just disable all but hidi/socklib/libwrapper and have them test
also, rule out the most obvious cause, do they have a sticky key or an abnormal way of playing foundry aka wierd device like a phone
if it only happens to that user and not you while logged in as a player, then it is highly likely their client, either hardware or software or the user themselves
confirm they are also rolling the same exact thing as you
plenty of times, I've seen a player rolling the linline roll buttons in descriptions thinking that they are what you click to use items, same goes for that weird ass "Standard Roll" button that something puts in item descriptions on sheets.
Ok so apparently it's working with his alt right key just not his alt left so I'm going to assume it's something wierd with his model of keyboard and leave it at that
Do you have a module using those keys?
Only midi
well, alts used by core and system too fyi
Is there a way to set damage from a feature as magical concerning Resistance to non-magical weapons?
are they using a non character sheet to roll the item?
checkboxes at the bottom of the item details
I tried setting Magic Damage and/or Magic Effect but the damage was still halved for creatues with resistance
dnd 2.1.2?
yea
I cannot replicate your issue, if someone else can also replicate it, possibly you have found a bug with the new dnd5e/midi
are you sure you gave the creature the right thing
It works when I log in as a player
I'm going to strangle him
Thanks for all the help guys now if you excuse me I have a player to put into a coma
I always default to user error with my guys and rolling, for the longest time one of my players had no idea how to roll items and was using the standard roll button in descriptions
We have very similar players lol this is why I'm trying to automate everything to make it idiot proof 🤣
believe it or not, theres a reason they give that as an option, there are indeed monsters resistant to all bludgeoning regardless of magic, I think its swarms.
On side note since this made me look at it, I automated Balm of peace sorta. I made it a createitem effect similar to how I automated scorching ray. The cleric rolls the main feature that expends the channel divinity, then a self buff applies to them for the turn that gives them the new heal ability, I set the heal to no range limitations and they just move their token the path they choose and then heal all the people they went by.
Kinda wish we had a way to multi target and roll individual roll formulas for each target similar to that new midi feature for attack rolls
Btw who do I have to bribe to get a compendium of 5e spells set up for midi automation? Or do I have to do that myself?
there are 3 locations of great value
actually 5
Mr.Primate, Chris, and Thatlonelybugbears profile here have links to their githubs where they have premade macros. Then Midi SRD module(currently only available as a fork from Thatlonelybugbears github), and Midi sample items. Oh 6 places, MASIF, More Automated Spells, items and Features Module.
and you can also search by spell/feature here in this discord and possibly find a midi compatible macro/premade
Masif is mainly if you have a battlemaster cause 90% of it is all battlemaster automation.
Also if you want to fork over some money, Crymic does MIDI stuff as well on his patreon
I don't think you can actually find Mr.Primate here, but if you have the dndbeyond importer its project page is his github
Wouldn't be too crazy actually. Individual damage rolls for each target can be modified in a workflow
I do it for my magical inspiration feature
its always the tedious part of his turns is healing via heal with kit with healers feat, and balm of peace cause he has to target for each roll
All fighters in my games get battlemaster features
So I'll need that lol
😎 All martials in my games have them
I've always wanted to try that homebrew rule
This idea interests me
I don't give my secondary subclasses out just for free, they are all earned as quest rewards during the narrative accomplishments of tasks in my world.
I hate how high level games turn into musical chairs of 40 magic items, so to limit the magic items in my game, I just designed half the story around gaining powers for each of the players
I give out more with limited uses or passive effects
my cleric player has the grave cleric feature for auto max heal downed, and the spare the dying cantrip heals for 1 point.
Paladin has some of the Cavalier features around mounts, barbarian is a battlemaster, wizard has the war mage sub features along with his evocation features. Druid has the moon druid features along with spores and has a really weird interaction with the two.
There was some talk of a community midi compendium at some point right? Would be good to combine all these sources somehow
I don't mind donating my stuff to a centralized resource
I think Tim was keen, just looking for an overseer
I think to make the mods and atropos happy, it'd have to be a compendium of just macros
cause most of the stuff we make isn't srd, cause thats what Midi srd does already
yeah Masif seems to be ok
Should be au fait if no descriptions or names that mention licensed spellcasters
he has stuff in the descriptions but they aren't the copyright stuff, they are the meta instructions and info of the module
Yeah use the descriptions to list dependencies, like bamboni, active auras etc
yep, basically use tposney's template with his midi sample items, put hte instructions at the bottom of the description
theres also the issue that some things just aren't easy to share
like any macro.createitem won't share
hey all,
trying to set up Blessing of the forge - this gives a +1 to AC or +1 to hit and damage to weapon to the target
What i did was show a popup asking if they wanted put the AC or the Weapon bonus. I then scroll through the targets armor / weapons for them to select - I then alter the selected item to add these bonus and run actor.updateEmbeddedDocuments to update.
All this works if I run on the GM game but when trying to run on the player, it get that the player doesn't have permissions since this tries to update an item on the target (the target of course belongs to another player).
async function SetWeaponBonus(actor, item, copyItem, type) {
console.log("Weapon type selected");
const bonus = 1;
const weaponDamage = item.system.damage.parts[0][0];
const versatileDamage = item.system.damage.versatile;
await DAE.setFlag(actor, itemEffectName, {
item: item.id,
type: type,
armor: "",
attack: item.system.attackBonus,
damage: weaponDamage,
versatile: versatileDamage,
mgc: item.system.properties.mgc,
});
if (copyItem.system.attackBonus === "") {
copyItem.system.attackBonus = "0";
}
copyItem.system.attackBonus = ${parseInt(copyItem.system.attackBonus) + bonus};
copyItem.system.damage.parts[0][0] = weaponDamage + " + " + bonus;
copyItem.system.properties.mgc = true;
if (versatileDamage !== "" && versatileDamage !== null) {
copyItem.system.damage.versatile = versatileDamage + " + " + bonus;
}
return await actor.updateEmbeddedDocuments("Item", [copyItem]);
}
How can i run this as a GM? i'm using midi-qol OnUseMacro "Called before the item is rolled"
```js
paste here
```
answer is probably executeAsGM
you could probably yoink the macro of shilllelleigh for this
Personally, I would use a warpgate mutation. But with staying with the effect route, you just need to use the midi update effect as gm function.
theres a few examples of modifying an item with an ae in midi srd I believe
I was looking into it but dont know which function to use. in the GMAction.ts code i can see some action i can execute as GM but none seems to be to update an item
the problem is that i'm changing the item its self - so i'm change the sword damage properties to add the bonus. so its not an effect?
Warpgate mutation would be better and less destructive
yea sorry, I didn't look at your code hard enough
you could do the warpgate mutation in an effect macro too
if you wanted to keep it an ae
@vast bane For your balm of peace, would you want each player to have their own chat card? Or would just the damage application undo box be fine?
own chat card cause they don't trust my automation when its silent lol
plus I have a world script for heals...
if a healing formula explodes then a sound plays
all healing in my world roll with X added onto the formula
the shilllelleigh works like my code - but its changing an item on the actor itself. I'm trying to change an item that could belong to another player so i'm getting permissions error
doesn't it have to be a nonmagical weapon?
could just do a macro that is a dialog choice of every +1 magic weapon in the dnd5e srd items compendium
yes. i look into all the non-magic items from the target player.
@vast bane
if (this.targets.size === 0) return;
let areaSpellData = duplicate(this.item);
delete(areaSpellData.effects);
delete(areaSpellData.id);
delete(areaSpellData.flags['midi-qol'].onUseMacroName);
delete(areaSpellData.flags['midi-qol'].onUseMacroParts);
delete(areaSpellData.flags.itemacro);
areaSpellData.name = 'Balm of Peace - Healing';
areaSpellData.system.damage.parts = [['2d6[healing] + ' + this.actor.system.abilities.wis.mod, 'healing']];
areaSpellData.system.consume.amount = 0;
let areaSpell = new CONFIG.Item.documentClass(areaSpellData, {parent: this.actor});
for (let targetToken of this.targets.values()) {
let options = {
'showFullCard': false,
'createWorkflow': true,
'targetUuids': [targetToken.document.uuid],
'configureDialog': false,
'versatile': false,
'consumeResource': false,
'consumeSlot': false,
};
await MidiQOL.completeItemRoll(areaSpell, options);
}
Remove the damage formula from your balm of peace (if it has one) and try this as a on use macro.
will this also apply an ae's on the item its put on for each target if I recycle it for another heal ability?
Depends on the use case. The initial ability should still apply it's effect.
But the copied one specifically deletes any effects on it.
If that makes any sense
What ability do you want to copy it for?
that works perfectly for balm of peace thank you
The healer feat, I made a feature called "Heal with kit"
oh
Do they do it multiple times in a single turn?
its more of usecase cause he usually does it after combat ends all in one lump
and indiivdually targetting is tedious
you should be fine
this item is setup to apply a blank ae effect that is the same as its icon, to signify that it can't be healed again by this ability, and it waears off on the next rest
the initial item roll will still apply it's effects as normal
the extras wont?
correct, I delete the effect part out when it's duplicated to avoid stuff like that
question: I'm currently looking at some of the settings, and came upon this one. How is determined what token belongs to a PC or NPC?
hes using the literal term just like the player/dm tabs
NPC in settings means Not Player's Characters
no wait lol
bottom line its the same rules as the player/gm tabs
if the DM is doing the rolling, it follows the GM's setting
I think a better label there would be GM/Player
Ah, that's where my confusion came from
Ooh that would be nice
I wonder if @chrome pike would be interested in overseeing it for Tim? He already has a big collection of midi macros, his own and from other authors
Is there a good way to set up an Optional flag prompting the player to add a bonus to an attack roll only if they miss with the initial attack?
HEY, don't you dare overextend our Active Auras Savior lol
the biggest problem with a community module would be coordinating the changes and getting active permissions to use them from people
along with the whole quagmire of removing descriptions
I would assume people could just make PRs to add macros to the compendium. I’m not that familiar with that side of GitHub tho, I only raise issues
half our premades are not simple either, like midi srd is clean and workable because 99% of it is all referencing the same large document
I think we could probably attain a looser simpler setup by just putting a sticky of all the githubs up
have like one of the moderators be the poster, and then each contributor could ping that moderator to edit the post to add their github
then its all voluntary who contributes
I dont think that's gonna happen 😅
awwww
I volunteer Lukas!
What if the wiki is just a single page with all the voluntar githubs lol
is this an error i should concern myself with? it appears to come with Midi, DAE, Socketlib (which is the bare min for midi i think)
midi-sounds.js:121 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'getBaseItem')
[Detected 1 package: midi-qol]
at MidiSounds.getItemBaseTypes (midi-sounds.js:121:60)
at getWeaponBaseTypes (midi-sounds.js:106:40)
i havent noticed issues other than it happens everytime a scene loads.
no, but i do have a bunch of items, and a bunch of them are also hombrew, so it wouldnt surprise me.
nope that was pwarner
i dont tend to do much with sounds, so ive never noticed it.
it could also be a MIM error
do you have Magic Items Module?
MIM stuff doesn't properly migrate to 2.1.2
I dont anymore, but anyway i got this error with only the above three modules turned on.
Midi, DAE, Socketlib, and ibWrapper
(sorry 4)
i dont think i can test with less, with Midi can i?
could be a typo, I don't think hes done much with the sounds part of midi
do you have a custom item type in worldscripts?
Could be something accidently overlooked
I don't think many people use midi for sound stuff
I have it on and don't have the error but I'm on the pre 2.1.2 stuff
just because I'm trying to learn the little details - what is the practical difference between 'custom' and 'override' on effects? I understand all the others I think, but these two seem interchangeable
custom is usually reserved for very specific module flags, while override can get used by both system and modules. Override will hijack the field and put whatever you put in it in the field without any care for other ae's doing it too
custom can also do some magical stuff with dae on regular system flags too
Most of the time you'll want custom, but there are instances when override is needed
if you use custom on like the ac bonus flag, you don't need to lead with a + or -
i dont think so. i dont have any custom item types, as far as i know.. ill have to go back and check.
I am pretty sure I've had at least one occasion recently (can't remember what) where custom didn't work but override did. But I usually just use custom
https://gitlab.com/tposney/midi-qol/-/tree/v10#flagsmidi-qol
This area kinda goes over it
its a very under utilized section of his module, I bet you its just a last caught issue with the 2.1.2 migration, I'd report it as an issue on his git
2.1.2? do you mean 5e? im using the older 5e, but the latest midi, so its possible.
same difference honestly, he doesn't have a 2.0.3 build to test on so he said yolo for anyone using 26 with 2.0.3
5e: 2.0.3
It'll likely go away once you're updated
midi: 10.0.26
I don't think he intends on supporting 2.0.3 over version 24
im avoiding updating 5e until a lot of other things are fixed.
gotcha, ill downgrade it.
(other things unrelated to midi i mean)
he has chimed in about this though, if you search his posts, he said something like he didn't test it, but he tried to make all changes retroactive
But he is human so I'd post the issue maybe its a simple fix that he can catch immediately
make sure you tell him its 2.0.3 on 10.0.26 though
will do. thanks.
The ddb importer does take PR's for automatic stuff as far as I can tell. The DDB importer has it's own channel for automation stuff.
yeah, its the "auto-effects" channel on his server.
is there an easy way to get to 10.0.24? Do i have to go to that commit, and do a zip?
check the pins here
he only posts the normal installs for previous builds
thanks
Trying to wrap my head around what the use case for this key can be:
Foresight is an SRD spell and is very simple to automate with midi but isn't in Midi SRD.
The spell Feeblemind in Midi SRD uses an unrecognized flag in dae:
flags.midi-qol.fail.spell.all According to dae theres just .vocal .material and .somatic. Is that flag legit or should I make it 3 keys of these?
The only reason I had template removal in A-A really was to see the animation as it would be hidden by the grid highlighting. Now I'd say let Midi handle the deletion, and use the new A-A setting to just hide the grid highlighting
I think their issue wound up being SIFT being left in on v10
Currently playing in my fiancee's game and we are using midiqol, every single person other than me, their attacks and their rolls work perfectly fine, the chat card merges like this
However no matter what i roll it looks like this
Its acting like i dont have midiqol rolls or something, or something else is effecting. I am a player in the game but i have a gm account. When she rolls with my acc it still does the same
When i rolled my weapon using my alternate GM account it seemed to work just fine
Oh, how would i fix that?
Interesting, i may need a refresh, because i dont see that option to even find in my entire mods list client side
Like midiqol doesnt exist
ctrl F5
Hey so I can I make a macro to adjust damage dice based on the size of a PC? I have a guy that casts enlarge/reduce alot
So can I make a variable thats a multiplier for damage dice then have a macro that changes that variable depending on player size? *1 for normal *2 for large *3 for huge
Enlarge Reduce is automated with dfreds CE as well as Midi SRD in the spell and in potion of growth(and diminution)
Is it automated to work with oversized weapons?
enlarge dictates the bonus damage, oversized weapons sounds like a house rule
player characters don't get to use the monster manual stat block rules
without homebrewing it
That's what I want to try to code in
is there a flag or setup to grant advantage on magical saving throws?
I don't know how to do that, The way I handle it for monsters who pickup weapons is I have a dfreds CE with an advantage reminder for just all the dice sizes. But obv doesn't work with people who fast forward
you need to be very very particular with all of your overtime effects if you are going to start using this, but midi auto detects a feature if its called "magic resistance"
there is also a flag for it, and overtime has a special option to flag them as elligible for this feat
oh, that's literally the name of the feature I'm putting on a monster haha
you technically don't need to use the flag, if it matches the name
I thought it just granted resistance, so it actually gives advantage on rolls too?
seems to just work without the effect as you suggested, so that solved that, thanks
If only I could be sure I would actually remember that in 6 months when I next come across this lmao
not sure if you can do magic resistance like that, halving the damage
it'd be hard to sus out if fire is magical or not
@flint aurora make sure you are on midi 10.0.26 and dae 10.0.16, if you are, and if that setting has its box CHECKED, the only step left to check is:
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 in beta in v10 and often the culprit of things...
Am I losing my mind here guys? Aren't we totally capable of dragging and dropping dfreds CE's into the effect tab of an item?
I keep getting this:
So apparently, dfreds CE lets you drag ce's to actors effects, and actors item effects, but it does not allow you to drag it to a sidebar or compendium items effects
how do you silver ammunition?
Probably just have to check silvered on the weapon instead
Silvered ammunition. A quick and dirty way to make your ammunition bypass specific damage resistances/immunities.
Put Silvered in the name of the ammunition and use this as a world script. ```js
Hooks.on("dnd5e.preRollDamage", (...args) => {
if (args[1].flavor.toLowerCase().includes("silvered")) foundry.utils.setProperty(args[0],"system.properties.sil",true)
})
Let me make it more robust
Man I love me hooks!
is this a world script?
You could have it as one yes. Just use it in console to try it out
can I put it in worldscripter?
maybe label the message with like "Silvered Ammunition" for easy searching in the future?
@ashen oyster right click on the ability, it should open the item, go to details tab and show us a snippet of the very bottom of the item
active effect tab?
there is no way that this ability at any time summoned a drake warden companion
oh wait hang on, maybe you aren't using midi, click on item macro on the top bar
and also just sussing out all those compatiblity warnings in dnd5e, it looks like you are on v10 foundry but never rolled your modules over to v10 branches
TAH and character action list should not be throwing shim warnings they are fully functional in v10
is there anything in the item macro button at the top of that window?
nope
but it worked the other day when i updated foundry i was like i wonder if it works and it did and i deleted the companion of the map today and then when they went to summon it cause i told them it worked nothing
I got nothin bud, all I can say is you got a ton of v9 modules running that need to be manually flipped over to v10 branches, that could technically cause weird stuff but this very specific case, there is no way that item summoned a creature
maybe your dndbeyond importer is set to overwrite actors or something I dunno
the sheet looks to be setup to not use an actor for it, cause you have an attack on the ranger that is the drake wardens attack
yeah i have lots of mods that have errors and the module updater never updates anything really lol
@vast bane try also this.
World Script for Ammunition bypassing Adamantine, Silvered, Magical damage resistances/immunities.
Add the appropriate type in the name of the ammo, eg Crossbow Bolts (Silvered) or adamantine Arrows etc. ```js
Hooks.on("dnd5e.preRollDamage", (item, config) => {
if(item.system.consume?.type === "ammo" && !!item.system.consume.target) {
let ammoName = item.actor?.items?.get(item.system.consume.target).name.toLowerCase();
if (!ammoName) return;
if (ammoName.includes("silvered")) foundry.utils.setProperty(item,"system.properties.sil",true);
if (ammoName.includes("magical")) foundry.utils.setProperty(item,"system.properties.mgc",true);
if (ammoName.includes("adamantine")) foundry.utils.setProperty(item,"system.properties.ada",true);
else return;
}
})
edit: changed it a bit around so that it can facilitate multiple properties. The name of that ammo would be gigantic though 😅
the update button never willl, cause they know they are on the newest v9
you need to manually check for v10's and install them/replace them
you can drag the actor out manually if you find the drake companion in the sidebar
I'd suggest using warpgate for the size changes. For the damage boost you can a 2 options, warpgate it or active effect the damage bonus all on it.
can applyCondition= in overtime effects apply an actual dfreds CE by name?
did not have any of those modules, I had used a cut down module set which was just midi-qol plus what it needed to run and it wasn't working. Versions are correct, though DAE is only available to 10.0.15.
dae is now available in 16, he fixed the json the other day
still no bueno. You want to jump on my instance and take a look? it's available.
@violet meadow does fast forward work on init rolls in your world?
Mr. Moto-should-update-to-2.1.2 😉
hmm I have yet to try that.
What kind of data are available for the OT effect evaluation of applyCondition/removeCondition?
I can see rollData 🤔
I was just thinking about this. Let me double check cause it seems there is an issue
didn't occur to me to ask in here like ... two days ago. On the positive side, I have experimented with a LOT of mods 😛
its to be expenced, it was a new added feature maybe he just missed it
Could this have been introduced in the last MidiQOL update? Possible with the rework of Midi's keymanager. checking
well initiative was added in 2.1.0
the advantage/disadvantage that is
can you fast forward with midi turned off in dnd5e?
using its keys?
um sec
could genuinely be a dnd5e bug
supposed to be shift/alt right?
the configure controls button in the sidebar shows you what they are for you
I see no keybindings for adv/dis
I'm going to revert to 2.0.3 and see if that fixes things
don;t downgrade your worlds like that.
you cannot install 203 over 212
Do you have backups?
still, just make a new world and install dnd5e 2.0.3 and do not launch 2.1.2 worlds with it
acknowledged
Hmm seems that this is a dnd5e bug 🤔
yeah its working as intended in 2.0.3
in 2.0.3 initiative doesn't have a normal roll
the only thing you can do is check a box in special traits if you have advantage
otherwise its always a straight roll
this is the moment a software eng looks at something and thinks how far he wants to go down the rabbit hole
just jump!
I think the issue is that it just always will throw up the dialog, there does not appear to be a way to short circuit that logic
is that simply an issue of a missing {event:event} in here??? return this.actor.rollInitiativeDialog();
I've gone through all of them and haven't seen an issue report yet
I'm guessing this.rollInitiative() is a function in core
oh
I think you may be right, look at rollOptions
well thats easy to test
oh of course its compiled
I guess I'm installing the toolchain
hang on
this is whats in 2.1.2
derp
and in master
oh
I'm looking in the wrong plac.e
no that did not fix it
good idea though
that said I don't see how rollInitiativeDialog() can skip throwing up a dialog
I think it needs to check the options passed in
ok now I'm just writing a stream of thoughts into the channel, sorry.
I'm honestly surprised nobody has caught it yet in dnd5e
thought I was going mad, other people we're telling me what you said
look at https://github.com/foundryvtt/dnd5e/blob/f3f9dca95526efb2f2cb3b149adb6cb9e8c6bf54/module/documents/actor/actor.mjs#L1473-L1488 which is used by both the character sheet and the combat tracker; there doesn't seem to be a way to skip the dialog
it could do it in getInitiativeRoll()
oh, nope.
I give up. Too late for me here 😄
so I think it needs a config item and modifier keys in the keybindings
I'll see if I can make a PR
lol
oh
So, been trialing the damage card button in MIDI, and generally it functions quite well. Wanted to see how it did against a character who had used Blessing of the Raven Queen (which grants damage resistance to all damage, I am using the system.drtrait.all thingy for an AE). Now MIDi is throwing this error:
yes
There was a debate on whether it should be allowed to be able to be fast-forwarded. It was decided by the devs (or mainly Atropos, as Arbron said in #dnd5e) that initiative has more consequences to undo if a user was to misclick (requiring the GM to reset the initiative) in comparison to e.g. a check or save where you can just reroll, so the ability to fast-forward was not put in.
Make of that what you will.
Hello, does anyone know if the MidiQOL Hunters mark item can handle multible Hunters marks from different actors?
Are you not on dnd5e 2.1.x?
i am!
Well I'm out of ideas then 🙌
Worst case the player can do it manually, I was mostly just curious as to why it isn't working 😂
check for updates for midi
Midi is on the latest as well
that got rid of that error for me
Can you dm me the actor with the affect applied so that I can have a look at it?
Sure!
Never mind I can repro the problem. It's a dae bug where I missed a change from Array -> Set. Fix will go out in next dae release.
How can i tell to roll crit damage for a roll?
eg in first combat round my ranger crits if his atack hits the target (so just setting the crit treshold to 1 doesnt work.)
I'm guessing babonus could accomplish that?
You should be able to setup an effect like this, then apply it to him at the start of combat:
Thx !
Wait, wrong expiration, it should be "deals damage" not "1 hit"
Okay ill change and test it ^^
I mean... I guess? But you can just hold Alt to roll critical damage.
Can someone tell me about this?
Next question XD
My Sorcerer has the "Eldritch Mind" Invocation
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
how to set this up with midiqol? maybe a passive effect?
I think
perfect. thx
Am I stupid, or is there no premade midiQOL item for the spell Hex? (the warlock equivalent of hunters mark)
i am not sure what i am doing wrong. I have this in my activation conditions for Hew and it isnt working. I even tried your older messages about thje itemmacro back in november
There is not, no. Not all spells ate included just some as examples.
That said, search in discord using from: and my username plus hex after
Do you have the activation conditions enabled in MidiQOL settings?
could just use babonus.
Look up
thank you
If on v9 that will not work
MidiQOL settings => Workflow settings => Workflow tab, the entries for Roll other formula for rwak/mwak and in the drop-down select Activation Condition.
i have that set already like that
its most likely user error on my part
Are you on V9 foundry?
Put a +1 in the Other Formula field.
Not a +1 in the (same) damage formula, as this will be rolled any ways
Also this is 100% a valid use case for Babonus module
fitting name 😛
I am using the midi sneak attack. It does not trigger the AA for it. Does that sound right?
Yeah thats relatively normal because the Midi Sneak attack is rolled as part of the same card.
Though I am not sure what happens if you don't merge the chat cards in Midi.
hmm - but I love them merged lol
didn't work
Is there a setting to stop asking the DM to roll for saves?
Is there a way to make a charged item only apply its AE when its charged?
I'm thinkin effect macro?
hmmm, maybe just roll it and not make it a passive?
Shoot, I'm still on 2.0.3 D&D and accidently updated my MidiQOL, which one should I downgrade to or is the latest Midis okay to use on it?
Should be fine
maybe an effect macro for start of turn, If charged, roll item? but does EM's start of turn trigger happen before or after simbuls creature aide?
I plan on updating to 2.1.X soon but waiting for TidySheet first.
MidiQOL settings => Workflow settings => Workflow tab
They are both on auto, but it still asks me. Must be something I am doing. Now that I have confirmation, I will delve deeper
Wait do you mean the Dialog box for advantage/normal/disadvantage etc?
Yup
MidiQOL settings main menu, find the Fast Forward Abilities Rolls checkbox
OK when should it be activated?
Start of turn?
I need the active effect to apply at start of turn only if the recharge succeeds
And if there is no charge the effect disabled?
yeah
my thought is to just use EM on turn start but I don't think that'd work cause simbuls won't recharge in time
now it is this one:
@vast bane What is the feature you are trying to create? 🤔
This is Damage. Another setting inside the Workflow settings now, both for GM and Player tab (Auto roll damage when needed is my go to with Fast Forward on too)
its homebrew, I have a dragon with a feature that mimics divine smite, and its setupas an advantage reminder message for damage done with melee attacks
so if its recharged and rolled, it adds the damage bonus to the next deamage equation the dragon deals out
found it TY
World script time 😄
I think I will just janky it up with an EM macro to roll the item at turn start
giv me 5
and ignore it when I see he fails to recharge?
Could do EN on turn start that triggers a 500Ms delay before it does anything
oooooh I like that
if you are going EM at all, turn off the recharge from the base system and handle the roll yourself
Is there a way to tell EM to wait for simbuls?
I'd have to write a macro I don't know how to write doing that way
How many charges?
there are no charges, its a recharge ability
I like the idea of waiting the item roll in EM
const recharged = new Roll('1d6cs>5').evaluate({async:false}).total > 0
there is the recharge logic 🙂
well then
ok so then with badgers line, the next should be If recharged >= 5, roll item?
other than dragging the feature to a hotbar and using that syntax, is there an EM way to roll the source item?
Hooks.on("updateItem", (item, update) => {
if (item.name !== "Item's name") return;
if (!!update?.system?.recharge?.charged) item.actor.effects.find(i=>i.label === "Name of the AE").update({disabled:false})
if (!update?.system?.recharge?.charged) item.actor.effects.find(i=>i.label === "Name of the AE").update({disabled:true})
})
I don't think recharge items have charges/uses
It should have something. How do you set it up?
I'm fiddling with it atm so it will start uncharged and applied at start of combat
I think I got it with badgers help
OK edited the script
That is a world script right?
yeah
is there a detriment to having lots of these or can I leave it and forget about it after its done and used?
If you have lots of items with the same name, it can create an issue
You could use ids instead
it won't happen, can the ae and the item name be the same name?
Yeah
Seems to be working thanks!
when using modules like that though, is there nothing you can do to control the order they work in? Could libwrapper do that with the ordering settings in it?
Well you could request Simbuls to add a hook that fires on recharge success, thats the "proper" way to do it 😛
Actually ohhh hmmm
updateItem would work in that case
dnd5e.rollRecharge 🤔
Fires after the Item has rolled to recharge, but before any changes have been performed. Returning false will prevent the changes from being performed.
but, more hooks is 100% the direction it should be headed
(at least, that's the direction my ill-fated refactor was headed in)
Yeah you know the recharge value and can then do what you want.
updateItem though does the same with more filters needed
Its that time of the day: I love the all the (new) Hooks 😄
@vast bane was it you that wanted to max healing "damage" ?
yeah beacon of hope and circle of mortality
my current method is just an advantage reminder message
circle of mortality is broken in v10, the v9 premade that...I think fotoply made, doesn't seem to work anymore
no errors
Genuinely can't remember who made it
(its heal for max on a creature that is at 0 hp)
I got a weird ask, is there a way to turn an active effect on if a creature type is on the canvas?
pondering how to automate Pearl of Undead Detection
Why am I missing the checkboxes at the bottom here?
Check the console
hmmm, I think midi chooses not to add them to "equipment" type
I can also verify that I have no checkboxes on equipment items 👌
problematic cause trinkets very often have active effects to apply/toggle
I get that armor usually don't, but trinkets are a subtype too
It'd definitely be nice
I just set up an effect to apply on equip and let my players toggle it through Visual Active Effects
oh snap, 5e resources + just updated, just need inventory plus solution and I might actually take the leap
🤣
Janky Hook for cure wounds max heal on one target ```js
Hooks.on("dnd5e.preRollDamage", (item, config) => {
//if (item.system.actionType !== "heal") return;
if (!item.actor.items.getName("Circle of Mortality")) return; // or however the Name of the feature is.
if (item.name !== "Cure Wounds") return;
if (!game.user.targets.first().actor.system.attributes.hp.value) {
let newParts = duplicate(config.parts)
let c=[]
for (let b of newParts) {
b = b.replaceAll("d", "*")
c.push(b)
}
foundry.utils.setProperty(config,'parts',c)
}
})
Not of much use cause if you open up the `heal` actionType, it will do that for all spells, which might have multiple targets and give max to all targets if even one of them is at 0hp.
And also changes only the first dice formula it encounters in each part of the damage formula 😄
I don't think this way can cover all cases so I wont play around more now
Why not use an on-use macro instead? It sounds to me like its a specific person that has the ability to max them out 🤔
The issue is that you have multiple targets
it rolls only once
and all get the max heal then if 1 is at 0
That is what I am doing
['5 * 8 + 5', '2+@item.level']
['5d8 + 5', '2+@item.level']
lol that is crazy that it needs allo that code lol
b = b.replaceAll("d", "*") would do it too, right? 🤔
I might have missed some nuance in the way you are doing it though
the use case would be if the cleric heals any target at 0 hp, and then also everyone with the active effect "beacon of hope"
didn't I send you a macro for maximizing a roll lol
Now that you mention this 🤔
I took a look at the code
yeah found that, man I forget my messages nowadays!
So you yeah, you can also set up the preDamageRoll to re-roll the damageRoll to be followed, with a maximize:true
Thank you!
Huh? Oh no I didn't touch it.
I glanced at it.
In reverence. In bewilderment.
Poor phrasing on my part.
if (damage != 0) {
let sourceToken = args[0].workflow.token.document;
await MidiQOL.applyTokenDamage([{damage: damage, type: 'healing' }], damage, new Set([sourceToken]), null, null);
}
Stealing this code, what is the syntax for Temp HP instead of healing?
temphp
@violet meadow
after a reboot
Hooks.on("updateItem", (item, update) => {
if (item.name !== "Tearulai's Wrath") return;
if (!!update?.system?.recharge?.charged) await item.actor.effects.find(i=>i.label === "Tearulai's Wrath").update({disabled:false})
if (!update?.system?.recharge?.charged) await item.actor.effects.find(i=>i.label === "Tearulai's Wrath).update({disabled:true})
})
does it have to be an actual worldscript then?
this is worldscripter throwing a fit
neither
your code is wrong
you are using await in a non async function
if you are positive that you want to update the actor from within an update hook, then simply mark it async - Hooks.on("updateItem", async (item, update) => {
prolly should ask @violet meadow if thats an ok change as I'm quite out of my depth here and its his work
well, as written, its syntatically wrong, heh, my change makes it work
On phone. Use Badgers, he know 😁
k tryin badgers with a fix to a missing quote too
your change seems to have resolved things.
Has anyone got any advice on how to automate Magic Missile properly? Currently, it only applies 1 dart's damage. I don't know how to make all three darts target one creature, or target multiple creatures. I also don't know how to add on another dart per scaled level. I've tried messing with the formula and I can add three lots of damage by just doing (1d4 +1)*3, but I suspect I need to sort the targeting out as the proper solution
I've yet to see a good one, I personally handle it like my scorching ray but the only thing it doesn't handle is 2+ darts on the same target
it makes a special temp item with X charges on it for the user to use before the end of their turn
you can have it mod the damage during creation if you are of the opinion that theres only 1 roll, or you can have the item roll for each target
Usually we just do one roll and my group usually just blasts one creature will all darts
It's a shame there's not a proper solution though
Looks like I'll have to manually adjust it
you'd need a way of signifying targets with more than one dart I think
I kinda like the creation of the temp item with the damage already set on it
Yeah on my patreon
Supports single and multiple targets
do I have to code the temp hp so it doesn't overwrite higher values or is that built into foundry?
Depends, how are you applying it?
let damage = Math.ceil(args[0].damageTotal);
if (damage != 0) {
let sourceToken = args[0].workflow.token.document;
await MidiQOL.applyTokenDamage([{damage: damage, type: 'temphp' }], damage, new Set([sourceToken]), null, null);
}
stole this out of one of chris's macros
I believe MIDI does handle it, I know it does in overtime ones
What's the correct format here for giving advantage to all saves? Magic Resistance for a creature.
you don't even need to populate an ae
just create an item on the actor called "Magic Resistance"
if you are one to preserve data in tiny bits, midi automates it, detects if magic resistance is on the actor and just does it
The key is I guess for things not called "magic resistance"
(the key is right though, effct value should evaluate to true or 1)
The actor has an item built in called magic resistance, but it's using the DDB Importer.
I just a want a passive, always-on effect that grants advantage when rolling saves against spells. I suppose I can use the built in Alt-Click to give advantage, I'm just worried about human error on my part.
You should be good to go. Like Moto said, Midi detects the Magic Resistance feature even if it doesn't have a flag set on it.
True, but I just had the actor selected and clicked a save in chat and it didn't automate, unfortunately.
it won't do that for a generic save
magic resistance works off spells
or magic based item rolls
a hyena's take down ability will not be done at advantage with someone with magic resistance, while sacred flame will
if you want all saves made at advantage you need the all saves key
I'll see what I can set up, I tested with poison spray from a PC actor.
this is especially important that custom overtimes be made properly when you start rocking magic resistance flags, cause overtime assumes no for magic unless you add the magic setting in.
is that even midi?
you have roll automation off don't you? or using another roller?
I have attack automation on, damage off. I'm guessing I'm just using a lack of enough automation for it to proc correctly.
I'd also check to make sure that your imported poison spray has the magic flag checked
it looks like you were reusing an old card
Ah, I actually don't think any DDB Imports have any flags checked within Midi...from what I can see.
It's not often needed.
item details of poison spray(which is in dnd5e's compendium)
I'm fairly certain spells are detected as magical anyways and that check is mostly just for items and features.
The card looks off to me
no target requirements on
hes got automation off for sure, it can't check the save against the bad guy cause it doesn't have the target
or in the case of reusing the card, same thing, even if you targetted with the initial cast, the reusing of the card is basically automation off
normally with midi working right, when you cast the spell, it asks the caster for the damage roll, then it asks the victim to rol a save all automagicaly. If you don't have those settings on then automation stuff will not work like magic resistance, and auto save friendly/fail friendly
I agree though, spells don't need the flag checkbox normally
Ah, so what I'm seeing in the midi options is that there is no option in the "Auto Check Saves" field to say "yes, check for a save needed, but allow player to click it still", it seems that "off" is my only alternative if I want that workflow.
monks tokenbar or lmrtfy
they exist purely for those guys who don't like computers rolling for them lol
yea, you want either of those modules to do what you're asking
I use tokenbar mostly because of how we have a bunch of mtb macros made around it
Ah, I have token-bar. I'll try that.
Make sure to turn on the midi setting to use it
Still have to alt-click or hit the green checkmark, but that'll work for me. Thanks!
It really should be auto applying advantage
you shouldn't have that problem
also the green/red buttons in MTB, am I right in assuming we all should turn those off lol?
I get the reason beind that setting but it really gets in the way lol
they are easy to accidentally click
or have them as a "hit this checkmark to turn advantage/disadvantage on or off, then click the d20"
they just need to not be overlayed ontop of the main button
drew do you have fast forward on?
do you see these windows with alot of your rolls?
Something is kind of janky. Not sure why Faerie fire is prompting for a Dex, Str, and Wis saving throw...
Fast forward is on
MTB has a glitch where if you don't complete its asks, they bank
and wait for the next d20 from that actor to complete them
my way of combatting this is I always complete an ask, even if you don't want it to be done, just fudge the roll with a crazy situational bonus
its not an mtb thing its a midi thing cause I reported it to him and he said as much.
Ah, gotcha. That works
Not a midi question... but midi-adjacent, if someone wants to help with something not combat-related? I'm after an implementation of the Light spell that has a random light color. Ideally it would be on the Light CE and use ATL, but I'm not sure how best to make it work. I can find some JS for the random color part (hsl works best, and then convert to hex for ATL), but just not sure how to string it all together (how would I generate and pass this hex colour to ATL in the CE... is that even possible?)
doesn't faerie fire do this in the macro?
I dunno if ATL still does the presets system, you could have made a preset in v9
If Faerie Fire does it, I'll take a squizz
its likely in a midi srd file not in the item
Hello, can I have some assistance with the piercer feat?
I found a macro online, not quite sure how to set up feat macros
I don't even know if the macro works, but anyway I found this https://www.reddit.com/r/FoundryVTT/comments/xcixjj/dnd5e_piercer_feat_automation_with_midiqol/
7 votes and 2 comments so far on Reddit
and it comes with the instructions of adding the flag flags.dnd5e.DamageBonusMacro to the feat itself, and have it call the macro
not sure how I go about that last part
plenty of ways posted in here in the past if that one is too complex maybe try the others, looks like the newest uses baboni
I want to use Buildabonus but not sure what to use it for.
OK yeah so the Midi SRD faerie fire sets the light directly on the targets – I could definitely go up that route, was just hoping there might be a CE solution so I don't have to make sure all the players are using the right version of the spell on their sheets
I made myself a spell updater macro for stuff like that. Paste in the actor ID and it grabs all the matching spells out of a compendium to replace the data with.
That sounds akin to what WIRE does to keep all actors updated with the latest premades
An CE with on-effect creation macro 🤔
Replace the pack on line 7 if you are interested in it.
Yeah this could be the way, sneak a macro into the CE using Effect Macro... not sure if it should be using ATL so it reverts when the spell ends gracefully tho. The Faerie Fire in midi SRD uses its own flags
Super interested, thanks! Is @vast bane using this? Seems like something he'd be into
I'm gonna take a look at the EM way in a moment
Actually, just updated that script with my current one. @coarse mesa
It shouldn't be destructive, but I'd duplicate your old actor first before using.
Here's a quick and dirty random color generator you could test with... I'll find something with a little more control at some point (don't really want it fully random)
const randomColor = Math.floor(Math.random()*16777215).toString(16);
Just needs a # added to the front of the hex value
@coarse mesa
This is great! Nice how it preserves Prepared etc. Have you thought about extending it to feats? Every time I update our shove and grapple feats I have to redrag it out to all the actors again 😅
For use in the on effect creation for effect macro.
Adds a new entry to the effect that can be modified programmatically (e.g. for random stuff)
const randomColor = "#" + Math.floor(Math.random()*16777215).toString(16);
let lightColorEntry = {key: "ATL.light.color", value: randomColor, mode: 5, priority: 20};
effect.update({changes:[...effect.changes, lightColorEntry]});
This is exactly what we're after! Our bard casts light on 2-3 party members at any one time... just wanted to jazz things up a bit
One thing I noted, sometimes it generates an invalid color string, just FYI
Thanks, I'll replace that with something more robust... lots of color gen js floating around
It could be changed to do that. I haven't had the need since my workflow for leveling up includes running the ddb importer and properly checking do not overwrite on feats that I've automated.
We're playing A House Divided at the moment... with our bard lighting everything up constantly, we're really not getting that gothic horror vibe. May as well lean into the silliness
That's fair... I'll look to do that
@vast bane Wanna uninstall a module?
Don't we all?
function resource(n, data){
const key = Number(n).ordinalString();
const name = `flags.world.resource.${key}`;
const label = foundry.utils.getProperty(data, `${key}.label`) ?? "";
const sr = foundry.utils.getProperty(data, `${key}.sr`) ? "checked" : "";
const value = foundry.utils.getProperty(data, `${key}.value`) ?? "";
const max = foundry.utils.getProperty(data, `${key}.max`) ?? "";
const lr = foundry.utils.getProperty(data, `${key}.lr`) ? "checked" : "";
return `
<li class="attribute resource">
<h4 class="attribute-name box-title">
<input name="${name}.label" type="text" value="${label}" placeholder="Resource ${n}">
</h4>
<div class="attribute-value">
<label class="recharge checkbox flexcol">
<span>SR</span><input name="${name}.sr" type="checkbox" ${sr}>
</label>
<input type="text" name="${name}.value" value="${value}" placeholder="0" data-dtype="Number">
<span class="sep"> / </span>
<input type="text" name="${name}.max" value="${max}" placeholder="0" data-dtype="Number">
<label class="recharge checkbox flexcol">
<span>LR</span><input name="${name}.lr" type="checkbox" ${lr}>
</label>
</div>
</li>`;
}
Hooks.on("renderActorSheet", async function(sheet, html){
const box = html[0].querySelector("form > .sheet-body > .tab.attributes.flexrow > .center-pane.flexcol > .attributes.flexrow");
const DIV = document.createElement("DIV");
const data = sheet.object.getFlag("world", "resource") ?? {};
for(let i = 1; i < 50; i++){
DIV.innerHTML = resource(3 + i, data);
box.appendChild(DIV.firstElementChild);
}
});
world script. Resources Plus. Saves data in flags.
Enjoy.
This one has 50 new resources.
How does it look on the sheet though? 😂
Perfect. 🤷♂️
Only rendering ones that have something in them presumably
or not lol
Gotta be honest, its not as bad as I thought it would be
Look, I saw the update, and I felt like I had to
Don't pitchfork me bugbear, it's insanity
I ... cannot ... look ... at ... that ... but ... at ... the ... same ... time ... I ... want ... to
ok fine, gee, I'll add a "+" button
What's up with the resouce+ update? 😅 knows nothing about code
whenever someone asks if tidy is fixed, you should share this image lol
I love this image
One resource box for every... single... arrow
I'm just petty. In short, "it's not what I would have done."
I can respect being petty!
I kinda want that macro though
Like not for the player, but for like a resource sharing idea maybe
lemme clean it up a bit