#MidiQOL

1 messages · Page 55 of 1

chrome gale
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(with some yellow errors now and then)

scarlet gale
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Also, the origin line was using a , intead of a :

chrome gale
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but it makes the console harder to read

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the last version you gave me worked, in that it placed the template and attached it

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but the effect isn't on the actor

scarlet gale
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Edited again

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I dropped the effect line again lol

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ok now try

chrome gale
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haha

scarlet gale
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wait

chrome gale
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VM673633:5 Uncaught (in promise) ReferenceError: template is not defined
[Detected 1 package: midi-qol]

scarlet gale
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Yep, just noticed that

chrome gale
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[template] should this be templatedoc

scarlet gale
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Edited the code above again

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Actually you don't need the effect part

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If midi is making the template

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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

chrome gale
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yeh I just deleted that section, and it does seem to work

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now I can hopefully add in my template edits to the templateDoc.update section to change the colour etc?

scarlet gale
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yea

chrome gale
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thankyou yet again

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you hero

scarlet gale
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One thing you can do is make a template and customize it to your liking in Foundry

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Then just do a console.log of it's object to get the correct data layout

chrome gale
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Once again, well past my bedtime, but thankyou. Another feature successfully working 🙂

chrome gale
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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

scarlet gale
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Range special, but I don't think it does a template

chrome gale
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Yeh I need the template. Never mind 🙂

scarlet gale
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Could make the template in the macro

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Set the initial position that way

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A lot more work however

sleek bone
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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

molten solar
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That's a v10 macro for sure

scarlet gale
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And likely tried to run it as a hotbar macro

rancid tide
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Can someone tell me why an error like this would generate? I get it at every start of the world

molten solar
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A module has an error in one of its hooks that it runs on startup

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not midi related

rancid tide
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Okay ty

scarlet gale
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From the same dev

sleek bone
scarlet gale
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Are you putting it as an item macro on the item?

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And setting the spell to use said item macro

sleek bone
# scarlet gale 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

scarlet gale
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check what your original damage is set to

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you likely need to remove the dex part

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since the macro handles that on it's own

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normally the ddb importer sets this all up for you if you use the importer

sleek bone
scarlet gale
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go over to compendiums tab

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and hit monster munch

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then run the spell muncher

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at that point it's just a matter of dragging the spell out of the ddb spell compendium

sleek bone
# scarlet gale then run the spell muncher

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

scarlet gale
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shouldn't be one

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the macro does it

sleek bone
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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?

scarlet gale
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I would ask on the DDB importer discord for further support with it. It should just import with a correctly working macro

jagged bear
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Is it possible for an overtime active effect's save roll to not remove the effect on a success?

kind cape
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Off the top of my head that is what the removeCondition is for 🤔

jagged bear
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excellent, thank you

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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

kind cape
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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?

jagged bear
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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

sudden crane
kind cape
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Hmm, easiest might be too trigger a macro from the AE then tbh 🤔 or do what Elwin described

jagged bear
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Aight, cheers

sudden crane
jagged bear
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Ah, I shall try!

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That works! Cheers a ton!

covert mason
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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?

covert mason
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Ah. Is there no flag that I can use?

violet meadow
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You can add it in the Tool Bonus here

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Otherwise an small Actor onUse macro will do that too, checking whether a specific effect is active and adding or not the bonus

vast bane
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grave cleric max heal 0 hp folks

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change a 3d8 to a 3*8

violet meadow
vast bane
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I'd like to see both honestly cause beacon of hope also causes this

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beacon of hope places a buff on allies that makes all heals on them max heal

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pretty sure the v9 premade someone made here for circle of mortality still works with shims

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but its really weird

violet meadow
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Ah I remember that one. Let me check something... and finish what I was writing already 😛

vast bane
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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);
}```
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looks v10ified

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wow actually its half v10ified

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// 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

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I assume the _token is probably naughty

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already yeetd the double datas

viscid lance
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I'm having an issue where Archery Fighting Style isn't applying the +2 bonus to ranged attack rolls.

violet meadow
# covert mason Ah. Is there no flag that I can use?

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) 
})
vast bane
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also show the item details of the weapon you are testing with

viscid lance
vast bane
# viscid lance

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...

viscid lance
vast bane
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is that Wire?

violet meadow
vast bane
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What....on earth is going on with your ui lol

vast bane
# viscid lance

the item is not setup right for detection as a ranged weapon I believe

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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

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I bet you zhell would know what ae ui that is, my first guess is effective transferral

viscid lance
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Foundry 10, 2.1.2, midi 10.0.26

vast bane
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can you DM me your module list?

violet meadow
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Nah its the same DAE card but in 1 line

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Some UI probably

viscid lance
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DAE 6.0.01

vast bane
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thats probably dae srd and dead, delete that

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make sure you do not confuse dae srd with "Dynamic Effects using Active Effects" they are two different modules

viscid lance
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Ok

vast bane
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the second one is very important, the first one is a v8 dead module

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"DAE SRD"

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delete that one

violet meadow
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@viscid lance Do you have the effect as Transfer to Actor on Item Equip?

vast bane
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it is btw, very much a side tangent problem

viscid lance
vast bane
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I don't think his test item is setup right, it looks like either a bad import or a manually created item

vast bane
viscid lance
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This character was imported using the roll20 importer

marsh crescent
vast bane
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especially in dnd5e 2.1.2

violet meadow
viscid lance
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I'll check....

violet meadow
# viscid lance

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.

vast bane
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it also doesn't have a range set

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nor the checkbox for ammunition

violet meadow
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Doesn't matter. The mwak vs rwak is the issue here

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~~An also need to be damage and not attack !

system.bonuses.rwak.damage | CUSTOM | 2~~

vast bane
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if you can find the dnd5e items SRD, just search in it for a longbow and give it to the actor

vast bane
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fighting style is attack roll, bracers are attack damage

violet meadow
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oh well, the first part then

vast bane
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I do it ALL the time lol

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but if they are using a wonky importer, I bet you that you are correct with the DAE too

viscid lance
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Once I added the longbow from dnd SRD that resolved the issue. Thank you all!!

vast bane
scarlet gale
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Oh I should have scrolled down more, someone said that already

vast bane
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kinda wanna know what skin @viscid lance was using there for dae

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anyone check the chromatic orb macro above before we all got distracted?

vapid meadow
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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:

vast bane
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cursory glance it has _id in it

viscid lance
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How do I find out what skin I'm using Moto?

vast bane
scarlet gale
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It's probably a UI module

vast bane
vapid meadow
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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.

scarlet gale
vast bane
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the error on their turn I think is midi attempting to delete something that was deleted by Automated animations

vapid meadow
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im trying to use find the culprit, but its hard because of all the required modules.

vast bane
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Can you check to see if AA is set to yeet the template for that spell?

scarlet gale
vast bane
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regardless the error is foundry telling you it was told to delete something that is gone

vapid meadow
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right.. any guess on what module it would be? does midi still need times up?

vast bane
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I thought Otigan caught this issue but also who knows which modules doing it really

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times up is great for other reasons, I think midi and AA are the usual dance partners with template deletions

scarlet gale
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Yes, check automated animationss

vast bane
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Automated Animations

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Also any macros you got that would be doing it too fwiw, like a sequencer macroi maybe

vapid meadow
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ok, ill check that. i dont have any macros AFAIK

viscid lance
vapid meadow
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but ill check automated.

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im running find the culprit now.

vast bane
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@scarlet gale @violet meadow I think the dae skin was Ernie's Modern UI

vapid meadow
# vast bane Automated Animations

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.

vast bane
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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

vapid meadow
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i need sequencer going for it to delete right?

vast bane
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AA requires sequencer to function

vapid meadow
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nevermind, i didnt move through enough rounds, sorry.. will report when i know for sure.

vast bane
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two modules I consider pure dependencies that most dont, would be wall height and sequencer

vapid meadow
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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.

vast bane
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no midi does it on its own

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no I think instants don't delete till the next round start

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I think its weird like that with midi I could be wrong

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Your AA realy doesn't auto delete templates?

vapid meadow
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somewhere down the line with find the culprit, it stopped deleting when i moved the rounds, not sure which one yet.

vast bane
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the only 3 things I am aware of that delete templates in v10, are midi, sequencer(macros), and automated animations.

vapid meadow
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the issue isnt even AA.

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im not using it currently.

vast bane
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weird

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are you using TMFX templates?

vapid meadow
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dont even know that one.

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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;

vast bane
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I see sift...

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I thought that was dead in v10, are you on v9?

vapid meadow
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no im v10.

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whats sift?

vast bane
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Spells Items and Features Toolkit can auto delete templates

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its suppose to be dead though

vapid meadow
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im wondering... does that cause the "lightning effect" in spells?

vast bane
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dfreds and cub, beware of their issues together

vapid meadow
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cause i know im not using AA.

vast bane
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I think the lightning effect in templates is TMFX aka Tokenmagic FX

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I don't think TMFX has an auto delete though

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you could also technically have a bunch of spells with on use macros for sequencer too

vapid meadow
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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.

vast bane
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disable sift

vapid meadow
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i dont think any of my spells have macros.

vast bane
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that module is way more likely to be the cause

vapid meadow
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(they're all through mrprimate, and he doesnt do macros on his spells AFAIK)

vast bane
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oh he does but you have to tweak a setting

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Chris shares his macros a ton here, hes got like a giant library of automation for midi

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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

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we all assume a module conflict, but humans can do it too lol

vapid meadow
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right, but im testing now without any human interaction.. im being careful about that.

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ill test SIFT for that first.

vast bane
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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.

vapid meadow
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the only reason i brought this up.. last week it was SERIOSLY messing with players.

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as a dm id cast a spell, and it would auto select - as expected, but everyone ELSES targetting would be messed up too.

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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.

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and they reported seeing errors relating to templates, couldnt test it till now.

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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)

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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.

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oh well, thanks for the info about SIFT.

vast bane
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doesn't sound familiar to me, are you on 2.1.2 dnd?

vapid meadow
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no, def not. im avoiding that till all the issues are updated. (sheets, etc.)

vast bane
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the targetting should not transfer to other people

vapid meadow
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i know, i had never seen that till last week. it was WEIRD. so i had people not target and not use measured templates

vast bane
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clear out your incompatibile modules though, SIFT being one of them

vapid meadow
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my only incompatable is custom journal.

vast bane
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SIFT is a v9 module

tepid sparrow
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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.

vapid meadow
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i know, i meant now.

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i just removed SIFT

vast bane
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keybind lib is v8

vapid meadow
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i meant to say my only known incompat.

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i have 23 "unknowns"

vast bane
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any yello 9 or lower warning in manage modules is going to be a high suspect in any bug/problem you have

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99.9% of them should be yeeted

vapid meadow
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i generally try to keep all at v10, unless i know its fine. i wasnt sure about the libs though.

vast bane
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I actually wonder if Active effects manager is incompatible with midi

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its essentially on life support maintenance

vapid meadow
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do you mean active token effects?

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oh, you mean the library.

vast bane
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yeah actually I think that is the culprit here

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it auto removes and adds active effects

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and midi's template removal is an ae on the source actor

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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

vapid meadow
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what uses it? i dont see it my actual list of modules.

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so it must be turned on by something that uses it.

vast bane
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its sorta kinda a standalone module that does what dfreds/midi does

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but for all ae's

#

in mnage modules you can click the top right arrows button to expand the modules and see the dependencies

vapid meadow
#

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.

vast bane
#

I dunno what its name is in manage modules, your list I think uses folder names

vapid meadow
#

weird, but i dont see it.

tepid sparrow
#

it might have Library: added to the front of it so check L

vapid meadow
#

i did.. weird.

vast bane
#

I think its official name is FoundryVTT Library: Active Effect manager

#

one of these two actually

tepid sparrow
#

welp I was hoping that would fix my issue but it did not

vast bane
#

disable Cub's enhanced conditions, it can also auto end ae's

vast bane
tepid sparrow
vapid meadow
# vast bane I think its official name is FoundryVTT Library: Active Effect manager

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;

vast bane
vapid meadow
#

anyway, i have to run. thanks for all the info.

vast bane
#

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

tepid sparrow
#

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

vast bane
#

does the spell have the ae, or is there a dfreds CE?

#

Do you have any funky world scripts related to fumbles?

tepid sparrow
#

There's a CE, no duration or actual effects set in CE, just a visual indicator

vast bane
#

and to clarify, when you fumble that attack roll, it auto applies agonizing touch and dazed?

tepid sparrow
#

only a midi sound effect

#

yes it does

vast bane
#

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?

tepid sparrow
#

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.

vast bane
#

at anytime, did you install dnd5e 2.0.3 on top of 2.1.2 in an attempt to rollback the wrong way?

tepid sparrow
#

I did not, I just waited out my error

vast bane
#

hmm, yeah other than starter hero test, I got nothin

#

I just don't have your versions to replicate/test with

tepid sparrow
#

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.

vast bane
#

and you are certain you have no worldscrpts for fumbles

tepid sparrow
#

there is not
here's the rest of the details tab

vast bane
tepid sparrow
#

also no

#

there's also nothing but compendiums in my world.json

vast bane
#

yeah I got nothing, unless its a bug with the newest versions only

tepid sparrow
#

That's what I'd assume because I don't recall this issue before but I can't say for sure

timber oyster
#

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

violet meadow
# timber oyster Also, we dont really know which part fo the item makes it check for it and break...

Steps to troubleshoot.

  1. Versions of Foundry, Dnd5e, MidiQOL, DAE.
  2. Disable other modules except for MidiQOL, libwrapper, socketlib (or use Find the Culprit module, locking these 3 modules before starting the procedure).
  3. Grab the Item again from the Items SRD compendium and put that on the appropriate actor.
  4. Open console (press F12). Clear it by using CTRL-L or using the appropriate button, second from left in the second row.
  5. Make the attack.
  6. Post the messages that are logged in the console after using the Item.
sharp dragon
#

Hey do the keyboard commands for midi only work for gms?

crude aspen
#

Do you mean roll with advantage etc.?

sharp dragon
crude aspen
#

Aren't those in core?

coarse mesa
sharp dragon
coarse mesa
#

I think tposney did fix something with keybinds in the last update… are you on the latest version?

coarse mesa
#

Have you looked at Configure Controls for that player to see if anything funky/conflicts?

crude aspen
#

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?

coarse mesa
crude aspen
#

Like the difference isn't relevant?

coarse mesa
#

You either have basic vision or darkvision in v10

sharp dragon
crude aspen
#

I see, so both map to vision distance without light

coarse mesa
crude aspen
#

I would be, tried to find them but couldn't see anything on github etc.

sharp dragon
#

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

coarse mesa
sharp dragon
coarse mesa
#

Might be a question for @frigid zinc

frigid zinc
#

Argon just calls the roll

#

It works indipendently of midi

timber oyster
coarse mesa
#

If it works fine from the sheet

sharp dragon
coarse mesa
#

Ah ok, does it still not work from the character sheet for that player?

frigid zinc
#

Shift/alt/ctrl

sharp dragon
coarse mesa
#

So Argon isn’t passing the keybinds through? 🤔

sharp dragon
#

It is for me tho so maybe it's a permissions

vast bane
#

he added a button to disable his own automation for things like dodge

vast bane
#

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.

sharp dragon
#

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

vast bane
#

Do you have a module using those keys?

sharp dragon
vast bane
#

well, alts used by core and system too fyi

past spade
#

Is there a way to set damage from a feature as magical concerning Resistance to non-magical weapons?

vast bane
#

are they using a non character sheet to roll the item?

vast bane
past spade
past spade
#

yea

vast bane
#

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

sharp dragon
past spade
#

wait, I

#

I'm stupid.. monster had bludgeoning resist even with magic weapons

sharp dragon
#

Thanks for all the help guys now if you excuse me I have a player to put into a coma

vast bane
sharp dragon
vast bane
#

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

sharp dragon
#

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?

vast bane
#

actually 5

vast bane
#

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.

kind cape
#

Also if you want to fork over some money, Crymic does MIDI stuff as well on his patreon

vast bane
#

I don't think you can actually find Mr.Primate here, but if you have the dndbeyond importer its project page is his github

scarlet gale
#

I do it for my magical inspiration feature

vast bane
#

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

sharp dragon
#

So I'll need that lol

vast bane
scarlet gale
#

I've always wanted to try that homebrew rule

sharp dragon
vast bane
#

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

sharp dragon
vast bane
#

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.

coarse mesa
scarlet gale
#

I don't mind donating my stuff to a centralized resource

coarse mesa
#

I think Tim was keen, just looking for an overseer

vast bane
#

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

scarlet gale
#

Well

#

Might be able to get away with scrubbed descriptions

vast bane
#

yeah Masif seems to be ok

coarse mesa
#

Should be au fait if no descriptions or names that mention licensed spellcasters

vast bane
#

he has stuff in the descriptions but they aren't the copyright stuff, they are the meta instructions and info of the module

coarse mesa
#

Yeah use the descriptions to list dependencies, like bamboni, active auras etc

vast bane
#

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

terse acorn
#

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"

vast bane
#

answer is probably executeAsGM

#

you could probably yoink the macro of shilllelleigh for this

scarlet gale
#

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.

vast bane
#

theres a few examples of modifying an item with an ae in midi srd I believe

terse acorn
#

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?

scarlet gale
#

Warpgate mutation would be better and less destructive

#

yea sorry, I didn't look at your code hard enough

vast bane
#

you could do the warpgate mutation in an effect macro too

#

if you wanted to keep it an ae

scarlet gale
#

@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?

vast bane
#

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

terse acorn
vast bane
#

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

terse acorn
#

yes. i look into all the non-magic items from the target player.

scarlet gale
#

@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.

vast bane
scarlet gale
#

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?

vast bane
#

that works perfectly for balm of peace thank you

#

The healer feat, I made a feature called "Heal with kit"

scarlet gale
#

oh

vast bane
scarlet gale
#

Do they do it multiple times in a single turn?

vast bane
#

its more of usecase cause he usually does it after combat ends all in one lump

#

and indiivdually targetting is tedious

scarlet gale
#

you should be fine

vast bane
#

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

scarlet gale
#

the initial item roll will still apply it's effects as normal

vast bane
#

the extras wont?

scarlet gale
#

correct, I delete the effect part out when it's duplicated to avoid stuff like that

junior hinge
#

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?

vast bane
#

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

junior hinge
#

Ah, that's where my confusion came from

coarse mesa
#

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

odd sable
#

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?

vast bane
#

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

coarse mesa
vast bane
#

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

violet meadow
#

It will need some collab

#

Better have it all as a module

dark canopy
#

I dont think that's gonna happen 😅

vast bane
#

awwww

dark canopy
#

but a simple midi community wiki would be pretty neat

#

i'd pin that

vast bane
#

I volunteer Lukas!

#

What if the wiki is just a single page with all the voluntar githubs lol

vapid meadow
#

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.

vast bane
#

you got a bad item probably

#

are you the one with the weird item imports?

vapid meadow
#

no, but i do have a bunch of items, and a bunch of them are also hombrew, so it wouldnt surprise me.

vast bane
#

nope that was pwarner

vapid meadow
#

i dont tend to do much with sounds, so ive never noticed it.

vast bane
#

it could also be a MIM error

#

do you have Magic Items Module?

#

MIM stuff doesn't properly migrate to 2.1.2

vapid meadow
#

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?

vast bane
#

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?

scarlet gale
#

Could be something accidently overlooked

#

I don't think many people use midi for sound stuff

vast bane
#

I have it on and don't have the error but I'm on the pre 2.1.2 stuff

chrome gale
#

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

vast bane
#

custom can also do some magical stuff with dae on regular system flags too

scarlet gale
#

Most of the time you'll want custom, but there are instances when override is needed

vast bane
#

if you use custom on like the ac bonus flag, you don't need to lead with a + or -

vapid meadow
chrome gale
#

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

scarlet gale
vast bane
vapid meadow
#

2.1.2? do you mean 5e? im using the older 5e, but the latest midi, so its possible.

scarlet gale
#

what versions do you have?

#

of midi and 5e

vast bane
#

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

vapid meadow
#

5e: 2.0.3

scarlet gale
#

It'll likely go away once you're updated

vapid meadow
#

midi: 10.0.26

vast bane
#

I don't think he intends on supporting 2.0.3 over version 24

vapid meadow
#

im avoiding updating 5e until a lot of other things are fixed.

#

gotcha, ill downgrade it.

#

(other things unrelated to midi i mean)

vast bane
#

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

vapid meadow
#

will do. thanks.

scarlet gale
vapid meadow
#

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?

vast bane
#

he only posts the normal installs for previous builds

vapid meadow
vast bane
#

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.

vast bane
#

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?

sharp knoll
vast bane
nova lark
#

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

vast bane
# nova lark

you have midi turned off in the outer settings for that account

nova lark
#

Oh, how would i fix that?

vast bane
#

as you can see, this is a client side setting

#

only the user can change it

nova lark
#

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

vast bane
#

ctrl F5

nova lark
#

Aha

#

That was it

#

Somehow it was bugged and acting because i didnt have midi at all

sharp dragon
#

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

vast bane
sharp dragon
vast bane
#

player characters don't get to use the monster manual stat block rules

#

without homebrewing it

sharp dragon
chrome gale
#

is there a flag or setup to grant advantage on magical saving throws?

vast bane
# sharp dragon That's what I want to try to code in

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

vast bane
#

there is also a flag for it, and overtime has a special option to flag them as elligible for this feat

chrome gale
#

oh, that's literally the name of the feature I'm putting on a monster haha

vast bane
#

you technically don't need to use the flag, if it matches the name

chrome gale
#

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

vast bane
#

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...

vast bane
#

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?

scarlet gale
#

Probably just have to check silvered on the weapon instead

violet meadow
# vast bane how do you silver ammunition?

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!

violet meadow
#

You could have it as one yes. Just use it in console to try it out

vast bane
#

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

ashen oyster
vast bane
#

active effect tab?

ashen oyster
vast bane
#

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?

ashen oyster
#

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

vast bane
#

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

ashen oyster
#

yeah i have lots of mods that have errors and the module updater never updates anything really lol

violet meadow
#

@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 😅
vast bane
#

you need to manually check for v10's and install them/replace them

vast bane
celest bluff
vast bane
#

can applyCondition= in overtime effects apply an actual dfreds CE by name?

flint aurora
vast bane
flint aurora
vast bane
#

@violet meadow does fast forward work on init rolls in your world?

#

Mr. Moto-should-update-to-2.1.2 😉

violet meadow
#

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 🤔

violet meadow
flint aurora
#

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 😛

vast bane
#

its to be expenced, it was a new added feature maybe he just missed it

violet meadow
#

Could this have been introduced in the last MidiQOL update? Possible with the rework of Midi's keymanager. checking

vast bane
#

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?

flint aurora
#

um sec

vast bane
#

could genuinely be a dnd5e bug

flint aurora
#

supposed to be shift/alt right?

vast bane
#

the configure controls button in the sidebar shows you what they are for you

flint aurora
#

I see no keybindings for adv/dis

#

I'm going to revert to 2.0.3 and see if that fixes things

violet meadow
vast bane
#

you cannot install 203 over 212

violet meadow
#

Do you have backups?

flint aurora
#

they're all toy worlds right now

#

I'm a FGU refugee

vast bane
#

still, just make a new world and install dnd5e 2.0.3 and do not launch 2.1.2 worlds with it

flint aurora
#

acknowledged

violet meadow
flint aurora
#

yeah its working as intended in 2.0.3

vast bane
#

the only thing you can do is check a box in special traits if you have advantage

#

otherwise its always a straight roll

flint aurora
#

this is the moment a software eng looks at something and thinks how far he wants to go down the rabbit hole

violet meadow
#

just jump!

flint aurora
#

I will say this code is better organized and documented than FGU's lua

vast bane
#

where is zhell when we need him

#

I don't see a bug report yet for it

flint aurora
#

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

violet meadow
#

is that simply an issue of a missing {event:event} in here??? return this.actor.rollInitiativeDialog();

vast bane
#

I've gone through all of them and haven't seen an issue report yet

flint aurora
#

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.

vast bane
#

I'm honestly surprised nobody has caught it yet in dnd5e

flint aurora
#

thought I was going mad, other people we're telling me what you said

#

it could do it in getInitiativeRoll()

#

oh, nope.

violet meadow
#

I give up. Too late for me here 😄

flint aurora
#

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

flint aurora
wheat marten
#

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:

real sluice
#

yes

molten solar
# vast bane where is zhell when we need him

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.

edgy panther
#

Hello, does anyone know if the MidiQOL Hunters mark item can handle multible Hunters marks from different actors?

wheat marten
#

i am!

molten solar
#

Well I'm out of ideas then 🙌

wheat marten
#

Worst case the player can do it manually, I was mostly just curious as to why it isn't working 😂

wheat marten
#

Midi is on the latest as well

celest bluff
#

that got rid of that error for me

wheat marten
#

Hm, lemme double check

#

Am on 10.0.26 for midi

#

This is the AE

gilded yacht
wheat marten
#

Sure!

gilded yacht
# wheat marten 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.

edgy panther
#

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.)

wheat marten
#

I'm guessing babonus could accomplish that?

kind cape
#

You should be able to setup an effect like this, then apply it to him at the start of combat:

edgy panther
#

Thx !

kind cape
#

Wait, wrong expiration, it should be "deals damage" not "1 hit"

edgy panther
#

Okay ill change and test it ^^

molten solar
rancid tide
#

Can someone tell me about this?

edgy panther
#

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?

kind cape
#

I think

edgy panther
#

perfect. thx

toxic spruce
#

Is there a setting that removes the prompt for saving for the DM?

#

Is that it?

edgy panther
#

Am I stupid, or is there no premade midiQOL item for the spell Hex? (the warlock equivalent of hunters mark)

honest ginkgo
#

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

violet meadow
#

Do you have the activation conditions enabled in MidiQOL settings?

molten solar
#

could just use babonus.

violet meadow
#

Which version are you on?

honest ginkgo
violet meadow
#

If on v9 that will not work

violet meadow
# honest ginkgo thank you

MidiQOL settings => Workflow settings => Workflow tab, the entries for Roll other formula for rwak/mwak and in the drop-down select Activation Condition.

honest ginkgo
#

its most likely user error on my part

violet meadow
#

Are you on V9 foundry?

honest ginkgo
violet meadow
# honest ginkgo

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

honest ginkgo
#

ill check that module out

#

ohh build a bonus

violet meadow
#

fitting name 😛

toxic spruce
#

I am using the midi sneak attack. It does not trigger the AA for it. Does that sound right?

thorny solar
#

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.

toxic spruce
#

hmm - but I love them merged lol

#

didn't work

#

Is there a setting to stop asking the DM to roll for saves?

vast bane
#

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?

thorny solar
#

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?

violet meadow
#

Should be fine

vast bane
#

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?

thorny solar
#

I plan on updating to 2.1.X soon but waiting for TidySheet first.

violet meadow
toxic spruce
#

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

violet meadow
toxic spruce
#

Yup

violet meadow
#

MidiQOL settings main menu, find the Fast Forward Abilities Rolls checkbox

violet meadow
#

Start of turn?

vast bane
#

I need the active effect to apply at start of turn only if the recharge succeeds

violet meadow
#

And if there is no charge the effect disabled?

vast bane
#

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

kind cape
#

@vast bane What is the feature you are trying to create? 🤔

violet meadow
# toxic spruce now it is this one:

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)

vast bane
#

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

toxic spruce
#

found it TY

vast bane
#

I think I will just janky it up with an EM macro to roll the item at turn start

violet meadow
#

giv me 5

vast bane
#

and ignore it when I see he fails to recharge?

kind cape
#

Could do EN on turn start that triggers a 500Ms delay before it does anything

vast bane
#

oooooh I like that

dark canopy
vast bane
#

Is there a way to tell EM to wait for simbuls?

vast bane
violet meadow
vast bane
#

there are no charges, its a recharge ability

#

I like the idea of waiting the item roll in EM

dark canopy
#

const recharged = new Roll('1d6cs>5').evaluate({async:false}).total > 0

#

there is the recharge logic 🙂

vast bane
#

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?

violet meadow
#
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})
})
dark canopy
#

im sure its await item.use()

#

but that's just a guess, the docs should indicate how

vast bane
violet meadow
#

It should have something. How do you set it up?

vast bane
#

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

violet meadow
vast bane
violet meadow
#

yeah

vast bane
#

is there a detriment to having lots of these or can I leave it and forget about it after its done and used?

violet meadow
#

If you have lots of items with the same name, it can create an issue

#

You could use ids instead

vast bane
#

it won't happen, can the ae and the item name be the same name?

violet meadow
#

Yeah

vast bane
#

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?

kind cape
#

Well you could request Simbuls to add a hook that fires on recharge success, thats the "proper" way to do it 😛

violet meadow
#

Actually ohhh hmmm

dark canopy
#

updateItem would work in that case

violet meadow
#

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.

dark canopy
#

but, more hooks is 100% the direction it should be headed

#

(at least, that's the direction my ill-fated refactor was headed in)

violet meadow
#

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" ?

vast bane
#

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?

molten solar
#

Check the console

vast bane
#

hmmm, I think midi chooses not to add them to "equipment" type

tepid sparrow
#

I can also verify that I have no checkboxes on equipment items 👌

vast bane
#

problematic cause trinkets very often have active effects to apply/toggle

#

I get that armor usually don't, but trinkets are a subtype too

tepid sparrow
#

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

vast bane
#

oh snap, 5e resources + just updated, just need inventory plus solution and I might actually take the leap

violet meadow
#

🤣
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

kind cape
#

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 🤔

vast bane
#

is it not possible to midify the roll to be a * instead of d?

#

4d8 becomes 4*8

violet meadow
#

The issue is that you have multiple targets

#

it rolls only once

#

and all get the max heal then if 1 is at 0

violet meadow
#

['5 * 8 + 5', '2+@item.level']
 ['5d8 + 5', '2+@item.level']

vast bane
#

lol that is crazy that it needs allo that code lol

kind cape
#

b = b.replaceAll("d", "*") would do it too, right? 🤔

#

I might have missed some nuance in the way you are doing it though

vast bane
#

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"

molten solar
violet meadow
#

Now that you mention this 🤔

violet meadow
#

So you yeah, you can also set up the preDamageRoll to re-roll the damageRoll to be followed, with a maximize:true

vast bane
molten solar
#

Huh? Oh no I didn't touch it.

#

I glanced at it.

#

In reverence. In bewilderment.

#

Poor phrasing on my part.

vast bane
#
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?

violet meadow
#

temphp

vast bane
#

@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

dark canopy
#

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) => {

vast bane
#

prolly should ask @violet meadow if thats an ok change as I'm quite out of my depth here and its his work

dark canopy
#

well, as written, its syntatically wrong, heh, my change makes it work

violet meadow
#

Yes check the one I had edited

#

I got rid ai await

vast bane
#

actulaly theres a typo

#

on my part there, the code in discord showed me

violet meadow
#

On phone. Use Badgers, he know 😁

vast bane
#

k tryin badgers with a fix to a missing quote too

vast bane
woven spindle
#

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

vast bane
#

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

woven spindle
#

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

vast bane
#

I kinda like the creation of the temp item with the damage already set on it

vast bane
#

do I have to code the temp hp so it doesn't overwrite higher values or is that built into foundry?

kind cape
#

Depends, how are you applying it?

vast bane
#
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

kind cape
#

I believe MIDI does handle it, I know it does in overtime ones

dry dragon
#

What's the correct format here for giving advantage to all saves? Magic Resistance for a creature.

vast bane
#

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)

dry dragon
#

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.

scarlet gale
#

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.

dry dragon
#

True, but I just had the actor selected and clicked a save in chat and it didn't automate, unfortunately.

vast bane
#

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

dry dragon
vast bane
#

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?

dry dragon
#

I have attack automation on, damage off. I'm guessing I'm just using a lack of enough automation for it to proc correctly.

vast bane
#

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

dry dragon
#

Ah, I actually don't think any DDB Imports have any flags checked within Midi...from what I can see.

scarlet gale
#

It's not often needed.

vast bane
#

item details of poison spray(which is in dnd5e's compendium)

scarlet gale
#

I'm fairly certain spells are detected as magical anyways and that check is mostly just for items and features.

vast bane
#

Maybe its the reusing of the card?

#

or they have no automation on

#

OH

scarlet gale
#

The card looks off to me

vast bane
#

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

dry dragon
#

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.

vast bane
#

they exist purely for those guys who don't like computers rolling for them lol

scarlet gale
#

yea, you want either of those modules to do what you're asking

vast bane
#

I use tokenbar mostly because of how we have a bunch of mtb macros made around it

scarlet gale
#

I don't like the pop-out from lmrtfy

#

Monks stays in chat and looks cleaner imo

dry dragon
#

Ah, I have token-bar. I'll try that.

scarlet gale
#

Make sure to turn on the midi setting to use it

dry dragon
#

Still have to alt-click or hit the green checkmark, but that'll work for me. Thanks!

scarlet gale
#

It really should be auto applying advantage

vast bane
#

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

scarlet gale
#

I don't think my players even know what they do

#

I've never had anyone hit them

vast bane
#

they are easy to accidentally click

dry dragon
#

or have them as a "hit this checkmark to turn advantage/disadvantage on or off, then click the d20"

vast bane
#

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?

dry dragon
#

Something is kind of janky. Not sure why Faerie fire is prompting for a Dex, Str, and Wis saving throw...

#

Fast forward is on

vast bane
#

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.

dry dragon
#

Ah, gotcha. That works

coarse mesa
#

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?)

vast bane
#

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

coarse mesa
#

If Faerie Fire does it, I'll take a squizz

vast bane
#

its likely in a midi srd file not in the item

unborn cosmos
#

Hello, can I have some assistance with the piercer feat?

#

I found a macro online, not quite sure how to set up feat macros

#

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

vast bane
#

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

unborn cosmos
#

hmm

#

I might have to look further into this buildabonus stuff

thorny solar
#

I want to use Buildabonus but not sure what to use it for.

coarse mesa
# vast bane its likely in a midi srd file not in the item

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

scarlet gale
coarse mesa
#

That sounds akin to what WIRE does to keep all actors updated with the latest premades

kind cape
#

An CE with on-effect creation macro 🤔

scarlet gale
coarse mesa
#

Super interested, thanks! Is @vast bane using this? Seems like something he'd be into

kind cape
#

I'm gonna take a look at the EM way in a moment

scarlet gale
#

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.

coarse mesa
# kind cape I'm gonna take a look at the EM way in a moment

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

kind cape
coarse mesa
kind cape
#

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]});
coarse mesa
kind cape
#

One thing I noted, sometimes it generates an invalid color string, just FYI

coarse mesa
scarlet gale
coarse mesa
coarse mesa
molten solar
#

@vast bane Wanna uninstall a module?

kind cape
#

Don't we all?

molten solar
#
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.

kind cape
#

How does it look on the sheet though? 😂

molten solar
#

Perfect. 🤷‍♂️

scarlet gale
#

Only rendering ones that have something in them presumably

molten solar
scarlet gale
#

or not lol

kind cape
#

Gotta be honest, its not as bad as I thought it would be

molten solar
#

Look, I saw the update, and I felt like I had to

#

Don't pitchfork me bugbear, it's insanity

violet meadow
#

I ... cannot ... look ... at ... that ... but ... at ... the ... same ... time ... I ... want ... to

molten solar
#

ok fine, gee, I'll add a "+" button

wheat marten
#

What's up with the resouce+ update? 😅 knows nothing about code

vast bane
# molten solar

whenever someone asks if tidy is fixed, you should share this image lol

#

I love this image

coarse mesa
#

One resource box for every... single... arrow

molten solar
wheat marten
#

I can respect being petty!

vast bane
#

I kinda want that macro though

#

Like not for the player, but for like a resource sharing idea maybe

molten solar
#

lemme clean it up a bit