#MidiQOL

1 messages · Page 56 of 1

vast bane
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I could see it having some use for clerical stuff

molten solar
kind cape
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Hey thats pretty clean

wheat marten
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Neat! How does one remove them if needed?

molten solar
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Just added that

wheat marten
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Awesome! And this is put into worldscripter?

molten solar
#

Sure, that works

vast bane
# molten solar

Just wanna point out that this is basically Resource Macro™️ lol

molten solar
#

Nah, it's a hook on sheet rendering, and injecting some html.

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Nothing but some anchors and flags

vast bane
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Well yeah, but its also technically a macro, so it works for the meme lol

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oh wait yeah its a world scrpt

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right?

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can this one work in worldscripter or does it need to go before that?

scarlet gale
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Probably can

molten solar
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Doesn't need to run on init or setup, so World Scripter is fine

molten solar
#

lmao I forget about the recharging

chrome gale
#

is there an effect duration which expires 'end of players current turn'

scarlet gale
#

@molten solar Search is failing me, what was your trick to make embedded effect macros in other macros readable?

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Instead of one long string in the flag.

molten solar
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const myFunction = async function(){
  console.log("Steve");
}

await effect.setFlag("effectmacro", "onDelete.script", `(${myFunction.toString()})()`);
scarlet gale
#

Thanks

molten solar
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Oh actually

#

lol

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this is in the "api"

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effect.addMacro(type, function)

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something like that

scarlet gale
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well, this would be for inside of an effect created in a macro.

molten solar
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While it's still an object. Gotcha

scarlet gale
#

Scary to think that javascript just lets you turn a function into a string

molten solar
#

submitted

chrome gale
molten solar
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effect.delete()

scarlet gale
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Just make the effect only last 1 turn

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or use the special durations from dae

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one of them is for end of token's next turn or something like that

white condor
#

Hi, is there a way to automate rolling a table of Wild Magic Surge when a Barbarian (Path of the wild magic) Rages?

molten solar
pearl crescent
#

Hello I'm getting this Error From Midi that is Preventing me the GM from doing item Rolls from like Weapons and attacks. However my player can do their rolls just fine

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What settings do I change?

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Council Log

marsh crescent
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Is that from Better Rolls for 5e?

pearl crescent
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I don't have better rolls enabled

scarlet gale
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I would double check your foundry, dnd, and midi versions

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make sure none of them are on versions that don't work witch each other

marsh crescent
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Yea, there is something that is conflicting with midi.

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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 being worked on in v10 atm, so that is a Soon™

flint aurora
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so after being annoyed at not being able to fast-forward initiative rolls via the combat-tracker, I spent days looking for a module that would do it with dnd5e 2.1.2 but couldn't find one. So, https://github.com/matjam/quiet-initiative/ is born

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personal itch, scratched

marsh crescent
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I like it.

flint aurora
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no guarantees it will play nice with anything else, I'm about to start testing it with my army of modules

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but I used libwrapper so it should be ok... I don't think anything else patches the methods I'm patching.

marsh crescent
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I have multiple players that have advantage on initiative for various reasons, this can probably help with that.

flint aurora
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yeah they can just hold alt and click

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and it's a per user setting so not everyone has to use it

marsh crescent
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I will try it out in my next session in a couple of weeks.

flint aurora
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ThumbsUpAnimated let me know how it goes

marsh crescent
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Will do!

flint aurora
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it was bugging the shit out of me lol, had everything working great ... was even ok with the fact character sheets were broken ... but that damn popup

mortal trellis
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is it possible to mix the conditions in flags.midi-qol.optional.NAME.count ?
for example: i want it to trigger once every turn and consume a resource

pearl crescent
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Nvm I had Utilize Items Hooks on and apperently your not suppose to have it on

covert mason
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How would I format this activation condition ["undead"].includes("@raceOrType") to be anything except fiends or undead?

scarlet gale
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slap a ! at the front?

covert mason
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Like this?
!["undead", "fiend"].includes("@raceOrType")

scarlet gale
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no

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I feel like all the way at the front

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might work, need to check the syntax

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oh

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your string is wrong too

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put a quote at the end of undead and in front of fiend

pearl crescent
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Hey have happened to This setting in Midi I can't find it anymore

chrome gale
pearl crescent
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I'm on the latest version of Midi and foundry and my players can't use Item macros anymore but I can

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so I went looking for this setting and it's not their anymore

pearl crescent
scarlet gale
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Keep that setting on and make sure the one in the Item Macros module is off.

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Also what versions are your Foundry, Midi, and 5e?

pearl crescent
full shale
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Hello all. [D&D5e/SW5e] I'm hoping someone here can point me in the right direction. I'm trying to put activation conditions in place for an attack, rolling 'other damage' based on target size. I've got it rolling the other damage when the activation condition evaluates to true, and I see in the Midi docs the example of ["fiend", "undead"].includes(raceOrType), but I don't know what values I can use in place of raceOrType, specifically one that might return the size of the target. Does anyone know how I can get ahold of that? Alignment would be useful too, if there's a reference of the possible values there that would be great.

violet meadow
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Select a token on the scene.

Open console with F12.

Type _token.actor.getRollData().

Check what this returns.

All these are available data to check against activation conditions.

You can find size and alignment in the traits object.

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Except for the above, there are much more available through the MidiQOL workflow data.

coarse mesa
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Hiya... did you ever get around to this? Mr Primate's Favored Foe isn't working for me for some reason 🤔 I did notice in your link it's weapon attacks only... which is incorrect btw (I'll be using it with Guiding Bolt!)

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(playing a Ranger / Stars Druid)

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Also need to make sure I can activate after hit (will probably only use it when I crit)

crude aspen
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Does anyone know how to actually modify temphp with dae? I'm trying to use the example in the gitlab docs but can't seem to get it to work

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This is the current DAE setup, I've tried some variations on the target field string as well

violet meadow
violet meadow
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I always forget how to correctly write this up and end up checking the docs

crude aspen
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Also gone with quotes and no quotes

violet meadow
crude aspen
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Ah damn yeah missing the type is probably it

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My eyes skimmed straight over

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Yep there we go, thanks bugbear

coarse mesa
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hey thanks again for this, got it working exactly how I wanted.... here's the Effect Macro I'm using btw if anyone is curious – random hue but consistent saturation and luminosity (not too overpowering, just a subtle color)

let h = Math.floor(Math.random() * 361);
let s = 100;
let l = 75;

const hDecimal = l / 100;
const a = (s * Math.min(hDecimal, 1 - hDecimal)) / 100;
const f = n => {
    const k = (n + h / 30) % 12;
    const color = hDecimal - a * Math.max(Math.min(k - 3, 9 - k, 1), -1);

    // Convert to Hex and prefix with "0" if required
    return Math.round(255 * color)
      .toString(16)
      .padStart(2, "0");
};

let randomColor = `#${f(0)}${f(8)}${f(4)}`;

let lightColorEntry = {key: "ATL.light.color", value: randomColor, mode: 5, priority: 20};

effect.update({changes:[...effect.changes, lightColorEntry]});
pearl crescent
molten solar
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The Item Macro module does not require a GM user to be active. It does not socket the execution to a different client.

fathom dock
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Hello! I'm trying to change the effect that the "flanking" bonus is giving, and when searching through history, I see that Dfred's CE should have a premade flanking macro that I can change, but I'm not seeing it from my end

scarlet gale
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IIRC midi just uses it as data storage, it's workflow will 100% need a GM client to complete it's workflow. Applying damage and so on.

slate igloo
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I made a DAE effect for Bladesinging in 5e and it... doesn't work. Could someone point out something obvious I might've done wrong?

When I roll, I get the "Bonus Action" effect just fine. But not Bladesinging. If I toggle any of those "apply to actor if..." switches, it applies. Runs its 60 second course. And then I can never get it to come back automatically.

coarse mesa
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Turn the top two off

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The first is for always on passive effects from equipment

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The second only applies if you’re targeting someone else

slate igloo
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No dice. Still doesn't work on roll.

coarse mesa
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Gimme a sec I’ll see what I usually use

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Actually turn them all off

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And make sure the third target box is Self in item details

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That should do it… if it’s not something else must be at play

slate igloo
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Still doesn't work....

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Bonus action goes off. Not the effect.

coarse mesa
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Can you screenshot the item details tab?

slate igloo
coarse mesa
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What is Quick Roll? Midi isn’t compatible with other roller modules

slate igloo
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Beats me. Lemme find it and disable it

coarse mesa
slate igloo
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Yeah. Damn. It's Ready Set Roll.

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Ok, one sec.

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Ok, that worked.

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Thanks @coarse mesa

coarse mesa
scarlet gale
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Hopefully someone finds this useful, just made a macro that will have the targets roll either a dex save or str save depending on what's best for them:

coarse mesa
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In fact, since they’re adding ‘recommended’ module relationships in v11, they need to add ‘recommended against’

scarlet gale
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Oh know what, midi should include this info in Module Management+ if it doesn't already.

slate igloo
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@coarse mesa Ok, one more thing maybe you know about. The Bladesinging is working for speed and AC. But it also adds Int to Concentration Checks.. But... Is there a way to automate that? Or does Midi even know how to ask for specifically a Concentration check over just a Con saving throw?

scarlet gale
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Midi knows the difference between con saves and concentration checks (saves).

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flags.midi-qol.concentrationSaveBonus

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Is the flag you want most likely

slate igloo
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Oh, well

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Awesome? That's what I'm doing.

scarlet gale
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Then use the int mod as the bonus

slate igloo
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But in chat if they get attacked, I only see:

scarlet gale
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DC doesn't change

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the feature just gives you a bonus to that roll

slate igloo
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I thought it would prompt? Maybe I'm thinking of something else.

scarlet gale
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You add your int modifier I think?

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it should prompt

slate igloo
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Yeah

scarlet gale
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unless you have that turned off

slate igloo
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🤷‍♂️

scarlet gale
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Check your midi concentration settings

slate igloo
scarlet gale
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You using a module for saves?

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Such as monk's token bar

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or let me roll that for you

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It's a different midi setting

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Otherwise it's just waiting for the player to manually roll a con save

slate igloo
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I did just install LMRTFY

scarlet gale
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check that midi is using it

slate igloo
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Sorry, but... how?

scarlet gale
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Setting, let me find the specific one

worthy viper
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whats the @scale command if I have set up a martial die scale in the class structure for Rouge?

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I put it in the Other Formula right?

slate igloo
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@scarlet gale I found it.

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Under "Workflow"

scarlet gale
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Yep

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I would just use monks

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If you're already using that one

slate igloo
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I'm not yet

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But I can try it

coarse mesa
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@spice kraken what’s the latest ghostbusters meme? I’m building a case for the inverse of relationship.recommends which is coming to v11… relationship.avoid ?

spice kraken
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Well it's already out of date cause there are so damn many roller modules now

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But 1 sec

coarse mesa
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I could post a gallery of these memes, like a timeline, culminating in the current list in #1065764029278212230

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Just to show the trajectory 😅

spice kraken
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These are all the other ones I have

coarse mesa
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I’d not seen that Invincible one

molten solar
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It's not entirely fair lol. All of those combined is probably more lightweight (but also different)

coarse mesa
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Zhell have you been up all night?

molten solar
vast bane
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I had a world script added from someone here that made the ammunition work with silvered/magic/adamantine. It broke my live session with this error on every template placed:

Hooks.on("dnd5e.preRollDamage", (item, config) => {
    if(args[0].system.consume.type === "ammo" && !!args[0].system.consume.target) {
        let type = item.actor?.items?.get(args[0].system.consume.target)
        if (!type) return;
        if (type.name.toLowerCase().includes("silvered")) foundry.utils.setProperty(item,"system.properties.sil",true)
        else if (type.name.toLowerCase().includes("magical")) foundry.utils.setProperty(item,"system.properties.mgc",true)
        else if (type.name.toLowerCase().includes("adamantine")) foundry.utils.setProperty(item,"system.properties.ada",true)
    }
})
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fireballs, cones of cold, turn undead, all failed to work, kept throwing this error and no targets applied

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the only other world script that is new is that Active effect one for a recharge ability, I don't think that even touches "args" in it

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const DC = args[0].actor.data.abilities.wis.dc; Pretty sure this is wrong, yeet the data, but is it still wrong?

celest bluff
scenic scroll
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hi, a little question. I had, as many, the trait. is not a function error when using the system.traits.dr.all .
@gilded yacht said that it was fixed in 10.0.26, and the issue concerning this problem on gitlab are closed.
But i've done the update to 10.0.26, and i still have the issue .
Do i need to re-open an issue on gitlab ? Or i miss something ?

kind cape
scenic scroll
kind cape
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Posting it on Gitlab won't hurt, just in case it's a different one you've found ^^

violet meadow
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The args[0] in this case has nothing to do with MidiQOL. At first I was using js Hooks.on("dnd5e.preRollDamage", (...args) => { if(args[0].system.consume?.type === "ammo" && !!args[0].system.consume.target) { but I changed it to be more informative js Hooks.on("dnd5e.preRollDamage", (item, config) => { if(item.system.consume?.type === "ammo" && !!item.system.consume.target) { Unfortunately the args[0] for a split second were not changed to item in the 1st line as you can see from your message and you managed to grab it in between 😄

violet meadow
neon pike
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Seems like "has" is not valid - any ideas?

neon pike
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Quick question - does anyone know what setting controls this popup?

Previously this wouldn't come up and would just always roll "normal"

My attacks and spells do not ask this

violet meadow
opaque current
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Oh its init roll

violet meadow
neon pike
violet meadow
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So hold your horses on that "fix" 😛

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When is this error triggered?

scenic scroll
# violet meadow So hold your horses on that "fix" 😛

that was my plan 🙂
I have an objet with Reaction that trigger the All resistance ( so i put an effect system.traits.dr.all) for 1 hit .
When a creature hit, that trigger the Reaction (with a RMTFY window), and damage is done, it's appear on the chat (without the resistance ), but are not applied to the target (wich is not normal) and the error apear in the console log.

scenic scroll
violet meadow
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Can you send me you Item?

violet meadow
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Yeah... token.actor.system.traits["dr"].value is an Array, whereas token.actor.system.traits["dr"].bypasses is a Set

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Now I am confused 🤔

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OK it seems that this is a side effect of using system.traits.dr.all

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It changes the Set to an Array !

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OK found it

molten solar
#
const something = /* an array OR a set */
[...something].doStuff();
violet meadow
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DAEdnd5e.js:563 js case "system.traits.di.all": case "system.traits.dr.all": case "system.traits.dv.all": case "system.traits.sdi.all": case "system.traits.sdr.all": case "system.traits.sdv.all": const key = change.key.replace(".all", ".value"); setProperty(actor, key, Object.keys(systemConfig.damageResistanceTypes).filter(k => !["healing", "temphp"].includes(k))); It setProperty to an Array

worthy viper
#

Anyone here know if there is an imbue weapon macro, I gave a player this As a bonus action, you can expend 1 psi point to imbue a weapon you are holding with psionic energy. For 1 minute, once per turn when you deal damage with that weapon, you can deal an extra 1d6 psychic damage.

At higher levels you can expend additional psi points to further enhance the Psionic Weapon; 2 points to enhance it to 2d6 at 5th level, 3 points to enhance it to 3d6 at 11th level, and 4 points to enhance it to 4d6 at 17th level.

violet meadow
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How do you implement the psi points selection? Do you have a Dialog going for that?

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Also do you Fast Forward rolls with MidiQOL?

vast bane
vast bane
#

Its turn undead

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the error was:

violet meadow
#

Oh I have worked on that in the past 🤣

vast bane
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wis only shows up in that line so I assume thats the big issue

violet meadow
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the issue is not wis, it's what is before it that errors out

molten solar
violet meadow
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const DC = args[0].actor.data.abilities.wis.dc;

vast bane
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naughty data?

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thats a yeet data right?

violet meadow
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Try with system

violet meadow
worthy viper
molten solar
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No, stick to an item

vast bane
violet meadow
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If you do not fast Forward the rolls, Babonus is an answer

If you do, will talk MidiQOL macros

vast bane
#

they can in midi/dae

molten solar
vast bane
#

oh sorry just getting to my pc

molten solar
#

bibbitybobbity uses item limited uses

worthy viper
#

I was looking at adapting Crymic's Rite Focus macro, so player chooses what weapon to imbue

violet meadow
worthy viper
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Yes

molten solar
#

🍃

worthy viper
vast bane
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if (aff_target_cr <= destroy_cr) await aff_target.actor.update({"data.attributes.hp.value": 0}); Yeet this data?

molten solar
#

replace

vast bane
#
const results_html = `<div class="dnd5e chat-card item-card"><header class="card-header flexrow"><img src="${itemD.img}" title="${itemD.name}" width="36" height="36"><h3 class="item-name">${itemD.name}</h3></header><div class="card-content">${itemD.data.description.chat}</div>
    <div class="card-buttons"><div class="flexrow 1"><div style="text-align:center;text-transform:capitalize;">Wisdom Saving Throw (DC ${DC})<div class="dice-roll"><div class="dice-result"><div class="dice-formula">${save_dice}</div><h4 class="dice-total">${save_roll.total}</h4></div></div></div></div></div><footer class="card-footer"><span>${itemD.data.level} Level</span><span>V</span><span>${itemD.data.activation.cost} ${itemD.data.activation.type} Action</span><span>${itemD.data.target.value} ${itemD.data.target.type}</span><span>${itemD.data.range.value} ${itemD.data.range.units}</span><span>${itemD.data.duration.value} ${itemD.data.duration.units}</span></footer></div>`;

what about these datas?

molten solar
#

replace

dark canopy
#

@worthy viper I have a warpgate based script for Holy Weapon that sounds similar to what you are describing -- the script is available to supporters -- but regardless, maybe it can give you an idea or two. https://www.youtube.com/watch?v=qgCdZiYRLKA

vast bane
#

const level = game.actors.get(args[0].actor._id).getRollData().classes.cleric.levels;

This data is ok right?

worthy viper
dark canopy
#

you'll get there 🙂 plenty of examples and helpful folks round these parts

vast bane
#

@violet meadow

violet meadow
vast bane
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cleaned out all data issues

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gonna try yeeting that data instead of replacing?

violet meadow
dark canopy
#

data -> system in that script

vast bane
#

with that error its system

violet meadow
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Remove system

vast bane
#

but also these two lines have wis in it too actually:

    const save_dice = `1d20 + ${aff_target.actor.system.abilities.wis.save}`
    const save_roll = await new Roll(`1d20 + ${aff_target.actor.system.abilities.wis.save}`).evaluate({async:true});
dark canopy
#

and im sure that you have logged out all variables you are using, because that is the first step of debug, right? 😎 can we see them?

violet meadow
#

...

vast bane
#

hol up, I can't tell now if I had yeeted or not sorry first cup of coffee

worthy viper
violet meadow
vast bane
#

I still get the error with the yeet, testing to see if I should have left system in cause I can't tell if I did in the first one

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what variables should I log

violet meadow
#

All 😄

vast bane
#

at the bottom?

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console.log()?

dark canopy
#

wherever you go to use them and its erroring out

vast bane
#

I forget what a log looks like:
console.log(target)?

dark canopy
#

yes

vast bane
#

logging save_dice and save_roll

dark canopy
#

you want to log the symbols related to the erroring statement

vast bane
#

can't tell which wis is wrong though, the save 2 lines, or the dc line

violet meadow
#

OK in this case, just put ```js
return console.log(args[0]);

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as the 1st line

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and go through the return in the console.

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args[0].actor.system.abilities.wis.dc should be working

vast bane
#

ok, so my original test was with the yeeted system for that one, and my second test was inaccurately the same, so I had never tested with system in that line

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it is now working with system there

violet meadow
vast bane
#

Is undead fortitude suppose to fire off destroy undead?

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I'm thinking I need to change it to dead status instead of marking hp 0?

violet meadow
#

I would rule against it.

vast bane
#

or I could just click radiant/critical in the simbuls popup

dark canopy
#

the creature is instantly destroyed

vast bane
#

I think its cause of
if (aff_target_cr <= destroy_cr) await aff_target.actor.update({"system.attributes.hp.value": 0});

dark canopy
#

Undead Fortitude. If damage reduces the zombie to 0 hit points,

kind cape
#

Pretty sure undead fortitude also doesn't work against radiant stuff

vast bane
#

I'm defeating it with modifying its hp instead of dead status'ing and I don't remember why but I think I made someone change it to this

kind cape
#

There are some undead that have this habit of exploding when they die, might be related

vast bane
#

yeah thats it

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so I'll just ignore the simbuls message

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That is definitely it, it was an encounter with husk zombies

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Turn Undead + Destroy Undead compatible with death bursts:
Requires:
Midiqol
Dfreds CE
(Must set item to not apply CE though)
#1010273821401555087 message
(Use the image in this link for item target/range guidance)

violet meadow
#

now you can have the messages one after the other

vast bane
#

I'm not entirely convinced my "templates wouldn't target anything" problem is actually related to the ammunition world script, I think it might actually have to do with my sculpt spells macro that chris helped me make I think cause my player is an evocation wizard and he just didn't like how the flag works

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Actor On Use:

if (!token.actor.items.getName("Sculpt Spells") || args[0].item.system.school !== "evo") return;
game.user.updateTokenTargets(args[0].targets.filter(tok=>tok.disposition !== canvas.tokens.get(args[0].tokenId).document.disposition).map(i=>i.id))
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is there any reason this spell would fail to target at all?

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it was a fireball that failed to get any targets.

dark canopy
#

since the only main branch is based on tok.disposition, I would start by logging tok

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and the retrieved token from the canvas

vast bane
#

console.log(args) right?

worthy viper
dark canopy
#

no, console.log(tok) inside of your filter condition, or console.log(args[0].targets) if that is too cumbersome

vast bane
#

also I can use his character just fine, its him...does the function need like executeasgm or something?

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the actor on use is set to

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keep in mind that this whole change was cause when he used spells he kept fucking up, and now its still happening so in the back of my head here, I kinda wanna just say this is all user error but I can't see how he could NOT target someone laying down a fireball

scarlet gale
vast bane
#

His fireball hit the group around the allies and when he casted it, it targeted nothing, when I casted it, I got all the right targets:

dark canopy
#

just put that in the mutate data

scarlet gale
vast bane
#

Chris helped me out cause my original problem was that the pretarget shennnigans of the sculpt spell flag was confusing my evocation player, so he made that actor on use to just yeet allies out of a normal placed evocation template

dark canopy
scarlet gale
#

Good to know

dark canopy
vast bane
#

but last night that same player, when he casted fireball got no targets at all and I saw him place the template right on top, so when it was a dud, I casted it, and it worked exactly how chris had setup the actor on use

#

so I just genuinely cannot figure out what is going on with this players user experience here

vast bane
#

May have been Fotoply, it definitely wasn't me

dark canopy
vast bane
#

or bugbear how can I forget:

#

Testing now as a player client, but I am unsure what could be screwign up for the player, I think I will need to watch his screen while he casts

violet meadow
#

token.document.disposition is correct

vast bane
#

that actor on use works perfectly for me as the DM

#

can you think of maybe a permissions issue?

dark canopy
#

Moto, please, the only logical step in that macro is comparing two strings

#

so, odds are, the strings are not what you expect

vast bane
#

what happens if they have a target when they cast the spell?

vast bane
#

I got it! its not a macro issue!

#

DF manual rolls

#

it unsets the targets during the prompt

#

actually it can be two things

violet meadow
#

Look what is targeting creatures in templates

#

and if your player has it off

vast bane
#

either df manual rolls when he manually enters them, or if he has a pretargeted target due to combat booster/monks shit remembering targets, then his fireball will just divert to hit the other target

#

how do I make it so the template overrides targets

#

his remembered target is whats throwing him

#

If he has a remembered target for the bottom left, and fireballs the party, it fireballs the remembered target, I don't have this behavior for the DM

violet meadow
#

I need to put a disclaimer that these macros are not to be used with more modules than what I use... and I use lots...

vast bane
#

DF manual rolls is ok, its this remember target thing I think

#

how come when a player has a pretarget it does fireball to that instead of the placed template? Is this a client midi setting or something?

#

I don't have this as the DM

violet meadow
#

Well there's that "D

vast bane
# violet meadow

He doesn't have a client setting what is your message here implying I'm not understanding:

#

gona find all these remember/retarget settings and shut them off

#

Ok pretty sure I have guessed well at what it is thats causing his bad experience. He had this on in Monk's Little Details, so when he casted his fireball, he nuked the hell out of his previous target. And thats cause apparently target overrides override template targetting?

hot flower
#

is there a slasher world macro or anything?

vast bane
#

yeah I can replicate this on the DM's screen now, I don't see a way to make templates override previous targets.

violet meadow
violet meadow
#

From a quick glance change the 2 entries js game.combat && !tactor.effects.find(i=>i.data.label==="Slasher feat -10ft movement")) to ```js
game.combat && !tactor.effects.find(i=>i.label==="Slasher feat -10ft movement"))

violet meadow
#

But MidiQOL settings should have been enough. Does it not do it? 🤔

vast bane
#

walled templates is a module right?

violet meadow
#

Yes

#

It's a matter of when combat booster or monks little details, whichever you are using, update their targets

vast bane
#

its at the start of his turn, he just doesn't realize he has a target and casts

violet meadow
#

Just disable that

#

I find it too disruptive tbh

hot flower
vast bane
#

its a client setting I already got him to turn it off now

#

I just can't believe that midi doesn't have an "untarget" before casting a template spell

#

or readjust targets at the least

#

it does something like that if you have the sculplt spells flag, but he doesn't like that feature so /shrug

violet meadow
#

I am not sure off hand, but I thought it did.
Or at least I use it's untarget all option at turn end

vast bane
#

I have that set, I think its the MLD thing throwing him cause i distinctly remember him hitting just 1 target instead of none

#

and at the time since there were 50 ghouls on the map, I assumed it was one in his circle but now that I think about it, the previous turn he had hit one with a single target spell so I think he just didn't realize he had a target set already

#

plus I can replicate it now even on the DM screen, even though I had that setting off, I just turned it on and replicated it too

#

I tried turning on the sculpt spells flag since it targets but it would have the adverse effect of savaing the accidental pretarget lol

#

If he has trouble still next sunday, I will install walled templates

violet meadow
#

It probably will be the same

vast bane
#

must be a midi built in thing that it assumes that the player knows better and lets the pretargets go

rigid glen
#

Is this the most current midi-srd release for v10?

violet meadow
#

@coarse mesa Favored Foe, ItemMacro onUse.
Create a DAE to apply a "Mark" on the target if you want.

It should ask about what the initial weapon was and if it was a crit to get the proper damage type

#

I had a line that would "Hide NPC names" used on the Dialog. Forgot to change it and it might show the actual name if you GM tends to hide them.
Just delete the ${targetName} from within ```js
const content = `
<p>Did you already attack ${targetName}?</p>

#

And also change the ```js
if (!["mwak","rwak"].includes(args[0].item.system.actionType)) return {};

#

I just remembered that I had made this already 😅

#

Also better change js combatTime = game.time.worldTime + ((game.combat.turn+1)/100000); to ```js
combatTime = ${game.combat.id}-${game.combat.round + game.combat.turn /100}

scarlet gale
#

Where is the mutation description even visible from?

#

I see it as an option to set, but the shift click on the revert button just shows the name.

molten solar
#

It's in the prompt on the targeted user

scarlet gale
#

Ah

#

I turned on auto accept for my game. Didn't want to bug my players with it.

coarse mesa
violet meadow
coarse mesa
kind cape
#

By the way, if someone is looking for an idea for a "quick" module that would benefit sharing of Midi stuff, this idea is all yours! 😉

Effect export

  • Adds a new button to effects, that when clicked copies the effect (as JSON) to the clipboard.
  • Adds another new button that imports whatever is in the clipboard on top of the current one.
  • Right-click the first button to get a popup, where you get to export it in a "Discord friendly" format or a Warpgate mutate friendly format
scarlet gale
#

Effect exporting has always been something I've wanted.

fathom dock
#

Hello! I'm trying to change the effect that the "flanking" bonus is giving from advantage to a flat bonus to melee attacks

coarse mesa
#

I wonder if @gilded yacht would consider something like this, to head off a lot of the issues we see in discord on a daily basis (and Moto wouldn’t have to copy/paste the ever-expanding blacklist so often)… #1065764029278212230 message

cerulean ocean
#

Is there a way to disable the roll attack and roll damage buttons?

#

So the player has to roll using the chat card?

#

Like disable them on the weapon on the sheet?

scarlet gale
#

Should be a setting in midi.

coarse mesa
scarlet gale
coarse mesa
#

Maybe I’m thinking of PF2E or a module

scarlet gale
#

I just want to export a json of an effect without having to make the effect on linked actor then dig it out of the exported actor.

dark canopy
molten solar
scarlet gale
#

Unless I'm missing something in the chrome dev tools

dark canopy
# scarlet gale Unless I'm missing something in the chrome dev tools
{
    "label": "New Effect",
    "icon": "icons/svg/aura.svg",
    "origin": "Scene.OWR6Kf5fj0YgzsXS.Token.OdFH6Ctzcppmk1tc",
    "duration": {
        "rounds": 1,
        "startTime": 0,
        "seconds": null,
        "combat": null,
        "turns": null,
        "startRound": 1,
        "startTurn": 0
    },
    "disabled": false,
    "_id": "IrmF6UEXR9uRMON1",
    "changes": [],
    "tint": null,
    "transfer": false,
    "flags": {}
}
dark canopy
scarlet gale
#

oh

dark canopy
scarlet gale
#

well I'm dumb

#

Thanks

fathom dock
#

How am I able to change the "Flanking" effect that is applied automatically when a hostile token targets a flanked PC to grant a +2 to melee attack rolls rather than the advantage?

scarlet gale
molten solar
#

There are pins in #dnd5e for the core system attribute keys.

#

A bonus to melee weapon/spell attacks is one of them.

fathom dock
#

Gotcha, and will changing the "flanking" effect that the creature has will change it going forward for every character who gets it later?

scarlet gale
#

As long as midi is using that CE, yes.

fathom dock
#

would I also be changing the "change mode" to "add" and the effect value to 2?

scarlet gale
#

Yep

#

+2 actually

fathom dock
#

so I had it set up, moved the token away to retarget to lose the flanking bonus, went back into flanking, and it defaulted back to the advantage settings

scarlet gale
#

Edit the flanking convenient effect in it's menu

#

You'll likely need to copy it first then edit it.

#

Then edit the custom one.

fathom dock
#

Alright, where would I go to locate the Convenient Effects menu? The only thing I have close to that in my compendium is DFreds Convenient Effects Macros, unless I shouldn't be lookin in compendium packs

scarlet gale
fathom dock
#

Gotcha, thanks for the guidance! I've just gotten into foundry 3 days ago, and trying to get this set up for our upcoming session this week, so i've been floundering around as much as I could

#

stress indeed

#

I wanted to get at least the house rules we use to be automated, (crunchy crits, flanking) and midi qol has been able to solve a majority of them along with DFreds

molten solar
#

Crunchy crits?

fathom dock
#

We're coming from Roll20, and in order to enable crunchy crits there, we had to edit the effect for every attack with a spell roll, which is tedious af

molten solar
#

Isn't this just the system setting?

fathom dock
#

With Midi QOL just globally changing how crits work, our PCs no longer have to worry about editing every new weapon or spell they get, plus NPCs get crunchy crits working for them as well

#

The default foundry setting didn't have this type of critical damage calculation, midi added it in

molten solar
#

I have never, ever heard this refered to as crunchy crits.

scarlet gale
#

Same, but I like the name lol

molten solar
coarse mesa
#

same, maybe that will help sell our GM on it

molten solar
#

Or is this different?

coarse mesa
#

Midi adds a few more afaik

molten solar
#

Which one is this?

coarse mesa
#

This is probably one of the ones dnd5e does

fathom dock
molten solar
#

Oh. Yeah that's a core system setting.

fathom dock
#

Yeah, the "Max Critical Dice (flat number)" one was a calculation type brought in with Midi

molten solar
#

No?

#

I don't know what Midi does but it's right there in the system settings (as well).

fathom dock
molten solar
#

Yep. Right there.

scarlet gale
#

Not quite the same

fathom dock
#

Yeah, the calculation type is different

#

the great axe with maximize dice

#

would do 17 damage on a crit, anytime it crits

#

the great axe with "Max Critical Dice (flat number)" is 17+ 1d12

coarse mesa
#

oh, that's not max + extra dice? I always just assumed it was (we have soggy crits)

molten solar
#

... it is?

#

It maxes the base dice, as it says

fathom dock
#

Yeah, which is different then rolling and adding a max die value

scarlet gale
#

I mean

#

Isn't it just reverse order?

molten solar
#

In... case of Brutal Critical, sure

fathom dock
#

"Max Critical Dice (flat number)" is (base weapon dice)+(ability modifier)+(max base weapon dice)

molten solar
#

Yes

fathom dock
#

"Critical Damage Maximize Dice" is (max base weapon dice)+(ability modifier)

molten solar
#

... no?

#

Or am I going insane lol

coarse mesa
#

I'm thinking it might have something to do with rerolls on the base dice being less problematic? idk

kind cape
#

This is a fun discussion 😂

#

Let me spin up a clean world and test

molten solar
#

Could someone please just show screenshots of a few crits

#

Thanks cheese

fathom dock
#

Oh what the f

#

ok, yeah, this is off a clean world

molten solar
#

Oh good, I'm not insane yet

kind cape
#

Normal first 2, maximised 2 after

coarse mesa
#

there's probably some workflow insanity that's avoided by maxing the crit instead of the base dice

fathom dock
#

So yeah, it is the same, just the wording is awful

#

Welp, i do not regret my chase for crits leading me to midi lol

coarse mesa
#

for all the reroll features in 5E, do they let you reroll all the dice or just base dice? 🤔

#

tim would have done it for a reason

molten solar
#

All dice, pretty sure

kind cape
coarse mesa
#

yeah that kind of thing

kind cape
#

He crits (and re-rolls) a LOT

coarse mesa
#

I bet there's some obscure feature that meant Tim was asked to do a crit formula that way

fathom dock
#

So this is for a player who's making a barb character to join in, I've pulled the effect from MidiQOL Sample Items and renamed it on their character sheet, and while it says it's going to track the duration at 10 rounds, it expires in a real-time minute, even though the character is in combat, and it's still their turn

coarse mesa
#

Is your Times Up and/or Simple Calendar up to date?

fathom dock
#

I have no modules by that name >.>

coarse mesa
#

what version of SC are you on? there was an upgrade hitch that meant a lot of people didn't get v2

#

well there are your problems

fathom dock
#

running now

coarse mesa
#

Times Up will do it, but Tim recommends Simple Calendar now

#

is that right? 🤔

fathom dock
#

Where would I have seen that listed as a module required to interact with this?

coarse mesa
#

will find it

fathom dock
#

Genuinely asking, I don't think I've ever seen that listed, unless it's on the github, hrm

coarse mesa
#

I think you will need Times Up... it's About Time that's been deprecated for SC

fathom dock
#

Gotcha, that's just me being in a rush then, thanks!

coarse mesa
#

in v11 these can be 'recommended' modules that get optionally auto-installed!

fathom dock
#

I thought I saw somewhere that recommended not upgrading to v11, i think on reddit, does that still apply?

coarse mesa
#

yeah don't

#

it's only in Prototype phase right now, a stable release is a couple months away according to the stream

vast bane
#

stable release is still months more before reliable to install even then for end point users.(with high module counts)

coarse mesa
elder torrent
#

Prototype release is for devs who have a specific reason to use it. You'll have a bad time if you're opting into the prototype release channel and you don't have that specific reason other than "i want to have a bad day"

rancid tide
#

Is there a way to make an Active Effect from an item be seen as convenient effect without setting it up via the convenient effect menu but via DAE or the Active Effect section of an item?

#

I'm asking because it's very useful to delete effects via the convenient effect menu, but I saw that it works only with convenient effect's effects and not with normal Active Effects or DAE's

scarlet gale
#

Remove any effect by name with this

coarse mesa
#

I would highly recommend Visual Active Effects (VAE)... it's much easier to delete effects from there – you don't have to dig around to get at them

scarlet gale
coarse mesa
scarlet gale
#

Been working fine for me

#

It yells once about a libwrapper incompatibility with CE but it's not actually incompatible

coarse mesa
#

Nice, although VAE kinda makes it redundant. I've been meaning to talk to Zhell about making VAE even better at removing effects (we're doing it a lot considering some aren't expiring properly right now with Times Up)

scarlet gale
#

I find vae to be too cluttered (sorry Zhell)

coarse mesa
#

I have some ideas about making that info more useful (ie making the bits that look like buttons, actual buttons)... but need to type it up as a feature request

scarlet gale
#

It's turn stuff just not converting into seconds right?

coarse mesa
#

That's it yeah

rancid tide
rancid tide
coarse mesa
scarlet gale
rancid tide
scarlet gale
#

I would at most come up with a hacky fix

rancid tide
rancid tide
coarse mesa
#

I’ve often thought we should be able to dismiss AEs from the combat tracker (like Fantasy Grounds)… but no dev has listened to me, yet

#

Imo that would be the fastest way for the GM to zap them

scarlet gale
#

IMO it's already really natural to remove conditions via the token hud, removing temp effects that way feels right to me

coarse mesa
rancid tide
#

When you're juggling lots of Active Effects it would really be useful to have a tool to remove them from multiple tokens with few clicks

#

That's what CE does for me but as I said it doesn't work with Active Effects that aren't CE

coarse mesa
#

VAE with more than one selected token! 🤔

rancid tide
#

VAE ?

coarse mesa
#

See my recommendation above ☝️

#

But you can’t do multiple tokens at once… yet

rancid tide
#

So if you have an AoE spell that applies an Active Effect it's a pain to remove it from every token

scarlet gale
naive zenith
scarlet gale
#

Quick and easy with the module I linked

coarse mesa
rancid tide
coarse mesa
#

This one is lightweight 🤏

scarlet gale
#

More modules doesn't always mean more bloat / slowdowns

rancid tide
#

I'll add it to my favourites so I can keep an eye to it

coarse mesa
#

Midi is thousands of lines of code, this one isn’t even going to register

rancid tide
#

Alright I'll download it then ty!

scarlet gale
#

Make sure to turn on the "Always Delete" setting in it. You have no need for it disabling effects since you're using midi

rancid tide
#

Okay thanks

vast bane
#

I have a weapon that when it hits targets, it ignores the spell shield. If there is a somewhat easy way to automate this that'd be cool if anyones got an idea, otherwise just gonna advantage remind this thing.

kind cape
#

Hmm, theoretically an AE that gives +5 to hit if the target has an effect named shield, might work 🤔

#

Not sure if target effects are available at the time of bonus to-hit evaluation though I would hope so, as it is needed for other stuff like +X against creature types

vast bane
#

my current method is to just put a reminder in to hit popout since I don't remove the buttons a miss can be manually a hit in my setup

molten solar
#

babonus could do it

#

+5 to hit if the target has a condition with 'shield' as statusId

violet meadow
#

@rancid tide I haven't followed the whole conversation, but for removing effects

#

Something like this?

rancid tide
#

Something of the like, I just wanted something that let me remove active effect (not passive ones if possible) from multiple actors

violet meadow
#

You have the deletion button from DFreds

rancid tide
#

Just like with CE

violet meadow
rancid tide
#

Remind me, DFreds is?

#

A module but I don't remember which

#

isn't it CE ?

violet meadow
#

Yes DFreds CE

rancid tide
#

Because CE does what I want but the main problem I had was that it didn't work with non-CE effects

#

That's the main issue

violet meadow
rancid tide
#

okay

vast bane
#

I have the version that works only on a single actor

violet meadow
#

Left DFreds CE Remove Effects dialog.
Right the tweaked one for the same tokens 😄

vast bane
#

if you have vae you kinda don't need tthat macro though

violet meadow
#

Different usability. VAE's scope doesn't have to do with multiple deletion of effects at once

coarse mesa
#

But what if… VAE did work for multiple tokens. Make it happen Z 🙏

vast bane
#

...VAE....Macro?

coarse mesa
#

So much room for VAE to become more visual… let the whole party’s AEs cascade down the side of the screen

#

(selected tokens obvs)

#

Anyway, I still maintain the combat tracker should let you delete AEs

violet meadow
#

Ah one extra click to select the combatant and then move a bit to the left on VAE and delete 😄

molten solar
#

This is the last place I expected anyone to actually want to manually delete effects.

coarse mesa
#

Well, auto deletion ain’t working right now 😅

vast bane
#

It isn't?

violet meadow
#

Mini Tracker is ❤️

coarse mesa
violet meadow
#

Make a request Lukas, to right click it and boom goes

coarse mesa
#

Already tried that on Idle… he’s not so keen, something about what happens when there are too many AEs

violet meadow
#

Nah it will be a mess I agree

coarse mesa
#

I guess they have a lot in PF2E

#

That’s his system

#

But yeah that’s how it worked in FG, the GM could skim through and delete conditions super fast

#

Like, if you had a bunch of restrained combatants and the web disappeared etc

#

Thankfully we have midi to take care of most things

coarse mesa
coarse mesa
molten solar
#

I think I put in shift-right-click for GM, too

#

there was a feature request at least, lemme check

#

yep

coarse mesa
#

That’s great, not that our GM can remember any shortcuts at all. He literally only spends session time in foundry 😑

#

Enter helps, I didn’t realise that was the default selection

edgy panther
#

Good morning everyone 😄
Does anyone knows a Item Macro library or item compendium that automates the
Dnd 5e Battle Master Maneuvers into midi qol? Or at least some of them.

#

I have item macro and DAE installed. As well as other automation modules.

violet meadow
#

MASIF module has it afaik

vast bane
#

I think that only happens if you only set one of the two types of durations

violet meadow
#

Haven't followed it though more than that

edgy panther
vast bane
#

Only ae that stayed on the players in my last session was a dfreds CE applied via midi automation, and it shows as having no source nor duration

#

switched it to roll on the item for next time

gilded yacht
violet meadow
vast bane
violet meadow
#

Oof I was looking at DAE's issues as you replied to the dae release 😄

hot flower
#

(this is better in midi)
if my lastArg contains this: origin: "Actor.sQyfv3TBTvpw8wgu.Item.AzCWgeQppUOlXUOq", how would I pull out the Actor.sQy... to use as a tokenD variable, please?
basically trying to set let tokenD = canvas.tokens.get(lastArg.origin...); << not sure what this would be?

#

(think this is better in midi than #macro-polo ... Basically trying to revamp @chrome pike's ray of enfeeblement macro to be used in an Arcane Archer's Enfeebling Arrow arcane shot

dark canopy
#

const origin = await fromUuid(uuid); const originActor = origin.parent; const originToken = originActor.getActiveTokens()[0]; or something similar, the active tokens being a little shaky

hot flower
#

thank yoU! I'll play around with that and see what works.

next basalt
#

I've got an Arcane Archer macro that's throwing an undefined rejection after selecting the shot. I'm not sure if I'm looking at a typo in the Macro, or something bigger. (Dnd 2.0.3, MIDI 10.0.24, DAE 10.0.14)

#
        <div class="form-group">${dialog_options.join('')}</div></form>`;
            new Dialog({
                title: `Arcane Shot [${curtRes} / ${curtMax}]`,
                content,
                buttons: {
                    use: {
                        label: `Use`, callback: async (html) => {
                            let result = html.find("input[type='radio'][name='arcaneArrow']:checked");
                            if (result.length === 0) {
                                reject("No Arcane Shot Selected")
                                return ui.notifications.warn(`No Arcane Shot Selected, Skipping`);
                            }
                            resolve(html.find("input[type='radio'][name='arcaneArrow']:checked")[0].value);
                        }
                    },
                    skip: {
                        label: "Skip", callback: () => {
                            resolve(false);
                        }   ```
dark canopy
#

there is no symbol named reject defined

#

that is usually used within a promise

#

remove the reject line and it will probably work

#

oh, resolve is in there too, that will error as well

molten solar
#

also the default: "Skip" will do nothing

#

There's no Skip button, but there is a skip button

next basalt
#

Crazy thing is it was working a couple of days ago, and I can't figure out for the life of me what happened.

dark canopy
#

unless this isn't the full macro, i can't see how this would have ever run

next basalt
#

Not the whole Macro, hang tight

#

Dangit, what's the secret to posting JS? Tried js but said it's too long

dark canopy
#

post it as a file

next basalt
dark canopy
#

its a bit hard to follow....but im sure there is some small error in how you are creating and handling the dialog.

Fortunately, in v10, we have a better Dialog constructor -- Dialog.prompt that may be easier to use

molten solar
#

It's not as simple as just new Promise((resolve, reject) => is it?

next basalt
dark canopy
#

oh....but yea

#

might just be a matter of adding the second reject parameter

hot flower
#

if you get this working, @next basalt, I'd be really interested in this. I've got an arcane archer with Burst and Enfeeble. I've got both arrows working, but could use some help with the other autoomation.

#

happy to send you the Bursting Arrow i have.

next basalt
#

Sure! I had both Burst and Grasp working up until yesterday. They were glorious. I just don't know what I changed, because it's not working on my local testbox or my hosted main game. 😭

next basalt
molten solar
hot flower
#

getting a lot of errors like this:

violet meadow
# next basalt

Just add the reject in the parenthesis (resolve, reject)

#

Ohhh there are more messages...

edgy panther
#

quick question is there a hook for when the player looses concentration?

I want to delete an Item, when the player looses its concentration for the corresponding spell.

#

I'm using Item Macros

coarse mesa
edgy panther
#

The player casts a spell, the spell creates the item.
If the concentration ends, the item should get removed, too.

dark canopy
#

in base dnd5e, "loosing concentration" likely means deleting an ActiveEffect, which should call a deleteActiveEffect hook (or similar)

#

so you can inspect the document being deleted to determine if you need to take further action

edgy panther
dark canopy
#

that would be one approach, yes, though i would consider what @coarse mesa said, as I have little knowledge of the midi automation workflows

edgy panther
#

I just realised, u made the Item macro module XD

dark canopy
#

just a temporary caretaker and long time fan 😅

#

but i am pretty familiar with it, yea

coarse mesa
#

It only takes moments to set up

edgy panther
coarse mesa
edgy panther
#

so i cant use a static item for it :x

coarse mesa
#

Hmm good point... I wonder if the createItem king @vast bane has a solution for that? If it's dynamic you are probably going to need a macro, warpgate most likely

vast bane
sly quiver
#

HI! So i am looking for help with DAE and I am coming here cause it may have something to do with Midi-QoL and I am still not completely clear on what Midi-QoL does XD

I am looking to edit a feature to do two things...
The first is it gives a buff to the character that uses the feature of +2 AC while it maintains concentration and Second I want it to deal damage as a reaction, if anything attacks the creature and fails a constitution save.
I am unsure how to do this, as I managed to get it working at the beginning of my attempts at doing this... and then it just stopped working entirely.

Honestly If I am in the wrong spot, let me know

vast bane
#

pretty sure the reaction will prompt every attack sadly.

#

reaction system in midi doesn't read the activation conditions

dark canopy
sly quiver
vast bane
#

I wonder if a world script could somehow make a createitem key on concentration that adds the item to only that player, everyone else no.

dark canopy
#

if you are going world script route, no need to play games with AE keys

#

just detect the conc drop and remove items appropriately

sly quiver
#

I was more so looking for DAE, cause otherwise I could end up with over 30+ world scripts... xD

vast bane
#

welll we all use dfreds probably for conc management, and we could put an effect macro on it that filters by name whether the item is created or not

edgy panther
vast bane
slate saddle
sly quiver
#

I think I am just going to give up on DAE... it seems to either work or not work for me. I cant figure out an in the middle with it, and it just doesn't seem worth all the hassle as it seems not to be working properly.
Thanks anyway Moto & Honeybadger

#

What does Dfreds convenient effects clash with (or do similar to) CUB? I know how to use CUB, but was suggested that Midi-QoL uses functions of Dfreds, and so I dont want to crash my whole midi now that I finally got it working XD

vast bane
#

token mold for hp formula rolling, and anonymous for name hiding

#

I find the hp formula rolling in cub to mess up warpgate summons so I don't use it

sly quiver
#

I'm mostly wanting to apply custom statuses like "Poisoned" or "Burned" as well as auto apply "Asleep" if a target is hit by a move... I knew how to do it in CUB

vast bane
#

I think you have to create burned in custom in dfreds

#

the feature in midi that has us all suggesting dfreds over cub, is that midi can autodetect when a CE and an item roll have the same name, and apply the CE if you have it setup to

#

you can also drag ce's to items on actors too

sly quiver
#

See I dont know how to add the custom one with Dfreds, but I knew how to do it in CUB

vast bane
#

your 3 exampless would require dragging to items, or creating active effect keys manually

#

its literally the button at the top of dfreds CE's window

dark canopy
vast bane
#

as you can see I made a burning hehe

sly quiver
#

I didnt know about that...

vast bane
dark canopy
#

that would be something else coming in

#

but fair, just mentioning the cub workaround

vast bane
#

beware that you must refresh your page for stutus markers to update

#

the lil person icon in a circle to the right of bleeding in my image is a notifier that the CE will show up in status markers

#

you won't get this option unless you have turned off cub, and set dfreds CE to add or replace, I prefer replace to not get duplicates

#

(in dfreds module settings)

#

for poisoned and burned if they are set as status markers, you can just use the DAE wrench to add them to items

#

you only have to drag and drop onto an item if its a non status marker ce

sly quiver
#

I've not got CUB anymore... I may look into this later again, as i'd need to look into how to deal damage with these effects... and I am beginning to really hate DAE XD

vast bane
#

never mod hp with active effects

#

also, don't reinvent the wheel

sly quiver
#

well even a prompt to remind players to do the health modification

vast bane
#

what are you trying to do literally with a feature and someone will chime in with something that is already made to do it or similarly do it

#

advantage reminder module is great if you don't fast forward

#

what do you mean health modification?

sly quiver
#

So the "Burned" status i mentioned, makes a character reroll damage twice, and take the lower result, and deals damage equal to the characters proficiency bonus at the beginning of their turn.

#

I just want to prompt and remind the players to do it.

vast bane
#

hmmm, that sounds complex

scarlet gale
#

That can be done with an overtime

vast bane
#

probably a macro thing, the damage over time can be done with a midi overtime flag

#

can overtime take min()?

scarlet gale
#

No need for manual damage application in this channel

vast bane
#

I assumed that the math functions wouldn't work in overtime

scarlet gale
#

Any roll formula you can do in a the formula box

vast bane
#

oh neat

#

for overtime keys, you really do have to consult the midi readme, just ctrl F for "overtime" you really can't guess your way through it, also pro tip for all new midi users, Tposney's newest readme is not the "master" its the v10 branch one I believe, so switch the drop down off master when you go to readmes.

vast bane
#

if I recall its janky though and stays instead of shutting off like a normal warpgate

#

heres that DAE ghost glitch we were talking about earlier:

#

the midi srd item, makes an item in the weapons section of the actor:

#

and it does seem to remove properly, it requires a DM logged in to remove it I think

#

what is this new semisupersaver flag? I don't see it in the readme

scarlet gale
#

Added flags.midi-qol.semiSuperSaver for items that cause 0/full damage on save/failed save

#

In changelog

vast bane
#

so basically save or suck/cantrip style gotcha

covert mason
#

I'm trying to make some homebrew ammunition that does the following:
Sanctified. Weapons with the Sanctified property deal an additional 1d4 radiant damage, or 1d6 radiant damage to undead and fiends hit by them.
How would I achieve this?

scarlet gale
#

I'm guessing activation conditions don't work with ammo?

#

Also, why does it says 1d4 or 1d6 without specifying the condition for either?

#

Or is that 1d4 always, and upgraded to 1d6 vs undead and fiends.

vast bane
#

I would pull this off with an advantage reminder since I don't fast forward and it would probably require a warpgate mutation to pull it off

scarlet gale
#

nah

#

I can think of a way to do it

#

... with a macro

dark canopy
#

a hook on the damage roll, checking target, swapping die for the in-memory ammo item

scarlet gale
#

on use macro that checks what item is set to the ammo then swap out the damage

dark canopy
#

held in item._ammo iirc

covert mason
#

Also, how would I format a condition to say all creature types except fiends or undead. Say if I wanted to make a desecrated piece of ammo.
Desecrated. Weapons with the Desecrated property deal an additional 1d4 necrotic damage. Any creature hit by a Desecrated weapon, except for fiends or undead, must succeed a DC 10 Constitution saving throw or take an additional 2 points of necrotic damage.

scarlet gale
#
let ammoName = 'Crossbow Bolts - Magic';
if (this.targets.size != 1) return;
if (this.item.system.actionType != 'rwak') return;
let consumedAmmoId = this.item.system.consume.target;
if (consumedAmmoId === '') return;
let consumedAmmo = this.actor.items.get(consumedAmmoId);
if (!consumedAmmo) return;
if (consumedAmmo.name != ammoName) return;
let targetToken = this.targets.first();
let targetActor = targetToken.actor;
let targetType = targetActor.system.details.type?.value;
let validTypes = [
    'undead',
    'fiend'
];
let damageFormulaBonus = ' + 1d4[radiant]';
if (validTypes.includes(targetType)) damageFormulaBonus = ' + 1d6[radiant]';
let damageFormula = this.damageRoll._formula + damageFormulaBonus;
let damageRoll = await new Roll(damageFormula).roll({async: true});
await this.setDamageRoll(damageRoll);```
@covert mason
#

Change the name in line 1 to whatever the name the ammo is

scarlet gale
#

If you have monsters that use characters sheets it'll need a small change to detect those, but from my quick testing it appears to work as described.

#

Made one quick edit to the above macro

#

added js if (this.item.system.actionType != 'rwak') return;

#

To avoid doing checks when it's not a ranged weapon attack

fierce birch
#

Hi! I've got a few questions regarding Roll Statistics . What does the "Ave" column represent? It's not mentioned in the qol-midi readme.

spice kraken
#

Probably average

fierce birch
#

lol

spice kraken
#

Ohhh

#

I'm an idiot, hahaha

fierce birch
#

I was wondering! 25 is too high for average damage from a dagger. Must be the average attack roll.

vast bane
#

but, look at the sample size

#

he only rolled one dagger attack

fierce birch
#

Maybe the average adjusted hit roll?

vast bane
#

you rolled 1 dagger attack, so the average of 1, you must have rolled 23 lol

#

the player/character rolled a total of 6 attack rolls, and the averages are broken down to type

#

1 shortbow, 3 moontouched, 1 dagger, 1 firebolt

#

averages don't really start to get accurate till you have a good size sample of 20+

dark canopy
#

spoiler, its 10.5 + @mod

coarse mesa
#

If you like this stuff do yourself a favour and check out Encounter Stats... our table loves it

#

Works great with midi

fierce birch
#

I tried Encounter Stats but the aggregate stats are all "most 20s" type stuff. I really just need to know how much damage the party's cranking out a round on average.

coarse mesa
#

I could see some stats based on averages being good for encounter designers and optimizers

viscid lance
#

Can someone point me in the right direction for an automated Zephyr Strike spell for midi qol?

coarse mesa
spice kraken
viscid lance
#

Thank you both!

dull sinew
#

Hey, it's possible to create an effect who add 1 damage for every counter the same effect has?

For example, a effect has 5 stacks and each stack do 1 additional damage. How can I create a effect for that?

spice kraken
#

What damage bonus?

#

Spells, weapon, ranged, melee?

#

Regardless, you should be able to use + ##stackCount

sudden crane
dull sinew
sharp dragon
#

Hey in the activation condition can I set it to check if the actor rolling has a certain effect on them?

#

This is so I can automate rolling the other damage formula

violet meadow
woven spindle
#

Hi. I'm trying to modify the flanked effect for Convenient Effects but it doesn't seem to be working. I want to add +2 melee attack to anything hitting the flanked creature but the only relevant option I can find looks like it would apply to the attacker if the attacker had the bonus. Either way, the following config doesn't seem to apply +2 to either the attacker or target. What am I doing wrong?

coarse mesa
#

I don’t use flanking rules but it may also depend on your midi setup, there are options for automating flanking in the settings

molten solar
#

Babonus could do it

scarlet gale
#

Use the system attack bonus

#

Not a midi flag

#

Iirc the effect is applied to the person doing the flanking so just give them a bonus to hit instead of advantage

woven spindle
woven spindle
sleek bone
#

Howdy, using Convenient Effects and automation from Midi - I was wondering if there is a flag I could use to apply a condition immunity to a target? I am tying to create an effect which gives a creature 12 seconds of immunity to being stunned yet I can only find flags to apply status effects, not grant immunity to them. (Tho I may not know what I am looking for as for the longest time I had no clue that to increase healing I had to use heal.damag to increase healing) It may be that this flag (if it exists) is obvious to some but I can't find it ^^'

coarse mesa
sleek bone
swift kettle
#

Is there a module like midi for 3.5 ?

vast bane
#

Also theres two settings, flanking, and flanked. Flanked would need the grant bonus midi flag, flanking would need a system bonus flag, and both should work if the above is figured out.

#

creatures of the same color disposition work together and never against each other, so the flankee needs one color, and the 2 flankers need to be same of the different color.

woven spindle
#

So I'm manually adding the flanked status from the convenient effects panel but not too bothered about automating that. Just want that +2 to add on

#

But just getting +3 from Str mod, +2 from proficiency.

#

Hang on, I'm being dumb aren't I. It is applying...but just not in the roll

#

Yeah it is. For some reason it wasn't applying effect to the yeti until I started combat but now it is, outside of combat too

vast bane
#

Correct, the midi flag adds to the actual roll not as a bonus

woven spindle
#

Sorry for wasting your time 😛

#

So because it wasn't registering the yeti at all, I couldn't see the modifier being added

#

nevermind, thanks for the tips! (might have been the +2 instead of 2 that's done it)

vast bane
#

It should automate the flanked condition in midi/dfreds. You just have to be more accurate with your dispositions

#

avoid neutrals and beware of summons dispositions

woven spindle
#

Well I've decided for flanked to mean at least 2 characters to be on opposites sides of an enemy, and not in melee range of another enemy

#

So, I've made it all a bit convoluted

vast bane
#

I personally find this method of flanking too op, I prefer to just do advantage since advantage doesn't stack with itself like bonus' do. Breaks bounded accuracy too much in my world, but to each their own.

woven spindle
#

I'll see how it goes but I can always change it back to adv. I've got an Echo knight, gloomstalker, wild magic sorc and stars druid. I'm not sure how much they're going to be melee flanking stuff

#

But I can also do it to them

sudden crane
opaque current
#

@gilded yacht The new dnd5e system release (2.1.3) makes DAE give this:

#

Tested in world with only DAE and dependencies active.

violet meadow
fringe brook
#

I'm getting this error quite a lot today:

[Detected 4 packages: itemcollection, lib-wrapper, midi-qol, dfreds-convenient-effects]```
same with  'value'  on number '0.2'
dark canopy
#

if you disable itemcollection, does it still occur?

wheat marten
#

Wiii, currently the LMRFY + Midi is for some reason not adding the conbonus of people to saves

fringe brook
#

I can't reproduce the bug willingly, but I disabled itemcollection, let's see if it still comes up

wheat marten
#

Looking like this, it should be a 20

violet meadow
wheat marten
#

LMRTFY 3.1.2
Midi 10.0.27

violet meadow
wheat marten
#

Appreciated, will see what I can figure out to put into one!

proper siren
#

Hello, just updated to 5e 2.1.3 and have a slight issue, the Special Duration condition for '1 Attack: Expires on the next Spell/Weapon Attack by the character' does not appear to be working. I wasn't using it pre-update so I don't know if the change effected it, but was wondering if that's a known issue

violet meadow
#

checking hits etc?

#

Shouldn't matter though 🤔

#

Is the Item correctly set?

proper siren
#

nope no auto roll on damage, yeah to auto checking hits

#

the is Damaged Special Duration is still working

violet meadow
#

What kind of weapon do you use to attack?

dull sinew
#

Hey, how can I create an AE (or script, I don't know) for an AE of a feature always activate on the start of the turn of the player who has that feature?

Like, a feature that, on the first hit melee of the round, does 1d4 addicional force damage.

violet meadow
proper siren
proper siren
#

Weapon Types are set correctly on the wep items as Simple Melee and Martial Melee

dull sinew
violet meadow
ebon tinsel
#

Hi there, quick (maybe dumb question) currently does midi consider if you are proficient with armor to set advantage/disadvantage?

violet meadow
ebon tinsel
#

just to be a little bit more clear, that part of the rule of wearing armor without proficiency:
"If you wear armor that you lack Proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells."

#

oh, nice, I thought I might've broke something messing with my table

hot flower
#

soiunds like a good candidate for a worldscript!

dull sinew
# violet meadow

Hey, I didn't see an option to use the AE 1 time in a round. There's for a turn, but not for a round

#

Is this right?

scarlet gale
#

Iirc turn actually means round for optional bonus rolls

dull sinew
#

I already see, there's nothing there for a round, only for turns. I try using the "count", but it delete the effect. Turn won't help because it's a effect of round, not turn

scarlet gale
#

Enhancement to optional rolls count. "turn" remains unchanged - meaning once per round which is confusing. Added two new options "each-turn", which means the roll can be made each combat tracker turn, and "each-round", which means the bonus can be rolled once per round (the same as the current "turn").

From the changelog, the readme is slightly misleading

scarlet gale
#

In only this case

dull sinew
#

Ohhhhhhhhhhhhhhhh

scarlet gale
#

For backwards compatibly

violet meadow
#

Start using each-turn each-round instead.

scarlet gale
#

Yep

violet meadow
#

If you want to be able to use it off the player's turn too, use each-turn and with reaction automation, you can kinda of cap it

dull sinew
#

Understood!

#

Thanks!

kind cape
#

@gilded yacht In the newest MIDI changelog you say that

Compatibility change for lmrtfy 3.1.2 (which midi now requires - or later).
I assume that it means that it is required if you use lmrtfy for rolling, if you use a different option (like MTB) then its not

scarlet gale
#

You can use the secondary count flag and set that to item uses

#

So it can be each-turn and limited by feature uses

dull sinew
#

Yeah, I see the possibilities are good!

#

So, I configure and it works. I just notice that the roll doesn't show on the chat, only the results. Is this normal?

violet meadow
#

yeah

dull sinew
#

Okay

violet meadow
#

Hmm when you say chat?

dull sinew
#

Not that would be a problem, I only liked to see all the results of the rolls

dull sinew
#

Normally, if I click on the formula, the card would expand and show me the roll of each dice. But with that, it don't show

dark canopy
#

there are no dice being rolled in that expression

#

just constants

dull sinew
#

Like this

dull sinew
#

But it show the result

#

The "4" is, in fact, a 1d10

dark canopy
#

right, so if you are outputing a message/roll with just constants, the message doesnt have the roll information to render dice values from

dull sinew
#

I'm not put constants... it's a 1d10...

violet meadow
#

Something is kinda strange. I can see this

#

Its an 1d4[cold] but I cannot see the weapons main damage rn

#

😄

dark canopy
dull sinew
violet meadow
#

Yeah with a flags.midi-qol.optional.NAME.damage.mwak | Override | 1d4[cold]

#

What is the effect you use?

neon pike
#

What is the easiest way to give a rogue an additional sneak attack dice automatically?

dull sinew
#

The 1d10 is for the weapon I rolled

dark canopy
#

so...all of those values are constants, so far so good

#

what "1d10" are you refering to?

violet meadow
violet meadow
dark canopy
#

kk, midi getting in the way 👍

#

sry for the red herring

violet meadow
#

@dull sinew I got to run, can you log an issue in the git for that too?

dull sinew
#

When I rolled the Damage, this window appears, wich if for the flags.midi-qol.optional.Name.damage. In there it show the 1d10 and the formula, but when I click on the button to include the @prof on the damage roll, it show only the result of the roll, not the roll itself

vast bane
#

afaik the optional name macro stuff always fail to show formula

#

I've had indomitable in my game a while now, midi sample item that uses it, and it never shows the formula in the final card.

#

I think the formula will show in a whisper I think to the roller?

#

You might need dae's show inline rolls for that though

scarlet gale
#

Its always looked like that

#

Midi just takes the old total and adds the bonus formula for the new roll

vast bane
#

I could have sworn there was a whisper roll

dull sinew
#

Nope, I think it was a bug because a guy asked me to log that in git

violet meadow
#

yeah there are some issues with the optional rolls anyway. I don't remember if that was the case or something changed when the dice rolls were added.

#

But get it out there and will see 😄

vast bane
#

I'd try turning on show inline rolls in dae, I swear I see a whispered roll and I have that setting on

dull sinew
vast bane
#

which is funny cause I'm the first to throw out player agency so me defending it is comical to say the least

dull sinew
#

In this case, isn't a choice. The bonus will applied in every first hit of a round

vast bane
#

I would not use optional name macro for that feature then

#

thats more of a favored foe/divine fury thing

#

those are handled in macros

#

though I use advantage reminder for them

dull sinew
vast bane
#

you could make the optional have 1 charge that refills every turn

#

but I'd personally, janky it up and make it a feature with a recharge 1

#

so it has 1 use, and recharges each of their turns

dull sinew
#

But it wouldn't automatically add the bonus on the first hit, would it?

vast bane
#

optional name macros are for choice stuff

#

hmmm I just made an item like this

dull sinew
#

Wow

#

How?

#

Can you share?

vast bane
dull sinew
#

But with this the player would still have to click on the item and etc

#

I want something that always roll with the first hit and the player have to do nothing

vast bane
#

World Script:

Hooks.on("updateItem", (item, update) => {
    if (item.name !== "Tearulai's Wrath") return;
    if (!!update?.system?.recharge?.charged) item.actor.effects.find(i=>i.label === "Tearulai's Wrath").update({disabled:false})
    if (!update?.system?.recharge?.charged) item.actor.effects.find(i=>i.label === "Tearulai's Wrath").update({disabled:true})
})
dull sinew
#

Oh

#

okay

#

hahah

vast bane
#

if you have simbuls creature aides, and set the item to recharge 1, using this setup, it will always activate the ae on turn start

#

the problem however, is that my key is advantage reminder, so you'd have to sus out what key you need from midi, likely the optional name macros could actually kinda work in this setup

#

keep in mind that very important special duration in that image of duration tab

#

this feature auto smites the first time the creature hits and deals damage

#

I used an AR cause he has a breath weapon that it shouldn't apply with

#

Also nobody should google Tearulai unless you want spoilers for a published campaign(though this is homebrew)

dull sinew
#

I will not do that haha

vast bane
#

theres very likely a simpler way to pull all this off but My middle name is janky for a reason

dull sinew
#

I still think would be an easy option to this haha

vast bane
#

I don't fast forward, but I always fin dit hilarious that the optionals get used alot by folks and they dont bat an eye at those prompts while aggressively avoiding the other tow core prompts with fast forward lol

#

I put my smite in the popouts just cause I don't want a third prompt for divine smite

dull sinew
#

Like, the idea of count in Optional Bonuses is great! We could have that on the other bonuses too, like system.bonuses.All-Damage

vast bane
#

shouldn't the count limit its prompts so once its used once you don't see it anymore?

dull sinew
#

Yeah

#

But I don't want any prompt hahaha

#

Even the first

#

I just want "yeah, you gain this @smoky smelt on this first hit of the turn, now shut up and take your blessings"

vast bane
#

I got that built into my barbarian players rage with a zealot barb

#

but bugbear made it for me so I dunno how to do it for you

#
//Midi-QOL, DAE and times-up is the way to go and this is a DamageBonusMacro.

const levels = args[0].rollData.classes?.barbarian?.levels ?? 0;
//console.log(args[0]);
if (!levels) return {};
if (!args[0].item) return {};
const ttoken = args[0].tokenId;
//console.log(ttoken);
const tactor = canvas.tokens.get(args[0].tokenId).actor;
const titem = tactor.items.get(args[0].item._id);
const rollMod = titem.abilityMod;
if (rollMod !== "str") return {};
const bonusRage = levels < 9 ? "2" : (levels < 16 ? "3" : "4");
const bonusDivine = Math.floor(levels/2);
const diceMult = args[0].isCritical ? 2: 1;

if (game.combat) {
  let combatTurnActor = game.combat.turn;
  let combatTime = game.combat.round;
  let CheckTokenId = game.combat.current.tokenId;
  //console.log(CheckTokenId);
  if (CheckTokenId === ttoken) {
    let lastTime = getProperty(tactor.data.flags, "world.divineFuryTime");
    if (combatTime === lastTime) {
      return {damageRoll: bonusRage, flavor: "Rage Damage"};
    }
    if (combatTime !== lastTime) {
        await tactor.setFlag('world', "divineFuryTime", combatTime)
        return {damageRoll: `(${1*diceMult}d6 + ${bonusDivine})[radiant] + ${bonusRage}`, flavor: "Enraged Divine Fury Damage"};
    }  
   } 
  if (CheckTokenId !== ttoken) {
      return {damageRoll: bonusRage, flavor: "Rage Damage"};
  }
}

if (!game.combat) {
    return {damageRoll: `(${1*diceMult}d6 + ${bonusDivine})[radiant] + ${bonusRage}`, flavor: "Enraged Divine Fury Damage"};
    //await unsetProperty(tactor.data.flags, "midi-qol.divineFuryTime");
    await tactor.unsetFlag('world','divineFuryTime');
}
dull sinew
#

Jesus

#

That's scary for a guy who don't work with dev hahaha

vast bane
#

I don't even think he made it for me, he just posted it one day and I yoinked it

dull sinew
#

kkkkkkkkkkkkkkkkkkkk