#MidiQOL

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dull sinew
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I understand

vast bane
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the macro is essentially bonus damage on the first mwak, so....you could edit the hell out of this for your needs

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bonus points if its for a barbarian

dull sinew
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I'm party of a team who is creation a system based on 5e for League of Legends world. We have a couple of devs and I just don't understand anything they are doing (and it's just for the site) hahaha

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The problem is that I want to automate the maximum I can, but I can't do a lot

vast bane
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RIP two different IP's with wotc doing what its doing right now

dull sinew
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Yeah...

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I think we are f*** because of this

weak quest
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is there a flag to "disgrant" advantage? trying to set up Shifting (Wildhunt). While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless youโ€™re incapacitated.

spice kraken
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Can they have disadvantage on the attack?

scarlet gale
vast bane
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If you don't fast forward you can just put a hostile aura up with a message on all attacks saying as much for a simpler method

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using advantage reminder

white condor
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Hello! Does anyone know if there's a way for a player character to penetrate magic/cold resistance (bonus points if immunity is treated as resistance).

Maybe I'm blind but it looks like i cannot do it with MidiQOL. Any ideas are appreciated ๐Ÿ™

vast sierra
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@proper siren this option, in Midi settings

proper siren
vast bane
hot flower
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if I wanted to apply healing to allies within 30 feet but only if they have less than half of their max HP, could I do that with an activation condition? Or would I need an item macro? And if the former, what would that activation condition be?

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As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

vast bane
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you could probably steal the condition thing out of regeneration midi sample item and repurpose it in the activation condition

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range/target on item would be set to all ally's within 30 feet, probably have to preroll item a macro to turn off wall restrictions

covert mason
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Trying to make a homebrew item that grants a hit die when eaten. How would I achieve that with a macro?

dark canopy
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the class item helds a "hit die spent/used" field

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you would reduce that value by 1 via an item update on that class item

vast bane
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want my item macro lol?

covert mason
vast bane
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I have homebrew food recipes and one of them gives/restores a hit die

covert mason
vast bane
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nope, I'm using beavers stuff for motivation but not actually using the module, I have my own homebrew crafting that I feel is alot better

covert mason
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Fair 'nuff

vast bane
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const act=token.actor??game.user.character
for (let clas of act.classes){
  if(clas.data.data.hitDiceUsed!==0){
    clas.update({"data.hitDiceUsed":clas.data.data.hitDiceUsed-1})
    break;
  }else{
  continue
  }
}

Prolly needs some v10ification here

covert mason
vast bane
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hmmm let me check, they haven't used this food yet

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yep looks like a typo

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getting an unexpected token error too after the fix

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thinkin datas are an issue

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what about the blue data in the above macro? System or yeet?

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well shit, this macros dead in v10 I dunno how to fix it

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ooooh, the actor has no game.user my bad

dark canopy
vast bane
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does the blue data need to be system or yeeted?

dark canopy
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is hitDieUsed a system, or core foundry field?

vast bane
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const act=token.actor??game.user.character
for (let clas of act.classes){
  if(clas.system.hitDiceUsed!==0){
    clas.update({"system.hitDiceUsed":clas.system.hitDiceUsed-1})
    break;
  }else{
  continue
  }
}
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could it be the first lines lack of spaces around =?

dark canopy
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log act

vast bane
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console.log(act) gives me nothing in the console

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Yellow warning is just a combatbooster shim for activating from it

dark canopy
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nothing, or undefined? and did you put it after you defined act, but before you used it in the for loop?

vast bane
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I put it after the FOR line

dark canopy
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the script errors before that ๐Ÿ™‚ put it right above

vast bane
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um not sure what its doing here, if anything this is telling me that the first line is looking at the wrong thing, I need midi I guess

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I get a bunch of stuff about the selected token instead of the targetted token

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hmmm, actually, I think I'm moving this to an effect macro, then I can use it

crisp quarry
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Found an Issue with Midi-QOL and LMRTFY. When you ask your player to roll a saving throw by casting a spell on them, they get a prompt that asks them the same thing twice and does not add their bonuses to the roll.

vast bane
crisp quarry
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indeed

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is it a kown issue?

vast bane
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and are you using the newest midi, and are aware of its patch notes regarding LMRTFY

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(or vice versa)

crisp quarry
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Compatibility change for lmrtfy 3.1.2 (which midi now requires - or later).
Yeah, I have LMRTFY 3.1.2 and Midi 10.0.27

vast bane
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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 in beta in v10 and often the culprit of things..

crisp quarry
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I'm going to do Find the Culprit to only leave libraries and midi+lmrtfy

violet meadow
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Someone else mentioned issues with LMRTFY after latest update

vast bane
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k, looks like a valid issue/bug to me, report it on his git, you are leading the way for the rest of us

crisp quarry
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yup, no change

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I guess it's more of an LMRTFY issue than midi?

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but it's hard to guess

vast bane
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@covert mason

const act=token.actor??game.user.character
console.log(act)
for (let clas of Object.values(act.classes)){
  if(clas.system.hitDiceUsed!==0){
    clas.update({"system.hitDiceUsed":clas.system.hitDiceUsed-1})
    break;
  }else{
  continue
  }
}

put this on the item as an effect macro, probably works as an item macro too fyi, but my ability applies an ae anyway so I diverted so that it wouldn't have midi errors to get help in #macro-polo lol

crisp quarry
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oh yea, it's an issue with Query Player option from the looks of it!

vast bane
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maybe theres a module setting that now needs to be tweaked in either one?

crisp quarry
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Ok, did a simple LMRTFY with Query Player for a saving throw and it did the same thing, without midi on. It's a LMRTFY bug.

crisp quarry
violet meadow
proven cliff
violet meadow
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Do you want a dialog to ask the player if they wanna use the feature and how many charges maybe at the same time?

proven cliff
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I think that is ideal. I was looking for how to provide the empty choice along with 1,2, and 3

violet meadow
proven cliff
hard oxide
vast bane
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second guess would be the actor rolling has no token on the scene

hard oxide
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It was exactly this thanks

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The first one ty!!

viscid lance
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Is there a way to tell where the damage bonuses are coming from? A character is rolling an extra +3 to hit and I don't know how to find out where it's coming from.

pliant matrix
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hello, with midi I would like to set an effect that changes the range of the saving throw against death. how can I do?

vast bane
vast bane
pliant matrix
vast bane
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lowering the dc is the same mathematically as raising the modifier, I assume theres a death save bonus in midi somewhere

raven holly
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Tonight I had one of my player's damage not being included in the compact chat card, and didnt give me the damage application card, anyone have an idea why? It could just be that my player was rolling it a weird way, she does things strangely often...as the only remote player
Foundry v 10.291, DnD 2.0.3, Midi 10.0.24

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The first two cards are the problem player, the last card is an NPC working correctly

coarse mesa
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Max I never knew you dabbled in the dark side of automation. Iโ€™m just enjoying reading those cards ๐Ÿ‘

raven holly
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haha oh yea I've used midi since I started

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but I would say I go with midlevel automation

coarse mesa
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I do like the look of those pictorial inline links

raven holly
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No FF rolls, Players dont see if it hits, never auto roll damage

thorny solar
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Those extra tooltips are neat.. but could they be causing the issue?

raven holly
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Those are from Inline Roll Commands, so great

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no need to make a macro for using an item anymore

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They are essentially a button to use an item, doesnt affect the current roll

thorny solar
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Fair enough. No idea then.

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Remote player though?

raven holly
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heres one working right with those same links

thorny solar
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Okay.

raven holly
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Yup, they are the only remote player

coarse mesa
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I wonder if sheโ€™s rolling damage off the character sheet?

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You know, the little links midi puts in the description?

thorny solar
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Thats possible

coarse mesa
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DDB style

raven holly
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These guys?

coarse mesa
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Iโ€™m not sure if that would make a difference?

thorny solar
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Probably yes.

pliant matrix
# raven holly

how did you create the interaction with maneuver and divine smite?

raven holly
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Nah, doesnt look like it ๐Ÿ˜•

spice kraken
raven holly
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...no

spice kraken
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Try that

raven holly
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that would be smart

coarse mesa
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Something seems to be stopping the workflow maybe

thorny solar
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I may have to ask how you did those inline links with the module later, but first, lets see if we can sort this out.

raven holly
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yup, logged in as them still working fine ๐Ÿคทโ€โ™‚๏ธ

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Inline Roll Commands ๐Ÿ˜‰

coarse mesa
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You may need to interrogate her further. Iโ€™m smelling PEBCAK

thorny solar
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Eh?

raven holly
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yup I believe it

thorny solar
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My question is, in the item itself, is there an attack and damage button in the description?

coarse mesa
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Max just tried that

thorny solar
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Ah, fair enough

raven holly
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Inline Roll Commands is a module from Kaelad, absolute gold
you can do [[/rollItem Slasher: Critical Hit]] to get a button to roll an owned item with that name as seen above, or [[/rollSave cha]] to get a button to roll a CHA save, [[/rollSkill ath]] for a button for an Athletics check, etc

thorny solar
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I'm looking at it actually, and it looks neat, not sure how my games will use it since the description is usually collapsed but this is great.

raven holly
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Stop it Zhell

vast bane
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as for the auotmation not firing, I see this every so often, last session one of my players somehow loaded the server without midi enabled, they had to refresh/reconnect

raven holly
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hmm odd, ok

vast bane
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I've also had a world script that broke it, and also a bad wildshape macro that did it once

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I use the fallback buttons with merge cards so that if damage ever fails you can use those buttons to apply to selected

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he fixed it so they have a temp heal now too

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cause you can't right click and apply damage with merge cards

vast bane
raven holly
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You can use it in Advantage Reminder too, just set up Sanctuary to grant an AR message to prompt for the save in the attack roll

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Is this what you were asking?

violet meadow
robust vault
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Does anyone know if there is a bug with midi and flags.midi-qol.disadvantage.skill.ste?

I've been setting up a DAE effect, to give DA to stealth, but it doesn't seem to work. With the rest of the skills it does.

Foundry v10.291
System5e 2.0.3
Midi 10.0.24
I have other modules activated, but I don't think there should be any interaction with this.
I haven't updated midi to 10.0.27 because I don't know if being in dnd5e 2.0.3 there is some kind of conflict or the midi doesn't work properly.
I have been setting up a trap (npc actor) with an attack that transfers DA stealth, using a tile and the monk active tile trigger.

violet meadow
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What does the DAE look like on the actor when it's applied?

robust vault
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omg i miss set 1 on the stealth

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works perfectly, it was my fault for not configuring stealth correctly.

violet meadow
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Better use Custom for the flags.midi-qol.xxx in general (except for the ones the MidiQOL readme advises otherwise, like optional bonus flags)

next basalt
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I've got a particularly ugly Giff boss coming up. What's the best way to configure a ranged weapon attack that includes a saving throw for a condition? ie: Ranged weapon attack with a 10ft radius, full damage on a hit, half-damage on a miss, and eitherway you have to make a save to avoid being deafened. I'll use a CE to apply the condition, just unsure how to configure the conditions under the attack configuration.

vast bane
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You'd have to go the route of something like the premade ice knife peopole got from mr primate

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if its indeed an attack roll and damage to nearby targets

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If you just wanted to make it work, macros be damned, you could make it two items

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first being the attack roll on the primary target, and the second being a template save for damage and condition application

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You could probably also put an on use macro to fire the second one after the first

next basalt
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Forgot about Ice Knife, thanks!

violet meadow
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Why do you need a macro for that?

I don't think what you said reads as a secondary effect for 10ft around.

The weapon just needs to place a circular template with a radius of 10ft

vast bane
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Ranged Weapon Attack kinda reads to me like ice knife

violet meadow
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The damage will be full on hit and half on save, and if one doesn't save, apply Deafened condition ๐Ÿคท

vast bane
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Giffs are gun specialists so their ammunition can be explosive

dark canopy
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however, there are no "weapon attacks" that ever target more than 1 creature, and especially not an AOE.

So, sure its using a weapon, but its an AoE save like any other

vast bane
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is it indeed an ice knife concept? cause the base Giff uses a hand grenade attack as well as their gun

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I can attest that the checkboxes at the bottom can cause an ice knife to half all damage as I've accidentally set mine up that way a while back lol

next basalt
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I believe so,

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and I made some...tweaks to the Giff Shocktroopers. They're essentially going up again Bebop and Rocksteady

dark canopy
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iiwm, i'd model it as a normal AOE -- making an attack roll to hit a creature with a grenade launcher seems...excessive ๐Ÿ˜…

next basalt
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๐Ÿ˜ฎ you do have a point there.

dark canopy
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im just a simple badger that likes simple implementations, hehe

dark canopy
# next basalt ๐Ÿ˜ฎ you do have a point there.

now, if you wanted to shoot a creature with it as like...an alternate firing mode or something. Making an attack roll as normal, applying the damage to only that creature that forces a save for knockback and/or prone would be kinda cewl

next basalt
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Is there any easy way to do a knockback these days? Hated losing the functionality of Ripper's script, that was so cool.

dark canopy
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if you are OK with designating the knockback location, it would be a very simple warpgate crosshairs+mutate operation

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autocalculating the pushback is definitely possible, but an order of magnitude more complex

violet meadow
next basalt
vast bane
dark canopy
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nods heh, yea, I love that

vast bane
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bugbears shove/shieldmaster macro is a great push or prone item

dark canopy
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tons of flavor, tiny impact to gameplay

violet meadow
proven cliff
violet meadow
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The macro is exactly that though. It should ask for how many (up to 3) charges you want to expend and then damage accordingly ๐Ÿค”

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Can you export the Item and DM it to me? Just to take a look on how you've set it up?

proven cliff
dull sinew
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Soooooooooooo...

I'm trying to automate an effect kinda... strange. This is the effect:

On the start of a combat, you can use this rune to gain +1 bonus on your attack rolls. Each time after 3 rounds, this bonus increase +1, until the end of the combat, at the maximum of your Intelligence modificator.```

I wrote `+[[min(@abilities.int.mod, max(1, floor(##stackCount / 3)))]][Gathering Storm]` but it doesn't work for one simple reason: /3 it's not the right divisor and I am too dumb to know how I can make this work.

Can some of you guys help me?
chrome gale
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When applying/removing an effect, is there a way to make it so it doesn't display the floating text?

vast bane
dull sinew
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It's what I did, but something it's not working

vast bane
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no its not what you did, you are worrying about the stack count

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don't bother 15 round encounters are as rare as winning the lottery

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just make it a simple stackable ae

dull sinew
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Ohhhhhhhhh

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Right

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The player will apply the stack only when the bonus increase, right?

vast bane
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yeah I'd probably use an effect macro cause it can listen to triggers better

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at round start, add another stack or something

dull sinew
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Hummmmmmm

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Thanks!

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Man, I just understand your picture and your name hahahaha

chrome gale
# dull sinew Hummmmmmm

If you wanted to slow the stacks down, you could probably add in some logic so the macro only adds a new stack on certain rounds. Or only on even numbers. I'm pretty sure the 'round number' is an exposed flag

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but giving a +1 for each round probably isn't too crazy, very few combats last more than a couple of rounds

violet meadow
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game.combat.round

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get the startRound and math is out ๐Ÿ˜„

scarlet gale
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Check if the round is dividable by 3 without a remainder and if so update the effect bonus

vast bane
violet meadow
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Ah yeah I re-read it, it seems that can only be applied on 1st combat round, so even easier!

vast bane
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I imagine effect macro can modify itself so no need to even do stacking

violet meadow
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if (game.combat.round % 3 === 0) //update effect
dull sinew
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The problem is: the first increase come only in the start of the round 4, so divide by 3 doesn't really work

scarlet gale
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Check if the round is at or above 4 first

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Can even add an int max check too

violet meadow
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1 - 4 - 7?

dull sinew
violet meadow
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then if (game.combat.round % 3 === 1)

scarlet gale
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Is the first round in foundry 0 or 1?

violet meadow
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oh ๐Ÿค”

dull sinew
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in teory, with the int mod goes only a +5, would be round 1 - 4 - 7 - 10 - 13

vast bane
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my turn start buton says the first turn is 0 fwiw

violet meadow
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Yeah its 1

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Turn starts from 0, Round starts from 1

dull sinew
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What?

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oh ok

vast bane
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yeah thats just weird, so rounds are 1+ but turns decide to call the first guy 0

dull sinew
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How can I use the game.combat.round in a AE?

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@? ##?

vast bane
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Effect Macro Module

dull sinew
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Or just write the thing there?

dull sinew
vast bane
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I assume they were talking about an Effect macro, its a module thats used alot here for premades and has a ton of yummy hooks for the active effect its on

dull sinew
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Ahhhhhhh

vast bane
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or you could do an overtime effect, but then it'd trigger on turn starts, similar.

dull sinew
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I think I found a solution! I think it's just add +2 on the counter of the stacks.
In theory, would be this: +[[min(@abilities.int.mod, max(1, floor((##stackCount + 2) / 3)))]][Gathering Storm]

vast bane
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oh no not gonna work for overtime

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I don't think ae's update like that though

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it'd apply once and then be done

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you'd need a way of updating it at 4 and 7

dull sinew
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if I change de stacks, they will update

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I think...

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I'll test

vast bane
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I think we all were trying to come up with a way of automating the stacks, what is yours?

dull sinew
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Doesn't work ๐Ÿ˜ซ

vast bane
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if you apply an ae to a token, unless you reapply it, I'm pretty sure the value stays an integer once its an effect on an actor

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you need a way of updating it or reapplying it when those critical moments happen

dull sinew
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In fact, works!

scarlet gale
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Almost got a macro for you

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if you care for it

tulip hound
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Latest 5E, MidiQoL, DF CE, cannot get flanking to work... I try all combinations.

scarlet gale
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Is it +1 on the first round or the 4th round?

tulip hound
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is there a known issue atm?

dull sinew
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But, I don't understand why, if I put a [[]] on the formula, the result you always be 1

vast bane
dull sinew
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But, I already make it function

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I just don't understand why it doesn't work if I put [[]] on the formula

tulip hound
vast bane
dull sinew
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Like this works: +min(@abilities.int.mod, max(1, floor((##stackCount + 2) / 3)))[Gathering Storm]
Like this don't: +[[min(@abilities.int.mod, max(1, floor((##stackCount + 2) / 3)))]][Gathering Storm]

vast bane
# tulip hound

what color are the tokens flanking when you hold down alt, and are they in combat?

violet meadow
# tulip hound

Select an attacker. Target the target.
Does it apply the Flanked Condition?

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This is my go-to and works

vast bane
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flanked/flanking only apply in the moment of targetting, I think in combat?

vast bane
#

what color are the dispositions of all three of those tokens when you have NONE selected?

violet meadow
vast bane
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I see a white ghost token and I think yellow

scarlet gale
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If you want one that doesn't requires tons of effect stacks:
Effect Macro - On Combat Turn Starting:

if ((game.combat.round - 1) % 3 != 0) return;
let bonus = (game.combat.round - 1) / 3 + 1;
if (bonus > actor.system.abilities.int.mod) return;
await effect.update({
    'changes': [{
        'key': 'system.bonuses.All-Attacks',
        'mode': 2,
        'priority': 20,
        'value': '+' + bonus
    }]
});

Effect Macro - On Combat Ending:

await effect.update({
    'changes': [{
        'key': 'system.bonuses.All-Attacks',
        'mode': 2,
        'priority': 20,
        'value': '+0'
    }]
});```
violet meadow
vast bane
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also player tokens can seem green but have hostile in the token settings sometimes

tulip hound
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Thank you, the enemy was Neutral

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That was the issue

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Thanks a lot.

vast bane
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I find warpgate summons are usually the bane of my flanking automation for some reason

dull sinew
violet meadow
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You freeze it in time with the [[]]

dull sinew
#

Ohhhhhhhhhhhhhh

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Damn =/

vast bane
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thats what I was trying to say, you have to use a macro like chris made to better solve this

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really no point in doing the equation there is it?

dull sinew
#

I understand

dull sinew
scarlet gale
#

If your effect does more than just that you'll need to tweak it a little bit

vast bane
#

its slightly off in that the update will hapen on turn though, but thats nbd

scarlet gale
#

Since it totally wipes out the changes to for it's own update. If it needs to keep other changes from the same effect it would need a minor tweak

scarlet gale
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Then it should work-as is

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the bonus won't apply until their actual turn, but it's unlikely to be a noticeable issue

vast bane
#

do you have a check for combat end to clear it? oor actually have a special duration to clear it on combat end

scarlet gale
#

The 2nd macro I posted reverts it to a bonus of 0 on combat ending

dull sinew
#

perfect!

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It's possible to use the game.combat.round on an AE? I think I can use this with one of my other effects.

scarlet gale
#

Depends if it the field is evaluated or not.

dull sinew
#

Let's say I want to add a +1 on my Max HP for each round that pass on the combat

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Or just want to add the number of the round on something

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Would be @game.combat.round?

scarlet gale
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Worth checking to see if it works

vast bane
#

never update hp in an ae unless its overtime or an effect macro

scarlet gale
#

well

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temp max hp is safe

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updating the hp value is bad

viscid lance
#

I have a belt item that grants advantage on Athletics and Acrobatics checks. Can DAE automate this?

scarlet gale
#

Have it give a passive effect that gives the actor the relevant midi flag for advantage on those checks.

vast bane
#

Don't edit the item on the actor, one of the few wonky behaviors left in dae is when you mess with equippable/attuneables

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edit it in the sidebar then move it over

viscid lance
#

Found the midi flag, thanks guys!

scarlet gale
vast bane
#

sometimes it will untether the unavailable ae and create a new one

scarlet gale
#

I haven't noticed that, but it's easy enough to fix if it happens

viscid lance
#

Do I set the piority to custom or override?

vast bane
#

custom and 1

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almost always custom and consult the readme when custom doesn't seem to do it, it will then say otherwise there

viscid lance
#

Gotcha.

dull sinew
#

What's the difference between ## and @ on the start of the, for example, @abilities.cha.mod and ##stackCount?

violet meadow
#

@ will always be evaluated using the source's rollData

dark canopy
#

i cant think of anything special that would be going on unless something else is coming in mid-stream?

violet meadow
#

@viscid lance get from the MidiQOL Sample Items compendium the Divine Smite - no macro - 10.0.10.

Create on that one an onUse macro ItemMacro | Called before the item is rolled

In the ItemMacro paste this: ```js
foundry.utils.setProperty(this.rollOptions,'fastForwardDamage',false) //this will force your fastForward setting for Damage Rolls to off, when using the specific Item.

viscid lance
#

Awesome I'll do that!

#

That did what I was wanting it to. Thanks

brazen venture
#

how does one apply passive fire/burning damage for spells or weapons?

vast bane
#

midi overtime active effect, if in v10, can use actionSave in it for them to use action to put themselves out

#

are you sure you want to buff firebal that much though?

brazen venture
#

I mean

#

I am doing a homebrew and these knuckleheads decided they wanted to challenge a 500 hp boss

vast bane
#

piles of hp don't increase the challenge, instead increase the action economy

#

sorry misread that phrase

brazen venture
#

Yeah, I just thought that fire slash that doesn't do fire damage was dum

#

So now I'm here :)

#

And hopefully learn how to apply other effects

violet meadow
#

flags.midi-qol.OverTime | OVERRIDE | turn=start,label=Pants on Fire,damageRoll=1d4,damageType=fire

#

will do 1d4 of fire damage at the start of the actor's turn

#

And with that I bid you all a good night ๐Ÿ‘‹

brazen venture
#

Ooh

vast bane
#

you can add actionSave=true to get a prompt to use action to get fire off

brazen venture
#

I see, I'll test it rq

vast bane
#

capital letters matter in the syntax

#

so do the commas

brazen venture
#

so

flags.midi-qol.OverTime | OVERRIDE | turn=start,label=Pants on Fire,damageRoll=1d4,damageType=fire,actionSave=true
?

#

and how long does this last, other than using the option to turn it off?

violet meadow
#

Times UP module will help with turning off effects based on duration in combat

brazen venture
#

Kk

#

is it like this?

violet meadow
# brazen venture

nope. Attribute key is the 1st part of what I shared up to the | omitting the |.
Change Mode Override
Effect value the rest without any |

brazen venture
#

ah okok

violet meadow
brazen venture
#

OH

#

ok I done it

#

anythiong else I need to enable before it works?

violet meadow
#

Be in combat

brazen venture
#

aight

violet meadow
#

Your effect seems to be on an item and you are attacking a target?

#

Yes click apply Active effect to transfer it to the target

brazen venture
#

yes

#

ahhh

#

I see

#

nice!

#

tysm!

fathom socket
#

testing dnd 2.1.2 with midi 10.0.27 atm.
I just roll an attack from the sheet and get this error.
Seems like there is some issue with libwrapper

violet meadow
gilded yacht
#

Yes there is a change in 2.1.3 that means DAE is not setting scale values. Fixed in 10.0.18

#

Correct

errant gull
#

Ever since the most recent version of DnD5e, I'm getting a weird bug out of MidiQOL/Let Me Roll That For You, where whenever you are prompted for a Saving Throw, the LMRTFY window pops up, you click to roll, and then TWO identical roll windows pop up. One does nothing, doesn't roll dice, just pops up. The other identical window rolls the dice though.

Is this a bug or do I have a setting configured wrong? I haven't touched the module settings since the updates of the last couple weeks.

rancid tide
#

Am I the only one that is getting this error with the recent update (5e 2.1.4, midi 10.0.27, tagger 1.4.1)

crisp quarry
rancid tide
violet meadow
rancid tide
#

Yes I believe at this point that is Tagger related, but idk if it's my fault or there's something wrong with the module

violet meadow
#

It can be reproduced with only Tagger active

rancid tide
#

Mhm so it's not a fault of mine this error?

violet meadow
#

I guess not

rancid tide
#

I guess I'll report it to the github page then

violet meadow
#

Make a post in #modules pinging the dev or as you said in the github (even better) ๐Ÿ˜‰

rancid tide
#

okay ty

wheat marten
#

Question, is it possible to have concentration automated without it preventing spells being cast with midi? Trying to recast sunbeam (because I don't have an item creating macro thingy), and it won't let me without restarting the concentration timer ^_^

rancid tide
dark canopy
#

a github issue is by far the best way to communicate this issue

rancid tide
#

okay i'll do that then

violet meadow
#

(Wasp)

rancid tide
wheat marten
#

I should rephrase, is there any way to recast concentration spells without it overriding the existing concentration in Midi?

violet meadow
wheat marten
violet meadow
#

Cleanest solution? Make the spell create an Item called Sunbeam attack which will be used to do the damage part.

Otherwise you'll need to mess with Hooks or ephemeral Items or updates to the initial Item which will be reverted when the effect is deleted.

molten solar
#

That is NOT the cleanest solution! ๐Ÿ˜ญ

violet meadow
#

You go VAE elsewhere ๐Ÿ˜„

wheat marten
molten solar
#

Redisplay the item

#

Or lol bonk Midi for refreshing the conc duration, that's silly

wheat marten
#

Redisplay as in showing it in chat?

molten solar
#

Or whichever, yeah

wheat marten
#

Hm, maybe! Will try both ๐Ÿ™‚ Appreciate the help!

last loom
violet meadow
#

@gilded yacht Could there be a slight change on the timing of the check for whether an Item is a Concentration one, or not?

So that a macro triggered Before Item is rolled could change the workflow.item.system.components.concentration to false and make it easier for Items like Sunbeam to have a macro changing the way they behave after their initial roll?

PS: Still not sure about how helpful that would be in the long run, but it sounds useful at least ๐Ÿ˜…

dull sinew
#

Hey guys, any of you know how the problem with the duplicate effects and the thing with the image would be correct?

#

And @violet meadow, the problem with the rolls with Optional Bonuses are solved with the last update. Thanks!

violet meadow
dull sinew
#

Ohhhhhh

#

Good

#

Ok

wheat marten
violet meadow
#

oh oh oh hmm, was there an override for concentration already ๐Ÿค” ?

wheat marten
violet meadow
#

No I mean a behind the scenes flag or something when you wanted to achieve that exact thing we are talking about

#

I vaguely remember something, but I cannot check now

wheat marten
#

If it requires making a macro or something, I wouldn't know I'm afraid! Will try to see if I can find anything

dull sinew
lime walrus
#

I want to make a macro that applies tempHP to an actor based on rolling an ability. I know about the applyTempHP function but how would I go about making the tempHP self-apply to the rolling actor regardless of target or token selection? I have this macro as a base and I wanted to invoke the complete macro as an item macro

const newValue = 20
const tok = canvas.tokens.controlled[0];
tok?.actor.update({"data.attributes.hp.temp": Math.max(tok.actor.getRollData().attributes.hp.temp, newValue)});
violet meadow
lime walrus
#

I tried but for some reason it wasn't pushing the update to the actor

violet meadow
#

Do you click on the Item Macro or use it via MidiQOL macro execution methods?

lime walrus
#

so redeclare tok as args[0].actor?

#

I had it tied to Midi's On Use Macros

violet meadow
#

This is for MidiQOL item onUse macro execution ```js
const newValue = 20
await args[0].actor.applyTempHP(newValue)

lime walrus
#

neat

#

that's so simple

#

thanks!

violet meadow
lime walrus
#

one more question since I've recently switched back to Midi as my main dice rolling module, is there a way to restore the context menu options for rolls that let you apply the damage/healing rolls? I know there are damage buttons but I don't like how they obstruct the entire damage roll and the fade out time on their visibility after hovering away is too long

#

I'm using the chat card merge feature, that might be important

last loom
violet meadow
#

I would go at it a bit differently though.
I would make the item create an Actor onUse macro when it's used, which would have all the logic of the special attack once per round etc.
If you want copy paste the macros you've in the reddit post here for easier access.
I can take a look at some point later.

toxic spruce
#

Strange thing, might be a mod, but thought I would ask if anyone has seen this.
I press the HOME button for Disadvantage, and nothing happened until I release the home button, then it rolls normal. lol

#

Does backing up the work flow - back up the sounds?

vast bane
last loom
# violet meadow I would go at it a bit differently though. I would make the item create an Acto...

This macro works for me, which is to give me temporary life at the moment of assigning the action effect

var actor = token.actor;
if (!actor) {
    ui.notifications.warn('Necesitas seleccionar un token para asignar la forma de pavor.');
} else {
    let tempHPRoll = await new Roll(`1d10+${actor.data.data.details.level}`).roll();
    game.dice3d.showForRoll(tempHPRoll);
        await tempHPRoll.toMessage({
          flavor: "Puntos de vida adicional por forma de pavor",
        });
    let newTempHP = tempHPRoll.total;
    
    await actor.update({"data.attributes.hp.temp" : newTempHP, "data.attributes.hp.tempmax" : null});
}

and this works for me but fear is applied whenever damage is dealt. But I want to make the frightened only apply when the target's wisdom saving throw (whose monks request appears if hit) fails

var uids = [];
game.user.targets.forEach(t => {
if(t.actor) uids.push(t.actor.uuid)
})

uids.map(uuid => {

if(uuid != '' && !game.dfreds.effectInterface.hasEffectApplied('Frightened', uuid))
game.dfreds.effectInterface.addEffect({ effectName: 'Frightened', uuid });

})
#

It took me a while to answer because I had to leave the house

hot flower
#

anyone have ANY idea how to automate this? ```You are expert at slinking through shadows. You gain the following benefits:

You can try to hide when you are lightly obscured from the creature from which you are hiding.

When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.```

dark canopy
hot flower
#

i'd say the only important one to automate would be the not revealing of the hiding, which is related to Midi

dark canopy
#

ok, so, naive guess, you will intercept midi near the end of the roll and modify whatever workflow parameter controls revealing a hidden token after an attack

vast bane
weak quest
#

any way to disable the disadvantage/advantage buttons?

vast bane
toxic spruce
vast bane
viscid lance
#

How would I complete this so that it adds the wisdom modifier?

vast bane
#

this is technically a dnd5e question but we don't use brooms here:

+@abilities.wis.mod

viscid lance
#

Thanks and apologies for the wrong room. I'll do better ๐Ÿ™‚

vast bane
#

nah you can ask anything here

#

I was just noting that its a system key, not sure if dae is needed for the attribute nowadays

#

if anything dae's needed so that it dynamically changes when their wis mod does maybe

spice kraken
vast bane
#

thats alot of brooms of flying

spice kraken
viscid lance
#

Thanks guys. Everyone is so nice here.

urban seal
#

Hey, do you still ahve those bloodhunter automations? ๐Ÿ˜…

robust vault
#

is there any midi flag or dae command to give DA on turn undead saving throws? i'm trying to make the corpse slayer item 5e

vagrant wharf
#

is there a way to configure Blur? I used to use advanced spell effects but thats not an option anymore

spice kraken
#

Well for the non-sight related parts, you can use the grants disadvantage flag

#

And target self of course

robust vault
#

use DAE effect and token magic fx

vagrant wharf
#

yeah I'm brain dead

#

I meant mirror images

#

sorry

spice kraken
#

No worries

#

Custom macro for sure

vagrant wharf
#

does one exist?

#

or some workaround?

#

I know that there's some shenanigans you can use to make armor of hexes work since its effectively a 50% miss chance

spice kraken
vagrant wharf
#

hmm don't see mirror

#

you just manually type it in then?

#

even if it doesn't auto bring up the drop down?

spice kraken
#

Did you do these 2?

vagrant wharf
#

no

spice kraken
#

Well, start with that, haha

last loom
scarlet gale
scarlet gale
urban seal
#

Thank you ๐Ÿฅฐ

#

I appreciate it!

scarlet gale
#

Feel free to ask how something is setup, I'll get back to you when I'm home.

vagrant wharf
coarse mesa
#

Any easy way to kill an existing Light cantrip if the caster casts it again? ๐Ÿค”

vagrant wharf
#

so there's just a blank thing on the hotbar saying mirorr images rip

spice kraken
vagrant wharf
#

oh

vagrant wharf
scarlet gale
#

I have one for that I need to post it I think

#

The bloodlust one is there, but not the regeneration one

urban seal
scarlet gale
urban seal
#

Crimson Rite!

scarlet gale
#

Item macro, requires effect macros and warpgate

#

Also assumes you have the scale values setup for blood hunter

#

If you use the ddb importer that's already set for you

vagrant wharf
scarlet gale
vagrant wharf
scarlet gale
#

Reload the page after adding a world script

vagrant wharf
#

I did

#

there's no indication its hitting a mirror image or not

#

a nat 20 broke thorugh but I don't think thats supposed to happen

scarlet gale
#

Make sure you don't have CE overwriting the effect

#

Screenshot your mirror image dae tabs

#

On the spell

vagrant wharf
scarlet gale
#

Check your mirror image item and check don't apply ce

#

Should be in the midi area at the bottom

vagrant wharf
#

ok yeah that worked

#

thanks

#

but yeah the regeneration passive in the transform doesn't work

coarse mesa
#

(from the same user)

scarlet gale
vast bane
#

tposney does it somehow with spiritual weapon

coarse mesa
#

It has a target tho

#

Potentially different targets on different castings

vast bane
#

in v10 you can self roll a serpate ae on self too

#

so have the spell fail if it cant apply the self, or just have an activation condition that checks if the caster has it already

#

and warns them so they can choose

coarse mesa
#

Iโ€™d prefer the earlier casting to end and the new one to go through unhindered

urban seal
#

Hey @scarlet gale I got it working! Its awesome work you've done. Quick question though! My bloodhunter has both Rite of the Dawn & Rite of the Storm, currently it automatically picks Rite of the Storm. Is there any way to let them choose between the two?

vast bane
#

even though its not concentration

scarlet gale
#

Let me double check the macro

urban seal
#

Aaah I see, its not in the macro.

scarlet gale
#

Looks like I didn't include it

coarse mesa
scarlet gale
#

Easy fix

urban seal
#

Alright, yes. I can just copy paste one of the other rites, rename it and change the damage and it should work?

#

Ill try it.

scarlet gale
#

Yep

toxic spruce
#

Does anyone know of a way to automate Reckless Attack?

scarlet gale
#

Copy line 32

#

Edit as needed

urban seal
#

How would you add the resistance to necrotic damage while the rite is active?

scarlet gale
#

Add it to the DAE effect

spice kraken
scarlet gale
#

Would require a small macro edit

#

Is that a homebrew rite?

vagrant wharf
#

like I'm guessing I paste them into a macro somewhere

toxic spruce
scarlet gale
#

My documentation has been lacking, it depends on the feature

#

Feel free to ask

urban seal
scarlet gale
#

Ah

spice kraken
scarlet gale
#

Home in half an hour, I'll look into adding support for that rite

toxic spruce
urban seal
coarse mesa
toxic spruce
#

Does backing up the work flow - back up the sounds?

mighty pier
#

I don't quite understand how the legendary resistance from the MidiQoL library works.. I copy it to the boss from the library, it has an effect, and when the boss rolls the save die, it ALWAYS changes the saveroll to 99, without spending charges.

vagrant wharf
scarlet gale
#

This is a flags.midi-qol.onUseMacroName macro.

#

Let me screenshot how it's setup.

#

Honestly, I should probably update that one to autodetect whether to use your int or wisdom mod for damage.

vagrant wharf
#

so does this go in the world setting macro thing?

scarlet gale
#

No

#

Make a hotbar macro

#

set it to script

#

paste that macro it

#

Then bury it in a folder somewhere

vagrant wharf
#

what

#

ok hotbar macro set to script, that I got

#

yeah didn't work

scarlet gale
#

Could you screenshot your setup for the feature

#

Keep in mind it's not an itemmacro

vagrant wharf
vagrant wharf
#

but here's what I have

scarlet gale
#

Try unchecking the box that says execute macro for everyone?

#

Actually

#

it looks like you dropped an i

#

at the start

#

the first if statement just shows an f

#

@vagrant wharf

vagrant wharf
#

oh ok

vagrant wharf
#

but its not spitting error messages either

scarlet gale
#

are the conditions met for it?

vagrant wharf
#

its standing next to her attacking so I guess so?

scarlet gale
#

The target has to be the person who gave them the brand or someone within 5 feet of that person

vagrant wharf
#

yeah

#

its attacking the brander

scarlet gale
#

could you check the attacker's effects

#

and edit the effect and screenshot it

vagrant wharf
#

also it should be 6 not 3

scarlet gale
#

They have a wisdom modifier of 6?

vagrant wharf
#

no, it says it goes up to double

scarlet gale
#

oh gotcha

#

I didn't set it up for that, my players aren't 13th level yet

#

on the original effect put a *2 at the end of it

#

that should fix that

vagrant wharf
#

original effect?

#

also its not dealing 3 damage

#

its dealing 0

scarlet gale
#

that's odd

#

Is the target immune?

vagrant wharf
#

also I have no idea what the original effect is

#

and no

scarlet gale
#

the feature on the actor

vagrant wharf
#

*2 on the end of what

scarlet gale
#

edit the DAE effect to have *2 at the end of the first box

vagrant wharf
#

liek in the name

scarlet gale
#

effect value box

#

@abilities.wis.mod*2

vagrant wharf
#

ok

scarlet gale
#

As for why it's doing 0 damage, I'm not sure.

#

it actually shows 0 psychic damage applied in the chat box?

vagrant wharf
#

no

#

it just doesn't do anything

#

the attacker remains at full hp

#

without reference in chat box at all

scarlet gale
#

sounds like it's failing to meet a requirement somewhere

vagrant wharf
scarlet gale
#

That doesn't seem tied to this

vagrant wharf
#

idk

#

I see a wall of text

#

and I try to copy paste it in as best I can

scarlet gale
#
if (args[0].hitTargets.length != 1) return;
let actor = args[0].actor;
let damage = actor.flags.world?.feature?.bas?.damage;
let featureToken = actor.flags.world?.feature?.bas?.tokenid;
let applySelfDamage = false;
let targetToken = args[0].workflow.hitTargets.first();
if (!targetToken) return;
console.log('Chris: ' + targetToken.id);
console.log('Chris: ' + featureToken);
if (targetToken.id === featureToken) {
    applySelfDamage = true;
} else {
    let nearbyTargets = MidiQOL.findNearby(null, targetToken, 5, null);
    for (let i = 0; nearbyTargets.length > i; i++) {
        if (nearbyTargets[i].id === featureToken) {
            applySelfDamage = true;
            break;
        }
    }
}
console.log('Chris: ' + applySelfDamage);
if (!applySelfDamage) return;
let selfToken = args[0].workflow.token.document;
await MidiQOL.applyTokenDamage(
    [
        {
            damage: damage,
            type: 'psychic'
        }
    ],
    damage,
    new Set([selfToken]),
    null,
    null
);```

Update the macro to this
#

then screenshot your console after making another attack

#

added a debug line to see if it's meeting the requirements

vagrant wharf
scarlet gale
#

Looks like it's failing to meet the requirements

#

could you screenshot how you have your tokens arranged on the screen?

vagrant wharf
#

attacker on the left

#

the brander on the right

scarlet gale
#

and the scale of that map is 5 feet?

vagrant wharf
#

beleive so

scarlet gale
#

updated the above macro again to add more debugging

#

copy and paste it again and retry

#

and screenshot your console again

vagrant wharf
scarlet gale
#

scroll up?

#

I don't see my debug stuff in that

vagrant wharf
#

I dont know what you're looking for

#

like I dont know what the debug print would look like

scarlet gale
#

I see it, thanks

#

I see your error

#

you have feature and world swapped around

#

in the DAE

#

flags.world.feature.
not
flags.feature.world.

vagrant wharf
#

ok it worked

#

but did like 90 damage

#

instea of 6 it dealt 87

scarlet gale
#

it dealt not a number

vagrant wharf
#

it applied 87 damage to the attacker

scarlet gale
#

I'm guessing foundry didn't like @abilities.wis.mod*2

#

Just to check

#

remove the *2 from it

#

and see if it actually applies the wisdom modifier as damage

vagrant wharf
#

yeah it applied the -3

scarlet gale
#

ok

#

try having a space

#

@abilities.wis.mod *2

#

if it doesn't like that

vagrant wharf
#

87 damage again

scarlet gale
#

hmm

#

2 sec

#

[[@abilities.wis.mod*2]]

#

Change it to that.

vagrant wharf
#

ok that finaly worked

#

pretty silly it couldn't handle basic math

#

but at least its going now

scarlet gale
#

Honestly, it's probably something I messed up in the macro. Something like trying to turn a string into a int would throw it off

vagrant wharf
#

ahh

#

I have no idea but it works now thanks

#

this is the catchall hybrid I made that was supposed to auto regenerate pre 50% (bloodlust not included) but yeah it either fails to trigger or flatlines if turned on when the character is sub 50%

#

also fyi Aid when upcast doesn't apply the right HP

scarlet gale
#

Let me finish up the rite of dawn I'm working on

#

then I can take a look at that

scarlet gale
# urban seal Thank you so much!

The Crimson Rite macro on my github has been updated to support the Rite of the Dawn.
I also added a on use macro to accompany it to automatically add the additional damage to undead targets.

#

If you use ATL it'll also auto give the token 20 feet of bright light.

scarlet gale
#

I don't have any blood hunters that high of a level, but let it should be easy enough to slap a regeneration in front of my macro.

urban seal
scarlet gale
#

Might need to set the macro to observer.

#

What effect actually isn't getting applied?

#

Also, this macro uses a warpgate mutation, they must have a token on the scene for it to work.

urban seal
#

Think I found the problem.

#

Ill try fixing these permissions and seeing how it gose.

scarlet gale
#

yea

#

that would be why

#

Surprised it needs both of those, but easy enough to fix.

scarlet gale
#
await MidiQOL.applyTokenDamage(
    [
        {
            damage: actor.system.attributes.con.mod + 1,
            type: 'healing'
        }
    ],
    actor.system.attributes.con.mod + 1,
    [token],
    null,
    null
);

@vagrant wharf Slap that in front of it and you're good to go.

#

If that doesn't make sense, let me know I can explain it better.

opal wagon
#

guys! How do you do the rogue's evasion? I was thinking of creating an effect to give the rogue resistance to all damage when using the feature, be they already have resistance to necrotic from other sources... any ideas?

#

is it superSaver?

opal wagon
violet meadow
#

ps: For Uncanny Dodge get the one from MidiQOL sample items compendium

vast bane
#

super saver is also good for shieldmaster as an ae applied when their shield is equipped fyi

dark canopy
# scarlet gale Surprised it needs both of those, but easy enough to fix.

wildcard tokens need to get a list of files from the server (use file browser) and modifying token properties requires configure token permissions.

@urban seal The latest version allows the GM to disable these strict permissions checks, by...disabling checking all together. Simple spawning doesnt need anything other than create token, but from there, its really hard to tell. These checks were an attempt to head off other errors "at the pass", so to speak.

scarlet gale
dark canopy
#

for trusted plr, i think so, yea

dusk jungle
#

i'm trying to get the Duergar's Enlarge ability to automatically trigger the DFred's CE via MidiQOL, but it won't work - is that simply because it's called "Enlarge/Reduce" in CE? creating a custom duplicate named Enlarge doesn't seem to do the trick - what am i missing?

violet meadow
#

Creating an Item named Enlarge, works immediately for me, without any setting up ๐Ÿ˜„

vast bane
#

just drag the ce to the duergar's item

#

delete the duplicate though or that will break it

dusk jungle
rotund oyster
#

Question. I see the shiny thingy that says that Dnd5e Rule System needs an update. Does Midi QOL work with the new system?

#

Or should I ignore the update for now?

spice kraken
#

You could always backup, test, and revert if things are broken

vast bane
#

its not midi that will fail

#

its any oddball sheet modules

spice kraken
#

Did DAE get fixed?

vast bane
#

or modules that modify sheets

#

yeah

#

Tposney is da man!

rotund oyster
#

Then wait

#

No worries. I was double checking since I learned my lesson from last time

vast bane
#

if you are already on 2.1.0, 2.1.1 or 2.1.2 you might as well update, but if you are on 2.0.3 you may want to hold out till tidy is set

#

but also you should always measure the worth of any update, module, system, or foundry build, if your stability is perfect why update for things you don't need yet

rotund oyster
#

I am at 2.1.2

#

Hence why I ask

#

And last time I updated I messed everything up

#

So me learn lesson and always ask first

#

Just incase

spice kraken
#

And just always backup before updating

vast bane
#

having 2 installs helps alot with testing too

rotund oyster
#

That's true. I will think about it. Maybe that's best

#

Thanks for the advice

#

I will think of it

scarlet gale
#

normally it's just item.roll()

#

Not sure what you're trying to do with that 2nd part

plain forum
#

its just a life drain macro. heals for damage dealt. i may have found the problem? ill delete it for now until i try more shit.

rotund yoke
#

So I'm trying to set up automation - I don't want to apply damage to PC's automatically, but I want them to damage npc's automatically.

#

I've set up the following:

#

And PC's get the damage buttons - but when they click them, the damage isn't automatically applied - I get prompted to apply it

#

Is there a way I can skip that last step? I don't want to have to click something every time to apply damage to pcs

last loom
# last loom This macro works for me, which is to give me temporary life at the moment of ass...

I have managed to progress a little more in the macro that I was trying to do, I now know how to call the saving throw request through the monks token bar api, however I cannot get the result of the throw (whether it happened or not) because it is a Promise , and when I try to put it in .then() it stops executing, and if I put it in async... await tells me that it is not inside an asyn function when it is. Would anyone know how to make it work?

var selected_token = canvas.tokens?.controlled[0]//.actor;
//var target_token = game.user.targets.keys().next().value;
var targets_token = [];

game.user.targets.forEach(t => {
  if(t) targets_token.push(t)
})

const options = {rollmode : 'roll', silent : true, fastForward: true, dc: selected_token.actor.data.data.attributes.spelldc, request: 'save:wis'};
game.MonksTokenBar.requestRoll(targets_token,options);

targets_token.map(target => {
  
  if(target.actor.uuid != '' && !game.dfreds.effectInterface.hasEffectApplied('Frightened', target.actor.uuid)) {


    const uuid = target.actor.uuid;
   

    game.dfreds.effectInterface.addEffect({ effectName: 'Frightened', uuid });

  }
})

Another problem I find is that the saving throw request is always thrown at me, yes or yes, whether it hits or not, and it has to be only when it hits.

violet meadow
#

Is it an attack and the effect should be applied to hitTargets which fail their saves?

last loom
violet meadow
#

Make the Item a Melee Weapon Attack as normal.
Add the appopriate saving throw and check the box Full Dam Save.

Add a DAE on the Item, and just click the +, selecting the Frightened effect from the dropdown

last loom
#

ok, I'will try it

#

thanx

#

i tell you next

#

why there is a formula damage in the weapon attack?

violet meadow
#

Cause it is a normal weapon attack too, isn't it?

#

Anyway if it isn't needed in your case, just delete the damage formula part from the weapon attack ๐Ÿคท

last loom
#

it's additional effect but i'm starting to understand you

violet meadow
#

I meant you can add this in the normal attack (if there is one) so you don't need an "additional" step or Item for the application of the Frightened condition

last loom
#

Is there a way to make the action effect cause every time it hits to roll this new spell/item?

violet meadow
#

Hmmm do you want to export the Action you have and the additional spell/item you talk about and DM them to me, so I can better understand what they are supposed to do?

last loom
#

okai

vast bane
#

@real sluice take the macro, paste it into the items item macro(button on the topbar where ASE was) and change the on use field to simply say ItemMacro after active effects. Then make sure the word false is definitely in the actual activation condition.

#

when you paste the macro, get it from the original incase you have a missing character in your folder macro version

real sluice
vast bane
#

I still think that this whole thing is alot of work for something that really doesn't need automation. What you are doing is inhibiting the player and not the character with the extra work. Just slap down a fog cloud animation and call it a day

dark canopy
#

and could consider use of the new "Blinded" stock condition (quickly checks self)

real sluice
#

tbh its an exercise in understanding the whole process. if i can do this then it means im understanding more whats going on

vast bane
#

what version number is your active auras(and what foundry build/dnd5e are you on)

real sluice
#

active auras v0.5.6

dark canopy
#

yes, ok, that is a potential approach for quickly blinding/unblinding tokens

real sluice
#

foundry v10 build 291

vast bane
dark canopy
#

AC?

#

what you talking about, this is blinded condition ๐Ÿ˜…

vast bane
#

I assume the blue number is ac, wasn't that broke?

real sluice
#

when should the onuse macro be called?

vast bane
#

after active effects

dark canopy
vast bane
#

unless you spot a macropass line in a macro for midi, its always after active effects

#

can you show me the item details again now that you've edited it

#

I wonder if the on use field can't handle spaces

real sluice
vast bane
#

```js
paste macro here
```

real sluice
vast bane
#

oh boy

#

wrong macro

#
if (!game.modules.get("advanced-macros")?.active) { ui.notifications.error("Advanced Macros is not enabled"); return }
if(args[0].tag === "OnUse"){
AAhelpers.applyTemplate(args)
}
blissful panther
real sluice
#

this must be painful for you. really appreciate it though

vast bane
#

My mistake all along was assuming the premade macro was setup lol, I haven't had to look at it in so long, that I usually just yoink it out of cloudkill or silence instead

#

woops

#

you neeed to have advanced macros apparently

#

that macro will not run unless you do

real sluice
#

got that

#

already enabled

vast bane
#

@violet meadow Is this true? If so we can't really shave advanced macros off midi premades if we still use active auras?

#

I bet you its needed cause theres no guarentee the user has midi

#

you should be good to go with the new macro

violet meadow
#

Not sure. From Active Auras module.json I see ```js
"relationships": {
"requires" : [
{
"id": "socketlib"
},
{
"id": "lib-wrapper"
}
]
},

real sluice
#

pardon me for swearing, but fuck it works!

violet meadow
#

So not a hard dependency anyways

vast bane
#

maybe its like something needed long ago and kandashi never edited the main macro

real sluice
#

just copied and pasted your macro text into the item macro fired off fog cloud and it works

vast bane
#

yeah pro tip, whenever you need that macro, just yoink it out of the item macro on any of the template aura premades in the active auras item compendium

real sluice
#

wish i could share a video to show

vast bane
#

silence, cloudkill, darkness all got it

#

I honestly didn't realize the macro itself in active auras was a blank template

real sluice
#

its a thing of beauty. thank you so much

vast bane
#

probably could have just used darkness as a copy/paste with a larger radious

real sluice
#

the only limitation and its a purely aesthetic thing is the spell doesnt persist if i tell AA to remove the template for visual appeal purposes

vast bane
#

use aa's new auto hide template feature

real sluice
#

where's that? i use the remove template feature but that causes the issue

vast bane
#

I haven't updated my aa but I know Otigon definitely accomadated us with a new auto hide feature for templates so that it would be cleaner with midi

#

don't remove templates with automated animations it will cause issues with midi(and active auras)

#

let midi handle template deletions

#

but theres a setting somewhere in automated animations that auto hides them unless you hover over them

real sluice
#

just found it.

vast bane
#

kinda a pita to turn off template deletion on 50 items in AA, I wonder if someone made a macro to do it yet

#

I just do it on demand when the player casts one for the first time lol

#

but I'm lazy

real sluice
#

ok got that working. ive still got a black circle but not all the blue squares anymore

vast bane
#

Does NoTarget work in the race field on a player character sheet?

vast bane
#

Is there a way to stop an actor from ever being able to roll at advantage? That isn't too complicated cause my fallback idea is just an advantage reminder?

dark canopy
#

can you flag them with both advantage and disadvantage?

#

should result in always canceling, yea?

vast bane
#

oooh thats a nifty idea

#

no cause they CAN have disadvantage

dark canopy
#

o

vast bane
#

ooooh I got a neat idea

#

what if I gave them every single midi flag that is advantage, priority 100, and set the effect value to false?

#

wait thats probably alot of flags

#

would be ok if it was just one thing, but this bane effect is

For the next 24 hours, the target can't gain advantage on attack rolls, ability checks, or saving throws.

#

I has an idea, I will cover my bases with an AR message, but use the all flags for all 3 of those in midi and priority 100 a false value

#

I'm gonna assume that an individual midi flag for con saves will still get through

violet meadow
vast bane
#

it would have to be a macro of some kind that adds the folder/system macro to the actor on use right?

violet meadow
#

The flags.midi-qol.onUseMacroName

vast bane
#

oh neat, now I just need the prolly one liner code to kill advantage

#

Add/custom/override?

violet meadow
#
foundry.utils.setProperty(this,"advantage", false)
#

Custom

vast bane
#

what do I do for the macropass?

violet meadow
#

Try after targeting complete

#

Might pick up cover levels etc

vast bane
#

do you happen to know the code word for that phase?

violet meadow
#

check readme

vast bane
#

nevermind got it in the readme

scarlet gale
#

I would run later in the workflow

violet meadow
#

Depends on the roll to be

vast bane
#

preambleComplete

scarlet gale
#

Probably a good one

vast bane
#

LammathsBane, preambleComplete for the effect value?

scarlet gale
#

Looks right

violet meadow
#

Can be an itemMacro on the actor too

vast bane
#

nah its being rolled from actor A to potential actor B, if its an item macro on actor A wouldn't there be a permissions problem?

#

either way I have already made the folder macro, i agree its quite the mess in there but what you can't see doesn't hurt right? lol

#

the amount of player macros that are jut BLANK drive me batty

#

should make a world script that fires on launch that destroys any macro called "New Macro"

violet meadow
#

I painstakingly updates all my New Macros to having unique names...

#

Never again ...

vast bane
proper ocean
#

Having some trouble with my damage workflow. What I'm trying to do is
A) Have NPCs take damage automatically
B) Have PCs not take damage automatically, while also being able to click the damage buttons on the attack roll itself
Currently when I have auto-damage on, they can seemingly only take damage from the player card, the roll buttons are visible but only spawn a new damage card when clicked

vast bane
#

the fallback buttons for midi are selected token only and do nothing when nothing is selected

proper ocean
vast bane
#

those are the fallback buttons, you must select a token for them

proper ocean
#

When I select a token and click them it spawns a new player card but doesn't input damage

#

I am looking to bypass the card and just receive damage from them

vast bane
#

I have auto damage on for everything, but are you sure you don't have that backwards with the auto apply damage to target thing

#

nm you got it right

proper ocean
#

auto damage on for everything might be the call, I just didn't want to steamroll past PC reactions

vast bane
#

why do you need the fallback buttons, I only use them when midi breaks mid workflow

proper ocean
#

I'm just trying to streamline the PC experience and its what they're used to from better rolls

vast bane
#

if you don't fast forward you don't steamroll through the workflow hehe

#

They should get a damage card too, you just don't see it in the DM view

#

its only visible to the pure owner of the token

proper ocean
#

Hm

#

Alright I'll remind them to use that and maybe start fiddling with reaction workflows

#

So I can turn full auto on

vast bane
#

reactions are still going to be finicky

proper ocean
#

That was my concern

vast bane
#

there are tons of reactions that are not going to prompt

#

like cutting words

proper ocean
#

oh yeah

vast bane
#

protective bond for peace clerics, any reaction that lets a third party act

#

so in those cases, either use the undo key, or don't fast forward damage

#

put a stoppage somewhere in the workflow

proper ocean
#

WAIT UNDO KEY?

#

Can you ctrl+z stuff?

vast bane
#

midis damage card has an undo key that is as smart as ctrl z yes

#

I do not trust ctrl Z in live sessions

proper ocean
#

Oh yeah, the undo key that's always been there that I forget to use lol

#

Hm

#

Well thank you

vast bane
#

the players get a card like this when they are damaged by a monster

proper ocean
#

yeah

vast bane
#

the midi undo button is better than the core rollers undo button, it remembers damage overflows when brought below 0

proper ocean
#

Ah okay, and core roller is ctrl+z

#

I presume

vast bane
#

eh I really don't trust ctrl z with high module counts

#

theres so much stuff automating that you don't know what you are ctrl z'ing

proper ocean
#

true lol

vast bane
#

the core method I know of is to just heal for the same amount, but since the token can't go negative it don't work right

proper ocean
#

Yeah it sounds like I need to stop ignoring the damage cards lol

#

I've just been trying to arbitrate everything off the fallback buttons

vast bane
#

theres actually 2 cards the DM can't see while just logged in as a DM, theres another buttonless card that the players get, he doesn't show them to the DM cause they are spammy and unnecessary to see as the DM

#

they get that for things they damage

proper ocean
#

Ahh

#

That's cool

vast bane
#

if you login as both a dm and a player with another browser you'll see em

vast bane
proper ocean
#

Thank you for the help also

vagrant wharf
#

is there a way to specify "HP cannot go below 1" for things like death ward?

#

currently I have to manually re-assign 1 hp but concentration is broken etc

vast bane
#

I automated this but I need to revisit it cause of a funny interaction let me pull it up

#

for death ward have it apply an ae on roll to target as normall in midi. Then install Effect macro and add an on deletion macro:

actor.update({'system.attributes.hp.value': 1});
await game.dfreds.effectInterface.removeEffect(
            {
                'effectName': 'Prone',
                'uuid': actor.uuid
            }
        );
#

and on the active effect put a special duration for:

#

However, we discovered last session that this hilariously drops a full health person to 1 hp when it expires naturally lol

#

so I have to figure that out in the macro somehow

#

Probably an IF statement for IF they aren't at 0 hp then do that

#

I wonder if I could define the pre hp amount and then do a math equation of max(1, preHealth)

toxic spruce
#

Do you now if anyone has tackled the artificer infusions? Like enhance defense seems easy enough to do in DAE, but thought I would ask.

Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.```
vast bane
#

I don't host for an artificer but to me, infusions seem like a perfect use case for the macro.createitem setup

#

until he fixes that items don't auto equip/proficient, you have to use your own compendium with the items pre checked for boxes though, but eventually macro.createitem will be as simple as yoinking items right out of the dnd5e compendiums

toxic spruce
#

Thank you

violet meadow
vagrant wharf
#

also is there a setting somewhere I'm missing in MIDI or elsewhere for half orc racial oh shit button for death?

#

which is functionally about the same I believe

weary rune
#

is it possible to have two effects on a failed save but have one them only apply if failed by >5 ? for Drow crossbows, I can do the poison on failed save part and Full Damage on save.

vast bane
#

I swear bugbear wrote this macro for me long ago though

#

literally for drow poison

weary rune
#

I guess the save data is available to the effect?

vast bane
#

I love it when I fat finger a trash can button that is the ONE that Item Delete Check doesn't prompt for

violet meadow
scarlet gale
violet meadow
#

You get each target and each rollTotal

#

So make it an onUse macro, After Active Effects, go through that, get the ones failed by more than 5, apply effects on them

scarlet gale
#

I have something like that for my sprite familiar, appears I don't have it on my GitHub tho

#

If you don't have something by tonight I can get it posted

scarlet gale
#

I have too many players with reactions that aren't easily automated that require undoing damage (and potentially restoring concentration)

#

Easier to just manually remove concentration when they do fail the save

vast bane
#

would be neat if it'd prompt the DM kinda like how wildshape prompts them to delete the shape when its done

scarlet gale
#

Depending on if the actor info is there, a dialogue could ask.

sacred raptor
#

Our GM doesn't use the newest version of Foundry we use V9 I'm trying to adjust a weapon to do more damage vs a creature type . I tried using the mace of disruption as a base but it just adds the extra damage vs every creature type. Using V 9 is there a way to do this ?

vagrant wharf
#

Chris will this register as "radiant" in the bypass damage reduction sense or will that just appear as text

vast bane
scarlet gale
#

Yes, it will work right

olive harness
#

I'm having an issue adding an ItemMacro to a spell and could use some help. I've been using this macro on the hot bar to remove "poisoned" status and it works fine, and it runs fine when I manually execute it through the Item Macro. But when I cast the spell it off the spell use it never triggers.

const uuid = canvas.tokens.controlled[0].actor.uuid;
const hasEffectApplied = await game.dfreds.effectInterface.hasEffectApplied('Poisoned', uuid);

if (hasEffectApplied) {
game.dfreds.effectInterface.removeEffect({ effectName: 'Poisoned', uuid });
}

I have On Use Macro set to ItemMacro / After Active Effects.

vast bane
vast bane
#

go to item macros configure settings and turn off character sheet hooks

olive harness
#

Just checked and it's turned off

vast bane
#

oh wait

#

duh, you need to args that up

#

when you roll an item you usually don't select your target

#

you target your target

olive harness
#

oh ok

#

sorry, just learning macros

vast bane
#

the first line is telling the macro to apply the following to selected

scarlet gale
vast bane
#

is it just poisoned?

#

I have an automation for lesser restoration that I really really like