#MidiQOL

1 messages · Page 58 of 1

vast bane
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also I need to pick someones brain on how to change from a drop down dialog to just an array of buttons

olive harness
#

Yeah, just trying to recreate a homebrew item

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it casts heal and then removes poisoned statis

vagrant wharf
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where is it? I might be blind but I don't see it

vast bane
olive harness
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much appreciated

vagrant wharf
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whats an AR message

vast bane
#

can it cure more than one?

vast bane
vagrant wharf
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idk what that is

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but yeah for now its only being used on someone with 1 weapon

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so i'll just use as is

vast bane
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Its a module that puts messages in the popouts, most fast forward users would never use the module cause it doesn't do anything for them

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I like AR cause when macros cause me nosebleeds and cross eyed, I can just fall back on an AR message

vast bane
scarlet gale
olive harness
sacred raptor
#

The GM is great at creature types and if we ask because of special damages he tells us . in this picture it did normal damage plus 2d6 vs a plant

vast bane
#
if(game.user.targets.size !== 1 ){
    ui.notifications.warn("You must have one token targeted.");
    return;
}
const uuid = game.user.targets.values();

@olive harness

I think you can replace your first line with the above, unless someone thinks this is a bad idea.

#

if it doesn't work then we need to lean on midi's args and I'm hard pressed to think of a premade I have, but I bet you chris or bugbear can write the line in their sleep

vast bane
olive harness
#

I'll give try, thanks!

vast bane
#

I assume you aren't actually using the mace of disruption so did you copy the activation condition perfectly to your new item? what creature type is the bonus damage meant for?

#

@sacred raptor ⬆️

sacred raptor
#

sorry sent wrong pic

vast bane
sacred raptor
#

im a co gm

vast bane
#

Not sure what I'm looking at, are you swinging the mace?

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why would it deal bonus damage to a plant?

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take whatever your homebrew item is, and add in the other field your bonus damage, and then cut and paste the mace's activaction condition into the homebrew items field, and replace fiend/undead with plant

sacred raptor
#

ok thanks

vast bane
#

if the item still hits everything with it, then your DM probably has conflicting modules:

Midi does not work with:

Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Multiattack 5e

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

vast bane
scarlet gale
#

@vagrant wharf I need to double check my macro for that spell. I don't appear to be doing the mutation of the weapon lol

I can ping you in a few hours with a working one of you want

vagrant wharf
#

I'm mostly only concerned for damage reduction purposes but can probably just manually handle it

#

a way to avoid death at 0 for death ward and half orc would be really cool though

scarlet gale
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It's nice to have it in the same damage roll for concentration purposes

scarlet gale
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I can get you a death ward macro too. It would be pretty similar to every moto posted earlier

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Just had one of my players pick up that spell

vast bane
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I just gave a death ward macro lol

vagrant wharf
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I missed it

vast bane
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it requires nuanced setup

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I honestly don't recall if it interrupts conc, that could be caused by the auto unconscious at 0

scarlet gale
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Yea, I was gonna double check that

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I think 0 hp will still drop concentration

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I could go the world script route

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That would make sure it doesn't actually hit 0 hp

vast bane
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I already switched to your advice cause you are right, so many times I wished I could have just left conc on

scarlet gale
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I have too many players with silvery barbs

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And automating that isn't something easy

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I just reroll the d20 roll manually then undo the damage if it changes the outcome

vast bane
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it will still prompt conc checks right?

scarlet gale
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Yea

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It just won't auto remove the effect

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It'll still say pass or fail

olive harness
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still no working though, i'm sure i'm missing arguments

weary rune
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Is there a damage roll in items formula for requesting save roll?. Like 2d6 [saveSTR>13=half]

scarlet gale
#

Midi handles that for you

vast bane
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actually dnd5e may too

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if the item is not an attack roll, then set it as a saving throw

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if its an attack AND save, then set the save damage to the other formula

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and set the save up and midi should handle it automatically

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make sure to set save half/full or whatever in checkboxes for it

violet meadow
vast bane
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the macro I gave them works for me shrugs

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then again if you wanna midify mine I'd love it

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I suspect mine will have permissions problems

violet meadow
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If you use DFreds API you will be fine

vast bane
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if(game.user.targets.size !== 1 ){
    ui.notifications.warn("You must have one token targeted.");
    return;
}

let VALID_EFFECT_LABELS = ["Blinded", "Deafened", "Paralyzed", "Poisoned"];

let [targetedToken] = game.user.targets.values();

let availableValidEffects = targetedToken.actor.effects
    .filter(e => VALID_EFFECT_LABELS.includes(e.data.label))

if(availableValidEffects.length < 1){
    ui.notifications.warn("No conditions exist on this creature which are removeable by Lesser Restoration.");
    return;
}

let dialogButtons = availableValidEffects
    .map(e => Object({
        label: e.data.label,
        callback: () => {e.delete();}
    }))

let dialog = new Dialog({
    title: "Lesser Resoration Condition Selection",
    content: ``,
    buttons: dialogButtons
})

dialog.render(true);

Lesser Restoration On Use Item Macro.

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I like this method of dialogs better than drop downs

violet meadow
#

Hmm yeah I just saw what you shared to them. It won't work 😅

scarlet gale
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Look at all those datas

vast bane
#

yeet datas or system datas?

scarlet gale
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Yeet afaik

violet meadow
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Whenever you go for effects label just yeet data

vast bane
#

yeah I changed the two datas I saw

violet meadow
#
const uuid = args[0].targetUuids[0];
const hasEffectApplied = game.dfreds.effectInterface.hasEffectApplied('Poisoned', uuid);
if (hasEffectApplied) await game.dfreds.effectInterface.removeEffect({ effectName: 'Poisoned', uuid });
vast bane
#

⬆️ is basically Protection from Poison premade. Atleast the macro portion.

violet meadow
#

Also to go through MidiQOL args, ```js
const targetToken = args[0].targets[0];

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or ```js
const [targetToken] = args[0].targets;

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The second just to show case the difference. But I wouldn't use it cause at some point you might forget to add the 1 target check and have issues

vast bane
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For a nifty freedom of movement trick, I was thinking since it overrides all other speed debuffs, could I set all of its priorities to 100 and that should cause nothing else to affect the same flags?

vast bane
violet meadow
#

Let's put it here too for good measure. Elemental Adept feat for MidiQOL as an Actor on Use, called Before DamageRoll
For Dnd5e version 2.1+
Change the 1st line to the damage Type you want. This will deal with Cold for example.

A DAE Transfer to actor on item equip with flags.midi-qol.onUseMacroName | CUSTOM | ItemMacro,preDamageRoll can apply this as an Actor onUse macro. ```js
const damageType = "cold";
if(!args[0].item.system.damage.parts.map(i=>i[1]).includes(damageType) || !args[0].targets[0].actor.system.traits.dr.value.has(damageType)) return;

if(args[0].macroPass === "preDamageRoll") {
const effectUpdate = {
changes:[{
key: 'system.traits.dr.value',
mode: CONST.ACTIVE_EFFECT_MODES.CUSTOM,
value: -${damageType}
}],
label: Elemental Adept (${damageType}),
icon: "icons/svg/aura.svg",
flags: {dae: { specialDuration: ['isHit']} }
}
await MidiQOL.socket().executeAsGM("createEffects", {actorUuid: args[0].targetUuids[0], effects: [effectUpdate]});
}

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Will create an AE on the target for 1Hit removing momentarily the cold dr.

scarlet gale
lost estuary
#

I am trying to make an effect for our naval combat using the midi overtime flag, but no damage is applied. Am i doing this terribly wrong?

scarlet gale
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commas, not spaces

lost estuary
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Thank you!

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hmm, getting this error and no damage application

scarlet gale
lost estuary
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Which version of Midi should i run for 2.0.3? I thought midi was patched in such a way that it would be backwards compatible?

scarlet gale
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Tim has mentioned it's untested but tried to make sure it still works

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Let me see what version I'm on

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As I haven't updated anything yet

lost estuary
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I am on 10.0.27 for Midi, there was some weirdness with the pre 2.0.3 update version i was on.

scarlet gale
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I'm on 10.0.24.

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For dnd version 2.03.

lost estuary
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Ok, i will roll back and see if that helps, Just to confirm though, this will apply 3d6 fire damage at the end of the targets turn yes?

#

im not missing something silly right?

scarlet gale
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Looks right to me

lost estuary
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Thanks for the confirm!~

scarlet gale
lost estuary
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I had, but i did not notice the commas!

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got 90% of the way there.

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you kindly shoved me the other 10

scarlet gale
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hmm?

lost estuary
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Issue persists, suppose i will have to live without the feature until all my modules are updated to the latest DND version.

scarlet gale
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It's a weird error, not sure why it's having any issue with a hook when using an overtime effect

violet meadow
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Any other macros at play at the same time?

scarlet gale
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Oh true, do you have any world scripts

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that use that hook

lost estuary
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Yeah, I am sure its some incompatibility introduced with the DND update. alot has just stopped working right as the modules are updated past where we are.

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No world scripts, not even sure how to use those at this poiunt

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could be a regen conflict though.

scarlet gale
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Try without that effect going

lost estuary
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I did, and it worked fine.

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so they are battling each other...interesting.

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i can work around it, yall have been gems!

violet meadow
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The one from MidiQOL sample items?

lost estuary
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Yes.

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edited into another item, but same parms

violet meadow
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Does that one work by itself? The regen?

lost estuary
#

Yes, they work together actually, the fire procs, then the regen.

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its all working now, there was a damage immunity on the target.

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the error still occurs, but does not impede the functionality of the two effects.

lost estuary
#

Alright, With regards to my attempts to automate ship fires i am running into the following problem.

I have set this up with an attack which upon striking a ship does two things.
1: Applies a Midi DOT that does 3d10 fire damage at the end of each turn (for the ship).
2: Applies a Midi DOT Active aura to the ship that causes all targets (PC's) within 30 feet to make a save or take 1d4 fire damage at the start of their turn.

This is mostly accomplished without issue, except that the active aura is applied twice to each PC impacted.
There is no CE with a matching name.
I am not running an A-A on this attack as i know that can be an issue with some of this stuff.

I know its not a phantom duplicate as it rolls damage and saves twice each player turn start.

Is there a known issue with AA doing this?
Is there a workaround in macro form (Moto suggested this)

AA: 0.5.3
DAE: 10.0.18
Midi: 10.0.27
DND5E 2.0.3
FoundryV10.291

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You can see the fire effect applied to multiple PC's twice

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Ship has the effect listed once:

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Here it is applying save and damage at player turn start twice:

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And here it is in the log applying the Aura twice to multiple PC's

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And i have it set to not stack by name.

molten solar
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Likely a timing issue with AA, been told it's known to do that since it has to communicate on each client (?)

lost estuary
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At the moment, i am the only person logged on.

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though i am the GM, so i am also everyone?

scarlet gale
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You're on v10 right?

lost estuary
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yup

scarlet gale
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What version of AA?

lost estuary
#

AA: 0.5.3
DAE: 10.0.18
Midi: 10.0.27
DND5E 2.0.3
FoundryV10.291

scarlet gale
#

Your AA might be out of date, I'm on 0.5.4

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0.56 is the newest version apparently

coarse mesa
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I’ve had it reliably apply effects twice when two GMs were logged in. But that was a few versions ago

scarlet gale
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Yea I've seen multiple gms cause issues with it

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I think it's supposed to pick one gm to handle things

scarlet forum
#

Hello there!
Does anyone have time to test a little something before I open an issue on the DAE Git, to see if it's only for me or not.
On a blank world, with only DAE and its dependencies, if I apply for example the Monk to a character sheet, the active effects like "Defense without armor" are applied twice.
Is it for you too?
Nothing serious, just saying to know if it comes from me or not.
(Latest version of everything)

odd sable
#

Is there a good way to add a particular MidiQoL Optional flag only when a player uses a particular item/ability, i.e. they get the optional prompt when using that item, but not for all other items/abilities?

violet meadow
violet meadow
odd sable
violet meadow
odd sable
violet meadow
# odd sable I take it that would be an Item Macro no matter which option I chose?

Sharing a Staff of Striking with a Dialog pop up to ask how many charges, 0 to 3, you want to add.

To set it up, create the Staff as an Item with Limited Uses. Item onUse macro called both before item is rolled AND return a damage bonus
The macro itself ```js
// MidiQOL item onUse macro, needs to be called at both "Called before the item is rolled" and "return a damage bonus" triggers.

if (args[0].macroPass === "preItemRoll") {
this.config.consumeUsage = false;
this.config.needsConfiguration = false;
this.options.configureDialog = false;
}
else {
const {item, isCritical} = args[0];
const charges = item.system.uses.value;
if (!charges) return;
const labels = ["None", "One", "Two", "Three"];
const content = <center>How many charges? Available: ${charges}</center>

async function dialogAsync(){
    return await new Promise(async (resolve) => {
        new Dialog({
            title : "Staff of Striking Charges" , 
            content,
            buttons: Array.fromRange(Math.min(4,Number(charges)+1)).map(i=>({label:labels[i], callback: (html) => {
                   resolve(i);               
            }}))
        }).render(true);
    })
}
let damageDice = await dialogAsync();
if(!damageDice) return {};
await args[0].actor.items.getName(item.name).update({"system.uses.value": charges - damageDice});
if(isCritical) damageDice *= 2;
return {damageRoll: `${damageDice}d6[force]`, flavor: "Striking Damage!"};

}

#

@odd sable small edit, if you grabbed it before, copy paste again

vast bane
toxic spruce
#

Good morning (it is here at least :))
Does anyone have a functioning Faerie Fire Spell? Mine, and all versions I have tried does not seem to select anyone inside the template 😄

toxic spruce
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TY!

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Is there a list of the ones he has worked on?

vast bane
toxic spruce
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I have all v9 stuff, but to find the v10 - I should just post here? I try not to bother this tooooo much 🙂

vast bane
toxic spruce
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My bad - never mind, you gave me a link to a module, I read it as a ".js" macro - sorry

vast bane
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midi srd is actually Kandashi's module but they are on a hiatus during v10 launch so Bugbear updated the manifest so it would work in v10 and has been slowly tweaking a few that were not working with v10 changes.

toxic spruce
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Amazing. TY

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Ok, I must be doing something wrong...

coarse mesa
#

Is it just Faerie Fire or are none of your templates targeting automatically? You may need to check your midi settings for templates

toxic spruce
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Just tried another, it is all of them, doing find the culprit now

coarse mesa
#

I use DF Template Enhancements for that, bugbear uses Walled Templates (you can select in midi settings)

toxic spruce
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I use DF, so I can't use Bugbear's then?
It appears to be a module - cause it works with just Midi on

coarse mesa
#

It shouldn’t matter, that module just grabs the targets. It’s up to date?

toxic spruce
#

yes

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I check daily

coarse mesa
#

If it’s working with DF disabled I wonder if you need to check its settings, or try selecting a different option in midi other than DF

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Let midi handle the targeting maybe

toxic spruce
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I will try, still working through find the culprit lol

coarse mesa
#

Something else could be interfering. I haven’t noticed any issues with DF

toxic spruce
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Found it 🙂
One of Ripper's

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Wasn't there a setting somewhere that removes the template after it is placed?

coarse mesa
toxic spruce
#

I will look at both - thank you

coarse mesa
#

A-A has a hide unless hovered setting for templates now

lost estuary
#

Now that i have slept 😉

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SO yes, Active Aura's continues to duplicate at random on some of the PC's, which is odd as the stack setting is set to never allow more than one of these effects at a time. It appears that an applied aura effect ignores that setting maybe? @calm swallow any thoughts?\

violet meadow
#

Update your Active Auras

lost estuary
#

should i also update DAE back to latest from my 10.0.15 rollback?

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My AA is already updated to the latest?

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Ah, i was on a different branch. lets check now.

#

my goodness! IT WORKS

toxic spruce
#

Is there a way to auto roll init for us DM's? It always pops up the roll with disa. adv options

violet meadow
#

There is a module that helps with that. Quiet initiative or something like this

toxic spruce
#

Ok, I am trying to program this baby from Dragon Lance:
Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll.

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I have the "flags.midi-qol.advantage.all" but trying to find the damage bonus

crisp quarry
#

Sharing my hacky Chromatic Orb Macro:

const damage_types = [`acid`, `cold`, `fire`, `lightning`, `poison`, `thunder`]; 
(async ()=>{ 

let damage_type = await choose(damage_types, `Choose Damage Type : `); 
//Replace the workflow's damage type with selected.
args[0].workflow.item.system.damage.parts[0][1]=damage_type;
//Send message with choice to DM
await ChatMessage.create({
    speaker:args[0].actor.id,
    content:`Damage Type: ${damage_type}`,
    whisper: ChatMessage.getWhisperRecipients("GM"),
    type: CONST.CHAT_MESSAGE_TYPES.OOC
})
})(); 

async function choose(options = [], prompt = ``) 
{
let value = await new Promise((resolve) => { 

let dialog_options = (options[0] instanceof Array) 
? options.map(o => `<option value="${o[0]}">${o[1]}</option>`).join(``) 
: options.map(o => `<option value="${o}">${o}</option>`).join(``); 
let content = `<form><div class="form-group"><label for="choice">${prompt}</label><select id="choice">${dialog_options}</select></div></form>`; 

new Dialog({ 
content, 
buttons : { OK : {label : `OK`, callback : async (html) => { resolve(html.find('#choice').val()); } } }
}).render(true); 
});
return value;
}
scarlet gale
#

workflow.setDamageRoll is very useful.

glad dock
#

How can I downgrade to midi-qol v.10.0.26 ?
I can't find the link for the previous version

vast bane
#

he has a zip repository, but you could probably find it in your backups too

vast bane
#

some modules do not keep their backup versions beware. This is precisely why I backup everything in the data folder weekly. I just delete all but the first of the weekmonth for anything older than 3 months

dark canopy
empty agate
#

Pardon my ignorance - Where does this get used? I've tried macro fields and other places I guessed could be right but I'm having the Noob blues.

scarlet gale
#

That was for a very specific request for a Balm of Peace feature that rolled each heal as it's own damage card.

empty agate
#

Yeah - I'm trying to get Balm of peace to work and workgin through Peace Cleric skills

scarlet gale
#

Pretty much to use that macro remove any damage formula you have on your balm of peace and add that as an item macro.

empty agate
#

Execute as ?

scarlet gale
#

The player then just targets the other players they walk through and roll the feature.

#

default setting, after AE should be fine

empty agate
#

Got that part - but I'm guessing the second part is filling our On Use Macro?

scarlet gale
#

Did you find this channel by searching?

#

Do you use Midi-Qol?

empty agate
#

I found channel by searching Balm of peace and trying to follow instructions. I do use Midi-Qol - although very very new to both it and foundry

scarlet gale
#

If so, find the feature and on the header of it look for the item that looks like a SD card and says "Item Macro" after it. Paste the script into that.
Then at the bottom of the details page on the feature look for a section called "On Use Macros" and press the plus sign. Type in "ItemMacro".

empty agate
#

Got it - Perfect. Thanks for being gracious to a new user with basic question.

violet meadow
pearl crescent
#

Hey I'm Trying make a custom spell and I used Hunter's mark macro from the Midiqol sample item compendium As a base. The only real different is this spell does fire damage and Triggers the extra damage on both Spell attack and weapon attacks. I got the Fire damage part down but I need help changing the macro to Trigger the damage on Spells as well as items. Could anyone help me out?

#

I assume it mayhave to do with Hooks.on("dnd5e.preUseItem") but I've never messed with hooks before when makeing macros

violet meadow
#

The stuff with the Hooks on this one, are there to make sure that the spell will trigger a change of Target when the prereq's are met, without expending spell slot or recasting it from scratch, losing the duration left

pearl crescent
#

Okay if I comment the line

#

If (hookItem !== item) return;

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then it works on spells

#

nvm I don't need to comment that

violet meadow
#

I am confused on how you are using this.

Can you try as your whole macro just this: ```js
if (args[0].macroPass === "DamageBonus") {
if (actor.flags?.dae?.onUpdateTarget && args[0].hitTargets.length > 0) {
const isMarked = actor.flags.dae.onUpdateTarget.find(flag =>
flag.flagName === "Brand of Hellfire" && flag.sourceTokenUuid === args[0].hitTargetUuids[0]);
if (isMarked) {
let damageType = "fire";
const diceMult = args[0].isCritical ? 2: 1;
return {damageRoll: ${diceMult}d6[${damageType}], flavor: "Hunters Mark Damage"};
}
}
}

violet meadow
#

@lean holly I think that what you posted in #macro-polo is triggered by a MidiQOL change.

Nowadays the actual workflow is included in the args[0], as args[0].workflow, so you can use that in the MidiQOL.applyTokenDamage()

pearl crescent
#

However I simply edited the Item Macro with const effect = target.actor.effects.find(i => i.data.label === game.i18n.localize("Marked"));

#

and if the condition it true it adds an extra 1d6 fire damage to the roll

violet meadow
#

@lean holly Updated macro ```js
if(!["spell"].some(value=>args[0].item.type.includes(value))) return; //if there is anything else that should trigger it, add it here like ["spell","bananas"]
if(!["fire","radiant"].some(value=>args[0].damageDetail.find(i=>i.type.includes(value)))) return; //if not fire or radiant stop

const damageType = args[0].damageDetail.find(i=>(["fire","radiant"].some(value=>args[0].damageDetail.find(i=>i.type.includes(value))))).type; //ugly but works

const extraDamage = args[0].actor.system.abilities.cha.mod;
const dialog = new Promise((resolve, reject) => {
new Dialog({
title: Radiant Soul: You used a ${damageType} damage dealing spell,
content: <p>Choose one of the targeted tokens to deal extra damage</p>,
buttons: {
one: {
icon: '<i class="fas fa-check"></i>',
label: "Confirm",
callback: async () => {
const target = game.user.targets;
await MidiQOL.applyTokenDamage( [{type: ${damageType}, damage: extraDamage}], extraDamage, new Set(target), item, new Set(), {existingDamage: args[0].damageList, workflow: args[0].workflow} );
}
},
two: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel",
callback: () => {resolve(false)}
}
},
default: "two",
close: () => {resolve(false)}
}).render(true);
});

violet meadow
vagrant wharf
#

is this correct for aid, it doesn't seem to be working right

#

does things like apply -5 max hp

#

I have that leftover from some earlier midi qol archive so probably out of date but I don't know what the right one should look like

scarlet gale
#

The macro that goes with it will need updates.

#

I'd just pull the one from the ddb importer and call it a day.

vast bane
#

Im mid session tonight and noticing that this item macro is not adding temp hp like it should, it keeps doing the damage workflow and reporting 0 added:

function checkTrait(type, trait) {
    return args[0].hitTargets[0].actor.system.traits[type].value.indexOf(trait) > -1;
}
if (args[0].hitTargets.length != 1) return;
let damage = Math.ceil(args[0].damageTotal / 2);
let hasImmunity = checkTrait('di', 'necrotic');
if (hasImmunity) return;
let hasResistance = checkTrait('dr', 'necrotic');
if (hasResistance) damage = Math.ceil(damage / 2);
if (damage != 0) {
    let sourceToken = args[0].workflow.token.document;
    await MidiQOL.applyTokenDamage([{damage: damage, type: 'healing' }], damage, new Set([sourceToken]), null, null);
}```
violet meadow
#

Change damage type (better) or use the actor.applyTempHP(value) function directly (won’t work from a player client for non owned target actors).

neon pike
#

Does anyone see anything wrong with this workflow by chance? (Midi) - being used in one of my macros

new MidiQOL.DamageOnlyWorkflow(tactor, ttoken, damageRoll.total, "necrotic", [targetToken], damageRoll, { flavor: `${tactor.name}'s Soul Dagger unleashes ${currentstacks} souls onto ${targetActor.data.name}. (DC: ${DC})<br>${flavor} <p><em>${targetActor.data.name} has taken ${damageRoll.result} HP of damage.</em></p>`, itemData: item?.toObject(), itemCardId: "new", useOther: true });

It does damage but it doesn't show any of the flavor text

grizzled garnet
#

I'm having an issue with the Module Times Up and Dynamic Active Effects. I don't use MidiQOL as I am using Ready Set Rolls for my dice roller.

#

I'm having an issue where effects that expire while in combat are being fully deleted instead of deactivated. I have the option selected in the options to not autodelete effects, but it still seems to be occuring.

#

The thing is, it's not consistent. Some effects I have don't automatically delete when their duration expires while others do, has anyone had this happen before?

scarlet gale
vagrant wharf
#

oh ok

scarlet gale
vagrant wharf
#

so these are a macro or? I never understood why nobody seems to bother putting the most minimal directions on these

#

can I just plug something like that in after effects??

#

I dont understand why something like this wouldn't work

scarlet gale
#

Setting HP via an effect won't work as expected

#

setting temp max hp is fine

scarlet gale
vagrant wharf
#

the module doesn't seem to have any either, there's just compendiums

#

oh well

#

if its going to be like this I'll just do it manually I suppose and use midi effects to just create a marker for when it expires

scarlet gale
#

What module?

vagrant wharf
#

DDB importer, it juct creates empty compendiums

scarlet gale
#

Well yea, you need to run the muncher

#

Take a look at the readme for the module for help

vagrant wharf
#

yeah it just links to the github

scarlet gale
#

With a readme...

vagrant wharf
#

yeah, oh well, its not that hard to do manually, just a mild nuisance

#

there's other modules that just... work... right away

#

is there a MIDI one for hexblad'es curse though? that one's a little more tedious to do manually

scarlet gale
#

I use the one from crimic

pliant matrix
#

when I roll initiative, the card that asks me whether to roll with advantage or disadvantage does not appear, how do I solve it?

jolly gorge
#

When using flags.midi-qol.optional.Name.count and @fields, is there any way for you to decrement the @field by more than 1? For example, if a Legendary Resistance cost 2 charges instead of 1?

coarse mesa
#

afaik you need a module to not have that adv/disadv dialog appear now

pliant matrix
coarse mesa
#

same here... you'll just have to hang tight for that popup then

pliant matrix
#

Thanks

molten solar
#

DAE was already updated, days ago

vast bane
#

I'm also not on 2.1.x yet

#

this session was so fucked up. SOMETHING is causing hidden monsters to be hidden from the DM when you combat state them and it was annoying as hell

#

Also another annoying thing that broke again, was the evocation wizard, yet again, could not target with his templates

#

I can target just fine, I had him try four times, and when he places the template, nothing gets targetted

#

I have logged in as him and it works fine that way, I have no idea what is going on now, and its to the point where we just manually target now on every template spell cause they never work for his client and I dunno whats going on.

#

I'm pretty sure its a user error issue but hes frustrated at this point and it always drags so we just have to live with I guess

vast bane
#

It was healing them and temphp

#

like he rolled 16 damage, halved for healing temp, and it would do 8 healing, and 8 temp hp in the same workflow

scarlet gale
#

Does getting temp hp with midi show as a heal technically?

#

Since your hp value does go up with it I think?

vast bane
# scarlet gale Do you use DF templates?

I have a tentative fix to try next week , where I suspect maybe its Automated Animations at fault as the fireball, which has coincidentally been the only spell he casts, has "remove template" on the PARTICLE part of the animation which plays at -400 wait time so it deletes the template very very fast. But yes I use df templates

vast bane
scarlet gale
#

Check your "Template Auto-Target tokens" setting in it.

#

I had to set mine to always to stop players from accidently turning it off

#

Causing midi template target automation to fail

vast bane
scarlet gale
#

I had the same exact issue as you. I used to have it set to the setting that lets them toggle it, but one player kept messing it up

vast bane
#

I also think maybe that remove template thing was an issue too so hopefully both can solve the problem, if it still happens next week, then at this point I'm giving up and he just has to manually target templates lol

#

It was deleting so fast that I never saw it

#

fireball in AA is a two part animation and the template removal is on the ray instead of the explosion, and due to just how its setup, the animation that plays with the removal is set to a negative wait time to make things line up

#

So I took the remove template off and we'll see

violet meadow
scarlet gale
#

Yep, cheese

violet meadow
scarlet gale
#

Pretty sure it's on your github, was just looking through what you had posted

coarse mesa
violet meadow
violet meadow
#

How do you create the effects that are being deleted instead of disabled?

coarse mesa
#

I’m guessing CE if they’re not using midi?

vast bane
#

Effective transferral is a good pairing with RSR

coral dove
#

Hello, is there a way to trigger an item macro on token movement? I have a feature that checks if two tokens are adjacent to activate an effect on their sheets but I don't know how to trigger said macro

violet meadow
coral dove
#

It's a custom feature which grants an AC bonus if a chosen creature is within 5 feet of the feature's owner

coral dove
#

Yes

violet meadow
#

Yeah Active Auras should be able to do that

coral dove
#

Ok thanks!

#

Can the aura target just the creature that emanates it?

violet meadow
#

How comfortable are you with macros?

#

Would a -x to attack rolls of all creatures against the feature owner, if the specific creature is 5ft away, do it for you?

coral dove
#

I'm kinda new to the actual foundry/midiqol apis but I know js

violet meadow
coral dove
#

Thanks!

#

I'll see if I can work it out on my own, I'll keep you informed

dawn marlin
#

Hello! I have a question, does anyone know how to apply the Hexblade Curse effects?

violet meadow
toxic spruce
violet meadow
#

Cause this just confused me a bit but if they just clicked the ability the asking might be redundant.

coral dove
#

I'm having some troubles un-suspending effects on actors from macros tho

violet meadow
#

Whereas Babonus would be able to change the attack rolls synchronously, checking whether some conditions are met or not

#

will take a stab in a bit

violet meadow
#

@coral dove You will need to create a Babonus on the actor you want to have better "AC" when the friendly token is adjacent.
Then the babonus would be something like ```js
const friendlyTokenName = "Baelor" //or use any other way to grab the correct token of the other creature than needs to be in distance.
const distance = MidiQOL.getDistance(canvas.scene.tokens.getName(friendlyTokenName), token); //there is another native function probably but for the time being try this.
if (distance <= 5) return true;
else return false;

#

Then on the outside menu make it an Aura

coral dove
#

Thanks a lot, I'll try this!

#

It doesn't seem to be working.

#

Attack rolls with targeting do not suffer the penalty

violet meadow
#

you have a misplaced , instead of getName

coral dove
#

Oof

#

Guess this works then! Thanks again! 😅

violet meadow
#

The power of babos 😄

coral dove
#

Gonna need to expand the script though since this applies to attacks on any target apparently. I added the same effect to the other actor as they get this in tandem when adjacent to each other but an attack targeting either of one gets -2 twice

violet meadow
#

I just put that together as a proof of concept. Needs more tests probably to limit it properly 🤔

coral dove
#

I'll work on it! One thing I can't wrap my head around too well is how to get current targets or selected tokens

violet meadow
#

targets: game.user.targets
selected tokens: canvas.tokens.controlled if more than one or just plain token for the one inside of macros

coral dove
#

If the selected token is the attacker, I'm guessing ''token" in the macro becomes the balor in the example

#

As it does get the -2 even if the tokens are not adjacent

#

Not a big deal, I'll try by getting the target token directly from canvas

#

This finally did it!

violet meadow
#

Also the native Babonus function for getting the minimum distance is ```js
game.modules.get("babonus").api.getMinimumDistanceBetweenTokens(tokenA, tokenB)

toxic spruce
violet meadow
#

If all work, it should apply the bonuses and only consume a use IF the attach hits

#

It's a Feat so create such an Item in Foundry to import this

grizzled garnet
grizzled garnet
grizzled garnet
#

Method 1. I create an effect on the item itself and have it transfer the effect to the actor. When I use this method, the effect does not delete and instead is disabled which is what I want.

#

Method 2. I create an effect from the effects tab on the sheet. When I create an effect via this method, the effect is deleted when the duration ends.

grizzled garnet
#

Method 3. I drag an effect from another sheet onto the current one. This also results in the effect being deleted which is strange since it never used to do this before.

I have DnD 5e 2.0.3
Time's Up 10.0.3
DAE 10.0.17

violet meadow
#

@grizzled garnet From what you mentioned, I think that everything works as intended then 🤔

grizzled garnet
#

But the thing is, I have a character who has an effect I dragged from another sheet and for whatever reason it doesn't delete when the duration expires. All i know is that RSR isn't the cause of this since this is occurring even without that module active.

toxic spruce
toxic spruce
#

It was nice to see I had the DAE right, but that macro, no clue lol

sleek bone
#

So I managed to stumble my way upon this series of assistance given by Moto (#1010273821401555087 message) - And when I tried to apply that just now (Yes I am still on V9 of Foundry) it ALMOST worked and I was hoping someone could clarify for me why the Searing Smite does 0 damage? I have copy-pasted the full script and made sure to have created an identical convenient effect to the one shown in these posts (Besides the Icon that is)

violet meadow
toxic spruce
#

I see that there is a DF "Protection from Evil and Good" but can midi handle the
protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
?

sleek bone
# violet meadow What's the entry on the DAE after it's created for the `@item.level`? Does it ch...

So I am rather technologically inept so pardon if I come off as an absolute monkey here but:

Regarding your first line: Is the DAE suppose to like automatically change / update something after it's been saved / applied to a character? Since when I cast Searing Smite and the effect applied to the player; it still looks like in the image I link (When checking the effect active on the player)

Regarding the second line - Where excactly am I placing that args[1] line? I suppose it's suppose to be around return{damageRoll: `${spellLevel}d6[fire]`, flavor: "Searing Smite"} somewhere but do I like replace something for it or add it in somewhere?

toxic spruce
#

Does someone have a functioning HEX spell? Mine lowers the ability score, but I can't figure out how to get the +1d6 dam - if there is a way

scarlet gale
#

Requires warpgate and effect macros if you don't already have those modules.

toxic spruce
royal dragon
#

In Midi QOL -> Workflow Settings -> Workflow, there is a setting Roll Other damage formula for rwak/mwak that can be set to 'Activated Condition' or 'if Save present'. My problem is that different times I need both(magic item that does bonus damage against specific creature subtype; attacks that do extra damage based on a save after hit). Is there a way to do this?

scarlet gale
toxic spruce
#

I am trying to get the "For the macro.createItem part you'll want to drag the move hex feature out of a compendium or your sidebar into the effect value field to get the correct uuid" part

scarlet gale
#

So you need a feature for moving the hex essentially

toxic spruce
#

and where your 'effect macro' is going to go

#

OH - wow you thought of everything

#

I was just going to make them recast it

scarlet gale
#

Let me screenshot it

#

may be easier to explain

#

Then have another featured called something like "Hex - Move" or whatever you want and put it in a safe player accessible compendium, or in your item sidebar if you really want.

#

And have that one use the Chris-HexMove macro.

toxic spruce
#

OMG I was blind 🙂
To get the id - can I drag it off the pc, or should I create it first in the items?

scarlet gale
#

You want the feature to be in your item directory on in a compendium

#

So not from on a pc

#

I would put it in a compendium, harder to accidently delete that way

#

Also make sure the DAE effect is set to "Apply to self when item applies target effects"

#

For Hex

toxic spruce
#

Ok, the Hex move has nothing but the effect macro right?

scarlet gale
#

hex move has the item macro

#

the original hex has the effect macro

#

Complete set of screenshots, hopefully this clears it up

toxic spruce
#

The 'hex' that DAE calls, does it have to be the same one as above, or any one?

scarlet gale
#

The name of the feature won't matter

#

Just needs to have the correct uuid in the macro.createItem value field.

toxic spruce
#

For the curse and the extra damage it is running perfectly. which is most important for me. After I killed the dummy, nothing happened, and I am ok with that, but I feel you did a ton of work to move it, so I feel I should utilize it 🙂

scarlet gale
#

Go to your features tab on the actor that cast hex

#

you should see a new feature that you click to move the hex to a new target

#

Assuming the macro.createItem thing was setup right

toxic spruce
#

No - I think I must have messed that up

#

one sec

scarlet gale
#

If you use tidy, I find it's useful to move the hex move feature into a player character sheet, favorite it, then move it back out to the sidebar or compendium.

#

That way it's auto favorited when macro.CreateItem drops it on the sheet.

toxic spruce
#

Should I use that item as the uuid?

scarlet gale
#

Import that, put it into a compendium or you items directory.

toxic spruce
#

Ok

scarlet gale
#

Literally drag the whole item into the dae dialog for hex here:

toxic spruce
#

I think I had the wrong item linked

scarlet gale
#

Most likely

#

Screenshot what you have now?

toxic spruce
scarlet gale
#

Delete the one on the actor

toxic spruce
scarlet gale
#

Delete the text in the box

#

then drag it over

#

It looks like it's appending it

toxic spruce
#

it was, damn it

scarlet gale
#

Also

#

Your top one needs the add changed to overwrite

#

Sharing stuff with macro.createItem isn't easy.

#

I might just go back to using warpgate for stuff like this. No post-install fixes.

toxic spruce
#

🙂

scarlet gale
#

At any rate, that get it to work?

toxic spruce
#

It isn't creating it on my sheet - but I took way too much of your time already

#

I can show you in PM

#

(video)

sleek bone
#

So me just casually dropping back here with my searing smite issue as I may have killed thatlonelybugbear with how inept I am at this.
I tried to copy the things Moto said up here: (#1010273821401555087 message - But when I attack with a actor it shows 0 fire damage. In the section where it says "flags.midi-qol.brandingSmite.level" and @item.level. If I change that @item.level to just say "5" it suddenly rolls 5d6's of Fire Damage. Yet I still have no clue why it wont just roll properly when it says @item.level

opaque current
#

Is something off with Midi concentration atm? Getting prompted twice and not seeing modifiers added to it.

violet meadow
vast bane
#

I think sometimes you have to wrap it in [[]] in v9

sleek bone
sleek bone
#

Also I was told to relay this from a buddy of mine who does coding for a job who has had a blast making me edit the macro a bit for a short while now:
"When I used ChatMessage.create to show " actor.data.flags["midi-qol"].brandingSmite.level " it just said @item.level. Not a number, does that matter?
But doing the same for branding smite said 2"

vast bane
#

[[@spellLevel]] or [[@item.level]]

violet meadow
vast bane
#

nevermind on the inline rolls then

violet meadow
#

When the effect is created on the actor, check if the flags.dnd5e.DamageBonusMacro | Custom | ItemMacro @item.level has changed to something like
flags.dnd5e.DamageBonusMacro | Custom | ItemMacro 2 where 2 would be the relevant spell slot you used

vast bane
#

it should only change when it applies I believe, if you edit the feature it will say the code instead

violet meadow
#

Yeah when applied

sleek bone
#

I'll try what you said bellow that now bugbear

vast bane
#

yeah that was bad suggestion cause I never lookied up what you were making

#

there are some times where a [[]] solves this but not your case

violet meadow
#

Hmm something probably isn't being picked up in that version if it returns 0 🤔

coral dove
#

I'm trying to implement a feature that consume spell slots. I manage to get the chosen level spell slots through a dialog but I don't get how to update the value of remaining slots

vast bane
#

is this a dfreds CE??

#

oh wow hes using my item lol

#

this is too funny

vast bane
#

or is it directly on the spell?

sleek bone
red tangle
#

Looking for help where I keep getting Midi-QOL error "You must roll the attack before rolling the damage" even though it looks to me like attack checking is off.

Does anyone know the exact setting and which page it is on so I can make sure I'm not missing it? Thank you!

vast bane
sleek bone
vast bane
violet meadow
#

Ohhh create it on the actual spell.

#

As you had it in the beginning

red tangle
vast bane
#

I think this is a known issue but also you are on a very old build so it probably was before castData?

coral dove
sleek bone
vast bane
#

if it has a duration, its temporary

coral dove
#

I was getting the actor straight from the token but the value wouldn't decrease anyway

vast bane
#

Also pro tip in all of midi, never choose "suspended" checkbox or an inactive effect, midi does not like that at all. it uses it for something else.

vast bane
red tangle
vast bane
vast bane
violet meadow
# coral dove This is the dialog callback

You will need to update the actor after you finish what you're doing. ```js
.

<[#1010273821401555087 message](/guild/170995199584108546/channel/1010273821401555087/)>
ps: double check whether what I am writing above makes sense or not 😄
sleek bone
# vast bane if it has a duration, its temporary

Alright now it works - Thanks so much to you and thatlonelybugbear! And sorry again for being someone who is hard to work with regarding these issues as my technical language and knowledge is near rock bottom

vast bane
vast bane
#

maybe with check hits off and damage roll needed set it causes that error I dunno. Is there a reason why you are completely throwing out automation for damage?

#

you can still have midi calculate DI/DV/DR and not auto apply

#

the automatic damage is a singular drop down the rest is all fun bells and whistles worth using

violet meadow
#

@coral dove you might need to duplicate the spells slot array and then change and update. I am too tired to think clearly now "D

vast bane
red tangle
coral dove
vast bane
coral dove
#

Wish the foundry api docs were clearer, as usual

sleek bone
#

So thanks to what you two helped me solve now I kinda am having a bit of a crisis moment asking myself why I have gone ahead and downloaded Convenient Effects and used that to set up a bunch of effects (Like a Monster attack applying grapple if it lands) - When I apparently all along could just have done that by editing the bite attack itself on the monster...

red tangle
vast bane
#

do not get rid of it, it is priceless for stuff we make

violet meadow
vast bane
#

honestly that issue you came up with is a thing we really should fix with dfreds

violet meadow
#

I am making something for condition automation without DFreds

vast bane
#

theres something about the way dfreds interacts where it doesn't always carry over the castData in v10

violet meadow
#

yeah the metaData that MidiQOL offers are not getting picked up by DFreds

vast bane
#

I think midi does all of the castData

sleek bone
vast bane
#

its the easiest function I think to apply a ce for us cause bugbear and Chris use it a ton in their macros and its simple to cut and past for someone like me

#

another reason why I like dfreds is cause you can make a dialog really easy with it

sleek bone
#

Do expect me to return in the near future when my Paladin player starts using other Smites as even tho I now kinda realized what I had missunderstood here; I'm sure I'll break Thunderous, Wrathful and Acidic smite when the time comes

vast bane
#
const effectNames = ["Consider - Red", "Consider - Yellow", "Consider - White", "Consider - Blue", "Consider - Green"];
const options = effectNames.reduce((acc,e) => acc += `<option value="${e}">${e}</option>`,``);
const content = `<form><div class="form-group"><label>Loadout:</label><div class="form-fields"><select name="loadout-option">${options}</select></div></div></form>`;
const choice = await Dialog.prompt({
    title: "Select",
    content,
    callback: (html) => html.find("[name=loadout-option]").val(),
    rejectClose: true
});
if(!choice) return;
game.dfreds.effectInterface.toggleEffect(choice);
#

one of the smites is in midi sample items

sleek bone
red tangle
sleek bone
#

Its because that one worked and was in the sample items that I began digging for the Searing Smite function and found your message helping someone else from a while back

vast bane
#

the only thing you are using in the workflow is removal of the buttons

#

probably maybe fast forward too?

violet meadow
vast bane
#

fwiw, I can roll damage on anything in my chat history so it shouldn't give you that error

vast bane
#

Ultimately I think your issue is just abnormal settings choices, theres so many bells and whistles you are bound to find a breakage with turning off so much of midi.

#

@violet meadow Is there any serious issue with the newest dnd5e and midi/dae?

#

I have to update because inventory+ has a minimum requirement of 2.1 now

violet meadow
coral dove
vast bane
violet meadow
#

nope it's straight up doubled up

vast bane
#

other thing I'm hoping 2.1 does is it strips the bloat on my 5 player characters that causes the lock delay in tidy, which I think is the result of their sheets being old and having tons of unnecessary flags on them.

vast bane
# violet meadow Change damage type (better) or use the actor.applyTempHP(value) function directl...

You suggest replacing applyTokenDamage in my macro with actor.applyTempHP in the last line?

function checkTrait(type, trait) {
    return args[0].hitTargets[0].actor.system.traits[type].value.indexOf(trait) > -1;
}
if (args[0].hitTargets.length != 1) return;
let damage = Math.ceil(args[0].damageTotal / 2);
let hasImmunity = checkTrait('di', 'necrotic');
if (hasImmunity) return;
let hasResistance = checkTrait('dr', 'necrotic');
if (hasResistance) damage = Math.ceil(damage / 2);
if (damage != 0) {
    let sourceToken = args[0].workflow.token.document;
    await MidiQOL.applyTokenDamage([{damage: damage, type: 'temphp' }], damage, new Set([sourceToken]), null, null);
}

The current problem is that it heals them if they are not max health for some reason with this macro.

violet meadow
#

As a GM only, then yes

vast bane
#

its affecting owned tokens yes

red tangle
vast bane
#

its targetting a bad guy dealing normal damage, and then taking that number and halving it and adding temp hp to self

#

however NEVERMIND, its just weirdly working

#

this is rather confusing to explain to players:

#

but it is actually working

#

(Its rounding up for some reason)

violet meadow
#

math ceil does that

vast bane
#

oh ceil should be floor I bet

coral dove
#

Can I get an ItemMacro's item from its script?

#

I have to edit the item's active effect value depending on user input on a dialog

vast bane
# red tangle

what do you use in midi to justify installing it? everything you've shown has midi shut off

red tangle
vast bane
#

you could probably use a smaller module if you trully do not want all the automation if all you need is fast forward/auto roll

#

and I'm assuming fast forward/auto roll as you could very well have those off too lol

red tangle
vast bane
#

midi does not add a damage roll in inventory

it does

violet meadow
#

If you want to update it might be better to get the actual Item on the actor. ```js
const item = actor.items.getName(args[0].item.name) //or getName(this.item.name)

coral dove
violet meadow
#

Nope. You need to use it as a MidiQOL macro onUse

red tangle
coral dove
vast bane
#

Why is this cantrip saving for half?

#
const version = "10.0.10";
try {
    if (args[0].macroPass === "preDamageRoll") {
        const target = await fromUuid(args[0].targetUuids[0]);
        const needsD12 = target.actor.system.attributes.hp.value < target.actor.system.attributes.hp.max;
        const theItem = await fromUuid(args[0].uuid);
        let formula = theItem.system.damage.parts[0][0];
        let scalingFormula = theItem.system.scaling.formula;
        if (needsD12) {
            formula = formula.replace("d8", "d12");
            if (scalingFormula) scalingFormula = scalingFormula.replace("d8", "d12");
        }
        else  {
            formula = formula.replace("d12", "d8");
            if (scalingFormula) scalingFormula = scalingFormula.replace("d12", "d8");
        }
        theItem.system.scaling.formula = scalingFormula;
        theItem.system.damage.parts[0][0] = formula;
    }
} catch (err) {
    console.error(`${args[0].itemData.name} - Toll The Dead ${version}`, err);
}
red tangle
# vast bane I can't replicate your issue but my settings are completely opposite of yours so...

Thanks for your thoughts and questions.
Maybe I'll try removing the module and seeing if I can survive without it.
It didn't have this issue in v9 btw... I've been playing with it for almost a year and it's just since updating to v10 that it's not allowing me to roll damage without rolling attack first.
Strange to me that asking a module to do less makes it malfunction, but I'm sure it's a complex issue

vast bane
#

I was under the impression that I didn't need to check No Dam Save for cantrips in midi?

#

do I really need to go to all of my cantrips and change this now?

#

can anyone confirm that this is not really what has to be done to get cantrips to save or suck again?

#

For Comparison here is Sacred Flame:

#

Why is Toll the Dead working differently, it must be something in the Item Macro?

#

If we really have to check the No Dam Save for toll the dead, it probably should be set that way in midi sample items.

coral dove
#

Trying to edit an effect gives me

violet meadow
# coral dove

Try duplicating the effect, making the changes and updating the item document afterwards

#

Double embedded documents new error is that one?! Nice

covert mason
#
async function wait(ms) { return new Promise(resolve => { setTimeout(resolve, ms); }); }
const lastArg = args[args.length - 1];
if (lastArg.failedSaves.length === 0) return {};
let actorD = game.actors.get(lastArg.actor._id);
let tokenD = canvas.tokens.get(lastArg.tokenId);
let target = canvas.tokens.get(lastArg.hitTargets[0].id);
let healingType = "tempHealing";
let damageTotal = Math.floor(lastArg.damageTotal / 1);
let damageRoll = new Roll(`${damageTotal}`).evaluate({ async: false });
new MidiQOL.DamageOnlyWorkflow(actorD, tokenD, damageRoll.total, healingType, [tokenD], damageRoll, { flavor: `(${CONFIG.DND5E.healingTypes[healingType]})`, itemCardId: lastArg.itemCardId, damageList: lastArg.damageList });
let targetList = `<div class=\"midi-qol-flex-container\"><div class=\"midi-qol-target-npc midi-qol-target-name\" id=\"${target.id}\">hits ${target.name}</div><div><img src=\"${target.data.img}\" width=\"30\" height=\"30\" style=\"border:0px\"></div></div><div class=\"midi-qol-flex-container\"><div class=\"midi-qol-target-npc midi-qol-target-name\" id=\"${tokenD.id}\">heals ${tokenD.name}</div><div><img src=\"${tokenD.data.img}\" width=\"30\" height=\"30\" style=\"border:0px\"></div></div>`;
await wait(500);
const chatMessage = await game.messages.get(args[0].itemCardId);
let content = await duplicate(chatMessage.data.content);
const searchString = /<div class=\"midi-qol-hits-display\">[\\s\\S]*<div class=\"end-midi-qol-hits-display\">/g;
const replaceString = `<div class=\"midi-qol-hits-display\"><div class=\"end-midi-qol-hits-display\">${targetList}`;
content = await content.replace(searchString, replaceString);
await chatMessage.update({ content: content });
await ui.chat.scrollBottom();```

How would I format temporary healing for this?
coarse mesa
vast bane
#

Toll the Dead

coarse mesa
#

took half damage

scarlet gale
covert mason
coarse mesa
# vast bane Toll the Dead

Mr Primate's version is better btw, it rolls the save first and doesn't even roll damage at all if it succeeds the save

coral dove
#

What does After Active Effects mean on ItemMacro activation?

scarlet gale
vast bane
scarlet gale
#

AKA, when everything else is done

coral dove
#

I don't get how to apply the active effect automatically from item to actor then

#

Shouldn't those two checks apply the effect as a I roll the item?

scarlet gale
#

Depends

#

Do you have midi not set to auto check hits and apply damage?

vast bane
scarlet gale
#

If so, it won't do that until you hit the buttons clicked in chat

vast bane
#

the top one is for when the item successfully applies effect to target, the bottom one says fuck it, and applies it anyway if the item is rolled

#

not all effects auto transfer, sometimes you have an effect that only goes if the target fails a save

#

thats when that top checkbox you checked shines

#

so typically, if you have the bottom checkd, theres no point in checking that other one

coarse mesa
coral dove
#

I can check the bottom one alone but it still refuses to apply a temporary effect to the item holder

vast bane
#

is there another active effect with a different setting on the item?

#

I know there was a bug on earlier builds where that would cause dae to follow the older ae

coral dove
vast bane
#

target/range is none/none why?

#

pretty sure this basically makes the item not do anything

#

if it is a self/self item, make it self/self and check no boxes in the first tab

#

also at this point, it might be wise to share what the item is

coral dove
#

Still won't work, even as a self/self item

vast bane
coral dove
#

It's a custom class feature, asks for a spellslot to burn and give bonus to atk and dmg rolls for a turn

vast bane
#

you want self/self in range/target and no boxes checked in thefirst tab of the ae

coral dove
vast bane
#

make sure you are editing the actual item you roll

coral dove
#

Still nothing

vast bane
#

just to clarify why you don't want either of those checkboxes, those are for situations like when a weapon self buffs when it hits, or when the target fails the save and applies a target ae too

#

if you want a self buff, set it up how I just instructed

coral dove
vast bane
#

also if this item works for many people, you may want to consider making it a dfreds CE instead

coral dove
#

It's just for a character using the homebrew class

vast bane
# coral dove

I really do think there is a rogue tooltip bug from something in midi's wheelhouse cause so many of us are showcasing this bug and its really annoying, is it actually midi or is it something dnd5e/foundry has done?

#

its such an annoying visual glitch isn't it?

coral dove
vast bane
#

to remove them, mouse over a scene tool, as they reset the state of tooltips

vast bane
coral dove
#

Nope it still refuses to work so I don't get what's going on

#

Could it be another module fucking stuff up? No BR or RSR is installed

vast bane
#

what does it look like in chat

coral dove
vast bane
#

you don't have a target or you have weird midi settings

#

(or a roller conflicting)

#

hang on let me rephrase that

#

You don't have a token on the scene, or you have weird midi settings, or a roller conflict

coral dove
#

Found it!

#

It's a damned midi setting

vast bane
#

yeah you aren't auto applying right?

coral dove
#

Yep

vast bane
#

its the one above the CE setting

#

yeah what got me when I started was I wasn't use to the concept that foundry calls everything an item

#

and thats what tim is using in that settings description

coral dove
#

Great, it works with the dialog too

scarlet gale
#

Well, items, spells, and features are all items on the actor object

coral dove
#

Thanks a lot for the help!

vast bane
scarlet gale
#

So it makes sense from that perspective I guess

#

Yea

vague relic
#

Hey all, more of a Warpgate question than Midi, but any ideas how to have my active effects updates apply to a preexisting active effect, instead of making a brand new one? I've tried to name the active effect in updates to the same name as the effect already on the actor, but it just creates a brand new effect with the same name

#

Need to do it this way because my Concentration effect is not tied to the newly made mutation effect

#

unless someone knows of a way to do that instead

scarlet gale
vague relic
scarlet gale
#

For what it's worth, the ddb importer has a good enlarge/ reduce macro.

#

Usees ATL to handle the token size

#

Not at my PC to look at your macro, but I can look later if you haven't figured it out by then

vague relic
#

I'd appreciate the look over. My issue seems to be the active effect being recreated after its deletion. I've no idea why

vast bane
#

ATL flags on npcs can get wonky beware

#

especially if you use wildcard images

modern badger
#

hmm, concentration automation isn't working .3.

vast bane
#

show us your midi concentration settings

#

actually lets just clear the obvious ones

modern badger
#

gimme a sec

vast bane
#

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...

Do you have concentration notifier or Combat Utility belt installed?

modern badger
#

none of those except CUB

#

but I don't have concentrator enabled

vast bane
#

is cub set to manage concentration?

modern badger
#

nnope

vast bane
modern badger
#

it simply doesn't apply

#

I roll a concentration spell and the token doesn't get the thingie

vast bane
#

show me the details of the item that is not applying concentration?

modern badger
#

nothing is

#

tried multiple items

vast bane
#

humor me

#

show me one

#

this could be a case of bad importers

#

the roll20 one is notorious for this

modern badger
#

it's an item made in foundry ;3;

vast bane
modern badger
vast bane
#

I don't think it needs the botom checkmark and might be the issue

#

it might be som esort of double positives toggling off

#

OH

#

wait no, is your cub managing enhanced conditions?

modern badger
#

yeh!

vast bane
#

is dfreds CE installed?

modern badger
#

I'd prefer to keep enhanced conditions ;3;

#

wut is that?

vast bane
#

Dfreds Convenient Effects

modern badger
#

nope

vast bane
#

oh

modern badger
#

only Dfreds droppables

vast bane
#

I dunno then, its probably a conflict with cub/midi but /shrug. Most of us use dfreds CE instead of cub

#

midi has better synergy with dfreds ce

modern badger
#

oh, I can switch if it lets me do condition effects

#

I barely use CUB for anything anymore

vast bane
#

it will require some setup an dyou don't have to uninstall cub, you just have to turn off enhanced conditions, or delete all of cubs overlapping duplicates with dfreds

modern badger
#

Is there another module that does hidden names?

#

setup? o3o

#

what kind?

vast bane
#

honestly no module handles name spoiling right, I gave up on that feature long ago

#

dfreds CE and Monks tokenbar spoil names and nothing can stop it unless those mod authors offer to utilize anonymous or cub

modern badger
#

blerb

vast bane
#

the request windows in MTB spoil names and if you set the messages status to player level, the messages when ce's apply spoil names

modern badger
#

ok gonna install CE

#

should turning off Enhanced Conditions fix the concentration issue?

vast bane
#

I get around the CE spoiler by just making dfreds messages DM only, and revealing useful ones to the players manually

#

before you install ce

#

just disable cub and see if it starts working

#

then the answer is yes

#

It could also be the double checkmarks on the item for concentration

vague relic
modern badger
#

the only thing I rlly use from CUB is temporary combatants

#

super useful

#

disabled CUB and it still isn't working :c

vast bane
modern badger
#

ye

vast bane
#

also are you testing with a linked actor when you change settings? cause you could be editing the sidebar actors items and not updating the canvas actor

#

ok then the only thing left here, is you are gonna have to share your module list to see if theres a conflict you aren't seeing, I'd suggest sharing it in a dm with me

modern badger
#

okie

toxic spruce
#

I just deleted a big CE by accident, is there any way to recover?

vague relic
vast bane
#

So fyi, something that has been annoying as hell, is trying to fix all of my active auras templates. I have now sussed out the various things that are always missing in them:

#

some premades do not have these set and do not work right, I'm thinkin midi srd possibly is the cause but either way right now this silence spell works perfectly for me when I have these 3 things set right

#

you have to false the activation condition so that midi does not transfer efffects

#

cause you want active auras doing that

coarse mesa
#

Man Active Auras stresses me out. Thankfully we don’t need any in our new campaign, but it’s only a matter of time

scarlet gale
#

I haven't been having that issue

vast bane
#

actually, the problem is that Silence is not a premade in midi

#

the only premade I have, is the premade in active auras, and that is why theres no false for midi

#

I had assumed I had yoinked this out of midi srd, but there is none there, its only in this:

#

its automating immunity to thunder damage

viscid lance
#

Hello everyone. I found thatlonelybugbears macro for Protection fron Evil and Good but I'm not sure how to set it up exactly.

vast bane
#

I'm not sure if I'm using his or my own

#

mine appears to be entirely an Effect macro

#

The last flag is an advantage reminder module flag

viscid lance
#

Awesome Moto! You're worth your weight in gold!

vast bane
#

I don't know for sure if I'm using his or another users version but the effect macros kinda look like his lol

viscid lance
#

lol. Well I'll give it a shot

violet meadow
#

That should just be imported as an Item (spell in this case)

vast bane
#

yep looks like that is what I'm using

viscid lance
#

Yeah it's that one

vast bane
#

I just added the message flag since I had ar

scarlet gale
#

I have a worldscript version if you want something more automated

viscid lance
#

Sure. That would be cool.

vast bane
#

I usually would take anything but I gotta get away from foundry for a bit going cross eyed with world building atm

scarlet gale
#

world script, not an item macro

#

So you'll need something like world scripter module or know how to setup a world script

#

World scripter module is easier IMO

viscid lance
#

Yeah I'm installing world scripter now.

vast bane
#

the biggest benefit of worldscripter is that it disables when FTC is running so it can in a way show you if a worldscript is at fault

viscid lance
#

Nice

vast bane
#

the catch is that some things can't be put in it since there are some worldscripts that need to hook very very early in initialization but I never rmember what those hooks are

#

I highly doubt chris' hook is one of those cause its usually a setup hook or something

scarlet gale
#

Nothing I ever do would need that

#

I mostly just work with midi hooks and those don't need to be run early

vast bane
#

Potion of Growth seems to have serious issues from Midi SRD and I cannot figure out the problem, I already tried swapping out datas but I think theres worse things going on:

#

When I edited what you said in #macro-polo @violet meadow this is the new error

violet meadow
#

ogMwak 👀

#

checking

vast bane
#

I think maybe since this item is basically just doing enlarge/reduce, should I just drag and drop the dfreds CE in the ae and call it a day instead?

#

its one of midi srd's items that isn't setup as macro that is stored in the modules files, its actually on the item instead

violet meadow
#

Yeah I would use DFreds

#

Let me fix that though

vast bane
#

you can't drag and drop the nesteds onto items apparently

vast bane
# violet meadow Let me fix that though

can you ping me if you manage to get Potion of Growth workin again. I kinda hit a wall with dfreds since I can't just drag and drop it, I was gonna do a macro but if you are working on it then I'll just use what you get when you finish it.

vast bane
#

Mr. Primate seems to have a Enlarge Reduce macro in his repo fwiw

#

the effect appears on the actor with 0 seconds

I advanced the time outside combat and it seems to not care about that.

I advanced the time in combat rounds and it goes negative but seems to not matter, just pointing out the weirdness is all

coral dove
#

Trying to setup a one-attack Assassinate modifier but doesn't get applied. Am I using the wrong flags?

vast bane
#

Its functional enough for me regardless

violet meadow
vast bane
# violet meadow Fix the duration 😄

I should have known better, cause thats literally what I have been doing to them tonight already this was just the first one that had a macro that wasn't working lol

coral dove
vast bane
violet meadow
coral dove
coral dove
vast bane
#

Make sure the actor got the updated ae, if its a bug with editing owned items, you'll see 2 effects in his effect tab

#

or on the item

vast bane
#

oh yeah, if its a assasin rogue subclass, you are giving the opponent advantage there

violet meadow
vast bane
#

I wonder if you could automate that with an equation if the targets turn is still 0

#

then you wouldn't have to roll it

vast bane
#

If I'm remembering the feature right

violet meadow
#

Checking you turn against the target's and applying advantage automatically (and critical damage)

vast bane
#

and point the actor on use to itemmacro.assasinate right?

violet meadow
#

yes

coral dove
#

Advantage works, still issues with critical dmg but I'll try the macro thing out then

vast bane
#

lets make sure the feature is what I recall lol

coral dove
#

Yeye, you get advantage and autocrit if a target hasn't acted yet

violet meadow
#

It is. On the screenshot

vast bane
#

Hey, my eyes are crosseyed from reading descriptions for the last 3 hours lol

#

I'm making magic item shops lol

coral dove
violet meadow
vast bane
#

you can point it to an item macro instead of a folder macro I believe to make it simpler to save

#

honestly I just throw it in the folder macros, its like the messiest place in my world

#

But I dunno how to write that macro hehe

#

I thought maybe the active effects could have evaluations in them instead of 1's is what my point was

coral dove
#

I don't know how to apply advantage or critical damage from a macro 😅
Guess I'll leave the onus on the player here

vast bane
#

I feel like I just did this let me try and remember where I added that

#

yeah I got nothin, I swear I got it shared to me I just must have used it on a monster instead of the players

coral dove
#

Could there be a setting hindering the flags.midi-qol.critical.X flag from working?

vast bane
#

I think you need fast forward on for that flag

coral dove
#

I do have that on tho

#

Attacks get fast forwarded, advantage triggers but not critical

vast bane
#

let me test it cause I don't fast forward and when you don't you can see if its busted

#

oh wait how is your sneak attack setup?

#

is it an other field?

coral dove
#

Sneak Attack isn't set yet

#

It's a damage formula for now

scarlet gale
#

Bit late for it, but I have a bunch of potions on my github Moto. Including one for potion of growth that will roll the duration of the potion.

coral dove
#

I just had it like that with BR/RSR since it gets rolled separately

vast bane
#

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...

#

Also the critical flag works fine for me:

vast bane
vast bane
scarlet gale
scarlet gale
#

¯_(ツ)_/¯

#

At any rate, I think I have most of the potions that the ddb importer doesn't handle itself.

vast bane
#

I created a few myself but I went cheap and used AR flags lol

scarlet gale
#

A bunch can just be done with macro.createItem or midi flags

vast bane
#

for Oil of Slipperiness I just made it an item with spells since it casts either/or freedom of movement/grease

scarlet gale
#

yea same lol

coral dove
vast bane
#

I was gonna do createitem but then I had the epiphany that item with spells is better since the consumption stays on them when they are stored in a compendium with it

scarlet gale
#

I think it's mostly the bottled breath spell that uses it

#

Oil of Etherealness, Animal Friendship, and Gaseous form too it seems

#

Longer duration on those potions then the spell has IIRC

vast bane
#

for potion of advantage I just used kaelads modules, I did an AR reminder and in the reminder theres an inline command to roll the potion and I gave the potion 2 charges, the first activates it, and then when they use it, they roll it in the AR message deleting it.

coral dove
vast bane
scarlet gale
vast bane
#

can you share the key again? and share a snippet of the actors effect tab?

vast bane
violet meadow
#

@coral dove give me 5 and I will send you over a macro for the Assassinate 😉

coral dove
vast bane
#

oh I was using the critical.all key

#

also I'm pretty sure the saks shuldn't be in assasinate

vast bane
#

oh shit it actually does work on saks

coral dove
vast bane
#

that is a weird wording

coral dove
violet meadow
#

Hmm how do you indicate if a creature is Surprised or not? Do you have an AE on them?

vast bane
#

it also works on the advantage too, it doesn't call out weapon attacks, it just says attack rolls

scarlet gale
#

My assassins rogue just toggles it on during the first turn if they surprised the enemy

vast bane
#

I don't think foundry handles the surprised condition at all

violet meadow
#

It was more of a question about the inFoundry mechanics they use

#

I can search for that statusId to auto crit

scarlet gale
#

Doesn't come up enough to be worth doing anything too fancy for IMO

vast bane
#

basically we're suppose to apply the surprised condition to all the surprised people in the first round of combat, and many mistakenly just call the round a surprise round

#

I'd just automate the turn part

scarlet gale
#

Is assassins rogue attacking someone they should crit? Feature gets clicked once.

vast bane
#

and if @coral dove is the DM they could probably just use a macro to return to turn 0 without advancing the round to give them a second shot at things.

coral dove
#

Yes I'm the dm

#

This doesn't seem right 😄

vast bane
#

I got a macro that returns the round to 0 cause of a weird way that I start combat, if you want it to keep the surprise working

vast bane
coral dove
#

Yep

vast bane
#

if it is, that is an example of editing an owned item

coral dove
#

I dragged the midiqol sneak atk, renamed it

vast bane
#

sometimes it bugs, its less often nowadays

scarlet gale
#

Should just be able to delete one, or both and just redrag it over.

vast bane
#

delete both and roll it again

coral dove
#

Happens even if I import the item, rename it and add them

vast bane
#

oh wait no, delete both, and then go to the item details, go to effect tab and click the HAND icon

#

theres no way to know which is the ghost

#

if you click the hand here it will apply the passive again if its missing

#

(I have players who fat finger passives)

scarlet gale
#

Glad my players don't know how to delete effects

vast bane
#

I did it to myself

#

I gave them all a delete key

#

I think you van hide the effect tab with tidy, I was tempted but eh

scarlet gale
#

It helps that I have mine trained to just delete passive effects via the token hud with temp effects as status icons module

vast bane
#

yeah we do use vae now so that should help some

coral dove
#

Do I need to manually use it before each attack?

scarlet gale
#

You can configure it not to need that

vast bane
#

nope if thats sneak attack 10.0.13, that mama jama should just run

#

it will detect an ally or advantage and poke

scarlet gale
#

I normally combine the auto sneak feature midi has into the same passive

vast bane
#

if you aren't rolling at advantage but relying on an ally make sure the ally is the same color

scarlet gale
#

So you don't even get prompted

vast bane
#

the auto sneak I think won't work with my configs

coral dove
#

Great, that worked

scarlet gale
#

Part of me wants to rework sneak attack to use an on use macro and just edit the workflow damage

#

But it already works as-is

coral dove
#

I just noticed some weird stuff happening to a character with two max hp effects on Add

#

It got like 200 extra hp (but enabling/disabling fixed it)

scarlet gale
#

Have them use +

#

Before the number

#

Add will just literally combine the strings

#

20 & 20 would become 2020 for example

#

You want +20 & +20 to get +20+20

coral dove
#

Also I found out why the critical wasn't working... I wasn't targeting so it would just not apply the flag (this is a bit confusing)

coral dove
#

Also this happens every time the target gets hit by an attack

#

Current hp don't go down, max hp go up

scarlet gale
#

pretty much

#

+ @details.level I think should work

#

for the axe

#

Please tell me this player also went hill dwarf

#

If they didn't, they're really missing out

vast bane
#

tough is permenant you don't do an ae for that

scarlet gale
#

I mean, you can if you really want to

violet meadow
#

Assassinate automation trial.
For critical damage to be applied, target needs to have an Effect labelled Surprised on them.

Actor on Use | After targeting complete ```js
if (game.combat.round !== 1) return;

const sourceTokenId = args[0].tokenId;
const targetToken = args[0].targets[0];
const targetActor = args[0].targets[0].actor;
const targetTokenId = targetToken.id;

const sourceTurn = game.combat.turns.findIndex(t => t.tokenId === sourceTokenId);
const targetTurn = game.combat.turns.findIndex(t => t.tokenId === targetTokenId);

if (sourceTurn < targetTurn) {
game.assassinateAttackHookdId = Hooks.once("midi-qol.preAttackRoll", (workflow) => {
foundry.utils.setProperty(workflow, "advantage", true);
})
if (targetActor.effects.find(eff => eff.label === "Surprised")) {
game.assassinateDamageHookdId = Hooks.once("midi-qol.preDamageRoll", (workflow) => {
foundry.utils.setProperty(workflow.rollOptions, "critical", true);
})
}
}
Hooks.once("midi-qol.RollComplete", () => {
if (game.assassinateAttackHookdId) Hooks.off("", game.assassinateAttackHookdId);
if (game.assassinateDamageHookdId) Hooks.off("", game.assassinateDamageHookdId);
});

coral dove
#

(Custom class inspired by PF1 bloodserker or whatever it was called)

coral dove
scarlet gale
vast bane
#

Here is my suggested image for the new Surprised dfreds CE:

coral dove
scarlet gale
vast bane
#

yeah its 2x level if I recall

#

I really wish the class features Hit dice was not a drop down but a open field to type in

scarlet gale
#

I personally don't bother with an effect for tough since the ddb importer already has the math done for HP for me.

coral dove
#

Ok thanks

vast bane
#

actually that wouldn't fix this

scarlet gale
#

Now I want to make a character that is draconic sorc hill dwarf with tough and a berserker's axe

vast bane
#

half the bar will be purple

#

is someone trying out bugbears work?

scarlet gale
#

I've always just done stuff like workflow.advantage = true without anything weird happening

coral dove
#

The funny part tho is I have an abjur wiz in the party with almost the same amount of hp+temp hp once their ward is up

scarlet gale
#

It's the small hit dice, only so much you can do about that

vast bane
#

I'm not getting it to work on my end

violet meadow
#

Now it should work. Small edits (if you meant the Assassinate)

vast bane
#

Hey, does anyone know how to make regeneration whisper?

#

I hate how it spoils itself

#

dnd5e(helpers) didn't do that

scarlet gale
vast bane
#

oh and just update the system.attributes.hp.value at start of turn yeah, I get what you are sayin

#

if value=max return at the start

scarlet gale
#

Or just apply the heal with the midi apply damage function

#

Let it take care of the hard stuff

vast bane
#

ooh ok yeah

#

cause midi won't overheal

scarlet gale
#

Plus you get an undo button

vast bane
#

no that won't work I don't think

scarlet gale
#

Why not?

vast bane
#

I'm not sure if my midi would allow that, it'd put a card out

violet meadow
scarlet gale
vast bane
#

assassinate still not doing critical

#

but maybe it requires fast forward?

scarlet gale
#

It should only be the undo damage button

#

That shouldn't be visible to players

violet meadow
vast bane
#

does it have to be a status condition?

#

or can it just be a CE?

scarlet gale
#

Shouldn't matter, should just be the effect name I'm guessing

vast bane
#

does he need to have the subclass setup?

#

I'm just using the starter hero rogue

violet meadow
#

for assassinate? no, just an actor onUse

#

flags.midi-qol.onUseMacroName | CUSTOM | ItemMacro.Assassinate, preambleComplete for example on a DAE on the feature

vast bane
#

I just set it up in the actor on use

#

should I make it a dae?

violet meadow
#

You are not ff damage?

scarlet gale
#

I feel like we're the only 2 people who use that flag

vast bane
#

I can turn it on to test your thing, but I was testing with my usual setup