#MidiQOL

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violet meadow
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Yeah just wanted to test myself

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No damage FF?

vast bane
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I don't fast forward either of them

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I auuto roll, but I don't fast forward attack nor damage

violet meadow
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works for me

vast bane
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I'm gonna setup your flag

violet meadow
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Get the macro once again. Might have missed some edit

violet meadow
tender radish
#

Hello, I was wondering, how would I generally go about making an item (a feature) only available upon another item equip or activation? I run 5e and use Midi, DAE, Item Macro and Advanced Macros all. I prefer not to do this through the Magic Items module so I was thinking doing it with a macro.

vast bane
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is that dae suppose to populate the actor on use field?

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bugbear you not gonna bleieve this

violet meadow
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Nope. Only if you log the actor

vast bane
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I hadn't hit "begin combat"

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it was popped out, the combat inits were rolled, but I hadn't noticed I wasn't started yet

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its working now

violet meadow
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oh well ๐Ÿ˜„

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I think its buggy though

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let me test it some more ๐Ÿ˜„

vast bane
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its not critting the sneak attack from midi sample items

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wait what is sneak attack at level 1 lol

violet meadow
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I think that the Hooks.off should be after the damageRoll to be safe โœ๏ธ

vast bane
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nm I' m a dufus, 2d6 is crit

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I don't host for a rogue lol

violet meadow
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edited again to Hooks.once to be safe

scarlet gale
vast bane
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updated it but its really for yollo not me

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if its a spell, use items with spells module, MIM is kinda meh now

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I don't think magic items module works with midi anymore

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Items with spells is a better smoother item creation and is easier to share, but sometimes you have to do macro.create

violet meadow
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Effect Macro on a DAE on the main Item, which when the effect is toggled on/off will change the secondary Item to do what you want ๐Ÿค”

tender radish
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Its not a spell unfortunately, its a feature. So I could just export the secondary item and than import it as an item macro that causes it to be created whenever the main item is equipped? But wont the secondary item stick around when the main item is unequipped than?

violet meadow
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OK Assassinate should be fine after some more testing ๐Ÿฅณ

tender radish
violet meadow
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Or a compendium?

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Create the DAE and then literally drag and drop the secondary Item on the Effect Value field

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It will automatically populate the Item.Uuid

tender radish
violet meadow
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Do you have the secondary Item on the sidebar? No need to import any JSON

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oh ffs...

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sorry macro.createItem

tender radish
violet meadow
vast bane
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I think you have to pick the right type now when importing from jsons

tender radish
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When I go activate the effect. I set the effect to apply on item equip.

vast bane
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is the origin item a item or a feature cause if its an apply on equip whats the point of the daisy chain here

tender radish
vast bane
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if we're talking about the same item

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if you have the first item set as an apply on equip, then theres no point in doing macro.createitem, it will always exist on a feature

tender radish
vast bane
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ooh ok then yeah

tender radish
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I tried setting the item value for macro.createItem as Feat instead of Item, but that doesn't seem to do anything.

vast bane
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you put the feature already made in a compendium somewhere, then you drag it to the effect value field

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he made it so midi accepts drag and drops

tender radish
tender radish
violet meadow
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You just drag the Item (which can be a Weapon, Spell, Feat whatever) onto the open DAE's effect value field.

Item is eveything that can be found in the Items on the right sidebar

vast bane
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I suspect they have not understood what goes in the effect value field yet

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My guess is they are dragging an items json

tender radish
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I did that and on the effect activation I get the Model Validation Error.

vast bane
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the item has to be in the sidebar or more preferrably a compendium

tender radish
# vast bane

Yep, that's exactly what I did. I had it in the sidebar.

vast bane
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then all I have to say is dnd5e 2.1.x is so not worth updating to lol

violet meadow
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It is working fine...

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Probably an unrelated Model validation issue. I would try to run the script in #dnd5e pins

vast bane
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yeah, did you make the second item or are you yoinking it out of an old compendium?

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I bet you the dnd5e migration missed it

tender radish
vast bane
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you got bad actors from the update, you have to run the script and pray thats the solution

violet meadow
tender radish
vast bane
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they aren't corrupted they just require fixing cause they had data dnd5e wasn't expecting is my guess

violet meadow
vast bane
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yeah thats why I went with items with spells , just make it an innate spell, cause items with spells can carry the charges like that, but macro.createitem won't carry consumptions

violet meadow
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@gilded yacht #1010273821401555087 message
macro.createItem with an Item that has @prof in the uses field creates a Model Validation Error
MidiQOL 10.0.27, DAE 10.0.18, dnd5e 2.1.4

*Actually it is kind of expected on a second glance. On the sidebar an Item having a preset, in limited max uses, derived value like @prof would essentially be like ```js
uses: {value: 1, max: NaN, per: 'lr', recovery: ''}

tender radish
vast bane
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when does the error happen?

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when its dragged? when its rolled?

violet meadow
tender radish
violet meadow
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If you drag it on the character sheet it's working

vast bane
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maybe an effect macro to modify the max field after creation?

violet meadow
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Its a bug somewhere

vast bane
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it works in 2.0.3 fwiw

tender radish
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Scrap that, that works. Its just that it cant have the uses set to prof.

violet meadow
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yeah that could be done

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use backticks to surround anything with @ so as not to ping here in discord

vast bane
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because you can prelink consumptions in Items with Spells

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if MIM wasn't so funky, you could use mim cause mim lets you put features on items

violet meadow
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@tender radish and @vast bane
A workaround for the issue would be to use an Effect Macro on the same macro.createItem DAE with triggers for Effect Creation and Effect Toggle (on) (the second because someone might want to toggle the effect on/off or it could automatically be toggled off if the initial Item becomes unequipped or something) ```js
const createdItemName = (await fromUuid(effect.changes[0].value)).name
while (!actor.items.getName(createdItemName)) {
await new Promise(r=>setTimeout(r, 500));
}
const createdItem = actor.items.getName(createdItemName);
await createdItem.update({"system.uses": {value:"", max:"@prof", per:"lr", recovery:""}});
await createdItem.update({"system.uses.value": createdItem.system.uses.max})

tender radish
violet meadow
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Put the code in these 2 entries

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On Effect Creation and On Effect Toggle (on).

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Only if you have the Effect Macro Module installed and enabled.

tender radish
tender radish
# violet meadow yeah

Could you make the effect macro deactivate effects on feature activation? Lets say I made a feature that would deactivate an effect applied by a different feature when activated.

violet meadow
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and for enabling when the primary effect is toggled off, as you might have guessed,
On Effect Toggle (off) ```js
const secondaryEffect = actor.effects.find(eff=>eff.label === "Name of the other effect you want now to reactivate");
await secondaryEffect.update({"disabled":false})

tender radish
tender radish
violet meadow
tender radish
coral dove
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How would I apply a DF effect through an ItemMacro? I am looking at the Branding Smite macro as an example but I need to apply poisoned to the target if they fail a save

vast bane
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click the wrench and choose poisoned instead of New

violet meadow
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If through MidiQOL workflow.

vast bane
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I don't think thats going to work is it?

violet meadow
vast bane
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its a banked modified attack?

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the next time you hit, do this

violet meadow
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I think the Branding Smite is irrelevant at this point. More like how to use DFreds CE API ๐Ÿคท

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You can also check the DFreds CE included compendium for macro examples

vast bane
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you basically need bugbears args entry and then you can put together any of dfreds macros in an item macro

coral dove
vast bane
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the real pro tip is to use the dfreds CE command there to be able to work around the limitations of midi only applying one status effect per ae

vast bane
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unless its a banked effect like branding smite, youd be better off clicking the wrench on the item you roll, adding the CE there, and then setting the item to be either an attack and save, or just a saving throw

coral dove
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It's a banked effect. It's exactly like branding smite but damage + poisoned on failed save

vast bane
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the way I handle those is I use kaelad's inlineroll commands and just have the item on the actor. I do this with all the poison save damages like drow poison and damage poison

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and I put the inline commands in the advantage reminder

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(doesn't work if you fast forward)

violet meadow
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OR you can just create a DAE for Poisoned, define a Saving Throw on the Item's details tab and use the MidiQOL Activation Conditions to apply it only when the save is failed

vast bane
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yeah but its a bonus action spell that when activated banks bonus stuff on the next attack they make, honestly the midi sample item could probably just be copied/pasted

coral dove
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I'm managing to roll the target but now I can't get the spell's level

vast bane
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tryin to think of a cleaner banked effect to show

coral dove
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Since it's Xd6 with X being the spell's level

vast bane
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thats just as simple as banking a bonus damage flag until you hit with a special duration

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its the applying on the next hit thats complicated for an effect

coral dove
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I see that Branding Smite uses a flag I can't find in the dropdown tho

vast bane
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you basically want to use the structure of branding smite the proble for me atleast is that I don't understand half the lines

coral dove
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Couldn't I apply on next hit by setting a custom duration of 1 hit?

vast bane
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and its basically doing the opposite of what you want, branding removes an effect, you want your spell to add one

coral dove
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It's not that I want, it's more that I don't really have a grasp on the various apis which are a bit confusing

vast bane
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branding has this line here:
if (effects) await MidiQOL.socket().executeAsGM("removeEffects", {actorUuid: targetActor.uuid, effects});
I think you could clear out most of the macro and use that line minus If and effects at the beginning and change remove to apply or add Iam guessing.

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effects would need to be defined though

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yeah too messy for me to figure out without a few more cups of coffee

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pretty certain what you want is in that midi sample item

violet meadow
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args[0].spellLevel will have the relevant info.
Also the castData flags on the effect too

violet meadow
coral dove
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I managed to make it work. I had no idea I could make custom flags so I was put off by the brandingSmite.level one

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I replicated that and it worked flawlessly, thanks again to both of you

violet meadow
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In other words it says put a flag on the actor, similar to await actor.setFlag("midi-qol","brandingSmite.levels",spell_lvl_used)

whole cobalt
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Hi I am looking at the Hunters mark spell v10.0.23 it does not appear to work. The Item macro is called for the "preItemRoll" but not for the "DamageBonus". So the 'hunter' has the target recoded and the target is marked but the additional damage is not added. Anyone know what is missing?

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..

vast bane
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unless its some new dnd5e 2.1.x conflict that item works in 2.0.3

violet meadow
whole cobalt
whole cobalt
# violet meadow

thanks found that. under dnd 2.1.4 no call is made to the macro the bounds damage.

violet meadow
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Any console errors?
Do you have the Item Macro Sheet Hooks option checked maybe? In the Item Macro module settings?

vast bane
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is that an ASE beta symbol in the taskbar?

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you testing ase for us bugbear?

violet meadow
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nope

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I have never used it because of the prereq it had

whole cobalt
coral dove
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Can't ItemMacros access scene?

dark canopy
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yes

covert mason
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Are there any Thunder Step macros kicking about out there?

covert mason
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Also, did you ever end up finding a successful way to automate Elemental Bane?

tender radish
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Hey, is there a way to make it so that activating an item with DAE on it already activated disables the effects (so that the players wouldn't have to go to the effects tab to do that)? I suspect this can be done through effect macro somehow, but I would appreciate some advice.

dark canopy
tender radish
# violet meadow Similar to what you need https://discord.com/channels/170995199584108546/1010273...

Yep, the thing is I don't know how to modify that macro so that the items disables its own effects (applied by it). When I just swap the name, it disables the effect right on activation which isn't what I want. I want the first click (first activation of the item) to apply the effects that are on the item and than when the player clicks the item again (activates it for the second time) the same effects becomes deactivated. So essentially I need the macro to check weather the item is active or not and only deactivate when it is and I am not sure how to exactly go about that.

dark canopy
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pretty easy with warpgate...

const hasMut = warpgate.mutationStack(token.document).getName('Mutation Name');
if(hasMut) return warpgate.revert(token.document, hasMut.name);

return warpgate.mutate(token.document, {ActiveEffect: {'effect name': effect_data}}, {}, {name: 'Mutation Name'})
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removes change if present, adds otherwise

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hmm, maybe even shorter...

if(await warpgate.revert(token.document, hasMut.name)) return;

return warpgate.mutate(token.document, {ActiveEffect: {'effect name': effect_data}}, {}, {name: 'Mutation Name'})
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that's gonna really stress my event return values, but should work

violet meadow
molten solar
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ONE LINE

tender radish
violet meadow
tender radish
violet meadow
molten solar
delicate quartz
#

Hey guys, is there any way using MidiQOL to create an attack that prompts as con save and then afflicts the Poisoned condition on a fail?

violet meadow
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Either create the attack as a saving throw with a DAE on it for poisoned condition from DFreds CE or CUB.
Or make it a normal weapon attack with a saving throw added too.

coarse mesa
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I havenโ€™t installed any new modules this week, I donโ€™t think ๐Ÿค” @violet meadow should I be installing yours?

violet meadow
coarse mesa
#

To be fair, Iโ€™m gonna install it. Itโ€™s just whether I need it or not

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You and Z coming after DFred

violet meadow
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In the future you will be able to quickly add conditions which will not need any setting up and any modules to automate (slightly) rolls

coarse mesa
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Sounds awesome. I know youโ€™re just getting warmed up for that other module you teased us with earlier ๐Ÿ˜‰

coral dove
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Is there a function to apply damage in an itemMacro? I have an effect applying damage to tokens in a cone behind the attack's target. I'm through getting possible targets, rollings saves and getting damage but idk if I should just reduce actor's hp or there's a specific method to call

violet meadow
violet meadow
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Search in discord for examples and in console for the function

coarse mesa
coral dove
# violet meadow Search in discord for examples and in console for the function
    const magmaDmg = workflow.bonusDamageRoll.total;
    await MidiQOL.applyTokenDamage([{damage: magmaDmg, type: 'fire'}], magmaDmg, new Set(secondaryTargets), workflow.item, new Set());
}

Hooks.once("midi-qol.RollComplete", (workflow) => finalize(workflow, secondaryTargets))```
I tried this but doesn't work and console gives no help on why
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Secondary targets are the tokens in the aoe, while magmaDmg is the roll result total

violet meadow
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Does Roll.Complete trigger at any point?

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Put a console.log in there to check if it triggers

coral dove
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Inside the callback?

violet meadow
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In the hook just log the workflow to see if it reaches

coral dove
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It does

violet meadow
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Try quickly using [secondaryTargets] in the set

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On the phone so I will be afk for some time ๐Ÿ™‚

covert mason
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I'm having trouble trying to get MidiQoL to automatically roll saving throws against creatures with this item. For some reason the module doesn't like items prompting saves for large areas.

dark canopy
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posting the script is generally more helpful

covert mason
#

There's no script, it's just standard saving throw setup.

dark canopy
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oh, my b ๐Ÿ‘

coral dove
last loom
#

Is there a way to get, among all those targeted by an area, only those that are allies and save the array in a variable using macro scripts?

violet meadow
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Yes. If no one helps I will when I am back at my desk!

violet meadow
covert mason
violet meadow
#

Errors in console?

covert mason
violet meadow
violet meadow
# covert mason

There you have the reason why. An interaction between MidiQOL and one of the cover check modules messes up the workflow

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Disable and try again

violet meadow
last loom
#

thanxx

vast bane
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omg bugbear is green!

#

I never finished elemental bane, I gave up cause it was getting too complicated for me. I believe my thought process was to use dfreds CE and I have a nested macro half made but I don't recall what was the bottleneck in the work, but I haven't revisited it since.

General structure is as follows:

The spell launches an item macro that queries for what damage type the caster chooses, then applyes Dfreds CE that removes resistance of that type, and has an effect macro for turn starts to launch another macro that is another dfreds CE that applies a "reverse damage reduction of the damage type". I think I gave up for now because I couldn't figure out the spells item macro to get it all going, as well as the fact it was tedious to setup, I have the 10 dfreds CE's made and the effect macro, just not the item macro.

coral dove
#

I manaaged! THanks!
Just a quick question, how can I enable platyers using macros? ๐Ÿ˜…

vast bane
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its a player permission I think

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but I think midi overrides that for on use stuff

coral dove
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Cause they get locked out of itemmacros

vast bane
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that might be a setting in item macro itself

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if there is one thing that is my weakness, its dialogs, and the on use macro to start it all I just couldn't figure out.

vast bane
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is there a reason why you have active effect manager?

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if I recall it interfers with midi in a few ways

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also dae is kinda required for midi

violet meadow
# covert mason

Do you have the Simbul's Cover calculation active in the Mechanics tab of MidiQOL?

covert mason
violet meadow
#

disable and check again ๐Ÿค”

vast bane
#

does the map have wall height disabled?

covert mason
violet meadow
vast bane
#

I bet you it shows up on maps where wall height is disabled

scarlet gale
covert mason
#

Okay, success! I also discovered it was using Simul's cover calculator when Simul's cover was disabled to begin with. I'll try reactivating all modules again, and changing it to the Levels cover module.

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Yup, that seemed to have been the issue

violet meadow
plain bane
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is there any way to do the same as sneak attack, where it appears if he wants to use it before any rolls

violet meadow
vast bane
#

also if you are the DM, you probably should ask the player if they want to have an always prompt in their attack workflows, some players hate those

hybrid herald
#

Has anyone had a problem with an item adding multiple effects when there is only one effect on it?

violet meadow
hybrid herald
#

ohhh okay! Thank you for letting me know. does re-installing the old version of the mod cause problems?/should I wait until the update

violet meadow
#

Just check against the DAE change log if the version you want to downgrade to, has any issues with the DnD5e system version that you have currently installed

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Do not downgrade dnd5e system though ( needs a bit of care to do that properly )

vast bane
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๐Ÿ˜Ž Me sitting on dnd5e 2.0.3, midi 24, and dae 14 muahahaha

hybrid herald
#

I think I meant to lock dae from updating but totally forgot to actually do it๐Ÿ˜…

vast bane
#

there havent really been anything feature wise in the newer dnd5e, midi, or dae that are worth updating for for me. You really do have to take stock in the release notes of this stuff cause every update can potentially be very destabilizing for your campaigns vtt

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if you are on dnd5e 2.1.x you can't run dae 14

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and you can't manually install 2.0.3 over 2.1, it'll corrupt data

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you have to revert to a backup

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or live with beta testing everything for me 8)

hybrid herald
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Ohhh, that's what it was. I came into foundry and an... inopportune time and started making a TON of stuff before I actually looked into the consequences of what I was doing lol. Now i'm stuck in quite a strange space

violet meadow
vast bane
#

he hasn't implemented them

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I have an issue in item delete check that I really hope he implements

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I think it'd be a great quality of life feature to add an undo button to the item delet echeck messages for charges/consumptions/spellslots

hybrid herald
#

atm I'm lucky enough that session one will be at lvl 1 so what they are actually going to use right away is quite limited. I'm just trying to get ahead and start understanding how all this works so I'm not banging my head against a wall the night before a session

slim coyote
#

Anyone know of a way to get MidiQOL to work with spells that have multiple attack rolls like scorching ray or eldritch blast? When I set the workflow to "roll a separate attack per target" it tries to recast the spell entirely and use another spell slot.

scarlet gale
#

If you don't get that dialogue check your midi settings to prompt for spells

vast bane
#

the spell is a self/self buff that gives an item that is X charges where X is the item level cast of it

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and the item can be used X times and you fire them off all you want till they expend all charges and it destroys itself on empty

scarlet gale
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I've considered using warpgate to do something similar

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Except to the spell itself

vast bane
#

I only didn't do warpgate cause I suck at macros

scarlet gale
#

Totally fair

slim coyote
#

hmm that could probably help me with the issue Im having with melf's minute meteors

vast bane
#

look at chris, bugbears, and mrprimates githubs for premade macros

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I thought I saw a minute meteor on one of them

slim coyote
#

sure ill check it out. thx

scarlet gale
#

Not mine, don't have any players that use that one

violet meadow
#

Me neither

vast bane
#

@fallen token I'm using Advantage reminders grant message flag here, but with DAE I believe you can fiddle with the attribute you reference in effect values, I'm not entirely sure if this is right.

This is an ae thats on a target, but its proposing the save dc of the caster so it can potentially be a third party spelldc so is this going to work right? Player A casts on Player B and Player C attacks B. Is the attribute populated on cast?

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should I inline roll this so it does populate on cast?

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via dae's feature

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(its sanctuary btw)

fallen token
vast bane
#

yeah I did that just incase

gilded yacht
last loom
#

I was wondering, the other day when they helped me with something, to create a spellItem in a macro script I learned that there was this way

const item = actor.items.getName("name of the Item you want to be rolled");

But is there a way to do the same but with SpellItems that are not in the actor's sheet? That they be called directly from the Items collection.

violet meadow
#
const itemFromSideBar = game.items.getName("name of the Item")
molten solar
#

You can't use an item that is not owned by an actor.

violet meadow
#

I just read to "create a spellItem"

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Do you want to use that Item afterwards?

last loom
#

It is to create a "Special Burn" action effect with a macro that is executed at the beginning of each turn of whoever has "Special Burn" and calls the Item that makes a damage roll by saving throw of constitution to the one who suffers it

violet meadow
last loom
#

the AE "special burn" call an Item called "Burn damage" to damage the token with these AE at the start of his turn, I don't know if it's possible to do this

violet meadow
last loom
#

Ohhh thats true, no need to use an item :00

minor forum
#

Hi guys, i have a question..... there is some macro for faerie fire? D&d 5e

finite delta
#

Hey guys, is there a way to automate a custom weapon to do extra damage vs enemies of size Huge or larger?

violet meadow
violet meadow
finite delta
violet meadow
#

Faerie Fire ๐Ÿ˜„

finite delta
#

OH SORRY

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i thought you were replying to me haha

violet meadow
#

Wait... no I am confused again ๐Ÿ˜…

minor forum
violet meadow
finite delta
#

ok I'll give it try

finite delta
#

Ah i didn't realise there was documentation for midi

last loom
#

Is there a way that the "Effect Macro" module can access midi-qol args? it would make many things easier for me

celest mica
#

Hello, how would an activation condition look like for something to trigger only if the target is an Ally?

molten solar
#

It has its own parameters passed to the macros.

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They're more than enough.

last loom
#

okai

dark canopy
#

isnt the midi workflow object stored in some global memory for situations like this?

violet meadow
violet meadow
last loom
#

I was trying to pass the token.actor.uuid in the options like

MidiQOL.completeItemUse(..., {targetUuids: [token.actor.uuid]})

but it looks like I wasn't expecting that type of object , but rather the most typical of the args, which is why I wondered if it was possible to do it

I'm not doing a specific thing I'm just messing with the functions to see what can or can't be done

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I was trying to make the selected token itself the target of an item

violet meadow
#

Still not sure what you're trying to do. Why would you need Effect Macro to do that?

last loom
#

I wanted to see how I could use that without using args, I mean, I wasn't doing anything specific, just testing if I could do something like that, but it doesn't matter

violet meadow
last loom
#

hmm I think it can help me in some future. By the way, where can all these options be seen? The thing is that in the documentation I often see that they put options as an argument of said functions but I don't know which are the specific keys that can be handled in each case. It's just that I'm trying to learn how to handle the APIs so I don't bother too much around here.

violet meadow
toxic spruce
#

What is the cleanest way to run a macro when a CE is removed?

scarlet gale
regal osprey
#

Hi, I'm trying to link my Wild Magic barbarian's rage to a roll on the Wild Surge d8 table, as well as apply the rolled effect through CE or DAE, and I'm not sure of how to go about that

#

I tried creating a macro with game.tables.getName('Wild Surge: Wild Magic').draw() and attach it on use to the rage, but i get TypeError: wrapped is not a function Same error when using the table ID instead of the name

#

I'm probably misunderstanding something?

dark canopy
#

wait

#

getName requires a name

#

get accepts an ID

molten solar
#

Clearly a module error.

#

'wrapped' indicates either midi, dae, or libwrapper

regal osprey
#

advanced-macros returns the error

molten solar
#

I forgot that existed. On the pile it goes.

regal osprey
#

would there be another way?

dark canopy
#

did you swap the functions as i previously noted?

regal osprey
#

Yes, tried with both getName(Name) and get(ID)

dark canopy
#

lets see the getName code you used, exactly. And is it word for word identical to the table in the sidebar?

#

this will not work if its in a compendium

#

you know what? forget it, just throw science at the wall

const table = await fromUuid(tableUuid); //right click book icon in table header to copy UUID
await table.draw();
molten solar
#

RIGHT-click

molten solar
#

There it is. It's in a compendium.

#

Use the above snippet.

regal osprey
#

Even if pulled from the character sheet?

dark canopy
#

hmm? can you rephrase?

#

the table being rolled appears to be stored in a compendium, which requires the fromUuid version, above

molten solar
#

The table is in a compendium. That is fine, but you can't use getName or get in that case; you have to use fromUuid

regal osprey
molten solar
#

Take a closer look

regal osprey
#

right, thanks

dark canopy
# regal osprey right, thanks

unsure if this was left hanging, replacing tableUuid with the string copied from right clicking that header icon is the fix

regal osprey
#

No that was understood

#

It works now

dark canopy
#

kk, great

regal osprey
#

I appreciate the help

royal dragon
#

I am using this ItemMacro for Dragon's Breath that is a hybrid of honeybadger and chris macros. Everything works except for the warpgate revert in the onDelete.

dark canopy
#

whats the error?

royal dragon
#

No error, just revert doesn't happen

dark canopy
#

likely because token is not defined in the script handler?

royal dragon
#

that token.document seems suspicious, but I am new to this

molten solar
#

It is

#

token is the token placeable of the owner of the effect, as I have defined it

#

Did you disable the effect?

royal dragon
#

No, I dropped concentration

molten solar
#

Does that disable the effect?

royal dragon
#

Deletes it yes

molten solar
#

No, does it disable the effect

royal dragon
#

It doesn't disable it. It removes it

molten solar
#

also I see the script above does not actually have Effect Macro listed as a requirement despite using it

dark canopy
#

(as a sidenote, that secondary "custom effect" function could be avoided all together -- just put the effect data inside your mutation data and warpgate will route as needed)

royal dragon
#

ok. I assumed that was needed since that did the running as gm check

dark canopy
#

nah, warpgate can modify anything (contained from a token, that is), and it will handle it automatically ๐Ÿ™‚

royal dragon
#

Great thanks!

#

I'm not sure what is meant by listing Effect Macro as a requirement. None of the examples I've found mention that

dark canopy
#

this line: * Prerequisites: Foundry v10+, Warp Gate, Item Macro (as written), just add "Effect Macro" so that users who come across this in the future are fully informed of the prereqs -- and Midi-qol as well.

royal dragon
#

So how do I fix the token.document issue? Can I pass the token actor id or something instead or grab a reference to the actual document somehow?

molten solar
#

Well, do you have Effect Macro?

#

and no, you cannot; warpgate always uses the token.

scarlet gale
#

You appear to have copied some from my Dragon's Breath script. I have token.document in mine since midi arguments provide the token object not the token doc. You can change your const updates to the following to apply the mutation and add the effect at the same time:

const updates = {
    embedded: {
        Item: {
            [abilityData.name]: abilityData
        },
        ActiveEffect: {
            [abilityData.name]: effectData
        }
    }
}```
molten solar
#

(since it's just an item, could just delete it in the script tho...)

scarlet gale
#

Move your effectData above the updates as well obviously.

#

Just double checked, token.document appears right as that's what Warpgate wants for the mutation.

#

If you really want, you can just delete lines 30-36 on my version of the macro and change line 37 to have the item data.

#

I try to avoid embedding item data into my macros and pull from a compendium with the feature saved there. Less easy for sharing I guess.

royal dragon
#

Yeah, using the console I can manually make the warpgate call and it does the revert. Just not when the effect gets deleted

#

Yeah, took me a while to figure out that is what you were doing lol

#

I don't have one so I started to code around it

scarlet gale
#

Do you have the effect macros module? And can you verify the mutation name is correct in the effect macro?

royal dragon
#

well, that would explain why I wasn't aware of the Effect Macro dependency... Sorry guys

dark canopy
scarlet gale
dark canopy
#

its a really really great example of using warpgate only, rather than mixing and matching midi socket functions and warpgate

royal dragon
#

That fixed everything

scarlet gale
#

I only started posting them to github because I kept sharing scripts as examples and found myself doing it from mobile a lot.

dark canopy
#

that's exactly how it starts, haha

royal dragon
#

Thanks everyone

dark canopy
#

it takes a village in this thread ๐Ÿ˜†

scarlet gale
#

There is a way to do it with DAE on and off item macro passes

#

if you want to avoid adding effect macros, but honestly that module so useful

dark canopy
#

i would definitely love to see more warpgate into effect macro usages. Not that other approaches arent perfectly valid, but i think those two modules can simplify a lot of the common stumbling blocks with more "piecemeal" approaches

royal dragon
#

This is only my second macro. Modified a sleep macro as well. That one is a pain. Constucts, undead, fey ancestry, charm immunity, unconscious already, and finally just a custom sleep immunity to cover evrything else when I remember to set it

scarlet gale
#

Tons of my stuff use this exact combo

dark canopy
#

with the added benefit of being more agnostic, so help is easier to provide ๐Ÿ™‚

dark canopy
scarlet gale
royal dragon
#

Think I'm going to start writing these things in vscode. Long ones get cumbersome in foundry

dark canopy
#

its just

prep data
prep data
prep data
...ok more data
ONE API FUNCTION CALL ๐Ÿฅณ

molten solar
#

Contemplating sharing my item macros... urge rising...

violet meadow
#

hooooooold it

molten solar
#

My item macros are too strong for you, traveler

scarlet gale
royal dragon
#

Anyone have ideas for multitarget magic missile? I'm just hoping that doesn't come up in my game lol

molten solar
#

Don't think they ever have more than 1-4, not counting Item Macro obviously

scarlet gale
#

What would actually help me a bunch would be a way to store midi on use macros on an effect instead of just items.

#

I pretty heavily make use of flags.midi-qol.onUseMacroName and that requires having the macro just sitting in a folder.

royal dragon
#

I love how the srd version of sleep kills entire groups of enemies. Found that out in game

scarlet gale
royal dragon
#

Ahh, I don't have DDB

scarlet gale
royal dragon
#

Is it worth making a Foundry enhanced spell compendium? How often do you have to go back through it all when things break or new toys come along?

scarlet gale
#

My setup is to use the ddb importer and if it's not already automated, or not done well enough make my own version of the spell. I then pop them into a compendium for safe keeping and for after doing level ups on characters.

royal dragon
#

Plus getting my players to pull from the correct compendiums is like herding cats...

scarlet gale
#

hide the ones you don't want them to see

molten solar
#

I have a personal module where all the item macros are stored; the items then just call those functions. Then it doesn't matter where they pull from; they or I just add a one line Item Macro.

royal dragon
#

I've hidden some stuff, but not the entire SRD spells folder

scarlet gale
#

And if you use the quick insert module, you can specify what compendiums are searchable.

#

Midi lets you just call the macro via it's name, so all macros are just neatly stored into folders on my setup.

(Using the sidebar macros module for this image)

#

I also use a world script to handle all my commonly used things so I don't have a ton of repeated code in each macro.

molten solar
#

I have only a measly 300 lines of helper functions specifically for itemacros.

royal dragon
#

Nice, that magic missile works great, just had to update the npc image variable

scarlet gale
#

Bit surprised it isn't fixed by now.

weary rune
#

is it possible to detect Dim Light and Darkness in an effect? wondering how to do Shadowblade. Gets advantage in Dim/Dark

dark canopy
#

(unless there is a method im unaware of) its pretty tricky to work with lighting like that. Could you use a second item that always rolls at advantage, or perform the roll with advantage when needed?

scarlet gale
#

Not sure about checking the lighting, but this.advantage = true in an item macro will make it an advantage attack. I normally just tell my players to just hold alt when I tell them they're attacking in dim light with that spell.

#

Could have a dialogue I guess.

royal dragon
#

Could ask for a feature that sets a token flag of the lighting level when the rendering happens...

#

Doesn't solve the immediate problem though

dark canopy
#

(too many updates for such a thing)

scarlet gale
#

There is probably some sort of foundry function for light related things. You would need to look around through foundry.js presumably.

#

Far easier to have the GM make a judgement call. ยฏ_(ใƒ„)_/ยฏ

royal dragon
#

You'd think it would be easy, until you realize that anyone can add strobing light sources wherever they wanted

spring dove
#

Is there a way that, when selecting multiple targets for the same feature/attack, that the attacker will make a separate attack roll for each target?

#

Ah ha. Nevermind, found it.

#

It would be fantastic if there was a setting to make midi ask each time multiple attacks are prompted for multiple targets. Some effects in our game use one attack roll for multiple targets, while other effects roll a separate attack roll for each target.

scarlet gale
#

Having one attack roll for multiple targets seems like something that's outside the norm for DND.

#

It some kind of homebrew feature?

spring dove
#

Well yes, but it's also built into midi as an option. I'm just saying I wish there was a prompt for that option

vast bane
#

theres that new midi feature where if you have more than one target it rolls an attack roll for each, but I found it to be contrary to the only times I need to utilize it

#

so I just never utilize it

#

only time I'd use it is scorching ray, mm, and eldritch blast but for those I use temp items with charges and the charges don't expire per roll

scarlet gale
#

It's doable with a macro to be fair

#

Have the macro roll the item multiple times then set the attack roll in the workflow from the initial roll

toxic spruce
#

Does anyone know why there is a ${diceMult}d6 on Hunter's mark? Isn't it always just 1d6? It is rolling 2d6 for me right now

vast bane
#

my guess is it can crit?

#

look higher in the macro for diceMult =

toxic spruce
#

ah!

vast bane
#

if spellLevel is in that line then we have an issue, if instead its working with crit or something then its ok

toxic spruce
#

I will look

vast bane
#

you could also just have a bad modifier hitting the same flag

#

always lead all modifiers with a + or else they will ADD the integers together without the plus

#

but 2d6 isn't possible so nm

#

if you critted the 2d6 makes sense though

toxic spruce
#

It looks like it is applying it twice...

#

So doubling up on a dae

#

yes I think so

wind spire
#

hex

toxic spruce
#

that was it. had two passive effects

vast bane
# toxic spruce

yeah theres a bug with the newest build where the ae's double. Thats partially why I'm rocking 2.0.3/10.0.24/10.0.14 dnd5e/midi/dae. I understand its important for devs for people to test their stuff, but ultimately for live play, I think using the most stable bug free build is logical and better to do as an end pointuser. By all means test with a test build, but why would anyone run the newest in a live session.

sullen ingot
#

is there a known recent issue with Midi Qol? In a session and none of us can use attack buttons with it enabled

vast bane
#

Can I use the onusemacro key that you showed me the other day to temporarily turn on an actor on use macro for just the next attack @violet meadow ? And if so, is there a way to force that next attack to be at half damage total and if possible respect resistances and halave again down to 1/4 damage? I assume the effect value would be macroname, preitemroll or something? I dunno how to manipulate the damage workflow though.

I'm trying to remake a cleave feature for my group as one of the things we lost from roll20 to foundry was our house rule on cleave for martials, the original rule was any overflow damage could be applied to a secondary target but midi doesn't make that easy to do, so I was thinking of giving the players a special item they can roll that flags their next attack to target multiple creatures and challenge their ac and deal half damage(1/4 incase of resistances).

vast bane
#

also you need the source token on the scene too

#

so consider confirming you don't have wonky actor tokens on the map

#

same goes for the target tokens

#

if they are bugged dead actors that don't have a link then midi can't do anything with them

violet meadow
vast bane
#

very common problem if you just updated dnd5e 2.1 and have bad model validation errors

violet meadow
#

Who would be targeted next? Closest?

vast bane
#

the rule is it has to be another creature within reach range

#

sorta like green flame blade

violet meadow
#

The overflow carried over is really easy with a damageOnlyWorkflow or applyTokenDamage

vast bane
#

I'd be fine with that if its possible do they have to retarget?

#

thats literally what the roll20 house rule was

violet meadow
#

Do you want to retarget?

vast bane
#

I know you can get the math cause I've done it a couple times cause you can see the overflow in the damage card

violet meadow
#

It can be both

vast bane
#

would it prompt late targetting?

violet meadow
#

Or a dialog

#

Doesn't have to be late targeting

vast bane
#

we have a glitch in our world where the late targetting window is in the bottom right and hard to see

#

dialog would be better

sullen ingot
dark canopy
#

just a thought, lowest health within 5 feet? or whatever your range is -- wouldnt that cover the vast majority of picks?

vast bane
violet meadow
vast bane
#

Its cause my players really wanted martials to have a way to clear through the trash like the casters do

scarlet gale
#

If you don't get it, I have something that might help

dark canopy
violet meadow
#

Yeah it can be fully automated easily

vast bane
#

prolly filter out allies

#

Just gotta remind you, I don't fast forward so some of midis stuff won't work for me

#

we've seen this issue before so figured I'd throw that out there

violet meadow
#

The only thing you need is to know the rolled damage

#

So just a macro after damage rolled

scarlet gale
#

If you need it, I have a warpgate dialog function that will make a list of tokens to select from. Can feed it the token list from midi find nearby.

violet meadow
#

Sorry applied

vast bane
violet meadow
#

The link inside this link (๐Ÿ˜…) has a big part of what you would need

sullen ingot
vast bane
sullen ingot
#

ah, DM mentioned he is also seeing this:

Error: Metadata validation failed for module "midi-srd": The file "scripts/midiSRD-styles.css" included by module midi-srd does not exist
    at PackageAssetField.initialize (file:///opt/foundryvtt/resources/app/dist/packages/package.mjs:1:1270)
    at file:///opt/foundryvtt/resources/app/common/data/fields.mjs:857:40
    at Array.map (<anonymous>)
    at SetField.initialize (file:///opt/foundryvtt/resources/app/common/data/fields.mjs:857:18)
    at SetField.initialize (file:///opt/foundryvtt/resources/app/common/data/fields.mjs:908:26)
    at Module._initialize (file:///opt/foundryvtt/resources/app/common/abstract/data.mjs:198:27)
    at new DataModel (file:///opt/foundryvtt/resources/app/common/abstract/data.mjs:60:10)
    at new BasePackage (file:///opt/foundryvtt/resources/app/common/packages/base-package.mjs:61:5)
    at new BaseModule (file:///opt/foundryvtt/resources/app/common/packages/base-module.mjs:11:16)
    at new ServerPackageMixin (file:///opt/foundryvtt/resources/app/dist/packages/package.mjs:1:1854)
vast bane
#

I don't think its the problem though

#

the person pressing the attack has to look at their console at the moment of pressing the button

sullen ingot
vast bane
# sullen ingot also

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..

sullen ingot
vast bane
#

Also if you are on 2.0.3, midi and dae should be on 10.0.24/14 respectively

#

he has not tested the newer versions with 2.0.3

vast bane
sullen ingot
vast bane
#

Your best most stable midi setup should be 10.0.24 midi, and 10.0.14 dae.

#

if he hasn't updated yet, he should fin dthe 24 and 14 zips on tposney's git. If he just blindly clicks update, hes gonna wind up with newer versions that are untested

sullen ingot
#

dae atm is 10.0.18, not sure where midi is since it's not enabled atm. I'll keep that in mind ๐Ÿ‘

vast bane
#

I would confirm that all the tokens on the scene have a represented as field:

#

if either the source or target don't have that field I think a red error will pop and midi will have a stroke and not do anything.

#

I think that happens when a DM is mismanaging their actor sidebar and prepped materials

#

you can replicate this by dragging from a compendium the actor, and then deleting the sidebar actor and redragging it again

sullen ingot
#

my player token definitely has the represented as field filled in, but I'm not sure about the targets

#

however even without targeting it still wasn't working

vast bane
sullen ingot
#

this is the one I rolled; not sure of the attacks others tried

vast bane
#

in order:
Token Action Hud
Tidy sheet inventory tab
Combat Booster history button
Default Sheet inventory tab

#

it could be that your method of starting the attack is a broken module with midi

#

I do spot a bunch of token action hud versions as of late

#

also if the weapon has an item macro, and TAH is setup wrong, or if character sheet hooks are left on in tiem macro, that could be the problem.

violet meadow
vast bane
#

hes on 2.0.3

#

he'd want my version

#

but hes a player not a dm so he can only relay it

#

we're assuming they even have it

violet meadow
#

(I meant you get it when you can) ๐Ÿ˜…

vast bane
#

I don't update unless I absolutely need a fix or a feature of it

#

So far the only thing pushing me towards 2.1.x dnd5e is inventory plus's minimum requiredment for its newly fixed version

#

I'd honestly be there if dae wasn't duplicating effects

#

I really want Zhells new resource module lol

sullen ingot
vast bane
#

Its all speculation but I wonder if nothing could happen if TAH was not set to midiqol roller.

#

in my version I can't choose anything else, its like TAH auto detects it

violet meadow
#

yeah, locks it like that

vast bane
#

or maybe midi auto detects TAH either way

#

@sullen ingot Message me the module list that your DM has for the world. Don't share it here.

sullen ingot
#

alright- curious though, why is it bad to show here? Spam or security?

vast bane
#

I am fairly confident that your DM's issue is that they have a very old verison of Libwrapper installed

#

(Over a year old)

sullen ingot
#

cool, I'll let him know when the session is over, thanks

vast bane
#

Also, it is very likely that they are using the newest mid cause they have the newest DAE installed

#

but your list is "active" modules and you guys disabled midi so its not in the list

#

but I strongly feel the problem is the v8 era libwrapper

#

oh sorry my eyes decieve me, its a v9 era libwrapper.

#

still about a year old lol

#

eh its the 1.11.4 so the last v9 verion.

#

Also his advanced macros is on the bad version, I can't remember what that version did, but 1.17.3 was notorious that we had to downgrade from if I recall, just have them update to the newest.

sullen ingot
#

gotcha, thanks, man

#

kinda nostalgic atm in a pitched battle doing everything manually though ๐Ÿ˜‚

vast bane
#

@violet meadow its become so many that I think its worth point out to you, unless I'm missing something, every single potion in Midi SRD does not have a proper duration appointed to their duration tabs:

For some stuff this might be ok if the details tab is respected, but for a few potions they don't have a simple duration to be put in the details tab.

violet meadow
vast bane
#

Yep, ok, must be a feature of dae/midi doing that? I've just assumed I had to put a duration in the tab

#

I will circle back to the others to find the few that had weird durations later

violet meadow
#

Yeah DAE should take care of the transformation from Item.system.duration to Effect.duration

vast bane
#

Its not gonna like add the two right?

violet meadow
#

In the Effects Duration tabs?

vast bane
#

yeah

violet meadow
#

Nah, it might overwrite them though ๐Ÿคท

vast bane
#

thats fine, they are identical

young owl
#

posting in here at @vast bane behest, but still unclear on the tie to DAE, does it change the model or something for the fields in addition to all its AE stuff?
#dnd5e message
synopsis:

putting a roll formula into the "Duration" on an item and then refreshing will result in that item being deleted from the world without notification. You can see it referenced somewhat in the console log, but still nothing really useful imo:

The field will complain with an error "Duration formula cannot contain dice expressions" if you just do: "1d4" in the field, but nothing complains to the user if the roll formula is put in "[[/r 1d4]]"
vast bane
#

yeah its really weird that you came across this right when the two of us were in here talking about it, but dae takes the data in the details tab and converts it to seconds.

young owl
#

ah

#

but that would still mean DAE is just reading from the system model then, no?

#

not actually affecting the field itself?

#

or are you saying that the background processing of the "rounds to seconds" is doing that in the data, but not in the ui?

#

Items seem to be duplicating themselves on Actors:

vast bane
#

its a known bug

#

personally I'd run 2.0.3 dnd5e, midi 10.0.24, and dae 10.0.14 for live sessions till its fixed.

#

but you can't revert dnd5e versions if you already updated to 2.1.x

#

the only way to go back is a backup

young owl
#

yea, which is 2wks of sessiosn too late ๐Ÿ˜›

#

i did week with no midi and dae and we all hated it, so now we're just lasting through the rough patch

#

so what exactly was it in this system update that hosed things so bad? I wouldn't expect this from a minor version update

vast bane
#

Arbron would better explain it I bet, but basically they restructured stuff and also changed how scaled items work, and that wreaked havoc on midi, dae, and item colllection

oblique scaffold
#

is there a way to add a d4 roll onto any hit die rolls a character makes?

vast bane
oblique scaffold
#

gotcha, thank you

dusk jungle
#

what is this display you're showing here? what does it do and how did you get it? looks interesting

vast bane
spring dove
#

Hey dudes, when I set a feature to perform an ability check, it's not showing the result

vast bane
spring dove
#

lame. I'm not turning off midi for that lol

vast bane
#

use MTB or LMRTFY to roll it

spring dove
#

yeah

#

easy enough

vast bane
#

OR, use an on use macro to make it

#

i wonder if kaelads inline commands work as on use macros lol

spring dove
#

Also, this is not limited to midi, but what is the proper syntax and setup for an ability that is "within X feet of token" like a dragon's wing attack? All creatures within 15 feet take damage and make a save, etc?

#

cuz this just places a 15 circle template, which obviously doesn't account for the token's size, and also targets the token itself if I place it over top of the dragon.

vast bane
#

Put special in the right hand range drop down if it doesn't target self

spring dove
#

like this?

vast bane
#

no

#

15 feet Enemy
blank blank blank

#

the radius makes it a template

#

you don't want to use radius because it will count the creatures space in the circle

#

you want all creatures within 15 ft of the edge of the creature

#

If it can hit anything, even allies, then:

15 feet creature
blank blank special

spring dove
#

So that seems to target the right creatures, but now it's just doing this in the output

#

not rolling damage or prompting me to apply it

vast bane
#

your target settings are off

#

Its the second drop down:

#

the reason why is because you have no targets

#

either they are behind walls, and you have walls block, or you set it to NONE

#

and keep in mind that levels walls matter as sad as this sounds

#

So if its a wall on another floor its gonna block the ae

spring dove
#

These three goblins I'm using to test range. The closest two should be hit by the wing attack, the furthest one shouldn't. When I have no targets selected, it auto selects these two as targets.

#

no walls

vast bane
#

whats the range?

spring dove
#

but good checking

vast bane
#

wait it targets but doesn't roll damage?

spring dove
#

oh I found it. There was an error in the damage syntax

#

derp

#

Thanks moto โค๏ธ

#

I didn't know about that special tag so a radius ignores the source token. Very handy.

vast bane
#

I think if you do radius it counts from the center though, so a gargantuan dragon will barely touchanything due to 10 of that 15 being in the radius

spring dove
#

oh no, it caught the middle goblin, which is 15 feet away from the edge of the dragon's huge token

scarlet gale
#

@vast bane You ever get a overflow damage macro?

spring dove
#

I have one @scarlet gale

#

Unless you're trying to give one to Moto?

scarlet gale
#

Was wondering if he got one. Sounded like an interesting concept to make

#

Curious to see how yours looks however

spring dove
#

I've got a bunch. OverTime is an incredible tool

scarlet gale
#

Does the extra damage with an overtime?

spring dove
#

the what now?

#

Here's one. Corroding. I use it for acid type effects where you continue to take damage each round until you make the save

scarlet gale
#

Nah, was talking about his homebrew rule for martials

vast bane
#

our martials wanted a house rule so they could do aoe damage so they were as relevant in boss fights clearing trash, so we devised for overflow damage to cleave through to an adjacent target

scarlet gale
#

Just getting home, I'll give it a go

vast bane
#

But then I had an epiphany since I suck at macros, what if I gave them an aoe attack that deals half their damage total, but I ran into the problem that I don't know how to halve the damage in the workflow and I didn't wanna make 20 different attacks

scarlet gale
#

I have a pretty good idea how to go about it

vast bane
#

yeah I gotta believe its possible cause I can do it in my head looking at the damage chat card, I just wanted it automated so i didn't have to keep doing the math myself

#

I think I'd prefer the choose target rather than lowest health adjacent though just cause my players rarely choose efficiently

scarlet gale
#

Does the target need to be next to the attacker and the original target?

vast bane
#

Technically the rule is within the attacks range of the source actor, and adjacent to the original target

scarlet gale
#

Yea, I'll make it a dialogue like my magical inspiration macro

#

Easy enough

#

Find nearby on the attacker and the target, any overlapping tokens would qualify

sullen ingot
# vast bane Also his advanced macros is on the bad version, I can't remember what that versi...

Alright, after session we're looking into things:

His libwrapper was out of date because he tried reverting to fix things- even with the latest libwrapper midi doesn't work.
Advanced Macros required uninstalling + reinstalling to update, since pressing the update button didn't work, but even after updating there's no change

Midi Qol is giving him an error on startup "Error detected in module, it is likely the module has not been updated for V10 (he's on midi v10.0.27). See JS console"

#

gonna look into your other suggestions now

sullen ingot
#

or you meant to get the zips and upload them manually to his server?

vast bane
#

he does keep them in zip ffiles that you just put int he modules folder

#

actually if I recall the zip has the midiqol folder in it

#

I had no idea there was a 10.0.27

sullen ingot
#

yeah, he confirms he hit the update all button the other night

vast bane
#

personally I stay on stable builds and only update stuff if it is critical. Blind updates aren't worth the headaches as your table is discovering

sullen ingot
#

yeah, he was under the assumption that updates found through VTT would be stable

vast bane
#

oh hek no

sullen ingot
#

apparently not ๐Ÿ˜‚

vast bane
#

depending on how many modules you have each author rarely works with each other to confirm compatibility

scarlet gale
#

What would you call this feature Moto?

vast bane
#

and theres little coordination with foundry/system devs

scarlet gale
#

In terms of showing up in a dialogue?

vast bane
sullen ingot
#

yeah, that's fair

vast bane
#

I think its similar to a previous editions cleave

#

I can't test anything for 30ish minutes server unavailable

scarlet gale
#

That's fine, still ironing out stuff

deft scaffold
#

Hello question, is there something with MidiQOL that doubles all dice rolled?

#

wait nvm, I figured out the issue

#

it was stacking with another module

vast bane
scarlet gale
#

@vast bane Up for giving my macro a test?

#

The dialogue needs to be formatted a little bit better for longer names but otherwise it's functional.

#

Attacker is the bottom left Kobold

#

The macro could easily be modified to follow the rules from the dungeon master workshop in the DMG to not half the damage and work for any melee attack.

vast bane
scarlet gale
#

The new target is supposed to have it's own attack roll right?

#

Or is it using the original attack roll?

#

If so I'll need to adjust it.

vast bane
scarlet gale
#

I'll see what I can do for that.

#

But let me know how the current form works for your setup.

vast bane
#

is it just a macro cut and paste?

scarlet gale
#

yep

#

file extension is .js not .json

#

I could make it a worldscript so it doesn't need to be applied to actors but just runs on any actor

vast bane
#

Nah its a player only thing

#

so far didn't work but could be undead fortitutde being the issue

scarlet gale
#

It's explicitly checking for 0 hp.

#

So that could get in the way

vast bane
#

oh duh

#

I made the item in the sidebar and never added to sheet

scarlet gale
#

I'm adjusting it now to use the original roll

#

that would do it

vast bane
#

hmmm no way to determin which one hes targetting

#

theres probably no way to do that other than turning on tokenmold I imagine right?

scarlet gale
#

ah

#

Hmm

vast bane
#

and do the randomized prefix thing on token names

scarlet gale
#

I didn't think about that

#

I pulled the image and name

vast bane
#

I already use tokenmold for hp rolling, I could probably do token randomizer for prefixes if it'd be too weird to fix

scarlet gale
#

I'd hate to make you turn that on just for this

#

But I'm not sure how else to differentiate the targets in the dialogue

#

I could try setting an item to use late targeting I think before the roll instead of the dialogue

#

but I don't know how that even works

vast bane
#

let me see how tokenmolds thing works

#

oh shit actually it'd work

#

cause you can just number them

scarlet gale
#

that's what I have in my game

#

I have token mold number the enemies

vast bane
#

I don't show names but I'll turn it on for this

#

If you make the use same roll macro I may still propose both to the party cause I think both ways have their merits

scarlet gale
#

almost done with that

#

Try this out

#

Now it's even closer to the DMG workshop thing

#

all it needs is allowing melee spell attacks and not doing half damage

coral dove
#

Any ideas for this error popping up after an ItemMacro tries to work with CE? Uncaught (in promise) ReferenceError: Sequencer is not defined [Detected 5 packages: autoanimations, midi-qol, lib-wrapper, system:dnd5e, advanced-macros]

scarlet gale
vast bane
#

yeah you don't have sequencer enabled or installed

#

wait

#

is it Sequencer?

scarlet gale
#

Or part of the macro is looking for a variable named Sequencer (and it doesn't exist)

vast bane
#

I'm not sure if a capital S matters in its function

scarlet gale
#

It would

coral dove
#
    if (args[0].item.system.actionType !== "rwak") return {}; 
    if (args[0].hitTargetUuids.length === 0) return {}; // did not hit anyone
    for (let tokenUuid of args[0].hitTargetUuids) {
        const target = await fromUuid(tokenUuid);
        const targetActor = target.actor;
        if (!targetActor) continue;
        const roll = await args[0].hitTargets[0].actor.rollAbilitySave("dex");
        const result = roll.total;
        let dc = args[0].actor.system.attributes.spellDC;
        if (result < dc)
                await game.dfreds.effectInterface.addEffect({effectName: "Shot Wings", uuid:targetActor.uuid, origin:args[0].uuid})
console.clear()
console.log(result, dc)
    }
    Hooks.once("midi-qol.RollComplete", async (workflow) => {
        const effect = await args[0].actor.effects.find(e => e.label === "Deed: Targeting Shot - Wing");
        if (effect) effect.delete();
        return true;
    })
} catch (err) {
    console.error(`${args[0].itemData.name} - Deed: Targeting Shot - Wing`, err);
}```
#

The macro in quesiton

#

I have Sequencer installed and activated

scarlet gale
#

Nothing in that mentions sequencer

coral dove
vast bane
#

I don't see sequencer in there, does the ability have an animation set for it with AA?

#

it could be that the newest AA has got an error

scarlet gale
#

Yea, seems like a module bug at this point

coral dove
#

Might have, it's another on hit effect a-la branding smite

#

So I roll a crossbow attack to test iit

vast bane
#

what version of Automated animations are you on?

#

if its going to have an issue its going to be yesterdays version drop of it

#

the odds someone hasn't seen this yet is slim to none if its an older version

coral dove
#

I figured there was an update, maybe that fixes it

scarlet gale
#

Test the new version of the macro Moto?

vast bane
#

nah my guess is its cause of a new one

vast bane
#

all 3 creatures had 1 hp

scarlet gale
#

and it chained?

vast bane
#

each additional cleave seems to reduce

#

I want the chain yes

#

but it seems to be costing more than their 1 hp every cleave

#

its like the macros halving the damage

scarlet gale
#

uh

coral dove
#

Ok it was AA breaking it (still not used to this modules web)

scarlet gale
#

It is halving it?

#

Isn't that what you requested?

vast bane
#

Yes technically

scarlet gale
#

I have it doing leftover damage / 2

vast bane
#

I had two ideas, one I thought was undoable by me, so I had resorted to some sort of workflow manipulation

#

halving was never part of the original hehe

scarlet gale
#

oh

#

want me to not have it do that?

vast bane
#

My idea was to turn their melee attacks into an aoe that deals half the roll

scarlet gale
#

ah

vast bane
#

I dunno man, I kinda like this

scarlet gale
#

You're pretty much at the DMG workshop rule at this point

vast bane
#

how bout we shelve it, cause I think this is great, and I kinda think its a lil op anyway so it could use some debuff

#

I like this method more where it halves on cleaving

#

the two people cleaving are a barb and a pally who do crazy damage anyway

scarlet gale
#

Change line 119 from:

weaponData.system.damage.parts = [[Math.ceil(leftoverDamage / 2) + '[' + this.defaultDamageType + ']', this.defaultDamageType]];```
to: 
```js
weaponData.system.damage.parts = [[leftoverDamage + '[' + this.defaultDamageType + ']', this.defaultDamageType]];```
If you don't want it halved.
#

I should probably make it not append "cleave" to the item name when it chains.

#

One small thing to keep in mind @vast bane. If you have any rider bonus damage from effects or whatever it's likely to get added to the additional targets.

vast bane
scarlet gale
#

At the end of the day, it's for a feature that will only come up on minions mostly.

#

So it shouldn't be too big of a deal.

vast bane
#

yeah wow this is amazing

#

they are gonna get akick out of this one for sure

scarlet gale
#

Also the additional attacks won't get any item macros the item originally had

#

In fact I set my own item macro on the cleave item to set the attack roll lol

vast bane
#

I made it a folder macro so that it'd be the same for all the players

scarlet gale
#

Not quite what I meant

#

It has an embedded item macro in the macro.

#

See line 98

vast bane
#

oh

scarlet gale
#

It's very unlikely you have any weapons that use macros

#

The thought was that any item macro it may have had would mess with the cleave

#

Originally I was just deleting it on the temp item, but now I'm setting my own to set the attack roll

#

The original item you attack with is untouched, it copies the item as a synthetic item to do the cleave roll.

vast bane
#

it seems to roll the item macro on each cleave

scarlet gale
#

The embedded item macro yes

#

That's how I'm setting the attack roll to the original attack roll

vast bane
#

I just tried the cleave with the mace of disruption, which has its own item macro and it seemed to run it alongside the cleave

scarlet gale
#

oh really?

#

I wonder how

vast bane
#

no wait

#

the save was what I thought it was doing, but its not a save

#

its something else, the save was built on the weapon

scarlet gale
#

I can have it remove the save

#

I didn't even think of that

vast bane
#

nope save works I'm fine with that

#
// check the remaining hp <= 25 set to dead
const version = "10.0.10";
try {
    for (let damageItem of this.damageList) {
        if (damageItem.newHP <= 25 && args[0].failedSaveUuids.includes(damageItem.tokenUuid)) {
            damageItem.hpDamage += damageItem.newHP;
            damageItem.newHP = 0;
        }
    };
} catch (err)  {
    console.error(`${args[0].itemData.name} - Devil's Glaive ${version}`, err);
}
``` this is maces item macro
scarlet gale
#

Yea, in theory that should be getting overwritten on the cleave.

vast bane
#

yeah it is but honestly I'm fine with it its the only weapon that I see that has one

#

if their armory

#

Now do rail gun cleave ;p

#

I'm just kidding, the group said no to it lol

#

The thought process behind railgun cleave is that their ammunition can hit anything in the line it fires at and once it hits a target, and if it reduces it to zero with overflow, it keeps going and hits the next target.

#

I thought it was cool, but they didn't lol

scarlet gale
#

I think the gunslinger critical role homebrew has something kind of like that

#

Not overflow damage however

#

Piercing shot feature IIRC

vast bane
#

yeah

scarlet gale
#

I'm off to bed, ping me if you run into any breaking issues with it

vast bane
scarlet gale
#

Just realized the same way I set the attack roll could be also used to set the damage roll to make sure no bonus damage is applied

coral dove
#

Would it be possible to implement "minions" who have hits-to-kill instead of actual hps through an effect (maybe flags.midi-qol.DR.all)?

vast bane
kind cape
#

Someone made a world script for MCDM minions yeah

violet meadow
#

Wasp has shared the Attacking part for Minions afaik

opal wagon
#

Any advice on how to implement this (if possible): "Gnome Cunning BR, pg. 37
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic".

#

I guess you'll rarely save with those attributes if not against magic; so this may work most of the time. But I would like to know if it's possible to make this advantage apply only against magic

opal wagon
#

Thank you!

hard oxide
violet meadow
#

It will be fixed in the next release (10.0.19), when it comes out

hard oxide
#

Okok thanks you !

violet meadow
#

(I have never used Challenge mode, so I can just offer some generic troubleshooting steps)

hard oxide
#

No they don't have damage immunity to this, I use just a longsword so its pretty generic and normal damage i guess, i double checked if he had immunities or resistance and he doesnt have any

gleaming orchid
#

Hey there! Dug around for Hex-related macros for a bit, and found a couple mentions of this one! I still know next to nothing about actual macro text, so I was wondering if this one was specifically made to automate the ability disadvantage, or if it was also supposed to add the on-hit necrotic damage (which is the part I'm struggling to find ๐Ÿ˜… ).

I think it was, since the last few lines apparently go into the checking for the Hex condition and the return of the proper damage, but it doesn't seem to be working for me. I assume this is a simple question and some misconfiguration on my end, but thought I'd ask if you've got any tips?

Thank you!

violet meadow
#

It is supposed to be included in the ItemMacro of the Hex Item and then called as a MidiQOL macro onUse, by creating an entry in the Hex's details tab for, ItemMacro | After Active Effects

hard oxide
#

is there a way to add rwak flag to ac ? like get circumstance AC against ranged weapon attacks only ?

violet meadow
hard oxide
#

I will think babonus thanks you

#

check*

gleaming orchid
violet meadow
# hard oxide I will think babonus thanks you

#1010273821401555087 message

The screenshots in this post can guide you through a bit.

You will need to create a babonus on the actor you want to get betterAC against rwak attacks.
The caveat is that there isn't a babonus that can target actually AC.

So you will need to work around that.
1 . Create a babonus that targets Attack Rolls.

  • Give it a name, description, a -x in the relevant field and a filter for rwak action types and save it.
  1. On the main tab which opens up again after saving, make that babonus and Aura, with a radius of -1 and against All
gleaming orchid
#

Aight, worked just right! I was having the macro called regularly, never inserted it as the item macro itself ๐Ÿ˜…

Thank you!!

digital lagoon
#

Is there a quick way to export midi-QOL settings from one world to apply them in another world on the same system and module versions?

violet meadow
#

Export and import in the other one

digital lagoon
narrow saddle
#

Please can anyone tell me how this is supposed to be written in an example if possible?

Do the args go in the effect value?

deep dove
#

How can one place a token on the scene after creating the actor using:
await MidiQOL.socket().executeAsGM("createActor", { actorData: trapData });

#

PS: I can see the actor created in the actors tab

violet meadow
narrow saddle
violet meadow
dark canopy
violet meadow
#

You have to go through DAE.createToken

dark canopy
#

weird!

#

or just warpgate it

deep dove
#

Thanks, I'll try with DAE

violet meadow
#

Or just straight up create it on the canvas ๐Ÿ˜„

violet meadow
violet meadow
#

DAE will pass to the macro a specific set of arguments to make your life easier ๐Ÿค

#

If you need some external data passed along you can use the args as that screenshot suggests

narrow saddle
#

The problem I am having is that I don't understand the screenshot. Do I put the args in the effect value?

Have you got an example of what one looks like? Please ๐Ÿ™‚

violet meadow
violet meadow
narrow saddle
#

Unfortunately I am only using DAE and not Midi Qol, so I don't have access to the compendium.

violet meadow
#

OK give me a sec

violet meadow
# narrow saddle Unfortunately I am only using DAE and not Midi Qol, so I don't have access to th...

OK this is a Banishment macro, to be executed via DAE, macro.itemMacro | Custom | @target passing the @target as an extra argument (even though that wouldn't be needed, but as an example).
The macro would be something like ```js
const targetID = args[1]
const targetToken = canvas.tokens.get(targetID);
if (args[0] === "on") {
await DAE.setTokenVisibility(targetToken.document.uuid, false)
await DAE.setFlag(targetToken.document.uuid, "banishment", 1);
// TODO look at obfuscating the name
await ChatMessage.create({content: targetToken.name + " was banished"})
}

if(args[0]=== "off") {
await DAE.setTokenVisibility(targetToken.document.uuid, true)
await DAE.unsetFlag(targetToken.document.uuid, 'banishment');
// TODO look at obfuscating the name
await ChatMessage.create({content: targetToken.name + " returned"})
}

#

When the effect is created the @target will be automatically replaced by the token.id of the target.

frosty veldt
#

Hi All I encountered a visual issue. So I give a sword bonus attack on hit (flametongue in a way). When used, the damage did went through as expected (both original sword damage, and the additional necrotic damage) , but the damage card only show the bonus damage? Many thanks
On use Macro
if (args[0].tag === 'OnUse') { if (args[0].hitTargets.length < 1) return const sourceToken = await fromUuid(args[0].tokenUuid); const source = sourceToken.actor; const target = canvas.tokens.get(args[0].hitTargets[0].id); const bonusDamageType = 'necrotic' const bonusDamageRoll = await new Roll('2d4').evaluate({ async: true }) new MidiQOL.DamageOnlyWorkflow(source, sourceToken, bonusDamageRoll.total, 'necrotic', [target], bonusDamageRoll, { flavor: (${CONFIG.DND5E.damageTypes[bonusDamageType]}), damageList: args[0].damageList, itemCardId: args[0].itemCardId }); }
Screen Shots:

#

The damage is functioning as expected, but I have no idea why the weapon damage is not showing? Thanks for helping out

violet meadow
frosty veldt
#

I did not know it can do other damage type? let me give it a try

violet meadow
#

Just put 2d4[necrotic]

#

and an OverTime effect for the next turn damage

frosty veldt
#

Yup work like a charm! Thank you for the help! I will save the macro for future I guess

toxic spruce
#

I was working on my player's Flurry of Blows. Is there a way to have it make the two attacks?

ancient otter
#

Not sure if here is the correct place to ask, but I'm trying to add a couple of conditional item bonuses with Babonus after recently updating to V10 and I'm not sure quite how to do it.

molten solar
#

Babonus is not a midi module. Let's move that to #dnd5e

vast bane
coral dove
#

Sooo this refuses to activate the ItemMacro (console.log(args[0])) for some reasons

#

I'm sure thre's something obvious I'm missing

dark canopy
scarlet gale
#

Mine rolls proficiency right

vast bane
#

Theres no checkbox

scarlet gale
#

well yea, it's a feature not an item

dark canopy
#

its automatically added

vast bane
#

not for features

scarlet gale
#

Wait now I'm confused

#

like for attack rolls?

dark canopy
#

nods at least in 2.1.x it is, yea, if the action type is a melee weapon attack, the feature will add prof to the attack

#

because, naturally, you would be proficient with your own features

vast bane
#

I did not know that, but however, the rest of my point stands, if you make it roll an attack, flurry is 2, he'd expend 2 ki points

#

personally I'd do what I said before, but you could do an on use macro that rolls 2 unarmed strikes

dark canopy
#

yea, i just noticed that one part because i (re?)discovered it just the other day

scarlet gale
#

Yea, far easier to just click it to expend the ki point

#

then make attacks like normal

vast bane
#

if you don't delete the buttons you could have it on use fire a unarmed strike and then reuse the card so you don't expend a second ki point too

#

but if I recall the second attempt using a reused card does not automate damage

scarlet gale
#

Could also just uncheck use resource on the second attack

vast bane
#

Or better yet, put an inline roll command in the description of Flurry of Blows

scarlet gale
#

At the end of the day, limiting the player to attack the same target twice with the feature seems counterproductive

vast bane
#

[[rollItem Unarmed Strike]]

#

also the last monk I hosted for had 10 different unarmed strikes, but it was in roll20 and it was cause he had an animated gif for a karate move for each one.

near hare
#

Can you as a player choose, or as a GM restrict a player not to use the Midqol? I have some players who solves the targeting, attack and so on without problems, and some where me as GM has to step in to solve it for them.

vast bane
scarlet gale
#

You can always use monk's client settings to set it from the DM side for the player

vast bane
#

I also don't think you want to do this because I don't think you understand what will shut off on that client

#

Especially if that players a caster, cause then you'd have to start storing two different batches of spells with premade stuff on them for midi, and then the basic stuff from no midi

barren flume
#

My players aren't getting advantage when flanking. I have CE + Flanking enabled but it never seems to work as intended

vast bane
#

If you clear all of this, then your dm's not managing dispositions right, if you hold down ALT while selecting nothing, you should see the colors, and only same color tokens flank

#

green and blue are considered allies

#

(player and ally colors)

#

Orange means you didn't unselect ๐Ÿ˜‰

barren flume
#

When I hold down alt it does indeed do nothing though

vast bane
# barren flume If those are all modules I don't have any of those

then you have a different interpretation of flanking and/or dispositions aren't set, I will say that a few positions we used to call flanking midi does not for what its worth, its most common on large or bigger tokens where the flanking is abnormal, but we just follow midi's rulings just out of sheer laziness of not wanting to manually add the effect.

barren flume
#

Oh disposition is hostile, neutral or friendly. Yes that's working, just hard to see

vast bane
#

if two of the same color can draw a line that dissects an enemy by 50% then its flanking

barren flume
#

I think it's not working for my PC's

vast bane
#

exception being green and blue are the same color

#

It applies the flanking when the player targets an enemy

#

See how Wigs has no flanking yet glug does in my image?

#

its because wigs has not had a turn and designated target

barren flume
#

Do I need to somehow set disposition for my PC's

vast bane
#

some player controlled tokens are set to hostile and disguise themselves as GREEN due to player

#

I think this is usually a warpgate fluke

coral dove
#

Trying to setup an elemental bane effect but getting a qol is not defined error from this

console.clear()
const target = args[1].targetActor;
if (!target.flags?.midi-qol?.elementalBane) return;

const baneFlags = Object.keys(target.flags.midi-qol.elementalBane);

if (!args[1].options.damageItem) return;

const damages = args[1].options.damageItem.damageDetail;
console.log(damages)

damages.forEach(async (d) => {
if (baneFlags.includes(d.type)) {
const extraDamage = await new Roll('2d6').evaluate();
new MidiQOL.DamageOnlyWorkflow(args[1].sourceActor, extraDamage.total, d.type, [target], extraDamage, {flavor: 'Elemental Bane'});
}
});

} catch (err) {
console.log(err)}```
#

This procs on onUpdateToken on the target

vast bane
coral dove
#

It is, I apply it with the effect

vast bane
#

Interesting way of doing it, I had intended on just using reverse damage reduction but got confused and gave up after making all the flags