#MidiQOL

1 messages · Page 65 of 1

vast bane
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if you want fast forward on, that skips the two popouts and goes with the default choice or whatever key you have held down, thats fast forward in the player/gm tabs

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one mistake alot of new people make is they don't hit save

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they close the window

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the save is at the bottom

chrome island
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Oh so fast forward is the shift/ctl?

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And lol, definitely not new but its been a while since i've needed to fiddle with the backend

vast bane
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I prefer the popouts because I use advantage reminder module

chrome island
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not seeming to change anything

tropic gate
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Nah it wasn’t, just regular walls and a background image

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Is that just a setting in midi? Sweet
I haven’t had a chance to look over it yet, but I’ll be at my computer in around an hour to test stuff out

edgy panther
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@vast bane Small feedback, everything works really well, after switching the compendiums item to the Level Scale Variant from @molten solar

The Item Updates are done fast too.

chrome island
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Yeah so if im missing any obvious things here, some help would be appreciated 😅

vast bane
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or another creature

chrome island
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yup

vast bane
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you are on v9 midi

vast bane
chrome island
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0.9.27

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And thats already checked

vast bane
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you definitely hit save when you changed settings?

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what version of libwrapper and socketlib are you on

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and does this happen with only socketlib/libwrapper/midi enabled?

chrome island
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save, closed the server, re-opened and checked same stuff

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libwrapper is 1.12.12

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socketlib is 1.0.12

vast bane
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v9 user on a newer version of libwrapper than me on v10...wtf

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confirm the behavior with just 3 of them on

chrome island
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I mean, i updated to the latest versions? is there a v10?

vast bane
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you aren't on the newest build

chrome island
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uhhhhhhhhhhhhhhhhhhhhhhhhhhh

vast bane
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you can't be, because you are on v9

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you are running foundry v9

chrome island
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no im on v10

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i just updated

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Using forge fyi

vast bane
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um no your not

chrome island
vast bane
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Midi v10 has this for settings:

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and midi v9 could not run on v10

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you need to uninstall midiqol and reinstall it

chrome island
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Yeah just what i was thinking...

vast bane
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you probably need to do the same thing for ALL your yellow compatibility warning modules of 9 or lower

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if you update to v10, and you bring your module folder with you, then your update button no longer works reliably

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you need to manually check your module versions vs v10 versions and uninstall/reinstall if you have a v9 in v10

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and I'm utterly shocked that midiqol v9 loaded into dnd5e 2.1.x

chrome island
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Well, i'm glad i've offered you some entertainment value for your services at least haha

vast bane
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outside in your addon menu, your modules will have yellow compatibility triangles, if any have a 9 or no number, uninstall and reinstall, if they still have a triangle of 9 or nothing, then post the name here and we'll tell you what to do with the module.

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don't just use update, its dead till you get them over the v10 hump

chrome island
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That's very much appreciated thank you

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I've got some v9 compendiums, are they ok to leave? otherwise i'll need to dig for the paths somewhere

vast bane
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like jb2a works for me in v10 even though I haven't upgraded with a new patreon uppage

chrome island
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Yeah i'm using the upgrade module to check which still should work as well.

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DAE SRD, Forien's Unidentified Items, Library - Find the Path are staying at v9, i've got some other yellows but they are displaying v10 numbers

vast bane
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DAE SRD is dead, DAE the module is not dead

chrome island
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Oddly enough i realised Midi SRD didnt make the jump, and it wont install for some reason, guessing theres a hard limitation on it with v10

vast bane
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Dynamic Effects using Active Effects = Keep
DAE SRD = yeet

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midi srd is in fork form

chrome island
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And here i thought i'd just be losing better rolls 😢

vast bane
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install it manually in the bottom field in the install window

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foriens is dead, find the path, you probably want dig down I think

chrome island
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how come its fork form only?

vast bane
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yellow v10's are fine

chrome island
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And shit, that was very useful, is there any replacements for foriens?

vast bane
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because kandashi has left the building, and most of his modules are either revived by others or temporarily maintained till he returns

chrome island
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That would also explain why dnd5e helpers isnt updated either

vast bane
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I can't remember if there were more, I just use those two

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dnd5ehelpers got split up into like 4 things

chrome island
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Sounds like some fun digging tomorrow

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Hey Moto, you were spot on, everything seems to be working spot on now, or as well as it can do straight after a fresh update

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Seriously, thanks for the help 👍 It's annoying how some of this info is hard to find with forums pivoting to discord

kind cape
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Pretty sure foriens just need to be uninstalled and reinstalled 🤔

chrome island
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it's worth a try now i've eliminated this stuff

kind cape
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It's either that or I'm running someone's fork, cause pretty sure it still works on my V10

oblique scaffold
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Sorry if this is a dumb question, but I'm receiving this error when the party's ranger tries to use the Midi QoL Hunter's Mark, is there anyway I can update it to work properly?

[Detected 1 package: itemacro]
    at eval (eval at Item._executeScript (helper.js:82:18), <anonymous>:42:31)
    at Macro.eval (eval at Item._executeScript (helper.js:82:18), <anonymous>:45:9)
    at Item._executeScript (helper.js:88:12)
    at Item.executeMacro (helper.js:60:23)
    at HTMLDivElement.<anonymous> (helper.js:170:20)
    at HTMLDivElement.dispatch (jquery.min.js:2:43064)
    at y.handle (jquery.min.js:2:41048)```
vast bane
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that module is purely a storage device to midi users and should have its settings turned off

oblique scaffold
wary bridge
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I have an item that upon damaging has a flat DC Con saving throw. Target makes save but triggers failed result.. have an ItemMacro and the args being passed has a property failedSaves which I am assuming is an array that should be only populated with tokens that failed the save, yes?

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Despite successful save, token ends up in failedSave array

vast bane
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share the item details, share the macro

wary bridge
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^^^ had the macro firing after damage roll assuming it would have already made the save check... moved to before active effects and seems to be working

coarse mesa
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Plus it was originally written by Honeybadger, nuff said

dark canopy
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and its a badger-approved cannot be broken algorithm!

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ok, cant be broken....but can be absolutely stretched to its limit 🤣 seen a gigantic scene or two with gigantic tokens that just hammered the poor calculator

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(each occupied square is evaluated for sight checks)

coarse mesa
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If it can be broken we’ll find a way

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I did raise a small issue on the git btw 🤏 But nothing of your doing

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Related to Kandashi’s add-on bit

dark canopy
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oh yea? i like to keep tabs on it -- link?

dark canopy
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ohh, this is a homebrew rule for changing cover based on creature size?

coarse mesa
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Yeah something Kandashi cooked up but it makes too much sense. Massive creatures should really be considered walls

dark canopy
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nods gotchya

coarse mesa
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In our case it’s more geared to their corpses becoming viable cover

dark canopy
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i made a little comment there just now, a preupdate hook would be easy peasy

coarse mesa
dark canopy
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i think that would work just fine in the short term

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the cover calc is as stateless as I could make it

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the only data that really gets stored is any cover value that deviates from default

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and i read that data each time i compute -- so it should always be "latched" properly

coarse mesa
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like a newborn

violet meadow
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@vast bane MidiQOL and babonus work together when Fastforwarding afaik.
What is not working, with or without FF (out of the box at least), is the newest feature of Optional baboni once per round or such

dark canopy
vast bane
violet meadow
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I won't be able to check till Monday the latest versions but nothing much should have changed in between 🤷‍♂️

vast bane
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a user tried to use MASIF earlier and the superiority die feature was failing in dnd5e 2.1.x with a DAE error

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they had the newest dae, 19

violet meadow
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That sounds like a subclass identifier missing or something like that

vast bane
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works fine in 2.0.3

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nah we tried on the starter hero

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and they showed me the subclass item

violet meadow
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I haven't used MASIF so not sure

vast bane
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its updated and it definitely works in 2.0.3 I was alongside him testing it in my build

violet meadow
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It might not be compatible with 2.1.x

vast bane
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its technically remaking the scalee value

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its using a flag for the scale value since masif is from before scales were in

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if (args[0] === "on") {
    const pcActor = await fromUuid(args[args.length - 1].actorUuid);
    console.log("MACRO TEST | PC Actor: %O", pcActor);

    // Test Class
    let pcFighter = pcActor.getRollData().classes?.fighter;
    if (pcFighter === null) {
        ui.notifications.error("You are not a Fighter!");
        return;
    }

    // Test Subclass
    let pcFighterSubclass = pcActor.getRollData().classes.fighter?.subclass.identifier;
    if (pcFighterSubclass != "battle-master") {
        ui.notifications.error("You are not a Fighter Battlemaster!");
        return;
    }

    //const roll = await(new Roll(`2d8 + ${pcPaladin.levels}`)).roll();
    let fighterLevel = pcFighter.levels;
    console.log("MACRO TEST | Fighter Levels: %s", fighterLevel);

    let flagData;
    if (fighterLevel > 17) flagData = "+ 1d12";
    else if (fighterLevel > 9) flagData = "+ 1d10";
    else if (fighterLevel > 0) flagData = "+ 1d8";
    pcActor.setFlag("dae", "SuperiorityDie", flagData)

} else if (args[0] === "off") {
    const pcActor = await fromUuid(args[args.length - 1].actorUuid);
    pcActor.unsetFlag("dae", "SuperiorityDie");
}
violet meadow
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It says that it cannot find the subclass

scarlet gale
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Yea, I don't think it's dae

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Looks like it's the macro that comes with the module

violet meadow
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Yeah that was my first impression

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Not sure about the rollData

scarlet gale
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let pcFighterSubclass = pcActor.getRollData().classes.fighter?.subclass.identifier;```
This line here would be the issue Moto.
vast bane
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it works in 2.0.3 though

violet meadow
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Yeah the getRollData changes I think a bit in between

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DAE shouldnt have anything to do with 🤔

vast bane
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its a macro in dae

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the die item has dae that is macro.itemmacro or whatever

scarlet gale
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The error pretty blatantly shows it's an error in the macro

vast bane
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so its some sort of change from 203 to 21x

scarlet gale
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Possibly

dark canopy
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Just double check their roll data

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Should be an easy fix

scarlet gale
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slap a console.log(pcActor.getRollData()) before that one line and see what's there

violet meadow
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Yeah the user should just log

scarlet gale
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If classes.fighter.subclass.identifier isn't there, that's your problem

dark canopy
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Said it before and I'll say it again. Distributing macros leads only to pain and suffering

vast bane
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In 2.0.3:

late briar
vast bane
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I can't show you 2.1.x but you guys probably can see it

scarlet gale
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Don't have that module

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¯_(ツ)_/¯

vast bane
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just look if an identifier is in any actors data right?

violet meadow
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Does the module put that identifier in there?

vast bane
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the thing we thought was the fault here was that whenever he equipped items with effects t would spam the effect twice

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I thought it was the bandaid that tim used to fix the duplicate effects causing this

scarlet gale
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console errors never lie

violet meadow
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Should have been partially fixed on the latest one

vast bane
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if he would click the hand in the item to reapply the superioority die, it would do the effect twice but only show one, and I think tim has some sort of hack inplace to stop the duplicates in 19

scarlet gale
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I'm seeing a similar object in the newest dnd version

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I would check that their subclass is setup right

vast bane
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Yeah I think it had to do with the weird behavior when you equip an item with effects in dae 19

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he showed me it

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it was definitely latched onto the class, and definitely "battle-master"

scarlet gale
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have them do a console.log(game.actors.get('id here').getRollData())

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and screenshot what it outputs

vast bane
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he just finished making it the hard way, since this macro is basically doing the scale value for a battlemaster he made the scale and then edited all of MASIF's items to reference that instead

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@edgy panther you still around?

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I had no idea when you set an effect to toggle in midi, it suspends it and enables it

edgy panther
vast bane
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of the battlemaster

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We wanna see this in the console once you do:

edgy panther
edgy panther
violet meadow
edgy panther
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This is the full log, including searching for the item and adding it.

tropic gate
vast bane
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we want to see the identifier in that sub section

edgy panther
vast bane
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I dunno guys

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I really think its the fix for duplicate equipped effects thats messin with this premade

vast bane
# edgy panther

just for giggles, now that you built the scale, do you still have that item on your actor? click the hand button and see if the errors still there?

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Superiority Die

edgy panther
vast bane
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one of the theories was you had a bugged subclass, now that you built out a scale value theres no way its bugged now

edgy panther
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thats the logs after adding the item.

vast bane
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click the hand maybe?

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edit the item, effect tab, click the open hand

edgy panther
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Just the one line

vast bane
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then it was a bad subclass I guess

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which is weird cause mine had nothing in it and it worked

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maybe it needs to have atleast 1 advancement set in order ofr it to work

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Thanks for testing again for us, you are all set don't need to do anything anymore

edgy panther
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I added the starter fighter,
added the fully build subclass
leveld it to level 10
added thze sDie Item
added the Goading Attack
and finally attacked something.

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the result is still no dmg :x

vast bane
edgy panther
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thats the data. if it helps

vast bane
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the console command

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did you link the item

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remember the goading attack needs to consume something

edgy panther
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ah wait XD

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sorry

vast bane
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resources.primary.value

edgy panther
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nope, no change

vast bane
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can you find the error again for them?

edgy panther
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no, after i reloaded my foundry, i have no more errors.

vast bane
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o_0 one of those ones gotcha

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are you in the app or a browser

edgy panther
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chrome pc

vast bane
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forge hosting?

edgy panther
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forge

vast bane
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bah, its all good, we are done with this then, its a cache fluke error

edgy panther
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that does not change the problem, that the dae flag is not set XD

vast bane
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Hey @violet meadow today I learned you can install and run midi from version 9 foundry with 2.1.x dnd5e

vast bane
edgy panther
vast bane
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doesn't it unset the flag?

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the flag is not meant to permenantly show

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omg I think I figured it out!

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the duplicates

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they happen at tthe same time, so it kill itself

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tims hack is just to remove the second one, but the flags unset

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I think I know a workaround till he figures out the bug. Just have the actor have an effect that is macro.itemmacro and then references itemmacro.Superiority Die

edgy panther
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I'm out for now, if the compendium or dae gets an update, ill check it again ^^

vast bane
edgy panther
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np, im a dev myself, i know how hard bugs can be ^^'

vivid pelican
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hey, I'm trying to do this from a macro const options = {autoRollAttack: false, autoRollDamage: false}; await MidiQOL.completeItemUse(weapon, {}, options); but my options are completely ignored - item auto rolls both attack and damage as per workflow

vivid pelican
vast bane
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is the macro a script macro, how is it called?

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if its an item macro on use, did you remember to plop ItemMacro at the bottom?

vivid pelican
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    {
        const tactor = args[0];
        const ability = tactor.item;
        const weapon = await game.macros.getName("imqChooseWeapon").execute(tactor, ability.name);
        const workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid);
        console.log(workflow);
        console.log(tactor);
        let effect = tactor.actor.effects.find(e => e.label === "Booming Blade");
        let changes = duplicate(effect.changes);
        changes[0].value = Math.floor((1 + tactor.actor.system.details.level)/6) + "d8[Thunder]";
        await effect.update({changes});
        const options = {autoRollAttack: false, autoRollDamage: false};
        await MidiQOL.completeItemUse(weapon, {}, options);
        return;
    }
catch (err)
    {
        console.error(`imqBoomingBlade`, err);
    }```
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here's the full macro

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it works as intended, except I can't figure out a way to do (dis)advantage

vast bane
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can you show me the roll in chat?

vivid pelican
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like this?

vast bane
vivid pelican
vast bane
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oooh toolitip setting nm

vivid pelican
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ah, that, yeah

vast bane
vivid pelican
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here's one with the default tooltip

vast bane
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why do you want to turn off fast forward?

vivid pelican
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i sometimes need to attack with (dis)advantage regardless of effects

vast bane
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theres keyboard shortcuts for that, you can also turn off fast forward in the midi settings

vivid pelican
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and since I activate the attack from item that doesn't attack I need a way to either transfer key states or turn off fast forwarding for that attack

vast bane
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I think your macro is failing because you need it to go in an earlier workflow phase than after active effects

vivid pelican
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wait, why is it failing?

vast bane
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I dunno, I'm tappin out its beyond me

vivid pelican
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this item has no attack so I can't toggle advantage/disadvantage when I do an actual attack from a macro

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sorry, I'm probably failing to explain it correctly 😦

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thanks for trying to help tho 🙂

narrow saddle
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Anyone around know anything about @celest bluff's Turn Undead?
Getting an error regarding tokenid 😕

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Relating to ItemMacro

vast bane
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turn undead that also checks for destroy?

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Remove the first and last lines from the message.txt and thats the macro in item macro

narrow saddle
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First line as in the one ending in js?
The last line is three curly brackets?

mighty pier
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I was redirected here with a question. It seems like this is a very complicated thing, and it is unlikely that anyone will do it, but it's worth asking:
Is it possible to somehow make creature B take damage every time creature A takes it? Considering resistances, etc. (in MidiQoL), that is, what would be considered not damage dealt to the creature, but damage received by the creature.

dark canopy
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It would require a world script, but sounds doable

narrow saddle
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Plus every creature including alive creatures had to roll a save.

vast bane
vast bane
vast bane
narrow saddle
mighty pier
vast bane
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and what is the error

mighty pier
# vast bane theres two versions in there

Yes, I noticed, I'll look at both. I hope it will be possible to work with them, because sometimes I found spells in this module that the only God (and developer) understand how they worked

dark canopy
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After...2 weeks, just God

narrow saddle
vast bane
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midi does not work with item macro unless you turn item macros settings offf

narrow saddle
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OK that was ticked.

What about Override default macro execution?

vast bane
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the module just needs to be enabled

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its a storage device nothing more, to midi users

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theres a checkbox to remove the word from the top bar that might be an ok one

narrow saddle
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I am getting this now, I assume I need to find the rogue )

vast bane
narrow saddle
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Yeah I have used your macro.

vast bane
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you probably have a missing ( or an extra ), if you are cutting and pasting, its likely a missing one

narrow saddle
vast bane
narrow saddle
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No, I pasted it in a blank one. And started from scratch.

vast bane
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I don't see any issues with mine...

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this one you don't need to edit

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just copy and paste

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I wonder if the card is wrong due to dnd5e 2.1

narrow saddle
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All creatures were targeted though, but only the undead was affected.

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Thank you @vast bane 🙂

vast bane
topaz raven
#

Hello everyone! I was hoping to find some help concerning recent problems I've encountered with MidiQOL. About a week ago I ran a session and updated Midi to the version previous to 10.0.29 while running on build 288 version 10 of Foundry. (I've since updated to 10.0.29 and identical problems persist.) Previous to this update all of the modded functionality from Midi worked without any trouble, after the update I started getting an error message in game and all of Midi's functionality stopped working. The Error message is: "Midi QOL Error detected in module. It is likely this module has not been updated for FVTT Version 10. (See JS Console)." I am running other mods, but when deactivating all mods and only running Midi and it's dependencies, the error persists, so I am reasonably certain Midi is the issue. I am at a loss as to how to fix this issue, and would greatly appreciate any help more experienced Midi users could provide. 😄

molten solar
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You're 3 updates behind on Foundry.

topaz raven
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Yes, purposefully, since the last time I updated the software it wrecked havoc on the mods I was using and I had to wait and pray for updates. Do you suppose that the new Midi updates are not compatible with this version of Foundry?

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Two versions back Midi worked with 10.288 FVTT--I suppose I don't really know what version of Foundry Midi is being developed for, hence the confusion

molten solar
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I don't use midi, but being three versions behind sounds like a very likely culprit.

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I should hope it's being developed for 10.291, not 10.288...

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They are minor updates, mostly fixes. You want fixes.

coarse mesa
sullen ingot
molten solar
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"Compatible" is a loose term

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10.291 has been out for months, everyone on v10 should be on this build of v10.

topaz raven
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So perhaps I am misunderstanding this error message:

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I would think this refers to Foundry builds previous to 10

molten solar
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Were I you I would just update everything to the latest. Makes troubleshooting easier (for the others here. People who are not me.).

coarse mesa
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Any version of midi that starts with 10. in the version number is built for Foundry v10

#

Unsure why you're seeing that error

molten solar
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Midi detecting that it, itself, does not work. Remarkable lol

topaz raven
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I also don't understand the error

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hence why I'm here 😂

coarse mesa
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@topaz raven Midi, DAE and Times Up are all working really well with the latest dnd5e and FVTT now, only a few minor issues. So yeah easier just to update to current

topaz raven
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I'm not opposed to updating, I just wanted to understand what the heck is going on, and why it just started now

topaz raven
molten solar
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Probably 10.288 and whatever midi version not playing nice. There are so many versions of each, it's too hard to say.

coarse mesa
#

assuming you're running dnd5e 2.1.4?

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if so, you certainly want a current version of midi

topaz raven
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I currently have the 5e version contemporary to Foundry 10.288--so yeah, need to update Foundry to get to the latest 5e version (it even kindly told me so itself 🙂 )

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Thanks, friends--I'll update to current across the board and then see what (if anything) breaks--this is why we have back ups 😮

narrow saddle
#

HI there,

If you are putting a Midi flag on an effect, is the change mode always custom?
If so what goes in the Effect value if it is, say vulnerability?

Please

molten solar
#

vulnerabilities are core to dnd5e

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system.traits.dv.value | Add | fire for example

narrow saddle
#

Ah right, that acts as vulnerability, doubles the damage.

Thank you. 🙂

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I suppose

system.traits.dv.all | custom | <blank>

Would work for all damage? Only choice here is custom.

vast bane
celest bluff
#

TokenId error means something is blocking args from being passed

unkempt bone
#

What do you folks typically run for automation here? I have a feeling MidiQoL is what's slowing my games to a crawl. Tested this recently by (accidentially) having Midi turned off / not active for a session and I didn't see nearly the same level of 'lag' as I usually do.

Not looking for a fix, just looking to see what you folks all run for comparison.

vast bane
#

if you don't want a fix for midi, ask dnd5e for an alternative, they will love it

unkempt bone
# vast bane your in the midiqol channel

Yes, I know. I probably asked the question with lack of clarity.

Was wondering what level of 'automation' you folks run **with **MidiQoL. Eg.: Don't roll anything, roll everything, etc.

I'm sure most of you are somewhere in between. As I'm also sure there's probably consensus (eg. Roll for ST's / To hit, but apply damage manually).

vast bane
#

midi on its own is no big deal

unkempt bone
#

162 active modules. A good 60-70 of them are compendiums only though.

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And I have not imported all the compendiums. I try to clean up from time to time to keep the DB's in the single digits of MB size.

vast bane
unkempt bone
#

32GB

vast bane
#

I don't know why your machine is slow. your DM might be using really high resolution images and animations maybe but other than that midi is not a laggy module

molten solar
#

Outdated modules.

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100%

vast bane
#

yeah I'd trim all the v9's out

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only run v10's assuming you are in v10

unkempt bone
#

I am indeed in V10.

vast bane
#

also manually check your v9 and lower modules see if theres a v10, you can't just update, you have to manually jump them to v10

unkempt bone
#

Those 'modules' that are just Compendiums, being on V9... is that going to cause this kind of issue as well?

#

Because short of Active Token Effects, which is still on V9. The rest are content modules.

#

(that are in V9)

vast bane
#

you are probably rocking a ton of v9's that can be v10 if you manually check them

#

the update button is useless if you carried your v9 folder over

#

it thinks its on the newest cause its on the newest v9

unkempt bone
vast bane
#

uninstall/reinstall the module or google its foundry package page and manually install the newest v10 of it

molten solar
#

You have 200 modules. "Some" in this case is what, 40?

vast bane
#

ATE is very definitely a v10 module

molten solar
#

Rocking that many modules, half of them not updated, is bound to cause slowdown. Midi or not.

vast bane
#

your slowdown is probably the 1000 per second shim warnings

molten solar
#

God yes

unkempt bone
#

I see there's a branch by MrPrimate now. So I'll grab that one obviously.

#

I'll get to work. Lol

vast bane
#

wait mrprimate is the author of ate now?

#

ATE should still say kandashi

unkempt bone
#

Sorry, Kandashi

#

Yeah, misspoke.

vast bane
regal osprey
#

Sorry if this has been raised before, but Magic Missile is not behaving. The spell doesn't consider the number of available darts per the casting level, only the number of targets and hits all, and hitting a target with multiple darts only triggers on-hit effects and damage once. Is there a fix I can or workaround I could use?

scarlet gale
#

I personally use Crimic's.

regal osprey
scarlet gale
#

Looks like it, although that's built for v8 so you'll need to fix a few lines to migrate away from data to system.

#

As well as likely fix the token image paths.

regal osprey
scarlet gale
#

depends

#

data.data -> system
data -> yeeted

#

chatMessage.data.content -> chatMessage.content for example.

regal osprey
scarlet gale
#

target.data.img gets changed to target.document.texture.src however.

#

Line 16, 21, 30, 70, 77, and 87 are changed when I compare it to the one I'm using.

regal osprey
#

yes

royal dragon
#

get_target.actor.img is what I used. Works

regal osprey
#

Once corrected, I attach this to the Magic Missile spell, remove the damage line, and add an OnUse call to "Magic Missile" in the spell card with "After Targeting" ?

scarlet gale
#

I think you can do it after active effects

#

But otherwise yes

#

remove the damage from the spell and let the macro deal with it

royal dragon
regal osprey
#

oh "itemMarco"

remote flare
#

Anyone have suggestions on how to troubleshoot the following:
I have one newly made character (A) that can roll attacks with weapons, and when targeting an enemy, the rolls work as intended (auto roll attack and damage).
I have another newly made character (B) that can roll attacks with weapons only when a target is not selected. This seems to apply to all items - weapons, spells, etc. Transferring the item to the character A suggests the character isn't the issue (A can roll with the item both targeting and not targeting an enemy).
I've checked B's vision, range, proficiency, whether or not the item is equipped; any ideas on what I'm missing? I've also since discovered that 5 actors have this same issue, while the remaining actors don't.

remote flare
#

Additional information; rolling without a target selected, and selecting a target during the roll works correctly (the target is struck/auto damage). The late targeting window opens when no target is selected, but selecting the target and selecting roll doesn't do anything either. Logging into a player profile and using actor B (for which they are an owner) to target the enemy and rolling works as intended; I, in the GM role, can't do that (the roll only works when a target isn't selected).

scarlet gale
#

Foundry, DnD, and Midi version?

#

Also, are there any console errors after making an attack?

remote flare
#

Foundry v10.291 | Dnd 5e 2.1.4 | MidiQoL 10.0.28
There does appear to be a console error unique to actors failing as described:

[Detected 4 packages: perfect-vision, lib-wrapper, levels, midi-qol]
    at :gift:DetectionMode.prototype._testLOS#perfect-vision (detection-mode.js:99:34)
    at :gift:DetectionMode.prototype._testLOS#0 (libWrapper-wrapper.js:187:52)
    at :gift:DetectionModeBasicSight.prototype._testPoint#perfect-vision (detection-mode.js:175:23)
    at :gift:DetectionModeBasicSight.prototype._testPoint#0 (libWrapper-wrapper.js:187:52)
    at foundry.js:40919:36
    at Array.some (<anonymous>)
    at DetectionModeBasicSight.testVisibility (foundry.js:40919:18)
    at :gift:call_wrapped [as call_wrapped] (libWrapper-wrapper.js:507:22)
    at :gift:DetectionMode.prototype.testVisibility#levels (wrappers.js:170:20)
    at :gift:DetectionMode.prototype.testVisibility#0 (libWrapper-wrapper.js:187:52)
    at :gift:call_wrapped [as call_wrapped] (libWrapper-wrapper.js:507:22)
    at :gift:DetectionModeBasicSight.prototype.testVisibility#perfect-vision (detection-mode.js:155:28)
    at :gift:DetectionModeBasicSight.prototype.testVisibility#0 (libWrapper-wrapper.js:187:52)
    at canSense (utils.js:3955:35)
    at Workflow.checkAttackAdvantage (workflow.js:1015:10)
    at async Item5e.doItemUse (itemhandling.js:285:2)```
scarlet gale
#

Update your midi to 10.0.29

remote flare
#

Seems to have fixed it, thank you!

topaz raven
odd sable
#

What's my best way to have an ability apply one of two different effects to a target, as chosen by the player using the ability? I'm guessing it would require an ItemMacro (unless it's one of the predefined Nested Effects from CE), but figured I'd ask here first.

scarlet gale
#

And on use macro with a dialogue.

coarse mesa
#

@vast bane I think Tim might have dropped the update you were waiting for? Time to upgrade? 👀

vast bane
scarlet gale
#

I recently updated and found things to be pretty stable, Moto.

#

I was holding out like you for module updates.

#

You will need to update any macros you may have that check traits on actors. I know I had to update my vampiric touch macro after updating the dnd version.

vast bane
vast bane
scarlet gale
#

Let me actually update that one

#

One goes on the macro.createItem feature.

#

The other is just on the item to update it after it's created.

vast bane
#

yeah, the one that updates the feature, isn't it naughty? its defining actor

#

is that an on use macro or an effect macro?

scarlet gale
#

One of my older macros lol

#

Sprucing it up now

vast bane
#

its ok to define actor cause we all use advanced macros which bypasses that

scarlet gale
#

Updated

#

And cleaned up a little bit

vast bane
#

would you prefer the first bit be an on use macro in item macro or an effect macro on creation?

scarlet gale
#

On use after active effects

#

I should actually change this to a warpgate mutation, but whatever

#

It's just updating the spawned item

#

Checking for an actor having a trait is much easier now at least

#

Since it's a set

#

Can just use .has instead of the old dumb way I was using.

vast bane
#

I'm pondering ways to automate stench which is an aoe at start of turn and once you save you are immune

scarlet gale
scarlet gale
vast bane
#

I was thinkin an active aura, that gives an item that auto rolls itself on turn start via effect macro

scarlet gale
#

Then if they have that effect, don't apply a new one.

vast bane
#

if they succeed the save, suspend the effect

#

midi treats suspended effects like you already have it so it effectively gives you immunity to it

scarlet gale
#

Interesting

vast bane
#

I just don't know how to suspend an effect effect macro

#

I know how to do it in overtime, via macro

scarlet gale
#

suspended effects don't run their macros

vast bane
#

yep

#

thats the point, you want it suspended

scarlet gale
#

Still think my way is better honestly

vast bane
#

Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.

scarlet gale
#

Slap a new effect with no image set so it doesn't show up as on the token when they pass the save.

#

Duration 1 hour

vast bane
#

ok so a straight overtime effect

#

on save, add new condition right?

scarlet gale
#

well

vast bane
#

theres an overtime for that yeah?

scarlet gale
#

overtimes can run macros

#

I haven't messed with it however

vast bane
#

sure, but I swear there was an addnewcondition one

scarlet gale
#

Personally I'd just effect macro the whole setup instead of messing with an overtime

#

Since it's a bit more complicated

vast bane
#

Effect macro requires more...welll...macro lol

scarlet gale
#

¯_(ツ)_/¯

#

Do what I did

#

Get tired of slapping stuff together and make them yourself 😉

#

You're like 80% there already

vast bane
#

I think it'd be an on use macro. If save, apply effect suspended, if failed, apply effect normal with midi

#

it would also need its duration changed if applied suspended

#

to 1 hour

#

I don't know how to do this, but I know how to janky it. So I'm going to turn stench into an aoe active aura that gives an item that is just stench, and recharges on 1. This way it reminds us all to run it.

#

oooh actually

#

better janky idea, just make a visual aura

scarlet gale
#

I try my best to avid active auras

#

I've recently had it start applying effects to stuff around a token that has ended an active aura effect

vast bane
#

can you make a jb2a/aa aura effect be on when the actors dropped?

narrow saddle
#

I’ve got a similar situational conundrum with the Star Spawn that is summoned via Summon Aberration.

At the start of its turn, anything within 5ft of it makes an INT save or take 2d6 psychic.

Could get it to work with WIRE but I don’t want to use active auras if possible. In my test world I’m comparing WIRE to a combo of Midi and some other modules.

I’d prefer to have it automated than try and remember to trigger it at the start of each turn.

scarlet gale
#

passive effect with an effect macro

#

use the turn start trigger

#
await actor.items.getName('Feature Name').use();```
#

Then just make sure the feature is setup to use a range of special

vast bane
#

oh good idea

#

and just ignore the immunity check or handle it manually

#

And thank Zhell he added a trigger for every turn

scarlet gale
#

Could have the activated feature sort out those who are immune

#

Bit late today, but I'll take a look at this tomorrow with a complete solution

vast bane
#

I was gonna do an aura on them, but theres 30 of them, and when I tested the aura, it dropped the fps from 60 to 10 so thats a no lol

scarlet gale
#

I'm inclined to just use a find nearby on the turn start and for each target that hasn't been marked as immune roll the item

#

The only complicated part I guess is having them get marked as immune if it's an overtime save

narrow saddle
vast bane
#

every way I approach this is a huge performance hit because theres 30 of them

#

I think I'm gonna just make it a lair event

#

if they fai the check at initiative 20, they are poisoned until the next lair event

coarse mesa
#

Can't seem to update DAE from .19 to .20 – someone else has the same issue, I've pinged Tim

vast bane
#

And mark the immunes and ignore them

scarlet gale
vast bane
scarlet gale
#

Click the feature and see if it asks you to drop a template.

#

I also couldn't

#

Likely a flubbed version number in the module.

coarse mesa
scarlet gale
#

Manually installing at least avoids the issue as a temp workaround

vast bane
#

I think the module.json is missing from dae's package

scarlet gale
#

Or just has the same version number

vast bane
#

ok so now I have to setup temp combatants

dense oak
#

Could anyone tell me what I'm doing wrong here please? Trying to use the Other formula when an Effect is present on the actor. No matter what I put it's just rolling the original damage formula.

This is my latest activation condition, I've tried various:
"@workflow.actor.effects".find(ef => ef.label === 'Symbiotic Entity')

(v10, everything up to date, got the full set of Midi, DAE, time things, etc.)

vast bane
#

get that false out of versatile for starters

dense oak
vast bane
#

why can't I ever find my activation conditions lol

#

this is a line I have in a macro...incase we can check syntax issues.

const effect = targetActor.effects.find(eff => eff.label === 'Beacon of Hope');

#

I think this is because you need it to point to the source

#

not target

#

workflow.actor doesn't really clear that up?

#

I'd try removing the quotes, putting the second F in the eff

#

also I think you are missing spaces around the =>

#

and ===

#

I also think maybe you don't need an @ cause i don't use it here:

dense oak
#

just trying these various things thanks, some I did before I'm pretty sure but gonna recheck in case

narrow saddle
# scarlet gale I think so. Not at my PC to check.

Thank you Sir, this is 99% perfect.

It does exactly what I want it to do, the 1% I can live with.

One, it is always emanating from the actor so it would be better if the template was auto just placed from the centre of the target, but like I said not a freaking problem as it disappears instantly anyway. Just needs to capture the targets. I tried Range Self instead of special but the same thing happens.

Two, it targets itself because it is in the template, again not a massive problem as we can just roll the save and ignore it. Pity you can't choose Radius as a target and a sub-target of other creatures, or enemies or something.

In other words, thank you 🙂

dense oak
# vast bane I also think maybe you don't need an `@` cause i don't use it here:

No luck (spacing is copy pasted from yours, think it was already the same though), tried:

@workflow.actor.effects.find(eff => eff.label === 'Symbiotic Entity')

workflow.actor.effects.find(eff => eff.label === 'Symbiotic Entity')

Also tried without workflow, with actor.data, etc.

The wiki defo says actor will work as casting actor. Debug doesn't say anything helpful. I wonder if I'm doing something dumb in some completely different place 🤷 maybe I try macro-ing it

vast bane
#

you may not even need workflow

#

have you tried source.actor.effects.find?

#

or just actor

dense oak
#

I tried just actor, but not source, 1 sec

vast bane
#

I think target is implied when you don't provide either

#

and a self/self has no "target" oddly

dense oak
#

no luck on source

vast bane
#

bugbear will know what to do there, just ping him with your non working one and he'll clean it up

idle stag
#

Hey! Can anyone help me setup Deflect Arrow monk ability for MidiQOL and DAE automation? By default it's making an attack against shooter but doesn't reduce incoming damage and I am not smart enough to figure out how to do it.

vast bane
idle stag
#

Hm, stones of endurance? Will check it out

wheat marten
#

Doesn't seem like the DAE 10.0.20 update has gone through to forge yet 😮

fierce lark
#

Good Morning everyone!

narrow saddle
#

HI folks, is there a definitive list anywhere of all the attribute keys? for an active effect - effects?

fierce lark
#

I home brewed a spell

#

Trying to get it to fit into the automation

#

the box pops up asking IF i want to set the template but it does not appear and then I can not placve it

#

Wait it does work ... I am an idiot

idle stag
molten solar
narrow saddle
vast bane
# idle stag

Deflect missiles should be that key, but the effect value should be [[1d10 + @abilities.dex.mod + @classes.monk.level]] And you need to confirm you are using the srd monk class item or else theres a chance your monk class is called something else.

The item needs to be setup as 1 reaction ISDAMAGED. Then I personally would setup a seperate item that is a 20/60 range martial arts die attack that costs one ki point to use.

vast bane
# idle stag

oh also if the flag key is not system.something.something, it is almost always going to be CUSTOM for the center drop down. Sometimes not, but that one is definitely custom.

#

(also rename the effect)

dense oak
vast bane
dense oak
vast bane
#

my macro would do things if the effect was present on the target

#

so you'd have to change it to source actor

vast bane
# dense oak yes please, I *think* I get it now but would definitely save me some additional ...
const workflow = MidiQOL.Workflow.getWorkflow(args[0].itemUuid);
const targetTokenUuid = args[0].hitTargetUuids[0];
const targetToken = await fromUuid(targetTokenUuid);
const targetActor = targetToken.actor;
const effect = targetActor.effects.find(eff => eff.label === 'Beacon of Hope');
if (args[0].macroPass === "postDamageRoll") {

    // if Target HP > 0 return 
    //if (targetActor.system.attributes.hp.value != 0) return;
    
    //If no Beacon of Hope
    if (!effect) return;

    // check to make sure only one target is selected
    //if ((args[0].targetUuids.length < 1) || (args[0].targetUuids.length > 1)) {
    //    ui.notifications.error("You need to select a single target.");
    //    return;
    //}

    // compute maximum healing for the spell cast
    let healingRollMax = 0;
    for (let i = 0; i < workflow.damageRoll.terms.length; i++)
        if (workflow.damageRoll.terms[i]?.faces) healingRollMax = healingRollMax + (workflow.damageRoll.terms[i].faces * workflow.damageRoll.terms[i].number);
        else if (workflow.damageRoll.terms[i]?.number) healingRollMax = healingRollMax + workflow.damageRoll.terms[i].number;
    let bonusHealing = (healingRollMax - workflow.damageRoll.total);
    await setProperty(workflow, "BonusHealing", bonusHealing);

    return;

} else if (args[0].tag === "DamageBonus") {
    const actorUuid = workflow.tokenUuid;
    const actorToken = canvas.tokens.get(workflow.tokenId);
    
    if (!effect) return;
    
    let bonusHealing = await getProperty(workflow, "BonusHealing");

    // Bonus Healing
    if (bonusHealing > 0) {
        await setProperty(workflow, "BonusHealing", 0);
        return { damageRoll: `${bonusHealing}[healing]`, flavor: "Beacon of Hope Bonus Healing" };
    } else return;
}

I made this, but I stole it from MASIF and chris/bugbear helped me make it so they may be better to help you than I.

narrow saddle
#

How do you handle the 30ft radius of people being close enough to each other, or do you see the AR and then just check the map to see if anyone is within 30ft then choose to add the 1d4?

vast bane
#

its always active on them, but they can only use the features from it if atleast 1 bond partner is in 30 ft and yes we leverage the human brain, aka advantage reminder

#

they can't take damage for a bondee whose not within 30

idle stag
vast bane
#

how many closing square brackets are there

vast bane
# idle stag

the only way to see the reduction right, is to turn on inline rolls in dynamic effects using active effects

#

the only way it would be incorrect is if it was 0

#

its a variable roll

idle stag
vast bane
# idle stag

show me why you think its not reducing right, show in chat

#

npc should hit the monk with a ranged weapon, you will get prompted for the reaction, you roll it, and then you see the damage reduced in the damage card

idle stag
#

trying to turn on roll to chat

vast bane
#

k

idle stag
#

lvl of monk is not counted

vast bane
#

(add an s to levels)

idle stag
vast bane
#

now shoe me if its working in your workflow right

#

should be a reaction damaged

#

and it should reduce damage in the damage card

idle stag
#

Its working correct, but I don't know how to show it. Anyway, the correct damage reduction is applied to token.
Problem is what to do next, since strike back dependable on full damage reduction but both features have an activation mode - reaction damage..

vast bane
#

I'd make the throwback manual

idle stag
#

Anyway it's way better them it was, super helpful

vast bane
#

the player should see they've reduced to 0 btw, you either arne't using midi automation or your settings are odd

idle stag
#

I am using but ye, i am pretty clumsy

vast bane
#

53-0(4) means it was reduced fully to 0

#

the player will get a similar card depending on your damage automation. Either a card with buttons or without, if you have it off, you should turn it on. If you are automating like this

#

otherwise make the item just a dice roll and remove the DR flag usage

idle stag
#

It's in a workflow tab?

#

That one?

vast bane
#

the one above, "Yes and cards"

idle stag
vast bane
#

now if only we could use enriched text in the flavor field, then we could put a button to fire the throwback there

vast bane
# idle stag And where I can do it?

you'd need for the reaction to be basicaly remade in an on use macro so that you could use enriched text in the chat card, dnd5e for some reason doesn't let us use enriched text in a user facing field, probably a good reason too cause some people would do weird things and break chat.

idle stag
#

macro usage is way out of my league 😛

dark canopy
vast bane
#

theres a module called inline roll commands that makes linking the use of an item reallly easy

#

If your throwback item is called "Throwback" then with inline roll commands it'd be [[/rollItem Throwback]] in the description

#

but most people collapse descriptions so its not guarenteed all your players would see them

#

(flavor is never collapsed)

dark canopy
#

some people may, but its worth noting

vast bane
#

I think that setting is off by default right?

dark canopy
#

collapse descriptions? in core -- disabled by default

scarlet gale
narrow saddle
narrow saddle
tranquil cloak
#

which option would I use to add damage to all damage types that the player causes?

#

is it this guy flags.midi-qol.max.damage.all?

kind cape
vast bane
#

if its magical inspiration chris has an amazing premade for it

tranquil cloak
#

its for a racial feature from A5e

tranquil cloak
#

alright, and one other question. How would I setup this abilitty to add a marker to the enemy hit?

#

so it needs to increase my damage for 1 hit (completed), and then mark the hit enemy so I know I can't hit that enemy with it again

vast bane
#

have the icon like a ghostbusters icon or something

#

if you need damage boosted for 1 hit, its going to have to be a macro, or a pre rollled first item and then attack is the second item

tranquil cloak
#

there's a "special duration" that does it for 1 hit

vast bane
dark canopy
vast bane
#

Pretty sure just swrpg and dnd5e are midi compatible

dark canopy
#

(and maybe they prefer dnd5e and are emulating portions of the a5e rules, which is totally fair)

tranquil cloak
#

a5e system isn't quite mature enough for me yet, plus half my players sttill use 5e

dark canopy
#

cool, carry on! o7

vast bane
#

same with sharpshooter and great weapon master

#

I think what you are trying to do is similar to those

#

there is midi automation that will prompt before the attack if you want to use something fwiw, see chris' divine smite macro

tranquil cloak
#

it is, but it also needs to mark the target AFTER a hit. since it can be used 1 per target per combatrt

vast bane
#

that is built into midi if you have effect transferral on

#

if you make a blank effect on the item, and the first tab of the item has no checkboxes checked, it will apply the ae on hit to the target

#

must have effect transfer turned on, its in midi workflow button -> workflow tab -> special section

tranquil cloak
#

That works if the feature itself is an attack, but its not. it modifies the next hit.

#

so I need the next hit to apply the mark, not when i "cast" the feature

vast bane
#

sounds to me like you want it all in one item

#

apply buff to self pre item roll, roll attack, apply ae after the attack

tranquil cloak
#

that would b nice but you said id' need a macro

vast bane
#

you could also put an activation conditional in for if the source actor has the ae, then apply ae B to target

#

however, I suck at activation conditions, I always lean on thatlonelybugbear for them

#

someone was trying to do one earlier that had to do with finding an effect

#
const workflow = MidiQOL.Workflow.getWorkflow(args[0].itemUuid);
const targetTokenUuid = args[0].hitTargetUuids[0];
const targetToken = await fromUuid(targetTokenUuid);
const targetActor = targetToken.actor;
const effect = targetActor.effects.find(eff => eff.label === 'Beacon of Hope');
#

you'd have to look at the midi readme on activation conditions

#

then try to frankenstien it out of this macro, or pray bugbear catches this convo

#

activation conditions have to be A = B

#

an evalutation so Source actor has effect X

#

source.actor.effects.find...yadayada but I'm mostly guessing cause I suck at this shit.

tranquil cloak
#

thanks forr the help anyway!

vast bane
#

the v9 readme has the tip about source vs target but the v10 doesn't... i wonder if things have changed

tranquil cloak
#

Alright, here's an idea. Can I make my damage amp also add a condition and then make my marker a condition?

#

i have CUB so i can make a new condition

vast bane
#

in dfreds you can just make a new CE and then right click it and add it as a status marker in the ui

#

as for how to do that, that will be a warpgate macro or an actor on use macro, but definitely macro territory

#

I really think you should share the literal feature you are trying to make, cause we can probably find a better way to do it

#

though I think the simplest is the activation condition on the attack

tranquil cloak
#

As a bonus action, you can enhance the next attack you make this turn. If that attack hits, it deals extra damage of the chosen type equal to your proficiency bonus. However, the sting of the scourge lessens after the initial strike, so after you deal this extra damage to a creature, this trait cannot deal extra damage to it during the same combat.

vast bane
#

I'd make the bonus action require a target and roll the ae to self

#

Bonus action would have 2 active effects on it, one makes the bonus damage effect on the owner, and the other rolls to the target.

#

in the first tab of the active effects there is a roll to self setting for this very use case

#

I still thin activation condition is the best route, just gotta learn how to do it

tranquil cloak
#

Alright, I'll read up on the documentation

vast bane
#

on their attack activaction ondition is a field in the top

#

close to the name by target/range

#

it has to evaluate to true

#

so look at other midi sample items for syntax examples and my macro above

#

source.effects.some(eff => eff.label === "YourbonusactionAEname")

#

there ya go

#

I should confirm its source and not origin...

tranquil cloak
#

Also, does DF have something that approximates triggler? cause thats why I didn't switch over

vast bane
tranquil cloak
#

lol, its the part of CUB that like auto applies AE's for conditions and when like low on health

vast bane
idle stag
#

May I ask is it possible to auto mark 0 hp npc using Midi (as dead or uncon)?

vast bane
idle stag
#

Oh, I forgot to save this change last time. Thanks!

sleek bone
#

This may be an odd one but I think only Midi could set something like this up:
Would it be possible to set up a weapon to have access to "all damage types"?
Say a Magic Bow that knocks an arrow which deals elemental damage of your choosing: would it be a way to fire it and then be given a prompt that asks what damage type you would want to use for that attack?

vast bane
#

You could make elemental arrows and then he user can slot what ammo in it, or you could plagerize the chromatic orb macro that chris has or maybe its mrprimate

#

I think the simplest method would be a macro or making a bunch of weightless elemental bow attacks

scarlet gale
#

Swipe the macro from Chromatic orb from the ddb importer.

#

Run as on use during post damage roll

molten solar
#

(As an aside, that's totally doable without Midi, it's not "exclusive", but you use it, so let midi handle it.)

narrow saddle
scarlet gale
#

Yours just needs to be set right. I can screenshot how to set it up when I'm home tonight.

#

Set it to be a radius and enemy.

#

Then range special I think

#

That should target enemies around the token when rolled

narrow saddle
#

I just can’t see how to separate radius and enemy. They’re on the same drop down list.
However I appreciate your help.

narrow saddle
vast bane
#

point blank aoe that doesn't target self

#

you don't use radius if YOU are the origin

narrow saddle
#

I’ll give it a whirl thank you.

scarlet gale
#

Thanks Moto, I couldn't remember the configuration l for that.

vast bane
#

I actually think theres two ways to do it

#

Blank, Any, Creature
30, blank, feet

But you need my way if you don't want to target self

#

cause special is only in that field

narrow saddle
#

Thank you both, works a treat. 🙂

Whispering Aura from a summoned Star Spawn.

EM for the trigger
Macro to set off Whispering Aura
Whispering Aura details

🙂

vast bane
#

share it here by name or link your git ;p

narrow saddle
#

What does link my git mean?

Is it the json of it or something?

vast bane
#

If you are making macros, you could store them on github/lab like the other guys are doing

#

or just share it here in a post

scarlet gale
#

It was my macro lol

vast bane
#

searchable so future users can spot them

scarlet gale
#

Was a one liner

vast bane
#

oh lol

narrow saddle
scarlet gale
#

Getting a lot of use out of the target selector dialog now.

coarse mesa
#

Damn, I was so close to going Death Domain this campaign but had a last minute change of heart

scarlet gale
#

Just started playing a Warlock & Cleric multiclass. One level in cleric for reaper, the rest into Undead warlock.

coarse mesa
#

Nice combo. Even just dual toll the dead would be amazing

whole cobalt
#

Before i raise a enhancement request i just wanted to check if there was a Hook in Midi-qol called for targets before/after a saving throw request. It would be useful for Foundry-Items, like the race feature Fey Ancestry which gives advantage on Charm saves.

grim bane
fierce lark
#

I am HUGE fan of Miqi-QOL, is there a complete list of additional Plugins I should add to have the best expereience for DND5e?

#

ALSO, it seem a lot of the processing is handled Client side (on the GMs computer) ?? Is that correct? I would have thought it would be server side

violet meadow
molten solar
#

There is no "server side"

whole cobalt
fierce lark
violet meadow
fierce lark
#

I ask here because during the load, I saw these in the logs

violet meadow
#

These are modules that MidiQOL supports to work together.

#

If you use MidiQOL most of tposney modules are a good fit

fierce lark
#

makes sense

#

Ok off 2 work for me

#

thank you everyone

grim bane
# whole cobalt I had a look at this but it not what I need. the hooks, you refer to, only work...

According to your description you would like to handle the workflow automatically. Because otherwise the player can always push the advantage button on the popup screen. Something I could imagine is the charm spell checking if the target has an appropriate effect (here Fey Ancestry) and if that's the case gives the target advantage on all saving throws but with a special duration (ends after next saving throw). This has to be done before the actual save takes place.
Downside of this is that every charm spell/feature needs this kind of automation. I don't know your game, whether this is feasible for you.

whole cobalt
violet meadow
#

(this is something I am looking at supporting in the next version of Automated Conditions 5e, though as to what extend it's gonna be compatible with modules changing core Rolling is still to be seen)

vast bane
molten solar
#

Some might say that. 😏

grim bane
mighty pier
#

After updating the foundry to v10, sometimes my macro bars doesn't switching by pressing alt + 1-5, the only thing I understood when I remembered about the console was that the problem was somehow related to MidiQoL. When I press a key, the first error appears, and when I release, the second

violet meadow
#

Does it work without MidiQOL?

mighty pier
#

It will be difficult to test, this bug appears randomly from time to time, I can turn off the module, everything will work, and then it turns out that the bug just did not proc this time

#

Now, as I said, (with the module enabled) the error may appear, or it may not, I don’t know what it depends on, it’s just a matter of chance

violet meadow
scarlet gale
# grim bane According to your description you would like to handle the workflow automaticall...

I have a world script that handles this if you care for it.
https://github.com/chrisk123999/foundry-macros/blob/main/Mechanics/Condition Resistance/Chris-ConditionResistance.js

The actor just needs a flag setup like this to get advantage:
flags.world.CR.condition | Overwrite| 1

GitHub

Contribute to chrisk123999/foundry-macros development by creating an account on GitHub.

#

Also relies on your spells making use of macro.ce for conditions

queen comet
#

So i had a player cast Transmute Rock in last night's session. It has 2 ways you are suppose to be able to cast it either Rock to Mud / Mud to Rock. Additionally there are 2 options for the Rock to Mud version;

  1. Cast on the ground which causes STR Saving throws and restrained condition
  2. Cast on the ceiling that does bludgeoning damage and then the above effects.

With Midi QOL and Token Action Hud:
The spell only forced the STR Saving Throw but then based the possible 1/2 damage on that as if it had been cast on the ceiling and did not also check DEX saving throw for the half damage.

Is that an easy fix? Failure of the STR Saving throw would caused retrained and failure of the DEX saving throw would decide if the spell did 1/2 or full damage.

scarlet gale
#

Doable with a macro for sure

#

Otherwise a easy dumb fix is to duplicate the spell and have one setup to do the mud to rock feature and the other setup to do rock to mud.

scarlet gale
violet meadow
#

As an Item onUse macro call, preDamage roll I would imagine should do it

#

Or the above 😄

scarlet gale
dry dragon
scarlet gale
#

See above screenshot.

#

You want to put the macro in the item macro then fill in the on use field.

#

As well as making sure the damage field is setup how the above screenshot has it.

dry dragon
#

I do have that...am I wrong in thinking there should be a option to choose what damage after the spell damage is calculated?

scarlet gale
#

Do you have the macro put in the item macro as well?

#

(Click the SD card icon on the header)

dry dragon
#

I'm using this macro here posted by Szefo, I thought I just had to drag the macro onto the On Use Macros field. The SD card icon grabs the ID, correct?

scarlet gale
#

No

#

Szefo's macro is less automated the the one I linked.

dry dragon
scarlet gale
#

Get the item macros module.

#

Then just copy and paste the macro in there and hit save.

violet meadow
#

(And make sure you do NOT have this option selected in Item Macro module settings)

dry dragon
#

Awesome, thanks guys! Any other item macros I should take a look at or just a repository that I can look through?

scarlet gale
#

Good starting point here.

#

Searching around this channel will also lead you to stuff too

violet meadow
#

And feel free to ask for specific macros too. We might have something laying around and not in an available repository (looking at you bugbear...)

dry dragon
#

Haha, understood. I am always refreshed to get wonderful help from this community. Love y'all!

scarlet gale
#

Yep

#

I have a ton of stuff that can get repurposed for specific features.

vast bane
#

We should get tim to put my pastes in the readme so that we can link them to the readme and it can then get stickied here

#

suppose we'd need Mr.Primates permission first

scarlet gale
#

People should just directly use his module for his macros

#

Since it sets up the item for you correctly

vast bane
#

Think the issue there is that some won't own the item on ddb

scarlet gale
#

I doubt they would want the trouble of people asking how to setup the macros when the module does it for you normally.

violet meadow
#

Though I am not sure about the SRD/non-SRD stuff

scarlet gale
queen raptor
#

When I edit one of DFred's Convenient Effects, Midi is meant to always use my edited version instead of the standard one as long as the names are the same, correct?

scarlet gale
#

It should, yes.

queen raptor
#

Hm

#

I recently created a custom effect for Concentrating, which when applied now executes a macro to check for and apply the War Wizard feature "Durable Magic"

#

I also added a new icon for the effect

#

But when an actor casts a spell that activates Concentration, it seems like it's activating the old version

vast bane
scarlet gale
#

Concentration might be an exception

queen raptor
#

I do not have Cub activated in this world

vast bane
#

Second would be you misspelled it

scarlet gale
#

It's very likely that Midi makes it's own concentration effect

vast bane
#

OH

queen raptor
#

The macro activates correctly when I toggle the new custom effect on my War Wizard actor

vast bane
#

dfreds doesn't replace?

queen raptor
#

Manually toggle, that is

scarlet gale
#

I would assume midi isn't using dfreds for it since it needs to add extra flags to the effect.

vast bane
#

midi does if you replace the originals I believe

scarlet gale
#

And this would need to work even with dfreds not installed

vast bane
#

I bet you he has it set to add or none

queen raptor
#

Hm

#

Add clutters up the bar a bit, no?

#

I have it set to Replace currently

vast bane
#

yeah then I guess its Chris's idea

scarlet gale
#

I'm very certain Midi doesn't use the CE for concentration

vast bane
#

is concentrating in the status icons?

#

(and did you spell it right)

queen raptor
vast bane
#

No language barrier?

queen raptor
#

And yes lol I copied the effect and didn't change the name

#

Only popped in the Macro Execute and changed the icon

vast bane
#

gues its chris's then

scarlet gale
#

Hmm

queen raptor
#

So Midi makes or references a separate Concentrating effect?

scarlet gale
#

Just checked and it has the isConvenient flag

#

It may just create the effect on it's own

#

Would need to check in the source code to actually know

queen raptor
#

Heck

#

Well, I guess I still have the effect that the macro was toggling; I'll have to warn the player that for now they just need to pop it on when they start concentrating

scarlet gale
#

I can't tell how midi is creating the effect lol

queen raptor
#

I dunno either; this is my first (supposedly) simple foray into messin' with macros lol

scarlet gale
#

What are you trying to do?

queen raptor
#

My War Wizard just got the Durable Magic feature

#

When he's concentrating, he gets a +2 to AC and Saving Throws

dark canopy
#

here is a Durable Magic macro intended to be run when needed, and when reverted, it will remove conc and any templates you have placed

queen raptor
#

I achieve this by adding the correct effects to Durable Magic

dark canopy
#

needs warpgate, assumes execution via item macro

scarlet gale
#

I'm betting this can be done with a midi flag evaluation

#

let me check

queen raptor
kind cape
#

Could make an on-use macro that applies a separate effect with the concentration as a source, when anything is cast 🤔

queen raptor
#

The effect is on my Wizard, but inactive. I edited the Concentrating effect to execute the macro on application

#

The macro checks for the effect and toggles it, and works correctly when the new Concentrating effect is manually toggled

#

But I want it to work when Concentration is automated from Midi

scarlet gale
#

Sounds like Midi isn't pulling the CE one then

queen raptor
#

And Midi seems to be making the old Concentrating effect, not the new one.

#

Yeah

#

Midi just wants people to concentrate like they used to 😦

scarlet gale
#

fotoply's method is probably the way to go

#

Or if you don't mind manually toggling it, honeybadger's macro

queen raptor
#

Well, I have the effect already on his sheet that he can manually toggle

scarlet gale
#

Could simplify it and have it as a toggle feature

#

clicking the feature would turn on and off the effect

#

and just give it the relevant bonuses

queen raptor
#

Is that not what I'm doing now?

#

Oh, I guess it's not clicking the feature

#

I just made it an effect that he's got

scarlet gale
#

Yea, it's pretty much the same

#

My players don't know the effects tab exists

queen raptor
#

I gotcha lol

scarlet gale
#

So I try to avoid having them ever touch anything in there

queen raptor
#

My guy's pretty smart, if I tell him he can touch this one thing I'm sure he won't hurt himself >.>

#

(Famous last words)

#

Afaic it's a one-click toggle right now, until or unless I figure out how to make Midi proc my custom Concentrating effect it's the best I can do.

scarlet gale
#

On use macro that detects a concentration spell being used

queen raptor
#

"Pretend" like I've never made a macro before >.>

scarlet gale
#

flags.midi-qol.onUseMacroName CUSTOM macroName,macroPass

#

Then in the macro

#

Oh

queen raptor
#

Yeah lol

scarlet gale
#

I can take a look at this later and get you something automated

#

Seems simple enough

#

Pretty much you just check if the being used item has concentration flagged

queen raptor
#

No worries and no rush at all; I don't wanna presume on anybody's time or brainpower. If you happen to noodle on it and find a solution, I'd be happy to hear about it. I've got my stopgap for now in the manual toggle.

kind cape
#

I've almost got something 😅

#

Only problem is that the effect does not seem to be removed when concentration is 🤔

queen raptor
#

Hm

scarlet gale
#

Could update the used concentration effect

#

So you don't need to match it

kind cape
#

True, that is a way to ensure that it does get removed

queen raptor
#

That wouldn't be objectionable to me

#

It's basically what I was going for; make all Concentration work this way, it'll only actually turn on for people who have the effect in place (right?)

kind cape
#

The advantage to using on-use is that the code will only be run when an actor that has the on-use macro (either on their sheet or in an effect) does something ^^

scarlet gale
#

Essentially the on use macro will run for the person with that macro running

queen raptor
#

I see

kind cape
#

Okay, updating concentration works

scarlet gale
#

Gotta only be a few lines too

kind cape
#
if(!args[0].item.system.components.concentration) return;

const concentrationEff = args[0].actor.effects.find(i => i.label === "Concentrating");

const extraEffects = game.dfreds.effectInterface.findEffectByName("Concentration bonus");

concentrationEff.update({changes: [...concentrationEff.changes, ...extraEffects.changes]});
#

This only updates the effects that it applies, could make it more wide reaching, but I am not sure what e.g. changing the name would do to Midi

scarlet gale
#

You still on v9 fotoply?

kind cape
#

nooo

scarlet gale
#

Remove the data

kind cape
#

I just copy-paste old code

scarlet gale
#

Lol

kind cape
#

Programming is all about being lazy 😂

scarlet gale
#

Why not just do an effect.update with the added keys?

kind cape
#

Cause my current primary experience with JS is from React at my job, so I just do stuff the way I am used to 😅

queen raptor
#

So

#

I understand that there is a macro in front of me.

kind cape
#

I just had another idea sweaty

scarlet gale
#

Just embed the changes and push it onto the effect as a update

narrow saddle
#

Can I come here for DAE problems too?

Anyone know why this might be happening whenever I Submit Change to an effect in an item (doesn't matter which character, doesn't matter which item, it happens on anything that has an effect)

dark canopy
#

dont do what the error is saying 😅

kind cape
#

We could... add an Effect Macro to the Concentration effect already there, which removes the other effect when the concentration is broken 🤔 That way it still gets to be its own separate effect that is clearly visible. But I don't like messing with EM's flags

dark canopy
#

editing owned item effects

narrow saddle
narrow saddle
# dark canopy editing owned item effects

How come it never happened before, then suddenly it is happening to everything? How do I edit an item's effect that belongs to a character? Without this happening. Baffled.

hard oxide
#

Hi guys, is it possible to make it that if a player does a 18-20 hit, it rerolls a second time the damage ?

dark canopy
#

move the item to the sidebar and edit the effects there

narrow saddle
dark canopy
#

its fine until it isnt, heh -- most stable approach is sidebar

#

if you are testing AE values, just create the effects on the actor directly

kind cape
#

Hopefully editing owned items will become a lot more viable with the new database structure in V11 🤔

dark canopy
#

its possible, yea

scarlet gale
#

You can ignore it.

vast bane
#

Editing owned items is experiemental, but if you are an experienced dae/midi user, you already know why and catch them just fine. He has fixed most of the weirdness with it, generally speaking the only weird things left are when you fiddle with the checkboxes in the ae's first tab too much.

#

also, the only bad thing that can happen, is a rogue untethered same named ae appears in the actors effect tab, which can prevent midi's effect transferral and attribute changes of related ae keys. So bottom line, always check the actors effect tab if you are editing owned items.

scarlet gale
#

@queen raptor js if(!this.item.system.components?.concentration) return; let effect = this.actor.effects.find(i => i.label === "Concentrating"); if (!effect) return; let updates = { 'changes': [ { 'key': 'system.attributes.ac.bonus', 'mode': 2, 'value': '+2', 'priority': 20 }, { 'key': 'system.bonuses.abilities.save', 'mode': 2, 'value': '+2', 'priority': 20 } ] }; await effect.update(updates);

flags.midi-qol.onUseMacroName CUSTOM ItemMacro.Durable Magic,postActiveEffects

#

Then just have the Durable Magic feature have the above effect as a passive.

vast bane
#

may I ask what the @ thing is in the key entry?

scarlet gale
#

Autocomplete Inline Properties

#

wait

#

why doesn't that auto play

#

Bit surprised you don't have it.

kind cape
scarlet gale
#

Oh true

#

I keep all my macros in my sidebar so I forget how to set that up with item macros

scarlet gale
#
if (this.diceRoll < 18) return;
//Rereoll stuff here```
#

Are you trying to do an improved crit range or something else?

hard oxide
#

Its a feature i created, if the player does a 18-19 he can rerolls his attack and damage

#

Like a double hit feature

#

But I can't manage to make it automatically

violet meadow
queen raptor
#

Indeed

#

I'm trying to apply the solution Chris sent, but I don't know if I've done it correctly

coarse mesa
#

This must be new, I edited the description for Conc a while back and it's been working
Ah that was back in v9, I didn't bother in v10 as it already has a decent description.

scarlet gale
queen raptor
scarlet gale
#

Change Add to Custom

queen raptor
#

Dammit

#

Okay; changed and reapplied. It still doesn't seem to be modifying the AC value, but I see the Save values have changed

violet meadow
scarlet gale
vast bane
#

its a wizard

#

I bet you theres a custom calc

queen raptor
scarlet gale
#

AC bonus should still apply to it

vast bane
#

where is the ac bonus?

scarlet gale
#

system.attributes.ac.bonus

vast bane
#

is it in the macro?

scarlet gale
#

Yep

queen raptor
#

Yes

scarlet gale
#

Could you edit the concentrating effect

#

and see what it looks like

#

screenshot the details tab

vast bane
#

is there a linked/unlinked issue, is the actor an npc?

violet meadow
#

Should be good after

queen raptor
vast bane
#

any changes to status effect CE's need a reboot fyi

scarlet gale
#

effects tab

#

as well

queen raptor
scarlet gale
#

I guess Midi must only grab the concentration effect during init

#

Is that the one that's one the actor?

#

after they cast a spell

queen raptor
#

I'd just been toggling it as a status to quickly check if the AC changed. Let me actually do it through Midi, that would be smart, huh? >.>

scarlet gale
#

Yea, it won't do anything with a status change

queen raptor
#

Also, notably, now that he's not concentrating, his saves still have the active bonus... >.>

scarlet gale
#

The macro I provided will only update the condition upon using a midi workflow

#

Look for stray effects on it? Such as your previous automation attempt

vast bane
#

(editing owned items can leave a latent untethered ae in actors effect tab)

queen raptor
#

Ah no, he's standing next to the damn Paladin

scarlet gale
#

That would do it

violet meadow
queen raptor
#

I see

vast bane
#

see I knew it used it cause I've modified wounded

queen raptor
#

So if I just edit the Concentration effect like I was before, then reload, Midi will grab the custom Concentrating effect and apply the toggle I was using?

scarlet gale
#

yea

queen raptor
#

Okeydokey

scarlet gale
#

although you seemed to be jumping through a few hoops

violet meadow
#

Test it out really quickly

vast bane
#

I've alsy modified my reaction as well

scarlet gale
#
if (!actor.items.getName('Durable Magic')) return;
let updates = {
    'changes': [
        {
            'key': 'system.attributes.ac.bonus',
            'mode': 2,
            'value': '+2',
            'priority': 20
        },
        {
            'key': 'system.bonuses.abilities.save',
            'mode': 2,
            'value': '+2',
            'priority': 20
        }
    ]
};
await effect.update(updates);```
This should work as a on creation effect macro for concentration.
#

Assuming the CE fix of restarting Foundry works.

violet meadow
#

Does anyone have any reference on abilities which affect saves of creatures, like advantage on saves ag. Frightened condition?

vast bane
#

Fey ancestry is the most noteable one

violet meadow
#

Yeah I got all the ones from races (more or less)

vast bane
#

the multi head monsters

#

they usually have advantage against stunned

#

Multiple Heads is usually the name of the feature

scarlet gale
vast bane
#

Ettin its Two Heads

scarlet gale
#

If that's your intent