#MidiQOL
1 messages · Page 65 of 1
one mistake alot of new people make is they don't hit save
they close the window
the save is at the bottom
Oh so fast forward is the shift/ctl?
And lol, definitely not new but its been a while since i've needed to fiddle with the backend
yep, I don't fast forward I assume your keys are right, I'm sure one of the FF guys will chiime in if you are wrong
I prefer the popouts because I use advantage reminder module
not seeming to change anything
Nah it wasn’t, just regular walls and a background image
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
@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.
Yeah so if im missing any obvious things here, some help would be appreciated 😅
yup
you are on v9 midi
you definitely hit save when you changed settings?
what version of libwrapper and socketlib are you on
and does this happen with only socketlib/libwrapper/midi enabled?
save, closed the server, re-opened and checked same stuff
libwrapper is 1.12.12
socketlib is 1.0.12
v9 user on a newer version of libwrapper than me on v10...wtf
confirm the behavior with just 3 of them on
I mean, i updated to the latest versions? is there a v10?
you aren't on the newest build
uhhhhhhhhhhhhhhhhhhhhhhhhhhh
um no your not
Midi v10 has this for settings:
and midi v9 could not run on v10
you need to uninstall midiqol and reinstall it
Yeah just what i was thinking...
you probably need to do the same thing for ALL your yellow compatibility warning modules of 9 or lower
if you update to v10, and you bring your module folder with you, then your update button no longer works reliably
you need to manually check your module versions vs v10 versions and uninstall/reinstall if you have a v9 in v10
and I'm utterly shocked that midiqol v9 loaded into dnd5e 2.1.x
Well, i'm glad i've offered you some entertainment value for your services at least haha
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.
don't just use update, its dead till you get them over the v10 hump
That's very much appreciated thank you
I've got some v9 compendiums, are they ok to leave? otherwise i'll need to dig for the paths somewhere
compendium modules are probably ok but you'll see warnings in setup
like jb2a works for me in v10 even though I haven't upgraded with a new patreon uppage
Yeah i'm using the upgrade module to check which still should work as well.
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
DAE SRD is dead, DAE the module is not dead
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
And here i thought i'd just be losing better rolls 😢
install it manually in the bottom field in the install window
foriens is dead, find the path, you probably want dig down I think
how come its fork form only?
yellow v10's are fine
And shit, that was very useful, is there any replacements for foriens?
because kandashi has left the building, and most of his modules are either revived by others or temporarily maintained till he returns
That would also explain why dnd5e helpers isnt updated either
Simbuls creature aids and cover calculator
I can't remember if there were more, I just use those two
dnd5ehelpers got split up into like 4 things
Sounds like some fun digging tomorrow
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
Seriously, thanks for the help 👍 It's annoying how some of this info is hard to find with forums pivoting to discord
Pretty sure foriens just need to be uninstalled and reinstalled 🤔
it's worth a try now i've eliminated this stuff
It's either that or I'm running someone's fork, cause pretty sure it still works on my V10
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)```
you have item macros character sheet hooks turned on
that module is purely a storage device to midi users and should have its settings turned off
Yup that was it, thank you very much!
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?
Despite successful save, token ends up in failedSave array
share the item details, share the macro
^^^ 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
It’s a feature of Simbul’s Cover Calculator, if you decide to use that as your cover provider in midi. Midi also lets you use Levels for cover or has its own basic implementation. I prefer Simbul’s because of this feature and how you can designate cover levels to different sized creatures
Plus it was originally written by Honeybadger, nuff said
and its a badger-approved cannot be broken algorithm!
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
(each occupied square is evaluated for sight checks)
If it can be broken we’ll find a way
I did raise a small issue on the git btw 🤏 But nothing of your doing
Related to Kandashi’s add-on bit
oh yea? i like to keep tabs on it -- link?
ohh, this is a homebrew rule for changing cover based on creature size?
Yeah something Kandashi cooked up but it makes too much sense. Massive creatures should really be considered walls
nods gotchya
In our case it’s more geared to their corpses becoming viable cover
i made a little comment there just now, a preupdate hook would be easy peasy
I considered updating the Simbul flag in my macro but I think the module would be more robust overall if it did it
i think that would work just fine in the short term
the cover calc is as stateless as I could make it
the only data that really gets stored is any cover value that deviates from default
and i read that data each time i compute -- so it should always be "latched" properly
like a newborn
@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
data so fresh, you are surprised its not moving
I was parroting what zhell said earlier
I won't be able to check till Monday the latest versions but nothing much should have changed in between 🤷♂️
a user tried to use MASIF earlier and the superiority die feature was failing in dnd5e 2.1.x with a DAE error
they had the newest dae, 19
That sounds like a subclass identifier missing or something like that
works fine in 2.0.3
nah we tried on the starter hero
and they showed me the subclass item
I haven't used MASIF so not sure
its updated and it definitely works in 2.0.3 I was alongside him testing it in my build
It might not be compatible with 2.1.x
its technically remaking the scalee value
its using a flag for the scale value since masif is from before scales were in
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");
}
It says that it cannot find the subclass
let pcFighterSubclass = pcActor.getRollData().classes.fighter?.subclass.identifier;```
This line here would be the issue Moto.
it works in 2.0.3 though
Yeah the getRollData changes I think a bit in between
DAE shouldnt have anything to do with 🤔
The error pretty blatantly shows it's an error in the macro
so its some sort of change from 203 to 21x
Possibly
slap a console.log(pcActor.getRollData()) before that one line and see what's there
Yeah the user should just log
If classes.fighter.subclass.identifier isn't there, that's your problem
Said it before and I'll say it again. Distributing macros leads only to pain and suffering
In 2.0.3:
thats the path to the dark side
I can't show you 2.1.x but you guys probably can see it
just look if an identifier is in any actors data right?
Does the module put that identifier in there?
the thing we thought was the fault here was that whenever he equipped items with effects t would spam the effect twice
I thought it was the bandaid that tim used to fix the duplicate effects causing this
console errors never lie
That is an issue with DAE indeed
Should have been partially fixed on the latest one
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
I'm seeing a similar object in the newest dnd version
I would check that their subclass is setup right
Yeah I think it had to do with the weird behavior when you equip an item with effects in dae 19
he showed me it
it was definitely latched onto the class, and definitely "battle-master"
have them do a console.log(game.actors.get('id here').getRollData())
and screenshot what it outputs
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
@edgy panther you still around?
I had no idea when you set an effect to toggle in midi, it suspends it and enables it
yes, not following the chat, but whats the matter?
console.log(game.actors.get('id here').getRollData()) I'm guessing the ID would be the thing you click at the top of the actor beside its name in the top bar
of the battlemaster
We wanna see this in the console once you do:
Tho, i already changed everything to the Scale Level variant
Is this after you transfer the actors?
Ah ok
This is the full log, including searching for the item and adding it.
it all works perfect, thanks for the rec!
click Subclass and expand it there at the bottom of classes
we want to see the identifier in that sub section
I dunno guys
I really think its the fix for duplicate equipped effects thats messin with this premade
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?
Superiority Die
the Superiority Die, no. But the other items, with Updated values.
can you drag it over and see if it generates that error still?
one of the theories was you had a bugged subclass, now that you built out a scale value theres no way its bugged now
thats the logs after adding the item.
Just the one line
then it was a bad subclass I guess
which is weird cause mine had nothing in it and it worked
maybe it needs to have atleast 1 advancement set in order ofr it to work
Thanks for testing again for us, you are all set don't need to do anything anymore
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.
the result is still no dmg :x
use that actor in the macro I shared
thats the data. if it helps
the console command
did you link the item
remember the goading attack needs to consume something
resources.primary.value
nope, no change
can you find the error again for them?
no, after i reloaded my foundry, i have no more errors.
chrome pc
forge hosting?
forge
bah, its all good, we are done with this then, its a cache fluke error
that does not change the problem, that the dae flag is not set XD
Hey @violet meadow today I learned you can install and run midi from version 9 foundry with 2.1.x dnd5e
was your fighter linked? double right click his token and check for actor data linked
yes, its linked ^^
yeah I got nothin
doesn't it unset the flag?
the flag is not meant to permenantly show
omg I think I figured it out!
the duplicates
they happen at tthe same time, so it kill itself
tims hack is just to remove the second one, but the flags unset
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
I'm out for now, if the compendium or dae gets an update, ill check it again ^^
Thanks for the time to test bud
np, im a dev myself, i know how hard bugs can be ^^'
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
any errors?
nope, none
is the macro a script macro, how is it called?
if its an item macro on use, did you remember to plop ItemMacro at the bottom?
it's called from a "On Use Macros" after active effects of an item
{
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);
}```
here's the full macro
it works as intended, except I can't figure out a way to do (dis)advantage
can you show me the roll in chat?
why does your card look different?
what do you mean?
oooh toolitip setting nm
ah, that, yeah
why do you want to turn off fast forward?
i sometimes need to attack with (dis)advantage regardless of effects
theres keyboard shortcuts for that, you can also turn off fast forward in the midi settings
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
I think your macro is failing because you need it to go in an earlier workflow phase than after active effects
I dunno, I'm tappin out its beyond me
this item has no attack so I can't toggle advantage/disadvantage when I do an actual attack from a macro
sorry, I'm probably failing to explain it correctly 😦
thanks for trying to help tho 🙂
Anyone around know anything about @celest bluff's Turn Undead?
Getting an error regarding tokenid 😕
Relating to ItemMacro
I have a functional turn undead let me see if I can spin up the world before I pass out
turn undead that also checks for destroy?
Remove the first and last lines from the message.txt and thats the macro in item macro
First line as in the one ending in js?
The last line is three curly brackets?
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.
It would require a world script, but sounds doable
Unfortunately that didn't work. 😕
Same error as Crymic and extra errors from midi.
Plus every creature including alive creatures had to roll a save.
is it Warding Bond? Already made in midi sample items
I just v10ified that macro, 2.1.x better not be breaking it
Your item is probably the mistake, compare the item to my item
I copied it screen for screen.
Not exactly, but I think I can fit it to what I need. But, honestly, I did not expect that this would be in the compendium
theres two versions in there
is it an npc or a player character?
and what is the error
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
After...2 weeks, just God
It is a PC and here is the error now that I have taken the saving throw out of the equation.
you have character sheet hooks turned on in item macro
midi does not work with item macro unless you turn item macros settings offf
OK that was ticked.
What about Override default macro execution?
I personally have all unchecked
the module just needs to be enabled
its a storage device nothing more, to midi users
theres a checkbox to remove the word from the top bar that might be an ok one
in my macro?
Yeah I have used your macro.
you probably have a missing ( or an extra ), if you are cutting and pasting, its likely a missing one
I copied everything from after the js up until });
No idea where this ) is?
did you paste mine into crymics?
No, I pasted it in a blank one. And started from scratch.
I don't see any issues with mine...
this one you don't need to edit
just copy and paste
I wonder if the card is wrong due to dnd5e 2.1
All creatures were targeted though, but only the undead was affected.
Thank you @vast bane 🙂
yeah, I like to keep the allies in check, let them know I could harm them...but I chose not to. Looks especially badass when you destroy 30 zombies.
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. 😄
You're 3 updates behind on Foundry.
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?
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
I don't use midi, but being three versions behind sounds like a very likely culprit.
I should hope it's being developed for 10.291, not 10.288...
They are minor updates, mostly fixes. You want fixes.
Midi typically sits about a week behind the latest versions of FVTT and dnd5e
main page states it should be compatible:
"Compatible" is a loose term
10.291 has been out for months, everyone on v10 should be on this build of v10.
So perhaps I am misunderstanding this error message:
I would think this refers to Foundry builds previous to 10
Were I you I would just update everything to the latest. Makes troubleshooting easier (for the others here. People who are not me.).
Any version of midi that starts with 10. in the version number is built for Foundry v10
Unsure why you're seeing that error
Midi detecting that it, itself, does not work. Remarkable lol
@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
I'm not opposed to updating, I just wanted to understand what the heck is going on, and why it just started now
ok, cool--I'll just take your advice
Probably 10.288 and whatever midi version not playing nice. There are so many versions of each, it's too hard to say.
assuming you're running dnd5e 2.1.4?
if so, you certainly want a current version of midi
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 🙂 )
Thanks, friends--I'll update to current across the board and then see what (if anything) breaks--this is why we have back ups 😮
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
Ah right, that acts as vulnerability, doubles the damage.
Thank you. 🙂
I suppose
system.traits.dv.all | custom | <blank>
Would work for all damage? Only choice here is custom.
1, 0, or an evaluation to true
Disable hooks in item macro
TokenId error means something is blocking args from being passed
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.
your in the midiqol channel
if you don't want a fix for midi, ask dnd5e for an alternative, they will love it
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).
how many modules do you have installed
midi on its own is no big deal
162 active modules. A good 60-70 of them are compendiums only though.
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.
how much ram does your server have
32GB
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
I am indeed in V10.
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
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)
this right here tells me that you never bumped your v9's up in your update
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
You're not wrong. There are some. Those that aren't content based I do check from time to time.
uninstall/reinstall the module or google its foundry package page and manually install the newest v10 of it
You have 200 modules. "Some" in this case is what, 40?
ATE is very definitely a v10 module
Rocking that many modules, half of them not updated, is bound to cause slowdown. Midi or not.
your slowdown is probably the 1000 per second shim warnings
God yes
I see there's a branch by MrPrimate now. So I'll grab that one obviously.
I'll get to work. Lol
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?
Item macro to handle it. There are a few floating around that most people use.
I personally use Crimic's.
This one? https://gitlab.com/crymic/foundry-vtt-macros/-/blob/8.x/5e/Spells/Level 1/Magic Missile.js
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.
Replace expressions referencing data.XXX with system.XXX ?
depends
data.data -> system
data -> yeeted
chatMessage.data.content -> chatMessage.content for example.
That's the only one calling data that I see
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.
yes
get_target.actor.img is what I used. Works
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" ?
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
oh "itemMarco"
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.
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).
Foundry, DnD, and Midi version?
Also, are there any console errors after making an attack?
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)```
Update your midi to 10.0.29
Seems to have fixed it, thank you!
Thanks for the recommendations--did as you said and all of the issues I was previously encountering appear resolved 👍
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.
And on use macro with a dialogue.
@vast bane I think Tim might have dropped the update you were waiting for? Time to upgrade? 👀
I will test it on monday, today is game day, no big changes. I do love that hes giving macro.createitem some love in the updates. What I like about it is how its macro lite.
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.
I stole that macro for an upgraded chill touch so I'll need to adjust for sure
what are the instructions for your vampiric touch, all I see are 2 macros, is one an on use macro and the other an effect macro?
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.
yeah, the one that updates the feature, isn't it naughty? its defining actor
is that an on use macro or an effect macro?
its ok to define actor cause we all use advanced macros which bypasses that
would you prefer the first bit be an on use macro in item macro or an effect macro on creation?
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.
I'm pondering ways to automate stench which is an aoe at start of turn and once you save you are immune
Also, since you mentioned chill touch. I noticed the ddb version of the spell was bad so I made my own implementation:
https://github.com/chrisk123999/foundry-macros/blob/main/Spells/Chill Touch/Chris-ChillTouch.js
Wouldn't be hart, give them an effect for having made the save.
I was thinkin an active aura, that gives an item that auto rolls itself on turn start via effect macro
Then if they have that effect, don't apply a new one.
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
Interesting
I just don't know how to suspend an effect effect macro
I know how to do it in overtime, via macro
suspended effects don't run their macros
Still think my way is better honestly
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.
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
well
theres an overtime for that yeah?
sure, but I swear there was an addnewcondition one
Personally I'd just effect macro the whole setup instead of messing with an overtime
Since it's a bit more complicated
Effect macro requires more...welll...macro lol
¯_(ツ)_/¯
Do what I did
Get tired of slapping stuff together and make them yourself 😉
You're like 80% there already
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
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
can you make a jb2a/aa aura effect be on when the actors dropped?
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.
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
oh good idea
and just ignore the immunity check or handle it manually
And thank Zhell he added a trigger for every turn
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
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
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
Range special but target 5ft radius in my example?
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
Can't seem to update DAE from .19 to .20 – someone else has the same issue, I've pinged Tim
And mark the immunes and ignore them
I think so. Not at my PC to check.
what is your foundry and dnd5e build
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.
Tried in my latest test world, all current. Something wrong with the manifest link I think... can download a zip from the gitlab if you're super keen
Manually installing at least avoids the issue as a temp workaround
I think the module.json is missing from dae's package
Or just has the same version number
ok so now I have to setup temp combatants
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.)
get that false out of versatile for starters
oh did that already sorry, wasn't trying it like that
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:
just trying these various things thanks, some I did before I'm pretty sure but gonna recheck in case
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 🙂
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
you may not even need workflow
have you tried source.actor.effects.find?
or just actor
I tried just actor, but not source, 1 sec
I think target is implied when you don't provide either
and a self/self has no "target" oddly
no luck on source
bugbear will know what to do there, just ping him with your non working one and he'll clean it up
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.
the sample item is lacking, someone made a new one but we can't find it last we checked. You can do the automation of damage reduction easily by finding the stones endurance here. As for a throw back, its basically a martial arts attack 90% of the time, and th eki point should be on the throwback not the reduction
Hm, stones of endurance? Will check it out
Doesn't seem like the DAE 10.0.20 update has gone through to forge yet 😮
Good Morning everyone!
HI folks, is there a definitive list anywhere of all the attribute keys? for an active effect - effects?
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
May I ask, what I did wrong? Formula is not working
Pins in #dnd5e for the system stuff. DAE and MIDI would hopefully have their module-specific attribute keys on their own module pages.
I have just been shown this in another chat and it has blown my mind.
bob = game.actors.getName("Bobataur the Minotaur"); obvioulsy I change it to what I want.
Delving deeper in tothe matrix, one very slow step at a time. 🙂
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.
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)
Thanks for your help, I worked it out: it's because it's a Saving Throw. 🤦 The Activation Condition settings apply to rwak/mwak and spells, but this isn't either of those things.
you want the macro I pulled from to compare to try and item macro it...on use macro it?
yes please, I think I get it now but would definitely save me some additional facepalming thanks!
my macro would do things if the effect was present on the target
so you'd have to change it to source actor
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.
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?
I actually homebrew the ruling on emboldening bond
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
Thanks a lot, I have renamed and made a corrections and damages is reduced, but not the correct amount
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
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
trying to turn on roll to chat
k
now shoe me if its working in your workflow right
should be a reaction damaged
and it should reduce damage in the damage card
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..
I'd make the throwback manual
Anyway it's way better them it was, super helpful
the player should see they've reduced to 0 btw, you either arne't using midi automation or your settings are odd
I am using but ye, i am pretty clumsy
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
now if only we could use enriched text in the flavor field, then we could put a button to fire the throwback there
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.
macro usage is way out of my league 😛
can do that in the description of the item, rather than flavor text
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)
some people may, but its worth noting
I think that setting is off by default right?
collapse descriptions? in core -- disabled by default
If configured right, it shouldn't be placing a template.
I haven’t configured it right. Any tips? 🥹
And what about targeting self when you don’t want it to. ☺️
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?
Its the system.bonuses.All-Damage flag
Kinda a rare request, may I ask what you are trying to make with it?
if its magical inspiration chris has an amazing premade for it
its for a racial feature from A5e
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
if the visual ae is all youneed, then just make the item apply a blank ae on hit
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
there's a "special duration" that does it for 1 hit
Yep, but it would need to be a prerolled item macro if you wanted it as one item cause ae's are applied at the end
this may have been mentioned, but in case it hasnt -- Level Up 5e (A5E) does have its own system independent of dnd5e
Pretty sure just swrpg and dnd5e are midi compatible
(and maybe they prefer dnd5e and are emulating portions of the a5e rules, which is totally fair)
a5e system isn't quite mature enough for me yet, plus half my players sttill use 5e
cool, carry on! o7
in dnd5e theres a feature called reckless attack for barbs. I run this by having the player toggle it on before their attack
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
it is, but it also needs to mark the target AFTER a hit. since it can be used 1 per target per combatrt
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
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
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
that would b nice but you said id' need a macro
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.
thanks forr the help anyway!
the v9 readme has the tip about source vs target but the v10 doesn't... i wonder if things have changed
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
dfreds is the suggested module for midi nowadays, cub can do it too, just most of us don't use it
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
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.
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
Alright, I'll read up on the documentation
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...
Also, does DF have something that approximates triggler? cause thats why I didn't switch over
I don't even know what triggler is
lol, its the part of CUB that like auto applies AE's for conditions and when like low on health
midi does that automatically with wounded, and unconscious/prone for player 0 hp and prone/dead for npc
May I ask is it possible to auto mark 0 hp npc using Midi (as dead or uncon)?
its at the top of one of the tabsx
Oh, I forgot to save this change last time. Thanks!
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?
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
Swipe the macro from Chromatic orb from the ddb importer.
Run as on use during post damage roll
(As an aside, that's totally doable without Midi, it's not "exclusive", but you use it, so let midi handle it.)
Can this help me out with my 1% problem?
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
I just can’t see how to separate radius and enemy. They’re on the same drop down list.
However I appreciate your help.
Please can you tag me? I’m probably a few hours ahead if you and turning in for the night soon. ☺️
point blank aoe that doesn't target self
you don't use radius if YOU are the origin
I’ll give it a whirl thank you.
Thanks Moto, I couldn't remember the configuration l for that.
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
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
🙂
share it here by name or link your git ;p
What does link my git mean?
Is it the json of it or something?
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
It was my macro lol
searchable so future users can spot them
Was a one liner
oh lol
Me make a macro, that is like asking a blind man to see. 😕
If anyone has a Death Domain cleric, I just wrapped up making a macro for the Reaper feature: https://github.com/chrisk123999/foundry-macros/blob/main/Features/Class Features/Cleric/Death Domain/Reaper/Chris-Reaper.js
Getting a lot of use out of the target selector dialog now.
Damn, I was so close to going Death Domain this campaign but had a last minute change of heart
Just started playing a Warlock & Cleric multiclass. One level in cleric for reaper, the rest into Undead warlock.
Nice combo. Even just dual toll the dead would be amazing
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.
Yes, there are such hooks. I use one of those for the Ancient Paladin's Nature's Wrath so it uses the higher attribute of the target for the save.
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
How do you run Foundry and what is the processing you talk about?
Some MidiQOL functions need to be executed as GM, even though they are called by players clients
There is no "server side"
I had a look at this but it not what I need. the hooks, you refer to, only work for the source of the action but not for the target. I may have missed some thing though. here is a use case wizard cast charm on an actor that gets advantage on saves v charm. so what is need before the target rolls the save it is set to advantage,
the web server is in Oracle, on a very beefy windows computer
Complete lists are not a thing in Foundry, at least in my eyes.
There are modules that play with each other nicely to offer cooperative functionality, but what each table needs is different.
It's more a question of what you want to achieve and then find modules #513918036919713802 to help with that
I ask here because during the load, I saw these in the logs
These are modules that MidiQOL supports to work together.
If you use MidiQOL most of tposney modules are a good fit
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.
Yes exactly. It might be. I am doing the tec support for the GM. What I am doing is getting the DM to set up his npcs in dnd beyond an the import them. I am using overrides in the importer to add the automation.
(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)
Forge is making a fortune off nothing then it would seem 8)
Some might say that. 😏
If you don't need 100% automation you could probably think of using the module advantage reminder. Helpful for such things like Fey Ancestry.
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
Seems to be working 😄
There was a change regarding how keys modifiers work in latest versions I think.
The screenshot is a log (probably forgotten) from MidiQOL
Does it work without MidiQOL?
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
@gilded yacht <#1010273821401555087 message>
Forgotten console.error when you press and release Advantage key
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
Also relies on your spells making use of macro.ce for conditions
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;
- Cast on the ground which causes STR Saving throws and restrained condition
- 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.
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.
I highly recommend using the one from the DDB importer: https://github.com/MrPrimate/ddb-importer/blob/main/macros/spells/chromaticOrb.js
As an Item onUse macro call, preDamage roll I would imagine should do it
Or the above 😄
I use that one, I just meant in terms of the damage choice. I'm not too familiar with the Midi-Qol fields of the spells yet 🙂
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.
I do have that...am I wrong in thinking there should be a option to choose what damage after the spell damage is calculated?
Do you have the macro put in the item macro as well?
(Click the SD card icon on the header)
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?
Ah...I don't have that icon, no wonder I'm pulling hairs.
Get the item macros module.
Then just copy and paste the macro in there and hit save.
(And make sure you do NOT have this option selected in Item Macro module settings)
Awesome, thanks guys! Any other item macros I should take a look at or just a repository that I can look through?
Good starting point here.
Searching around this channel will also lead you to stuff too
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...)
Haha, understood. I am always refreshed to get wonderful help from this community. Love y'all!
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
People should just directly use his module for his macros
Since it sets up the item for you correctly
Think the issue there is that some won't own the item on ddb
I doubt they would want the trouble of people asking how to setup the macros when the module does it for you normally.
I imagine that a pin in here (without MidiSRD v10 fork link in there) could get people going
Though I am not sure about the SRD/non-SRD stuff
A community wiki would be a good start imo.
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?
It should, yes.
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
My first guess is the most common one, you have Cub and dfreds managing ae's
Concentration might be an exception
I do not have Cub activated in this world
Second would be you misspelled it
It's very likely that Midi makes it's own concentration effect
OH
The macro activates correctly when I toggle the new custom effect on my War Wizard actor
dfreds doesn't replace?
Manually toggle, that is
I would assume midi isn't using dfreds for it since it needs to add extra flags to the effect.
And this would need to work even with dfreds not installed
I bet you he has it set to add or none
yeah then I guess its Chris's idea
I'm very certain Midi doesn't use the CE for concentration
Yes
No language barrier?
And yes lol I copied the effect and didn't change the name
Only popped in the Macro Execute and changed the icon
gues its chris's then
Hmm
So Midi makes or references a separate Concentrating effect?
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
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
I can't tell how midi is creating the effect lol
I dunno either; this is my first (supposedly) simple foray into messin' with macros lol
What are you trying to do?
My War Wizard just got the Durable Magic feature
When he's concentrating, he gets a +2 to AC and Saving Throws
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
I achieve this by adding the correct effects to Durable Magic
And then made a custom macro based on a search in this discord (#macro-polo message).
Could make an on-use macro that applies a separate effect with the concentration as a source, when anything is cast 🤔
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
Sounds like Midi isn't pulling the CE one then
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 😦
fotoply's method is probably the way to go
Or if you don't mind manually toggling it, honeybadger's macro
Well, I have the effect already on his sheet that he can manually toggle
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
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
I gotcha lol
So I try to avoid having them ever touch anything in there
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.
On use macro that detects a concentration spell being used
"Pretend" like I've never made a macro before >.>
Yeah lol
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
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.
I've almost got something 😅
Only problem is that the effect does not seem to be removed when concentration is 🤔
Hm
True, that is a way to ensure that it does get removed
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?)
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 ^^
Essentially the on use macro will run for the person with that macro running
I see
Okay, updating concentration works
Gotta only be a few lines too
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
You still on v9 fotoply?
nooo
Remove the data
Lol
Programming is all about being lazy 😂
Why not just do an effect.update with the added keys?
Cause my current primary experience with JS is from React at my job, so I just do stuff the way I am used to 😅
I just had another idea 
Just embed the changes and push it onto the effect as a update
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)
dont do what the error is saying 😅
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
editing owned item effects
Have you heard of the 70's British comedian Tommy Cooper?
That was straight out of one of his routines.
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.
Hi guys, is it possible to make it that if a player does a 18-20 hit, it rerolls a second time the damage ?
thats the neat thing 🙂 you dont
that DAE feature has been marked "experimental" since day 1 and is a constant source of confusion and frustration
move the item to the sidebar and edit the effects there
Really, wow. Have I just not noticed the errors before? ha ha
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
Hopefully editing owned items will become a lot more viable with the new database structure in V11 🤔
its possible, yea
It's a stray console.error that was accidently left in during debugging.
You can ignore it.
I think that is a left in console log warning
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.
@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.
may I ask what the @ thing is in the key entry?
Autocomplete Inline Properties
wait
why doesn't that auto play
Bit surprised you don't have it.
On use effect cannot use just ItemMacro, as it will try to refer to the item that triggered it. So you need to do ItemMacro.Durable Magic,
Oh true
I keep all my macros in my sidebar so I forget how to set that up with item macros
On use macro probably
if (this.diceRoll < 18) return;
//Rereoll stuff here```
Are you trying to do an improved crit range or something else?
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
@gilded yacht MidiQOL doesn't seem to pick up a Custom DFreds Concentrating effect (duplicating the original one from DFreds CE control panel).
It instead applies the original one 🤔
edit: investigating NVM, probably needed a client reload
Indeed
I'm trying to apply the solution Chris sent, but I don't know if I've done it correctly
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.
Screenshot your DAE tabs of the Durable Magic feature.
Durable Magic has the effect from the bottom of your message, and then the macro was entered as an Item Macro for Durable Magic. Is that right?
Change Add to Custom
Dammit
Okay; changed and reapplied. It still doesn't seem to be modifying the AC value, but I see the Save values have changed
Actually it seems that something is not letting this work correctly. After lots of reloads it seems to pick it up 🤔
I don't suppose you're using flat ac on your actor?
AC bonus should still apply to it
where is the ac bonus?
system.attributes.ac.bonus
is it in the macro?
Yep
Yes
Could you edit the concentrating effect
and see what it looks like
screenshot the details tab
is there a linked/unlinked issue, is the actor an npc?
Can you try something?
Change the Concentration DFreds CE and reload Foundry
Should be good after
any changes to status effect CE's need a reboot fyi
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
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? >.>
Yea, it won't do anything with a status change
Also, notably, now that he's not concentrating, his saves still have the active bonus... >.>
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
(editing owned items can leave a latent untethered ae in actors effect tab)
Ah no, he's standing next to the damn Paladin
That would do it
If you duplicate the Concentration effect and apply it from the DFreds Add convenient Effects button, it will be working instantly.
MidiQOL though, will need to go through a complete reload to be able to grab the changed Concentration CE
I see
see I knew it used it cause I've modified wounded
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?
yea
Okeydokey
although you seemed to be jumping through a few hoops
Test it out really quickly
I've alsy modified my reaction as well
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.
Does anyone have any reference on abilities which affect saves of creatures, like advantage on saves ag. Frightened condition?
I have aura of devotion on my party's aura from the pally
Fey ancestry is the most noteable one
Yeah I got all the ones from races (more or less)
the multi head monsters
they usually have advantage against stunned
Multiple Heads is usually the name of the feature
I feel like hardcoding a list of spells / features is a weird way to go about it.
Ettin its Two Heads
If that's your intent