#MidiQOL
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And if you put the target as self.
u mean this right?
Yea
thats what I forgot?
Yep
Happens to the best of us.
ok, Might again be a stupid question. I tried it on the rapier. Deleted the effect isntead of disabling it and now I cant reuse it on the rapier
You should be deleting the effect
you likely still have a mutation that's stuck
hit the revert button at the top of your sheet
ah thats It. Alright. Thanks for all the help! have a nice day
When the effect is deleted it should auto revert you
I'm still doing something wrong? Rolls no Damage and deals no selfdamage
works without active effect
Your class doesn't have a scale set
hello guys, anyone having problems with midi qol and DAE? i'm trying to apply some advantage to attack rolls through an effect but it has stopped working just today it feels like
here the effects i've been using and that i know were working a few days ago, does anyone know what might be up?
the console gives lots of errors about unsupported thngs regarding v10 but i've done the jump months ago at this point and only now things aren't working, it seems specifically when it comes to attack rolls, i tried something to give adv to strength save and that works
Midi does not work with:
Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Multiattack 5e
Advanced Spell Effects module is in beta in v10 and often the culprit of things...
You also need to disable all your v9 modules and check MANUALLY to see if they have v10 versions you can install
the update button will do nothing for you on those modules
if you have ASE and its not the beta, yeet it, if it is the beta, disable it
ill do that now, but how come does a module regarding spells affect normal weapons? haha
I don't think ASE is just animations
can you show us the attack in chat?
your item is also setup poorly, it must be a bad import
target: None?
manually set dexterity on a finesse as well
finesse weapons in dnd5e already detect your higher attribute
theres no need to change the default items setup, but I suspect you are using an import
i did just try another actor with another weapon and the same effect and now it does work
it do be the case
I'm pretty certain you will find vast improvement in your foundry experience if you went in and cleared out all your v9 modules, either yeet them, or check their foundry page to see if theres a v10 to install. You cannot simply click the update button, it thinks its on the newest cause its on the newest v9 branch.
10 does not play well with v9 modules
Does it work with just midi, dae, and their dependencies on and all other modules disabled?
I recently discovered that foundry v10 allows midi v9 to function in 2.1.x so you can't even rely on midi being v10
ill try to be more mindfull of that but yeah
after more testing, it seems its the actor in particular that is not working for
I am trying to build a feat that allows a caster to reroll damage on a spell that has a save. I'm getting the following errors. Any thoughts? 5E V10 .291 DD 2.1.4
i did disable it but there is no change
disable all but midi, socketlib, libwrapper, and Dynamic effects using active effects. Then tell me what those four modules versions are, then test if it persists
and I assume you looked at my list of conflict modules and made sure you have none of them?
indeed
it does persist
midi: 10.0.29
socket: 1.0.12
libwrapper: 1.12.12.0
DAE: 10.0.20
what is yoru dnd5e version
and the problem is that the actor does not attack at advantage?
can you show me the actor's active effects tab @shell spade
2.1.4
yes, but also ignores disadvantage effects
can you show me an attack in chat as well as show me the actors effect tab
that is a custom flanking
when you roll the attack do you get a popout or does it just auto roll
is that actors tab the literal double click on the canvas actor?
yes
and it only happens with that actor?
when you test on that actor, are you testing logged in as the GM, or as the player?
the advantage and disadvantage yes, for another player token only the disadvantage doesn't work
gm
when dnd5e 2.1 came out, were you one of the people who against advice, installed 2.0.3 back onto your 2.1 world?
i am not sure
game.settings.get("dnd5e", "strictValidation") type this in console
false
oof
there is a macro in the pins in dnd5e, but if you are infact one of those guys....I think you got bad news ahead of you
also, are you using ddb importer?
nope
why aren't you using the basic sword from dnd5e?
change that none to something like enemy, creature, blank
not none
run the macor in the pins in dnd5e
pray it fixes things
your starter heroes have this problem too?
nope
yeah this is lookin alot more like a bad world
mh, yeah after the macro run nothing changed
but the things is
stuff was working a few days ago
i haven't added anything, other then updates
you definitely only have those four modules turned on?
well not now
?
does the actor have an actor on use?
its a cog on the front tab
and do you have any world scripts
ah
umh
this might have been just another thing completely
i have been testing on a canvas with no grid
moved to one with it
and yeah thing are ok now
still a bunch of errors
but it rolls with advantage at least
did all i could
hi, is this new? It's showing up as an error in the logs ๐ฆ
I'm using the latest version of midiqol
to be clear, 99% of v9 modules should just not be running in v10
trying to run them is going to create problems like what you just troubleshooted
find alternatives, learn to live without them
I think tim left that debugger on, its fine its just a debug thing
happens alot with modules
the errors are the same i sent an hour ago
those are not your errors, they are the module authors warnings that they have not made their module v10 compatible
you are running v9 modules
tabbed chatlog has a v10 available:
https://foundryvtt.com/packages/tabbed-chatlog/
Tabbed Chatlog, an Add-on Module for Foundry Virtual Tabletop
it looks like all of your warnings are Tabbed Chatlog
is it a v9 or v10 version?
its kinda sus:
if you go to the link above, scroll down, and copy the module.json link, you can manually install it, OR if you uninstalled it, you can now reinstall it and it will fin dthe v10
same goes for all your v9's if you uninstall them, foundry will install the newest vaialble, its only the update button thats broken
i did do that and it was still on v9
now the only warning i get is this
that has been in midi forever, I dunno why its still there, I assume theres a purpose
cool, then my journey is come to an end
thanks for the help, ill go kill the v9 modules
the package page for tabbed chatlog is misleading and incorrect, it is indeed a v9 module
its author is a foundry staff member I think
is there a guide to adding a divine smite? popup after an attack? (maybe as item macro or something?)
I can't remember which one I'm using but heres the copy/paste...
Sources of premade stuff for Midiqol:
Midi Sample Items Compendium(comes with the module)
Midi SRD's compendiums
https://raw.githubusercontent.com/thatlonelybugbear/midi-srd/master/module.json
More Automated Spells Items and Features compendiums
https://foundryvtt.com/packages/more-automated-spells-items-and-feats
Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros
Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros
I think I'm using chris' cause I liked his the best
hey @molten solar , wanna drop some eye candy on this one? ๐
lol gimme 2 mins
thanks
in the meantime i already found some in my compendium. however that one's throwing an error T_T
chris's is the one you will want. I assume badger/zhell are gonna share a non midi thing as a joke or for fun
requires advanced macros, dae, midi, and warpgate
It will prompt you with this after you finish an attack before it prints to chat:
#core-how-to ๐
i am also constantly getting TypeErrors with all on use macros:
any idea what the problem could be?
dnd5e, foundry, midi, libwrapper, dynamic effects using active effects, and socketlib version numbers?
all up to date, updated about 2h ago
a json file can be imported onto a blank item of the same type in your sidebar by right clicking the blank item/actor/macro/whatever and choosing import from the context menu
ok but you have to say the version numbers and that'd be weird if you updated your foundry 2 hours ago, thats... a process
typically when you troubleshoot you can't just go on assumptions we need the real data cause what you may think is newest, is actually not.
dnd5e 2.1.4, foundry v10 build 291, midi 10.0.29, libwrapper 1.12.12.0, dynamic effects using active effects 10.0.20, and socketlib 1.0.12
is advanced macros 1.19.3?
oh jesus
why did I miss this
you have character sheet hooks on in item macro module
advanced macros is 1.17.3
go to the settings for the module Item macro, and uncheck the box that mentions "character sheet hooks"
update your advanced macros(unless you think the 9 is 7 8))
your "all my on use macros throw an error" is the item macro fix
tyvm
as for how to import the json, first save it as a json/download it
then if its an item, make a blank item in your sidebar. Right click said blank item and choose to import the very file you just downloaded
about that. is the divine smite json supposed to be an item?
um let me look
yes I think its an item with an active effect
or atleast an item
the other thing is not an import, its a copy/paste and make sure you name it right
hm i just found out some macros arent updateable with just clicking "Update" in the foundry setup
do you know how to access your system macros?
i dont know what system macros are ๐ฆ
to the left of hotbar is a folder icon
click that, make a new one
'create macro'
paste his Chris-DivineSmite.js entry into it
yep so far just like making a normal macro
make sure you name it Chris-DivineSmite
once you see it in the system macro list, right click it and configure ownership to ovserver for all players
(or just the pally)
thanks
you might need to make sure you aren't running an old divine smite feature
if everythings right it will prompt after you deal the damage before it reports to chat
did you paste it twice?
or have two Divine smite features
it substracts the spellslot, regardless of me ticking the box "use spellslot" ๐ค
thank you for helping me get it running tho ๐
ill spend some time manually updating all my modules now T_T
you shouldn't be doing anything that prompts for a spell slot, it sounds like you might have another divine smite feature running
you probably dragged out midi's version
the paladin had a spell "Divine Smite" my bad
yeah thats the two midi ones
now it's working as intended
any time we play, i make a list with stuff that doesnt work and divine smite has been on that list 3 times now ๐
๐ค
what about fiend/undead?
Add another. ๐
I did that with advantage reminder before I useed chris'. lil clunkier but it expended the slot and added the damage as situational bonus
You could make two divine smites; one for fiend/undead, one for normal
Only 1 will ever show
chris handles it all automatically for us, but my AR one I just added a button for fiend/undead to add into the sit bonus along with the spell
Does anyone have a macro for Defensive Flourish handy by any chance?
I found one by searching, but it was for v8, and didn't work properly
Thanks, I'll play around with those and see if Chris's works ๐
Is there a way to figure out where advantage is coming from? I'm attacking with a character, and I've checked for effects both on the source and target, but the attack is being made with advantage and I'm not sure why.
If not from an effect on the source or target actor (advantage or grants.advantage respectively), and not from a keypress (like holding alt), then maybe check your flanking rules in midi?
nod The target and the source are next to each other, and no one else is
Any macros involved?
Not that I know of, it also seems to happen to others when they attack the target... more testing needed
Midi does not work with:
Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Multiattack 5e
Advanced Spell Effects module is in beta in v10 and often the culprit of things...
I think the only one I have of those is Advanced Spell Effects, I'll try to disable that one ๐
barring any of these being the culprit, then I'd check if you are confusing canvas actors and sidebar actors on unlinked actors
If ASE is not the beta, you should yeet it
Ah, I don't have that one enabled either
could you be confusing actors and thinking no ae's are on when there are? Common mistake with unlinked actors
that seems like the target has an effect with the flags.midi-qol.grants.advantage.attack.all flag
show me the whole sheet of both actors, the effect tab
Ah, I have Retroactive Advantage/Disadvantage, I'll try disabling that
Understood, I remember it working fine, just for skill checks and the like, but I'll disable it to make sure it's not the culprit
No, that didn't fix it ๐ค
the retroactive advantage/disadvantage module was causing it right? disable(actually uninstall) it
I disabled it, no changes
ctrl f5
barring that, the only thing I got left is, share me your module list, DM it to me
also check for sticky keys
If you enable advantage attribution in the MIDI settings you can at least see what "type" of advantage it is
Sent ๐
I'll try that, thanks
Where is that found?
You need ot clear out your v9 and older modules, and what version of foundry, dnd5e, midiqol, dae are you on?
i see modules installed that I've never seen before, and a few that are like 4 lines of macro code nowadays
the disable movement animation module is a very very easy world script
I have to go pickup my daughter from school shortly so won't be able to talk for a half hour. Do what fotoply said, try and find out what the attribution is with that setting in midi
do you actually have world scripts in worldscripter module/at all? could those be involved in this?
Foundry: 10.291
5e: 2.1.4
midi-qol: 10.0.29
DAE: 10.0.19
None currently
dae is 1 behind, you prolly wanna update but lets find out whats attributed it
It says hidden
stealthy?
I'll update that now ๐
its stealthy but you don't have that module that is whack
I guess theres an automated one
OH
It just means that the token is not visible to the attacker
the test dummy has 0 vision, not no vision
Doesn't have to be the stealthy module
Hidden can be from MidiQOL too
yeah the test dummy has 0 vision in detection modes
I think it has vision? ๐ค
detection mode tab
is it...night?
Nope ๐ค
Vision range is not set here
is there a wall between them?
oooh so I was right just missed it lol 0 vision range
thats an odd combo there, normally we do no vision and it doesn't mess with midi, you did vision but 0 range hehe
thats more like "null" range
Huh. I set up a light right on top of them and it stopped giving advantage
I removed vision from the token, and now it doesn't give advantage either
Should I set the vision range normally at 10,000 in that case? ๐ค
its for when dark
I'd just set it to 180 or something
I wonder if a 0 would work, maybe it was null causing this
Ah, so I need to set global illumination on, on the page
I just created the actor, that was the default
you had it set to night but 0 darkness
Gotcha, thanks for the help
Now I need to figure out why the blade flourish stuff is massively slowing the game down and get it to work ๐
I got the popup, but the chosen option (Defensive Flourish) didn't do anything
off the top of my head, if I am right in thinking alot of those modules are v9's you may want to clean that out, either manually check their pages for v10 branches, or yeet the v9's
Is it my macro?
alot of compat warnings can slow stuff down
Yep
If I knew how to code, I'd happily do so, but I like a lot of the functionality from them ๐
(they have alot of modules)
Just updated my Paladin smite macro to no longer use deprecated stuff now. Also yeeted the advanced macros requirement.
Do you suggest using it over the stock midi-qol smite?
Up to you.
Mine will prompt on hit and update the workflow directly, allowing concentration checks to be accurate.
Is there a skin mod that makes MidiQOL better looking?
None that are directly for midiqol, but I've seen a few foundry modules that reskin the interface.
There is no reason they wouldn't work with midi.
Sure
It shouldn't slow down the game that's for sure
What is the advantage attribution supposed to look like in the chat log from midi?
I don't see a difference, unless I'm crazy.
Click the attack roll
ah
That should help me at least figure out how some of my players keep randomly rolling with advantage.
I know it's their keys D:<
Yeah its a great tool ๐
happy i was watching this convo so i learned about it too lol
Rip, doesn't show anything when the workflow is directly edited
Wonder if there's a way I can add my own attribution
I believe you got to add them to the dis/advantage sources set
Where's this set at in the workflow?
oh nevermind
I already see it cause I have advantage reminder lol
Does it show the name of the flags too?
the first is AR, the second two are midi
adv.attack.mwak is the key on reckless attack ae
I think AR says the names of the ae's, and midi follows with the keys
Yeah Midi forgets the AE at some point during the workflow
the creature having no night sight causes the hidden just like above
And Stealthy's hidden:
stealthy gives adv attack all apparently
wonder if they can swap it to adv.hidden to make it cleaner?
@violet meadow sorry to bother you, can I ask some assistance concerning your Hexblade's Curse Automation on your GitHub?
Yeah, what's up?
Hi all, is there a way to temporarily change a tokens vision? I wanted to create a custom condition that would restriction a tokens vision to 10 feet however i am unable to figure out which attribute key i would have to change.
if you have the newest DAE and active token effects you can do that
ATL.sight.range | override | 10
You don't need the newest dae, but it helps you auto complete the key
I'm still using V9, though I do have DAE and active token effects, is there a way to do it in V9?
take a look at the atl keys in v9, they are different but they auto complete in dae v9
all the vision keys are different from v9 to v10 beware
ahh ok, i will have a look then, thank you!
Ok, I'll try to describe everything.
First I tried implementing the Curse in my CoS world, checked twice that everything was set correctly. Only the Crit Threshold mod works, no error's on the console.
So, thinking "maybe there's a module messing things up", I tried in an empty world, with only Midi-QOL, DAE, times-up and a couple of HUD module (nothing messing with workflow).
Now the only thing that's not working is the hp recovery feature (i continously applied damage from the bonus damage to the cursed creature until it died)
My questions are:
- If I provide you with a list of my active modules, can you point those that could be the cause of the malfunction?
- How does the hp recovery feature works code speaking? Maybe I just didn't do what I was supposed to do
Export your MidiQOL settings and the Item as you've set it up and DM them to me. I will take a look
Oh, and obv thank you so much in advance
Comin right up
Just updated my Cloudkill macro with automatic movement. Converted from @pallid shard's item macro change.
Hey, was an overtime effects bug reported here?
When sometimes flags.midi-qol.OverTime (Overtime effects) won't prompt the user during their turn?
I'm having an ID10T moment - When a player rolls an attack, I'd like the damage button to not display for them until I manually verify that the attack was a hit. Is that possible?
I'd like a pause between the attack roll and the ability to roll damage to give me a narrative opportunity to describe the action
no its not possible
midi however can check hits for you
if you want the damage to not auto roll, thats possible
I like the checking of hits. I don't like them being able to roll damage until I tell them they can roll damage
thats something easily accomplished by speaking to your players about roll ettiquette. I know of no module that can control this.
actually I got an idea
have them roll blind to the dm, and reveal it to them
but god thats so manual even I wouldn't wanna do that ingame
Pretty sure midi can be configured to have you wait to hit the roll damage button
But, manually checking hits is the exact opposite point of midi.
ยฏ_(ใ)_/ยฏ
I think blind rolling could do it
if you also don't do effect transfer or auto apply damage, then you may want to ask yourself why you have midi installed
I dont want to have to check if the attack hits.. I like that being automated. but when the damage button automatically appears for the player, they assume its a hit
That's the whole point of midi.
to remove the DM's ability to control th epace of the game?
I kinda feel like all of this could be handled with a conversation with your players.
Yea
you got the wrong module for rolling if you want to control the pace yourself hehe, this is the automation module
If you don't want to rely on midi AC checks, I feel like another module or just core would be better suited for you
You misunderstand what I'm saying
I want the rolls to be auto calculated. I like the saves being auto calculated.
have the players blind roll all their attacks, then when you see the roll whispered just to you, right click the card and reveal it to the player
I dont want th eplayers to have any idea if they hit or miss until I as the DM tell them
Yeah Maybe Blind rolls is the way to go
I still think you got the wrong roller module for your playstyle though
I'd go roll groups+effective transferral
Well I wouldn't, cause I wouldn't want to have to micromanage attacks
Zhell, you should be proud of us. We're saying to get rid of midi for this use-case.
Yeah that one's gonna be real tough to accommodate with any sort of automation.
I think the blind roll is a good way of pullin it off though
Hey some of you have the smarts, never said anything to the contrary.
could they world script all attacks to blind roll?
Sure
then they only need to worry about right clicking and revealing hit cards
Tedious as fuck. I give it 1 session.
whats the point of midi then
There isn't
oddly enough a good candidate for RG+ET without fast rolls
usually people want the trifecta
Wonder if Wire has something for this
Someone ping Further
You got the WIRE crew hanging out here? ๐ค
I messed with WIRE a bit and had a ton of errors, seemed not worth tracking them down to try to fix them
Who doesn't hang out here, we're the cool dudes smokin in the basement
Yeah, some smoke's being blown alright
Wire seems pretty stable as far as I know
Wire doesn't like midi items
Only errors would likely be from mixed rollers
when you try out rollers you really need to use new worlds imo
wire, midi, and MRE all modified items differently I think
not sure on RG
It does put up a pause after the attack roll. I hgave a test world specifically to tinker with these things
So you want low automation, but with midi, is that the gist of it?
actually yes on rg, we saw it last night
he wants to control when the damage button displays
RG likes to populate multiple damage formulas which will confuse the heck out of wire andmidi
basically I want to control the level of automation. the players automatically seeing the damage button makes them think every roll is a hit I tell them other wise, but, on occasion someone accidentally hits the damage button anyway
I'd never make a module that modified all of your items. ๐คท
If you hit damage it shouldn't apply it on a miss I think
I don't think any module hides the damage button
a misses damage is done manually like core
also if you try to reuse that damage button if you leave damage buttons, they also roll manually
I dont want it to auto apply any damage ever. I want the math and physics to be handled by Midi (or another module) and the attack and damage to be as close to the same flow as you would have if you were on pen and paper
just turn off damage
because we all started out on pen and paper 30+ years ago
Isn't that like just playing with core if you never right click on damage rolls?
You're actually describing a zero-module environment with blind rolls...
man you keep sayin things that make me want to recommend other rollers for you
I have a ton of macros and DAE effects on my items and spells.. those connect through the flags and on use macro and effect settings all coming from Midi
Like, what math is not handled in core?
Choose no in this drop down.
Looks like I still seem to be having the same issue as before. I've imported the spell, configured the macro, as described, and all it does is roll 0 damage, and does nothing else from there on.
(but Wire is a better fit for you)
I think core roller might be the better fit
well he seems to want effect transfer
Sure. Slap ET on then.
so if core, effective transferral too
But nothing mentioned here other than effect transfer is requiring midi and can all be done in core. So I'm confused.
I've got that set to no. I was merely wondering if I could hide/mask/delay the players seeing the damage button until after I was able to narratively describe the action. That's a definitive no. So question answered.
if hes already got stuff setup then he could go manual midi
May I ask how many games you've dm'ed in midi?
Maybe 50+
Ive used foundry since it was in Beta, we have had the same campaign grtoup for over 2 years now
At this point I feel like it's just a matter of talking to the players
You could give the players ovserver of characters and just run them all yourself
I actually have watched a stream that did this, it wasn't too bad
We're well beyond the initial question
the DM was the only one with dice and he rolled and they all roleplayed
Ive used Midi for at least 2 years I think. So I'm familiar with what it does and doesn't do. when I first started using it, I had everything fast forwarded and automated, and every single player hated the lack of involvement from them and me as far as the story and them feeling like they were somewhat in control of their own fates by rolling the hits and damages and saves themselves. So I backed off most of the rolling automation and they all have enjoyed it since
amen
it made for a really fun more roleplay centric game it was entertaining to watch
What's midi doing currently in your game then?
Mine brings me coffee
Hi all, is there a way to set up the effect of a condition so that it makes certain saves roll at disadvantage for the token affected by the condition?
This a homebrew thing, or how it's worded?
Like do you just want all saves of a specific type to be at disadvantage?
If so, it's just a matter of using the right midi flag on it.
Here's a good reference for the flags and what they do.
ohh thank you! thats really helpful!
but yeah just like regular strength saves at disadvantage for example
flags.midi-qol.disadvantage.ability.save.str | Custom | 1
ahhh i see, thank you! sometimes i have trouble understanding what the flags mean
That spreadsheet in Chris' link above is super useful for referencing those flags
(it's pinned in here also btw)
I updated Midi today and nearly everything is broken now. I'm used to using the Token Action Hud to with one click players and myself can attack targets and the good ol Automated Animations will play cool effects but now nothing happens. When I try to attack from inside a character sheet, nothing happens. I exported my settings as a json locally then in Quicksettings just did the default no animation then tried a few presets, no dice.
I try as players attacking NPCs and npcs attacking players, same thing.
I may frantically role back but I don't recall the version I was on, I usually only update every few months for just this reason. I'm GMing from a mac if that helps, ANY input would be extremely appreciated!
If you roll back you'll need to use a backup
Are you sure? If I recall on forge you can click to do a recent version of a module?
When you make a roll it's there an error in console?
That message says it's doing a system migration
Yeah the blue one has come up every time I open any world the past several weeks.
When you say console, where is that at?
F12 most of likely
When I click that it makes the sound louder haha
Not sure if it's a different button on mac
Function key and f12 maybe?
What's your version of foundry, DND 5e, and midi?
Sure thing give me a moment,
5e, 2.1.2
Midi, 10.0.29
Foundry 286 stable
Your 5e version is out of date I think
Yeah it's been showing the little orange icon by it, "version 2.1.4 is available" but in the forge marketplace I can't update it. Would that be a likely culprit?
Either way a screenshot of the error in console will help the best
I'm not familiar enough with the forge to know why it can't update
Sure thing give me a moment, searching the way to pull up that console as requested, I appreciate the help Chris!
If you're on a laptop it may be a function key and f12
Should also be a menu option somewhere to open it in your browser
Ok got it, I did a greatsword attack on a dire wolf as a player and nothing happened. Then I picked the direwolf and targetted the player back to attack and no dice.
Neither are Beneos tokens, I see that in there but I wouldn't think that's related?
If you turn off token action hud does it stop having the error?
Just tried it, didn't make a change. Still can't do attacks from the character sheet hmm
Not sure what to make of that honestly. The only thing I can think of is the out of date 5e version.
I appreciate the help, at least that gives me a direction to aim in, thank you again for your time!
Everything is outdated. Update both your foundry version and dnd5e version, then turn off ALL modules, amd then let migration complete
You're 5 versions behind on Foundry alone.
You cannot install 2.0.3 dnd5e ontop of a later version because the two versions are migrations. You will kill your world. Your problem is solveable. The problem is you came here instead of to dnd5e. they have a macro to fix the characters, you need to update your sheet modules, and dae/midi need to be on their newest to work in 2.1.x.
There is no DataModel validation error anywhere there, Moto
Deleting the item will remove concentration and any effects associated with concentration. It will also remove any passive effects. Effects applied to other actors should only be removed if there is concentration associated with the spell.
you are doing a great job troubleshooting everything here btw !
Is there a way to code Pathfinder-style damage resistance?
As in Damage Reduction?
DR flags case sensitive
the majority of us don't play it, but if you mean damage reduction, the DR keys are damage reduction, the dr keys are damage resistance
also the DR keys are midi keys, and the dr keys have system
so like DR and 2 would work?
DR keys take integers and you can use inline roll brackets to put attributes in them.
if you wanted it to reduce a damage by 2 yes
I dunno what any of that means owo;;
you can also make this deal bonus damage by doing a dr key with a negative value
kewl
good afternoon, Trying to make reckless attack barbarian power work with midiqol and having an issue with a flag. basically flags.midi-qol.advantage.attack.str doesnt work but if i use flags.midi-qol.advantage.attack.mwak instead everything works fine. Anyone know why?
afaik the first doesn't exist?
dfreds CE handles this automatically
Dfreds has a CE called it:
apparently there is a flag for str. What did you set the drop down as for it? It should be
yup, did that but doesnt roll with advantage
however just noticed the CE flag and that appears to work
there is a setting in midi to show where advantage/disadvantage is coming from
I think your actor is not using strength ๐
its definitely a strength based attack. presume thats the intended functionality
now thats handy. wasnt aware of that setting
mines advantage reminder
midi's is somewhere else
I don't know where cause I'm spoiled by advantage reminder
show us the bottom half of the details of your item that is not rolling at advantage, I suspect its setup wrong
because attack.str definitely works
My bandit had disadvantage on all his rolls... Was some house rule in midi's settings ^^`
wow I just replicated the problem
your barbarian is using a finesse flagged weapon even though hes using strength to roll with it
You can actualy see it ssome kind of bug because AR is confused about midi's flags.
yes
Moto? Is there a place where I can find macros for different classes? Some here point to the pinned posts but I seem to be blind
Sources of premade stuff for Midiqol:
Midi Sample Items Compendium(comes with the module)
Midi SRD's compendiums
https://raw.githubusercontent.com/thatlonelybugbear/midi-srd/master/module.json
More Automated Spells Items and Features compendiums
https://foundryvtt.com/packages/more-automated-spells-items-and-feats
Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros
Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros
The attribution still shows but no flag is present so the item fast forwards and rolls normal
I'll look at Chris' his macro works really good yesterday. Thanks!
I am working through all the SRD included Classes and Subclasses features to add them in Midi SRD (using newer MidiQOL functions too where possible).
do you want me to add anything to my copy/paste about midi srd?
Wait that should be an issue with AR no?
That message in the AR is actually midi
Midi coops the ar message field
its the attribution setting
that seems wrong right?
for me it wasn't
zombie has shit dex
and hes clearly using his strength
temporarily drop the dex on that test
OK so the issue is that Finesse tramples default used Ability mod
It will make it use DEX no matter what
yeah, thats how I can replicate it, the question is, is the OP's barbarian using default on the attack with a finesse weapon
I think partly why we haven't caught this yet is cause 99.9% of barbs don't use finesse weapons
I ponder if this is even worth bringing to tposney since its so niche, unless it has other implications
It could mess up with changes to Abilities probably from Items which would make sense to change the ability used for finesse weapons ๐คท ๐ค
its like the flag is looking at the drop down and seeing default and shrugging
don't items normally just stay default?
yeah all my weapons do, it seems to be an itneraction with the finesse trait on the weapon and default
I think it just changes the ability to dex. trying to find the relevant bit in code to check
checkAbilityAdvantage() {
if (!["mwak", "rwak"].includes(this.item?.system.actionType))
return;
let ability = this.item?.system.ability;
if (ability === "")
ability = this.item?.system.properties?.fin ? "dex" : "str";
if (getProperty(this.actor, `flags.midi-qol.advantage.attack.${ability}`)) {
if (evalCondition(getProperty(this.actor, `flags.midi-qol.advantage.attack.${ability}`), this.conditionData)) {
this.advantage = true;
this.attackAdvAttribution[`ADV:attack.${ability}`] = true;
}
}
if (getProperty(this.actor, `flags.midi-qol.disadvantage.attack.${ability}`)) {
if (evalCondition(getProperty(this.actor, `flags.midi-qol.disadvantage.attack.${ability}`), this.conditionData)) {
this.disadvantage = true;
this.attackAdvAttribution[`DIS:attack.${ability}`] = true;
}
}
}
ok needs a small change I think workflow.js:1127
ability = this.item?.system.properties?.fin && this.item?.actor?.system.abilities.str.mod < this.item?.actor?.system.abilities.dex.mod ? "dex" : "str";
@gilded yacht does this make sense as a check for the finesse property ability change to only apply when the str.value is lower then the dex.value?
Edited to mod instead of value
There are some issues with ```js
flags.midi-qol.disadvantage.attack.${ability} //and advantage
I am not 100% clear as to the 5e rule now tbh
was your barbarian using a finesse flagged weapon?
no, greeataxe
was it accidentally flagged finesse?
its the only way we can repro it but attack.all should solve your problem regardless as long as your barb doesn't use any dex weapons
no, its defintely not set as finesse
When making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
I do know that dnd5e does something special with the finesse trait, maybe thats interfering with midi?
It seems that tposney changes the default ability when finesse property is checked, from str to dex
I am not sure that I am not overlooking something with the aforementioned change, but cannot check it more now
Hello! Me again:
Trying to get some blade flourish automation done.
Set everything up like Chris' Read.me says (I Think, I didnt find the description for Blade Flourish Movement) but nothing happens.
show us your bard class item's details
Click on that VM62767:16 and post what it opens up
You aren't using ddb importer, your issues are probably because the assumed items are wrong in his steps
are you trying to import the .js as a json?
no advanced macros...
oh he removed advanced macros as a requirement nm
answer bugbears request hes smarter than me
I even changed the name od the "scale" to match his wording
hoped that changes stuff
line 16 looks weird
I just can't go through the process to make it right now
this is empty. But I nowehere found a fitting description
I really think its your bard class item
just cause its clear you aren't using ddb importer
yea thats right
descriptions are empty so that we can share them here, its a server rule
yea, the rest of the descriptions I could copy from the original features. But this here is a brand new feature ๐คทโโ๏ธ
what is your foundry build, dnd5e, dae, midiqol, and warpgate version numbers(don't say newest)
I Update before every world joining but I'll take a look. one sec
you should not update like that
that is something you do if you only have like 1-2 modules
every time you smack an update button you invite module conflicts
only update things when there is a specific direct need to, randomly checking for updates is not wise
when does this error pop up?
Are you using the macro from the hotbar?
foundry build - 291
dnd5e - 2.1.4
dae - 10.0.20
midiqo -l 10.0.29
warpgate - 1.16.1
yes. Thats wrong? Do I have to use the Feature in my Sheet?
oh boy
yes!
How do I know when I need to upgrade?
that step to make the macro was purely to make it a system macro, though to be fair, a novice user would follow your logic @fringe crag
Yeah its a bit convoluted I have to say
How are you supposed to use Blade Flourish?
Is it a passive ability?
If yes, just make an attack
and see what happens
That is the proper way
oh boi. its a pop-up like smite
You must also have his smite then lol
no its like that in Solasta. the video game ๐
(that PC build though - min max ? ๐ )
as a macro noob this is kinda hart to grasp witout step-by-step direction tbh
just trying something fun. My first multiclass
I think Chris needs to add another bullet point in the readme clarifying how to use the Flourish
the pop-up only came once tho.
I actually only allow warlocks if they promise not to filthy hex dip
it seems very strong to be fair. My wizard got killed by a nightwalker and my dm bans revives. So I wanted to stay a caster but we too needed soemthing rougish. And then it got wild xD
go ahead and update warpgate while you are here
Do I have to reactivate the macro or something? it worked once. only. once D:
check your console for errors
nothing red to see but no macro happenign either
restarted the whole client and nothing happened.
I'm building a homebrew weapon. With the weapon, the actor can do a Darkness spell. What I'm not sure how to do is make attacks that occur in darkness/magical darkness gain advantage? Nor do I understand how to get the weapon to add 1d8[psychic] damage to hits made in darkness.
Special Darkvision: Got darkvision working, but there's probably a better way than what I kludged together. Does not add 60 ft of darkvision to creatures who already have darkvision. Also need to add the ability to see in magical darkness (like the warlock's Devil Sight). Thanks for your help.
Make the Sword
Add Spell "Darkness" with "Is Magic Weapon?" Window (Recharge 1/day)
Add Passive Effect, Upgrade +60 ft DV
Dont know how to get advantage in Darkness (someone has to do that for you buddy)
and
Make damage dice damage window 1 (example shortsword) 1d6+ @[no space here]mod piercing
damage window 2: 1d8 Psychic Damage
thats how i would do it
The damage part in darkness can be done with an activation conditions in MidiQOL, checking if the target has an Effect named Darkness for instance
target.effects.some(eff=>eff.label === "Darkenss")
We really need to just put out a copy/paste of like 20 ideas for activation conditions
And in the Other Formula the 1d8[psychic]
cause like, we all lean on you for them lol
You got to learn to write them @vast bane
I'm gonna start storing ones you share
Its easy
I actually did write my last one you'd be proud
my last activation condition I wrote was workflow.advantage
as my players reach higher levels i can throw angrier stuff at them, im stoked when i can use [spoilored image] ||cone of disintegrate|| text has some wording issues still
Nah as I have said again. Go into _token.actor.rollData() of a selected token.
Whatever is returned from that it's fair game for starters
Either target... or @fields directly for the source
can it also be source instead of target?
workflow.advantage works btw if you were directing at me
Small edit
it only applied the active effect if the attack had advantage
yeah that works too. Everything you can find in a MidiQOL workflow can be accessed too for Activation Conditions
yeah thats what I did, I read the readme on it, the master is different than the v10 readme in the activation conditions section so beware
I will come back to that comment when I am home to check that what I wrote is correct... Now I go from memory ๐
only thing I see off from the last time you gave us that, was that there is spaces around =>
yeah spaces 99% dont matter
I meant more for this comment
You get it working?
Thanks!
Blade Flourish can only be used once per turn so it it won't pop-up again if you have the blade flourish effect on you.
Hey, I'm running midiqol right now and every time I make an attack roll, it comes off at disadvantage and I'm not sure the cause of it. Any suggestions?
turn on advantage attribution and click on the roll to see where it's coming from
advantage attribution?
Midiqol setting
Midi does not work with:
Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Multiattack 5e
Advanced Spell Effects module is in beta in v10 and often the culprit of things...
(just incase its retroactive advantage)
I have none of those installed
then you have an active effect on them or the actor can't see its target
turning on adantage attribution in midi will tell you
Misc tab on midi-qol settings look for "Move roll formula to tooltip"
I used Items with Spells 5e for the Darkness spell, and it works great. I have added a passive effect that adds darkvision, but I cannot figure out how to get it to extend the darkvision another 60 ft if they already had it.
it worked once. after that it didnt. I checked everything we did yesterday
In this case I would just manually change it for just that player.
ADD
(+60)
this is also the wrong key
Got it, thanks
Strange, it seems to believe the creature I'm attacking is hidden despite it not being hidden?
they really need to get rid of the v9 flags lol
Does the actor have an effect on them called Blade Flourish?
the attacker has no vision settings
and you have the map set to night time
its an npc
doesn't matter, you have the sight rules turned on
if the attack has disadvantage then the attackers the one with 0 or null in his vision range field on his token settings
it worked!
if the attacker has advantage, then its the target with this problem
Thank you!
Sorry Moto, which is the wrong key? I just search for it in the effect, and found the same one.
what version of foundry and dae are you on
the bottom key is the v9 foundry key and will not do jack
the newest dae auto completes both the v9 and the v10 atl keys
https://github.com/MaxPat931/Macros/blob/main/QuickReference.md
Here is how you use them without dae:
atl.sight.range
v10.291 and DAE 10.0.20
ADD and +60
I wonder...did...did tim actually leave the v9's in and they reference the v10's?
thats actually brilliant if he did
is there a way to check that in dae?
Thank you for this macro, works great. One fix, Staff of Striking deals "force" damage not radiant.
Oh, wise and most knowledgeable hive mind. How would I go about automating Bloodthristy Strikes?
- When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
- When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Yeah healing off attackrolls are something thats handy to know how to do xD
This is how you get your advantage
then itemmacro the attack
which is after AE
make it a reaction
mine was Legendary action
Works the same way tho
Just target the attacker when using it
This does the following
Add Advantage to yourself
Roll the Item against targeted token
Rid the Advantage
Sources of premade stuff for Midiqol:
Midi Sample Items Compendium(comes with the module)
Midi SRD's compendiums
https://raw.githubusercontent.com/thatlonelybugbear/midi-srd/master/module.json
More Automated Spells Items and Features compendiums
https://foundryvtt.com/packages/more-automated-spells-items-and-feats
Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros
Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros
Find the vampiric spirit premade in these
When I need to make heal off damage stuff, I just plagerize the one in these
beware if you are in dnd5e 2.1.x, not sure if Chris updated his macro for it cause traits got changed
Activation condition examples.
These check on the source Actor.
Anything from actor.getRollData() will be available, like js abilities.str.value >= 22 //if strength value is higher than or equal to 22 or js attributes.hp.value < attributes.hp.max/2 //if current hp is lower than 1/2 max or js //note: Effects are not generally available in rollData, but MidiQOL adds them. effects.some(eff=>eff.label==="Fighting Style: Defense") //this returns true if the actor has an AE named Fighting Style: Defense. or ```js
//note: Flags are not generally available in rollData, but MidiQOL adds them.
flags["tidy5e-sheet"].eyes === "Green" //this one checks if the actor has a flag under tidy-5e sheet scope for eyes entry being Green :D
Same deal when checking for conditions on the `target` of an attack. ```js
target.attributes.hp.value !== target.attributes.hp.max //true if current hp is not equal to max hp.
``` or ```js
target.effects.some(eff=>eff.getFlag("core","statusId") === CONFIG.statusEffects.find(eff=>eff.label === CONFIG.DND5E.conditionTypes.blinded).id) //true if the target has the Blinded Status Effect, no matter which module you use to set it up. ~ I think it should work :D
``` or another check instead of the raceOrType ```js
target.details.type?.value === "undead" || target.details.race.toLocaleLowerCase().includes("undead") //first for NPCs and second for PCs
I will come back for more Activation Conditions in this post
Thank you both!
thx, edited the original ๐
workflow.advantage //if the attack has advantage
Fail or exceed by more than 5 is a popular request I believe too
Yeah I will update it soon
how do i get protection to work with my players reaction its supposed to be automated but it never pops up when he is within 5 feat of an enemy and his ally is getting attacked is there something further i need to do?
reactions don't work that way, theres no way to automate third party reactions other than to remake them as allies reactions
it works when He's attacked by another player
reactions are only prompted if you are the victim of the workflow
Hi, all! I would like to create an effect that reduces a character's max HP. I can't remember what the flags are for that, and if it's recommended. I vaguely recall we shouldn't mess with some kind of HPs in one way or another...
That should work perfectly, thanks!
thanks for the info!
What recommendations on Midi-QoL are best for having nice damage cards on chat?
Cause these seems a bit whackyu
this is full automation and the player sees a card as well regardless of whether they own the token being damaged
I call this full transparency mode
Merge and condense chat cards in MidiQol settings, workflow settings, misc tab
This "Apply Undo" options that I felt missing yeah
look at my image above, you have damage off
workflow button, workflow tab, all the way down
Done. Thanks
my above setup does this on dm/player views:
How hard would it be to kill a workflow if the fail a save? I just want the reaction to fire, they make a save, if they fail, the attackers workflow is just killed, they miss no matter what.
not that easy cause the attack can be a critical and would hit no matter what in this case, even if you add to the AC of the target etc.
Issue is that the originating attack is on a different client, so the workflow cannot be "accessed" directly by the defending user's client.
But I have an idea to make it work, although the timings might be a bit off so not sure it will work. What exactly needs to be done?
When a visible creature within 30 feet of the enchanter makes an attack roll against it, the enchanter forces the attacker to make a DC 14 Wisdom saving throw. On a failed save, the attacker redirects the attack roll to the creature closest to it, other than the enchanter or itself. If multiple eligible creatures are closest, the attacker chooses which one to target.
honestly I feel like chris' target changing dialog would be perfect for this ability lol
Oh I had been working on something similar, but stopped.
Let me see if I can take a quick crack at it
Chris has that premade dialog for target choices if that helps any
I'd settle for just a workflow cancel though
does the ability say whether the player gets to know what the roll is before they use the reaction?
per the table top rules, the player must show the DM the roll as it is rolled
I'd assume yes the Dm can see the roll
Well, most times this would be in response to a dm roll
nope this is an npc automation I'm doing
oh
Enchanter Wizard from the Monsters of the Multiverse
Then, yeah, just change the target and hope it recalculates whther it hit or not
- Create a macro in your macro folder named
workflowStop```js
if (args[0]!=="on") return;
Hooks.once("midi-qol.preDamageRoll", (workflow) => {
workflow.aborted = true
return false;
})
- Special Duration: 1 Reaction
- macro.itemMacro
3. In the ItemMacro ```js
const itemUuid = args.at(-1).origin;
const workflow = MidiQOL.Workflow.getWorkflow(itemUuid);
const {sourceActorUuid, sourceItemUuid} = workflow.workflowOptions ?? {};
if (args[0]==="on") {
const effectData = {
label: "miss me much?",
changes: [
{"key": "macro.execute", "mode": CONST.ACTIVE_EFFECT_MODES.CUSTOM, "priority": 20, "value": `workflowStop ${sourceItemUuid}`}
],
origin: itemUuid
}
await MidiQOL.socket().executeAsGM("createEffects", {actorUuid:sourceActorUuid, effects:[effectData]});
}
if (args[0] === "off") {
const effect = fromUuidSync(sourceActorUuid).effects.find(e => e.label === "miss me much?");
await MidiQOL.socket().executeAsGM("removeEffects", {actorUuid:sourceActorUuid, effects:[effect.id]});
}
``` One thing that needs to be done is to clear the message a bit, changing it to say that the attack missed etc...
ps: the `${sourceItemUuid}` is not needed as is right now, but I will come back to it.
Forgot the usecase, so I didn't include the save needed, but it can be easily added in the same ItemMacro, as an onUse at the same reaction and a ```js
if (args[0].tag === "OnUse") {
//do the save logic and instead of having an actual DAE, create the effect here
}
is there a way to make a macro that prompts you to choose between a set list of conditions to inflict on a target, and then force a save that varies depending on what you chose then have them make that save again at the end of their turns to end it (prob using midi's overtime thing)
it's for some homebrew class's ability
Might be easier to just set each effect as it's own feature
i figured but i didnt wanna clutter the list of features
what would the macro be anyways?
Personally, I'd have the macro create an item then roll it.
let featureData = {
//fill this in
};
let feature = new CONFIG.Item.documentClass(featureData, {parent: this.actor});
let options = {
'showFullCard': false,
'createWorkflow': true,
'targetUuids': [this.targets.first().document.uuid],
'configureDialog': false,
'versatile': false,
'consumeResource': false,
'consumeSlot': false,
};
await MidiQOL.completeItemUse(feature, {}, options);```
im not sure how to use this ill be honest
This should work?
I would make it CUSTOM and delete the + in front, but it should yes
already figured that oput
, how do i make a 30 ft "aura" that effects everyone but the caster once with a status effect on a failed save
(oh lol that message started and ended quite differently)
On the Item details:
- Target
30 | ft | creature - Range
blank | blank | Special
Does this do it?
Special, not Self, to exclude caster
And Creature instead of Radius so no template needs to be placed
so like this?
I stumbled across some issues for the macro we were talking about ๐ฉ
will try to break it apart later
Anyone know how to make an Overtime effect that gives the target disadvantage on attack rolls until they make the saving throw?
Look at Hold Person in the midi sample items and remove all the bits you don't want in the AE and then add the disadvantage on all attack rolls key in. Change the save ability to the right one too.
When the save is made all keys in that ae will be removed with it if set to override
hey all - I just found this (I've been posting stuff that should have been here as issues on midi-qol... for shame)
wondering if I could get some feedback on my approach - basically whether there are better ways to do things...
I've made a Savage Attacker (heavily based off of the midi-sample_items sneak attack) and was assisted in that by @violet meadow (thank you) . needs Effects (Transfer to Actor) onUseMacro(ItemMacro.SavageAttacker,postDamageRoll)
and a Magic Missile that allows for splitting the missiles between targets -- still a bit of a WIP as I want to allow the option of assigning missiles to each target instead of just looping through to exhaustion. - requires JB2A and Sequencer
requires removing the number of targets in MM:Details and adding MM:Effects (Transfer to Actor) onUseMacro(ItemMacro,preDamageApplication)
^not sure why, but SA required the named macro in order to work, whereas MM did not (worked with just 'ItemMacro')
Interesting. I will take a look at some point!
Midi/DAE Macro Question: I'm trying to make a macro that decreases the number of stacks in a stackable temporary effect by 1. I have no macro writing experience and am big-boy struggling. Could anyone lend me some advice? Mostly I can't figure out how to reference the number of stacks of an active status effect for a selected token.
Hey guys, quick dumb question: Friends Fail make the allieds automatic fail and the Friends Save make then pass?
Forget it, I just test and it's exactly that!
You can always look at the effect in console to see where the stacks are being stored
It's likely on the DAE flag
Hmm, I will look at that and see if I can't dumb-dumb my way through it. Thank you.
Have a multiple stacked effect on something
Then edit the effect and right click on the top left book looking icon
Then in console: await fromUuid('pasted uuid')
Returned null
You sure you right clicked and not left?
No, I definitely did not.
Okay, that gave me lots to work with. I honestly don't know what to do with it but I will see if I can figure it out. Thank you.
I would start by looking in the flags
Assuming DAE stores the stacks somewhere
Is this for some kind of monster feature that stacks a debuff?
Looks like there is flags.dae.stacks: 2
A crossbow that fires curses instead of bolts. -1 to next save for each curse (up to 5) then the stack reduces by 1 for each save made.
Oh interesting
(I'm honestly trying to give my sharpshooter lunatic something besides a "do a party's worth of damage" to do every turn.)
Curses on self or the target?
The target. It would be a pain in the ass to bookkeep at a table but I figured I could make it relatively painless in Foundry. Well, at least once I've figured out javascript, lol.
The idea being to give him some more support options.
if (this.hitTargets.size != 1) return;
let effect = this.targets.first().actor.effects.find(eff => eff.label === 'Effect Name');
if (!effect) return;
let stacks = effect.flags.dae?.stacks;```
That should get you started.
Oh gods, thank you.
First line makes sure you hit something, 2nd finds the desired effect, and 4th stores the number of stacks.
Thank you so much, you're the best. I will name my next evil genius after you or something.
If you need to reduce the number of stacks you will have to probably use a midi function to update the effect since it'll be on a unowned actor.
await MidiQOL.socket().executeAsGM('updateEffects', {'actorUuid': effect.parent.uuid, 'updates': [updates]});```
Excellent, I think I can make that happen. Thanks again.
Is there a way to give arrows the Silvered property, so that they'll give their bow/crossbow the property to bypass a Werewolves (or other creature) non-silver Damage Immunity?
at one time I had a worldscript given to me for this but it broke templates in my world so I deleted it
I feel like I made something along those lines once
If you still have the world script I can figure out what's causing it to break templates
@gilded yacht Is there a way to get scripts run from flags.midi-qol.onUseMacroName CUSTOM macroName,macroPass to run in a specific order when they're both modifying the same pass?
I've finally run in to a use-case where it matters.
Celestial Revelation from Aasimar combining with the effects of Radiant Soul warlock feature.
it was the world script that bugbear yelled at me for not catching his edits in it
I deleted it so I can't figure out how to search for it
At any rate, if anyone has a Celestial Warlock with Radiant Soul, I just wrapped up an automation for it: https://github.com/chrisk123999/foundry-macros/blob/main/Features/Class Features/Warlock/The Celestial/Radiant Soul/Chris-RadiantSoul.js
Requires Midi & Warpgate.
https://github.com/foundryvtt/dnd5e/pull/2117
Slated for 2.2.0.
yeah its in the message link just above
Yeah on the phone couldn't check ๐
I have magic items I want to present as unidentified. Is there a way with Midi to obfuscate their properties, or should I just create separate unidentified blank items initially then and swap them out?
Swap is easier. You can do it with a macro too, but is it worth it? ๐คทโโ๏ธ๐คฃ
For showmanship maybe
regardless of whether you go the route of macro.createitem to do unidentified items, its still a great way to make a bunch of items
Once you make your first undientfied battleaxe item, all future battleaxes are as simple as dragging and dropping again into the ae on the base item
you just have to understand how macro.createitem works is all then its a quick setup
You need to have a nice safe spot to store your created items that won't get messd with
I prefer a compendium but badger recently told me that because they are in compendiums that is why they take longer to show up on actors so ymmv
I just put a delay on all my macros so they don't have an issue
This is the ae that goes on the unidentified item, You also technically only need 1 item. If you don't care about it matching the type of magic item, just call it a generic magic item, maybe put the uniqueness in the description of the item.
If you go the route of 1 singular unidentified item that you reuse for everything, make sure its an equippable/attuneable item type(no loot item)
The things I'm looking at changing are:
Name
Description
Price
Details
Effects
Basically everything ๐
What would actually be cool is if, when you uncheck "Identified", a separate linked sheet is created/opened where you can put your unidentified info. That way, when Identified is clicked, it swaps it out.
Not sure if that's a module request or a core request.
that is sorta what that v9 module did, my setup literally replaces the item
I'm only a couple weeks into Foundry, so I have a lot to learn, including macros. But I'm still getting my fundamentals down.
my setup only utilizes a 2 line effect macro, everything else is leveraged by dae/midi
It deletes itself when you attune to the mystery item so you aren't left with the unidentified item AND the new item
The noob in me is trying to figure out how to create that Active Effect. Create New Item doesn't appear to be it, because I can't find Active Effect in the list. Creating an Equipment or Feature item also doesn't seem right.
create a new equipment. Then click the wrench at the top of the new item
then choose the default of NEW and click the + to the right to make a new dae
then edit it and from there mirror my ae
you need the module Effect Macro
to add the macro in
you need the item to be equipment so that you can fiddle with attunement requirements
ok thanks, this one is equipment/trinket. I never went into the DAE wrench so I'll do that now.
there is a catch to these items, when you store sthem they need to be in a compendium you have control over cause you have to precheck a few things on them:
You can't edit items in module compendiums cause they are locked and get deleted everytime you update the modules, so you must make your own world compendium to store your items in(or a folder in the items sidebar)
Macro.createitem does not add the items the way that we normally add them, dnd5e usually prechecks the items, macro.createitem does not. So you have to precheck them in the compendium item
If you have trouble with the effect value on the unidentified effect just ask
For now, I'm storing the items in a Item folder sidebar
If your server has slow ram or low ram its prolly wiser to do that anyway
just understand if you delete those, the items stop working right
macro.createitem literally creates a duplicate of that item, if it no longer exists then it fails
but the neat thing is if you edit the origin item then you can update your stuff over time its pretty dope
If it's something I want to continue doing in general, I will create a compendium (which can still be private, right?).
My server is local, clustered, RAID, etc., it has plenty of juice.
I have some distractions here so I might not get to this until later, but I appreciate the assistance.
(Don't forget to add , permenant after the drag and drop)
Why is there no premade evasion item?
Isn't that a simple flag anyways
Yeah but plenty of stuff are simple flags heh
I had to go to dnd5e srd to get the item lol
Ok, I was able to get the item to work. I had to go back to when you previously explained it:
#1010273821401555087 message
I didn't comprehend the create-item part of compendium.world.create-item until I realized that was the name of your compendium.
I'm not sure why there's a duration of 90000. That's 25 hours. I was thinking maybe that meant 24 hours of equipped plus a short rest to attune. However, all I had to do was equip my unidentified item and it instantly swapped to the identified item. Also, advancing 25 hours didn't make it swap automatically.
Next question: Can we stop the player from accidentally equipping the unidentified item and getting it swapped out before they've identified it? Said differently, I would like to restrict the player's ability to either click the equipped button or have it do nothing if they click it.
At that point just easier to swap out the item manually
This is pretty cool automation and I'll still use it - I can trust my players to not do such things on purpose, and if there isn't a way to restrict it I'm ok with that.
Still curious about the 90000 seconds, though
Might just be a way to keep it as a temp effect or something?
It's so on the nose for 24 hours + short rest ๐ค
I know I tend to give effects a duration of a week if I want it to show up as a temp effect that doesn't go away unless you long rest or something
do you use a calendar to advance time?
Yep
I work under the assumption that if you don't long rest in 7 days the character dies from exhaustion rules
I see players wanting to long rest more often than 24 hours than not ๐
If it was something that actually needed to stick through a long rest I would do a longer time
I think you're right it should pick the larger of the two. However, since it's doing the check for advantage perhaps it should let you choose either, but that feels much to tedious, picking the higher makes sense - you can always override by setting str/dex in the item itself.
What are the issues with flags.midi-qol.disadvantage.attack.${ability}? Just checked and it seems to work ok.
Currently no. I probably did not think about the complexity that you guys are building off the back of this poor little module. I will think about a priority scheme (probably like effects) so you can specify an ordering
That would be ideal. I have two on use macros that both want to modify damage but it's not picking up the other ones changes.
It actually appears to be running at the same time since I'm getting both my dialogs.
Ah no, the flag is working fine!
I meant that there was an issue as the user was expecting an attack to have advantage, but combined with the finesse issue, that wouldn't happen.
I didn't explain it correctly ๐
Do you set the damage in both onUse macros?
I would try to merge the existing parts of the formula
One adds radiant damage while the effect is active. And the other adds more radiant damage as long as there is some in the damage roll
Hmmm ok
I'm just doing a formula = this.damageRoll._formula + new stuff
So you don't know which one would be "executed" first and maybe there is no damage present yet when it should.
And which hook do you use?
postDamageRoll
Try putting one as a damageBonus ๐ค
The secondary radiant addition
If that makes sense in your workflow ๐คทโโ๏ธ
Both have dialogs and I see both at the same time, so they start running without waiting for the previous one to finish too
You would think it would let one on use finish first before starting the next
My current fix is to just have one macro for this character
That handles both features
the duration was so that it wasn't instantly shut off. It was a arbitrary number. Your mistake is you are forgetting that identified items require attunement.
Hey, it's possible to configure the OverTime to end an effect if the Temp HP becames 0?
I know the OverTime have the removeCondition, but I don't know how to configure this especific thing
there is an example for hp in the readme for it, just adjust to temp hp instead of hp
or look at the midi sample item for regeneration
are you trying to do symbiotic entity?
Is there a way to get a weapon to deal extra damage to a specific Race? So for instance an extra 1d8 damage to Undead.
No, but I discover how to do it hehe. It's just removeCondition=@attributes.hp.temp <= 0
But, something strange happens. I configure the Temp HP through AE system.attributes.hp.temp OVERRIDE +@classes.xama.levels. But now, when I edit the HP, it doesn't come down and I can't configure the Temp HP because of the thing that show in the image.
Am I doing something wrong?
I think you can do it with babonus. The module is just amazing
Don't use effects for anything hp related. For the reasons you've just experienced. ๐
I'll check it out.
Ahhhhhhhhhh okay =/
Totally doable.
Or more generally: don't use effects for anything you want to be able to change easily. HP, currencies, XP, resources, etc.
The effect are not removing itself when the Temp HP became 0. The line it's not removeCondition=@attributes.hp.temp <= 0?
I dunno what you are trying to do but you need an effect macro or dae macro to adjust temp hp. Then the overtime will work right
the overtime will only remove itself at turn start or end, you need a world script if its meant to fade when the temp hp adjusts
Ohhhhhhhhhhhhhh
I didn't know that
They are removing in the start of the turn hehehe
I just think the effect would be removed when the Temp HP becames 0
And, it's not related but, I just discover that @ add the effect based on the source and ## is based on the target.
Is that right?
right but you probably want a world script not an overtime?
there is a world script for Symbiotic entity fwiw
Hooks.on('midi-qol.RollComplete', async workflow => {
if (workflow.hitTargets.size != 1) return;
let targetToken = workflow.targets.first();
if (!targetToken) return;
let targetActor = targetToken.actor;
if (!targetActor) return;
let targetEffect = targetActor.effects.find(eff => eff.label === 'Symbiotic Entity');
if (!targetEffect) return;
let tempHP = targetActor.system.attributes.hp.temp;
if (tempHP != 0) return;
MidiQOL.socket().executeAsGM("removeEffects", {'actorUuid': targetActor.uuid, effects: [targetEffect.id]});
});
Hummmmmmm
That is one safe world script haha