#MidiQOL

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scarlet gale
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Easy fix.

fringe crag
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...

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Thank you!

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The self damage has to be done manually I think?

scarlet gale
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Nah?

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Put the damage in the feature.

fringe crag
scarlet gale
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And if you put the target as self.

fringe crag
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u mean this right?

scarlet gale
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Yea

fringe crag
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thats what I forgot?

scarlet gale
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Yep

fringe crag
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:intensifeyes:

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I feel dumb haha

scarlet gale
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Happens to the best of us.

fringe crag
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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

scarlet gale
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You should be deleting the effect

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you likely still have a mutation that's stuck

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hit the revert button at the top of your sheet

fringe crag
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ah thats It. Alright. Thanks for all the help! have a nice day

scarlet gale
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When the effect is deleted it should auto revert you

fringe crag
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I'm still doing something wrong? Rolls no Damage and deals no selfdamage

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works without active effect

scarlet gale
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Your class doesn't have a scale set

shell spade
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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

spice kraken
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The errors would help

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And the details tab of the item you're using to attack

shell spade
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mh alrighty, one sec

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this is the result of one attack

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with this weapon

vast bane
# shell spade with this weapon

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...

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You also need to disable all your v9 modules and check MANUALLY to see if they have v10 versions you can install

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the update button will do nothing for you on those modules

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if you have ASE and its not the beta, yeet it, if it is the beta, disable it

shell spade
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ill do that now, but how come does a module regarding spells affect normal weapons? haha

vast bane
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I don't think ASE is just animations

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can you show us the attack in chat?

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your item is also setup poorly, it must be a bad import

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target: None?

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manually set dexterity on a finesse as well

shell spade
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the target thing i've never had a problem with

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nor the the finesse thing

vast bane
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finesse weapons in dnd5e already detect your higher attribute

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theres no need to change the default items setup, but I suspect you are using an import

shell spade
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i did just try another actor with another weapon and the same effect and now it does work

vast bane
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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.

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10 does not play well with v9 modules

spice kraken
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Does it work with just midi, dae, and their dependencies on and all other modules disabled?

vast bane
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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

shell spade
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after more testing, it seems its the actor in particular that is not working for

torpid kestrel
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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

shell spade
vast bane
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and I assume you looked at my list of conflict modules and made sure you have none of them?

shell spade
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indeed

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it does persist
midi: 10.0.29
socket: 1.0.12
libwrapper: 1.12.12.0
DAE: 10.0.20

vast bane
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what is yoru dnd5e version

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and the problem is that the actor does not attack at advantage?

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can you show me the actor's active effects tab @shell spade

shell spade
shell spade
vast bane
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can you show me an attack in chat as well as show me the actors effect tab

shell spade
vast bane
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that is a custom flanking

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when you roll the attack do you get a popout or does it just auto roll

shell spade
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auto roll

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fast forward from midi

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i think at least lel

vast bane
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is that actors tab the literal double click on the canvas actor?

shell spade
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yes

vast bane
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and it only happens with that actor?

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when you test on that actor, are you testing logged in as the GM, or as the player?

shell spade
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the advantage and disadvantage yes, for another player token only the disadvantage doesn't work

vast bane
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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?

shell spade
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i am not sure

vast bane
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game.settings.get("dnd5e", "strictValidation") type this in console

shell spade
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false

vast bane
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oof

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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

shell spade
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give it to me straight doc

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do i gota nuke the world?

vast bane
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also, are you using ddb importer?

shell spade
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nope

vast bane
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why aren't you using the basic sword from dnd5e?

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change that none to something like enemy, creature, blank

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not none

shell spade
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i did try

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and it did not change

vast bane
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run the macor in the pins in dnd5e

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pray it fixes things

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your starter heroes have this problem too?

shell spade
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nope

vast bane
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yeah this is lookin alot more like a bad world

shell spade
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mh, yeah after the macro run nothing changed

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but the things is

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stuff was working a few days ago

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i haven't added anything, other then updates

vast bane
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you definitely only have those four modules turned on?

shell spade
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well not now

vast bane
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and the actor still isn't attacking at advantage?

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does the target have a grant?

shell spade
vast bane
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whats the active effects on the target

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actors effect tab of the target actor

shell spade
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the taret doesn't have any effects

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hold on

vast bane
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does the actor have an actor on use?

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its a cog on the front tab

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and do you have any world scripts

shell spade
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ah

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umh

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this might have been just another thing completely

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i have been testing on a canvas with no grid

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moved to one with it

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and yeah thing are ok now

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still a bunch of errors

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but it rolls with advantage at least

vast bane
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show me some errors

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did you take my advice and clean up your v9's yet?

shell spade
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did all i could

fringe brook
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hi, is this new? It's showing up as an error in the logs ๐Ÿ˜ฆ
I'm using the latest version of midiqol

vast bane
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trying to run them is going to create problems like what you just troubleshooted

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find alternatives, learn to live without them

vast bane
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happens alot with modules

shell spade
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the errors are the same i sent an hour ago

vast bane
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you are running v9 modules

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it looks like all of your warnings are Tabbed Chatlog

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is it a v9 or v10 version?

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its kinda sus:

shell spade
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it says v9 in the modules

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imma just delete it

vast bane
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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

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same goes for all your v9's if you uninstall them, foundry will install the newest vaialble, its only the update button thats broken

shell spade
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now the only warning i get is this

vast bane
shell spade
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cool, then my journey is come to an end

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thanks for the help, ill go kill the v9 modules

vast bane
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the package page for tabbed chatlog is misleading and incorrect, it is indeed a v9 module

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its author is a foundry staff member I think

fringe brook
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is there a guide to adding a divine smite? popup after an attack? (maybe as item macro or something?)

vast bane
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I think I'm using chris' cause I liked his the best

dark canopy
molten solar
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lol gimme 2 mins

fringe brook
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thanks

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in the meantime i already found some in my compendium. however that one's throwing an error T_T

vast bane
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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

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requires advanced macros, dae, midi, and warpgate

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It will prompt you with this after you finish an attack before it prints to chat:

fringe brook
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ty

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how do i import a json and how do i configure ownership of a macro?

molten solar
fringe brook
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i am also constantly getting TypeErrors with all on use macros:

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any idea what the problem could be?

vast bane
fringe brook
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all up to date, updated about 2h ago

vast bane
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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

vast bane
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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.

fringe brook
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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

vast bane
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is advanced macros 1.19.3?

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oh jesus

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why did I miss this

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you have character sheet hooks on in item macro module

fringe brook
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advanced macros is 1.17.3

vast bane
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go to the settings for the module Item macro, and uncheck the box that mentions "character sheet hooks"

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update your advanced macros(unless you think the 9 is 7 8))

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your "all my on use macros throw an error" is the item macro fix

vast bane
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as for how to import the json, first save it as a json/download it

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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

fringe brook
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about that. is the divine smite json supposed to be an item?

vast bane
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um let me look

fringe brook
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hm

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it has "item" in its name

vast bane
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yes I think its an item with an active effect

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or atleast an item

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the other thing is not an import, its a copy/paste and make sure you name it right

fringe brook
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hm i just found out some macros arent updateable with just clicking "Update" in the foundry setup

vast bane
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do you know how to access your system macros?

fringe brook
vast bane
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to the left of hotbar is a folder icon

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click that, make a new one

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'create macro'

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paste his Chris-DivineSmite.js entry into it

fringe brook
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yep so far just like making a normal macro

vast bane
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make sure you name it Chris-DivineSmite

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once you see it in the system macro list, right click it and configure ownership to ovserver for all players

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(or just the pally)

fringe brook
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thanks

vast bane
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you might need to make sure you aren't running an old divine smite feature

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if everythings right it will prompt after you deal the damage before it reports to chat

fringe brook
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hm now im at that point where it executes that code twice

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eh...the macro

vast bane
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did you paste it twice?

fringe brook
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hm fixed it

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yea my keys get stuck sometimes

vast bane
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or have two Divine smite features

fringe brook
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it substracts the spellslot, regardless of me ticking the box "use spellslot" ๐Ÿค”

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thank you for helping me get it running tho ๐Ÿ™‚

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ill spend some time manually updating all my modules now T_T

vast bane
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you shouldn't be doing anything that prompts for a spell slot, it sounds like you might have another divine smite feature running

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you probably dragged out midi's version

fringe brook
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the paladin had a spell "Divine Smite" my bad

vast bane
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yeah thats the two midi ones

fringe brook
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now it's working as intended

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any time we play, i make a list with stuff that doesnt work and divine smite has been on that list 3 times now ๐Ÿ˜„

molten solar
vast bane
molten solar
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Add another. ๐Ÿ™ƒ

vast bane
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I did that with advantage reminder before I useed chris'. lil clunkier but it expended the slot and added the damage as situational bonus

molten solar
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You could make two divine smites; one for fiend/undead, one for normal

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Only 1 will ever show

vast bane
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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

manic tendon
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Does anyone have a macro for Defensive Flourish handy by any chance?

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I found one by searching, but it was for v8, and didn't work properly

vast bane
manic tendon
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Thanks, I'll play around with those and see if Chris's works ๐Ÿ™

manic tendon
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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.

vague relic
manic tendon
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nod The target and the source are next to each other, and no one else is

vague relic
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Any macros involved?

manic tendon
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Not that I know of, it also seems to happen to others when they attack the target... more testing needed

vast bane
manic tendon
vast bane
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barring any of these being the culprit, then I'd check if you are confusing canvas actors and sidebar actors on unlinked actors

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If ASE is not the beta, you should yeet it

manic tendon
vast bane
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could you be confusing actors and thinking no ae's are on when there are? Common mistake with unlinked actors

vague relic
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that seems like the target has an effect with the flags.midi-qol.grants.advantage.attack.all flag

vast bane
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show me the whole sheet of both actors, the effect tab

manic tendon
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Ah, I have Retroactive Advantage/Disadvantage, I'll try disabling that

vast bane
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that would do it

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that module cannot run with midi

manic tendon
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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

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No, that didn't fix it ๐Ÿค”

manic tendon
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Anything else?

vast bane
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the retroactive advantage/disadvantage module was causing it right? disable(actually uninstall) it

manic tendon
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I disabled it, no changes

vast bane
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ctrl f5

manic tendon
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Still rolling with advantage

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๐Ÿ‘

vast bane
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barring that, the only thing I got left is, share me your module list, DM it to me

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also check for sticky keys

kind cape
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If you enable advantage attribution in the MIDI settings you can at least see what "type" of advantage it is

kind cape
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Misc

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Move roll formula to tooltip

vast bane
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i see modules installed that I've never seen before, and a few that are like 4 lines of macro code nowadays

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the disable movement animation module is a very very easy world script

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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

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do you actually have world scripts in worldscripter module/at all? could those be involved in this?

manic tendon
vast bane
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dae is 1 behind, you prolly wanna update but lets find out whats attributed it

vast bane
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stealthy?

manic tendon
vast bane
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I didn't see stealthy in there

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wtf

manic tendon
vast bane
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its stealthy but you don't have that module that is whack

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I guess theres an automated one

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OH

kind cape
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It just means that the token is not visible to the attacker

vast bane
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the test dummy has 0 vision, not no vision

kind cape
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Doesn't have to be the stealthy module

violet meadow
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Hidden can be from MidiQOL too

vast bane
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yeah the test dummy has 0 vision in detection modes

manic tendon
vast bane
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detection mode tab

manic tendon
vast bane
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is it...night?

manic tendon
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Nope ๐Ÿค”

vast bane
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double check just incase

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move both tokens too

kind cape
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Vision range is not set here

manic tendon
vast bane
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is there a wall between them?

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oooh so I was right just missed it lol 0 vision range

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thats an odd combo there, normally we do no vision and it doesn't mess with midi, you did vision but 0 range hehe

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thats more like "null" range

manic tendon
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Huh. I set up a light right on top of them and it stopped giving advantage

vast bane
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yeah its the vision range I think

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lights will give sight

manic tendon
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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? ๐Ÿค”

vast bane
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its for when dark

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I'd just set it to 180 or something

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I wonder if a 0 would work, maybe it was null causing this

manic tendon
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Ah, so I need to set global illumination on, on the page

vast bane
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isn't that field usually an infinity symbol?

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oh yep, it was night time

manic tendon
vast bane
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you had it set to night but 0 darkness

manic tendon
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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 ๐Ÿ˜…

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I got the popup, but the chosen option (Defensive Flourish) didn't do anything

vast bane
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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

scarlet gale
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Is it my macro?

vast bane
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alot of compat warnings can slow stuff down

manic tendon
manic tendon
vast bane
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(they have alot of modules)

scarlet gale
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Just updated my Paladin smite macro to no longer use deprecated stuff now. Also yeeted the advanced macros requirement.

manic tendon
scarlet gale
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Up to you.

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Mine will prompt on hit and update the workflow directly, allowing concentration checks to be accurate.

tulip hound
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Is there a skin mod that makes MidiQOL better looking?

scarlet gale
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There is no reason they wouldn't work with midi.

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Sure

manic tendon
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Thank you โค๏ธ

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Much appreciated

scarlet gale
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It shouldn't slow down the game that's for sure

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What is the advantage attribution supposed to look like in the chat log from midi?

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I don't see a difference, unless I'm crazy.

kind cape
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Click the attack roll

scarlet gale
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ah

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That should help me at least figure out how some of my players keep randomly rolling with advantage.

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I know it's their keys D:<

kind cape
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Yeah its a great tool ๐Ÿ˜„

vague relic
scarlet gale
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Rip, doesn't show anything when the workflow is directly edited

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Wonder if there's a way I can add my own attribution

kind cape
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I believe you got to add them to the dis/advantage sources set

scarlet gale
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oh nevermind

vast bane
kind cape
vast bane
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the first is AR, the second two are midi

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adv.attack.mwak is the key on reckless attack ae

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I think AR says the names of the ae's, and midi follows with the keys

kind cape
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Yeah Midi forgets the AE at some point during the workflow

vast bane
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the creature having no night sight causes the hidden just like above

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And Stealthy's hidden:

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stealthy gives adv attack all apparently

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wonder if they can swap it to adv.hidden to make it cleaner?

mellow pagoda
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@violet meadow sorry to bother you, can I ask some assistance concerning your Hexblade's Curse Automation on your GitHub?

finite delta
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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.

vast bane
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ATL.sight.range | override | 10

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You don't need the newest dae, but it helps you auto complete the key

finite delta
vast bane
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take a look at the atl keys in v9, they are different but they auto complete in dae v9

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all the vision keys are different from v9 to v10 beware

finite delta
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ahh ok, i will have a look then, thank you!

mellow pagoda
# violet meadow Yeah, what's up?

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:

  1. If I provide you with a list of my active modules, can you point those that could be the cause of the malfunction?
  2. How does the hp recovery feature works code speaking? Maybe I just didn't do what I was supposed to do
violet meadow
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Export your MidiQOL settings and the Item as you've set it up and DM them to me. I will take a look

mellow pagoda
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Oh, and obv thank you so much in advance

violet meadow
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Had a quick look. Something must be off.

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I will take a closer look soon

scarlet gale
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Just updated my Cloudkill macro with automatic movement. Converted from @pallid shard's item macro change.

crisp quarry
#

Hey, was an overtime effects bug reported here?
When sometimes flags.midi-qol.OverTime (Overtime effects) won't prompt the user during their turn?

wind pecan
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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?

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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

vast bane
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midi however can check hits for you

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if you want the damage to not auto roll, thats possible

wind pecan
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I like the checking of hits. I don't like them being able to roll damage until I tell them they can roll damage

vast bane
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thats something easily accomplished by speaking to your players about roll ettiquette. I know of no module that can control this.

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actually I got an idea

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have them roll blind to the dm, and reveal it to them

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but god thats so manual even I wouldn't wanna do that ingame

scarlet gale
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Pretty sure midi can be configured to have you wait to hit the roll damage button

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But, manually checking hits is the exact opposite point of midi.

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ยฏ_(ใƒ„)_/ยฏ

vast bane
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I think blind rolling could do it

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if you also don't do effect transfer or auto apply damage, then you may want to ask yourself why you have midi installed

wind pecan
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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

scarlet gale
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That's the whole point of midi.

wind pecan
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to remove the DM's ability to control th epace of the game?

vast bane
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I kinda feel like all of this could be handled with a conversation with your players.

scarlet gale
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Yea

vast bane
scarlet gale
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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

wind pecan
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You misunderstand what I'm saying

vast bane
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core would be their option

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cause all the other rollers auto roll

wind pecan
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I want the rolls to be auto calculated. I like the saves being auto calculated.

vast bane
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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

wind pecan
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I dont want th eplayers to have any idea if they hit or miss until I as the DM tell them

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Yeah Maybe Blind rolls is the way to go

vast bane
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I'd go roll groups+effective transferral

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Well I wouldn't, cause I wouldn't want to have to micromanage attacks

molten solar
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You think we micromanage attacks? ๐Ÿค”

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scrolls up

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Ah

scarlet gale
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Zhell, you should be proud of us. We're saying to get rid of midi for this use-case.

molten solar
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Yeah that one's gonna be real tough to accommodate with any sort of automation.

vast bane
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I think the blind roll is a good way of pullin it off though

molten solar
vast bane
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could they world script all attacks to blind roll?

molten solar
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Sure

vast bane
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then they only need to worry about right clicking and revealing hit cards

molten solar
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Tedious as fuck. I give it 1 session.

vast bane
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Yeah

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I really think all of this can be solved with a table conversation instead

scarlet gale
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I suppose they could turn off targeting

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and just let midi roll blindly

vast bane
#

whats the point of midi then

scarlet gale
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There isn't

vast bane
#

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

molten solar
#

You got the WIRE crew hanging out here? ๐Ÿค”

wind pecan
#

I messed with WIRE a bit and had a ton of errors, seemed not worth tracking them down to try to fix them

vast bane
#

Who doesn't hang out here, we're the cool dudes smokin in the basement

molten solar
#

Yeah, some smoke's being blown alright

scarlet gale
#

Wire seems pretty stable as far as I know

vast bane
#

Wire doesn't like midi items

scarlet gale
#

Only errors would likely be from mixed rollers

vast bane
#

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

wind pecan
#

It does put up a pause after the attack roll. I hgave a test world specifically to tinker with these things

molten solar
#

So you want low automation, but with midi, is that the gist of it?

vast bane
#

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

molten solar
#

No?

#

Not unless you do it

#

It does nothing on its own

wind pecan
#

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

molten solar
#

I'd never make a module that modified all of your items. ๐Ÿคท

scarlet gale
#

If you hit damage it shouldn't apply it on a miss I think

vast bane
#

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

wind pecan
#

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

molten solar
#

O_o

#

The system can handle all the math just fine!

vast bane
#

just turn off damage

wind pecan
#

because we all started out on pen and paper 30+ years ago

scarlet gale
#

Isn't that like just playing with core if you never right click on damage rolls?

molten solar
#

You're actually describing a zero-module environment with blind rolls...

vast bane
#

man you keep sayin things that make me want to recommend other rollers for you

wind pecan
#

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

molten solar
#

Like, what math is not handled in core?

covert mason
vast bane
#

(but Wire is a better fit for you)

molten solar
vast bane
molten solar
#

Sure. Slap ET on then.

vast bane
#

so if core, effective transferral too

molten solar
#

But nothing mentioned here other than effect transfer is requiring midi and can all be done in core. So I'm confused.

wind pecan
# vast bane Choose no in this drop down.

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.

vast bane
#

if hes already got stuff setup then he could go manual midi

vast bane
wind pecan
#

Maybe 50+

#

Ive used foundry since it was in Beta, we have had the same campaign grtoup for over 2 years now

scarlet gale
#

At this point I feel like it's just a matter of talking to the players

vast bane
#

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

scarlet gale
#

We're well beyond the initial question

vast bane
#

the DM was the only one with dice and he rolled and they all roleplayed

wind pecan
#

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

vast bane
#

it made for a really fun more roleplay centric game it was entertaining to watch

molten solar
#

What's midi doing currently in your game then?

vast bane
#

Mine brings me coffee

finite delta
#

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?

scarlet gale
#

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.

finite delta
#

ohh thank you! thats really helpful!

#

but yeah just like regular strength saves at disadvantage for example

scarlet gale
#

flags.midi-qol.disadvantage.ability.save.str | Custom | 1

finite delta
#

ahhh i see, thank you! sometimes i have trouble understanding what the flags mean

coarse mesa
#

That spreadsheet in Chris' link above is super useful for referencing those flags

#

(it's pinned in here also btw)

frigid pelican
#

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!

scarlet gale
#

If you roll back you'll need to use a backup

frigid pelican
#

Are you sure? If I recall on forge you can click to do a recent version of a module?

scarlet gale
#

When you make a roll it's there an error in console?

#

That message says it's doing a system migration

frigid pelican
#

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?

scarlet gale
#

F12 most of likely

frigid pelican
#

When I click that it makes the sound louder haha

scarlet gale
#

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?

frigid pelican
#

Sure thing give me a moment,

5e, 2.1.2
Midi, 10.0.29
Foundry 286 stable

scarlet gale
#

Your 5e version is out of date I think

frigid pelican
#

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?

scarlet gale
#

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

frigid pelican
#

Sure thing give me a moment, searching the way to pull up that console as requested, I appreciate the help Chris!

scarlet gale
#

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

frigid pelican
#

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?

scarlet gale
#

If you turn off token action hud does it stop having the error?

frigid pelican
#

Just tried it, didn't make a change. Still can't do attacks from the character sheet hmm

scarlet gale
#

Not sure what to make of that honestly. The only thing I can think of is the out of date 5e version.

frigid pelican
#

I appreciate the help, at least that gives me a direction to aim in, thank you again for your time!

molten solar
#

You're 5 versions behind on Foundry alone.

violet meadow
#

Foundry too old

#

Oh well ๐Ÿ˜…

vast bane
molten solar
#

There is no DataModel validation error anywhere there, Moto

gilded yacht
#

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.

fringe crag
#

you are doing a great job troubleshooting everything here btw !

modern badger
#

Is there a way to code Pathfinder-style damage resistance?

stoic seal
#

As in Damage Reduction?

modern badger
#

ye

#

wanna code a shield that gives 2 points of resistance to fire and cold .3.

violet meadow
#

DR flags case sensitive

vast bane
modern badger
#

oh

#

thank

vast bane
#

also the DR keys are midi keys, and the dr keys have system

modern badger
#

so like DR and 2 would work?

vast bane
#

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

modern badger
#

I dunno what any of that means owo;;

vast bane
#

you can also make this deal bonus damage by doing a dr key with a negative value

modern badger
#

kewl

vast bane
real sluice
#

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?

vast bane
#

dfreds CE handles this automatically

#

Dfreds has a CE called it:

vast bane
real sluice
#

yup, did that but doesnt roll with advantage

#

however just noticed the CE flag and that appears to work

vast bane
#

I think your actor is not using strength ๐Ÿ˜‰

real sluice
#

its definitely a strength based attack. presume thats the intended functionality

vast bane
#

I don't know where midi has the setting but you can check the flags as you roll

real sluice
vast bane
#

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

sleek glacier
#

My bandit had disadvantage on all his rolls... Was some house rule in midi's settings ^^`

vast bane
#

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.

violet meadow
#

Works fine for me

#

Do you have the Ability Modifier set to Default?

vast bane
#

yes

fringe crag
#

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

vast bane
# fringe crag Moto? Is there a place where I can find macros for different classes? Some here ...

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

vast bane
fringe crag
#

I'll look at Chris' his macro works really good yesterday. Thanks!

violet meadow
#

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).

vast bane
violet meadow
vast bane
#

Midi coops the ar message field

#

its the attribution setting

violet meadow
vast bane
#

what are the details on the longsword?

#

longsword isn't finesse?

#

its versatile

violet meadow
#

Same with Finesse

#

It doesn't roll with adv

vast bane
#

that seems wrong right?

violet meadow
#

dex is higher than str in this case

#

nope

vast bane
#

for me it wasn't

#

zombie has shit dex

#

and hes clearly using his strength

#

temporarily drop the dex on that test

violet meadow
#

OK so the issue is that Finesse tramples default used Ability mod

#

It will make it use DEX no matter what

vast bane
#

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

violet meadow
#

It could mess up with changes to Abilities probably from Items which would make sense to change the ability used for finesse weapons ๐Ÿคท ๐Ÿค”

vast bane
#

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

violet meadow
#

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;
            }
        }
    }
vast bane
#

but its not actually using dex

#

my zombies still attacking with strength

violet meadow
#

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
vast bane
real sluice
#

no, greeataxe

vast bane
#

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

real sluice
#

no, its defintely not set as finesse

vast bane
violet meadow
#

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

fringe crag
#

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.

vast bane
#

show us your bard class item's details

violet meadow
vast bane
#

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?

fringe crag
#

no I copie pasted it into the macro and changed the permissions

vast bane
#

no advanced macros...

#

oh he removed advanced macros as a requirement nm

#

answer bugbears request hes smarter than me

fringe crag
#

I even changed the name od the "scale" to match his wording

#

hoped that changes stuff

vast bane
#

line 16 looks weird

fringe crag
#

the only thing I can think of because im shit at macros etc it this here :

vast bane
#

I just can't go through the process to make it right now

fringe crag
#

this is empty. But I nowehere found a fitting description

vast bane
#

I really think its your bard class item

#

just cause its clear you aren't using ddb importer

fringe crag
#

yea thats right

vast bane
#

descriptions are empty so that we can share them here, its a server rule

fringe crag
#

yea, the rest of the descriptions I could copy from the original features. But this here is a brand new feature ๐Ÿคทโ€โ™‚๏ธ

vast bane
fringe crag
#

I Update before every world joining but I'll take a look. one sec

vast bane
#

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

violet meadow
#

Are you using the macro from the hotbar?

fringe crag
#

foundry build - 291
dnd5e - 2.1.4
dae - 10.0.20
midiqo -l 10.0.29
warpgate - 1.16.1

fringe crag
vast bane
#

oh boy

violet meadow
#

yes!

fringe crag
vast bane
#

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

violet meadow
#

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

fringe crag
violet meadow
#

That is the proper way

fringe crag
#

oh boi. its a pop-up like smite

vast bane
#

You must also have his smite then lol

fringe crag
#

no its like that in Solasta. the video game ๐Ÿ˜„

violet meadow
#

(that PC build though - min max ? ๐Ÿ˜› )

fringe crag
#

as a macro noob this is kinda hart to grasp witout step-by-step direction tbh

fringe crag
violet meadow
#

I think Chris needs to add another bullet point in the readme clarifying how to use the Flourish

fringe crag
#

the pop-up only came once tho.

vast bane
#

I actually only allow warlocks if they promise not to filthy hex dip

fringe crag
#

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

dark canopy
fringe crag
#

Do I have to reactivate the macro or something? it worked once. only. once D:

dark canopy
#

check your console for errors

fringe crag
#

nothing red to see but no macro happenign either

dark canopy
#

does it work after a reload?

#

and when it does work, check the console for errors

fringe crag
#

restarted the whole client and nothing happened.

sleek pulsar
#

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.

keen remnant
#

thats how i would do it

violet meadow
#

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")
vast bane
#

We really need to just put out a copy/paste of like 20 ideas for activation conditions

violet meadow
#

And in the Other Formula the 1d8[psychic]

vast bane
#

cause like, we all lean on you for them lol

violet meadow
#

You got to learn to write them @vast bane

vast bane
#

I'm gonna start storing ones you share

violet meadow
#

Its easy

vast bane
#

I actually did write my last one you'd be proud

#

my last activation condition I wrote was workflow.advantage

keen remnant
#

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

violet meadow
#

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

vast bane
#

workflow.advantage works btw if you were directing at me

violet meadow
#

Small edit

vast bane
#

it only applied the active effect if the attack had advantage

violet meadow
#

yeah that works too. Everything you can find in a MidiQOL workflow can be accessed too for Activation Conditions

vast bane
#

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

violet meadow
#

I will come back to that comment when I am home to check that what I wrote is correct... Now I go from memory ๐Ÿ˜„

vast bane
#

only thing I see off from the last time you gave us that, was that there is spaces around =>

violet meadow
#

yeah spaces 99% dont matter

violet meadow
scarlet gale
sleek pulsar
scarlet gale
#

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.

stoic seal
#

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?

scarlet gale
#

turn on advantage attribution and click on the roll to see where it's coming from

stoic seal
#

advantage attribution?

scarlet gale
#

Midiqol setting

vast bane
#

(just incase its retroactive advantage)

stoic seal
#

I have none of those installed

vast bane
#

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

scarlet gale
#

Misc tab on midi-qol settings look for "Move roll formula to tooltip"

sleek pulsar
fringe crag
scarlet gale
#

In this case I would just manually change it for just that player.

sleek pulsar
stoic seal
#

Strange, it seems to believe the creature I'm attacking is hidden despite it not being hidden?

vast bane
#

they really need to get rid of the v9 flags lol

scarlet gale
vast bane
#

and you have the map set to night time

stoic seal
#

its an npc

vast bane
#

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

stoic seal
vast bane
#

if the attacker has advantage, then its the target with this problem

stoic seal
#

Thank you!

sleek pulsar
vast bane
#

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

#

atl.sight.range

sleek pulsar
#

v10.291 and DAE 10.0.20

vast bane
#

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?

rough tiger
#

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.
keen remnant
#

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

vast bane
# rough tiger Oh, wise and most knowledgeable hive mind. How would I go about automating Blood...

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

violet meadow
#

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

rough tiger
#

Thank you both!

violet meadow
vast bane
#

Fail or exceed by more than 5 is a popular request I believe too

violet meadow
#

Yeah I will update it soon

vernal raptor
#

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?

vast bane
vernal raptor
#

it works when He's attacked by another player

vast bane
night musk
#

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...

vast bane
#

tempmax can be modified by an ae but should be used sparingly

#

temp effects only

night musk
#

That should work perfectly, thanks!

vernal raptor
#

thanks for the info!

uncut depot
#

What recommendations on Midi-QoL are best for having nice damage cards on chat?

#

Cause these seems a bit whackyu

vast bane
#

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

violet meadow
#

Merge and condense chat cards in MidiQol settings, workflow settings, misc tab

vast bane
uncut depot
#

This "Apply Undo" options that I felt missing yeah

vast bane
#

look at my image above, you have damage off

#

workflow button, workflow tab, all the way down

uncut depot
#

Done. Thanks

vast bane
#

my above setup does this on dm/player views:

vast bane
#

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.

violet meadow
# vast bane How hard would it be to kill a workflow if the fail a save? I just want the rea...

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?

vast bane
#

honestly I feel like chris' target changing dialog would be perfect for this ability lol

violet meadow
#

Oh I had been working on something similar, but stopped.

#

Let me see if I can take a quick crack at it

vast bane
#

Chris has that premade dialog for target choices if that helps any

#

I'd settle for just a workflow cancel though

royal dragon
#

does the ability say whether the player gets to know what the roll is before they use the reaction?

vast bane
#

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

royal dragon
#

Well, most times this would be in response to a dm roll

vast bane
#

nope this is an npc automation I'm doing

royal dragon
#

oh

vast bane
#

Enchanter Wizard from the Monsters of the Multiverse

royal dragon
#

Then, yeah, just change the target and hope it recalculates whther it hit or not

violet meadow
# vast bane `When a visible creature within 30 feet of the enchanter makes an attack roll ag...
  1. 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
}

prime karma
#

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)

scarlet gale
#

Pretty doable

#

This for a specific spell?

prime karma
#

it's for some homebrew class's ability

scarlet gale
#

Might be easier to just set each effect as it's own feature

prime karma
#

i figured but i didnt wanna clutter the list of features

prime karma
#

what would the macro be anyways?

scarlet gale
#

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);```
prime karma
#

im not sure how to use this ill be honest

keen remnant
#

This should work?

violet meadow
keen remnant
#

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

violet meadow
#

(oh lol that message started and ended quite differently)

violet meadow
keen remnant
#

Here the full ability

violet meadow
#

Special, not Self, to exclude caster

keen remnant
#

fixed to special on range

#

top effect to self, rest on save

violet meadow
#

And Creature instead of Radius so no template needs to be placed

keen remnant
#

so like this?

violet meadow
#

That looks right.

#

About the effects though ๐Ÿค”

keen remnant
#

looks good

#

damage worked

#

neat

violet meadow
#

I stumbled across some issues for the macro we were talking about ๐Ÿ˜ฉ

keen remnant
#

Im slowly getting my high CR Creatures done

#

Yikes

violet meadow
#

will try to break it apart later

stoic seal
#

Anyone know how to make an Overtime effect that gives the target disadvantage on attack rolls until they make the saving throw?

vast bane
#

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

quiet solar
#

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')

violet meadow
#

Interesting. I will take a look at some point!

cyan jungle
#

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.

dull sinew
#

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!

scarlet gale
#

It's likely on the DAE flag

cyan jungle
scarlet gale
#

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')

cyan jungle
#

Returned null

scarlet gale
#

You sure you right clicked and not left?

cyan jungle
#

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.

scarlet gale
#

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?

cyan jungle
#

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.

scarlet gale
#

Oh interesting

cyan jungle
#

(I'm honestly trying to give my sharpshooter lunatic something besides a "do a party's worth of damage" to do every turn.)

scarlet gale
#

Curses on self or the target?

cyan jungle
#

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.

scarlet gale
#
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.

cyan jungle
#

Oh gods, thank you.

scarlet gale
#

First line makes sure you hit something, 2nd finds the desired effect, and 4th stores the number of stacks.

cyan jungle
#

Thank you so much, you're the best. I will name my next evil genius after you or something.

scarlet gale
#

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]});```
cyan jungle
#

Excellent, I think I can make that happen. Thanks again.

errant gull
#

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?

vast bane
scarlet gale
#

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.

vast bane
#

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

scarlet gale
violet meadow
#

Do you find the script @vast bane ?

#

I can check in a lil while and share it again

vast bane
violet meadow
#

Yeah on the phone couldn't check ๐Ÿ˜…

spring hornet
#

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?

violet meadow
#

Swap is easier. You can do it with a macro too, but is it worth it? ๐Ÿคทโ€โ™‚๏ธ๐Ÿคฃ

vast bane
#

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)

spring hornet
#

The things I'm looking at changing are:
Name
Description
Price
Details
Effects

Basically everything ๐Ÿ˜…

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.

vast bane
spring hornet
#

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.

vast bane
#

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

spring hornet
#

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.

vast bane
#

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

spring hornet
#

ok thanks, this one is equipment/trinket. I never went into the DAE wrench so I'll do that now.

vast bane
#

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

spring hornet
#

For now, I'm storing the items in a Item folder sidebar

vast bane
#

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

spring hornet
#

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.

vast bane
#

(Don't forget to add , permenant after the drag and drop)

vast bane
#

Why is there no premade evasion item?

spice kraken
#

Isn't that a simple flag anyways

vast bane
#

Yeah but plenty of stuff are simple flags heh

#

I had to go to dnd5e srd to get the item lol

spring hornet
# vast bane If you have trouble with the effect value on the unidentified effect just ask

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.

scarlet gale
#

At that point just easier to swap out the item manually

spring hornet
#

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

scarlet gale
#

Might just be a way to keep it as a temp effect or something?

spring hornet
#

It's so on the nose for 24 hours + short rest ๐Ÿค”

scarlet gale
#

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

spring hornet
#

do you use a calendar to advance time?

scarlet gale
#

Yep

#

I work under the assumption that if you don't long rest in 7 days the character dies from exhaustion rules

spring hornet
#

I see players wanting to long rest more often than 24 hours than not ๐Ÿ™‚

scarlet gale
#

If it was something that actually needed to stick through a long rest I would do a longer time

gilded yacht
gilded yacht
scarlet gale
#

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.

violet meadow
violet meadow
scarlet gale
#

Yep

#

It's grabbing the old formula and adding to it

violet meadow
#

I would try to merge the existing parts of the formula

scarlet gale
#

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

violet meadow
#

Hmmm ok

scarlet gale
#

I'm just doing a formula = this.damageRoll._formula + new stuff

violet meadow
#

So you don't know which one would be "executed" first and maybe there is no damage present yet when it should.

scarlet gale
#

Yep

#

A priority method would ideally fix that

violet meadow
#

And which hook do you use?

scarlet gale
#

postDamageRoll

violet meadow
#

Try putting one as a damageBonus ๐Ÿค”

#

The secondary radiant addition

#

If that makes sense in your workflow ๐Ÿคทโ€โ™‚๏ธ

scarlet gale
#

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

vast bane
dull sinew
#

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

vast bane
#

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?

errant gull
#

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.

dull sinew
#

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?

dull sinew
molten solar
errant gull
molten solar
molten solar
dull sinew
#

The effect are not removing itself when the Temp HP became 0. The line it's not removeCondition=@attributes.hp.temp <= 0?

vast bane
#

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

dull sinew
#

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?

vast bane
#

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]});
});
dull sinew
#

Hummmmmmm

molten solar
#

That is one safe world script haha