#MidiQOL

1 messages · Page 69 of 1

vast bane
#

to be fair its also going through walls with walls block....wtf

violet meadow
#

oh oh @gilded yacht MidiQOL v10.0.30 Sorry wrong ping it seems... Some weird interaction with Alternative Token Visibility. investigating

Area2d.js:482 js redoLOS ||= this.config.type !== visionSource.los.config.type || isConstrained(visionSource.los); if ( !redoLOS ) { If a token doesn't have Vision enabled ```js
midi-qol.js:24 midi-qol | hooked function for hook midi-qol.preambleComplete threw TypeError: Cannot read properties of undefined (reading 'config')
at Area2d.shadowLOSForElevation (Area2d.js:482:57)
at Area2d._buildShadowLOS (Area2d.js:230:21)
at Area2d.percentAreaVisible (Area2d.js:193:24)
at CoverCalculator._percentVisible (CoverCalculator.js:933:17)
at CoverCalculator.area2d (CoverCalculator.js:745:35)
at CoverCalculator.targetCover (CoverCalculator.js:462:21)
at CoverCalculator.coverCalculations (CoverCalculator.js:274:50)
at Object.midiqolPreambleCompleteHook [as fn] (cover.js:83:49)
at hookCall (utils.js:3626:16)
at asyncHooksCall (utils.js:3610:27)
at Workflow._next (workflow.js:351:15)
at Workflow.next (workflow.js:262:21)
at Workflow._next (workflow.js:348:17)
at Workflow.next (workflow.js:262:21)
at Workflow._next (workflow.js:332:17)
at async Workflow.next (workflow.js:262:10)
at async Workflow.next (workflow.js:262:10)

vast bane
#

oh duh, I don't even have midi 30 installed

#

I actually turned vision on for all my actors cause the performance isn't an issue anymore and theres so many times we debate if something can see something

violet meadow
#

I started checking now, lets see

vast bane
#

Its not even a dex save so it shouldn't be a cover issue:

#

Should I not be auto targetting with templates?

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oooooh he means the first option

#

wow this actually clears another module for me, Zhell will be happy, good bye df template enhancements

#

ok so, from what I can tell, if you want fireball to go around walls, you have to use walls block on templates

#

otherwise things like cone of cold will go through

#

so I think tim misspoke how he changed things?

#

gah the templates center was touching the wall, I was wrong

#

Fotoply is right theres no way around this, non dex saves are gonna start hitting through walls

#

I just don't think theres a safe way to do fireball but sacred flame can be handled easily

#

The no full cover is working if you ignore the fact that it won't go around corners anymore(fireball). Nobody in the blast gets to benefit from a cover bonus due to tokens or tiles.

proper siren
#

Hey yall, I'm trying to get a macro working to turn off emboldening bond if a target is more than 30 feet from another bonded user. I'm basing it off a Crymic macro but I needed to modify as his rules weren't correct and I wanted to use convenient effects. I feel like I'm close... maybe

const uuid = canvas.tokens.controlled[0].actor.uuid;
const hasEffectApplied = await game.dfreds.effectInterface.hasEffectApplied('Emboldening Bond', uuid);
if (args[0] === "turn") {
    const tokenD = canvas.tokens.g
et(lastArg.tokenId);
    let rangeCheck = await MidiQOL.findNearby(null, tokenD, 30, true);
    let withinRange = rangeCheck.find(await game.dfreds.effectInterface.hasEffectApplied('Emboldening Bond', { uuids: tokenD.actor.uuid }));
    if (withinRange && !hasEffectApplied)
    {
      await MidiQOL.socket().executeAsGM(game.dfreds.effectInterface.addEffect({ effectName: 'Emboldening Bond', uuid }));
    }
    else if(!withinRange && hasEffectApplied)
    {
      await MidiQOL.socket().executeAsGM(game.dfreds.effectInterface.removeEffect({ effectName: 'Emboldening Bond', uuid }));
    }
}```
violet meadow
#

It might already be fine, but I will double check in a bit

vast bane
#

I think if you don't use always the cover stuff returns

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I'm gonna use always cause I don't really have other combat encounters on the map with them, as I use MEJ to spawn them on demand so I don't really care if their cone of cold goes into a room through walls

#

I do wonder though if super saving is part of the +999 mechanic in midi+symbuls

#

I don't even know how to replicate the 999's

vast bane
#

Heres a weird one:

Place a huge creature between source and target and throw a dagger at an enemy:

vale iris
molten solar
#

Oh dear oh dear, someone got hoisted by their own petard once more when not using getFlag

vale iris
#

I paste the macro into the ItemMacro window, add "ItemMacro" to the OnUse Macros field, and add an Active Effect that references Item Macro

molten solar
#

... that script has not been updated in almost 2 years

violet meadow
vast bane
#

30ft check, if yes then get bonus

proper siren
#

Can't find documentation on how it's used

violet meadow
#

that is not a thing 🤔

#

What do you want to do?

vast bane
#

depends on how you rule emboldening bond, I rule that they get the features if atleast 1 other bonded is within 30ft and can't use protective bond beyond 30ft

vale iris
violet meadow
#

Check if a creature has Emboldening Bond active in a 30ft radius?>

proper siren
#

That was from crymics macro:

let withinRange = rangeCheck.find(i => i.actor.effects.find(x => (version > 9 ? x.origin : x.data.origin) === originItem));

vast bane
# vale iris I did also try Kekilla0's Macro Github

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

Activation condition examples by ThatLonelyBugbear
#1010273821401555087 message

dark canopy
proper siren
#

Correct, check if another creature has emboldening bond within 30 ft

#

if they do, activate the convenient effect, if not, turn it off

vast bane
#

I actually rule that they maintain the buff, but they lose its features while outside of the distance

proper siren
#

yeah same, that's how the wording of the feature works

#

Crymic had it going away outside of 30 feet

vast bane
#

so you'd need 2 buffs then, one that manages whether they get features or not and then the features one

proper siren
#

I want to enable and disable it conditionally based on whether someone else is within 30 feet with the buff

#

yeah I hadn't got that far yet

vast bane
#

couldn't you use babs distance check and run a custom script that is apply dfreds ce on source?

proper siren
#

is babs distance check a module? I can check it out

vale iris
vast bane
#

or an effect macro that checks at start of every turn maybe

violet meadow
#
const lastArg = args.at(-1);
if (args[0] === "each") {
    const effectToken = fromUuidSync(lastArg.tokenUuid);
    const rangeCheck = MidiQOL.findNearby(null, effectToken, 30);
    const tokensWithEffect = rangeCheck.some(t=>t.actor.effects.find(eff=>eff.label === "Emboldening Bond"))
    if (tokensWithEffect) await game.dfreds.effectInterface.addEffect({effectName: "Emboldening Bond", uuid:lastArg.actorUuid});
    else await game.dfreds.effectInterface.removeEffect({effectName: "Emboldening Bond", uuid:lastArg.actorUuid});
}
#

@proper siren

proper siren
violet meadow
#

small edit one less !

#

That (args[0] === "each") means that it will be run each turn

#

So you will need to specify that in the Special Duration of the DAE

vast bane
#

I thought dae didn't have that ;p

vale iris
#

Does anyone have a decent Goodberry Macro they could share?

vast bane
vale iris
#

The player makes a big deal of it each session

vast bane
violet meadow
vast bane
#

we just abstract that cause its kinda tedious like managing oil flasks, its fun for the first 2 times, then its a tedious task

proper siren
violet meadow
#

Macro execute at start of turn

vast bane
#

if anything have goodberry create a temporary item with 10 charges and have its action economy be free and no range and the druid can just use it when someone else says they are but most good bery usages are on npcs

vast bane
vale iris
#

The frustrating thing is Kandashi's macro almost works. If I manually apply the active effect, the relevant player gets 10 goodberries. It just won't automatically trigger from the spell

violet meadow
vast bane
#

hmmm, I don't think I could adapt that into my setup, I am using the midi sample item so no ce

proper siren
#

What I need is a secondary convenient effect for Emboldening Bond Inactive, or something like that methinks. That way it can be checked even if the effect is inactive

vast bane
#

could also use effect macro, do effect macros still fire if the effect is currently suspended?

violet meadow
#

Oh you need the extra check you had in too. Wait a sec

#
const lastArg = args.at(-1);
const hasEffectApplied = await game.dfreds.effectInterface.hasEffectApplied('Emboldening Bond', lastArg.actorUuid);
if (args[0] === "each") {
    const effectToken = fromUuidSync(lastArg.tokenUuid).object;
    const rangeCheck = MidiQOL.findNearby(null, effectToken, 30);
    const tokensWithEffect = rangeCheck.some(t=>t.actor.effects.find(eff=>eff.label === "Emboldening Bond"))
    if (tokensWithEffect && !hasEffectApplied) await game.dfreds.effectInterface.addEffect({effectName: "Emboldening Bond", uuid:lastArg.actorUuid});
    else if (!tokensWithEffect && hasEffectApplied) await game.dfreds.effectInterface.removeEffect({effectName: "Emboldening Bond", uuid:lastArg.actorUuid});
    else return; //for completion sake :D
}
vast bane
#

couldn't you just remove the args wrap and put it in an effect macro so that it works with the midi sample item, then instead of dfreds functions just suspend/unsuspend the ae?

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Effect macro, on combat turn

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assuming a suspended effect's effect macro still tries to do stuff while its suspended that is

#

@molten solar ⬆️

proper siren
#

Yeah I think that's a good idea, sadly so far I can't seem to get the range piece to work

molten solar
#

If disabled or unavailable, EM does not execute the script.

vast bane
#

damn

molten solar
#

... how else would you temporarily disable it? 🙂

vast bane
#

good point we're midi users we tend to forget core behavior sorry

proper siren
#

lol

molten solar
#

Well he's not wrong

#

leaves

proper siren
#

I should be able to switch it to an 'inactive' type convenient effect to check on

violet meadow
#

You can check for the effects

#

no need to do that with DFreds API

vast bane
#

Ignore me I'm trying to convert the sample item with bugbears stuff

violet meadow
#

Now at least it should be working

vast bane
#

wish the compendium uuid link would say the folder path if you have compendium folders installed

violet meadow
#

And let me know what the workflow you want would be

dark canopy
proper siren
#

okay cool, I'll try it again.. yeah I was thinking check the effect but apply standard emboldening bond or a emboldening bond inactive convenient effect instead of adding and removing emboldening bond only. That way there's an effect to check against within range to re-enable the standard emboldening bond

violet meadow
vast bane
#

what if two items have "Emboldening Bond" but only one is exactly that?

#

the other is "Emboldening Bond Banana" or something

#

will it try to shutoff the one with more to the name?

violet meadow
#

Yeah that is what I was about to write

proper siren
#

But if the effect is turned off, it won't know that character needs to be checked again even though they technically have the bond, they were just out of range. I feel like a second convenient effect for the base bond would work in that scenario but I'm open to ideas

vast bane
#

@proper siren make sure you check the box NOT to apply Emboldening Bond in the item details for ce's

vast bane
#

as you do not want the spell applying the CE right?

#

you want the spell deploying the master switch ae

#

otherwise it will quickly toggle itself off

proper siren
#

Yeah I think that makes sense, I've really only used CE's to apply effects, but it sounds like a base ae would accomplish what I was thinking with two CE's

vast bane
#

wait depends on which lands first bugbear has a check if its already there

#

but dfreds auto ce does not

violet meadow
#

Create a DAE on the Item with a name like Emboldening Bond check . Make it macro.itemMacro | Custom | too.
Change the macro to something like ```js
const lastArg = args.at(-1);
const hasEffectApplied = await game.dfreds.effectInterface.hasEffectApplied('Emboldening Bond', lastArg.actorUuid);
if (args[0] === "on") await game.dfreds.effectInterface.addEffect({effectName: "Emboldening Bond", uuid:lastArg.actorUuid});
else if (args[0] === "each") {
const effectToken = fromUuidSync(lastArg.tokenUuid).object;
const rangeCheck = MidiQOL.findNearby(null, effectToken, 30);
const tokensWithEffect = rangeCheck.some(t=>t.actor.effects.find(eff=>eff.label === "Emboldening Bond"))
if (tokensWithEffect && !hasEffectApplied) await game.dfreds.effectInterface.addEffect({effectName: "Emboldening Bond", uuid:lastArg.actorUuid});
else if (!tokensWithEffect && hasEffectApplied) await game.dfreds.effectInterface.removeEffect({effectName: "Emboldening Bond", uuid:lastArg.actorUuid});
else return; //for completion sake :D
}
else if (args[0] === "off") await game.dfreds.effectInterface.removeEffect({effectName: "Emboldening Bond", uuid:lastArg.actorUuid});

#

This will create the Emboldening Bond DFreds CE on the actor when needed and delete it when not needed.
The Item (spell) itself will create a DAE that is just a check mechanism

proper siren
#

perfection

#

thank you, I'll give that a shot now

violet meadow
#

Check the do not Apply CE in the Spell details if it does automatically by name.

proper siren
vast bane
#

do we put anything in the effet value of the DAE for Emboldening Bond Check?

#

you know, this actually isn't going to work perfectly

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its not the start of the players turn, its persistant always, if the other bonded leaves range, then off turn the actor loses it too

#

I...I think I figured out a ridiculous way to do this easily

#

make them active auras, ignoring self

proper siren
#

Unfortunately the range piece still doesn't seem to be working.. but yeah that's a good point, the other actor would need it removed as well

#

mmm

vast bane
#

hmmm

proper siren
#

HMMM

vast bane
#

that wouldn't work cause then it'd be everyone

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unless theres a way to filter who gets the effect in an active aura

proper siren
#

yeah that's what I was looking at

violet meadow
#

If you want to build the effect from the bottom up and not doing what you were before its a different story

#

Active Auras with an optional bonus effect once per turn

proper siren
#

Yeah I was modifying off of Crymic's existing macro, I hadn't really thought about the other actor not being updated yet

violet meadow
#

You will need to check for a specific flag on the creatures in your Active Aura, which you will set on the first casting of the spell, so as to implement the specific targets

vast bane
#

if you really wanted to manage movement, it would have to be an active aura of some kind cause dae and effect macro only work off turns

proper siren
#

This might be dumb, but could you insert a 'Bonded' creature type to the actors who have the bond? Then in active auras specify Bonded

vast bane
#

oooh

#

or a custom alignment

violet meadow
#

Actually the best and easiest solution is a World Script but it needs some time to make it, which I currently don't have.

I will take a look though later

vast bane
#

I'm going back to midi sample item, but I have a macro.createitem for the level 6 Protective Bond on it

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could an activation condition be something like "If any actor within 30ft has effect "Emboldening Bond"

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I'm not working on the same thing you just tried, this is for a reaction called Protective Bond

violet meadow
#

It will create an effect if the Activation Condition is true"?

vast bane
#

correct

violet meadow
#

any actor? no matter what?

vast bane
#

protective bond is basically like stones endurance but only if a bonded is within 30ft

#

so its a reaction is damaged but only works if a bonded ally is within 30

vast bane
#

I'm not automating the teleport nor the damage transfer, just the reduction:

The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

#

Unless you really want to do that

violet meadow
#
MidiQOL.findNearby(null,canvas.tokens.get(workflow.tokenId),30).some(t=>t.actor.effects.find(eff=>eff.label==="Emboldening Bond"))
#

try this

dark canopy
#

warpgate mutations! great for moving around tokens

vast bane
#

some how the reaction proned him...

#

nope this is why you check your combat dummies people:

#

oh wow, yeah so dr of 999 is still gonna apply effects hmm

#

didn't we just make a kill workflow reaction

proper siren
#

hmm anybody know how to create a creature type via macro?

dark canopy
#

creature type? Like Humanoid?

violet meadow
#

you can create one with a world script and then use that for whatever shenanigans you want

vast bane
#

if you go that route you may want to make it append onto the subtype instead of modifying

#

if you change a humanoid to something else then activation conditions stop being useful for that actor

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edge case

proper siren
#

mm makes sense

vast bane
#

not many acivation condtions for the players races fwiw

proper siren
#

I like the active auras idea a lot, just need to figure out a way to only apply it to those specific actors

vast bane
#

I should probably delete that nonsense off the name right?

#

I have a funny way to automate the damage and warpgate move but It'd fail because of reaction timeout timer cause none of my players are quick on their actions

violet meadow
#

The name of the AE must be the one in the (eff=>eff.label==="Emboldening Bond")

vast bane
#

Gawd this is so spammy, I need to know if this is really how Simbuls/midi works with cover cause this is ridiulous:

#

this prints out if you hove and T a target

dark canopy
#

turn off the debug option 😂

vast bane
#

its not on!

dark canopy
#

must be a settings issue with the module scope

violet meadow
#

You have DEBUG on man 😄

vast bane
dark canopy
#

that controls drawing the visibility lines

#

the main helpers module had a global debug option that spat those messages out

#

possible it was just overlooked

vast bane
#

the simbuls dependency module?

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athenareium or whatever, it has no settings so it must be a mod author thing?

#

def not a midi debugger

violet meadow
#

What version are you on Moto? Simbuls?

dark canopy
#

couldn't say, I would suggest double checking the readme and filing an issue

vast bane
#

1.3.3 cover calculator

#

1.0.2 Atenaeum

violet meadow
#

The Warning is from MidiQOL

dark canopy
#

yea, its just a code issue

violet meadow
#

the rest DEBUG I don't know from where

dark canopy
#

debug logger being used incorrectly and always spitting out debug

#

log issue

violet meadow
#

Can you screenshot the whole log? The right part of it too? @vast bane

violet meadow
#

utils is Midi

dark canopy
#

(the debug statements are from the cover calculator, file an issue on the repo)

violet meadow
#

What is logger

vast bane
#

I bet you the yellow will poof when Simbul fixes the code on his end

dark canopy
#

(dont make me say it again)

violet meadow
vast bane
#

wait...I might have simbuls setup wrong though right, am I suppose shut off simbuls and let midi do it?

violet meadow
#

is it foundry's @dark canopy? 😶‍🌫️

vast bane
#

I know badger, I'm writing the issue now

dark canopy
#

noooooooo, like i said right at the start 🤣

violet meadow
#

ah lol

vast bane
#

I still think I might be having midi and simbuls doing it twice right? is simbuls suppose to be set to disable and midi does the work?

violet meadow
#

Check where the logger.js comes from. Log issue there

vast bane
#

does midi only require that it be installed and enabled, kinda like item macro?

violet meadow
#

utils.js is MidiQOL's, so that is a forgotten console.warn

dark canopy
#

(again...like i said 😆 )

violet meadow
#

OK I was just curious 🤷

vast bane
#

Aside from the debug spam, I feel like its showing me that I have midi/simbul setup wrong where its doing double work, does midi require simbuls to auto calculate or does midi just leverage simbuls on its own?

violet meadow
#

logger.js is probably from the athenaeum symbul's helper module

vast bane
#

oh shit you are right, woops, that probably doesn't matter right?

#

I posted the issue to cover calculator not athenaeum

violet meadow
#

It's a cover calculation issue as badger pointed out. I was trying to figure out which module puts that logger.js in there as there was not one in simbuls cover calculation

vast bane
#

yeah its in his dependency module athenaerum

#

I'm sure he'll recognize the file on the right and adjust accordingly to the other module

violet meadow
#

Having said that, that DEBUG log might give you some idea of what is going on, as I do not see the same behaviour (disregarding the console.warn from MidiQOL)

vast bane
#

do you have simbuls cover on?

#

and working

#

I wanna see if my settings are wrong in simbuls

sly goblet
#

need some help with attack/damage rolls. Here's what happens when an actor presses the "Attack" button again after hitting the "Damage" button. It creates another chat card for the attack. This is good, this is what I want.

#

Below is what happens when you press the "Attack" button without pressing the "Damage" button. It simply REROLLS the attack, removing the original result. This is bad, this is not the intended result. Midi-QOL is currently the only module managing my chat cards and attack/damage buttons. Is there any combination of settings I can use to make it so that pressing the Attack button will cause another dialogue? It feels really bad for players to have to roll "Phantom Damage" on attacks the DM say miss

vast bane
#

I personally do not know why the setting is left in as it never behaves right when you reuse the buttons

#

I would remove the setting, it has very niche purposes for reusing buttons and eldritch blast is not one of them, use auto roll and your normal method of rolling items for doing multiple attacks

sly goblet
#

so if someone uses Scorching Ray I just.... have them "Cast" the spell X times and just tell it not to use Spell Slots?

molten solar
#

You can't attack multiple times with midiqol? O_o

kind cape
violet meadow
vast bane
molten solar
#

use item once. attack/damage more than once. 🤷

molten solar
sly goblet
#

so I have to.. make a custom macro?

violet meadow
#

Don't overthink it, use the item once per attack
If you want something more you can.
I have a fancy one I might put on my git at some point

kind cape
#

E.g. Multi-attack, if the target goes down I want to swap. Or even just I want to swap for other reason, like I've applied some on-hit effect

molten solar
#

Target and then attack...?

vast bane
#

Zhel midi uses targetting, you can't multi attack if your targets change between attacks

molten solar
#

Gotcha. It uses targeting for the use, not for the attack.

vast bane
#

also for the record midi does let you select all targets and then roll an attack for each

#

the problem is when one eldritch blast hits target A and 2 hit target B

violet meadow
#

It's the whole workflow thing. Better let it finish its thing before doing the same thing again

kind cape
#

Aren't attack rolls also individual for each target of the blast?

vast bane
#

yes

#

midi has a setting where it will roll them

kind cape
vast bane
#

also someone gave me a macro to make a non attack roll do it sequentially like this setting

#
if (this.targets.size === 0) return;
let areaSpellData = duplicate(this.item);
delete(areaSpellData.effects);
delete(areaSpellData.id);
delete(areaSpellData.flags['midi-qol'].onUseMacroName);
delete(areaSpellData.flags['midi-qol'].onUseMacroParts);
delete(areaSpellData.flags.itemacro);
areaSpellData.name = 'Balm of Peace - Healing';
areaSpellData.system.damage.parts = [['2d6x6[healing] + ' + this.actor.system.abilities.wis.mod, 'healing']];
areaSpellData.system.consume.amount = 0;
let areaSpell = new CONFIG.Item.documentClass(areaSpellData, {parent: this.actor});
for (let targetToken of this.targets.values()) {
    let options = {
        'showFullCard': false,
        'createWorkflow': true,
        'targetUuids': [targetToken.document.uuid],
        'configureDialog': false,
        'versatile': false,
        'consumeResource': false,
        'consumeSlot': false,
    };
    await MidiQOL.completeItemRoll(areaSpell, options);
}
violet meadow
#

It is not that hard to do the attacks sequentially with just one actual use of the item

vast bane
#

this lets the peace cleric select all their would-be targets for balm of peace to speed it up, and then they click the ability and it heals all with individual rolls for each

near sequoia
#

Do the advantage/disadvantage keybinds not work with midi, or is there a setting I need to get them to work?
I've got late targeting & fast-forward enabled, and pressing the keyboard shortcuts for advantage/disadvantage when making an attack roll don't seem to work.

vast bane
#

Chris made a dialog that hes been reusing alot that could be used for magic missile/eldritch blast/scorching ray

#

its the one showcased in the cleave premade

vast bane
near sequoia
#

I'll have to check (not at desk), but I'm on 5e 2.0.3, so it's a couple months old.
The thing I click is the black die icon that shows up over the item's image in the character sheet

vast bane
#

my guess is you are on the midi that had that bug, it was pre 23 I think

#

you could also be naughty and have another roller installed

#

or have roll automation turned off in midi

near sequoia
#

don't have any other rollers (just dice so nice), and I think I'm on 10.0.23

vast bane
#

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...

Midi requires Item Macro to have its "Character sheet hooks" feature set to unchecked in order for on use macros to work right.

When editing owned items(items on actors) active effects beware of duplicating active effects that interfere. Always check the actors effect tab for rogue ae's.

#

I think this setting can cause keyboard shotcuts to fail:

near sequoia
#

yep, none of those. And definitely have roll automation, all the midi stuff works (fast forward, late targeting, applying damage with undo buttons, item macros etc)

vast bane
#

I'd double check your midi version, and then double check your configure controls to see if you rebound them

#

bugbear went right for midi version so he prolly knows the version that had the keybinds failing

near sequoia
#

I did rebind them just to make sure that wasn't the issue

near sequoia
#

So I'm guessing that was the bug :/

#

Thanks for pointing me in the right direction! I don't have time for the 2.1.2 updates now, but I think I'll probably look thru midi-qol's commits to find & copy the bugfix.

vast bane
#

I got a few modules that are still quite messy in 2.1.4, mainly Inventory plus and Tidy5e, but it was playable last night for my first 2.1.4 session

#

inventory+ is fine with the defautl sheet, but has a stroke in tidy

gilded yacht
# sly goblet Below is what happens when you press the "Attack" button **without** pressing th...

It's behaving as written. If midi thinks you have hit then it expects damage to be rolled to complete the workflow. When you hit the attack button again it assumes you are rerolling the attack since there was a problem with the first roll (i.e no advantage or whatever) and continues with the same workflow. After damage has been rolled the workflow is "finished" and new attack/damage rolls create a new workflow and generate a new card.

gilded yacht
vast bane
#

do I turn everything ON in simbuls or is it just suppose to sit idle and midi does the work

scarlet gale
#

Speaking of attack rolls, any way to have the damage roll get rolled anyways when a nat 1 is rolled? I have a dumb work-around for Lightning Arrow to handle when a nat 1 is rolled.

#

I wind up doing a setAttackRoll to -100 so the later workflow still happens.

kind cape
scarlet gale
#

@gilded yacht Could we get a setting for not auto-removing concentration at 0 HP? Currently we only have a don't auto-remove on failed concentration save, but not a similar setting for 0 hp.

scarlet gale
#

I have it 100% working as-is. But midi doesn't trigger postDamageRoll on nat 1's even if you have auto roll damage to always.

#

I wind up having to do a workflow.isFumble = false to trick it.

#

Along with setting the roll to -100 to make sure it still misses.

kind cape
#

That is an interesting solution for sure, wondering if doing a manual DamageWorkflow wouldn't be cleaner

limber swallow
#

Hi! One of my players is playing a ranger with favored enemy (humanoids). I put the activation condition:
["humanoid"].includes(raceOrType)
and the "Also Roll Other" checked at the bottom.

It works fine when I, the GM, use the attack. But when my player, the owner of the actual character sheet, tries, it doesn't work. The extra damage doesn't apply.

Anyone know what might be happening? Is there a setting I've missed in the module?

quiet osprey
#

Hay I'm trying to get Vow of Enmity to work, so only the player gets the advantage.

violet meadow
quiet osprey
#

Unfortunately, no, but that can just be me because I don't really understand how to use it. sorry

violet meadow
# quiet osprey Unfortunately, no, but that can just be me because I don't really understand how...
  1. Create an empty DAE on the Vow of Enmity Spell and call that one something like Vow of Enmity: Mark. This one is supposed to be transferred to the target when the Item is Rolled.
  2. Create a second DAE, in the details tab check the box Apply to self when item is rolled.
    That will be the Vow of Enmity, with an effect of
    Attribute key: flags.midi-qol.onUseMacroName
    Change Mode: Custom
    Effect Value: ItemMacro.Vow of Enmity, preAttackRoll
  3. In the ItemMacro of the spell, copy paste the code from above.
  4. Make the Spell Target 1 Creature.

When you cast the spell the 1st effect should be transferred to the target and the second appear on the caster.
When you attack the target, the attack should be with advantage.

sly goblet
violet meadow
#

Each Attack button should be used once if that denotes a new Action

daring cobalt
daring cobalt
# violet meadow It's a current bug with MidiQOL 10.0.30.

Oh thanks for the response! I'm not sure I understand fully what's going on, I've only just started diving into advanced use of Midi and DAE. Your macro was my first example XD The tokens are side by side so the mention of cover definitely caught me off guard. Any known causes or workarounds?

violet meadow
#

I haven't checked that at all. Maybe try disabling all cover calculations.

daring cobalt
#

Interesting, I actually do have cover not being calculated. I may try downgrading, though I've never done that in foundry before.

violet meadow
#

Check the first pinned message in this thread. It has the MidiQOL versions. Get the zip of the version you want and make sure to unzip the contents in the modules folder of your Foundry userData, replacing the files in the midi-qol folder.
Reload the application afterwards.

daring cobalt
violet meadow
#

Good to hear! Feedback on what I can change in the readme is always welcome! 😄

violet meadow
#

I will need to write some words too probably 😄

coarse mesa
violet meadow
#

Hmm think so? Never thought about it!

covert mason
#

I seem to be getting these errors whenever I attempt an overtime effect.

#

No damage, nor saves are rolled at the start of the target's turn

covert mason
#

Good to know it's not just me 😅

vast bane
#

I also think a bab would be better than that method for doing that

scarlet gale
#

@coarse mesa What was the name of that module that made importing exported json items faster?

#

I was pinged in a thread with it ages ago, but I never got around to using it.

scarlet gale
#

Thanks

#

I'm packaging up all my automations to get added into my wip module and I'm finally realizing the pain importing stuff into my test environment.

coarse mesa
#

yeah even just moving items from my test world into the campaign world is a dream now

#

(especially since Chrome keeps the download bar at the bottom, just drag from there into the other tab)

scarlet gale
#

So far I have all my spells that use macros / world scripts in the module.

#

On the plus side, it's pretty dummy proof now to have a setting that turns on and off the midi hooks for automations that were previously using world scripter.

violet meadow
#

Yeah a module makes all that so much easier

vast bane
#

I was thinkin about things and I really think your dialog for targets that you showcase in cleave should be the new late targetting window lol tim should just plagerize it

violet meadow
#

Why do you think about things? 😛

scarlet gale
#

The dialogue is like 80% warpgate doing the hard work.

coarse mesa
#

These are Moto's shower thoughts

vast bane
#

Its prolly higher quality UX than most modules imo

coarse mesa
#

I think the current late target window is pretty neat, just needs some CSS love

scarlet gale
#

I don't think I've ever seen the late targeting window.

violet meadow
#

Ohhh that reminds me. I need to link the tokens in my dialogs to the ones on the canvas ✍️

coarse mesa
#

But yeah going the other way where all targets are presented and you click them could also work

#

It could just get really full for some combats

violet meadow
coarse mesa
#

Imo, what really needs to happen is the Combat Tracker needs to be improved... like in these situations viable enemies should be highlighted there and you tick them. Just re-using existing UI and making things more cohesive

violet meadow
#

Hmmm that would be too invasive for some I guess 🤷

scarlet gale
#

I've been using js let weaponAttack = new CONFIG.Item.documentClass(weaponData, {parent: this.actor});
For after effects.

violet meadow
#

But yeah it has some space to use

scarlet gale
#

Making a new item in the macro to run late stuff

violet meadow
#

Oh yeah, but I wanted to trigger Late Targeting for these situations too

coarse mesa
#

I have many shower thoughts about the damn combat tracker

violet meadow
#

But are you really thinking them?

scarlet gale
#

Editing the combat tracker seems tricky

#

Plus other modules also tend to play with it too

violet meadow
#

Yeah that too.

coarse mesa
#

I know... even extending Mini Tracker seems hard, at least for me

violet meadow
#

To be honest I have ended up using Mini Tracker

#

But it is a bit iffy to properly use it 🤷

coarse mesa
#

We're using it too... but I built some extension to the main tracker that I really like but it won't work with Mini Tracker (and we're hooked on that now) 😔

#

I asked Idle and it seems like it won't be possible... my only route would be to continue to upgrade the core tracker to be more like Mini Tracker lol

#

Hiding some of the combatant blocks on a popped out core tracker shouldn't be too hard

vast bane
#

Yessssssss

Added temporary hp to the tokenbar display bars. from the new MTB

#

My feature request!

violet meadow
#

I was just going through that. It's a long list!

vast bane
#

His patch notes are like Christmas Morning

coarse mesa
#

Poor old Hotbar Expansion tho... his neglected module

vast bane
#

does it really need anything, it seems fine to me

#

Look at this sexiness:

coarse mesa
violet meadow
#

I am more of less things always shown kind of guy

vast bane
#

for me pretty much the way my 5 hotbars work is my first 3 so rarely change and 4 and 5 are where new stuff gets fiddled with

coarse mesa
# violet meadow But are you really thinking them?

This is as far as I got, you can see, delete targets from the tracker... even use the buttons to hover/highlight and pan to said targets. You barely need to look at the canvas. Can't get it working with Mini Tracker tho 😔

violet meadow
#

Module out when? Midi Tracker 👀

coarse mesa
#

Still all stems from the FG days when we could easily see each other's targets and be like... you've targeted yourself you idiot

#

I know you can see dots on the canvas now but this is much easier

vast bane
#

god I'm too afraid to mod the combat state anymore, its already laggy/shitty as it is with the modules I have.

violet meadow
#

stawp using macro.createItem for hundreds of Items 😄

vast bane
scarlet gale
#

You've like, admit to it before lol

vast bane
#

I've shown dfreds CE's that do that, and I do have one actor currently in the pending combat that has that, but that lag is only in the act of applying the ce

#

the issue with the combat tracker lag is MLD/MTB/Combat booster scripts doing a ton of stuff all at once.

#

*and midi

#

adjusting a turn change induces a redrawing of the turn order and requeries the server for the status markers on the actor

#

I should revisit those modules settings now that I actually know what I'm doing though

violet meadow
#

I am steadily getting rid of AEs wherever I can and using Hooks to do my stuff.

#

that is always a good idea!

#

off to bed! Cu all 👋

sleek glacier
#

How do you automate things like dodge/assist in midi? 🤔

vast bane
#

MASIF has the help action but it is one interpretation of the help action

#

I personally feel like the Help action in VTT's should be a target based help action, but technically the wording of help is to target the ally you are assisting so its weird, depends on your dm's intepretation/preference. MASIF's premade is an active effect you place on an ally to give them advantage.

#

I prefer to just use help in combat and have it put grant advantage on the target/hostile

#

MASIF's is kinda smoother if you do alot of non combat help actions like unlocking a door/bashing a door

sleek glacier
#

Whats masif? I think i will take that for now ^^

cosmic hazel
#

Not sure if this is the right channel, but is there any way to have midiQOL and DAE grant a rod of the pact keeper bonus only to 'pact' spells rather than all spells? i have a warlock multiclass and the item specifies it only affects warlock spells

vast bane
# sleek glacier Whats masif? I think i will take that for now ^^

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

Activation condition examples by ThatLonelyBugbear
#1010273821401555087 message

(More Automated Spells Items and Features)

vast bane
#

its likely only 3-5 spells and you are likely already annoyingly modding their two spell groups anyway, its not that big of a deal to mod the spells again for the item

scarlet gale
sleek glacier
#

Oh jo mean more automate spell items and features... Already got that, dodge is btw already in CE and works well thy 🙂

cosmic hazel
#

Ok, will tell them the Internet says go fuck yourself!

#

Thanks all

scarlet gale
#

¯_(ツ)_/¯

vast bane
#

unless they are a full charisma caster...even filthier

#

if the spellcasting ability changes between the two spell classes then you already have to mod the spells anyway

cosmic hazel
#

Nah bardlock. Very role play oriented decision so love it

vast bane
#

Personally I'd just give them a special focus that just mods all their spells and call it a day, specially if hes a pallock, game balance is already out the window

cosmic hazel
#

Optional item I was playing with. Well see if it comes up

vast bane
#

I preplanned to give my players a focus that adds to their spelldc/spell attack and then gave it a special feature, 2 are identical to tashas items, others are unique to the campaign. You really don't have to be chained to published content

#

sometimes a few wording changes makes your life alot easier in foundry prep

#

if you keep it warlock specific each level up/new spell is gonna have to be modded and its a headache

cosmic hazel
#

Nah I love tinkering with magic items, I don't think I've left a single item in the adventure stock so far. Minor properties everywhere

#

I can just either avoid it, or hard code it into each of her spells from now on. Not a big deal

vast bane
#

manually install the midi srd fork link

spring hornet
#

I'm confused why a fork is needed in the first place

vast bane
# spring hornet I'm confused why a fork is needed in the first place

An entire suite of modules were made by a mod author who is no longer participating in the community and they were so beloved that some other authors rescued them. Midi SRD is kinda a royal pain in the ass to fix and maintain so the only guy willing to rescue it, is slowly but surely maintaining it unofficially so that its not that big of a drain on their time.

#

He could become the author of it, but I get why he doesn't, its a painful module to maintain.

#

The Item macros are mostly simple but the individual item property changes are a rough part

spring hornet
#

I see, so his updates are the most recent, but he's not publishing them even as an alternative

vast bane
#

foundry is very strict with how package authors are allowed to publish, the two authors have to do something on foundry's end to make it official

#

As an example, Active Token Effects and Active auras are what happens when the authors do exchange and swap over

#

as Kaelad is the author of ATE and Mrprimate is now the author of active auras instead of kandashi

#

bugbear actually has like 5 forks of kandashi's modules that hes unofficially pseudo supporting lol

#

can't wait for him to save Fluid Canvas 👀

spring hornet
#

yeoman's work right there

scarlet gale
coarse mesa
#

Congrats! Did you just earn your hammer?

scarlet gale
#

Looks like it

spring hornet
coarse mesa
vast bane
vast bane
scarlet gale
#

👋

coarse mesa
scarlet gale
#

I don't have everything on there yet. Right now it's just most of my spells.

vast bane
#

Chris gonna get a green name woot!

scarlet gale
#

Still shows up Blue for me D:<

vast bane
#

I think a moderator has to do it

#

I assume

scarlet gale
#

Well, I have the role

coarse mesa
#

Champion beats Dev

vast bane
#

ctrl R maybe

spice kraken
#

Champion trumps dev iirc

scarlet gale
#

Seems like an odd choice, but oh well

spice kraken
#

Still got the hammer

vast bane
#

I think moderators can elevate the role right?

scarlet gale
#

Now to actually finish moving all my automations into the module. I keep cleaning up the code as I go so it's taking a bit.

#

Nah

vast bane
#

blue seems cooler I guess

coarse mesa
#

Chris is special amongst devs

scarlet gale
#

Roles are setup in order, this one is higher then Dev

spice kraken
#

Checking for you rn

spring hornet
vast bane
#

I mean, He didn't ask for green I just foolishly commented on it lol

#

don't change his color on my part

coarse mesa
#

color shaming

vast bane
#

lol

scarlet gale
#

My module has everything in compendiums. Drag the spell out and replace the description and everything is good to go.

spice kraken
#

One day I'll get to use it

3 years later

vast bane
#

yeah v10 is kinda required Super

glacial bay
spice kraken
#

Woohoo, I was right

vast bane
#

I genuinely didn't even know what the blue color was I thought it was related to the LFG channels lol

scarlet gale
#

Have you ever looked this way -->

coarse mesa
#

A whole new world over there

vast bane
#

I'm white /shrug

coarse mesa
#

Moto is as pure as the driven snow

vast bane
#

They should name my role Human Variant

#

I don't have a role

spice kraken
#

midi enforcer

vast bane
#

more like Sigh inducer

#

Depends on the channel really

scarlet gale
#

I hide from the main #dnd5e channel. This one is nice and quiet.

#

Plus I'm among my people here.

coarse mesa
#

this feels like the rug we get swept under, it's cozy though

#

idk if I've ever seen Chris post outside of here 🤔

scarlet gale
coarse mesa
#

Chris were you working on a Spike Growth or did I just imagine that? Seems to be the most difficult one to pull off

scarlet gale
#

It's in the module 😮

#

It uses template macros and doesn't have any reliance on active auras.

coarse mesa
#

That's right... sorry was just looking at the changelog. OK I'm sold, diving in

scarlet gale
#

I need to figure out how other people make their changelogs, assuming it's not by hand lol

coarse mesa
#

(it made me install template macro... don't tell 🤫 )

#

your dependencies are working

spice kraken
#

299 now? Haha

vast bane
#

monk looks like he just copy's and pastes from notepad (which is ok)

coarse mesa
#

I only have 111 active... I'm not that bad

vast bane
#

I have 68 and got 3 modules that are on the choppig block

#

but I only run the levels suite when they are needed so that puts me over 70 then

coarse mesa
#

I have trimmed some of the fat

spice kraken
#

I think I'm at 62 or 63. Pc is off so can't check

scarlet gale
#

Am I blind or how do I make an Build a bonus thing an aura?

vast bane
#

advanced macros, 5e sheet resources plus, Token Mold are the 3 on the chopping block soon™️

#

I think I can actually do without token mold cause all of my monsters get an active effect on them to control their difficulty level to the party, and I feel i can make that an effect macro(rolling the hp formula)

spice kraken
scarlet gale
#

Pls

vast bane
#

I don't use the bab aura and the midi sample item for pally aura/bab is broken due to changes made in build a bonus versions since it was added

scarlet gale
#

Trying to decide if I can get Crusader's Mantle working without AA.

#

Oh found it

#

have to save it then toggle it to be an aura

#

Well that was surprisingly easy.

novel light
#

Trying to figure out why, but AA is reapplying effects to targets even when the duration is over, making it infinite until i delete the effect myself 😐

molten solar
novel light
#

Not sure if its cause it thinks theres no duration even though there is?

scarlet gale
#

Nothing in the item macros except a function call to the macro.

molten solar
#

Oh thank chris(t)

scarlet gale
#

To pass along midi arguments

#

I actually need to bug tposney about allowing function names in the on use field. Would allow me to ditch the silly item macro workaround to get the workflow.

molten solar
#

Inject your own field. Or make a small menu shown via a header button

#

Assuming you can make midi call it

scarlet gale
#

Not sure it's something that's an exported function

#

Would need to poke around the code

molten solar
#

In my own module I still have to do functionName(...arguments)

#

Not sure it is as easy as you hope

scarlet gale
#

I'll ask once I get more things ported over.

#

It's easy enough to have one line item macros like this:

await chrisPremades.macros.callLightning(this);```
molten solar
#

'Crispy mades'

scarlet gale
#

lol

#

I've done the same with the template macros too actually. I've reduced the amount of duplicate code in Spike growth by having multiple triggers all point to the same function.

molten solar
#

All the stuff in one place and all the helper functions available at all times, it's 🤌

coarse mesa
#

@scarlet gale I'm not seeing your compendium when the module is enabled 🤔

coarse mesa
#

Unless I'm going blind

#

What should it be called?

scarlet gale
#

CPR - Spells

#

well

coarse mesa
#

got it

#

false alarm

scarlet gale
#

Oh good

#

I've been doing code-cleanup and changing how a few things work. So let me know if anything is actually broken.

#

Compared to the old shared macros.

coarse mesa
#

the compendiums are jammed down in my default folder in an unexpected place, can't wait for v11 to make compendiums better

scarlet gale
#

I'm not actually sure why it's in default

coarse mesa
#

likely because of Compendium Folders

scarlet gale
#

I likely need to configure it right

#

Since other modules have theirs in the right spot

coarse mesa
#

hmm in my case everything except system stuff is in that folder lol

#

the only thing in the right place is A House Divided

scarlet gale
#

You still have my old modified magical inspiration? I never actually saved the minor edit you did for the dice so nice fix.

#

I should probably actually use that now.

coarse mesa
#

I'll check

#

I like how you've put notes in the descriptions

scarlet gale
#

Only the ones that require some setup or understanding.

violet meadow
#

@scarlet gale I like your Developer

coarse mesa
#

Unsure if it has the fix tbh!

scarlet gale
#

Was at least 5% of the reason I started making the module.

violet meadow
#

stop being a Champion tststs

scarlet gale
coarse mesa
#

Our bard has only used it once in five sessions, and I wasn't paying attention 😑

#

We're just getting warmed up tho

scarlet gale
#

Next release will have that added so you can ditch my old script.

violet meadow
scarlet gale
violet meadow
#

Hey you were busy hammering away 😄

scarlet gale
#

I still have so much more to convert over. Nearly all my class features and monster features are untouched.

violet meadow
#

I think a workflow.item.system.preparation.mode === "pact" should do it 🤔

#

What does the Rod of Pact Keeper do? +something to spell attack bonus?

scarlet gale
#

And saves

violet meadow
#

So if that is equipped and attuned

scarlet gale
#

Plus let's you use it once to get a pact slot back

scarlet gale
violet meadow
scarlet gale
#

Yep

violet meadow
#

OK almost done. If only it was SRD I would include it in the MidiSRD ones

molten solar
#

something something babonus

scarlet gale
#

That would be too smart

violet meadow
#

But now too late

molten solar
#

custom script

#

return item.system.preparation?.mode === "pact";

violet meadow
#

Yeah yeah but still I want to MAKE it

molten solar
#

sit down. have a cuppa tea.

violet meadow
#

I think you SHOULD add it in as a predefined filter already heh?

molten solar
#

I'm not against it.

#

But "is set as pact magic" is a weird filter.

spice kraken
#

One day I'll make a module and join y'all in the cool kids club

scarlet gale
#

Bloodwell Vial (Sorcerer), Moon Sickle (Druid & Ranger), Amulet of the Devout (Cleric and Paladin), Reveler’s Concertina (Bard), Rhythm-Maker’s Drum (Bard) also function similarly.

#

Bonus to attack rolls and spell save DCs based on the class.

molten solar
#

Mm... this is something the system is gonna eventually have a tag for

#

I do have a filter for what ability modifier is used for the item

scarlet gale
#

That would be nice. As someone who exclusively only multiclasses. My spells tab on the character sheet is always a mess too.

stoic seal
#

Is there a wait to automate Magic immunity with mods? Like with midiqol if possible?

molten solar
#

and what ability is used to set the save dc

#

I don't honestly give it much thought since I always ban multiclassing

scarlet gale
#

I don't get to play them much however. I'm always the GM D:<

molten solar
#

mood

scarlet gale
#

Custom Character Sheet sections module helps with sorting spells at least.

molten solar
#

I don't even get to use my own modules. 😭

scarlet gale
#

Just give each spell list it's own section.

violet meadow
#

I am a player after so long (playing Night Below 5e conversion) and I love it 😄

spice kraken
molten solar
#

I'm a player in my own player's campaign, but I'm playing a sorcerer, so no use for babonus at all. 😔

molten solar
#

All I've used is VAE where I copied the entire wiki article for H2O into the description...

violet meadow
scarlet gale
violet meadow
violet meadow
#

I don't love it, but 🤷

molten solar
#

😬

#

Hmm. No. It's not a terrible solution, but it'd bork a weird case like "only pact magic of 3rd level or higher"

violet meadow
#

Or remove and add back in if its unselected 🤔

molten solar
#

I think that adds a lot of complications to a single filter. A new filter would be ideal, but the best filter would be a class-specific one.

#

Custom Scripts filter is a good temporary solution for it

violet meadow
#

Rod of the Pact Keeper +X
prereq: MidiQOL, DAE
Change the X in the name of the Item to the bonus you want (name should look like Rod of the Pact Keeper +2 for example).

DAE on the Item, Transfer to Actor on Item Equip, flags.midi-qol.onUseMacroName | CUSTOM | ItemMacro,preItemRoll
ItemMacro to be included ```js
const hasEffect = this.actor.effects.find(eff=>eff.label.toLocaleLowerCase().includes("rod of the pact keeper"))
const sourceItem = this.actor.items.find(i=>i.name.toLocaleLowerCase().includes("rod of the pact keeper"))
const bonus = sourceItem?.name.split("+")[1];
if (!sourceItem && hasEffect) return hasEffect.delete();
else if (!sourceItem && !hasEffect) return;
else if (this.item.system.preparation?.mode === "pact") {
if (hasEffect && !hasEffect.disabled) return;
else if (!hasEffect) return this.actor.createEmbeddedDocuments("ActiveEffect", [{
label: sourceItem.name,
icon: sourceItem.img,
changes: [
{key: "system.bonuses.msak.attack", mode: CONST.ACTIVE_EFFECT_MODES.CUSTOM, value: bonus},
{key: "system.bonuses.rsak.attack", mode: CONST.ACTIVE_EFFECT_MODES.CUSTOM, value: bonus},
{key: "system.bonuses.spell.dc", mode: CONST.ACTIVE_EFFECT_MODES.CUSTOM, value: bonus}
],
origin: sourceItem.uuid
}])
else if (hasEffect.disabled) return hasEffect.update({disabled: false})
else return;
}
else if (this.item.system.preparation?.mode !== "pact") {
if (hasEffect && !hasEffect.disabled) return hasEffect.update({disabled: true})
else if (hasEffect && hasEffect.disabled) return;
else return;
}

#

I haven't tested it yet. But it looks OK 😅

gilded yacht
gilded yacht
sly goblet
#

I would appreciate it. Our party has multiple people with scorching Ray and Eldritch Blast

#

And it's easier to hit the button again then to cast and say "don't take a slot*

violet meadow
#

@gilded yacht now that you are around.
Can you take also a look whether the check for concentration when a new concentration Item is Rolled, could be moved a bit later in the workflow or not?

So that you can "change" in the workflow an Item to not be concentration temporarily in the preRollItem hook?

gilded yacht
gilded yacht
gilded yacht
gilded yacht
# violet meadow <@378398557050503168> now that you are around. Can you take also a look whether ...

I can have a look, but the interaction of all the "pre roll" checks and when the hooks is called is complicated. If the player decides not to cancel concentration and abort rolling the item you probably don't want to call the pre-hook. What's the use case you are looking at?
Maybe the solution could be to record the fact that concentration will be cancelled, but don't do the cancel concentration until after the hook fires.

violet meadow
#

Better explanation from an older post:

Could there be a slight change on the timing of the check for whether an Item is a Concentration one, or not?

So that a macro triggered Before Item is rolled could change the workflow.item.system.components.concentration to false and make it easier for Items like Sunbeam to have a macro changing the way they behave after their initial roll?

PS: Still not sure about how helpful that would be in the long run, but it sounds useful at least 😅

scarlet gale
#

Unless you're trying to cut down on modules couldn't you just mutate the spell to non concentration while the spell is active?

violet meadow
#

And on another note.

If you change something on the workflow.item, like the attackBonus, does an update to the Item happen at any point 🤔
By change I mean in a macro Before Attack Roll a simple ```js
this.workflow.item.system.attackBonus = 2

It seems that the Item is updated to that bonus
#

You can of course, but I am trying to cut down on updates, so as to have 0 load when not needed 😅

#

If it is needed, heck yeah I am up for it.

molten solar
#

(a temp item requires no async updates, just saying)

violet meadow
#

(this is my jam nowadays)

molten solar
#

It's glorious. I have zero items that create stuff on the actor sheet, it's all automatic with temp items in memory.

scarlet gale
#

I find myself doing that more often now

violet meadow
#

I have a build where Items being just present on an actor is enough to do stuff like give advantage to rolls, extra damage etc

#

No flags no AEs

molten solar
#

Checking for flags in the items I assume

#

what, name?

#

noooo

violet meadow
#

If they need it yes. Otherwise Name. Straightforward and no fuss

#

And then there is the activation condition field or description that I can parse some info.
Advantage Allies 5ft

molten solar
#

I prefer never using any user-facing properties

violet meadow
#

Table rules table knows. They mess they lose

violet meadow
molten solar
#

2 of my players had Foundry before I did. Third player went and got it immediately after the first session he played with us. Fourth player really wanted to switch from Roll20 (couldn't due to a player's terrible pc) but said fuck it as soon as we played with Invisibility lol.

#

(that third player then converted his dad to Foundry too)

dark canopy
turbid bolt
#

Did the new update (10.0.30) of midi broke something? Or is it interacting with some other modules? Overtime flag is not working at all :<

quiet osprey
violet meadow
quiet osprey
violet meadow
#

Actually it's half and half 😄
I wasn't explicit enough in the details. ```js
const workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid)
const tactor = workflow.targets?.first().actor;
if (tactor?.effects.find(eff=>eff.label === "name_of_the_effect_on_THE_TARGET")) workflow.advantage = "true";

The macro should include the name of the effect transferred to the target
quiet osprey
#

i tried that

violet meadow
#

So in your case Vow of Enmity: Mark

robust vault
#

nice work bugbear

violet meadow
# quiet osprey i tried that

Like so? ```js
if (tactor?.effects.find(eff=>eff.label === "Vow of Enmity: Mark")) workflow.advantage = "true";

violet meadow
quiet osprey
#

give me a sec, will try again

robust vault
violet meadow
narrow saddle
#

Hi there,

Just having a play about with Chris' Premades and in the instructions for Darkness it says that you need to turn on the setting for "Darkness Spell".

I am not sure where this setting is, please can anyone help? 🙂

violet meadow
#

Oh the fun begins @scarlet gale ☝️ 😄

narrow saddle
vast bane
#

The mistake I had made, was I had a bad actor on use firing on all item on use macros and creating that bad error, so does your actor have an actor on use?

turbid bolt
vast bane
#

share the overtime and does the item with the overtime have an on use macro?

violet meadow
#

Moto there is a bug in MidiQOL 10.0.30

vast bane
#

@scarlet gale the dependencies are not installing right from your module, I am installing them manually. Template macro and token attacher

#

x 8 when I tried to install the module

#

no errors if you have all the dependencies before hand

hot flower
#

also, @scarlet gale : it wasn't loading the settings panel or executing the macros because it was trying to load cloudkill when the folder in your module is cloudKill ... I changed it on my server manually, and it works fine. I filed an issue on your github.

#

Having some issues with overtime effects since using the new Midi. Getting this on the acid arrow OT effect:

violet meadow
hot flower
#

ah. damn. missed that, sorry.

#

yeah. it's throwing the error every time i advance a combat turn

#

this is BY FAR the most active thread on this server, heh. I come back after a day, and so much has happened.

hot flower
narrow saddle
narrow saddle
violet meadow
#

Make some issues on Chris's repository so they can be more easily tracked down and squashed

dark canopy
#

the beauty of having a module is that you dont have to scrape through discord to find mentions or updates of loose scripts 🧠 if you have an issue that you think is an issue -- just file it!

vast bane
#

I had to go in and manually install the dependencies somethings wrong with the install urls

vast bane
#

for me I just had to do tokenizer and template macros

#

wait

#

tokensomething

#

god I swear I have aphasia, Token Attacher

narrow saddle
vast bane
#

lol no, the ones that installed with it, aka the ones you didn't already have installed

#

unless you didn't see any red errors on install

narrow saddle
#

Ah ok, I think I had them all anyway. I will double check.

narrow saddle
vast bane
#

if you don't have my issue then you don't need to do anything

turbid bolt
vast bane
#

I guess its a known issue with 30, its identical to an error I had with my actor on uses I made fwiw /shrug

#

I had an actor on use with macro passes that weren't strict enough and were picking up all my item on uses

narrow saddle
vast bane
#

I said: "Take a snippet of its dependencies"

#

then go find the module folder and look for their folders

molten solar
#

Oh my god, I am half the dependencies

vast bane
molten solar
#

Yeah. 😔

narrow saddle
molten solar
#

You do. 😔

vast bane
#

Effect Macro does a ton of heavy lifting in my world so that list does not do it justice imo

#

its less complicated than how dae runs macros plus you give us more hooks or whatever they are called

narrow saddle
vast bane
narrow saddle
vast bane
#

I believe these settings are basically his world scripts

#

its in configure settings

#

what is your dnd5e and foundry version numbers

narrow saddle
#

Not there on mine.

vast bane
#

you don't meet its requirements

narrow saddle
vast bane
#

reinstall the module, or find the culprit

#

I'd start with modules that mod settings window like tidy ui and settings extender

#

(you should probably start by ctrl F5'ing cause it could be a cache issue)

narrow saddle
#

Just in case I am not going crazy.....

vast bane
#

ctrl F5, if it doesn't show, reinstall, if it still doesn't show, find the culprit

#

its...getting worse...

violet meadow
#

@narrow saddle have you activated/enabled the module ? 😶‍🌫️

narrow saddle
violet meadow
#

yeah and ~~reloaded ~~ saved module settings 😄

narrow saddle
#

Yeah I ticked it. Not reloaded yet...

violet meadow
#

Save module settings?

vast bane
#

you got a weird module going on if you didn't get immediately prompted to restart after enabling it

#

this is unbelievably broken, how are people using simbuls cause seriously wtf?

narrow saddle
#

Sorry, my mistake, I unticked the module and was prompted to turn off dependencies if I didn't need them anymore.

Reloaded

Ticked module again, reloaded.

Still nothing in the Config 😦

Will try FTC.....

vast bane
#

it sspamming 30 calculations for tokens that aren't selected nor targetted

dark canopy
#

and that breaks the mod how?

vast bane
#

it causes hitching and lag

violet meadow
# vast bane

Moto go to logger.js in athenaeum ```js

export class logger {
static info(title, ...args) {
console.log(${title || "" } | , ...args);
}

static debug(isDebug, ...args) {
    if (!isDebug) {
        this.info("DEBUG | ", ...args);
    }
}

static error(title, ...args) {
    console.error(`${title || "" } | ERROR | `, ...args);
    ui.notifications.error(`${title || "" } | ERROR | ${args[0]}`);
}

static notify(...args) {
    ui.notifications.notify(`${args[0]}`);
}

}

#

.nah make an issue in the git.

vast bane
#

but also yesterday it was just 1 calculation per non target, now its 3

dark canopy
vast bane
#

its multiplying

dark canopy
#

i have 50+ tokens on heavily walled maps with no apparent extra lag

vast bane
#

so you see this in your console too?

dark canopy
#

having your console open will also cause lag as it renders the log messages

#

no, as im not playing dnd5e in v10, but the code is there -- its just always printing debug statements

vast bane
#

The thing is though that yesterday it was just 2 entries per midi warning, now its 7

#

and I swear I haven't done anything

narrow saddle
dark canopy
vast bane
#

guys whats the equivalent of ctrl f5 in mac?

#

Yen is on a mac, he needs to clear the cache

#

also make sure all the dependencies are updated maybe?

narrow saddle
#

It is Ctrl F5, but isn't that just the same as refreshing the browser?

vast bane
#

no its not

#

ctrl f5 makes the browser requery the server for the files again

#

whereas refreshing the browser will try to utilize the cache

#

also this is starting to sound alot more like you have a fake dependency install like I originally said

#

it puts the folder in and jsut the module.json and failes to in stall the module

#

it did that to me for token attacher and template macro but I saw the red error and just went and installed them manually

#

@dark canopy ok I'm just gonna shut off the console and let jesus take the wheel unless I see red errors, maybe thats really my problem. Obv the debugger being left on is also kinda bad but I already reported that.

dark canopy
#

i dont think its the main issue, but it certainly doesnt help at all

hot flower
#

that was preventing the whole thing from loading for me. I changed the file name (all lowercase!) and it works fine now.

narrow saddle
#

That has worked 🙂

I was thinking, I don't need Cloudkill so maybe I can ignore it for now. ha ha 🙂

Thank you

I also did a Ctrl+Cmnd+R for a cache refresh @vast bane

molten solar
#

Yes

dark canopy
#

(haha, just checking, I wanna see some #GoodDev coming out of this channel 🙂 )

molten solar
#

Full faith in the dev. Just look at the required modules!

dark canopy
#

i did, and went crosseyed, hehe

molten solar
#

(WG and half of mine, Badger)

#

Can't go wrong with that

dark canopy
#

i didnt even make it down to WG 🤣

hot flower
scarlet gale
#

@vast bane I don't have tokenizer as a dependency.

vast bane
scarlet gale
#

The template macros url is the one right out of template macros json file

vast bane
#

maybe I had a hiccup with github?

#

they definitely didn't install and I just went and uninstalled/reinstalled to fix th folders

dark canopy
scarlet gale
dark canopy
#

mmm, I am for squadron, so, probably

vast bane
#

this is what I got when I installed without having the depdencies pre installed

#

to fix it I just installed them manually and then reinstalled your module and it was fine

scarlet gale
#

Lastly

#

where are you seeing that compendium pack message?

vast bane
#

main menu

#

outside in foundry

scarlet gale
#

Ah

vast bane
scarlet gale
#

I see it now

#

Found and fixed

#

The cloudkill issue was from Github not picking up the folder name change. I didn't notice it because windows doesn't appear to care about case.

#

@worthy nest Could you screenshot your item macros module settings?

worthy nest
scarlet gale
#

And try again.

#

I'm wondering if it's because of the file name issue on linux systems.

worthy nest
#

Yeah. Just waiting for The Forge Bazaar to recognize that there is a new version.

vast bane
#

ctrl f5 the bazaar page maybe

worthy nest
#

Nope. Still shows the previous version as the current version.

scarlet gale
#

You can likely manually install it via the releases tab on my github

worthy nest
#

I manually installed

#

Checking now

#

Now I am getting this error:

Uncaught (in promise) ReferenceError: undefined. chrisPremades is not defined
[Detected 1 package: midi-qol]
    at eval (eval at callMacro (workflow.js:1625:15), <anonymous>:4:3)
    at Workflow.eval (eval at callMacro (workflow.js:1625:15), <anonymous>:5:4)
    at Workflow.callMacro (workflow.js:1626:14)
    at Workflow.callMacros (workflow.js:1516:21)
    at Workflow._next (workflow.js:924:18)
    at async Workflow.next (workflow.js:262:10)
scarlet gale
#

That seems like my module isn't turned on

worthy nest
#

It is though

#

And I still don't see the Macros anywhere in my compendiums

#

I do see the Spells, Spell Features, and Class features under items in my compendiums.

scarlet gale
#

DM'ed you

vast bane
#

I think this is the same problem the other guy had

scarlet gale
#

Yep. I have it fixed in the newest update.

vast bane
#

maybe their server needs a restart so it gets a new file structure?

#

since its a folder name bug

scarlet gale
#

We just got it sorted out

#

They were still on 0.0.12

#

The Forge gonna be a pain to deal with

#

Since it has it's own module installer setup

molten solar
#

As long as you bump a number and never use letters, it should be OK

scarlet gale
#

Honestly I'm just more surprised that Github Desktop didn't pick up me changing the case of the folder name.

#

It happily updated the js file in the folder with the wrong case.

molten solar
#

terrifying

hot flower
#

hey, @scarlet gale -- i had an idea for the darkness spell. Can you set the template macro to restrict the sight settings on the tokens inside the template? Or, just apply the Blinded condition from Dfred's? (That actually might just be easiest.)

scarlet gale
#

I don't apply blinded as it actually just gets in the way of automation.

#

When the target and attacker can't see each other it's both advantage and disadvantage.

#

Making it a regular roll

hot flower
#

huh. hadn't thought of that

scarlet gale
#

90% of the automation around it is simply checking if the target has Devil's Sight or a sense that doesn't rely on sight

#

I feel like I should add that to the notes of that spell.

vast bane
violet meadow
#

Is it SRD?

scarlet gale
#

For what it's worth, my darkness spell doesn't use active auras (or anything else in the module).

scarlet gale
hot flower
#

i guess I was thinking of a creature INSIDE the darkness spell range attacking a creature OUTSIDE the darkness spell. The inside creature would have disadvantage, but the outside creature wouldn't, right? (I know we're getting in rules lawyering here.)

scarlet gale
#

Even if they're outside

#

They still can't be seen

hot flower
#

right, so the inside creature should have disadvantage, right?

#

since they can't see their target.

scarlet gale
#

The target can't see them either

#

giving them advantage too

hot flower
#

hm.

scarlet gale
#

Unless you have a warlock with devil's sight, darkness spell is mostly good for preventing spells and effects that require you to see your target

vast bane
hot flower
#

yeah, that's what I was thinking.

scarlet gale
#

Future todo I guess. I can likely have a template macro check if they have devil's sight then add that condition

vast bane
#

I don't fast forward so a devilsight/blindsight person could override but I also don't host for players with those traits so I dodged a bullet

hot flower
#

This seems like a needlessly complicated set of rules, lol. No knock on @scarlet gale ... but the Darkness rules of D&D seem ... strange.

scarlet gale
#

Yea, this spell is pretty often misunderstood.

hot flower
vast bane
#

I always sigh when I see a stackexchange link

scarlet gale
#

Either way, at the end of the day I only "automated" it cause of my Warlock.

vast bane
#

I know how to automate it chris

#

have it add hidden to the token as well as blinded

scarlet gale
#

Not hidden unless you take the hide action

#

Fighting Kobolds? Same thing, cast darkness to prevent pact tactics from mattering.

hot flower
#

i hope they change these rules in 1D&D. I'd just give everyone disadvantage to hit, and make them pick a square to target. If there's something there, they attack with disadvantage. If not, they automiss. Pack tactics would improve the odds of a hit just by having a lot of bodies around. (Or, require pack tactics to rely on sight.)

vast bane
#

wow it is really hard to get 2 status effects on a token in active auras with an aura

molten solar
hot flower
vast bane
#

its like another invisibility

molten solar
#

Oh perfect then

scarlet gale
#

I should check out that module

vast bane
#

I can get it to work, but then the removal on exit breaks

hot flower
#

stealthy is the bomb

scarlet gale
#

Template macros would solve this easily

#

I'll play with it today

vast bane
#

I get it to work by cheesing the keys, I do macro.ce for hidden, and then statuseffect for blinded

#

but status effect breaks active auras

#

only macro.ce and macro.cub work with exiting active auras, and I removed cub because of a 404 error I couldn't cure

scarlet gale
#

We should just bug tposney about multiple macro.ce keys not functioning as intended

vast bane
#

I assumed someone reported it

scarlet gale
#

Been broken forever

vast bane
#

its only active auras that doesn't let you work around it

#

overtimes handle the two keys fine

scarlet gale
#

Multiple keys on the same effect don't work for me

#

All but 1 get yeeted

vast bane
#

I gotta downgrade midi this startswith bug is spammy

#

I actually think you don't need this cause midi auotmates the hidden now

#

nope you do need it

#

When I have combat booster and dig down enabled, all my spells with templates throw this error with midi:
Do I report this to ripper or tposney?

scarlet gale
#

That's combat booster

vast bane
#

the top script on the right is dig down

scarlet gale
#

The error log shows an issue with something combat booster is doing

vast bane
#

@coarse mesa do you have this issue with combat booster?

coarse mesa
#

I don’t use combat booster 😳

#

We have two barbs in the party now tho… maybe we should be

scarlet gale
#

I have this same error, but I've been ignoring it

#

As it doesn't actually appear to break anything

#

At least nothing I've noticed

vast bane
#

I'm writing the report now for it

dark canopy
#

CB is going to have issues with some of the games being played with items and actions. Don't get me wrong, I love games.

scarlet gale
#

I just realize I can totally scrap my Alchemical Savant macro and just use a build a bonus.

vast bane
#

The history is the main reason I use it, it really speeds up trivial turns

dark canopy
#

oh for sure 👍 just pointing out what may give it trouble

vast bane
#

hmmm

#

now I'm starting to think about the whole thing I said earlier about lag during combat between MLD/MTB/CB. If I only use CB for the history...TAH does the same thing

scarlet gale
#

It looks like it's having trouble with looping over something during a hook

molten solar
dark canopy
#

im sure its trying to look up a name or image from a previous id or object instance and just not noticing its invalid

vast bane
#

it is an actor I have 2 of in the sidebar I wonder if thats the issue

#

a zombie with darkness spell and a zombie without darkness spell in their spell tab

#

everything else is identical

#

wtf stealthy has sound effects???

#

How do I find out what module caused this entry in the console lol

molten solar
#

That's foundry

vast bane
#

I have no idea why that sound played I've never heard it before

molten solar
#

You recently refreshed right?

vast bane
#

yes

#

It played at the end of loading in when I selected a token

molten solar
#

Yep

#

You might say it... activated pending audio playback

#

... with your user gesture

vast bane
#

oh its playing when a token is deleted from combat, thats new

vast bane
#

He responded to me in an email on cover calculator too

hot flower
#

@scarlet gale : might have figured out the vision trick with Darkness spell. Use perfect vision to set the vision limitations within the template:

#

with devil's sight on:

#

with 10 feet of True Vision on:

vast bane
#

@wintry umbra

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

Chris' Module form of his macros:
https://foundryvtt.com/packages/chris-premades

Activation condition examples by ThatLonelyBugbear
#1010273821401555087 message

hot flower
#

can you pin this, please?

vast bane
#

they won't allow it cause it doesn't have published modules in it

hot flower
#

poo.

vast bane
#

Could probably ask tposney to add it to the readme

#

I should add the readme to it lol

hot flower
#

i don't know how to place a template with perfect vision flags pre-set.

coarse mesa
# hot flower

This is so great right. What we really like is how you can’t see past the darkness either. Useful for blocking vision down a corridor etc

hot flower
#

yeah, i think it really recreates, visually, what the effect would be. You can't see out of it, or in it, and you can't see INTO it.

#

plus, i just tested it with an attack out of the darkness and it did the advantage + disadvantage automatically, thanks to Midi's hidden on attacks functionality.

kind cape
#

I'm pretty sure Darkness was the original reason that feature was added to PV 😛

coarse mesa
hot flower
#

yeah, I don't know how to do that either. Figured you could do it programmatically.

#

how do you inspect a template's properties in the f12 consile?

hot flower
#

I'm using Adequate Vision and Perfect Vision, and I just add the various senses to the char sheet and book, they change how they perceive things.

scarlet gale
#

Make a template how you want it to function, then edit the template and right click on the book looking icon in the dialog.

#

Then in console: await fromUuid('uuid here')

coarse mesa
hot flower
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oh crap. duh

vast bane
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are you sure you read the upcast right?

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I feel like that ones like spiritual weapon where its every even level or something

kind cape
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Yeah its every 2 levels above

vast bane
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no its not

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my bad

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show us your upcast

kind cape
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Nevermind, I'm bad at reading 😂

vast bane
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Melf's Minute Apocalypse more like it

kind cape
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Thats a lot of meteors

vast bane
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I upcasted to 9

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I don't think that spell is fully setup, it looks like an incomplete macro.createItem

kind cape
#

Yeahhh.. In my testing on an NPC it also does 60/60, regardless of level 🤔

vast bane
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its not complete its missing the item macro

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bugbear and I do this exact setup with call lightning/aura of vitality/scorching ray

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its the create an item and modify it with effect macro setup but tposney didn't do the macro part

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just the fact it has no icon kinda also lends to the incomplete item

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what version of midi are you on

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and fotoply?

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I'm on 29 cause 30 is broken

kind cape
#

I'm still on 2.0.4 version

vast bane
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hes on 23/24

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do you have an icon fotoply?

kind cape
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Nope

#

Did you perhaps get that Melf's from the DnDBeyond importer?

vast bane
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Anyone still braving the bug in 30 wanna chime in?

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I don't see an automation on dndbeyonds version fwiw

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yeah but do you have dndbeyond importer?

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alot of users of that module don't realize theres a feature that auto replaces stuff

kind cape
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.30 did not modify the sample compendiums, looking at the Gitlab

vast bane
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I guess he tweaked it in 30

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weird

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mines definite a bag icon and 60 charges

kind cape
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Yeah I have the same 🤔

vast bane
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either way both don't work hehe

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its hard to share macro.createitem builds @maiden gale but I can show you the gist of my macro.creates if you don't mind the spam

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ok so, the spell is a self buff

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it puts an ae on the caster that gives them the temp item

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that self buff needs an effect macro on it