#MidiQOL
1 messages · Page 69 of 1
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)
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
I started checking now, lets see
Its not even a dex save so it shouldn't be a cover issue:
Should I not be auto targetting with templates?
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.
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 }));
}
}```
I will make a small feature request in Walled Templates module, for caewok to implement, if possible, some sort of wrap around walls.
I am using that module and it’s almost perfect.
You can choose to ignore Wall Blocking for templates of specific spells already, but if another options for wrap around walls was added, all issues would be solved
It might already be fine, but I will double check in a bit
I think if you don't use always the cover stuff returns
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
Heres a weird one:
Place a huge creature between source and target and throw a dagger at an enemy:
Hi folks, can I ask for some advice regarding a Goodberry macro I'm trying to implement with DAE/MidiQOL/ItemMacro? In short, I copied the macro from Kandashi's macro page here: https://github.com/kandashi/Macros/blob/master/Spell Macros/1st Level/Goodberry.js
Oh dear oh dear, someone got hoisted by their own petard once more when not using getFlag
I paste the macro into the ItemMacro window, add "ItemMacro" to the OnUse Macros field, and add an Active Effect that references Item Macro
... that script has not been updated in almost 2 years
Something is off in the logic you try to implement (and the macro)
I bet you emboldening bond could be a baboni
30ft check, if yes then get bonus
Thanks, I know something is off with rangeCheck.find specifically
Can't find documentation on how it's used
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
I did also try Kekilla0's Macro Github
Check if a creature has Emboldening Bond active in a 30ft radius?>
That was from crymics macro:
let withinRange = rangeCheck.find(i => i.actor.effects.find(x => (version > 9 ? x.origin : x.data.origin) === originItem));
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
kekilla's stuff is also a bit old and not designed for midiqol
Correct, check if another creature has emboldening bond within 30 ft
if they do, activate the convenient effect, if not, turn it off
I actually rule that they maintain the buff, but they lose its features while outside of the distance
yeah same, that's how the wording of the feature works
Crymic had it going away outside of 30 feet
so you'd need 2 buffs then, one that manages whether they get features or not and then the features one
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
couldn't you use babs distance check and run a custom script that is apply dfreds ce on source?
is babs distance check a module? I can check it out
Hmm, unfortunately, none of the repos on this list seem to have Goodberry
or an effect macro that checks at start of every turn maybe
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
awesome thanks, I'll give that a shot
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
I thought dae didn't have that ;p
Does anyone have a decent Goodberry Macro they could share?
is it really macro worthy? My druid just uses a resource pool
It would just be cool to have a bunch of them he could hand out
The player makes a big deal of it each session
changed it a bit more
we just abstract that cause its kinda tedious like managing oil flasks, its fun for the first 2 times, then its a tedious task
Cool, I'm taking a look at the special duration now
Macro execute at start of turn
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
the macro execute ae is not "Emboldening Bond" right, its a new master switch ae yeah? Otherwise it will remove itself?
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
I have no idea on the actual implementation. I tried to make a working macro based on the one I saw
hmmm, I don't think I could adapt that into my setup, I am using the midi sample item so no ce
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
could also use effect macro, do effect macros still fire if the effect is currently suspended?
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
}
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?
Effect macro, on combat turn
assuming a suspended effect's effect macro still tries to do stuff while its suspended that is
@molten solar ⬆️
Yeah I think that's a good idea, sadly so far I can't seem to get the range piece to work
If disabled or unavailable, EM does not execute the script.
damn
... how else would you temporarily disable it? 🙂
good point we're midi users we tend to forget core behavior sorry
lol
I should be able to switch it to an 'inactive' type convenient effect to check on
Ignore me I'm trying to convert the sample item with bugbears stuff
@proper siren get it again
Now at least it should be working
wish the compendium uuid link would say the folder path if you have compendium folders installed
And let me know what the workflow you want would be
need to retrieve the document...or maybe the compendium and read the CF_ENTITY entries or their source data (likely in flags). There is no real concept of a "folder" in a compendium -- its faked
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
OK let's say you have the emboldening bond on the caster and an ally.
Round starts: Check if the token is in range and if not, disable Emboldening Bond on the token.
Or: If in range enable
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?
Yeah that is what I was about to write
Yep exactly
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
@proper siren make sure you check the box NOT to apply Emboldening Bond in the item details for ce's
ahhh yeah okay
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
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
wait depends on which lands first bugbear has a check if its already there
but dfreds auto ce does not
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
Check the do not Apply CE in the Spell details if it does automatically by name.
SyntaxError: expected expression, got keyword 'else'
edited
itemmacro, itemmacro.gm?
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
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
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
hmmm
HMMM
that wouldn't work cause then it'd be everyone
unless theres a way to filter who gets the effect in an active aura
yeah that's what I was looking at
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
Yeah I was modifying off of Crymic's existing macro, I hadn't really thought about the other actor not being updated yet
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
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
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
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
I'm going back to midi sample item, but I have a macro.createitem for the level 6 Protective Bond on it
could an activation condition be something like "If any actor within 30ft has effect "Emboldening Bond"
I'm not working on the same thing you just tried, this is for a reaction called Protective Bond
yes, what the ability exactly?
It will create an effect if the Activation Condition is true"?
correct
any actor? no matter what?
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
Awesome, I appreciate it
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
MidiQOL.findNearby(null,canvas.tokens.get(workflow.tokenId),30).some(t=>t.actor.effects.find(eff=>eff.label==="Emboldening Bond"))
try this
warpgate mutations! great for moving around tokens
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
hmm anybody know how to create a creature type via macro?
creature type? Like Humanoid?
you can create one with a world script and then use that for whatever shenanigans you want
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
edge case
mm makes sense
not many acivation condtions for the players races fwiw
I like the active auras idea a lot, just need to figure out a way to only apply it to those specific actors
Would this be why maybe it evaluated to false?
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
The name of the AE must be the one in the (eff=>eff.label==="Emboldening Bond")
activation condition was perfect, may wanna add it to the list
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
turn off the debug option 😂
its not on!
must be a settings issue with the module scope
You have DEBUG on man 😄
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
the simbuls dependency module?
athenareium or whatever, it has no settings so it must be a mod author thing?
def not a midi debugger
What version are you on Moto? Simbuls?
couldn't say, I would suggest double checking the readme and filing an issue
The Warning is from MidiQOL
yea, its just a code issue
the rest DEBUG I don't know from where
Can you screenshot the whole log? The right part of it too? @vast bane
utils is Midi
(the debug statements are from the cover calculator, file an issue on the repo)
What is logger
I bet you the yellow will poof when Simbul fixes the code on his end
(dont make me say it again)
Hover over logger see what's the module it comes from
wait...I might have simbuls setup wrong though right, am I suppose shut off simbuls and let midi do it?
is it foundry's @dark canopy? 😶🌫️
I know badger, I'm writing the issue now
noooooooo, like i said right at the start 🤣
ah lol
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?
Check where the logger.js comes from. Log issue there
does midi only require that it be installed and enabled, kinda like item macro?
utils.js is MidiQOL's, so that is a forgotten console.warn
shakes head its a cover calc problem, not the support module
(again...like i said 😆 )
OK I was just curious 🤷
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?
logger.js is probably from the athenaeum symbul's helper module
oh shit you are right, woops, that probably doesn't matter right?
I posted the issue to cover calculator not athenaeum
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
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
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)
do you have simbuls cover on?
and working
I wanna see if my settings are wrong in simbuls
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
do not reuse the buttons in midiqol
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
so if someone uses Scorching Ray I just.... have them "Cast" the spell X times and just tell it not to use Spell Slots?
You can't attack multiple times with midiqol? O_o
Humble Brag:
Define "attack multiple times"
Smack on the head
use item once. attack/damage more than once. 🤷
I'm not talking shit here, I am actually legitimately surprised
so I have to.. make a custom macro?
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
Why would I want to do that when I need to decide after each hit/damage if I want to choose a different target?
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
Target and then attack...?
Zhel midi uses targetting, you can't multi attack if your targets change between attacks
Gotcha. It uses targeting for the use, not for the attack.
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
It's the whole workflow thing. Better let it finish its thing before doing the same thing again
Aren't attack rolls also individual for each target of the blast?
Oh right, that got added, completely forgot about that 😅
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);
}
It is not that hard to do the attacks sequentially with just one actual use of the item
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
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.
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
Version of MidiQOL?
also can you snippet the exact thing you click that you think rolls an attack?
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
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
don't have any other rollers (just dice so nice), and I think I'm on 10.0.23
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:
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)
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
I did rebind them just to make sure that wasn't the issue
and this reminded me that it's 23, I have 10.0.23 item macros.
But I see now in the changelog that "Reenable support for advantage/disadvantage keys when using late targeting." is in 10.0.26 (which is for 5e 2.1.x)
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.
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
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.
Dolt midi author did not guard an undefined.
I still think I setup simbuls and midi wrong lol I can't tell if midi is using simbuls like it uses item macro
do I turn everything ON in simbuls or is it just suppose to sit idle and midi does the work
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.
What is it you are trying to do? 🤔
@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.
Lightning arrow does half-damage on miss.
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.
That is an interesting solution for sure, wondering if doing a manual DamageWorkflow wouldn't be cleaner
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?
Hay I'm trying to get Vow of Enmity to work, so only the player gets the advantage.
Does this work? <#macro-polo message>
For v10 ```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")) workflow.advantage = "true";
Unfortunately, no, but that can just be me because I don't really understand how to use it. sorry
- 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. - 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 - In the ItemMacro of the spell, copy paste the code from above.
- 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.
Is there any way to change this, or is it just an immutable?
Each Attack button should be used once if that denotes a new Action
Is anyone familiar with this error? I'm attempting to use this item macro from @violet meadow https://github.com/thatlonelybugbear/FoundryMacros/tree/main/MidiQOL_related/Class Features/Hexblade's Curse/v10
However I don't see anything in the macro itself about cover, so it's throwing me for a loop.
utils.js:1907 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'ignoreTotalCover')
[Detected 1 package: midi-qol]
at computeCoverBonus (utils.js:1907:32)
...
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?
MidiQOL v10.0.30 has a bug in its code. It will need an update from tposney to fix. You could downgrade to v10.0.29 in the meantime if its urgent
I haven't checked that at all. Maybe try disabling all cover calculations.
Interesting, I actually do have cover not being calculated. I may try downgrading, though I've never done that in foundry before.
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.
Excellent, thanks so much! Your macro and readMe info though was very helpful in helping me understand item macro workflow and DAE so I appreciate it!
Good to hear! Feedback on what I can change in the readme is always welcome! 😄
There's a readme? 👀
Well not exactly, but there are screenshots of the setup.
I will need to write some words too probably 😄
This one has some more words 😛 https://github.com/thatlonelybugbear/FoundryMacros/tree/main/MidiQOL_related/Spells/Mass Cure Wounds
oh very nice... all that needs is no border on the token images 😄
Hmm think so? Never thought about it!
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
https://gitlab.com/tposney/midi-qol/-/issues/1168 someone reported this. Not sure what changed
Good to know it's not just me 😅
It is very likely a user error, the player is not using their character right.
I also think a bab would be better than that method for doing that
@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.
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.
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)
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.
Yeah a module makes all that so much easier
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
Why do you think about things? 😛
The dialogue is like 80% warpgate doing the hard work.
These are Moto's shower thoughts
Its prolly higher quality UX than most modules imo
I think the current late target window is pretty neat, just needs some CSS love
I don't think I've ever seen the late targeting window.
Ohhh that reminds me. I need to link the tokens in my dialogs to the ones on the canvas ✍️
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
I have only used Late Targeting as an extra step for specific macros, calling it when a secondary damage attack should happen
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
Hmmm that would be too invasive for some I guess 🤷
I've been using js let weaponAttack = new CONFIG.Item.documentClass(weaponData, {parent: this.actor});
For after effects.
But yeah it has some space to use
Making a new item in the macro to run late stuff
Oh yeah, but I wanted to trigger Late Targeting for these situations too
Yeah, I'm just thinking there's already good tactical info there like turn order you may want to consider when selecting targets. And it already has target highlighting and pinging (and even targeting with Mini Tracker). We're just rebuilding a lot of what is already there
I have many shower thoughts about the damn combat tracker
But are you really thinking them?
Editing the combat tracker seems tricky
Plus other modules also tend to play with it too
Yeah that too.
I know... even extending Mini Tracker seems hard, at least for me
To be honest I have ended up using Mini Tracker
But it is a bit iffy to properly use it 🤷
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
Yessssssss
Added temporary hp to the tokenbar display bars. from the new MTB
My feature request!
I was just going through that. It's a long list!
His patch notes are like Christmas Morning
Poor old Hotbar Expansion tho... his neglected module
Try using it with three rows... no good
I am more of less things always shown kind of guy
that only happens to hotbar 2 and did you report it cause I'm lazy and haven't either
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
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 😔
Module out when? Midi Tracker 👀
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
god I'm too afraid to mod the combat state anymore, its already laggy/shitty as it is with the modules I have.
stawp using macro.createItem for hundreds of Items 😄
I don't do that
You've like, admit to it before lol
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
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 👋
How do you automate things like dodge/assist in midi? 🤔
install dfreds CE and make a blank dodge item they roll OR make it a condition(should already be one I think) and add it via the token hud. Help action requires nuance
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
Whats masif? I think i will take that for now ^^
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
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)
make that filthy warlock dipper manage it manually 😉
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
Not easily, the 5e system doesn't have a per-class bonus to spells.
Oh jo mean more automate spell items and features... Already got that, dodge is btw already in CE and works well thy 🙂
¯_(ツ)_/¯
just to make sure you aren't giving them a huge advantage, you do know their two classes spells already need direct editing right?
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
Nah bardlock. Very role play oriented decision so love it
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
Optional item I was playing with. Well see if it comes up
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
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
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
I see, so his updates are the most recent, but he's not publishing them even as an alternative
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 👀
yeoman's work right there
Congrats! Did you just earn your hammer?
Looks like it
So now that I installed the midi-srd fork link, it will start updating that fork?
🤣
yeah actually if you do update midi srd it does look for his forks versions
which module is that lol?
👋
I don't have everything on there yet. Right now it's just most of my spells.
Chris gonna get a green name woot!
Still shows up Blue for me D:<
Well, I have the role
Champion beats Dev
ctrl R maybe
Champion trumps dev iirc
Seems like an odd choice, but oh well
Still got the hammer
I think moderators can elevate the role right?
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
blue seems cooler I guess
Chris is special amongst devs
Roles are setup in order, this one is higher then Dev
Checking for you rn
So the automation you're doing isn't being done currently with other modules?
I mean, He didn't ask for green I just foolishly commented on it lol
don't change his color on my part
color shaming
lol
Think of it more like a content pack. Except my stuff is 90% macros.
My module has everything in compendiums. Drag the spell out and replace the description and everything is good to go.
One day I'll get to use it
3 years later
yeah v10 is kinda required Super
It's not about roles being "elevated", there's an order that stuff gets applied in. Patreon roles are higher on the stack than the dev role, so that's what displays
Woohoo, I was right
I genuinely didn't even know what the blue color was I thought it was related to the LFG channels lol
Have you ever looked this way -->
A whole new world over there
I'm white /shrug
Moto is as pure as the driven snow
midi enforcer
I hide from the main #dnd5e channel. This one is nice and quiet.
Plus I'm among my people here.
this feels like the rug we get swept under, it's cozy though
idk if I've ever seen Chris post outside of here 🤔
Here and #macro-polo
Chris were you working on a Spike Growth or did I just imagine that? Seems to be the most difficult one to pull off
It's in the module 😮
It uses template macros and doesn't have any reliance on active auras.
That's right... sorry was just looking at the changelog. OK I'm sold, diving in
I need to figure out how other people make their changelogs, assuming it's not by hand lol
299 now? Haha
monk looks like he just copy's and pastes from notepad (which is ok)
I only have 111 active... I'm not that bad
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
I have trimmed some of the fat
I think I'm at 62 or 63. Pc is off so can't check
Am I blind or how do I make an Build a bonus thing an aura?
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)
Time to pester Zhell 😂
Pls
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
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.
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 😐
Nooo tell me it calls scripts in your module and all the code isn't in the item macros
Not sure if its cause it thinks theres no duration even though there is?
Yep.
Nothing in the item macros except a function call to the macro.
Oh thank chris(t)
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.
Inject your own field. Or make a small menu shown via a header button
Assuming you can make midi call it
Not sure it's something that's an exported function
Would need to poke around the code
In my own module I still have to do functionName(...arguments)
Not sure it is as easy as you hope
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);```
'Crispy mades'
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.
All the stuff in one place and all the helper functions available at all times, it's 🤌
@scarlet gale I'm not seeing your compendium when the module is enabled 🤔
Let me double check that
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.
the compendiums are jammed down in my default folder in an unexpected place, can't wait for v11 to make compendiums better
I'm not actually sure why it's in default
likely because of Compendium Folders
I likely need to configure it right
Since other modules have theirs in the right spot
hmm in my case everything except system stuff is in that folder lol
the only thing in the right place is A House Divided
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.
Only the ones that require some setup or understanding.
@scarlet gale I like your 
I'm actually slightly disappointed my name didn't turn green lol.
Was at least 5% of the reason I started making the module.
stop being a Champion tststs
It does, thanks.
Our bard has only used it once in five sessions, and I wasn't paying attention 😑
We're just getting warmed up tho
Next release will have that added so you can ditch my old script.
Actor onUse macro should be able to do that. Did you resolve this?
With how much I abuse actor onUse macros I really should have thought of that.
Hey you were busy hammering away 😄
I still have so much more to convert over. Nearly all my class features and monster features are untouched.
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?
And saves
So if that is equipped and attuned
Plus let's you use it once to get a pact slot back
A profane soul blood hunter also has pact slots. But that's technically a homebrew class
That one should be on the Item, a limited uses 1 per day, and resource consumption Attribute | spell.pact.slot | -1
Yep
OK almost done. If only it was SRD I would include it in the MidiSRD ones
something something babonus
That would be too smart
I went first to that. I didn't see pact slot specifically anywhere and 🤷
But now too late
Yeah yeah but still I want to MAKE it
sit down. have a cuppa tea.
I think you SHOULD add it in as a predefined filter already heh?
One day I'll make a module and join y'all in the cool kids club
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.
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
That would be nice. As someone who exclusively only multiclasses. My spells tab on the character sheet is always a mess too.
Is there a wait to automate Magic immunity with mods? Like with midiqol if possible?
and what ability is used to set the save dc
I don't honestly give it much thought since I always ban multiclassing
As a GM, you scare me
I don't get to play them much however. I'm always the GM D:<
mood
Custom Character Sheet sections module helps with sorting spells at least.
I don't even get to use my own modules. 😭
Just give each spell list it's own section.
I am a player after so long (playing Night Below 5e conversion) and I love it 😄
I don't get to use your modules either 😂
I'm a player in my own player's campaign, but I'm playing a sorcerer, so no use for babonus at all. 😔
Forked it good 😄
https://github.com/thatlonelybugbear/spell-class-filter-for-5e
It got included in the Tidy 5e Sheet.
All I've used is VAE where I copied the entire wiki article for H2O into the description...
I have strong feelings against sorcerers (except if I play Diablo)
Oh, I should actually fill that data in then for my players.
Make them do it 
😬
Hmm. No. It's not a terrible solution, but it'd bork a weird case like "only pact magic of 3rd level or higher"
If someone clicks on a spell slot, grey out the P and vice versa
Or remove and add back in if its unselected 🤔
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
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 😅
Currently no, but it's not a big deal to have a config flag so that re-rolling starts a new workflow. I can have a look at that.
That makes sense - I'll target that for 10.0.31
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*
@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?
Currently no, but there's an argument that it should if always roll damage is set.
Can you DM me the feature and your midi settings - I would expect it to work, but there might well be a bug.
That's a problem and the workaround you describe is tedious - I will look at rolling damage if auto roll damage is set to always.
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.
When you cast a Spell with concentration for example, which on subsequent rounds does damage, you can change temporarily the Spell during preRoll to not be concentration and give it other properties you want, without doing any actual updates on the Item.
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 😅
Unless you're trying to cut down on modules couldn't you just mutate the spell to non concentration while the spell is active?
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.
(a temp item requires no async updates, just saying)
(this is my jam nowadays)
It's glorious. I have zero items that create stuff on the actor sheet, it's all automatic with temp items in memory.
I find myself doing that more often now
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
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
I prefer never using any user-facing properties
Table rules table knows. They mess they lose
Granted, this was for one shots with premade Characters
( 3 of the players bought Foundry afterwards 🤣 )
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)
if you are good about creating PRs per issue/feature, then github can autogen some of the notes.
But all mine? tippy-typey with the commit log up beside 🙂
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 :<
Unfortunately, it is not working here is how i set it up:
Can you screenshot also the Details tab of both the effects?
jup
Yeah it won't work cause I did a ... 💩
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
i tried that
So in your case Vow of Enmity: Mark
nice work bugbear
Like so? ```js
if (tactor?.effects.find(eff=>eff.label === "Vow of Enmity: Mark")) workflow.advantage = "true";
I think it got merged but not released yet
give me a sec, will try again
great.... will have to wait
nope its not working
OK. Can you export the Vow of Enmity Item and DM it to me?
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? 🙂
Oh the fun begins @scarlet gale ☝️ 😄
Surely this is why he made the module, no?
☺️
Did you by chance install my circle of mortality/beacon of hope premade thats up here somewehre cause an earlier version would cause this error on on use macros lol?
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?
No, when I rolled back to previous version of midi overtime rolls started working, although I must have messed something up during instal because soon after the entire workflow stopped working 🙃 so I'm just waiting for an update becaouse I'm clearly to dumb to mess around with this stuff
share the overtime and does the item with the overtime have an on use macro?
Moto there is a bug in MidiQOL 10.0.30
@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
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:
Known Issue with MidiQOL 10.0.30
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.
look in your console. At the very top of mine, it was tryin to load cloudkill from a folder in the module that is named cloudKill. I changed it in the module on my server and the settings work now.
I have to take screenshots of answers because I know it’ll be gone in chatter within half a day 😂
This is what is happening when Darkness is cast -
Make some issues on Chris's repository so they can be more easily tracked down and squashed
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!
make sure the dependencies that installed with that module have files in their folders
I had to go in and manually install the dependencies somethings wrong with the install urls
How do you do that?
honestly, snippet the dependencies list, go out to menu and uninstall/reinstall them individually
for me I just had to do tokenizer and template macros
wait
tokensomething
god I swear I have aphasia, Token Attacher
The dependencies, as in the modules it depends on. (yes I know this sounds naive) but just making sure.
So from my error above, I need to uninstall and reinstall Midi?
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
Ah ok, I think I had them all anyway. I will double check.
Some are highlighted in orange and say they are a compatibility risk. Are they the ones?
if you have my issue, if you go to your windows explorer and check the dependencies folders in the module folder, if they are empty they are bugged and you have to reinstall them
if you don't have my issue then you don't need to do anything
the overtime was literally hold person from Midiqol compendium, so
turn=end,
saveAbility=wis,
saveDC=@attributes.spelldc,
label=Hold Person
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
I am on Mac and in Finder (explorer) there isn't a dependencies folder. 😕
I said: "Take a snippet of its dependencies"
then go find the module folder and look for their folders
Oh my god, I am half the dependencies
You are that awesome 👍
Yeah. 😔
Suck it up! We need you 🙂
You do. 😔
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
They are all there with folders. 🙂
make sure you are setting up the module too:
Where is this list?
I do not see it in the config and Chris's Premades is ticked.
I believe these settings are basically his world scripts
its in configure settings
what is your dnd5e and foundry version numbers
Not there on mine.
you don't meet its requirements
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)
Just in case I am not going crazy.....
ctrl F5, if it doesn't show, reinstall, if it still doesn't show, find the culprit
its...getting worse...
@narrow saddle have you activated/enabled the module ? 😶🌫️
As in ticked the box in Module Management?
yeah and ~~reloaded ~~ saved module settings 😄
Yeah I ticked it. Not reloaded yet...
Save module settings?
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?
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.....
whats "broken"?
it sspamming 30 calculations for tokens that aren't selected nor targetted
and that breaks the mod how?
it causes hitching and lag
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.
but also yesterday it was just 1 calculation per non target, now its 3
your server is known to be weak, which could cause issues, also, it checks all tokens because any token could be interfering with cover
its multiplying
i have 50+ tokens on heavily walled maps with no apparent extra lag
so you see this in your console too?
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
ok this is really helpful cause I didn't know this, I've always had it open cause I wanna see errors when they happen
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
Just turned ALL modules off apart from Chris' Premades and I still can't see the module in config.
😕
the module wont load without required deps
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?
It is Ctrl F5, but isn't that just the same as refreshing the browser?
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.
i dont think its the main issue, but it certainly doesnt help at all
Did you change the name of the folder cloudKill to cloudkill? You can find it on this path: Data/modules/chris-premades/scripts/macros/spells/cloudkill
that was preventing the whole thing from loading for me. I changed the file name (all lowercase!) and it works fine now.
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
is this logged as an issue?
Yes
(haha, just checking, I wanna see some #GoodDev coming out of this channel 🙂 )
Full faith in the dev. Just look at the required modules!
i did, and went crosseyed, hehe
i didnt even make it down to WG 🤣
lol. yup. i logged it.
@vast bane I don't have tokenizer as a dependency.
I'm a dufus and mistook token attacher with it sorry
The template macros url is the one right out of template macros json file
maybe I had a hiccup with github?
they definitely didn't install and I just went and uninstalled/reinstalled to fix th folders
do you even need to provide a specific manifest url?
mmm, I am for squadron, so, probably
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
Ah
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?
Could you update to the latest version?
And try again.
I'm wondering if it's because of the file name issue on linux systems.
Yeah. Just waiting for The Forge Bazaar to recognize that there is a new version.
ctrl f5 the bazaar page maybe
Nope. Still shows the previous version as the current version.
You can likely manually install it via the releases tab on my github
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)
That seems like my module isn't turned on
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.
DM'ed you
Yep. I have it fixed in the newest update.
maybe their server needs a restart so it gets a new file structure?
since its a folder name bug
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
As long as you bump a number and never use letters, it should be OK
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.
terrifying
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.)
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
huh. hadn't thought of that
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.
that already exists in active auras premades but you have to fix them cause active auras premades are still v9
Is it SRD?
For what it's worth, my darkness spell doesn't use active auras (or anything else in the module).
Looks like it
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.)
right, so the inside creature should have disadvantage, right?
since they can't see their target.
hm.
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
yeah, that's what I was thinking.
Future todo I guess. I can likely have a template macro check if they have devil's sight then add that condition
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
This seems like a needlessly complicated set of rules, lol. No knock on @scarlet gale ... but the Darkness rules of D&D seem ... strange.
Yea, this spell is pretty often misunderstood.
this is a pretty good roundup I think: https://rpg.stackexchange.com/questions/135132/how-does-fighting-in-an-area-covered-by-the-darkness-spell-work
I always sigh when I see a stackexchange link
Either way, at the end of the day I only "automated" it cause of my Warlock.
If you're poisoned cast darkness and stand inside of it. Not you're attacking "without" disadvantage.
Not hidden unless you take the hide action
Fighting Kobolds? Same thing, cast darkness to prevent pact tactics from mattering.
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.)
wow it is really hard to get 2 status effects on a token in active auras with an aura
(toggling a token to be hidden (read: not invisible) when it should still be part of the action can cause a lot of incompatibilities)
As a DM i would definitly not allow Darkness to cancel out the effects of a poison.
ist stealthy's hidden not gm hidden
its like another invisibility
Oh perfect then
I should check out that module
I can get it to work, but then the removal on exit breaks
stealthy is the bomb
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
We should just bug tposney about multiple macro.ce keys not functioning as intended
I assumed someone reported it
Been broken forever
its only active auras that doesn't let you work around it
overtimes handle the two keys fine
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?
That's combat booster
the top script on the right is dig down
The error log shows an issue with something combat booster is doing
@coarse mesa do you have this issue with combat booster?
I don’t use combat booster 😳
We have two barbs in the party now tho… maybe we should be
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
I'm writing the report now for it
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.
I just realize I can totally scrap my Alchemical Savant macro and just use a build a bonus.
The history is the main reason I use it, it really speeds up trivial turns
oh for sure 👍 just pointing out what may give it trouble
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
It looks like it's having trouble with looping over something during a hook
I have an alchemist at my table. I specifically kept them in mind when I made the module
im sure its trying to look up a name or image from a previous id or object instance and just not noticing its invalid
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
That's foundry
I have no idea why that sound played I've never heard it before
You recently refreshed right?
Yep
You might say it... activated pending audio playback
... with your user gesture
oh its playing when a token is deleted from combat, thats new
He responded to me in an email on cover calculator too
@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:
@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
can you pin this, please?
they won't allow it cause it doesn't have published modules in it
poo.
i don't know how to place a template with perfect vision flags pre-set.
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
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.
I'm pretty sure Darkness was the original reason that feature was added to PV 😛
The only thing I haven’t sussed is how to apply those settings to the template automatically. I’m sure Template Macro would be the easiest route
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?
I do that here if you need an example.
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.
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')
One of the things I regret least about bugging tposney for 😅
oh crap. duh
are you sure you read the upcast right?
I feel like that ones like spiritual weapon where its every even level or something
Yeah its every 2 levels above
Nevermind, I'm bad at reading 😂
Thats a lot of meteors
I upcasted to 9
I don't think that spell is fully setup, it looks like an incomplete macro.createItem
Yeahhh.. In my testing on an NPC it also does 60/60, regardless of level 🤔
its not complete its missing the item macro
bugbear and I do this exact setup with call lightning/aura of vitality/scorching ray
its the create an item and modify it with effect macro setup but tposney didn't do the macro part
just the fact it has no icon kinda also lends to the incomplete item
what version of midi are you on
and fotoply?
I'm on 29 cause 30 is broken
I'm still on 2.0.4 version
Anyone still braving the bug in 30 wanna chime in?
I don't see an automation on dndbeyonds version fwiw
yeah but do you have dndbeyond importer?
alot of users of that module don't realize theres a feature that auto replaces stuff
.30 did not modify the sample compendiums, looking at the Gitlab
Yeah I have the same 🤔
either way both don't work hehe
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
ok so, the spell is a self buff
it puts an ae on the caster that gives them the temp item
that self buff needs an effect macro on it