#MidiQOL

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scarlet gale
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@gilded yacht Are you aware that effects with multiple macro.ce fields are a bit glitchy? It'll apply multiple conditions but then instantly remove all but one.

vast bane
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all 3 do it

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statusEffect and macro.cub do it too, its when you use all 3 that it fixes sorta

gilded yacht
gilded yacht
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Just had a look and yes there is a bug in the CE handling that will get fixed in DAE 10.0.21 - out this weekend.

vast bane
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@smoky ridge
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

vast bane
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omg I get what you mean now, holy cow I never noticed this lol

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It does indeed combine them all up into the last listed status effects label

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maybe this is why statusEffect breaks with aahelpers placed active auras too.

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only macro.ce/macro.cub work properly in a darkness spell, status effect doesn't properly remove when the actors leave itwhile the other two keys do.

atomic badge
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Hey y'all, been trying to get a lifesteal effect by basing it out of the pre-made but it doesn't seem to work and I'm not sure what I am doing wrong in my edits here: js const version = "10.0.10"; try { if (args[0].diceRoll === 10 && args[0].itemData.system.attunement !== 1 && args[0].DamageTotal > (actor.system.attributes.hp.value ?? 0)) { ChatMessage.create({content: `${args[0].item.name} steals ${args[0].DamageTotal} HP`}) await actor.update({"system.attributes.hp.value": args[0].DamageTotal}) } } catch (err) { console.error(`${args[0].itemData.name} - Eileen's Sword ${version}`, err); }

vast bane
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that looks like the macro will change the hp of the player to the damage total of the weapon if you roll a 10, are attuned to the weapon, and the damage total is more than the players hp.

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I think you intend for it to be 20 not 10 right?

atomic badge
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No, I do intend for it to be on a 10.

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Although I didn't spot that last part since I don't know enough about js just yet, what do I need to remove for that last part you mentioned? Specifically: "and the damage total is more than the players hp"

vast bane
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if (args[0].diceRoll === 10 && args[0].itemData.system.attunement !== 1)

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I think you also want to change it to a heal right?

molten solar
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๐Ÿค”

atomic badge
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Uh yeah, I do.

vast bane
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below the version:
const valueChange = system.attributes.hp.value

then edit:

await actor.update({"system.attributes.hp.value": valueChange + args[0].DamageTotal})

I think I'm doin this ugly but it will prolly work...

#

I think a midi macro maker would probably prefer you do a heal workflow instead of actor update

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its not going to show a midi damage button with this method I don't think

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but its ok cause its a source actor adjustment so they will have control of their actor

atomic badge
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Do I remove the
"try {"
Portion or keep it?

vast bane
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edit just the lines don't change anything else

atomic badge
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Alright

vast bane
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add the line between version and try

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technically the version line is garbage since its meant for the original item to help tposney track his items

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the edge case of why you technically should use a damageworkflow for midi is if the actor at the time has damage immunity to healing as this actor update will circumvent that.

atomic badge
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const version = "10.0.10";
const valueChange = actor.system.attributes.hp.value
try {
if { (args[0].diceRoll === 10 && args[0].itemData.system.attunement !== 1)
        ChatMessage.create({content: `${args[0].item.name} steals ${args[0].DamageTotal} HP`})
        await actor.update({"system.attributes.hp.value": valueChange + args[0].DamageTotal})
    }
} catch (err)  {
    console.error(`${args[0].itemData.name} - Eileen's Sword ${version}`, err);
}```

I have no clue how damageworkflow for midi works just yet.

This about right then?
vast bane
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but my brain is just waking up and I can't think of a damage only workflow to plagerize off of to show you

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is that right @molten solar line 2, should it be wrapped in ""?

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oh shit it should be actor. right?

molten solar
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Header button that pops a dialog and sets a bunch of flags using checkboxes ezpz

vast bane
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actor I believe is predefined as the actor that owns the item so unless thats wrong we should be good

atomic badge
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Ah I didn't understand what you meant there, put it where exactly?

vast bane
atomic badge
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Ah okay.

vast bane
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is this an item macro on use for midi?

atomic badge
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Item Macro on use.

vast bane
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give it a try, open the console show us the error

atomic badge
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Aighty.

vast bane
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you are likely missing a closing bracket?

atomic badge
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Hmm...

molten solar
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Cant try without catch

vast bane
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yeah you got too many curly brackets in your example

molten solar
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And remove your forge links ๐Ÿ™‚

vast bane
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the catch is outside right?

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does the catch need to be inside the bracket?

atomic badge
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Ah.

vast bane
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either that or that curcle bracket right before the catch is the culprit?

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should it move to after everything?

molten solar
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Missing opening curly bracket for the if statement

vast bane
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it feels like he has 1 extra or missing an opening

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prolly my fault sorry I made him edit the if line and snoozed on that

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put an opening curly bracket right after the if and the space right before the (

atomic badge
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Alright.

vast bane
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its causing the try to close early otherwise

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I have a midi function to replace the actor update but its only necessary if you think the sword wielder will often get hit by chill touch cantrips

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otherwise you can let it slide

atomic badge
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Well you can hand me that in that case whenever you have the time.

vast bane
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does the macro work as is? we're prolly missing a ton of ; if its not working

atomic badge
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Mm, yeah no it isn't working as it is right now.

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I'mma try something real quick.

vast bane
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if {(args[0].diceRoll === 10 && args[0].itemData.system.attunement !== 1)};
let valueChange = (actor.system.attributes.hp.value + args[0].DamageTotal);
let sourceToken = args[0].workflow.token.document;
await MidiQOL.applyTokenDamage([{damage: valueChange, type: 'healing' }], valueChange, new Set([sourceToken]), null, null);
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to test if it works you may want to set it to > 1 in the first line instead of === 10

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unless you are using DF manual rolls to force a 10, you do realize you have to literally roll a 10 to get this right?

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also think the actual dice face needs to be 10 not total

atomic badge
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Yeah the die itself.

vast bane
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midi has a setting for roll other in midi damage section in workflow tab

atomic badge
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There's a bunch of effects on specific intervals of 5, but this was one I was struggling on.

vast bane
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but also theres a checkbox for it if it needs to always roll it

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why does the item have an other formula?

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show me the items details preferrably the whole thing but I'd settle for the bottom 2/3

atomic badge
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Oh no I was checking the basic lifestealing longsword to see why it wasn't rolling on a 20.

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From the sample.

vast bane
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thats very likely the midi settings

atomic badge
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Yeah just checked and it was, I'm going to go test it again rn.

vast bane
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the very bottom of the workflow tab in workflow button

atomic badge
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Yeah it was just set to off. ๐Ÿ˜†

vast bane
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theres also a heal only midi workflow fwiw but I'm not a pro, I plagerize everything I do

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I also am not sure if that second valueChange is meant to be that there, hopefully chris or bugbear show up to correct me if its wrong

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I pulled it off this example:
await MidiQOL.applyTokenDamage([{damage: damage, type: 'temphp' }], damage, new Set([sourceToken]), null, null);

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where damage was defined, not the greatest thing to define so I am a bit confused if the third damage is actually the const

atomic badge
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Ah, how insanely useful actually, didn't know it could even tell me this stuff.
SyntaxError: missing ( before condition

vast bane
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remove the () around the second line maybe?

atomic badge
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Let's give it a shot.

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Hmm, same error.

vast bane
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gonna have to wait to see if bugbear or chris or someone can chime in to correct me

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undo my change with the () btw

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try changing that second valueChange to damage

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see how its called twice in the last line?

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change the second one to just damage

atomic badge
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Yeah undid the change, let me go try what you just suggested.

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Hey just came back from people arriving at the door.

Just to make sure, you are talking about this line right?

await MidiQOL.applyTokenDamage([{damage: valueChange, type: 'healing' }],```
vast bane
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the second valueChange

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@hardy marlin

Show me the items details and the roll in chat

hardy marlin
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What do you want exactly?

vast bane
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the bottom third of an item that isn't rolling damage right, it details tab, and then the attack/damage roll of the item in chat

hardy marlin
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going a little crazy as this item was working fine before the system updates

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I am probably just gonna have to remake everything

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It seems some older stuff I made around october/November don't really work anymore

vast bane
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is there an error in the console? f12

hardy marlin
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combination between module updates and system update

vast bane
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oh are you on a fresh v10 update?

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did you just update?>

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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

The following modules have template settings that step on midi:
Spell Template Manager
SIFT(Spells, Items, Features Toolkit)

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.

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When you update to v10 and carry your module folder over to it from v9 or older, you need to manually compare your modules version numbers to the v10 branches of the modules and manually install the v10's, the update button in the module/addons section does absolutely nothing for this till you got everything on the v10 branches. Any module still in v9 without a v10 branch is pretty much yeetable unless its a content only module like jb2a or token art. 99% of v9 modules won't work in v10.

hardy marlin
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I don't have any of those modules.

I recreated the item and it works

the error shows their a space between the "+@ mod [bludgeoning]" but as you can see on the original item it shows no space, weird

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forgot I was using discord for a sec sorry stranger for the ping

vast bane
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@clever carbon is a dummy account to prevent us from pinging moderators with autocomplete ๐Ÿ˜‰

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but we prolly shouldn't ping them needlessly just incase, but at this point the guys got 1000 pings from this server and has never responded to a single one

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did you have better rolls installed in v9?

hardy marlin
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Not on this world no, this world was v10 only

vast bane
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Could be latent data sitting on the item in flags maybe /shrug. Remaking items is prolly wise though, does it have an on use macro?

hardy marlin
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No

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I had issues with them breaking on the 5e system and got sick of remaking them too time consuming

vast bane
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that seems strange they look like standard items

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whats the twist on them that complicates them if no item macros

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I'd suspect a faulty module rather than the items themselves

hardy marlin
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They are nothing special I just put it down to them being 4 month old items made under older modules/system

vast bane
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I have items that are over a year old that are fine and dnd5e's basic items are even older hehe

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a space between the flavor and the formula would do it though

knotty hollow
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Does anyone know how to make Magic Missile behave better in midiQOL? At the moment it won't let me target multiple enemies with it, and when using it on one it casts all 3 charges - which is fine.

The problem is when I set it to three targets, it essentially then does 9 attacks, it calculates the damage from all 3 and applies them to all tokens. Is there a way to make it so you can select which targets, up to three, and it would calculate the damage properly?

vast bane
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you can't really automate the multi target thing well cause what if you do 2 at one target and 1 at another

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sadlymacro.createitem builds are hard to share with people

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concept is to make 2 items, one is the actual spell, and the other is the temp item the player will get to fire them without having to uncheck spell usage

knotty hollow
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In theory, could I create a spell that does 1 3rd of the total damage and just use it 3 times but only consume 1 spell slot?

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Maybe create a second version which specifically doesn't consume a slot for the players to use?

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Oh that's basically what you said haha

vast bane
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I personally keep all my macro.createitems stored in a compendium so they are never accidentally deleted cause if you delete them then the spell stops working right

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you need Effect Macro for my setup btw to scale the newly created item

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This is the scorching ray one, you will need to adjust for magic missile:

let i = 0
while (!token.actor.items.getName("Scorching Rays") && i < 3000) {
    console.log("Waiting for Scorching Rays item to be created, if needed!")
    await warpgate.wait(250)
    i += 250
}
const item = token.actor.items.getName("Scorching Rays")
const {castLevel} = effect.flags["midi-qol"].castData;
if (castLevel > 2) await item.update({'system.uses.value':castLevel+1,'system.uses.max':castLevel+1,'system.uses.per':'charges'})
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change Scorching Rays with whatever the item you created is called

knotty hollow
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Okay this is some thorough stuff, I'll take a look, might be a bit over my head haha

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Thanks for your help!

vast bane
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MM scales if above 1 so change the last line to castLevel > 1

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and castLevel+2

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yeah sadly theres no real way to clean it up, chris does something like this automatically with alot of his stuff here:

Sources of premade stuff for Midiqol:

Midi Sample Items Compendium(comes with the module)

Midi SRD's compendiums
https://raw.githubusercontent.com/thatlonelybugbear/midi-srd/master/module.json

More Automated Spells Items and Features compendiums
https://foundryvtt.com/packages/more-automated-spells-items-and-feats

Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros

Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros

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

Activation condition examples by ThatLonelyBugbear
#1010273821401555087 message

knotty hollow
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Could I not just remove the * (2 + @item.level) from this and have them cast it manually each time?

vast bane
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if you merge cards, turn on the fallback buttons outside in main midi settings and have the Dm apply the first rolls damage to the other targets....unless you do not do rules as written magic missile

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Rules as written, simaltaneous damage is rolled once, and MM is simaltaneous

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so you roll once and apply the damage to each target

knotty hollow
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Okay cool thank you

vast bane
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if you do want to roll for each dart, just uncheck the resource usage and recast

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you can also just drag out the dnd5e srd magic missile as it does not have your issue on it

knotty hollow
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Oh so it doesn't, okay awesome I think I'll just do that

atomic badge
vast bane
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at this point I'd just wait till you see Chris or bugbear active in here and ask them to help you, I tried my best but i dunno whats wrong

scarlet gale
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Paste the full function

vast bane
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if {(args[0].diceRoll === 10 && args[0].itemData.system.attunement !== 1)};
let valueChange = (actor.system.attributes.hp.value + args[0].DamageTotal);
let sourceToken = args[0].workflow.token.document;
await MidiQOL.applyTokenDamage([{damage: valueChange, type: 'healing' }], damage, new Set([sourceToken]), null, null);
#

heals for the damage dealt by the weapon when they roll a 10

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on use midi macro, I assume they are placing it in item macro

scarlet gale
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Dunno why everyone always does args[0].workflow Using this is so much less typing

violet meadow
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What's the errors?

violet meadow
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I didn't mean this to be a reply to you Chris

vast bane
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might just be a bad paste if you guys don't see any issue

violet meadow
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I am on my phone

scarlet gale
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Oh phone too

violet meadow
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Is there an error?

vast bane
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it says hes missing a (

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"Syntax Error: missing ( before condition."

scarlet gale
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I'll check in a few minutes when I'm home

violet meadow
vast bane
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what is the white damage in the last line?

violet meadow
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If {

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What's that?

vast bane
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I dunno I thought if statements needed a {}

violet meadow
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if ()

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Nope

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Only parentheses

vast bane
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@atomic badge

if (args[0].diceRoll === 10 && args[0].itemData.system.attunement !== 1);
let valueChange = (actor.system.attributes.hp.value + args[0].DamageTotal);
let sourceToken = args[0].workflow.token.document;
await MidiQOL.applyTokenDamage([{damage: valueChange, type: 'healing' }], damage, new Set([sourceToken]), null, null);

try this, but I still think we need clarification on the white damage(second damage) in this macros last line. I pulled this off an ability I had where "damage" was defined and damage was in three places in the line.

violet meadow
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The total

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Both damages are the total

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And not sure rn if it needs the Token5e#documebt

daring carbon
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Everytime I make a save I get an error message in the console with the message "process save roll" and an (roll?) object attached. Is this a problem or just for debugging?

violet meadow
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Try also without the .document in the source token

violet meadow
atomic badge
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Here's the full info, the rest is either unused or not edited.

daring carbon
violet meadow
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Is there a macro involved?

scarlet gale
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This should work

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no idea what the context of it is

violet meadow
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Might need to go with the applied damage if the user wants

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I always do

scarlet gale
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I just copied what was in the previous macro

violet meadow
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Yeah I know

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It was meant More for them to see this

tawdry fiber
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Hello, i'm having a conflict between Lib-Wrapper and Midi-qol. They and their dependencies are the only things active, and when I advance turns in combat, I get this error message. I do not get the error message when I disable lib-wrapper

scarlet gale
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Along with dnd system version and foundry version

atomic badge
daring carbon
violet meadow
atomic badge
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So it isn't firing any errors but it isn't applying any healing, I assume that needs some line change in here?

scarlet gale
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NaN = not a number

atomic badge
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Here's what I see on the chat log, I'll go check the console.

scarlet gale
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Check what args[0].DamageTotal is

tawdry fiber
# scarlet gale Midi-qol version?

Foundry Version 10 Build 291, Dnd5e 2.1.5, and Midi QOL 10.0.30. All 3 are afaik newest versions. Before posting I reinstalled both midiqol and libwrapper.

scarlet gale
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Downgrade one version of midi-qol

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To .29

atomic badge
scarlet gale
#

First pin here

atomic badge
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Thanks.

tawdry fiber
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I'd be happy to, Thanks again for your help. I'll look for tutorials online on installing an older version of the module.

scarlet gale
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DamageTotal is undefined so any number plus undefined = NaN

atomic badge
#

Hmm okay, uhm.
I'm not sure how I am supposed to define it, I'm so new to this so my head is spinning a bit just thinking about it ahaha. ^^'

It'd be in the midi documentation for macro creation right?

scarlet gale
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I corrected the above macro

atomic badge
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Oh okay!

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Thank you so much, I highly appreciate all of y'all's help.

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Ah it works, thank you so much.

tawdry fiber
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I'm a little stumped on how to install .29 specifically.

scarlet gale
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Download this and extract.

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Close foundry and delete your midi-qol folder in your modules folder. Then drop in the midi-qol folder from that zip.

tawdry fiber
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Okay, I have installed the older version and it has prevented the error. Thank you very kindly for your help, Chris. Should I stick with .29 for the foreseeable future?

atomic badge
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Though I did notice the healing seems to be disassociated with the damage dealt, is this intentional by the way the code is scripted?

Additionally, it seems to be healing regardless of the roll applied.

vast bane
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29 is the suggested version for dnd5e 2.1.x, 23 is the suggested version for 2.0.3 dnd5e

tawdry fiber
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I will keep an eye then. Thanks for the quick reply.

scarlet gale
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I just copied what you had assuming the formula you wanted was right

atomic badge
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The intended effect is for it to heal the user based on the damage dealt with the weapon on a die roll of 10.

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It was initially based out of the midi Longsword of Lifestealing as a base thinking it'd work with a bit of editting.

vast bane
atomic badge
#

Sorry, I meant on a 10.

vast bane
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ok phew

atomic badge
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A bit tired. ๐Ÿ˜†

vast bane
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so === 10 stands

atomic badge
#

Yeah.

vast bane
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what if they miss on a 10...

scarlet gale
atomic badge
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Well then they simply don't get the healing effect.

There's four different effects, only the 10 is on a hit.

5, 10, 15, 20.

I'm just making it based out of the player's request since they wanted to be a bit of a goofy gambler.

scarlet gale
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Corrected

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Just saw that it needs to be exactly 10 lol

vast bane
# scarlet gale What are you trying to do?

the only part of that macro I was unsure of was when I pulled it from my own ability it had defined "damage" and the line was confusing to convert, heres my original thing I plagerized from, so I'm a lil sus at the "valueChange" thats second in the line:

await MidiQOL.applyTokenDamage([{damage: damage, type: 'temphp' }], damage, new Set([sourceToken]), null, null);

in my macro damage is defined so I dunno if the third damage is suppose to stay damage in his macro

atomic badge
scarlet gale
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My above macro I just posted should do what they want

vast bane
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so is this the new args thing?

scarlet gale
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First part makes sure you hit something, 2nd makes sure the raw d20 is a 10

scarlet gale
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And it's not new lol

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(almost) all my macros have been using it since forever

atomic badge
#

The following error occured:
Error evaluating macro SyntaxError: missing ) after argument list

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Didn't think a lifesteal effect would be this complicated ahaha.

scarlet gale
#

You sure you copied and pasted right?

vast bane
#

you missed a ) in line 1

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oh no you didn't

atomic badge
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Yeah, let me re-try.

scarlet gale
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I have it open in vs code, it's not pointing out any errors for me

atomic badge
#

Wait isn't this line mispelled?

if (this.hitTagets.size === 0 || this.diceRoll != 10) return;```
Specifically "this.hiTagets.size"?
scarlet gale
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nope

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the workflow has the targets as a set instead of an array

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so you need to do .size instead of .length

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oh

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yea

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spelling lol

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Corrected again

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oops

atomic badge
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Mistakes happen lol.

scarlet gale
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3 am here ยฏ_(ใƒ„)_/ยฏ

atomic badge
#

Oh it's 3 AM for you right now? Geez dude, haha, well I can gladly tell you that the script is now properly working.

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Thank you so much for your time. ๐Ÿ™‡๐Ÿปโ€โ™‚๏ธ

scarlet gale
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I'm always a night owl. My job keeps me up late

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I think as-is the script will probably do damage before resistances just an FYI

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So if you want them to heal for how much the target actually took, it's slightly different

atomic badge
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Ah okay, what changes would I need to make to it in that case?

scarlet gale
#
if (this.hitTargets.size != 1 || this.diceRoll != 10) return;
await MidiQOL.applyTokenDamage(
    [
        {
            damage: this.damageList[0].appliedDamage,
            type: 'healing'
        }
    ],
    this.damageList[0].appliedDamage,
    new Set([this.token]),
    null,
    null
);```
atomic badge
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Ah, appreciated.

scarlet gale
vast bane
#

feature probably seems worded poorly, what if they are a rogue, what if they are a zealot barb or a level 8 cleric, does all damage apply to the heal?

atomic badge
#

Ah it isn't a feature, more a weapon than anything.

scarlet gale
#

This would do all rider damage

atomic badge
#

So that isn't an issue.

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And even if they had other damage sources that's fine by the way the weapon is worded.

vast bane
#

arguably growth/enlarge and sneak attack are actually weapon damage fwiw

scarlet gale
#

This would catch extra damage from Hex, Sneak Attack, Hunter's Mark. Although I would keep that personally.

atomic badge
#

Since it is damage dealt with the weapon.

#

But yeah I could re-word it a tad.

scarlet gale
#

I would also rule sneak attack is still weapon damage

atomic badge
#

It is indeed weapon damage.

vast bane
#

yeah me too, same with enlarge/reduce growth potion

violet meadow
#

Always go with appliedDamage. ๐Ÿ˜

atomic badge
#

Yeah, I mean, the only things I could possibly think of as something I wouldn't count would be Hex but it doesn't really matter.

As long as they dealt damage with the weapon itself then any additional damage from any sources counts.

scarlet gale
#

Unrelated, but does it make sense for the DMG cleave mechanic to work with melee spell attacks?

violet meadow
#

Touch hmmm

#

I wouldn't like it personally

scarlet gale
#

It just says melee attacks, it doesn't actually say melee weapon

#

yea

atomic badge
#

I'd exclude touch spells like Inflict Wounds.

scarlet gale
#

Cleave implies that it's a weapon

violet meadow
#

Melt the zombie and go to the next? Nah

atomic badge
#

But spells like Booming Blade sure.

#

Just not a transfer of the effects.

scarlet gale
#

The intent of this mechanic is to speed up fighting minions

vast bane
atomic badge
#

Damage only, obv.

scarlet gale
violet meadow
scarlet gale
#

I could make another optional setting.

vast bane
#

I've yet to run a table that agrees to treat missiles like railguns but my god I'd love to run it once

scarlet gale
#

Did you know nothing is stopping a monk from catching bullets in DnD?

atomic badge
#

True!

#

However usually bullets aren't a concern in 5e.

scarlet gale
#

or thrown objects

vast bane
#

I have a homebrew where projectiles and ray/beams basically act sorta like catapult and will continue through targets till the damage is expended using a line draw

scarlet gale
#

Should a giant roll poorly, you can catch a boulder

#

(and throw it back)

vast bane
#

so disintegrate is even scarier

atomic badge
violet meadow
#

I would argue that a high enough leveled PC with a ranged doing ridiculously high enough damage, would mean that the projectile could hit the next target in line too ๐Ÿ˜…

atomic badge
#

"If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free."

scarlet gale
#

But fair

atomic badge
#

A boulder is anything that is considered 16 inches or larger in diameter.

vast bane
violet meadow
#

Of course it can.

atomic badge
#

Meaning it wouldn't be possible to do so for a Monk unless a player decided to reduce the size of the boulder as a ready action with a spell or similar effect.

vast bane
#

I bet you a few wide recievers foor the NFL could one hand some rather large objects depending on the weight

violet meadow
vast bane
#

omg with stealthy that stuff should happen more, I've already ruled they lose 5ft of movement when they move into an unseen ally

#

which is funny cause I gave the druid an umbralsight shape she uses all the time and causes it

violet meadow
#

Hitting a target not visible to them, in the path of the projectile?

vast bane
#

I ask them to roll at disadvantage though

#

lower roll hits the hidden if so, normal roll hits the visible target depending on advantage/disadvantage

violet meadow
#

I just adjust for cover. And if it misses the original target, but would hit the one providing cover, then it does

#

Normal rules for cover, is it not?

molten solar
scarlet gale
#

I noticed the releases channel was bugging out

#

I thought Discord was just going crazy

molten solar
#

๐Ÿค

scarlet gale
#

After I first put an update in, it actually showed every single module as mine

#

The name and the description

molten solar
#

'We are all Crispy Mades on this blessed day.'

scarlet gale
#

Interestingly it's fine on mobile

#

It's a desktop only bug

#

So, presumably a bug with Discord

molten solar
#

Thought it was the bot. Odd.

violet meadow
#

on desktop now ๐Ÿค”

#

And the plot thickens. I just updated to the latest desktop Discord version and it's all fracked up indeed !

vast bane
#

an update this morning to discord changed how images are shared too

scarlet gale
#

And now everything is my module again

violet meadow
#

I imagine that this would need a combo solution to be 100% on point.
Pass some info to the combat document about whose turn is now and whose was before and use that in the combatUpdate Hook to trigger the relevant effects, when it's safely evaluated that the turn has changed ๐Ÿค”

#

Oh let me update my module quickly to get them ALL in my name ๐Ÿ˜„ ๐Ÿ˜›

vast bane
#

it just doesn't work with active auras

#

prolly something I gotta take to Mr.Primate eventually

scarlet gale
#

I'm in the process of changing all my stuff that uses auras to work differently

#

So far that just means token attacher and template macros

#

I'm pretty done with the buggyness of active auras

violet meadow
#

Yeah it's a bit of the pain to set them all up, but with the "never" called you can as you said hide away most of the code and reuse it when needed

#

And if you make a couple of them, the rest should be easier to clopy paste

#

Also making that in a module for users to just ... use is ๐Ÿ’Œ

scarlet gale
#

It's funny because I pretty much don't need the never function anymore since I've moved on to putting everything in a module

violet meadow
#

that too ๐Ÿ˜„

molten solar
#

I don't think I ever use them either, in any of the modules

violet meadow
#

What I like with token attacher and template macro is that it will update only when the movement has ended (when dragging at least)

#

not all steps in between

molten solar
#

What module does it differently?

#

Doing it this way was the easiest

violet meadow
#

Active Auras

#

last I checked (about 100 updates a second ๐Ÿ˜„ )

scarlet gale
#

I actually have spirit shroud setup as an effect macro. Trigger every turn and do a midi-qol find nearby. If the nearby token is the same as the current combat token it's a simple started turn in area trigger

violet meadow
#

let me double check that so as not to spread misinformation

vast bane
#

statusEffect updates every square and ignores does not stack in active auras and doesn't remove on walk out, macro.ce behaves properly

scarlet gale
#

You know with a template macro you don't even need to apply effects to stuff for most things

#

like my darkness automation doesn't even apply any effects

vast bane
#

template macro also requires a macro

scarlet gale
#

ยฏ_(ใƒ„)_/ยฏ

molten solar
#

that Chris has already written and you just slap into your game. Right?

vast bane
#

My sidecar doesn't always have a chris or Bugbear in it 8)

violet meadow
#

Yeah Active Auras is easier to set up.

#

But if everything is premade ...

vast bane
#

one or two active auras is fine in combat

#

the only thing holding me back from using bab for pally aura is the lack of visual clue

scarlet gale
#

last time I used an active aura, my pass without trace effect expired and it kept applying it around my token anyways

#

the effect expired for me and the GM

vast bane
#

I actualy do not believe pass without a trace is an aura, and rule it differently

scarlet gale
#

and it still kept going

#

It's people around you, dunno how that isn't an aura

violet meadow
vast bane
#

so is turn undead but its not an aura

violet meadow
#

might have been misremembering that one ๐Ÿค”

scarlet gale
#

for simplicity in making it in a VTT

#

It's an aura to the extent of configuring it

vast bane
#

I make it an aoe target buff spell like bless, only instead of limiting the targets, its all allies within range

violet meadow
vast bane
violet meadow
scarlet gale
#

" For the duration, each creature you choose within 30 feet of you (including you)"

#

Aura seems like the way to go

#

since you need to stay nearby to keep the effect

vast bane
#

๐Ÿคท Guess active auras is giving my players an advantage since I don't want more than 2 going lol

vast bane
scarlet gale
#

One of these days we'll be able to do pass without trace with just build a bonus

#

But I think Zhell mentioned something about the 5e system being the limiting factor

vast bane
#

but they are god awful

#

and remind me too much of roll20 lol

violet meadow
#

I was just in the process of finding the code to check what's up with that ๐Ÿ˜„

vast bane
#

I just accidentally fat fingered keys and all my selected tokens rotated all at once, please god what did this lol

#

must have fat fingered the mouse scroll somehow

molten solar
#

And I want to put it in right the first time, which includes a filter for what ability is used for a skill/tool check.

#

which is currently not possible

violet meadow
molten solar
#

Yeah, the ability used is visible in the post hook iirc, but not in the prehook cus you pick the ability in the dialog, which is after that

violet meadow
#

but that's too late to do anything

#

yeah

molten solar
#

The system itself has this issue, with the fighter thingy.

#

Athlete or something. Half PB to dex/str/con checks

violet meadow
#

Hmm I have never tried that

molten solar
#

You get the bonus if you pick Athletics with Intelligence, but not, say, Intimidation with Strength

#

But Kim is working on that.

#

Gonna be breaking as all hell tho ๐Ÿ™Œ

#

(which, sidenote, does mean midi's gonna have to catch up)

crisp quarry
violet meadow
#

What I was doing at some point, was to Hook on the renderApplication and change some stuff around

molten solar
#

Any chance of maximum rolls in that PR, too?

crisp quarry
molten solar
#

That pipeline rework is looking real spicy tho

#

I have... plans for it

sudden crane
#

@gilded yacht why is this hook added to all workflows even if the item does not need a template: https://gitlab.com/tposney/midi-qol/-/blob/v10/src/module/workflow.ts#L295
This causes problems with macros that create their own template, because the hook method called alters the workflow state, which cause some states to be executed more than once.
For now, I remove the hook before creating a template using the hook is placeTemplateHookId
I think it should only be added if needTemplate is true

rustic knoll
#

Hi, I was sent this way from the main dnd5e channel. I have an item that I would like to have roll on a table when used. I am terrible with macro's and so far I have managed to make it roll on the table and then display the information about the item. (I use midi, hence why I was sent here). Is it possible to have the macro show the item name and description llike it used too and then the results from the table? I have my macro if anyone wants to see it but its 2 lines and likely very wrong.

#

Oh and I was told that I shouldnt use ```js
item.use()

#

So I only actually have 1 line of text for my macro.

#

I guess the summed up version is... can someone please write me a macro that upon item use will display the name and description of the item as usual and then roll from a table called "Time Warp" please.

narrow saddle
#

Hi folks,

Not sure if this is a new thing or not, but just noticed that when an actor does an attack of opportunity and rolls to hit, the usual MIDI workflow doesn't happen, it doesn't show in the chat card whether it is a hit or a miss and this means no damage application card.

IS this normal?

violet meadow
violet meadow
narrow saddle
rustic knoll
#

Thats what I have already but the marco takes over and just displlays the roll table result. It doesnt show the item name or description

#

what is the macro code I should use to call the table because I am using ```js
await game.tables.getName('Time Warp').draw();

Thats my whole code and that may be the issue
violet meadow
rustic knoll
#

Yes, the player clicks an item it will then roll on the table and display the result. If I put the macro on the item like I have for other items it just takes over the item completely and no longer displays any information like the name or details. It only shows the table result as though I rolled on the table directly (which I assume is what the macro is doing). I would like it to show the name and details like it used to do and then the result.

#

Im certain its just my macro thats not working. I googled the line of code above and I guess im missing more code to make it work as I want

#

I was told in the main #dnd5e channel that I needed to add more to the macro item.use() to make it show that info but I was also told to ask in here as I use Midi and the item.use causes loops

#

If it makes a difference or helps. The item also has limited uses per day and with the macro on it, it no longer reduces the uses when used.

violet meadow
#

Action Type: Other (or Utility).
On use Macros: ItemMacro | After Active Effects

rustic knoll
#

That is what I have already

#

when you click your item... does it show the item name and description in chat like it would with no macro attached?

violet meadow
rustic knoll
#

ok, then something is broken my end

#

I only get the roll table result

violet meadow
#

You need to roll the Item, not Execute the macro

rustic knoll
#

I do

#

I click the item from the inventory

#

and it prints out the roll table result

#

it doesnt "use" the item

#

does it make a difference that my item is a Trinket and not a feat?

dark canopy
#

im sure that you have the Item Macro sheet hooks enabled

rustic knoll
#

I assume so... It rolls the macro part fine otherwise I assume it wouldnt display the table?

#

as that is what the macro is doing

violet meadow
#

Item Macro settings screenshot ๐Ÿ˜‰

dark canopy
#

disable the sheet hooks

twin ice
#

Following on advice from @dark canopy posting this here.
The goal is to trigger the spell that is on the actor sheet. That spell is configured using Item Macro and Midiqol

Would you guys be able to help?


// Actor Casting
const castingActorId = 'VrZkS11bX6ysdhBc';
const castingActor = game.actors.get(castingActorId);

// Target token on a dialog box
const targetToken = canvas.tokens.get(await new Promise(resolve => {
  const dialog = new Dialog({
    title: 'Select Target Token',
    content: `<p>Select a token to cast the spell on:</p>`,
    buttons: {
      cancel: {
        label: 'Cancel'
      }
    },
    close: () => resolve(null)
  });
  for (const token of canvas.tokens.placeables) {
    dialog.data.buttons[token.id] = {
      label: token.name,
      callback: () => resolve(token.id)
    }
  }
  dialog.render(true);
}));
if (!targetToken) return;

// List Caster spells
const spells = castingActor.items.filter(item => item.type === 'spell');

// lets Choose
const spellNames = spells.map(spell => spell.name);
const selectedSpellName = await new Promise(resolve => {
  new Dialog({
    title: 'Select Spell',
    content: `
      <div>
        <p>Select a spell to cast:</p>
        <select id="spell-select">
          ${spellNames.map(name => `<option value="${name}">${name}</option>`)}
        </select>
      </div>
    `,
    buttons: {
      cast: {
        label: 'Cast Spell',
        callback: () => resolve($('#spell-select')[0].value)
      },
      cancel: {
        label: 'Cancel'
      }
    },
    default: 'cast'
  }).render(true);
});
if (!selectedSpellName) return;

// Obtain spell from dialog
const selectedSpell = spells.find(spell => spell.name === selectedSpellName);
if (!selectedSpell) return;

// Cast the spell on the selected token
? what should I sue here???


dark canopy
#

and to shortcut the back and forth -- by "cast spell on target", @twin ice means "transfer active effects"

scarlet gale
#

Assuming this is an item macro, first 3 lines can be swapped to:

castingActor = this.actor```
rustic knoll
#

Thank you. It was the sheet hooks setting. I hadnt changed that so I assume that no other macro had been having issues with it untill now or something had changed recently.

scarlet gale
#

you can get the first target with:

let targetToken = this.targets.first().document```
rustic knoll
#

It works fine now so thank you

twin ice
#

This is a Macro to create several lair actions that uses an actor with spells

scarlet gale
#

oh gotcha

twin ice
#

The goal is to have the macro list the actor spells. Select the spell and apply that spell

#

on the target token

scarlet gale
#
let targets = Array.from(game.user.targets).map(i=>i.document.uuid);
let options = {
        'showFullCard': false,
        'createWorkflow': true,
        'targetUuids': targets,
        'configureDialog': false,
        'versatile': false,
        'consumeResource': false,
        'consumeSlot': false
};
await MidiQOL.completeItemUse(selectedSpell, {}, options);```
#

Is this a hotbar macro?

#

or an on use macro from midi-qol?

twin ice
#

hotbar

scarlet gale
#

updated above macro

#

add that to the bottom

#

It should work

twin ice
#

ok I'll try in an hour

scarlet gale
#

let me double check actually

twin ice
#

come for a stroll

#

:p

daring carbon
twin ice
frosty veldt
#

Hi all I encounter some error when testing out the midiqol "Spiritual Guardian" example.
It seems the damage will not proc the second time. Who might be the culprit?

Ah found the answer #1010273821401555087 message

violet meadow
#

@scarlet gale map the resulting Array Array.from(game.user.targets).map(i=>i.document.uuid)

dark canopy
#

just map it directly! game.user.targets.map

scarlet gale
#

One of these days I'll remember the map thing

dark canopy
#

if you ever find yourself writing a for...of loop, stop, erase it, and use an iterator algorithm

kind cape
#

But.. but.. mah performance! ๐Ÿ˜‚

dark canopy
#

ya, gotta make sure foundry runs as slow as possible with hand rolled loops ๐Ÿ˜‰

kind cape
#

map, foreach etc are slightly less performant than a pure for loop in most cases ๐Ÿ˜‰

#

Not saying its a good argument against it, just playing Devil's Advocate ๐Ÿ˜›

dark canopy
#

when dealing with huge datasets, maybe...maybe

#

algorithms are just generally safer to use

kind cape
#

If its a pre-designed algo sure, use what others wrote, but most map operations are newly written code in the function

dark canopy
#

just one badger's opinion from debugging waaaay too many hand-rolled loops

violet meadow
#

nvm

dark canopy
#

the map has no bearing on such question

#

map returns an array from a list iterator

scarlet gale
twin ice
# scarlet gale Updated above snippet

Well Results:

It does not recognize the target I selected on the Dialog Box
It Says target no selected.

Lets try manually set the target and run the Macro:
Uncaught (in promise) ReferenceError: undefined. targetUuids is not defined

scarlet gale
#

hold on

#

I left a line in I didn't need

#

And

#

I didn't realize you were selecting a target with the dialog

#

I was just pulling the targets from the foundry targets

twin ice
#

๐Ÿ™‚ easier when you have 25 possible targets in a map

scarlet gale
#

Change the dialogue to return the uuid

#

Then it should just be this after:

let options = {
        'showFullCard': false,
        'createWorkflow': true,
        'targetUuids': [targetToken],
        'configureDialog': false,
        'versatile': false,
        'consumeResource': false,
        'consumeSlot': false
};
await MidiQOL.completeItemUse(selectedSpell, {}, options);```
hot flower
#

Is this how I would build empowered evocation in Babonus?

#

it's in the special traits for the wizard. Not an AE

scarlet gale
violet meadow
#

@abilities.int.mod

scarlet gale
#

that too

violet meadow
#

and should it be all evocation spells, or ones cast using a spell slot?

hot flower
#

says any wizard evocation spell you cast

violet meadow
#

should be good then

hot flower
#

yep. adds the int.mod to all the damage rolls now.

#

thanks!

twin ice
scarlet gale
#

the token's uuid

#

token.uuid most likely

violet meadow
#

targetToken.document.uuid

twin ice
#

Ok so:

...```
// Target token on a dialog box
const targetToken = canvas.tokens.get(await new Promise(resolve => {
const dialog = new Dialog({
title: 'Select Target Token',
content: <p>Select a token to cast the spell on:</p>,
buttons: {
cancel: {
label: 'Cancel'
}
},
close: () => resolve(null)
});
for (const token of canvas.tokens.placeables) {
dialog.data.buttons[token.id] = {
label: token.name,
callback: () => resolve(token.id)
}
}
dialog.render(true);
}));
if (!targetToken) return;


To this:

// Target token on a dialog box
const targetToken = canvas.tokens.get(await new Promise(resolve => {
const dialog = new Dialog({
title: 'Select Target Token',
content: <p>Select a token to cast the spell on:</p>,
buttons: {
cancel: {
label: 'Cancel'
}
},
close: () => resolve(null)
});
for (const token of canvas.tokens.placeables) {
dialog.data.buttons[token.id] = {
label: token.name,
callback: () => resolve(targetToken.document.uuid)
}
}
dialog.render(true);
}));
if (!targetToken) return;

#

If i do this it generates :Cannot access 'targetToken' before initialization

violet meadow
#

Oh wait

scarlet gale
#

You may want to switch some of the options

violet meadow
#

You are resolving token.id

#

make that token.document.uuid

#

And just ```js
'targetUuids': [targetToken],

#

ffs I need coffee

twin ice
#

Im getting confused now

violet meadow
#
// Actor Casting
const castingActorId = 'VrZkS11bX6ysdhBc';
const castingActor = game.actors.get(castingActorId);

// Target token on a dialog box
const targetToken = canvas.tokens.get(await new Promise(resolve => {
  const dialog = new Dialog({
    title: 'Select Target Token',
    content: `<p>Select a token to cast the spell on:</p>`,
    buttons: {
      cancel: {
        label: 'Cancel'
      }
    },
    close: () => resolve(null)
  });
  for (const token of canvas.tokens.placeables) {
    dialog.data.buttons[token.id] = {
      label: token.name,
      callback: () => resolve(token.id)
    }
  }
  dialog.render(true);
}));
if (!targetToken) return;

// List Caster spells
const spells = castingActor.items.filter(item => item.type === 'spell');

// lets Choose
const spellNames = spells.map(spell => spell.name);
const selectedSpellName = await new Promise(resolve => {
  new Dialog({
    title: 'Select Spell',
    content: `
      <div>
        <p>Select a spell to cast:</p>
        <select id="spell-select">
          ${spellNames.map(name => `<option value="${name}">${name}</option>`)}
        </select>
      </div>
    `,
    buttons: {
      cast: {
        label: 'Cast Spell',
        callback: () => resolve($('#spell-select')[0].value)
      },
      cancel: {
        label: 'Cancel'
      }
    },
    default: 'cast'
  }).render(true);
});
if (!selectedSpellName) return;

// Obtain spell from dialog
const selectedSpell = spells.find(spell => spell.name === selectedSpellName);
if (!selectedSpell) return;

// Cast the spell on the selected token
let options = {
        'createWorkflow': true,
        'targetUuids': [targetToken.document.uuid]
};
await MidiQOL.completeItemUse(selectedSpell, {}, options);
#

Try this

twin ice
#

now let me see what you did

#

๐Ÿ˜…

violet meadow
#

The MidiQOL function needs a UUID to know what to target.

#

Your Dialog returns the Token5e and that's the canvas placeable token. The token.document.uuid is what the function needs

twin ice
#

gotcha

hot flower
#

anyone have a good chain lightning macro? Trying to move away from ASE

twin ice
# violet meadow The MidiQOL function needs a `UUID` to know what to target.

However trying the spells now I'm getting some errors but those are most likely related to item macro on each spell

On Bless: Uncaught (in promise) TypeError: undefined. selfTarget.toggleEffect
On Sanctuary : You are accessing Actor5e#data which has been migrated to Actor5e#system

Those errors replicate through a lot of spells

violet meadow
#

On Bless: Uncaught (in promise) TypeError: undefined. selfTarget.toggleEffect
This sounds like an Item not set up correctly

twin ice
violet meadow
#

data.data needs to become system
and where there is a single data more probably needs just deletion

scarlet gale
#

@violet meadow Is there a step that midi allows you to add additional targets to a workflow?

violet meadow
scarlet gale
#

Was hoping you've messed with that

#

Guess I'll see

twin ice
twin ice
#

Ty all for the help

violet meadow
#

For spells I have been adding or deleting targets from the game.user.targets too

violet meadow
#

I cannot find my Cloud Rune to check what I had done

scarlet gale
#

Oh cool

#

Looks like it can be done on pre-check hit

#

that makes it far easier

violet meadow
#

The issue with the hitTargets is still valid though. If you have something hit, its difficult to exclude it entirely

scarlet gale
#

Not an issue for what I'm working on

maiden gale
#

I have an issue I've been trying to fix for a while now. Seems to deal with CE interacting somehow with MidiQol (only they and their dependencies are active). Tokens are having their icons doubled or even tripled on them (seems to be random), however the actual active effects applied remain normal. This only happens the first time the CE is activated, and then acts normal any other time it is activated (unless the game world is reloaded, in which case the behavior repeats). I will also note that it seems to be happening with CEs that utilize macro.CE in their effect tab. Any idea on how I can fix this?

maiden gale
#

I'm on the latest versions of both modules.

scarlet gale
#

It's some sort of visual glitch

maiden gale
#

So is it a glitch happening when macro.CE is used? Should I not use that and input it manually?

scarlet gale
#

There is an update coming this weekend that touches macro.ce, I'd wait to see if it still happens after that

maiden gale
#

Okay then

#

will do thanks

scarlet gale
#

otherwise make an issue on the DAE gitlab

maiden gale
#

DAE?

#

Not CE?

scarlet gale
#

macro.ce is DAE

#

CE doesn't add that strangely enough

#

IIRC this visual glitch is more than just CE I think

#

Since a midi applied effect will also visually double up

#

It's the first effect that gets applied after loading into foundry for the first time

#

From what I've seen

maiden gale
#

So far I've only had it happen with CEs that use macro.CE. So it's happening in other cases too?

scarlet gale
#

ยฏ_(ใƒ„)_/ยฏ

#

I'd wait and see for the next DAE update.

#

Since another bug related to it is getting fixed according to tposney

vast bane
#

@sleek pulsar badgerBugbear wrote a world script for ammunition lacking those checkboxes but I screwed it up and never went back and referenced it. I will try to search for it

sleek pulsar
#

Is there an activation condition I can add to silvered sling bullets to simulate overcoming damage Immunities to bludgeoning, piercing, and slashing damage from nonmagical attacks that arenโ€™t silvered? If not an activation condition, I'd welcome an item ( macro (or, of course, whatever works.) ๐Ÿ™‚ ((BTW, I'm not a programmer, but I can occasionally hack something together that actually works.)) Coming from #dnd5e...

vast bane
scarlet gale
fallen token
#

@sleek pulsar I see your problem. Weapons have a Silvered weapon property that should take care of overcoming resistances but ammunition doesn't have it

sleek pulsar
#

Ah, okay

vast bane
#

I think this was suggested to tposney at some point, but bugbear wrote a worldscript for this problem, I just gotta find it

sleek pulsar
#

Hmmm, that's a little weird

vast bane
sleek pulsar
#

This is part of loot, so I'll need to provide the sling too. LoL

fallen token
#

Yeah, that would be ideal, having a Silvered option that gets added in just like the Attack Roll Bonus on ammunition is

vast bane
#

this world script I just linked to can be run in the worldscripter module

sleek pulsar
#

That was going to be my next question. Thanks

vast bane
#

make sure its a script macro before you drag to the world scripter compendium though I think world scripter purposely catches that mistake hehe

sleek pulsar
#

Will do

vast bane
#

I tried to use that world script but I used his pre-edited version and had an issue and never went back and redid it, so you are technically testing that script for the first time for all of us I think

sleek pulsar
#

K, I'll let you know what happens

vast bane
#

I had requested it cause i gave my players a crossbow, then in the next session they sold it to Ubaya in the Yawning Portal so...none of them have ammunition weapons anymore so I didnt' see a need to load it lol

fallen token
#

If all else fails, at least you can manually tick the Silvered box on the sling

vast bane
#

My group is starting to form their next campaign characters and one is leaning heavily towards a buffed homebrew arcane archer

#

that should be exciting

#

I created a reuseable crafting/system that has played well for herbalism, poisonmaking, and cooking that I can't wait to adapt to pseudo battlemaster maneuvers, fletching, and spell scribing in the next campaign.

sleek pulsar
#

While I'm testing, I am reminded I had a question about Midi set up:

#

Is there a way to not have the dialog box come up, just the chat window?

#

Or, is this better for some reason?

scarlet gale
#

fast rolls setting

#

If you mean the entire dialogue

lean holly
#

Midi error when combat starts.

midi-qol.js:24 midi-qol |  processOverTime TypeError: Cannot read properties of undefined (reading 'startsWith')
    at _parseUuid (foundry.js:4176:13)
    at fromUuidSync (foundry.js:4140:49)
    at Object.gmExpirePerTurnBonusActions (utils.js:3511:17)
    at SocketlibSocket._executeLocal (socketlib.js:192:15)
    at SocketlibSocket.executeAsGM (socketlib.js:90:16)
    at Combat.processOverTime (utils.js:1139:25)
    at ๐ŸŽcall_wrapper [as call_wrapper] (libWrapper-wrapper.js:616:16)
    at ๐ŸŽCONFIG.Combat.documentClass.prototype._preUpdate#0 (libWrapper-wrapper.js:189:20)
    at ClientDatabaseBackend._preUpdateDocumentArray (foundry.js:12734:17)
    at ClientDatabaseBackend._updateDocuments (foundry.js:12630:33)
    at ClientDatabaseBackend.update (commons.js:6796:24)
    at async Combat.updateDocuments (commons.js:6153:23)
    at async Combat.update (commons.js:6250:23)

This error appears in 3 of 3 individually hosted worlds I have tested so far.
Foundry: 10.291
dnd5e: 2.1.5
Midi: 10.0.30

scarlet gale
#

See first pin

#

On another note, that new CE update looks interesting

lean holly
sleek pulsar
#

@fallen token @vast bane Thanks, the @violet meadow ammunition types world script worked perfectly.

#

I guess I'd need to add additional versions of the script to add more different types of ammunition?

coarse mesa
#

@vast bane seems like DFred may have fixed the multiple CE issue in a different way. Now one CE can trigger a stack of sub CEs

vast bane
#

if you setup ammunition for other types you can just do them in the damage types of the damage formulas

#

dnd5e overrides the slings damage in favor of amm damage if the ammo has damage entered

vast bane
#

but theres no "magic" "Adamantine" or "silvered" damage type in the damage drop downs in the formulas

vast bane
#

and statusEffect isn't broken, we all just didn't realize its doing crazy things when attached to an overtime lol

#

he squishes all the various statuseffects together into one statuseffect entry on apply to an actor

sleek pulsar
#

I had to add the specific name of the sling bullets ((sling bullets (silvered) )) to the world script (replacing the word "ammo"). So, if I had adamantine arrows, or +1 arrows, I'd have to have additional scripts? (question -- not sure)

#

That said, replacing ammo with sling bullets (silvered) made things work perfectly, so I'm good for the time being

vast bane
#

I don't think you need to change anything do you? hes checking if the name contains the key words below the ammo entry

sleek pulsar
#

Okay, then I may have misunderstood the comment associated with the script ((...Add the appropriate type in the name of the ammo, eg Crossbow Bolts (Silvered) or adamantine Arrows etc. ))

vast bane
#

the ammo is checking the item type, and then checking for a specific name

#

specific word in the name field

sleek pulsar
#

got it, thanks -- told you I wasn't a programmer ๐Ÿ˜œ

scarlet gale
vast bane
#

should work right out of the box if you named your items right and the ammo is "ammo"

scarlet gale
#

It's very misleadingly named on that update

vast bane
#

yeah that dfreds patch, I'm not touching til I see others saying its safe with midi lol

scarlet gale
#

I just tested it on my dev world

#

Didn't set anything on fire

#

But I would wait and see

vast bane
#

yeah, restraint and patience is key in foundry

#

Super and badger are the kings of patience cause they are still rockin v9

violet meadow
sleek pulsar
#

Somebody's got to make sure it's safe for the rest of us ๐Ÿ˜‚

dark canopy
coarse mesa
molten solar
#

Ah yes. Badger. Who made a module compatible with v8, v9, and v10. Restraint. Yes.

dark canopy
#

several, in fact!

molten solar
#

Do your players know about the v10 features they're not getting? /s

dark canopy
#

lol, nope, they are just baby birds getting fed my choice of food

molten solar
#

Lucky

#

also ew

dark canopy
#

(the day one asks where a v10 feature is i'll drive over to their house and kiss them)

molten solar
#

Where are the v10 features?

coarse mesa
#

Badgerโ€™s v9 is not your typical v9 Iโ€™m sure

dark canopy
#

yea, 20 active modules ๐Ÿคฃ quite atypical for dnd5e

molten solar
#
  1. ๐Ÿ˜Ž
coarse mesa
molten solar
#

sure, lemme whip it out or you

coarse mesa
#

(but mostly if Iโ€™m not using any of them)

molten solar
#

If containers make it into 2.2.0, I'll be down to 18

solid mountain
coarse mesa
#

Sorry laughing at the spoiler tag

solid mountain
#

I feel like I found your secret folder on the desktop.

molten solar
#

My having a personal module is hardly a secret

#

Twas once but a wee compendium module

solid mountain
#

Zhell's mom: So... what's in this... "Custom Stuff" folder Zhell?

molten solar
#

Get out of my room! ๐Ÿ˜ฉ

vast bane
#

I'm shocked Libwrapper is installed on zhells world /gasp

molten solar
#

I'm not happy about it.

#

but it's required for CCSS and IWS

vast bane
#

socketlib isn't as bad right? isn't that for settings menus and stuff?

molten solar
#

Required for Sequencer

#

I assume for sending animations to other clients

coarse mesa
#

Custom Character Sheet Sections ๐Ÿค”

molten solar
#

Unfamiliar?

scarlet gale
#

It's so useful

coarse mesa
vast bane
#

I prefer inventory+ so that I don't have to fiddle with the categories, they are just what the players decide individually

dark canopy
# coarse mesa Iโ€™d be very curious what the 20 modules you two canโ€™t live without are and if th...

well, 20 was an old number (looks like its up to...37!?! christ), and since this is v9 most of these modules are borked anyway, but dont you @ me with troubles stemming from this list

Active Modules:
----------
5e Statblock Importer v;
Attack Roll Check DnD5e v;
Automated Animations v;
Bean Dice v;
Combat Utility Belt v;
Dice So Nice! v;
DnD5e Helpers v;
Effective Transferral v;
Item Macro v;
Item Piles v;
JB2A - Patreon Complete Collection v;
Koboldworks โ€“ Ready Up! v;
libWrapper v0;
Melvin's Mechanical Masterworks v;
Minimal Rolling Enhancements for D&D5e v;
Monaco Macro Editor v;
More Hooks D&D5e v;
Next Up v;
Nice More Dice v;
Note Macro v;
Perfect Vision v;
PnP - Pointer and Pings! v;
PopOut! v;
Ready To Use Cards v;
Sequencer v;
Shared Compendiums v;
socketlib v;
Squadron v;
Stairways (Teleporter) v;
The Rollsmith - Iridescent Rainbow Dice Set v;
The Rollsmith - Purpleheart Wooden Dice Set v;
Tidy5e Sheet v;
Tidy UI - Game Settings v;
Token Action HUD v;
Token Z v;
Tome of Beasts by Kobold Press v;
Warp Gate v;
scarlet gale
#

Sheet sections is for spells and features

vast bane
#

The feels:

vast bane
#

Thats the real reason hes still on 9 ;p

molten solar
#

and Note Macro

dark canopy
molten solar
#

No compendium or personal modules ๐Ÿค”

coarse mesa
#

Zhell do you use Sequencer a lot or just not too many anims? I noticed no A-A

molten solar
#

unless they were lewdly named and you hid them

molten solar
#

honey

#

sweetheart

#

darling

#

I made my own A-A

dark canopy
#

(I only added A-A so the other players could have effects too ๐Ÿคฃ )

molten solar
#

I got them dnd5e hooks rolling along with every attack and damage roll

#

and templates

#

Players just gotta ask, and I add 1 line of code

#

or submit a github issue lmao as one did recently

coarse mesa
#

โœ๏ธ Zhell is sequencer guru

molten solar
#

Sometimes. They're usually one-liners (long ones)

#

I find the complicated ones just don't show as well due to sync issues

coarse mesa
#

Iโ€™m trying to shift more to Sequencer because ColorMatrix isnโ€™t in A-A and I love that filter

sleek glacier
#

What means CE?

molten solar
#

'Convenient Effects'?

sleek glacier
#

Do i have that module? ๐Ÿ˜‚ Thats the buff/debuff one right? ๐Ÿ˜‚

vast bane
molten solar
#

My list is real short if we count all my own as one module lmao

vast bane
#

I'm sayin couldn't he hide his in his own modules?

#

not for publich sharing but to strim down his module count

molten solar
#

I'm more surprised that Badger has no API for Item Macro

#

Unless they're in a world script

dark canopy
#

hmm?

molten solar
#

Do you put the entire script into an item macro or call something external?

dark canopy
#

full thing splatted

molten solar
#

faints

dark canopy
#

(again, im the only one doing anything with it in my group, haha, and I dont distribute macros anymore ๐Ÿ˜ )

molten solar
#

I got sick of having to track them down

#

when finding errors or performing updates and such

dark canopy
#

oh if the script breaks, it just gets deleted -- there is nothing in my world I couldn't live without

hot flower
#

Not sure if this is a Dfred thing or Midi, but the option to have midi call CE for effects is no longer showing up on the item sheet. Suspect it's CE, since it was working fine before the 4.0 update.

sleek pulsar
#

I couldn't even open my CE control when I went to 4.0. I'm back to 3.1.1 now.

vast bane
#

as a midi user its probably not wise to mash the update button for anything in the live word, make a node.js test world to test out all your updates

hot flower
#

Well, someone's gotta update and test/break stuff.

violet meadow
vast bane
violet meadow
#

My main world has survived everything.

vast bane
violet meadow
#

Of course. I fixed the issues locally ๐Ÿ˜„

violet meadow
#

Although my game.user flags would be happyier with some cleaning

coarse mesa
#

delete em all

vast bane
#

atleast theres no better rolls flags and the compendium folders flags arne't in the thousands

violet meadow
#

there were never a BR!

#

But I still rock proudly the Mars 5e

coarse mesa
#

probably could check against installed modules and remove irrelevant ones with a macro?

#

two different calendar weather ones in there lol

violet meadow
#

oh yeah. I did do that for actors etc

#

not game.users though ๐Ÿ˜„

#

I use maybe half of these modules

coarse mesa
#

at some point itโ€™s probably not silly just to delete users and remake themโ€ฆ could copy hotbars over and just force settings anyway

violet meadow
#

It holds sentimental value!

coarse mesa
#

Fair, and itโ€™s not like you canโ€™t troubleshoot things yourself anyway

violet meadow
#

And if not, I will bug Moto

coarse mesa
#

Moto finds problems people didnโ€™t even know they had

sleek pulsar
covert mason
#

Trying to make a neat effect to play on an earth elemental's death. Is this correct?

const mutation = warpgate.mutationStack(token.document).getName("earthelementaldeath");

if(mutation) return await warpgate.revert(token.document, "earthelementaldeath");

const data = {token: {img: '/Mapmaking/Forgottenadventures/Rubble/Rubble_Piles/Stone/Rubble_Pile_Stone_Redrock_A25_3x4.png'}};

await warpgate.mutate(token.document, data, {}, {name: "earthelementaldeath"});

new Sequence()
    .sound()
      .file("/Sounds/Combat/Earth%20Impact/FX_Earth_Impacts_03.ogg")
      .volume(0.5)
    .effect()
      .file("animated-spell-effects-cartoon.earth.debris.04")
      .scaleToObject(4)
      .atLocation(token)
    .sound()
      .file("/Sounds/Combat/Earth%20Impact/FX_Rock_FallingSmall_07.ogg")
      .volume(1)
    .effect()
      .file("jb2a.smoke.puff.ring.02.white.0")
      .scaleToObject(4)
      .atLocation(token)
  .play();```
molten solar
violet meadow
molten solar
#

Scrub it on preCreate!

#

Oooh I should do that

#

... wait what am I saying, I got nothing to scrub ๐Ÿค”

violet meadow
#

When importing? True never considered that

dark canopy
lost estuary
#

consider me pinged

violet meadow
#

@lost estuary do you have the ItemMacro module?

lost estuary
#

I do, and i know how to call via the item dialogue

#

but not the effect macro.ItemMacro

violet meadow
#

OK so it;s even easier.

#

just make the DAE effect on the Item call macro.itemMacro | Custom | and you are good to go

#

nothing in the actual effect value

#

The macro should just go into the ItemMacro as usual

lost estuary
#

Like this?

#

no dice, never does the exaustion

#

effect expires as expected.

violet meadow
#

DFreds CE for Exhaustion?

lost estuary
#

I have it

#

but yeah, nothing

#

I do have Tidy

#

i know it has its own exaustion thing

violet meadow
#

Do you use it or something else? Is the effect called Exhaustion 1 etc or is it localised maybe?

lost estuary
#

It is called Exaustion 1

snow quarry
#

Hey all! Is it possible to make a torch macro using DAE? Ideally I'd like the light to go out after the time expires

lost estuary
violet meadow
lost estuary
#

looks like its using midi flags for exaustion on the effect that is applied called Axhaustion Lvl. 1

violet meadow
lost estuary
#

I just might be

violet meadow
#

the lvl is what throws the script off

#

Exhaustion 1 vs Exhaustion Lvl 1

#

ok split sec

#
//deleted not relevant.
#

Try this

lost estuary
#

no dice

violet meadow
#

edited again

#

missing .

#

I have no idea if Tidy5e replaces the default DFreds CE exhaustion conditions

#

If nothing works, disable Tidy 5e exhaustion integration and try the original script

lost estuary
#

changed to this.

#

lets see if OG works

#

no dice

violet meadow
#
if (args[0] === "on") {
console.log(args)
  game.Gametime.doIn({minutes:1}, async () => {
    const effectItem = fromUuidSync(args.at(-1).origin);
    const effectActor = effectItem.actor;
    let exhaustionLvl = effectActor.effects.find(eff=>eff.label.includes("Exhaustion"))
    if (!exhaustionLvl) exhaustionLvl = 1;
    else exhaustionLvl = Math.min(Number(exhaustionLvl.label.replace(/[^0-9]/g, "")) + 1,5);
    await game.dfreds.effectInterface.addEffect({effectName: `Exhaustion ${exhaustionLvl}`, uuid:effectActor.uuid})
  });
}
#

Use that. Roll the item and check console when the effect is created

lost estuary
violet meadow
#

Do you not have About Time?

gilded yacht
lost estuary
#

Good catch, it was disabled as part of troubleshooting.

#

Beautiful

#

works like a charm

violet meadow
#

alright you got there in the end! ๐Ÿฅณ

lost estuary
#

Now, i know the character also has the ability to remove a level of exaustion with another ability.

#

I will look at what you did here to call it, and see if i can un call it ๐Ÿ˜‰ minus all the time stuff

#

Thanks Bugbear!

fluid berry
#

I'm back with more head on desk action. As before, I've used the search function and Google, but neither are showing results for what I'm experiencing (or I've gone blind in my hours long search). I'm looking to use DFreds Convenient Effects to automate effects from spells. I've got MidiQOL and have the appropriate drop downs checked. I don't have Combat Utility Belt enabled (at the moment). My effects aren't transferring to my targets. The caster will get the concentration effect, but target is still Bless-less.

#

Is there a simple thing I'm just missing in settings?

#

Spells are all spelled the same

#

Manually clicking the effect from CE applies on selected actor

#

But no automation on target

violet meadow
fluid berry
#

Exactly the same with the exception of that extra tab near top, "Special Effects"

violet meadow
#

No worries about that

fluid berry
violet meadow
#

MidiQOL settings?

fluid berry
violet meadow
#

And you have targets selected. Can you share a screenshot of your Bless Spell to make sure?

fluid berry
#

Target is selected

#

And screenshot is up about five messages unless you're asking for something else

#

Targeting seems fine since I can smack the target with a warhammer

violet meadow
#

Yeah sorry, it was meant to be a screenshot of your DAE config. Is it empty? No DAE?

fluid berry
violet meadow
#

Ah so you have an Item Effect. OK. The details tab of that DAE?

fluid berry
violet meadow
fluid berry
#

Is that ever on by default?

violet meadow
#

All SRD spells have it on by default (when they have AEs)

fluid berry
#

Or maybe in my meddling, I tweaked it

#

ugh

violet meadow
#

You can just delete the DAE from the ITem completely

fluid berry
#

Is there a quick way to change all of them in one fell swoop or is it going to be a slog to change them all one by one?

violet meadow
#

DFreds will take care of everything

violet meadow
fluid berry
#

Ohhhh, okay. Thank you so much for helping me troubleshoot this!

violet meadow
#

You're welcome!

fluid berry
#

One last question, then...you said I could delete DAE from the spell completely and DFreds will sort it out. When I cast Guidance (nothing in effects), the caster again has Concentration effect, but no effect on target

violet meadow
fluid berry
#

targeting creature

violet meadow
#

If you open up the targets character sheet, is there nothing in its effects tab?

fluid berry
#

Correct

#

Only effects from cloak he is wearing

#

Sorry, I know it's hard to troubleshoot without being able to just lay hands on the problem ><

violet meadow
#

Strange ๐Ÿค”

fluid berry
#

Any known random interactions with other modules that would block them?

gilded yacht
violet meadow
#

Open console (F12), cast the spell and see if any red errors pop up

fluid berry
#

Nothing

#

it removed the old concentration effect on caster and hit him with it again

#

but nothing on target

violet meadow
#

Target the caster. Any change?

fluid berry
#

No change

snow quarry
#

When using Active Effects, is there a way to have the duration countdown stop when they item is not active?

violet meadow
fluid berry
violet meadow
fluid berry
fluid berry
violet meadow
#

Check the itemโ€™s details first. Do you happen to have the checkbox do not apply dfreds in the bottom checked?

fluid berry
#

Don't even see that as an option

violet meadow
#

Yeah I am stumped.

fluid berry
#

I truly appreciate the efforts! I'll just have to manually add effects to people for now until the solution presents itself

#

Thank you once again ๐Ÿ˜„

snow quarry
#

I can create the effect i want- But ideally id like to have the option to re-add it without creating a new effect each time

violet meadow
#

And target Self in the 3rd box

#

It will apply the effect on the player that has the torch in its inventory

snow quarry
#

thanks a bunch!

#

is it possible to display a message in chat when the effect ends?

violet meadow
#

Dfreds CE module can do it.

vast bane
atomic badge
#

Is it possible to make a table automatically apply effects? ๐Ÿค”

vast bane
#

make sure you don't put ranges on said items or else you will have to bind the override key and use it to use the items

atomic badge
#

Hmm, I see, I think I'll do it manually.

sleek bone
#

Silly question perhaps but is there a way to set up an effect with Midi that would essentially "Mark" an actor as only being susceptible to receive damage from another specific actor? Essentially just making it immune to anything besides something coming from one specific actor so it does not trigger things on AoE Saving throws like a Fireball

vast bane
#

are you trying to do subtle spell/sculpt spell?

vast bane
#

@hard oxide show us what your attack looks like in chat where its not critting when it should

tender radish
#

Hello, does DFreds have some bug with Midi after the last update?

sleek pulsar
vast bane
#

its more of a midi problem than a dfreds problem though

#

I would not update dfreds CE if you use midi, stay on 3.1.1

vast bane
#

Gad damn I love that dae patch lol

#

now THAT is worth mashing the update button for

vast bane
strange shell
#

flags.dnd5e.initiativeAdv/flags.dnd5e.initiativeDisadv - trying to apply advantage on initiative but this flag doesnt exist in v10, does anyone know the new flag?

narrow saddle
#

Hello there,

For us layman types, has the MIDI update solved the problem with full cover having to be ticked and unticked.
And the problem above with DFreds CE? @gilded yacht .

vast bane
narrow saddle
vast bane
#

I don't think anyone has updated yet to test the stuff, I'm pretty certain the starts with error was solved cause it didn't even have an issue and tposney was talking about it

#

I updated dae to fiddle with its stuff but I'm headin off to bed I'll let bugbear figure it out later today lol

narrow saddle
#

I am going to start testing now then, I was using the "you go first brave fighter, and I will follow" tactic. ๐Ÿ™‚

narrow saddle
sudden crane
hard oxide
#

ok sorry i know why ,its because i used the rule that crits when u are above a certain AC, and i forgot to check where it says you can still do normal crits

coarse mesa
#

If createItem is no longer setting items as proficient and equipped, how do we automatically set them to be? I was using it for the special attacks of our path of the beast barb, so he gets the right attacks when he rages

crimson mortar
#

Hi - I'm trying to get spells to expire automatically based on duration. I have DAE, Midi-QOL, About Time, Times up, the v10 SRD fork, and all of their requirements. I'm testing this with Bless. The effect is correctly removed after 10 turns on all characters except the one who casts it, instead the bless/concentration effects just stay on none. How can I get it to be automatically removed on the caster as well?

crimson mortar
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The effect also accurately goes away if i disable automatic concentration. so its as if the effect doesn't go away because concentration doesn't go away, but concentration won't go away since the effect doesn't go away

violet meadow
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I am away so I cannot test it till Monday! I have some ideas though with that new macro execute method for the createItem

violet meadow
crimson mortar
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yes

hot flower
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(with MUCH help from @dark canopy and @jagged bear and others that I've likely forgotten...)

violet meadow
# crimson mortar yes

Check only with MidiQOL, dae, times up, libwrapper and sovketlib active. Does it do that again?

unreal vector
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Is anyone getting this specific error? The macro.CE drop down menu doesn't work for me at all. This is on a new world.

crimson mortar
violet meadow
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There are still some hiccups with dfreds latest then. Check the issues on that repository. Saw a couple being created

coarse mesa
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Wish Iโ€™d known about that earlier lol. I have a pretty simple setup with createItem and three different rage items, but it does work well and Iโ€™ve got TVA tokens set up and other fx for each form based on which AE is active

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Heโ€™s a barbarian so has plenty of hotbar slots for different rages ๐Ÿคทโ€โ™‚๏ธ

glass sand
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Is there a way to add a temporary effect to increase melee range? I have an issue where my additional melee range isnt factored when trying to attack and i get an error saying im not close enough to attack

dark canopy
tender radish
coarse mesa
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Makes him feel special to have more icons to click ๐Ÿ˜…

uncut depot
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Hello! Looking to automate this weapon.
The idea is:

  • Actor attacks with sword
  • If hit, force saving throw from target
  • If fail the save, apply condition.
vast bane
vast bane
dreamy minnow
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is there a way to auto roll saves for npc but not for players? it's convent to have to rolled for the npc's but I still want ot let the players feel more in control by rolling their own says

vast bane
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I prefer Monks token bar for all 3 options

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workflow button/workflow tab/saves subsection

dreamy minnow
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thanks it is working right now

vast bane
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Not entirely sure what the dae change about proficient was for macro.createItem, for me I still have to use my own compendium of items cause for most of my use cases i still pre equip and pre attune. I suppose it could be done with a macro too hmmm.

scarlet gale
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There is a version of the macro.createitem that runs a macro after

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You can likely use that fix the proficient

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I feel like this is a little bit of a regression however. As I don't think most people were using it as a way to get stuff onto the sheet from spells and features that would have you stay proficient.

vast bane
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he means that now they are proficient

scarlet gale
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ah

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that makes way more sense

vast bane
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but equipped is still not checked

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left is the stored item, right is the created item

scarlet gale
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I've actually stopped using macro.createitem since it's not something easily included in my module.

vast bane
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that fix honestly is for active auras users I feel

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cause statusEffect has a stroke in active auras

scarlet gale
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why would anyone use an aura with macro.createitem

vast bane
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cause status effect is broken, they don't auto remove when you walk out, but macro.ce and cub does

scarlet gale
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the macro.ce one was my request

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To allow multiple ce effects

vast bane
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oh I thought you were talking about ce

scarlet gale
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no, createitem

scarlet gale
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I just woke up

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D:<

vast bane
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oh you got me before the edit lol

scarlet gale
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lol sorry

vast bane
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I wonder if it'd make sharing the items easier

scarlet gale
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I DO use macro.ce

vast bane
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as it stands macro.createitem is great, but god is it hard to explain how to use

scarlet gale
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I don't use macro.createitem

vast bane
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its a great user interface feature but it has no portability to other worlds

scarlet gale
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hmm

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tested the new updates on my test world

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the macro.ce field is now blank on the dropdown box

vast bane
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that is prolly dfreds ce problem

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remember he said you have to have 402 of dfreds

scarlet gale
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I updated to 4.0.2

vast bane
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I don't have it lol

scarlet gale
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But did you update midi-qol?

vast bane
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yes, I lack the auto apply feature now cause of that

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I think we all got distracted with the auto apply and forgot to issue report macro.ce being broken with 402

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Till he fixes it we either gotta downgrade both or live without auto apply

scarlet gale
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@gilded yacht macro.ce appears to be giving us a blank list of options to pick from. This is using version 4.0.2 of CE and the new version of DAE you just released.

vast bane
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so basically downgrade to midi 29 and dfreds 3.1.1 if you want auto apply AND macro.ce

unreal vector
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I'm having that same issue, but I had it even prior to the latest update

vast bane
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Anyone automate hp drain? Where the damage also reduces the max hp?

scarlet gale