#MidiQOL

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scarlet gale
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Depending on the creature

vast bane
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I will take a peak and see if I can pull it off

vast bane
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I was looking at the incubus/succubus one, is proboscis better?

scarlet gale
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oh no

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well

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depends

vast bane
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its the clay golems attack

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deals damage and reduces max health on a failed con save

scarlet gale
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That would require checking the failed saves set in the workflow

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if (this.failedSaves.size != 1) return;```
vast bane
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the whole chris stuff at the start of the macro what do I need to change in it, I don't quite follow what its doing

scarlet gale
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under the js this.targets.size != 1 part

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it's just my embedded helper function

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you can skip over that part

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It's called but stuff later down in the macro

vast bane
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Does the macro make the ae or do I need to make it on the slam attack?

scarlet gale
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it makes it on it's own

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I'm working on creatures right now, I'll go make a clay golem attack

vast bane
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this content prolly won't get utilizzed for weeks, you think I could put a pin in it and your clay golem attack will be out?

scarlet gale
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yep

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I plan on doing an update later today with a bunch of monster features

vast bane
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The party is likely hitting floor 5 tomorrow night and theres a small chance they will fall into 6 that night but I doubt they'll find the room with the clay golem that fast

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k then I'll put a pin in this for later and check your update

kind cape
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About the portability of macro.createItem, it should be possible for posney to make it accept either a UUID or a key like CompendiumName.ItemName, that way it would be portable ๐Ÿค”

vast bane
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I haven't checked to see if it takes that, but I think the drag and drop would only work for UUID right?

scarlet gale
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That was a suggestion from them.

vast bane
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also portability wouldn't work even with compendium name cause the other user would need that compendium name

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and I don't think a module can give out a compendium cause it'd get removed reset constantly on updates

scarlet gale
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The intent was to search the compendium by name instead of uuid I think

vast bane
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yeah

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It'd be portable if we all had a uniform create item compendium but I think I'm the only one really using the feature

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I also am debating moving them to a folder in the items sidebar instead to speed up the transfer to actors

scarlet gale
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Foundry does not clamp the bar size when negative temp max hp is higher than the total HP lol

vast bane
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Arbrons gonna love that one

scarlet gale
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go for it

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I normally run a module that replaces the HP bars to look nicer and that one doesn't have this problem afaik

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Trying to decide if I care about working around this

vast bane
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do you want to write the dnd5e issue or shall i?

scarlet gale
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you can test by manually setting the temp max hp to a negative number larger than the total max hp

vast bane
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look in dnd5e I just did the extreme lol

hybrid herald
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I have a player for whom we've created a custom curse that applies disadvantage to certain ability and skill checks at night. I've created a custom affect labeled "Nightfall" using convenient effects. I've also created a passive effect on the PC. Is there a way/how do you apply disadvantage on certain skills and abilities only when an effect is present? My hope was that when nightfall came, I could just apply the convenient effect "Nightfall" which would trigger the passive curse effects.

scarlet gale
vast bane
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it happens with no modules too

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I'll write it since I got the screenie set

scarlet gale
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sounds good

hybrid herald
scarlet gale
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You can have it check if that effect by name exists

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I haven't ever tried, but it's been mentioned here somewhere

hybrid herald
vast bane
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theres a post by bugbear in my copy paste for evaluations...

scarlet gale
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@vast bane Could you test if it also makes the bar go that far if you manually set the temp max hp without an effect?

vast bane
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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/evaluations examples by ThatLonelyBugbear
#1010273821401555087 message

scarlet gale
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a modified 2nd to last example should do it for you

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I think it's just actor instead of target

vast bane
hybrid herald
hybrid herald
scarlet gale
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Since it's not related to the effect, but just falls on the rendering of temp max hp

vast bane
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updated it

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the effect value of a boolean should be able to take the exact same thing as an activation condition

hybrid herald
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@scarlet gale I'm still pretty new to this, for these activation condition examples, does this go in effect value, attribute key, or somewhere else?

scarlet gale
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pretty much it'll return a 1 or 0

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so the right field

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then the left one is that midi-qol flag that you want it to apply to

vast bane
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make sure its a midi flag that is a boolean though

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most advantage flags should be

hybrid herald
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so something like this?

scarlet gale
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that won't quite work

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since your nightfall effect isn't a core status effect

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eff=>eff.label === 'nightfall'

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ugh

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actually

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that whole line

hybrid herald
scarlet gale
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actor.effects.find(eff=>eff.label === 'nightfall')```
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might just be that

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as an alternative

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you can just set the nightfall effect

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to do all the proper advantage stuff

hybrid herald
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This was the outcome. Just what I needed!

scarlet gale
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nice

vast bane
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You totally could have just done an advantage message to pull the same thing off hehe

hybrid herald
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Thank you for your help! I really appreciate it!

vast bane
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since you have AR

hybrid herald
gilded yacht
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Yes it's one of the side effects of CE 4.0.2 that I missed. Fix imminent

vast bane
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I pinged you in the wrong channel sorry Tim

violet meadow
vast bane
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for the boolean midi flags?

violet meadow
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Same

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Actually I cannot test right now, but if you could check one that makes sense in a Boolean would be great

scarlet gale
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@vast bane I went ahead and also did the other glay golem features too.

vast bane
narrow saddle
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@scarlet gale where is the Dhampir: Vampiric Bite located, I can't seem to find it.

I do have a Dhampir in my party so this one jumped out at me. ๐Ÿ™‚

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(I have updated)

scarlet gale
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I may have missed adding it to the pack

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I'll double check when I get home in 20 minutes

narrow saddle
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Actually come to think of it, the version I am on is 0.0.25 yet I am searching for all those new features and can't find any ๐Ÿ˜•

scarlet gale
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New compendium

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Race features

narrow saddle
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I got the Monster Features one.

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But not a Race Feature

scarlet gale
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Bleh

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I'm guessing I forget to include that pack in the module json

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Yep

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Just checked on GitHub

narrow saddle
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No worries, that is what feedback is for. ๐Ÿ™‚

scarlet gale
scarlet gale
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@vocal umbra In here.

fierce basalt
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how do I apply the restrained effects onto other creatures using midi automatically?

raven holly
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In the Workflow tab of the settings there are these two options

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So you would want the Item to have an effect for Restrained on it, or have DFred's Convenient Effects for effects that match the name of the item (it covers the basic statuses as well as many spells and features)

fierce basalt
raven holly
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yes

fierce basalt
sleek pulsar
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@scarlet gale I'm trying to get your Ring of Spell Storing set up. Not sure what to do. I've read the description, but I'm not seeing a dialog to select spells and casting level.

raven holly
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Using DAE, I clicked on the ๐Ÿ”ง icon and added Prone to this weapon

fierce basalt
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both

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huh I guess Dfred's convenient

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DAE is gone for me even though I have it installed

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oh well

scarlet gale
raven holly
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With dfreds, I thought you could use macro.CE but that's turning up blank for me...

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Although, dfreds did recently add text enrichers, so you could use @toggleEffect[Restrained] in the item description to toggle it on/off

fierce basalt
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oh sick!

sleek pulsar
# scarlet gale Is there an error in console?

No, nothing. Probably user error on my part. I'm imported the item from your compendium, and I'm trying to set it up in the sidebar. Running either of the two macros related to spell storing, I get a warning 'invalid actor onUse macro'

scarlet gale
sleek pulsar
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There is an item macro on the item await chrisPremades.macros.ringOfSpellStoring.item(this); but I don't see a macro called ringofSpellStoring

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27, the most recently deployed one

scarlet gale
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oh

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hmm

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that looks right

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let me check one thing

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It's working for me on my test alternate install

sleek pulsar
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You have a ring of Spell Storing macro in your repository. I don't see it in my macro folder. Should I?

scarlet gale
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no, it doesn't need a macro

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DM'ed you

sleek pulsar
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hmmph

scarlet gale
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We got it working, it wasn't added to a player

sleek pulsar
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See, like I said -- user error! ๐Ÿ˜‚

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I'm a reliable PEBKAC

vast bane
vast bane
next basalt
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I'm clinging tight to DnD 2.0.3 / MIDI 10.0.24/ DAE 10.0.14, could I upgrade from CE 3.1.1 to 4.0.1 without updating the others?

vast bane
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also 24 had something wrong with it that made me downgrade to 23 but if things are fine for you so be it. dfreds 3.1.1 is what you have to live on for now but the newest versions seem to be solid so far

scarlet gale
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I've been running the new version of midi, dae, and CE

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seems pretty stable

undone bronze
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Does anyone know what mode should be used on effect to add resource value?
I'm trying to make weapon that increases tetriary resource "Tempo" with each hit by +1.
So far, with each succesful hit it keeps setting the resource to 1.

dark canopy
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I think you will need a macro in order to increment that value. AEs don't really work on counter "values"

kind cape
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If its the first then you should be able to do +@stackCount, though that of course assumes that you have something else increasing the stack count.

undone bronze
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I tried with and without stacking effect.

livid dagger
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would anyone know how to get active effects special duration saves/failures to work? for example when using hold person setting the special duration to: 'Expires if the character rolls: Wisdom saving throw: success' doesn't seem work for me, as even if I have that character roll a 20 on a wis. saving throw it doesn't remove the effect, what am I doing wrong?

kind cape
livid dagger
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these are my workflow settings incase thats relevant:

kind cape
livid dagger
late briar
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no...

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I think he means over time effect

kind cape
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Over-time effects are part of Midi. You should have times-up (& About time) for expirations of effects based on time, but those should not be nessecary for Hold Person.

livid dagger
kind cape
livid dagger
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'Hold Person 10.0.13'

kind cape
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Okay, do you have DFreds CE?

livid dagger
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yes

kind cape
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Then it should just work out of the box

livid dagger
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thats strange

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ill try it again in an empty world then maybe its a module conflict

vast bane
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you also need to disable dfreds setting on the hold person item if you are using the sample item

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oh god is that part broken? has anyone checked if the checkboxes work on items for dfreds disabling?

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I think you are in the wrong channel hehe

desert bolt
vast bane
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@scenic lava combine the midi sample item Regeneration with the midi sample item rage into one active effect and you should be good

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yoou may need to adjust the heal amount on the regeneration

scenic lava
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Looking at that now.

vast bane
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just add this onto the midi rage, change the 10 to 2

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and ditch all the shennnigans you tried in your original

scenic lava
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I honestly never understood how the overtime effects worked. I wish there were some better tutorials for the more advanced features.

vast bane
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just simply drag out rage in midis samples and add this on. Also if you have dfreds, you will want to uncheck the apply CE on the actual item details:

vast bane
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syntax matters its just better to have the readme up to type them out right

scenic lava
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It is a bit more complicated than that for me because i am trying to replicate A5e rage as a feature so I need to do some tinkering of the AE that I already have. But with the regeneration sample item, I should be able to get it working.

vast bane
scenic lava
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yup, thank you for the clarification on what that field actually does.

scenic lava
# vast bane make sure you stop using that macro repeat on yours then

One issue. The feature actually has a separate hit pool. The way I am implementing that is just giving the character max hp equal to the max of the hit pool and then applying the regeneration. The issue is that the overtime effect gets the characters max hp, but it is getting it before that max hp override is applied. How can I get it to wait for the other effect to appply first? Do I need to change the priority?

vast bane
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tempmax

scenic lava
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yeah I was using tempmax

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sorry, should have been specific.

vast bane
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I don't really follow what you are doing now but I'm heading out to do some errands so hopefully someone can chime in with a solution for you when you properly explain the feature

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may want to start with actually copy and pasting the features description so we aren't reading tea leaves

scenic lava
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its ok, I am just going to modify the condition so that it matches the tempmax at the same time.

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Thank you for the help.

vast bane
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you can't do an overtime on tempmax

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the references to max hp in the regeneration is to stop it from going over the max, tempmax is just a modifier, you want it to be referencing max

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you could also just try letting regeneration fire without a conditional hp check

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just quckly checked and you are right, its not letting it regain past the original max, just remove the conditional

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@gilded yacht is there a way to make overtime effects whisper their damage? Regeneration spoils its existence:

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maybe add a whisperDamage=false as the default and true for things like regeneration would be possible too

scenic lava
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Yeah I got it working correctly now. I see what you mean about the chat message. Also wish the message was customizable. It may very well be. Need to check the documentation on overtime since you said there is something there for it.

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Yeah can confirm you can just use label to change the chat card.

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Interestingly, you can get it to whisper if you have your rolls set to private gm roll. Obviously not ideal but that is a workaround.

vast bane
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One noteable issue with dfred/midi/dae not yet fixed is that dfreds no longer auto populates force show field so a bunch of ce's are becoming passives now.

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practically all of them are, this is kinda annoying

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infact its game day, I'm downgrading and not promoting the updating of them till its solved.

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Red is post patch, yellow is pre patch, red is now invisible on token, yellow is visible on token, I have to edit 100+ ce's just to fix this breaking change, who asked for this?

tender radish
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Hello, is there a way to make an effect expire on the actor that has it hitting 0 temphp through Midi? I know one of the presets is effect expiring on 0 hp.

vast bane
# tender radish Hello, is there a way to make an effect expire on the actor that has it hitting ...

This is my worldscript for symbiotic entity which does what you want by searching for that ae when a midi workflow completes, this will not trigger if you are not using midi damage application...its a world script that can go in worldscripter module:

Hooks.on('midi-qol.RollComplete', async workflow => {
    if (workflow.hitTargets.size != 1) return;
    let targetToken = workflow.targets.first();
    if (!targetToken) return;
    let targetActor = targetToken.actor;
    if (!targetActor) return;
    let targetEffect = targetActor.effects.find(eff => eff.label === 'Symbiotic Entity');
    if (!targetEffect) return;
    let tempHP = targetActor.system.attributes.hp.temp;
    if (tempHP != 0) return;
    MidiQOL.socket().executeAsGM("removeEffects", {'actorUuid': targetActor.uuid, effects: [targetEffect.id]});
});

replace "Symbiotic Entity" with whatever effect you want to end at 0 temp hp.

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thankfully downgrading reverts the field to having something in it

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now I gotta remember the stable midi and dae for it

tender radish
vast bane
tender radish
vast bane
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basically the way those special durations and em's hooks are created is the way I just gave you, but instead of waiting for tposney or zhell to make your temp hp 0 hook, you can just add it to your game right here, right now. Install world scripter, copy/paste the above macro into a system macro, drag it to the worldscripter compendium and call it a day, you can also post a feature request to cover your bases if they add it later on.

tender radish
kind cape
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Actually ๐Ÿค” I don't see why you couldn't use a DAE actorUpdate effect

vast bane
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does anyone know how to target the actor/item that has all the CE's on them hidden away?

kind cape
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Well basically the same macro as what you did above, but with it as a onUpdateTarget macro, like Warding bond

vast bane
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trying to desperately stay on the newest dfreds/dae/midi by mass editing all the ce's so they work like 3.1.1 in the force show field but in order to mass edit I need the actor thats hidden away storing them to update

violet meadow
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Does DFreds force the statusId for custom effects now?

kind cape
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Do you know approximately what its name is? ๐Ÿค”

vast bane
kind cape
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With that being said, do you just want all of your existing effects to have a forced status ID?

vast bane
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I've found the right modules to downgrade to, dfreds 3.1.1, dae 21, and midi 29

vast bane
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if I can't get a way to quickly mod all of them to have a character in the force show I'll have to downgrade as I have a game in 4 hours

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serves me right for updating like this, I didn't listen to my own advice lol

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never again will I mash that update button

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I really do hope he reverts this change in dfreds ce though cause I feel many of us relied upon this with a bunch of ce's that expire only special durations

kind cape
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game.dfreds.effects.all.filter((effect) => effect.customId !== null).filter((effect) => effect.flags?.core?.["statusId"] === "")

Should return all elements that does not have a statusId set in DFreds, no modifications yet

dark canopy
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Did this get reported to the repo?

vast bane
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if anything it could be a toggle for whomever asked for the module not to auto populate status id

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should be ok, the only ones broken are prolly going to be the ones that were dragged onto items

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...yeah no dfreds needs to stay on 3.1.1 for the immediate future:

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toggling doesn't work

violet meadow
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Does it create a new effect recruiting you toggle off and then on again an effect?

vast bane
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its making all ce's passives instead of temp passives and I dunno why its letting it stack when its set not to stack

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dfreds 3.1.1, dae 21, midi 29 I guess /shrug

violet meadow
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Check stack by name

vast bane
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doesn't matter the main problem is they are all populating as passives, which means they don't show on token and wont' get picked up by my macros for the players nor be shown by VAE

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if I let my players see passives then they will start destroying their important passives by accident

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thank god the createitem features were added right before the dfreds compatibility

quasi needle
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hi, i need some help with effects. i have damage resistance working with midi-qol, dae, versus acid, cold, magic damage types in general, but i can't get it working with bludgeoning, piece, slash

violet meadow
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That means that you remove the resistance.
Use the one without the minus symbol

raven holly
quasi needle
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i tried both with and without the -, neither worked

vast bane
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you need flat full resistance to them or resistance to nonmagical versions?

quasi needle
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it's fora specter, i want resistance to nonmagical slash bludgeon pierce

vast bane
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you also aren't using midi damage

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if you want it to manage resistances, you need to use the damage dialog

quasi needle
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i have a test dagger that does 2hp of a damage type... it's working with the elemental stuff, but not with slash/pierce/bludgeon

vast bane
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unless thats a player rolling from a player client

quasi needle
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i am, i'm just on a client account not a gm, so you dont see the message applying it

vast bane
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is the GM logged in?

quasi needle
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yes

vast bane
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show us what you see when you mouse over the damage windows lil token icon

quasi needle
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the damage IS getting applied, just with physical it's applying the full 2hp test damage instead of 1, like with elemental

vast bane
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mouse over the monsters token in this window

quasi needle
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i'll have to swith account, players dont see that

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one sec

vast bane
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0_o

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isn't there a GM account logged in?

quasi needle
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yes, the gm is logged in, i know that the dmg doesn't get appliued without a gm logged in

violet meadow
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You can test with both a GM logged in and a player at different browser or incognito window at the same time

quasi needle
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i know, but thank you

vast bane
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you also don't need the player logged in at all to troubleshoot this

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If everything is right in midi's settings, and the ae, then the likely suspect is a bad flavor on the item being rolled

quasi needle
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so he's a result that works, with acid

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here's

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and here's one that doesn't, with slash

quiet vault
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Is there a config that disables the flavor text of a background in chat? The issue only occurs when midi is enabled, I've checked every module it's only with midi

vast bane
# quasi needle

what dnd5e, foundry, midi, dae versions are you on? and what do you see when you mouse over the actors token in the damage window there

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there should be a tooltip stating its DR

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also is magical damage checked at the bottom of the item?

quasi needle
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i tried looking for a "magical" flag on the item, didn't see one. where would it be?

vast bane
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I can't help but notice there are discrepencies in all the things you are showing us

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is this target actor a linked actor or unlinked?

quasi needle
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like what? i've only been at this for a month... i don't know what i don't know

queen raptor
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After updating, Midi seems to no longer apply player damage when I click the check mark here. I'm a goofball, ignore me

quasi needle
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2 months, actually

queen raptor
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It does the AC calculation properly and even applied the Chill Touch effect. The actor is not immune to Necrotic

vast bane
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the ae doesn't say bludgeoning or piercing yet the tooltip does, the damage in the previous window was a dagger, the damage you just showed is of something dealing 100 healing.

queen raptor
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OPE

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I'm an absolute goof

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Needed to set it to x1

vast bane
quasi needle
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i took a common nonmagical dagger as the base object and made it +30 to hit and a flat 2 damage, for the sake of tsting. i change it's damage type to test each one. i have a 100hp heal spell that i use ever now and then so the test subject doesn't die

queen raptor
vast bane
quasi needle
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i just now dragged that actor from the actor sidebar onto the map, purely for this test

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i can drag a brand new one from the srd if you think that will help

vast bane
quasi needle
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dnd5e 2.1.4

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dae 10.0.20

vast bane
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you can delete that image

vast bane
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details tab

quasi needle
vast bane
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if there isn't a naughty box checked at the bottom of the weapon, then you are gonna have to use find the culprit, start with all the dependencies, midi, and dae enabled see if it starts working

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hol up, rename the item to Dagger

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get rid of the word Magic from its name

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and if this solves it...thats a pretty funny bug

quasi needle
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ok, i got a brand new specter from the srd, turns out they have resistances built in, i didn't need to add the after effects tab. but even the brand new clean specter still incorrectly takes full damage from blunt

vast bane
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drag out a starter hero stop using your attacker

quasi needle
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ok, i had an srd orc attack the specter and it DID reduce by half

vast bane
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your item is fubar, did you try renaming it, itd be hilarious if magic in the name bypasses resistance

quasi needle
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no, it's not funny enough, i renamed it and it still did full, i'll try giving him a new normal weapon

vast bane
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thats some strange stuff then

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maybe the actor has an actor on use?

quasi needle
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what's an actor on use? unlikely, since i made it myself and i don't know what you're talking about

vast bane
quasi needle
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no, never added that

vast bane
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is anything in there? if no, show us the actors effects tab

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is this actor important to fix or can you throw it away?

quasi needle
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i gave my actor a new normal mace and it got reduced by half correctly

vast bane
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maybe swapping the damage types caused it to get broken? you fine with deleting that test item if everything else works?

quasi needle
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yeah, i'm trying stuff like that now, to isolate what created the bug

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it was giving it the +30 to hit that caused the problem

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putting the 30 in attack roll bonus flagged it as magical, i guess

vast bane
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interesting

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Do you have the ac variant rules on?

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where if you beat by x value then it deals full damage?

quasi needle
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probably not, where would that be, midiqol config?

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no, that's not enabled wherever it is

vast bane
quasi needle
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or at least i don't ever recall seeing that happen

vast bane
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rules tab

quasi needle
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not sure where you mean

vast bane
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workflow button/rules tab in midi qol settings

quasi needle
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nope, -1, disabled

vast bane
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the box is unchecked right?

quasi needle
#

yes

violet meadow
#

You probably need to alert tposney about this discussion

vast bane
#

having any + modifier in the to hit flags it magical maybe?

violet meadow
#

If a plus on the attack bonus denotes a weapon as magical

vast bane
#

yep confirmed on my end

violet meadow
#

I cannot test it now. I vaguely remember something

vast bane
#

it is indeed flagging it magical

quasi needle
#

๐Ÿ‘

vast bane
#

we're both on old builds someone with newest midi needs to test if he fixed it already ;p

#

just give a zombie a +something to hit in his slam attack

#

and attack a spectre both from monsters srd

quasi needle
#

10 years outta the game and i'm still logging bugs. old qa habits die hard.

violet meadow
#

I don't think that it's a bug. More like a feature ๐Ÿ™‚

scarlet gale
#

Is there a good way to detect what attack just hit a creature with DAE flags (or something similar)? I want to avoid using a hook or active aura to apply an on use macro for something.

sleek glacier
#

General question, first round on foundry today... Most things worked really well but i got strange advantage rolls by the npc's redbrand ruffians, on the second of their multiattacks attack, has anyone a clue why?

violet meadow
scarlet gale
#

Yea

violet meadow
#

Chatmessage?

scarlet gale
#

oof

violet meadow
#

hmmm

scarlet gale
#

normally I'd just do a hook, but this is for a monster feature

#

to apply a feature when it takes fire damage

#

I could do an active aura + midi-qol on use flag, but I'm trying to avoid that module

violet meadow
#

Active Aura sounds an overkill

scarlet gale
#

yea

#

at that point I may as well just make it a midi-qol hook in the module settings

violet meadow
#

onUpdateTarget will do the damage part, but iirc it doesn't get the damageType

scarlet gale
#

I suppose I could look through the chat history with that at least

vast bane
sleek glacier
#

Nope, you already said its a possible error source ๐Ÿค”

vast bane
#

was gonna share the copy paste hehe

violet meadow
#

So you just clicked again the attack button?

#

Can you reproduce now?

small pier
#

After the update when I consume spell slot, the spell doesn't work properly and the automations doesn't work, anyone can help me?

sleek glacier
vast bane
#

honestly at this point with the amount of abnormal advantage/disadvantages going on, attribution should be mandatory in midi now

violet meadow
blissful panther
small pier
#

10.0.32

vast bane
#

my personal opinion is to downgrade to midi 29, dae 21, dfreds 3.1.1 if live game soon

sleek glacier
violet meadow
vast bane
#

its in the tooltip settings in misc I think

#

ruffian only has a shortsword, I think its stealthy/require sight

#

turn on attribution find out the mystery flag

small pier
violet meadow
#

That's enough ๐Ÿ˜„

#

Is this not fixed?

vast bane
small pier
#

I dont think I have let me see

vast bane
#

@sleek glacier

#

@small pier whats the cover settings say for you?

small pier
vast bane
#

I may be a minority, but I recommend midi 29, dae 21, dfreds CE 3.1.1 /shrug

kind cape
#

Sits in my corner with .24/14/3.1.0 sweaty

small pier
#

How do I change to 29?

sleek glacier
violet meadow
#

Except if you have other issues too

small pier
#

No it's just this one

vast bane
#

if you have advantage reminder installed and you don't fast forward, you don't need to do this, AR already does attribution in the messages

sleek glacier
#

oh thy ๐Ÿ™‚ i may hope it never appears again... but they were fighting very close between a door... that may triggered something

vast bane
#

imo its probably the new ninja hidden flags

#

the ruffian has no darkvision, he probably couldn't see

sleek glacier
#

but he had advantage ๐Ÿ˜„

#

if it was disadvantage it would be plausible ๐Ÿ˜„

vast bane
#

he was unseen by his attacker

#

the new hidden doesn't counteract itself

#

he was unseen by his target I mean

#

or he was flanking, basically turn on attribution lol, so you know in the roll where they come from

sleek glacier
#

already did and turned these house rules off ^^

vast bane
#

the only ones that are not active effects are the new sight based advantage/disadvantages

sleek glacier
#

i hope thats it ๐Ÿ™‚ 'll see in two weeks ๐Ÿ™‚

#

where should these flags appear? only can see the usual infos about my attack ^^

vast bane
#

I use advantage reminder so I never have to turn that on

#

if they have no advantage/disadvantage there won't be any

sleek glacier
#

Have to look for this reminder ^^

vast bane
#

its pointless if you fast forward

#

advantage reminder module only works if you can see the popout windows for attack and damage

sleek glacier
#

Wait a moment, is it possible to roll with advantage by pressing alt?

vast bane
#

keyboard shortcuts for midi are in configure controls

sleek glacier
#

Have to check that, because i use alt as my push to talk key ๐Ÿ™ˆ

vast bane
#

I gotta change mine, I think it adds to my lag

#

I have it set to pause/break lol

sleek glacier
#

Ok that was the issue ^^

#

Alt lets you roll with advantage

vast bane
#

One side effect of 2.1.x with midi is this:

#

can't directly tweak your bonus damage macros

unreal bolt
#

Looking to find out how to force disadvantage (saving/ability/attacks) on a character using Convenient Effects (and likely Midi-QOL). Also, granting advantage to all who attack it. I've tried adding the flags.midi-qol.disadvantage.all - but that's not working. My plan is to add it to a version of "Wounded" in Convenient Effects.

violet meadow
unreal bolt
violet meadow
#

? still valid

unreal bolt
# violet meadow ? still valid

Hmm... I'm not looking for older versions of the module. I'm looking for a flag (or flags) that will work to do what I need, as well as any settings for the effects that are relevant.

#

Unless I'm missing something... ?

violet meadow
#

OK scroll down on the pinned messages

#

The "oldest" ๐Ÿ˜„
not the newest

unreal bolt
#

Oh... my bad. I looked at the first one. I see what you're pointing out now - the spreadsheet pinned message. Well, I've looked through that, and it appears it's not accurate. ๐Ÿ˜ฆ

violet meadow
#

to give advantage to others when attacking you need the grants keys

unreal bolt
#

Ah.. ok.

violet meadow
#

I don't have access to Foundry now to get the relevant ones

unreal bolt
#

Ok, I'll play around with this list and see if I can find a combo that works.

#

Thanks!

#

I can say for certain that "flags.midi-qol.disadvantage.all " does not work. The player/character, is still able to roll at advantage/normal for ability/saving throws.

#

I've tested with two different players now, and both have the same outcome.

#

So, it appears that any "popup" dialog window will highlight "disadvantage", but will not force it.

spice kraken
#

Use specific ones

#

Like mwak, rwak, etc

unreal bolt
#

?

#

Sorry, not sure how to do that.

scarlet gale
#

No way to force it, the pop-up will always let the user select

#

It will highlight the one that it thinks should be pressed

spice kraken
#

Oh you're not fast forwarding?

unreal bolt
#

No.. not fast forwarding.

spice kraken
#

And this is an example of the a specific flag flags.midi-qol.disadvantage.attack.mwak

unreal bolt
#

Sorry, I don't know what mwak and rwak are, I guess.

spice kraken
#

But idk if any of those kinds of flags will work without fastforwarding. Never checked myself

#

mwak - melee weapon attack

#

rwak - ranged weapon atack

unreal bolt
#

AH!

spice kraken
#

msak - melee spell attack

#

etc

unreal bolt
#

I learn something new every day. ๐Ÿ˜‰

spice kraken
#

Going through the midi readme will help a ton

unreal bolt
#

Looks like that's a good idea. I watched the vid tutorial. But the readme sounds like a smart move.

spice kraken
#

Videos can easily be outdated

unreal bolt
#

True.

#

Thanks for the help!

fluid kayak
#

Hello, I had a macro that triggered using the Item Macro module that was designed to create a template 10 ft around the token, dealing some radiant damage to enemies in the area with no saving throw, and then deleting the token. It was a custom death burst feature I gave to my Echo Knight's Echo.

I've started using Midiqol, and the prevailing wisdom seems to be not to use Item Macro at the same time, and it's been acting strange anyway, so I deleted the body of the Item Macro and uninstalled the Item Macro Module. I'd like to adjust the macro to make it work through Midiqol. I'm not very good with the syntax, but so far I've just copied the macro into a regular macro to call it in the item details instead (pictured). I tried calling it Before Targeting is Resolved, and the template fails to appear, and sometimes it freezes foundry. I tried calling Before Damage Roll, and it does at least place the template and then delete the token, but it calls the item 3 or 4 times in the chat, creates the template twice, it doesn't apply damage (I'm guessing because it's not targeting?), the template doesn't clear out upon End Turn, and also sometimes freezes foundry. I see the attached in the console.

The Macro:

await item.roll();

const data = {

t: "circle",
user: game.user.id,
distance: 12.5,
direction: 0,
x: token.document.object.center.x,
y: token.document.object.center.y,
fillColor: "#AAAAAA",
texture: 'modules/JB2A_DnD5e/Library/Generic/Explosion/Explosion_02_Blue_400x400.webm'

}

await canvas.scene.createEmbeddedDocuments('MeasuredTemplate', [data]);
await token.actor.sheet.close();
await warpgate.dismiss(token.id, canvas.scene.id);

scarlet gale
dark canopy
fluid kayak
#

Well, those error messages are gone, but now it's creating three templates instead of two ๐Ÿ˜†

scarlet gale
#

That too

#

You don't need that first line

fluid kayak
scarlet gale
#

For what it's worth, you can do pretty much all of this without a macro.

#

except for the warpgate dismiss part

fluid kayak
#

that's the part that gets rid of the token, right?

scarlet gale
#

Yea

fluid kayak
#

Hmm, okay, let me see if I can figure that out. Then my macro can just be the last line

#

Can I make it auto-place the template or do I have to make it prompt the player to aim it?

#

Also, I'm not getting the template at all

scarlet gale
#

If you set it to special, it'll just target around you

#

(without placing the template)

fluid kayak
#

Set range to special?

scarlet gale
#

Yea

#

Then the target to the distance around yourself

fluid kayak
#

Like this? It doesn't seem like it's working

scarlet gale
#

Is there a damage set?

#

Does it even do damage actually?

#

I don't know the full context of what you're making

#

Setting it up this way won't make a template.

#

But if it applies damage, it'll do the saves, damage, etc

fluid kayak
#

Okay

#

Well, I think I'd prefer the template, so I guess I'll go back to the macro

#

The macro version seems to working almost how I want it, the only problem is that it's dealing damage to all tokens regardless of disposition

hot flower
#

@scarlet gale I noticed there's a chain lighting leap in your spell items. Should we be expecting a full macro soon? (he said hopefully!)

scarlet gale
#

It's already there

#

I just forgot to put it in the changelog

#

Or should already be there

hot flower
#

oh! Not seeing it in the compendium

scarlet gale
#

Rip

#

The code is there lol

#

Next release then

hot flower
#

lovely! That will let me retire ASE

#

really appreciate all your work on these automations

scarlet gale
#

Thanks, it's all mostly stuff I've made for my own game. (And have had on my github). Zhell and some others were talking about how they use their own module for their games so I figured I may as well do the same.

#

Plus it's the slow time of the year at my work, so I got free time.

#

ยฏ_(ใƒ„)_/ยฏ

scarlet gale
#

@violet meadow Do you have a screenshot of how a DAE on targetUpdate flag should look? for HP updates I can't figure out what I'm doing wrong to set it up.

#

Does it not work as a passive effect?

crimson mortar
#

I'm trying to set up a once-per-turn damage effect with the optional flags, but the prompt doesn't show up while i have count set to turn. I'm testing in combat and cycling through turns. Can someone see if I'm doing something wrong?

#

i copied this from a genie's wrath that was posted in this channel before

scarlet gale
#

Do you want per turn or per round?

crimson mortar
#

turn

scarlet gale
#

try each-turn

#

turn is old and actually the same as each-round

#

The updated way is each-turn and each-round

crimson mortar
#

still no prompt with round or turn

#

when i change the name, i get a prompt the first time i use it, but none after

scarlet gale
#

Could you screenshot the details tab?

crimson mortar
scarlet gale
#

Make it as a DAE not a CE

#

Then you flag the button called transfer to actor on item equip

crimson mortar
#

what do you mean make as a DAE?

scarlet gale
#

Ok so

#

This is a feature of the character right?

crimson mortar
#

yes

scarlet gale
#

Find the feature on the features tab, edit it and click on the icon on the top left that shows a wrench and says "DAE"

#

then press the plus side on the right, and do what you just did here instead

#

You should see an option called " transfer to actor on item equip" that also needs to be selected.

crimson mortar
#

Still only on the first application - doesn't reset each turn.

scarlet gale
#

Change them to custom and try again?

#

See if that fixes it

crimson mortar
#

no luck. I'll start looking for conflicting modules I suppose. What's the bare minimum for this to work? just midi qol and its requirements?

scarlet gale
#

Could you DM me an export of the item?

#

I'll see if I notice anything

#

(and see if it works on my side)

#

Should just be midi-qol and it's requirements yea

#

It appears to be working as-is for me

#

After you use it once do any errors show up in console?

crimson mortar
scarlet gale
#

Update your midi-qol and dae.

#

As well as CE most likely too

#

Or revert to .29 of midi-qol

crimson mortar
#

that was it. such an obvious fix. thank you

scarlet gale
#

I've just seen that exact error about 30 times or so

vital frost
#

man ancestral guardian barbarian is a pain to automate with macro

scarlet gale
#

The 3rd level feature?

vital frost
#

3rd is done, more like the 6rd

scarlet gale
#

Ah

#

3rd level feature looks like it's automated already on the DDB importer btw

#

There isn't really any way to do the 6th level feature in the current form of midi-qol

vital frost
#

Goddamnit

scarlet gale
#

I would just do a reaction manual that rolls the reduction (set damage type to no damage)

#

or even actually set it to heal the target of the reaction manual

vast bane
#

last nights session I had just one issue the whole night, the hideous laughter automation was firing on every enemy npc and it wasn't following my save request setup

#

midi was auto saving like I had auto set when I had MTB set

#

its the midi srd macro version

scarlet gale
#

I'm pretty close to done with stuff that's from my github. All that's left is looking for loose magic items I've made in my foundry install that don't use macros.

undone bronze
kind cape
undone bronze
#

Will try it, thanks

tender radish
#

Hello, does anyone know how to reference Midi special durations in a macro? special duration: { Zero HP }, doesn't seem to work.

fringe crag
#

@scarlet gale I tried the booming blade/blade flourish macro again and I still get the flourish prompt. I saw an update to the macro and updated mine. Just as info if you have fixed it already

scarlet gale
#

I guess it wasn't good enough of a fix

#

I went with matching it based on the name

#

Does your booming blade macro actually say booming blade anywhere in the attack roll name?

scarlet gale
#

I assumed the ddb importer version of booming blade, and that one shows booming blade as part of the attack name.

fringe crag
#

thats's what's happening in chat

scarlet gale
#

hmm

#

I'll do some more testing and see what I come up with

fringe crag
#

if it is somehow not possible, I can just ignore the prompt, so dont worry about that ๐Ÿ˜„ I don't mind

scarlet gale
#

yea, it's easy enough to just close the prompt

#

But I wouldn't mind making it work right

#

Since it'll be a common enough of an issue

violet meadow
#

@scarlet gale you will need to roll the Item for the flag to take hold

#

or it should be an transfer to Actor on Item Equip

vast bane
violet meadow
#

Just booting up Foundry. Will take a look

vast bane
#

its one of the spells that references a midi srd file instead of having the macro in the item

#

it also does this which I'm unsure why:

#

I don't have cub anymore so I dunno what is causing dfred to toggle on and off like that

#

oh I know why, I'm on dae 21 not 22 and I think the macro.ce fix was not till 22

violet meadow
#

So it was misbehaving with which MidiQOL, DAE versions?

vast bane
#

midi 29 and dae 21

#

its overtime save is ok, its the when damaged that is weird

#

something aint right with the item macro I think, status effect and macro ce fail in the item itself

#

I noticed dfred implemented my requested fixes so I'm updating now to the newest of all three

violet meadow
#

Oof it seems really off now that I looked at it.
It register a Hook for preUpdateActor listening for HP updates, but it does't check which actor's hp are updated ๐Ÿค”

vast bane
#

I can't even get the active effect to stay on

#

I think the overtime on the active effect is badly written

violet meadow
#

I will rewrite that using the MidiQOL onUpdateTarget flags

vast bane
#

for some reason even on the newest, the item rolls, sets conc, induces a save and then toggles on all the effect icons and then toggles them all off

#

so the overtime never continues and all that exists is that mysterious damage save that seems to happen for all hostile creatures in combat that are damaged

#

till the caster drops conc

#

dunno why a wis save requires cover calculations

violet meadow
#

Yeah needs a complete rewrite. I will post it when its done

vast bane
#

the ae never applying right is like happening for you too right? so I don't have to try and troubleshoot it?

violet meadow
vast bane
#

I think that error happens before the items ever rolled

#

I think its just when I target and its a simbuls problem

#

I got a video call in 12 minutes so I'm not gonna be able to do anything for a lil bit

edgy geyser
#

Having an odd moment, where with Midi set to prioritize Convenient effects, then items if absent, is not applying the Shield spell from CE to which the Token magic FX is tied, and is instead applying the item effects.
Toggling CE effect manually has the correct effect. It's just not seeing the CE effect over the spell's own.

violet meadow
edgy geyser
#

Item details as in on the Shield spell? I do not see the box in question

violet meadow
#

MidiQOL 10.0.32, DAE 10.0.22 and DFreds CE 4.0.3 work OK for me

edgy geyser
#

found the culprit. DFreds wasn't up to date. Cheers!

violet meadow
#

@gilded yacht In the way onUpdateTarget DAE flags work, do you think that other similar flags would have any value and would be easy to implement?
Like flags.dae.onReactionTriggered, flags.dae.onUpdateCombat or onTurnStart etc!

I was thinking that, although there are other ways to do that (Effect Macro for instance or special durations manipulation), having some such options available to use in ItemMacros would make some things easier ๐Ÿค”

#

The combat updates could be used to reset flags for Items with per round/turn usage, like the Sneak Attack macro does, but more straightforward.

#

Using then in an ItemMacro ```js
if (args[0].tag === "onTurnStart") {
//do stuff
}

#

Similarly for onReactionTriggered where if the timings are correct, one could inject Reactions from other players too ๐Ÿค”

violet meadow
#

@vast bane fixed the Hideous Laughter.
Pondering if I should change the included Spell

#

Probably will do

knotty hollow
#

Having some trouble with my cleric and blessed healer. I'm using MidiQOL and the associated suite, but when he casts healing word on a friendly target, it isn't healing him, anyone had this issue or knows how to resolve? I feel like adding in Blessed Healer should go into the effects tab but it is going into features and just not really doing anything. Rolling blessed healer does heal him, but it's not based on spell level so doesn't really make much sense

spice kraken
#

Show the details tab of the item

knotty hollow
spice kraken
#

Also are you healing through an active effect? Cause if so, don't

#

Can you show any effects on that too

knotty hollow
#

healing through using healing word

#

effects tab is blank

spice kraken
#

Perfect

#

So just so I understand

#

Let's say Steve is the character that has Blessed Healer

#

But Steve is trying to cast it on Blue

#

When Steve rolls, it heals Steve and not Blue, right?

knotty hollow
#

So Steve casts healing word on Blue
Steve heals blue with Healing Word
Steve should also get healed as a result of blessed healer, restoring hit points ot him equal to 2+ the spell's level, so in this case, whatever level he casts healing word at

spice kraken
#

Oh

#

Probably need to do that as a custom macro

#

You could do it manually though of course

#

Personally that's how I'd do it but that's just how I play. Not a fully automated game

knotty hollow
#

Yeah okay cool thanks

spice kraken
#

Could ask for a macro for this. Chris and Lonelybugbear are usually the ones that help make them

knotty hollow
#

I'll head over to macro polo ๐Ÿ™‚

spice kraken
#

They'd probably tell you come here

#

Since it's midi related

violet meadow
#

@knotty hollow MidiQOL sample items compendium already has a Blessed Healer set up

#

I haven't used it, but it should be working

spice kraken
#

Oh, even better

knotty hollow
#

Oh cool I'll check it out thanks

molten solar
knotty hollow
#

The spell from the compendium seems to work with some spells but not others ๐Ÿ˜ง

#

Oh, got it to work now

#

Thanks for the help guys ๐Ÿ™‚

violet meadow
#

Good to know ๐Ÿ‘

hot flower
#

did findNearby change in one of the midi updates? I'm getting an error now with a macro that worked fine before.

#

This seems to be the issue: let nearTargets = MidiQOL.findNearby(null, originalTarget, 10, null)

#

it's for a burst arrow.

#

error is Uncaught (in promise) TypeError: undefined. Cannot read properties of null (reading 'maxSize') [Detected 1 package: midi-qol]

#

ok. think i got it. The last null in place of options should be an empty object. So, let nearTargets = MidiQOL.findNearby(null, originalTarget, 10, {})

#

is the startswith bug back?

#

using @scarlet gale's chain lighting spell. It's not applying damage to nearby targets

violet meadow
hot flower
#

ah hah!

#

didn't see that

violet meadow
#

Yeah I had asked for a parameter to pass in the function, so that it can return incapacitated actors as well.

violet meadow
violet meadow
#

When the maxLength of the nearbyToken is less that the max then it seems that it errors out in chainLightning.js:33

for (let i of nearbyTokens) {
    addedTargets.push(await fromUuid(i.document.uuid));
    addedTargetUuids.push(i);
}
``` If I read it correctly your `nearbyTokens` function returns an array of `Token5e` so this should change to ```js
for (let i of nearbyTokens) {
    addedTargets.push(i);
    addedTargetUuids.push(i.document.uuid);
}
scarlet gale
#

Not sure how I didn't catch that

hot flower
#

@scarlet gale: how are you deciding when the DMG cleave gets invoked? It just triggered for a character that does not have the Great Weapon Master feat. They do have Fighting Style: Great Weapon Fighting, but that's not the same thing is it?

scarlet gale
#

Not great weapon fighting

hot flower
#

ah, yes, I had it turned on for some reason.

#

nvm.

scarlet gale
#

@hot flower Chain lightning is all fixed up now

hot flower
#

huzzah!

#

thanks!

coral axle
#

hey all, in need of some help with an effect, is it possible to have an effect bound to the temp hp of an actor so that when the temp hp is fully depleted the effect ends?

scarlet gale
#

Midi flags get evaluated, I'm betting you can have the right side do something like @system.attributes.hp.temp > 0
As for making it end, that's likely a macro of some sort

#

I don't think there is a special duration for running out of temp hp

coral axle
#

unfortunately there isn't one, might try to see if it's possible to add my own or making the macro idea work and if nothing else I'll just have the players make sure to end this effect when their temp hp is gone

#

right now it is set up to end when the target takes damage due to it being a low amount of temp hp and the characters taking more damage than it in most situations

#

thank you for the guidance!

undone bronze
#

Does anyone perhaps have "Magic Weapon" spell item macro / effect on hand? My players been recently using it consitantly and i'm almost at wits end manually adding +1 and Magical Property

scarlet gale
dark canopy
#

As another option

violet meadow
idle granite
#

@scarlet gale I'm on 0.0.33 using the auto update on an item for Divine Smite made it look for the macro Chris-DivineSmite rather than CPR-divineSmite

idle granite
#

renaming the macro makes it work of course, just looking for the wrong thing

vast bane
violet meadow
#

Will push it tomorrow

#

Or if I am back home at a reasonable time later tonight

vast bane
#

No rush we aren't playing till next sunday

opaque patrol
#

I'm trying to implement Hand of Harm as a damage bonus macro like sneak attack, but hand of harm has item uses. Is there a recommended way to trigger those uses automatically or do I have to plumb that stuff myself?

violet meadow
violet meadow
#

Sneak attack sample Item has a once per turn workflow

opaque patrol
vast bane
#

optionalnamemacro basically right?

#

make it similar to indomitable

quasi needle
#

Is there a way to set the invisible flag with an after effect?

#

nevermind, just found it

hollow tundra
#

Which setting for the midi qol module is responsible for fast forwarding damage rolls?
right now the attack roll is automatic
but it keeps asking me if the damage roll is normal or critical
id like that to be automatic too

quasi needle
knotty hollow
#

Does anyone know of any complete(ish) spell compendiums for easy import to use with midiqol? a bunch of things aren't quite working well so if there is such a thing that might be helpful ๐Ÿ™‚

hollow tundra
quasi needle
#

personally i turn off autocomsume spell slot

vast bane
#

don't use quicksettings, thats meant for beginners, you clearly are into the deep stuff of midi at this point.

vast bane
# knotty hollow Does anyone know of any complete(ish) spell compendiums for easy import to use w...

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
#

Oh wow that looks great thanks

hollow tundra
#

Is there a way to also have the half-cover and full cover conditions in a token's effect bar? If i use Combat Utility Belt in addition to midi qol, it adds all of the conditions into the bar again.

spice kraken
# quasi needle

I would not do this unless you're looking to change literally all your settings

#

Cause if you fast forward spell casting and resource consumption, you just lost the ability to upcast

quasi needle
#

i did mention that... i hit fast-forward everything then go turn off autoconsumption of spell slots for exactly that reason

spice kraken
#

To fix auto fast forward damage, moto's response is more accurate

quasi needle
#

so i added a few of those modules moto just suggested along with their dependencies, and i got a LOT of red error popups while updating. I don't know enough code to understand what I'm reading. should I be concerned?

broken bridge
#

Hello. Is there any way in the flags.midi-qol.Overtime of midi to make it so that the macro part of the DoT is executed before the save ? I want to give disadvantage on the roll and it's proving... challenging. I could do it with hooks but it's a very heavy handed approach.

vast bane
#

If I had to guess, the errors are cause you installed the bad branch of simple calendar.

#

I recommend you look at the required dependencies of chris' premades and preinstall them all, I also had issues installing his module and had to reinstall all the dependencies. I don't know why its doing that.

#

I bet you its cause chris' module has like way more dependencies than usual modules so its probably overwhelming the process or requests are happening at the same time and githubs denying access.

quasi needle
#

didn't mean to imply you said anything about fantasy calendar, just that the red stuff started after trying to add the ones you mentioned. i've since hit update all and didnt get any errors, don't know if that means i'm ok or not.

vast bane
#

I recommend still reinstalling the dependencies of his module, they may be blank folders. Also don't hit update all as a midi user, its a nightmare. You are asking 30 mod authors to disrupt your stability with random minor changes to 100 files.

#

update when things break and update individually

#

follow the #package-releases channel, update when you really want something from a module you use

#

stability>frustrated troubleshooting

#

even worse when you update all you rarely get a glance at what updated

quasi needle
#

i totally get what you're saying, but i'm not a programmer, not a pc programmer, anyway. i only vaguely understand what's going on with this stuff no matter how slowly I install ๐Ÿ˜‰

#

chris's premades cannot be enabled due to issues with required dependencies

vast bane
#

I personally am not endorsing the newest DAE/midi/dfreds CE btw My recommendations of their version numbers are as follows...

quasi needle
#

yeah, i just fished uninstalling Chris's, reinstalling one at a time

vast bane
#

If you are on dnd5e 2.0.3, I recommend midi 23 or 24, dae 14, and dfreds 3.1.1
If you are on dnd5e 2.1.x update to 2.1.5 and I recommend midi 29, dae 21, dfreds 3.1.1

If you use any others you are playtesting and expect issues to arise.

Dfreds CE 4.0 requires midi 32+ and dae 22+. (Dfreds CE has issues I wouldn't bring into a live session)

quasi needle
#

was mostly just hoping to get automated versions of spells... getting tired of trying to set them up one at a time for my whole gaming group.

vast bane
#

chris is doing gods work, but also the other links aside from his module are great too but you kinda need some understanding of how item macro/midi/effect macro work to really pull off premades well

#

the manual install of midi srd is a great stop gap module for most stuff btw

#

you need the v10 fork I posted above though, don't use the official v9 version it will throw errors

quasi needle
#

i'm getting pretty decent with effects, haven't really touched macros yet besides minor tweaks to pre-existing macros that i can kinda figure out. i'm a plc programmer (industrial automation) so things look familiar enough that i can make good guesses

vast bane
#

key to macros is to plagerize, think of features/items that do something similar and find someone who automated those and see if you can rig them up for what you need

quasi needle
#

yeah, i tried the official midi srd a month ago and it was clearly messed up

#

while i'm thinking of it, know an easy way to toggle darkvision or tremorsense on/off?

#

with a spell/macro, not be editing the token vision

vast bane
#

make a dfreds CE using the ATE keys for them

#

if its for npcs, you need to use effect macro

#

well if its for any actor with a wildcard you need to use effect macros

#

till Kaelad fixes the wildcard glitch with ATE

quasi needle
#

ok, i haven't looked at dfred's at all yet, just installed today as part of you list of things

vast bane
#

one thing to know about DAE and dfreds CE and ATE modules is that ATE has different vision keys for v9 and v10, and the auto complete in DAE includes all of them.

#

over time you will learn which ones are the bad ones in v10

quasi needle
#

yeah, i don't understand the words coming outta your mouth. need to go play with macros/dfred first a guess to get the vocabulary to know what you're talking about

vast bane
#

if you have cub and dfreds CE you need to turn off cubs enhanced conditions

quasi needle
#

don't have cub, just now installed dfred but know nothing about it. basically the main things i had before today was midiqol, dae, token action hud

sleek pulsar
#

I'm trying to set up Healing Spirit for Arbron's Summoning. I (think I) need to configure the active effect to heal 1d6 HP, for 1 + the summoner's spellcasting ability modifier) (resource?). After healing that number of times, the spirit disappears. And, the amount of healing increases by 1d6 for each slot above 2nd. Here's what I have:

vast bane
#

I have the healing spirit spell create a self buff that gives the druid an item they can roll to heal someone for the upcasted amount or regular cast depending on upcast. Then the spell also does a warpgate macro to summon a benign entity to represent the spirits location that does nothing and has the creature type NoTarget so its immune to midi.

sleek pulsar
vast bane
#

its really hard to share macro.createItem builds over discord sadly

#

the temporary item has an item macro on use:

const usesLeft = item.system.uses.value;
if (usesLeft === 0) {
    await MidiQOL.socket().executeAsGM('removeEffects', {'actorUuid': item.actor.uuid, 'effects': item.actor.effects.filter(eff=>eff.label === "Concentrating").map(eff=>eff.id) });
}
#

for createitem setups you want to store them all someplace safe so they don't get accidentally deleted, i store all mine in a compendium

#

I made my temp items consumables cause of the destroy on empty checkbox to simplify the deletion of it after its done

sleek pulsar
#

You don't have spell scaling set on the spell?

vast bane
#

correct because heres the hardest part to remember:

Effect macro:

sleek pulsar
#

And, is there a way for me to bookmark all of this?

vast bane
#

copy message link to your personal discord 8)

#

once you figure out how the general gist of a macro.createitem works, all this makes sense

#

my on use macro on the actual spell is purely a warpgate summons for a useless actor cause the druid named their healing spirit and I abliged

sleek pulsar
#

This is the first effect macro I've seen written out

#

I was wondering how to use it

vast bane
#

oh let me paste that macro here

#
let i = 0
while (!token.actor.items.getName("Healing Spirit Heal") && i < 3000) {
    console.log("Waiting for Healing Spirit Heal item to be created, if needed!")
    await warpgate.wait(250)
    i += 250
}
const item = token.actor.items.getName("Healing Spirit Heal");
const {castLevel} = effect.flags["midi-qol"].castData;
if (castLevel > 3) {
    let newItem = duplicate(item.system);
    newItem.damage.parts[0][0] = `(${castLevel} - 1)d6`;
    await item.update({'system.damage.parts': newItem.damage.parts});
}
#

first function is setting a pause just incase your lagging in live play, second function is performing the "upcast"

#

I premade her charges btw, cause she had 20 wisdom by the time she got level 2 spells so I saw no reason to scale that

#

if your druid is not max wisdom, the max uses field on the temp item should be (@attributes.wis.mod + 1)

sleek pulsar
#

ah, thanks. I was wondering

vast bane
#

it should auto delete if you have destroy on empty set on the temp item as a consumable

#

once it does that, it auto drops the conc due to the on use macro I put in item macro

sleek pulsar
quiet solar
# vast bane If you are on dnd5e 2.0.3, I recommend midi 23 or 24, dae 14, and dfreds 3.1.1 I...

silly question, but is there any way to install an older version using a json manifest instead of manually unzipping the module in the file system?

eg installing DAE v 10.0.21: https://gitlab.com/tposney/dae/-/blob/v10/package/dae-v10.0.21.zip

when the foundry website only lists the most recent point release: https://foundryvtt.com/packages/dae (10.0.22)

vast bane
#

from what I can see in my testing tonight, dfreds seems to have fixed the issues with toggling broken and no status ids, and macro.ce now works right in dae/midi

#

there is no manfiest install method for old dae's and midi's

quiet solar
scarlet gale
#

CE is pretty safe to use now

#

along with the current versions of DAE and midi

#

Just ran a game without any issues

quiet solar
#

so I can just 'go to eleven' with everything and be good at this point?

scarlet gale
#

no

#

Do no use the testing version of Foundry

#

Unless you are a module developer and like to live on the edge

quiet solar
#

lol - not that

#

just meant the point versions of the modules

#

it sounds like 'yes'

scarlet gale
#

If you go to the newest version of midi, dae, and CE you should be good

celest cradle
#

@shrewd solstice here you are ๐Ÿ™‚

shrewd solstice
#

thank you

#

hello all , I think this could be an issue with Midi QOL but not 100% sure. One of my players likes to use produce flame as a ranged spell attack, and I was able to configure the spell so that it no longer targets herself, but with MidiQOL it ALWAYS rolls at advantage and I wasnt sure where to change that setting?
dnd5e

vast bane
# shrewd solstice hello all , I think this could be an issue with Midi QOL but not 100% sure. One ...

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.

If you are on dnd5e 2.0.3, I recommend midi 23 or 24, dae 14, and dfreds 3.1.1
If you are on dnd5e 2.1.x update to 2.1.5 and I recommend midi 29, dae 21, dfreds 3.1.1

If you use any others you are playtesting and expect issues to arise.

Dfreds CE 4.0 requires midi 32+ and dae 22+. (Dfreds CE has issues I wouldn't bring into a live session)

You likely have a naughty module installed with midi.

celest cradle
#

I didn't think it could be a module interfering but @Moto 'Janky' Moto is right, it's more often than not a good idea to test with only the required modules when you have an issue ๐Ÿ‘
The "Find the culprit" module can help in that regard

shrewd solstice
#

Ok. I'll go through them 1 by 1 to find out which it is. Thank you

vast bane
#

the most likely culprit for rolling advantage is they have ready set roll or retroactive advantage installed

scarlet gale
#

Just made my own undead fortitude feature that works with midi-qol a little bit better. I wasn't happy with the one from creature aid.

#

The zombie doesn't hit 0 hp ever during the workflow if it saves.

#

Including damage taken from macros that make use of the midi-qol apply damage function

sleek pulsar
#

@scarlet gale Do you happen to have a Spiritual Weapon set up that you like? I'm trying to get the one from the Midi QoL sample items to work, and it's just not cutting it. Doesn't actually roll damage, unless you open up the warpgated token, equip the attack, and roll the attack from the token. Each time you cast Spirtual Weapon, you have to open the warpgated token, equip the attack, and then roll the attack.

scarlet gale
sleek pulsar
#

Okay, I'll take a look at his.

scarlet gale
#

IIRC I had to adjust it because it wasn't grabbing spell attack bonuses

#

I still need to figure out how I want to handle summon spells for my module. Since the way I do it in my own game is just having an actor for each player with a summon

#

And that doesn't work well for shared stuff

sleek pulsar
#

I'll be happy to test out whatever you decide. ๐Ÿ™‚

#

Crymic doesn't seem to have Spiritual Weapon on his Patreon page. I'll check in his Discord.

scarlet gale
#

Honestly, the other DM in my game set that one up. So I'm not sure where it was sourced from.

#

My own group doesn't actually have anyone with that spell

#

ยฏ_(ใƒ„)_/ยฏ

sleek pulsar
#

He's got it in his Discord, so I'll mess around with it in the morning. Have a good evening!

vast bane
scarlet gale
jade gazelle
#

Hey everyone! I am trying to make the warlock Invocation "Armor of Shadows" which is just the Mage Armor Spell. When I use the raw mage armor spell, the effect applies just fine. When I rename the spell to "armor of shadows" it stops auto applying itself. How can I fix this? I am simply renaming the spell.

scarlet gale
jade gazelle
#

oooh

scarlet gale
#

You can just directly make a DAE effect on the spell.

#

All it's doing is setting the armor class to mage armor

#

If you're familiar with effects

jade gazelle
#

yeah i thought duplicating mage armor would do the trick.

#

even if it says (copy) next to it, it just stops. hmm.

#

AH!

#

I get it. Thank you!

#

Just had to create a new effect in Convenient effects. So this is a good time to ask because I am confused. Do I need BOTH DAE and Convenient effects? Or will one be just fine.

scarlet gale
#

So you don't HAVE to make a convenient effect to do this.

#

On the spell click the button that says DAE on the top

#

Midi-qol can use CEs that match based on name, but I personally don't like doing it that way, no reason to clog up your CE custom folder

vast bane
#

if the item is on a player you can drag and drop the mage armor ce onto the items effect tab

jade gazelle
#

Foundry. The Adobe of D&D. 500 hours in and i'm still learning this program.

#

Love it

vast bane
#

Wait till you use Aedif's modules hehe

broken bridge
#

Hello. Is there any way in the flags.midi-qol.Overtime of midi to make it so that the macro part of the DoT is executed before the save ? I want to give disadvantage on the roll and it's proving... challenging. I could do it with hooks but it's a very heavy handed approach.

violet meadow
broken bridge
#

Right now, I have something like this in the item macro of phantasmal killer:

#
(async () => {
  let level = Number(args[0].spellLevel);
  let dc = Number(args[0].actor.data.attributes.spelldc);
  let effect = {
    label: "Phantasmal Killer",
    icon: "icons/magic/death/undead-ghost-strike-white.webp",
    changes: [
      {
        key: "flags.midi-qol.OverTime",
        mode: "OVERRIDE",
        value:`turn=end,damageRoll=${level}d10,damageType=psychic,saveAbility=wis,saveDC=${dc},label=Phantasmal Killer`
      },
      {
        key: "flags.midi-qol.disadvantage.attack.all",
        mode: "CUSTOM",
        value: "1"
      },
      {
        key: "flags.midi-qol.disadvantage.ability.check.all",
        mode: "CUSTOM",
        value: "1"
      },
    ],
    duration: {
      seconds: 60,
      rounds: 10,
    }
  };
  args[0].targets.map(t => t.actor.createEmbeddedDocuments("ActiveEffect", [effect]));
})();
violet meadow
#

I meant

broken bridge
#

Yeah, but the check is already rolled when the macro from the macro field is called.

#

Even if I created the whole roll, if the creature fails its check, the effect wouldn't be rfemoved, would it?

violet meadow
#

But this is going to be the only thing in the Overtime

#

No check or anything

#

Handle it in the macro

broken bridge
#

Oh, so I have to rewrite the whole logic of it? ๐Ÿ˜ญ

#

Dammit.

#

Ok.

violet meadow
#

Hmm that is an option

#

OK what is it you want? Hmm Phantasmal Killer

broken bridge
#

What I was playing with right now is adding a macro.execute OVERRIDE "disadvantage_hook_macro" and add a hook on midi-qol.preCheckSave to check whether the check rolled was for PK and add disadvantage to it.

#

I'm having a hard time identifying the workflow as being the one for PK however.

violet meadow
#

You want to give disadvantage against that specific spell?

broken bridge
#

Yeah.

violet meadow
#

All creatures or just one?

broken bridge
#

And only for one roll. I was thinking of using a CE effect with a special duration of 1 saving throw.

broken bridge
violet meadow
#

Sidenote. Are you on v9?

broken bridge
#

Yeah, unfortunately... My DM refuses to upgrade ๐Ÿฅฒ

#

Makes finding documentation that much groovier.

violet meadow
#

Just so I am sure I am not missing something. This is a homebrew rule, right?

broken bridge
#

Yeah. I play an illusion bard and any creature I cast illusion spells on have disadvantage on the saving throw.

#

Tons of homebrew in this game. The challenge for automation has been fun, and more than a little frustrating.

violet meadow
#

OK I would just create the save in the ItemMacro and not use an OverTime effect for that.

#

Second option, ask kindly tposney to add a advantage/disadvantage:true/false in the OverTime effect parameters ๐Ÿ˜„

broken bridge
#

I was kind of playing with idea of making a Pull Request with it, but since there has been no requests for it, I thought that maybe it was arrogant of me.

#

Also, it would not help me since DM won't upgrade modules either xD

#

But it would be nice to help.

violet meadow
#

If you make a PR and is not intrusive, I would imagine it wont be denied.

#

It just gives some more options

#

But for your case, an ItemMacro handling the logic of the spell and not an OT would be the answer ๐Ÿค”

broken bridge
#

Well, where would you put the item Macro though?

#

Hook on end of turn?

#

Oh, no, macro in OT, right.

#

Man, having to create the whole chat card and everything is going to suck...

#

I'm going to just copy paste the code from midi x)

violet meadow
#

const saveDC = args[1];
const saveAbility = args[2];
if (args[0] === "each") {
  const targetActor = (await fromUuid(args.at(-1).tokenUuid)).actor;
  const flavor = `${CONFIG.DND5E.abilities[saveAbility]} DC:${saveDC}`
  let saveRoll = (await targetActor.rollAbilitySave(saveAbility, { flavor, fastForward: true, disadvantage: true })).total;
  if (saveRoll < saveDC ) {}// damage part here;
  else {
    const effectId = targetActor.effects.find(eff=>eff.label === "match it to the effect label that is created on the targets").id
    return MidiQOL.socket().executeAsGM('removeEffects', {'actorUuid': targetActor.uuid, 'effects': [effectId]});
  }
}
#

This is supposed to be a DAE macro.itemMacro with a duration of Macro Repeat: End of turn

#

Do the damage part in there too

broken bridge
#

For the damage part, a DamageOnlyWorkflow would work, right?

violet meadow
#

yeah

#

or ApplyTokenDamage

broken bridge
#

Imma try to do that.

#

Thanks for the suggestion.

violet meadow
#

If it doesn't delete the effect cause it is not an owned token, use the MidiQOL sockets

broken bridge
#

Can i give arguments to the macro ?

#

Or is there no way?

violet meadow
#

yes

#

I am copy pasting code which doesnt make sense but it will in a sec ๐Ÿ˜„

broken bridge
broken bridge
violet meadow
#

And in effects create a macro.itemMacro | Custom entry, passing the args you want

spice kraken
#

V9 FTW!!!

broken bridge
#

As the token developer of every table I've been on, and who works a lot to make everything work... I hate you. With love, but I hate you.

violet meadow
#

ffs this screeshot ... delete the A

#

but you get the point

broken bridge
#

Yes. You're helping a lot.

#

Imma try.

violet meadow
#

And in the macro you can call as args[1] and args[2] the ones you pass

spice kraken
#

Also .wis and not ,wis prolly

broken bridge
#

My god it kinda works :D

#

I'll polish this.

#

Because I have another homebrew on top of this I left out which is that I can customize damage type... I'm a glutton for punishment.

#

But this is the best lead I"ve had. Thank you so much.

violet meadow
#

I think got the syntax right in the macro shared before

broken bridge
#

I'll just filter on the args[0] === "on" and it should work.

spice kraken
#

Just curious, what all have you macro'd on v9?

violet meadow
scarlet gale
#

You can make your own overtime sorta with effect macros too

#

I'm pretty sure the v9 version has turn triggers

broken bridge
violet meadow
#

I wasn't sure if it was included in v9 of EM ๐Ÿคท

spice kraken
#

I'm just curious on the list of a lot of shit so I can steal those too (assuming you don't mind of course, haha since I'm also V9)

scarlet gale
#

Fairly confident it does, I made a potion of poison with it once back in v9

#

Either way, doing the whole setup in a macro would make it trivial to have it roll at disadvantage too

#

Since you setup the roll yourself

vast bane
#

Just sittin down after snow removal for an hour so gimme a few to thaw out

#

when you clear your driveway of 5 inches of snow so you can get dunkins

violet meadow
#

priorities โœ…

spice kraken
#

Side note, what is a dunkins?

#

Dunkin Donut?

vast bane
broken bridge
vast bane
broken bridge
#

OH MY GOD IT WORKS!

#

With level scaling and everything !

#

Now to test the removal, but I'll do that after lunch.

#

Thank you so much @violet meadow

vast bane
broken bridge
#

Getting roasted for unfinisehd work smh.

#

I'll do the nice finishing touch at the end.

vast bane
#

I think its a midi setting, I don't think its your macro

broken bridge
#

You front-end developer.

#

It's my macro.

#

I need to pass the chat card id for it to merge.

#

Otherwise everything is merged.

vast bane
#

ah

broken bridge
#

Yeah. It was much nicer when I was using the automated OT with midi, but no disadvantage :(

scarlet gale
#

You can make a synthetic item and roll it

#

I do it all the time for my macros now

broken bridge
#

Yeah, that's what imma do when I've checked that everything works.

#

Crunch first, fluff last.

delicate quartz
#

Hey guys. I want to use the Actor Weight attribute in the Ilandril's Token Tooltips mod. While this attribute is not captured using the default 5E sheet, it is captured using the Tidy5E sheet, and as far as I can tell, it is saved under flags.tidy5e-sheet.weight.

broken bridge
#

That's... not midi related at all x)

delicate quartz
#

When I reference that in the Ilandril's Token Tooltips settings though, it doesn't work.

#

Oh sorry. Someone in the macro development channel thought that MidiQOL might expose that info in a way that would allow it to be accessed.

#

Apologies.

vast bane
violet meadow
#

I arghjhh

vast bane
#

my guess is overtime has a typo

#

yeah

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not your fault

violet meadow
vast bane
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isn't it saveDC and the spaces around the = seem wrong

scarlet gale
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Sounds like they're already looking at the flags

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it's just a matter of having that module access it

broken bridge