#MidiQOL
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I will take a peak and see if I can pull it off
I was looking at the incubus/succubus one, is proboscis better?
That would require checking the failed saves set in the workflow
if (this.failedSaves.size != 1) return;```
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
under the js this.targets.size != 1 part
it's just my embedded helper function
you can skip over that part
It's called but stuff later down in the macro
Does the macro make the ae or do I need to make it on the slam attack?
it makes it on it's own
I'm working on creatures right now, I'll go make a clay golem attack
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?
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
k then I'll put a pin in this for later and check your update
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 ๐ค
I haven't checked to see if it takes that, but I think the drag and drop would only work for UUID right?
That was a suggestion from them.
also portability wouldn't work even with compendium name cause the other user would need that compendium name
and I don't think a module can give out a compendium cause it'd get removed reset constantly on updates
The intent was to search the compendium by name instead of uuid I think
yeah
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
I also am debating moving them to a folder in the items sidebar instead to speed up the transfer to actors
Foundry does not clamp the bar size when negative temp max hp is higher than the total HP lol
that is worthy of showing to the dnd5e guys in the other channel for a laugh
Arbrons gonna love that one
go for it
I normally run a module that replaces the HP bars to look nicer and that one doesn't have this problem afaik
Trying to decide if I care about working around this
do you want to write the dnd5e issue or shall i?
I would confirm it on a moduleless install first
you can test by manually setting the temp max hp to a negative number larger than the total max hp
look in dnd5e I just did the extreme lol
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.
That's amazing
sounds good
I had been looking at the activation condition examples by ThatLonelyBugbear (#1010273821401555087 message) and was thinking of trying to use a version of that, but all of the examples were number related for the actor and only target related for effects
midi-qol / dae evaluates stuff in the flag
You can have it check if that effect by name exists
I haven't ever tried, but it's been mentioned here somewhere
Awesome! Thanks! I'll spend some time digging through the discord
theres a post by bugbear in my copy paste for evaluations...
@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?
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
a modified 2nd to last example should do it for you
I think it's just actor instead of target
it does it manually and with the ae with no modules on
Yep! that was the one I was looking at. I'm just having trouble interpreting.
Thanks!
You should mentioned it in the issue as well
Since it's not related to the effect, but just falls on the rendering of temp max hp
updated it
the effect value of a boolean should be able to take the exact same thing as an activation condition
@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?
pretty much it'll return a 1 or 0
so the right field
then the left one is that midi-qol flag that you want it to apply to
so something like this?
that won't quite work
since your nightfall effect isn't a core status effect
eff=>eff.label === 'nightfall'
ugh
actually
that whole line
Shite. Right, that makes sense
actor.effects.find(eff=>eff.label === 'nightfall')```
might just be that
as an alternative
you can just set the nightfall effect
to do all the proper advantage stuff
This was the outcome. Just what I needed!
nice
You totally could have just done an advantage message to pull the same thing off hehe
Thank you for your help! I really appreciate it!
since you have AR
๐ nahh, gotta make it difficult lol. I'll keep that in mind for the next time!
Yes it's one of the side effects of CE 4.0.2 that I missed. Fix imminent
I pinged you in the wrong channel sorry Tim
If you need anymore examples that would help let me know.
I will update the list.
Probably worth making it a pin or a wiki in MidiQOL.
I will add various activation conditions from next week in my repository too for another source of referencing
will the effect values need different syntax than activation conditions?
for the boolean midi flags?
Same
Actually I cannot test right now, but if you could check one that makes sense in a Boolean would be great
@vast bane I went ahead and also did the other glay golem features too.
Awesome, I already have your module but I really don't need it for a week or two personally as I doubt the players will stumble down 2 floors in one night
@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. ๐
(I have updated)
I may have missed adding it to the pack
I'll double check when I get home in 20 minutes
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 ๐
Bleh
I'm guessing I forget to include that pack in the module json
Yep
Just checked on GitHub
No worries, that is what feedback is for. ๐
Should work now.
@vocal umbra In here.
how do I apply the restrained effects onto other creatures using midi automatically?
In the Workflow tab of the settings there are these two options
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)
so like, in the effects tab add the restrained effect?
yes
@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.
Do you use DFred's Convenient Effects? or DAE?
Using DAE, I clicked on the ๐ง icon and added Prone to this weapon
both
huh I guess Dfred's convenient
DAE is gone for me even though I have it installed
oh well
Is there an error in console?
With dfreds, I thought you could use macro.CE but that's turning up blank for me...
Although, dfreds did recently add text enrichers, so you could use @toggleEffect[Restrained] in the item description to toggle it on/off
oh sick!
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'
What version of my module are you on?
There is an item macro on the item await chrisPremades.macros.ringOfSpellStoring.item(this); but I don't see a macro called ringofSpellStoring
27, the most recently deployed one
oh
hmm
that looks right
let me check one thing
It's working for me on my test alternate install
You have a ring of Spell Storing macro in your repository. I don't see it in my macro folder. Should I?
hmmph
We got it working, it wasn't added to a player
the latest midi/dae should have fixed empty macro.ce
reinstall your midi/dae/dfreds ce
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?
no
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
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.
I think you will need a macro in order to increment that value. AEs don't really work on counter "values"
The (2) is that from the effect being stacked or is that just something you wrote yourself?
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.
I tried with and without stacking effect.
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?
Take a look at the hold person in the Midi sample items
tried using it just now, but its neither prompting saves (don't know if its supposed to in the first place) nor removing the effect when manually rolling wisdom saves
these are my workflow settings incase thats relevant:
The sample one uses over-time, so you need to have a combat going for it to work
I assume you mean about time? and yeah I didn't have it installed (I was using times up instead,) just installed about time and activated it, and tried using midi hold person again in combat, but its still not prompting or removing the effect even if I have the character manually roll saves
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.
oh, I see. is it enabled by default or do you have to manually enable it? because I had a combat going on both times but it still didn't work so idk what else could be causing the issue
What is your Hold Person named in the compendium you are grabbing it from?
'Hold Person 10.0.13'
Okay, do you have DFreds CE?
yes
Then it should just work out of the box
you probably do not have your saves settings right in workflow/workflow tab/saves section
you also need to disable dfreds setting on the hold person item if you are using the sample item
oh god is that part broken? has anyone checked if the checkboxes work on items for dfreds disabling?
I think you are in the wrong channel hehe
Ahh, thanks.
@scenic lava combine the midi sample item Regeneration with the midi sample item rage into one active effect and you should be good
yoou may need to adjust the heal amount on the regeneration
Looking at that now.
just add this onto the midi rage, change the 10 to 2
and ditch all the shennnigans you tried in your original
I honestly never understood how the overtime effects worked. I wish there were some better tutorials for the more advanced features.
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:
even as someone who understands them, the best source is the overtime section in his readme, it trully is a 'read the manual' feature as its more informative than we could be
syntax matters its just better to have the readme up to type them out right
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.
make sure you stop using that macro repeat on yours then
yup, thank you for the clarification on what that field actually does.
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?
you should not be modding max hp with an effect either lol
tempmax
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
may want to start with actually copy and pasting the features description so we aren't reading tea leaves
its ok, I am just going to modify the condition so that it matches the tempmax at the same time.
Thank you for the help.
you can't do an overtime on tempmax
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
you could also just try letting regeneration fire without a conditional hp check
just quckly checked and you are right, its not letting it regain past the original max, just remove the conditional
@gilded yacht is there a way to make overtime effects whisper their damage? Regeneration spoils its existence:
maybe add a whisperDamage=false as the default and true for things like regeneration would be possible too
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.
Yeah can confirm you can just use label to change the chat card.
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.
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.
practically all of them are, this is kinda annoying
infact its game day, I'm downgrading and not promoting the updating of them till its solved.
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?
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.
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.
thankfully downgrading reverts the field to having something in it
now I gotta remember the stable midi and dae for it
Hmm so I have to add in a worldscript to achieve this? Is there no way to tie this to the item itself as an Item Macro or something similar that just expires the effect upon the actor being modified through the midi damage application? I understand that it wont work with me manually removing the temphp from the actor.
how would the item listen for an event unrelated to it?
Well, the item (a feature) actually applies the temphp in the first place.
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.
I see. No that makes sense. Thanks!
Actually ๐ค I don't see why you couldn't use a DAE actorUpdate effect
Cause thats what Chris made for me 8)
does anyone know how to target the actor/item that has all the CE's on them hidden away?
Well basically the same macro as what you did above, but with it as a onUpdateTarget macro, like Warding bond
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
Does DFreds force the statusId for custom effects now?
Do you know approximately what its name is? ๐ค
it doesn't and all my ce's that just use special durations now don't show on tokens and other issues related to it too
With that being said, do you just want all of your existing effects to have a forced status ID?
I've found the right modules to downgrade to, dfreds 3.1.1, dae 21, and midi 29
all the existing ce's in the custom folder for sure
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
serves me right for updating like this, I didn't listen to my own advice lol
never again will I mash that update button
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
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
Did this get reported to the repo?
minutes ago by me sure
if anything it could be a toggle for whomever asked for the module not to auto populate status id
should be ok, the only ones broken are prolly going to be the ones that were dragged onto items
...yeah no dfreds needs to stay on 3.1.1 for the immediate future:
toggling doesn't work
Does it create a new effect recruiting you toggle off and then on again an effect?
its making all ce's passives instead of temp passives and I dunno why its letting it stack when its set not to stack
dfreds 3.1.1, dae 21, midi 29 I guess /shrug
Check stack by name
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
if I let my players see passives then they will start destroying their important passives by accident
thank god the createitem features were added right before the dfreds compatibility
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
You use the -Bludgeoning
That means that you remove the resistance.
Use the one without the minus symbol
yup, was on 21/31, looks good now ๐
you need flat full resistance to them or resistance to nonmagical versions?
it's fora specter, i want resistance to nonmagical slash bludgeon pierce
you also aren't using midi damage
if you want it to manage resistances, you need to use the damage dialog
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
unless thats a player rolling from a player client
i am, i'm just on a client account not a gm, so you dont see the message applying it
is the GM logged in?
yes
show us what you see when you mouse over the damage windows lil token icon
the damage IS getting applied, just with physical it's applying the full 2hp test damage instead of 1, like with elemental
yes, the gm is logged in, i know that the dmg doesn't get appliued without a gm logged in
You can test with both a GM logged in and a player at different browser or incognito window at the same time
i know, but thank you
you also don't need the player logged in at all to troubleshoot this
If everything is right in midi's settings, and the ae, then the likely suspect is a bad flavor on the item being rolled
so he's a result that works, with acid
here's
and here's one that doesn't, with slash
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
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
there should be a tooltip stating its DR
also is magical damage checked at the bottom of the item?
i tried looking for a "magical" flag on the item, didn't see one. where would it be?
I can't help but notice there are discrepencies in all the things you are showing us
is this target actor a linked actor or unlinked?
like what? i've only been at this for a month... i don't know what i don't know
After updating, Midi seems to no longer apply player damage when I click the check mark here. I'm a goofball, ignore me
2 months, actually
It does the AC calculation properly and even applied the Chill Touch effect. The actor is not immune to Necrotic
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.
he had temp hp and resisted half
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
It wasn't even applying that much, but changing the Mult from Calc to x1 fixed it
I can only tell you that your ae works in my build using dae 21 and midi 29 on dnd5e 2.1.5 in foundry build 291. It is strange that the actor taking damage has more resistances than the ae you showed us, leads me to believe theres an unlinked actor mistake being made.
i just now dragged that actor from the actor sidebar onto the map, purely for this test
i can drag a brand new one from the srd if you think that will help
what version of midi and dae are you on and dnd5e
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
hol up, rename the item to Dagger
get rid of the word Magic from its name
and if this solves it...thats a pretty funny bug
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
ok, i had an srd orc attack the specter and it DID reduce by half
your item is fubar, did you try renaming it, itd be hilarious if magic in the name bypasses resistance
no, it's not funny enough, i renamed it and it still did full, i'll try giving him a new normal weapon
what's an actor on use? unlikely, since i made it myself and i don't know what you're talking about
no, never added that
is anything in there? if no, show us the actors effects tab
is this actor important to fix or can you throw it away?
i gave my actor a new normal mace and it got reduced by half correctly
maybe swapping the damage types caused it to get broken? you fine with deleting that test item if everything else works?
yeah, i'm trying stuff like that now, to isolate what created the bug
it was giving it the +30 to hit that caused the problem
putting the 30 in attack roll bonus flagged it as magical, i guess
interesting
Do you have the ac variant rules on?
where if you beat by x value then it deals full damage?
probably not, where would that be, midiqol config?
no, that's not enabled wherever it is
or at least i don't ever recall seeing that happen
rules tab
not sure where you mean
workflow button/rules tab in midi qol settings
nope, -1, disabled
the box is unchecked right?
You probably need to alert tposney about this discussion
having any + modifier in the to hit flags it magical maybe?
If a plus on the attack bonus denotes a weapon as magical
yep confirmed on my end
I cannot test it now. I vaguely remember something
it is indeed flagging it magical
๐
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
10 years outta the game and i'm still logging bugs. old qa habits die hard.
I don't think that it's a bug. More like a feature ๐
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.
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?
When you say what attack, do you mean what type of damage?
Yea
Chatmessage?
oof
hmmm
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
Active Aura sounds an overkill
yea
at that point I may as well just make it a midi-qol hook in the module settings
onUpdateTarget will do the damage part, but iirc it doesn't get the damageType
I suppose I could look through the chat history with that at least
are you using multiattack module with midi?
Nope, you already said its a possible error source ๐ค
was gonna share the copy paste hehe
After the update when I consume spell slot, the spell doesn't work properly and the automations doesn't work, anyone can help me?
Strange thing is, cant even reproduce it
nothing about them should have advantage, my guess is the new hidden shennanigans are happening
honestly at this point with the amount of abnormal advantage/disadvantages going on, attribution should be mandatory in midi now
Open Console (F12) and chcek for Errors (red entries)
What version of MidiQOL are you on?
game.items.find(item => item.name === 'Custom Convenient Effects')
10.0.32
my personal opinion is to downgrade to midi 29, dae 21, dfreds 3.1.1 if live game soon
Had midi house rules on (without the needed mods) but when i try to reproduce i always get disadvantage ๐คฃ
That is probably a ranged attack with an enemy adjacent
turn on attribution in the misc tab
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
the only red entries tha appears are these
you have a cover module set in midi that you don't have installed?
I dont think I have let me see
I may be a minority, but I recommend midi 29, dae 21, dfreds CE 3.1.1 /shrug
Sits in my corner with .24/14/3.1.0 
or lower
How do I change to 29?
ok, what does that do? ^^ since i cant really make it appear again i'm not sure if it helps ๐
Wait Marimix no need to downgrade
Except if you have other issues too
No it's just this one
the next time it happens you can expand the attack and it gives you a list of all the flags
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
oh thy ๐ i may hope it never appears again... but they were fighting very close between a door... that may triggered something
It worked
Thank you very much
imo its probably the new ninja hidden flags
the ruffian has no darkvision, he probably couldn't see
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
already did and turned these house rules off ^^
the only ones that are not active effects are the new sight based advantage/disadvantages
i hope thats it ๐ 'll see in two weeks ๐
where should these flags appear? only can see the usual infos about my attack ^^
when you expand the attack roll I believe
I use advantage reminder so I never have to turn that on
if they have no advantage/disadvantage there won't be any
Have to look for this reminder ^^
its pointless if you fast forward
advantage reminder module only works if you can see the popout windows for attack and damage
Wait a moment, is it possible to roll with advantage by pressing alt?
I dunno I don't fast forward lol
keyboard shortcuts for midi are in configure controls
Have to check that, because i use alt as my push to talk key ๐
One side effect of 2.1.x with midi is this:
can't directly tweak your bonus damage macros
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.
oldest pinned message here has a list of relevant flags
Uhm... the oldest pinned message refers to older versions of the module.
? 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... ?
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. ๐ฆ
to give advantage to others when attacking you need the grants keys
Ah.. ok.
I don't have access to Foundry now to get the relevant ones
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.
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
Oh you're not fast forwarding?
No.. not fast forwarding.
And this is an example of the a specific flag flags.midi-qol.disadvantage.attack.mwak
Sorry, I don't know what mwak and rwak are, I guess.
But idk if any of those kinds of flags will work without fastforwarding. Never checked myself
mwak - melee weapon attack
rwak - ranged weapon atack
AH!
I learn something new every day. ๐
Going through the midi readme will help a ton
Looks like that's a good idea. I watched the vid tutorial. But the readme sounds like a smart move.
Videos can easily be outdated
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);
Likely fixed by changing token.document.center to token.center
Rolling the item inside a midi macro call will cause an infinite loop
Well, those error messages are gone, but now it's creating three templates instead of two ๐
Okay, that makes sense
For what it's worth, you can do pretty much all of this without a macro.
except for the warpgate dismiss part
that's the part that gets rid of the token, right?
Yea
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
If you set it to special, it'll just target around you
(without placing the template)
Set range to special?
Like this? It doesn't seem like it's working
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
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
@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!)
It's already there
I just forgot to put it in the changelog
Or should already be there
oh! Not seeing it in the compendium
lovely! That will let me retire ASE
really appreciate all your work on these automations
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_(ใ)_/ยฏ
@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?
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
Do you want per turn or per round?
turn
try each-turn
turn is old and actually the same as each-round
The updated way is each-turn and each-round
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
Could you screenshot the details tab?
Make it as a DAE not a CE
Then you flag the button called transfer to actor on item equip
what do you mean make as a DAE?
yes
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.
Still only on the first application - doesn't reset each turn.
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?
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?
Update your midi-qol and dae.
As well as CE most likely too
Or revert to .29 of midi-qol
that was it. such an obvious fix. thank you
I've just seen that exact error about 30 times or so
man ancestral guardian barbarian is a pain to automate with macro
The 3rd level feature?
3rd is done, more like the 6rd
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
Goddamnit
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
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
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.
Back on that - meaning effect value should be +@drifting plazackcount instead of +1 ?
If it's a stacking effect yes. And capitalization needs to match exactly
Will try it, thanks
Hello, does anyone know how to reference Midi special durations in a macro? special duration: { Zero HP }, doesn't seem to work.
@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
Strange, I tried to fix it
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?
What does the attack roll look like in chat?
I assumed the ddb importer version of booming blade, and that one shows booming blade as part of the attack name.
if it is somehow not possible, I can just ignore the prompt, so dont worry about that ๐ I don't mind
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
@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
This is an example of creating one such flag an an Effect #1010273821401555087 message
Hey buddy ol pal, the Hideous Laughter(macro) midi srd item was behaving very abnormally in my session last night. It was cast on one actor but then all hostile actors began being prompted with saves vs a null DC and rolled as if I had auto set when I had MTB set for saves on npcs. It only happened whenever an npc took damage.
Just booting up Foundry. Will take a look
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
So it was misbehaving with which MidiQOL, DAE versions?
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
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 ๐ค
I can't even get the active effect to stay on
I think the overtime on the active effect is badly written
I will rewrite that using the MidiQOL onUpdateTarget flags
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
Yeah needs a complete rewrite. I will post it when its done
the ae never applying right is like happening for you too right? so I don't have to try and troubleshoot it?
The interaction of all these modules will need to be tested ๐คท
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
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.
Check the Item's Details tab. Maybe you've checked the Do not Apply DFreds CE checkbox, close to the bottom
Item details as in on the Shield spell? I do not see the box in question
Check your settings again for applying the DFreds CE automatically.
Then check version of DFreds CE. MidiQOL, DAE
MidiQOL 10.0.32, DAE 10.0.22 and DFreds CE 4.0.3 work OK for me
found the culprit. DFreds wasn't up to date. Cheers!
@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 ๐ค
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 ๐ค
@vast bane fixed the Hideous Laughter.
Pondering if I should change the included Spell
Probably will do
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
Show the details tab of the item
Also are you healing through an active effect? Cause if so, don't
Can you show any effects on that too
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?
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
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
Yeah okay cool thanks
Could ask for a macro for this. Chris and Lonelybugbear are usually the ones that help make them
I'll head over to macro polo ๐
@knotty hollow MidiQOL sample items compendium already has a Blessed Healer set up
I haven't used it, but it should be working
Oh, even better
Oh cool I'll check it out thanks
Oh yeah 100%
The spell from the compendium seems to work with some spells but not others ๐ง
Oh, got it to work now
Thanks for the help guys ๐
Good to know ๐
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
Check the latest MidiQOL release changelog. Explains why
Yeah I had asked for a parameter to pass in the function, so that it can return incapacitated actors as well.
@scarlet gale deleted original message... misread the issue
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);
}
Not sure how I didn't catch that
@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?
It's the feature from the dmg workshop
Not great weapon fighting
@hot flower Chain lightning is all fixed up now
Thanks! It works!
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?
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
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!
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
I personally use the one from the ddb importer
I have a decent weapon buff template on the warpgate wiki. Called "magical slap"
As another option
You will need to use the dae flags for onUpdateTarget and target temp hp
@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
Oops
Easy to fix at least
renaming the macro makes it work of course, just looking for the wrong thing
I don't see a new version of midi srd did you push it yet or waiting on more stuff?
Waiting to finish some more stuff
Will push it tomorrow
Or if I am back home at a reasonable time later tonight
No rush we aren't playing till next sunday
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?
take a look at the lay on hands sample Item for the auto resource consume
๐
Ah the once per turn ?
Sneak attack sample Item has a once per turn workflow
Got the once/turn handled already. Just the resource consumption remains
Is there a way to set the invisible flag with an after effect?
nevermind, just found it
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
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 ๐
thanks
the specific thing you're asking about is in the player tab, but the preset will get pretty much everything
personally i turn off autocomsume spell slot
player and GM tabs of workflow button, damage drop downs.
don't use quicksettings, thats meant for beginners, you clearly are into the deep stuff of midi at this point.
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
Oh wow that looks great thanks
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.
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
i did mention that... i hit fast-forward everything then go turn off autoconsumption of spell slots for exactly that reason
To fix auto fast forward damage, moto's response is more accurate
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?
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.
I didn't tell you to install fantasy calendar.
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.
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.
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
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 ๐
chris's premades cannot be enabled due to issues with required dependencies
Here ya go, go out to add on menu and uninstall all of these modules and reinstall them INDIVIDUALLY, do NOT update them do not even touch the update buttons nor the update all button. Literally uninstall one, find it in the menu, reinstall. You won't lose your data. settings are stored elsewhere.
I personally am not endorsing the newest DAE/midi/dfreds CE btw My recommendations of their version numbers are as follows...
yeah, i just fished uninstalling Chris's, reinstalling one at a time
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)
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.
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
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
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
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
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
ok, i haven't looked at dfred's at all yet, just installed today as part of you list of things
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
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
if you have cub and dfreds CE you need to turn off cubs enhanced conditions
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
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:
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.
You're clearly better with macros than I am. ๐ This module ought to do it, since they use summoning a wildfire spirit as an example. However, I just don't know the midi well enough to know if I'm on the right track.
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
You don't have spell scaling set on the spell?
correct because heres the hardest part to remember:
Effect macro:
And, is there a way for me to bookmark all of this?
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
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)
ah, thanks. I was wondering
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
Okay, got everything saved in the event I can't get the Summoning to work ๐
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)
Dynamic Active Effects, an Add-on Module for Foundry Virtual Tabletop
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
Browsing the commit log, you can pick up the package/module.json file I guess...
https://gitlab.com/tposney/dae/-/raw/4e0f8873208241f03d33804e35a22f3b85819e3a/package/module.json
and that works fine
CE is pretty safe to use now
along with the current versions of DAE and midi
Just ran a game without any issues
so I can just 'go to eleven' with everything and be good at this point?
no
Do no use the testing version of Foundry
Unless you are a module developer and like to live on the edge
If you go to the newest version of midi, dae, and CE you should be good
@shrewd solstice here you are ๐
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
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.
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 ๐
The "Find the culprit" module can help in that regard
Ok. I'll go through them 1 by 1 to find out which it is. Thank you
the most likely culprit for rolling advantage is they have ready set roll or retroactive advantage installed
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
@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.
I feel like I'm using one from Crimic
Okay, I'll take a look at his.
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
I'll be happy to test out whatever you decide. ๐
Crymic doesn't seem to have Spiritual Weapon on his Patreon page. I'll check in his Discord.
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_(ใ)_/ยฏ
He's got it in his Discord, so I'll mess around with it in the morning. Have a good evening!
YOu got an automation for zealot barbs too? currently I'm using the creature aide feature he added for special traits but its not perfect cause the zealot barb is 10/15/20/25 dc's not based on damage.
Would be simple enough to make one for that too.
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.
It's most likely matching it from a CE with the same name
oooh
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
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.
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
if the item is on a player you can drag and drop the mage armor ce onto the items effect tab
Foundry. The Adobe of D&D. 500 hours in and i'm still learning this program.
Love it
Wait till you use Aedif's modules hehe
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.
Create the whole roll in the macro ๐
I mean, I would love to do that, but the macro is called after the overtime work is already done, check is done and before damage is applied.
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]));
})();
I meant
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?
But this is going to be the only thing in the Overtime
No check or anything
Handle it in the macro
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.
You want to give disadvantage against that specific spell?
Yeah.
All creatures or just one?
And only for one roll. I was thinking of using a CE effect with a special duration of 1 saving throw.
Any creature I cast the spell on.
Sidenote. Are you on v9?
Yeah, unfortunately... My DM refuses to upgrade ๐ฅฒ
Makes finding documentation that much groovier.
Just so I am sure I am not missing something. This is a homebrew rule, right?
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.
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 ๐
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.
Hahahaha
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 ๐ค
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)
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
For the damage part, a DamageOnlyWorkflow would work, right?
If it doesn't delete the effect cause it is not an owned token, use the MidiQOL sockets
I don't know how to do that, I'll see how it turns out. Worst thing comes to worst, I 'll tick hte "execute as gm". I'm the tech guy for my DM, so he'll put up with it :P
I don't get that part. The macro that will be called (which you called ROLLME in your screenshot) has to be a world macro, right?
I'm not your DM, haha
V9 FTW!!!
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.
oh ok.
And in the macro you can call as args[1] and args[2] the ones you pass
Also .wis and not ,wis prolly
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.
I think got the syntax right in the macro shared before
I'll just filter on the args[0] === "on" and it should work.
Just curious, what all have you macro'd on v9?
final version:<#1010273821401555087 message>
You can make your own overtime sorta with effect macros too
I'm pretty sure the v9 version has turn triggers
Uh... a lot of shit... You're gonna have to be more specific ๐
I wasn't sure if it was included in v9 of EM ๐คท
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)
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
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
priorities โ
will check when my servers done doing its daily reboot/scans
@violet meadow Imma try. The code looks like this: https://pastebin.com/ra9GP5bg . Wish me luck[.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Dunkins is a way of life in the north east US
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
omg merge those cards
Getting roasted for unfinisehd work smh.
I'll do the nice finishing touch at the end.
I think its a midi setting, I don't think its your macro
You front-end developer.
It's my macro.
I need to pass the chat card id for it to merge.
Otherwise everything is merged.
ah
Yeah. It was much nicer when I was using the automated OT with midi, but no disadvantage :(
Yeah, that's what imma do when I've checked that everything works.
Crunch first, fluff last.
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.
That's... not midi related at all x)
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.
I arghjhh
hey there, so check the actor flags
Sounds like they're already looking at the flags
it's just a matter of having that module access it
remove all the spaces. midi-qol OT parser is finnicky.