#MidiQOL

1 messages Β· Page 74 of 1

kind cape
#

Is that set to I will survive? πŸ˜‚

vast bane
#

Is anybody else seeing the duration transfer of the dfreds CE/Midi automation not functioning?

#

I'm on the newest of all 3 and a user just showcased this issue and I'm able to replicate it

#

ae's applied via name matching that have a duration set on the item details are not transferring a duration to the item, even when the CE has a duration set on it as well, it zeroes out the seconds and puts a 0 in the rounds field

#

Is this a bug we should report to midi?

violet meadow
#

Hmm interesting

#

I would say let @gilded yacht know ( ⏫ ) and see where it leads us πŸ˜…

#

Yeah replicated

vast bane
#

Yeah its very specific to the midi feature of matching a name, and it has to be midi's side cause in the case of the Light Cantrip, dfreds CE has a duration in both fields

#

I can write the issue if you don't have the time Bugbear, but if you think you got a better handle of it I'll pass to you if you want

#

I don't really see this as any sort of show stopping bug though

stuck eagle
#

Is there a quick way to add a constitution save to a critical hit?

#

"On a critical hit, the target must succeed on a DC 14 Constitution saving throw or be Stunned until the end of the ogre's next turn."

scarlet gale
#

This a feature or just for a specific item?

#

An on use macro would be easy enough if it's for any crit

violet meadow
#

Just to wrap up the topic with what Ð̷ę̴ą̢Ð̢ƒ̢Å̸Œ̸kΜΈhΜ΅4Μ·Γ‘ΜΈΓ˜Μ΄ wanted and we got it working with DMs.
DAE transfer to actor on item equip with an effect
flags.midi-qol.onUseMacroName | CUSTOM | ItemMacro.MAGIC WEAPON NAME,preambleComplete

ItemMacro ```js
const itemName = "MAGIC WEAPON NAME" // change this name to match the Magic Weapon.
if (args[0].macroPass === "preambleComplete") {
if (args[0].item.system.school !== "nec") return;
const itemToRoll = args[0].actor.items.getName(itemName);
let targets = args[0].targets;
let validTargets = [];
for (const t of targets) {
if (MidiQOL.getDistance(args[0].workflow.token,t,true,true) <= 10) validTargets.push(t)
}

if (!validTargets.length) return;

for (const v of validTargets) {
    let roll = await itemToRoll.rollAttack({flavor:`Attack against ${v.name} - AC: ${v.actor.system.attributes.ac.value}`});
    if (roll.total < v.actor.system.attributes.ac.value) validTargets = validTargets.filter(t=>t !== v);
}

if (!validTargets.length) return;

const damage = await itemToRoll.rollDamage()
MidiQOL.applyTokenDamage([{damage:damage.total, type:'slashing'}], damage.total, new Set(validTargets), itemToRoll, null, {forceApply:true});

}

vast bane
violet meadow
dapper vortex
#

Does anyone know what is causing this error? It doesnt seem to break anything (that I can visually see), but I don't like leaving errors unsolved πŸ˜…

violet meadow
vast bane
#

Report the issue to Flamewaves git if it goes away with just midi on.

vast bane
violet meadow
vast bane
#

prolly doesn't matter in the end they are both his

manic kraken
#

how do i make it where if i cast spiritual guardians it doesnot effect my friends in the circle

vast bane
#

I just answered you in the other channel but the midi sample item doesn't do that, so use the sample

manic kraken
#

Sorry Moto'

vast bane
#

np, ask stuff here for now on, you'll have better eyes on from the midi gurus

manic kraken
#

what do u mean by sample

vast bane
#

I'm about to send you down the greatest rabbit hole you've ever seen

sleek pulsar
#

Time for Moto's list --

vast bane
#

Sources of premade stuff for Midiqol:

Midi Sample Items Compendium(comes with the module)

Midi SRD's compendiums(this is the manual install link)
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
#1010273821401555087 message

sleek pulsar
#

πŸ™‚

vast bane
#

There is a compendium tab in the sidebar where you should find a midi sample items compendium that has THE BEST spirit guardians premade.

#

it comes with midiqol. The rest of the links above are either links to macros or links to other modules that also give you compendiums of premade items

#

CPR and MidiSRD are must haves imo

manic kraken
#

well CPR who having the heart attack its this guy

#

πŸ˜‰

vast bane
#

You will have one when you realize how much work you save using them πŸ˜‰

manic kraken
#

ok these are mods i can get i am assuming

#

can i install tehs through forge or no

#

these

scarlet gale
#

Any module can be installed through the forge

#

Although it's more complicated when it's not one in their own module browser, such as with midi srd fork

manic kraken
#

what does cpr stand for

scarlet gale
#

Chris's Premades <- My module

manic kraken
#

ooh

spice kraken
#

At his point, you should add it to your disc bio, haha

scarlet gale
#

Don't have Nitro, and I wouldn't want to advertise it on other servers

#

Β―_(ツ)_/Β―

spice kraken
#

Totally fair

manic kraken
#

thanks everyone i am such a noob at this stuff you are great help

scarlet gale
#

@vast bane Thought you might be interested in knowing. My new potion of poison was designed to work with people who don't have fast rolling enabled. The macro now rewrites the damage roll to what I want.

#

It also uses a synthetic item to roll the save so the players will get whatever save prompt you use for midi.

proper siren
#

I feel like I'm probably missing something obvious, but midi is not auto applying convenient effects for me. I have Apply effects do not show button set under Auto apply item effects, and Apply CE, if absent apply item effects enabled under Apply Convenient Effects.. anything I'm missing?

jagged plinth
#

so, class i'm building has a feature sort of like the battle master maneuvers, the feature i'm working on add's AC based on a scaling Die roll, is there a way to reference that using DAE and Midi? I have the scaling set up in the class advancements. the feature is effectivly a shield spell that scales with a Die instead of the static 5.

#

i have DAE, Midi, Monks token bar, and Dfreds convenient effects in case i need any of these

scarlet gale
#

Use the @scale name as the value

jagged plinth
#

oh, so like this?

scarlet gale
#

Is this a passive effect?

#

or something that gets rolled?

jagged plinth
#

no, it's a reaction

scarlet gale
#

Then you should be good

jagged plinth
#

effectively a shield spell

topaz anchor
#

Who/where made the massive Automated Animations preset file? I got it a while ago but my hard drive died 😒

jagged plinth
#

so, it doesn't roll the die at all, this is the error i'm getting

scarlet gale
#

add a + before the @ maybe?

#

it looks like the scale is blank string

jagged plinth
#

hmmm, i thought i have the scaling set up right, tried with a + before the @, but it still doesn't work

scarlet gale
#

this is a reaction on the person with the scale right?

#

not people nearby or something weird

jagged plinth
#

yeah, have the feature as an active ability, do i need to add the feature to the Advancements page?

#

all it should do as add a D6/8/10 to the characters Armor class

scarlet gale
#

inspect the actor in console, look for the scale section

#

and see what it looks like in there

#

verify it's a valid dice string

jagged plinth
#

so, i have the UID, how do i find the actor in the console, first time really diving into the console on Forge

scarlet gale
#

the uuid?

#

await fromUuid('uuid here')

jagged plinth
#

well, can't figure it out, cause sometimes it does work, but i can't replicate it. so i'll work on it in the morning

vast bane
#

its the ac bonus field

#

you can't put non integers in it without inline rolling it via dae

#

+[[whatever you want]]

#

a scale value is not an integer

jagged plinth
#

oh, so it's not possible to have it scale, and i just have to edit it at the appropriate levels

scarlet gale
#

you can

#

just put it like moto had it

#

+[[@scale here]]

vast bane
#

if its always on, make it a custom calc

scarlet gale
#

It's a reaction apparently

vast bane
#

if its a bonus that is rolled from an item, use my above example

jagged plinth
#

it's just a shield spell, but with a scaling die roll instead of the static +5

vast bane
#

the reason you can't use [[]] in always on things, is that the inline roll is permenantly done on the roll, so if the value changes you have to manually reapply the always on ae to change

#

yeah do my above example put the scale inside [[]]

scarlet gale
#

They're doing a shield like reaction and should be fine

vast bane
#

I think its cause your scale value is a dice roll right?

scarlet gale
#

Moto, you got a list of monsters with the stench like ability of a Troglodyte?

vast bane
#

Troglodyte, ghast or ghoul I forget which, and then theres a demon I just made let me look it up

#

I got a request for you for CPR did I already type it?

#

nope

#

make that journal DM only

#

the CPR journal

#

Its showing to all users

scarlet gale
#

I wasn't sure if having it only show for dms would break things

#

since the clients needs to be able to read the pages

vast bane
#

ooooh ok

scarlet gale
#

for syntheic items

vast bane
#

good point are they view only I already panick changed it and don't remember if view only was ok

scarlet gale
#

default should just be observer

vast bane
#

k thats all I really worried about, then its fine

#

I was worried one of my dingus players would edit them being funny and then I'd have to redo them

scarlet gale
#

lol

#

the stench ability was actually pretty quick to setup, I just have an effect macro handling the aura part

#

no AA needed for this

jagged plinth
#

so, like this.

#

and figured i could just share the ability to make things simpler

vast bane
#

Hezrou, Troglodyte and....Ghast

#

for the stench monsters

#

there might be more

scarlet gale
#

yea

vast bane
#

they also aren't the same I think the Hezrou's range is longer

jagged plinth
#

and that should be set as a Temporary effect right

vast bane
#

the way I got around the fast forward thing for your old potion of poison was I added the utils line that bugbear showed me to the macro so it turned on fast forward just for the potion

scarlet gale
vast bane
scarlet gale
#

They will see the regular old healing formula

jagged plinth
#

still not working, but i'll just try to figure it out tomorrow, just posting these here so i don't forget, or so i can check back

vast bane
jagged plinth
vast bane
#

its +[[1@yourscalevalue]]

#

your scale value basically means the size of the dice, you are not putting the amount of dice in it

scarlet gale
#

that would do it

jagged plinth
#

Ooohhhh, OK, thank you

vast bane
#

you can't do +d8, it has to be +1d8

#

If you wanted it to do that I think one of the other drop downs in that window for setting it up does the full dice equation maybe I don't really do scales, I honestly don't even setup my classes fully, I just make them as we go cause inevitably they all need new things cause foundry, dnd5e, and midi change so often

#

@scarlet galeI might suggest changing your potion of Poison potion to the same as your potion of healing or atleast a red bottle.

#

obv we all can just change it but the whole point of the item is to look like a potion of healing hehe

scarlet gale
#

Can't do that for this module since it needs to be findable by the DM

vast bane
#

I mean the image

scarlet gale
#

Just throw it into your own compendium

#

and change the picture

#

Β―_(ツ)_/Β―

#

You're already going to have to rename it, changing the picture isn't the hardest lol

vast bane
#

tempted to give a player ring of spell storing

scarlet gale
#

I made that item for my own sanity

#

I play a warlock with one in a game

#

and there wasn't any good solution

violet meadow
#

@scarlet gale are you going through all the SRD Items and Spells and creating automation for all of them?

#

Wondering if MidiSRD will be obsolete in the end or not.

I can share with you the premades I have 🀷

#

In other news if anyone wants to emulate the Berserker Battleaxe's Curse (Disadvantage on attacks with other weapons than the cursed one), this should do it:

Item named Berserker Battleaxe needs a DAE with the option Transfer to actor on item equip checked and an Effect with:
flags.midi-qol.disadvantage.attack.all | CUSTOM | fromUuidSync(workflow.itemUuid).name !== "Berserker Battleaxe"

#

Make sure that the name in the DAE matches the Item's name!

vast bane
#

If he absorbs midi srd my copy paste can get pinned lol

violet meadow
#

I did a stupid thing and I lost all my changes on the Items I was working on from the MidiSRD

#

Going through them again

vast bane
#

Oof

violet meadow
#

Aid Spell without a macro. DAE with an Effect with:

  1. Key: system.attributes.hp.tempmax, Mode: Add, Value: 5 * (@spellLevel - 1)
  2. Key: macro.actorUpdate, Mode: Custom, Value: @targetUuid number "##attributes.hp.value + 5 * (@spellLevel - 1)" system.attributes.hp.value "min(##attributes.hp.value, ##attributes.hp.max)"
violet meadow
#

Hold Person activation condition to make only Humanoids affected.
humanoid.some(v=>raceOrType.includes(v))

#

At least for this list of ```
humanoid: (10) ['human', 'humanoid', 'elven', 'elf', 'half-elf', 'dwarf', 'dwarven', 'halfing', 'gnome', 'tiefling']

#

So if someone for example includes in the Race field Aarakocra (humanoid) it will be picked up correctly too

#

@gilded yacht if I use Hold Person with the above activation condition, it works fine, but on the caster a Concentration effect is being created, even though in the end no vaild Targets for the Hold Person effect exist.
Not a game breaking issue though, just something I noticed 🀷

violet meadow
#

Dark One's Blessing, DAE Transfer to actor on item equip checked and Effect with:
flags.midi-qol.onUseMacroName | Custom | ItemMacro.Dark One's Blessing,postActiveEffects //Matched names with the feature.
ItemMacro: ```js
if (!args[0].hitTargets?.length || !args[0].damageList || args[0].damageList[0].newHP) return;
const sourceActor = args[0].actor;
const sourceToken = args[0].workflow.token;
if (!sourceActor.classes.warlock?.system.levels) return;
const level = sourceActor.classes.warlock.system.levels
const damage = sourceActor.system.abilities.cha.mod + level;
const item = sourceActor.items.getName("Dark One's Blessing");
await item.displayCard({}) //MidiQOL v10.0.33+ will not need the {} inside the parentheses, so change to displayCard()
await MidiQOL.applyTokenDamage([{damage, type:"temphp"}],damage,new Set([sourceToken]), item, null, {forceApply:false})

quasi needle
#

what's the best way to automate auras such as the paladin's?

molten solar
#

You could shop at seven stores, or just one

scarlet gale
#

Plus I have a steep module requirement list

#

I'm sure that puts some people off

violet meadow
#

Yeah I was thinking about the best approach

scarlet gale
violet meadow
#

I have been going through the MidiSRD items and the feats are good to go, plus half the spells

#

I will at last make that PR and then see how it goes and proceed accordingly

violet meadow
stoic seal
quasi needle
#

ok, thanks. i just recently added buildabonus as a dependency but haven't even looked at it yet.

#

how do i add modules that i can't find through the foundry setup screen filter modules field?

#

never mind, made a silly error

vast bane
quasi needle
#

does active auras include a visual representation? also want to set up something for the warlock's darkness spell, and worry that going into the token settings to turn on and off auras every time will be annoying

#

warlock typically casts darkness on self and wades into melee range

vast bane
#

if you put force show on, yes, but token auras is also a very simple module that does it, though it reminds me too much of roll20

quasi needle
#

would be nice if i could figure out a way to visualize that plus also applies disadvantage to anyone in aura... i can live without the advantage effect though

vast bane
#

With force show on: The blue icon with white in it is the pally aura on the two dwarves

#

the pally aura given with midi samples has a tokenmagicfx filter on it, I personally think it is problematic to have a tmfx filter on to show the aura

#

tmfx are obnoxious mostly to have in effect

#

My pally's a devotion pally, I combine them all into one aura:

quasi needle
#

i'd rather keep something like the circles that token aura shows. is there maybe a way to use the macro system to turn on/off auras with a single click instead of diving into the token settings?

vast bane
#

effect macro can do that

violet meadow
#

This is what I want to integrate on the SIFToolKit when I publish the updated version. Features that turn on a visual representation around them when active, within that config tab

vast bane
#

Sift has to replace a module I have or its not efficient to install it

quasi needle
#

i know next to nothing about macros. is effect macro a moduloe name or just a macro type?

vast bane
#

If it does token auras with effect keys it'd be an immediate grab for me

#

Wish token auras and ATE merged

#

macros are not as perfect as AE keys cause I've had plenty of times where the toggle on/off broke and then I had to edit them and manually fire the toggle to get them reset

scarlet gale
vast bane
#

The real 5d chess move is to ban warlocks

scarlet gale
#

No D:<

#

Then what would I play?

vast bane
#

(which I don't do but my players know my hatred of the class and never pick it)

#

How I know warlocks are just a multiclass exploit, is that when I do this house rule, suddenly theres no hex dips:

quasi needle
#

lol. i am only playing a warlock because one of our players insisted on playing old school modules from tales of the yawning portal, which includes whiteplume, which includes blackrazor.

#

can anyone point me to an example of how would use a macro to toggle on/off a token aura?

scarlet gale
#

Doesn't need to be as complicated, you can flag the midi-qol option called toggle

#

then just have the DAE get turned on and off with it

quasi needle
#

it's the visualization of the token aura (for selftargeted darkness spell) i was hoping to turn on/off, or somehow like the visualization to the spell in a way that moves with the token

#

been putting down templates so far, hoping to do this in a way that doesn't involve moving the token and then moving the template

scarlet gale
#

If you have the token attacher module, you can actually attach the darkness template to the token

#

My darkness spell prompts the player when they cast it

quasi needle
#

i don't have the base of knowledge to understand all of this.... i'm not a pc programmer, only been tinkering with foundry for like 6 weeks

brisk goblet
#

Did I do this correct for V10?

const tokenD = canvas.tokens.get(args.at(-1).tokenId);
const weapons = tokenD.actor.itemTypes.weapon;
if (args[0] === "on") {
    const data = {buttons: weapons.map(i => ({label: i.name, value: i.name})), title: "βš”οΈ Choose your Sacred Weapon:"}
    const mutationVal = await warpgate.buttonDialog(data, 'column')
    const updates = {
        embedded: {
            Item: {
                [`${mutationVal}`]: {
                    "name": `Sacred Weapon: ${mutationVal}`,
                    "system": {  
                        "attackBonus": "@abilities.cha.mod",
                        "properties": {
                            "mgc": "true"
                        }
                    }
                }
            }
        }
    }
    const options = {
        name: 'Empowered Sacred Weapon'
    }
    await warpgate.mutate(tokenD.document, updates, {}, options);
    
}
if (args[0] === "off") await warpgate.revert(tokenD.document, 'Empowered Sacred Weapon');

This is the error I am getting:

scarlet gale
scarlet gale
#

If this is for a midi-qol on use macro, you can just do:

let tokenD = this.token;```
#

Atlhough

#

I just saw the context of it

#

so maybe ignore that

#

if it's a DAE on/off macro

dapper vortex
#

I'm seeing this error when I have midi-qol + Weather Control installed (when the weather is output to chat):

#

Has anyone seen this before? Does anyone know if there is a midi-qol setting I can modify so that this doesnt happen? I dont think it breaks anything but still dont like seeing it

brisk goblet
#

But sense I am not super verse in macros its hard to say what I am missing.

tawdry frost
#

Context: My game has a potion that causes the user's next spell attack to do Max damage. (Don't worry it is expansive and has side effects)
Is there a way to progam the potion to work?

scarlet gale
scarlet gale
#

Because if so, I just added that potion to my module

tawdry frost
#

You did what?

scarlet gale
#

There is an item called potion of maximum power, it does what you're asking, but is limited to 4th level and below

tawdry frost
#

Does it actually max the power?

scarlet gale
#

Yep

#

This is my non-module version of that potion

tawdry frost
#

How do I find it?

scarlet gale
#

find what?

tawdry frost
#

I can't read code

scarlet gale
#

save the above linked macro as Chris-PotionOfMaximumPower in your macros folder.

#

Then configure the item as seen above

#

set the special duration as next spell cast as well

light sleet
#

a friend of mine is trying to set up armor of agathys to do temp health and damage at the time of an attack and hes currently stuck on temp health not auto reducing with midis

scarlet gale
#

What do you have so far? Is it just an effect? Or is there a macro tied to it?

vast bane
light sleet
#

its at the point where the macro for armor just adds the temp health and then when it hits them it doesnt track the temp health damage

tawdry frost
#

...

violet meadow
vast bane
#

why waste your time when these modules have them all made

violet meadow
light sleet
vast bane
#

Sources of premade stuff for Midiqol:

Midi Sample Items Compendium(comes with the module)

Midi SRD's compendiums(this is the manual install link)
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
#1010273821401555087 message

violet meadow
#

Exactly for the reason you witnessed πŸ˜„

There is a DAE macro.actorUpdate that can help with that

brisk goblet
violet meadow
#

@brisk goblet how do you set up the feature?

#

Do you use DAE macro.itemMacro without having that module πŸ€” ?

vast bane
brisk goblet
#

I simply searched for a macro for sacred weapon and found the one you had posted in this thread. I didn't look deep enough apparently to see what was needed. I only recently started playing with macros

scarlet gale
#

To start with, you are using midi-qol right?

violet meadow
#

I hope right?! πŸ˜…

brisk goblet
#

I put it in the macro bar and executed it

violet meadow
violet meadow
#

Do you have DAE installed?

#

Dynamic Active Effects module?>

brisk goblet
violet meadow
brisk goblet
#

okay

#

do I put this macro in there?

violet meadow
#

On that one, create an entry for an Effect macro.execute | CUSTOM | name of the macro on the hotbar

brisk goblet
#

now when I use the item it should work?

violet meadow
#

Target Self in the 3rd box on the Item's details

#

After that it should be working.
Make sure that the macro you created in the hotbar is set to Script

scarlet gale
#

(and don't click the macro to use it, click the feature)

#

If a token is sneakily moved without using a .update then moved back, how noticeable do you think it would be for the client?

violet meadow
#

Just locally update the coordinates?

scarlet gale
#

yea

brisk goblet
#

I keep getting this

#

The name matches the macro so I am not sure what this means

violet meadow
scarlet gale
#

I'm trying to come up with a clever way to make storm sphere and I need the attack to actually come from the player for the purposes of triggering on hit effects, but actually have the origin of the attack come from the center of the template for the purpose of cover

brisk goblet
#

Sacred Weapon Empowered

violet meadow
#

Try macro.execute | CUSTOM | "Sacred Weapon Empowered" in the 3 fields respectively

brisk goblet
#

Do I need "

violet meadow
#

Yes try with them

scarlet gale
#

Even dumber question, can I place another token without doing an update?

#

Then delete it

#

hmm

sleek pulsar
#

Would warpgate do that?

brisk goblet
#

Making progress but now I got this

scarlet gale
#

I'll test moving the token back and forth first and see if it's noticeable

sleek pulsar
violet meadow
scarlet gale
violet meadow
sleek pulsar
scarlet gale
#

Assuming that when the spell says the bolt comes from the center of the sphere, that's where the origin of the attack should be

#

and not the caster

#

It's a weird spell

violet meadow
#

Yeah I just went online to find it

#

Have never used it or anyone on my table !

scarlet gale
#

I'm playing a storm sorc

#

And only picking storm related spells

violet meadow
#

makes sense πŸ˜„

#

Can you just "update" the workflow's token position?!

scarlet gale
#

oh?

#

maybe

violet meadow
#

MidiQOl should be using that for the checks

#

or not? Hmmm

brisk goblet
scarlet gale
#

I feel like it just directly looks at the token object

violet meadow
violet meadow
#

Actually can you export it and DM it to me?

brisk goblet
violet meadow
#

For you!

brisk goblet
#

you want the character sheet or the item?

violet meadow
#

Just the Item

vast bane
#

hes gonna make it an item macro lol

#

I can tell his intentions 8)

undone bronze
#

Hi everyone, i'm fiddling with Overtime flag. I want for character to gain temphp at the end of the turn. I'm testing in Combat and as i end turn nothing happens. Am i missing something here? I tried both damageRoll=@prof and damageRoll=d6

scarlet gale
#

Set to custom first

#

See if that fixes it

vast bane
#

I thought override was ok in overtimes?

#

d6 is always bad fyi, 1d6 is the right one, prof should work

violet meadow
#

OverTime I use Override

vast bane
#

that should work on paper

undone bronze
#

Doesn't work on Custom mode nor Override.

vast bane
#

are you sure you are using it right?

violet meadow
#

you need the rollType

scarlet gale
#

Is the effect active?

vast bane
#

show us the character sheet of the dude in combat

scarlet gale
#

I'll let y'all get it

vast bane
#

maybe this is an issue of the user not understanding how temp hp works in dnd5e

violet meadow
#

You probably already have temp hp? 🀷

vast bane
#

thats my thought, temp hp doesn't stack

#

it doesn't add on

undone bronze
#

i thought that too, tho character sheets shows 0.

Dropped a fresh goblin, added the effect, added it to combat track, skipped few turns and nothing happened.

young owl
#

anyon else getting bizzare AF behaviour in DAE right now?
any key on my keyboard is giving incrementing random character...

#

in any text box on the Details, and Auras tab (obv with Active Auras mod)

undone bronze
#

i see midiqol is on 10.0.32, mine is 10.0.30. I'll check after updating.

young owl
#

thx

vast bane
violet meadow
young owl
#

yea i just updated

vast bane
#

wasn't there an overtime bug in older midis

young owl
#

no errors

undone bronze
#

that was it, yeah. Hah

vast bane
#

I think we're talking to jules

violet meadow
#

@young owl just reload

young owl
#

ah, sorry

#

i did reload

undone bronze
#

Thanks people, updating solved it.

young owl
#

huh... so pasting something into a box "fixed" it

violet meadow
#

🀷

young owl
#

this is super weird... realyl curious what would cause something like that :/

vast bane
#

bad third party extensions or a cat on your keyboard

#

or malware in general

young owl
#

hahahah

vast bane
#

or liquid in the keyboard

young owl
#

as i said though, it was ONLY in DAE, and only on the Details and Aura tabs

peak basin
#

Is there a compendium for the warlock class that includes the pact of the talisman; more specifically the spell rebuke of the talisman?

scarlet gale
peak basin
#

Okay. How about when you give the talisman to a teammate?

scarlet gale
#

Make it an item and just drag it between sheets honestly

vast bane
#

use item piles and drag to their token

#

sheet to token is give, sheet to sheet is copy, and then you can trade request if you want to exchange items

peak basin
#

So there isn't really a way to allow the warlock to use their reaction if the holder of the talisman gets attacked?

scarlet gale
#

Midi-qol doesn't have a good way to handle reactions for tokens that aren't yourself

vast bane
peak basin
#

Ah okay

vast bane
#

if you reimagine items that are third party reactions you can pull it off but you have to have the whole table understand it

#

for instance I have protective bond, the level 6 peace cleric feature

#

everyone gets a reaction and before they use it they ask if anyone wants to take damage for them, if the answers yes, they fire their reaction

scarlet gale
#

I feel like just having the talisman be an item setup as a reaction with the damage hard-coded instead of using the warlock level would be a simple enough setup

vast bane
#

before I changed protective bond to promp none of the players even remembered the feature existed including the peace cleric

#

once it started prompting on players they use it all the time, so something can be said for a reaction prompt even if its just a token action that does nothing but remind them

peak basin
#

I think we'll just go the route of swapping it to whoever has it equipped will deal with the reaction. Seems easiest.

vast bane
#

but only the victim can have reactions prompted so you have to put the reaction on the right guy

#

I also have a magic item I just made where its a 5ft aura and it gives the allies in the aura a reaction that reduces all damage, and the shield wearer takes the damage instead

#

its actually the shield wearers reaction but we make do just cause its easier to remember you have it if it prompts

errant gull
#

Is there some trick to getting some of the MidiQOL Sample Items to work? I'm looking at "Aura of Vitality 10.0.10" and aside from giving the token a frosty outline it doesn't do anything. There's an Item Macro placed on it, but as far as I can tell it doesn't do anything.

vast bane
#

mine makes a temp item

violet meadow
#

@scarlet gale checkRange, requiresTargets, myTargets.size, fail.spell,needsConcentration are some things that are checked even before the Workflow is created.

So not easy to change anything with a macro at least that touches these areas.

vast bane
#

pretty sure the sample does too

scarlet gale
scarlet gale
#

Assuming they meant that they added it as a requirement for another module

quasi needle
#

as in i installed somethingelse that had it as a requirement, but had no idea what it did or looked at the instructions

vast bane
#

We should rename the channel Babqol

scarlet gale
#

Pls

vast bane
#

I've started incorporating it into my builds it saves a ton of work

scarlet gale
#

One of these days Zhell will change something and Midi won't like it.

violet meadow
vast bane
#

That tends to be the new meta for alot of stuff in v10 too so be ready for them hehe

errant gull
#

also "You are accessing PlaceableObject#data which is no longer used"

vast bane
#

are you...on foundry 11?

errant gull
#

Nope

#

v10, most recent version of all modules, DnD5e system, foundry, etc.

vast bane
#

yeah sample is broken, I have one but its not shareable as its a macro.createItem build

errant gull
#

ah, okay

quasi needle
#

how would i turn on a token aura (give it a nonzero radius) as part of a spell or macro

violet meadow
quasi needle
#

or is that even possible/>

violet meadow
#

more or less

quasi needle
#

do you know of a macro that does something similar already that i can modify?

violet meadow
#

nope, but putting that in an ItemMacro will do what is needs to be done. ```js
await token.document.setFlag("token-auras", "aura1", {distance: 10, colour: game.user.color});

#

or a hotbar script macro

quasi needle
#

that's the thing i'm using, a hotbar script macro. tweaking those is the limit of my skill

violet meadow
#

and then to turn it off just ```js
await token.document.unsetFlag("token-auras", "aura1")

quasi needle
#

i tried subbing #ffff00 for game.user.color, didn't work. not possible or did i just screw up the syntax?

violet meadow
#

hmmm'

#

let me run it quickly

quasi needle
#

await token.document.setFlag("token-auras", "aura1", {distance: 10, colour: #ffff00});

violet meadow
quasi needle
#

thanks

vast bane
#

I think it'd be easier to do the tokenauras macro as an effect macro toggle on and off, but like I said before about macros, inevitably you will get one that breaks and its stuck on while the effect is no where to be found or it does'nt turn on when the effect is on. I wish ATE or midi added a way to link them to ae's instead more reliably

scarlet gale
#

The only issue is reactions I think

#

Either I don't run the MidiQOL.completeItemUse async

#

Or I just deal with the token being in a weird spot if people have reactions

vast bane
#

I don't use the aura of vitality from midi samples but that is the error I get when I try to

quasi needle
#

i don't know the difference between a hotbar macro and an effect macro, if there is one

violet meadow
vast bane
violet meadow
#

Share the macro you have?

vast bane
#

its the 10.0.32 midi sample item

#

it honestly doesn't look like its fully made

#
const version = "10.0.10";
try {
    actor = await fromUuid(args[0].actorUuid);
    const itemData = {
        name: args[0].itemData.name + " Cure",
        type: "feat",
        img: args[0].itemData.img,
        system: {
            actionType: "heal",
            activation: {type: "bonus"},
            damage: {parts: [["2d6", "healing"]]},
            target: {value: 1, type: "creature"},
            range: {value: 30, units: "ft"}
        }
    };
    const items = (await actor.createEmbeddedDocuments("Item", [itemData])).map(i=> i.uuid);
    let removeUuids = getProperty(actor.data.flags, "midi-qol.concentration-data.removeUuids") ?? [];
    removeUuids = removeUuids.concat(items);
    if (removeUuids.length > 0) actor.setFlag("midi-qol", "concentration-data.removeUuids", removeUuids);
} catch (err) {
        console.error(`${args[0].itemData.name} - Aura of Vitality ${version}`, err);
        return {}
}
violet meadow
#

Did you just grab it again from MidiQOL sample items, or was it an older one?

#

ok

vast bane
#

I don't use the sample so I couldn't use an older version

#

I made my own via macro.createitem

violet meadow
#

Well now I am really intrigued as to what's the cause of it

hazy urchin
#

Evening good people, just asking if anyone else has issues with the "Prepared Spells" effect value that i think Midi generated.
Attribute key: flags.tidy5e-sheet.maxPreparedSpells
Change mode:
Override
Effect Value:
max(1, floor(@classes.paladin.levels / 2 + @abilities.cha.mod))

#

my level 2 Pala should have 5 spells, but is stuck at 0

vast bane
#

well its definitely a tidy bug, but I dunno if anyone has bothered to post it to the git

hazy urchin
#

gotta love Tidy bugs....

vast bane
#

I think it broke when dnd5e added the tooltip in 2.1.x for ae's controlling fields

hazy urchin
#

guess i'll have to go old school and shock manually track it

vast bane
#

Its a highly popular module without an author 🀷

#

p# is doing his best to fix what they can with it, lets see if its even been reported...

#

it appears to not have been reported yet

kind cape
#

Have you tried using CUSTOM instead of Override?

#

@hazy urchin

vast bane
#

Custom does it but it throws a warning

hazy urchin
#

Sorry stepped away from the computer. Can check in a few if I get a different result

vast bane
quasi needle
vast bane
#

I think you may benefit from just doing an animation on an active effect rather than a macro gilfan. You'd have to make a ton of things to account for changes and would be tedious specially since you don't know how to write the macro yourself.

#

If you have jb2a/automated animations/sequencer you can just hit the AA button on a blank ae and setup an animation to play over the token and follow it theres plenty of circular animations that can represent the aura, however animations are performance hits.

quasi needle
#

some of the guys in my game are already scraping by on low end laptops, would rather not burden them more.

#

i can let it go and just make two macros, was just hoping to combine it into one

vast bane
#

If you have the on and off macro plop them into effect macro

quasi needle
#

not sure what you're talking about, "the on and off macro"

vast bane
#

On creation, on deletion since you are a midi user

#

an aura with a range of 0 and an aura with a range of 10

quasi needle
#

ok, i havent tried using that field at all yet

vast bane
#

10 would be in on creation, and 0 would be in on deletion but I honestly think theres an off command in the tokenauras api instead of 0

#

he already gave you the on/off 1-liners you just gotta convert it to EM intead of dae cause I dunno how to do the dae way

#

actually it should work as is, cause em uses token

#

On creation: await token.document.setFlag("token-auras", "aura1", {distance: 10, colour: game.user.color});
On deletion: await token.document.unsetFlag("token-auras", "aura1")

#

remove the game.user.color and put in a real color

#

kinda funny that both tmfx and tokenauras don't take game.user.color and they both are made by foundry devs

#

wait does tokenauras really use the british colour or is bugbear just letting their british show?

quasi needle
#

worked for me with our

vast bane
#

I wonder if game.user.colour would work hehe

hot flower
#

is there a setting in midi that will max critical dice if they're rolled from a damageRoll? Like the sneak attack. I have my crits max the crit dice. I've got midi set to do that as a flat number. But if my rogue gets a crit on sneakl attack, the sneak attack dice are just doubled in number, not the value of the dice.

violet meadow
quasi needle
#

thanks

hot flower
#

it's this section, here: ```js
if (!useSneak) return {}
const diceMult = args[0].isCritical ? 2: 1;
const baseDice = Math.ceil(rogueLevels/2);
if (game.combat) {
const combatTime = ${game.combat.id}-${game.combat.round + game.combat.turn /100};
const lastTime = actor.getFlag("midi-qol", "sneakAttackTime");
if (combatTime !== lastTime) {
await actor.setFlag("midi-qol", "sneakAttackTime", combatTime)
}
}
// How to check that we've already done one this turn?
return {damageRoll: ${baseDice * diceMult}d6, flavor: "Sneak Attack"};


how would I `min6` the extra dice?
vast bane
#

if you do an effect macro all you have to do is check the box at the bottom of the item to make it a toggle

quasi needle
#

trying.... didn't work as written, i tweaked it and got it toggling between 5' and 10' auras, trying to get it to toggle between 0 and 10 now

violet meadow
#

the one I shared does exactly that. Toggles 0/10

quasi needle
#

it didn't work for me

violet meadow
violet meadow
quasi needle
#

maybe that was it, works now after i paseted it again. weird

#

maybe i accidentally deselected the token. it just so happens that my gameusercolour is the same orange as the token selected box outline

violet meadow
# hot flower it's this section, here: ```js if (!useSneak) return {} const diceMult =...
if (!useSneak) return {}
const baseDice = Math.ceil(rogueLevels/2);
if (game.combat) {
  const combatTime = `${game.combat.id}-${game.combat.round + game.combat.turn /100}`;
  const lastTime = actor.getFlag("midi-qol", "sneakAttackTime");
  if (combatTime !== lastTime) {
    await actor.setFlag("midi-qol", "sneakAttackTime", combatTime)
  }
}  
const isCritical = !args[0].isCritical ? args[0].damageRoll?.options.critical : args[0].isCritical;
const rollOptions = args[0].damageRoll.options;

const damageBonusResult = new CONFIG.Dice.DamageRoll(`${baseDice}d6`, args[0].rollData, {
    critical: isCritical,
    criticalBonusDamage: rollOptions.criticalBonusDamage,
    criticalBonusDice: rollOptions.criticalBonusDice,
    criticalMultiplier: rollOptions.criticalMultiplier,
    multiplyNumeric: rollOptions.multiplyNumeric,
    powerfulCritical: rollOptions.powerfulCritical
});

return {damageRoll: damageBonusResult.formula, flavor: "Sneak Attack"};
#

Test this.

hot flower
#

Wow. Thanks!

vast bane
scarlet gale
#

Oh, I should do a pass over my stuff and setup my crits to work like that

#

My paladin smite won't crit using midi's settings

vast bane
#

put a blank effect on the feature that applies normally to self/self when rolled and then put the on creation and on deletion effect macros

quasi needle
#

ok

scarlet gale
#

Well, I did it. I got a fully functioning storm sphere spell. It only has 3 recursions of item macros to work. The initial cast places the template and stores some flags on the effect. It also makes a feature to trigger the bonus action attacks. The bonus action feature has an item macro to "fake" move the token. It then rolls a synthetic item (from the new location). And now this synthetic also has a item macro to give advantage on the attack if the target is in the template.

#

The created effect from the initial cast also makes a sudo over-time effect to handle anyone ending their turn in the template.

quasi needle
# vast bane

i had that working nearly perfectly, but the concentration icon doesn't show up. it behaves in all ways with concentration correctly, just a missing icon. any ideas?

vast bane
#

in my image

#

(the one to the left)

#

if the icon isn't showing up its cause you don't have a duration set

quasi needle
#

ok, weird that everything else shows conc automatically, but ok

vast bane
#

you have to flag a feature for conc they are rare

#

Spells have their own checkbox for conc built into its ui, features have it in the midi checkboxes at the bottom

quasi needle
#

i was making it with the spell editor

#

as a spell, not a feature

vast bane
#

if you want the icon to show on the actor put a duration in or put ANY character in the force show box in the first tab of the ae where you setup the macros

quasi needle
#

and had the checkbox selected

vast bane
#

oh then you never set the conc box

#

weird, I'd need more context if it wasn't doing conc

quasi needle
#

yeah i did, up with v,s,m.

vast bane
#

you probably have conflicting concentration modules, are you running midi/cub/concentration notifier?

quasi needle
#

midi only, to the best of my knowledge

vast bane
#

theres settings to turn on conc management

#

Modules that step on each other for conc management:

Midiqol
Combat Utility Belt
Concentration Notifier Module.

quasi needle
#

conc indicators are working, auto-applied and auto-removed for all other appropriate spells, just not this one i'm trying to make with the toggle and aura effects

#

give me a minute, i'll see if the conc checkbox next to toggle makes a difference

#

yeah, that fixed it

#

running midiqol, not the other two

vast bane
#

k weird

#

ultimately your ability should have a set duration so you shouldn't need to toggle it

#

show me the actual feature

#

like the description blurb of it

quasi needle
#

the spell was behaving appropriately with conc, getting cancelled under the right circumstances, just wasn't showing the conc icon on the token

#

working now

vast bane
#

sounds to me like you are setting it up pseudo manually

quasi needle
vast bane
#

Usually an ability will say "until the start of" or "until the end of"

#

or 1 minute duration

#

there ya go 10 minutes should translate to a duration in the ae

quasi needle
#

i created that through the add button in the spell menu

vast bane
#

wait a minute

quasi needle
#

spellbook

vast bane
#

are you realy making spirit guardians?

violet meadow
#

Midi-qol Item Properties are not needed for Concentration.

You already have it as Concentration spell up top

vast bane
#

oh boy

#

spirit guardians is automated in the midi sample item

quasi needle
#

i know, i didn't flag conc at the bottom until you suggested i do so.... turns out it was i forgot to fill in duration, not the conc checkbox at the bottom

vast bane
#

if you don't use the jb2a animation for it you can adapt the effect macro to the sample item without issue

#

you don't need to make all this stuff from scratch 😦

#

Sources of premade stuff for Midiqol:

Midi Sample Items Compendium(comes with the module)

Midi SRD's compendiums(this is the manual install link)
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
#1010273821401555087 message

#

SG is in the sample items compendium

quasi needle
#

i have what i want now... a spell with concentrationthat turns on/off the token aura...

quasi needle
#

found the spirit guardians sample.... does more than i hoped. added the token aura so it shows the area of effect, i'm a happy camper

vast bane
quasi needle
#

we were manually applying the damage, i mostly wanted something to show where the effect was. the current gm does a lot by hand, we'll have to prod him to cycle through combat rounds

#

the sample item does apply the damage, it also looks like it's trying to apply the slower movement but that part doesn't seem to work

vast bane
#

it also triggers the damage on first entry on a turn too

quasi needle
#

i'm currently logged in as gm, dae installed, damage is getting applied (more than once per turn if you exit and reenter), looks like movement penalty isn't, at least not accoring to drag ruller

vast bane
quasi needle
#

i know, and i can live with the bug, just reporting it

#

i can live without movement penalty working too

vast bane
#

can you put an effect on a piece of ammunition and set it to be fired by a crossbow and apply its ae?

lavish garnet
#

Not entirely sure how to search for this, but does anyone know of ways of handling effects similar to dragon's Frightful Presence, where if the save is succeeded the target is immune'd for a while?

#

or alternative mostly separate question, implementation for diseases, or maybe even progressive diseases?

scarlet gale
scarlet gale
#

unless it's just for in-combat

lavish garnet
#

Do you know of how/where I could find an example?

scarlet gale
#

Not really. I sorta have something like your first question for the stench ability for monsters. It's in my module and relies on too many of my own functions to really be a good example to take from

quasi needle
#

where do i change when spell templates are erased? i would like them to go away immediately instead of on the player's next turn. i presume it's somewhere in the workflow settings, but i haven't found it

scarlet gale
#

it should be happening at the end of the current turn if it's set to instantaneous

#

IIRC there isn't a setting to make it happen sooner than that

quasi needle
#

apparently it's not going away until i cast another spell with a template

#

or maybe it'sconcentration

celest bluff
#

meh looks like workflows no longer exist after the fact in v10

quasi needle
#

yeah, my templates only get deleted if they are attached to a spell with concentration. for instance, sleep and leomund's tiny hut templates last until i delete them

scarlet gale
#

Presumably midi will have to deal with that too

spice kraken
#

So you're saying I won't even get to use babonus???

vast bane
#

that sounds awful out of context lol

scarlet gale
vast bane
#

templates that are instantaneous end after the turn changes, all others end when their duration ends as they should, and you can use AA or tokenmagicfx to auto hide the templates

#

if you are outside of combat, instants end when 1 second has progressed in the game clock

quasi needle
#

that's just it, they aren't disappearing

vast bane
#

show me the item details of the spell

#

are they more spells you made or did you go and get midi srd/chris premades

quasi needle
#

a mix of srd stuff and maybe stuff i made

#

not sure

vast bane
#

details of a spell thats not deleting template

molten solar
# scarlet gale Of the dnd system?

Well I'm gonna update babonja to work with 2.2.0, and who knows how midi will feel about it. No secret that midi is always lagging behind. 🀷

#

However, how breaking it is going to be isn't known yet

quasi needle
#

ok, nevermind, the instantaenous ones are disappearing, i just didn't expect sleep template for isntance to hang around for multiple rounds. i expected the affect to be applied then the template to go away

celest bluff
vast bane
#

yeah I think the premades don't

quasi needle
#

well no, i cast a sleep spell and the template hangs around for well past the end of the turn, but burning hands and fireball go away as soon as i advance the tracker

celest bluff
#

do you have a duration set for the ones that hang around?

#

remove it if you do, if i's not important to the spells function

spice kraken
vast bane
#

I forget how the premades setup but you can set the item details to instant and then set the duration on the ae to the duration it needs manually

celest bluff
#

the premade of lightning on call of storm is annoying as hell

#

it's a damn roof tile

vast bane
#

the template reads the item details duration for how long it should stay around

quasi needle
scarlet gale
#

and changed it to be more see-through

molten solar
vast bane
#

theres better premades for it out there honestly

spice kraken
celest bluff
quasi needle
#

i mean srd sleep, not one that came in a midqol example pack, if there is one

vast bane
#

you shouldn't use dnd5e srd

#

that is the whole point of midi srd, theres a bunch of problems with the dnd5e srd items cause they aren't made with midi in mind

#

torches attack people, any effect thats suspended breaks midi

scarlet gale
#

Unless you just mean the setting

#

AA menu

#

then animation type to template

#

then options

quasi needle
#

shrug it's what i have... didn't expect the srd versions to necessarily work with automation. slowly fixing the spells my players use a lot. i didn't know where to find examples until you pointed them out a couple days ago.

vast bane
#

I personally would not waste time on sleep its so rarely used, that and color spray are things I cast on npcs when I want to pull my punches against the players

scarlet gale
#

check persistent, and set the type to sequencer effect

celest bluff
#

oh yeah I deleted it

quasi needle
#

yeah, not trying to fix sleep, just the frist template spell i saw when trying to repro the issue. no one in my game uses it either

vast bane
#

I made my call lightning storm 50% transparent and a sequencer tile

scarlet gale
vast bane
#

I honestly prefer all my animations to be sequencer tiles

scarlet gale
#

I'll attach them to templates unless it's call lightning

vast bane
#

its cause my campaign does not use the scene background field, so all my maps are tiles

#

and it sannoying when a player casts an animation that goes under the map

scarlet gale
#

You can change the height of it now in AA

vast bane
#

heh there is no sleep automation

#

take the SRD version and set its damage type to "None"

#

or "No Damage"

#

Ddb importer has a sleep macro

scarlet gale
#

The ddb importer one is good

celest bluff
#

heh i recognize that macro.. I've a lot of changes to mine

#

I also added cross support for cub and CE

scarlet gale
#

oh nice

celest bluff
#

pretty much what I use for all my condition aes

scarlet gale
#

Not sure if it's been fixed, but I think a lot of your summoning stuff isn't pulling bonuses to spell save dcs

celest bluff
#

it's been fixed

#

think I fixed that back in end of dec or early jan

scarlet gale
#

ah cool

celest bluff
#

added a bunch of other grabs

scarlet gale
#

my players haven't been using summons recently so I haven't looked for updates

#

plus I just edited it in myself the first time >.<

#

I'm currently in the process of making my own token moved framework for my module. 100% to avoid using active auras. Pretty close to having a spirit guardians that doesn't place a bunch of effects on everyone

quasi needle
# vast bane heh there is no sleep automation

ok, here's one where the template isn't going away as i advance through the combat tracker. it's just a renamed hypnotic pattern. works fine, applies sleep status and 0 movement to anyone who fails save, but the template hangs around

molten solar
#

That header is giving me anxiety

scarlet gale
molten solar
#

Always always always check the settings to show only the icon

scarlet gale
#

I 100% looked at your module to figure out how to add my button.

molten solar
#

I stole from Flix

#

Flix stole from Badger

scarlet gale
#

Amazing

molten solar
#

Badger stole from Kekilla

spice kraken
#

That's the coding cycle

molten solar
#

Yep

celest bluff
vast bane
#

or this whole time you've not had midi handling templates and have been using AA for it, in which case good luck with that lol, 200 individual item aa settings to change vs just one in midi.

quasi needle
#

no clue what AA is, doubt i have that module

vast bane
#

click the actors sheet, and look at the effect that has template in its name, what is its duration

vast bane
quasi needle
vast bane
#

why is his template showing like that guys, what module is that?

#

is that SIFT?

quasi needle
#

if i cycle through 10 turns the effect on the orc does go away, but the template does not

vast bane
#

thats not a core template

#

its something else, you have a module doing something

#

no wait you aren't on the template tool

quasi needle
#

ok, that's news to me πŸ™‚

vast bane
#

you do not have midi managing templates if no template ae is on the actor

scarlet gale
#

IIRC midi doesn't make that effect unless it's a 1 turn template

vast bane
#

I assumed in combat

quasi needle
vast bane
#

I don't even have that spell is it homebrew?

quasi needle
#

template macro maybe? i don't recall intentionally installing it, most things i've gotten as dependincies of one of the major things

quasi needle
#

it's just hypnotic pattern renamed to be more thematically consistent with a shadowy hexblade

scarlet gale
#

Template macros doesn't change how it looks

vast bane
#

its a template without the template tool on

#

he doesn't have anything controlling template deletion, or was relying upon the AA default auto recogs

quasi needle
vast bane
#

wait a minute

#

πŸ‘€ asleep

#

where did you get the item

quasi needle
#

i added status effect sleep as an effect

vast bane
#

recast the spell with the console open and show us any red errors

quasi needle
#

i started with srd version of hypnotic pattern, renamed it, added effect, changed duration to instantaneous when you suggested that might fix it

vast bane
#

I'm not seeing that behavior with my hypnotic pattern

celest bluff
vast bane
#

its a custom only key

celest bluff
#

I never applies with 0 for me.. the box is always empty

vast bane
#

nah that ones custom only, I think you can do *0 though

quasi needle
vast bane
#

What module is doing Asleep

#

something is weird

#

Does core use asleep?

quasi needle
#

i assumed it was core, i don't know

celest bluff
#

ah it's trying to find the spell item on the target

vast bane
#

token attacher what is going on there

#

mine auto deletes after 1 second outside combat, after a turn passes in combat

#

Also the spell incapacitates the targets not Asleep

#

I suspect you lack dfreds CE?

quasi needle
#

i got the midi srd version of hyp pattern, same thing, template doesn't go away

vast bane
#

I don't have time to fix this one so here ya go:

canvas.templates.placeables.at(-1).document.delete();

use this for your rogue templates

#

hotbar macro

quasi needle
#

i do have dfred's ce and it's enabled, but i haven't done anything else with it, if it needs to be configured. i got it recently as a dependency and haven't had a chance to look at it yet

vast bane
#

configure settings, dfreds CE, set the drop down that is set to NONE to REPLACE

quasi needle
#

did that, no obvious effect.

vast bane
#

oh there will be πŸ˜‰

#

your conditions just went from core nothing, to automated effects on combat

quasi needle
#

like what, for example?

vast bane
#

on the left side in the scene tools theres a lil jazz hand with sparkles, click it, select a token and apply a condition like paralyzed

#

then attack that paralyzed guy

#

actually you just setup replace, so you can right click the guy, and apply the status condition "paralyzed"

quasi needle
#

πŸ‘

jade gazelle
#

Is there a way to use the 5E spell Sleep with MidiQoL or do I have to do that myself?

sleek glacier
scarlet gale
sleek glacier
jade gazelle
#

the ddb importer and the other one i'm using puts the effect "sleep template" on the one who cast it, but doesn't affected those within the sphear

#

maybe i'm just not understanding the spell?

scarlet gale
#

Sounds like your import is messed up

sleek glacier
#

Had the same issue with ddb importer sleep... As i understand it you roll for example a 20 and now you can put sleep on as many creatures as they have hp...so 2 10 hp creatures or 3 with 5//5/10 and so on

scarlet gale
#

It's a pool of total health

sleek glacier
#

Yeah ^^

jade gazelle
#

interesting okay i'll just do it manually

sleek glacier
#

But i assume there's something wrong with the ddb spell macro. Have you tried crimic? @jade gazelle

jade gazelle
#

No, what is Crimic?

scarlet gale
#

I would suggest checking in on the ddb importer Discord if you have issues with the sleep macro from there

scarlet gale
#

Fyi

#

Those are very old

#

Crimic mostly has Patreon stuff

sleek glacier
#

Oh ^^ may try it though if its free

scarlet gale
#

If it's for v8 or v9 it likely won't work well

jade gazelle
#

oh true, i forgot about versions

#

are the ones on his patreon up to date?

#

for v10?

violet meadow
#

There is a good one (still v9 though) from Element Re in #macro-polo
It needs a bit of assembling.

I also have one but probably it's still locked away in my bricked Oracle server...

#

check the replies linked to find out how to set it up

jade gazelle
#

Do I still need the module "item macro"

scarlet gale
#

For midi? Pretty much yes

violet meadow
#

Well need is a strong word. You can even use premade Items from others that use Item Macro even if you don't have it, but it is an useful addition 🀷

manic kraken
#

So ok working with spiritual guardians if i go back to use the other version of it you have to manually roll right because midi does not save for friend inside the guardian circle. is that correct

scarlet gale
#

Related but not really, I got so annoyed with active auras I made my own way to handle aura like abilities in my module

#

Including a way to only trigger the strongest overlapping aura

manic kraken
#

Spiritual Guardians 10.0.10

inland tendon
#

DAE question, is the difference between these two items that the first is used when applying SOME effects to a target and the latter used when applying ALL affects to the user?

violet meadow
inland tendon
#

"when applies target effects"

manic kraken
violet meadow
#

Try this link maybe? Discord is playing tricks on me rn

manic kraken
#

Thanks

violet meadow
# manic kraken Thanks

You will need the prerequisites modules stated at the start, so you might need to grab Effect Macro if you don't have it already

manic kraken
#

Ok tested it out says i dont have the apparent token when i cast it

violet meadow
#

Screenshot of the error?

#

And do you have a token of the actor on the scene when you cast it?

manic kraken
#

yes it is there i have even the player testing it out right now

#

dramatic moment while we screenshot it

violet meadow
#

The one using the Item can open the developer console by pressing F12 and check what red errors appear when rolling the Item

manic kraken
violet meadow
#

Hmm OK

manic kraken
#

i might have fixed it

#

nope didnt fix it

violet meadow
#

Now that is some permission error that I don't get πŸ€”

#

Is the user a Trusted User?

hot flower
dark canopy
violet meadow
#

yeah probably that would be it

manic kraken
#

i fixed that but it not doign teh damage but the rest seem to work

#

i hate this spell

#

it seems simple must be me

violet meadow
#

hahaha I have to say. Easiest solution with the slightest automation is for the spell to create an Item on the caster.
Caster remembers to use it when needed to deal the damage.

#

If not, they lose πŸ˜„

violet meadow
manic kraken
#

I use to have better rolls for 5e but does not work anymore i have it unselected

violet meadow
#

Just remove it completely from Foundry. It won't come back πŸ˜„

manic kraken
#

looking through them all i dont see anything for rolls only thing close is dice so nice

violet meadow
#

OK so what is it that it's not doing now?

#

Damage when turn starts? Something else?

manic kraken
#

yes

#

does no damage at all

violet meadow
#

OK, any red errors in console when you change turns?

manic kraken
#

no

#

fixed that

#

Are we missing a step while creating this. i just downloaded the new json into foundry creating a new spell.

#

or do i need to override the orginal spell

violet meadow
#

Oh you need to delete the old one from the character sheet and drag the imported one onto it afterwards

manic kraken
#

ok i feel dumb

#

i looked at the script does have the damage formula in it

strong hemlock
#

I'm having a heck of a time trying to make Monk's Deflect Missiles feature work using midi-qol.

I'm using the MidiQOL Sample Item "Deflect Missiles Damage Reduction - 10.0.10" from the compendium.
It will trigger properly on a hit and prompt for a reaction, but when the character rolls the d10+mods, it applies that total as damage to the character itself instead of negating that much damage.

Anyone have any pointers or tips in terms of making it work?

violet meadow
#

I thought I had checked that at some point and changed it a bit, but it doesn't seem that I shared it here.
I will take a look to see if I can find it

#

Yeah nope, unfortunately Deflect Missiles was one of the victims of an ill-conceived macro that I used and deleted ItemMacros from a big number of Items I had on my sidebar... 😩

strong hemlock
#

No worries, I appreciate you checking.

#

I think I may have maybe got it somewhat working, although it doesn't display the roll for the damage reduction in the chat, it seems to be doing it math wise.

violet meadow
#

There was one more grievance against the sample item IIRC, so that it was not doing something RAW, but 🀷

strong hemlock
#

Nope, nevermind, spoke too soon.

manic kraken
#

When rolling damage it just does not apply it to target in the circle for soem reason

violet meadow
manic kraken
#

yes

#

ok

#

it is only applying it to the caster teh damage not the npc on the screen

violet meadow
#

Did you add it in?

manic kraken
#

yes because it was doing no damage

#

I removed it

violet meadow
#

OK you tell it when I roll the Target Self takes 3d8 of radiant damage if you do it like that πŸ˜„

#

Are you in Combat?

manic kraken
#

yes

#

it is target self on the spell page what do i need to do then

violet meadow
#

You should not change anything from the Imported Item. It should be working as is

#

Oh you have ASE module stress

#

Disable it

manic kraken
#

ok

#

Disabled it does not do damage

violet meadow
#

That seems to be the spell with the Damage Formula again.

#

get the imported one.

#

Cast it. An aura will be created on the caster

#

Move an Enemy token inside the aura. It should damage it once

#

Can you check the enemy token? Open its character sheet, go to Effects tab, edit the Spirit Guardians effect, go to its Effects tab and screenshot it

manic kraken
violet meadow
#

OK change to the Drow Mage's turn

manic kraken
violet meadow
#

At the start of the Drow Mage's turn, does it trigger a damage roll?

manic kraken
#

no

violet meadow
#

And when that turn comes no error in console? (F12 to open it up?)

manic kraken
#

no errors

violet meadow
#

MidiQOL, DAE, Active Auras versions and dnd5e?

#

and Foundry version too!

manic kraken
#

Foundry is 10.0

#

all mods are up to date

violet meadow
violet meadow
manic kraken
#

i use forge so it is patch 6 stable version 291

violet meadow
#

I would also suggest to run that with only MidiQOL,DAE,Active Auras, Effect Macro, socketlib and libwrapper modules active to make sure it's no other incompatibility.

manic kraken
#

i did not have active auras

#

i do now

violet meadow
#

I got to go, but check again to see if it works and if not post here again and someone will jump in to help πŸ˜‰

vast bane
#

SG on npcs doesn't work

#

this is already a thing

#

You can't use the sample item for Spirit Guardians on an npc

tawny fern
#

Hello =3

Is there a way to change the targets of an attack through an ItemMacro?

To provide context: I'm prepping an oneshot that'll be a boss battle. In this battle there's a mechanic where if a player that does not have a specific temporary effect is hit by another specific attack, the attack won't hit only him, but everyone. I wanted to script this change of targets through an item macro. Is it possible?

I already know how to check for the effect, I just don't know how to change the targets. I'm also not sure which step I should pick to run the macro.

Foundry is 10 291, all modules are up to date (Midi QoL, DAE, Item Macro, etc)

manic kraken
#

Thank you all for your help what a wonderful community that help outs ❀️

violet meadow
tawny fern
violet meadow
#

or with Hooks.on("midi-qol.preTargeting", (workflow) => {})

undone bronze
#

Has anyone experimented with having an effect that Grants Disadvantage on all attacks made by specific kind of creature - for example Beasts ?

vast bane
#

you could try the activation conditions in the effect value but not sure if that works on a grant.

quasi needle
#

where would the actors even be flagged as a creature type?

sleek glacier
#

@jade gazelle found the solution for sleep spell on ddb... talked with mr primate and we figured out... quote "do you have generate spell effects checked on the active effects tab of the importer?" so i checked on recommended there... and everything works for me

violet meadow
quiet osprey
#

Hay, I'm new to this stuff. I'm trying to get Cloud Rune and Fire Rune (Rune Knight) to work, but I don't really know where to start. Can someone help me?

hot flower
violet meadow
violet meadow
#

The secondary parts, especially the Cloud Rune, are more complicated.

#

For the Fire Rune I would just make it an attack with the relevant details and use that after a successful hit, when you want.

#

Cloud Rune's second part for redirecting the attack as a Reaction when another creature is attacked, is a no-go for now.
Just state your intent and manually make things happen πŸ˜„

quiet solar
violet meadow
quiet solar
#

it's not really that big of a deal - thank you though

#

could somebody point me in the direction if checking whether 1 token can see another? (not a sneak/perception check -- just simple vision)

violet meadow
quiet solar
#

1 minute

#

I actually just tried removing that duration (set to instantaneous) and it had no effect on anything except that it doesn't set concentration

violet meadow
#

Are you in combat?

open ice
#

good night! i'm not sure if this is the right channel but i want to know if it's possible to configure a damage formula to match the item owner's hit dice? i managed to make it work but i have to reference a specific class so i'd have to manually change to the class of whoever owns the item

quiet solar
violet meadow
# quiet solar yes

Do you go forward in rounds, or changing the time through smallTime or something?

violet meadow
quiet solar
violet meadow
quiet solar
#

not actually sure... I need to look up how many rounds are in a minute... 10?

violet meadow
#

yes

quiet solar
#

the advantage is removed, the template is not and the Fred's CE custom effect is not

violet meadow
scarlet gale
quiet solar
violet meadow
#

nope deletion is fine

scarlet gale
#

Would be interesting to roll a synthetic item of the attackers

violet meadow
quiet solar
#

I need to step away for a bit - I will try to recreate this with minimal modules enabled and report back

violet meadow
quiet solar
#

no worries - thank you

open ice
#

i'll try your suggestion anyway cause it's not rolling the hit dice twice, only multiplying the max value twice

#

@attributes.hd only makes it roll the amount of hit dice available unfortunately

molten solar
quasi needle
#

how would i set up a reaction activation condition of "an ally within 5' of my token takes damage"?

vast bane
#

if you reimagine the feature you can sometimes pull them off as active auras where the vicctim fires the reaction for the third party

quasi needle
#

ok, if it's not straightforward i'll just continue to handle it manually

#

i was thinking of interception fighter style... prevent 1dsomething damage

vast bane
#

we have that at our table that works great as a manual reaction cause I don't fast forward

#

the intercepter targets the victim and fires the damage reduction active effect

quasi needle
#

so you're recast is as dr instead of prevent 1dX+Y damage? (forget the formula offhand)

vast bane
#

This is the key you use to do damage reduction, and for interception its a dice equation so do [[1d10 + @prof]] instead of my 999

#

its important to understnad theres 2 different "dr"s

#

DR is damage REDUCTION, and dr is damage RESISTANCE

#

the DR flag has midi in it, the dr flag has system in it

quasi needle
#

right, i remember. one is half, one is a defined amount

#

5' aura granting reduction i get, how do you keep it from firing more than once oer round?

vast bane
#

The guy with interception just has a Reaction MANUAL that they fire before the attack deals damage. if you fast forward, ask another guru for help...I don't fast forward πŸ˜‰

quasi needle
#

so you let mob attack roll player a, player b triggers reaction that applies 1 round duration damage reduction, then mob rolls damage?

vast bane
#

correct cause when you don't fast forward you can pause for the manual reaction

quasi needle
#

right...

#

we do fast forward, the group will want to keep that, but i guess i could do an aura that grants dr and have him turn it off til his next turn whenever it gets used?

vast bane
#

you could make it an active aura that gives a temporary item but I have never seen an explanation for macro.createitem actually translate here for someone to understand. Yall just gloss over your eyes and never utilize the suggestions.

#

its difficult to share macro.createitem setups and its a wall of text and images to explain how to make it

quasi needle
#

why would it need to be an item, why not an effect hat applies reduction?

vast bane
#

although, I did just share one to Mr.Primate and he figured it out so let me go grab those two

quasi needle
#

(right now i have it set up as a healing spell, but obviously that can heal more damage than was done)

vast bane
#

This is a shield that has a macro.createitem setup on it

#

it breaks when you import it

#

all you have to do to fix the break is redrag the "Protection of Melair" item into the effect value of the aura

#

literal drag and drop

#

to import items you right click a blank item and choose import in the item sidebar

#

some people say you can't import different item types but I haven't seen that yet myself.

#

either way both are items

quasi needle
#

i see the json files and downloaded them, i don't know what to do from there

vast bane
#

make 2 generic items with dumb names in the item side bar

#

Then right click and import item on them and choose the jsons you just downloaded

#

these two items are the concept to make a third party reaction but they aren't exactly what you want

#

yours is a feature, mines a shield

#

you can copy my work though

quasi needle
#

ok

vast bane
#

Highly recommend if you are going to start using macro.createitem, that you place all of the "pseudo items" that are in the effect value, in a compendium or a folder in your item sidebar that you NEVER delete

#

cause if you delete them, the items stop showing up when you use the feature or someone moves into the aura

quasi needle
#

i have shared compendium set up, i can stick it in there

vast bane
#

for me Protection of Melair is stored in a special compendium aptly named:

quasi needle
#

what is different about macro.createitem, why might i want to use it instead of active effects?

#

am i literally creating an item that goes into actor inventory?

vast bane
#

yep

#

and since its a reaction it will prompt via the reaction system so they don't have to find it

#

its also an expendable so it auto destroys after they use it incase they are attacked more than once a round

quasi needle
#

createitems are always one use consumables?

vast bane
#

right now its bugged and gives the item to the shield wearer, but Mr.Primate is trying to sus out why active auras is doing that and is gonna drop a patch for it

#

createitems can be any item type

#

you make what you want and drag to the effect value

#

I chose a consumable so it would auto destroy

#

because the feature is a reaction it should only be available once per round, but since its firing on the wrong actor you have to set it to 0 Reaction for action economy

#

to be clear this setup is literally Janky. But its the only way to pull off a third party reaction

#

other than full manual

#

And imo, if you don't prompt the reactions, players never remember they have them so this way is better than full manual

quasi needle
#

well my guys aren't going to want to give up fast forward anyway, so if this only works with manual we won't be using it, but good as a learning process anyway

vast bane
#

the only thing you have to do manually is the player getting hit has to ask the player using interception if they can use it

quasi needle
#

oh, i thought you were saying THIS method was the one that only worked with manual

vast bane
#

and then the third party intercepter has to mark their reaction used if you care about that

#

also make sure that the guy with the interception feature doesn't use it for themselves since the aura is giving it to themselves via a bug with active auras

quasi needle
#

so this is an aura that creates a reaction oneshot consumable item in the inventory of allies than are inside the aura?

quasi needle
#

you're right, that is janky πŸ™‚

vast bane
#

its the only way to do it and my middle name is janky

#

honestly I have ideas to make it less janky, I could use effect macro to suspend the aura on the user, and then on combat start reactivate it instead of auto destroy via consumable since the only way to reget the item after auto destroy is to walk in and out of the aura

#

or an on use on the consumable to change its type to not a reaction, then on turn start effect macro to change it back to reaction damaged

#

since my table doesn't fast forward its just simpler to half ass everything so I haven't bothered with it

quasi needle
#

yeah, for sure sometimes when i'm trying to automate something, i know the effort i'm putting into it is not worth the payoff, i just like solving the puzzle

vast bane
#

Advantage reminder, not fast forwarding, and active auras typically help me make things simpler so I don't dump as much time into things

#

also worth pointing out fast forward =/= auto roll

#

fast forward is the skipping of the popouts

quasi needle