#MidiQOL

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quasi needle
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i assume that last checkbox isn't going to do what i hope?

vast bane
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correct

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if you are trying to just put the reduction on the aura thats a mistake

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you also have all instead of allies

quiet solar
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This may have gotten lost in my other question about faerie fire... anybody have any pointers on this? TIA

vast bane
violet meadow
vast bane
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I haven't had to use this macro in a while so the two of you hitting this issue has me thinkin theres something off with your setups or theres a new bug I haven't hit yet since I haven't run my live session in 32/2.1.5/22 yet

quiet solar
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can you walk me through the at(-1)?

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it's not for a rogue -- totally different macro

vast bane
quiet solar
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ah!

vast bane
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rogue templates are templates that are hangin out still when they don't belong

quiet solar
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lol

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not "rouge" templates... gotcha

vast bane
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is sift ok with midi now?

violet meadow
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Was it not OK at some point? ๐Ÿ˜…

vast bane
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Its not gonna break template macros or something like darkness/stinking cloud?

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

violet meadow
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I think not, but that's the tests needed ๐Ÿ˜„

vast bane
violet meadow
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that

vast bane
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turn on attribution for advantage/disadvantage

quiet solar
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where in the dom is it?

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or documentation?

vast bane
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I dunno its new though

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attribution is part of the tooltip options at the top of one of the workflow tabs

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Honestly think attribution should be on by default

quiet solar
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I use adv/disadv attribution but how does that tell me whether one token can see another?

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I'm not checking 'hidden', just whether they have line of sight (and range, etc)

vast bane
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if they can't see them, the advantage/disadvantage attribution has a hidden entry

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should still work I think

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that should be blocked by your target settings, are you ignoring walls or something?

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not checking range?

scarlet gale
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Attribution can also be leveraged by macros

violet meadow
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canvas.effects.visibility.testVisibility({x: newCenter.x, y: newCenter.y}, {object: target});

scarlet gale
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I've started adding them to all my stuff

quiet solar
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sweet! I will give that a try

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interesting - I will check that approach out too

vast bane
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also if you have simbuls cover calculator it probably tells you 20 different ways that you can or can't see something due to a level of cover(due to the debugger bug)

quiet solar
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lol

vast bane
quasi needle
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ok... made a random item, put damage resistance aura transfered to actor on equip, set to show icons on people affected, works fine. take the same armor and switch from dr to DR, and it fails. any ideas?

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and yes, i equipped it, though it's not equipped in this screen shot

vast bane
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my first guess is rogue ae in the actors effect tab

violet meadow
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CUSTOM instead of ADD

vast bane
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lets see the workflow in chat

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nah it should be add

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my add works

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my guess is they don't have damage on in midi

violet meadow
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For all?

vast bane
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yeah I gave him that key lol

quasi needle
vast bane
violet meadow
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ok that works

vast bane
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thats working isn't it?

quasi needle
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custom instead of add worked, reduced 3 damage. only issue is icon doesn't show on people with the aura, which i can live without

vast bane
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it works as add too lol

quasi needle
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add didn't work for me

vast bane
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the icon is cause its a jpg

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I discovered that same issue

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I dunno if its foundry, dnd5e or what, but that icon cannot be a jpg, it has to be a webp

quasi needle
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weird, the icon appeared with resistance, just not when i switched to reduction

vast bane
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when you edit ae's like that on the actor, you should always confirm you didn't create a ghost ae

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always double check your actors effect tab

quasi needle
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not sure what you mean by ghost ae

vast bane
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you will see 2 ae's by the same name in the actors effect tab

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the core way you edit items ae's is you move the item to the sidebar and then edit, then move back, DAE lets you do it on the actor, its mostly ok to do it on the actor, but theres still a chance when fiddling with the first tabs checkboxes to cause a rogue ae to poop out onto the actor

violet meadow
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Moto try something. Change the ADD to CUSTOM and hit the target. Change it back to ADD hit it again

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Do you see something strange?

vast bane
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Custom:

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Add again:

violet meadow
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how much is the DR on each case?

vast bane
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999

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its a prevent all damage effect

violet meadow
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yeah is it 999 both or one 999 and the other one 1998?

vast bane
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I lost your "kill a workflow" reaction you had shared

violet meadow
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just found it tonight again to play with the Rune Cloud again

vast bane
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I dunno how to see it

violet meadow
scarlet gale
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My thought would be to fumble the roll of you can

vast bane
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always 999

vast bane
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thats ultimately what I want

violet meadow
vast bane
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I have two things that do this weird mechanic, Protective Bond and The Melair Shield. They are use a reaction to take the damage for someone

violet meadow
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search for miss me much

vast bane
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and I'm using a third party reaction aura for them sorta

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got it now

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wow the new tiling of images is ugly af

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My grand pappy can read these atleast

quasi needle
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taking off exactly 10 damage every time, no randomness

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same with add or custom

scarlet gale
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It rolled once upon creation probably

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Is this a passive effect?

quasi needle
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yes. transfer to actor on equip item with aura

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now it's reducing 8hp every time, which is suspiciously exactly half rounded down

vast bane
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I told you not to do that

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I literally said it twice and thats why you don't lol

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thats not even how interception works, it has to be a reaction

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not apply on equip

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the inline roll fires when it applies to the actor, if you set it as passive it only rolls once and does the same amount, but thats not the real problem, the real problem is you are making a reaction permenant

quasi needle
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i understand it's at best an approximation, that i would have to unequip the item after the reaction was used. i know you told me going in it wouldn't work perfectly like this and that fine because i'm trying to learn and you can learn by failures too ๐Ÿ™‚

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i know more than i did an hour ago, mission accomplished

vast bane
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then the player will get prompted for the reaction and the inline roll doesn't matter

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the aura then has to give the item via macro.createitem

quasi needle
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just trying to figure out workable approximations at a level that i can currently understand before accepting black box solutions that work perfectly but i don't really understand how. i didn't get there on my own, trying your method now

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the idea behind apply on equip was that the interceptor player could unequip it when he used the reaction so it wouldn't apply again until his next turn

vast bane
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one item is the feature with an aura on it that has only a key for macro.createitem that has the drag and drop of the second item that is a Reaction Damaged item type

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if you look at protection of melair theres a drop down towards the top of items that decide what action economy it is

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the problem with apply on equip is that its third party

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I honestly think you aren't understanding where the reaction setting is on items

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You could do it as a reaction manual on the third party actor or if you give the item to the victim like my setup, you set the reaction item to reaction damaged

quasi needle
vast bane
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thats ok but technically not the right timing

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that fires at the very start before a hit is decided I believe

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reaction damaged fires when hit is declared

quasi needle
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ok

vast bane
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but if its an aura, you want reaction manual

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because A) he can't use it for himself, and B) he has to fire it before the DM starts attacking his ally since you fast forward and he'll never get prompted for reactions

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this is why my janky aura item giving strategy is genius, it puts the reaction on the victim so that it breaks up a fast forward workflow

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this also all relies on your midi settings being on for reactions btw

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if you have reaction prompting off then all of this is pointless

hollow tundra
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How do i create my own custom conditions that can be added to the conditions tab? Also, how do i stop the same status symbols from stacking?

vast bane
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stacking is handled from a drop down in the first tab of the ae, stack by name and origin are options

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also if your dfreds CE is set to NONE for status icons in its settings, change that to replace.

wind pecan
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So.. I may get pulled back to the dark side and start using Midi again. all of my homebrewed spells have too much going on in them, and Midi seems to be able to sort it all out nicely. But, I have a question or 2 about itemMacros and being able to time them

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I did a test game and without Midi all sorts of stuff either didn't happen as designed or it just acted weirdly (using WIRE)

vast bane
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I think technically you mean On Use macros as midi doesn't own Item Macro and you can use Item Macros without midi.

scarlet gale
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Midi does not work with wire

wind pecan
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Correct, well yes and no

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right, I know that - only was using WIRE, things didn't happen as intended, switched to Midi, things worked as designed

vast bane
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I also don't know if WIRE requires the sheet hooks off in item macro or not, so that could also be your problem. Even if you toggle off the rollers they all do stuff to your world that are kinda lingering and getting in the way of other modules

hollow tundra
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what is a nested effect?

vast bane
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I would never turn another roller on in my live world for my players

wind pecan
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Yeah. This item macro seems to ONLY work if I have sheet hooks turned on (either with WIRE or Midi)

vast bane
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thats some serious risk

hollow tundra
wind pecan
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Zhell wrote it for me

scarlet gale
scarlet gale
vast bane
# hollow tundra

some new dfreds CE feature I don't see a use case for in midi honestly

scarlet gale
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Zhell doesn't write for midi

vast bane
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Yeah you gotta ask in here if you want midi stuff

scarlet gale
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Nested effect doesn't seem to have much use for midi users

vast bane
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sometimes freeze can come through with something in #macro-polo but you really shouldn't go there for on use macros

wind pecan
vast bane
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is it really args anymore if we're all using this instead hehe

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you can't mix and match zhells macros and midi

scarlet gale
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Still needs args for macro passes

vast bane
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turning on sheet hooks with midi going is neutering midi

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just get the macro made for midi its usually 1 line change

scarlet gale
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Post the macro, can easily be adjusted

wind pecan
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the world script or the item macro that calls it?

vast bane
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three-5 gurus here can help usually and then I can fumble through plagerizing them when none of them are around

scarlet gale
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Whatever part is breaking

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Probably the item macro

vast bane
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no wait

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just share what you want to do

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zhell made the scripts based on no midi stuff, there could be simpler ways to do it within the midi umbrella

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give us the feature description

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or share it for Chris actually maybe it is as simple as changing a few lines

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He's the guru lol

scarlet gale
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99% of the time it's just changing the actor reference

wind pecan
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so maybe this is a catch, but the item macro is slightly different (by design) for the various spells it's attacked to

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or attached

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psionicUse(item, {scale: false, dc: 8});

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That's an example

scarlet gale
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That's fine

wind pecan
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Some items scale, some don't , they have varying DCs

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I can break the world script into sections or upload it as a file, it's to large to copy/paste

hollow tundra
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What is the attribute key for armor class and dexterity save bonus?

vast bane
hollow tundra
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no im doing half cover

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and three quarters cover

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and maybe full cover

scarlet gale
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Save as .js

vast bane
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get dfreds ce bud

hollow tundra
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not sure how i could implement full cover

vast bane
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dfreds CE has them premade

hollow tundra
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it dosent

wind pecan
hollow tundra
vast bane
hollow tundra
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oh

vast bane
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right click them and add as status icon

hollow tundra
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thanks

vast bane
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that happens when you right click and choose to add as status icon

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you must refresh your browser/client after you add a new status icon

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also midi automates cover now if you have simbuls installed

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well it automates corner cover and creatures blocking creatures

wind pecan
# scarlet gale Save as .js

One question Ive got is about reactions. some of these are reactions, and I'm not sure if the macro(s) get called or not because with my current setup they don't seem to be firing for the reaction based spells

hollow tundra
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it dosent seem to do anything

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dosent grant disadvantage against attackers

vast bane
vast bane
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yours is very likely set to NONE right now

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or you don't have midiqol installed

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yikes are you a midi user?

hollow tundra
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i do believe i have midiqol installed and functioning

vast bane
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show me the attack in chat

hollow tundra
vast bane
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is it argons dodge?

hollow tundra
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yes

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although

vast bane
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thats why

hollow tundra
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i tried both

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argons

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and not argons

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maybe argon is interferring?

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should i uninstall it

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can use token hud instead

vast bane
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if you right click the token and choose dodge status attack them and see what it does

hollow tundra
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it does the same thing

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dosent provide disadvantage

vast bane
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go to the actors tab and show us a snippet of the actors tab

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actores effect tab

hollow tundra
vast bane
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actually do you have attribution on...seriously I'm so begging tposney to make attribution on by default

hollow tundra
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attribution?

vast bane
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we really need attribution on for all it shouldn't be a toggle

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I think this is another hidden issue

hollow tundra
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where do i go to turn on attribution

vast bane
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then attack that actor, and expand the left sides attack so it shows the break down of the roll in the merge card

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you likely have a hidden advantage flag going on

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which is likely literally Hidden

scarlet gale
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It's unlikely midi will be able to function quite the same with those

wind pecan
vast bane
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@hollow tundra are you using fast forward?

hollow tundra
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yes

scarlet gale
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Your js file just looks like world scripts

hollow tundra
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my alt click isnt working either

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alt click isnt granting advantage

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and ctrl click isnt granting disadvantage

vast bane
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are you attacking via token action hud?

hollow tundra
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no

vast bane
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what does it say for attribution

hollow tundra
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apparently the ghast had a hidden advantage

vast bane
hollow tundra
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my alt click for advantage is still broken though

wind pecan
vast bane
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ah HAH I called it

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Hidden shakes fist

scarlet gale
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The world script should be fine as is

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I think

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It's just on the macros that call it

vast bane
# hollow tundra

you must setup all your monsters vision settings, you can leave the vision disabled but they must have vision settings setup

hollow tundra
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apparently

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his vision was set to 0

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so all attacks against him had advantage

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how does that work lol

scarlet gale
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Can't see attacker

wind pecan
# scarlet gale It's just on the macros that call it

I see,. I did try to fiddle with the little item macro a bit (not knowing what I was fully doing). I added the preItemRoll pass at the end, to test it, and that makes the macro function, but then it loops and doesn't actually cast the spell

vast bane
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its kinda annoying cause you don't know its there

scarlet gale
vast bane
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it was not there before 2.1.x dnd5e

scarlet gale
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I only see the world script

wind pecan
vast bane
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tposney added it at some point between 10.0.15 and 10.0.32 midiqol

scarlet gale
vast bane
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yeah at first I thought it was stealthy but oddly stealthy stacks and stealthy puts an ae on the actor so we can see it

wind pecan
vast bane
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midi's is a like just a flag

scarlet gale
wind pecan
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@scarlet gale I just have to tailor that for each spell to have them work as intended, changing the scaling and DC

scarlet gale
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Is this making a new skill?

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Midi replaces the skill roller iirc

wind pecan
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Yep a new ability and a new skill

scarlet gale
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So this might be a hard incompatibility

vast bane
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Its probably a hard incompatibility with Wire too though fwiw

wind pecan
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I'm not fast forwarding anything- so if I turn on Character Sheet hooks, how much of Midi gets bypassed that I might need?

vast bane
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If you don't use the midi roller, why have midi on

scarlet gale
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It'll break on use macros for sure

wind pecan
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everything else it handles (reactions, checks hits, concentration)

vast bane
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it will break save requests, skill challlenges

hollow tundra
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Which option removed templates after placing them for spells?

vast bane
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check hits theres a simple module for that, concentration you can go with cub or CN

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reactions aren't an issue if you aren't using WIRE/MIDI

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either that or you guys use the core sheet skills and abilities

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Now I understand why someone forked dnd5e and keeps pesting tposney to keep sw5e compatible with midi, its for the custom skills lol

scarlet gale
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Optional midi bonuses to skill checks would also likely break

vast bane
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anything that calls the custom skill would have to be done via the core roller

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or you can fork dnd5e and put in the PR's to make your fork compatible with midiqol like the sw5e guys do

scarlet gale
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Or refactor the check to not be a skill

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But a feature on the sheet

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Can still act like a skill

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Just can't actually be one

vast bane
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I used to do that for tool checks

scarlet gale
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At the end of the day

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No easy fix

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I'd go without midi if you can

hollow tundra
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I have spells configured to remove template on expiry
But the fireball spell's template stays even after the damage is dealt

wind pecan
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Harumph. If I went with the feature instead of a skill check, how would that work? Would the world script point at that instead of the skill, or would the rolling a DC idea have to get completely pitched?

vast bane
scarlet gale
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Mostly

vast bane
scarlet gale
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Your world script is mostly just adding a function that can be referenced from anywhere

vast bane
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what system are you trying to convert to dnd5e?

scarlet gale
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Along with adding a new skill

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You could do a local midi change

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But that I would recommend it

wind pecan
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Its a single ability with a skill from that. This is 5e unearthed arcana, with a tiny bit of homebrew with the addition of the extra ability and skill

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I Suppose I could turn on the core optional 5e ability of honor or whatever and just have everyone use their imagination

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unless Midi souldnt recognize that either

vast bane
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sanity and honor definitely work in midi

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I use sanity in my live world

wind pecan
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This is all about Psionics.... so Sanity could probably work.. some were afraid they would lose their minds when they underwent Psychic Surgery to unlock their wild psionic talents anyway...

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I've franken-brewed 1e wild psionics, with the 5e mystic class and rules and just made my life so much more difficult in the doing

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"seemed like a good idea"

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I'm checking out Sanity in my test world now..

vast bane
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should be fully functional I get it in MTB and in midi keys for ae's.

wind pecan
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I can work with this... The "focus" skill that was based on my "Psionic" ability.. I can just have them do a sanity check instead of a focus check. I'm probably the only one that would care that the name doesn't really go along with the plot/story.

scarlet gale
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Could always have a world script rename sanity most likely

wind pecan
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Oh, hmm Ok so.. if I go down this road, would I just need to swap out the references to focus and Well or Psionics to be replaced with Sanity (in the world scripts)

scarlet gale
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Kinda

wind pecan
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I didn't realize the homebrewed ability and skill was what was throwing a wrench into everything

scarlet gale
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Depends how sanity is setup

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It looks more like a save type ability

wind pecan
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when I roll it I get the choice for ability check or save

scarlet gale
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Oh then you're good

wind pecan
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for the small item macro, what would need to be added so Midi would knoww hat to do with it (and when)

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And for lines that mention the skill like this,

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item.actor.rollSkill("focus", {});

vast bane
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the skills would not be possible

wind pecan
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Id replace that with item.actor.rollAbility.sanity?

vast bane
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unless focus and will were the same

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then you could just do rollSave and do sanity and proficient the sanity save

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ability checks are innately unable to be proficient

wind pecan
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Hmm

vast bane
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you could do a save but if you do this....why not just live with standard dnd5e and reskin the features as just arcana checks or something

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or insight

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are these additional skills?

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and a 7th stat?

wind pecan
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how I envisioned it originally, yes a 7th ability with a skill that's attached to that ability. This is all my own creation so I can tinker with it however to make it work smoothly. It's just a new facet of the campaign so I thought it deserved it's own ability and skill, and I've built out a class, and sub classes and features and like 40 spells

vast bane
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you know, we don't know how wire works, but wire might have custom skill integration

wind pecan
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WIRE doesn't seem to know what to do with thieves tools, so there's that

vast bane
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neither does midi

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MTB is the only thing I know of that handles them

wind pecan
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like, it's not a rollable item

vast bane
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yeah neither is midi tool

wind pecan
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I guess I didn't realize that.. how have I not run across this before then... hmm

vast bane
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oh I take that back

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midi does use it

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I have been using MTB for so long

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Pretty sure its just core:

scarlet gale
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Midi has its own tool roller I think

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Maybe

vast bane
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I use MTB cause I can set a dc

wind pecan
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but WIRE for some reason doesn't recognize the tools..consumables yes no tools

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seems an odd thing to leave out, but maybe hella complicated. I have no idea

vast bane
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did you use the wire tools or dnd 5e srd tools cause lke everything in wire requires the wire srd

wind pecan
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I've been wondering if my download was buggy..my srd WIRE compendium has one item in it

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WIRE seems to be designed to have all of the items and spells work with special item macros.. I'm not sure if my homebrewed spells (with effects etc) are worth figuring out how to make the WIRE compatible

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I'm almost to the point of just scrapping the whole idea. I've wasted so much time and energy trying to figure this all out

vast bane
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I have a trap that is full bludgeoning damage no matter the save, and fire damage that is halved if they save. how the f do I do this?

hollow tundra
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what option governs the range of a spell?

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e.g. fireball has a range of 150 feet

vast bane
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that would be the range in item details

hollow tundra
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so would u recommend just manually remembering the range?

vast bane
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and you shouldn't have to setup fireball its one of the rare few that work from the dnd5e srd compendium

hollow tundra
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i was just wondering if the range of spells could be automated

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if not ill just remember

vast bane
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are you making your items from scratch?

hollow tundra
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no

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no way lol

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from 5e or midiq ol

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im just importing them in from the compendiums

vast bane
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ok, when you spit out the item rolled, it should show those details along the bottom of the card

hollow tundra
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yes

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but i can shoot fire balls longer than 150 range

vast bane
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its nonstandard too so someone told you to shut it off

hollow tundra
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yeah i think i remember someone telling me to use one of the quicksettings

hollow tundra
vast bane
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some folks shut that off cause they get sick of dealing with opportunity attack micromanaging but my method for handling opp attacks is to just remove range from my players melee weapons cause they know their range, and then I just use the override key on monsters as the DM

hollow tundra
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override key?

vast bane
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its unbound by default but if you go into configure controls and scroll to midi, theres an O key thats redundantly bound to "other formula" which is honestly useless in midi nowadays, and you can rebind it to the "Override" option nearby thats unbound instead. Then when you hold down the O key, your monsters ignore their range limits and a bunch of other optional stuff shuts off like fast forward and auto roll I think maybe not I can't remember

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opp attacks are when a person moves out of melee range of a person they can take a reaction attack but half the time it involves moving the actor back so that the 5ft reach weapon can hit it

hollow tundra
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very smart

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ill definitely take advantage of the override key

vast bane
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borne out of frustration while running complex combats in midi

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I just rage deleted all the playrs melee weapons distances in their range lol

hollow tundra
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hmmm

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oh yeah

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what about

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advantage or disadvantage for saves

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like

vast bane
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keep in mind override is DM only so you have to do my trick of deleting the ranges on players melee weapons if you want them to be able to ignore the distance

hollow tundra
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certain undead will have advantage on turn undead

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will the override key work for those undead too

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when making a save?

vast bane
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I don't fast forward, but there are keys for it in midi

vast bane
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I'm sure a guru can chime in and give an activation condition for advantage on wisdom saves if the spell/feature is named Turn Undead.

#

that'd be a good request from @violet meadow for his lil Activation Conditions workshop post.

hollow tundra
#

dosent seem to be there

vast bane
#

Its in Configure Controls, not Configure Settings

#

Oh its "No Optional Rules" sorry

hollow tundra
#

thanks

vast bane
#

Gm only as it says

hollow tundra
#

Is there a way to turn off the wounded status? It dosent really do anything and is just an eyesore.

vast bane
#

I think people do it cause theres this thing with online play where some dms dont want to show the hitpoint bar of monsters, and wounded lets you avoid having to say the line "Oh this guys lookin pretty bad guys" all the time in combat when turns come up

#

you can shut it off...its been moved from v9 I forget let me find it

#

Top of mechanics

#

I personally show bars so I probably could ditch the effect too myself

hollow tundra
#

if the player is above level 5 or so

#

id say theyre experienced enough to tell when a creature is on its last legs

vast bane
#

I think some people hide cause they fudge, which is fine I don't judge, but you can fudge with bars shown if you edit the sheet of the monster instead of the bar

hollow tundra
#

true

vast bane
#

in online vtt space its so annoying having to constantly relay the health of monsters so I just show lol

hollow tundra
#

cant blame a gm for fudging lol

wind pecan
#

Ok I have my world script rolling Sanity instead of my homebrewed skill/ability. Now I need to adjust the item macro that calls it to make it Midi friendly/recognized (I turned back off sheet hooks)

#

psionicUse(item, {scale: true, dc: 10});

jade gazelle
#

A spell like Cloud of Daggers should deal damage when a character steps into the radius. The cloud of daggers i'm using with midi only deals damage on the first turn, but not on the second turn if the character does not move, or when a new character enters the affected square. Is there a way to change it so every round, midi checks to see if a character is standing in something that will deal damage to them?

strange dagger
#

Hey guys, my interface is bugged to hell

scarlet gale
#

Does it still look like that if you only have midi-qol and it's requirements on?

strange dagger
#

Negative. I have no clue what module could be causing it tho

scarlet gale
#

Run find the culprit

jade gazelle
#

Why is it that SRD spells like Fire Shield deal damage to its caster when cast? It also is not auto dealing damage to attackers.

scarlet gale
#

Midi just reads how the item is setup, the SRD items don't expect automation

#

So it likely just has a damage formula, and targets self

strange dagger
#

Culprit was chat reactions

jade gazelle
#

just regular old srd, is there a set i need to get?

scarlet gale
jade gazelle
#

it's like some regular srds and ddbs work fine

scarlet gale
#

You'll likely need to configure it yourself, the midi SRD might have that already setup

#

But I don't actually know

jade gazelle
#

is there a to make Midi react if a spell like fire shield is enabled? I know Hellish Rebuke works, but that asks the caster if they want to cast the spell.

strange dagger
#

I should definitely disable ready set roll if I plan on using MidiQoL features right?>

scarlet gale
#

See above list of stuff midi doesn't work with

strange dagger
#

thank you

vast bane
jade gazelle
#

which ones should I be using?

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

#

midi srd

#

its available in fork form cause the published version is v9 only

scarlet gale
#

(and stuff from the dnd beyond importer)

jade gazelle
#

Oh i have been importing d&d beyond stuff

strange dagger
#

this is confusing man lol

jade gazelle
#

most of the spells don't work there

molten solar
vast bane
scarlet gale
#

@molten solar I seem to be unable to save a build a bonus on an item that's in the sidebar

#

It works fine while on an actor

strange dagger
#

No No I found that

vast bane
#

when you run find the culprit pre enable socketlib, and libwrapper

strange dagger
#

Just midi in general lol, and what it works with, and what I need to keep track of relating to it

scarlet gale
#

I get the notification that it saves, but then it doesn't go back to the previous screen

#

nor actually save lol

vast bane
#

dnd5e's core stuff shouldn't be used cause....its for core

molten solar
scarlet gale
#

hmm

strange dagger
#

So everything from the dndbeyond importer works with midi?

scarlet gale
#

Let me see if I can get it to reproduce the error

scarlet gale
#

it doesn't mean EVERYTHING will import good to go

#

But it does a good enough job for most things

jade gazelle
#

hmm okay

#

most spells do work, mostly spells that do direct damage

#

spells that include extra dice rolls as reactions etc seem to have issues

molten solar
vast bane
#

but it doesn't matter, install midi srd

#

its all the bad spells fixed

#

and items and features

jade gazelle
#

yeah thanks man

scarlet gale
molten solar
#

"torch is an aoe wtf plz fix"
๐Ÿคฃ

jade gazelle
#

I just have to "catch em all" and by "em all " i mean all spells that are mostly automated lol

scarlet gale
#

I'm going to guess some weird bad import

vast bane
#

funny thing is its still broken with midi srd

scarlet gale
#

Sorry for the bother!

vast bane
#

and the active token effects torch is also bad for midi

molten solar
#

spongebob_importers.gif

vast bane
#

between my copy paste you should have just about everything automated, just have to contend with monster abilities

strange dagger
#

So, if my players are fine with automation, what hiccups could I run into just turning on the full automation thing?

vast bane
#

I really should add dfreds CE to the list of premades but its already a core module for midi imo

strange dagger
#

I saved the json file of the base settings just in case

vast bane
#

I don't like full auto midi, I don't fast forward

#

advantage reminder is a great player aid and fast forwarding forfeits that modules use

strange dagger
#

So turn off fast forwarding definitely

strange dagger
#

...huh

molten solar
#

and players having no idea what 'automation' actually means.

#

For some that means "not having to add my PB myself"

strange dagger
#

I'm lost lol

vast bane
strange dagger
#

Alright lol

vast bane
#

but for real, I didn't use midi till my players fiddled with it in a session 0 and all decided they wanted it, not everyone likes automation

#

you also don't need to automate with midi, you can set its settings to manual and just use effect transfer

strange dagger
#

I have one game I'm running with 5 people, about 20 sessions deep already

I'm gonna be running a game soon with my custom classes thing and probably gonna try out MidiQoL in that game and see how it runs

#

Do you know of any good practices regarding it?

vast bane
#

I've been running dotmm for a full year this month and the partys only just starting floor 5 lol

vast bane
scarlet gale
#

@molten solar For the custom script section of build a bonus, is it's just evaluated javascript right?

vast bane
#

the key is to identify when you need midi related ones or not

vast bane
#

effect macro makes it easy to bypass midi for a macro

scarlet gale
#

does it run functions?

molten solar
#

Sure

#

As long as they are sync

scarlet gale
#

yea I saw that

#

and if I put something like myFunction(item)

#

it should work?

molten solar
#

I would think so

strange dagger
#

So does Midi automagically do advantage when necessary?

vast bane
scarlet gale
#

(on a related note, spell preparation mode as a filter would be nice)

vast bane
#

If you automate the why you have advantage

scarlet gale
#

does it need the ; at the end?

strange dagger
#

I assume the basic reasons to create advantage work in the system

#

Eh I'll just try it out and figure out if it's cool or not

vast bane
#

just ask yourself one simple question, why should it be advantage?

#

is the monster prone? if you have dfreds CE, have CE replace conditions problem solved

jade gazelle
#

One day 5e in foundry will basally be baldur's gate except with purely user generated content.

#

oh glorious day

vast bane
#

no thanks

#

video games are shitty dnd games

molten solar
jade gazelle
#

we're already doing the automation

vast bane
molten solar
#

Leave automation to modules so the rest of us can play in peace

jade gazelle
#

Exactly

#

all of the combat spells at least. The rp ones can stay lol

scarlet gale
#

@molten solar With only build a bonus active I'm getting the following issue:

#

Custom script of just true is invalidating it

molten solar
#

Well yeah

#

You aren't returning true

scarlet gale
#

oh, so it needs return as well

#

gotcha

molten solar
#

Yep. Anyhow, pings go in #dnd5e

violet meadow
#

@vast bane undead having advantage on turn undead is a candidate for a world script

rustic knoll
#

Hey, Does anyone know a good way of making it so that a creature has a thorns effect on it? I would like to make it so that when a player hits the creature they automatically take some damage.

scarlet gale
rustic knoll
#

ah, so no way to create a macro or anything on the creature?

#

I would rather not have to click an attack each time a hit is made. I was hoping more that it could just automatically damage them

#

no worries

scarlet gale
#

This for a non-homebrew creature?

rustic knoll
#

it can be for any creature was my hope. I sometimes create monsters that have spike effects or fire bodies that would cause any melee attack to cause damage back to the attacker

vast bane
#

don't you already have fiery aura in CPR?

scarlet gale
#

That's why I was asking, I had to make my own framework for on hit effects to get it to work

gilded yacht
#

Yeah the item only does double dice, and does not look at the settings.

#

The test for applying concentration is probably not all that smart - it checks to see if there are targets, but does not take the activation condition into account.

scarlet gale
gilded yacht
#

It's a Convenient Effects "feature" of the 4.0.x release. I think a fix will be out in the next CE release.

vast bane
rustic knoll
#

Sorry, I think im being dim... Fiery aura? CPR?

violet meadow
#

You can use the onUpdateTarget and do that @rustic knoll

#

I have something for it. I will share later

rustic knoll
#

Thank you

amber shore
#

how would I make midi work with custom made things?

vast bane
#

I guess the answer is the same way you do with dnd5e things but skills/abilities must remain unchanged

gilded yacht
#

preCheckHits is called after the attack roll is finished, so you cant add a bonus then. dnd5e.preAttackRoll is called after advantage is computed by the dnd5e attackRoll code. So probably the easiest solution is

Hooks.on("dnd5e.preRollAttack", (item, config) => {
  if (config.advantage) config.parts.push("2")}
)

There's probably some fancy footwork to be done about when the Hooks.once get sets via an item macro in preItemRoll, i.e. do the Hooks.once in the preItemRoll macro call for the item and then adjust the roll in dnd5e.preAttackRoll.
Quickened spell etc do something similar, the preItemRoll macro registers the Hooks.on for the item based on a test, you could do the same unconditionally for your item, so that the dnd5e.preIAttackRoll only fires for that item.

amber shore
vast bane
gilded yacht
violet meadow
amber shore
#

im looking to add a few custom classes,subclasses and spells and I was wondering if I need to do any extra manual work to make sure they play well with midi

violet meadow
#

@rustic knoll what are the specific of the feature you want?

gilded yacht
gilded yacht
# amber shore im looking to add a few custom classes,subclasses and spells and I was wondering...

Classes/subclasses don't really impact midi, other than via scale values which are all respected. Spells should be fine, midi uses the dnd5e fields (plus a few of its own) to determine outcome. In practice any spell/weapon, custom or otherwise, uses the same mechanism to play nicely with midi, set the item fields (in the way that midi expects) and it should work. However, specific examples of what you want is always a good idea.

vast bane
#

only time thing will get messy with midi is if you fiddle with the skills and ability names

violet meadow
rustic knoll
#

@violet meadow I would like it to be set so when a creature lands a hit on the target, they take damage please.
I would like it to be possible for me to change the damage type and amount somehow so it can be used in the future for other creatures if I decide to add it.

violet meadow
#

@molten solar meaning that if you change something there, MidiQOL will for sure respect that, overriding its own workflow parameters more or less ๐Ÿคท

molten solar
#

will this be on the test

violet meadow
violet meadow
rustic knoll
#

Radius would be 10 ft, damage would be 1d6 and type would be fire in this case

hot flower
#

Also does anyone in this channel ever sleep?

scarlet gale
#

No

#

6 am

#

I should have gone to bed 6 hours ago

violet meadow
#

me likey

violet meadow
violet meadow
#

@gilded yacht I am looking for a way to make reactive damage more straightforward and not needing some sort of World script, and be able to pack everything in a shareable Item.

I have found a really janky workaround

#

oh shit the sent button was hit to early... I will be editing this post... ๐Ÿ˜ฉ

#

I am creating a DAE.onUpdateTarget pro-grammatically in the ItemMacro of the Item ```js
const lastArg = args.at(-1);
//const damage = lastArg.originItem?.getRollData().item.formula; //this will be the damage done to the attacker if in melee.
if (args[0] === "on") { // create an onUpdate trigger for the actor
item = fromUuidSync(lastArg.origin);
const flagValue = getProperty(actor, "flags.dae.onUpdateTarget") ?? [];
const onUpdateData = {
filter: "system.attributes.hp.value",
sourceTokenUuid: lastArg.tokenUuid,
targetTokenUuid: lastArg.tokenUuid,
sourceActorUuid: lastArg.actorUuid,
origin: lastArg.origin,
macroName: "ItemMacro.Fiery Fire",
flagName: "FireyFire"
};
flagValue.push(onUpdateData);
await actor.setFlag("dae", "onUpdateTarget", flagValue);
}

#

Then in the else if (lastArg.tag === "onUpdateTarget") I am trying to check if the Source of the Attack that damaged the effectOrigin and triggered the updateActor is in radius

#

Issue, the Attacker is not passed in the args.

#

It can be found, by going into the lastArg.targetToken.targeted and checking who has targeted said token, and working my way up to user.character.getActiveTokens().

scarlet gale
#

That seems very convoluted

violet meadow
#

But its a pain and not easy to validate the correct user who has the token targeted.

Can MidiQOL add the attackerToken.uuid at some point in the data passed to updateActor Hook?

I am trying to find where/if it makes sense for MidiQOL to Hook on the preUpdateActor and do a ```js
setProperty(update, "flags.midi-qol.damageSourceUuid", workflow.token.uuid)

violet meadow
violet meadow
#

OK success

#

Will now need to see if I broke something though ๐Ÿ˜…

Probably best to provide the uuid of the Item that is responsible for the damage that leads to the updateActor

#

I went into workflow.js and added as line 667 this: ```js
Hooks.once("preUpdateActor", (actor, update, options, user) => {
const hpUpdate = getProperty(update, "system.attributes.hp.value");
const temphpUpdate = getProperty(update, "system.attributes.hp.temp");
if(!!hpUpdate || !!temphpUpdate)
setProperty(update, "flags.midi-qol.damageSourceForInstantReaction",{damageSourceTokenUuid:this.tokenUuid,damageSourceItemUuid:this.item.uuid});
});

fringe crag
#

Chris, do you plan on making a hexblade's curse macro someday? I don't see it in your github

violet meadow
wind pecan
#

I've got 6 small one line macros, written to be used as item macros, that all call on the same world scripts to do things to the spells they are attached to. I was wondering if someone could help me with making one of the macros Midi-friendly (I'd be able to figure out how to modify the other 5), so I can use them with Midi? Right now they only way they work is if I turn on Character Sheet Hooks.

timber oyster
#

Hello there guys, wanted to ask a question relative to Simbul's cover calculator and its interaction with midiqol, i found it really usefull but we're finding a problem

#

is there any way to make a token with eitehr dead or prone not create half-cover?

#

i dont mean manually, as it can be done through token options, but autoamtically

#

maybe through cub's triggler?

young thicket
#

I want this item being attuned to--to double the damage for all utility abilities (they have custom attack utilities). Cannot get it to multiply at all; let alone by 2, for the life of me. If a macro can be offered instead Ill take anything at this point.
Image

kind cape
kind cape
young thicket
#

I tried that just now and it doesnt seem to have any effect either, thank you though!!

kind cape
#

Huh, could have sworn I did something similar, but not at a PC to verify what I did

violet meadow
violet meadow
wind pecan
#

psionicUse(item, {scale: false, dc: 10});

#

There it is. I've got a gaming session abotu to start so I'll be away for a few hours.. thanks for looking into it

violet meadow
#

Ok I think I am missing lots of context ๐Ÿ˜…

young thicket
molten solar
#

Specifically knowing they were not, at the time, using midi

#

aaaaand with the warning not to use it with midi

#

Good luck

molten solar
violet meadow
fluid berry
#

I love the automation of damage with MidiQOL, but I'm wondering if there's a way to adjust the size of the number as damage is displayed. It seems to almost correspond with how much damage is done vs the creature's health pool (bigger health pool, the smaller the size of the font when it shows damage or vice versa). I didn't see anything in the Midi settings itself, so I'm wondering if that's coded in the .json and I'd have to fiddle?

molten solar
#

Scrolling damage on the map scales with the grid size.

fluid berry
#

Oh, interesting; my eyes must be playing tricks on me. Is there a way to adjust its scaling value without digging into the code or adjusting grid size?

violet meadow
#

MidiQOL doesn't touch that aspect at all. Probably world script territory in #macro-polo ๐Ÿคทโ€โ™‚๏ธ

fluid berry
#

Hmmm, okay. Thanks for the direction!

unborn star
#

Hi all.
Is is possible to make the Evation feature ignore damage from successful dexterity saving throws?

kind cape
unborn star
#

I didn't know it existed. I will have a look

#

Hmm how do i find this? it doesn't show up when i search my compendium tab for midi?

kind cape
#

What version of Midi are you running? ๐Ÿค”

unborn star
#

it says 10.0.32

kind cape
#

Then you should definitely have the compendium, the exact name is MidiQOL Sample Items

unborn star
#

odd.. nothing shows up :/

kind cape
#

That is extremely weird

violet meadow
#

Are you a player?

#

Maybe it's hidden?

unborn star
#

I'll try to uninstall the module and install it again.

#

No im the GM and doing this on the App on my PC

kind cape
#

Also I just realized, Evasion is not in the sample items, Uncanny Dodge is ๐Ÿค”

Well, it should be as simple as giving the Evasion feat an effect that sets this

#

With that being said I would recommend you fix your compendiums, lots of useful items in there

unborn star
#

I've just tried to uninstall and install again .Still nothing... wierd

molten solar
#

Disable Compendium Folders

unborn star
#

is that the thing causing this?

#

but its so useful for the rest of my compendiums ๐Ÿ˜ฆ

molten solar
#

Just disable it temporarily so it shows up again

kind cape
#

I have that and the Midi compendium shows up fine for me owlbearthink

molten solar
#

They hid it using CF

kind cape
#

Oooh right, it adds the ability to hide, forgot about that

unborn star
#

It does show when i disable compendium folders, but it dissapears when i reenable CF. Is it possible to keep it visible with CF on? I doesn't have the "hidden" icon with CF off

molten solar
#

Edit some folder and put the pack in there

strange dagger
#

Is there a way to turn off automatic crit damage with midi qol?

unborn star
#

@molten solar @kind cape I just duplicated it, worked fine. Thanks a bunch both of you!

vast bane
kind cape
quasi needle
#

is there an example somewhere of a light cantrip that actually changes the light settings of the targetted token?

vast bane
#

midi and dfreds automate together and if you have a spell that matches the name of a dfreds CE midi auto applies the ce, but the bug in 32 is that the durations are getting screwed up on them so they shut right off after casting them, in 33 it will be fixed

#

there is no simple downgrade to go with as midi, dae, and dfreds ce are complicated atm

#

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 you can run the newest midi/dae/dfreds ce

Dfreds CE 4.0 requires midi 32+ and dae 22+.

If someone really wanted the dfreds ce automation fixed temporarily now before midi 33 comes out they would need to downgrade dfreds ce to 3.1.1, dae to 21, and midi to 29

quasi needle
#

oh shit, just enabled dfred's the other day, didn't realize light worked now. never mind ๐Ÿ™‚

vast bane
#

the auto transfer from midi will be broken, it will end when you advance the turn unless you edit its duration manually

#

if you just toggle it on via the dfreds window its fine

quasi needle
#

cast it with light cantrip both in and out of combat, cycled through rounds, worked fine, didn't expire

vast bane
#

you probably lack times up, and that's actually a funny way to fix the problem

#

I need al the yummy special durations so I can't drop times up just to fix my 3 dfreds ce auto applies I utilize hehe

quasi needle
#

4.0.3, 10.0.32, have times up, but i do notice that the duration listed on the effect is none

vast bane
#

do you have simple calendar?

quasi needle
#

yes, and i unpaused it

vast bane
#

weird for me it ends after 1 turn in combat, not sure about out of combat

#

either way fixed in 33

quasi needle
#

๐Ÿ‘

#

lol, tried to cast light on allied token, kept making the save. is there a was to flag the spell editor to not attempt saves on friendlies?

vast bane
#

Does anyone know if theres a way to make the paladin aura not affect sanity saves?

#

other than manually making it 6 keys instead of 1 key I suppose?

violet meadow
#

I would think no. Just use the keys you need

#

๐Ÿคทโ€โ™‚๏ธ

nimble yacht
#

The default tokenmagic effects are great, but how would I implement a custom effect? or modify and existing one?

violet meadow
#

I have almost made all reactive damages work in a really straightforward way. Some more testing needed ๐Ÿ˜

vast bane
#

I can only find a deprecated one I think is wrong

violet meadow
nimble yacht
violet meadow
#

Otherwise I think Aedif has a module that does that

#

Or a macro

vast bane
#

Mass Edit allows you to edit an existing tmfx on something and then save it as a new default with a good UI

#

otherwise tmfx on its own its weird complicated macros to do it all

oblique scaffold
#

I was using the midiqol sample Hunter's Mark item for a session and it was fine, next session it stopped working. Casting the spell adds the effect, but when I attack and hit, it does not add the additional 1d6 of damage. Any idea what I may be doing wrong?

vast bane
#

My first thought is module interactions

#

you'd know if you added modules between the sessions

oblique scaffold
#

it is not working currently, here's a screenshot of chat:

nimble yacht
oblique scaffold
#

No new module installs, I think I updated some modules, I'm not sure of which ones though at this point

vast bane
vast bane
vast bane
oblique scaffold
#

@vast bane Oh, yes actually, on casting HM I am getting this:

    at eval (eval at callMacro (workflow.js:1625:15), <anonymous>:19:40)
    at Workflow.eval (eval at callMacro (workflow.js:1625:15), <anonymous>:45:4)
    at Workflow.callMacro (workflow.js:1626:14)
    at Workflow.callMacros (workflow.js:1516:21)
    at Item5e.doItemUse (itemhandling.js:254:34)```
#

sorry, I missed that before

vast bane
#

Someone needs to go through the samples and put in a PR for tim, his samples are starting to show their age

violet meadow
#

Just dragged it from the compendium and used it

Version of MidiQOL and DAE + Foundry ans sytem?

oblique scaffold
violet meadow
#

OK I would clear the Hunter's Mark from the character sheet and drag and drop it directly from the compendium

#

When does this error pop up?

oblique scaffold
violet meadow
oblique scaffold
#

not yet, I'll give that a go

oblique scaffold
violet meadow
#

OK is this from a player's account or a GM?

oblique scaffold
violet meadow
#

Drag a new actor from the Starter Heroes SRD

#

Give that actor the Hunter's Mark 10.0.23 Item (spell)

#

Cast it to a target from that Actor

oblique scaffold
violet meadow
vast bane
#

may want to export your settings first so you can rapidly revert if his settings don't fix it

vast bane
oblique scaffold
vast bane
oblique scaffold
vast bane
#

a starter hero also has the issue hmmm

#

reinstall all 4 modules is my only guess now, this is assuming all that has been said was done

#

your issue makes no sense since we all can use it just fine and you have tested with just the 4 enabled and using our settings.

#

are you sure you are shutting off all modules?

#

what is your foundry build?

violet meadow
#

If you're in combat try ending a turn and attacking again

vast bane
#

Hmark should be any amount per turn fwiw, its favored foe thats once per turn

violet meadow
#

true

#

Also remove that screenshot @oblique scaffold ๐Ÿ‘

oblique scaffold
#

I'll try reinstalling all four modules and see if anything changes, sorry about that, removed

oblique scaffold
#

at this point I think I am somehow cursed

vast bane
#

make a new world

vast bane
oblique scaffold
vast bane
#

I'm grasping at straws here but you could also try the macros/migration stuff for 2.1.x, I think its the dev post in the pins in dnd5e but that is a hail mary idea and likely totally useless to try

scarlet gale
#

That error has nothing to do with a migration issue

vast bane
#

We're in desperate mode for them at this point lol

oblique scaffold
scarlet gale
#

It's looking for a DAE flag that it can't find

vast bane
#

or that it doesn't have permission to make...

#

are you sure you are a dm?

scarlet gale
#

actor.flags.dae.onUpdateTarget
It's getting the error as it reaches onUpdateTarget

oblique scaffold
#

yes, was logged in as the DM

scarlet gale
#

Meaning the dae thing isn't setting the flag for whatever reason

vast bane
#

they tried on a starter hero and got the error I'm hard pressed to think of anything that could stop it

#

did you ever say what build of foundry you were on?

scarlet gale
#

I would verify like every version number

#

Foundry, dnd, midi-qol, dae

vast bane
#

they showed us the 4 base modules and were fine, just foundry build is unknown

oblique scaffold
#

yes, foundry v10 build 291

scarlet gale
#

dnd version?

oblique scaffold
#

2.1.5

violet meadow
#

Can you screenshot your DAE settings?

vast bane
#

can you show us a snippet of the top right, at this point we have to rule out you, no offense meant its just this is uncanny

oblique scaffold
#

no worries, I understand:

oblique scaffold
vast bane
#

dae doesn't have sections

scarlet gale
#

Unrelated, but for people who use token magic fx and automated animations. What's your solution for making templates not have the token magic effect if it has a AA animation?

vast bane
oblique scaffold
#

oh right, sorry:

vast bane
#

If you want AA to work perfectly these three must be unchecked:

#

(in tmfx)

#

top one shuts off tmfx, but otigan checks the second or third instead of the master switch

scarlet gale
#

Will I still get a template effect if there isn't an animation with the settings like this?

vast bane
scarlet gale
#

I want the token magic effect if there isn't an AA ideally. As a fallback of sorts

vast bane
#

I dunno if you can pull that off, its kinda hard to get the dev modules to interact with the mod community

scarlet gale
#

hmm

violet meadow
#

hihihi

vast bane
#

you could set a macro to apply a tmfx animation manually and abandon if an AA exists

scarlet gale
#

I know I can just update the template with the flags

scarlet gale
violet meadow
#

SIFToolkit updated to v10

vast bane
#

thats SIFT

violet meadow
#

I will publish it soon

vast bane
#

I still don't like that cause doesn't it do the red error from midi on turn change?

#

or is sift silencing the midi "wtf where is it" error?

scarlet gale
#

I could make my own dumb fix now that I think about it

violet meadow
vast bane
#

I'd rather just make aa's cause aa animations rock

scarlet gale
#

hook templates being placed and match the AA menu...

vast bane
oblique scaffold
#

thank you for the troubleshooting all, I think for now I'll just handle the hunter's mark damage manually, sorry for being problematic

vast bane
#

its the one by dev#

scarlet gale
violet meadow
vast bane
#

it can't harm his setup though

violet meadow
#

Maybe a reinstall of the modules might help

vast bane
#

he already did that

violet meadow
#

It seems it cannot set a flag for some reason

vast bane
#

its something about that world

#

his new world works fine

violet meadow
#

@oblique scaffold did you test with source and target being two new ones from the Starter Heroes (SRD)?

vast bane
#

good call cause a new world would only have dnd5e stuff

#

maybe its his monsters

oblique scaffold
vast bane
#

also for the record, we've troubleshooted this issue before here, someone had their damage bonus macros not working and I forget what the solution was, I'm getting huge dejavu with this

#

I think theres was sneak attack

#

try dragging out a dnd5e aboleth and a starter hero ranger fresh, and drag hunters mark to the ranger and try it

oblique scaffold
vast bane
#

This is my dae settings fyi:

oblique scaffold
vast bane
#

are you in the app or a browser

oblique scaffold
#

app

vast bane
#

ctrl f5, and have you closed and reopened?

violet meadow
#

well try from a browser just for fun!

oblique scaffold
oblique scaffold
vast bane
#

This one is going to haunt me guys

vast bane
#

I got one more idea... HOW are you rolling hunter's mark?

#

show me the thing you literally press to roll hunter's mark

oblique scaffold
vast bane
#

God I got nothin, this ones gonna burn in my memory

scarlet chasm
#

@molten solar I got a question i cannot seem to find the Babonus on my module list to activate it, even though i had made sure to install it to the most current update of 10.4.3, but it wouldnt show on my module list at all, i had to down grade it to 10.3.6 for your module, and from there i can activate it. Is there a module requirement that i am missing for it?

nimble yacht
#

has anyone here made a good implementation of save 3 times before failing 3 times effects? for spells like contagion and flesh to stone?

nimble yacht
#

Is there a way to request one of two saves from a player with midi?
For example, a feature requires a dex or str save, chosen by the player. The DM uses the feature and targets the player, the player gets the LMRTFY dialog with an option of str or dex

spice kraken
#

Would need a macro. With LMRTFY you can at least select multiple saves and save that as a macro

nimble yacht
#

mmk, might end up catching a hook so I can make the saves dynamic with a dialog box. Do you know the hook midi uses before requesting saves of the top of your head? or where i can find it?

spice kraken
#

Nope, I rarely mess with macros

nimble yacht
#

alrighty, back into the depths of documentation i go lol

spice kraken
#

Have fun

spice kraken
#

FYI Chris, put links inside <> and it won't pop up the embed

nimble yacht
scarlet gale
#

ah

#

Could do a dialogue instead of picking the better save

nimble yacht
#

yeah, I think the easiest way will be to hook onto midi save requests and just tag a dialog onto that if the target has the feature. was hoping to avoid writing more code, but it is what it is

scarlet gale
#

It appears as though when an actor is immune to crits, the target will still take the non-crit damage even if the attack roll didn't beat the target AC.

celest bluff
vast bane
#

if it was an increased crit range then thats a problem, but if they rolled a 20, rules as written that always hits

scarlet gale
# vast bane Critical hit is not the same thing as natural 20

If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this section.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
You sure?

vast bane
#

yes cause theres two terms, natural 20 is another defined term

scarlet gale
#

Where at?

#

I suppose it does say it becomes a normal hit

#

but does that mean it still gets the regular ac check?

#

bleh

vast bane
#

man I really can't wait for a parseable phb and dmg

#

yeah its in the wording of adamantine armor

#

you don't cancel the natural 20, you cancel the double dice

#

the hit becomes a "normal" hit

#

it doesn't say you miss

#

It doesn't say the attack becomes a normal attack, it says it becomes a normal hit

scarlet gale
#

That's so poorly worded

#

but I guess that solves that

lost estuary
#

How do you implement this?

#

I am looking to impose disadvantage on an attack roll as a reaction.

#

correction, On hit*

molten solar
#

And don't ping me in here, use #dnd5e instead ๐Ÿ™‚

scarlet chasm
violet meadow
hard oxide
#

Hi guys I have some issues but idk how to replicate it. Sometime when I do encounters in sessions (I use midiQol full automation) when I do some attack rolls on NPC they just do the attack rolls, and it bugs out and never do the damage dice, then I have to do another attack roll and it rolls it on the SAME attack chart and rolls damage with it this time

next basalt
#

If I'm using midi, do I still need About Time or Times Up if I have simple calendar? I mean, will it break anything with the automation other than conditions expiring?

spice kraken
#

Brother man

violet meadow
spice kraken
#

I tried ๐Ÿ˜‚

next basalt
spice kraken
violet meadow
next basalt
spice kraken
#

Reading can be hard, I forgive you ๐Ÿ˜‚

next basalt
#

Sorry, wrong post for that

hard oxide
#

What I did is i put a goblin on the map, gave him a greatsword and then target hit a player

spice kraken
#

FYI, on windows you can press windows key + shift + s and take a quick screenshot and paste here

hard oxide
#

i didnt know thanks you i will use it now

violet meadow
hard oxide
#

10.0.32

violet meadow
#

@gilded yacht regarding <#1010273821401555087 message>, it seems that for some reason midiProperties are sometimes not "set" on an Item and utils.js:1907 breaks when checking ```js
if (item?.flags.midiProperties.ignoreTotalCover && item.type === "spell")

violet meadow
# hard oxide 10.0.32

Try going in the item details tab, down to the bottom change one of the properties there, for instance check the No Full Cover box and try again

hard oxide
#

I tried even without now it works for no reason, idk why

#

For now it works, I tried your thing too but it works without too, so i really dont know whats happening. Is it because sometime I have too many actors ? (last time was 16 actors, 6 players and 10 monsters and it was randomly bugging), is it because of lags ?

violet meadow
#

Not sure what exactly causes it, but there was another user that had the exact same issue ๐Ÿคท

vast bane
#

is the character a ddb imported character?

violet meadow
#

Janky workaround is available though

vast bane
hard oxide
vast bane
#

I dunno I think this cover bug is a ddb importer thing they all have it

#

this last version tim had changed how the cover checkbox worked, I'm guessing its somehow thrown the importers off slightly

knotty hollow
#

Hey, I have an item that does +1 to attack and damage rolls, but I want it to also change to +2 to attack and damage if the attack is made against a creature who damaged the user since their last turn - is this possible to set up?

violet meadow
violet meadow
# knotty hollow Thanks ๐Ÿ™‚

re-read it and it's not as easy as I first thought.

You need the bonus to apply if you attack a creature on your turn that attacked you any time between your current turn and your previous one

#

Still doable but needs a different approach

knotty hollow
#

Yeah I thought it might be tricky, it's one of Griffon's Saddlebag items from book 1 and it seems cool but figured it would be tricky to implement

pine maple
#

@violet meadow here is the macro in question

main()

async function main(){
   // Get selected token
    if(canvas.tokens.controlled.length == 0 ||ย canvas.tokens.controlled.length > 1)
    {
        ui.notifications.error("Please make sure your have your token selected!")
        return
    }

    let actor = canvas.tokens.controlled[0].actor
    
    // TODO: Get stack count

    // Apply damage
    let newHP = actor.system.attributes.hp.value - 10 // TODO: roll dice here
    actor.update({"system.attributes.hp.value": newHP})

}```
violet meadow
pine maple
#

MidiQOL is enabled, I have permissions to update this token as well (it's my PC).

violet meadow
#

Try this ```js
if (args[0] === "each") {
const effectActor = fromUuidSync(args.at(-1).actorUuid);
const newhp = Math.max(Number(effectActor.system.attributes.hp.value) - 10, 0);
effectActor.update({"system.attributes.hp.value": newhp});
}

If you want to be able to undo the damage you can use `MidiQOL.applyTokenDamage()`
#

small edit

pine maple
#

Ah, that makes sense. So it's not running due to extra parameters probably? Strange I didn't see any errors about it though

violet meadow
#

Do you have advanced macros module enabled?

pine maple
#

Probably not, didn't know that was a setting

pine maple
#

How should I define args as a parameter? Not familiar with javascript

#

main(args) like this?

dark canopy
#

you actually dont need that main function wrapper

#

if this is the entirety of the script

pine maple
#

oh, nice

violet meadow
#

args are provided by DAE

#

just include a console.log(args) in your macro and check what is provided.
Or take a look at the DAE readme

pine maple
#

Ok, so with these changes I still get nothing at end of turn unfortunately.

#

I added the console.log(args) line and nothing is logging either (and no errors)

violet meadow
#

OK is the DAE set as a Transfer to actor on item equip if its on an Item (details tab on the actual effect)

Or how do you set this effect up?

pine maple
#

I just made an effect under passive effects, gave it the macro repeat flag and set the effect like this

#

Does it need to be part of an item?

violet meadow
#

nope.

violet meadow
#

any errors?

pine maple
#

It's a script macro, yeah. No errors or feedback that it's running at all in the console.

violet meadow
#

OK and the actor in in combat and you end its turn ๐Ÿค”

pine maple
#

Yeah, I'll try restarting the combat but that shouldn't cause issues afaik

#

No dice unfortunately

violet meadow
#

So nothing posts in console when changing rounds?

pine maple
#

There's some messages like "It's your turn!" from other modules and the like, but nothing from the script or QOL/DAE.

violet meadow
#

So nothing like this

#

from a VMxxxxx something

pine maple
#

No :/

This is the entire output

violet meadow
#

Cause this is strange if the DAE is active on the combatant

#

and no errors in console!

dark canopy
# pine maple No :/ This is the *entire* output

are you sure its not filtered out in the log? can also drop a debugger in the macro somewhere and if the macro is being executed locally (are you a player or GM, and are there others connected?) it should 100% halt execution

pine maple
#

I'm a player in the campaign, the GM is connected.
Not sure how to add a debugger, sorry

violet meadow
#

Just add debugger up top in the macro

pine maple
#

Ah, makes sense

#

Still no breakpoint though

violet meadow
#

Do you happen to have more that one macros with the same name?!

pine maple
#

Nope, we don't really use macros in the campaign
I'll change the name to something I'm sure we're not using though

dark canopy
#

this is DAE? right?

#

DAE executes code wherever the hell it wants

#

so you cannot depend on it ever executing locally

#

ran into this early on with warpgate -- sometimes the GM executed the code, sometimes the player did, SOMETIMES it was GM for ON and player for OFF ๐Ÿ˜ตโ€๐Ÿ’ซ

pine maple
#

So it's not guaranteed to run on my client, but it should still perform the HP update no?

I'll make a blank project to test this out it, it could be another module messing with it or something.

Thanks for the help, I'll message again if I still need help, but I don't think there's much else to do.

dark canopy
#

well

#

effectActor is a string

#

not an actor

#

so it has no update function

violet meadow
#

ffs I need coffee...

violet meadow
#

OK so if a player executes a DAE macro, and the actor affected by it is owned by the player, ON/OFF is executed locally.

If the player executes a DAE macro and the actor affected by it is non-owned by the play, ON/OFF is farmed to the GM.

EACH always on the GM's client.

strange dagger
#

Hey, I thought I saw this setting on the Midi settings, but I can't find it now - basically a way for my players to choose their damage type when rolling damage

#

They have a feature that lets them do slashing or piercing damage with their sword

violet meadow
strange dagger
#

thank you lol

#

I'm tired and could not find it for the life of me

magic kraken
#

Is there a way to activate a critical roll margin on a per-weapon basis?

#

(dnd5e)

#

Like a weapon trait that allows to-hits above AC +10 to be considered crits

violet meadow
#

Is that what you need? This can be customised in MidiQOL settings -> Workflow settings -> Rules tab

high delta
#

Hey guys. Anyone with a idea how to make midi-qol to take "heavy armor mastery" feat in calculation?

magic kraken
violet meadow
#

yes

magic kraken
#

Looking for a weapon trait that enables crit roll margin