#MidiQOL

1 messages Β· Page 76 of 1

vast bane
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answer bugbears question

magic kraken
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It's a bit more specific

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So no?

vast bane
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then be more specific

magic kraken
#

Or at least I don't think so

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Please read again Moto

high delta
#

sorry but what do you mean DR flags?

vast bane
#

This is heavy armor master

high delta
#

Thanks a lot mate

vast bane
#

@magic kraken from what you described, what bugbear shared for a snippet is exactly what you want but its all weapons not just a singular weapon. If you want a specific weapon to do it thats gonna be macros probably or an activation condition.

magic kraken
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Yeah I should probably just start mounting some macro to do it

high delta
magic kraken
vast bane
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no don't make it part of the armor

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make it an ae on the feature

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because they can wear any armor

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if you really wanted it perfect, you'd probably have to get bugbear or chris to make it perfect but I'd just attach it to Heavy Armor Master feature, apply on equip, and call it a day cause your heavy armor master will rarely not wear heavy armor and you can just disable the ae when they aren't wearing heavy

strange dagger
#

I assume this is a pretty easy thing to do... and I remember seeing some sort of flanking rules. Is there a way to make the flanking automatically +2 to hit with midi?

scarlet gale
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Then just copy the CE flanking effect and customize it to your liking

vast bane
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Since I don't fast forward, I'd probably put another key in:

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this way my AR message will remind me, the dm, to make sure they have heavy before benefitting from the feature

vast bane
#

alot of people think making flanking a +2 is a nerf to flanking but its actually a net gain for flanking

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cause then it stacks with advantage which is already ridiculously easy to get

strange dagger
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Yeah I know lol

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I'm running a very bizarre campaign tho

vast bane
#

pallies and barbs don't need more broken modifiers

dark canopy
#

but to the actual question -- can it be changed?

vast bane
#

yes chris answered it already

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if you use cub you must switch to dfreds CE

strange dagger
#

I'm using dfreds

vast bane
lost estuary
#

That sounds awesome, you ever share it? I have been playing with World scripter, and looking for ways to automate further.

opaque patrol
#

I wonder if there is a way to get the +2 flanking only if one doesn't have advantage

quiet solar
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In my previous question about templates, apparently more is broken - after 10 rounds, the concentrating expires but none of the effects of the faerie fire spell do (still have tokenmagic effect, still have advantage against them, still have template and "expired" doesn't remove the concentration effect, just annotates it:

violet meadow
violet meadow
violet meadow
foggy valve
#

I'm having some issues troubleshooting Midi-QOL. For some attacks, it is automating nicely. Player rolls the hit, it determines if it hits or misses, and if it hits, do the damage, and it applies to the monster. My attacks as the GM seem okay.....

However.....this isn't the same for the players. Some are fine, some are not. I've checked their Midi-QOL settings on their end, and they are all the same.

For testing I'm using a module to allow me to manually input the roll of the die so I don't have to re-roll multiple times to get a hit, miss, or crit. For this player, they have multiple weapons. For a specific weapon it works fine, for all others, it rolls, but there is no adjudication, and if he rolls damage, I have to manually apply it.

Where can I look for why this is happening? I'm testing logged in as him on one window, and running my GM view in Foundry directly. In my GM window, it works fine. Dagger is the one that works properly.

This is happening in multiple campaigns. I figure if I can solve this campaign, the rest will fall into place.

AC to hit is 18.

violet meadow
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Open console by pressing f12

vast bane
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my monster warpgate macro has broken and I don't know what it could be.

const duration = duplicate(args[0].item.system.duration);

is this system ok?

violet meadow
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Yeah but probably this will not do anything if that goes up to the AE directly

vast bane
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Actually I figured it out, the player redragged the spell and it was missing its item macro entry

foggy valve
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I'm going to go through all my modules and players and see what happens. It's odd as this has been a multiple session issue.

foggy valve
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And the rapier didn't do its automation this time

violet meadow
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Yes it comes up a lot

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Set the midi property no full cover in the details page of the weapon

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Checkbox at the bottom

foggy valve
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Is this something I should do for every weapon and attack spell (or just wait until one of them is borking)

scarlet gale
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IIRC you can uncheck it after the fact

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it just needs to get toggled for some weird reason

foggy valve
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Okay, that at least gives me something. So a bug then.

violet meadow
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For some reasonmidiProperties are not set when this happens. Might be a weird interaction with dndbeyond importer, but there was another user saying that they could reproduce with SRD items.

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I wonder if deactivating Dndbeyond Importer fixes this 🀷

dark canopy
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looks like its a nested object, so without midi adding that object (or taking nullish precautions) on item creation, it will error until the nested object is set (via toggling the value)

violet meadow
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Exactly. It is matter of a ? to solve for good, at utils.js:1907 midiProperties?.ignoreTotalCover

violet meadow
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@magic kraken a macro to at least roll critical damage based on that targetAC calculation.
On Use MidiQOL macro on the item you want to have the extra critical range.
ItemMacro | After Attack Roll ```js
if (!args[0].hitTargets?.length) return;
const targetAC = Number(args[0].hitTargets[0].actor.system.attributes.ac.value) + 10;
if (this.attackTotal >= targetAC) this.isCritical = true;

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You would need to re-render the message to get the critical hit text and color.

fair bridge
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hello, sorry if this is asked a lot, is it possible to have the effect of pack tactics automatically?

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I did find the flag that makes all my attacks have advantage but it doesnt check whether there is an ally within 5 ft of my target, it simply always attacks with advantage

violet meadow
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The flag value can be a condition to check if it's true or false

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flags.midi-qol.advantage.attack.mwak | Custom | findNearby(-1, targetUuid, 5, 0).length > 1

violet meadow
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Will add 2 to the Attack Roll and delete the Flanking AE.
Downside, that you need to retarget to get the Flanking AE going again...

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But you can ```js
Hooks.once("dnd5e.preRollAttack", (item, config) => {
if (!config.advantage && item.actor.effects.find(eff=>eff.label==="Flanking")) {
config.parts.push("2")
//item.actor.effects.find(eff=>eff.label==="Flanking").delete()
game.dfreds.effectInterface.removeEffect({effectName:"Flanking",actorUuid:item.actor.uuid})
Hooks.once("dnd5e.rollAttack", (item, roll) => {
game.dfreds.effectInterface.addEffect({effectName:"Flanking",actorUuid:item.actor.uuid})
})
}
})

🀣
fair bridge
vast bane
violet meadow
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Was editing the post, but realised its not an actual activation condition.

vast bane
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wait a minute

violet meadow
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I will add it with a note to pack tactics

vast bane
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can that also be sneak attack lol?

violet meadow
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That will give advantage

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not extra damage

vast bane
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yeah but could you actually pull off other formula activation condition for sneak attack now?

violet meadow
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ye

vast bane
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if find nearby is useable and workflow.advantage

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obviously it would break more than once a turn though

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just funny how far midi is coming along lol

violet meadow
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You can have just a macro to set a flag that sneak attack is used this round, and the rest activation conditions πŸ˜„

quiet solar
violet meadow
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But still you have to choose when

quiet solar
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no

vast bane
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do you have concentration automation actually on in midi?

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I personally don't auto end concs

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and which faerie fire are you using, is it dfreds CE's?

quiet solar
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my own token magic animation:

[{
    filterType: "globes",
    filterId: "glowingGlobes",
    time: 0,
    color: 0xca2c92,
    distortion: 0.4,
    scale: 40,
    alphaDiscard: false,
    zOrder: 1,
    animated :
    {
      time : 
      { 
        active: true, 
        speed: 0.0008, 
        animType: "move" 
      }
    }
},
{
    filterType: "zapshadow",
    filterId: "myZap",
    alphaTolerance: 0.45,
    rank: 2
}]

await TokenMagic.addPreset("Faerie Fire", params);```

configured in Dfred's
vast bane
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midi srd faerie fire is in need of new ATL keys I think:

quiet solar
vast bane
quiet solar
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I don't use the ATL effects, just a simple purple 'bug lights'

vast bane
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if you indeed have a dfreds ce bug, you may want to get that posted quickly as tims already workin on 33

quiet solar
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I'm stuck just trying to replicate this - it still has the functioning tokenmagic effects in my old world even with updates, but I can't even get those working in the new world

quiet solar
# vast bane

I didn't have the temp HP check enabled
and I had "remove conc..." set to Effects

vast bane
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I dunno what exactly your issue is then, I just tested dfreds ce's faerie fire and its working fine for me

quiet solar
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I've made it match yours exactly now

vast bane
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you should use mass edit to make your custom tmfx

quiet solar
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??

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another module?

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I can't keep up as it is...

vast bane
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yeah tmfx has no front facing UI

violet meadow
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Is the issue that the TokenMagicFX is not removed in the end πŸ€” ?

vast bane
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mass edit module he gave us a UI to edit and save tmfx filters

quiet solar
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no - the effect doesn't expire and concentration is "expired" but not removed -- is that normal?

vast bane
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do you have times up module?

quiet solar
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ah - ok, I just have a macro that adds them

quiet solar
vast bane
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you need to make an effect macro and put a filter clear on "on deletion if you are gonna use macros for tmfx

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OR, get mass edit and save the presets and use macro.tokenmagic

violet meadow
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Do you have the Times UP option to disable instead of delete?

quiet solar
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that's what I did (no mass edit)

violet meadow
vast bane
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what is the ae on the actor that is misbehaving?

quiet solar
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I don't understand

violet meadow
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Go to Times Up settings

Is that checkbox checked?

vast bane
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show us the ae on faerie fire

quiet solar
vast bane
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give us eyes on the actual items stuff

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faerie fires effect tab, edit effect and show us the keys on it

violet meadow
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I cannot understand how Concentration is disabled and not deleted.

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The rest are probably byproducts of this behaviour

vast bane
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did you check the box for suspended on dfreds CE's concentration?

quiet solar
vast bane
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priority 0 πŸ‘€

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not sure if that matters but I never seen a 0

quiet solar
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that's what the built-in Dfred's was set to, I had it at 20 before

violet meadow
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that's fine

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ohhhhhh

vast bane
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yeah thats um new in dfreds

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that seems problematic

quiet solar
native rivet
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Moto, mind if I peruse your grey matter after? Don't want to sidetrack from what you guys are doing, but just in case you're heading off.

vast bane
quiet solar
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in Dfred's

vast bane
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edit it

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first tab

vast bane
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I can't get any of the 0 priority entries to transfer via midi in dfreds ce

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they apply when I use dfreds alone

native rivet
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You helped me last night. Just got off work and tried implimenting it, but I'm getting some weirdness.

If I set range and target to "self", and unclick everything under details, I get this "apply effect" tab when I use the ability... But it does nothing, nor does the intended buff activate.

vast bane
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nm midi srd item got accidentally reused

native rivet
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if, however, I tick "transfer to actor on equip", the stat change gets applied, regardless of whether I activate the item or not

vast bane
native rivet
#

whereas if I untick, nothing seems to activate it

vast bane
native rivet
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No, I shouldn't be. I just had Midi and what seems to be a bunch of token effects, that I haven't gotten to exploring yet

vast bane
native rivet
violet meadow
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@quiet solar I cannot reproduce. I will send you my MidiQOL settings. Export yours to save them, import mine and test again.

vast bane
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did they try with just midi/dae/socketlib/libwrapper yet?

#

an effect suspending on expire just screams lack of times up installed doesn't it?

violet meadow
vast bane
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did we confirm they have v10 times up?

quiet solar
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I hadn't removed everything - I will remove all the other things

vast bane
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or even tims times up

quiet solar
vast bane
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cause having like concentration notifier or cub could get in the way too

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does defres effect panel have weird settings I use vae so I duunnno

violet meadow
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There was a screeshot shared. Modules seem fine.
I would turn off Token Action HUD and get in its place the Token Action HUD 5e and Token Action HUD Core

vast bane
native rivet
vast bane
#

can you share the keys you are using in the item, I vaguely remember pondering if you were using the right keys

native rivet
#

It did remove the description text from the chat prompt though... which is kind of nice.

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forgive my ignorance... keys?

vast bane
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edit the item, effects tab, edit effect, effect tab

native rivet
#

ah, sec

vast bane
native rivet
native rivet
vast bane
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that duration is probably wrong, we'll need a dnd5e guy to confirm if you can put math in duration on the item details

native rivet
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hmh

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I can test that out the gate though, sec

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setting it to 2 hours, did nothing

vast bane
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f12 roll the item and look at console, any errors?

quiet solar
vast bane
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the single branch of TAH is dead now, it has alot of problems, the dual branches are the only ones getting updated now

native rivet
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unsure what this is though

vast bane
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wow I have got an awful inventory+ problem

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I can't even open my sheets anymore with inventory+ on

vast bane
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where did you get that item

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wait why is the item back to None/None for target/range?

native rivet
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I made it..

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Also, I've no idea

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sec

vast bane
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is your actor not linked?

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double right click the token and make sure its actor data is checked

native rivet
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should be, sec, making sure I didn't mess that up

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I'm trying to make it all myself, as I figured it's a good way to learn what it all does

vast bane
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midi item effect transfer relies upon target/range settings on the item details and in 2.1.x I believe they added none to the drop down or something and its bad for midi

native rivet
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rgr, I deleted the char, reapplied to make sure it's got the compendium verison, and it's set to self

vast bane
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get rid of the weird druid duration entry, set it to an integer

native rivet
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add a static duration, or set it to none?

vast bane
#

and dae has a debug message on for the gurus:

native rivet
#

that's so weird... Mine doesn't

vast bane
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show me the same four images of your item on your character

native rivet
#

wait

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yours is a feature, mine is a class feature

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does that impact anything?

vast bane
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thats a cosmetic thing that doesn't matter

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show me the effect tab of the ACTOR

native rivet
vast bane
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and when it rolls, nothing appears there?

native rivet
#

nothing

vast bane
#

what does it look like in chat when it rolls

native rivet
#

all I get, as proof of clicking that button, is this

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and pressing that does nothing

vast bane
#

Midi does not work with:

Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Multiattack 5e

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

Advanced Spell Effects module is in beta in v10 and often the culprit of things...

Midi requires Item Macro to have its "Character sheet hooks" feature set to unchecked in order for on use macros to work right.

When editing owned items(items on actors) active effects beware of duplicating active effects that interfere. Always check the actors effect tab for rogue ae's.

If you are on dnd5e 2.0.3, I recommend midi 23 or 24, dae 14, and dfreds 3.1.1
If you are on dnd5e 2.1.x update to 2.1.5 and you can run the newest midi/dae/dfreds ce

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

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don't gloss over this, cause you very likely have one of the listed modules

native rivet
#

checking

vast bane
#

Ready Set Roll, Effective Transferral

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or Whistlers something something aka WIRE

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OR, you never hit save in midis settings which we all do from time to time

native rivet
#

not that I can see, no

vast bane
#

go to midi's settings and check your effect transfer setting, did you forget to hit save?

native rivet
#

...

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let me, eh,... check that last one

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no, damn... also not it. It's set to what I copied from you

vast bane
#

does the actor have a token on the map

native rivet
#

not yet

vast bane
#

ding ding ding

native rivet
#

so

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weird thing

vast bane
#

midi needs tokens

native rivet
#

adding a token

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I get a small text upon key press

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but the stats still don't change

vast bane
#

show me the actors effect tab

native rivet
#

flip side, now I don't need to press "apply"

vast bane
#

but for the record the actor has 10 for all stats....

native rivet
#

oooh!

#

It's there πŸ˜„

vast bane
#

its wis and str are 10

native rivet
#

I'm a muppet

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I made a new char, to get a fresh template

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Hahahaha!

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My dude!

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It works πŸ˜„

vast bane
#

there is a setting to let some things work with midi without tokens but I forget what it was

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midi does not like theatre of the mind too much though

native rivet
#

Worst case scenario, I guess "theatre of mind scenes" can have a little token overview somewhere, if that's what it takes

vast bane
#

it really wants tokens on a canvas

native rivet
#

If it insists, I shall oblige

vast bane
#

you can actually hide them too midi sees them even if the players dont

native rivet
#

Ooh, that might be good

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But this is great

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ok so... next step seems to be to clear the buff when it's disabled

vast bane
#

yep, all effect transfers rely upon the target/range stuff, theres also nuance to what you set where in those 6 boxes if you get confused look at the samples midi has

native rivet
#

lest they end up with a very long list of disabled abilities

vast bane
#

also you may want to install the premades modules so you don't have to make it all from scratch, plus you can copy them:

#

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

native rivet
#

I'll probably install it to look and learn

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but I'm rather enjoying going from scratch... Helps me familiarise myself with it all

vast bane
#

midi's sample items is already on your setup, in the compendium tab, midi srd has a bunch of stuff, everything else in my copy paste are kinda advanced users only

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Chris's premade module is great but its gonna have some complex stuff going on

native rivet
#

Ultimately, I like homebrews, so knowing how to bend the rules helps me crate that ^^

vast bane
#

use midi srd just so you can copy proper item setups for midi

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don't have to use the items, just plagerize them

native rivet
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Yeah I'll fetch it, I think. I learned a bit about the token system, from reverse engineering Ki

vast bane
#

the link above is a manual install fyi, the midi srd thats published is not compatible with v10 and the original author is on hiatus so bugbear updated his own for v10

native rivet
#

Can I transform the actor this way, or does that rely on drag and drop?

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I know there's built in wild shape and poly support, but in case I think of other use cases, it's good to know what's possible

vast bane
#

wildshape can be handled a bunch of ways but core lets you drag a beast onto a character sheet and it prompts wildshape/polymorph

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I personally don't use that, I use my own setup with warpgate macros

native rivet
#

I've read about warpgate... I think I'll leave that for now. Want to see if I can create up to lvl 5, with all abilities and spells, and get it to work

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figure, if I can sort that, I should have the tools to build what I need from there. Then I can get technical

native rivet
#

is there a repository where I can see the various terminology for things like armour bonus, stats etc?

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like if I'm looking up armour class, or an int bonus, etc?

dark canopy
#

pins in #dnd5e or pins here if midi flag specific

vast bane
#

yeah its cole's post in dnd5e

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calegos post in the pins in dnd5e is useful too though dae covers 99% of the times you need calego's

native rivet
#

cheers

jagged plinth
#

is it possible to add a Die to a temporary effect?

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this doesn't seem to work

dapper vortex
dapper vortex
# violet meadow

Thanks, just wondering if this is something you edited yourself or if its available in a module somewhere πŸ€”

violet meadow
#

That is from a changed Faerie Fire from MidiSRD.

brazen river
#

do you need midi srd in order for the automation to work?

violet meadow
#

nope

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Midi SRD is a (official module is outdated currently) module that has premade SRD Items so that they can work with MidiQOL/DAE and other modules for automation.

native rivet
native rivet
#

They're tied to a mod?

violet meadow
#

system.attributes.ac.formula?

native rivet
#

That one I do, but the one you linked was some data.attribute override?

violet meadow
#

Yeah that is for v9 Foundry.
I am not on my PC now and just found that from searching

native rivet
#

when I choose system.attribute.ac.calc and Override, I can't enter a value, only choose from a dropdown, one of which is "flat" or whatever... but I can't set a calculation

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Hmh, they might have changed it then

violet meadow
#

system.attributes.ac.formula will take a formula

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system.attributes.ac.calcwill be the calculation mode of the AC

native rivet
#

k, sec, let me see if I have the right idea

violet meadow
#

What are you trying to do though? Have a DAE change temporarily the AC calc?

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If its permanent, change it from the character sheet

native rivet
#

ok, so... I'm trying to make wildshape, change how AC is calculated, by disabling armour and only using wis for the mod

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(trying to build the one dnd druid from scratch, as a learning exercise)

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I can make it add wis. I can even make it use wis instead of dex... but I can't seem to ignore armour

violet meadow
#

OK try then the custom

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Hover over the Armor Class on the character sheet. Edit it and make it take a custom formula

native rivet
#

Aye but is there no way to tie it to the ability?
Assuming the overrides would be able to do it. I'm basically trying to make as much as possible "one click". Manually overriding everything might ultimately work, but it's unwieldy and probably not feasible in the long run.

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Again, it's also just to learn what is, and isn't possible

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it works if I do it this way... So I guess the question is, if I can trigger this somehow, from the abilities effects panel

violet meadow
#

Are you looking to change the way the system calculates AC by default?

native rivet
#

While the "buff" is in effect, yes

violet meadow
#

OK so you want it temporarily

native rivet
#

so basically, while the effect is in place, override AC

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aye

violet meadow
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DAE with the 2 keys from before will do that

native rivet
#

maybe I entered it wrong, sec, lemme try again

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Yeah, no, you're right. I'm just dumb πŸ˜„

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I layered them wrong

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thanks a ton mate

brazen river
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So I need midi srd in order for midi qol to work?

violet meadow
#

For MidiQOL to work, you will need socketlib and libwrapper as prerequisites.

native rivet
#

I'm having an interesting problem.

I have an ability, that sets Dex to match Wis, and sets AC to be 10 + wis + dex.
First time I trigger the ability, it seems to call "AC + wis + dex" before it sets "dex = wis".

So I have to fire the ability twice to get it to work

#

what could be causing that?

native rivet
#

K, so, this is what the features look like:

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This is the character sheet before activation, after one activation, and after two

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I think it's calling the armour formula before it's changing dex

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but... I'm not sure how I could change that

violet meadow
native rivet
#

ooh!

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priorities, right

violet meadow
#

Why don't you built both in one DAE?

native rivet
#

I... Don't know

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kinda learning, I think it's easier for me to understand if I make everything modular, but I might not be doing myself any favours by splitting it up

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does prio set higher or lower numbers first?

violet meadow
#

lower

#

and also MidiQOL readme

native rivet
#

much obliged!

#

hmh, I'm still getting it

#

set the AC to 20, and the stat mod to 19

#

does the difference need to be bigger?

#

or... hmh, documentation suggests I'm misunderstanding the priority system

violet meadow
#

I cannot help more right now πŸ˜„

native rivet
#

all good man, this pointed me in a direction

violet meadow
#

Someone else is gonna chime in soon probably πŸ˜‰

native rivet
#

I'm enjoying getting lost in this, so thanks ^^

#

Can anyone figure out why I'm getting the following?
I have this setup:

#

but I'm getting this, after one activation

#

It's meant to set dex (10) to match Wis (15), then set AC to 10+wis+dex... But upon activation, I have to activate twice, before the AC formula takes the changed dex into account.

#

I initially had them as 2 effects, one for the stats and one for the AC, but again, regardless of how I set priorities, I get the same result

scarlet gale
#

@dawn rampart Magic items module tends to be a bit glitchy. A lot of people have moved onto items with spells.

gilded yacht
#

I'm just finishing up some more actor onuse macro triggers, isAttacked, isHit, isDamaged and rolledSave. The specified macro (can be an item macro) will be called when the actor is hit/damaged etc. So should make it easier to do.

loud hollow
#

Is there a way to use MIDI to change the floor of an attack roll, similar to how the Halfling Luck rerolls 1?

vast bane
#

dae converts the non integers into integers for keys that only take integers.

vast bane
vast bane
native rivet
#

priority didn't do what I thought it would

gilded yacht
vast bane
native rivet
#

I'll try. I've had both sets at 10, but it didn't do anything

vast bane
#

in the same ae

native rivet
vast bane
#

you are aware though that ac bonus won't work with flat right?

#

when you abandon the calculation system by choosing flat, the only way to change ac is to change the flat ac value

native rivet
#

yeah as posted above, I gave up on flat

#

found a way to override, and cause it to use Dex and Wis... but before that, it's supposed to match Dex to Wis, and then calculate AC

#

right now, it calculates AC first, and then adjusts Dex after, so I need to activate twice

#

I'm not sure how to change the priorities of that. Altering the "priority box" has done nothing so far

vast bane
#

you want to set the custom formula and then turn on the custom formula

native rivet
#

is that not what I'm doing?

vast bane
#

for some reason I thought the calc would have custom in it

#

is the feature always on?

native rivet
#

no it's the one you helped with before, it gets activated

vast bane
#

k then you should be fine

native rivet
#

and the activation seems to work fine, but upon activation, the AC gets calculated first, and then the stats it's calculating from, get adjusted. So I need to activate again, to get it to calculate with the "new" stats.

I'm not sure how to get it to adjust first, then calculate

vast bane
#

it will only apply the non integer stat entries at the moment of roll keep that in mind but for most temp effects thats fine. If they change their stats after the fact nothing will work unless you use a higher priority effect

#

honestly the whole thing looks more like a macro candidate than an active effect

native rivet
#

I've tried setting stat change to 10, and ac to 30. And stat change to 30 and AC to 10. Neither does anything

#

they were two seperate entries initially, but that calculated AC first too. I can't seem to get it to wait for the stat change, and I'm not sure why

vast bane
#

I think the only way you will pull that off is making it two rolls or putting half of it in a preitem roll macro

native rivet
#

the weird thing is

#

if I just want to add Wis and Dex... but NOT remove armour from the equation

#

it waits for dex to update

#

it's when I get it to ignore armour, that it insist on going first, before the other changes

vast bane
#

the ac dex thing is a different value in armor

#

what tim said, you could try dropping the cals priority to 1 and make the rest 100

native rivet
#

My name is Tim... It's so weird reading that πŸ˜„

vast bane
#

but I doubt its going to work, you need a preitemroll dae args on/off

#

the authors name is tim posney hehe

native rivet
#

Yeah I figured ^^

#

first time someone said "Tim said" I was like... I did?

vast bane
#

I don't even think an effect macro would do here cause I don't think effect macros on creation hook is before the item rolls

#

a really janky easy way to do this is to make the first half a CE, and then put an item macro on use in that applies said ae preitemroll

native rivet
#

changing to this

#

and it works perfectly, but doesn't ignore armour

#

atm, unequipping armour might just be the best bet

#

but I'm very curious as to why that step seems to break things

vast bane
#

did you try the different priorities yet or no?

native rivet
#

yes

#

nothing

vast bane
#

cause it lookis like its priorities making that new one work

native rivet
#

so something about custom seems to override everything

#

I already tried those values with the other setup

#

it didn't care

#

exactly the same with this

#

as long as I remove the armour override, and only add a bonus, it works just fine

vast bane
#

Oh my way original funny joke about your setup actually works if you want it

#

everyone avert your gaze to this amazing janky fix

#

if you recall way back when you first started, I said I didn't think tthe values would be a good target, and to try the mods even though they are depricated lol

#

sure enough those mod changes work

#

but boy is it janky, the sheet gets confused, doesn't know what to populate but behind the scenes the stats are all right

native rivet
#

...

#

fucking lol

vast bane
#

nm its not working false alarm I really need to test on monsters that don't have randomized stats

native rivet
#

aww man, cus it made a weird kind of sense too ^^

tawdry frost
#

Is there a replacement for the "Chat Portrait" Modual?

vast bane
#

preitem roll is your best shot, if no guru writes it, make the first half of the ae a dfreds CE, and use dfreds CE macro to aply the ce pre item roll

vast bane
tawdry frost
#

Wups. I thought I was in dnd chatroom haha

vast bane
#

you'll know why the first time you use it

violet meadow
#

@native rivet

#

Seems to be working fine

native rivet
#

you manually set the AC formula?

#

or did that change as a result?

#

the configure armour, box?

violet meadow
#

Nope

#

changed by the effect

native rivet
#

then I'm rather stumped

#

oh! you're doing the str+dex that Moto tried before

#

instead of wis+dex

#

maybe that's the trick tho... calling two stats being changed, instead of one and one regular stat... so that it has to wait for them to change, before calling

violet meadow
native rivet
#

I'm... confused

vast bane
#

I too am able to get it to work but I also did it a really stupid way cause its ok to do it...

violet meadow
# native rivet I'm... confused

4 keys in the effect.

  1. system.abilities.str.value | Override | @abilities.wis.value
  2. system.abilities.dex.value | Override | @abilities.wis.value
  3. system.attributes.ac.formula | Override | 10+@abilities.wis.mod+@abilities.dex.mod
  4. system.attributes.ac.calc | Override | Custom Formula
vast bane
#

since you are using an ae to override str/dex, then the ac calc doesn't need to be anything other than wis lol

violet meadow
#

the why 🀷

dark canopy
vast bane
#

yeah since the overrides are in effect you don't have to worry about dex or str changing since that ae is locking them anyway to the wis mod

violet meadow
#

It makes sense from where they started, 2 different effects

#

But now it seems redundant

dark canopy
#

i was scrolling for a gotchya like that πŸ˜…

#

carry on!

vast bane
#

do you even need a custom calc?

#

can you just give them unarmored monk?

#

yeah the built in unarmored monk seems to work too

violet meadow
#

I always forget the rule of Monks unarmored def but I will say yes

vast bane
#

so can trim the custom calc key and just set the last key to unarmored monk

#

for some reason that reads the wis value change on dex

#

This is a satisfactory level of janky for my tastes

#

sure they see unarmored defense (monk) in their ac field but meh

#

Wouldn't see it at all if you used tidy5e

native rivet
#

Yeah I guess that's one method... but monk doesn't unequip or ignore armour, no? So you'd still need to unequip it. If so, the "dex mod + wis mod" or "2x wis mod" works just as well, without all the back and forth

#

I do make things a little complicated sometimes, but then again, that's the fun part of learning ^^

native rivet
#

really? Interesting. So it does actually turn it off

dark canopy
#

the AC calc governs all

vast bane
#

yeah AC calc is boss

#

they even keep wearing the armor its just not applying a bonus

strong yew
#

This is pretty cool. Has this already been worked into an eldritch blast?

vast bane
#

though, that target dialog could totally finally solve the scorching ray, eldritch blast, and magic missile dilemma

strong yew
#

I

#

I've only been away for like a month or two and feel lost again

vast bane
#

Its Chris' work I dunno if hes thought of making them

violet meadow
#

I really should update the magic missiles of my player. That is tomorrow,s morning coffee!

quiet solar
#
  return new Sequence()
    .effect()
      .atLocation(canvas.tokens.controlled[0])
      .stretchTo(canvas.tokens.get(target))
      .file("jb2a.magic_missile")
      .repeats(number, 300, 600)
      .randomizeMirrorY()
    .play();
}

console.log(args[0]);

let numTargets = args[0].hitTargets.length;
let numMissiles = 2 + args[0].castData.castLevel;

// this just works as the magic missiles are applied in targeting order
//if (numMissiles < numTargets) return{}; //unnecessary

let targetMissiles = new Map();
// evenly distribute as many magic missiles as possible
args[0].hitTargets.map(t => targetMissiles.set(t.id, Math.floor(numMissiles / numTargets)));
// distribute the remaining magic missile in targeting order
args[0].hitTargets.slice(0, numMissiles % numTargets).map(t => targetMissiles.set(t.id, targetMissiles.get(t.id)+1));

// the fanciness
targetMissiles.forEach((v, k) => magicMissileEffect(v, k));


// debug
//console.log(args[0].workflow.damageList)

// this is inelegant, but works
args[0].workflow.damageList.forEach(t => t.totalDamage = t.totalDamage * targetMissiles.get(t.tokenId));
args[0].workflow.damageList.forEach(t => t.appliedDamage = t.appliedDamage * targetMissiles.get(t.tokenId));
args[0].workflow.damageList.forEach(t => t.hpDamage = t.appliedDamage);
args[0].workflow.damageList.forEach(t => t.damageDetail[0][0].damage = t.damageDetail[0][0].damage * targetMissiles.get(t.tokenId));
args[0].workflow.damageList.forEach(t => t.newHP = t.oldHP - t.appliedDamage);
#

basically - remove the number of targets so you can target more than one and then it applies a sequencer effect in order (and loops over targets in selected order)

vast bane
quiet solar
#

it does

#

but I want to enhance it so that you can select targets and decide how many each get

#

right now it just keeps looping until it runs out of missiles

coarse mesa
#

@vast bane do you have an issue with createItem where it doesn’t remove them on AE deletion when there’s more than one created item? Known issue? I’m on latest everything now

vast bane
#

or an ac calculation edit

coarse mesa
#

Nope just two very different weapons

vast bane
#

I haven't seen it enough to report an issue, but originally when it first released the last item didn't remove in a list of them. Its fixed now, but I did notice in the last session that intermittently soome of the players had emboldening bonds created item on them still, not all of them, just 1 of the 4

#

I think there is an issue with it not completing the removal randomly

coarse mesa
#

It’s for path of the beast… when he takes tail form he gets a tail slap and reaction

#

The other forms work fine but they only have one weapon each

strong yew
#

lol, so one of my players switched characters from a Warlock to a Swordsbard/Hexblade combo. Looking at all the stuff I'd have to script, I should've said no lol

vast bane
#

I can't replicate it on demand, I think its probably due to load during live sessions?

vast bane
#

I use this houserule at all my tables and it has solved the warlock dips:

strong yew
#

Eh, we're not super combat focused, and I know the player irl

vast bane
#

no more sorlocks, no more pallocks

strong yew
#

In this case, it wasn't a 1 lv dip, it was a 2 lv dip

vast bane
#

whats his invocation lol

#

trust me its cheese no matter how you slice it when someone dips warlock

strong yew
#

Armor of Agathys and Misty Visions

#

Yeah, I'm sure it'll be a handful

vast bane
#

a swords bard with AoA spam

#

yeah thats cheese

coarse mesa
vast bane
#

I only have 1 multiclass at my table and its a fighter and he only MC'ed cause the whole table wanted to move to the multiverse races and he didn't want to so to make everyone happy I said he could have a fighter dip

vast bane
#

I have a ton of loadout ce's of createitems and none of them are doing it with me and 2 players in the world atm

coarse mesa
#

I am on a slow connection here so that could definitely be it

vast bane
#

@soft umbra
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 does not work with:

Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Multiattack 5e

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

Advanced Spell Effects module is in beta in v10 and often the culprit of things...

Midi requires Item Macro to have its "Character sheet hooks" feature set to unchecked in order for on use macros to work right.

When editing owned items(items on actors) active effects beware of duplicating active effects that interfere. Always check the actors effect tab for rogue ae's.

If you are on dnd5e 2.0.3, I recommend midi 23 or 24, dae 14, and dfreds 3.1.1
If you are on dnd5e 2.1.x update to 2.1.5 and you can run the newest midi/dae/dfreds ce

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

soft umbra
#

okay ty

#

Do Primates and Chris' macros work together or do I choose one or the other?

scarlet gale
#

Mine won't do anything unless you go out of your way to use them

#

My module is intended to supplement stuff the DDB importer doesn't do. Or doesn't do as well as I like.

scarlet gale
soft umbra
#

Midi-QOL is a bit overwhelming

#

going through the current read-me doc and there is so much different in the actual settings

vast bane
#

if its not for you, you can always switch to core or ready set roll or roll groups

soft umbra
#

oh no its looks amazing

#

its just a lot to look over

#

damn the default for reaction checking is 10 seconds

vast bane
#

fiddle with full auto on, when you don't get something ask, but don't use dnd5e srd items, grab midi srd from the manual download I shared above

#

trust me you want 10 seconds, any longer and your afk youtube-watching players will drag out combat

soft umbra
#

fair

#

for the link is it like a module or is there something in Midi setting to input?

#

Imma try to only use the basic stuff from Midi and active affects/auras before I try out other people's premades I think

vast bane
#

dnd5e will have various hiccups that don't work with midi

#

like any item with a suspended effect

soft umbra
#

yeah imma install that Midi

#

I also have more automated spell items and features

#

my compendium is a mess lol

vast bane
#

few gems in that module but most of it is really old

soft umbra
#

so I shouldnt be using anything thats just base SRD right?

vast bane
soft umbra
#

I think im confused on what that means, sorry. So the Midi SRD pack I installed fixes problem items (mostly) so it wouldnt matter which compendium folder I pulled them from?

#

okay I think im getting it

#

ty for your help

violet meadow
#

@knotty hollow @rustic knoll I am waiting on some MidiQOL changes in regards to some items/macros we were talking about πŸ˜„
I will take another look what can be done when the Midi update drops

delicate yacht
#

Good morning/evening/day @scarlet gale and everyone who can/want to help,

My apologies to bother you on this fine day but I'm actually fighting a problem, regarding your module of Premade Spells and other things.
I'm actually doing a campaign on the Grim Hollow setup and one of my player is a Priomordial being which is a being that can transform into a elemental creature (like a genasi but a bit different).

The problem is with one of its ability :

Primordial Affinity
While able to control all elements, your Primordial birth was sparked by one particular element: your Primordial Affinity. Your body is infused with malleable elemental energy. You must choose an element below and gain all the benefits of that element:

Fire. You have resistance to fire damage. In addition, whenever you deal fire damage, you can add your Constitution modifier to the damage dealt.

He is a sorcerer/warlock/warrior and has the possibility to change the elements of spell with a metamagic. So he change the elements of Armor of agathys, to deal fire damage and have a + 3 (due to his Con bonus) on the damage of the armor...

What can I do to apply those damages ?

Thank you again for your time and have a nice day,

Some French Guy

delicate yacht
#

PS : If anyone could help me setup Heat metal automation, it would be a delight. Thank you !

woeful jay
#

Has anyone automated 5e Barbarian Form of the Beast?
I managed to Frankenstein the Midi SRD Moonbeam and Enhance Ability code to make a working Macro. It asks what form and gives them the appropriate attack.
But I don't know how to make it remove the attack once the rage ends.
P.S. not a coder lol. Just managed to reverse engineer other spells

hot flower
#

YES! I have!

#

πŸ™‚

#

sorry, it's my one major macro project and I'm pleased to share it.

#

@scarlet gale apologies if I missed the announcement, but I see you now have fields for a personal item and spells compendium. What's that for?

woeful jay
hot flower
#

DM if you have questions.

delicate marsh
#

How to make in MIDI QOL so that after damage is automatically taken away not only health hits, but also an additional resource (primary resource, secondary resource, etc.). I want to add durability to the armor and have it automatically damage itself.

#

someone advised me flags.midi-qol.OverTime But I didn't understand what this attribute does and how to use it.

vast bane
#

on use macro that updates the primary resource of the target token.actor

#

can probably snipe what you need out of the midi sample for loh or abjuration ward

violet meadow
#

But needs a bit of setting up πŸ˜„

hot flower
#

@scarlet gale : Festering Aura as part of Summon Undead Spirit is almost exactly like your Stench monster feature for Ghast. (minus the immunity for 24 hours.) Would it be easy to modify Stench to work with Festering Aura?

sinful phoenix
#

hello! im trying to figure out why my pc is suffering from disadvantage. There are no effects on them, they are using a weapon they are proficient with, and they arent encumbered either. i dont get it can someone help?

violet meadow
kind cape
violet meadow
#

The Hidden/Invisible attacker

sinful phoenix
violet meadow
#

Unckeck the Hidden checkbox and it will go away. Or make sure you have the proper Vision settings on them

sinful phoenix
#

ok thank you

manic tendon
#

Is there a way to tag a feature as ignoring damage resistance? (Like the Poisoner or Elemental Adept feats)

knotty hollow
#

Does anyone know how well automated the monsters are in kobold press content like tome of beasts with midiqol and dae? Is it gonna require a load of work to get the spells and conditions working properly etc? Bit decider on if I buy it or not

manic tendon
violet meadow
#

On the Elemental Adept item. And make sure to change the damageType to the one you need.

manic tendon
#

Ah, so I don't put it at the bottom of details? Gotcha

violet meadow
#

nope

delicate yacht
violet meadow
#

Not easy to do right now. When I have time I will share something πŸ˜‰

vague relic
#

Hey, was curious about how effective the Activation Condition field in items can be in checking for simple conditions (like target's int.value > 2). I've seen some documentation, but I'm struggling to wrap my head around how to actually make use of it.

#

Even in macros I'm struggling to figure out how to remove targets in the workflow based on conditions :P

kind cape
vague relic
#

Just filtering out targets based on values in their actor object

violet meadow
#

Hideous laughter

vague relic
#

I do notice this is for applying effects only though; I assume I'll have to actually change the workflow if I want to prevent damage as well

violet meadow
#

Other Formula will be added/rolled if the condition is true

scarlet gale
scarlet gale
violet meadow
#

@dusk crescent regarding your question on another thread, check console if there is an error for ignoreTotalCover
If yes, go to your Item's details page, and check one of the properties boxes at the bottom of the page

vague relic
strong yew
violet meadow
violet meadow
vague relic
#

Yeah, just found that, still no worky :(

violet meadow
#

Make it just true

#

the Activation condition

#

Does it not roll the Other Formula at all?

vague relic
#

yeah, not at all, even when set to true

#

is how I have it setup

#

I've also played around changing the ones at the bottom

violet meadow
vague relic
dusk crescent
# violet meadow <@703701460889895013> these boxes in particular at the bottom

Here is what happens with my console when I attacked a token. I can use the Attack Dialogue box and see dice roll and I'm told if I hit or not. WHen the Damage Dialogue box appears, no dice rolls, no indication of any damage. And there are two Damage dialogue boxes. Does this make sense? It's the same for whatever item i use.

violet meadow
#

Also Mars 5e?! that module is so long dead!!

vague relic
violet meadow
#

We would need a moderator in here for that

spice kraken
#

You can look at the midi readme and get them figured out

#

Usually pretty straightforward

dark canopy
#

i see a lot of helpful information being dumped in here and rather than managing a ton of pins, if I could point to a community wiki of some sort (github readme even), I would very likely pin it

dusk crescent
vague relic
violet meadow
dusk crescent
violet meadow
#

Less headaches in the long run πŸ˜‰ 🀷

hot flower
dark canopy
hot flower
vague relic
scarlet gale
vague relic
#

too busy running all my games though

dark canopy
scarlet gale
#

It really just needs to point to your ddb importer compendium if your have it

hot flower
#

sorry if that sounds selfish..

vague relic
#

oh no, that's totally sensible

#

it's just what i'm used to doing lol

vague relic
#

also I think the folks over at BaileyWiki are doing that already

hot flower
#

indeed. I find video tutorials tiresome. A document is faster, easiuer to access, and non-linerar.

dark canopy
violet meadow
#

Yeah on the road rn, I will ping you when done

dark canopy
#

the hero we dont deserve ✊

#

and IF it helps at all -- I'd be willing to maintain a wiki repo (maintain, not contribute, to be clear) if it would help encourage contributions (late ping @violet meadow )

vague relic
#

honestly I think people would be less turned off by midi if it was more well documented

dark canopy
#

absolutely

#

(no slight to Tim, btw)

vague relic
#

it's the trying to decipher the original module page that's the worst part of learning it imo

vague relic
quiet solar
#

Q on concentration: When concentration expires, should midi-qol be "ending" the concentration? in the Faerie Fire example I keep going back to, everything seems to work fine (effect is applied, pretty visuals (Dfred's CE) are applied, and concentration is applied and then 'expires' after 10 rounds, just like it should) but although concentration 'expires', it isn't removed. If I right click and manually remove it (DFreds's Panel) then it ends all effects

scarlet gale
quiet solar
#

I'm not sure I know how to do that

scarlet gale
#

Edit the spell then hit the DAE button in the title bar. Then setup the effect exactly how it looks like in CE.

quiet solar
#

Do I need to also disable CE?

scarlet gale
#

No

#

You just check the button at the bottom of the spell in the midi-qol section to not apply CE.

quiet solar
#

I added under "temporary effects", checked the "do not apply CE" and it worked "more"

#

what I mean by that, is that after 10 rounds, I got the "-Faerie Fire" on the battlemap token that was affected and the visual tokenmagic effect disappeared

scarlet gale
#

By chance do you use the ddb importer?

quiet solar
#

I do not

#

but the spell template is still there (thanks to @vast bane I can add a removal for that but it seems like ti should auto-remove)

scarlet gale
#

midi won't auto remove the template until the duration is up

#

it's easy enough to have a macro remove it sooner however

quiet solar
#

and the concentration icon is still present on the token and in the Dfred's Panel)

#

but that's the thing - the duration is up

scarlet gale
#

I'm not sure why CE isn't respecting the spell duration

#

It should just take the spell's duration when midi handles it

quiet solar
#

in many ways this is a more portable approach (using DAE) because then I can just drop the spell into my compendium

violet meadow
#

Still WIP but some basic stuff are there

quiet solar
#

but back to the question on concentration... should it be removed when the spell duration is up or is the "expired" with a yellow clock normal?

#

I guess that's maybe more of a Dfred's Panel question?

#

but the status is also still on the token

dark canopy
quiet solar
#

what is the proper way to call this in an item macro?
currently have it set to:
macro.itemMacro : custom : Faerie Fire : 20
(Faerie Fire is the item)

It works but advanced-macros throws an error and the same command works without error when run from the macro hotbar

sorry if these are stupid questions...

#

and with advanced-macros disabled, it throws a dae error:
Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'document') [Detected 1 package: dae] at eval (eval at daeMacro (dae.js:786:32), <anonymous>:4:47) at eval (eval at daeMacro (dae.js:786:32), <anonymous>:5:13) at daeMacro (dae.js:787:31) at async Semaphore._try (commons.js:11570:19)

dark canopy
#

it implies there are no templates on the scene at the time of macro execution

strong yew
#

Excellent variable naming @scarlet gale lol

quiet solar
#

thanks

scarlet gale
strong yew
#

For some reason, importing the Jsons for blade flourish isn't working

#

Not updating the names or importing anything about them. Odd

scarlet gale
#

Strange

#

For what it's worth, my blade flourish is in my module too

strong yew
#

module what now?

scarlet gale
strong yew
#

Think I will go ahead and grab that

scarlet gale
#

Has a few dependencies lol

strong yew
#

Thanks. One of my players just recently swapped to Swords Bard

scarlet gale
#

Although it's likely you already have most of them as a midi-qol user

strong yew
#

Was going to just write it myself, but man it's like 3 different feats put togheter lol

scarlet gale
#

Was one of the more complicated class features I've made

strong yew
#

Yeah I was just going to put together Telekinetic Shove, and look at that cleave macro someone posted, which is I think yours as well

#

But if it's already done, why bother lol

scarlet gale
#

lol

#

That's the idea

strong yew
#

Appreciate your work

scarlet gale
#

Cleave is also in the module (as an optional setting)

#

Among many other things

#

Making heat metal right now

strong yew
#

Hmm. Why is everything toggled off by default? Are there a bunch of possible conflicts?

violet meadow
scarlet gale
violet meadow
scarlet gale
#

Everything I make is opt-in

strong yew
#

There's some good stuff in here. Protection from Evil and Good and AoA I just added, but I'll remove mine and just use these

scarlet gale
#

You can press the medkit icon on a spell to update the automation on it to the one from the compendium. It'll keep the description and preparation mode from what's already there.

strong yew
#

Interesting. Is there a listing of the spells currently in there?

#

nvm, probably on the github I can go look

scarlet gale
#

Look for the compendium

#

CPR - Spells

strong yew
#

would just be a one time setup?

scarlet gale
#

I think so. I don't personally use the ddb-override compendium. But I think that's how it functions

delicate marsh
#

Is it possible to somehow expose the "taking damage" effect in the conditions of repeating the macro?

strong yew
#

Copied them over to the items tab in foundry from ddb-spells

scarlet gale
#

Place it on an actor then hit the button

#

I didn't build a way to update sidebar items yet

strong yew
#

Ah, thanks!

scarlet gale
#

You can always just nab it out of the compendium too

#

And paste in the description.

strong yew
#

Cool, will keep that in mind too

#

It just overwrites everything but the description when hitting the medkit?

scarlet gale
#

Technically it makes a new item and deletes the old one. It keeps the description, preparation mode, uses, and tidy sheet favorite selection

#

It'll also keep the custom character sheet section, if you have that module

quiet solar
#

but I did still get an advanced-macros error (actually 2) on spell expiration

#

and I think I know why now

#

the item macro is executed (at least) twice so I just need to wrap the template deletion with a conditional check

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

The ItemMacro was being called 3x on spell casting and 3x on spell expiry... weird but removing the template works now
dark canopy
#

i would address that issue rather than implement workarounds

quiet solar
#

it does have a bit of a smell to it

leaden light
#

I have a quick question. I say a post that said, Minor QOL for Foundry VTT has an Enable Speed Item Rolls setting that hid the extra dialouge in the chat window for a saving throw. Fixed the spells with two effects.

Is there a tutorial I can look at for this?

quiet solar
#

So the multiple calls to itemmacro persist even with only:
DAE, libWrapper, midi-qol, socketlib, and Times Up enabled

#

as does the concentration icon on spell expiry

dark canopy
#

your macro is recursive then

#

show the whole thing

quiet solar
#

the macro isn't recursive

#

it seems to only be 2x on cast and 2x on expiry though

violet meadow
violet meadow
quiet solar
#

really?

violet meadow
quiet solar
#

hang on - ok, gimme a sec

leaden light
violet meadow
quiet solar
violet meadow
violet meadow
#

Make sure to check the DAE readme

#

For the arguments provided by dae

quiet solar
#
    let lastPlaced = canvas.templates.placeables.at(-1);
    if (lastPlaced && lastPlaced.document) {
        lastPlaced.document.delete();
        console.log("removing template")
    } else {
        console.log("template already removed")
    }
}```
only executes once now (when the spell is cast)
#

I'll review the DAE docs, thank you

#

is the concentration orange clock worth chasing?

#

or should I just be happy ;D

scarlet gale
#

Concentration orange clock?

leaden light
quiet solar
#

on spell expiry

#

the spell ends but concentration status does not

violet meadow
#

MidiQOL for v10, but I would suggest starting by using core software and getting used to it. Them deciding what needs to be different and ask around for modules and ways to change that

#

I wouldn’t recommend someone to start by diving deep with midi

dark canopy
#

this cannot be emphasized enough

violet meadow
leaden light
# violet meadow 0%

I am only using 8 mods, Socketlib, MidQOL, libwrapper, foundry community macros, attack roll check, 5e custom ability and skills.

If there is another mod I should have on? I was hoping it would be a simple, if then statement.

violet meadow
#

Should have modules are not something I like as a concept

#

Each table is different

#

I would saydice so nice is fine to have too and the only exception to that rule

#

And dice tray maybe

leaden light
# violet meadow I would ask more specific questions about what you want to achieve easier or dif...

Well, I am making a Chronomancer class who dabbles in golemancy. The each have their own spells. I want to make the combat, leveling up as automated as possible.

I am not planning on using the map portion of foundry at this time, mainly because I don't have time to work with better roofs. I have created several items already

I get the "should have", since they are all based on the need of the people using them.

spice kraken
#

I have a list I can recommend

#

1 sec

vague relic
#

What object should I change to alter who's being targeted during the Midi workflow, and at what point during the workflow should I do that?

#

Trying to automate Chain Lightning, and I've gotten all targets, just don't know how to alter the workflow so that it makes all of them roll the save and take damage

scarlet gale
#

I just roll a synthetic item for my additional targets for my chain lightning automation.

#

You can set the damage roll total as the damage parts of the item being rolled, so it's effectively the same.

#

I think there's a way to do it in pre-targeting?

vague relic
#

Yeah, just wanted to avoid that since it's my preference that the damage rolls are literally the same. Keeping everything in the same chat card's nice too

scarlet gale
#

I know bugbear has mentioned it before

#

It will be the same if you set the parts to the damage total

#

it just rolls a flat number lol

vague relic
#

as obtuse as it is of me to be, I'm hell bent on this method since I think it'll let me do other things in future

scarlet gale
#

fair

vague relic
#

appreciate the perspective though, didn't know your way was a thing lol

quiet solar
# violet meadow That is really strange behaviour

it persists even with the midi-qol settings you sent me (though I had to install simbul's cover in order to use your settings exactly as-is) in a new world. -- I feel like I must be missing something really basic.

strong yew
#

I don't suppose anyone has a Breath of the Dragon macro?

scarlet gale
#

Like the monster feature?

#

or is that something else

#

or Dragon's Breath?

#

(the spell)

leaden light
strong yew
#

Monk Ascendant Dragon feature

quiet solar
scarlet gale
vague relic
#

called on after targeting complete

scarlet gale
#

I'll have to keep that in mind

#

I should set my chain lightning to use that

vague relic
#

I'm happy to have found how to change targets mid-workflow; lots of good potential for other shenanigans there

vast bane
vast bane
quiet solar
vast bane
#

aren't you the one with a world that had an issue none of us could solve but a new world worked fine?

scarlet gale
#

Shouldn't the concentration like remove itself once it times out?

quiet solar
#

no - the new world has the same issue

scarlet gale
#

If it's getting disabled that would be why it's acting weird

vast bane
#

was the concentration cast during combat

quiet solar
#

yes

vast bane
#

are you on midi 32?

quiet solar
#

yes

vast bane
#

possibly fixed in 33. Await our lord and savior tposney for an update.

quiet solar
#

dammit - I missed another update?

vast bane
#

no update yet

quiet solar
#

oh

vast bane
#

he said he fixed the strangeness of midi auto apply of dfreds ce's in 33

#

hopefully he catches concentration

#

I only reported the auto apply of spells from ce not the concentration mechanic

#

may want to make an issue for it too

quiet solar
#

ok - will do

vast bane
#

but also theres always been an intermittent problem with abilities and spells that apply with dae converting the item details duration to ROUNDS only.

#

the only way to fix that bug is to tediously make sure all your shorter ae's have rounds and seconds posted in their effeects duration tab

#

but right now, dfreds ce has totally fine durations set, but when midi auto applies somethings fuckin up and all ae's apply with no real duration

#

but since they have force show, they stay on

quiet solar
#

I switched from dfreds ce to dae for this one

#

still has that issue?

vast bane
quiet solar
#

gotcha

vast bane
#

its actually technically dae doing the problem

quiet solar
#

so if I set the spell's duration to 10 rounds and 60 seconds it should fix it?

#

I mean, if that's the root cause

vast bane
#

dfreds CE's concentration before dae does anything:

#

so because theres no fallback duration and dae is reading something badly the ce's misbehave

quiet solar
#

hmm - ok, but I can't edit Concentrating globally for one spell's duration. the spell already had duration set in seconds. I added rounds also -- the spell (and its effects end properly), just not the concentration

#

I'll submit an issue

vast bane
#

I'm pretty sure this is directly relatd to the ce duration bug with midi auto apply, tposney posted a reply to me saying hes fixed it in 33, and he closed my issue report, but for good measure I'd make a new issue just incase its not in the scope of my bug report.

quiet solar
scarlet gale
#

I was just looking at that

#

It sounds just like the issue being described

quiet solar
vast bane
#

Tim might have needed dfred to post his fix first for midi to fix

#

we may still need midi 33 which is probably coming soonℒ️

quiet solar
#

eh, hang on...

#

nah - nevermind.

quiet solar
#

and thanks for the ping on the update - I had literally checked for an update about 2 hours ago and nothing πŸ™‚

light sleet
#

how difficult would it be to automate fey gift

violet meadow
#

what is fey gift?

light sleet
#

You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:

Hospitality. You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.

Passage. You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.

Spite. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.

#

its a race feat for hobgoblin from mmotm

vast bane
#

wow thats all possible but macro territory lol

violet meadow
#

OK what would you like automated?
You can create 3 Items (features) in the character sheet, one for each ability.
The first will be a healing action type, for 1d6 temporary hp. Target self and the other creature and roll it.

The second will be transferring an Active Effect for with an effect altering system.attributes.movement.walk | ADD | +10.

The third is a bit less straightforward but doable when this bugbear has had his sleep...

#

You can have a dialog choosing one of the 3 options and making stuff happen accordingly too

light sleet
#

interesting

vast bane
#

man that is one messy automation though

#

I'd just make the 3 options and manually handle it in my game

#

either that or make a special help action with an on use macro that is a dialog of the 3 features

quiet solar
quiet solar
vast bane
#

did you disable dfreds ce?

quiet solar
#

yeah

vast bane
#

I can't use simbuls cover calculator till the fix comes out for the debugger, its just too overwhelming for my groups pc's

quiet solar
#

I'm not really using it, I just wanted to use @violet meadow 's midi-qol settings file without modification (even though I was virtually positive there would be no interaction there)

vast bane
#

you were right you needed to add it, cause if you have simbuls set in the settings spells and items stop working and theres a cover not defined error

quiet solar
#

yeah - I had these annoying red things in the console... hate those

vast bane
#

its a common troubleshoot solution in here I've had to say a few times

vague relic
#

Hey, I updated this Mirror Image macro for v10, but it's not fully working, and I can't figure out why. Specifically at line 60, the macro updates your targets during the workflow so the attack doesn't hit you, but for some reason, despite removing your token from the targets, you're still targeted, and take damage. I know doing game.user.updateTokenTargets() works for altering targets during the workflow, but I've only ever used it on the preambleComplete hook. Is preCheckHits too late in the workflow to change targets? The macro needs the attack roll, so I can't just do preambleComplete for this one. Would appreciate thoughts

vast bane
vague relic
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

#

Chris' Premade module

vague relic
#

will check it out, thanks

dense willow
#

Is there a way for an AOE healing spell to target only allies?

vast bane
#

I just answered you in dnd5e sorry, third box to the right in the range fields of the item details

#

if you want it for mass cure wounds, install CPR, he has a premade mass cure wounds

#

mass healing word would be blank/blank/ally and the cleric pretargets

dense willow
#

I actually doing it for the Eldritch Cannon Protector ability. It gives 1d8 temporary hit points to all allies in 10 feet.
Selecting Ally in the 3rd box lets me target an ally, but it doesn't do the radius. The radius option of course selects allies and enemies. Perhaps they just need to set to ally, and ask the player to target everyone manually?
I'm not familiar with CPR, I'll see if I can't find that

vast bane
scarlet gale
#

πŸ‘‹ It's my module. It's pretty new.

vast bane
#

its in the post just above with all the yummy links to premades

dense willow
#

Awesome, thank you! and I'm checking out CPR now. Hello!

scarlet gale
leaden light
#

Here is a spell I am working on.

"The target makes a constitution save or take
4d8+10 Force damage and half on a successful save. You heal
an equal amount to damage dealt."

What is the most succinct way to use the original result from the roll to heal?

vast bane
leaden light
#

Thank you, I didn't think of that one. I checked life transference

vast bane
tidal lion
#

nodnod, thank you

scarlet mortar
#

Hello! I'm using Midi, 5e system, and I'd like to achieve these results:

  1. -1 to AC to a particular armor, stackable
  2. -1 to hit with a particular weapon, stackable

I'm trying to represent a "notch" system (I know that Darker Sheet had one but I can't use that), and I'd like to both have an effect on the character sheet and to be easy to use (and revert, as in, going from -3 to -2 without having to remove the entire effect and reapplying it).
What can be the best way to achieve this? Thanks in advance!

scarlet gale
#

This a feature everyone gets?

scarlet mortar
#

Yep

#

Basically it's to represent equipment wear and tear

scarlet gale
#

So if they get hit it changes it?

#

or some condition that can be checked during an attack?

scarlet mortar
#

No, it must be manually updated, because the idea is that armors can negate a critical hit by getting damaged, and weapons grant a reroll on the attack by getting damaged

#

it's pretty "active"

scarlet gale
#

So have a resource set the AC bonus essentially?

#

(including going negative)

scarlet mortar
#

Yeah, basically; the idea is that light armors have 1 "notch", medium 2, heavy 3 (masterwork or special material items might have more, but this is easy to track by hand and I don't think it really need a modification).
Same with weapons

#

I just have no idea if this can be appliable only to a certain piece of equipment (would be the optimal thing)

scarlet gale
#

That complicates it

scarlet mortar
#

If it's extremely messy, it can always be calculated "by hand" and set as general effect

scarlet gale
#

Passive effect on the character, have the AC bonus use the value of a resource

#

It's dumb but it works if you want it to be easy to edit

scarlet mortar
#

Wouldn't it be -@resources?

#

So that 1 "armor damage" is -1 to AC

scarlet gale
#

Sure

#

You can also just put a negative number in the resource

#

Whatever works for you

vast bane
#

too bad we can't use those attribute calls in the ac field on armor

#

you can if you turned the armor into a bonus instead

scarlet mortar
#

My macro and attribute knowledge is still more than elementary so I need a step by step explanation πŸ˜„

#

wouldn't turning the armor in a bonus fuck up the AC calculation?

scarlet gale
#

Yep

vast bane
#

I'd just do a macro and didn't someone already tackle this?

#

I wanna say maybe janner

scarlet gale
#

Easy dumb way is to just have the resource do it, I can think of some world script macros to handle it with automated effects

#

but that would be a bit involved

scarlet mortar
#

A macro is fine as long as there's some sort of visual effect attached to it (as a token status or whatever)

vast bane
#

I personally sorta handle this with just dfreds CE's and manually delete the items when the penalty goes over the players values

scarlet mortar
#

The issue with CE is that I have no idea about how to make it stackable, as in, even if I select the correct menu voice to enable stacking, when I apply the effect and it's already present, it gets removed

#

I read somewhere that it needs a separate macro?

vast bane
#

you have to use a macro to apply

#

the dfreds default behavior is always toggle even if its stackable

#

and the macros he gives us in his compendium also check for an existing effect, so you have to edit to make an actual stacking macro

#

or just attach the ce to an item in midi and that will circumvent dfreds toggle

scarlet mortar
#

I tried removing the check from the macro but still didn't work, so I must have messed up something
And, attaching the CE to an item in Midi? Any tutorial around for that?

vast bane
#

put the item on an actor, drag the ce from dfreds window to the items effect tab

#

cannot do it in the sidebar, ironically its the opposite of what folks usually warn against lol

scarlet mortar
#

Oh, cool. I'll make some tests. The macro should call for that effect then I suppose

#

Ok, I made the simple effect and put it in the item. How do I call for it tho?

vast bane
#

the effect will transfer depending on the items target/range settings unless you checked a box in the first tab of the CE, you shouldn't fyi.

scarlet mortar
#

Nope, sorry, completely lost, first time I try to make a macro πŸ˜„

#

The thing I managed to do was create a macro that adds the effect I created to the character, not the item, and stacks it (is there a way to NOT have 3 status effects icon if the effect is applied 3 times?)

vast bane
#

@winged sigil

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

#

Mr.Primate has an on use macro for Thunderous Smite

#

his macros work best, if you are using the ddb importer cause sometimes his macros imply a setup of an item that he does in his importer and the dnd5e srd item/midi srd item is not going to have the same setup, so beware of those quirks with interactions.

scarlet mortar
#

Thanks a lot, checking all this! Very helpful!

#

(no D&D beyond, no issue ;D )

winged sigil
#

no ddb for me (not yet)

vast bane
#

alot of this stuff are modules, and also players may not have access to make/paste macros so you might have to bother your dm to change permissions

scarlet mortar
#

"I am the senate" ehm the dm

vast bane
#

I was more speaking to SniffenJ's issue but I understand

scarlet mortar
#

Sorry πŸ˜„

vast bane
scarlet mortar
#

CPR?

vast bane
#

Chris' Premades

#

its in the links I just posted

#

Also to the both of you, if your dm's/you are newish, Chris' module has issues with installing it if you don't have alot of the dependencies, its like the most dependencies I've seen for a module in foundry and I think it kinda has a fit if you don't preinstall most of them

scarlet mortar
#

I know zero of macros but I'm quite expert at installing stuff at this point, thanks for the advice in any case

vast bane
#

I've seen a few people, and I personally had the issue, where it had a stroke when trying to do the dependency installs and left 2 of them as blank empty modules till I reinstalled them

#

here are all the dependencies

#

if you go to install his module, try to nail these down first before installing it so that it doesn't run into that issue

winged sigil
vast bane
#

I don't think its a json

#

its .js, so go to the raw of the file, and copy and paste it into the item macro of your thunderous smite

#

however, you may want to ask someone what the thunderous smite looks like from ddb cause I highly doubt the dnd5e default version works with the macro

#

wait the first 2 lines of the macro kinda give away the quirks of it

#

it needs to be a midi on use macro, with a macro pass of "pretargeting" but thats not what the drop down says, I think the drop down is before targetting

#

then it says its looking for target set to self

#

so that means you want to clear out the bottom third of the spell so it doesn't do anything to the caster by accident

#

it looks like all the work is done in the macro

vast bane
#

remember its name when you make it, and then at the bottom of the spell, theres a + button for On Use, click it, and then put the name of the macro in the left field, and then change the drop down to whatever dorp down sounds like "Pretargeting"

winged sigil
#

Dont think we have the item macro module yet:

vast bane
#

you can't use the macro till your DM installs Dfreds CE

#

or you have to wait for a guru to give you the Midi method for applying an active effect

scarlet mortar
#

3d canvas is cool but I think it lengthens the prep time tenfold πŸ˜„

vast bane
#

Line 30 is the dfreds function

#

its also patreon only and my table has toaster computers

winged sigil
#

we are doing the game on stream so making it a better viewing experience is the idea behind 3d. It is a lot to learn for sure.

#

i ahve spent a lot of time trying to get animations to get included in my macros too... that is also hard lol

violet meadow
vast bane
violet meadow
#

It will get someplace slowly slowly

vast bane
#

I do kinda wish midi stopped attacks if the weapons weren't equipped

#

and counted how many weapons were equipped and warned them to unequip down to 2 before attacking

violet meadow
#

Easy to do with a world script

solid mountain
#

Does midi have a setting to target self if no target is chosen?