#MidiQOL

1 messages Β· Page 77 of 1

solid mountain
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Hmm, players tend to forget targeting them selves with spells like enhanc ability

violet meadow
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Make them late target

solid mountain
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I guess something like "require target" that moto just talked about could work.

violet meadow
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If no-one is selected the late target dialog will pop up

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And they could target themselves then

solid mountain
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Never played around with late targeting.

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Not getting the popup, does it require something special to trigger (using the only no target setting)

violet meadow
solid mountain
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Thanks, now it works for the gm, but not the player. πŸ™‚

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hmm, client setting. must check

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Yepp that was it!

vast bane
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no need for target

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item rolls with no target if range/target is self/self

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just make sure no checkboxes are on the first tab of the ae

violet meadow
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But I mean they can enhance ability to others

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It's just that they forget to target themselves if they want it on them, at least that's what I gathered from the question

fluid cradle
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idk if im dumb but i have no clue what could be a problem, but all my players spells have advantage. with items, or without them, i tried with also removing the effects that the players had on them, nothing. Is there a new setting i might have missed?

vast bane
# fluid cradle idk if im dumb but i have no clue what could be a problem, but all my players sp...

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+.

vast bane
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you don't need to enable vision, but you need to setup their senses

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OR you have a roller installed with midi thats incompatible

fluid cradle
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I dont use any of those modules that you posted, except item macro, which does have the character hook unchecked. I have everything on latest version. Yeah, I removed effects from the effect tab, so that i was sure they didnt have it.
And I also have vision set up on everything (it shows up in senses in tidy5e)

frigid zinc
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yes you can

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sort of

new game.dnd5e.documents.Item5e(game.items.getName("my item").toObject(), {parent: actor}).use();
vast bane
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the only way to know its happening is to turn on attribution in the midi tooltip setting

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we really need attribution on by default

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if the monster has no vision settings, it can't see its attacker

frigid zinc
scarlet gale
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I think midi doesn't seem to care about item ownership. I've had players able to attack themselves with items on the target actor via macros without issues.

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My fire elemental automation has the player roll the monster's action during a postActiveEffects hook.

fluid cradle
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and it gives advantage on all spells

scarlet gale
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I would check the attribution first

kind cape
scarlet gale
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See what's actually causing it

violet meadow
kind cape
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For most new people to midi I recommend Adequate Vision module, it makes stuff behave more as you would expect

fluid cradle
kind cape
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Well then as Chris said enable advantage attribution and check what flag is being set

fluid cradle
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Yep, says hidden

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then this is the "unseen attacker" thing from above

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i guess

kind cape
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Yeah if the attacks have advantage then the target has vision enabled but no range set

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So it cannot see the person attacking it

fluid cradle
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but

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this is zero

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but what is weird is, i cloned the actor using firebolt, and that one does not have advantage

kind cape
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Detection modes are separate from vision

molten solar
kind cape
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Vision is about what parts of the map you can see, while detection modes are about what creatures you can see/detect

molten solar
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with pings on

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about ephemeral items

frigid zinc
molten solar
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Which I make liberal use of

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In every single module I have

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My god man

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on this day

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in this thread

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and you didn't even do it right. 😩

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The ephemeral item stops existing out of the scope of the script, you have to embed it in the chat message

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The bloody buttons won't work, dawg

frigid zinc
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well ye, depends on what you need the item for, i use it for description only items, but that is correct

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i also think that, if you use automations (therefore you don't use the buttons) midi will still run the stuff for you

molten solar
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Yeah I know

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Yall famously incapable of attacking twice with one 'use' lel

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soul trains out of the basement

frigid zinc
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i mean, you are in the Midi channel πŸ˜…

molten solar
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I wonder why. Oh that's right, some nutter pinged me.

vast bane
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is there a way to turn off the hidden thing in midi?

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cause it almost makes adequate vision required

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I'm certainly not going back and adding 300 detection modes to monsters I made in v9

violet meadow
spice kraken
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That's a lot of maneuvers!

scarlet gale
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All of them actually lol

spice kraken
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Awfully convenient timing too, haha

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Maybe one day I'll actually get to use your module 😒

scarlet gale
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Pulled an all-nighter on those. I tested them best I could, but they should be considered something to test before using.

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There are some pretty technical macros in a few of them too.

spice kraken
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One day I'll contribute, but that won't happen till I'm off v9 πŸ˜‚

scarlet gale
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Lol

violet meadow
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Of course you can attack with one "use" more than once. But you have to be a bit careful with that.

MidiQOL multiple attacks automated. Will test it some more ```js
//onuse Item macro triggered After Active Effects. Will roll @prof times.
Hooks.once("midi-qol.RollComplete", async (workflow) => {
let i = workflow.actor.getFlag("midi-qol","timesUsed")
if(!i) await workflow.actor.setFlag("midi-qol","timesUsed",1); //should be able to use setProperty to update the "workflow" and not update the server
else await workflow.actor.setFlag("midi-qol","timesUsed", i+1)
i = workflow.actor.getFlag("midi-qol","timesUsed")
if (i < workflow.actor.system.attributes.prof) await MidiQOL.completeItemUse(workflow.item)
} else await workflow.actor.unsetFlag("midi-qol","timesUsed");
});

scarlet gale
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The pushing one will actually do some wall checks and move the token

violet meadow
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ohhhhh freaking scroll down already!

spice kraken
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The only realy scripting I got was custom CE nested effects

marsh crescent
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Ooo, battle maneuvers were ones that was having small glitches putting together, will have to take alook.

spice kraken
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All thanks to Chris

scarlet gale
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They need some proper testing, but let me know if you run into any that aren't acting correctly or I managed to interpret wrong.

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They pretty much all just get clicked before the attack and it'll do the rest.

feral briar
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Lol, now I just wish I hadn't a already spent all morning automating these on my own

scarlet gale
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Any that require you to hit before using will just refund the usage.

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The biggest thing will be making sure your battle master class has the the right scale setup

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I just used the one that the DDB importer makes for you.

feral briar
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I'll have to try it out before I understand what you just said, but I'm looking forward to trying it!

scarlet gale
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This needs to be setup on your battle master sub-class feature

feral briar
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Oh, I gotcha

scarlet gale
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The class identifier also needs to be battle-master

feral briar
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Yeah, that'll be nice. I was just planning on going in and manually changing them when I got that far

keen remnant
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Im soon gonna make a sorcerer subclass based on runes that will be fun πŸ˜‚ basically battlemaster but with spells

scarlet gale
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I do intend to make one more addon for it that will allow you to configure it to prompt you on every attack if you want to use a maneuver. Similar to my smite automation.

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But not today

feral briar
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Do y'all know of a way to make things transfer more nicely from DnDBeyond? In particular, homebrewed items that I've already set up to roll correctly in DDB? I'm assuming I'll just have to set them up to work nicely in foundry completely separately from DDB?

scarlet gale
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The DDB importer should import homebrew item ok-ish. You do need to make sure the formatting is exactly like it expects however.

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Personally, I would just make it in Foundry and not bother on DDB.

spice kraken
feral briar
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Yeahhhhh, I think I'm just gonna not bother with the DDB setup anymore now that I'm figuring out how to do it in Foundry

scarlet gale
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I'm off to bed. Hopefully my update didn't break everything.

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Β―_(ツ)_/Β―

inland tendon
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What would be the easiest way with DAE to halve a creature's move speed?

keen remnant
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Make a effect (temporary for the duration of the slow) and use multiply by 0.5 on the movement all

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That’s my take at least

inland tendon
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works perfectly, thanks

quiet solar
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what is the best onUseMacro workflow stage place to capture when a MOB saves (and no effect on save)?

yes, this is still faerie fire... if all of the targets make their save, temporary effects are not run and therefore the template isn't removed. I tried a passive effect and that doesn't seem to work

Is there a way to do this?

feral briar
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I'm struggling to get a +1 spellcasting focus to work properly

inland tendon
feral briar
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Apologies for the terrible picture, but here's what I have, and I have it set up to transfer the effect to the person on equip

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Both

inland tendon
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The upgrade mode looks at the current value and the value that you put in the effect value and uses the higher of the two

feral briar
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I had the change mode on add originally

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I don't really get which one I should be on

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Do I just need to change it to +1 instead of 1?

inland tendon
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Also, the "grants" key is used for granting attackers the bonus

feral briar
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That's what I want, yes?

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I'm new to this, so I could easily be entirely wrong

inland tendon
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you want the bonuses.rsak.attack

feral briar
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Ohhh

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Is there the same one for melee spell and save dc?

inland tendon
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yep

feral briar
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Awesome. I'll try that when I get back to my computer

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Thanks

spice kraken
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msak

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but also

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make sure to always use + in the effect values. Without it, if you have 2 bonuses that both add 1, it'll be +11 instead of +2. You will see ++2 but that's normal. You want that

inland tendon
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my explanation of the grants thing was bad, but it would give attackers the bonus against the target that has that flag. So what you had earlier was giving enemies +1 to their spell attacks against the wielder of the item.

violet meadow
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and the Readme in general

feral briar
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Got back to my computer and tested it. Works great now! Thanks @inland tendon and @spice kraken

feral briar
violet meadow
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There is a link in the pinned messages in this thread too πŸ˜‰
Always

manic scaffold
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Does anyone know if there's an option where if I have multiple damage formula but also a healing one amongst them, the healing one can ignore a saving throw that's included in the spell? Cause otherwise the creature/players would only heal for half the amount if they roll a succesful save.

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I can roll both damage formula here seperately but I want the healing one to ignore the saving throw.

violet meadow
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You are trying to force MidiQOL to work with something that Roll Groups offer, which wouldn't be the easiest thing

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Do both damages trigger at the same time at any point?

manic scaffold
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No I can roll them seperately because I turned fast forward rolling off

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So it's more clicking and less automation

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I was hoping that foundryvtt wouldn't roll a save for heals as standard

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but that isn't the case

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isn't there like a @ attribute I can put in the formula to ignore the save perhaps?

violet meadow
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I don't think its something that MidiQOL can do like you want it.

manic scaffold
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The only way I see a solution for this so far, though not exactly as how I want it is this:

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"Friends Fail"

violet meadow
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Why not 2 different items?

manic scaffold
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I find it to be inconvenient

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I want the heal and damage in one single spell in stead of splitting them up into two seperate ones

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But if there's no other way..

feral briar
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I am trying to make a custom spell that mimics the Nothic's "Weird Insight" ability. It makes the target roll deception against the user's insight. I am in the spell effects, and selected Ability Check, but I don't see a way to select the actual ability check, and I don't see a way to have them be contested. Is there a way to do contested checks like this?

violet meadow
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The Friends Fail could be it

violet meadow
molten solar
kind cape
molten solar
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Roll Groups

kind cape
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Also why not put the healing as an "other" formula?

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Mixing RG and Midi, thats a doozy sweaty

molten solar
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Apparently 100% compatible. 😎

kind cape
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I find that statement sus πŸ˜‚

molten solar
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Button look like shit with Tidy apparently tho

molten solar
kind cape
marsh crescent
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Do the other rollers use lmrtfy?

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Just been using midi and that for such a long time now.

molten solar
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No

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Why would they

covert mason
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I'm noticing that with Levels Automatic Cover Calculator active, it's causing MidiQoL not to roll saving throws automatically, but if it's disabled, it does so.

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Is there a setting I can change to fix this?

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Is there a way to alter this to check if the player in question is attuned to the Cloak? I've set this up and it's giving the effect even when the player isn't attuned to it.

violet meadow
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will take a look at some point

zinc mantle
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Any trick to getting a spell like "sleep" to function automatically or does it just need to be a manual sort of thing for the DM to do?

quiet solar
zinc mantle
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Right, it's like rolling a number, having it save that number then calculate against HP of targets.

quiet solar
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I can take a stab at it but I am pretty new, so ... caveat emptor

zinc mantle
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Because factory, it just does 5d8 worth of damage

quiet solar
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ugh

solid mountain
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I wonder... has anyone tried automating Warding wind?

quiet solar
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well, you'd want to work off of the hitTargets and just order those by current HP, then you just loop through applying unconscious until you don't have enough 'juice' to proceed

zinc mantle
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For now, I've just changed the damage to "no damage" so I still get a roll but it doesn't automatically nuke things.

quiet solar
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let me see if I can get a working example on this - may take me a bit

zinc mantle
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Yeah, that'd be great. I have a game coming up this weekend and just trying to make it as easy as possible.

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Two of my four players are deaf so me being able to automate and present information to them as quickly as possible is what I'm goin' for.

violet meadow
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There are/were some sleep macros floating around

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From Element_Re but for v9. Small changes might be needed

quiet solar
zinc mantle
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rofl LOL

quiet solar
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but I am going to give it a go

zinc mantle
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@violet meadow A sleep macro would be great

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otherwise it's like me clicking and appling three conditions

violet meadow
manic scaffold
molten solar
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(I am not a midi man)

scarlet gale
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Is there an error or something messing with your targeting?

keen remnant
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SimbulusCover calculator (i think I wrote is right) works flawless can recommend

hot flower
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anyone got the alternative token visability cover options to work?

quiet solar
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I'm trying to use flags.midi-qol.onUseMacro for a spell that doesn't do any damage and it just doesn't seem to get called at all (as a temporary effect). macro.itemMacro does get called but doesn't have the information I need (or at least not as nicely packaged). Any suggestions on how best to approach this?

gilded yacht
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Fixed in 10.0.33 to be released soon

tawdry frost
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I have Midi and I have active aura. How do I make the aura work? I've been poking at it but my potato brain can't seem to figure it out.

vast bane
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if its just a self aura thats real easy, if its a placed template aura, thats more complex

tawdry frost
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Paladin aura

vast bane
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oh thats easy

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make it in the sidebar

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If your pally is not a devotion 11 pally and if you don't have advantage reminder, ignore the reminder keys

tawdry frost
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Danka

violet meadow
vast bane
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are you using the ddb importer?

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this bug is fixed in 33, but you need to toggle the ignores cover box at the bottom of the item

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some sort of abnormality with a change in 32 with that checkbox has thrown an issue with some items, and its my theory its related to items imported

scarlet gale
# covert mason

Check then uncheck ignore total cover on the items that do that

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Or wait for the upcoming midi update

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Midi just isn't making sure it's not undefined

covert mason
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I can't find any 'ignore total cover' on the item.

scarlet gale
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In the midi section

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At the bottom

covert mason
scarlet gale
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That's very strange

vast bane
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my spidey senses is picking up a naughty module for midi

covert mason
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I think maybe TidySheet5e

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I'll double check

vast bane
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nope I have tidy5e

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whatever that module is, yeet it

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or yeet midi

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wait a minute

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what dnd5e version are you on?

covert mason
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2.1.5

vast bane
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yeah you got a funky ui module

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you could try ctrl f5 to see if its just a caching issue with an update

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but you are missing like all the important stuff for midi on items

covert mason
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Still nothing. 😦

vast bane
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disable all but midi, dae, socketlib, libwrapper

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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

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 2.1.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+.

Midi now requires sight to be setup on all monsters or the players will get unseen attacker advantage.

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if you find out what module is screwing up the midi properties, let me know so I can add it to this list

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its probably a UI module of some kind

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whatever is tweaking the placement of windows

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WAIT I got it

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@covert mason you got the wrong item type

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equipment don't need to ignore cover

vast bane
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make it a different item type

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thats basically armor

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make it a weapon, its a rod after all

covert mason
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Yup. That was it. VeryWeary

vast bane
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@scarlet gale does CPR do sanctuary?

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ah hah, your CPR version doesn't account for spells

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guess I'm going back to AR for sanctuary hehe

raven holly
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haha I just popped in here to find my sanctuary image

vast bane
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yeah I was gonna show him the inline roll version but realized that CPR replaced it

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then noticed that CPR doesn't account for save spells

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but AR does

scarlet gale
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Oh

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I should fix that

vast bane
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could it be because I'm not fast forwarding chris?

scarlet gale
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Nah

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I'm likely checking for hits

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Instead of target

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Should be an easy fix

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I need to cancel the workflow instead of making it a fumble

jagged plinth
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so, instead of doing it as a tempory effect, just have it as an inactive effect, so that when the player uses the ability it just turns it on?

vast bane
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midi uses suspended effects for something else

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(immunities)

jagged plinth
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hmmm, no matter what i do, the dice don't get rolled when i hit "Apply Active Effects" in chat, been working on trying to get this to work for the past couple of days. it's supposed to just be a shield spell, but as a class feature and using a Dice each time it's used instead of a flat number.

vast bane
vast bane
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is this a feature you roll to self buff yourself?

jagged plinth
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yeah, it's a self buff

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and yeah, i forgot to set a target on the tetails page

vast bane
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note Range/target here

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and the first tab of an effect on this item would have NO checkboxes

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I understand those two self checkboxes look really enticing to use but they aren't for this

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they are for when your target is set and you want to do something to self ALSO

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normal effect transfer in midi follows the range/target of the item

jagged plinth
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oooook, thank you, so like this?

vast bane
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a use case for your checkbox, would be if the item was a weapon that applies something to self while you hit a target

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make sure the effect has no boxes checked in the first tab with this item setup

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I think we all agree the bottom checkbox there needs a better description of its usecase there

jagged plinth
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and the prompt for "apply active effects" is coming up for another actor to apply the effect?

vast bane
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its a lil inaccurate

vast bane
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which is bad

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You could also be using effect transferral with midi, which is redundant but not bad

jagged plinth
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would the effect transfer option be in workflow?

vast bane
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you probably have this setting off, or you have a bad module installed

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(or you haven't unchecked that box yet)

jagged plinth
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yeah, it's set to "don't auto apply effects"

vast bane
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there ya go, then just set that to my setting if you don't want to have to hit tath button constantly in chat

jagged plinth
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Thank you so much, it finally worked, that should also fix the other issue i was going to ask about.

vast bane
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possibly offer it up and one of us will set you right

jagged plinth
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it was the same sort of issue, but adding speed, the effect just wasn't applying to the actor

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but now i know why it wasn't applying

vast bane
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yeah those two self boxes get confusing, its even weirder if you don't have midi, cause those show up in dae alone

zinc mantle
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There a way to automate Sneak Attack damage w/ advantage?

vast bane
zinc mantle
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Trying now...

vast bane
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delete the blank dnd5e sneak attack feature before you drag over the two midi ones fyi

zinc mantle
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Both show as active abilities?

vast bane
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to be clear, you asked for automate sneak attack, so I assumed you want full auto, if you just drag over midis normal sneak attack, it prompts if you want to sneak attack, if you drag both over its full auto sneak

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you don't use them they just sit there

zinc mantle
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Ahh, I see!

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Yeah, full auto.

vast bane
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probably a typo on tims part when making them, he probably started with the dnd5e one and then never bothered to make them passives

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if your rogue player two weapon fights, you may not want to do auto sneak fyi

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as auto sneak always stabs on the first hit

zinc mantle
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I don't think they will - but I'll find out and have it prompt.

vast bane
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sometimes rogues who two weapon fight can want to dump their sneak on a second target

zinc mantle
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Oooh it works!

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Thank you!

spice kraken
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Should also test by logging in (incognito) as that user and roll the attack

zinc mantle
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Will do, will do.

vast bane
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when you do test as the player, make sure you keep both logged in cause I think midi needs a DM logged in with your settings(check hits)

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@sand agate

In this post of yours, due to its age, its no longer accurate, if you head to tims actual github he moved the best readme to default on his front page of midiqol. When you made the post we were still juggling v9 and v10 and the master had v9 only references while the v10 readme has the new stuff added.

#1010273821401555087 message

Since its in the pins and you're the author figured you could possibly edit it to the good readme now that we're all pretty much on v10?

sand agate
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Give me a link?

sand agate
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βœ…

vast bane
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the only way I know I'm looking at the right readme on his git is by looking in overtime effects for actionSave lol lil confusing but v9 ones don't have it.

zinc mantle
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@vast bane I'm assuming there are ways to automate bardic inspiration with the same way?

vast bane
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Chris' Premades module

zinc mantle
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Sorry, I'm still a major newbie.

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That's a compendium I can find in the list?

vast bane
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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

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I need to add the wiki to this I think

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@scarlet gale have you fully absorbed MASIF yet?

vast bane
#

@night musk are you modifying the dnd5e srd monster?

night musk
#

I was going to duplicate the Bite attack and modify for another beast, once it's doing the "always base damage, plus extra damage on a fail" thing.

#

Oh, yes. It's coming from the SRD.

vast bane
#

change the damage to the other formula

#

3d6[poison]

#

it shouldn't halve the primary damage then

#

I feel like I have automated this already...

#

OH

vast bane
night musk
#

OK, trying now!

#

Perfect!

vast bane
#

the key is moving it out of versatile and into other

#

I wonder if it'd be useful to do a Midi Monsters SRD

#

no high automation, just the nuanced changes needed for the midi roller

night musk
#

It be useful for me! But then again, I don't really know what I'm doing. I just kind of bumble along. >_<

#

How is versatile and other damage different? Is there a certain case to use one over the other?

jagged plinth
#

yeah, it's such a similar effect to the one i had been working on, but slightly different

vast bane
night musk
#

OK, sounds good. Thank you for all the help!

vast bane
#

I think the reason he didn't attach the save stuff to versatile is cause a longsword could have an on hit save

#

OH actually its cause the bite isn't versatile so it got confused

scarlet gale
jagged plinth
raven holly
#

If you take the time to learn what each one provides/does, maybe

jagged plinth
#

so, trying to get reactions to work, they seem to be enables, but it's not prompting me or my players

#

oh, wait, i might not have targeting set up right

vast bane
#

I use required target always in workflow tab personally

#

when my players do weird attack workflows that they have no target for I always have a dummy in the scene as my avatar they can smack for those rare use cases

jagged plinth
#

oh, i'm just dumb, it wasn't promping a reaction because the attack didn't hit reguardless

#

so, you mentioned being able to add a - modifier to the attack roll itself instead of doing a bonus to AC, how would i go about that?

vast bane
#

hmmm let me see if its doable first

jagged plinth
#

sweet, thank you for the help

vast bane
#

nah it doesn't work

#

you'd need to do it in a macro

#

I'm sure theres an example somewhere in the premades but the janky way is to just boost the ac

jagged plinth
#

oh, whelp this is good enough. just need to figure out why it's not expiring after the attack

vast bane
#

what is your special duration

jagged plinth
#

oh, i just wasn't finishing the attack by rolling damage, in testing i was just rolling more attacks

quiet solar
# violet meadow how do you structure the effect? and the macro for that matter

temporary effect:
flags.midi-qol.onUseMacroName | custom | ItemMacro.templatePlaced

and, what made the difference in getting it to execute (sorry... work, dinner, family... back to 'code') was setting the effect to "Transfer to actor on item equip" - which honestly makes no sense at all but I had to do this for both my Savage Attacker macro and my Magic Missile macro and it feels like I am doing something fundamentally wrong - am I missing some obvious bit of documentation?

scarlet gale
#

DAE has a key for removing templates if that's what you're trying to do

quiet solar
#

but I suck at JS maps and various other things, so my swearing vocabulary may have improved tonight

scarlet gale
#

Why not steal the macro from the ddb importer?

quiet solar
#

learning?

scarlet gale
#

Fair

quiet solar
#

slowly, granted πŸ˜„

vast bane
#

true but you can plagerize and still learn, contrary to what they say in school

scarlet gale
#

I would run it as a regular old item macro

quiet solar
#

truth

#

I have a couple more things I want to try and then I will compare to existing wisdom

#

but - on the question about "apply to actor..." -- is that normal?

#

because I'm damned if I can find that in any documentation

vast bane
#

its cause you are using actor on uses

quiet solar
#

i feel like I still don't understand

vast bane
#

macro.itemacro is the key you want if you just want it to fire when its rolled/applied

quiet solar
#

this is a spell that has targets

#

but ItemMacro has no info about anything

vast bane
#

cause you aren't using item macro

quiet solar
#

(like args[0])

vast bane
#

I know confusing right?

#

item macro is a storage device in midi

quiet solar
#

wait

#

itemacro vs itemMacro?

vast bane
#

I just forget which it is

quiet solar
#

if both exist, that is, in itself, horrible

vast bane
#

typically if you see "itemacro" anywhere that means you are using that modules api by accident

quiet solar
#

I was using macro.itemMacro

vast bane
#

the key you chose is setting an actor on use

quiet solar
#

args[0] was either "on" or "off"

#

ok, so having it apply to the actor is correct then?

vast bane
#

so if you want the item to apply the dae with the item macro you set its first tab to apply to self when item applies effect others or something like that

#

I dunno whats in your macro

#

I dunno what your macros setup as, but just so you are aware the key you are using sets an actor on use

quiet solar
#

ok

vast bane
#

I agree with chris though that its best to just use a pure on use macro

quiet solar
#

I still don't think I really understand this end-to-end (and that bugs me) but I think I have enough to mire myself in a deeper bog

vast bane
#

at the bottom of the sleep spell hit the + symbol and add an on use macro and use the name of the macro in folders or set it to ItemMacro

quiet solar
#

ok - but that does not give me access to hitTargets or workflow, does it?

vast bane
#

its midi, it should

#

unless...you have character sheet hooks on in item macro module

quiet solar
#

nope - all of that is off

#

does "Player Access" screw this up?

#

(in Item Macro)

vast bane
#

on use macros have access to workflow and hittargets

scarlet gale
#

console.log(this)

quiet solar
#

as 'member variables' of args[0]? or somewhere else?

scarlet gale
#

Will get you everything you need

#

Unless you're doing on off DAE stuff

quiet solar
#

...I am not a javascript person

#

thank you

#

sorry - one more Q: should this be a Passive Effect or a Temporary Effect?

#

and pointers to RTFM are also appreciated, I've tried

scarlet gale
#

Passives just don't have a duration

#

That's it

quiet solar
#

ok, so temporary if I want the effects to expire

vast bane
#

kinda a bad spell to automate honestly

#

they can be woken up with an action by another so you have to manually toggle them off anyway

#

but yeah 60 seconds, 10 rounds for duration should make it temporary

quiet solar
#

you're not wrong...

#

still

#

LEARNING!

vast bane
#

also ends if they take damage too

quiet solar
#

apparently at your expense

#

yep

vast bane
#

my main reason why I never tackled that one or color spray is cause I host for campaigns and after about 2 sessions in those two spells just have no use to my players, I use them as the DM to burn caster actions when I'm trying to dumb down my encounter so that the players don't get tpk'ed though.

quiet solar
#

agreed on utility - I never pick them

vast bane
#

I actually managed to color spray a player on the third floor of dotmm, but it was because it was a druid wildshaped into a utility shape with low hp

quiet solar
#

lol

#

my group started on foundry with a migration of PotA from roll20 (I was not the DM but I managed the import)
then we paused (DM had a baby)
then we started back up with a different DM (also not me) on CandleKeep
then we started back up again with a different DM (also not me) with a homebrew campaign

I swear I'm working on my campaign... but mostly I just muck about in foundry and screw things up πŸ™‚

quiet solar
# scarlet gale console.log(this)

I have 5 of these (with 5 targets) and I am not seeing anything useful to drill into -- this is with macro.itemMacro that consists solely of console.log(this)

vast bane
quiet solar
#

what?!

vast bane
#

Put console.log(this) in the item macro and then use an on use macro call to it, stop using dae

quiet solar
#

I so do not understand

vast bane
#

ItemMacro in the left hand field

quiet solar
#

OFFS

#

ok

vast bane
#

pretty sure the way you'd get it in dae is by doing args on and off or something

#

this is where plagerizing comes in handy cause you can see how midi srd does a bunch of args on/off dae's

quiet solar
#

I now see exactly what I had with the other approach...

#

plagiarizing is hard for me - I tend to skim and not really understand -- I need the bloody forehead

smoky ridge
#

Midi Custom Sounds - Wont play when a player hits or misses, but will play for me as GM if I roll for the PC, is there a setting to get it to trigger the sound for players.

vast bane
#

I ask because it sounds like 1 sound unless you connect via the external IP with the second account then theres a slight delay so you can hear the two sounds playing

jagged plinth
#

how would i go about implementing power attack? here's what i'm trying, but it doesn't add the die to it, i know the scale value works since i'm using the same formula for a different effect that boosts selfs AC

smoky ridge
#

@vast bane
My son in the other room and I were testing it

#

When he attacks no sounds for hit or misses. When I attack with his PC it works

vast bane
jagged plinth
#

nvm, i figured out my issue

vast bane
#

did they mute the tab, are their speakers off or set to the wrong sound device

smoky ridge
#

I dont even hear them when they hit or miss

#

Could it be a conflict or do I have to allow the players to play sounds froma playlist

vast bane
#

show me an attack in chat from that actor

#

when you roll and when they roll

smoky ridge
jagged plinth
#

could also narrow things down by signing in to the working account on the PC that's not working, or the other way round

smoky ridge
#

First is me as the GM rolling for them

#

Can fast rolling impact it?

vast bane
#

show me your custom midi sounds settings

#

but also for the record....they are very underwhelming, better to get your players to farm a bunch of sounds and use automated animations

smoky ridge
#

I was going to use AA, but Midi allows for misses and hits

smoky ridge
#

I only have a few configured

vast bane
#

ok you used the larger options

#

have the player ctrl f5 their browser, if that doesn't solve it close the browser fully and relogon

#

I can't reproduce your problem but I really don't think its a module issue, I think its something with that pc

smoky ridge
#

ok

vast bane
#

are you both logged in as dm's?

#

errrr one of you logged in as dm

smoky ridge
#

yes I am logged in an he is logged in as a player

#

Works on AA but plays the hit sound on misses

vast bane
#

if it works then you know its a module, and continue with find the culprit process till you find it

jagged plinth
#

try swapping computers just to see if it is an issue with the computer

vast bane
#

it doesn't play on his pc when the player rolls

#

if it were the pc, it'd have to be the pc's client settings in foundry which makes no sense

#

are those mp3 sound files or ogg sound files?

#

chromium based browsers have issues playing mp3's

smoky ridge
#

ogg

#

it plays through aa, so it must be a conflict

#

I will disable modules and see

scarlet gale
#

@vast bane My sanctuary should work as intended now.

vast bane
#

I'm apparently 9 versions behind ;p

scarlet gale
#

I've had a few days where I pushed multiple updates

smoky ridge
#

Weird removed all of the configs for the sounds. added them again and its working

violet meadow
# quiet solar temporary effect: flags.midi-qol.onUseMacroName | custom | ItemMacro.templatePla...

OK this key all it does essentially is to create an Actor on Use macro on the target.
If you want something always on the actor that has the Item in its possession (if it's on an Item), you will need to tick the box Transfer to actor on item equip.
Also you need it to be flags.midi-qol.onUseMacroName | custom | ItemMacro.Name of the Item,templatePlaced
Comma and not a period between the execution trigger and the macro (which needs the name of the Item when you use an ItemMacro).

edgy pagoda
#

Hi.
I'm having trouble getting my Concentration status off automatically on a failed save.
When the spell is activated, concentration is automatically applied. When taking damage, a message is automatically displayed in the chat indicating the difficulty. However, pressing the button and failing the saving throw does not break concentration.

vast bane
edgy pagoda
vast bane
vast bane
#

click settings side bar, look at your module list in manage modules

#

if you are a player, the dm is needed to be logged in for most midi functions

edgy pagoda
vast bane
edgy pagoda
#

Foundry is located on the Forge server.

edgy pagoda
#

Will the Concentration Notifier not have conflicts with MIDI?

vast bane
edgy pagoda
vast bane
#

ok magic weapon sounds like a premade

#

where did you get it and share its on use macro if its your own making

#

if its from chris/bugbear/mrprimate just say so and I'll grab it from them

edgy pagoda
#

Now I copied the world to run tests on it. Turned off virtually all modules and left only these. Π Π°Π±ΠΎΡ‚Π°Π΅Ρ‚ ΠΊΠ°ΠΊ Ρ€Π°Π½ΡŒΡˆΠ΅

edgy pagoda
vast bane
#

is it the base magic weapon from dnd5e or is it a premade macro version from ddb importer or someones github?

#

gee I never looked, I hope that dfreds new version isn't breaking conc

edgy pagoda
#

Yes, it's basic.

vast bane
#

actually its not that I never looked, its that I don't auto remove conc

edgy pagoda
#

I disabled dfreds too. But it didn't bring any change.

vast bane
#

mines working, can you disable minimal UI, tidy UI and try again?

#

oh wait I haven't updated dfreds yet

#

updating dfreds, will let you know in a second

#

the two UI modules are the only things I don't have that you do

edgy pagoda
#

It seems strange to me that minimal UI and tidy UI would have such an impact.
I turned it off and it made no difference.

vast bane
#

mines working fine

#

change the concentration settings and then change them back after restarts of the server

#

what is your save option set to?

#

oooooh I think I know what it is, you aren't automating saves

#

you have no LMRTFY or MTB

edgy pagoda
#

The damage has been done. A message about the need to maintain concentration was sent to the chat. I press the button and the result is less than necessary, but the concentration status is not off.

vast bane
#

yep you aren't automating it

vast bane
#

I actually think you have saves completely off

#

or you have roll automation off

edgy pagoda
#

Wouldn't automatically work without Auto check Saves? I don't want to use this option...

vast bane
#

I use MTB which prompts a request window

#

you can do chat message for the players and yourself too

#

but why are you getting a button in chat, I don't get that

#

I suspect you have roll automation off

edgy pagoda
#

Could you share the MIDI settings file?

vast bane
#

I have a really abnormal setup though

#

I don't fast forward

#

export your settings incase mine are ugly

fierce geyser
#

@scarlet gale I am running into an issue with Sanctuary where it seems to use the Spell Save DC of the actor with the sanctuary effect, rather than the Casters. I am not sure if it makes a difference, but I am still on midi 10.029. Thank you for making this module, it has been a huge help :)

edgy pagoda
vast bane
#

are you rolling with the right actor?

#

and how did you get that button in chat

#

that button in chat is weird

edgy pagoda
vast bane
#

Yeah I don't get that button in chat thats so weird

edgy pagoda
#

Sounds like some kind of problem in the module itself

vast bane
#

did your save settings mirror my image above?

#

sometimes not all settings save

#

I think the outside settings don't mirror

edgy pagoda
vast bane
#

can you snippet the setting you call auto roll?

#

cause I'm not following you there

edgy pagoda
vast bane
#

I get a sneaky feeling you are referring to roll automation

#

thats just checking the saves not rolling them

edgy pagoda
vast bane
#

why would you want auto conc removal but not auto check saves?

#

thats probably why it doesn't work, he didn't account for this unique combination

edgy pagoda
#

And another disadvantage of automatic saving throws is the delay in waiting for these rolls.

violet meadow
#

What's the combo? It's been going for a long time this thread and I cannot go back to read it now πŸ˜„

edgy pagoda
#

In any case, thanks for the help. It helped to understand the analysis of this function.πŸ‘

short aurora
scenic scroll
#

hello, sorry to bother you, your macro works well, but can it be simplified with the use of flags.midi-qol.max.damage.heal ?

vast bane
vast bane
vast bane
violet meadow
#

You can just post a chat message for the player to save too. That will work as well

#

But need Auto check ON

#

Other than that it's a case of a module not working like how you want it and that can happen too 🀷

vast bane
#

yeah auto check is not auto roll, and you can hide the dc from the player too

#

also if you really want them rollin, use DF manual rolls hehe it works with midi

violet meadow
#

@gilded yacht I have a hard time triggering lateTargeting by passing lateTargeting: true in the workflowOptions object of a completeItemUse
Has the interaction with the world settings for lateTargeting changed things πŸ€”

edgy pagoda
vast bane
#

your wait is set to 0

edgy pagoda
violet meadow
edgy pagoda
vast bane
#

he has zero for wait time on the request

#

ok are you rolling fast enough?

#

cause a timeout will roll

edgy pagoda
vast bane
#

Its probably the timeout auto rolling

#

set it to 120 seconds

edgy pagoda
#

Not organizing pop-ups or anything like that when using MTB.

violet meadow
#

This is you testing as a GM right now, right?

edgy pagoda
#

Video recorded by a player

violet meadow
#

Do you have Monks TokenBar module active?

edgy pagoda
#

Exactly! I forgot about this....πŸ™€

scarlet gale
fierce geyser
#

Thank you

scarlet gale
#

I see those reactions D:<

edgy pagoda
#

Now a button appears in the chat with a request to roll and a sound signal.

violet meadow
#

That's it then πŸ˜„

#

If they don't click that... it will auto roll after the set timeout

#

I tend to use Auto for GM and either Chat Message or Monks tokenbar for the players

edgy pagoda
scenic scroll
violet meadow
vast bane
#

isn'tr max heal an outgoing ae key?

#

oh wait I think I get you now

#

is max heal a boolean?

#

can it be setup as "if they have beacon of hope or 0 hp"?

scenic scroll
vast bane
#

need a grant version

#

circle of mortality is definitely possible but beacon of hope needs a grant to be perfect

violet meadow
#

indeed

#

working on it to see what can be done

vast bane
#

I'd personally still use the beacon of hope boolean condition on the players characters

#

heh, have beacon of hopes automation just give every token on the canvas the max heal key checking for beacon of hope effect

scarlet stump
#

I'm using a formula to scale monster damage based on their CR, something like: 2d8 + @mod + (floor(@details.cr/3))d8 It works great, but when critting only the first 2d8 are doubled. How should I formulate this so that the second set of dice is also doubled? Using Midi atm

vast bane
scarlet stump
#

that's not a crit :v

vast bane
#

yes it is

#

I'm not fast forwarding

#

I chose crit

#

the zombies CR is 3

scarlet stump
#

mmm

vast bane
#

and their normal dice is 1d6

#

Incase it was unrelated to crits:

vast bane
# scarlet stump mmm

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

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 2.1.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+.

Midi now requires sight to be setup on all monsters or the players will get unseen attacker advantage.

#

heres the list of known conflicting modules

scarlet stump
#

mmm I don't think I'm using any of those; and Midi normally works fine as far as I can see

vast bane
#

do you have a 0 in your crit field?

#

or bad crit settings?

scarlet stump
#

this was the crit I got during the test, I can try to force it

#

the initial 2d8 got upped to 4d8, but the ones from the CR based formula did not

#

formula is 2d8 + @mod + (floor(@details.cr/2))d8

#

not sure if the extra whitespace could cause the issue?

vast bane
#

why is there 2 spaces there?

scarlet stump
#

copy/paste snafu, yeah not sure if that extra whitespace could be the culprit

#

additional qq: is there a way to set something as complicated as (floor(@details.cr/3))d8 as a value for a system.bonuses.All-Damage AE? I've tried doing this but it doesn't seem to work

violet meadow
vast bane
#

also I don't think you want the brackets

scarlet stump
vast bane
#

if you do brackets then it will always be the number

#

if you don't use brackets then it will crit since its dice

frosty star
#

can anyone help with an issue im having? when midi is active the attack rolls wont show for group tokens

vast bane
frosty star
vast bane
#

if you mean players attacks do nothing, the Dm probably has require targets on

scarlet stump
vast bane
#

group tokens are not meant for combat are they?

#

they have like no proper stats

frosty star
vast bane
#

do my example

vast bane
frozen shard
#

hi there!
Does anyone have a macro or another way to automate 5e Gathered Swarm? I have no skill in coding whatsoever xD

frosty star
molten solar
molten solar
#

I even ignore them fully in babonus

quiet solar
# violet meadow OK this key all it does essentially is to create an Actor on Use macro on the ta...

and this makes sense for a Feat like Savage Attacker, but it doesn't seem right for things like Magic Missile or Sleep. @scarlet gale and @vast bane pointed me to the onUseMacro on the details tab which seems like a much more straightforward way to do this (and works). Reading the documentation on flags.midi-qol.onUseMacroName, it really sounds like it is supposed to function in the same way as the Details|onUseMacro but perhaps that isn't the intent (the period was a typo - it wasn't copy-pasted from foundry)

thanks again - still learning

violet meadow
# quiet solar and this makes sense for a Feat like Savage Attacker, but it doesn't seem right ...

A macro executed from an Item's onUse MidiQOL macro field, is only rolled when that specific Item is Rolled.

A macro associated with the flag onUseMacroName, is "upgraded" to be an Actor onUse macro.
So any time that actor rolls an Item, that macro is called and you can filter the when or what things happen in that macro. That's why it makes sense when it's used for its purpose.

Magic Missile and Sleep should be using an Item onUse macro to do what they need.

sleek pulsar
haughty birch
#

Anyone out there aware of how to handle an error I am getting with MidiQoL? I have 1 player who never gets the hit calculation or damage rolls and an error shows up in the console.
Here is the error: Uncaught (in promise) TypeError: undefined. Cannot read properties of undefined (reading 'ignoreTotalCover')
[Detected 1 package: midi-qol]

#

The other players are working fine

vast bane
#

Its my theory this is only showing up on people who use importers

haughty birch
#

ahh ok

#

thanks @vast bane

#

It also happens with spells for that same character

#

if that makes a difference

vast bane
#

at the bottom of the items theres a bunch of midi checkboxes, toggle the one that has to do with cover

#

should be the most bottom right one

#

toggle it on, then off

haughty birch
#

I'll go take a look. Thanks again

#

That sorted it out... I appreciate it

scarlet stump
#

tricky question: is there a way to use the value on a dice face to trigger some effects? IE: If you roll at least a 7 on the damage die, do x

#

I guess this is probably a macro

dark canopy
sleek pulsar
# dark canopy warpgate could help moving an unowned token

That'd be cool, and the damage part looks straightforward (to somebody who knows how to program :-), which isn't me, unfortunately) The last ability that can be chosen is just to shift the ranger's own token 5 ft (which the party's ranger used to get into cover). I think a macro would probably have to throw up a dialog box asking which of the three abilities the ranger wanted to use, on their turn.

delicate yacht
#

Good Morning/evening everyone !

May I ask for your attention on this particular macro for the Will-o-wisp illumination variable

function tokenUpdate(data) {
canvas.tokens.controlled.map(token => TokenUpdate(data));
}

let torchAnimation = {"type": "torch", "speed": 1, "intensity": 1};

let dialogEditor = new Dialog({
title: Will-o'-Wisp Token Light Picker,
content: Pick the light radius for the selected Wisp.,
buttons: {
none: {
label: None,
callback: () => {
TokenUpdate({"dimLight": null, "brightLight": null, "lightAngle": 360,});
dialogEditor.render(true);
}
},
fiveFeet: {
label: 5-feet,
callback: () => {
TokenUpdate({"dimLight": 5, "brightLight": 5, "lightAngle": 360, "lightAnimation": torchAnimation});
dialogEditor.render(true);
}
},
tenFeet: {
label: 10-feet,
callback: () => {
TokenUpdate({"dimLight": 10, "brightLight": 10, "lightAngle": 360, "lightAnimation": torchAnimation});
dialogEditor.render(true);
}
},
fifteenFeet: {
label: 15-feet,
callback: () => {
TokenUpdate({"dimLight": 15, "brightLight": 15, "lightAngle": 360, "lightAnimation": torchAnimation});
dialogEditor.render(true);
}
},
twentyFeet: {
label: 20-feet,
callback: () => {
TokenUpdate({"dimLight": 20, "brightLight": 20, "lightAngle": 360, "lightAnimation": torchAnimation});
dialogEditor.render(true);
}
},
close: {
icon: "<i class='fas fa-tick'></i>",
label: Close
},
},
default: "close",
close: () => {}
});

dialogEditor.render(true)

Why does it not work ? The message that appear is :

ReferenceError: TokenUpdate is not defined

dark canopy
#

read the error closely and compare it to the first line in your script

delicate yacht
# dark canopy read the error closely and compare it to the first line in your script

Thank you for your advice but tt's not mine. I didin't script the macro because I'm a poor programmer (I'm just a DM who work with luck mostly when it's come to program). So I can't identify the problem at its source.

But here is the error message in the console :

TypeError: token.update is not a function > foundry.js:59187

at eval (eval at callMacro (workflow.js:1625), <anonymous>:5:47)
at Array.map (<anonymous>)
at tokenUpdate (eval at callMacro (workflow.js:1625), <anonymous>:5:28)
at Object.callback (eval at callMacro (workflow.js:1625), <anonymous>:38:9)
at Dialog.submit (foundry.js:56403)
at Dialog._onClickButton (foundry.js:56332)
at HTMLButtonElement.dispatch (jquery.min.js:2)
at HTMLButtonElement.y.handle (jquery.min.js:2)

fetch @ foundry.js:59187
notify @ foundry.js:59114
🎁call_wrapped @ libWrapper-wrapper.js:507
notificationNotify @ utils.js:3407
🎁call_wrapper @ libWrapper-wrapper.js:616
🎁Notifications.prototype.notify#0 @ libWrapper-wrapper.js:189
error @ foundry.js:59150
submit @ foundry.js:56406
_onClickButton @ foundry.js:56332
dispatch @ jquery.min.js:2
y.handle @ jquery.min.js:2
foundry.js:56407

Uncaught Error: undefined. TypeError: token.update is not a function
[No packages detected]
at Dialog.submit (foundry.js:56407)
at Dialog._onClickButton (foundry.js:56332)
at HTMLButtonElement.dispatch (jquery.min.js:2)
at HTMLButtonElement.y.handle (jquery.min.js:2)
submit @ foundry.js:56407
_onClickButton @ foundry.js:56332
dispatch @ jquery.min.js:2
y.handle @ jquery.min.js:2

dark canopy
#

token.document.update

delicate yacht
#

What do I do with that ? Do I replace every tokenUpdate by token.document.update or do I enter it on a line ?

jagged plinth
#

could someone help me explain this, i'm trying to modify it for a custom class feature, really only need the extra damage from the second to last line, i can do the rest manually

molten solar
delicate yacht
# molten solar `token.document.update` instead of any instances of `token.update`

Alleluia !

It worked ! Thank you very much @molten solar and you too @dark canopy.

For future game master trying to automate that I will post the macro for the Will-o'-wisp Illumination variable to use with Item Macro :

`function tokenUpdate(data) {
canvas.tokens.controlled.map(token => token.document.update(data));
}

let torchAnimation = {"type": "torch", "speed": 1, "intensity": 1};

let dialogEditor = new Dialog({
title: Will-o'-Wisp Token Light Picker,
content: Pick the light radius for the selected Wisp.,
buttons: {
none: {
label: None,
callback: () => {
tokenUpdate({"dimLight": null, "brightLight": null, "lightAngle": 360,});
dialogEditor.render(true);
}
},
fiveFeet: {
label: 5-feet,
callback: () => {
tokenUpdate({"dimLight": 5, "brightLight": 5, "lightAngle": 360, "lightAnimation": torchAnimation});
dialogEditor.render(true);
}
},
tenFeet: {
label: 10-feet,
callback: () => {
tokenUpdate({"dimLight": 10, "brightLight": 10, "lightAngle": 360, "lightAnimation": torchAnimation});
dialogEditor.render(true);
}
},
fifteenFeet: {
label: 15-feet,
callback: () => {
tokenUpdate({"dimLight": 15, "brightLight": 15, "lightAngle": 360, "lightAnimation": torchAnimation});
dialogEditor.render(true);
}
},
twentyFeet: {
label: 20-feet,
callback: () => {
tokenUpdate({"dimLight": 20, "brightLight": 20, "lightAngle": 360, "lightAnimation": torchAnimation});
dialogEditor.render(true);
}
},
close: {
icon: "<i class='fas fa-tick'></i>",
label: Close
},
},
default: "close",
close: () => {}
});

dialogEditor.render(true)`

short pelican
#

How do you create the Toll the Dead spell? The one I've imported from ddb doesn't have the damage set up, only the spell save

spice kraken
#

Have you checked if the imported one has an itemmacro attached to it?

short pelican
#

It does

#

And nvm, it works when I have the caster selected

nimble iris
#

Is there a way to always prevent re-applying existing effects? For example, restraining a restrained token a second time.

scarlet gale
#

Change the effect to not stack by name

nimble iris
#

Thank you!

#

Did this used to be default? I wonder why it isn't...

scarlet gale
#

Default is by origin. And that's normally the desired effect

#

When it's a monster doing the grappling, by name will help when multiple creatures that are all trying to grapple on hit

nimble iris
#

Right. Thanks for the use case.

#

But being re-restrained, re-poisoned, re-prone I don't see it.

#

Maybe that's higher level D&D with several casters involved in the same effect?

scarlet gale
#

With multiple effects blocking by name can be bad when you need the dm to rule on what effect should be kept

#

Such as for overlapping spell effects

nimble iris
#

right

#

Thanks again you for the solution!...was hours in the finding

charred bay
#

so, i am trying wireup a callback on a concentration effect so that I can do something when it is removed. any ideas?

scarlet gale
#

Wire up?

#

Could update the concentration effect with an effect macros on delete macro

charred bay
#

oh

#

thanks, let me look at that

#

do you have an example of on delete?

scarlet gale
#

The effect macros module has some methods you can use to add a macro after effect creation

charred bay
#

thanks, i will take a look

#

hmm

#

what fires this script though?

scarlet gale
#

When you have the module a new field is added to effects to allow you to place macros on certain triggers

kind cape
#

What is the end goal you are going for? @charred bay

dawn marlin
#

Good evening, does anyone know how to implement advantage in the acrobatics skill roll through midi-qol? I have managed to configure everything else of Bladesong but not the advantage

charred bay
#

I am trying to setup dragon's breath

dawn marlin
#

I want to put it through the DAE but I can't find the way

charred bay
#

when i cast on a target, i wanted to add a trinket that gives them the 'ability', and when my concentration ends, i wanted to delete it

scarlet gale
charred bay
#

i see Chris has a dragon's breath script

#

yeah, i was reading the code right now

#

let packName = 'world.automated-spells';

#

is this a module?

scarlet gale
charred bay
#

k

kind cape
#

world. compendiums are world specific and do not belong to a module

scarlet gale
#

You can just embed the whole item in the macro if you really want

dawn marlin
charred bay
#

is castData a v10 thing?

scarlet gale
charred bay
#

okay, i can get that from v9

scarlet gale
#

It's data in the midi workflow

#

Oh you're on v9?

dawn marlin
#

v10

#

didn't see

#

display if save had Advantage/Disadvantge?ΒΏ

#

I need help with this

#

effect value on flags.midi-qol it's empty because i don't knkow the effect value for advantage

scarlet gale
#

Put 1

dawn marlin
#

Custom effect 1?

scarlet gale
#

Yep

dawn marlin
#

and disadvantge?

scarlet gale
#

Change the key to the disadvantage flag

dawn marlin
#

for other feature

#

ah ok

#

thanks!

vast bane
#

Have we not made bladesong by now, that things so popular

scarlet gale
#

I'd think the ddb importer has it

vast bane
#

Tim should put it in the samples its one of the most asked about over in dnd5e

scarlet gale
#

Not srd I think

violet meadow
#

there is

vast bane
#

||theres a bunch of non srd stuff in the samples compendium||

dark canopy
#

as long as it does not contain copyrighted text, its fine

#

which, in general, is narrative descriptions

vast bane
#

couldn't they use advanced macros the execute the crosshairs as the GM so that the Gm places it?

violet meadow
#

Ah are you talking about bladesong Moto?

#

Not Toll the Dead?

vast bane
#

sorry my phone faded and then I was back in this channel lol

#

I was trying to talk about dnd5e's topic lol

inland tendon
#

I have a DAE bonus that should improve strength, but not allow it to go over 20. For some reason, it reapplies everytime I reopen the actor's sheet,

#

I've played around with the priorities, but I haven't found something that works yet

vast bane
#

use math

#

hmmm wonder if its possible actually let me do some work

inland tendon
#

min(str.value+1,20) ?

scarlet gale
#

Bit more complicated than that

vast bane
#

min(@abilities.str.value + 2, 20)

#

this works

#

it will fail if you have more than one thing adding to str though

#

unless you put it all in this ae

inland tendon
#

what if they are on different priorities?

scarlet gale
#

The self reference seems problematic

vast bane
#

if its the tome or ioun stone self is fine

scarlet gale
#

Unless you set it to be evaluated

inland tendon
feral kestrel
#

Dumb question, where can one find the documentation that lists all attributes from a character sheet (for example, @abilities)

spice kraken
dusky citrus
#

Hey folks, I'm a bit at my wits' end here. I'm not sure if this issue is being caused by MidiQOL, there's a good chance it may be another module. Everything was working fine until recent updates, then it stopped.

I have several effects that apply a bonus to damage for NPCs and players. For instance, I have an effect that adds your** STR Mod + your Proficiency as bonus damage for one single attack.**

Meaning if you have Proficiency 3 and 20 Strength, you'd have a bonus 8 to your damage.

And again, this was working fine. But now, for some reason, even though the dynamic effect is being applied, the damage is not added at all?

I know that Midi and DAE work hand in hand, but I'm truly at a loss here on what to do. Is this a known issue? Is there a workaround?

spice kraken
#

Do you have any other roller modules? I haven't seen that Strength Requirement bit before

vast bane
#

you can't do things that way

#

the active effect is applied after the roll

#

it must be an on use macro

#

pre item roll

#

it should never have worked before

#

I'd personally do an other formula and use an activiation condition

#

if you look at the drop down for on use macros, they are in the order they show up in the workflow, and take note of where "after active effects" shows up in that drop down

vast bane
spice kraken
#

It's too small on my phone, moto, was the flag right?

vast bane
#

pretty sure this will be fixed if he removes the space after the +

#

I'd personally handle this as an activation condition and put the equation in the other formula

#

Guessing the fix for item.displaycard() is a fix for the ignore cover toggle bug we've been seeing alot of.

vast bane
#

Can you make an item macro delete itself?

scarlet gale
#

Those new on use triggers look so nice

#

I should be able to ditch my own on hit trigger now in my module

vast bane
#

being able to reaction before the roll is also nice

scarlet gale
#

One step closer to having Silvery barbs

vast bane
#

give every actor Silvery barbs /shrug

#

give every actor silvery barbs but have it prompt the owner of the spell for resource consumption and kill workflow if they choose not to consume

#

ewwww I found a bad interaction with monks enhanced journal and midi

#

MEJ lets you drag items from compendiums into journals and store the data there. I am able to then edit the item in the journal to my liking for things like random treasure, I just tried to do it with a generic Unidentified Magic Item template and the macro.createitem key does not submit on the journal item due to it not existing in a compendium or a sidebar

#

so if I want to do magic items that are unidentified I must store them in the sidebar temporarily till they are found by the players

scarlet stump
solid mountain
#

I'm reviewing my old macro a set of item that I want to automate.

#

It's a bit of a challenge, but I feel it should be possible with the right code.

Any suggestions for the simplest way to approach this?

#
  1. If both daggers are equipped together, they become magical and become +1 daggers.
  2. If both daggers hit, the second one should do additional damage, and add the reaction status to the target.
#

Am I correct to think that there needs to be a worldscript or something for it to be able to detect 1? Alternatively add on preRoll

scarlet stump
#

looking for a specific attribute key: right now I'm using a formula with system.bonuses.All-Damage to scale damage, but I've noticed it only increases damage for attacks with a to-hit roll. I'm looking for the key that would do the same for actions that deal damage based on a save instead

vast bane
#

It might be wise to target damage types instead but heres the spell one:
system.bonuses.spell.damage

scarlet stump
vast bane
#

try spell

scarlet stump
#

same result

#

tried abil as well

vast bane
#

make sure the ae is right on the actor tab

scarlet stump
#

this is from the actor's effect tab

vast bane
#

custom, they are not really system keys I don't think

scarlet stump
#

should I use add instead? will it work with the formula?

violet meadow
#

That MidiQOL update. Oh my oh my!

scarlet stump
#

btw, the first line works fine, it's just the second that doesn't

#

(first line works fine aside from the fact that it doesn't add damage to abilities that apply damage on a failed save)

violet meadow
vast bane
vast bane
#

spaces are gonna kill ya

#

damned if you do, damned if you don't amirite?

#

the only time you don't use spaces is if theres no integer on the left side of the symbols

scarlet stump
#

I've tried the spacing still no luck

vast bane
#

copy and paste mine

#

cause mines working

scarlet stump
#

I have

vast bane
#

HAH

scarlet stump
#

it works for attacks, fails for saves

vast bane
#

its not custom

#

I forgot to do custom and thats why its working

dusky citrus
dusky citrus
scarlet stump
dusky citrus
vast bane
dusky citrus
#

As soon as I come home from work I'll test that out. I'll let you know.

solid mountain
dusky citrus
#

Just to clarify what you mean, you say to change from:

  • (X)
    To:
    +(X)
violet meadow
#

@dusky citrus what is the special duration you use on the effect?

#

It seems its already gone when the damage roll happens

violet meadow
dusky citrus
violet meadow
scarlet stump
#

@vast bane remember when we were talking about messing with a creature's HP using AE macros yesterday? #dnd5e message I was thinking...what if the on effect creation macro creates a flag that stores the value of the maxhp at the moment of the effect creation, and the on effect deletion restores the value and max hp to that? Can flags store integers? Or are they only boolean?

violet meadow
dusky citrus
violet meadow
#

2 different AE on the same item?

#

Hmm

vast bane
violet meadow
#

What's the Expire 1hit/etc set too?

dusky citrus
vast bane
dusky citrus
violet meadow
violet meadow
dusky citrus
#

It was a blessing when it was added.

violet meadow
#

Oh well...

#

It won;t do what you want then

dusky citrus
violet meadow
#

Make an Effect Macro on the first DAE.
When it gets deleted apply the damage one

#

Otherwise it won't work with that checkbox checked

dusky citrus
#

But that's the thing. It was working before. Only if it got screwed up recently. That's what I get for always updating stuff.

dusky citrus
solid mountain
violet meadow
#

Sounds about right

violet meadow
#

Do you have Effect Macro module?

Hmm probably not the best solution. Will need to make sure it doesn't trigger when not needed.

vast bane
#

I was about to suggest that you cheeky devil you

violet meadow
solid mountain
solid mountain
violet meadow
solid mountain
#

For some reason it's not adding the 1d4. I feel like it should.

violet meadow
gilded yacht
solid mountain
violet meadow
solid mountain
#

Or does that override the target condition?

violet meadow
#

Hmm not sure

solid mountain
#

"Each filter must be true"

#

So it's an AND as I suspected.

#

The custom script works for the other bonuses, so the taget condition must be broken.

violet meadow
#

Is it named like that?

solid mountain
#

Yeah, it's a custom CE.

#

Hmm, will try to remove the first part

#

Hmm, nope.

#

I think it's the & sign

violet meadow
solid mountain
#

It works after removing the & it seems.

violet meadow
#

Interesting to know!

#

I don't know if Zhell is aware

solid mountain
#

Bab can't add the magic toggle on the item though, I assume

#

Also, I need to reconsider that part anyway. Because it ads the condition itself too.

#

Probably better to add it to the custom script

#

And have to seperate conditions

#

And check for both

#

I assume there is a getEffect or something in CE

violet meadow
#

game.dfreds.effectInterface.hasEffectApplied(effectName,uuid)

solid mountain
#

Is game.dfreds.effectInterface.hasEffectApplied("Aurum",target.actor.uuid)the right way to find the uuid in the custom script?

violet meadow
#

or go through MidiQOL workflow in a babonus πŸ™€
You have the item, so you could get the workflow by doing ```js
const workflow = MidiQOL.Workflow.getWorkflow(item.uuid)
const { targets } = workflow ?? {};

solid mountain
#
let target = game.user.targets.first().actor.uuid
if (
actor.items.get("eIgw2mDHL5eT94ig").system.equipped && actor.items.get("ZqoBxuyj9P4TyFJ9").system.equipped && 
game.dfreds.effectInterface.hasEffectApplied("Aurum",target) &&
game.dfreds.effectInterface.hasEffectApplied("Argentum",target)
) {return true}
#

Feels like I'm close, but still not working. At least no error thrown this time. πŸ™‚

violet meadow
#

Try logging all the conditions in that if separately and see if something breaks

solid mountain
#

Yeah, the check for the effects are returning false.

violet meadow
#

console.log(actor.items.get("eIgw2mDHL5eT94ig").system.equipped) one by one for the 4 conditions

solid mountain
#

Hmm... its the wrong token?

violet meadow
#

Is it not the targeted one?! Do you have multiple actors of the same linked token maybe?

solid mountain
#

Hmm. I'm targeting a non linked token.

#

I guess I should use token.uuid?

#

No, my bad. It's the right uuid.

violet meadow
#

What's the effectName

solid mountain
#

The label?

violet meadow
#

yeah

solid mountain
#

"Aurum"

#

and "Argentum"

#

respectively.

#

game.dfreds.effectInterface.hasEffectApplied("Aurum",game.user.targets.first().actor.uuid) is returning false in the console

violet meadow
#

yeah I can see it too now

#

ok DFreds hard checks

#

for the effect being a Convenient one

solid mountain
#

Oh.

#

I see.

#

So I need a check from core code instead.

violet meadow
#

You can create your check too

#
let targetActor = game.user.targets.first().actor
if (actor.items.get("eIgw2mDHL5eT94ig").system.equipped &&     actor.items.get("ZqoBxuyj9P4TyFJ9").system.equipped && 
targetActor.effects.some(eff=>eff.label === "Aurum") &&
targetActor.effects.some(eff=>eff.label === "Argentum")
) {return true}
solid mountain
#

Aaaaand that did it! I think.

#

Woop woop!

#

Only the "magic" part left to figure out.

#

Thanks!

#

I wish BaB could add weapon properties. πŸ™‚

violet meadow
#

You can use a simple check with a function in the Loadout macro, if you want πŸ˜‰
I can send you over a function later

molten solar
deep mirage
#

The convenient effects referenced in the module updates is Dfred's yes? Or is it another CE module?

violet meadow
#

Yes DFreds Convenient Effects

zinc mantle
#

Are there any cool tips or tricks on managing a pet / minion that uses it's owners stats for things? Say in this instance the Artificer's Eldricht cannon.

vast bane
#

or arbrons if you don't care for animations

#

well arbrons and warpgate as they are hand in hand

zinc mantle
#

Let me check that out

#

Okay I had warpgate, not arbrons.