#MidiQOL
1 messages Β· Page 77 of 1
Make them late target
I guess something like "require target" that moto just talked about could work.
If no-one is selected the late target dialog will pop up
And they could target themselves then
Never played around with late targeting.
Not getting the popup, does it require something special to trigger (using the only no target setting)
Testing as a GM I imagine? You will need to pick gm late targeting behaviour in the GM tab of Midi settings
Thanks, now it works for the gm, but not the player. π
hmm, client setting. must check
Yepp that was it!
guys, set the item to self/self
no need for target
item rolls with no target if range/target is self/self
just make sure no checkboxes are on the first tab of the ae
But I mean they can enhance ability to others
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
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?
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+.
the newest midi now requires vision to be setup on monsters or you will get the unseen attacker buff
you don't need to enable vision, but you need to setup their senses
OR you have a roller installed with midi thats incompatible
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)
yes you can
sort of
new game.dnd5e.documents.Item5e(game.items.getName("my item").toObject(), {parent: actor}).use();
to be clear, the new unseen attacker flag has no active effect
the only way to know its happening is to turn on attribution in the midi tooltip setting
we really need attribution on by default
if the monster has no vision settings, it can't see its attacker
This will use an item that the actor does not own by creating a synthetic item, as in, it exists in memory but it's not added to the sheet
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.
My fire elemental automation has the player roll the monster's action during a postActiveEffects hook.
and the person is like 20ft away
and it gives advantage on all spells
I would check the attribution first
The senses on the character sheets are not by default mirrored onto the tokens, so you need to ensure it's also setup on the token
See what's actually causing it
That doesn't do anything by default
For most new people to midi I recommend Adequate Vision module, it makes stuff behave more as you would expect
yeha i know, but it has that setup too
Well then as Chris said enable advantage attribution and check what flag is being set
Yeah if the attacks have advantage then the target has vision enabled but no range set
So it cannot see the person attacking it
so like here, it has set 6o i ndarkness and infinity in light
but
this is zero
but what is weird is, i cloned the actor using firebolt, and that one does not have advantage
Detection modes are separate from vision
Did you just reply to a month old post
Vision is about what parts of the map you can see, while detection modes are about what creatures you can see/detect
possibly, my chat was scrolled up xD
Which I make liberal use of
In every single module I have
My god man
on this day
in this thread
and you didn't even do it right. π©
The ephemeral item stops existing out of the scope of the script, you have to embed it in the chat message
The bloody buttons won't work, dawg
well ye, depends on what you need the item for, i use it for description only items, but that is correct
i also think that, if you use automations (therefore you don't use the buttons) midi will still run the stuff for you
Yeah I know
Yall famously incapable of attacking twice with one 'use' lel
soul trains out of the basement
i mean, you are in the Midi channel π
I wonder why. Oh that's right, some nutter pinged me.
is there a way to turn off the hidden thing in midi?
cause it almost makes adequate vision required
I'm certainly not going back and adding 300 detection modes to monsters I made in v9
Workflow settings -> Rules tab
That's a lot of maneuvers!
All of them actually lol
@feral briar
#package-releases message
Awfully convenient timing too, haha
Maybe one day I'll actually get to use your module π’
Pulled an all-nighter on those. I tested them best I could, but they should be considered something to test before using.
There are some pretty technical macros in a few of them too.
One day I'll contribute, but that won't happen till I'm off v9 π
Lol
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");
});
The pushing one will actually do some wall checks and move the token
ohhhhh freaking scroll down already!
The only realy scripting I got was custom CE nested effects
Ooo, battle maneuvers were ones that was having small glitches putting together, will have to take alook.
Wow that's quite a coincidence
All thanks to Chris
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.
They pretty much all just get clicked before the attack and it'll do the rest.
Lol, now I just wish I hadn't a already spent all morning automating these on my own
Any that require you to hit before using will just refund the usage.
The biggest thing will be making sure your battle master class has the the right scale setup
I just used the one that the DDB importer makes for you.
I'll have to try it out before I understand what you just said, but I'm looking forward to trying it!
Oh, I gotcha
The class identifier also needs to be battle-master
Yeah, that'll be nice. I was just planning on going in and manually changing them when I got that far
Im soon gonna make a sorcerer subclass based on runes that will be fun π basically battlemaster but with spells
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.
But not today
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?
The DDB importer should import homebrew item ok-ish. You do need to make sure the formatting is exactly like it expects however.
Personally, I would just make it in Foundry and not bother on DDB.
Also, more of a conversation for #513918036919713802
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
What would be the easiest way with DAE to halve a creature's move speed?
Make a effect (temporary for the duration of the slow) and use multiply by 0.5 on the movement all
Thatβs my take at least
works perfectly, thanks
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?
I'm struggling to get a +1 spellcasting focus to work properly
+1 to spell attack rolls or spell save DCs?
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
Both
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
I had the change mode on add originally
I don't really get which one I should be on
Do I just need to change it to +1 instead of 1?
Also, the "grants" key is used for granting attackers the bonus
yep
msak
but also
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
Thanks for the heads up!
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.
But also use Custom for most flags added by Midi-QOL.
In the long run whoever uses MidiQOL will benefit a lot by reading https://gitlab.com/tposney/midi-qol#flagsmidi-qol
and the Readme in general
Got back to my computer and tested it. Works great now! Thanks @inland tendon and @spice kraken
Thank you for linking that! I was trying to find something like that for a while before I tried asking here
There is a link in the pinned messages in this thread too π
Always
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.
I can roll both damage formula here seperately but I want the healing one to ignore the saving throw.
You are trying to force MidiQOL to work with something that Roll Groups offer, which wouldn't be the easiest thing
Do both damages trigger at the same time at any point?
No I can roll them seperately because I turned fast forward rolling off
So it's more clicking and less automation
I was hoping that foundryvtt wouldn't roll a save for heals as standard
but that isn't the case
isn't there like a @ attribute I can put in the formula to ignore the save perhaps?
I don't think its something that MidiQOL can do like you want it.
The only way I see a solution for this so far, though not exactly as how I want it is this:
"Friends Fail"
Why not 2 different items?
I find it to be inconvenient
I want the heal and damage in one single spell in stead of splitting them up into two seperate ones
But if there's no other way..
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?
You could potentially use a macro to change Item to do what you need automatically, but other than that π€·
The Friends Fail could be it
Use Monks TokenBar or make the whole contested check in a macro
It wouldn't... that's midi doing that.
Where is that [Group Config] button coming from? π€
Roll Groups
Apparently 100% compatible. π
I find that statement sus π
Button look like shit with Tidy apparently tho
idk, several people have unknowingly been using both, with zero issues
Hmm, I wonder if its a specific combination of settings π€ But then again, I never did get around to actually doing some in-depth testing with mixing them, I just try to avoid having multiple rollers
Do the other rollers use lmrtfy?
Just been using midi and that for such a long time now.
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.
Is there a setting I can change to fix this?
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.
When the main effect goes inactive it just doesn't delete the Cloaking effect π€
will take a look at some point
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?
I think this wouldn't be too bad to set up. I don't know if anyone has already created one
Right, it's like rolling a number, having it save that number then calculate against HP of targets.
I can take a stab at it but I am pretty new, so ... caveat emptor
Because factory, it just does 5d8 worth of damage
ugh
I wonder... has anyone tried automating Warding wind?
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
I know absolutely nothing about how to actually do the formula for that.
For now, I've just changed the damage to "no damage" so I still get a roll but it doesn't automatically nuke things.
you'd also have to apply prone and incapacitated because 'unconscious' alone doesn't even prevent them from attacking π
let me see if I can get a working example on this - may take me a bit
Yeah, that'd be great. I have a game coming up this weekend and just trying to make it as easy as possible.
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.
There are/were some sleep macros floating around
From Element_Re but for v9. Small changes might be needed
@zinc mantle that would be the faster option - I can't make any timeline guarantees (this sounds like a work conversation now...)
rofl LOL
but I am going to give it a go
@violet meadow A sleep macro would be great
otherwise it's like me clicking and appling three conditions
<#macro-polo message> for some inspiration
Which setting though?
I run levels auto cover and don't see this issue.
Is there an error or something messing with your targeting?
SimbulusCover calculator (i think I wrote is right) works flawless can recommend
anyone got the alternative token visability cover options to work?
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?
Fixed in 10.0.33 to be released soon
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.
what are you trying to make
if its just a self aura thats real easy, if its a placed template aura, thats more complex
Paladin aura
oh thats easy
make it in the sidebar
If your pally is not a devotion 11 pally and if you don't have advantage reminder, ignore the reminder keys
Danka
how do you structure the effect? and the macro for that matter
are you using the ddb importer?
this bug is fixed in 33, but you need to toggle the ignores cover box at the bottom of the item
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
Check then uncheck ignore total cover on the items that do that
Or wait for the upcoming midi update
Midi just isn't making sure it's not undefined
I can't find any 'ignore total cover' on the item.
Nothing there. π¦
That's very strange
what module is changing this items appearance?
my spidey senses is picking up a naughty module for midi
nope I have tidy5e
whatever that module is, yeet it
or yeet midi
wait a minute
what dnd5e version are you on?
2.1.5
yeah you got a funky ui module
you could try ctrl f5 to see if its just a caching issue with an update
but you are missing like all the important stuff for midi on items
Still nothing. π¦
disable all but midi, dae, socketlib, libwrapper
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.
if you find out what module is screwing up the midi properties, let me know so I can add it to this list
its probably a UI module of some kind
whatever is tweaking the placement of windows
WAIT I got it
@covert mason you got the wrong item type
equipment don't need to ignore cover
make it a different item type
thats basically armor
make it a weapon, its a rod after all
Yup. That was it. 
@scarlet gale does CPR do sanctuary?
ah hah, your CPR version doesn't account for spells
guess I'm going back to AR for sanctuary hehe
haha I just popped in here to find my sanctuary image
yeah I was gonna show him the inline roll version but realized that CPR replaced it
then noticed that CPR doesn't account for save spells
but AR does
could it be because I'm not fast forwarding chris?
Nah
I'm likely checking for hits
Instead of target
Should be an easy fix
I need to cancel the workflow instead of making it a fumble
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?
never ever ever suspend effects in midi unless midi does it
midi uses suspended effects for something else
(immunities)
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.
"Hit apply active effects" just screams two rollers to me
the checkbox in the first tab of the effect is your problem, however, I also believe that the actual ITEM has NONE/NONE for range/target which is why you are getting the bogus button in chat.
is this a feature you roll to self buff yourself?
note Range/target here
and the first tab of an effect on this item would have NO checkboxes
I understand those two self checkboxes look really enticing to use but they aren't for this
they are for when your target is set and you want to do something to self ALSO
normal effect transfer in midi follows the range/target of the item
oooook, thank you, so like this?
a use case for your checkbox, would be if the item was a weapon that applies something to self while you hit a target
make sure the effect has no boxes checked in the first tab with this item setup
I think we all agree the bottom checkbox there needs a better description of its usecase there
and the prompt for "apply active effects" is coming up for another actor to apply the effect?
its a lil inaccurate
no, you either have effect transfer off in midi, or you are using ready set roll with midi
which is bad
You could also be using effect transferral with midi, which is redundant but not bad
would the effect transfer option be in workflow?
you probably have this setting off, or you have a bad module installed
(or you haven't unchecked that box yet)
yeah, it's set to "don't auto apply effects"
there ya go, then just set that to my setting if you don't want to have to hit tath button constantly in chat
Thank you so much, it finally worked, that should also fix the other issue i was going to ask about.
possibly offer it up and one of us will set you right
it was the same sort of issue, but adding speed, the effect just wasn't applying to the actor
but now i know why it wasn't applying
yeah those two self boxes get confusing, its even weirder if you don't have midi, cause those show up in dae alone
There a way to automate Sneak Attack damage w/ advantage?
are you infact using midiqol? if so drag and drop the sneak attack and auto sneak attack items from the midi sample items onto your rogue, fi the actor is not a rogue(monster) search here for either me or Janner's post converting the macro to monsters instead of rogue class
Trying now...
delete the blank dnd5e sneak attack feature before you drag over the two midi ones fyi
Both show as active abilities?
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
you don't use them they just sit there
probably a typo on tims part when making them, he probably started with the dnd5e one and then never bothered to make them passives
if your rogue player two weapon fights, you may not want to do auto sneak fyi
as auto sneak always stabs on the first hit
I don't think they will - but I'll find out and have it prompt.
sometimes rogues who two weapon fight can want to dump their sneak on a second target
Should also test by logging in (incognito) as that user and roll the attack
Will do, will do.
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)
@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.
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?
Give me a link?
β
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.
@vast bane I'm assuming there are ways to automate bardic inspiration with the same way?
I feel pretty certain in saying that I think CPR is the best bardic setup
Chris' Premades module
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
I need to add the wiki to this I think
@scarlet gale have you fully absorbed MASIF yet?
@night musk are you modifying the dnd5e srd monster?
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.
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
its a save or suck, so check the box for "No Dam Save"
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
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?
yeah, it's such a similar effect to the one i had been working on, but slightly different
in core, they dont matter at all so the authors of dnd5e use them anyway they want, for midiqol, he programmed the other formula to have the use case for saves on hits. Versatile lacks most of the features of the other formula for midiqol
OK, sounds good. Thank you for all the help!
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
Not yet. But the maneuvers covers a bunch of it
would it be a good idea to just have all of these modules?
If you take the time to learn what each one provides/does, maybe
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
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
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?
hmmm let me see if its doable first
sweet, thank you for the help
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
oh, whelp this is good enough. just need to figure out why it's not expiring after the attack
what is your special duration
This should kill the effect
oh, i just wasn't finishing the attack by rolling damage, in testing i was just rolling more attacks
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?
DAE has a key for removing templates if that's what you're trying to do
no - in this case, I am trying to apply the 'Sleep' effect to targets, sorting by HP and applying until the spell runs out of juice
but I suck at JS maps and various other things, so my swearing vocabulary may have improved tonight
Why not steal the macro from the ddb importer?
learning?
Fair
slowly, granted π
true but you can plagerize and still learn, contrary to what they say in school
I would run it as a regular old item macro
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
its cause you are using actor on uses
i feel like I still don't understand
macro.itemacro is the key you want if you just want it to fire when its rolled/applied
cause you aren't using item macro
(like args[0])
I just forget which it is
if both exist, that is, in itself, horrible
typically if you see "itemacro" anywhere that means you are using that modules api by accident
I was using macro.itemMacro
the key you chose is setting an actor on use
args[0] was either "on" or "off"
ok, so having it apply to the actor is correct then?
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
I agree with chris though that its best to just use a pure on use macro
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
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
ok - but that does not give me access to hitTargets or workflow, does it?
on use macros have access to workflow and hittargets
console.log(this)
as 'member variables' of args[0]? or somewhere else?
...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
ok, so temporary if I want the effects to expire
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
also ends if they take damage too
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.
agreed on utility - I never pick them
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
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 π
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)
you are doing what he said not to hehe
what?!
Put console.log(this) in the item macro and then use an on use macro call to it, stop using dae
I so do not understand
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
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
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.
how do you know it doesn't play?
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
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
@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
it works for me. I'd start with the obvious things, pc and user error
nvm, i figured out my issue
did they mute the tab, are their speakers off or set to the wrong sound device
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
do his hits look different also?
show me an attack in chat from that actor
when you roll and when they roll
could also narrow things down by signing in to the working account on the PC that's not working, or the other way round
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
I was going to use AA, but Midi allows for misses and hits
thats new to me
I only have a few configured
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
ok
yes I am logged in an he is logged in as a player
Works on AA but plays the hit sound on misses
Yeah I got nothin here, I guess you could try running find the culprit and just turn on midi/dae/socketlib/libwrapper
if it works then you know its a module, and continue with find the culprit process till you find it
try swapping computers just to see if it is an issue with the computer
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
@vast bane My sanctuary should work as intended now.
I'm apparently 9 versions behind ;p
I've had a few days where I pushed multiple updates
Weird removed all of the configs for the sounds. added them again and its working
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).
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.
Are you sure you don't have concentration notifier or combat utility belt interfering before we go down the rabithole of troubleshooting?
I'm not completely sure, but when I checked everything, I didn't find this.
If you don't have those modules, can you tell us the exact versions of these:
Foundry vtt
Dnd5e
Dynamic Effects using Active Effects
Socketlib
Libwrapper
Dfreds CE
Midiqol
If the item is a premade from a supplement module the version of said module too
How are you not sure if you have those modules?
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
Foundry vtt - v10 291
Dnd5e - 2.1.5
Dynamic Effects using Active Effects - 10.0.22
Socketlib - 1.0.12
Libwrapper - 1.12.12.0
Dfreds CE - 4.1.0
Midiqol - 10.0.32
You definitely do not have the modules Concentration Notifier or Combat Utility Belt going?
Also, what is the spell.
Foundry is located on the Forge server.
I have not tried Concentration Notifier. And I donβt use CUB because there are a lot of extra options. And the ones I need are already in other modules.
Will the Concentration Notifier not have conflicts with MIDI?
I'm making sure they don't exist so we can troubleshoot without issue, what is the spell, and show me the workflow of casting said spell, taking damage, and rolling a save to maintain it.
The last few times tested with Magic weapon. But other spells worked the same way.
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
Now I copied the world to run tests on it. Turned off virtually all modules and left only these. Π Π°Π±ΠΎΡΠ°Π΅Ρ ΠΊΠ°ΠΊ ΡΠ°Π½ΡΡΠ΅
SRD
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
Yes, it's basic.
actually its not that I never looked, its that I don't auto remove conc
I disabled dfreds too. But it didn't bring any change.
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
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.
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
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.
yep you aren't automating it
What are these three settings set to in workflow tab
I actually think you have saves completely off
or you have roll automation off
Wouldn't automatically work without Auto check Saves? I don't want to use this option...
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
Could you share the MIDI settings file?
I have a really abnormal setup though
I don't fast forward
export your settings incase mine are ugly
@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 :)
It seems that concentration can work this way only with the Auto check Saves function active.
I tested Chat Message options and it worked for me
are you rolling with the right actor?
and how did you get that button in chat
that button in chat is weird
Manually reduced hits
Yeah I don't get that button in chat thats so weird
Sounds like some kind of problem in the module itself
did your save settings mirror my image above?
sometimes not all settings save
I think the outside settings don't mirror
I played around with MTB and in automatic mode the concentration status turns off. But as soon as I turn auto-rolls off, that doesn't happen anymore.
I get a sneaky feeling you are referring to roll automation
thats just checking the saves not rolling them
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
It is not convenient for players when the system makes rolls instead of them. And deleting the status is necessary to simplify working with them. When they disappear on their own, you don't have to waste time manually deleting statuses.
And another disadvantage of automatic saving throws is the delay in waiting for these rolls.
What's the combo? It's been going for a long time this thread and I cannot go back to read it now π
In any case, thanks for the help. It helped to understand the analysis of this function.π
Have concentration management toggled on for auto removal of concentration on a failed concentration save, but not have check saves turned on.
hello, sorry to bother you, your macro works well, but can it be simplified with the use of flags.midi-qol.max.damage.heal ?
I really think you are misunderstanding the settings and you should use MTB if you don't want midi doing rolls for players
I actually think that macros dead in the new midi its been not working for us since I jumped from midi 24 to 32
Monk's Tokenbar will prompt the player to make a save, and then they click a button and roll it, how is that any different than full manual saves?
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 π€·
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
@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 π€
Maybe I missed some setting item, but if Auto chack Save is enabled, then regardless of whether MTB or Chat Massage is specified, the throw is made by the system for the user.
that is not what is happening for me
your wait is set to 0
I have these settings
Are you checking as a GM or signed in as a player in a separate window?
10
he has zero for wait time on the request
ok are you rolling fast enough?
cause a timeout will roll
Yes, I'm logged in as a player.
This is you testing as a GM right now, right?
Video recorded by a player
Do you have Monks TokenBar module active?
Exactly! I forgot about this....π
Just pushed an update to fix that.
Thank you
I see those reactions D:<
Now a button appears in the chat with a request to roll and a sound signal.
That's it then π
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
Thanksπ. Seems to have figured it out.
this macro works fine for me, i've just wonder if it can be simplified
oh for sure it can π
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"?
yes it's a boolean
need a grant version
circle of mortality is definitely possible but beacon of hope needs a grant to be perfect
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
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
You have a module interfering or strange settings:
that's not a crit :v
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
mmm I don't think I'm using any of those; and Midi normally works fine as far as I can see
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?
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
Oh that was a trip. I made it work, but I need to clear it up and ping tposney π
it works for me, that key is midi's so it needs custom
also I don't think you want the brackets
ah I see let me try that
if you do brackets then it will always be the number
if you don't use brackets then it will crit since its dice
can anyone help with an issue im having? when midi is active the attack rolls wont show for group tokens
how do group tokens have attacks?
sorry what i mean is when a PC targets a group token it wont show the attack roll of the PC
if you mean players attacks do nothing, the Dm probably has require targets on
you mean "[" or "("? it works with custom btw, thanks
ah...that might be the reason
do my example
I honestly do not know the use case for the group tokens, and a bunch of module sstill throw tons of errors with them so I don't use them
hi there!
Does anyone have a macro or another way to automate 5e Gathered Swarm? I have no skill in coding whatsoever xD
right good to know i think i will do the same π ty
They 100% are not meant for combat. They are meant for displaying a group, e.g., on a world map and such. @frosty star
If you want to use something similar for combat, use a Vehicle. Group actors do not have AC, HP, or any other combat relevant data.
thats great thank you π
I even ignore them fully in babonus
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
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.
I'm curious about this as well. I have a swarmkeeper ranger in my party. So far, I'm not using any automation with this ability. It's a weird one -- either damage, push an enemy, or shift yourself.
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
fixed in 33, toggle your ignore cover setting at the bottom of the item
Its my theory this is only showing up on people who use importers
ahh ok
thanks @vast bane
It also happens with spells for that same character
if that makes a difference
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
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
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.
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
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
πcall_wrapped @ libWrapper-wrapper.js:507
notificationNotify @ utils.js:3407
πcall_wrapper @ libWrapper-wrapper.js:616
πNotifications.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:56407Uncaught 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
token.document.update
What do I do with that ? Do I replace every tokenUpdate by token.document.update or do I enter it on a line ?
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
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)`
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
Have you checked if the imported one has an itemmacro attached to it?
Is there a way to always prevent re-applying existing effects? For example, restraining a restrained token a second time.
Change the effect to not stack by name
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
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?
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
so, i am trying wireup a callback on a concentration effect so that I can do something when it is removed. any ideas?
Wire up?
Could update the concentration effect with an effect macros on delete macro
This is from my hex macro: https://github.com/chrisk123999/foundry-macros/blob/main/Spells/Hex/Effect Macros - Effect Deletion.js
The effect macros module has some methods you can use to add a macro after effect creation
When you have the module a new field is added to effects to allow you to place macros on certain triggers
What is the end goal you are going for? @charred bay
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
I am trying to setup dragon's breath
I want to put it through the DAE but I can't find the way
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
I have two versions of that spell. One in my module and another on my GitHub if you want it
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?
It's a midi flag. Not at my PC to check but it's in the midi documentation
k
world. compendiums are world specific and do not belong to a module
It's just the breath use feature tucked away in a compendium
You can just embed the whole item in the macro if you really want
where's documentation?ΒΏ
is castData a v10 thing?
Yep
okay, i can get that from v9
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
Put 1
Custom effect 1?
Yep
and disadvantge?
Change the key to the disadvantage flag
Solved or not?
its in the item macro, if you dont have that module thats ok, midi can still see it and do it
Have we not made bladesong by now, that things so popular
I'd think the ddb importer has it
Tim should put it in the samples its one of the most asked about over in dnd5e
Not srd I think
there is
||theres a bunch of non srd stuff in the samples compendium||
as long as it does not contain copyrighted text, its fine
which, in general, is narrative descriptions
couldn't they use advanced macros the execute the crosshairs as the GM so that the Gm places it?
sorry my phone faded and then I was back in this channel lol
I was trying to talk about dnd5e's topic lol
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
min(str.value+1,20) ?
Bit more complicated than that
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
what if they are on different priorities?
The self reference seems problematic
if its the tome or ioun stone self is fine
Unless you set it to be evaluated
I just tested it with another ae bonus on strength and it worked. I did have the 20 cap one on a lower priority
Dumb question, where can one find the documentation that lists all attributes from a character sheet (for example, @abilities)
Please post in 1 channel at a time
(already answered in #dnd5e)
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?
Do you have any other roller modules? I haven't seen that Strength Requirement bit before
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
after rewatching the video a few times, its hard to view this in a gif sorry, you are using two abilities but you have a rogue space in the formula after the +
It's too small on my phone, moto, was the flag right?
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
Live footage of 10.0.33 stamping out those bugs:
https://media.giphy.com/media/IHCf4uKEDuZCq5XNhn/giphy.gif
Guessing the fix for item.displaycard() is a fix for the ignore cover toggle bug we've been seeing alot of.
Can you make an item macro delete itself?
It's just a flag on the item, so you could delete the item macro flag
Those new on use triggers look so nice
I should be able to ditch my own on hit trigger now in my module
being able to reaction before the roll is also nice
One step closer to having Silvery barbs
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
hey there, I was playing a game last evening so I didn't have time to have a look at this yet unfortunately
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?
- If both daggers are equipped together, they become magical and become +1 daggers.
- 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
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
It might be wise to target damage types instead but heres the spell one:
system.bonuses.spell.damage
system.bonuses.save.damage
try spell
make sure the ae is right on the actor tab
this is from the actor's effect tab
custom, they are not really system keys I don't think
should I use add instead? will it work with the formula?
That MidiQOL update. Oh my oh my!
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)
- Babonus custom script. You will be checking on each item if these 2 are equipped and return true if they both are.
2.Babonus custom script too.
Make the dagger set a flag on the target if damaged or transfer to it an empty AE with a duration of end of turn or something.
Check in both of them it the AE is present and if it is return true for the 1d4 damage
+(floor(0.25 + (@details.cr / 4)))d4
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
I've tried the spacing still no luck
it works for attacks, fails for saves
I only use Midi for rolls. The str requirement is custom homebrew stuff. There is no "arming sword" either on 5e.
I honestly didn't understand what you meant. It is an effect that is applied before the roll. It adds something before the roll is made, the roll is made, effect goes away. I don't see why it shouldn't work.
it works now, thanks! and yeah the key was save.damage in the end
I will have a look at these later, but it shouldn't be an issue, never was before.
it definitely is an issue, you can't have a rogue space after the first symbol
As soon as I come home from work I'll test that out. I'll let you know.
Thanks. I need to read up on BuildABonus custom scripts.
Just to clarify what you mean, you say to change from:
- (X)
To:
+(X)
@dusky citrus what is the special duration you use on the effect?
It seems its already gone when the damage roll happens
no issue the space Moto
I set it to expire after any attack is made
After the target is damaged even for 0 hps
@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?
That is also an option, but no, after the attack is rolled, hit or miss
I use it to mod hp in effect macros
@dusky citrus in Mechanics Tab of midi settings
What's the Expire 1hit/etc set too?
Just one. I'd export the thing if I could at the moment. It is just a single expiration flag saying "when attack is rolled". Something along those lines.
just an FYI, the 3 berserker axes in Midi SRD are committing the cardinal sin of modifying max hp in an active effect. I changed them to target tempmax fyi.
Second -.-
I have re-made these from scratch
I meant the checkbox in my sreenshot, is it chekec or not?
Yes, that box is checked.
It was a blessing when it was added.
uncheck it and try again
Oh well...
It won;t do what you want then
I will try unchecking it. In about 16 hours after work.
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
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.
And I suck with macros. No idea what you just told me to do lol
Something like
if (actor.items.get("eIgw2mDHL5eT94ig").system.equipped && actor.items.get("ZqoBxuyj9P4TyFJ9").system.equipped) {return: true}```
in the custom?
Sounds about right
Easiest to do if you make this AE as two different DFreds Custom ones.
Empower Attack and Empower Damage for instance.
Do you have Effect Macro module?
Hmm probably not the best solution. Will need to make sure it doesn't trigger when not needed.
I was about to suggest that you cheeky devil you
Got them both?
ps: the loadout now has a sidebar icon. Trying to find a fitting one though
Oh man, I haven't tried your loadout updates in ages. Where can I find the updates?
Also, working on the build a bonus now. Not getting the +1d4 part yet, but I am experimenting.
I think I will package it as a module some time soon and it could then be updated.
Mind PMing me the current pack to test?
For some reason it's not adding the 1d4. I feel like it should.
You are returning true and the console log will be ignored
I think it should be, "none" /"noTargetsSelected"/"all" rather than true/false
Removed the consol part. But yeah, I thought it should return true if both were equipped?
I will test in a bit. I think I had tested noneSelected and always for some reason 
Or does that override the target condition?
It needs the target condition too
Hmm not sure
"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.
Is it named like that?
Yeah, it's a custom CE.
Hmm, will try to remove the first part
Hmm, nope.
I think it's the & sign
What's the name here in the Custom condition?
It works after removing the & it seems.
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
game.dfreds.effectInterface.hasEffectApplied(effectName,uuid)
Is game.dfreds.effectInterface.hasEffectApplied("Aurum",target.actor.uuid)the right way to find the uuid in the custom script?
Nope target is not defined.
You can try game.user.targets.first().actor.uuid to get it
or go through MidiQOL workflow in a babonus π
You have the item, so you could get the workflow by doing ```js
const workflow = MidiQOL.Workflow.getWorkflow(item.uuid)
const { targets } = workflow ?? {};
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. π
Try logging all the conditions in that if separately and see if something breaks
Yeah, the check for the effects are returning false.
console.log(actor.items.get("eIgw2mDHL5eT94ig").system.equipped) one by one for the 4 conditions
Is it not the targeted one?! Do you have multiple actors of the same linked token maybe?
Hmm. I'm targeting a non linked token.
I guess I should use token.uuid?
No, my bad. It's the right uuid.
What's the effectName
The label?
yeah
"Aurum"
and "Argentum"
respectively.
game.dfreds.effectInterface.hasEffectApplied("Aurum",game.user.targets.first().actor.uuid) is returning false in the console
yeah I can see it too now
ok DFreds hard checks
for the effect being a Convenient one
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}
Aaaaand that did it! I think.
Woop woop!
Only the "magic" part left to figure out.
Thanks!
I wish BaB could add weapon properties. π
You can use a simple check with a function in the Loadout macro, if you want π
I can send you over a function later
That's a piss-easy world script
The convenient effects referenced in the module updates is Dfred's yes? Or is it another CE module?
Yes DFreds Convenient Effects
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.
warpgate
or arbrons if you don't care for animations
well arbrons and warpgate as they are hand in hand
