#MidiQOL

1 messages · Page 79 of 1

scarlet gale
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and it stops doing that

vast bane
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oooh ok

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theres no animation on it though right?

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like mine doesn't do anything

scarlet gale
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it has one for prone

vast bane
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ooooooh

scarlet gale
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any conditions with animations seem to break unconscious and dead

narrow saddle
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Is there an attribute key for advantage on all saves vs spells (for magic resistance)?

I have found the advantage on ALL saves, but some saves are not spells right 🙂

vast bane
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magic resistance is a key itself

scarlet gale
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search for magicreistance

vast bane
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also if you put a Feature on the actor called "Magic Resistance" midi knows

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so if you want to preserve performance, don't bother with an active effect

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just put a blank ass feature called that on the actor

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Its one of those things that midi automates

narrow saddle
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That is why the PC in my game is auto rolling when a spell is cast on them. ha ha 🙂 Even though auto rolling is turned off.

vast bane
raven holly
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YES!
but... now the players see this error as if they were trying to update the actor?

violet meadow
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Yeah search for MidiQOL.socket().executeAsGM("createEffect

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You need to pass it through midi sockets as a GM to override lack of permissions

vast bane
raven holly
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what

violet meadow
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Do you update an effect?

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Or do damage?

raven holly
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Orcs take damage, effect expires, runs macro, macro rolls item, item applies temp effects

violet meadow
raven holly
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yea seems to be related to the effects applied when the item is rolled

vast bane
scarlet gale
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It's a new issue

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so wait for a fix I assume

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I just removed the effect animations

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and that fixes it for me

vast bane
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I just deleted the entire active effects tab

weak quest
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Trying to make Artificer Arcane Firearm "You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled."
Is it possible to make this but not doubling on a critical hit?

scarlet gale
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why wouldn't it crit?

narrow saddle
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OK so I have whittled it down to a Midi problem I think.

If an actor has an effect on them that grants them advantage on a roll, the roll auto rolls even if you have unticked the box for auto rolls.

This means, for example, if a Dwarf has resilience then it will auto roll for CON checks even though the Dwarf should only get that advantage against poison only.

Please someone tell me this is a thing! Because I don't like it.

@vast bane which means that the Satyr with Magic Resistance is auto rolling saves against spells. However if I put the Feature Magic Resistance (Satyr) it doesn't auto roll because I take it the feature has to be called exactly Magic Resistance.

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@gilded yacht is this a thing? Above?

vast bane
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I don't see that happening ever in my games

narrow saddle
vast bane
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before you ping the author did you test with just midi/socketlib/dae/libwrapper?

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what spell are you casting, and what is your save settings?

narrow saddle
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I have just put Foresight on a character, and suddenly their saves are auto rolling.

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It is any spell. It doesn't matter.

vast bane
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what module are you using to request saves?

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are you sure you don't have midi setup to auto save?

narrow saddle
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I was using Monk's but I turned that off and it is still auto rolling.

narrow saddle
vast bane
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are you the guy who had no time out time on saves?

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Show me your settings here:

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very specifically the bottom entry but I wanna see it all

narrow saddle
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If a character doesn't have an effect on them then the roll is not automated.

vast bane
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you have no time in delay lol

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I said this to you last time when you posted this

narrow saddle
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But, it doesn't auto roll if there isn't an effect on a player.

vast bane
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are you fast forwarding?

narrow saddle
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Why is it only auto rolling when there is an effect on the actor?

I have never changed that setting.

vast bane
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better question, does your problem solve if you put 60 seconds there?

narrow saddle
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I will try.

violet meadow
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Beacon of hope so easy after the next update

vast bane
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yeah Chris put it in his so its working now

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that will be a solution for Circle of Mortality though

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unless chris puts it in his module before hand lol

violet meadow
vast bane
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So I posted to dnd5e animations module the issue with dead not deading

narrow saddle
vast bane
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no idea if its gonna get fixed i see no posts about it on the modules git

weak quest
# scarlet gale why wouldn't it crit?

reading for the first time looked like it wouldn't crit, but on a second thought it's not that different from a sneak attack or divine smite. forget my initial question 😅

vast bane
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You also have MTB settings still set, so....default is auto...

violet meadow
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Hmm where is the start of this conversation 😅

vast bane
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so if you don't have MTB installed, auto is the method you chose

stuck eagle
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Hmm, do I want to update Monk's Little Details or does it break things with MidiQOL?

violet meadow
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I updated

vast bane
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I didn't update

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i see no point in installing 4 modules instead of the 1

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theres no feature changes, and I have no conflicts with MLD currently so I see no point in adding module counts

violet meadow
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I am happy that it got broken in smaller more relevant ones

stuck eagle
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Yeah, I'll let those new modules each get a few releases before updating I think.

narrow saddle
vast bane
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Also you don't need an active effect for Magic Resistance

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just a feature named it

narrow saddle
vast bane
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the solution to this is far more likely to be a module conflict since we don't see that behavior ourselves

narrow saddle
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Foundry v 10 and 291
DND5e 2.1.5
Midi 10.0.33
Socketlib 1.0.12
DAE 10.0.23
Libwrapper 1.12.12.0

Now to test....

glad veldt
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Is there a module to automatically delete templates?
After it's gone, template damage spells like fireballs don't automatically apply as MIDI-QOL.

raven holly
vast bane
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they are all pointing to MTB atm

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which default to auto

narrow saddle
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I haven't uninstalled MTB, I said that I tried it without MTB and it auto rolled.

vast bane
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if you have auto expire templates on in midi

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Anyone here use Anonymous module? Why was it not hiding combat tracker names?

narrow saddle
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With just those four modules, you get a chat message to the player to make a save, there isn't an auto roll. However after 60 seconds the roll then rolls automatically.

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Even if all the settings are set to chat message.

vast bane
violet meadow
vast bane
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you do not want to have roll requests banked and undealt with

narrow saddle
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Well it is the first time I have ever used it but it was set to 60 seconds. I have never used it before this test.

vast bane
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In midi if you induce a save and didn't mean it, then you have to resolve that save, otherwise it will resolve on the next roll that target makes that corresponds to the save request

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ok so problem is solved right? its a module conflict?

narrow saddle
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The problem is, is that it is rolling automatically. When all the settings are set to not roll automatically.

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It is still rolling automatically.

vast bane
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if you don't roll a requested save, its going to sit there till you do

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you can't put the cat back in the bag

narrow saddle
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What?

vast bane
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if you induce a con save, and then say wait nm I don't want that, the next time you make a con save later on, it will resolve the one you never dealt with, that is why it auto rolls I believe after a timeout

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The way I deal with unwanted saves is I super save them

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I put a 100 in their sit bonus

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the reason you had things auto rolling was because you had a blank setting

narrow saddle
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I am not sure what that has got to do with it auto rolling when an effect is on the actor to give it advantage and not auto rolling if it doesn't?

vast bane
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that problem, is solved because you don't have it when you have just 4 modules enabled right?

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THAT is a module conflict, I'm tryin gto explain to you why you should have a delay set

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you do not want banked ignored save requests resolving 5 minutes later

stray bison
stray bison
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Yep, I have that checked.

vast bane
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does it work with just socketlib, libwrapper, midiqol, and dae enabled cause it does for me

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are you confusing weird templates like hypnotic pattern or sleep with fireball possibly?

stray bison
# vast bane

Oh, is it because Tasha's leaves a DoT on the targets, and so technically the spell hasn't "expired"?

vast bane
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oddball duration effects will leave their needless templates around

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faerie fire, hypnotic pattern, and sleep come to mind for rogue templates

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

I use this as a hotbar macro to delete them

stray bison
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Makes sense. Not a huge deal to delete them. 🙂

vast bane
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yoink this macro above, its a great quick one click delete

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no need to select or change tools

stray bison
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I'll give that a go, thank you!

scarlet gale
scarlet gale
vast bane
raven holly
vast bane
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thankfully I exported my auto recog before I let it hijack my AA so I can just uninstall it

scarlet gale
vast bane
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and its still auto toggling my status markers

scarlet gale
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It has to be a strange interaction between multiple modules

vast bane
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yeah I'm dumpin the module, it was already a stretch to have a module doing auto recog for AA when I already had a downloaded auto recog file anyway

scarlet gale
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Technically you can just add them then turn it off

vast bane
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the sounds were cool but not being able to defeat monsters in combat is kinda a deal breaker

scarlet gale
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since the local files will still be in the module folder

vast bane
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nah, its something in the recog file

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I have to nuke aa and restore my before settings

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its funny cause I can't edit the dead status

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I have to have it on someone to edit it

scarlet gale
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strange

vast bane
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and I can't put it on anyone lol

scarlet gale
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I tested the module on a local install, the autorec gets in the way of a bunch of my animations I do in macros

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I need to go through and pick and choose the ones I like and just manually remake them for my own setup

vast bane
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Maybe find the culprit was wrong but I don't think it was

violet meadow
vast bane
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I uninstalled the module now and its still happening so this is frustrating

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that must mean it has to be one of the modules that was on from the beginning

scarlet gale
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My testing of it did it in just AA and the midi suite

vast bane
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so the 3 pure dependencies, midi, or dfreds

scarlet gale
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Easily can be dfreds

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That AA makes apparent somehow

vast bane
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forgot that sequencer really is a dependency here so redoing ftc

scarlet gale
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Ftc won't really pick it up if it's a AA bug

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Remove the effect auto rec and it stops

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So it's something hooking effects probably

vast bane
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oh I see what you mean

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disable the active effect setting in the AA settings

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nope thats not solving it either

scarlet gale
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Remove all conditions from aa autorec

digital lagoon
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So, Chris, in theory it should be possible to use the whole 5e animations autorec but delete and then merge in your own for the effects panel?

vast bane
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I did that already

scarlet gale
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Maybe

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Need to find the actual cause

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Mine was a 5 minute test

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That appeared to fix it

vast bane
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its dfreds

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manual find the culprit shows it to be it

scarlet gale
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Dfreds must do something weird with unconscious and dead

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Makes sense since those both apply prone at the same time

vast bane
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I wish I could see an error message that could tell me wtf is doing this

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I only know that it stops when dfreds is off but when I just have dfreds on it works fine

scarlet gale
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Less of JavaScript error and more likely a logic error

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Both modules are presumably hooking effects updates

vast bane
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So do I downgrade?

scarlet gale
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¯_(ツ)_/¯

vast bane
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well how on earth are the rest of you guys deading tokens?

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its literally happening with just midi and dfreds enabled now

scarlet gale
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Turn off aa

violet meadow
scarlet gale
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See if it still happens

scarlet gale
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That would point us in the right direction

violet meadow
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dead is gone 😄

scarlet gale
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5e animations theoretically can be turned off without breaking it's AA updates

vast bane
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I can't dead a token with dfreds enabled unless JUST dfreds is enabled

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to be clear, sequencer, automated animations, dnd5e animations, are all off

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so either dfred has a conflict with libwrapper, socketlib, or midiqol, and how are all of you not screaming from the rooftops over this?

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simply try to toggle the dead status

scarlet gale
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And it's still doing it?

vast bane
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yes

violet meadow
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Yeah it is reproducible

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Dead and Unconscious are getting added and deleted instantly

vast bane
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so the question is, is it dfreds or midi?

scarlet gale
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Didn't happen in the game I just had

vast bane
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or the two dependencies of midi

scarlet gale
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This is very bizarre

violet meadow
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dependencies for sure not

vast bane
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I'm downgrading again

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I kinda wish dfred never changed and stayed at 3.1 honestly

scarlet gale
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I had to update for the macro.ce fix

violet meadow
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I guess that MidiQOL is calling the Dead DFreds twice

scarlet gale
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That requires the newer midi

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Or DAE technically

vast bane
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I'll try downgrading midi first maybe its a midi thing

scarlet gale
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Adding dead to dead with the CE API should not undo it

vast bane
scarlet gale
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So CE bug then

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Not sure why it only became apparent today

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Last update was 3 days ago

vast bane
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I had it before the session, rebooted my world and walked away frustrated and then in my live session they only killed 3 things, 2 of them had no status effects on them

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I'm honestly pondering going back to 3.1.1 but that means I have to drop CPR then I believe

honest osprey
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how do i use ddb macro's from the github i'm sorry i'm such a noob haha was trying to figure out the knight of solamnia and booming blade macro but i've no idea how to implement it

broken wolf
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wondering if someone can help me disable these? id like it to only really have the damage and healing in the chat log

scarlet gale
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You have combined cards off

violet meadow
vast bane
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its dfred

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its happening in the toggle in his window, unrelated to midi

violet meadow
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It's the interaction.

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With only DFreds is not happening

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With only MidiQOL is not happening

broken wolf
scarlet gale
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Merge cards*

broken wolf
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ahh

vast bane
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I only got it for 1 status effect reliably, and thats dead

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oh hey problem solves if you turn off auto dead in midi

broken wolf
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so that helps but doesnt solve the issue, i dont want those boxes at all really\

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or maybe a way to limit them to be even smaller

vast bane
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can you circle them?

broken wolf
vast bane
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then don't roll the item?

broken wolf
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just want the dmg and healing

vast bane
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You just circled the dmg and healing, and you don't want the dmg and healing?

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do you mean you don't want the check hits box?

scarlet gale
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Sounds like you don't want midi?

broken wolf
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yes, i only want the red bar on top and the green at bottom

vast bane
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whoa wait a minute

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yeah sounds like you don't want midi

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disable midi and your problem should go away

broken wolf
vast bane
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absolutely no way hes using midi

broken wolf
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its literally the first mod he shows in the video

scarlet gale
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Check your settings for what to display to players

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Not at PC to look at the video

broken wolf
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but like he somehow gets it so none of the boxes show later in the video

scarlet gale
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But are you trying to not check hits?

broken wolf
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i messaged his youtube, nothing yet

vast bane
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its not all installed, hes showing each one

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indivdiually

broken wolf
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well thats annoying then lol

vast bane
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that red/green bar module is redundant in midi fyi

broken wolf
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why?

vast bane
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because midi already does that

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you just don't realize that as the DM cause midi doesn't show the player card to the DM

broken wolf
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oooo

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good to know

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okay next question then

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that 19/3 represents what? i know the 19 is the roll but whats the 3

vast bane
vast bane
broken wolf
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ahhhh

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super helpful

scarlet gale
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You can turn that off too

vast bane
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you can turn off the difference and you can turn off check hits altogether too

broken wolf
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nah thats fine not too bad

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and the light purple boxes for dm is like the running total of whats been done?

vast bane
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Bugbear setting midi to do not update dead fixes the issue, I'll post an issue to midi if you haven't yet

broken wolf
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okay this is feeling a bit better now that i have more info

violet meadow
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@gilded yacht MidiQOL 10.0.33 with DFreds 4.1.1 active.
When Vitality hp pool field is not empty and an actor is updated to 0 HP, the Dead condition is getting added and deleted at the same time.

If Vitality hp pool is not empty, that doesn't happen, but even if Vitality is 0 the actor is not getting the Dead condition.

scarlet gale
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Ah

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That explains that

vast bane
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does anyone know where this vitality thing came from, like is there a actual rule somewhere I can read for it, it sounds cool

scarlet gale
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Homebrew presumably

vast bane
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could it be from sw5e?

digital lagoon
mighty pier
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Why does multiplication in effects not work? One of my monsters has an attack that, on hit, reduces the weapon attack damage of the creature's by half, however if I put "Multiply" in the effect, it just doesn't apply, no matter what number I write

vast bane
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ok yeah, that rule sucks, nm

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I thought it was a replacement for death saves in a cool way lol

violet meadow
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And what is the actual key you re using?

mighty pier
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Let me rephrase. On hit, the monster applies the "Weakness" effect to the creature, which should reduce the damage of this creature by half. If I put "add" instead of "multiply" to effect, it will add, but for some reason the multiplication does not work

mighty pier
vast bane
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@violet meadow ok so the fix really, is to put a 0 in that field in the variant rule

violet meadow
mighty pier
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Like system.bonuses.weapon.damage?

violet meadow
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Share a screenshot of that window

vast bane
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you could make the ae a CE and then have the attack have a preitem roll that applies the CE

violet meadow
mighty pier
# violet meadow Share a screenshot of that window

I think I can do without a screenshot, I don’t want to switch the language for this 😛
I already wrote the key, the mode is "multiply", the value is 0.5, but I tried to set any other, the result is the same - there is no result

vast bane
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your problem is timing, the active effect is added after the items rolled

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either make 2 items, one that applies the effect, then the roll is the second item, or make a CE for the active effect and have an on use macro apply the CE

mighty pier
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Then why does "add" work? 🤨

vast bane
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it shouldn't

violet meadow
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What you could do is, transfer an effect to the target, which adds for 1 hit resistance to all damage

short aurora
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I can't do the inverse either with multiply. Add works. Is it possible to use multiply with weapon damage?

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That's with just creating an effect on a random token, no item is rolled.

vast bane
mighty pier
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And how will I do it? Either I don’t understand something, or you, although I kind of tried to explain everything without misunderstanding. Again:
Creature A attacks creature B, applies the "Weakness" effect to creature B, when creature B with the effect of weakness attacks, deals only half of its damage. The Weakness effect is removed from creature B at the end of its turn.
I can't put an effect on a creature that will add an effect to its attacks that will give resistance to the target, this is already some kind of nonsense

vast bane
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chris' module has ray of enfeeblement automated fyi

mighty pier
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In fact, the effect "Weakness" should have "Bonuses to weapon damage = multiply by 0.5" in it, but "Multiply" does not work here, while "Add" in this formula works quite well

short aurora
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As far as I understand Nazgob, they want to have an item that applies an effect to a target. The effect should halve their weapon damage.

I'm saying, even eliminating the item rolling, I can't create an effect that does that on its' own either. Multiply does not seem to work.

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So it doesn't seem a timing issue, when even just creating the effect standalone does not work.

mighty pier
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Item, action, it doesn't matter, the effect is applied by the monster's attack when it hits the creature

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I no longer understand what this little problem has turned into 😵‍💫

vast bane
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You can't pull it off in an ae unless you do stuff like this apparently:

short aurora
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In short, Multiply does not work, you will need a macro, it seems.

violet meadow
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Multiply wont work yes

scarlet gale
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An on use macro was my solution

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I'm sure there is other ways

mighty pier
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So multiply just doesn't work? At all?

violet meadow
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Yes it won't

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ADD or CUSTOM

vast bane
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but you can't halve damage

violet meadow
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No you cannot

vast bane
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cause its a modifier, it doesn't edit the damage parts

mighty pier
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Well, just wonderful

vast bane
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you can in a macro

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and chris does it in his module for Ray of Enfeeblement

mighty pier
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It will be easier to rewrite the skill to be honest 🫠

scarlet gale
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I can get you a snippet to do the same

dark canopy
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or warpgate mutate its attacks to multiply the parts by 1/2

vast bane
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can't he just rename ray of enfeeblement or repurpose it into his item

short aurora
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It'll definitely be easier to rewrite the skill

scarlet gale
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Probably

vast bane
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if its not a spell he can just yoink the ae out and copy/paste

scarlet gale
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But my ray of enfeeblement checks fit str based attacks

vast bane
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oh good point

mighty pier
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Although no, I want to read this "ray of enfeeblement" macro, it will come in handy for me in the future

scarlet gale
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And I don't like saying to use my module unless you know what you're getting into

vast bane
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I feel like if someones already trying to automate homebrew, that they should be in your module lol

scarlet gale
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When I'm home dig out the macro

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Should just need to remove the str attack check most likely

dark canopy
scarlet gale
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That works too

dark canopy
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just need to change the filter predicate and the damage.parts entry

mighty pier
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Wait a second, I just remembered what this spell does, actually it would be just perfect. At first I just wanted to make it so that only the damage of attacks from strength was reduced, but then I realized that I wouldn’t do it, but it turned out that everything had already been done for me

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Chris, you are amazing

vast bane
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that warpgate example is assuming selected right?

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since its relying on token

dark canopy
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by default, but its part of the config at the top

vast bane
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so change that line to midi's args I imagine

violet meadow
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const effectData = {
   changes: [{key: "system.traits.dr.all", mode: 0, value: 1}],
   label: args[0].item.name,
   origin: args[0].item,
   flags: {dae:{specialDuration:['isHit']}}
}
await MidiQOL.socket().executeAsGM("createEffects",{actorUuid:args[0].hitTargetUuids[0], effects:[effectData]})
vast bane
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The dr solution is right up my alley for jankiness but that'd have issues if they are hosting for a barbarian

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cause dr does not stack

stray bison
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How are abilities that recharge supposed to work? I'm testing an Ankheg, and after its first Acid Spray I can no longer get it to do it again. I assume this is because the ability is "Recharge 6". I can't see anything that suggests that it's rolling a d6 to see if it recharges, and looking at the setup I'm not sure it's set up to do that - it says "Recharge on 1d6", but it doesn't look like "limited uses" is set to anything. If I set Limited Uses to 0 of 1 per Charges I see that "Recover Formula" appears, but I can't find any documentation that shows what I should put there. Anyone know? 🙏

vast bane
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I honestly don't know how that thing works manually lol

violet meadow
violet meadow
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Do you want to trigger a macro for recharge?

vast bane
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I've used simbuls recharge for some janki once per turn shennanigans before fwiw

stray bison
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I was hoping it would "just work". Sounds like I should check out Simbuls Creature Aid!

vast bane
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its lair actions/legendary actions features are worth its weight in gold the recharge and undead fortitude are just icing on the top

raven holly
stray bison
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The targeting broke on it as well, my guess is from one of the many modules I added recently.

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(By "targeting broke", I mean that it stopped being a 30 foot line and was requiring me to select a target)

raven holly
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I just grabbed the one from the Monsters SRD compendium...Core is good...

stray bison
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Perfect, thank you! No idea why the one I had imported earlier broke. :/

mighty pier
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Another strange question with another strange monster ability: flags.midi-qol.DR.healing does not reduce the received healing, but if you write "Add = -N", it will increase the received healing by N, i.e. reverse Damage Reduction works

narrow saddle
# scarlet gale There is a midi-qol flag for magic resistance too.

It’s not just that one character.
If any character has an effect applied that gives them advantage to a save and the save is prompted by a spell/feature/attack, the save is rolled automatically!
Therefore it’s more likely to be a module. But FTC didn’t find it.
So this is going to be a long journey. 😞

violet meadow
vast bane
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DR flags take simple integers by default, negatives cause bonus damage instead

vast bane
narrow saddle
vast bane
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you did, I really don't want to scroll up, but could you be pressing the green/red things in MTB and causing a fast forward that way?

#

also...do you have fast forward on?

#

I personally turn that setting off in MTB

#

cause players were accidentally clicking them and fast forwarding

#

does the behavior occur with socketlib, libwrapper, midi, dae, and Monks tokenbar enabled?

#

and to be clear, you will always auto roll if no integers are in the delay field at the bottom of the save section

#

could any of the items you are using have macros that have been made by #macro-polo ?

#

cause as it stands right now, what you describe is not reproduceable by us, so we need a clean test bed and feedback in order to solve your problem.

narrow saddle
vast bane
#

The reason why we have not solved your problem yet is because when people try to help you, you do not respond with the information we need to diagnose it. You've repeatedly ignored requests and not given the feedback needed to help you. You also give different answers to the same questions, last night you clearly stated that the fast forward was not occuring with just 4 modules on, and you just said as much a few minutes ago as well, and then just now said the problem persists. To be clear, midi has to have a timeout delay, that will always auto roll. If you don't like auto roll, don't use midi or don't use save automation. We can't see your problem. If you showed it to us, removing the user's cryptic descriptions from the equation we might better solve your problem. The reason why the delay exists is because the roll automation in midi is expecting an answer to a request for a save, and with no time limit 20 minutes later when the same target makes the same kind of roll, it will resolve the old request, theres no way to cancel them, so there is a timeout delay to force the resolution so things aren't sitting there pending.

narrow saddle
#

🤬

narrow saddle
narrow saddle
#

For Midi.

crisp bolt
#

can the OverTime effect be used to apply a stacking +1 bonus to attack and damage rolls each turn? (i.e. turn 1 = +1, turn 2 = +2, etc.) Using an aura effect to then apply the current bonus to allies within range.

narrow saddle
#

It is Auto rolling with Midi, DAE, Socketlib, Libwrapper and Monk's Tokenbar active only.

It is only auto rolling when a spell is cast on the target and the target has advantage from a boon or whatever.

molten solar
#

🫖

narrow saddle
#

I have turned off Auto Check Saves - The End......

solid mountain
#

When midi applies a DF-CE. Is there a way to get it to apply the nested effect?

For example, when you cast Protection from Energy. Can you get it to apply the nested effect (and get the pop-up to choose effect)

#

Well, I think I sort of answered it. It works if you add an ItemMacro that applies the CE

#

But it wont have the origin so you have to remove it manually.

violet meadow
#

Hmm I am not sure what's up

solid mountain
#

Oh, so it's not just me then.

#

It applies the effect but doesn't trigger the nested effect.

zinc mantle
#

I feel a bit silly and don't know exactly what this does. I'm running into an issue where a player does a spell, I get a private message asking me to roll for the saving throw yet once I do nothing really happens. I would expect the same sort of automation an attack does to an AC.

modern kernel
#

Trying to create an weapon that ignores ranged in melee disadvantage against any target. Is there a way to set this to bypass this rule for the created item?

digital lagoon
#

Had to set it up for one of my players’ crossbow expert feats, works a charm 🙂

modern kernel
#

I tried to set that as an effect but just wants to apply affect

#

still rolls disadvantage

digital lagoon
#

Show me how you have it set up? I’ll compare to my settings and see if we can get you sorted

vast bane
vast bane
raven holly
zinc mantle
vast bane
#

and then show me the full workflow of a spell inducing a save on a target in chat

#

need to undestand what you are describing to me visually incase you are referring to things differently than the usual way we label stuff

zinc mantle
#

Yeah let me emulate how a save works

#

This is the first step

#

So it's asking me to roll the Goblin's saving throw

#

no biggy

#

So I do that and the automation stops there

#

I guess that may be a bad example because on a success there is no result

vast bane
#

you do not have damage automation on in midi so it doesn't do any further

#

the whisper is because you set GM only on tsaves in the first drop down

#

either that or its a MTB setting at the bottom of MTB's settings section

zinc mantle
#

So I have damage automation turned off

#

So I get that chat prompt to apply or reject damage

vast bane
#

alot of people misconstrue the damage settings in midi thinking they don't want auto apply so they shut it all off not realizing there are varied levels of damage automation in midi

vast bane
#

the whisper is because of the top drop down setting in your save settings in midi

zinc mantle
#

I don't get the GM window for damage specifically for saves

#

As opposed to a normal attack

vast bane
#

is catapult a standard item or some sort of macro premade?

zinc mantle
#

A standard.

vast bane
#

ok, redo the save, but this time fail it 😉

#

catapult is a save or suck

zinc mantle
#

Yeah I think I caught that too

#

it's all or nothing

#

I guess in the middle of my first session I was like... Shouldn't I at least get a "missed"

#

or "goblin was a successful save"

vast bane
#

catapult is weird like that

#

its a pretty cool spell to use as a line of monsters line up though

#

cause every monster has to roll the save and the first one that gets hit takes the damage in the line

#

personally I feel hiding that save is kinda a waste, cause then your players are gonna ask if they hit

#

then comms get gummed up with needless chatter

#

I'd show the roll but not the dc

#

or just the result

modern kernel
vast bane
#

NOT the actors effect tab

#

the actual item's effect

#

also if you edited an owned item...

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.

#

While dnd5e channel would probably coach people not to edit owned items, I feel that dae is in a spot where that warning is no longer needed as theres only 1 remaining bug...listed above for it.

narrow saddle
# zinc mantle or "goblin was a successful save"

My advice would be to turn off save automation, it is so much easier and doesn't affect other attacks.

The save button appears in chat, player clicks on the save button and if they fail then they right click on the damage and apply what is needed.

I have seen the light, less automation is actually better.

vast bane
narrow saddle
vast bane
# narrow saddle Incorrect, it works for me.

when a midi user has merge or condense card settings on, they lose the core right click feature to apply damage, to fix this, you can turn on midi's legacy buttons that look very similar to better rolls for 5e:

Incase the user you are giving advice to has those settings on...

vast bane
#

ALSO CUSTOM instead of ADD

zinc mantle
#

So @vast bane ; I tested it with a failure and this is what I get

narrow saddle
zinc mantle
modern kernel
zinc mantle
#

Is there to be a DM prompt for damage after that?

vast bane
vast bane
modern kernel
narrow saddle
zinc mantle
vast bane
# zinc mantle

is there an odd flavor on the details of the catapult spell?

#

and is there an error in the console when its cast?

#

details/damage formula

zinc mantle
#

Checking

vast bane
#

and is there a DM logged in

narrow saddle
# zinc mantle

Just turn off auto save, you will thank me for it later. 🙂

vast bane
#

you are projecting your own frustrations on a user who has a completely different problem

narrow saddle
#

With a solution that works.

I am still using Midi.

vast bane
dark canopy
#

lets take a beat and cool off a bit -- foundry is intended to be customized to your workflow.

zinc mantle
#

I don't mind disabling some automation but me learning what is causing this would improve my own ability to troubleshoot stuff

vast bane
#

midi does not like odd flavors in damage formulas

#

it could also have NO damage formula

violet meadow
vast bane
raven holly
#

yea, I dont really use it for effects on npcs normally, maybe enlarge/reduce and fairie fire?, and I dont think my players have ever mentioned it to me

zinc mantle
vast bane
#

@modern kernel if you have attribution drop down set, when you make an attack it should show you this when you expand it:

raven holly
#

goona see if tim's changes in the issue fixes it locally at least

zinc mantle
#

@vast bane

#

It worked this time

#

So it seems inconsistent on when it wants to prompt for damage or not

vast bane
#

did you not have a DM logged in maybe?

zinc mantle
#

I'm logged in as the DM

vast bane
#

he also saved that, so there should be no damage button

zinc mantle
#

It's weird cause the samage on the damage button is 0

#

So it's prompting for 0 damage

vast bane
#

what damage button?

zinc mantle
vast bane
#

oooh you don't have roll automation on

zinc mantle
#

Not for damage, no. I want the prompt at least for that

vast bane
#

yeah but you also aren't auto rolling are you?

#

you have to click a button in chat?

zinc mantle
#

The damage is auto rolling but it doesn't apply until I apply or undo

#

If that description makes sense

modern kernel
vast bane
#

I again implore tposney to make attribution on by default or fix the hidden flag so its more obvious

modern kernel
vast bane
#

it is hidden

#

the problem is you never setup your vision settings on the tokens

#

this is actually a really common problem since like 2 versions ago on midi, he added the automation of hidden

#

so tokens with no vision range can't see things

#

and since the DM has DM vision they can't tell the token has no vision range

#

however, while we solved your issue, I'm worried that you still haven't set the crossbow expert-esque flag right on your actor, if you want to reshow its first tab and effect tab and then also share the actors effect tab we might be able to spot the mistake/problem?

#

FYI with anyone dealing with hidden issues:

You can have vision OFF, but you can't have a 0 in the Vision Range field.

#

To get around this, I personally use adequate vision, since it links vision settings to the traits on the monsters.

#

much simpler than editing 300 monsters that relied upon DM vision before the midi change

past spade
#

Is there an easy way to check in a macro if an item has charges remaining, no matter if it has charges itself, uses the charges of another item, or uses a primary resource?

raven holly
vast bane
modern kernel
digital lagoon
languid wave
#

just by reading this channel

vast bane
#

its hit this channel so often in the last 3 weeks that its burned into the helpers heads

zinc mantle
#

@vast bane I switched GM rolling saves to Auto (since I don't see why I was rolling any ways)

#

and it's working as I am happy with now

vast bane
# zinc mantle

I personally do not like auto, cause I don't fast forward normally and auto rarely is right

violet meadow
vast bane
#

its a valid solution fwiw, its just that auto can sometimes roll the wrong way

zinc mantle
#

Yeah I'll keep an eye out and if I notice issues with it being wrong I'll re asses

#

Do you have an example of when it rolls the wrong way so I can keep an eye out?

vast bane
#

the oddball conditional advantages

#

advantage against charm, advantage against poison

#

we prollly have a way to do conditionals now

#

I just haven't updated my players to them yet

#

then theres table rulings like allowing magic resistance to work against class features

zinc mantle
#

I'll definitely keep an eye out for that sort of stuff!

vast bane
#

I need to revisit my catapult, cause it really should be a scorching ray/magic missile esque item

#

since it keeps going past the first target in a line

vast bane
#

This is how it should be setup once you are summoning an actor:

#
console.log(args);
const origin = args[0].itemUuid;
if (origin) {
    const removeList = actor.effects.filter(ae => ae.origin === origin && getProperty(ae, "flags.dae.transfer") !== 3).map(ae=>ae.id);
    await actor.deleteEmbeddedDocuments("ActiveEffect", removeList)
}
const updates = {
    Item: {
    "Spiritual Weapon Attack": {
      "type": "weapon",
      "img": "icons/magic/symbols/runes-star-pentagon-magenta.webp", 
      "system.actionType" : "msak",
      "system.properties.mgc": true,
      "system.attackBonus": `${Number(args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod) + Number(args[0].actor.system.attributes.prof) + Number(args[0].actor.system.bonuses.msak.attack)}`,
      "system.proficient": false,
      "system.damage.parts":[[`${1 + Math.floor((args[0].spellLevel-2)/2)}d8 + ${args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod || ""}`,"force"]]
    }
  }
}
const result = await warpgate.spawn("Spiritual Weapon",  {embedded: updates}, {}, {});
if (result.length !== 1) return;
const createdToken = game.canvas.tokens.get(result[0]);
await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"system.proficient": false});
const targetUuid = `Scene.${canvas.scene.id}.Token.${result[0]}`;

await actor.createEmbeddedDocuments("ActiveEffect", [{
    label: "Summon", 
    icon: args[0].item.img, 
    origin,
    duration: {seconds: 60, rounds:10},
    "flags.dae.stackable": false,
    changes: [{key: "flags.dae.deleteUuid", mode: CONST.ACTIVE_EFFECT_MODES.ADD, value: [targetUuid]}]
}]);

@barren flume

#

this is an on use macro ifyou care for the superior v9 version of spiritual weapon, otherwise use the midi sample item compendium version for v10

#

I found that it had issues with new users so i went and just v10ified the simpler v9 version myself.

#

@violet meadow did you write the issue for the vitality bug, or should I? basically from what I've seen, it just needs to have the field auto populate iwth a 0 instead of null in settings.

violet meadow
vast bane
#

it is really weird that it also messed with all the default status' cause I also had issues with frightneed as well

#

yeah what I did was I toggled my auto dead setting at the same time and now all my stuff is kosher

#

though I haven't tested to see if death saves work lol

barren flume
#

Nevermind, that's how the spell is set which is correct, just need to figure out how to attach it to the spell in v10

vast bane
#

the simplest solution here for you, is to find the midi samples item compendium in the compendium sidebar and delete the casters old spiritual wepaon spell and add the one in the samples to their sheet

#

my shared macro above is if when you do this step, the spell doesn't work righth(it wasn't often for new users a few months ago so I frustratingly went and v10ified the old version)

#

I think you might have to rename the sidebar actors attack to match the new spells attack

#

the jb2a actor has a different name if I recall

#

and you will wind up with a warpgate warning message asking you if you wanted to make a new item or edit an existing one

vast bane
#

the alternative involves installing Item Macro, switching off its settings and pasting in my above macro as an on use macro which is significantly more complicated than simple drag and drop

#

You can rename the spell on the sheet fyi

#

the version in samples is for reference mostly, it lists its version again in the macro under the hood so no need to maintain its name

barren flume
#

Ok so I use that Midi spell version, drag it onto players, and create a spiritual weapon actor that they control

vast bane
#

when they click the map, the actor appears

#

then to use the attack, they must seleect the actor, and use the attack on them

#

if there is a yellow warning when you do this, its likely because jb2a's actor has an improperly named attack, above is the attack I think the v10 one uses.

#

warpgate does not like finding mismatched names

#

I love how MEJ is utilizing a simlar method to macro.createitem for encounters. I can go in and edit the original actor and all my encounters premade update with the new one.

barren flume
#

I'm getting a red error but have created the spiritual weapon actor, renamed it, gave it a spiritual weapon attack

#

is how my spiritual weapon looks

dark canopy
#

the error is important

barren flume
#

Warp Gate | ERROR | Could not find actor named "Spiritual Weapon"or no source actor document provided.

dark canopy
#

i could not find a world actor with that name

#

looks like your stuff is in a compendium, which I cannot spawn from

barren flume
#

ah

#

That was it

#

And I'm guessing I need to do this for every spell

dark canopy
#

whatever wants to warpgate spawn, yes

barren flume
#

Woo ok

barren flume
#

I've got another midiqol question. Trying to update my paladin's Lay on Hands and when I use it after changing the damage formula and item uses to lay on hands, I get an error "Lay on Hands use blocked by preItemRoll macro"

vast bane
vast bane
#

the error could help us pin it down but the usual suspects are people not linking item consumption and people using imported classes that are not setup right

#

at the bottom of every sample items description is instructions on how to set it up

violet meadow
barren flume
#

I've got it set to resource consumption > item uses > Lay on Hands Pool

barren flume
vast bane
#

item uses sounds wrong

#

it should be resource usage

#

the actual usage field on the right doesn't matter it changes everytime they use it

#

this is assuming you do not have something else using primary resource

#

you also need to make sure your class identifier is right, which is a common problem with importers

#

The default drag out setting for lay on hands in the sample item is set to 65 fyi:

barren flume
#

Ah figured it out. It was tidysheet

vast bane
#

that could also be the source of your error but I honestly want to see the error, snipppet your console

barren flume
#

tidysheet hides a lot of really important details, I think I'm going to ditch it

vast bane
#

I'm using tidy...

barren flume
#

Hm

vast bane
#

show us the true error so we can identify it

barren flume
#

The Lay on Hands pool was wrong/off

#

That did solve it though, changing to primary resource

scarlet gale
#

Tidy has bugged editing of uses

vast bane
#

yeah

scarlet gale
#

I've been meaning to file a bug report

barren flume
#

I just couldn't find the actual resources on tidy, only on basic sheet

vast bane
#

yeah my lay on hands was setup ages ago before tidy was even installed

scarlet gale
#

Editing the item is still fine

#

But changing uses without editing the item doesn't actually change the value

soft umbra
#

Hey so I am designing a feature where whenever a monster takes necrotic damage they instead heal for half of that damage, does anyone have a macro setup for something similar already?

soft umbra
#

sadly I dont understand JS lol

#

I need to learn it

scarlet gale
#

You'll need to change it to only count necrotic damage

vast bane
#

omg that just reminded me I have this weird issue wher I have a spell I made for two players and only one of them its working right for

#

I don't see a difference in them

#

their macros are identical too

#
function checkTrait(type, trait) {
    return args[0].hitTargets[0].actor.system.traits[type].value.indexOf(trait) > -1;
}
if (args[0].hitTargets.length != 1) return;
let damage = Math.floor(args[0].damageTotal / 2);
let hasImmunity = checkTrait('di', 'necrotic');
if (hasImmunity) return;
let hasResistance = checkTrait('dr', 'necrotic');
if (hasResistance) damage = Math.floor(damage / 2);
if (damage != 0) {
    let sourceToken = args[0].workflow.token.document;
    await MidiQOL.applyTokenDamage([{damage: damage, type: 'temphp' }], damage, new Set([sourceToken]), null, null);
}
#

this puts temp hp on the wizard, but not the druid when they deal damage

#

the only difference I can see is the wisdom vs intelligence and also the druid has the tidy5e sheet while the wizard is like me and doesn't like it so he uses the core sheet

#

Druid gets this error when casting the spell:

dark canopy
#

traits[type] is undefined

kind cape
#

Specifically the target has no traits[type]. Is it the same target each time?

vast bane
#

hmmm I think i stole this from chris' macros let me go find the line I cropped off I shouldn't have

#

is type suppose to be necrotic there?

kind cape
#

Could you paste the entire macro? 🤔

#

Oh wait, it is the entire one

#

Stupid formatting

dark canopy
#

(log your values, specifically traits)

kind cape
#

So it tries to check if the target is immune or resistant to necrotic, so then it would be trait["di"] and trait["dr"]

#

But it should be pretty simple to make it more resilient

#
function checkTrait(type, trait) {
    return args[0]?.hitTargets[0]?.actor?.system?.traits[type]?.value?.indexOf(trait) > -1 ?? false;
}
if (args[0].hitTargets.length != 1) return;
let damage = Math.floor(args[0].damageTotal / 2);
let hasImmunity = checkTrait('di', 'necrotic');
if (hasImmunity) return;
let hasResistance = checkTrait('dr', 'necrotic');
if (hasResistance) damage = Math.floor(damage / 2);
if (damage != 0) {
    let sourceToken = args[0].workflow.token.document;
    await MidiQOL.applyTokenDamage([{
        damage: damage,
        type: 'temphp'
    }], damage, new Set([sourceToken]), null, null);
}
violet meadow
#

you overdid it a tiny bit 😄

#

just after the traits[type] and should be fine

kind cape
#

Better safe than sorry 😂

#

For all we know it might get called in weird cases 😉

violet meadow
#

if (args[0].hitTargets.length != 1) return; 🤷

#

now can you manage to hit a token without an actor? 😄

dark canopy
#

yes 😆

vast bane
#

Either way that is the whole macro btw

#

Chris already redid the macro I plagerized so I can't even pull what I had deleted by accident

#

is there a way to set an active effect to overwrite the existing one no matter what?

#

use case being Chill Touch's effect

#

right now I can block it, but if the second player casts shouldn't it overwrite so it lasts longer?

violet meadow
#

Find my Chill Touch which takes care of that 😄

vast bane
#

I can only get them to stack

#

instead of overwrite

#

but since chill touch is 2 active effects the monster winds up looking like this:

violet meadow
dark canopy
#

log your variables

kind cape
#
function checkTrait(type, trait) {
    console.log("Traits", args[0].hitTargets[0].actor?.system?.traits);
    if(!args[0].hitTargets[0].actor?.system?.traits[type].value) return false;
    return args[0].hitTargets[0].actor?.system?.traits[type]?.value?.indexOf(trait) > -1 ?? false;
}
if (args[0].hitTargets.length != 1) return;
let damage = Math.floor(args[0].damageTotal / 2);
let hasImmunity = checkTrait('di', 'necrotic');
if (hasImmunity) return;
let hasResistance = checkTrait('dr', 'necrotic');
if (hasResistance) damage = Math.floor(damage / 2);
if (damage != 0) {
    let sourceToken = args[0].workflow.token.document;
    await MidiQOL.applyTokenDamage([{
        damage: damage,
        type: 'temphp'
    }], damage, new Set([sourceToken]), null, null);
}

Try this @vast bane (Added both logging and it might just work now 😛 )

vast bane
#

you know the really weird thing is that during the live session, the wizard was getting the temp hp

violet meadow
#

Change to ```js
function checkTrait(type, trait) {
return args[0].hitTargets[0].actor?.system.traits[type]?.value.has(trait);
}

vast bane
violet meadow
#

its before v 2.1.x

dark canopy
kind cape
dark canopy
#

Sets dont have an indexOf function

#

boom, logging solved it -- bugbear's is the solution

kind cape
#

How the heck does it manage to even work on the druid in the first place 🤔

vast bane
#

with bugbears fix

violet meadow
#

forgot a value

#

edited

vast bane
#

did I do it again

#

and copy before your edit hehe

violet meadow
#

I really hope it works now...

kind cape
#

I don't see why it wouldn't 🤔

vast bane
#

it is indeed working gentlemen

#

we have done it, we have landed on the moon

dark canopy
#

when midi serializes the data and it comes in as an array 😆

kind cape
#

When the 5e system decides to change a bunch of arrays into sets for no damn reason!

vast bane
#

oh so it did work at one point

#

pre 2.1

dark canopy
#

"no reason" 😝

kind cape
#

Yeah

vast bane
#

so I'm not crazy after all, atleast not for this reason

kind cape
violet meadow
#

If you put a custom is it a Set as well, or not?

dark canopy
#

its a string

#

see the console dump above

violet meadow
#

oh missed that screen...

#

Oh chill touch is an SRD one. I will update it and put it in Midi SRD

vast bane
#

hmmm

#

ok so chill touch does stack

#

the effects stay on and start applying when the first one wears off:

#

so chill touch should not be set to do not stack I guess

#

I don't think foundry has a way to handle this right?

#

it only works for chill touch cause the effects are identical

#

but what if it was a buff that gives a +1 or a +2, both would apply or only the first on ewould

#

Per raw they both should apply but the +1 is muted till its the only one left on it

violet meadow
vast bane
#

I'm tempted to just make them one ae just to reduce the spam on the targets

#

Also bugbear, chill touch is in the samples if that matters at all

#

and my chill touch is homebrew hehe

violet meadow
#

Yeah I know, but it needs to be not stackable by name to be RAW I would imagine 🤷

vast bane
#

according to combining magical effects, the effects don't stack but the spells both are still affecting them

#

so if one wears off the other starts applying after

#

butfoundry doesn't handle that

scarlet gale
#

Yea no easy way to handle that in foundry

vast bane
#

I almost think its more that its just not worth doing

#

I can't even think of a use case that matters, it works for chill touch to just not block stacking cause advantage/disdvantage don't stack

scarlet gale
#

I would just let both effects apply then delete the one that ends first

vast bane
#

so if you leave them stacking then the first one ends on player A's turn and then remains for a lil while longer on player B's turn depending on how the round plays out that could matter

scarlet gale
#

That's why you the gm would delete the one that ends earlier

vast bane
#

Well we're midi users, I'm using the special durations

#

so they are ending accurately, and cause the health block/advantage stuff doesn't stack anyway it works

scarlet gale
#

Oh sure

#

I thought it was doing something else too

#

That did stack

vast bane
#

for my homebrew one its an effect on the source actor that is not stackable but thats ok cause the sources change, the casters are not the same person so they each get their own temp hp

inland vortex
#

Is there a recommended video or videos to get started with midi qol?

vast bane
scarlet gale
vast bane
#

usually people come to midi once they've learned foundry through and through and the learning curve is less painful

scarlet gale
#

Can just do .has now

inland vortex
#

ty

scarlet gale
#

Like you guys discovered above

vast bane
#

midi is basically effect transfer, varied levels of automated damage management, a shit ton of useful flags, and concentration management

scarlet gale
#

I did tell you moto to update that function way back when it got changed

vast bane
#

I didn't change to 2.1 right away so i usually don't change things till they break

scarlet gale
#

It shouldn't have

kind cape
scarlet gale
#

True, it's one of the few things that doesn't have any sort of backwards compatibility

kind cape
#

But they could have made it

#

Too late for that now tho 😛

mighty pier
vast bane
mighty pier
#

I need this ability to reduce the healing received by the creature by N. If this cannot be done somehow really easily, then it will really be easier for me to remake the ability and give resistance to healing

tidal lion
#

How would you go about creating an effect for the spell silvery barbs? I can't find one in any of the premades.

There would be 2 steps. First, Midi QOL would need to recognize it as a reaction windows (successful attack roll or saving throw)

Second, I would need to add an effect that gives advantage on attack rolls to another character.

Any guidance on how I would do this?

vast bane
#

N is a letter, you can't reduce integers by lettters I assume you mean it to be a variable how is that variable defined?

scarlet gale
#

Set number presumably

mighty pier
#

No, just some number, any, let's say 3

vast bane
#

then set the effect value to 3

scarlet gale
#

Healing is weird

vast bane
#

and show us what key you are using, I suspect you are using the wrong key if 3 doesn't work

scarlet gale
#

Iirc it acts weird with damage reduction

vast bane
#

dr and DR keys get mistaken for alot

mighty pier
vast bane
#

show us the key you are using

scarlet gale
#

They did earlier

#

It's the midi Dr flag

vast bane
#

it looks like they are using ADD for a midi key?

mighty pier
#

flags.midi-qol.DR.healing

#

add

#

yes

vast bane
#

Custom

scarlet gale
#

Oh use custom

mighty pier
#

I think I've already tried it, but I'll try..

vast bane
#

I always forget what it is about healing and healtemp that is different but there are some weirdness involved with them

#

Actually you might have the wrong key

scarlet gale
#

If it doesn't work it's doable with a macro for sure

mighty pier
#

Creature just does not heal if I put "custom"

vast bane
#

I think they found a midi bug actually

#

reproduceable

mighty pier
vast bane
#

both don't work

#

they worked before so something in the latest few midi's have broken it

mighty pier
#

😦

vast bane
#

I wonder if all DR is broken...

#

normal DR still works

#

just the heal key is broken

scarlet gale
#

Looks like it's trying to roll true

tidal lion
#

speaking of flags, if I wanted a spell to give advantage on all attack rolls, would that be using flags.midi-qol.grants.advantage.attack.all or flags.midi-qol.advantage.attack.all

#

where would I find the difference between the two?

scarlet gale
#

Grants means the person hitting you gets it

tidal lion
#

ahah

scarlet gale
#

Think barbarian reckless attack

vast bane
#

healing temp is broken too

violet meadow
scarlet gale
#

Makes sense, healing would need special casing

violet meadow
#

Try this

mighty pier
#

This will increase the amount of healing received

vast bane
#

no change for me breaks in both healingtemp and heals still with negative values

mighty pier
vast bane
mighty pier
# violet meadow

Oh, it works if you put "add" like here, with "custom" it still gives an error

vast bane
violet meadow
#

Yeah

#

Add not Custom

vast bane
#

ding ding ding

#

and its working on healing

#

I should have known this too cause I was testing stones endurance which is ADD

#

also its ADD but not a negative

violet meadow
#

Override better though

vast bane
#

negative does indeed add amount to the heal

mighty pier
#

In any case, it only works with increases in healing received, not with decreases, which is odd

vast bane
#

why did it do 14(12) lol

#

maybe healing is the wrong key

#

oh it did 14 cause it hit max hp

#

you do not need to do a + in normal DR

#

fyi

#

just do a standard integer

#

use negative for bonus damage

mighty pier
#

So... reducing the healing still doesn't work, only increasing it. If you write -5, it increases the healing by 5, if you write 5, it does nothing

vast bane
#

lol I just closed my world let me reopen

#

I'm seeing it too

#

no errors, it just flat doesn't work either key

#

healing temp also doing this

#

tried add, custom, and override, 3, +3 nothing reduces healing

#

no errors

violet meadow
#

Yeah it needs to be > 0 from a quick look at the code

vast bane
#

3 is greater than 0?

violet meadow
#
if (!["healing", "temphp"].includes(type))
   damage -= DR; // Damage reduction does not apply to healing
//        else damage -= DR;
vast bane
#

oh so he blocks DR for healing then?

#

it can only be used as a bonus?

scarlet gale
#

Healing shows up differently in the damage processing hook. I have to special case around it when I'm messing with it in my module

#

It's negative damage I think

mighty pier
#

So it's not a bug? Is the DR for healing intentionally disabled (when >0)?

violet meadow
#

I would think so

#

Might be worth it raising an issue in gitlab.

#

I am not sure if there was something like that. I remember something, but I cannot find any mentions right now

vast bane
#

wouldn't clearing the // in your snippet fix it?

violet meadow
#

The logic later on would fail from a quick look

#

it's difficult to follow with just a cursory glance

broken wolf
#

adding my 1st custom spell, seemed simple enough but not sure how to add self as a creature target and how to apply the advantage for said check

halcyon shore
#

@vast bane I found some comments of yours from yesterday, looks like I'm having the same issue as you were. Whenever I set the dead or unconscious effects, it immediately deletes them. Doing find the culprit is leading me in circles, did you find any way to remedy this?

spice kraken
broken wolf
#

and the rest of the spell?

vast bane
spice kraken
#
  • all the relevant ones
vast bane
#

I dunno why but putting a 0 here instead of null fixes the conditions auto removing

halcyon shore
# vast bane

hmm well it's still being strange but thank you, that condition removal bug drove me to madness last night for about 8 hours

vast bane
#

I also had to toggle off the auto dead once during the process but now its fine for me, the auto dead in midi is at the top of one of those tabs and is a drop down, set it to do not update, hit save, then go back in and change it back to what you had, and make sure this field above is 0 and hit SAVE and you should be fine

halcyon shore
#

hmm yeah ive saved/reloaded/resaved/reloaded/changed auto dead "update as icon" to not update and back

#

its not auto-deleting dead condition anymore but also not triggering it at 0hp

#

but at least i just mark them dead manually in the short term

vast bane
#

oh I didn't test for that, I think this is more a bandaid till tposney fixes the vitality setting

halcyon shore
#

i assume this will be fixed at some point? whatever is going on

vast bane
#

someone pinged him on it, not heard yet, I was gonna post an issue to gitlab for it

#

I am honestly shocked that more people are not complaining about this problem cause its like...affecting everyone but nobody knows yet I guess

halcyon shore
#

yea it was throwing me for a loop. i was so determined to figure out what was wrong but it was so confusing, gave up at 5am this morning after picking through modules and old comments all night

vast bane
#

kinda sucks that monks stuff no longer auto deads and I removed combat booster so I'm stuck without an auto dead till midi is fixed

halcyon shore
#

this the kinda situation where you just homebrew that right in. some kind of temporary world effect instantly resurrecting everyone

vast bane
#

actually found it, monks little details has the auto dead, its just combat only

halcyon shore
#

ahh

vast bane
#

so don't change midi's 0 setting, turn off auto dead in midi, and use Monks little details OR combat booster auto dead till tposney fixes midi 33

halcyon shore
#

that makes sense, cuz i was playing with that before and coudnt get it to do anything

vast bane
#

keep the vitality setting blank, set on 0 hp to do not update in midi

halcyon shore
#

huzzah, it works

scarlet gale
#

Fixed my spirit guardians automation by messing with sockets, what can possibly go wrong?

#

Found out today my dumb idea for syncing my movement triggers wasn't actually working on anyone but gm clients.

narrow saddle
scarlet gale
#

On my list still

#

My games are on mondays and tuesdays so I don't have time to play with my module then

strange prairie
#

@violet meadow im having problems trying to run your Hexblades curse, im sure im doing something wrong thought

#

i get this error

violet meadow
strange prairie
violet meadow
#

OK did you create an ItemMacro on the item?

strange prairie
#

this you mean ?

violet meadow
#

Do you have the ItemMacro module?

strange prairie
late briar
# violet meadow

What module do you have that hides all the names and only shows the Icons in the sheet header?

late briar
#

😮

#

Much love

violet meadow
# strange prairie yep

I cannot see DAE button up there though. Hmm, can you export the Item and DM it to me?

Will be much faster to troubleshoot what's up and see if I need to document the steps better

violet meadow
late briar
#

Oh my fucking lord

#

thats amazing

#

Where has this been all my life?!

violet meadow
#

dabomb

coral axle
#

hey, I was wondering if someone managed to automate the War Cleric's War God's Blessing and Guided Strike

vast bane
#

my guess about the item macro error is that they have two items named hexblade curse

vast bane
#

either that or their top bar is too crowded but their advanced macros is definitely old enough to be the problem advanced macros

violet meadow
#

Nah the Item was a bit mis-configured.

sudden crane
#

@coral axle
I haven’t seen any. But I think that Guided Strike could be easily implemented using a an active effect with midi optional flag:

flags.midi-qol.optional.Guided Strike.attack.all / custom / +10
flags.midi-qol.optional.Guided Strike.label / custom / Guided Strike
flags.midi-qol.optional.Guided Strike.count / custom / @resources.primary.value

Adapt primary to the corresponding resource of the cleric channel divinity one, if set to secondary or tertiary

molten solar
#

Remind me, is it just +10 to an attack roll?

sudden crane
#

Yes, but it’s optional, and uses your channel divinity slot

molten solar
#

Babonus. Trivial.

sudden crane
#

And you choose after seeing the roll

molten solar
#

Less trivial.

violet meadow
#

and FF 😄

scarlet gale
#

Midi optional bonus will show the roll

#

And work with ff

vast bane
violet meadow
#

I tend to use the ItemUses.ItemName for the count of optional effects, like Channel Divinity etc, instead of resources.

vast bane
#

In the readme it said if you don't put anything then its like bardic

#

I wasn't sure how to match it up for recover on any rest so I made the item have that

coral axle
violet meadow
#

Hmm that is different then

vast bane
#

like mine above

#

I could probably go Elwin's route and make favored by the gods a resoruce and set the resource to recover on short rest

sudden crane
#

@coral axle For the War God’s Blessing, that’s entirely another ball game…
It would need a complicated macro and probably a world script. Midi does not support triggers on others tokens yet…
Recently triggers on affected tokens was added.
So maybe using an aura that add an AE on the new trigger isAttacked that would send on the cleric’s client an item use that would pop a dialog and cancel the item if the cleric does not want to use it…

violet meadow
#

Midi SRD had more things that I needed to change, than I first anticipated... 😅

scarlet gale
#

Why wouldn't you just have it use the item use?

coral axle
sudden crane
violet meadow
#

The choice is the cleric's still 🤷

#

Yeah that is the next big thing, which sounds a bit closer than before 😄

vast bane
#

with my third party aura reactions my table is aware they must ask before using them

violet meadow
sudden crane
#

Yes!

violet meadow
#

yeah so it will be good to go, with a change to include a dialog to cancel

sudden crane
#

We could even check if the cleric as already used its reaction before calling the remote item use with the new exported functions

violet meadow
#

Yeah, this will be my weekend jam 😄

sudden crane
#

I was looking to do something similar for barbarian Spirit Shield, but the new isDamaged trigger happens after the damage has been applied, it would have been interesting if it was before it is applied like the reaction

scarlet gale
#

Pretty trivial to make your own on hit trigger with a world script. Can have it go before damage application too

#

Not easy to share at that point

#

But always an option

sudden crane
#

Yes, I was looking for a non world script solution… but like you said there is already a hook on which we can register

coral axle
#

popping back in to say thank you Elwin for the help, managed to get Guided Strike working and it is consuming the resource from the Cleric's Channel Divinity as well, just had to change the last line to
flags.midi-qol.optional.Guided Strike.count / custom / @scale.cleric.channel-divinity

scarlet gale
#

won't the scale just always be the max amount you have?

kind cape
coral axle
vast bane
vast bane
scarlet gale
#

that seems wrong

#

Or it's like overriding it somehow

vast bane
#

they've created two pools of cd

#

unless all their other cd features are consuming this ones resource

#

which I don't think they are setting up

#

bugbear shared the way to reference an items uses above

scarlet gale
#

ItemUses.Item Name should be the way to go

coral axle
#

you two are right, it's because I've got the item using the resource consumption field so every time it is rolled it takes from Channel Divinity's total

#

here's what's actually happening, sorry for messing up on my explanation

sudden crane
# kind cape Isn't there also a isHit trigger that happens before damage but after hit?

Yes, but from the description "If you are raging and another creature you can see within 30 feet of you takes damage…"
So you should know that the creature takes damage, because on hit if the creature is immune to the damage it won’t take damage. That’s why ideally the player should know that some damage would be applied to the creature…

kind cape
#

Ah, hmm

nimble grail
#

hi folks, I'm looking to add sneak attack damage directly to the attack for better concentration checks and stuff. I've created a temporary effect that does what it should (add scaling damage bonus to all damage of the first attack), but I can't get the effect to be properly added to the character

#

I'd appreciate all help

vast bane
#

Also stop reinventing the wheel:

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
https://github.com/thatlonelybugbear/FoundryMacros/wiki/MidiQOL-activation-conditions-examples

keen remnant
#

Pinning this here would be usefull

dark canopy
#

check the top pin and contribute to the growing wiki 🙂

violet meadow
#

Ownership of the MidiSRD module has been transferred to me, so I will update it ASAP.
Converting some of the MidiMacros to use Warpgate instead.

sleek bone
#

Is there a way to set up an effect that boosts the damage of just one specific weapon?
Atm I got a weapon with an effect that adds 2d6 radiant damage to each melee weapon attack done for 30 seconds, and that worked fine as the player who had it only used that weapon. But now a Monk has it and now this effect also adds that 2d6 to unarmed strikes as well due to the + to melee weapon damage, is there any way to JUST make it work when the corresponding weapon is used?
I'm on Foundry V9 still

vast bane
#

Do you fast forward?

sleek bone
#

Fast forward? As in?

vast bane
#

Its like a core feature of midi, let me get a screengrab

vast bane
sleek bone
#

Yep

vast bane
#

just install advantage reminder and add a reminder to all damage

brazen bronze
#

Not sure if I should ask here or in marco-polo, but let's give it a try:
Hi, I'm trying to make a very similar spell to witch bolt. Was attempting to wiggle with MrPrimate ddb-import version (just in case: 5e 2.1.5, v10)
The only difference I'm looking for is a way to scale the "sustained damage" part with spell level.
As far as I understand, I need to get spell level in the macro with something like const spellLevel = args[0].spellLevel and then use it in the damage calculation, but I guess I'm just to illiterate with syntax to understand where exactly to make the change

Original macro: https://github.com/MrPrimate/ddb-importer/blob/main/macros/spells/witchBolt.js

vast bane
# sleek bone Yep

Otherwise its warpgate macro territory and I personally do not like using that on players items

vast bane
dark canopy
vast bane
# dark canopy Out of curiosity, why's that?

because macros rarely survive a month before needing to be edited for starters, but also I've had plenty of items break when the macro fails to revert due to said broken macros.

#

players inventory is too important to risk

#

Just as an example, heres shilleligh doing it again for the umpteenth time to her focus:

dark canopy
brazen bronze
#

So I do understand that the roll happens here:
async function sustainedDamage({ options, damageType, damageDice, sourceItem, caster }) {
const damageRoll = await new Roll(${damageDice}[${damageType}]).evaluate({ async: true });

And the damage it gets from const damageDice = "1d12";

dark canopy
#

The idea of basing stuff on warpgate is that you shouldnt have to do so much maintenance

vast bane
#

you should be able to define the spells level using flags.something.castData

vast bane
brazen bronze
#

Actually, no
Give me a sec

vast bane
#

Should be able to do it in overtime too I think

#

in overtime it might be @item.level

brazen bronze
#

It does roll, but damage becomes 0

vast bane
#

are you using it in an overtime or is this macro territory?

brazen bronze
#

uses DAE as far as I see

#

Probaby macro territory, yeah

brazen bronze
vast bane
#

changes[0].value =${args[0].spellLevel}d6[${element}];
Yoinked this out of absorb elements in samples

brazen bronze
#

so i state spellLevel, get rid of const damageDice and use this instead in the async function?

vast bane
#

instead of @spelllevel do args[0].spellLevel

#

maintain the shit they put around it though

#

if it doesn't have the d12 after it add the d12 in

#

cause spellLevel will be just a singular integer not a dice roll

#

flaming sphere premade in samples has data.data in it 0_o

#

heres an example of an overtime usage:

damageRoll=${args[0].spellLevel}d6

#

you should probably make sure that args[0] is the caster though it usually is

brazen bronze
#

Can't get it. Probably still putting something somewhere wrong

vast bane
#

show your work

brazen bronze
#

probably just got myself into something I can't poke around with my little programming knowledge :D

tepid dock
#

@dark canopy did you want me to repost here also?