#MidiQOL
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if (args[0] == "off") {
ChatMessage.create({content:`The command must be followed now.`})
}```
I also can't recall if Effect Macro was v9, if you plan on having a message for effect expiry with a lot of items, you might be better off making a world macro with something similar like above and have the effects call that macro
does that mean the item macro has to be in the key?
EM was v9 I'm pretty sure
bab was the one I was longing for while I was sticking on v9
That macro just needs to be executed by the effect, else the args have the "state" wrong. Whether it's an itemMacro or a normal macro should be the same.
I think it would need to be a key in the ae like macro.itemmacro
Ah yeah, I just mean it can be macro.execute or macro.itemMacro or anything else that runs a macro, but you're right, it needs to be triggered from the active effect.
I'm pretty certain the effect macro method can be pulled off assuming Times up is ok with their system since nothing deletes without it
Boo. Even as a new item, still does not self apply (without targeting something). this occurs with or without the box checked.
set range to self also
nope =[
if that doesn't fix it then it must be some sort of old snafu with v9 that I don't remember or its a sw5e interaction getting in the way
do you have the checkbox on in that window for effect evaluation true or something?
its right below your snippet I think
you could also see if you are on the final build of dae for your system or not
you could try checking that box but thats very unlikely to fix it
before you fiddle with any updating make sure you know what versions you are on cause you are playing in legacy mode, virtually any update can really mess you up
nope. oh well
indeed- so i wll just deal with what i have, but i greayl appreciate all the help!
In case anyone has the same issue as me- it appears to have been an option I was missing within Midi QoL itself.
Original value = Don't auto apply effects
Yeah I was starting the troubleshoot for that at first but forgot then when you didn't say anything, I kinda figured you were one of the manual folks
thank you all for your help in getting to this point, even if I'm delusional that it will help anybody but me π
Can someone tell me the differences between the last two options in the drop down for auto apply item effects? I can't seem to see any difference. edit: scratch that, I believe they do something distinct when you have other options on than I do.
(as in when I toggle each on, I see no difference. I can read π₯² )
Just a FYI, DAE 10.0.24 seems to break flags.dae.onUpdateTarget and flags.dae.onUpdateSource. investigating
I think you can try to re-apply an effect if you don't automate rolls and such π€·
Too tired to think now.
That trip down the onUpdateTarget rabbit hole has my head spinning
is there a way to add a custom flag to the "Special duration" portion of DAE?
Such as?
Once I find whatever flag SW5e has for a long rest, that. The 5e one doesnt seem to work with it
if you had v10, effect macro has those flags fyi
possibly if you ask zhel nicely he might even be receptive towards ansering your plight
oh wait nope
those are dnd5e only hooks, so.....yeah....you might wanna go chat with him in his native habitate of macro polo see if you can get EM workin in sw5e with those hooks
These flags are 5e specific for EM
eh its all good. I dont wanna bug anyone over something minor. ill just change my item
yeah hes on sw5e so it'd take somethin from zhell to even try to pull it off
kinda wierd we haven't gotten that for dae yet
wait a minute, isn't there one?
Does sw5e allow times up and simple calendar?
my guess is maybe these hooks are just like EM's where you need to do something to the module to get them to enable in sw5e
Isn't sw5e just a fork of dnd5e with reskinning, I imagine the hooks probably the same
There might be hooks in sw5e too.
Try in console CONFIG.debug.hooks = true
Then trigger a short or long rest and go through the returns
you need to, at the very least, remove all non-srd descriptions before posting this anywhere. This is a friendly reminder (for now)
It gives me quite a bit of info, of which i cant really decipher. For now, I will just adjust how the item works, but I really appreciate your help!
is there a way to get midiqol to recognize reaction spells on magic items? like shield and absorb elements, so that players have the oppotunity to use them before taking full damage, as if they were memorizied spells
with Items with Spells module yes, with Magic Items Module...yeet it
i don't know enough to know what you just said
the one feature MIM can do that IwS can't is add features to items, but dae's macro.createItem can cover that use case, and MIM is pretty screwy with many modules
Items with Spells DnD5e, an Add-on Module for Foundry Virtual Tabletop
If you are desperate, and you want to brave the headaches, you could also try Magic Items Module, but it is notoriously buggy with some modules, midi included
I take that back theres 2 features that MiM has that people use it for. A cleaner upcast feature for some items like the wands. And the ability to add a feature onto an item
i'll try the other first
Items with spells can do upcasting but its not exactly what some would say efficient:
with items with spells the best way I can pull off upcastings is to make each individual upcast version of the spell in a compendium and drag them each onto the item
i'm using v9 still. it looks like you have to have v10 for items wih spells
https://media.giphy.com/media/qINsfDGI0z9yU/giphy.gif
Magic Items Module is your only shot, you can also manually link innate spells to magic items too fyi.
What is it in midi that's stopping me from rolling NPC attacks directly from sheets without tokens or combat active?
I've even got ALL automation turned off and not requiring targets. I click a weapon attack and nothing happens, not even a warning.
its a chat card option in one of the more rightmost tabs of workflow
portraits for chatcard or something
I would just leave everything on and put the players tokens in the map somewhere during totm
I can't seem to find it. π¦ (I'm just using foundry for running in-person sessions. No players on the game, no active canvas.)
why are you using midi then?
Quicker rolls at the table. It's hardly essential, though.
this is a cool article that might help you: https://www.foundryvtt-hub.com/guide/using-foundry-for-in-person-gaming/
Copy that. Thanks for the help.
I have these settings on in Midi-Qol, and I have Convenient Effects installed/active, yet the corresponding convenient effect is never called. Item effects are automatically applied just fine. But not CE... Am I missing something?
you want both the item effects and CE? sometimes that can cause duplication in my experience.
nah, Was just making it clear that one works but not the other
However, I only just realized that you can actually drag-and-drop the CE directly into the spell item. And that makes it work just fine - disregard!
you need to tell us the version of dfreds CE and midiqol and dae you have installed(and dnd5e/foundry) and do not say "the newest"
dfreds CE should apply but I suspect you are on mismatched versions
OR another roller is rolling the item
is this accurate, it says no macro found when i try this so im assuming im doing it wrong
you put the macro in the wrong place
see item macro at the top of the item?
thats where the macro goes
oh i didnt see that
make sure item macro character sheet hooks is off in its settings
you will know its not when none of your macros work
And also change the mode in the Engulf Effect for the OverTime key, to Override instead of Add
I am intrigued to see if that will work easily or not and then go to bed π
he also added those from an abnormal method cause they don't have the icon of the spell/ability
I'm guessing added to the item via dfreds Ce drag and drop or added while it was in the sidebar not using wrench
i am dropping it from the item bar.
i added the icon from something else that i cant remember
I always use the wrench so I don't have to set the ae's icons
just saves time and clicks is all
so it seems to be making the monster roll a con save as it is now
Item probably has somethinmg entered in its details?
unless you mean the overtime effect
can you also screenshot the DAEs' Details tabs?
yeah this is one of those unique cases where that self is gonna need one of the two self boxes
prolly should be the other self box right? otherwise he'll wind up with self when he misses?
That is true. So many boxes π
Also make sure effect activation true is checked on item details at the bottom or else it will apply always
wait nm
wow thats an odd ability
thats an auto hit ability
so it should basically roll as utility or other and don't check that box, it just hits
and applies
i apologise what is it i need to change now as im a little confused.
I don't see anything wrong with your setup unless you are only applying on a failed save or something
can't really tell how it rolls in chat cause you got some module doin weird stuff
it auto applies right?
it applied the blind and restrained, but then made the mound roll the con save instead of the target
you have the self overtime set to save
what would i need to change? since the save needs to happen on the mounds turn but its the target that needs to roll it
Yeah I got nothin on that one
I can think of really janky ways to do it but you got yourself halfway proper, prolly wait for a bugbear or a chris to answer
I will take a closer look in the morning and ping you π
thanks for that i appreciate it
Are there any automation solutions for a spell like Flaming Sphere?
@scarlet gale Just doing research for the future, but what is the reason for the beyond importer and Compendium folders as required modules?
Beyond importer isn't actually required, I need to fix that on the main page, that's just the supported version
Compendium folders is required as I use it's API for the compendiums for replacing monster features
Yep, they all start with CPR
Noice, can't wait to use it in 2025 π
I've been working with MrPrimate on the DDB integration. You can check a box on that module and it'll pull from my automations if any are found.
I don't use DDB importer. I just make the stuff on my own whenever I need it
totally fair
I use it as a base, import for descriptions and basic setup. Then edit it up to my standards
I'm excited for all the shiny stuff I can use once I'm off v9
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
Thank you
Quick question: I'm a bit confused at how to get at the macros for Mr.Primates. It's tied to the DDB importer, which I don't need or intend to use. Am I simply going to miss out on those macros?
Or is it safe to copy the .js into some custom macros?
Add the module then in console do the following:
item = game.items.getName("Cloak of Displacement");
await game.modules.get("ddb-importer")?.api.effects.addDDBIEffectToDocument(item);```
replacing Cloak of Displacement with whatever the name of the sidebar item actually is
You can do the whole actor with:
actor = game.actors.getName("Character Name");
await game.modules.get("ddb-importer")?.api.effects.addDDBIEffectsToActorDocuments(actor);```
It should be mostly safe to remove the module after if you so want, but a few items (Chill touch, darkness, and javelin of lightning) do require it's API to function
oh that's interesting lol
Looks like there's still some bugs with that
It was just only added
Ah, that's a shame.
Looks like it's checking to see if items from my modules should be added
I'm guessing it's checking a setting of some sort and doesn't like it's unset
you should mostly be able to copy the scripts from the js files
but some of them do need setup on the item
Okay, I'll see what I can do tomorrow. And just to be clear, the console commands you gave me are having conflicts with the 'chrisPremades' because they're implemented in that module and not core functionality?
Not a conflict and more of an oversight most likely. The DDB importer module has a setting to use stuff from my module and it looks like something is going wrong with that API function
It's likely checking to see if it should also pull my stuff and is getting undefined for something
Gotcha. If you need any info about my setup or any modules I have installed lemme know and I'll get answers tomorrow. Good luck with that bug!
Ah, gotcha. Oh well then lol Β―_(γ)_/Β―
what function of midi do I use to add an item temporarily to a character sheet?
its really complicated
theres a macro way and then theres a dae way
macro.createItem
in a dae key, and then the effect value is a drag and drop of the actual item, but you can't delete the original as the dae needs the original to exist
Is there some where I can read up on the DAE way? Basically my player has a feature that allows them to summon a shield and dismiss it with a BA.
i can't find anything about it on the DAE gitlab
It sounds worse than it is. Is the shield tied to a duration or anything?
The real challenge is presumably auto-equipping the conjured shield. The creating part of it is just this, and you can fill out Effect Value by dragging the item either from the sidebar or a compendium onto it.
If you throw in an equip macro on your summoned shield's itemMacro, you can use macro.createItemRunMacro in the above key instead and that should work, I just don't have the syntax for updating an item's equip status right on me Have Advanced Macros module on and slap this in the itemMacro of the shield and you should be peachy
if (args[0] == "onCreate"){
const itemToEquip = await fromUuid(args[1].itemUuid);
itemToEquip.update({"system.equipped": true});
}```
very tempted to make a captain america shieldboomerang item now π€
Is there an option to auto roll healing but not damage?
I have a weaker form of a sunblade in my campaign and I try to set it up. Does anyone have a macro for that? I checked Chris's and Bugbear Macros but can't find anything
@reef salmon Flaming Sphere is also in the MidiQOL sample items compendium
Hi there, I try to automate the sneak attack with loading both the Sneak Attack and Auto Sneak Attack features into my rogue's character sheet. This does not give the expected result, it seems i also need an itemmacro. In the F12-screen i see Midi-Qol want to run this itemmacro, but cannot findit. And I cannot find an itemmacro or a sneak attack macro in my macro compendiums. Can you help me with this?
Item Macro is a separate module. It should not be required to run the Sneak Attack features from MidiQOL sample items compendium though
Did you import both Items from the MidiQOL Sample Items compendium?
If yes, delete the Sneak Attack Feature already on the character sheet of the rogue.
Then, drag and drop both imported features onto the character sheet
I have the same issue. Imported both sample items from the compendium and put them on the character, but nothing happens. The item macro isn't run at all on a hit of a weapon. ( Added logging )
Also renamed the sneak attack item as instructed
Yes
if you install it and leave it as is default it will break midi
you must disable character sheet hooks in item macros settings
I have disabled the specific settings
midi sorta coops the module purely for storage
But I will double check
if its still not working after you shutoff character sheet hooks in iitem macro, open the console and snippet the errors
Doubled Checked the settings, all should be correct. There are no errors in the console...
what color are the squares of those tokens when you hold down the alt key with nobody selected?
wait a minute
is that ready set roll?
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.
none of the doesn't work with modules are installed. I have used the midi-qol required and recommended modules list as starting point and made sure no interfering modules gets added.
ok I need you to turn on attribution in the workflow settings, its towards the top of the same tab that has the hide npc details
I think your problem is you have a disadvantage flag on you
don't think so as the macro isn't even called. I added a console log into it and it isn't executed. (it is before any checks for advantage and so on)
once you have this setting on, make the attack again, and then expand the attack roll and it should show you all the flags that affect the roll
ok, just a minute
if theres a disadvantage flag it won't run
I initially had the formula->tooltip + adv attribution selected
one attack with nearby enemy, one attack with advantage from invisibility
someone had this problem a while back, we couldn't figure out why it wasn't working for them
show me the item details of the bow and the sneak attack
also have you tried with just dae/midi/socketlib/libwrapper?
can you show me the first tab of both the ally and the rogues token settings?
That sneak attack does indeed work btw:
effects tab of the shortbow is empty
you don't have require target on do you?
I didn't try to reduce the modules, but I will start find the culprit now, it looks like there is an module intefering
drag out riswinn from the starter heroes, replace his sneak attack and use him, your importer has weird shit
yes, but i have targeted the globlins
also I wanted to see the bottom of sneak attack
what botton, there is none
give it other or utility, does it have an item macro entry
nm the macro is applied via the dae
yes, as shown in the screenshot
it is the midi-qol sample items one
no change other than the console.log
drag out riswynn from the starter heroes, replace his sneak attack with midi's and try to sneak with him
ok
that bow is bad btw
importers π€·
hah dnd5e srd's is too well then
uncheck firearm on the bow
yeah I suspect the firearm flag is the culprit
done the starter heroes stuff
no snerak attack
I will now check my modules
Don't think it is the firearm thing
I can replicate the no sneak by putting the firearm flag on my daggers
the starter hero bow doesn't have the flag
did you drag the sneak feature to him
Yes, of course
yeah I can definitely reproduce sneak not working by flagging any item as a firearm
I will check my modules now, I think there is some issue with that
the firearm flag would be a foundry issue as it is not calling all hooks or what?
I dunno, I'd try with all but midi's stuff enabled
errrr try with just the 4 modules on
if riswynn still doesn't sneak attack then you should probably take someones midi settings I guess
I've seen this issue before and the user wound up unable to use the sneak attack
are you dragging out just auto sneak?
No, I especially don't drag auto sneak attack onto the player because i want the dialog prompt
but i have also tested this with auto sneak attack additional to the sneak attack feature and it still doesn't work
auto sneak just sets a flag btw
whats really weird is the top half of your card looks like ready set roll
that is the midi-qol setting for condensed cards without the make it additionally short setting i believe
install find the culprit and test with just the 4 modules
if it doesn't work with the 4 modules, list off your midi, dae, socketlib, libwrapper, dnd5e and foundry version numbers
also export your midi settings as a back up and use mine
i have find the culprit already will start now, but I get distracted by discord π
thank you for taking the time
Hmm, I spot an error with the macro setup when trying in my test world, too. It's supposed to roll the Sneak Attack's itemMacro as a DamageBonusMacro, but there's no itemMacro on the effect trying to roll it.
midi-qol | no item macro found for ItemMacro workflow.js line 1669 > Function:4:11
That is the only warning in console log i get
there is a item macro saved at the feature, but it isn't called.
The issue persist in the minimal setup, so only midi-qol, dae, libsocket and libwrapper is active
Yeah, the effect is trying to call the world macro ItemMacro rather than the item's item macro, I think?
does that happen with riswynn to?
indeedy, making a bar macro named ItemMacro triggers that instead
yes, it was with starter hero
So you can fix it by copying the item macro content, make a new macro with it and edit the effect to call that macro's name instead
I don't think thats the issue though
does it work if you put everyone on the ground? might have other modules messing with the height differences
its sneak attack
It is the issue, the warning they get is the same
"no macro ItemMacro found"
it's not finding what it's supposed to run
show us the ae on sneak attack, the key and value
its sneak attack, its not an on use macro
its a dae calling macro.itemMacro
Not the feature they've shown, it's a DamageBonusMacro flag
unless he edited the dae it should not have his problem
oh shit yeah
thats not suppose to be the entry
what versions are you guys on?
are you on midi 33?
didn't bugbear say that dae is not running item macros?
either locally apply his fix or downgrade to 33
if you downgrade to 33, you have to downgrade CPR to pre 90
.34 here. Seems like the proper fix is putting in ItemMacro.Actor.actorId.Item.itemId in effect value there
Wonder how midi/dae does that normally, that seems like dynamic values, maybe there's an import function dying somewhere
midi-qol is 10.0.35
dae is 10.0.24
replacing itemMacro with the correct reference is working
I think one of bugbears last posts before he headed off to bed was mentioning this bug
he said he had a local fix for it if anyone cared
tposney is on vacation so we won't see a fix for 34/35 for weeks
its either revert to stable 33, which means CPR has to be reverted too cause he built around 35's new features
or live with this bug
what is cpr?
ah, don't use it... I'm unsure if it is stable enough?
yes
does anyone remember that user who couldn't get sneak attack to work before, it was like 3 weeks ago
just for your information: the firearm setting doesn't influence the sneak attack at all
just keep in mind that the script checks if you have made an sneak attack this round
Additionally I would change this to just remembering the round and not the turn as you can also use sneak attack for attack of opportunities
so instead of const combatTime = `${game.combat.id}-${game.combat.round + game.combat.turn /100}`;
use this const combatTime = `${game.combat.id}-${game.combat.round}`;
it was the lack of finesse, was a false flag
ah ok
hello, sorry for interrupting but can I have one question,
is there any way to change how damage buttons that are enabled by this option look?
you could use custom CSS module maybe....to change how they look
those are the fall back legacy buttons, most midi users use the damage dialogue instead fyi
@violet meadow you see the issue with sneak attack in 34/35? its not populating the right value in the dae
they had to copy shared snippet to get sneak to work from the sample
ItemMacro case sensitive here
That was just a test, it still does not work, read the rest
There's some dynamic values that have been lost or not being generated
Too much. ItemMacro.Sneak Attack ?
#1010273821401555087 message
The above syntax is in Moto's item, in me and Karaxus, it's just ItemMacro, so a function that's supposed to add these dynamic values appears to be defunct
Strange. To populate that syntax easily just drag and drop the Item on the Effect Value input field.
That is definitely much easier. π
yes, I am
have the same issue
With a DamageBonusMacro flag? Doesn't that need the "full path"?
Also yes, I am DAE .24
Nope, as is in the Sample Item works too. But I think its the changes in the latest DAE/MidiQOl
I try my luck again. For some reason when I try to import the items Sneak attack and auto sneak attack, they do nothing for me. Having a look at the console I get the warning "midi-qol | no item macro found for ItemMacro".
I already renamed Sneak attack 10.0.33 to sneak attack but it does nothing to me.
What am I doing wrong?
I have downgraded to test some things for MidiSRD
Open up the DAE on the sneak attack
That just happens to be the issue we're talking about franky π
Effect value shoot a screenshot
I did nail down it's trying to execute ItemMacro the world macro, so I guess the full path alleviates that
(I made a new macro named ItemMacro and it executes that instead...)
OK open your character sheet and drag and drop the Sneak Attack Item literally in the Effect Value field.
Make it so it is ItemMacro.XXX where XXX is what the drag and drop populates
gonna update again to test it too
Could this be a problem for other sample items too?
Could be yes
either I am doing it wrong or that does nothing for me
That's for the first one, not the Auto Sneak Attack one
yes I did it for Sneak attack not for auto
thanks a lot, dug up how to change it
as for damage dialogue didn't knew about it
Ah, my bad, the gif is bad, it needs to say ItemMacro in front. So the entire value reads something like ItemMacro.Actor.actorId.Item.itemId e.g. something like ItemMacro.Actor.WngEtUaYSwXIwNLx.Item.59w5FSHqUVlHP8hD, the dragging of the item is to fill out what comes after ItemMacro.
What would be the best way to implement Fighting Style: Interception? I imagine some hook running on the player side and the GM side to prompt the player to reduce the damage?
deleting the gif in shame
I'll try that
Also you might have the old effect with the old value still on, best to edit the feature in the sidebar with the new values, make sure your actor does not have the old feature, then add the new feature, because I definitely did not just make this mistake double checking
or at least verify your effect changed too
I think I did as you said but still nothing for me
You did it right, what weapon are you using for testing?
I fully deleted the old features and redid them new. The effect that is active has the right effect value (as you said) but still it does nothing. I am rolling with advantage against a blind target
a dagger
yes, I also just tried a rapier copy pasted from the compendium
Hmm, what does the console say?
So no longer warning about the missing ItemMacro, but not doing anything. Can you try with just Midi + DAE and dependencies? I'm in a fresh world and this method solved it just fine
ok I will
I deactivated all modules, but Midi QOL and MIDI SRD, plus DAE and dependencies and now it doesn't want to do the automation of MIDI. Maybe I am missing something there
Yeah, midi SRD is (currently) an outdated example module. Here's a list of the modules used in the example compendium (all the checked ones). Warp Gate too, if you use "summoning" macros.
Item Macro is technically not needed, actually, that's just for looking at/editing what's been made already.
still not π©
I am hmming a lot but can't quite figure out what could be wrong here.
The workaround with referencing the itemMacro correctly works for me
It "worked" for franky as well in the extent it stopped that very same error, but I don't understand how it's executing that macro but seemingly not erroring or just not doing anything at all
@crisp needle are you in combat in these tests?
bugger
I will try that
It should work both in and out of combat, I was hoping you were testing and forgetting to pass turns, then it wont say anything if you already sneak attacked during that turn
Out of combat it doesn't seem to care much
it did not change in combat
but now it is not rolling with advantage, even though the enemy is prone
I made him blind and it rolls with advantage, but same result
I'm out of ideas, sorry, all the things that could be wrong should spew errors or warnings, running without doing anything leaves me in the dark
I followed your discussion, thanks for all the effort. I setup a DAE/MIDI/libsocket/libwrapper, without itemmacro module and with the midiqol-settings with your json and entered the ItemMacro.Actor.actorId.Item.itemId. This is the Actor RisWynn (rogue) and item rapier? Unfortunately this still doesn'd work for me. DAE/24, MDID/35.
when I start my world I get that notification. I don't know if that maybe have something to do. I recently updated to v10 and I made sure to update several times my modules. But I still get this warning
Ah. I am uncertain if disabling that will fix it, since you mentioned only having midi and dependencies on before, but here's Moto's good message about other roll modules with Midi. #1010273821401555087 message tl;dr don't have other roll modifying modules with Midi
seems like MarcIC has the same issue tho so maybe something is lurking in the water and I just can't see it
Disable both ASE and Better Rolls (uninstall and delete the module folder if you cannot find it in your world modules)!
I have an overtime effect but the saveDC is not using my NPC's spelldc attribute. Thoughts?
Change to Change Mode Override instead of Add in the OverTime effect?
No luck. The end of turn roll is still 10.
Did you recast it after?
yeah i cleared everything and recast
will try that thanks
from that list the only one that I have is better rolls 5e
Not updated to v10. Should just delete it!
As long as you did that trial run with only midi, dae and dependencies, I don't think it will fix anything, but for other reasons, what bugbear says :p
yes I will do that. I am testing in a new world first
Is Valtorrax a linked token?
yes
I've tried it with PC tokens as well and it's not reading theirs either
10 for any character i use
Version of MidiQOL? And have you tried with no other modules except MidiQOL/DAE/socketlib/libwrapper?
Ahhhh wait, is that on a DFreds Effect maybe?
yeah it is
Yeah that might do it. The metadata will not be passed correctly
I deleted both modules and still no change
ah let me try putting it on the skill itself
I am in combat, this is the first action on a turn, I am attacking with a lvl 7 rogue and a dagger against a blind gobling with an ally flanking it
Best bet is a fresh new world with only dependencies
That worked
Just to recap.
You' ve tried on a new world with only MidiQOL/DAE/socketlib/libwrapper?
You have imported the Sneak Attack Item from the MidiQOL sample Items
Yes I did
both sneak attack and auto sneak attack
Hit enter a bit too soon
yes I did try only in a new world too
Hm, what's the ideal way to set the damage of a workflow before it applies to the token?
Can you show the console when attempting in that fresh world? The other ones you've shown have other modules on, might be snatching up an important error
DAE likes to put errors in as warnings, which is a fun feature
Is there a way to create an item that forces an ability check when used, then depending on that result something happens?
- New world
- Only DAW, libWrapper, Midi QOL (I used the quick settings for full automation) and socketlib active
- Attacking with a dagger of the Starter Heroe rogue against a blind goblin.
- I am in combat
I tried the "sample-feature" by midi for metamagic twin spell. My Problem is, that it works great but only uses 1 Sorcery point no matter the spell level I use. Normally it should cost the level of the spellslot π€ Am I missing something?
and I can't twin a chaos bolt, but I can twin Magic Missiles
It needs to hit to process, can you show console as well when the attack hits?
I give up, bugbear tagged in
your previous message got swept in the current π
this.setDamageRoll(await new Roll("formula").evaluate({async:true})
on the midi-qol.postDamageRoll hook or preDamageApplied (not sure about that one now)
Did you relink the ItemMacro. to the new Item that got created?
Cause you are probably using the older Item.UUID link if you just copy pasted it
But still. ItemMacro.Sneak Attack should be working! π€
no, I imported a new Sneak attack item from the compendium and I linked it new
still the sneak attack problem, oh boi
Sure. Many different ways too, but will probably need some macroing. Can you expand a bit more? Give an example scenario?
Sure, there is an item, essentially a credit card, that can be hacked into. If they succeed, they get the money stored on it. If they fail, it is destroyed. DC 15
Is it also destroyed when they get the money on it?
Yes, I suppose it would be lol
Should the money be granted automatically or you want to narrate it?
Ah, wrong question of me, are you storing the $ of the credit card somewhere we can fetch it or do you want like a generic success message so you can decide afterwards how much they get?
First off. Can you delete the Auto Sneak attack feature from the character sheet and check if the Sneak Attack posts a dialog?
Then if that doesn't work, can you export the Sneak Attack Item and your MidiQOL settings and DM them to me?
Just to make sure: Item is the weapon with which the Actor attacks? So here: Riswynn's rapier?
the money should be added directly to their account, if possible. this is SW5e, so it only uses one currency- credits.
Have never used the feature so not sure offhand how it works. Might check it later
this is the first part. I deleted the auto sneak attack and no change
Same here.
@fickle flint and @crisp needle if you want I could connect to your worlds to check what is happening.
If you want, send me a message with link and a temporary GM account user/pass
Does Midi not roll items with Action Type set to Ability Check? Swear that used to be a thing but maybe I'm dreaming
I It does
Maybe another little midi .34/.35 bug then..
nah it should be fine. I am on latest
Auto rolling though. Do you use Tokenbar or something/
Ah, I didn't have a DC on, it refuses then. Fair dues. Is it supposed to fast forward the check too?
yeah depending on your settings
Yup, that seems to be it, no DC no fast forward. Thanks! Sidenote, does that mean Tools can't be fast forwarded without placing a "fake" DC on the item?
Do you happen to know the data path to credits?
Unfortunately I do not, but I will try to find out for you.
You can check it out by logging an actor to the console (F12), _token.actor when you've got an actor selected. Back in v9, I think in dnd it was data.data.currency? Here's a working dnd5e for now. Slap on an item that can roll an ability check with a DC 15 (in dnd5e that's nearly all items that can roll things, I made an "equipment trinket"). Slap the value on the item as the money you want in the account, have it run ItemMacro as an OnUse and slot this into ItemMacro.
if (args[0].failedSaves.length != 0){
ChatMessage.create({
user: game.user._id,
speaker: ChatMessage.getSpeaker(),
content: `The credit card <i>explodes</i>. You get nothing. You should have stayed a nerfherder.`
},{});
const deleteItem = await fromUuid(args[0].itemUuid);
await args[0].actor.deleteEmbeddedDocuments("Item",[deleteItem.id]);
}
else {
ChatMessage.create({
user: game.user._id,
speaker: ChatMessage.getSpeaker(),
content: `Easy creds, ${args[0].item.data.price.value} credits shoots into your account. You nonchalantly discard the wiped card.`
},{});
const currentCredits = args[0].actor.system.currency.gp; // after args[0]. needs to be replaced with credits path
await args[0].actor.update({"system.currency.gp": currentCredits + args[0].item.data.price.value}) // part in quotations also needs to be replaced with credits path
const deleteItem = await fromUuid(args[0].itemUuid);
await args[0].actor.deleteEmbeddedDocuments("Item",[deleteItem.id]);
}```
Bugbear found the solution, he will tell you himself ... π
Thanks so much! I suck at macros
For the Sneak Attack issue.
Clear any Sneak attack items and effects from the Actor.
Import the Sneak Attack MidiQOL Sample Item from the Compendium, not on the Actor directly, but in the Item's directory on the right sidebar.
Find it and change the Effect Value on the DAE to be ItemMacro.Sneak Attack and rename the Item to Sneak Attack too.
Drag that then on the actor.
Hmm tools are different Item types. Auto rolling is supported as well
Mine just pops out a message with a button to use the tool when rolling it, full auto settings
That's why I went with making equipment instead, even though I thought tools would be the best solution to begin with as they're already ability checks
Oh shoot, that's not part of the pre-config settings, sweet. Thanks, that does it
Good morning to everyone! So whenever I perform an attack on a creature that is more than 5 feet away I get this message and the attack is not made. I would like to remove this limiter, but I'm not sure which module is doing this. Can anyone tell me?
Definitely midi. Maybe under optional settings but idr
Reckon it's this one, Midi settings
That was it! Thanks a lot, this has been bugging me for a while. hahaha
Hi there,
Is it possible to set a attribute key so that an actor has advantage on attacks against Fire Elementals and for Fire Elementals to have disadvantage on attacks against the actor? π
The Fire Elemental is it set as a Creature Type: Elemental, Subtype: Fire?
Yeah that is right.
Do I do this through DAE?
Yes.
Create a DAE with flags.midi-qol.advantage.attack.all | CUSTOM | target.details.type?.value?.toLocaleLowerCase().includes("elemental") && target.details.type?.subtype?.toLocaleLowerCase().includes("fire") and ```
flags.midi-qol.grants.disadvantage.attack.all | CUSTOM | target.details.type?.value?.toLocaleLowerCase().includes("elemental") && target.details.type?.subtype?.toLocaleLowerCase().includes("fire")
Looking to gain some knowledge here. With the feature description below, do you think that would require any macro or could it run off non-scripted functions of Midi, DAE, and so forth?
Spend 6 Holy Power β When you take the attack action, replace one of your attacks with Divine Storm. You raise your weapon as divine energy spirals outward.Β Enemy creatures within a 10 foot radius of you must make a Dexterity Saving throw.Β On a failed save, the creatures take 5d6 + your Charisma modifier in radiant damage.Β On a successful save, the creatures take half damage. Allies in this radius are healed for the same amount as the damage dealt.
Aside: Holy Power is a custom resource so pay no mind to that.
The different damage types against different sets of targets will need a macro
Gotcha, kind of figured that'd be the case. I knew just the first damage portion was easy, but then the healing threw me. Thanks
Does findnearby do disposition because it doesn't sound too complicated if so...
Damage dealt is a bit open to interpretation
Would that be the maximum damage of the roll?
I'm building an ability somewhat similar to Hunter's Mark, using the latest MidiQoL sample item as the base, but it should have a scaling damage value based on the class level of the user, how would I need to change this part of the Item Macro to refer to the a subclass identifier for its damage [@scale.musketeer.fencing]? I figure I should change the d6 part below, but I'm not really sure how I should format the identifier to make it work? The identifier is written as 1d4 at the moment, but I could of course change that to just d4 if that works better?
let damageType = args[0].item.system.damage.parts[0][1]; const diceMult = args[0].isCritical ? 2: 1; return {damageRoll: `${diceMult}d6[${damageType}]`, flavor: "Hunters Mark Damage"};
Correct 5d6+cha would be the maximum damage
You should change the logic a bit. The new Sneak Attack Item has the preferred way to do it.
Try this ```js
const damageType = args[0].item.system.damage.parts[0][1];
const damageFormula = new CONFIG.Dice.DamageRoll({@scale.musketeer.fencing}[${damageType}], args[0].actor.getRollData(), {
critical: args[0].isCritical ?? false,
powerfulCritical: game.settings.get("dnd5e", "criticalDamageMaxDice"),
multiplyNumeric: game.settings.get("dnd5e", "criticalDamageModifiers")
}).formula
return {damageRoll: damageFormula, flavor: "Hunter's Mark Damage"};
Cheers, that may be a better option! Doesn't that one trigger on every attack though? Or at least the first attack against any eligible target, or do you mean that I should just borrow the damage roll part that you used from Sneak Attack and insert into the Hunter's Mark macro?
Is it intentional that nothing happens when I click to roll an item that only has a damage roll, but no specific target? Ie, the type of target is None.
I would expect to be able to still be able to use the feature
Try this ItemMacro | After Active Effects ```js
const targets = MidiQOL.findNearby(1, args[0].actorUuid, 30, {includeIncapacitated:true})
if (!targets.length) return ui.notifications.info("No allies in range to heal");
const damage = args[0].damageList[0].totalDamage;
await MidiQOL.applyTokenDamage([{damage, type:"healing"}],damage, new Set(targets), {},{})
This is the healing portion yea?
Replace the snippet you shared with that one. The rest of the macro is up to you
What's your midi targeting rules set to?
Geez... almost embarrassed to put this here, but this is what I had ended up with before your post.
async function divineStorm() {
const actor = game.user.character;
const resourceName = "Holy Power";
const holyPowerCost = 6;
const radius = 10;
const damageDice = "5d6";
const resource = getResource(actor, resourceName);
const currentValue = getResourceValue(actor, resource);
if (currentValue < holyPowerCost) {
ui.notifications.warn("You do not have enough Holy Power to use Divine Storm.");
return;
}
await updateResource(actor, resource, currentValue - holyPowerCost);
const saveDC = 8 + actor.system.attributes.prof + actor.system.abilities.cha.mod;
const damageRoll = new Roll(`${damageDice} + @mod`, { mod: actor.system.abilities.cha.mod }).roll();
const targets = Array.from(game.user.targets);
const allies = [];
const enemies = [];
targets.forEach(target => {
if (target.actor.isPC) {
allies.push(target);
} else {
enemies.push(target);
}
});
const saveData = {
type: "dex",
dc: saveDC,
flavor: "Divine Storm Dexterity Saving Throw"
};
MidiQOL.rollSave(enemies, saveData, { callback: async (data) => {
const damageData = {
damage: damageRoll.total,
type: "radiant",
flavor: "Divine Storm Damage"
};
const halfDamageData = {
damage: Math.floor(damageRoll.total / 2),
type: "radiant",
flavor: "Divine Storm Damage (Half)"
};
for (const target of data.targets) {
const isFail = data.results[target.id].failed;
const damageToApply = isFail ? damageData : halfDamageData;
await new MidiQOL.DamageOnlyWorkflow(
actor, target, damageToApply.damage, damageToApply.type, [target], damageRoll, { flavor: damageToApply.flavor }
);
}
// Heal allies
for (const ally of allies) {
await new MidiQOL.HealingOnlyWorkflow(
actor, ally, damageRoll.total, "healing", [ally], damageRoll, { flavor: "Divine Storm Healing" }
);
}
}});
}
divineStorm();```
Ah, it was set to in combat - I would expect a feature that doesn't require a target to still be rollable though
Ie, if I have these settings, it shouldn't require me to target something
That part MidiQOL.HealingOnlyWorkflow is not valid AFAIK
For things like battlemaster's precision maneuver, or in this case, interception fighting style
They don't target anyone, they are just... rolls
Yeah it won't let it go forward.
Could set it to self then make sure the damage is set to no damage
I might log a bug/request
If you just want a cheap way to roll a dice
Are you "rolling" the Item to add the bonus/malus to the reaction roll?
Essentially I've built a mini system that allows my player to interrupt the damage roll to roll the interception; but it cannot be rolled if they don't target anyone, so I can't use riding effects such reaction management and such. I can do that myself, but it would be ideal to just be able to handle that stuff automatically π
Esp since "no target required" seems to me that one should still be able to roll the "damage" roll tied to a feature
It's a minor gripe
Here is how I set it up, but still doesnt function, its either damaging the ally also, or I have to single target and healing still doesn't apply anywhere.
Hello folks,
Is anyone aware if Magic Items Module does work with Midi-Qol?
I am about to start a session so I can't really investigate right now, so thought I would ask a quick question to see. π
Problem, when I cast an AOE spell from a magic item, and then place the template, when I go to click damage I get prompted to place the template. And then it gets stuck there.
it's glitchy at best
Try this ItemMacro ```js
if(!args[0].damageList[0]?.totalDamage) return ui.notifications.info("You didn't damage anyone");
const targets = MidiQOL.findNearby(1, args[0].tokenUuid, 30, {includeIncapacitated:true})
if (!targets.length) return ui.notifications.info("No allies in range to heal");
const damage = args[0].damageList[0].totalDamage;
await MidiQOL.applyTokenDamage([{damage, type:"healing"}],damage, new Set(targets), null,new Set(),{})
Do I make it a radius measured template or just a targeted ability
Nah just 10 feet enemy is fine
then you said 30 ft radius ally heal?
Should be good then
Got this
Just updated modules today, so I assume the latest, as Midi wasn't in the list.
10.0.35
Damn right it does! Amazing! You rock bugbear! Last question, but if I wanted it to heal for the cumulative damage done, would that be hard to modify? So I hit 3 enemies for 15 each, should heal 45 to all players?
Nvm.... wont need it, this is working as the player intended.
You can do lots of stuff. Like add the appliedDamage and then divide it to the allies equally, as needed, choosing amount etc.
Sky is the limit π
await MidiQOL.applyTokenDamage([{damage, type:"healing"}],damage, new Set(targets), {},{}) I assume changing that to this line would be it?
Would be a bit trickier that than. This line only creates the damage card to heal all targets (allies in this case in 30ft radius)
The more you want to do the more convoluted the macro gets π
Gotcha, well this works as is so I appreciate it
You can get the total (actual after resistances etc) applied damage like this```js
if(!args[0].damageList[0]?.totalDamage) return ui.notifications.info("You didn't damage anyone");
const targets = MidiQOL.findNearby(1, args[0].tokenUuid, 30, {includeIncapacitated:true})
if (!targets.length) return ui.notifications.info("No allies in range to heal");
const totalAppliedDamage = args[0].damageList.reduce(function (acc,obj) {return acc + obj.appliedDamage}, 0);
const damage = Math.floor(totalAppliedDamage/targets.length);
await MidiQOL.applyTokenDamage([{damage, type:"healing"}],damage, new Set(targets), null,new Set(),{})
That will divide the appliedDamage equally to the allies and heal them for that amount.
No actual use as it will heal for the same amount all of them, which more ofter that not, wont be the total cause of ... math π
How do you make the item roll an ability check? I'm sorry, I am a fool- I've been poking around and googling with no avail π₯
That should be it, with the exception of default being Intelligence for your case, right? And you want to add a Saving Throw DC, your 15
No need for the damage formula
Saving Throw DC just means DC, actually >_>
oh... ok, I was gonna say, since its a CHECK
Yeah, I know, but you can't populate the DC field until you pick one
and it wont roll otherwise
right, now I get "no targets to save" I appreciate you walking me through this
Oh right, add an Activation Cost and target Self
oh an i found the credits thing: system.currency.gc
#1010273821401555087 message so here at the top where it says Activation Cost 0 blank, add anything you want this to be, like 1 Action or 1 Special or 1 Bonus Action, whichever, and make target Self
Oh, sounds like it's v10 then? just replace gp with gc in the macro earlier then. ... Is it called gold credits? lol
wait galactic credits, I membered
im on v9 still
then I am just uninformed, thought v9 was still the data.data era, but same principle, should still just replace
Noice. the Rolling is working now. Any way to have it add their proficiency, / expertise if they have it?
its essentially a tool they are using
"slicer's kit"
HMMM, in dnd5e terms, that should probably have been separate items then, maybe bugbear has a clean fix
No not clean at all. But I was contemplating this exact issue.
I ended up "updating" the DC accordingly.
ItemMacro after the target is selected. If it is meant to be an Athletics check for instance and the target has expertise, you reduce the DC by double the target's proficiency score
it it were like a normal roll, a dialog would pop asking for a situational bonus, but this does not appear to d othat
That should be a midi setting unless sw5e does stuff, the fast forwarding. How do you push into an "active" workflow again, bb?
that's bugbear not inappropriate work titles
in a macro, this will get you the workflow
and depending on the Hooks you use (or macro trigger phases, you can change various stuff)
Hmm maybe a classic 'if then' xpyld be used in the macro. I don't NEED the pop-up, ID rather have an ugly but working fix.
It's d&d, not school- won't get graded on efficiency
Do you intend to add more hackable consumables like this? I'd nearly be more tempted to just make it interact with Slicer's Kit somehow, that way you do it "right"
design is kinda wonky rn by system standards
That said, if someone who excels in macros could edit to code to say something like ," due to your expertise" the DC has been lowered to X
Just have 3 options, default, proficiency and expertise
And it's multiple versions of the same item
Due to trying to automate things its best for me to apply this to the base of each item, then adjust the value accordingly
The macro is looking at success/fail of the workflow, so it needs to edit it on the fly
@violet meadow Just for your information, basically all midi-sample items which reference an ItemMacro like sneak attack are not working right now. Trying Rage currently and it doesn't apply the extra damage
Change them to ItemMacro.name of the feature on the sidebar
eg ItemMacro.Rage
Then delete the old items and drag the altered ones on the Actor again
New Midi's are 50/50 likely to be stable. I'd recommend 33 for now. If you downgrade to 33, you have to downgrade CPR also
where can i find a walkthrough for setting up concentrator in midi? not a fan of the CUB one
oh unless its that easy to fix nm
I was watching tutorial with Tim Posney where he talked about bardic inspiration. He showed that you gave each player the Bardic Inspiration sample item from the compendium, and that allows the prompt to come up for them to use the inspiration dice. That item isn't in my Midiqol sample items compendium. I don't know if it's only in the v10 compendium, or if there is a way I can get it
it is most definitely in the v10 and v9 compendiums but CPR does it better
however CPR requires midi 35 after version 90
@scarlet gale can players use the CPR button on the top bar of the items?
Bummer, I thought I was onto something!
what is cpr?
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
thank you
(Chris' Premades Module)
Can you take a snip of your options when using an onUse macro? The part that probably says "After active effects" for you right now here
I uhh... haven't gotten around to the macro part yet. They take me a bit to comprehend (plus I'm TECHNCIALLY at eork)
which is likely to have the concentrator thing im looking for?
Sure, I just need to know which options are available "back then" so I don't amend a fix that don't work for ya :p
i have no idea what you speak of
Just beep when ready
midi has its own concentration managing built into it you shouldn't need to install any modules for that
thats good, now to figure why it isnt working then lol
probably modules
do you have CUB managing concentration or Concentration Notifier running?
CUB manager is off
and do you have midi concentration settings right?
not sure, thats why i asked earlier if someone could point me to finding out how to set all that up (assumed it was on by default, seems important)
Dm only
got it, lemme test now
I am noticing that you are using CUB for conditions, that is an abnormal meta in modern midi, also if you have dfred and cub...that could be your cause too, its highly recommended to use dfred and disable enhanced conditions/condition lab in CUB if you use the two
The sample items one is fine for bardic inspiration. Mine just also includes the Tasha's optional magical inspiration
is there a way to make a ritual spell actually take the required time?
@vast bane seems to be working now, but its not actually rolling the dice on the screen which is fine, can see in chat
you could modify the spells casting time manually if it can be cast normally duplicate it, but its really a needless cosmetic change
aren't you one of those fellas who did not like automated saves?
how do i change the casting time. thats what i wanted but couldnt figure it out
thats probably why its not rolling 3d dice, its set to auto
look at the item details
no, i want them to roll saves, ideally, any roll will have dice on screen, whether they have to manually roll it or auto roll it, as long as dice are on the screen idc
im an idiot i found it
then don't assign your save setup to auto, or a non existent third party module, and don't put a blank value in the delay in saves
if you are on midi 33, theres a bug with MTB save requests that I've personally never seen that causes that
This worked, but the name of the feature doesn't have to be the one in the sidebar, it has to be the one on the character sheet. I have in the sidebar Rage 10.0.15 and on the sheet Rage, it only works with ItemMacro.Rage
Auto in the 3 drop downs will cause no 3d dice, MTB when you don't have MTB installed is the same thing as Auto
Yeah exactly
he said sidebar cause you can't edit it on the actor without doing a rarely known step
it was simpler to tell you to setit up on the sidebar and drag to the actor
so if i want to see all of the dice on screen, MTB needs to be selected in all the dropdowns above
to do it on the actor you would need to delete the old ae, and then edit the item and click the lil hand icon in the effect tab of the item
anything but auto
but you also need to have a number greater than 0 or null in the last field of my snippet
i had 40 before as that was default
then you likely had auto or a nonexistent MTB/LMRTFY choice in a world without them enabled
gotcha
or were experiencing the MTB bug I have yet to see myself
its still not rolling the dice, but it is letting me roll the dice via chat box
manually roll a save, does it roll dice?
Rage on midi-qol doesn't work if the weapon has Default as ability modifier under weapon attack, shouldn't this be normally the relevant attribute (most of the time strength)?
when i click in the chat yes, itll roll
the weapon is finesse
this is a known issue
we all just didn't think a barb would use a finesse weapon
works perfectly when i select, use the dropdown to do the con roll but like if the target with concentration is hit, nothing happens
you aren't the first to discover that funny interaction
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
Concentration conflicts:
Concentration Notifier Module
Combat Utility Belt Concentrator
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.
show me your save and concentration settings in snippets
and show me the attack that you think caused concentration checks
in chat
ALSO, the versions of the following(actual version numbers)
foundry
dnd5e
midiqol
dae
socketlib
libwrapper
dfreds CE
And test with just these enabled
Can someone tell me how to end existing concentration when activating rage?
midiqol is 10.0.35
dae is 10.0.24
libwrapper is 1.12.12.0
socketlib is 1.0.12
dfreds is 4.1.1
foundry is version 10 build 291
dnd53 is 2.1.5
@vast bane
what is your Monk's Tokenbar settings?
should be default, havent changed anything
double click on Erik and show me the effect tab of the ACTOR
double click on Erik on the map
thats the gm chat thing
oh whoever the target is
ctrl F5, if that doesn't fix your issue, disable all modules exxcept the ones I just asked for versions of and test agaain
if it doesn't work with all modules on, wait for someone with the new midi to try it too to see if its a midi 35 problem
I don't update to experiemental new midi's π
same thing
havent actually had ctrl +f5 actually fix anything anytime anyone has asked lol
I'm at the point of giving up, ctrl f5 is a hail mary
no worries, thanks for trying
you sure did test with all the modules off very quickly, are you not actually doing the troubleshooting?
im doing that part now lol
or did you not have any other module on?
Hey @scarlet gale question for you
Update on the bardic inspiration. None of the links worked in the add module importer. Most got a reply of k is undefined or not a valid path. Possibly because i'm running v9? I don't know. I uninstalled and reinstalled the midi srd that's listed in the module section for v9. It has the 2 Bardic Inspiration class features that you bards use, but not the one that just says bardic inspiration that you give the players. In the video it shows it being right above the other 2 in the compendium.
CPR is v10 only
ok
Checking out your stuff for Blood Hunter Lycan on one of my PCs. It's using Warpgate right? Is there an option to have the token change when in Hybrid? I see there's a let image = '' in there, but if I put anything in there it seems to break
use the midi sample item in v9 midi
oh weird how do i even target the pc to attack with npc lol, that mod is off
it's not there
I will never understand why anyone uses target modules, you can target someone by hovering over them and pressing the T key
how does a module need to make that simpler /shrug
i can give all the players the ability to give bardic inspiration, but not to use it
When you open the midi sample items you don't see bardic at all?
mmkay attacked again, nothing
at this point I give up, reinstall modules or live without concentration management
Here you are. Does the macro need to be present in foundry or can it be in a compendium? Also, does it matter what I name the macro?
no. it has the 2 that should be right below it for bards, but not the one for players
you are not making sense to me, so the sample items has bardic yeah? why are you using players in that sentence?
the bardic item is rolled, and the target recieves an AE
in standard midi effect transfer, if you have that off then thats why its not working
However, you might have to wait for someone who uses v9 stil to clarify for you as I don't remember what the v9 looks like
what's an AE?
ok
Are you on the newest version on my module?
I don't think any of this has a problem with v9 so you should see an ae like this on bardic
Our bard can give the players inspiration, and the marker shows up on their tokens
It should be in the effect now to change the token image
when the bard rolls bardic inspiriation it should apply this ae to the actor target
but the game is missing the prompt to let them roll the inspiration
when they roll the right d20 check/attack, they should get a prompt asking if they want to use it
Let me check, I think I'm on the newest. Was looking in the item itself rather than the settings if that's what you mean. I'll check there
you aren't using midi to roll?
that's what they are missing
are you a better rolls for 5e guy?
is this the reason for v9?
better rolls, yes
womp womp
If you still see it using an item macro re add the item
and that's the reasonwe are on v9
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
Concentration conflicts:
Concentration Notifier Module
Combat Utility Belt Concentrator
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.
BR works on some parts with midi on v9 but not all
very specifically I believe that it was always that BR rolls the initial attack, which is where his optional macro is firing from so it never gets to fire
you ultimately have very limited functionality of midi with BR in v9, anything that has to do with effect transfer and damage automationm works with midi, anything else is dead
I update nearly every day lol
π€£ I think "Do you use Better Rolls?" is the midi-qol equivalent of "Did you turn it on and off again?"
Chris is a busy beaver with that module and we all love him for it
Insane amount of work going into this man. Thanks for all you're doing
It is funny that I will share that copy paste and have it not be relevant but the one dang time I don't is the time it was
the whole party is elves that have the elven accuracy feat, and some have peircer. Better rolls makes that work for us. Is there another way to do all that in v10?
I pretty much broke everything when I converted away from using item macros to the new midi function thing
For Sanity's sake does any other guru see an abnormality in the attack image here? Mine don't look like this:
Where do you actually set the image for hybrid? Is it on the item itself?
The feature effect
Should have a flag I think that has a black value
Yep. Just put the image path in that
Damn, that is awesome man, thank you
Let me know if it doesn't work
couldn't you make rolling two a thing in midi by making a giant optional name macro on all monsters characters?
Yeah some CSS work probably
Ddb has a good macro for all of those
And isn't elven accuracy a core trait?
yeah but choosing success would get screwy
Shouldn't need anything special for that
also doesn't elven accuracy need advantage to work? and its 3 instead of 2
we only got it to roll the 3 dice advantage rolls with better rools
Yep, it does that automatically
I was pondering just making an optional name macro that prompts for advantage use
unless that just started, it did not for us
I have an elf in my game with that and it works for me
could be a better rolls issue
actually may have found a bug
BR does not play well at all
Yea, likely better rolls
Works well, but if I click off hybrid transform effect early, it actually straight up removes the passive effect
Can't transform again
Oh shoot
BR in your midi build is handling all attack rolls
do you know if it only started in v10? or did it always work?
That is a newer weird issue
Um thats a better question for dnd5e guys
I know how to fix it
elven accuracy has been a thing for quite some time I think
Oh actually, it still transforms
with the temporary effect anyway
Just loses the passive
with the img info
do you know where special traits is Philip?
I have a meme just for this...
oh no
π
Its a joke on how small and easy it is to miss the cog
Not my original work, thats a Zhell meme I stole
Change item to actor on this line
I'll put a fix in when I'm home
yeah best im able to do is manually call for the constitution roll from the player, then the roll button shows in chat and they can roll the check, but its not connected to concentration, so not automated
Update: Likely user error on my end, but the macro is freaking out lol. (the type has been set to after save)
one thing we never checked was, did you have errors in console
attack the concentrator, with the console open and share any red snippets
or yellow I suppose
I've seen a few yellows that have been a cause
Thanks!
nah no errors
Things may well be in different places from back then. Did you correct the credits parts already?
Fyi, you have your vision settings probably wrong in your world Erik
the attacker was unseen
I think so, based on the Sw5e discord. Gp became gc
Unexpected identifier suggests something is a-danglin', can you post what you have in the macro here?
this particular actor is night elf with darkvision and theyre in a dark room
my guess was lack of advanced macros or they are on the bad advanced macros
Also pls verify you have advanced macros yes
that's what parses all the info we're using
the other actor has no vision then
but you did bring my attention to something i forgot about the other day, for some reason none of my pcs are taking dmg in test combats
Unexpected identifier wouldn't happen due to missing Advanced Macros, just fyi
oh yeah, this acolyte cant see for jack lol
ChatMessage.create({
user: game.user._id,
speaker: ChatMessage.getSpeaker(),
content: The credit card <i>explodes</i>. You get nothing. You should have stayed a nerfherder.
},{});
const deleteItem = await fromUuid(args[0].itemUuid);
await args[0].actor.deleteEmbeddedDocuments("Item",[deleteItem.id]);
}
else {
ChatMessage.create({
user: game.user._id,
speaker: ChatMessage.getSpeaker(),
content: Easy creds, ${args[0].item.data.price.value} credits shoots into your account. You nonchalantly discard the wiped card.
},{});
const currentCredits = args[0].actor.system.currency.gc;
await args[0].actor.update({"system.currency.gc": currentCredits + args[0].item.data.price.value})
const deleteItem = await fromUuid(args[0].itemUuid);
await args[0].actor.deleteEmbeddedDocuments("Item",[deleteItem.id]);
} ```
add a js at the end of the first 3 backticks
```js
paste here
```
Missing a ; on line 22 (4th from the bottom)
Where did the backticks go I posted the macro with? :p
doesn't matter Fotoply caught it without the helper colorization lol
; don't matter
I typed them, but i guess the space made it sad
okay switched to goblin so that addresses the vision thing
The backticks from the messages are gone, I mean
but now i need to fix this
Oh thats true, I'm too used to more strict languages π
cause pcs are taking no dmg
What is there to fix?
The actual error is this part
also, do i need to manually turn on vision for all monster actors as i use them?
export your midi settings and take someone elses settings, does anyone here have a share of fast forward settings for Erik?
I have abnormal settings I don't wanna give him something he'd not use
I think..
ive been using @violet meadow settings for the most part
I hate JS, but I am pretty sure that is not allowed
if (args[0].failedSaves.length != 0){
ChatMessage.create({
user: game.user._id,
speaker: ChatMessage.getSpeaker(),
content: `The credit card <i>explodes</i>. You get nothing. You should have stayed a nerfherder.`
},{});
const deleteItem = await fromUuid(args[0].itemUuid);
await args[0].actor.deleteEmbeddedDocuments("Item",[deleteItem.id]);
}
else {
ChatMessage.create({
user: game.user._id,
speaker: ChatMessage.getSpeaker(),
content: `Easy creds, ${args[0].item.data.price.value} credits shoots into your account. You nonchalantly discard the wiped card.`
},{});
const currentCredits = args[0].actor.system.currency.gc;
await args[0].actor.update({"system.currency.gc": currentCredits + args[0].item.data.price.value})
const deleteItem = await fromUuid(args[0].itemUuid);
await args[0].actor.deleteEmbeddedDocuments("Item",[deleteItem.id]);
}```
Try this
Or uncheck the vision check in midi settings
this is more a thing of trying to fix corrupt settings
ahh
sometimes midi can get crossed up
no that was a side problem
his actual problem is concentration is not checking
That $ is off
and I'm unable to find his problem, he has accurate settings and no module conflicts and no errors
And the backticks are missing π
heyy that worked! you're all a bunch of geniuses
tell mensa
Now i just gotta fart around with it to see if I can get it to work for a TOOL check... that part seems unlikely.
Hmm. For some reason my booming blade macro is broken all of a sudden
Quick recap would do wonders. π
@broken wolf heres my shitty non fast forward settings to test for you, back your settings up first with a quick export you don't want mine
quasi related, how the heck do I programmatically update the workflow? I tried to peek for examples but could not quite find one
Does it have a on update target dae?
when he rolls damage on a target they don't make concentration saves
What do you need done?
I wanted to try and examplify what you mentioned before, adjusting the item's DC on the fly, but the syntax.. it-a gone
It does indeed
I wonder if midi 35 has an issue with concentration?
or dae 24
Nope
okay what did you do with yours cause it works fine when i import yours @vast bane
Is there a safe version?
and the tokens even taking dmg when hit too
Like, last known safe version I mean
.23
awesome, thank you. I'll check that out
But not sure about kinks
I never checked your old settings for damage but my guess is you had a bad setting in damage
was going through my player's skills to make sure everything is working since they're in like a gauntlet
So that is a pass or fail macro. Are you making each Credit Card a tool now to circumvent the proficiency/expertise thing?
going to be pure combat for like 2 sessions, so don't want to debug during session lol
if im looking right, you have all rolls manual yes?
Yes, the superior way of using midi /sarcasm
its just fast forward off fyi
well...
maybe a few other abnormals
"circumvent" being "doing it the right way" but, y'know
i may just run with this and adjust as needed, also whats the fast forward thing even do?
no.. im not quite sure how it want ot approach it. i was hoping to somehow use the ability check / custom formula against the DC. but idk if thats possible
just go to the GM and player tabs of workflow and check the boxes for fast forward and you should be pretty much back to what you had
I could connect tomorrow to your world to check out what's up if you still need help
I'm almost certain that your problem was a damage setting so that shouldn't affect you if you change to FF
If you restore you rold settings we can look at your damage settings, My guess is the enhanced roll dialog was off or something
Also it doesnt seem to be depositing the money into the player's account. Could be SW5e related. probably something i need to adjust in the macro
ill stick with this for now and modify as needed, its working is all i know lol
i can upload my old ones here if you wanna check them though
oh god no
LOL
I personally believe that importing others settings is a last resort, thats how you get messed up settings sometimes lol
makes sense
Ok, better rolls off, elven accuracy and bardic inspiration working fine! However; we use the flanking to get advantage for melee attacks rule. Can midiqol do that?
That should definitely spit out an error, if it fails to update the currency. What does console say?
In terms of how you want it, we can just make each credit card a tool and judge the tool's roll instead. We can also try and mimic bugbear's suggestion from earlier and adjust the DC mid workflow if you prefer. Either's doable eventually. Eventually being when I recall how to update a workflow.
I'm like 90% sure you had the first checkbox in damage off and thats what broke concentration
can you explain the convenient effect flanking only to advantage only for check flanking?
Yep. It's a setting
ty
best handled if you use dfreds CE fwiw
our houserules always have flanking but not sure what that convenient thing is here
The sample items effect and the CE one are very likely exactly the same
it's a setting in Dfred's or midiqol?
midi, its a drop down to choose from
oh i mean like whats the difference, i think i had ti on advantage only befoe
I honestly don't know what congo line is, I'm guessing its when you chain actors across like checkers
That is my error log. I must unfortunately step away for a bit.
The original plan is to have each tier of credit chip as an item (consumable) then simple adjust the value as the contents of the card. I can certainly change the card to a tool though too. I think.
I still insist conga lines are easily fixed with a lightning bolt
Yeah like a train of ally enemy ally enemy will not have advantage
You are like the electrical Fizban
He thought fireball was a solution to everything
There are things fireball is not a solution to?
I may be playing a tempest domain cleric, storm sorcerer right now...
Is it not for all when they turn lvl 5?
yeah totally working perfectly now
Hmm. Didn't actually seem to be my issue. Downgraded. Getting two errors in log.
That's a "we can't find certain elements that come before currency and therefore can't find currency either" error, presumably from this line args[0].actor.system.currency.gc. You'll have to debug that yourself or let me connect to your world at some point, might be easier.
Oh boy those are much larger than I thought they'd be
You have an out of date automation of mine
so pretty much im staying away from CUB if i dont want issues again right? @vast bane
Check your features that use on use macros and update them
for CUB, you can use it, I do even, just disable concentration in it and disable enhanced conditions
use CUB for its other features
I use it for name hiding and hp rolling of monsters
Chris does 20 updates per day sooooo
I had a breaking update
Chris is a Tabaxi, and uses Feline Agility on his module work
thats what brought me down this rabbit hole and i forgot all about it lol, hp rolling
I am trying so hard to not push a breaking update for midi SRD and makes things trickier
Cub is the goto right now in most metas because tokenmold and Token Variant Art modules currently have a conflict and theres no solution for them.
Anonymous can also do the hiding and has support for Midi π
and who can live without aedifs modules amirite? I yeeted token mold over that lol
There is. Use warpgate for everything
That's why I version jumped from 0.0.90 to 0.1.0
its not the name hiding thats the issue, its the hp rolling, TVA and token mold conflict now so I can't use token mold so I went with CUB for hp rolling...so I naturally yeeted anonymous to save a module slot
I never roll hp
completely fresh reimport of the character, and there's no premade for booming blade
same issue
Very specifically aedif said its a thing he can't fix, but token mold will revert tokens just like the ATE wildcard bug on TVA affectd actors
I shouldn't have another breaking change until the new function feature is fixed by Tposney
our 2nd houserule is always monster full hp, but we usually play with 7+ people lol
Ohh, I remember looking into a similar bug with Levels and Token Mold, through I did end up getting Ripper to hack around that
Yeah I had an issue like that in the srd spells...
Lol
I prefer my monsters to be fully random, infact... avert your eyes Guru's....
Oh boy
oh i like that
This is like looking into the sun on a solar eclipse
That's is in dire need of a world script
does it always random every stat when you pull from actors?
My players never know if I change something mid battle to spice things up
Hmm. Actually I get the premade error on every attack weirdly
I actually can't have it be a macro, zhell even shared the macro to me to replace this
so like if you pulled 5, theyd all be different>
right before it would prompt the damage card to apply coming out
Yep. Delete any effect's from my premades
Then update them
You have an one use macro somewhere using the old effect
one thing I really need for this trick, I need a macro that changes all attacks to finesse and the drop down to default on the attacks
... Is it really this simple to adjust a DC in a workflow?
const workflow = MidiQOL.Workflow.getWorkflow(args[0].itemUuid);
console.log(workflow.item.system.save.dc);
await setProperty(workflow, "item.system.save.dc", 300);```
Yeap
wtf
Just on this character? or could it just be anywhere?
cause this randomizer can turn a strength attacker into a dex attacker
On that actor
does CUB randomize names like tokenmold?
You can change almost everything in a live workflow
no it hides them
Do I have your permission to send you a DM with the world link? What level access would you need?
World script
oh so like if they hover over they dont see anything?
isnt that a setting you can turn off?
they see what you put in these fields
this.item.system.save.dc = whatever ``` if you want to condense that
Man is really hard to monitor the thread on a phone right now
yeah midi is quite active right now
Slow mode please
I wonder if we have more messages than dnd5e lol
Sure, go ahead. Player rights for just looking what you need to fix should be sufficient
half the stuff we deal with isn't even midi though so...
@vast bane they always send people here though lol
2x wtf, that's too easy
I'd totally switch to anonymous if it read the gender on tidy sheet flags so I could do Karen OR Chad
@vast bane i want this for random hp right?
My storm sphere does some sneaky non db token movements
To get the origin of the attack to be correct
Could always do a feature request π
what would the null name be though