#MidiQOL

1 messages · Page 85 of 1

scarlet gale
strong yew
#

ah crap, actually shouldn't be doing it exactly like this

scarlet gale
#

Why's that?

strong yew
#

it's rerolling the attack rather than just updating the damage type

#

dice says 6, actually does 1 since I'm rerolling

scarlet gale
#

do you use dice so nice?

#

Cause otherwise you and the player would never know

strong yew
#

I do in fact lol

scarlet gale
#

ah

#

Yea, setDamageRoll doesn't play nice with dice so nice

#

You can probably copy the damageRoll and edit each section

#

then do setDamageRoll to the edited on

#

but that's a whole lot of work

strong yew
#

Ah, is the type set in a bunch of different places?

scarlet gale
#

each term has the flavor marked

#

In reality, it just needs to be fixed on Midi-Qol's end to not do the dice so nice roll until after the postDamageRoll workflow has been processed.

#

I mentioned it to Tposney like a week or two ago after someone brought this up with me (and my module)

strong yew
#

I guess this is just going to have to work for now

#

At least mechanically it's working

scarlet gale
#

yea, it's just a visual issue

#

If you can find where midi-qol runs the dice so nice api function

#

you can likely move it around locally

#

I don't use dice so nice personally, so it hasn't been an issue in my game

#

Also, for savage attacker, don't use the item name as the 2nd argument for the queue function, do something like "savageAttacker"

strong yew
#

will do

#

last question, unrelated, don't suppose you know what's needed to discard a template immediately after casting do you?

scarlet gale
#

You can make an effect to do it

vast bane
scarlet gale
#

If it's something with a longer duration it won't do it after the turn

#

And not everything with a long duration needs to keep the template down

scarlet gale
#

You'll just need to find the templateDocument

#

it should be part of the midi workflow arguments

#

Edit the above, midi just has the template uuid lol

#

You can slap this as an item macro on anything that needs to get it's template removed after the turn but the duration is longer than a turn

#

say for example hypnotic pattern

hasty jackal
#

Im having issues, for some reason the damage just applies automatic w/o asking for a reaction from my players

#

only for them, i can use reactions normally

scarlet gale
#

Check your reaction settings in the midi workflow settings

#

Maybe you have the timeout set too low?

vast bane
#

make sure the reaction is not reaction manual

scarlet gale
#

That too

vast bane
#

reactions only prompt for the victim of a spell

#

or attack

hasty jackal
#

this is how i have my reactions workflow

vast bane
#

reaction on player that should have prompted

#

details tab

#

and what are you doing to prompt it, attack what?

hasty jackal
#

just a normal attack

#

it works for NPCs like a mage npc using shield or a clay soldier using parry

#

weird...he created a test reaction and it works but no shield

vast bane
#

its a reaction manual shield probably

hasty jackal
#

yeah i reimported it

#

weird

#

the SRD version doesnt work it seems

#

even with the "reaction pre attack roll" toggle

scarlet gale
#

You want it set to just reaction

#

for stuff like shield

hasty jackal
#

welp im dumb, my player didnt set the spell as prepared

#

so the program didnt count it as a spell

vast bane
#

Midi does not like suspended effects

#

you should not use SRD spells from dnd5e system

#

use Midi SRD

hasty jackal
#

yeah i noticed, at least i fixed it thanks c:

molten solar
#

Bab's next update will support ability checks if you're looking for a simple implementation of Pass without Trace

scarlet gale
#

Oh nice

#

I thought you were waiting for the next dnd system update?

chrome island
#

Quick question - i've got my rolling for weapons and things set up, other than the fact there is no description, which is a bit awkward with some spells and items etc. is there any way to make it display the description as well? can't seem to find it if so

spice kraken
#

Or you have this selected in system settings

molten solar
zealous tiger
#

sorry if this is well known, im new to foundry, i have Let Me Roll That For You for save roll prompts in my MidiQOL workflow, but I also installed monks tokenbar afterwards to use with active tiles, and having two roll prompting modules is a bit superfluous, so I wanted to check if tokenbar is working with MidiQOL atm? because I saw some things on reddit abt it not working and idk if its been worked out or not, and my game is tomorrow

short aurora
#

If you haven't found out already, the answer to 1 is in workflow settings > Mechanics. I don't get your second question, what kind of icons when your characters cast spells? Icons tends to be to show the actor/token is affected by an effect.

idle stag
#

Hey! Anyone knows why for some range attacks (shortbow on rogue) on really close distance disadvantage applies? I don't understand what's wrong. Here is screen. Midiqol of the last version, foundry v10

fiery torrent
idle stag
#

I also use Simbuls cover calc

#

I have tested with ranger's longbow and it was fine on normal distance and correct on long

short aurora
short aurora
idle stag
#

Medium size also, but I will double check right now

#

same dis

#

Ok, nvm, one of the conditions were not shown at all
Anyway thanks!

snow quarry
#

Good morning! Any idea why when using DAE / MIDIQoL / CUB when applying a condition on hit it shows TWO conditions, as opposed to one? Ideally on a failed save it should just show the 'shocked' condition.

short aurora
#

I think that's the equal to adding the condition on the token manually, so unsure how that works with duration and whatnot

fiery torrent
#

it doesnt even put the status icon on

short aurora
# fiery torrent nope

You're not able to apply effects at all with just Midi and dependencies? DAE + Midi + socketlib + libwrapper? Have you enabled application of effects in midi's settings under workflow -> specials?

fiery torrent
#

no its set to "Don't auto apply effects"

short aurora
#

Right, it sounds like you have a little module overlap. If you want Midi to take care of your effect application and concentration, you want that option toggled on, and then also the concentration options in the concentration tab. It sounds like you had another module also doing something similar, which was presumably the one adding the spell icon to the caster too

fiery torrent
#

currently CUB is handling that yea

short aurora
#

I do believe midi and CUB can cooperate in that regard, but that still leaves you without Midi handling the effect transferral, do you have a third module for that? I don't think CUB handles it

fiery torrent
#

i'll have to check, would automated animations do that?

short aurora
#

No clue, only use Midi myself there. You can use a module like Find the Culprit to try and find whatever module's creating the icon error for you, but if you're not aware what your modules do for you, it might be time to have a look at your module list in general :p

fiery torrent
short aurora
#

That's part of Midi's dependencies, that should have been active when you were testing before, so that should not be the cause of the icon being added to the caster.

fiery torrent
#

looks like it only happens when someone casts a spell that puts an aoe template on the ground, and turning off DAE made it stop happening

short aurora
#

Midi handles templates' expiry by placing an effect named <spell template> on the caster and then removes it, when the template is no longer relevant. Is this actually what you're seeing?

#

Is the effect named <name> template?

#

I had an inkling it could be that but you mentioned Haste, and it has no template...

flat gazelle
#

@scarlet gale I hope it is okay that I pinged you, but sometimes there are certain spell animations that do not play on a player with dark ones blessing and I get following info in the console log. This still occurs if I tone it down to just the "required" Modules. It seems to affect all animations that are not template based or targeted like eldritch blast or weapon attacks

fiery torrent
#

its just not removing the templates

short aurora
fiery torrent
#

or when the character fails a concentration check

short aurora
#

Which spell and when you say template is deleted, do you mean automatically or when you delete it manually?

fiery torrent
#

im testing it out with web

#

and yes, manually deleting the template on the map, not the icon on the actor

#

deleting the template from the character, does automatically delete the measured template

#

just not the other way around

short aurora
#

Right, it's a one-way relationship. That effect is there for Midi to handle the template deletion for you, it will not be removed by you manually deleting the template. Let me check how it works with a Concentration template spell.

#

(worth noting you can delete the attached template by deleting the effect)

fiery torrent
#

yea, but i use monsterblocks so getting to the effect portion of npc sheets requires sheet swapping, and going into effect section of the char sheet every time to remove it is a pain

short aurora
#

That's how midi handles template expiry. You can ask if they can change the feature to be a two-way relationship instead on the module's github?

All that aside, I actually don't see a spell template effect on concentration spells, so I assume it's because you're using CUB as the concentration module instead and that's not something I can help with.

fiery torrent
#

thx, i'll see if swapping from cub to midi concentrator fixes it

native rivet
#

I can't get the first lvl shield spell, from the midi srd to work. can't figure out what I'm doing wrong, but the spell ultimately does nothing.

Tried disabling "transfer to actor on equip" and "effect suspended" but it changes nothing :/

#

thing is... what I'm looking at right now, is the default version.

short aurora
strong yew
#

what module do you guys use for targeting?

native rivet
#

but even casting the spell normally appears to do nothing

short aurora
native rivet
#

Just making tea, give me a sec... I don't think I touched anything, but massive I clicked a preset by mistake

short aurora
#

I know dnd5e the tabletop quasi-allows you to attack an invisible target, but system wise I don't think it exists for someone who can't see it, once that button is used

native rivet
native rivet
#

That was it!

#

Thanks a ton mate

#

was going daft trying to figure out what had changed

vast bane
# idle stag

in the options you can turn on attribution, its right below the hide details at the top of the tab with export/import midi settings. However, this is so obvious to me that I'm willing to bet the bank on it. Your issue is that the attacker or victim has no sight settings setup, so midi is awarding disadvantage due to the hidden property. This new flag for midi is impossible to see unless you turn on attribution.

#

Oh I suppose since you are new here, it could also be that you have ready set roll or retroactive advantage installed too

scarlet gale
flat gazelle
scarlet gale
#

Added an undefined check that should solve it.

#

It'll be in the next update.

#

What causes that first error to happen for you out of curiosity?

#

As it doesn't look like an error in my module...

flat gazelle
#

thanks!

I have no clue, I tried to replicate it just now and could not. really really weird. I sadly forgot to note down the spell the first time around

#

And when I went through all this time, only the second one occured

scarlet gale
#

Just pushed an update that should help with it

flat gazelle
#

thank you very much!

scarlet gale
#

Let me know if it doesn't resolve it

flat gazelle
#

worked like a charm!

plain aurora
#

Hello! I just installed Midi Qol last night and I'm going through character sheets to make sure their features are working as intended.
I'm having an issue with some reactions - 'Hadozee Dodge' and 'Sentinel at Death's Door'.
Sentinel aDD is displaying as a reaction when the player receives a hit and does not negate the crit.
Hadozee dodge displays correctly when hit but does not reduce the damage received.

Is there a setting I need to change for these to function as intended?

scarlet gale
#

Unless you've gone out of your way to configure them they won't do anything special

#

The negate crit one should be doable with the right midi flag as an effect on it

plain aurora
scarlet gale
#

No, you'll need to make an effect on the feature

#

First pin in here has a link to the midi-qol documentation

#

You'll want the immune to crits flag as well as setting the special duration for reaction

unreal bolt
#

Having a Midi QOL issue... Auto damage applies on ranged and melee attacks, but it's not working on Spells. Am I missing a setting?

scarlet gale
#

What's your midi version?

unreal bolt
#

Mine?

scarlet gale
#

Yep

unreal bolt
#

10.0.35

scarlet gale
#

Errors in console when you attack with a spell?

strong yew
#

So I have a player playing soulknife rogue

#

noticed in foundry, if I have the auto-disadvantage on ranged attacks within 5ft, it's applying them to his psy daggers too

#

even though they are melee or ranged

#

any way around that?

short aurora
#

Pretty sure Midi just looks at what kind of attack it's doing, what do you have his daggers set to?

#

Action type, I mean - ranged weapon attack, ranged spell attack etc.

strong yew
#

Looks like they import from ddbimporter as ranged weapon attacks

short aurora
#

I have found your culprit

strong yew
#

can I set it to melee but still have it be 60ft?

short aurora
#

Sure, there's Reach weapons and stuff so it's not limited (don't put Reach on it, just an example)

strong yew
#

huh, thanks. Thought that would interfere somehow

short aurora
#

Looking at the feature, I would probably make a melee and a ranged version.

unreal bolt
short aurora
#

Seems like it's sometimes intended to be thrown

jagged bear
#

What's the best way to make an ability target each token within 10 feet of the token that used the ability, excluding the originating token? I've tried almost every combination in the target & range fields without success; is this squarely in macro territory right now?

short aurora
#

... that seems to have changed

jagged bear
#

oh yeah damn, before the template has been placed, it targets the originator, but once placed only everyone else is targeted

short aurora
#

Ah yeah, I get that too. I swear there used to be two fields you could put Special in, but guess it's just Range now. 😄

jagged bear
#

yep lol

plain aurora
#

I'm trying to put a tokenMagic macro on an actor so it always appears as spectral. What's the best way to do this. I've created a passive 'Active Effect' but I'm not sure how to get it working.

vast bane
#

alternatively you can use effect macro to on creation/on deltion the filter but you need to figure out how to adapt it to effect macro and I personnally do not like args on/off and effect macro on/off macros that mod tokens, they almost always wind up misaligned somehow and you have to delete the token to reset them.

#

plus macros don't mod all tokens of said actor, just that token

plain aurora
inland vortex
#

is there an automation for aura of vitality?

vast bane
#

I have one but its hard to share, I hope CPR has one so I don't have to lol

inland vortex
#

let me see if he does in the module

vast bane
#

he doesn't

inland vortex
#

poop

vast bane
#

aura of vitality is best done as a temp item you give via macro.createitem

#

oh shit actually my aura of vitality is a warpgate macro so it is actually shareable

#

since when do I do warpgate macros lol

queen raptor
#

I'm messing with Activation Conditions and just looking for a very simple one: The item should roll 1d10 and on a result of 4 or higher the effect is applied. I've tried "[[1d10]] >= 4" which rolls the die but seems to apply the effect irrespective of the result, and I've tried "1d10 >= 4" which doesn't seem to work.

vast bane
inland vortex
#

where do you find the itemMacro code section?

vast bane
#

like the dae wrench

inland vortex
#

ok

short aurora
#

Can you evaluate rolls in Activation Condition? Doesn't the item keep on rolling?

vast bane
#

The item macro is meant to launch via aura of vitality dae:

#

my aura of vitality hasn't been used since dnd5e 2.1.x so who knows what versions have done to this macro

#

but its mostly warpgate so I bet you its resilient

queen raptor
vast bane
queen raptor
#

I see

vast bane
#

bugbear has an example and there are numerous sample items that reference the roll

#

think any sample item with something on a nat 20

#

sword of sharpness/lifestealing

#

bugbears condition examples are in the pin here in the wiki

queen raptor
#

Yeah I'm looking at the example conditions right now

vast bane
#

Longsword of life stealing in midi sample items

queen raptor
#

It can reference something in the Other Rolls field, right? I don't want this applying any actual damage, and the feature doesn't include an attack roll

vast bane
#

can't hurt to try

#

you can also do a damage roll that deals "no damage"

#

or "none"

short aurora
#

you can execute js in that field...

vast bane
#

yeah he had to put in a fix cause the dnd5e default reactions all had "which" as the leading word in the fluff activation condition fields lol

#

it was causing js errors

#

apparently which is a key word for some language

queen raptor
#

I'm not sure what I'm doing wrong but entering it as a No Damage roll and trying to call it that way doesn't seem to do much.

short aurora
#

What is the feature supposed to do, actually? Do @attributes.super.die in damage if you roll above a 4 on a 1d10?

vast bane
# unreal bolt Let me clear my console and try. I'll post back.

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.

inland vortex
#

after i use aura of vitalty should an icon show up that lets me do the 2d6 healing each round?

vast bane
#

so their system calls are different than ours

short aurora
#

It's honestly pretty similar, but I'm curious what canaryman actually wants to happen when that feature is rolled

queen raptor
vast bane
#

does your system actually call a superiority die?

queen raptor
#

It can and does.

vast bane
#

cause @attributes.super.die does nothing in 5e

queen raptor
#

I'm using it in his other maneuvers as regular damage

#

But this one just needs to check the super die for a result

vast bane
#

for us in 5e, we have to make scale values

queen raptor
#

We have those too

#

Have to mod DAE to read them right >.>

vast bane
#

ok well I think you need to reference the damage formula instead of the roll

#

its looking for an attack roll

#

but I don't think bugbear has given us an example of that

#

maybe try damageRoll?

queen raptor
#

I did.

short aurora
#

So it needs to fetch this die and roll it, then evaluate it. HMMM.

vast bane
#

could do it all in macros but it should be doable in the acivation condition, we just don't have the keywrod for that roll

queen raptor
#

I can also manually set it the die I suppose but I assumed since it read elsewhere it can read here

short aurora
#

Maybe, let me check the doc

queen raptor
vast bane
#

I might suggest going with the pure dice equation at first just cause you are technically using a sw5e specific call and that could be an issue

#

use the attribute after you get it working to see if it works

scarlet gale
vast bane
scarlet gale
#

Probably

#

Mine would also just be warpgate to add the item to use

vast bane
#

cause I'm no pro at macros and was pleasantly surprised it was not a macro.createitem when I went to show them it lol

#

yeah that one is very CPR esque I think

#

though I think its making the item from scratch not warping in an existing one

queen raptor
#

Nothing doing 😦 But thanks for trying

scarlet gale
#

Yea, I'm willing to bet I'm the only person using a compendium to pull temp items from.

vast bane
scarlet gale
#

For warpgate item data

queen raptor
short aurora
vast bane
#

I feel like _anything is very naughty usually?

short aurora
#

badboys for life

scarlet gale
#

99% of the time yes

#

Use total

queen raptor
#

Didn't seem to work unfortunately

vast bane
#

total would also take into account modifiers but I don't think that formula has any fwiw

short aurora
#

is it rolling your super die for you? It seems to work for me just fine

queen raptor
#

I even set it to a flat 1d10 instead of calling the super die

short aurora
#

Whoops, throw a @ in front

#

@workflow.damageRoll.total >= 4

queen raptor
#

Oh

#

.total?

short aurora
#

.total but that should have worked there, too

vast bane
#

_anything is usually naughty to do outside of the console itself

queen raptor
#

Nope again

vast bane
#

shouldn't there be a space after the >=?

#

don't spaces matter in evaluations?

queen raptor
#

Didn't change anything.

short aurora
#

I am starting to think the evaluation is not the problem here

#

Because that works yonder dnd5e side

vast bane
#

I bet you its the settings

#

theres 2 settings for it in damage in workflow tab

#

but they are on sw5e so their location and settings might be different

#

theres two drop downs about activation conditions in there somewhere

short aurora
#

I mean we can just test if it's the activation, put it to 1. That evaluates true.

vast bane
#

empty also evaluates true

#

is there an actual active effect?

#

I want to see the first tab of the active effect

queen raptor
vast bane
#

I suspect the self box is checked

#

ah HAH

#

do I get a cookie?

#

uncheck that box

#

those two self boxes are very misleading

queen raptor
#

the boxes...betrayed me? 😭

vast bane
#

you want standard effect transfer, so the item details dictates self. Those two boxes are when you target something but want something to affect self too

#

they get alot of people mixed up

queen raptor
#

Perfect

#

Solved

vast bane
#

its workin?

queen raptor
#

Thank you

vast bane
#

woot

queen raptor
#

My player and I very much appreciate it, all 👍

#

Now...

to figure out how to do the other half of the ability that minimizes damage if he gets a 3 or lower <.<

(jk I'm not even touching that stuff)

vast bane
#

I think thats macro territory

queen raptor
#

So do I

vast bane
#

also it'd be the opposite of beacon of hope/circle of mortality that CPR does

queen raptor
scarlet gale
#

World script territory probably

inland vortex
#

how do you get spells that are in a magic item to show up in your spellbook? we have a wand of fireballs that makes the fireball spell show up, useable, in the spellbook, but none of our other magic items are doing that

scarlet gale
#

Screenshot the magic item part?

#

If the player doesn't normally have spells you may need to add a dummy one to get the tab to show up. That may try be a tidy issue however

vast bane
#

Also the wand of fireballs requires attunement, so thats probably the mistake you are making with either module.

#

afaik items with spells doesn't care about attunement though so they should still populate.

#

or maybe it doesn't care about equipping I forget

inland vortex
#

ok

#

is there a version of shambling mound or blight that makes the monster roll it's save with disadvantage and take full damage on a fail?

vast bane
#

I can think of a janky way, but one of the macro gurus can do it less janky

#

Two items, first applies disadvantage on the next con save, second item is blight/shambling mound attack

#

have the disadvantage part be contingent on an activation condition if its a plant right?

#

So I don't like how I always typo my overtimes so I'm making a document to copy/paste them from and I'll share it here momentarily.

scarlet gale
#

I always just lookup my hold person spell and edit from there lol

#

I can never remember the parameters

vast bane
#

yeah thats my point here, cause not every spell or example has every option so my point is to make a cut and paste easier and rule out user error

#

if I had a nickle fore very time I capitalized a T in true I'd be rich

#

but fwiw those errors in the console are burned into my brain I can immediately tell its that

short aurora
#

That whole roll with disadvantage if you're a certain type is a pretty neat automation thing, is there an example of that out there? I can't think of a way to do it "clean"

vast bane
#

Midi Overtime helper copy/paste.

Any line that starts with a // is default and doesn't need to be entered.
I designed the last entry to not have a comma as its the label, which is always present, so you should paste it in last because the final line should not have a comma.
Each grouping are choices, only use 1 choice in each overtime effect.

turn=start,
turn=end,

rollType=check,
//rollType=save,
rollType=skill,

saveAbility=dex,
saveAbility=str,
saveAbility=con,
saveAbility=wis,
saveAbility=int,
saveAbility=cha,
saveAbility=san,
saveAbility=hon,
saveAbility=acr,
saveAbility=ani,
saveAbility=arc,
saveAbility=ath,
saveAbility=dec,
saveAbility=his,
saveAbility=ins,
saveAbility=itm,
saveAbility=inv,
saveAbility=med,
saveAbility=nat,
saveAbility=prc,
saveAbility=prf,
saveAbility=per,
saveAbility=rel,
saveAbility=stl,
saveAbility=ste,
saveAbility=sur,

saveDC=@attributes.spelldc,
saveDC=@attributes.str.dc,
saveDC=@attributes.dex.dc,
saveDC=@attributes.con.dc,
saveDC=@attributes.int.dc,
saveDC=@attributes.wis.dc,
saveDC=@attributes.cha.dc,
saveDC=@attributes.san.dc,
saveDC=@attributes.hon.dc,
saveDC=##,

saveDamage=halfdamage,
//saveDamage=nodamage,
saveDamage=fulldamage,

//saveRemove=true,
saveRemove=false,

saveMagic=true,
//saveMagic=false,

actionSave=true,
//actionSave=false,

damageBeforeSave=true,
//damageBeforeSave=false,

damageRoll=##,

damageType=none,
damageType=acid,
damageType=bludgeoning,
damageType=cold,
damageType=fire,
damageType=force,
damageType=lightning,
damageType=necrotic,
damageType=piercing,
damageType=poison,
damageType=psychic,
damageType=radiant,
damageType=slashing,
damageType=thunder,
damageType=no damage,
damageType=healing,
damageType=temphp,

rollMode=gmroll,
rollMode=blindroll,
//rollMode=publicroll,
rollMode=selfroll,

macro="name of world macro",

label=REPLACETHIS
#

yall might wanna bookmark this ⬆️

#

@gilded yacht I know you are on vacation, but in the overtime documentation it is not clear whether something is default or not for a few, so if you look at my document here above, if any of the // lines are not the defaults for a type let me know but I kinda sussed out they were based on the behavior when they are absent. Specifically rollMode, damageBeforeSave, and actionSave.

#1010273821401555087 message

#

I'm trying to automate the boneless creature in the house of lament. Its two different overtimes and I dunno how to remove both on success? I actually have the first one having no way to remove it, so if I put the second overtime in the same ae, would it remove both?

#

can you have 2 overtimes in the same ae?

scarlet gale
#

One way to find out

vast bane
#

yeah will check back shortly 8)

#

can you reference the creatures mods in the damage roll?

#

1d4 + @mod?

#

isn't it in dae that I have to use # and ## for them?

vast bane
#

to the best of my understanding the answer is no, but I also think maybe I horribly misunderstood what actionSave is meant to do

#

because when I set an overtime to actionSave it does NOTHING when said save is made manually and succeeds.

#

actually think I found a conflicting module

vast bane
#

Ok couple of things. First off, you cannot use actionSave with turn=end.

#

Secondly, you cannot combine two overtimes because actionSave is always resolved first.

tranquil cloak
#

what does the "Allow normal Critical" option do? does that just allow there to be threshold and nat20 crits

vast bane
tranquil cloak
#

its an option in midi

#

in the rules section

#

was wondering what it does?

vast bane
#

you mean the optional rules?

tranquil cloak
#

yeah

vast bane
#

ok yeah, I believe the normal crit rules work on top of threshold yes, so a 20, or in rare setups lower, a crit can still occur

#

you don't need that checked if you aren't using the margin rule above it

tranquil cloak
#

oky doky

#

thank you

vast bane
strong yew
#

Anyone ever set a custom AC fomula for a character? Trying to figure out the format

vast bane
#

you'd get a better answer in #dnd5e I don't remember off the top of my head the two keys needed for it, but the guys in dnd5e would.

#
turn=start,
damageRoll=10,
damageType=healing,
rollMode=gmroll,
condition=@attributes.hp.value > 0 && @attributes.hp.value < @attributes.hp.max,
label=Undo heal if they took radiant damage this round.

With the change to midiqol recently, you can now whisper regeneration rolls but he never updated the sample item to reflect that. I added a label and the whisper to it above. Use as you wish.

#

Wow, mind blown, it never occurred to me to search CPR monster features for identical features, i was searching by monster name

scarlet gale
vast bane
#

Turn Immunity just got dragged to Revenant

inland vortex
#

Are there working verions of a dancing sword? I'm guessing it should be similar to spiritual weapon

vast bane
#

dancing sword is hittable so no

inland vortex
#

ah

vast bane
#

I'd make an actor called dancing sword with a stat block and warpgate it in like spiritual weapon though

inland vortex
#

i have the spiritual weapon as type No Target and listed as immune to everything, and it still takes aoe damage

vast bane
#

is it 0(#) in the damage card?

inland vortex
#

if it (or any actors at 0 HP) are in AoE spells the game freaks out and gives me about 100 error messages

#

Yep, it takes damage

vast bane
#

show me the damage card in chat

inland vortex
#

not sure how

vast bane
#

and no creature at 0 hp should be targeted fyi

inland vortex
#

and yet...

#

i thought i had every place there was a choice to ignore incapacitated actor marked

vast bane
#

the simplest way is tto printscreen, then paste into mspaint and select tool it over with ctrl c/ctrlv. The neater way is to use the snippet tool from windows 8+, which is windows key +shift+S

#

snippeting the damage card in chat for the spiritual weapon taking damage would help, but also snippeting those errors you speak of would too

inland vortex
vast bane
#

show me the sheet for the spiritual weapon assuming its the top one there and not the bottom one

#

cause the bottom one took no damage fyi

inland vortex
#

top one

vast bane
#

thats an overzealous error message for an npc reaching zero

#

I don't know what I'm looking at

#

none of the creatures that took damage were reduced to 0, why would an actor be incapcitated?

#

does the effect do that?

inland vortex
#

Getting rid of the space made NoTarget work

#

Is there a wa to get rid of the overzealous error when an npc is down and gets aoe on it?

vast bane
#

its a midi 35 problem fyi, so you could also downgrade to 33

#

but then you'd have to disable CPR or downgrade CPR to .90 and undo any changes you had done to it

#

its not an error, its just a warning alerting you that targets were incapcitated

inland vortex
#

is the targetting pic you shared part of midiqol?

vast bane
inland vortex
#

100 alerts seems a bit much

#

ty

vast bane
#

100 alerts seems like you have a really large amount of creatures on a map 8)

#

creatures that are already at 0 hp or have the incapcitated conditions?

inland vortex
#

i set midiqol workflow to look like yours. one creature at 0 gives me roughly 100 alerts. maybe only 50. idk, but a lot for a long time

#

the alerts start once i hot the cast spell button, before i even place the template, if there is an actor at zero nearby

vast bane
#

ok then my question to this whole channel, is if midi 35 does this as Philip says, how come nobody else is complaining about it lol?

#

that seems broken to me

inland vortex
#

if the 0 hp actor is out of spell range, i don't get the warnings

vast bane
#

I don't know how to troubleshoot your issue, I have midi 35 installed and do not see this

inland vortex
#

but i get them if he's in range, even before i lay down the template

#

i don't think the players see it, only the DM

scarlet gale
#

I noticed it with stuff that uses the special range feature

vast bane
#

got it

#

found it and yep, highly recommend downgrading to midi 33, and that means you prolly have to live with this bug for weeks if you already integrated CPR post v90

#

I just upgraded and I'm downgrading this is too obnoxious to deal with in a live session

scarlet gale
#

Or just comment out the line that yells at you

vast bane
#

basic fireball spams the log file worse than simbuls cover calculator

scarlet gale
#

When I'm home I can find the exact line

vast bane
#

Its not just the warning, it does a white message too, the yellows are just more often

scarlet gale
#

Can you expand one of the orange ones?

vast bane
#

I just uninstalled but Philip can share one of his I'm sure

#

I only updated to see his error message for myself

inland vortex
vast bane
#

f12 and expand one of them in the console

scarlet gale
#

I'll find the line when I'm home for anyone interested

vast bane
#

@violet meadow does the official release of v10 midiSRD require midi 34+?

scarlet gale
#

Isn't 34 bugged with damage application?

vast bane
#

true but it was what gave you guys all the nifty new stuff for macro

scarlet gale
#

Mine very specifically needs 35

past spade
#

Hi, I want to make an item that adds an effect to all targets with the duration of 1d8. I would use the roll expression for duration but that rolls a different duration for every target. Is there a way to roll only once and have the same duration for all targets?

inland vortex
#

Is this what you needed?

scarlet gale
#

No

#

If you don't mind waiting I'll get it in a few hours

vast bane
inland vortex
#

No problem. I'll look when i get home from work tomorrow

quasi needle
#

I am trying to automate the -1d4 str value from a shadow attack. it works, it's stackable, BUT every time a new effect is applied to the actor token, it appears to reroll all the 1d4 effects. How do I avoid this?

inland vortex
#

Has anyone made class features for circle of stars druids that work?

quasi needle
scarlet gale
#

Item macro on the feature

#

Post active effects (default setting) is fine

quasi needle
#

ok, i think i see how....

vast bane
#

he on use macros field does not utilize actual macros, it utilizes the NAME of macros lol

#

most of the time it will just have ItemMacro

#

and then you paste the actual macro into the item macro field at the top of the item

#

or you can reference a system macro

quasi needle
#

i opened the str drain feature, clicked item macro at the top, pasted the code in, attacked my guinea pig several times. there are 3 strdrain icons on the actor, but his str remains unchanged at 20. what did i miss?

inland vortex
#

If the guinea pig was named Boo, he is immortal and impervious to all attacks.

quasi needle
#

fun side note, i used to be a low level grunt in video game development, i actually worked on neverwinter nights.... lived in a hotel down the street from bioware in edmonton for 4 months

quasi needle
#

it's empty now, should i add something there?

scarlet gale
#

ItemMacro

quasi needle
#

it applies the effect, i head dice rolling and see the d4 generated in chat, but the char's str remains unaffected at 20

scarlet gale
#

Show me the effects tab on the target actor

quasi needle
scarlet gale
#

Remove the ones on there

#

As well as any on the feature

#

Then try again

quasi needle
#

that fixed it

#

i think it was removing the effect on the str drain feature

#

yup, your code doesn't create stacking icons

#

thanks for the help

scarlet gale
#

Yea, it just updates the one

quasi needle
#

hah, can't get rid of the giant skull after killing him with str drain and then resting

scarlet gale
#

Should just be able to remove the icon

#

It's an effect

quasi needle
#

no, adding and removing death icon only affect the mini death icon

scarlet gale
#

Open the actor and remove it on its effects

quasi needle
#

thankls

#

i'll just tell my players they're undead now

vast bane
#

youhave too many modules auto defeating/autodeading

#

also there may be a dead monster underneat it

#

the dead overlay is always on top regardless of how many npcs there are there in the square

quasi needle
#

i'm only aware of midiqol auto-deading stuff

vast bane
#

alwayshp might also

quasi needle
#

don't have the others you mentioned

#

if (targetStrength <= 0) {
await chris.removeCondition(targetActor, 'Unconscious');
await chris.addCondition(targetActor, 'Dead', true, null);
}

#

his code flags the token dead at str 0, which is great, it's supposed to, i'm just saying the flag didn't get autoremoved when short rested

#

or long rested

#

maybe it's midi-qol's fault, because it adds those full token size skulls for dead

vast bane
#

dead condition on its own is not removed via a short rest though

#

to remove dead you must revivify, reincarnate, raise dead, resurrection, or true resurrection.

#

you can't exactly sleep off a dead condition, also per rules as written a character can only benefit from a rest if they have atleast 1 hp.

vital carbon
#

can someone help me? I think my MidiQOL Special Durations are not working

spice kraken
#

Like?

vital carbon
#

the effect does not end on any of the conditions

spice kraken
#

Those work for me but I'm on v9

vital carbon
#

i see, Im on v10

spice kraken
#

@vast bane you around?

scarlet gale
#

No reason they shouldn't work. I use them all the time on v10

vast bane
#

second guess is naughty other roller

#

third guess is it never is on the actor in the first place cause the items set to none/none

#

I think theres a dae and a times up module setting that shuts them off

#

also all of those are combat related is there even combat?

vital carbon
#

yes. there is a combat

vast bane
#

are they in it?

vital carbon
#

yes

vast bane
#

and by they I mean the canvas actor if its an unlinked actor

#

are you on dae 24?

#

if so downgrade to 23, its a bogus version

#

to downgrade you must find the v10 packages in the v10 branch of dae on his gitlab

#


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
Effective Transferral
Attack Roll Check for Dnd5e
Advanced Spell Effects(non beta version)

Concentration conflicts(Only use one, shut the others off):
Midiqol
Concentration Notifier Module
Combat Utility Belt Concentrator

The following modules have template settings that step on midi:
Spell Template Manager
Automated Animations
SIFT

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 or lack of ae's.

When troubleshooting issues of unknown advantage/disadvantage flags, its useful to turn on Attribution, follow the two images in this link:
#1010273821401555087 message

Damage resistance and Damage Reduction keys are very commonly confused in midiqol:
DR keys are damage reduction, like stones endurance, deflect missiles, and heavy armor master(the keys will have midi in them)
dr keys are damage resistance, which is when damage is halved like rage, or evasion. (the keys will have system in them or data if v9)

Overtime Effects Cheat Sheet:
#1010273821401555087 message

Legacy Info:
Dfreds CE 4.0+ requires midi 32+ and dae 22+.
Dnd5e 2.0.3 requires legacy versions of midi 24 and dae 14 and times up 10.3. Any later versions are untested and most likely will have breakages.

#

if the effect was added via effective transferral, ready set roll, or WIRE, then midi will not expire the AE and you need to turn them off

vital carbon
#

i see, so the culprit was effective transferral

#

How can I give actors effects in a way that Midi likes?

vast bane
#

it should be automatic unless you check boxes you shouldn't

#

do you have midiqol?

vital carbon
#

yes i do

vast bane
#

show me the item details

vital carbon
#

I mean, actor A gives actor B the effect

#

wait a sec

vast bane
#

default effect transfer in midiqol is dealt out via the item details tab's range/target settings

#

if its a target effect then the target needs to read anything but self/none

#

if you checked the abnormal boxes on the ae, they will not transfer right

#

noboxes in the dae's first tab should be checked in a standard effect transfer

#

Active effect transfer is a setting that is on by default but incase a module or fidddling has caused it to be shut off you can find it in the workflow button, workflow tab, SPECIAL section as the first of the two drop downs.

vital carbon
#

these are the item's details

vast bane
past spade
vital carbon
vast bane
#

does it add an effect when you target something and roll it?

vital carbon
#

now it does

vast bane
#

make sure you have no other of those listed modules installed

#

gonna move effective transferral to the incompatible list

#

not just redundant, but incompatible

raven holly
#

Where is this coming from? "Midi now requires sight to be setup on all monsters or the players will get unseen attacker advantage." ?
I dont see this in my game

vital carbon
#

its applying correctly but it still not working properly, let me see all of those other options

vast bane
#

you could shut it off /shrug but its always on by default and gets people

raven holly
#

oh

vital carbon
#

it is working on the special duration: moved

but it doesnt work on the other durations

vast bane
#

its an obnoxious flag that doesn't show on the actor and if you don't have attribution it can really confuse a novice user

#

most of the stuff in that copy/paste is borne out of repetitive answers

raven holly
#

wouldnt telling them to turn it off be easier than changing all their npcs?

vast bane
#

I think its the general range check setting?

raven holly
#

want that pinned then so you dont have to keep reposting it? It's huge so it will take up a massive amount of space

vast bane
raven holly
#

ok, I'll pin that and you can edit it as needed, that's how I handle my pins in the main channel/my FAQ posts

vast bane
#

I edited it for a good final version now

raven holly
#

Lol I wouldnt be able to update it, I'm not keeping track of that information. Everytime I pop in here I see you post it so, just trying to make it easy for you.

#

But if I check up on that pin and you're putting bad stuff in it, ohh boyyy you're gonna get it!

vast bane
#

heh, if anything I might add situational things like say if he has a bad version release like dae is currently

raven holly
#

Perfect use case I think

vital carbon
#

how can I downgrade my DAE? i'm having a hard time finding the v10.0.23 url

vast bane
#

Tim hasn't converted his default page over to the v10 branch yet so you have to do that in order to see the package folder with all the v10 versions

#

that should give you a zip file that has the folder, you can either delete your old dae folder in data/modules, or paste over it with the zips contents, I forget if dae has the folder included, I know midi does.

vital carbon
#

yeah, the special durations are still not working... downgraded dae but still the only one I've managed to make it work was the "end on move"

vast bane
vital carbon
#

I should theoretically have no bad modules

vital carbon
vast bane
#

are you on midi 35?

vital carbon
#

yeah

#

also times-up is updated

vast bane
#

k well I can tell you they work on 33, but once you step beyond 33, and if you have CPR installed, you can't really downgrade midi versions without breaking alot of CPR

#

also its not guarenteed its midi's version thats at fault

#

check times up and SC

vital carbon
#

what is CPR again?

vast bane
#

if they are updated and you still have issues, try CTRL f5 if that doesn't fix things wait and see if when tposney returns that he doesn't fix them

#

Chris' Premade Module

#

if you have integrated any items past version .90 of his module, then you can't go below version 34 35

#

The new midisrd may be in the same boat not sure yet waiting for bugbear to respond to a ping

#

times up got an overhaul/fix around the time of midi 34 release so I highly recommend checking to see if its updated as it primarily deals with special durations in midi/dae

#

and if all that doesn't solve it, try to watch your console while the special durations are failing to remove it to see if you have an error

vital carbon
#

Yeah, didn't catch anything, gonna wait for some updates while I deal with it like in the good old days

vast bane
#

yeah if you are on 35 the best you can do is just post a gitlab issue with as much information as you can to tposney so he can fix it. Try to replicate it with something everyone has, like his sample items or something

#

or a dnd5e item

#

the dfreds reaction item has a special duration is that functioning?

vital carbon
#

greate idea, thanks a bunch for your time

scarlet gale
#

I have the most up to date DAE and midi and they work. It has to be something else

vast bane
#

and stare at the console when the failure to specially end happens

vital carbon
#

yeah, it works

#

now, I need to find the culprit 🤡

vast bane
#

my money is on a module in my list in the pins

#

however, I really do wanna know what module it winds up being so I can add it to the list lol

vital carbon
#

Yeah, it's not one from the list

#

Active Modules:

5e-Sheet Resources Plus v;
About Time v;
Action Pack v;
Active-Auras v;
Advanced Macros v;
Automated Animations v;
Better Roll Tables v;
Combat Enhancements v;
Combat Utility Belt v;
Compendium Folders v;
Cursor Hider v;
DFreds Effects Panel v;
Dice So Nice! v;
Dice Tray v;
Drag Ruler v;
Dynamic effects using Active Effects v;
Enhanced Terrain Layer v;
Foundry Community Macros v;
FXMaster v;
Health Estimate v;
Illandril's Token Tooltips v;
Item Macro v;
JB2A - Patreon Complete Collection v;
Less Fog v;
Let Me Roll That For You! v;
Let's Trade 5e v;
lib - Color Settings v;
libWrapper v.0;
Loot Sheet NPC 5e (Simple Version) v;
Magic Items v;
Mass Edit v;
Midi QOL v;
Midi SRD v;
Minimal UI v;
Monk's Active Tile Triggers v;
Monk's Combat Details v;
Monk's Combat Marker v;
Monk's Enhanced Journal v;
Monk's Little Details v;
Monk's Player Settings v;
Monk's Scene Navigation v;
Multi Token Status v;
Ownership Viewer v;
Perfect Vision v;
Pin Cushion v;
Polyglot v;
PopOut! v;
QoL - Maximize Reopened Sheets v;
Quick Insert - Search Widget v;
QuickScale v;
Select tool everywhere v;
Sequencer v;
Settings Extender v;
Simple Calendar v;
Simply Portraits v;
Smart Target v;
socketlib v;
SoundBoard by Blitz v;
SoundBoard Pack - Blitz Free Pack v;
SoundBoard Pack - Community v;
Terrain Ruler v;
Tidy5e Sheet v;
Tidy UI - Game Settings v;
Times Up v;
Tokenizer v;
Token Magic FX v;
Token Mirror Button v;
Token Mold v;
Warp Gate v;
Window Controls v;

vast bane
#

what version are you on?

vital carbon
#

I'm currently using these,

vast bane
#

foundry/dnd5e

vital carbon
#

v10

vast bane
#

build number 291?

vital carbon
#

5e v2.1.5

vital carbon
vast bane
#

what version of simple calendar do you have, version number

#

5e resources plus is a problematic module, use zhell's add a resource module instead

vital carbon
#

2.1.80

vast bane
#

isn't action pack a WIRE module?

vital carbon
#

um, idk what WIRE modules are

vast bane
#

what is your libwrapper and socketlib version numbers

Magic Items Module is problematic, if you can do so, I'd switch to Items with Spells

vital carbon
#

libwr - 1.12.12.0
socket - 1.0.12

vast bane
#

oh um, install find the culprit module lol

#

much easier to find the culprit thats causing the issue if you have Find the Culprit

#

faster and more systemic way of weeding out modules

vital carbon
#

that's a module? lol

vast bane
#

You also don't have dfreds CE as a midi user, typically cub is for the sw5e guys and stubborn holdouts lol

vital carbon
#

lol, so dfreds is better? noted

vast bane
#

its practically required when you start dabbling in midi srd and CPR

#

its infact required for CPR

vital carbon
#

yeah, I think I'm going crazy lol

#

with find the culprit targeting only the necessary mods it still doesnt work

#

so its either a mod configuration, or I somehow made the worst foundry world

vast bane
#

what necessary modules did you have on?

vital carbon
vast bane
#

@scarlet gale do you have simple calendar?

vital carbon
#

okay, it was a midi config

#

I don't know which one tho, I just enabled "full automation" and worked

#

sorry for wasting your time

vast bane
#

meh I'm sittin here preppin my third campaign atm no wasted time

scarlet gale
vast bane
#

he figure dout his problem after I asked

#

So I been tellin people to do "No Target" for creature types and i can't find that anywhere in the readme. And I currently can't get it to work

#

supposedly somewhere you can put NoTarget and midi won't touch the creature

#

I thought I had it right but its not working for me

vital carbon
#

does midi checks for darkvision?

vast bane
#

highly recommend having the attribution option for tooltips in the tab where the export/import settings are

#

its the only way to see if the hidden attacker flag is on

scarlet gale
pliant matrix
#

how did you manage to create a window to choose the effect?

gilded yacht
#

MIDI sad and midi sample items are very different. MIDI sample items should be v10 up to dare, midi srd is being worked on

digital lagoon
#

Get thee to a relaxerie!

gilded yacht
#

Yep, until end of week, but happen to have internet access tonight.

frozen shard
#

Hey guys!
Does anyone have an ItemMacro for Strength of the Grave shadow sorcerer feature?

stable peak
#

Hi guys, anyone know how to make the hexblade more automated ? My hexblade dont curse the enemy and dont roll the critic marge 19-20

vast bane
#

Sources of premade stuff for Midiqol:

Midi Sample Items Compendium(comes with the module)

Midi SRD's compendiums(this is the manual install link)
https://foundryvtt.com/packages/midi-srd

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

#

bugbears macros has hexblade curse

fringe crag
violet meadow
#

I will fix the items this week

native rivet
#

Struggling to set up a spell type in Midi. Hoping someone has an idea.
Trying to make a spell that drains first, then heals. But so far, I can't seem to get the spell to not just combine both die rolls at once. Any ideas how I might segment this?

boreal maple
#

Is there a way a weapon can apply a debuff when it strikes a creature to increase the damage received by the attacker only by 1, which each hit adds a further +1 damage stacking up to its proficiency value until the creature dies? D&D 5e using Midi/Dae ? So for instance first strike on the creature now has +1 damage debuff going forward, second hit +2, third hit +3 (proficiency cap is 3 lets say) So then every hit after that is capped at +3 but only for the person who put the debuff on ?

keen remnant
#

How did you do that?

#

Because I work currently at a feature piercing existing immunity and or resistance so I might just make a separate damage type and do it that way

keen remnant
#

And you can make it stack it up to 3

boreal maple
keen remnant
#

It’s a AE and you should be able to stack it up to a certain ceiling

#

How to do that goes over my head tho

#

Because +1+1+1 and 3 are equal

boreal maple
native rivet
#

Huh, I'll have a gander, thanks

violet meadow
#

You should be able to find lots of examples with a search too

#

Which feature are you trying to make?

#

There are Elemental Adept examples shared if that helps

keen remnant
keen remnant
strong yew
#

Anyone have something that creates a template in the macro?

scarlet gale
#

Lookup my Javelin of lightning

strong yew
#

Have 2 versions of an ability, since it can be cone or line template. Looking to simplify it to just one ability

strong yew
native rivet
#

The setting that allows the gm to fudge numbers before applying. Where is that? I can't find it, and I'm trying to turn it off. Think I've stared myself blind, at this point.

scarlet gale
native rivet
#

it's one of the presets in midi

#

I turned it on to see what it did, but I can't turn it off again, and I can't see what it triggered

#

so every roll now, I get a secret chat box, where I need to approve. Can't seem to turn it off

scarlet gale
#

screenshot your gm settings in midi workflow

#

I think it's just auto fast forward damage

lean holly
#

When using thatlonelybugbear's v10 Crusher macro, i get the following midi error:

foundry.js:59187 There was an error running your macro. See the console (F12) for details
fetch @ foundry.js:59187
midi-qol.js:24 midi-qol |  Error evaluating macro  SyntaxError: Invalid or unexpected token
    at Function (<anonymous>)
    at Workflow.callMacro (workflow.js:1669:15)
    at Workflow.callMacros (workflow.js:1557:21)
    at Workflow.rollBonusDamage (workflow.js:1353:33)
    at Workflow._next (workflow.js:556:17)
    at async Workflow.next (workflow.js:262:10)
scarlet gale
lean holly
#

Copy and past the error or the macro, both cases is yes lol.

scarlet gale
#

the macro

lean holly
#

Chris, you're amazing. There was extra crap at the bottom of my copy pasta macro from github.

topaz fjord
#

Hello everyone!
There seem to be a lot of "Hunter's Mark not working" threads lately.
What could be the reason for sample Hunter's Mark 10.0.23 not to add damage on hit?

The only possible problem I see is the console log when Hunter's Mark is first applied, which is

Hunter's Mark 10.0.23 - Hunter's Mark 10.0.23 TypeError: Cannot read properties of undefined (reading 'find')

It seems to point to a line in Item Macro that is executed:

const currentDuration = duplicate(actor.effects.find(ef => ef.label === game.i18n.localize("midi-qol.Concentrating")).duration);

Then both actors receive "Marked" effect, which is probably not how it is supposed to work.

Foundry 10.291
dnd5e 2.1.5
MidiQOL 10.0.35
DAE 10.0.24

UPD. On damage roll midi-qol logs no item macro found for ItemMacro, probably refering to Hunter's Mark's effect flags.dnd5e.DamageBonusMacro with value ItemMacro.

inland vortex
#

Moto talked me into v10 this week. I'd also been holding out due to Better Rolls. I'm liking v10 so far, but it is a bit of work getting things running for our campaign in it. I only jut started using midiqol though, so steep learning curve this week!

native rivet
scarlet gale
#

That box is there so you can undo the damage and see damage resistances.

#

By default it'll show up for GMs only.

native rivet
#

I see

#

Thing is... It wasn't always on

#

it got turned on, when I clicked this

#

but I don't remember what it said it changed, and I can't seem to untoggle it

scarlet gale
#

I feel like it's the damage card setting in workflow

digital lagoon
#

You can also click that quick setting again and it will show you the specific toggles that it changes and to what settings, which might help you isolate the individual setting. I think Chris is on the right track there though.

native rivet
#

It doesn't appear to make a difference...

topaz fjord
#

Btw, is there a recommended workflow for damage-altering macros to work?

native rivet
#

Is there any way for me to alter the output chat box? Currently, when this fires, it rolls 1d4 necrotic first, and then applies a 1d4 heal. The effects work, but the chat parse that players see, see the die as being added together.

Closer inspection reveals the individual rolls, but they're still shown added up in the parse, which isn't what's happening. Also makes it hard to read what's happening.

scarlet gale
#

You're likely not using midi-qol as intended if your doing a heal and damage in the same item.

#

Do you have auto apply damage disabled?

native rivet
#

Well the thing is... The effect actually works.

The general idea, is a life tap, that offers a temp hp shield. numbers are just place holder.

It taps hp first, then applies a temp hp boost. So far, so good. But the parsed output doesn't show this.

And it made me realise that I'd run into similar issues, if I tried a life drain spell or similar. Drain life from A, give to B etc.

scarlet gale
#

Ah

native rivet
#

the parser would show the cumulated values rolled by the die, as a single value. Not 2 separate things.

vast bane
#

you would have to use manual damage

scarlet gale
#

Not something that was likely taken into account

vast bane
#

and legacy card buttons or turn off merge/condense

scarlet gale
#

You can always do it with a macro to avoid the issue

vast bane
#

much simpler to plagerize Chris macro for vampiric touch lol

native rivet
#

I've... not dabbled with macro's yet

#

I confess, it's daunting enough trying to figure out how midi even works

#

but if that's the way forward, then I guess I should get to it

vast bane
# native rivet where would I find that? Been wracking my brain all evening, trying to figure ou...

Sources of premade stuff for Midiqol:

Midi Sample Items Compendium(comes with the module)

Midi SRD's compendiums
https://foundryvtt.com/packages/midi-srd

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

scarlet gale
#

Also heads up, change that to utility as the type if there is any spell scaling involved

#

If it's not already that

vast bane
#

I made a chill touch upgrade that deals necrotic damage and applies temp hp to the caster is that what you want?

native rivet
#

I didn't want an attack roll

native rivet
scarlet gale
#

That would be a one liner macro

native rivet
#

it's as much to learn what I can, and cannot do... Down the road, I might try to feed it hit die as fuel, or a caster draining their own life force, to heal another etc

vast bane
#

what is the point of the spell?

#

actual hp is better than temp hp

scarlet gale
#

Sacrifice hp for more temp

#

It appears

native rivet
#

aye... but if the temp hp is 2-3 times the hp cost, it can act as a mitigation spell

#

and I'm messing about with some lower power lvl homebrew stuff

vast bane
#
function checkTrait(type, trait) {
    return args[0].hitTargets[0].actor?.system.traits[type]?.value.has(trait);
}
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);
}

Item deals necrotic damage, and applies half temp hp to caster

native rivet
#

does that just go in the effects section?

vast bane
#

I bet all you'd have to do is change the half line and it'd work for you

#

its an on use macro so it goes in either a folder macro you call via on use, or it goes in Item macro and you call Item Macro in the item on use

native rivet
#

folder macro?

vast bane
native rivet
#

I suspect I'll need to read up on macro's... Is that in the documentation you linked above?

#

(I'm better at reading code, than writing it, so pardon if I'm a bit slow on the uptake. It's a lot to take in ^^ )

vast bane
#

if you have the module item macro, make sure its character sheet hooks are off in its settings and dump my macro in the item macro field at the top of the item pictured in the first image

#

then make sure your item points to the right target, for you its self/self range/target. and don't forget to reference Item Macro at the bottom

#

I'm pretty certain you just have to edit one line of my code

native rivet
#

I'll need to figure out how macro's even work in this first 😉
Hadn't gotten to them yet ^^

scarlet gale
#

At the top of your item do you have a button that says Item Macro in the title bar?

vast bane
#

the line where damage is defined as math.floor yada yada change to yours

scarlet gale
#

Lookup the module Item Macros

vast bane
#

You are honestly just a few clicks away from having your item made, just follow the images, install item macro if you don't have it, turn off its hooks settings, and paste my macro

native rivet
#

will do, cheers

scarlet gale
#

I'll clean that up, you don't need the trait checking

vast bane
#

honestly all my stuff is just plagerizing you guys lol

native rivet
vast bane
#

yeah a self cast likely the caster wouldn't want resistance to it

native rivet
scarlet gale
#

Is this just a feature?

#

or is it a spell

#

or something else

native rivet
#

I'd want it to be a spell

scarlet gale
#

Remake the item as a spell then

vast bane
#

thats good cause my example is one too

native rivet
#

my initial experimentation just came about, as a means of changing shield spell for something more interesting... and then seeing if I could figure out how ^^

vast bane
#

the macro only cares about the damage parts of the item fwiw it could work with anything

native rivet
#

ah ok

vast bane
#

its expecting a damage formula

#

wait its checking hits, does that mean it won't work?

#

since they are just doing direct damage like a magic missile?

scarlet gale
#
let damageFormula = '1d4[temphp]';
let diceRoll = await new Roll(damageDice).roll({async: true});
diceRoll.toMessage({
    rollMode: 'roll',
    speaker: {alias: name},
    flavor: this.item.name
});
await MidiQOL.applyTokenDamage(
    [
        {
            damage: diceRoll.total,
            type: 'temphp'
        }
    ],
    diceRoll.total,
    new Set([this.token]),
    null,
    null
);```
#

Change the formula in line 1 as needed

#

and remove the temp hp from the item damage area

native rivet
#

Hmh, ok I think I get it... Lemme mess with it a sec

#

and thanks a ton for explaining ^^

scarlet gale
#

Unrelated to the macro or the setup. Watch out for players trying to find creative ways to get necrotic resistance or immunity when combined with this. Unless you phrase it like "This damage can't be mitigated" or something.

vast bane
#

I'd just rename the damage flavor to Nicrotic heh

#

can't resist what doesn't exist

native rivet
#

Ah well that's the beauty of what I'm doing. It's confined to a lvl 0-5 setting... they're playing gnolls (hence the emphasis on cannibalism and life from blood etc), and they don't have access to basic stuff.

#

They can be as creative as they like. If I don't add it to the module, it doesn't exist ^^

scarlet gale
#

ah nice

#

I just use damage type none for no mitigation

topaz fjord
#

inb4 resistance to None

scarlet gale
#

That's on the DM at that point

native rivet
#

GM: "any resistances?"
Player: "none"
GM: "... Well played"

topaz fjord
#

Is there a correct way to ask for help in this channel?
Can't get my head around basic stuff that's supposed to work as is

scarlet gale
#

Just ask

#

In reality, there isn't much that will work as-is with midi unless it's damage related

topaz fjord
scarlet gale
#

I think bugbear mentioned a recent DAE update broke it

#

let me see if I can find the post

#

I can't seem to find it, but I'm sure he'll poke his head in here soon enough and know better.

#

I'm not familiar enough with the macro on that to know where it's going wrong.

topaz fjord
#

I feel like it can't get a reference to damageRoll macro, but have no understanding of "how it is supposed to work"

#

Tried to just set a name of macro in AE, no luck here

vast bane
#

@violet meadow does MidiSRD official require midi 34+?

#

alternatively, Chris can you share the edit to fix midi 35 if I can't find this out in time?

#

I have a radical idea...What if I unlocked CPR and Midi SRd and combined them into CPR's compendiums, would the update button work on the midi srd items?

scarlet gale
#

Probably lol

#

It's only doing name matches unless it's a monster

#

Also, what fix are you talking about?

vast bane
#

That sounds like a ridiculously awesome exploit of your module then lol

#

the fix for the incapcitated warning spam in 35

scarlet gale
#

I shared it above

vast bane
#

also cursory glance at the new MIdi SRD, looks amazing @violet meadow

#

Prolly gonna convince someone in macro polo to write a merge macro for two compendiums, I take it the id of CPR's compendiums needs to be maintained yeah?

scarlet gale
#

Nope

#

It literally just matches by name

#

Dump your added stuff in and it should just work

vast bane
#

Should this be custom?

scarlet gale
#

Add probably

vast bane
#

those are system keys aren't they?

#

also no leading +, I think bugbear has said in the past that some keys take custom and it forgoes the need for a leading +?

scarlet gale
#

Test it and see

vast bane
#

DAE 24 is prolly not fixable with a quick edit locally right?

proper siren
#

Hey all, question. I'm trying to setup Beacon of Hope using flags.midi-qol.max.damage.heal to apply maximum healing to actors that have the spell. So far, it doesn't appear to be working. Is that the correct flag to use?

vast bane
#

CPR has it premade for you if you have that

proper siren
#

perfect, that's the flag ty

scarlet gale
#

Keep in mind if one target has the grants flag it'll max healing for everyone if it's a multi target heal.

vast bane
#

Chris do I comment out just that 1 line 1536 or the whole function?

scarlet gale
#

Just the line

vast bane
#

k thats what I did

scarlet gale
#

Should be like ui notification

vast bane
#

lol I just performed the merge, lets see how stupid I am

scarlet gale
#

Good luck

vast bane
#

I need to double check, can you tell me if your module has a premade for vicious mockery?

#

I can't tell now that I merged

scarlet gale
#

I think so

#

If there is a duplicate it should just take the first it finds

vast bane
#

I chose the merge cause if anything it'd add the descriptions in

scarlet gale
#

My readme has a list

vast bane
#

oh actually any with descriptions mean they are midi srd right?

scarlet gale
#

Descriptions won't matter

#

It grabs it from the replaced item

hexed coral
#

Question: Do I leave 'Delay before rolling for players' empty if I want it to stay up until a player clicks a option?

vast bane
hexed coral
#

Hmmm

vast bane
#

I need to peel out the healing spells to turn on exploding and do the same thing as midi srd to CPR

#

I can confirm that it does indeed work, you can move all of midi srd into CPR's compendiums and use the update button from CPR 8)

#

keep in mind that every time you update CPR, its gonna wipe the compendium, I'm personally just going to leave midi srd's compendiums as sidebar item folders to quickly reimport to CPR

scarlet gale
#

Remind me to make you a world script to auto change formulas to exploding dice for healing

vast bane
#

I'll put it in feature requests

#

but not till after my session I gotta go get my gameface on for game night

scarlet gale
#

Might just make it a setting

vast bane
#

Its a fun homebrew rule we use, makes healing fun

#

want my worldscript that plays a sound on explosions lol?

#

My favorite part of CPR updating is that it remembers the properties like always prepared

magic tartan
#

Hey, Chris, is it possible to use your module's aura system on custom macros? Does the module provides an API for that?

scarlet gale
#

That's a planned feature. Right now no, but I need to rework my auras a little bit before I implement that

#

I'll have something for that in under a week, and possibly tonight

#

Active auras module is more user friendly

proper robin
#

Is there a way to make damage rolls from the chat (like typed in) apply to a selected target automatically? Like I know theres a way when you click an action from token hud or from the sheet but I'm not sure what's needed to make it apply if you type something like 1d6 into the chat and have a target selected

short aurora
proper robin
# short aurora I can't think of a way of doing this without running macros. Is it something you...

I have no issue with using macros for that, the need for that is quite a few kobold press monsters have effects (damage over time effects specifically) that have very weird ending conditions so how I've been automating things with midiqol wouldn't work for those situations, hence asking more experienced people, I've been using over time for some of them that end on saving throw, but for things that only last one or two rounds that don't need a saving throw it doesn't pay to automate them that way

proper siren
#

I'm trying to pass an argument to an item macro with macro.itemMacro. The argument should be the wisdom ability modifier of another actor. I'm using @3UgrkjSGVjM60oRU.abilities.wis.mod which just returns 0. Any idea what I'm missing?

proper robin
#

Will go ask in macro polo to see if its something they can figure out

short aurora
#

It's still Midi stuff if you want it to respect Midi automation, like damage resistance and reduction, so no need there

#

You can create a damage flow that does all of that in macros, let me see if I can fetch an example

short aurora
proper siren
#

Sure np

proper robin
proper siren
hasty jackal
#

how can i create a bag of holding effect?for some reason my player has his encumbrance bugged instead of adding 500 it adds like 2000

proper siren
#

nvm, got it figured out, it's just @abilities.wis.mod

short aurora
#

It is, I'd shift it around to do all that in the spell's damage/healing formula and reference it by @damage tho', more flexible if something were to improve or lessen the caster's ability

scarlet gale
#

Anything with weird overtime stuff can be done with it's triggers

proper robin
#

Thanks I'll look into it

proper siren
short aurora
#

Default refers to whatever mod is currently selected in the spellbook (and I'm assuming the caster here is wisdom, so maybe wisdom wasn't selected in the spellbook yet)

#

or they had a 0 mod which is fun as a wisdom caster

proper siren
#

ahhh okay, good to know

#

hmm, updated that but still returns 0 using @dense mistge .. odd

short axle
#

for some reason this command isnt reacting when i input the modifier, but it does react when i put a number.

However, when i use this command in other fields like adding movement speed, it works.

scarlet gale
#

Do not edit HP with an effect

#

That will not work as expected

short axle
#

what should i do then?

#

the user needs to have their hp increased when the effect goes active

scarlet gale
#

Every time there is an actor update it'll readjust the HP with that value

short axle
#

ah

scarlet gale
#

There isn't really an easy way to have the hp go up when an effect starts, then revert upon loss of effect

#

I'd just have the effect add the HP as part of the item roll

#

What are you even trying to make?

#

Temp max HP may be useful here

short axle
#

The user has a transformation that increases con, and i want to have that increase in con also increase their HP, because as of now it only increases max hp

spice kraken
#

temp HP note:Example: Player A has 10 hit points. Player A is given an active effect that adds 5 temporary hit points. They now have a total of 15. Player A is hit by an attack for 3 hit points of damage. So math is 15 - 3 = 12 current hit points. But then active effect fires on any update, so math goes 12 + 5 = 17 hit points now. Active Effects update on any change or update to the character (actor) sheet.

#

(applies for current hp too)

#

Max values are fine though (but can still get weird sometimes)

scarlet gale
#

Have the feature apply healing upon use

#

since it appears to be a set number

short axle
#

As of now its just an effect the user turns off and on.

scarlet gale
#

Not tied to a feature?

short axle
#

i didnt know that was possible until now

scarlet gale
#

Like you made it in CE or something?

short axle
#

i just made the effect in their effects tab

scarlet gale
#

Ah

#

make a feature

#

and on the feature have it do the healing and apply the effect to increase max health

#

or whatever it's doing

short axle
#

how can i copy the effect into the feature/connect them

scarlet gale
#

DAE, look on the title bar of the feature

short axle
#

okay?

scarlet gale
#

Click on DAE then press the + sign

#

then edit the effect as you so wish

#

On the feature make sure the targeting is set to self and that it has a duration

short axle
#

do i have to recreate the effect?

scarlet gale
#

Probably

short axle
scarlet gale
#

you can just not have one then

#

It'll show up as a passive instead of a temp effect however

short axle
#

Thats the intention

#

im recreating devil fruits in One Piece for my players, and the Zoans are by far the hardest to write

#

(animal transformations)

#

nevermind, it has to be temporary

short axle
scarlet gale
#

Screenshot the feature details

short axle
scarlet gale
#

screenshot the chat message that shows up when you click it

short axle
scarlet gale
#

hmm

#

click onto the effects tab

#

and screenshot there

short axle
#

i've been comparing it to the Rage effect and feature

scarlet gale
#

That's on the feature?

#

Not sure why it's set as disabled

#

Open up the DAE dialog and screenshot the first page

#

after clicking the edit button

short axle
#

DAE dialog and screenshot the feature after clicking the edit button?

scarlet gale
#

DAE button on the top

short axle
#

yes but that order doesnt make sense, the button isnt in the edit

scarlet gale
#

This button?

short axle
#

no you said click the edit before the DAE button, which confused me

#

because you click the DAE before edit

scarlet gale
#

uncheck effect suspended

short axle
#

Effect Suspend doesnt change anything btw. I turned it on because rage had it on

scarlet gale
#

and try again

#

Not sure why rage has it suspended

#

Also after doing that, go to the actor

#

and delete any lingering effects that may be on it

#

I'm thinking it's making the effect as suspended therefore not getting applied

short axle
#

i only did it after it failed a bunch and i saw Rage had it on

scarlet gale
#

Just try it

#

and screenshot the actor's current effects

#

if there are any with the same name of what you're doing, delete them

short axle
#

i can only turn it on and off in the effects tab

scarlet gale
#

delete the one on the actor's effects tab

#

then try to use the feature again

#

making sure that the effect isn't set to be suspended in DAE

#

If it's still not working, export the feature for me and I'll import it on my end to figure out what's going wrong. You can DM me the json export.

short axle
#

it isnt suspended, and it didnt work again

#

aight, thanks

inland vortex
weary rune
#

I'm thinking of making a new Status Condition for "Dodge" action which would cost 1 action(maybe can't automate this in), expire at start of next turn, applies disadvantage to enemy attacks.
I'm not sure why this doesn't already exist, is there something impossible to achieve about it or something I'm forgetting about the Dodge action?
I'm hoping to end up with another item in the list of Poisoned, Stunned, Prone etc that when chosen just handles all the stuff. It would be massively handy for monsters and front rank defenders in in tactical situations to take load of DM.

scarlet gale
#

add // before it

inland vortex
#

where do i find a line to do this to it?

weary rune
scarlet gale
#

I don't recommend editing this file unless you really have to

inland vortex
#

I don't know enough about this to even understand where to go

#

I don't know what I'm editing or how to find the editor

scarlet gale
#

It's a file in the module directory for midi-qol. You would edit it with something like notepad++ or notepad

inland vortex
#

Are you saying I should not comment out the line, or not do anything besides that?

scarlet gale
#

I'm saying that you shouldn't do this unless you're comfortable with doing so. As lots of stuff will break if it's done incorrectly

#

Tposney will get this fixed once they're back

inland vortex
#

I can hope they just fix the problem soon 🙂

#

I have a similar problem every time I use DnD Beyonder character importer. About 2 minutes of error messages

#

I'll just work around the problem for now

#

Is there a working version of Hex?

#

TY Chris for trying, btw

short axle
#

I want enabling an effect to delete another, is there a way to do that?

#

i keep looking for scripts on the server for it but they dont seem to be working

scarlet gale
#

Do you want the effect to be able to be toggled off?

short axle
#

well i want to do that too

#

i have two effects that are in conflict (intentionally) and i do not want them to stack. I would prefer to not have to turn one off in order to turn the other on, i want to have the turn on button to delete the other effect.

#

so if i turn on one effect, it deletes the other

scarlet gale
#

make the names match then set the effect to not stack by name

#

or use a macro

dark canopy
scarlet gale
dark canopy
#

ha, sure, just pointing it out -- its a little easier

inland vortex
#

Is there a version of Hex that automates the extra damage?

scarlet gale
#

DDB Importer has one

#

bugbear here has shared his as well

inland vortex
#

I may be using yours wrong