#MidiQOL

1 messages · Page 86 of 1

scarlet gale
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You using my module?

inland vortex
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CPR, yes?

scarlet gale
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Yea

inland vortex
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Yes

scarlet gale
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Then it should be working

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Do you have combined chat cards off?

inland vortex
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After she puts hex on someone, they should take extra damage every time she damages them?

scarlet gale
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with an attack roll, yes

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Could you screenshot what your chat cards look like

inland vortex
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does that include using spiritual weapon?

scarlet gale
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Assuming you're attacking from the spiritual weapon and not a feature added on the character, no.

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Test it with an attack from the character and let me know if it's working

inland vortex
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that makes sense. she is a cleric that took the warlock magic adept feat to get Hex and Eldritch Blast

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i will try now

scarlet gale
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I check the origin of the effect, an attack from another actor wouldn't match

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such as a spiritual weapon

inland vortex
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It works great! Thanks man! The spiritul weapon was the first thing I tried, and now I know why that wasn't going to work

scarlet gale
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It's a weird edge cast I didn't take into account

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I can't really think of an easy way to fix that

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short of making my own spiritual weapon spell

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That lets you just attack from your actor

inland vortex
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We can do that one manually

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Is there a way I can alter your spiritual weapon to make it a one free cast a day and not on her spell list? Since it's from the feat

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It should come up in at will

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Instead of 1st level spells

scarlet gale
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I don't have a spiritual weapon automation, but you should just be able to edit the spell

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change it to at will and set uses to 1 of 1 per long rest

inland vortex
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cool

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ty

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It's starting to look like we will be able to have most everything working by our Tuesday game

scarlet gale
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nice

inland vortex
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I'm noticing Eldritch Blast is only doing 1d10 base damage even though the caster is 8th level. I tried the SRD and DDB versions. IS that a known problem? I'm not finding other versions of the spell so far

scarlet gale
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it's because higher levels add more beams

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there is no scaling

inland vortex
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you just shoot it more times?

scarlet gale
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yep

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you can pick a new target for each one

inland vortex
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good to know

scarlet gale
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if you wanted

inland vortex
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oh, nice

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I'm learning so much here, this is awesome

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now i need to put some nice auras and animations on our circle of stars druid. she gets confused about what form she is in all the time. I figure i can help her by having her surrounded in glowing star animations

proper siren
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Hey yall, I'm trying to apply a Reaction CE if an actor fails a saving throw. I wanted to accomplish this through On Use Macros with midi qol using the 'Actor failed a saving throw' condition. I attempted to use CE's api but there's a text limit for the on use macros. Anyone have an idea for how to accomplish this?

scarlet gale
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Put the macro in the item macro, not in the on use field

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Put ItemMacro in the on use field. That will execute the item macro.

proper siren
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awesome, will give it a try

vast bane
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reckless attack via midi+dfreds CE is not working in midi 35 anyone else seeing this?

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when I toggle it via dfreds it does even weirder things

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Its because its a nested effect now in dfreds ce

short aurora
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I'm making a macro for a quick damageOnlyWorkflow prompt, anyone know if it's possible to do one of those without an actor (the one causing the damage) or got a better idea than grabbing one from the SRD compendium, if it's not possible?

tawdry frost
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Is their a working "Blind" Effect or some way to restrict vision with a temporary effect?

scarlet gale
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Or are you just trying to get a chat card to show up with the regular midi stuff?

short aurora
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I was thinking that, but I thought it'd be funny for a player to Hellish Rebuke a rock that fell on them (if they wanted to), so I wanted a source away from the player

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Which is the use case; either too complex things to automate properly or just random shit™

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unplanned cave-in so I don't have time to set up the proper flow? roll me x save and then time for hurt

scarlet gale
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Could make a rock actor I guess lol

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I've done object damage as actors before when it mattered for breaking stuff.

vast bane
tawdry frost
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But can I make an attack apply it?

vast bane
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click the wrench on the top of an item and in the next window change the NEW drop down to blinded and click the plus to the right and it adds blinded to the item to transfer

short aurora
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Unsure how that Hellish Rebuke would actually work in action or if Midi conks out since there's no active token

vast bane
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is there a fix for nested dfreds CE?

vast bane
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in midi 33 my existing dfreds loadout was fine but now in 35 none of the nested work and I wasn't even using them before anyway

vast bane
scarlet gale
tawdry frost
vast bane
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its midi that changed

scarlet gale
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I haven't noticed any issues, but I don't use CE for anything except for conditions

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Just use the effect on the spell instead of having CE replace it.

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¯_(ツ)_/¯

vast bane
tawdry frost
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Yes

vast bane
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DAE is a core module to midi that is technically not required but really honestly is. Dynamic Effects Using Active Effects

tawdry frost
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I have that

vast bane
# tawdry frost I have that

click the wrench on the top of an item and in the next window change the NEW drop down to blinded and click the plus to the right and it adds blinded to the item to transfer

tawdry frost
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And when something is hit with the item the hit target gets blinded?

vast bane
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in details tab of the item check the box at the bottom that says something about activation condition true

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this is all assuming you are using a standard weapon item like the ones found in dnd5e srd items compendium and not some weird importer module fyi

tawdry frost
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It's just a normal attack. If they get eaten by the slime they are restrained and blind

vast bane
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you won't want to do that then

short aurora
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Needs a duration, else it works fine

vast bane
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you want to use macro.ce keys

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you have to install dfreds CE or cub, and unless you are one of those rare cub fanatics you really should just install dfreds ce

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cause statusEffect combines the conditions while macro.ce actually puts both individually on the actor

tawdry frost
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I have dfred

vast bane
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then in the same two images above, instead of changing it to blinded/restrained, instead just choose NEW

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and then edit NEW, and add two keys in the effect tab of the new ae, macro.CE Custom and Blinded/Restrained

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there needs to be two keys, one for blinded and one for restrained

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and don't forget to check the box in the details of the item for effect activation true required

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if it needs durations then set them but I honestly think they don't since macro.ce makes them temp anyway

tawdry frost
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2 things?

vast bane
# tawdry frost

If you do this method, they will combine as one effect called Blind

tawdry frost
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And yes I have a timer so effects end

vast bane
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also those do not look like dfreds effects

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you may have dfreds installed but you are using core active effects with no automation

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Dfreds is not setup to handle your conditions yet, theres a setting in it that you want to change to "replace" none of your conditions are automated with midi yet

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Your blinded will change to this icon once you have automated effects:

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IF you go the route of statusEffect where it combines them into one, then you will see this in the window if your dfreds is on right:

tawdry frost
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Found the setting

vast bane
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Personally Id choose NEW like my image and add a singulare new custom ae and add the keys macro.CE

tawdry frost
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Yeah I don't know how to marco

vast bane
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If you go singular new ae, edit it and go to effect tab and add these:

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its not really a macro lol

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its just a key in active effects

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called macro

tawdry frost
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I see it

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Cool

vast bane
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the reason why I personally think multi statuseffects is bad in dae is cause it combines them into one effect and you only see the blinded ae, but the keys in restrained are hidden in blinded, whereas if you do this above, with macro.ce, both of them show

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plus in a few weeks once you have gotten your feet under you, you will start using CPR, which requires Macro.ce keys only, it does not like statusEffect keys.

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"Chris' Premade module"

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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

tawdry frost
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Someone had given me a marco that would make the potion of max power actually work but I have no idea how to macro so...

scarlet gale
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You know your message got pinned moto?

vast bane
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not this one

scarlet gale
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oh nvm that's not the conflicting ones message lol

vast bane
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I need to get to adding to the wiki

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I got that overtime cheat sheet I wanna share to bugbear so he adds it

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also the hack i did with midi srd and your module I might add instructions on

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that was a really quick update of items thanks to the idea of combining them

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I need to find the mass cure wounds macro in your module and add the explosions, same with balm of peace

tawdry frost
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How do I add a midi macro?

vast bane
# tawdry frost How do I add a midi macro?

theres three ways to launch a macro with midi.

Actor On use, found on the first tab of sheets by special traits, this activates on any workflows the actor runs that are referenced in the macropass.

Item On Use, found at the bottom of any item that has an action type set to anything but empty, its a + you press on to the right of "on use" when you hit plus it will give you a field to enter the name of the macro and what layer of the workflow it should act on.

And finally another that runs in an active effect by adding an ae with the keys macro.itemmacro or macro.execute or macro.executeasgm

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you will rarely make actor on use macros, typically the guru's make those

tawdry frost
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Chris had given me his macro for Potion of Max power actually maxing power but I had no clue what to do with it. 🤣

hexed coral
vast bane
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comes with it

vast bane
hexed coral
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Oh i dont think i have that one installed

vast bane
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I really should make dfreds part of that list of premades

hexed coral
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lemme check it out

vast bane
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if you have CUB, disable enhanced conditions or you will have problems

hexed coral
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I dont have CUB, it seemed a bit hard to handle for me

vast bane
scarlet gale
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ehh

coarse mesa
tawdry frost
coarse mesa
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@scarlet gale I’ve been away for a bit and see your module has blown up! Just wondering if you’ve considered doing beholder features? The random eye ray stuff… probably too much work.

scarlet gale
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Guess it should be added to my todo list.

daring cobalt
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I've been using Chris's macros for inspiration now for a while, and I've always wondered one thing: is there a way to have foundry/midi roll the extra dice after certain effects that add damage? Ie smite, spirit shroud etc. As is, I think it just modified the existing card and passes the damage along but my group would definitely love to see the additional dice tossed out there if possible!

scarlet gale
daring cobalt
scarlet gale
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That's on midi's end to resolve as far as I know. It makes the dice so nice rolls before the postDamageRoll resolves.

short aurora
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If you ever feel like venturing in yourself, the developer from Dice So Nice helped me make this function for my own private modules to show dice on command

async function waitFor3DDiceMessage(targetMessageId) {
  function buildHook(resolve) {
    Hooks.once('diceSoNiceRollComplete', (messageId) => {
      if (targetMessageId === messageId)
        resolve(true);
      else
        buildHook(resolve)
    });
  }
  return new Promise((resolve, reject) => {
    if (game.dice3d) {
      buildHook(resolve);
    } else {
      resolve(true);
    }
  });
}```
daring cobalt
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I see, I haven't gone deep into the midi api or how that all plays out, I thought perhaps it was just a result of which function calls or attributes were being used and such. Thought maybe I could just tweak something.

scarlet gale
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As far as I can tell dice so nice normally looks for chat messages that are dice rolls

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Midi makes it's own chat cards and presumably runs the dice so nice functions manually

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It's not anything I've investigated as I don't play with dice so nice

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Presumably it just needs to be brought up with Tposney about workflow.setDamageRoll not working well with whatever it's doing currently

daring cobalt
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I'd definitely love to learn and try on my own, but looks like I could easily get lost too. Lol

scarlet gale
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If there was a way to cancel an upcoming dice so nice roll I could work around it

short aurora
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Here's an extracted snip from me using it in the module

let roll = await new Roll(`1d6`).evaluate({ async: true });
const { id } = await roll.toMessage({ flavor: "Permanent Wound" })
if (game.user.getFlag("dice-so-nice", "settings").enabled) {
       await waitFor3DDiceMessage(id);
 }```
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Basically you roll it behind the scenes, then make dice so nice show it visually after

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sorry to RUIN THE MAGIC

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it was predetermined

scarlet gale
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I can ruin it further

daring cobalt
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My players will never know

scarlet gale
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Any time you run a macro of mine that alters the damage

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it throws out your roll

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and makes a totally new one

daring cobalt
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I knew I wasn't crazy when reading through these

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You're basically modifying the formula and then passing the final product into this:

await new Roll(damageFormula).roll({async: true});

right?

scarlet gale
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yep

daring cobalt
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I haven't called any of Midi's internal functions at all

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Myself that is

scarlet gale
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then using workflow.setDamageRoll to set the roll to the one I made

daring cobalt
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What's the difference between .roll and the .evaluate that Krig used above?

short aurora
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Syntax changed some versions ago, I actually don't know which one is right right now

scarlet gale
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one is probably deprecated

short aurora
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Still works either way

daring cobalt
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I can never keep up

scarlet gale
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console will flash yellow text at you if you use the wrong one

short aurora
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I tried both earlier today and got deprecation warnings on both

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so I gave up

daring cobalt
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But Krig that looks pretty nice to be able to force dice so nice to render something in. Dumb question, is there any way of implementing that without it being part of a module? Via macro call or something?

short aurora
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Yeah, you throw the function I showed earlier at the top and you can use it whenever you want within the same macro. If you don't want to redefine it over and over, you gotta throw it into a module or easier, a world script.

daring cobalt
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That makes sense. Wasn't sure if it could be the one macro called repeatedly. I haven't touched world scripts but that was kind of on my to do list... at some point.

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I'd definitely like to try it a few times by defining it solo and see how it acts!

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best time to shake things up like this is just hours before a game, right?

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Oh wow, that worked like a charm!

short aurora
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Hmm, actually I have never tested it myself, but you might be able to define a macro as the function to do the roll and then just execute that macro in your other macros with parameters with the module Advanced Macros, but I am unsure if you can await macros like that. Await being to wait until this is finished in javascript

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instead of copy pasting over and over

scarlet gale
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Add to globalThis or window

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(in a world script or module)

daring cobalt
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So this seems to be working:
This is in the main macro, that is modifying the dice roll. In this case, Chris's smite.

await game.macros.getName('waitFor3DDiceMessage').execute(id)

Then I made a macro using what Krig made:

waitFor3DDiceMessage(args[0]);

async function waitFor3DDiceMessage(targetMessageId) {
  function buildHook(resolve) {
    Hooks.once('diceSoNiceRollComplete', (messageId) => {
      if (targetMessageId === messageId)
        resolve(true);
      else
        buildHook(resolve)
    });
  }
  return new Promise((resolve, reject) => {
    if (game.dice3d) {
      buildHook(resolve);
    } else {
      resolve(true);
    }
  });
}
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It seems to be doubling up on chat messages regarding the dice rolls but overall it's pretty exciting

scarlet gale
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Well yea, you have a roll to message function

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You can remove that part and it'll just show the dice twice

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at least I think it'll show the dice twice

coarse mesa
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Thanks @scarlet gale . Beholders are such an iconic foe, and we’ll be going up against Xanathar at some point. But our GM would have no hope of running a beholder in FVTT as they currently stand from the DDB import

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But no rush at all

daring cobalt
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I wonder how/if I could combine the two and just use the workflow message together with this dice rendering.

scarlet gale
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I would just make a issue on midi's GitLab and let Tposney properly fix it

daring cobalt
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Either way, the real problem is if I want to use this, I'll need to switch over from your module item macros to the manual versions

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That's fair, I've just never done something like that myself

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Posted tickets or issues on other people's stuff

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Thanks for your help though tonight! I learned a lot about both sides of the coin

violet meadow
violet meadow
keen remnant
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Welp with little to no benefit on the generic channel im back

So do smb know a way to make a specific damage type from an actor not get applied to default Ressistances or immunuties? Much like the Elemental Adept feats?

The other way would be for me to make a specific Generic Damage type with no possible ressistance or immunity (Aka a custom damage type) i would assume and if how would that work?

fringe crag
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Where do i have to put the value? I tired filling in the () and put it into value. Doesnt work 🤔

keen remnant
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Last Field
{"type": "pulse", "speed": 3,"intensity": 1}

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Just edit those

fringe crag
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ok that are way more flags than I thought I need

keen remnant
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Yeah

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shaders and lights are decently more complicated

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(you can also cast darkness which i used a few times) that gets crazy tho

fringe crag
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i put in #ffffff

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oh i'm still on add.

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now it works. I question myself on a daily basis, if I'm just to stupid for this stuff xD

keen remnant
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same

fringe crag
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how do I make the light green tho

keen remnant
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Change the #55 bla bla into the unicolor code

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Here a tool to find a color u want

fringe crag
#

i think i did that?

keen remnant
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Does it shine 15 or 30 ft?

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Because you can make it shine only bright or dim light if you want

fringe crag
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15 bright and another 15 dim.

keen remnant
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Put the AE on the Token

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because i do not see it as a icon displayed (or you disabled that)

fringe crag
keen remnant
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Looks good

fringe crag
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looks like white light to me xD

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that's wrong maybe?

keen remnant
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no macro needed

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Look into your ATL then

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works for me

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Green and red

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Try: in the last one
{"type": "torch","speed": 1,"intensity": 1}

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also not 0,25 its 0.25 (at least thats how it works as far as i know because , splits code and refferences)

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Torch Preset red

fringe crag
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the comma into dot changed it

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wow

vast bane
scarlet gale
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I kinda want to setup the vision cone part to mutate the tokens to have their magical items not work

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But that sounds super complicated

vast bane
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I dunno, warpgate screws up consumption linkage doesn't it?

proper siren
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Hi all, hoping to get a little help. I'm trying to automate the hunger of hadar spell. I've got most stuff working by using arbrons summoning to place an actor on the field with a drawing attached. The drawing uses perfect vision to obscure the area and I used a spell on the actor with active auras to apply an aura to characters inside that area. The last thing I'm trying to do is automate the damage at the start and end of a characters turn with midi when they are in the hadar radius, but not quite sure what I'm doing..

dark canopy
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warpgate does what you tell it to do

vast bane
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well something about the one I used killed every linkage on my items so I guess I missed a part

scarlet gale
#

Sounds like you had a bad macro

dark canopy
#

stuff like that can be debugged 👍

vast bane
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So until dfreds nested effects are fixed, you either have to downgrade to midi 33 or manually duplicate the nested ce's and make them from scratch. A shining example of this is reckless attack prior to midi 34 worked just fine with midi+dfreds, but now midi 35 adds just a basic version. If you try to apply it manually via dfreds, it now adds 3 effects that are unnecessary. I have no idea what the point of nesteds are, imo a singular AE with all the keys is better than 3 seperate ae's. So bottomline, duplicate reckless attack as custom and make it manually.

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I really don't think we need a fix from tposney, I think whatever dfreds doing needs to be fixed cause they should be in one ae, not 2-6 ae's seperated thats spammy

scarlet gale
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Or just add it onto the feature and stop using name matches

vast bane
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thats just it though, I wouldn't want the new dfreds version, its 3 ae's on the token

scarlet gale
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Then just make it how you want it on the feature

vast bane
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I want the prior method where the 2 keys are on one ae, one of the 3 ae's that dfreds does is literally blank

scarlet gale
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The nested effects don't seem too useful to midi users

vast bane
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Its weird cause the keys are midi keys

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Going over my after action report of last nights session

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my warpgate macro key to delete the players and resummon them has a literal stroke now, its an advanced macros, warpgate, and stairways error that is present but I need to replicate it to get the exacts of the error

#
const playerOwned = canvas.tokens.placeables.filter(t => t.actor.hasPlayerOwner); // finds player owned tokens.
await canvas.scene.deleteEmbeddedDocuments("Token", playerOwned.map(t=>t.id)); // deletes all the player owned tokens.
const names = ["Hakuna Matata","Shayla","Glug","Wigs","Da'ruuc","Revy","Ratalicious","Miss Chif", "Darribeth Meltimer"];
for(let name of names) await warpgate.spawn(name); //spawns all the player owned tokens.

Somehow this throws warpgate/stairways/advanced macros issue and it says "clear" is undefined

dark canopy
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probably something trying to draw on a token delete hook

short aurora
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Doesn't it have a traceline that leads to a module?

dark canopy
#

likely easier to have a teleport selected to designated location

vast bane
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I can't replicate it with just me in the world, it only happens during live play so lag related?

dark canopy
#

lag simply exacerbates race conditions

digital lagoon
#

So currently we pretty much have to choose between a version of midi that works with Chris’ or a version of midi and dfred’s that work together, sounds like?

vast bane
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midi 35 has a very spammy debugger for incapacitated. Its line 1536 of Utils

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just put // in front of line 1536

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which should be a line about a notification error for incapacitated

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as for dfreds...its his premades that are bad, they just aren't efficient, and midi not working with them is probably more a blessing than a curse for us midi users

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prior to the new dfreds, reckless attack was 1 active effect with 2 midi keys, post 4.0 dfreds, its 3 active effects, the first being a blank empty one, and the other two being each of the midi keys seperate, and I feel thats inefficient.

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so if anyone uses reckless attack on dfreds as a midi user duplicate it, and then edit it and add these keys:

short aurora
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You should probably make a request or a bug report on CE then, it doesn't look quite intentional or I just don't understand when they'd want to split it up vs not to

dark canopy
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i can kinda see the reason to split out the adv vs user, as that lasts for a whole round

short aurora
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Weirdly enough that's the one without duration for me

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Butchered that crop job, but here

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The empty one has a round duration

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That said though, that could just be a bug and you're right, Reckless Attack does technically have 2 durations, right?

vast bane
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I was outside combat when I fired it so it couldn't populate turn

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neve roccurred to me that they should be seperate for special durations

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I don't think dfreds has times up integration setup so thats why theres no special durations

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round would be inefficient for a duration on the advantage grant key

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you would ultimately want a special duration

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but you can't edit nested effects I think?

short aurora
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They'd still need to be separate even with times up, so that doesn't save it. Isn't a round or 6 seconds up when you start your turn again as a barb?

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... well, as any player

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TIL that reckless attack advantage on melee attacks is only during that player's turn, I have definitely played it as until next round too

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AoO reckless should never happen

vast bane
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so unless the barbs first, its going to be inaccurate

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I believe this is entirely why the special durations exist

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I don't fast forward so I think I'll keep it 1 ae, the player knows he only can advantage on his turn anyway

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I got alot of ae spam already in my world, I try to consolidate as much as possible

pliant matrix
#

How do I create a healing effect (hp temp)?

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.

scarlet gale
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Temp hp as an active effect won't work as expected

short aurora
#

The two ways of doing it is still "full" macro or using macro.actorUpdate, right?

digital lagoon
vast bane
#

I should atleast advise that its usually not a good idea to edit locally an install so definitely confirm with a guru before you go editing crazy stuff in the local files of modules but that is a pretty benign edit as you are just escaping out a warning line.

digital lagoon
#

I am extremely aware of my own tendency to break things if I fiddle, but this one seems like one that even I can manage 😂

vast bane
#

34/35 midi has yummy changes that the pro's here really wanted to utilize so its adviseable to try to stick to midi 35 if you can.

#

Also pro tip, if you use midi srd AND CPR, if you have compendium folders(???) you can right click midi srd's compendiums, export them all to a folder, then right click said folder and export to a compendium and target an UNLOCKED CPR compendium and suddenly the lil CPR update button now updates midi srd items too.

#

everytime you update CPR its going to wipe the midi srd items out of the CPR compendiums though

#

I find this really useful to do cause CPR's update button makes things so much easier and it doesn't care if the items in its compendium are its own or not.

#

I haven't checked to see if they work if you yoink them into the wrong compendiums so make sure the midi srd spells go in CPR spells, and midi features go in cpr features

digital lagoon
#

I’m updating my one-shot stage world for a game tomorrow so I’ll definitely try that fix in there since it’s my test world and duplicate it in my main campaign if I don’t hit any snags.

#

That button is such a boon

vast bane
#

You could probably make a macro for this but the right clicking folder/compendium thing works without the need to write anything

#

I dunno if these right click options are core or if they are a module though, if its a module then its likely compendium folders

digital lagoon
#

Someone could probably make a macro for that. I wouldn’t bet on my own horse in that race tho.

#

I have compendium folders so no sweat

vast bane
#

When I went to macro polo they told me that I could do the right clicking so I just did that instead hehe

#

The export to folder is super quick, so you don't really need to keep midi srd in the item sidebar, just delete them after you are done moving them

digital lagoon
#

Yeah when someone says to make a macro I go “is there a much more tedious method that involves GUIs?”

hasty jackal
#

i wonder..how can i add an effect of an item creating a sphere that adds AC to players?

strong yew
#

So @scarlet gale, don't know when, but are you open to some collaboration? Was considering making a pr for some class features to your module. Figured it might be better than redoing a lot of the work you already did, and save people from having yet another module to download

strong yew
#

Cool, no idea when, but I'll let you know if/when I do

#

Have some stuff for Stars Druid/Ascendent Dragon monk

vast bane
hasty jackal
#

yeah all allies gains the ac boost for 5 rounds

#

in the circle

vast bane
#

is it a circle that is persistent or they get the buff and the circle no longer matters?

#

also...is it an aura, all creatures within range of caster?

#

how bout this....is it a published item/whatever, and if its not, just share it to me the description of the item

#

if its published give me its name and I'll look it up

hasty jackal
#

its a homebrew item i think, ill check if there is something similar gimme a sec

#

hmm maybe i can create a custom version of a spell that targets one person and let it target people

#

should be easier i guess

vast bane
daring cobalt
scarlet gale
violet meadow
#

If you feed it a roll, that roll can also be fed into DSN.
Create a roll.toMessage() and add that will be picked up by DNS

fringe crag
#

@violet meadow could you help me real quick?

violet meadow
#

You can even pass show message false to that function to not show the chat card iorc

scarlet gale
#

I think they're trying to work around midi-qol not showing the right dice when a workflow.setDamageRoll is used.

vast bane
#

Hexblades curse I think needs the CPR treatment hehe

violet meadow
#

Will try

pliant matrix
#

I'm creating a shepherd druid and I don't know how to automate the spirit totem, any suggestions?

Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

violet meadow
#

So delete the entry in the first screenshot

fringe crag
#

oh ok. it was the first picture of the read.me didnt know if there has to be a item.macro in the bottom or not

violet meadow
#

Yeah the pic in the readme shows an empty Action Type iirc

fringe crag
#

ah found it. I'll try

#

still doesn't work

vast bane
# fringe crag

if all you did was drop the action type, the on use field is still there hidden fyi

fringe crag
#

ok. deleted it. Didn't change anything

vast bane
#

did you - it or just empty the field?

fringe crag
#

i feel so stupid that I always have to ask for every macro ._.

fringe crag
vast bane
#

click the minus to the rigght of after active effects

#

oh wait that flag

#

that flag is an update flag, are you on DAE 24?

fringe crag
#

yes

vast bane
#

downgrade to dae 23

#

am I right Bugbear? isn't that one of the two flags broken in dae 24?

fringe crag
#

mhh. It's not my world i'm only the player here. Have to wait for 25 then. I guess

vast bane
#

They need to extract everything inside the DIST folder in the zip into the dae directory in data/modules

violet meadow
fringe crag
#

Thank you both, again 🙂

vast bane
# fringe crag Thank you both, again 🙂

ok I'm editing my post but I went and confirmed, and its different. For Midiqol, the zip has the folder Midiqol in it so its a perfect extraction to modules. For DAE, for some reason, he has the folders and files in a folder called Dist, so when you extract it, rename Dist to DAE's module name, OR extract everything inside dist to the DAE folder in modules, I should probably issue report that to him.

hasty jackal
#

@vast bane sorry i couldnt find something similar :/ i tried to configurate the effect but it says unavaliable on the effects tab

vast bane
hasty jackal
#

okay

vast bane
#

instead of trying to translate it yourself to me through foundry terms, just give me the raw rule as its written

hasty jackal
#

"As an action you create a 10 ft sphere, up to 5 creatures of your choice inside that sphere obtains +2 AC for two rounds"

vast bane
#

ok you need to clear up the wording there, do you mean 10ft radius sphere?

#

cause 5 creatures can't fit in a 10ft diameter sphere so I assume 10ft radius?

violet meadow
#

Might need the item attuned or equipped

vast bane
#

yeah unavailable means its unattuned or unequipped

#

you basically want the samething as shield spell, but change the range/target to the sphere settings, and change the ac bonus from 5 to 2

hasty jackal
#

yeah its the same as shield but instead of a reaction is an action and i should probably up the distance to 30 ft

vast bane
#

I really don't like the wording on that lol, is it the user of the item as the center of the sphere?

hasty jackal
#

hmm lemme rewrite it

vast bane
#

If it is infact the user is the origin, you should do "Up to 5 creatures within range of the users choice gains 2 ac"

#

change range to 10ft

hasty jackal
#

that sounds actually better and simple lol

vast bane
#

and thats babonus or a dae

#

if you use build a bonus I'm pretty sure it can do that

#

if you don't use build a bonus we could go the active effect route if you want

hasty jackal
#

build a bonus?

vast bane
#

that suns it up, we'll go the dae route

hasty jackal
#

kk lol

vast bane
#

However

#

you have to accept the reality that theres no good way to handle "up to 5 creatures" in automation without Chris' macros

#

If you are really hankering to limit the targets, you might want to look at how he does Mass Cure Wounds in CPR module

#

I personally would hand wave it away and just let it affect any allies in the radius

hasty jackal
#

thats non a issue i mean my players will need to just not target above 5 players

vast bane
#

thats not gonna be possible with what I just shared to you

#

i shared to you the automation of it

#

if you want manual targets then change the target fields to blank/blank/ally

#

10/feet/ally will auto target any blue/green squared tokens within 10ft of the user

#

and there will be no chance to untarget before the ae's applied due to the fact the item doesn't roll anything

hasty jackal
#

thanks

#

that worked

errant gull
#

Is there a way to add an effect to a character so that they take 2d8 damage at the start of their turn?

vast bane
#

This reminds me that I really want to see if its possible to make an overtime that requires a save to halve the damage, but requires a check to remove the ae

errant gull
#

I'm trying to build Vecna, and he has a weapon that deals normal damage, and then automatically applies an effect where they take 2d8 necrotic damage at the start of their turns, but they can remove the effect with a Con Save after taking damage each time.

vast bane
#

ok stand by, first let me share my awesome copy/paste of overtimes

#
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=@abilities.str.dc,
saveDC=@abilities.dex.dc,
saveDC=@abilities.con.dc,
saveDC=@abilities.int.dc,
saveDC=@abilities.wis.dc,
saveDC=@abilities.cha.dc,
saveDC=@abilities.san.dc,
saveDC=@abilities.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
#

you can use one thing from each of these clumps in an overtime active effect key

#

I will make your overtime for you now, but consider this for future helpers if you save it somewhere

errant gull
#

Okay sounds good.

#

I really appreciate that!

spice kraken
#

But....but..... it's all in the readme

vast bane
#

I dunno about you, but I've personally auto capitalized enough True's to drive me to make this copy/paste lol

spice kraken
#

I definitely haven't, haha

vast bane
#

if its flat, what is the number of the dc

errant gull
#

It's DC 22

coarse mesa
#

Maybe we should ask tposney to make overtimes a series of dropdowns

errant gull
#

Based on Intelligence though

vast bane
#

does the damage ever halve?

errant gull
#

No

#

The effect ends if they make the save.

vast bane
#
turn=end,
saveAbility=con,
saveDC=@abilities.int.dc,
saveDamage=fulldamage,
saveMagic=true,
damageBeforeSave=true,
damageRoll=2d8,
damageType=necrotic,
label=REPLACETHIS

Replace the label with what you want
First tab of AE should have no boxes checked
Item details tab of his weapon should have effect activation requires true box checked at the bottom of it.

#

I assumed they take hte damage on that turn no matter what the save was, if i assumed wrong, damagebeforesave line

#

wait I fucked up

#

had two saveDC lines, repull the edit

errant gull
#

Hm, in my "Details" tab I don't have that bottom line, for Effect Macro.

vast bane
#

That is technically fine, its a module, that alot of us here utilize

errant gull
#

That's the Effect Macro module I assume?

vast bane
#

but its not needed

#

I fully endorse the usage of said module, but do not recommend till you actually need it

errant gull
#

Roger that

vast bane
#

I find it a lil simpler to use for triggers on aes than dae

#

but also its a great way to single package up a complex item that already has an item macro

errant gull
#

This works just about perfectly. Only thing is it seems to not trigger until the end of their turn. It should happen at the start.

vast bane
#

I assumed you wanted it at the end, my bad, just change the first line to start(don't capitalize start)

#

turn=start,

#

make sure the drop down in the center of the ae is OVERRIDE

#

though not sure if that matters if its the only key in the ae

errant gull
#

Works perfect!

#

Thank you so much!

scarlet gale
#

Shouldn't it be custom?

vast bane
#

highly recommend my ridiculous copy/paste in a document somewhere, its easier to just copy/paste them than to type them out after looking them up in the readme

errant gull
#

Yeah, I saved it, haha.

vast bane
scarlet gale
#

No?

#

For the overtime right?

spice kraken
#

Iirc the readme says override or custom. I always use override

vast bane
#

Lets go to the gold standard trusty Hold Person from samples lol:

scarlet gale
#

¯_(ツ)_/¯

vast bane
#

Yeah I think both work but something about override is important for an edge case?

scarlet gale
#

Not sure honestly

#

what happens if you have 2 overtime effects

#

and they're both set to override?

vast bane
#

I'm like Super, I always use override

spice kraken
vast bane
#

when I tried two overtimes, the first ones values overrode the others

scarlet gale
#

Does it still do it with custom?

vast bane
#

I purposely tried to make the Boneless monsters ability

#

hmmm

spice kraken
vast bane
#

I have a rule, I don't touch my other campaign tilll friday/saturday, so I will put a pin in this and try it on boneless on friday

scarlet gale
#

The intent is to have multiple overtimes

#

not have one overwrite the other

#

I feel like custom should hopefully do that

vast bane
#

what I was trying to pull off, was a save to take damage or halve it, and then an action save to remove it all

#

which is what the bonless' feature is

scarlet gale
#

This bone monster thing a wotc monster?

vast bane
#

its from the House of Lament book

#

it is an officially published monster

spice kraken
#

I know for my hunger of harder I had both OTs on the same one as override but one was turn start and the other was end

vast bane
#

(from that book)

#

hol up

#

thats not the name of the book

#

its in the Van Richten book

scarlet gale
#

override in theory should wipe out the field, while custom may keep both

#

Need to actually test, but I'm about to head out

vast bane
#

I'll definitely tackle it on friday if you don't sus it out by then but I have a strict work routine where I don't touch my strahd campaign till friday

#

I find that once you get into a world, its hard to get out of it and then I wind up getting behind on the live campaigns prep

scarlet gale
#

Could be worse, you could accidently start a module from your work.

vast bane
#

We love you for doing it though lol

#

OH also, another odd interaction, though it makes sense now that I'm thinking about it, but actionSave does not work with turn=end

sleek bone
#

What would be the correct way to set up an effect to reduce something by a specific percentage?
Of course what I am showing in the image does not do what I'd desire for it to do but I'm including it as an example of what I hope to set up

sleek bone
#

Yep I am, keep forgetting I should mention that

vast bane
#

I don't think that is a custom field and you need to install effect macro instead I think

#

On creation

const {value, max} = actor.system.attributes.hp;
const v = Math.round(value * 1.4);
const t = Math.round(max * 0.4);
await actor.update({"system.attributes.hp": {value: v, tempmax: t}});

On deletion:

const revertMax = actor.system.attributes.hp.max
await actor.update({"system.attributes.hp": {value: revertMax, tempmax: 0}});
#

my values are my own so you will want to change your percentages

#

changing max temp doesn't change current so your monsters will wind up with a missing gap

scarlet gale
#

Are you trying to just reduce max hp by a percentage?

vast bane
#

thats why you want a macro

sleek bone
vast bane
#

I think the issue still stands it won't change the current

scarlet gale
#

Can have the feature roll the damage

#

Then use the damage roll as the reduction

sleek bone
#

Is this something that would be easier / simple to do in V10? Since I am one and a half nudge away from upgrading

vast bane
#

Effect macro is in v9

scarlet gale
#

Just a matter of making a damage roll probably

vast bane
#

I wasn't trying to shame you with the v9 question, I just wanted to make sure you weren't using a data key in v10

sleek bone
vast bane
#

if chris has a better solution, he is by far THE pro here, I'm just sharing you how I did something similar

sleek bone
#

With 3 sessions a week + a job I find little time to "set of" for big changes like that

vast bane
#

Yeah you might have to change my macro slightly for v9 I forgot that part

#

replace system with data.data I believe

#

that first lines system I think is a single data

#

worse case scenario, ask in macro polo, its a safe macro thats not midi related so should be easily sussed

keen remnant
#

Hey Guys i have been messing around with things recently (alot and last session i realized that i have an issue with one of the players sheets.) As an attack (saving throws work as intended) they seem not to prompt or finish its defensive workflow and i for the life of me cant find the issue. No Prompting for reactionary shield or anything it just does not want to work. Not even comparing attack to AC (tried with like 10 different spells and attackig weapons)

vast bane
#

Do you mean that reactions are not prompting?

keen remnant
#

I cant hurt him

vast bane
#

are do you mean that you use challenge mode optional rule?

keen remnant
#

unless its a save

#

no

#

its just hit to ac

vast bane
#

show me the attack in chat

keen remnant
#

i can send you the exported sheets data if you want

vast bane
#

lets see what an attack looks like on him first

#

the whole works, the whole chat output till the snag happens

keen remnant
#

Nothing else happens (yes the attack is set up correctly) ass it works for a dummy target

vast bane
#

looks like you damaged him to me

keen remnant
#

yes the dummy

vast bane
#

now try him

keen remnant
#

nothin

vast bane
#

open the console F12 usually

#

and redo the attack and see what it says in console

keen remnant
#

only red one

vast bane
#

are you sure that you aren't also seeing a yellow warning of range issues at the top of your screen there? hex grids typically showcase large distances in most tabletops

keen remnant
#

nope

vast bane
#

Magic Items Module strikes again

keen remnant
#

the priest is within range

#

excuse me?

vast bane
#

Tabriel has a magic item with a reaction set on it and midiqol does not play well with MIM

keen remnant
#

let me see RQ

vast bane
#

my first guess would be Staff of Defense, followed quickly by a feather fall token

keen remnant
#

Haha nah

#

he has a cracked up version of a magi staff

#

that likely will be it

vast bane
#

you need to replace your magic items module items with Items with spells module in v10, if you are on v9, use the manual way to make magic items

#

MIM makes synethetic weird items that midi doesn't know how to deal with

keen remnant
#

okok

#

thanks

languid wave
vast bane
# keen remnant okok

Then again technically, you could set that MIM item to REACTION MANUAL in the details of the item

#

and then it would not prompt and break midi

#

but it also would....not prompt so that might be a deal breaker

vast bane
#

beware if you move to that module, its not a perfect swap out

#

one of the most notable sad changes is the inability to properly upcast charges like a wand of magic missiles

keen remnant
#

yikes

#

someone should make a neat module at that point

vast bane
#

I get around this with items with spells this way:

keen remnant
#

or integrated in midiqol

#

jesus

vast bane
#

I mean....its prety bad, but its better than red errors and unable to attack people

keen remnant
#

yeah

#

true dat

#

just dont give staffs of magic missile 😂😂

hasty jackal
#

quick question, where can i change this description?i changed it on the effect but the chats still uses the default one from Dfreds

vast bane
vast bane
# hasty jackal

you must edit the dfreds CE source and not the individual ae on each actor

keen remnant
#

"The item not the Effect"

hasty jackal
#

kk

vast bane
hasty jackal
#

yeah i imported it from it and edit it

vast bane
#

right but thats a chat message

#

that could also be simbuls creature aide

#

Does dfreds have regenerate?

#

well I'll be damned lets take a gander at it

#

to edit it in dfreds you need to first duplicate it as custom

hasty jackal
#

there is it i just copy the effect and duplicate as custom

#

thanks again for the help

vast bane
#

👀 guys is flags.midi-qol.OverTime.regenerate an actual key?

#

why would this key exist, and not be a midi sample item lol

vast bane
#

if you don't want the regenerate to be whispered between the DM and the regenerated person, then delete the rollMode line

#

and for anyone who wants to fix the midi sample item:

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.
#

shouldn't regenerate spell have #attributes.hp.value instead since its an effect transfer to another actor usually?

#

otherwise its gonna look at the casters hps?

hasty jackal
#

@vast bane sorry for being a bother today lol....but im using build a bonus for making two effects, one adds disadvantage on range attacks and the others a flat 1d8 fire damage to all the strikes, both of them have a duration of 1 minute, how can i make them?i have both DAE and Build a Bonus, is present on a magic item btw so my idea is adding the effect there

vast bane
#

share the raw description of the items

hasty jackal
#

3 times per long rest you can activate this item, adding 2d6 fire damage to all your damage roll for 1 minute the other is similar
3 times per long rest you can activate this item, creating a powerful gust that protect you from range attacks, all the range attacks against you are with disadvantage for 1 minute

hot flower
#

is there a way to trigger a reaction if a hit is a MISS?

#

this is the description: If an attacker misses him, Drakthar can use a reaction to headbutt the attacker for [[/r 2d10+10]] bludgeoning damage. The attacker must make a DC20 Con save or be stunned until the start of Drakthar's next turn.

vast bane
hasty jackal
#

okay

vast bane
#

If you trully do intend for it to be ALL damage and not just weapon/spell damage then its this key and value:

(If it doesn't work change it to ADD instead of Custom

#

if its an item that applies the effect to self, on the items details set range/target to self/self and make sure NO checkboxes are checked in the first tab of this active effect pictured

#

no matter how right those checkboxes may seem, unless the item this is on is a weapon, then say so and we'll have to do something confusing

hasty jackal
#

its weapon damage

#

not spell damage

inland vortex
#

I see that I can add spells to a magic item just by dragging the spell into the spell tab. How do I set charges?

tepid remnant
#

What's the best way to go about setting up a conditional bonus to armor class? The use case in question is an item that grants a druid a bonus to AC but only in wildshape. I tried using a conditional expression in the Active Effect but that doesn't seem to work. BAB doesn't touch AC or that'd be perfect.

vast bane
# hasty jackal its weapon damage

if you have DAE installed, then you should be able to repeat the first section of that key and pull up the MWAK and RWAK keys instead of "all-damage" and set both the keys to that bonus

#

system.bonuses.mwak.damage and msak rwak

#

oh wait

#

its mwak and rwak sorry

hasty jackal
#

okay ill do it right now

vast bane
#

for your second item the key is this:

#

if you intend it to also deflect ranged spell attacks add a second key that is RSAK

inland vortex
#

Do you have to have the magic items module to give an item charges?

hasty jackal
#

so the first one like this?

inland vortex
#

Is there a way using items with spells?

vast bane
vast bane
#

items with spells is cool because it automates something we technically already can do on our own, I like it cause it allows us to create prefab magic items with the module

#

if you ask the literal item you are trying to make I can help you set it up with Items with Spells Module, I do not recommend installing Magic Items Module.

vast bane
inland vortex
#

We have a Staff of Defense. It can cast Mage Armor and Shield. Mage Armor should use 1 charge, Shield 2 charges. The staff didn't come able to cast the spells, so I dragged them onto the spell tab in the magic item. Now they show up as at will in the character's spellbook. I would like the items to have/use charges.

vast bane
#

Use Items with Spells, if you make the item in the sidebar editing it is alot simpler

#

I personally make all my items with spells items like my macro.createitems...I store the spells that go with them in a compendium with the item:

#

This is because I like having the title of the spell have the charge count and you have to manually edit that in Items with Spells after the fact unless you duplicate and store the custom name somewhere

lean holly
#

I've got a question about Midi and the dnd5e spell Shield. It is set up as a reaction, adds +5 to ac, but it doesn't make the initial attack miss if its below the new AC. For example in last nights game. Melee attack against bard, bard has 17AC NPC hits with a 20 (total), bard uses shield when Midi prompted him to. AC is now be 22, but the hit (20) still hit and damage was applied. Have midi set for full automation via the workflow settings. Is there something I missed? I should note I have the latest midi srd and its shield spell is not setup any differently than my own shield spell.

vast bane
lean holly
vast bane
inland vortex
lean holly
vast bane
inland vortex
#

we were having the same problem with shield as Sage did

lean holly
vast bane
lean holly
#

My timer is 8 seconds. I feel that is long enough. If the spell is consumed and the effect is applied, it shouldnt matter when in those 8 seconds the rection is used.

violet meadow
#

@lean holly try without ASE module

vast bane
#

my two theories was either it was a funky ae I had an the actor OR race conditions

lean holly
violet meadow
violet meadow
lean holly
#

Ill tell these chuckheads to be faster.

lean holly
vast bane
#

I wouldn't even trust the beta lol

fringe crag
vast bane
#

I don't think its ASE fwiw, I think this is a lag thing

violet meadow
#

I wasn't using it even before on v9 tbh so not sure

vast bane
#

as I saw it too in live play

#

and the fact neither of us can replicate it

lean holly
#

Is it possible to get a count down for reactions? IE it pops up the creation then counts down from your set time?

vast bane
# fringe crag how do I set up Magic missile to hit one person with all 3 missiles btw?

I haven't bothered to make this one myself, because my wizard, in his infinite wisdom, has refused to scribe it into his book. However, I find that magic missile, scorching ray, and eldritch blast are best setup as a self buffing active effect that gives the caster a new item that they can use X times, and then just manually play out those temp items

fringe crag
#

couldnt you use it like 1 time with spell slot and 2 times without to get the same effect? 😄

vast bane
#

macro.createItem setups are hard to share here so only ask for it if you want to head down a rabbit hole that confuses even midi users

vast bane
#

I actually think that Chris' targetting dialog he uses for cleave and mass cure wounds could play out well for magic missile

#

someone should submit it to his item requests 8)

fringe crag
#

I found it funny that one of the most used spells isn't automated anywhere 😄

vast bane
#

You say most used, and I'm shocked that my wizard hates the spell, and never uses it

#

when my npcs use it, I just manually cast it once and then sus out the remainder and manually minus the rest

fringe crag
#

i have 3 wizards and two sorcerer in my campaigns and all have it since level 2

violet meadow
#

I think I will include a Magic Missiles in the Midi SRD

fringe crag
#

don't know. Me personally don't like it either

vast bane
violet meadow
#

Nope. Dialog to choose Targets and amount of missiles depending on level

vast bane
#

did you see my lil hack I came up with for midi srd and CPR?

#

though chris just released a version so I don't have to hack it anymore

violet meadow
#

nope, I was pretty much out of it for the last 3-4 days

vast bane
#

I unlocked CPR, and combined your compendiums into his, and then his update button worked on all the midi stuff

vast bane
#

so I could quickly adapt everything when I updated to midi 35 and got both the new CPR and new midisrd

#

he built it into his module now so you don't have to hack the compendiums up

violet meadow
#

Good. I meant to add an update button for Items to be overridden from the compendium ones, but there are so many compendiums that I was a bit afraid to do that

scarlet gale
#

My check is really basic

vast bane
#

Yeah you don't have to do that now if you are fine with chris's integration but his module does have more requirements

violet meadow
#

My new compendium Items all have a flag for MidiSRD

fringe crag
#

I'm still on 5e 2.1.4 and Midi 35 because last time I updated both, midi gave me auto advantage or disadvantage without any reason and it annoyes me so much

scarlet gale
#

It just searches them all in a row

violet meadow
#

Not the ones already out

vast bane
#

I like the button that chris has cause then on long rests I can just go down their prepared lists and hit the updates on them

scarlet gale
#

Mrprimate said he'd add the midi srd settings back once it was updated for v10

vast bane
#

I posted what I think it should be after that message

#

but I think the conditionals need # instead of @ due to how the regenerate spell can be transferred to others

#

or am I misreading that part of dae

#

I dunno, but the key looked wrong to me specially since dae wouldn't auto complete it

hasty jackal
#

@vast bane for some reason the fire damage one doesnt work but the wind shield one works

#

dunno what i mess lol

#

nvm

#

i fixed it

vast bane
#

also always lead with a + or - in modifiers

hasty jackal
#

yeah it worked i was wrong on the first tab

#

i didnt pick the "apply to self when item rolled"

vast bane
vast bane
hasty jackal
#

its not a weapon

vast bane
#

the item is meant to be an action to use, so you technically want two items

#

Oh I thought you said it was, that checkbox should not be the solution, what is the item its on?

#

that checkbox is only a solution if the item is a weapon that normally rolls an attack on targets, and you want it to also apply a self buff

hasty jackal
#

its like...how can i put it, you know the resins on dark souls games?

vast bane
#

and its very niche

#

that should not transfer when theres no target set

#

you want to uncheck that box, and then set the items range/target to self/self otherwise you will have the player constantly forgetting to target something and having that not apply

fringe crag
#

I think it is a bit much but @scarlet gale is there a way to change the spelllist based on the season my Eladrin player has? Like you did it with the fey step versions?

hasty jackal
#

hmm kk

#

gonna check it

vast bane
#

it should be blank/blank/self for one row, and then blank/blank/self for the other row of range/target and then no boxes checked in the first tab of the ae

#

those two self related boxes in the first tab of the AE are for when the item is complex and has things its doing to targets as well as to source actor, and their wording confuses/fools people to check them

hasty jackal
#

so like this?

fringe crag
vast bane
scarlet gale
vast bane
#

sometimes with you toggle those checkboxes too much on an owned item, the ae detaches instead of deletes

scarlet gale
#

I just did 4 different actors lol

vast bane
#

and then messes things up

vast bane
scarlet gale
#

That would get messy

hasty jackal
#

welp removed the check from the box on AE and it worked

vast bane
hasty jackal
#

yeah since i already set the target to self self it doesnt need that box checked

vast bane
#

The item alone setup that way makes it so the item rolls with no targets set in foundry, if you check that box, the item simply won't roll, unless you have something targetted in foundry. Thats why you don't want to use that box

strange dagger
#

Hey, I assume its MidiQOL that I have installed that is making Great Weapon Fighting work automatically on my player?

vast bane
#

it would be abnormal to the players cause typically they want a standardized logical setup, and having to target someone else just to self buff themselves would be weird

vast bane
#

if you are misidentifying Great Weapon master, thats somewhat in the realm of midiqol though its also ver possible with core

strange dagger
#

Yes thats what I mean. It automatically works on any great weapon the character uses (the character was imported from DNDBeyond)

#

But I can't find where to check that

vast bane
#

which one is it, master or fighting

strange dagger
#

Fighting, the one where you drop the lowest dice

vast bane
#

its in the dice roll/damage parts of each weapon

strange dagger
#

I'm trying to make a feat for my healer that basically does that with the dice roll of healing spells

vast bane
#

its probably something like 2d6ro<2 or something I don't know how foundry does their roller

#

it'd be kinda weird with versatile weapons

#

you'd have to put the reroll in the versatile only field

strange dagger
#

Oh yeah, it seems the DNDBeyond importer automatically seemed to have made his greatsword (and only that greatsword he was imported with) have the correct notation for the fighting style

vast bane
#

but someone more experienced with the module would have to step up

strange dagger
#

is there a place I can go to talk about build a bonus? lol

dark canopy
#

just mod the item's damage formula 😅 its only once, and just for that character

scarlet gale
#

Zhel has a Discord, but he doesn't support midi usage with it

vast bane
#

I would say dnd5e just cause the author of that module is not a huge fan of being pinged here

scarlet gale
#

You're always free to ask in #dnd5e for Build A Bonus stuff too

#

I would just edit the damage formula on the item

vast bane
#

if it rubs up against midi he might send you back here, and I think Bugbears the most experienced of the guru's here for that

scarlet gale
#

I don't think build a bonus does formula rewriting

fringe crag
#

shouldn't the darkness spell make it impossible to look in and out? Or is it a QOL change so its easier with "attacking with disadvantage" meta-gaming included 😄

scarlet gale
#

Could be done with a midi-qol on use macro if you really wanted to

vast bane
#

I was only thinking of the fact that my two martial players have a collection of weapons they share between them and having to constantly edit that would be a pain

scarlet gale
#

I don't bother with trying to obscure vision, but it will take into account vision rules when you attack

vast bane
#

I would think it does right, cause isn't crit threshold basically rewriting the roll by appending CS on the end?

fringe crag
#

I have your automation enabled but it is not the spell from your module. I'll check

scarlet gale
#

My automation setting won't do anything unless you're specifically using my version of the spell too

#

It's checking for a flag on the template iirc

vast bane
#

I world scripted out the linkage between my invisible and the core invisible just so that my creatures would stop poofing on them

fringe crag
#

left is your spell, right is the standard SRD one. both visible

vast bane
#

make attacks, thats all that matters with darkness

scarlet gale
#

Unless the SRD one is doing anything fancy obscuring vision just gets in the way

#

and bogs down combat

vast bane
#

hes not modding sight cause its not the character seeing the token, its the player

#

the player in real life has to metagame targetting

scarlet gale
#

unless a creature hides, the players should always have the ability to target them

fringe crag
#

yea, I thought it is for QoL stuff. Hiding stuff in it will be hard tho like people who can teleport from darkness to darkness.

#

but I can just make them invisible then

vast bane
#

I allow stealthy to do it, but thats cause stealthy is legit, if they don't see the creature with stealthy, they can't touch them

scarlet gale
#

RAW, they're still able to be attacked because they didn't hide

#

and unless devil's sight is involved, darkness just turns all attacks into disadvantage and advantage

#

(most of the time)

vast bane
#

I think you mean normal

scarlet gale
#

well, you get both

#

advantage and disadvantage

#

making it a regular roll

vast bane
#

ok I get what you said my bad

fringe crag
#

but as a player how would you shoot a lightning bolt without meta gaming or intentionally missing if you KNOW where the target is in Darkness

scarlet gale
#

so if you're poisoned and cast darkness you can now attack people with a regular roll 😉

fringe crag
#

because you hear them anyways I suppose

scarlet gale
#

They would need to take the hide action

#

same with going invisible

vast bane
scarlet gale
#

you can target invisible people too if they haven't hidden

dark canopy
#

(and the spell/ability does not state "a creature/point you can see")

scarlet gale
#

that too

vast bane
#

yeah I was about to type what badger said

#

that actually matters ALOT with your casters. I ran a floor full of drow that constantly cast it and we were all parsing spells for the first few sessions

scarlet gale
#

When I played that module as a player, I had devil's sight

#

my DM quickly realized that the drow only were hurting themselves by using it

#

and elven accuracy

vast bane
#

I soft ban warlocks at my tables, and by softban I mean they can't crunch pact slots for sorcery points and they can't smite with pact slots and suddenly theres no warlocks 8)

scarlet gale
#

I was a 2 level wizard, 10 level Warlock by the end of that game

#

That rule wouldn't have stopped my multiclass

vast bane
#

my party is 11, and we're only on the 6th floor, I think this is going to be the first campaign I've ever run to level 20

#

They are only ahead of the curve because dragonheist took 2 levels longer to complete

#

I have one multiclass and its a fighter dip to fix a monsters of the multiverse revamp they realized they didn't want

#

the githyanki in the group liked half the changes but realized after the fact they'd lose their medium armor proficiency so they dipped fighter for it.

scarlet gale
#

I just let my players pick between legacy and "updated" ones

fringe crag
#

btw Chris, Am I doing something wrong with your hex, that It doesn't roll the 1d6 dmg?

scarlet gale
#

Screenshot your chat message

#

after making an attack

fringe crag
hexed coral
#

Is MidiQOL able to automate forced movement? Trying to make a attack that pushes creatures back 100 feet if they fail a save or 50 if they pass.

fringe crag
#

that's far 😄

hexed coral
weak quest
scarlet gale
fringe crag
#

agonizing blast

vast bane
hexed coral
scarlet gale
#

Personally

#

I'd just move them manually

#

unless you think you'll be using this feature a ton

hexed coral
scarlet gale
hexed coral
#

Its probably just from 1 fight tbh, but I just wanna make sure it doesnt mess up their movement

scarlet gale
#

Cause you can just do 1d10[force] + @mod

#

But that's besides the point

#

Is there any errors in console after attacking?

short aurora
#

You can get a simple warpgate macro to teleport them maybe, but that's about the extent worth for 1 fight

scarlet gale
#

Warpgate the token position to a new spot to avoid permission issues

#

it'll animate

hexed coral
#

hmmm ok. would a macro make it automatically go 'in a straight line' from the blast zone?

scarlet gale
#

Not worth it for a one off deal

#

a macro can literally do anything

#

but I really don't think it's worth it here

hexed coral
#

noice. Hm... kk I'll just let the players do it then.

#

Appreciate the input all!~

vast bane
fringe crag
vast bane
#

kill the ae on the agonizing blast or rewrite the effect value

fringe crag
scarlet gale
#

It shouldn't be messing with it

vast bane
#

oh

scarlet gale
#

It's a weird way to do it

#

But it's just a damage bonus

vast bane
#

bugbears shove/shield bash macro is my favorite form of push macro

scarlet gale
#

Didn't I change that up for you?

#

To do proper wall checking

hexed coral
#

Anyone know why there are two options for damage?? (They both do the same but was just wondering what I did wrong.

scarlet gale
#

Enchanted damage config settings?

#

I think

#

In midi

vast bane
#

Yep, thats true, enhanced damage dialog is the culprit in midiqol

#

I believe its a checkbox in damage section in workflow tab

hexed coral
#

Awesome! ❤️ thanks yall

#

Oh! Also.

hexed coral
vast bane
hexed coral
#

Sure, its homebrewed tho

vast bane
#

I suspect the isssue is the spell is an aura like effect and you have it setup as a placeable sphere

#

seeing the actual wording of the spell will help me tell you what it should have

hexed coral
#

Its kinda like a Aura but also a activated effect?

vast bane
#

50/feet/creature
blank/blank/special

#

your targetting settings must be set right in the top of the workflow tab for these types of items to work right and levels maps without levels auto cover will misbehave with these types of spells.

#

If you want it to not affect its allies set creature to enemy

#

you want special in the second row cause if not, then it affects itself

hexed coral
#

like so?

#

sweet ty ty

vast bane
#

I think its the middle drop down that matters for those types of spells to work right.

hexed coral
#

It seemed to target the player with the settings 'Walls Block'

vast bane
hexed coral
#

Good? I think haha

#

I think it just makes it so if players are behing cover they dont get bopped

vast bane
#

if its bad, do you have wall height/levels enabled or a bogus cover calculator set in midiqol that you don't have installed?

#

If the ability is reaching creatures behind walls, you likely have a module set in these two settings that you don't have installed or you are using simbuls/core on a levels enabled map:

hexed coral
#

I dont have any wall height stuff added

#

so shouldnt matter really

#

but something I did just notice.

#

Im running a proxy battle between the monster and player but its not triggering a 'roll a save' pop up for the player. Im sure I have that selected in midiqol

vast bane
hexed coral
#

Its not even showing up for me as a GM

vast bane
#

you have nobody targeted

hexed coral
vast bane
#

There is no "Enemy" within 50 ft

#

double right click both tokens, what is their dispositions

hexed coral
#

It auto targets when i click the attack

vast bane
#

did you roll damage yet?

#

saves don't happen till damage is rolled

hexed coral
hexed coral
vast bane
#

you just have to roll damage

#

I'm not advocating for fast forward, I think its a bad setting

#

fast forward =/= auto roll btw

#

one auto rolls bypassing the popouts and the second just bypasses the need to press the buttons in chat

hexed coral
#

So it didnt pop up a option in chat to click a button, then 30 sec later auto failed.

#

Do I need LMRTFY?

vast bane
#

I will always advocate for monks stuff over others cause I think his modules are cool. Plus MTB has synergy with midi and tokenbar request window is easier to access

hexed coral
#

On GM screen it shows they rolled but it never did on the other screen

vast bane
#

so I suggest monks tokenbar

vast bane
#

and a GM at the same time?

hexed coral
#

Ya im double tabbing

#

Im playing as a player

#

while also have my GM one open

vast bane
#

you must login with the other account with an incognito browser, another brand browser, or use the foundry app and a browser

#

for clarity on auto roll vs Fast forward:

hexed coral
vast bane
#

is that how forge works you have to make an account with them?

hexed coral
#

They have their own Forge accounts (their own emails and passwords) and then I like those accounts to the game so when they click the game link it automatically logs them into the game under the player I assigned them in the Forge Settings

#

I have my own Forge account separate from them all. My own email and password.

vast bane
#

my players just connect to a domain I have setup

#

I self host though

hexed coral
#

Ya im not smart enough for self host sadly :c

#

Think i needed like... to learn Raspberry Pi or something haha

vast bane
#

could ask in general discussion for the link to forges discord and ask them there how to login a test character

coarse mesa
hexed coral
vast bane
#

they have a term for it in install and connection and a test for it

hexed coral
vast bane
#

Shit, I feel like forge is the cheaper route lol. I pay for a domain and have dumped more into my laptop, jb2a, and patreon artists than I can admit to my wife.

scarlet gale
#

I have too much distrust in hosting hosting providers that pretty much are middlemen. I just went with setting up on AWS.

coarse mesa
vast bane
vast bane
#

I also subscribe to Tychmaps patreon, hes the best artist for maps I've seen, I love his content

#

theres alot of bigtime foundry map modules out here that have such tiny maps.

coarse mesa
vast bane
#

do you know if the prompts people share to get art is the same between MJ and stable diffusion?

coarse mesa
verbal compass
vast bane
coarse mesa
#

But there's tons of help out there

scarlet gale
#

Very outside the scope of this channel lol

#

The AI art things out there all have pretty dedicated communities.

vast bane
hasty jackal
#

i wonder...can you automate the uncanny dodge reaction?the part about taking half damage when you use it

#

there is a flag on midiqol but dunno how can i make it work

hexed coral
hasty jackal
#

yeah but i dont know about the effect

hexed coral
#

Like applying the reduction or what SPECIFIC flags make it do that

vast bane
#

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

hasty jackal
#

thanks and yeah

#

found it

tepid dock
#

Im having a bit of an issue with a macro for a homebrew ability. It doesn't seem to be adding in the correct holy power. and the way the item is setup in the details is Target / 15 / Feet / Wall and the Effects of flags.midi-qol.onUseMacroName / custom / wakeOfAshes, preDamageRoll Any help would be appreciate.

Description:
Once per round, you can replace an attack with Wake of Ashes. Make a melee weapon attack, this attack’s range is a 5 foot semi-circle in front of you. If the attack is successful on at least 1 target you generate 3 Holy Power. If the target is a demon, fiend, or undead they must make a Constitution saving throw DC 10 or be stunned until the beginning of your next turn.

Current Macro:

function getResource(act, name) {
    return Object.keys(act.system.resources).find(k => act.system.resources[k].label === name);
}

async function updateResource(act, name, newValue) {
    return act.update({[`system.resources.${name}.value`]:newValue});
}

function getResourceValue(act, name) {
    return act.system.resources[name].value ?? 0;
}

function getResourceMax(act, name) {
    return act.system.resources[name].max ?? 0;
}

const item = args[0].item;
const user = args[0].actor;
const workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid);
const resourceName = "Holy Power";

if (workflow.hitTargets.size === 0) return;
if(!item.system?.properties?.two) return;

const resource = getResource(user, resourceName);
const maxValue = getResourceMax(user, resource);
const currentValue = getResourceValue(user, resource);

if(currentValue >= maxValue) return;

await updateResource(user, resource, currentValue + 1);```
hexed coral
scarlet gale
#

Not sure what's going wrong, but as a heads up you can access the workflow directly with just this

if (this.hitTargets.size === 0) return;
``` for example
scarlet gale
sonic wave
#

hii~ question :c
can i made to recover half of the primary value?

hexed coral
#

Oooh ok~

scarlet gale
#

Could you console log out your resource, maxValue, and currentValue

tepid dock
scarlet gale
#

yep

vast bane
marsh axle
#

for midi qol I'm trying to figure out how to maintain the roll save button in the chat, but have it inform whether we passed or failed. If I set the check, it auto rolls for the target.

#

I'd like to maintain the illusion of player agency for hitting the button lol

scarlet gale
#

you can also get the workflow at args[0].workflow

#

but I find this a whole lot faster

vast bane
vast bane
#

your strategy for saves is contrary to how midi works, midi does not like reusing buttons in chat

scarlet gale
#

monk's is pretty snazzy for this

hexed coral
#

I just installed monks and a recommend

marsh axle
#

I'll check out monks then

sonic wave
#

sry but, where can i find a macro?

vast bane
# marsh axle unfortunate

what you likely want to do, can be done in a cooler way using midi fwiw, you just have to unlearn however you had done previously

#

if you give us your usecase example we can show you how midi pulls it off

#

Baileywiki needs to do a tutorial video explaining all the midi settings

marsh axle
#

what I want is just this button in the chat

And then when its clicked, it reports on if it was a pass or fail

vast bane
scarlet gale
#

If you have a roll request module, such as monk's or let me roll that for you the players will get a prompt

marsh axle
#

if I turn on the autocheck in the work flow, it automatically rolls for the effect and reports back

scarlet gale
#

make sure to also set midi to use monk's or let me roll that for you

marsh axle
#

ah ok the full manual thing appears to be the problem I think?

scarlet gale
#

I guess there is also a manual mode

vast bane
scarlet gale
#

you may want to check your timeout settings if it's insta rolling for them

vast bane
scarlet gale
#

and you have it on manual

marsh axle
#

I dont have any of the listed modules. How do I check the manual setting? Urgh, I should go to bed and look at this tomorrow...

vast bane
#

workflow button, workflow tab, save subsection

marsh axle
#

oh I found it

vast bane
#

but the one thing we're not telling you is you need the sample item from midi samples compendium