#MidiQOL

1 messages · Page 87 of 1

vast bane
#

midi doesn't like reusing saves like that I don't think

#

midi does overtime effects on targets

marsh axle
#

huh ok. I think I'll come back to this tomorrow, way too tired to make sense of some of this Im sorry

vast bane
#

personally I'd grab a guru's settings and run with them for a bit till you learn the ropes

vast bane
# marsh axle huh ok. I think I'll come back to this tomorrow, way too tired to make sense of ...

but you have to really rely on these modules for the right setup items Specially midisrd:

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

marsh axle
#

oh lord help me. Thank you

tepid dock
#

I keep getting this error, and it doesn't even spit out the console.log

vast bane
#

it is highly unlikely its not caused by a macro on your activity

tepid dock
#
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.name !== "Wake of Ashes Generation") return;

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

Console.log(resource);
Console.log(maxValue);
Console.log(currentValue);

if(currentValue >= maxValue) return;

await updateResource(user, resource, Math.min(currentValue + 3, maxValue));```
vast bane
#

is this on an item?

#

THE item?

tepid dock
vast bane
#

how is it called?

#

just log out args[0].item I guess

tepid dock
vast bane
#

my guess is however you are doing this you probably want args[1].item instead but /shrug

#

log it out

#

you probably need this on the item as an on use macro

tepid dock
#

console.log(args[0].item);

#

that look right?

vast bane
#

I think that'd be it, after the const

tepid dock
#

yep, ok ill run it

vast bane
#

theres probably no item in the args, what has the ae?

tepid dock
#

The feature itself

vast bane
#

oh thats an actor on use key

tepid dock
vast bane
#

don't you need a macro pass to do predamageroll?

#

if it only activates on wake of ashes, why is it setup as an actor on use?

tepid dock
vast bane
#

put it on the wake of ashes item and roll it

#

change the action type to other

vast bane
#

yeah

#

if you do that, then args[0]. can become this

tepid dock
#

look good?

vast bane
#

is the right one the literal item macro field on the left?

tepid dock
#

Correct

vast bane
#

give it a try

scarlet gale
#

You don't need the macropass or args[1]

vast bane
#

I defer to chris I was only helpin cause he wasn't around lol

scarlet gale
#

Are you trying to have this macro roll for just one item?

vast bane
#

still felt wrong to be an actor on use though

scarlet gale
#

or run any time the character uses any item?

tepid dock
#

But it didnt work, the ItemMacro way

vast bane
#

yeah you want it to be an item on use then

scarlet gale
#

You'll want it to be an on use then

vast bane
#

whats the error

scarlet gale
#

error helps a bunch here

vast bane
#

putting it on the item makes a couple of those if statements redundant fwiw

tepid dock
#

No error, just throws a chat card with the description

vast bane
#

no targets set

tepid dock
vast bane
#

does the item on that specific canvas actor have your edits?

tepid dock
vast bane
#

it could also be the range fields, it should be 5/blank/feet

scarlet gale
#
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 resourceName = "Holy Power";

if (this.hitTargets.size === 0) return;

const resource = getResource(this.actor, resourceName);
const maxValue = getResourceMax(this.actor, resource);
const currentValue = getResourceValue(this.actor, resource);

console.log(resource);
console.log(maxValue);
console.log(currentValue);

if(currentValue >= maxValue) return;

await updateResource(this.actor, resource, Math.min(currentValue + 3, maxValue));

try this

#

Didn't actually test your functions up top

vast bane
# tepid dock

is the source actor hostile in the token settings when you double right click

#

the item says to only affect enemies

tepid dock
#

Yep all 3 hostile

scarlet gale
#

what actually is this supposed to be doing?

tepid dock
#

Same thing Chris, just throws a chat card description, no rolling for attacks or anything

scarlet gale
#

press f12

vast bane
#

I mean is the source actor hostile

tepid dock
#

Nope hes friendly

scarlet gale
#

and screenshot

vast bane
#

its like a sweaping attack Chris

scarlet gale
#

It this supposed to be updating the target resources of the source actor resources?

#

Because changing target resources will just result in permission errors without the use of warpgate

tepid dock
#

It should roll to attack all 3 frontal adjacent squares with the primary weapon, if at least 1 enemy is hit, it adds 3 holy power to their tertiary resource.

scarlet gale
#

yea, this won't do that

vast bane
#

the item doesn't have an attack on it

tepid dock
#

This is the console.

scarlet gale
#

Updating target actors that aren't owned requires a way to get around permission issues

#

such as using warpgate

#

This is beyond the scope of a quick fix

vast bane
#

I think he means it adds to the source actors resoruce

scarlet gale
#

Unless you mean it's updating the tertiary resource of the attacker

vast bane
#

the problem is the item doesn't have an attack

#

you probably want this as an actor on use like divine smite

scarlet gale
#

the log out didn't happen

#

so it either didn't get that far

tepid dock
scarlet gale
#

or it's not setup right as an item macro

vast bane
#

you aren't defining a primary weapon

#

yeah I already said I think hes using an unlinked actor for there to be no errors/console

scarlet gale
#
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 resourceName = "Holy Power";

if (this.hitTargets.size === 0) return;

const resource = getResource(this.actor, resourceName);
const maxValue = getResourceMax(this.actor, resource);
const currentValue = getResourceValue(this.actor, resource);

console.log(resource);
console.log(maxValue);
console.log(currentValue);

if(currentValue >= maxValue) return;

await updateResource(this.actor, resource, Math.min(currentValue + 3, maxValue));```
#

unlinked shouldn't matter

vast bane
#

double right click the source actor, is its data linked?

scarlet gale
#

Try this

vast bane
#

if hes updating the sidebar actor it would

scarlet gale
#

this.actor is the actor of the token on the field

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oh gotcha

#

the one on the field isn't getting updated

vast bane
#

if the item on the sidebar guy is right but the token on the map is unlinked and old it never had the item update

tepid dock
vast bane
#

well shit

scarlet gale
#

could you try the updated macro I just posted

#

I removed the item name check

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Since that's not needed anymore for this

tepid dock
vast bane
#

oh oh oh there we go

scarlet gale
#

that looks better

#

did the resource get updated?

tepid dock
#

It appears so, but he was close to max, I wanna see if it will update the full 3 points

#

yep, that worked so far.

vast bane
#

it kinda feels like it should be setup like CPR smite

#

its like a choice for the attacker to use it or not right?

scarlet gale
#

I still have no idea what the context of this feature is

tepid dock
#

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.

vast bane
#

you can that screams smite setup

scarlet gale
#

nah

tepid dock
#

forget that save DC part, we scrapped it

vast bane
#

or optionalNAMEmacro?

scarlet gale
#

the big issue is it being melee attacks

#

this should actually be working as worded now

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ignoring the save part

vast bane
#

well the problem is the weapon can change

scarlet gale
#

set it to an attack roll, and remove the limit of targets

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OHH

tepid dock
#

Yea the save part is going out the window

scarlet gale
#

so it's after you hit with a weapon attack?

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does wake of ashes have it's own melee attack stuff?

tepid dock
#

Correct, you choose this over an attack, and if any one of the 3 enemies is struck you get the holy power. "Enemies being struck" is by the currently equipped primary weapon

scarlet gale
#

That's worded confusingly

vast bane
#

I don't think you can define a primary weapon though

scarlet gale
#

Yea, no easy way to do that

vast bane
#

maybe the aphabetically first?

scarlet gale
#

or first found equipped weapon

vast bane
#

I'd just make it like smite

scarlet gale
#

I would just have it get clicked after you hit

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and assume that means the last attack was a hit

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¯_(ツ)_/¯

vast bane
#

wow I wonder if...cleave could do this

tepid dock
#

Could I trigger the item off of an attack item currently equipped?

vast bane
#

they are lined up...

vast bane
scarlet gale
#

It's not an easy setup

vast bane
#

yeah

#

when you activate the attack, have it warpgate the equipped items damage parts into wake of ashes?

tepid dock
vast bane
#

it has a dope wiki for figuring that part out fwiw

scarlet gale
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Why go that far

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just make this a action type special

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and have the player activate it after they hit with an attack

vast bane
#

but like chris and I said, you'd have to use the first found equipped weapon, the players at my table abuse the hell out of their sheets

scarlet gale
#

problem solved

vast bane
#

it has to check if all 3 were hit I think?

scarlet gale
#

says at least one was hit?

tepid dock
scarlet gale
#

so yea, just special action

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don't even have the attack roll on this

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let the player hit normally then

vast bane
#

is it one attack for all 3?

tepid dock
#

Correct

vast bane
#

turn off the individual attack setting, target all 3 and make the attack, add the resource to the sheet after the attack is made

#

oohh

#

you could put the on use macro on the weapon and have it return if less than 3 targets

scarlet gale
#

I still don't get why it's not just a special use feature

vast bane
#

then define a value for how many are hit, and update the resource with the hittargets define

scarlet gale
#

I feel like this is getting way over complicated

#

in fact you don't even need a macro for this, just set the item consumption to be -3 of holy power

vast bane
#

well it only happens if they hit

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so it'd have to be a query, to consume -1-3

scarlet gale
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huh

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you need to hit at least 1

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it's a flat 3

vast bane
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can't you yoink the hit targets out of the workflow for args[-1]?

scarlet gale
#

according to the pasted description from above

tepid dock
#

Correct, as long as you hit at least 1, its a flat 3

vast bane
#

wait that wouldn't work cause args[-1] would be a conc check sometimes if he hits a caster

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oh thats way easy then

scarlet gale
#

ok so

vast bane
#

item update, if hit targets greater than 0, update resource

scarlet gale
#

if you hit with any attack

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using the weapon they're already using

tepid dock
tepid dock
scarlet gale
#

does it not get the damage of the regular attack?

tepid dock
scarlet gale
#

then just let the player attack it normally

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and do a feature with a -3 usage of holy power as the resource consumption

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don't even need a macro

#

well I guess may still be needed if you want to prevent it from overfilling

tepid dock
scarlet gale
#

What is there to automate?

#

This feature doesn't have it's own attack roll....

tepid dock
#

Yea I guess thats what I was trying to automate, rolling for it automatically

scarlet gale
#

Does this feature just happen? Or do they have to declare they want to activate it?

#

is it limited?

tepid dock
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Declare it

scarlet gale
#

then automating the trigger would just slow things down IMO

pliant matrix
#

is there a way to create an effect that references another actor's level?

spice kraken
#

Maybe with a macro but not an AE

spice kraken
pliant matrix
spice kraken
#

Macros are out of my wheelhouse

pliant matrix
# spice kraken Macros are out of my wheelhouse

so do you know how to apply this effect?

"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."

spice kraken
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I create an aura with AA and have a TMFX animation play to let me know if players are in it, and the rest I just handle manually

vast bane
#

I would summon an actor with the creature type no target, and then whenever the druid heals, have the actor run a pulse aoe heal

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if you want it all on one actor, you could give the druid a template heal aoe and have them always center on the totem

hexed coral
#

Hmmm.... Is ther a way to auto set a NPC's initiative to 20 when combat begins? 👀

vast bane
hexed coral
vast bane
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well simbuls creature aide automates any lair actions on an actor in combat

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it also does legendary action prompts

hexed coral
#

ah, nah I think I already have enough modules haha. Its starting to effect if my game opens or not haha

#

Ok so just have to do it manually

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Cool cool.

violet meadow
#

Catching up with stuff.
Is this resolved @queen raptor ?

solid mountain
#

Anyone know how to set up the help action from chris premades? Can't find it in the compendiums.

fringe crag
#

Still on my eladrin problem. IS there a way to Exclude Cantrips when sorting for prepared stuff? I even put them on not always prepared...

short aurora
#

Which you can macro, of course

fringe crag
#

I tried the custom sorting module but it I can only sort them into catergories but the categories are still in random order... I thought yay just prepare the spell on a change. If clerics can do it why not my sorcerer. Cantrips screwed that

short aurora
#

Cantrips system wise (and rule wise?) are just always prepared. The core way is to have a folder in the sidebar or a compendium with the choices characters have to switch out and just make the player do it

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Drag and drop style

fringe crag
#

🥹

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ok

vast bane
#

if you want them at the bottom

fringe crag
#

I want them at the top but only the ones that are prepared for the specific season she is playing that day. I just need them to not only prepare or change with the seasons. both is 100 fine. Or you mean one item per season she can just prepare?

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will it work with twin and quickened spell?

violet meadow
#

or am I missing the point of the question?

#

Yeah probably missed it altogether 😄

fringe crag
#

can you sort spells into different spelllists with it?

fringe crag
# violet meadow or am I missing the point of the question?

Got an Eldadrin with different spelllists per season which she has to roll daily. I try to remove or hide the ones for the other seasons so the spell list is not clustered with 40 spells at level 5. But something always screwes me up. Right now it's the missing possibility to unprepare cantrips or sort them correctly via Custom Character Sheet Sections

violet meadow
#

I am not using the Custom Character Sheet Sections to offer a solution with that one. Probably in #dnd5e someone could offer more help on that one 🤷

fringe crag
#

so I would have to grab every spell and change the flag or can I do multiple custom ones and sort for that?

violet meadow
fringe crag
#

yea, but I hoped that she doesnt have to edit two spell lists each day after a rest

violet meadow
#

And you get the results. You can go through them and unset all previous flags and add the new ones in a macro automatically

#

The spell list is one

fringe crag
#

😵‍💫

#

sounds complicated

violet meadow
#

Actually to be precise, you got the Spellbook, which holds all spells.
But you can designate specific spells to be available in a specific list.

So for example if you have a Cleric/Wizard you designate a spell as Cleric or Wizard

#

How does she get the spells each day? And does she manually change them?

fringe crag
#

right now I imported them all and she needs to change preperation each day. BUT cantrips are staying what annoys me

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i did a passive effect to let her prepare spells = level +1 because sorcerer normally aren't alowed to prepare

violet meadow
#

I would create a rolltable with the spells needed to change each day.
Roll on that table and use a macro to sort everything out for her.

fringe crag
#

so the spell list for each season is fixed. Only the Season changes daily. I hoped to add it into the changing season macro but chris said I should try the custom thing. But that flopped. Is there maybe a way to import a compendium and overwrite current spells or something?

short aurora
#

macros

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all roads to macros

violet meadow
#

Put all needed spells in 4 different compendiums.
Create a rolltable with the 4 choices.
Roll it each day and replace current spells with the compendium from the RollTable result

fringe crag
#

and how would I override the spells?

#

manually drag and drop and delete?

violet meadow
#

delete them and reimport the needed ones

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Automatically

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It will take a bit of setting up, but then the player will only need to click once on the Rolltable and the rest will be done automatically ( #macro-polo ez pz 😄 )

vast bane
#

tag the spells that swap, have a macro that deletes all tagged spells, and a button to import all the ones of the day

fringe crag
#

thxblob I'll try to set it up

#

btw is there a flag, I could use for sunlight sensitivity and i.e a sunblade?

violet meadow
fringe crag
#

dim too

hasty jackal
#

using MIDI can you add a +1 to saving throws when an item is equipped?

fringe crag
#

theoretically I think you could use those

violet meadow
# fringe crag btw is there a flag, I could use for sunlight sensitivity and i.e a sunblade?

Sooo one take for that.

Create a Sunlight Sensitivity feature on the creature that attacks.

On the defender creature try this. DAE with:
Attribute key: flags.midi-qol.grants.disadvantage.attack.all,
Change Mode: Custom,
Effect Value: ```js
fromUuidSync(tokenUuid).actor.effects.some(eff=>eff.label === "Sunlight Sensitivity") && findNearby(null,game.user.targets.first(),game.user.targets.first().document.light.dim).some(t=>t===fromUuidSync(tokenUuid).object)

#

When a Sunlight sensitive creature attacks, will do that with disadvantage when inside the dim light radius

fringe crag
#

but inside of every dim light or only the one of the weapon?

#

thanks! 🙂

violet meadow
#

The weapon's. It can add that DAE in as well along with the rest

#

It should be a more generic one to affect all targets 🤔

#

You could add a DAE on the Sunlight Sensitivity feature, which checks if that creature is inside the dim radius of a light of a specific type.

#

like Sunburst animation maybe

#

It would probably need a World Script for that tbh.

#

@fringe crag try this for giggles.

On the Sunlight Sensitivity feature, create a transfer to actor on item equip AE with
Attribute key: flags.midi-qol.disadvantage.attack.all,
Change Mode: Custom,
Effect Value: ```js
findNearby(null,tokenUuid,100).some(function (t) {if (t.document.light.animation.type==="sunburst" && MidiQOL.getDistance(t,fromUuidSync(tokenUuid).object) <= t.document.light.dim) return true})

#

Then, create on a token a Sunburst animation type light

#

and move the attacker with the sunlight sensitivity in and out the dim radius of that light

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Blimey, seems to work!

#

(if someone can try the above, I would be thankful, cause I am running a heavily modded MidiQOL right now as I am testing some things out 😅 )

fringe crag
#

I'll try

#

that worked great

#

in dim too, had the best possible outcome to test. haha

violet meadow
fringe crag
#

and the second one sounds way easier than the first one haha

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just have to make every sunlight effect the same lightanimation 😄

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and never use it for normal light next to undead xD

violet meadow
#

It needs some sort of distinction so as to emulate the conditional check.

I thought of that one. If you want another check, it could probably be included

#

You can change the sunburst type to whatever you like too. You can find the relevant light types by typing in console ```js
CONFIG.Canvas.lightAnimations

fringe crag
#

yea i changed it to starlight, because that's my fav. sunblade like light animation. But I don't know how to do it for spells like Daylight 😄 but Thats not that important. the blade was more important

violet meadow
fringe crag
#

yea just have to change the light range depending on the spell. That should work

#

Thanks! 🙂

violet meadow
#

Give it a custom type of NoTarget so that MidiQOL disregards it from AoE spells

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There was a module that would allow light from hidded tokens be visible, but it's not v10 compatible 🤔

#

Invisible statuseffect kinda helps

strong yew
#

Man, it is so hard to keep up with this chat lol. Don't look at it for 12 hours and there's like 1000 new messages

#

I wonder if there's a way to refine reactions based on what is triggering them

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some of my players aren't exactly game or technically savvy. Honestly should just be on them to learn, but it's piqued my curiosity

violet meadow
#

What would a relevant trigger be?

strong yew
#

I imagine there has to be some kind of trigger built into Midi right? Like "Target hit > prompt for reactions"

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Parsing the args sent at that point to see what happened maybe? something like "Damage type = not fire,cold,etc" would exclude absorb elements?

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My monk player and one other get confused when everything pops up for reaction, and sometimes press something inappropriate.

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Sounds silly I know, should be on them. Just trying to avoid headaches in battle for me to clean things up

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Some of my players are pretty atypically older than the avg I would suspect

violet meadow
#

MidiQOL reaction system will need some refinement tbh. I think tposney was thinking about it.

I have been trying some modifications to that extent (and offering reactions from other sources too)

strong yew
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Obviously some things are way too versatile to even consider like Silvery Barbs

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But I have noticed Absorb Elements kind of pops up whenever any damage is done

violet meadow
#

Indeed, there is room for improvement!

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Filtering against relevant attacking ItemType is a big one

strong yew
#

Yeah I just haven't really dived into that whole area yet

violet meadow
#

Like Counterspell shouldn't prompt for a reaction if the Item rolled is a weapon

hasty jackal
#

can you add to an item the effect "advantage on saving throws vs spells"?

#

and disadvantage when a spell targets you

strong yew
#

Yeah, just trying to not harry out my players with prompts when I can. One of them previous had crusher, savage attacker, and draconic strike. So every attack would be like "Change damage type? reroll dice? move 5 ft??"

#

like old early pop-up heavy internet

strong yew
#

might be a premade for that somewhere

violet meadow
#

Will be in MidiSRD in the next release

strong yew
#

Isn't gnome cunning advantage on savings throws?

violet meadow
#

against spells, int, wis and cha saves

hasty jackal
#

yeah but i just need against spell saves and disadvantage vs spell attacks

#

ill need to check the midiqol effects

violet meadow
tired steeple
#

Where I can find macros for 5e using MidiQOL?

narrow saddle
# tired steeple Where I can find macros for 5e using MidiQOL?

@vast bane — Today at 06:18
but you have to really rely on these modules for the right setup items Specially midisrd:

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

vast bane
#

@jagged lynx

#1010273821401555087 message

Use these modules, don't make srd items from scratch install CPR and midi srd, then if both modules are enabled and all of CPR's stuff is turned on, at the top of each of your items will be a button that turns your shitty manual items into automated ones.

narrow saddle
#

Now and again and not in any kind of structure, as a DM, I log in and every attack roll is auto rolled with disadvantage, until I refresh the page and then it goes back to how it should be.

Logged on as all my players and it doesn't affect them at all. Can't do FTC because it isn't consistent, anyone have a similar experience?

vast bane
#

always having advantage is typically unsetup vision settings and/or having retroactive advantage/readyset roll installed(or better rolls)

hasty jackal
#

oh nice

narrow saddle
hasty jackal
#

thanks

vast bane
#

you could also have sticky keys

#

I really really wish tposney forced attribution on all the time on midi, to solve all of the various "Why is there disadvantage/advantage" issues in this channel hehe

narrow saddle
#

Here look I have found where it happens in Console. But I have no idea what it means.

vast bane
#

I'm writing a github issue to request this on all the time lol

#

worth pointing out if attribution doesn't show anything, then your advantage was done by the user, or by another module

#

99% of all unknown advantage/disadvantage is the new hidden flag, because one or both tokens have no vision settings

#

excluding the obvious of using incaompatible modules

narrow saddle
#

Attribution either didn't show anything or I don't now where to look. 😕

vast bane
#

in chat

narrow saddle
vast bane
#

click on the 2d20kl + 3 + 4 + 2

#

yours is gonna say hidden

#

cause you are smacking a duergar with invisible on or the vision settings of the attacker is fubar

narrow saddle
#

Invisible was taken off the Duergar before the attack and there are no active effects on the Duergar, however I have just tried attacking a none Duergar and it isn't rolling with disadvantage.

But still it shouldn't be auto-rolling.

kind cape
vast bane
narrow saddle
vast bane
#

if you turned on attribution expand that attack and show us

#

the one you shared already where you never expanded the attack

#

bypassing the popouts and always rolling disadvantage, is either the user using keyboard shortcuts they didn't realize, retroactive advantage, ready set roll, better rolls, or something new that should be added to the list.

narrow saddle
vast bane
#

devolver is a ranged attack within 5ft

#

Reg Shoe likely has an enemy near them on ANY scene

#

if hes a linked actor

#

it can be another map that you have no active user on

#

no thats keybinds

#

you are holding down or have a sticky key

narrow saddle
#

Yeah could be but do you now what is really weird.

When I set up the combat, the two Duergar were hidden on the combat tracker. When we got round to round two and the Duergar were not hidden on the tracker anymore, this problem has gone away.

vast bane
#

yep that is definitely you holding down your disadvantage key

kind cape
#

Yeah rollOptions indicate a keybind

narrow saddle
#

Devolver is a Shortsword, but is a magic item that can be thrown up to 30ft so it has a range too, and I have just realised the problem I have put in the details about this.

vast bane
narrow saddle
#

Really appreciate all your help both. I am not holding down a key. 😦

narrow saddle
vast bane
#

if they were hidden to even you, that is actually chat GIF module and LOL I hear you on that, that is the weirdest module interaction with the tracker I've ever seen, I love the module but have to shut it off if my group does combat.

vast bane
#

other modules might have a similar setting but for me thats MLD(cause i'm stubborn and haven't updated past his split of the module)

#

its probably in monks combat details post split

narrow saddle
#

OK deleted all keybinds relating to Adv/Dis ha ha

stoic seal
#

Remind me but can Build A Bonus work alongside Ready Set Roll?

vast bane
stoic seal
#

k

strong yew
#

I just ran into this on Psychic daggers from Soulknife Rogue

#

you can set it to melee, but still keep the range setting on the card

vast bane
narrow saddle
#

WOW that is really weird, just reset the combat, when Reg attacks a Duergar that is hidden to him in combat tracker it auto-rolls, but when the Duergar has had its turn and it now visible in the tracker, it does not auto roll.
It doesn't roll with disadvantage at least, not that the keybinds have been disabled.

vast bane
#

don't do a ranged/melee weapon as one item

narrow saddle
vast bane
kind cape
vast bane
#

just wakin up I need coffee

quiet solar
vast bane
# quiet solar

I dunno what that is, but I'm worried its a zhell macro in midiqol

#

if it is, its ok if you don't automate damage at all in midi I suppose

quiet solar
#

nah - it's my wand of magic missiles - very much midi

kind cape
#

Did you post that anywhere? Looks pretty nice

vast bane
#

does it handle the complicated targetting

quiet solar
#

it applies in order of targeting, round-robin style

dark canopy
quiet solar
vast bane
#

I found a booboo in midi srd

#

if anyone wants to manually fix it, minus the damage formula

#

And since CPR combines, I can't tell which one does it but I assume since theres a description that its probably midiSRD

#

Chris you might wanna append the description with what compendium the items from otherwise people are gonna start reporting midi samples and midi srd items to your git

#

wow I thought the tint error was dae and even reported it to tposney, it was dfreds the whole time hehe
#package-releases message

scarlet gale
vast bane
#

I think yer gonna wind up with midi srd bug reports unfortunately, I knew to report it there

#

I'm basically working by the logic that yours have no descriptions and midi srd does, hehe

#

Or /shrug you could just take it and invite bugbear to your discord lol

scarlet gale
#

Ehh, it'll be easy enough to figure what is my issue or not

#

I don't want to append names to things

vast bane
#

I have the SRD 5.1 in a bookmark cause its so hard to tell what spells are SRD and hwat ones aren't since the source on them says PHB instead of SRD

#

I was thinkin append in the description

#

kinda how you can always tell a sample item is a sample item cause he always puts something at the bottom

quiet solar
# scarlet gale I don't want to append names to things

Probably another remedial javascript question, but I was thinking about namespace collision because I have classes like Wand and Magic Missile (OK, fine - I only have those classes so far, but...) and It seems like best practice to 'package' them somehow under myFancyModuleName but I don't know if that's even a thing in js... moved to #module-development

scarlet gale
#

I think ESModules avoids that issue?

#

I haven't touched making classes, so I have no idea how that works.

quiet solar
#

ah - I have them in "scripts" currently - I'll look into the difference

scarlet gale
quiet solar
#

you're right - wrong channel - ty

violet meadow
#

So no more, PHB and whatnow. They will include the SRD 5.1 title

scarlet gale
#

Does DAE/Midi have a way to reference the DC of the item being used instead of the spellcaster's DC?

#

Was making an overtime and realized the copy and paste I always use for the DC part is just the spellcasting DC

vast bane
#

I use flat for those niche situations

scarlet gale
#

and that would be wrong for multiclassed characters

vast bane
#

you can do the longform dc like my copy/paste

#
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=##,
scarlet gale
#

I can just make the effect in a macro

#

but I was hoping something like @item.dc would exist or something

vast bane
#

I wonder if you can reference that value

#

the field where you enter the number for flat I mean

scarlet gale
#

bleh

#

How has this never come up before?

vast bane
#

I think many of us don't bother with that spell scroll rule lol

scarlet gale
#

this is for multiclassing

short aurora
#

Pretty sure the entire item's data is logged

#

Ah, didn't read it was for overtime, mb, might not be exposed

vast bane
#

I think the best way to handle multiclass shared spells is to duplicate the spells and have one set to int and one set to cha or whatever in those situations and don't use spelldc calls

scarlet gale
#

thats the thing

#

I would still need to set the DC right in the overtime

#

and using the spellcasting DC would be wrong

vast bane
#

right use the abilities.whatever.dc

scarlet gale
#

having to edit the overtime isn't ideal for what I'm doing

vast bane
#

you'd have to set them up manually specifically for each use case

scarlet gale
#

Guess I'll just apply the effect via a macro instead

vast bane
#

yeah multiclassing is messy if the casting ability is not identical

scarlet gale
#

Now I need to check if I'm using any other overtimes doing this too

feral briar
#

In my session last night a few different attacks, both ranged and melee, were auto-rolling with disadvantage and i couldn't seem to figure out why it was doing it. Is there some common mistake I might be making or something?

vast bane
#

I recommend using this setting and instead fixing your monsters vision settings

#

however...this is painful that I have to keep saying this lol...I really wish midiqol had attribution on by default

#

this would solve many of these "why do I have advantage" questions

feral briar
#

I appreciate your telling me. Sorry it's a common thing. I don't check this discord too often

vast bane
#

in the tab with export/import settings, there is a drop down very close to those two buttons that has "Attribution" in it, set it to one of those, and for now on, whenever you have an advantage/disadvantage you don't understand, expand the attack and you can see why.

feral briar
#

It sounds like that's exactly what was wrong. It was both my human characters that were having disadvantage. I'm assuming they couldn't see

vast bane
#

I really wish this setting was on by default cause so many people get confused by the new hidden setting thats on by default

#

theres really no reason not to have attribution on as its informative, highly recommend flipping it on:

#

If you have it on, it will show stuff like this:

#

in my snippet the actor had advantage do to an mwak key on an active effect

#

ADV.rollOptions means the user had the key held down for advantage/disadvantage

#

"Hidden" means the vision settings weren't set right on either the attack, the victim, or both

#

if its rolling advantage/disadvantage and theres no attribution, that means you have a bad module installed alongside midi

#

I would also point out that if you use advantage reminder, you don't need this setting

#

its on and in the AR messages

feral briar
#

Thank you for all the info! I am trying to get my foundry pulled up to follow your instructions and get it fixed

violet meadow
# quiet solar

Nice! I have included (well not yet, but in next release) in MidiSRD, a Staff of Striking similar to that one based on a macro shared here in #1010273821401555087.

I am pondering if I will include a proper Wand of Magic Missiles too.

solid mountain
#

Magic Missile... that spell is my bane. Never really get it working well.

violet meadow
#

Let me take a look at the macro for it. Now where did it come from initially, this bugbear remembers not

vast bane
#

I subscribe to the belief that MM is a simultaneous effect therefore its 1 roll

#

So if its all on one target, I target them, roll once, then tap the manual button X times, if its multiple targets then I just target them all, and double tap the extra on sames

solid mountain
#

Yeah, that could sorta work. Possibly slight abuse if the player switches target when one goes down when they otherwise would have shot more.

#

Oups... I just noticed my DF broke with the last update.

#

DF CE

vast bane
#

what broke about it?

#

Tposney is on vacation so it would be ill advised as a midi user to update dfreds ce above 4.1.1

#

nested CE's are already broken in midi 34+

#

to fix them you must duplicate them and unnest them

feral briar
#

Not sure if this is a midi question or not honestly, but I am trying to set up my Wild Magic Sorcerer's tides of chaos and I'm trying to make it do a pop-up whenever they have to make a saving throw. Is there something I should be putting into Activation Condition for that? I have it as a reaction because I know reactions do that pop-up, but I don't want it to pop up when they're just attacked

solid mountain
#

I don't wanna spam the midi channel with it, but short version is the button for the ce doesn't even work. 🙂

wide crystal
#

Hey there, would any kind soul be willing to advise on how to trigger an active effect on critical hit?

Would that be done via Activation Condition (or does that only apply to "Other" formula?) or perhaps On Use Macros?

My case is that I want the Crusher feat to apply [Advantage on attacks against target] on critical hits with my hammer. I have the Effect set up on the hammer, I just don't know how to stop it from triggering on-hit and reserve it to crits only... Anyone able to point me in the right direction?

feral briar
#

Haha I'm out here trying to figure out what Activation Condition is too

solid mountain
vast bane
vast bane
solid mountain
feral briar
vast bane
#

it is inadviseable to update dfreds CE while tposney is on vacation since dfreds and midi are heavily dependend on them collaborating versions

vast bane
wide crystal
vast bane
#

@scarlet gale what is the code you write for macropass in an ae for after active effects?

scarlet gale
#

huh?

vast bane
scarlet gale
#

oh that

#

postActiveEffects

vast bane
#

is ItemMacro right there?

scarlet gale
#

Looks like it

#

I do intend to make my own version of those feats eventually to use my queue system for damage modification

solid mountain
#

Chris. 🙂 While you are here. How do I implement the Help Action you recently added?

scarlet gale
#

Find it in class features under generic

#

drag it onto whatever actor you want

#

I need to find a better compendium to put it in

solid mountain
#

I... so sure I looked through them all, I'm sorry.

scarlet gale
#

I didn't want to make a whole new one just for help action lol

vast bane
# wide crystal That would be amazing, maybe I can learn something.

oh shit, I never fixed the URL error in his crusher macro he gave me so eventually Bugbears gonna see this copy paste and slap me:(Or badger since its a warpgate mistake)

Create a Feature that has an active effect transfer on equip:

In the itemmacro on the item on the top bar paste this macro into it:

NOTE, the active effect assumes you named the item Crusher

#

my version here has a 404 error when using the warpgate crosshair, I forgot to employ the fix for it that bugbear shared to me a long time ago

#

In my defense I never see it as the player sees it and never complained when I forgot to fix it lol

wide crystal
#

Goodness, you're a star. Thank you for taking the time to help all the legions of such clueless people as me 😄

#

So just to be clear, by item Crusher, you mean the feat, correct? Not the weapon?

vast bane
#

theres a few datas in there that are gonna throw compatibility warnings, honestyl bugbear has the v10 version somewhere he will likely share in a few lol

#

mine works fine for my table though

#

in v10

wide crystal
#

I will give it a go and see how it behaves.

dark canopy
#

that reminds me i should put a "bounded token move" example on the wg wiki

vast bane
#

I'm pretty sure the 404 is caused by this line: crosshairs.icon = args[0].hitTargets[0].texture.src

dark canopy
#

lots of unnecessary hoops being jumped through here 🙂 , that macroexecute at the bottom hurts my wg mutate soul 😂

vast bane
#

this was made by bugbear during actually v9 foundry so its more my fault for using his old version

#

I know he has a refined version

dark canopy
#

oh, origin doesnt matter 🧠 can always be improved upon.

#

ah, but an updated one may be a better start

vast bane
#

this one works other than the fact the cross hair has an ! triangle instead of the token image

vast bane
#

I'm actually swapping to his linked version now

wide crystal
#

I'm kind of embarrassed to say that I'm already confused by where these go... 😅

violet meadow
#

No need for that. Only warpgate

wide crystal
#

So the feat and effect creations are straightforward. But then... Where do I paste the chunk in, in the weapon under "On Use Macros"?

violet meadow
#

@wide crystal take a look at the linked macro. It has a how to in the beginning

vast bane
#

oh shit just now realizing with his readme there that its warpgate doing the odd prompts for the GM now

#

I assumed it was a midi thing

solid mountain
vast bane
#

to all users here, do NOT delete the Custom Convenient Effects item in the sidebar

wide crystal
#

Ah, so I simply create a Macro (say, on the hotbar) and paste this as a script. Is that correct?

vast bane
#

it is ALL your dfreds DATA accidentally exposed through a bug

solid mountain
#

How convenient. 🙂

vast bane
#

if you go the folder macro route, name it and remember its name, and read his info at the top of the macro

#

you'll be doing a folder macro method, so the second example where he gave a crusher123 example is how you'd be doing it

#

ignore "crusherISDABOMB" example if you do a system macro

plain bane
#

Hello, does anyone know if midiqol's snake attack is working, I've tried everything my knowledge can allow and it doesn't work, can anyone help me?

solid mountain
dark canopy
vast bane
#

are you saying that upgrading to 4.1.2 caused data loss?

violet meadow
#

Magic Missiles try 1

ItemMacro | After Active Effects.

Target empty | empty | Creature
No damage formula

(based on a macro from someone, maybe Crymic, Kandashi, and a few others that come to mind. Will try to find an origin)

solid mountain
#

Nope.
Turned out it wasn't related to the upgrade at all.

Lesson learned: Do NOT rename effects that are in nested effects.

vast bane
#

I probably should have prefaced thatthat bug should not be exploited as that is a dangerous chance at losing your data

#

I'll edit the post above lol

#

but nesteds in dfreds CE, in THIS channel, is not a thing

#

thats a feature for everyone outside this channel

#

Midi does not like nesteds yet for dfreds

solid mountain
#

Turned out I had created a custom nested effect, then foolishly renamed one of the nested ones. This caused the module to break when trying to load the menu since it was referring to an effect that doesn't exist. I could fix it by editing items.db. But that's dangerous. 🙂

vast bane
#

@reef bluff

If you were infact using midiqol for that sneak attack, if you have copied the midi sample item for sneak attack to the rogue player, follow bugbears link just above this message.

vast bane
#

or the sneak attack key is not doing it right

violet meadow
#

not exactly sure where it comes from but yeah there is an issue

#

For now make sure that you use ItemMacro.item Name

wide crystal
plain bane
#

I already did this scheme there, although I don't know if it's right, but it didn't work

wide crystal
#

I have, I used that.

vast bane
#

hes the original author and rewrote it much cleaner

wide crystal
#

Gotcha.

vast bane
#

its all one package item in his link

#

technically we could make a blank item and send it to you, but the mods here don't like us sharing actual items

violet meadow
reef bluff
violet meadow
vast bane
#

the folks in dnd5e might have been overzealous with their broom this time

reef bluff
#

ye

#

whats DAE?

vast bane
#

Its technically not required for midi but...I'm pretty sure it is for you in this case

#

Dynamic Effects using Active Effects Module

violet meadow
reef bluff
#

Ok guess I dont have that module

vast bane
wide crystal
violet meadow
wide crystal
#

Correct.

vast bane
wide crystal
#

It does not.

vast bane
#

We should probably also clarify that the macro requires warpgate module too lol.

solid mountain
# violet meadow

That worked well! Cool!
Might be worth tweaking the popup for ease of use.

vast bane
#

Everyone here should not be using DAE 24

#

DAE 24 is bugged, you need to downgrade to DAE 23

violet meadow
vast bane
#

which means we just sent the new guy to get DAE and they installed 24 woops

violet meadow
#

not sure it's bugged for that key

wide crystal
#

Okay, in that case I'll have to do that tomorrow, as I'm not the host.

violet meadow
#

let me double check

wide crystal
#

Correct.

vast bane
#

honestly a bunch of core dnd5e midi items break in dae 24, rage noteably

#

wait its the update keys right?

#

not the damagemacro key

wide crystal
#

That's not a question for me, is it? 😄

vast bane
#

oh shit, crusher doesn't work with gridless....noooooooo

#

could this be a crosshair related issue?

#

does warpgate require grid?

#

it gives me a ton of false "on top of token" warnings

#

well, it gave me 3

vast bane
#

I think you used my macro

#

OR, you used a selection of his macro instead of copying RAW

wide crystal
#

Let me re-paste that, but I'm quite positive I used Bugbear's.

vast bane
#

use the copy raw button

wide crystal
#

That could be the case.

vast bane
#

OH

#

you didn't show us if the item has its ae to transfer on equip, and looking at it now, it does not appear to be

#

transfer on equip would have a lil hand icon there

plain bane
vast bane
#

@wide crystal if you edit the active effect for crusher, the first tab it needs to have transfer on equip checked

#

those other two ae's also aren't setup that way fyi but I suspect you corrected that

violet meadow
#

OK just tested, Crusher should be working fine MidiQOL 10.035 and DAE 10.0.24

reef bluff
#

Followed the steps and no result for sneak attack prompt

violet meadow
vast bane
wide crystal
# vast bane transfer on equip would have a lil hand icon there

That hand icon has me confused as well, as sometimes it shows, sometimes it doesn't.

Here's how I have it set up.

I set it to "not stack by name" thinking that this means effects with the same name will not overlap, is that correct?
Then I have the Str +1 and Con +1 set as "don't stack by origin", so that it only allows one of them.

reef bluff
#

renamed in the sidebar

vast bane
#

I suspect your attack has a hidden disadvantage/advantage

#

Ironically the hidden attribution is probably hidden

wide crystal
#

I really appreciate you taking the time @violet meadow and @vast bane ...

vast bane
reef bluff
vast bane
#

I suspect there are two keys on the actor firing preventing sneak prompts

wide crystal
violet meadow
#

oh Houston we have a problem

#

It seems multiple flags.midi-qol.onUseMacroName calls to ItemMacro.xxxx on the same Actor are fracked up

vast bane
#

oh boy

#

each one needs a manual entry?

violet meadow
#

where the ItemMacro is upon?

wide crystal
#

Crusher.

violet meadow
reef bluff
#

They should have advantage just based on being flanked right?

vast bane
reef bluff
vast bane
#

did you change the setting?

reef bluff
#

yesa

violet meadow
vast bane
vast bane
#

that looks like a "Everyone use midi 33" problem

violet meadow
vast bane
#

who uses midi and has just one itemmacro

wide crystal
#

Oh shoot. I apologise, but the mistake was a silly one on my part. It now appears to work correctly - the effect was indeed not applied and the screenshots I sent were of the Feat unequipped, instead of the one on my character (which means changes were not applying). @violet meadow @vast bane

Once again, huge thanks for all your help.

vast bane
wide crystal
#

This is some amazing work. It's not clear I would not have been able to get even close to replicating crusher 😄

#

Do I want to ask what the difference between linked and unlinked is? 😄

vast bane
#

or you are not using roll automation?

reef bluff
vast bane
#

but that shouldn't be an issue if an ally is adjacent

#

I suspect you don't have midi setup yet

#

if he was infact flanking you'd see a flanking flag in attribution

reef bluff
#

I did set it up a while ago

violet meadow
#

If you manually roll with advantage, does the Dialog for Sneak Attack pop up?

vast bane
#

wow, I have to undo gridless, it breaks flanking too

#

lol Midiqol cannot have Euclidean set???

violet meadow
#

@scarlet gale can you replicate this or have I messed up my MidiQOL installation too much?

vast bane
violet meadow
#

false alarm

scarlet gale
#

That's weird

#

it looks like you're missing the name of the macro?

violet meadow
scarlet gale
#

I've had multiple on use macros work fine for me

violet meadow
#

It concats all the flags.midi-qol.onUseMacroName

scarlet gale
#

You don't happen to have one accidently set to overwrite?

#

If you export me the actor, I can give it a spin on my setup

violet meadow
#

Will take another look later cause I have been playing around with Midi files

vast bane
# reef bluff https://i.imgur.com/Glr2rYp.png

I think the fastest way to help you is to convince you to export your current midi settingsand then take an import from either me or one of the fst forward guys to test theirs/ours on your sneak attack

#

it looks like you have critical midi settings set to off

#

If you fast forward, you may want someone like bugbears settings, if you don't fast forward, then you'll want mine

violet meadow
verbal compass
#

Hey moto, thank you for the json, but it is still not working. I was able to import, I dont have CUB, but i dont believe that would be an issue to get this to work. but if thats the case i feel stupid but easy solution. but other words i am not sure what is preventing the effects to go on the a player.

vast bane
quiet solar
reef bluff
violet meadow
vast bane
reef bluff
#

ye its no + damage card atm

verbal compass
# vast bane can you show me/refresh my memory on your issue?

completly fair it has been a day.
I have been trying to use ablities like rage, and have the effect from the freature to show up on the player token. I have Dae, and followed the basic intructions and i have Midi QOL added in your setting you sent me, and still it is not adding to the players token.

vast bane
verbal compass
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hahaha.

vast bane
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export your current ones so you can quickly change back, my settings are...less automated than the usual midi users tastes

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in the MISC tab of midiqol workflow button is the export/import option

vast bane
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Also can botyh Detrivance and Darune Larch read the first pin in this channel and confirm you guys are not using any naughty modules?

vast bane
verbal compass
verbal compass
vast bane
verbal compass
vast bane
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damn it

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D's man, they get me everytime

reef bluff
#

Tried your settings moto and it still didnt prompt for sneak attack

vast bane
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Gonna need to have you two put numbers on your forhead

verbal compass
#

at the moment it looks like its working just fine. i need to do some more test, before i am 100% confirm i am good, aaaand you are talking to the other guy. well good luck.

vast bane
#

ALSO, show me the attacks attribution list

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Click on the top attack area, in my image its the 2d20kh stuff, if you click there it expands and shows you the flags:

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If your token colors are set right, then I suspect your suffering from advantage and disadvantage and sneak cannot happen if the workflow has disadvantage

reef bluff
#

omg shift alt printscreen is apparently a windows hotkey

vast bane
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just Alt

reef bluff
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shift printscreen is my hotkey for ss

vast bane
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alt should highlight the borders and tell you who is hostile/ally/player

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startmenu+shift+S is snippet in windows 8+ systems

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its a faster snippet share tool

violet meadow
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OK what about the console. Any warnings or errors?

vast bane
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ok cause you have a green, sometimes, usually caused by modules, a green can actually be a red, can you double right click the green on the left and see the disposition setting and make sure its not hostile

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player owned can sometimes screw up dispositions and hide a hostile

reef bluff
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friendly

vast bane
#

I think this is likely bugbears direction then, its the damagemacro bug since it references an item.macro

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you are gonna see 3 yellow errors in the console when he rolls

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Someone else here had the issue, and they copy/pasted my effect value and it started to work

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but I updated to midi 35 so mine are broken now too

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yeah sneak attack breaks in midi 35

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woops dragged out auto instead of normal

vast bane
reef bluff
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the 2nd

vast bane
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if you want auto sneak, both need to be on the actor

violet meadow
#

@reef bluff

  1. Delete Sneak Attack Item from the Actor.
  2. Delete Sneak Attack Item(s) from the Sidebar.
  3. Import Sneak Attack Item from MidiQOL sample items compendium.
  4. Edit the imported Item's name to be Sneak Attack.
  5. Edit the imported Item and the DAE's Effect Value to be ItemMacro.Sneak Attack
  6. Drag the Sneak Attack Item on the actor which needs to have Rogue class levels.
plain bane
violet meadow
scarlet gale
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In other news, I just made my own way to use the item DC in the value field of an effect.

plain bane
scarlet gale
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When Tposney is back, I really should just ask to have DAE do it...

violet meadow
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I just point the macro to item.abilityMod and get it from there

vast bane
vast bane
reef bluff
scarlet gale
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I couldn't find a @ key to get the dc of the item

plain bane
scarlet gale
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There is @item and @itemLevel

violet meadow
vast bane
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I updated the pin to include the flags.dnd5e.DamageBonusMacro fix

scarlet gale
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But trying to do @item.whatever didn't get me anything

violet meadow
vast bane
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I think he wants dc

scarlet gale
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yep

quasi needle
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is there a way i can automate the dodge action, any attacked against the actor have disadvantage until the start of the next turn?

scarlet gale
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let me try that

reef bluff
vast bane
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Chris is it saveDC=@item.dc,?

scarlet gale
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let me see if I can get bugbear's method to work first

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I couldn't use @ fields

vast bane
scarlet gale
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It kept getting wiped by DAE I think

quasi needle
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ok, i'll try that

vast bane
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you can also give all your players a generic self/self item named "Dodge" and midi will apply dfreds CE dodge

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Someone has patient defense automated, you can literally copy that

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welll, minus the ki consumption

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and set bonus to regular action

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oh...dfreds does lol

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also, incase you have the module, TheRippers Argon Combat Hud gives all the generic actions to every actor, and if you turn off HIS automation for it, midi+dfreds will pick up his item roll and automate it in midi

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But Argon Combat Hud is an acquired taste not everyone likes a bulky UI

vast bane
scarlet gale
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At any rate, next update to my module will include my hack for it. $chris.itemDC will get replaced with the DC of the origin item.

violet meadow
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If your Special Traits of the Actor has a ItemMacro.Rakish Audacity or ItemMacro.Sneak Attack in the Bonus Damage Macros you are good to go

vast bane
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oh so if you don't have more than one, you are fine

reef bluff
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Got it working now

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Thanks guys 🙂

verbal compass
#

Hi all. so i had to remove ready set roll to allow Midi to work. and i know my players, as well as i my self would miss this module. does any one have any module suggestion that would work with Midi, but give a layout like ready set roll.
mostly to let the roll happen, and have a option in the chat to add advantage or disadvantage.

dark canopy
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midi is your only option if you are using midi

vast bane
verbal compass
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ok. is there an option in midi to let my players add advantage to the attack roll. hopefully after the attack and with out the pop up.

vast bane
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its like a design choice, you either throw the dice and decide after the fact(readysetroll) or you automate and presetup everything to work right and don't toss dice that won't matter(midiqol)

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the two do not work together ever

verbal compass
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oh i am def keeping midi, because it will allow effects we want. but still, just trying to have my cake and eat it to.

vast bane
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fwiw ready set roll has a effect transfer setting now too, but theres alot more to midi than effect transfer that you lose

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the yummy flags and build a bonus I think doesn't work with RSR at all

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not to imply that build a bonus is in anyway related to midi, its just that midi works with it for the custom rollers(so does roll groups)

verbal compass
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well i guess we will try midi this week and see what the players say they rather have. but thank you so much for you help.

vast bane
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We shall see, but if you do wind up switching, your always welcome back if you find a group that is fans of midi hehe

hasty jackal
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can you toggle advantage on saving throws as an effect for an item?i know some classes or races had that property (like gnomes)

hasty jackal
#

kk

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gonna check if that is inside a Midi Compendium

violet meadow
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nope its not as of right now

marsh axle
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ok, I'm sure I'm doing something wrong but hopefully someone can help me. I'm trying to get Midiqol to prompt to use sneak attack. I've searched and it's still not working I am in combat, I started a new round, I attack with advantage. I have the MidiQol Sneak Attack on as a feature, I renamed the feature tojust Sneak Attack, since it said to do so, I attack with advantage and then on rolling damage nothing abotu sneak attack shows up.

hasty jackal
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hmm so how can i set up that...

marsh axle
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ah ok step 5 is what I missed

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jesus

violet meadow
hasty jackal
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okay

vast bane
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Helpers for Midi while tposney is on vacation:

hasty jackal
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btw i copy and paste the ring of protection effect on my custom sword item and it doesnt add the AC for some reason

vast bane
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You either have a sword that requires attunement, or you copied the ae but never set it to transfer on equip

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(or the swords not equipped if a standard weapon too)

hasty jackal
vast bane
hasty jackal
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there

vast bane
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you either have nothing checked, or you have one of the two selfs checked

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ok then in the swords item details tab, its either not equipped, or it requires attunement and isn't attuned

vast bane
# hasty jackal

also the custom field there.....

@violet meadow isn't that key a system key, not a dae key? I'm guessing they yoinked this out of midi srd

hasty jackal
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its equipped and with attunement

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yep i just copied the protection ring lol...

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kinda lazy

vast bane
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mouse over their ac number on the sheet and show me the tooltip

hasty jackal
vast bane
# hasty jackal this?

right click the actor in the sidebar and export the file and send them to me in a DM

violet meadow
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ac.bonus needs ADD

vast bane
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does the save really need custom?

violet meadow
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nope

vast bane
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can never tell with the secret dae system keys lol

violet meadow
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system.abilities.cha.bonuses.save ADD +1 for example
or
system.abilities.cha.bonuses.save Custom 1

hasty jackal
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maybe its because is a weapon instead of armor?

violet meadow
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ah ok scrolled up

hasty jackal
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a weapon with the same passive as a ring of protection

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+1 to spell saves and +1 ac

violet meadow
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Is the DAE set to Transfer to actor on item equip?

hasty jackal
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yep

violet meadow
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Attuned and equipped?

vast bane
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@hasty jackal edit the item, go to the effect tab and click the lil hand:

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they edited an owned item and I'm vindicated for saying the glitch still happens /smugsmile

hasty jackal
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welp that worked

vast bane
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its very rare

hasty jackal
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its a glitch?

vast bane
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yep

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its in the pin fwiw

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When editing owned items(items on actors) active effects beware of duplicating active effects that interfere. Always check the actors effect tab for rogue ae's.

violet meadow
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The title bar saying editing effect on owned items is experimental is a good indication of something that might go wrong too 😄

vast bane
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in your case you had the opposite, it glitched nad never transferred

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hes nailed down most of the issues, but generally speaking for everyone here, when editing owned items, always always always double check the ACTOR effec tab

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when they sent me the actor I saw this:

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a lack of hex defender effect even though its transfer on equip

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that meant weirdness with editing owned items

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I typically only see it when people fiddle with the checkboxes too much with latency

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the four checkboxes in the first tab of an ae

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The folks in dnd5e would coach you never to edit an owned item, but in here...most of us are experienced to catch these glitches, but you new folks may want to consider editing in the sidebar instead, then dragging over.

vast bane
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probably because its dnd5e srd's

violet meadow
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Better safe than sorry. Drag to sidebar, edit, drag back

vast bane
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and its checked as suspended

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the dnd5e srd's have suspended effects that really do a number on midi, its partially why midi srd exists I believe

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I think midi treats suspended as immune or something, cause I've seen charm immunity and the actor gets it added but suspended

hasty jackal
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its a reaction dunno why is there

vast bane
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inactive typically means suspended, unavailable usually means its on an item that requires attunement or has the equip flag and is unequipped

hasty jackal
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suspenden ill check the effect

vast bane
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Before midi 35, Ranged Disadvantage was handled by midi alone and just kinda showed up situationally one a token that mattered, in midi 35, its applying dfreds CE, and when its applied to a linked actor, suddenly ALL scenes with that actor check for enemies within 5ft. This can cause ranged disadvantage if your players leave their tokens next to combat dummies on landing pages fyi.

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I don't know how to shut this off or go back to midi's way in midi 33

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you can only shut off midi's. Dfreds CE is force fed to us, you can't stop it from applying

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ok I think I got it, it has no expiration

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so they gain it while fiddling on the landing page and then the DM has to shut it off once they leave

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man this thing is hard to replicate, but I swear its happening lol

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I'm convinced that the situation I had was a player fat fingering their reaction toggle:

hoary wagon
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What does this Damage Card setting do? Nothing seems to change on the damage as I change this

hasty jackal
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for some reason my MidiQol is taking forever to check if a target passes or fails a saving throw

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any ideas why?

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nvm checked

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the timer was 30 seconds

spice kraken
scarlet gale
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Pretty sure the actor has to not be in a compendium

spice kraken
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When I change Azer to Dire Wolf (with the right picture path too) I get the same error

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Oh, maybe cause of how I have the wolf named. Let me make it match 1:1

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That was it!

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Just had to speak it out to figure it out

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Aw, doesn't de-spawn the wolf on loss of concentration

scarlet gale
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There's likely a way to track what ones are summoned, then it's just a matter of triggering another macro when the effect is deleted

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such as with DAE or effect macros

spice kraken
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Any clue how to do that on v9?

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If not I'm not too worried and can do it manually

scarlet gale
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DAE on/off function

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Effect macros also has a deleted trigger

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Even on v9

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As for tracking the summons, no idea. I haven't had to mess with warpgate summons yet

spice kraken
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No clue how to do any of that so I'll just do it manually. Not much of an issue. Got spawning working, but the animation won't play

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Got the path from the sequencer filemenu

hoary wagon
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Is there a way to make Other Damage automatically count resistance?

spice kraken
frosty veldt
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Quick question, is there an Active Effect flag that can reduce the damage output? Like system.bonuses.mwak.damage and add bonus, but can this flag say "reduce the damage by 50%"?

scarlet gale
hoary wagon
bold rockBOT
#
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hoary wagon
spice kraken
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¯_(ツ)_/¯

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Works for me

spice kraken
vast bane
# spice kraken

you have to jump through alot of hooops to warp in an actor from a compendium I think

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basically you don't actually warp in the actor, you take a generic clean slate and warp in the actors items

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and stats

spice kraken
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Already got it working

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No compendiums

vast bane
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gotcha

spice kraken
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It was off cause of the name of the creature

vast bane
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the ol' scrolled up hit meh

spice kraken
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cause I'm dumb

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Now I'm just trying badger's WS to remove the summons on conc loss

scarlet gale
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honestly, the only real hoop would be importing the actor from the compendium before doing the summon

spice kraken
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I already had a folder for them cause we were doing it manually before

vast bane
vast bane
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its the players version of the DM card that only players see, you'd have to login with one to see it yourself

hoary wagon
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Hm, ok, thanks!

violet meadow
short aurora
# spice kraken Aw, doesn't de-spawn the wolf on loss of concentration

tposney has an example how to do that midi style with their spiritual weapon, granted this is v10 so some changes would have to be made for v9 (all them systems to either data or data.data depending on where)

const version = "10.0.13";
try {
  const origin = args[0].itemUuid;
  if (origin) {
      const removeList = actor.effects.filter(ae => ae.origin === origin && getProperty(ae, "flags.dae.transfer") !== 3).map(ae=>ae.id);
      await actor.deleteEmbeddedDocuments("ActiveEffect", removeList)
  }
  const updates = {
      Item: {
      "Spiritual Weapon Attack": {
        "type": "weapon",
        "img": args[0].itemData.img, 
        "system.actionType" : "msak",
        "system.properties.mgc": true,
        "system.attackBonus": `${Number(args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod) + Number(args[0].actor.system.attributes.prof) + Number(args[0].actor.system.bonuses.msak.attack)}`,
        "system.proficient": false,
        "system.damage.parts":[[`${1 + Math.floor((args[0].spellLevel-2)/2)}d8 + ${args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod || ""}`,"force"]]
      }
    }
  }
  const result = await warpgate.spawn("Spiritual Weapon",  {embedded: updates}, {}, {});
  if (result.length !== 1) return;
  const createdToken = game.canvas.tokens.get(result[0]);
  await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"data.proficient": false});
  const targetUuid = createdToken.document.uuid;

  await actor.createEmbeddedDocuments("ActiveEffect", [{
      label: "Summon", 
      icon: args[0].item.img, 
      origin,
      duration: {seconds: 60, rounds:10},
      "flags.dae.stackable": false,
      changes: [{key: "flags.dae.deleteUuid", mode: CONST.ACTIVE_EFFECT_MODES.ADD, value: [targetUuid]}]
  }]);
} catch (err) {
    console.error(`${args[0].itemData.name} - Spiritual Weapon ${version}`, err);
}```
#

an itemmacro on the item after active effects

ebon bane
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i have given a player a cloak, that lets them use a reaction to give themselves evasion... i cant seem to get it to trigger on save spells, it seems to want to trigger on attack rolls

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any advice?

spice kraken
scarlet gale
#

I think using reaction damaged should do it?

vast bane
#

Heres my ridiculous recycled tashas macro in fey form that kills the warpgate summons on conc breakage:

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this is mostly vintage Bugbear work btw

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my favorite part of this macro is the preitem roll right there at the top that stops the spell if they don't have the component

short aurora
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I also did a summon from compendium function, but honestly it ended up being just in the sidebar because I never figured out a good time when to delete the creatures from the sidebar, so I just collapsed the folder and forgot >_>

vast bane
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I'm trying to move away from constant compendium pulling cause badger said on lower end host machines massive compendium parsing can degrade performance and I tend to agree as I feel macro.createitems are faster when they are in the sidebar

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one thing I gotta add to these tashas spells is the adding to combat and giving the same init as the caster but 1 more decimal point out so that its always second

hot flower
vast bane
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I basically use this macro for all my warpgates

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the macro pass is ALL btw for this macro

hot flower
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Cool. Will examine more closely once I’m fully up

vast bane
#

that one is very specifically summon fey

hot flower
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Crymic has a bunch of summon spells on his patreon

scarlet gale
#

Summons are on my low-priority to-do list cause the Crimic ones exist

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But I'll likely have to get into it when I update my echo night automations

pseudo turret
#

What is the best way to implement the general rule '... after the roll, but before the DM says whether the roll succeeds or fail' while still having automations? I've been playing around with midi settings, but I can't find a setup I'm really happy with. Limiting myself to attack rolls here, ideally I'd like the workflow to just pause after the initial d20 roll to check if the player wants to do something before carrying on to damage. (The specific reason I'm trying to do this is to test the Luck rules in the latest alpha of Project Black Flag from Kobold Press, but the question applies to various official 5e features).

vast bane
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OptionalNAMEmacro

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search the readme for exactly that

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they are a dae key that will never auto complete

violet meadow
#

Lucky is already included in MidiQOL sample Items

vast bane
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I think its indeed an OptionalLuckyMacro hehe

scarlet gale
#

DAE readme or midi?

vast bane
#

midiqol one

pseudo turret
#

ok thanks checking now

vast bane
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oh shit now you got me thinkin

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isn't it midi?

pseudo turret
#

I cannot find it there, checking DAE now

scarlet gale
#

Oh optional bonus

vast bane
#

oh ofcourse, the periods

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Optional.Name.Macro

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oh they aren't even macros duh

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I always confuse it with the OnUseMacro key

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Examples of this are Bardic inspiration, Indomitable, and I think lucky

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I redid my dm inspiration to use this

scarlet gale
#

Is moto just talking about optional bonuses?

violet meadow
#

(yes)

vast bane
#

I don't think the warning on the save bonus requires fast forward anymore, I've used it without it

scarlet gale
#

Had me thinking there was another way to call macros lol

violet meadow
#

You can call macros optionally

vast bane
#

I think weirdly if you haven't noticed yet

pseudo turret
#

OK, I've checked the readme and the lucky feat (I banned that so long ago in my games I didn't even think to check if it had been automated). The rule I'm trying to implement in short is: 1 lucky point = +1 to the roll before adjudication (you can spend multiple points on a single roll OR 3 lucky points for a reroll.
So I guess one way to do it is a Luck item similar to the Lucky example for all characters or possibly a world script?

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Specifically the example Lucky item that uses resources on the sheet

scarlet gale
#

Actor on use can likely do that

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Also, why isn't the macro part for the optional bonus in the readme

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Had to find it in the changelog ._.

vast bane
#

I wonder if he'd take github suggestions for rewrites of the sections some

#

The really good nuggets in dae/midi are in those changelogs

pseudo turret
vast bane
#

didn't 34/35 just add new keys hooks precisely for that

scarlet gale
#

Can probably butcher my monks focused aim feature