#MidiQOL

1 messages Β· Page 88 of 1

scarlet gale
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To do what you want

vast bane
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theres a sorcerer feature from the same book like that monks feature

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Seeking Spell and Magical Guidance

finite delta
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hi all, is there a midi flag to temporarily increase the range for all melee attacks?

vast bane
finite delta
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was trying to automate the eldritch claw tattoo in dnd 5e

vast bane
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I only knew of a trick for DM's not for players

finite delta
vast bane
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By default roll OTHER is the O key when you roll, I unbind that cause its useless in midi, and rebind O to Override

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*Override optional rules

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its DM only

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I wonder if you could do an onUseMacro key that is just a macro that changes the setting for range check to off for the roll

finite delta
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ohhhh

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thats very useful! I'll give it a try, thank you!

hot flower
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ohhh. could this be used for Counterspell? So that the counterspell reaction only pops up if the player is targted by a rsak/msak?

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(i know that's the only use case, but just thinking.)

violet meadow
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Different functionality, wouldn't help in the case

vast bane
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counterspell I feel, is the one reaction that never needs a prompt

hot flower
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yeah, maybe so...

vast bane
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if you have a player that has that spell, the moment you start to pronounce "I cast" immediately they will want to sus out the spell and counter it

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and if they are inept and not paying attention, in a real table top they'd be pelted with jolly ranchers till they started paying attention lol

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that reaction is so on everyones mind during my turn

violet meadow
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OK I tried to put that flag back in.

It works if:

  1. add the flags.midi-qol.optional.NAME.criticalDamage | Custom | true,false,1,0,whatever where the Effect value needs to be just NOT empty 🀷
    and
  2. it needs a damage roll of some kind, eg. flags.midi-qol.optional.NAME.damage.all | Custom | 1d4.

Then when the roll is a critical hit, it will double up the damage dice.

But the damage card will have its details a bit messed up.

The weapon's critical damage roll (1d4 doubled in this case) will be shown just as the total damage and no DSN roll.

The optional damage roll (1d6 doubled in this case) details will be shown though and DSN will roll too.

odd sable
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I believe this worked previously when I tried it a few weeks ago, but when testing yesterday the MidiQoL Sneak Attack feature/item didn't work, would anyone here have an idea why or what I can do to fix it?

vast bane
odd sable
odd sable
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A follow-up question, how tricky would it be to adapt the sneak attack for a Swashbuckler Rogue who doesn't need an ally next to their enemy? Would it be as easy as removing this whole section, or would it be more complicated?

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if (!isSneak) { foundEnemy = false; let nearbyEnemy = canvas.tokens.placeables.filter(t => { let nearby = (t.actor && t.actor?.id !== args[0].actor._id && // not me t.id !== target.id && // not the target t.actor?.system.attributes?.hp?.value > 0 && // not incapacitated t.document.disposition !== target.document.disposition && // not an ally MidiQOL.getDistance(t, target, false) <= 5 // close to the target ); foundEnemy = foundEnemy || (nearby && t.document.disposition === -target.document.disposition) return nearby; }); isSneak = nearbyEnemy.length > 0; }

vast bane
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same problem as your other macro

odd sable
violet meadow
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Yes Rakish Audacity

weak quest
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I'm trying to automate Wrathful Smite. I made those active effects that expire on a hit. Now I need a macro (using ItemMacro) that makes the target roll a wisdom save (through midi, which is configured to use monk's token bar for saves) and on a failure apply the frightened condition (from CUB). Where should I start?

dawn marlin
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Hello guys, i have a problem, could someone explain to me why it tells me that there are no targets that must make the saving throw if they are surrounded?

weak quest
dawn marlin
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Any way to make it automatic?

left hawk
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you might need to adjust your workflow settings for that to be the case. maybe late targeting?

weak quest
left hawk
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QUERRY: is there a way to have a static "healing does damage instead" on an actor?

vast bane
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Beware that when you setup abilities like this, they do not play well with levels maps

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unless you have your settings set to levels auto cover

dawn marlin
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ty

proper siren
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Hello hello, I'm trying to get a spirit guardians macro to work. Currently with midi overtime the macro works when an enemy starts its turn in spirit guardians, but does not work if the enemy enters the aura. I'm trying to switch from midi overtime to Effect Macros firing On Effect Toggle and On Combat Turn Starting, but I'm not sure how to pass the args (@token @spellLevel @attributes.spelldc) that would typically go to ItemMacro to the effect macro instead. Anybody know how to do that?

scarlet gale
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One of them will be castData

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It will have the cast level

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You can get the spell dc from the origin of the effect

velvet raptor
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Hey beautiful people!
Quick question: I have this spell that targets 3 creatures but when targeting 3 tokens the active effect only gets applied to the token targeted first. I assume I am overlooking something? πŸ˜…

scarlet gale
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That looks fine, are you applying a condition that the targets are immune to maybe?

velvet raptor
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It is basically bless for all intents and purposes.

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no "conditions" included.

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And it is always only the first one, so if I choose a different token first it will get applied to it even if it didnt before when the order was different.

proper siren
dark canopy
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if you right click on the compendium icon of the effect in its title bar, it will copy its uuid to your clipboard. If you want to extract that document's flags, open up the console and type:
fromUuid('copied uuid string').then( doc => console.log(doc.toObject().flags))

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which will spit out that documents flag data into the console

scarlet gale
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It should be in the midi-qol flags

hot flower
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hi, @scarlet gale perhaps i'm blind, heh, but where is the setting to for changing invisibility and blind conditions?

scarlet gale
hot flower
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duh. there it is. thank you.

velvet raptor
scarlet gale
velvet raptor
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Hmm...Okay, thanks!

dark canopy
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sounds like a case of token.update instead of looping over the targetted set?

scarlet gale
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Could you screenshot the DAE details of the item in question

velvet raptor
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Sure.

scarlet gale
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Any errors on the console when you use the item?

velvet raptor
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I didn't think to look there...But yes. Is this one over and over again.

scarlet gale
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Turn off the about-face module and see if the issue persists

velvet raptor
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Yes, it does.

scarlet gale
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Is there something in the activation condition field?

velvet raptor
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I realized that I hadn't done an updated for quite a while of any of the modules, so I just did one round of it. That solved it…

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Many thanks regardless!! πŸ€—

hasty jackal
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i have 2 question if is possible with midi to create an effect that does this "adds +1 to all spells saving throws" and an armor that "negates critical hits"

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the second is an adamantine armor

scarlet gale
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Yes, with passive effects on the items

hasty jackal
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okay how can i make the first one a passsive feature?

scarlet gale
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Edit the item's DAE and check apply to actor on equip

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It'll only be active if the person has it equipped and if it requires attunement it'll check that too

hasty jackal
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the first one is a passive feature and i mean what effect should i add to the feature and armor

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this is the effect i created but it doesnt negate the extra critical damage for some reason

velvet raptor
violet meadow
hasty jackal
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i dont have change mode on the options

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nvm im dumb

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the +10 is the critical dice

violet meadow
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@hasty jackal #1010273821401555087 message

I suggest to heed the suggestion in that post too, MidiQOL flags in the readme are explained a lot

hasty jackal
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thanks

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it worked

violet meadow
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Chris has some in this module too

hot flower
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thanks. I'll see if I can adapt.

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it's a fairly typical damage formula

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template damage formula, i mean.

hasty jackal
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now another question, with Midi is it possible to add a flat +10 bonus vs something like frightful presence?i tried with build a bonus but it seems that Midi and Build cant interact on saving throws due to compatibility issues

violet meadow
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Who do you want to get that bonus?

hasty jackal
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a player, its a passive from his character that only applies to Frigthful presence as i say i tried with build a bonus but i ended up using a bandaid, moving Undead Saving Throws to Char and the Dragon ones to Wis

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sorry if this looks like a really odd and specific question

violet meadow
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let me double check

wide crystal
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Hey guys, I have a couple of relatively quick - I hope - question(s).

  1. Yesterday you provided me with a script for the Crusher feat, which is amazing, thank you.
    You told me to set up the Active Effect as shown on the screenshot.
    My question: What is the "postActiveEffects" part and are there other values that could replace it which would make the effect behave differently/trigger at different times? Is there a place I can find such a list?

  2. Have you had any luck with GPT writing macros for you? Reason why I can't currently test its scripts is because when I ask it how to implement them, I get steps that don't exist within the Foundry VTT UI. This is why my 1st question - I'd like to understand better how to trigger scripts in different scenarios via spells, feats, etc.

Currently trying to recreate the Absorb Elements spell without knowing anything about scripting.

dark canopy
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for (2), dont waste your time

violet meadow
hasty jackal
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@violet meadow okay ill use the bandaid for the moment, no big deal tbh

violet meadow
hasty jackal
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sure

hoary wagon
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Is there a way to make Other Formula show these Apply Damage buttons?

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Without them, it seems the damage isn't automatically reduced by resistance

violet meadow
hoary wagon
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Maybe there is a midiQOL setting I should be checking?

velvet raptor
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Hey! It doesnt matter what length of time I put in there, even if I put nothing in there, the effect always gets removed after 60 real time seconds. Any way to change that?

scarlet gale
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oh wait

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Do you have simple calendar?

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also check your times up settings I think?

velvet raptor
velvet raptor
scarlet gale
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There is s setting to expire stuff in real time

ebon bane
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i am having the dickens of a time trying to get heavy armor master to work... i've tried to us flags.midi-qol.DR.non-magical but it just wont apply, whther i chjoose on item equip or even as just a pssive effect

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what am i missing?

scarlet gale
scarlet gale
ebon bane
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i am in combat, and non magical piercing attacks dont get the DR applied

scarlet gale
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That question was for the other person

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I'm pretty sure you need to set the change mode to custom

ebon bane
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hm changng to custom didnt work... is priority have anything to do with it?

scarlet gale
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shouldn't

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Double check that the passive effect is actually getting applied to the actor

velvet raptor
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Now its the opposite: it wont go away. πŸ˜„

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I mustve messed something up badly. πŸ˜„

scarlet gale
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edit the effect on the actor and double check it's the same as the one on the feature

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Sometimes DAE can get confused and not update it

violet meadow
# ebon bane

Make sure to look at the damage card, not the actual damage Rolled

ebon bane
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yes im checking that

violet meadow
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This is doing 15 instead of 18 damage because of the flag

ebon bane
violet meadow
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You have a +20 to attack

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That "makes" it Magical in MidiQOL's eyes

ebon bane
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lol i had to do that otherwise id be roilling all day to hit 22 ac

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ill change it back

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well well well

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it did apply.

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so whats the threshold?

violet meadow
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MidiQOL settings => Workflow Settings => Workflow tab close to the bottom

hoary wagon
ebon bane
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ok... ty! that fixed it, i had no effing clue adding that = to hit made it magical.

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this is very complex! i almost fel like i need programming knowldege just to navigate. (if it wasnt for the help here...)

dark canopy
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(you basically do πŸ˜… )

ebon bane
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now that its working i can up it to 6, and include the pierce resist

violet meadow
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( Definitely a steep learning curve module )

hoary wagon
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What is rwak/mwak?

violet meadow
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ranged weapon attack/ melee weapon attack

hoary wagon
violet meadow
hoary wagon
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Roll damage on a miss. I can roll the hit damage, but not the Other Formula damage while keeping midi buttons

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Midi has some weird decisions. For instance, I can't let players see the damage card while also allowing them to deal damage to themselves

violet meadow
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MidiQOL offers various levels of automation which are driven by features the users ask about and tposney's own preferences for his group.

I would create issues/requests for what is not working as intended, so that tposney can take a look and see if something could be tweaked or not.

inland vortex
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I've been enjoying using Sequencer to instantly drop jb2a animations on the map. Is there a way to make them persistent?

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Ok, I just figured out how to drop it as a tile instead of using sequencer

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I did that by downloading the jb2a file into a folder where I keep art assets and grabbing that to make the tile. Is there an easier way to grab the jb2a art directly or make the effects persistent?

dark canopy
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use the sequencer database to copy the file paths, use the "tile draw" tool to mark the area then paste in the img source path

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that said, sequencer questions are best handled up in #513918036919713802 (unless you are writing macros with it using midi's api...i guess)

scarlet gale
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What's your use case? If it's for animations for spells and features, Automated Animations may be easier

inland vortex
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i do use A-A for spells. I just wanted to put some of the animations out in the world. Fireflies in the forest, for example.

dawn marlin
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Good evening, how can I configure an ability to do additional damage if it hits a specific type of creature? I know I can add it in a versatile way, but I'm asking because I'm not convinced

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I would like it to be passive

scarlet gale
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On all attacks or just one item?

outer oracle
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With MidiQOL, is Evasion supposed to be an automatically applied feature of characters with it? Or is that something that I as a GM need to manually still handle if the player/character has it?
Example: The character Hlam from Waterdeep has evasion as one of his features, currently even if he makes the dex saving throw, he still takes half damage, where as he should take no damage. Not sure if its something that is broken on my end or if this is just something that I have to manually control?

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This pops up after a player attacks Hlam with an attack that requires him to roll a dex save.. foundry.js:747 Error: undefined. The value provided to a ForeignDocumentField must be a BaseUser instance.
[Detected 2 packages: midi-qol, socketlib]
at ForeignDocumentField._cast (commons.js:4732:13)
at ForeignDocumentField.clean (commons.js:3764:20)
at ForeignDocumentField.clean (commons.js:4307:20)
at commons.js:4446:42
at Array.map (<anonymous>)
at ArrayField._cleanType (commons.js:4446:20)
at ArrayField.clean (commons.js:3767:19)
at SchemaField._cleanType (commons.js:4036:28)
at SchemaField.clean (commons.js:3767:19)
at ChatMessage.cleanData (commons.js:5390:26)
at ChatMessage._initializeSource (commons.js:5377:31)
at new DataModel (commons.js:5259:21)
at new Document (commons.js:5811:3)
at new BaseChatMessage (commons.js:7957:3)
at new ClientDocumentMixin (foundry.js:13053:5)
at new ChatMessage (foundry.js:17786:1)
at ClientDatabaseBackend._preCreateDocumentArray (foundry.js:12525:15)
at ClientDatabaseBackend._createDocuments (foundry.js:12459:33)
at ClientDatabaseBackend.create (commons.js:6738:24)
at async ChatMessage.createDocuments (commons.js:6110:23)
at async ChatMessage.create (commons.js:6233:23)
at async Object.createChatMessage (GMAction.js:240:9)
at async SocketlibSocket._handleRequest (socketlib.js:259:14)

scarlet gale
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Set a passive effect on them that gives them super saver for dex

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Version of foundry, DND, and midi?

outer oracle
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version 10 - build 291, 5e 2.1.5, midi 10.0.35

vast bane
outer oracle
scarlet gale
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Doesn't look like you have it setup as a passive effect

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Make a DAE effect and add the super saver dex flag

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See the bottom most pin here for info about midi flags

vast bane
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magic items module has issues with midi beware, that could be your error message but that item just isn't setup yet, you haven't done anything with it so thats the problem

fringe crag
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How can I make an effect stay on the token even when I drag it onto a new scene?

vast bane
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but if you do that all instances of that actor are the same, only do it with unique creatures

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this is why I don't like using macros and instead prefer ATE keys for token changes

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macros mod a specific token not all tokens of that actor

dark canopy
vast bane
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I kinda assumed they had an unlinked actor hehe

dark canopy
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even unlinked tokens will get this update -- as long as their effects array hasnt been modified before

fringe crag
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but if I use a item:macro to change the Token. I cant do that on the sidebar, right?

vast bane
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oh shit that didn't occur to me

dark canopy
fringe crag
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this changes to this

dark canopy
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(when i do X, i expect Y, but see Z)

fringe crag
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but reverts when dropping to a new map

vast bane
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does the original token have a wildcard token image setup?

fringe crag
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no

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its via item.macro on a feature

vast bane
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and is this a CPR feature?

dark canopy
scarlet gale
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My Eladrin season macro is a good example for that

vast bane
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If this is not CPR related, I'd just use an ATE: ATL.texture.src key

fringe crag
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yea but I'm to bad to rewrite that xD

#
if (args[0] === "on") await ragingTokenDoc.update({"texture.src":"NPC/Kreaturen/Humaoid/Werewolf_Medium_Humanoid_A_09.png"})
if (args[0] === "off") await ragingTokenDoc.update({"texture.src":"Players/Juna/JunaToken.png"})```
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I'm using that

vast bane
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ATE is great if you don't mod the token settings with macros, or use a wildcard

scarlet gale
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Ate should be fine for this

vast bane
dark canopy
vast bane
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your problem is they are unlinked my bet

fringe crag
dark canopy
vast bane
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its basically an ae that mods a token....ooooh but it only does it on ON and OFF

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ATE will refire the ae on drops

scarlet gale
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It's not changing the prototype is the issue

marsh axle
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I am currentlyt looking at a Black Dragon actor on the field. I go to use it's breath weapon ability. If I click on the die beside the name, it posts to the chat with no Roll a Saving Throw button attached, however if I click on the Standard Roll mini button in the description of the ability, it will post to chat with the Roll a Saving Throw button. I am unsure why the die roll does not post the button in the chat. Any suggestions?

scarlet gale
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New scene means new token

dark canopy
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so, you could stumble through a new module, or, get a one/two line fix from #macro-polo

vast bane
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well its a dae/args problem

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doubt macro polo is gonna let them stay there and not send them back here lol

scarlet gale
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Moto

scarlet gale
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It's not setting a prototype, as said 4x times now

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That needs to be updated on the actor if you want to go about it this way

vast bane
fringe crag
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it works on his Eladrin macro tho

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but I'm sadly not good at programming to understand ot rewrite it xD

violet meadow
fringe crag
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I'll ask there then. If they start using higher vocabulary I'm not gonna understand shit tho. haha

violet meadow
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Or get the player to click on the assign button in the token configuration after changing the image

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What's the option? I always forget the nomenclature

vast bane
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oh...

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I think I have this

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update the proto actor with the selected token actor?

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const sidebar = game.actors.get(token.actor.id);
const data = token.actor.toObject();
await sidebar.update(data);
scarlet gale
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Why

vast bane
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I have this because sometimes I edit the canvas actor and I forget that I wanted to setup the master actor

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if you press this macro it updates the canvas actors data onto the master actor

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its usually my fix for editig unlinked actors the wrong way

dark canopy
vast bane
marsh axle
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appreciated, didn't want to intrude on the discussion.

Attached question, I think it's Midi doing it but I am getting spammed with alerts of "X is incapacitated" when I'm placing an AoE spell. How do I turn those off?

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it is yes, I don't see any other monsters in the midi srd

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just items, spells and feats I think?

vast bane
marsh axle
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oh

vast bane
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I never bookmarked the fix, but maybe someone can confirm if my memory is good, utils.js....line 1536? put a // in front of it?

violet meadow
marsh axle
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it just seems weird that they dont both have the same functionality

violet meadow
vast bane
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my first thought is that the standard roll button is old, and the main roll button listens to your full midi settings

vast bane
marsh axle
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turns out if I activate the breath weapon as a macro, it always posts the DC. Odd, but that's fine

violet meadow
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Ah ok if it's resolved, disregard

marsh axle
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it's not Resolved, but it's an easy and obvious workaround

vast bane
#

which black dragon?

scarlet gale
#
    if (!this.token) return;
    async function effectMacro () {
        await warpgate.revert(token.document, 'Image Change');
    }
    let effectData = {
        'label': this.item.name,
        'icon': this.item.img,
        'duration': {
            'seconds': 604800
        },
        'origin': this.actor.uuid,
        'flags': {
            'effectmacro': {
                'onDelete': {
                    'script': chrisPremades.helpers.functionToString(effectMacro)
                }
            }
        }
    }
    let tokenArt = 'changeThis.png';
    let avatarArt = 'changeThis.png';
    let updates = {
        'embedded': {
            'ActiveEffect': {
                [effectData.label]: effectData
            }
        }
    };
    if (tokenArt != '' && tokenArt) {
        updates.token = {
            'texture': {
                'src': tokenArt
            }
        }
        updates.actor = {
            'prototypeToken': {
                'texture': {
                    'src': tokenArt
                }
            }
        }
    }
    if (avatarArt != '' && avatarArt) {
        if (!updates.actor) updates.actor = {};
        updates.actor.img = avatarArt;
    }
    let options = {
        'permanent': false,
        'name': 'Image Change',
        'description': 'Image Change'
    };
    let effect = chrisPremades.helpers.findEffect(this.actor, this.item.name);
    if (effect)  await chrisPremades.helpers.removeEffect(effect);
    await warpgate.mutate(this.token.document, updates, {}, options);
}``` 
Did this on mobile, may have errors @fringe crag
marsh axle
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oh and now its not happening, ok thats weird nevermind I guess

vast bane
marsh axle
#

using Young Black Dragon

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and I now cannot reproduce the issue

vast bane
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I think I just accidentally figured out why all the SRD monsters are oversized

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the SRD dnd5e monsters were meant to be top down tokens:

marsh axle
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the dragoj is very big, yes

violet meadow
#

That is a scale thing

vast bane
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I been issue reporting these cause I rip out the top down and then the normal tokens look awful

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yeah, I thought it was a mistake to add scale

scarlet gale
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Just fix the scale

vast bane
#

but I see now why they do

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I never looked at the actor, I always immediately ripped the token image off and put my own on

scarlet gale
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I don't think I've ever opened the srd compendium

vast bane
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I always start with something, I hate making from scratch

violet meadow
#

SRD compendiums are my jam these days πŸ˜…

vast bane
#

and I don't use ddb

scarlet gale
#

DDB importer Β―_(ツ)_/Β―

marsh axle
#

we dont have access to DnD beyond lol, going to suck manually importing all the character class stuff

vast bane
#

I think it has issues

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could it be the undefined width?

scarlet gale
#

And being self

vast bane
#

nah its fine

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I snippted to narrow, the proper target is just above

scarlet gale
#

Ah

vast bane
#

he can hit himself fwiw, shouldn't it be special in midi?

scarlet gale
#

Why would it hit themself?

vast bane
#

template shennanigans

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as in the user places it slightly on own token

scarlet gale
#

Just set the width and midi should get the template right

vast bane
#

its taking 5ft as default

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I think the issue was probably just a unique temporary one on Syrinths part, it seems to be fine on my end

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I honestly don't know what that setting is for inmidiqol, the standard roll buttons

marsh axle
#

yeah IDK what happened but I cannot reproduce the issue now

vast bane
#

I turn them off

marsh axle
#

happened consistently and then poof

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ok cool. Im on the way to getting everything sorted now if I can just fix the frigging saving throw comparisons I think I'll be happy

vast bane
marsh axle
#

what I'm trying to figure out is how to use midi to "when a player hits the roll a save button" report if the save was pass/fail

violet meadow
#

In other news, it will be easy now to include many more triggers to MidiQOL, for onUseMacroNames that will be a game changer on the things that can be done πŸ˜…

Small fix needed for isSave.
Included an isAttacked working for spell attacks too

marsh axle
#

I cant seem to get it to do that without it just automatically rolling the save

vast bane
violet meadow
vast bane
#

or you have save automation off yeah

marsh axle
#

ok so its save automation on, with no timing delay?

vast bane
#

I do auto when the world is idle between sessions for dm, and then MTB during live play.

#

you DO want a timeout delay

#

or else it auto rolls

#

pretty sure empty=null=0

marsh axle
#

but I do though :/ Ok well I have monks token bars installed this time around so maybe thatll sort it

scarlet gale
#

Keep in mind the gm is likely set to auto roll

#

So if you're just testing with no players

marsh axle
#

oh, hm maybe

scarlet gale
#

It'll just do it for you

marsh axle
#

Ill post the dragon attack, then sign in as a player to see

#

THERE IT GOES NO SAVING THROW POSTED

scarlet gale
#

Both need to be online

vast bane
#

yeah if no owner is logged in with a player roll the saves behave as DM setting saves for linked or unlinked

marsh axle
#

bugger, ok Ill see if I can get a player online

#

thanks

scarlet gale
#

Incognito window

vast bane
#

midi fails to function right if a GM is not logged in

#

to test your stuff, you should login on the dm, and then use another browser, or incognito mode with the same browser to login as player

marsh axle
#

or I can just use my husbands unoccupied computer

#

oh yes, I can use a browser. DUH

#

(head desk

#

but now I'm not getting a saving throw request posted to chat anymore...

#

seems to have to do with the auto save when I turn that back off the saving throw shows back up

vast bane
#

Auto is Auto

marsh axle
#

ok here we go. It's tat Auto check saves feature. When turned on, it hides the saving throw request

vast bane
#

set a delay

marsh axle
#

I do have it installed

#

asuming MTB is Monks Token Bar

vast bane
#

make your settings like these:

#

my previous image was cause my world is in afk DM mode

#

I change the GM settings to auto during downtime so the players can smack the dummies while my idle dm is logged in

marsh axle
#

I have changed it

#

is there a setting on MTB that I might be missing

#

the current behaviour Im getting is as initially described, hitting the Die does not provide the chat prompt, pressing the Standard Roll button does and when the player makes a roll through the button, it does not say pass or fail, just the total number

#

but I also cant see the token bar on the players side so that might be the point of failure?

#

reset everything, can see token bars but still no request for a roll anywhere...

marsh axle
#

I have turned off every module except midi and mtb and it persists, the item hook is unchecked

vast bane
#

that probably has auto set, I should have reexported

marsh axle
#

ok

#

um, sorry but where do I put it?

vast bane
marsh axle
#

ah ok

vast bane
#

ultimately the only thing mine are abnormal with is I don't fast forward

vast bane
marsh axle
#

ok hot damn finally

#

wait wait wait

#

WAITR

#

hmmm ok so I think part of the problem is that normally I roll damage after saves, I see that when I click damage it says No Targets To Save

#

ok

#

yes that was it. I need to roll damage for it to prompt for the saving throw

vast bane
#

your 4 target settings were maybe weird

#

mine you should be fine

#

unless you uncheck place template, young black dragon works

marsh axle
#

I reset to mine

vast bane
marsh axle
#

the problem was that I was not rolling damage against the targets which is the trigger to roll savesd

vast bane
#

Heres my MTB request settings:

marsh axle
#

I have been seeing roll saves prompted alongside roll damage

#

so the silent requirement for me to roll damage before the saves were prompted was not understood

vast bane
#

my guess is your original settings were not auto roll damage

marsh axle
#

so right now if I hit that Standard Roll button again, I see this:

vast bane
#

standard roll button, is a setting I do not understand why it exists and I'd coach all users to ignore or turn it off

marsh axle
#

and usually for my table we happen to roll saves before damage, so it wasn't clear to me that rolling damage was the required trigger

#

oh yeah, I wouldnt have even noticed it if I hadnt been confused about the trigger

#

but again, all previous instances of saving throw requests have been on that action card, so the change threw me

#

ok, I am in the clear now and I think that's all I need for actual mechanics. The frigging macros to make class features work can wait for another day/the college of swords bard can fend for himself

vast bane
#

My settings probably fixed these two settings for your original which then caused the save to auto roll damage fixing your hang up. The standard roll button basically mimicks the core roller I think, which...is weird for a midi user to use.

#

Pretty sure that standard button runs with full manual

#

Which could be a weird way to utilize another roller I think

#

but thats poppycock, we shouldn't talk about combining rollers here ;p

marsh axle
#

my auto roll damage is set to Never currently

vast bane
#

that would be why your saves misbehave

marsh axle
#

and I believe it was previously as well

vast bane
#

yer sittin there expecting saves to start automating when saves are waiting for the damage roll

#

about 2 months ago Tposney asked the channel if we wanted the save prompt before the damage prompt and it never went anywhere fwiw.

marsh axle
#

I think the problem is that there is a certain level of automation I want vs what I'm getting and I am getting more, which requires more input. All I wanted was make the save connected to this card, then tell me pass or fail

vast bane
#

you could try another module other than midi I guess, but I honestly don't know what you want

marsh axle
#

I didn't want or need it automatically parsing out damage and wasn't expecting it to, thus in my head I didn't think the saves were waiting for a damage roll

#

its fine, I think I've caught up now

vast bane
#

oh

#

if you are using my settings just shut off auto apply damage

marsh axle
#

I re imported my settings to test my theory on what was going wrong

vast bane
marsh axle
#

thank you for all of your help, I really appreciate it

vast bane
#

np, if you state more clearly what bits you don't like I might be able to sus out the setting to change

marsh axle
#

what does the + damage card refer to there

vast bane
#

but you may want to start with my settings so I know what you are seeing

#

the chaser card at the end

marsh axle
#

there was a chain of operations happening that I didn't know was happening so I couldn't describe it more accurately. If I knew it was waiting to apply damage I might have caught earlier that the damage was required first

vast bane
#

you can have that card not show, but if you show it, its a single click to apply the damage usually so itsimplifies doing damage application for you

marsh axle
#

ah

vast bane
#

It doesn't wait to apply damage, it just wants the damage/spell info before it sends it to the other clients to save

#

remember that everything is on your client till a certain point when it sends to the Dm to then send to the victims

marsh axle
#

ok

vast bane
#

cause in core players can't do anything to unowned tokens

quiet solar
vast bane
#

Ok so, the Young Black Dragon in dnd5e's monster compendium.

It seems to be 1000% fine, till you look at the console...

is anyone else seeing this?

#

It seems to do everything fine...

#

Damage formula looks healthy to me:

#

False Alarm my combat dummies had bogus active effects on them that were incomplete

fierce birch
#

Anybody know what setting this midiqol console message is referring to?

"patching.js:1082 midi-qol | Player control vision is deprecated, use it at your own risk"

scarlet gale
#

You have the player can control invisible tokens settings on

#

And apparently that setting is deprecated

vast bane
#

I use that setting and never see it

#

I have that set for totm scenes

#

I put their tokens on the map in the padding invisible and they can select their tokens

fringe crag
violet meadow
#

Hmm does anybody actually automate the duration of Boots of Speed (start/stop up to 10mins per day)?

If anyone wants that let me know. I am automating them for MidiSRD (wondering if there is a need to include duration automation) πŸ˜„

vast bane
violet meadow
ashen vault
#

I just got an answer to my question of not seeing the Add Macro to Call on Use tick box in the other channel, did the thing and I'm still not seeing it

I ticked the boxes, but still no dice

spice kraken
#

What sheet are you using?

ashen vault
#

Default 5e

spice kraken
#

And when you scroll down here you don't see it?

ashen vault
#

Yup I do

#

So, it's working then?

spice kraken
#

That's what those settings do afaik

ashen vault
#

no tick box required?

spice kraken
#

Well click the cog and you can add macros

ashen vault
#

oh ok

#

Thanks!

vast bane
#

Item on use only shows up if you have an action type set on the item fyi, and its not a checkbox, its a + at the bottom just above the midi checkboxes for various things

ashen vault
#

One of my players wants to make some macro's
and the stuff I can find all points to a tick box that should be here

vast bane
#

also if you have item macro installed the character sheet hooks setting in Item Macro needs to be set to unchecked or on use macros in midi won't work

ashen vault
#

But in my game I am not seeing that tick box

vast bane
ashen vault
#

OOOOHHHH

vast bane
#

they are there if you choose an action type, and then if you want actor on use macros those are in the main page of the sheet already shown to you

#

but you need to figure out what the player wants

#

actor on use is for stuff that calls on everything they do, item on use activates when the item is rolled

#

and Item macro needs to have a setting off or your on use macros will throw Itemacro errors in the console and not work

#

Its in the pin message

ashen vault
#

Thank you so much

jade gazelle
#

Is there a way or macro to automate the damage reduction of "1d10 + your Dexterity modifier + your monk level" for Deflect Missiles?

vast bane
#

every other month someone comes in here trying to get it and winds up making it o you should be able to search for it

jade gazelle
#

i just broke it up into two spells, one for deflecting and another for returning the missile

vast bane
#

the reduction half is totally simple to do

#

if you tweak the rule so that instead of throwing back the exaact item, it just does an unarmed strike/martial arts attack, then its totally easy to do

jade gazelle
#

also, vampire regeneration, is there any macro that does it automatically at the start of their turn?

vast bane
jade gazelle
#

what is midi overtime?

vast bane
#

its in the readme for midi, its a type of persistent dae

jade gazelle
#

hmm, roger. Looks like Simbuls might do what I want.

#

If I could download a module to help my brain work properly and remember generation that would be the ultimate

vast bane
#

the midi sample for regeneration has an example of overtime healing per turn

jade gazelle
#

oooh

short aurora
#

Yeah, the sample item picks up damage from the item, so if they shoot an arrow... What does an arrow normally do in damage, if a monk throws it back?

vast bane
#

the worst part of the sample is that it charges the ki point on deflect when its only suppose to on return fire

jade gazelle
#

Is there a way I can get a creature to automatically use an ability that he owns at the start of his turn?

vast bane
jade gazelle
#

Regeneration for vampires.

vast bane
#

Just drag the regeneration item out of the samples

#

and also this:
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

Dfred's Convenient Effects:
https://foundryvtt.com/packages/dfreds-convenient-effects

Activation condition examples by ThatLonelyBugbear
https://github.com/thatlonelybugbear/FoundryMacros/wiki/MidiQOL-activation-conditions-examples

#

Simbuls creature aide should handle that feature perfectly just don't change its name, it picks up things like regeneration

#

The sample item needs to be tweaked to work with the damage stuff

jade gazelle
#

Weird, it wasn't working for me. I'll try again.

vast bane
jade gazelle
#

I did. I turned it on then started a 2 man combat.

vast bane
#

mines off cause I use midi

jade gazelle
#

Nevermind, I got it. It was my fault. It was an OOOOOLD version of regeneration that i was messing with months ago.

#

Mod works great now. πŸ˜„

jade gazelle
#

Is there a way to make reactions only proc off of ranged attacks?

violet meadow
#

Nope as is right now.

There are some ways to get around that, depending on what you want to be done

jade gazelle
#

Interesting. Just trying to do a half measure for Deflect Missiles since it procs off melee as welll.

#

I think it may just come to the player remembering to use it lol

weak quest
#

Trying to automate Gust of Wind (no need for movement, just the saving throw at the start of turn). I'm thinking about using Midi Overtime to trigger the save, but for tokens to get the effect in the first place, I need something like Active-Auras for a template, not just based on distance. Any solutions for this?

violet meadow
weak quest
violet meadow
#

Otherwise Template Macro module offers more granular options on what happens upon entry, exit, creation, deletion etc

peak spade
#

It doesn't work

#

what should i do

violet meadow
# peak spade

What are you trying to do?

Can you also disable Advanced Macros and use that again, to see what the error is again:?

peak spade
#

i'm trying to Telekinetic feat shove

violet meadow
#

Can you post the actual macro you're using?

peak spade
violet meadow
#

and do you have a target selected?

peak spade
#

yes target goblin

#

disable advanced macro

violet meadow
#

I hope you don't have the
\```js
in the beginning of the macro

#

Also is this written exactly like shown? ```js
results = await game.MonksTokenBar.requestContestedRoll({token:attacker,request:'skill:ath'},{token:target[0],request:skill:${skilltoberolled}},{silent:true, fastForward:false,flavor: ${target.name} tries to resist ${attacker.name}'s shove attempt});

peak spade
#

have ```js

#

shoul i just put it start at
let results; ?

weak quest
peak spade
vast bane
#

it has bad syntax

#

either you poorly pasted in or you got abad macro

#

it kinda looks like the shield bash macro

peak spade
#

This is bugbears shove/shieldmaster macro. I think it requires dfreds CE, advanced macros, and warpgate

#

you post it 23.01.20

vast bane
#

yeah its same, it works for me

#

do you have MTB installed?

peak spade
#

full name plase?

weak quest
#

Monk's Token Bar

peak spade
#

yes i have

violet meadow
#

Can you please share some screenshots of how you've set up the Item and the actual macro editor window?

peak spade
#

item macro

vast bane
#

old advanced macros

violet meadow
#

This one doesn't need Advanced Macros to be honest

vast bane
#

show us the details tab of the item

#

I think we both want to see the bottom third of the details tab

peak spade
#

savethrow

#

strenth

violet meadow
vast bane
#

its executing via itemacro isn't it bugbear?

#

they are trying to do an itemacro version of this

violet meadow
# peak spade

Click on the + in the MidiQOL Fields on this screenshot

vast bane
#

they aren't launching via on use, they are using actual itemacro

#

that means they have sheet hooks on?

violet meadow
#

Add an entry for ItemMacro | After Active Effects

peak spade
vast bane
#

Make sure your settings are like mine

peak spade
#

i check display icon only now

vast bane
#

change his setting at the bottom of your items details, make sure its ItemMacro and after active effects

spiral goblet
#

Hey everyone, anyone know a fix for when midi-qol gets stuck giving advantage/disadvantage to a player character? Somehow one of my players has "midi-qol | Disadvantage given to 'player name' due to hidden/invisible target" stuck on. The adv/disadv check returns "DIS:hidden": true. I have tried a variety of things to get it to go away.

violet meadow
# peak spade ok

Replace the similar line with ```js
results = await game.MonksTokenBar.requestContestedRoll({token:attacker,request:"skill:ath"},{token:target,request:skill:${skilltoberolled}},{silent:true, fastForward:false,flavor: ${target.name} tries to resist ${attacker.name}'s shove attempt});

#

in the macro. It's line 11 counting empty lines too

violet meadow
#

The Hidden/Invisible attackers have advantage...

spiral goblet
#

hmm it seems to only be happening to one of my player charcters

spiral goblet
#

Yeah so I have vision setup on all tokens

violet meadow
violet meadow
peak spade
violet meadow
#

Checking Vision on the sidebar actors won't mean that the actual tokens placed on the scene have the same settings, for unlinked tokens

vast bane
violet meadow
# peak spade

Did you add a ItemMacro, after Active Effect on the Item

#

This is not meant to be used from the hotbar

spiral goblet
#

Okay so turning off the setting did fix the issue.

vast bane
#

Could it be a language barrier and unique characters

spiral goblet
#

I will look at the player characters vision settings again.

vast bane
#

I'm talking about the shield bash macro

spiral goblet
#

It was working half-way through a combat and then stopped working.

violet meadow
violet meadow
spiral goblet
#

We don't play with darkvision

violet meadow
#

Do you have global illumination on then?

spiral goblet
#

I am using a demon queen map. hmmm I will keep looking

peak spade
vast bane
peak spade
#

active effect is dae?

vast bane
#

delete that lower one from your system

violet meadow
#

Yeah remove the Dynamic Active Effects SRD

vast bane
#

DAE srd is dead

peak spade
#

ok

vast bane
#

don't confuse it with the top one

spiral goblet
#

i recreated his character and the issue is resolved

#

this is like the 3rd time this has happened.

vast bane
spiral goblet
#

I was looking at the Debugger to figure out the adv/dis

vast bane
spiral goblet
#

I was following the testing code to figure it out did not know there was a setting

peak spade
vast bane
violet meadow
spiral goblet
#

hmm that is a bit easier to follow rather than looking at the developer tools window

vast bane
#

the unseen attacker thing, if you turn the settinbg back on, is only visible in attribution

#

its not a flag or ae

#

its just hiding there to confuse everyone when it happens

violet meadow
#

On the Telepathic Shove Item, details tab

peak spade
#

ok

#

add

vast bane
#

do you want me to just give you the shield bash item to import?

peak spade
#

after goblin strenth check

vast bane
#

the item has action type set to something?

peak spade
#

strenth save

#

bonus action

vast bane
#

yeah you got it set to something, we didn't know cause of the language barrier

#

set it to other, remove the save part

peak spade
#

ok

vast bane
#

MTB is doing all the work

#

no need for the item to prompt anything

#

I assume though that you are trying to make shove/shield bash

#

if its something that induces a str save also, then forget me

peak spade
#

it's working but it's shield bash i think

vast bane
#

k, if its shield bash, make sure you set it as a bonus action incase the player sorts their action economy

peak spade
#

i want Telekinetic feat shove

#

make it strenth save and if it fail move 8 direction

vast bane
#

could probably modify that macro for it, change it from a request for skill challenge to a request for str save

peak spade
#

Ok i will try

#

thank you

violet meadow
#

Yeah can be done, but I cannot write this right now!

vast bane
#

I should be back in about an hour, gotta take my truck to get inspected

spiral goblet
vast bane
#

make sure your actors linked

proper siren
#

Hola, is there a flag in midi qol to adjust active hit dice?

spiral goblet
#

please ignore my players name

vast bane
#

ok vision first two tabs next

proper siren
# vast bane what exactly do you mean

Player has an item that reduces their short rest hit dice by half. So if they have 6 hit dice normally to use to regain health on a short rest, they would now only have 3

spiral goblet
vast bane
#

use an effect macro on short rest hook to make their hit dice no more than half their max

vast bane
spiral goblet
#

yes

vast bane
#

weird that it gives a detection mode

spiral goblet
#

here is another character

vast bane
#

thats probably a sus module

proper siren
spiral goblet
vast bane
spiral goblet
#

yeah both characters are in the same scene next to each other

vast bane
#

you have atleast PV installed yeah?

#

show me the active effects tab of the ACTOR that has the 1 in detection modes

spiral goblet
#

he has a bit

#

i can disable all of them

#

and it still happens

vast bane
vast bane
#

make sure none of those have ATL keys in the ae's

#

they likely don't

spiral goblet
#

oh

#

i am use an ATL to change his size

#

that is probably it

#

he grows in size when he rages

vast bane
#

ATL keys will reset the actor to its prototype actor settings

#

make sure the proto actors settings are good

spiral goblet
#

that's gotta be it he is the only one who uses ATL

#

okay so this makes more sense my player was having some weird issue during our last session and it was the first session i used ATL with active effects to change his size. usually i toggled it through a macro using ATL but had more control of it.

#

he would randomly lose vision and other token settings would change on him

#

I will just make a new character and write a macro that changes the token size without using using ATL.

#

thank you for the help @vast bane

vast bane
quartz wadi
#

In MidiQOL, you can hold left Alt to apply advantage (2d20kh) and left Ctrl to apply disadvantge (2d20kl). Is there a way in MidiQOL (or another module) to allow a player to hold down a key so that it does 3d20kh for compound advantage (like elven accuracy)?

weak quest
quartz wadi
#

Sadly I'm running SW5e, and that option isn't available (yet)

deep yoke
#

I am new to macros and wondering if someone can help me. I am using Midi QoL and DAE. I am trying to create a status condition where when an actor has it they deal half damage with all weapon and spells. How would I go about starting to take on this task? Thank you.

dark canopy
violet meadow
# dark canopy third time is the charm

Further to that, checking for valid movement and changing the moved distance ```js
const attacker = token;
const target = game.user.targets.first();
if (attacker === target || !attacker || !target) return ui.notifications.error("Select one token and choose one target")
let knockBackFt = 20;
let knockBackFactor = knockBackFt / canvas.dimensions.distance;
let ray = new Ray(attacker.center, target.center);
let newCenter = ray.project(1 + ((canvas.dimensions.size * knockBackFactor) / ray.distance));
let hitsWall = target.checkCollision(newCenter, {origin: ray.A, type: "move", mode: "any"});
if(hitsWall && knockBackFt === 5) return ui.notifications.info(target.name + " has its back against a wall")
//console.log(hitsWall)
while (hitsWall && knockBackFt > 5) {
knockBackFt = Math.max(knockBackFt - 5, 5)
knockBackFactor = knockBackFt / canvas.dimensions.distance;
ray = new Ray(attacker.center, target.center);
newCenter = ray.project(1 + ((canvas.dimensions.size * knockBackFactor) / ray.distance));
hitsWall = target.checkCollision(newCenter, {origin: ray.A, type: "move", mode: "any"});
};
if(hitsWall) return ui.notifications.info(target.name + " has its back against a wall")
newCenter = canvas.grid.getSnappedPosition(newCenter.x - target.w / 2, newCenter.y - target.h / 2, 1);
const mutationData = { token: {x: newCenter.x, y: newCenter.y}};

await warpgate.mutate(target.document, mutationData, {}, {permanent: true})

Need to clean that up a bit and adapt to your example too, but Repelling Eldritch Blast comes along nicely πŸ˜„

(I think I need to change snapping based on token size too)
#

Has code parts from @latent spade and @scarlet gale IIRC

dark canopy
#

i think there is a method, or option to pass to the wall collision check that will return the collision point

latent spade
#

there is?

dark canopy
#

which i think is what the while loop is doing

#

i think its controlled by the mode option

violet meadow
#

ha interesting

dark canopy
#

closest ? maybe, returns information, rather than bool

latent spade
#

ah i only knew "any" and "all" good to test

#

yeah closest does seem to give the position where the collision is, but it returns null when there is no collision so the logic changes a little bit

#

it even gives you from where to where the wall you collide with runs (even gives the placeable, blind that i didnt see that)

scarlet stump
#

this is probably a silly question but I'm not sure how to handle it...I created a "OneDnD-style" Exhaustion DAE that simply applies a -1 to the proficiency bonus when applied, and it's supposed to stack (and go negative if necessary). The effect works and it stacks...but I was under the impression that the "Stackable" value of each stack increases stack count by 1 would "merge" the effect icons - so that I don't get the token covered in icons if I apply it multiple times. Anyone has any idea how to handle it?

violet meadow
#

That is stacking for me

scarlet stump
#

does it only stack the icon if the effect is applied through an attack? I am currently dragging the effect multiple times on the sheet

violet meadow
#

I would think so yes

#

Maybe it has to do with the origin. Not sure right now

scarlet stump
#

would applying it through a macro work better? let me check

scarlet stump
#

mmm running this macro I also get the effect applied multiple times instead of stacking neatly:

const uuid = canvas.tokens.controlled[0].actor.uuid;
  game.dfreds.effectInterface.addEffect({ effectName: 'Exhausted!', uuid });
violet meadow
latent spade
#

you can find the closest snap point

scarlet stump
# violet meadow

can I see the config for this? Just in case I am messing up something silly

dark canopy
#

if someone is walling off grid, that's...well, that's their problem to deal with πŸ˜…

violet meadow
#

I mean by that point the while doesn't seem that bad πŸ˜„

dark canopy
#

rays have a scaling method πŸ™‚

violet meadow
#

yeah I will fix at some point. Now back to Missile Snaring gloves πŸ˜„

violet meadow
#

make sure you have an origin set up in the effect

proper siren
#

Question on flags.midi-qol.OverTime, if you have a start and end of turn condition, would those be added as two separate attribute keys?

scarlet stump
proper siren
violet meadow
violet meadow
#

If not well hmm

violet meadow
hasty jackal
#

can you create a weapon that deals extra damage to one particular type of enemy?

strong yew
#

I don't think I made it πŸ€”

dark canopy
#

i had made a "pull 10ft" macro in the past, which did bounds checking and stuff -- this is a more general and simple example of a common request

#

it was a bit too complex for people to modify and extend safely

strong yew
#

huh, I think I may have actually just adapted your crusher to make it

#

cause yeah it looks like I did just make one

dark canopy
#

(i havent written a macro for crusher, but i think it was based on the pull 10' version)

strong yew
#

Ah wait, Crusher might be bugbears

#

You guys and your animal names

#

oh, wait hang on a second...

hasty jackal
#

same with conditions right?like frightened

violet meadow
violet meadow
strong yew
#

Yeah, looks like I stole the movement bit from that for mine

#

matches up

#

Anyone here use 3d canvas? Seems to work with Midi yeah?

violet meadow
#

I am not, but I have seen some videos, one of which was Baileywiki's ft Atropos and tposney himself among others playing in 3d canvas with MidiQOL

strong yew
#

I had a session last week where I made an arena map with multiple levels on some structures and found myself kind of missing the 3rd dimension

#

checked out some of the 3d vtts out there, but none really have much in terms of automation. Especially not like Foundry

dark canopy
hasty jackal
#

so if im understading it right...target.details.race.toLocaleLowerCase().includes("dragon") my line should be something like this?

strong yew
proper siren
#

I was able to get the Hunger of Hadar spell working with midi overtime and a macro. Only thing I haven't been able to get is only applying the effect within the radius of the AA template that is placed. Anyone have any ideas on how to do that?

violet meadow
hasty jackal
#

so i should add it to a weapon the line and thats it?

violet meadow
hasty jackal
#

what im doing wrong?i activated the workflow one but when i add the effect to the character the items doesnt do anything

#

like its just bugs

violet meadow
# hasty jackal

Well Activation conditions are supposed to go into the Activation condition field on the Item's details tab!

#

Open MidiQOL Sample Items Compendium and take a look at the Mace of Disruption in there.

proper siren
hasty jackal
#

ooh thanks

#

so something like this?

violet meadow
#

Other Formula damage set?

hasty jackal
#

yeah

#

it worked

#

now gonna test it with an undead

#

now i need to check about advantage on saving throws..i should make a passive feature right?

#

before adding the bonuses

violet meadow
#

Advantage on saves against?

#

But yeah passive features probably will be the answer

hasty jackal
#

frightened

#

a +10 bonus to frightened

violet meadow
#

That is not easy to do as things are right now

hasty jackal
#

hmm okay

#

ill do it manually is just add a +10 to the dice

#

is this hard to do?i know how to add the 1d6 damage but not sure about the knocked prone since its a 1 minute feat

violet meadow
#

Choose Prone and add it using the +

hasty jackal
#

how can i create a DAE?lol...cant find it

#

this is what i have at the momento

violet meadow
hasty jackal
#

oh found it

#

this?

violet meadow
#

yeah

#

For the damage bonuses, use ADD and +1d6 or (as you are using DAE) Custom and 1d6

#

otherwise there can be issues

hasty jackal
#

like this?

violet meadow
#

Use one of these two

#

but not one that it Add | 1d6

hasty jackal
#

okay now..how can i make it to auto applies the damage and condition per strike?

violet meadow
# hasty jackal this?

With this the damage will apply on each hit. Make sure that the Strike of the Giants is Transfer to actor on item equip
That way it will be added everytime.

The Prone will be transferred if the save is failed

hasty jackal
#

hmm

#

is adding the damage

#

but not the condition

#

or saving throw

violet meadow
hasty jackal
#

there

tepid remnant
#

So I'm trying to make a very simple Effect Macro that adds 1 to the current charges of an item when the actor who owns the item starts their turn in combat. I threw some console.logs in the macro for On Combat Turn Start and nothing got spit out to the console. When I switch to the dnd5e attack roll trigger, that worked fine and I saw my lovely "Hello World" sanity check. I know Effect Macro says that compatibility with Midi is just a happy coincidence if it happens so is this an unhappy coincidences or am I misunderstanding something?

violet meadow
# hasty jackal

OK so the save needs to be on the Item rolling the attack to do what you need. Not as a passive feature

hasty jackal
#

hmm maybe create an item called Strike of the giants

#

as a weapon?

violet meadow
#

that would work

violet meadow
#

And as far as I know it should work OK with MidiQOL (last I checked)

#

Sounds more like an issue with the token not being in combat maybe?

tepid remnant
hasty jackal
violet meadow
#

That means that it is a transferable effect (see the arrow pointing right?)

hasty jackal
#

ooh

violet meadow
#

So that won't be on the actor but will be applied on the target

hasty jackal
#

here

violet meadow
#

More like it!

hasty jackal
#

now about the target i should put Self?

violet meadow
#

1 Creature should suffice

soft bane
#

Hello, Rage doesn't seem to be applying its bonus damage

violet meadow
#

should give you a starting point

hasty jackal
#

so he needs to use the weapon everytime he attacks?just asking

violet meadow
manic tendon
#

Does anyone know how to make flags.midi-qol.DR.all not reduce healing?

violet meadow
hasty jackal
#

this

violet meadow
#

Is it always on?

#

Is the damage against Hill Giants?

hasty jackal
#

its a feature

#

lemme send you the feature

violet meadow
hasty jackal
#

here

soft bane
#

does the Damage Bonus Macro look wrong?

manic tendon
violet meadow
soft bane
#

I'm just using the premade sample from MidiQOL that's supposed to have already done this for me πŸ˜„

weak quest
soft bane
scarlet gale
#

When you first change a spell to use a template you'll need to re-open the item details for it to show up IIRC.

violet meadow
#

or what Chris mentioned πŸ˜„

violet meadow
soft bane
#

Does that include spaces, in this case "Rage 10.0.15"?

violet meadow
#

Best way to do it, is drag the feature to the sidebar. Delete it from the character sheet.
Change what you need, drag it back to the character sheet

#

And yes if its called Rage 10.0.15, then ItemMacro.Rage 10.0.15 should do it

manic tendon
soft bane
violet meadow
#

Maybe create an issue in MidiQOL for tposney to take a look when he's back

proper siren
#

hey yall, I'm trying to use the Protection feature for a paladin that allows them to impose disadvantage if an enemy attacks an ally within 5 feet. I'm using the Reaction Pre Attack Roll with target being 5 feet Ally. However, the reaction is popping up when his character is attacked. Anyone know how to stop his character from popping the reaction?

hasty jackal
#

@violet meadow so if is possible or not yet with Midi?

violet meadow
#

Anyone that wants to try a sneak peek Item from MidiSRD and let me know if it works OK for you too?

Gloves of Missile Snaring

You will need to have Midi SRD installed and enabled too (cause of just a small midi srd flag I am using and didn't bother to change it for use without it)
And you will need to have MidiQOL Reactions enabled

Import it (it is SRD) and then you will need ot make a small change in the DAE on it.
You will need to link the actual item.uuid to the Effect Value.

a. If you have it on the sidebar, open the DAE, clear the effect value, and drag and drop the Item literally on the Effect Value field.
It will create a link like Item.XXXXXXXX where XXXXXXXX is the id
Change it to be ItemMacro.Item.XXXXXXXXX,isAttacked
or
b. if you don't keep it there, you can move it on the character sheet and link it again as before.
This time the linking part will be something like Actor.id.Item.id or Scene.id.Token.id.Item.id
Same deal, put a ItemMacro. before and a ,isAttacked after.
c. can be put in a compendium too...

violet meadow
#

If noone helps till morning (GMT here) let me know πŸ˜‰

scarlet gale
#

If you're working on that giant thing still, as long as you don't mind clicking it after the fact, a feature with the action as special should do that easily

vast bane
# hasty jackal

this is basically the same concept as the bonus action smite paladin spells, and theres one in the samples and Mrprimate/Chris have done a few others before I think

scarlet gale
#

If you want an accurate concentration check, I feel like a macro would have to be involved

#

Quick dirty way: just make it a feature with the save and the damage type to none

vast bane
#

isn't branding smite the sample one?

#

its bonus damage and blinded on hit, edit the macros damage and condition it applies

scarlet gale
#

yea, adjusting that macro would be a good start

vast bane
#

also, that UA may not be accurate to the officially published one

scarlet gale
#

That's likely intentional

#

I assumed they were just playing with the UA thing for whatever reason

vast bane
#

k, just wanted to make sure he was aware that third party UA sites can notoriously mess up published stuff

#

if anything its wise to go directly to the UA as unearthed arcana is free on wotc's site, instead of using the site they snippeted

vast bane
#

Keep in mind that UA is free to use but not free to distribute so you can't make a module with UA without deleting the descriptions here.

scarlet gale
#

@vast bane Do you know if you need to have a special setting on for the range special thing to work in midi?

violet meadow
#

To not hit self?

scarlet gale
#

To just work in general

vast bane
#

Ask them if they were on a levels map

scarlet gale
#

Levels interferes with that?

#

oof

vast bane
#

That type of ranged attack has a drop down setting

#

and auto cover can affect it too

#

errr cover settings can affect it too

#

its the second drop down in workflow/target section

#

I bet you that user has None set, or is on a levels map and walls block and simbuls/midi doesn't understand what wall height is

#

They could also technically have made the mistake of using another roller

#

Their cub error there is a non issue in the log image, that happens when Cub and dfreds are installed together and enhanced conditions is shut off.

scarlet gale
#

Yea, I didn't see any error I cared about.

vast bane
#

Thats probably a rogue console bit that was left in, in Cub, prolly should issue report that, I'll investigate it when I got time, I'm ahead of the curve this week

violet meadow
scarlet gale
#

Yea

vast bane
#

They also don't need special if target has Enemy

#

pretty certain a token can never see itself as an enemy, doesn't it play off the opposite color of it?

#

what happens if a token is yellow and needs to target enemy? Does midi just call red enemy then?

languid wave
hasty jackal
#

hmm @vast bane ill check if i can find the official version that or idk lol

vast bane
#

Spelljammer or the boos minagerie

hasty jackal
#

yeah and dont worry is not a module lol i know its illegal due to ToS

scarlet gale
#

Isn't that just an outdated Rune Knight

#

That's part of Tasha's

hasty jackal
#

okay i mess something for some reason my saving throws arent automatic

#

what did i do, not a single clue

#

wait, know im thinking...can you make a DAE for advantage vs frightened? since you cant with Midi

scarlet gale
#

There are ways to do it. For example using a midi-qol hook to add advantage. Such as with a world script.

#

If you search for condition advantage in here a few people here have mentioned (complicated) ways to do it.

hasty jackal
#

hmm too hard, sadly babonus doesnt work with Midi or DAE

deep yoke
#

Quick question, is there an attribute key that makes it to where any attack againt a create has disadvantage? This is how the ability is worded. "Attack rolls against a displaced dreg have disadvantage"

exotic crystal
#

Hello, I have a problem. I don't need this message(2) that I see in the chat, and I don't know how to remove it. It is a roll check message, but it is already in the same chat card with the die roll(1)...

Also, the weird thing is that it shows up when I make a saving throw.

scarlet gale
vast bane
scarlet gale
#

Bugbear has also shared a script too I think

vast bane
#

that is a new module conflict

hasty jackal
#

hmm i should probably need to try your module, how is called?

vast bane
#

my first thought is attack roll check module maybe?

violet meadow
scarlet gale
#

My module has a hefty amount of dependencies just an FYI.

hasty jackal
#

i have a lot of stuff installed lol so i can check it

scarlet gale
vast bane
#

Pro tip, install the dependencies before you install CPR cause sometimes people have an error since its installing many at once

deep yoke
#

@violet meadow Thank you. I just want to confirm. I want attacks against the creature to have disadvantage, not the attacks that is does.

violet meadow
#

the grants flags do exactly that

deep yoke
#

Ok :). I am new to this. Will start to dabble into macros soon enough. I have never coded before in my life lol

violet meadow
deep yoke
exotic crystal
proper siren
#

I surely am

violet meadow
#

What is this?

vast bane
#

though its enhanced by midi's chat card setting, its another module doing that message

exotic crystal
#

uhmm ok ok, let me seeπŸ‘

vast bane
#

probably the simplified check hits module

#

theres a bunch of single scope modules that do all of midi's stuff as well, I forget their names, theres definitely an attack checkmodule

hasty jackal
#

hope Midi can add advantage vs specific conditions soon lol

vast bane
#

in the pins here, theres a wiki link to condition codes you can put in just about any midi flag that takes 0/1/true

#

pretty sure protection from evil and good utilizes that

#

not ALL boolean keys take the activation condition codes, but most do

scarlet gale
#

I don't think that can be done in a flag evaluation, the person making the save doesn't have the workflow info

exotic crystal
#

@vast bane No 😦 uninstall CUB and the same thing happens 😦

vast bane
#

maybe thats why he hardcoded magic resistance you think?

scarlet gale
#

Yep

vast bane
#

send me a list of your installed modules in a DM

#

The module in question is probably very obviously named

violet meadow
hasty jackal
#

@violet meadow thanks you are really helpful

#

and you too @vast bane

vast bane
# hasty jackal https://cdn.discordapp.com/attachments/1010273821401555087/1017257670794825889/S...

Each clump of lines are meant for you to pick one of them only. anything with // in front of them is the default for that clump. I purposely left the comma off the last label= so that you can use that as the final entry, the final entry should have no comma.

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

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
#

overtimes need turn= to function I believe

#

// are the default values you can omit these categories if you use the // one

proper siren
#

@vast bane Any ideas on spirit guardians? took a look through honeybadgers macros in pinned but didn't see anything for it there

vast bane
#

is the midi sample item broken or something? that mama jama has worked fine for me for a year now

proper siren
# vast bane CPR module

I tried that too, but didn't seem to work at all.. not sure on the midi sample, if that's what's used for the ddb importer spirit guardian then it works for first turn within sg, but doesn't work if a creature enters the aura for the first time

vast bane
#

@exotic crystal
Uninstall these modules(Do not confuse the DAE modules, the one you want to delete is the one in my image.

#

and to the other guru's here, thats the culprit and new module to not install

exotic crystal
#

πŸ‘

proper siren
#

Tried the default ddb importer one, cpr, and a few random ones I found googling

vast bane
#

Theres a few other modules I'd call sus in your loadout but I'm only 75% sure they'd cause issues with midi

vast bane
#

well...they were off when I installed it 100 versions ago, not sure if they are on now by default

scarlet gale
#

(not all of them)

#

Just the movement and turn setting

#

The description of the spell says what settings need to be turned on

vast bane
#

Sorry most not all my bad

exotic crystal
#

@vast bane lovuβ™₯

proper siren
proper siren
vast bane
#

pretty sure the sample item works fine, what isn't working in it? Oddly my cleric doesn't prepare it ever

#

I have a house rule where healing is really fun, so the player running a cleric rarely prepares offensive spells

#

That reminds me, @scarlet gale where is the mass cure wounds and balm of peace macro stored in your module, I need to append x to the end of the roll equations

violet meadow
violet meadow
scarlet gale
#

I should just go make the exploding heals setting

vast bane
violet meadow
#

I remember not!
I have been using mine instead πŸ˜„

scarlet gale
#

Are key movements done differently in foundry?

vast bane
#

I approached healing like I approach making someone play goaly in a pickup hockey/soccer game lol. Gotta make it fun so someone will do it.

proper siren
hasty jackal
#

can you make an item that consumes HP everything you use it?its a weapon

vast bane
vast bane
#

I believe it was fotoply's work that made it

hasty jackal
#

okat

proper siren
#

While I'm here, I actually had another question. My paladins got a Protection feature that triggers a reaction if an ally is attacked within 5 feet of them. I've got Reaction Pre Attack Roll set with target being 5 Feet Ally, but the reaction is triggering when the paladin is attacked. Any way to make that work without it triggering on the paladin?

vast bane
#
Hooks.on("midi-qol.RollComplete", function (workflow) {
    if (workflow.damageDetail.filter((detail) => detail.type === "healing").length === 0) return;
    let dice = workflow.damageRoll.dice;
    let explodedDice = [];

    function hasExploded(die) {
        for (const result of die.results) {
            if (result.exploded === true) return true;
        }
        return false;
    }

    for (const die of dice) {
        if (hasExploded(die)) {
            explodedDice.push(die);
        }
    }
    if (explodedDice.length === 0) return;

    console.warn("Explosive sounds", explodedDice);

    AudioHelper.play({src: "hakuna_meow02.ogg", volume: 1, autoplay: true, loop: false}, true);
});
#

Is audio helper a core function or midi's stuff?

violet meadow
vast bane
#

We should add the concept of the janky aura reaction to the wiki Bugbear

violet meadow
#

More trouble than worth it maybe, until tposney finds a way to fix properly

scarlet gale
#

Tposney just needs a way to do reactions for attacks on others