#MidiQOL

1 messages Β· Page 93 of 1

deep harbor
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But the Macro is only called by the effect, so I'd have either an extra effect, or I'd have to remove the original.

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Unless I'm wrong, which is very likely.

dark canopy
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and I have no insight into this chain of events, so go with what works πŸ˜…

violet meadow
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Does the token have the vision set properly though?

fringe brook
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oops.jpeg

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now it does? ^^

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thanks

deep harbor
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To set Strength save advantage I target the following midi qol flag: flags.midi-qol.advantage.ability.save.str
Is that correct, and what do I set the value to?

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And what's the target for strength checks?

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Sorted.

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Thank you all very much. I have come unstuck, after two days of tinkering, and I now know where to get help.

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Turns out that the scale rounds to nearest 0.5. Small at 0.7 changes it to 0.5, but at 0.8 it remains 1.
I guess small is staying full size.

dark canopy
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scale should be pretty arbitrary -- width/height snaps to 0.5 unit increments

deep harbor
dark canopy
scarlet gale
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Personally I'd just make the effect in the macro to avoid doing an update after.

pseudo turret
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for onUseMacro one needs to to use function.await to call async?

violet meadow
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Yes

violet meadow
pseudo turret
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I was trying to learn exactly how Chris's module works and saw it but couldn't find anything about it in midi's help

scarlet gale
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It's very new, the only documentation is in the changelog

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It'll likely get bug fixed to not need the await eventually

vast bane
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the new ATE offered by kaelad in kandashi's server handles token changes now perfectly so the ATE version in dfreds/midi srd should be fine with ATE.

wide crystal
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Thanks for that. I checked, but I'm afraid it doesn't work.

Also, when I try to type the key in, I don't get it in the drop-down menu.

I have the Chris's Premades module, is there anything else I may be missing?

vast bane
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I see this alot

wide crystal
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Oh, I have, actually.

vast bane
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all his stuff is on in its settings?

wide crystal
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Unless there's another setting to make these work to begin with.

vast bane
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to be fair, CR for proneis kinda weird

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usually things are just immune

wide crystal
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The only settings before this that are off are these two. But they don't seem relevant.

vast bane
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show me the active effect that causes prone, the key drop down and value

wide crystal
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Yeah, granted, but I just saw the option for this to work and my character has that resistance, so I was hoping to simply enable it - given the option exists.

vast bane
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show me the active effect thats not picking up CR

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its key, drop down, and value

wide crystal
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It's just for testing purposes, but that would be the way, right?

vast bane
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yeah this is why I kinda hope bugbear picks up CPR's strategy

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CR only works with macro.ce

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so any DAE created conditions are statusEffect

wide crystal
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How is macro.ce used? Sorry, never did anything with it before.

vast bane
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and most if not all of the midi srd are statusEffect

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well change the key and find out

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you have CPR so you have to hae dfreds ce so it should work

wide crystal
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Right, sorry, got intimidated before I even applied the key πŸ˜…

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Savior, thank you. Since I'm not sure how these are different, is it safe to stick to macro.CE or does it work on case by case basis?

vast bane
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someone needs to write a script that changes statusEffect to macro.ce on everything in a world.

tribal hill
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Anyone automated shepherd druid totem?

wide crystal
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Thanks Moto, this helped with my issue. I'll remember this in case anything similar happens in the future.

vast bane
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if you are a CPR user all your dae wrench usages for conditions need to follow up by changing statusEffect to macro.ce no more just slappin a condition via the wrench

ember cloak
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Hey friends im looking for the setting to bypass having to roll attack rolls and just roll damage if needed

vast bane
ember cloak
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yes

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for instance if i roll a physical die and just to be able to click roll damage is my goal

vast bane
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you can also turn off auto roll and just roll damage

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which would be the same core roller method

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by core I mean no midi damage card displays and it doesn't look like a merged card

ember cloak
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Okay thanks for the response - may just turn it on all auto roll just to make combat a little quicker

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for me atleast

scarlet gale
vast bane
scarlet gale
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I'm reading the effect keys, so getting combined won't be an issue

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I think

vast bane
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when statusEffect combines them the keys are not very informative and only the first status effects name/id is used

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will only happen for 2 statuseffect ae's

quasi needle
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is there a flag for prevent any healing on this target?

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nevermind, i found it

vast bane
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either a DR of 999999 or DI flag

scarlet gale
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I would just use the immunity to healing core flag

languid wave
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For some reason all of my players are rolling attacks at disadvantage. They shouldn't be 🀨

vast bane
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lovin the new dfreds changes

vast bane
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although....always disadvantage sounds an awful lot like you got one of the naughty modules installed in the pins here

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either retroactive advantage or ready set roll

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but it can also be the hidden flag

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(or ranged disadvantage flag) as they are invisible flags to users who do not have attribution turned on

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If your issue is not related to hidden flags or a naughty module let me know so I can add it to the list

languid wave
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my bad

vast bane
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highly recommend still turning on attribution, midi has an increasingly large amount of hidden roll flags nowadays

languid wave
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it was only the ranged characters rolling disadvantage

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Already did

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I like that feature

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thanks so much for always helping out and all, really appreciate all you do πŸ™‚

north shadow
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Hey Moto, I'm trying to follow your steps here. What does "Change its creature type to "noTarget" mean?

north shadow
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I see the actor in the compendium

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I do have JB2A maybe not the right module though

vast bane
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export it and store it in the sidebar in a safe spot

north shadow
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Kk I see it in the sidebar

vast bane
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which premade spiritual weapon are you using?

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spell I mean

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CPR strangely updates to a bad midi srd one

north shadow
vast bane
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so if you want the sample item you need to get that, or you can get the cooler v9/v10ified one I shared here

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where did you get your spiritual weapon spell item

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the midi srd one doesn't use warpgate, the sample item does

north shadow
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Compendium -> Actors -> JB2A

vast bane
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I am not talking about the actor

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I am talking about the spell

north shadow
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Oh SRD I believe, let me see

vast bane
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the actor is pointless if you don't have warpgate/are not using the sample item

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I prefer the v9 version of spiritual weapon from the midi sample items, heres its macro, or you can just use the midi sample item in v10:

console.log(args);
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": "icons/magic/symbols/runes-star-pentagon-magenta.webp", 
      "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 + ${args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod || ""}`,"force"]]
    }
  }
}
const result = await warpgate.spawn("Spiritual Weapon",  {embedded: updates}, {}, {});
if (result.length !== 1) return;
const createdToken = game.canvas.tokens.get(result[0]);
await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"system.proficient": false});
const targetUuid = `Scene.${canvas.scene.id}.Token.${result[0]}`;

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]}]
}]);
north shadow
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Sweet sample item is in the Midi compendium right?

vast bane
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you need to make your actor look like this:

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The best out of the box spiritual weapon is in the "Midi Sample Items Compendium". The best imo is the one I just pasted above.

north shadow
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Sweet I've got the v10 + warpgate for the moment, let me find the target cog

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Once I've got it working I'll try the v9 as well

vast bane
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all you need for the pasted code above is Item Macro installed with its character sheet hooks off, then you can paste the v9 macro above into the v10's spot as the items setup the same just needs the code change

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the v10 one gives new users trouble if their actor is not setup right

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think the v9 one just makes the item if you named it wrong so its user friendly

north shadow
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Kk found the NoTarget, it was blank which was throwing me. I'm unable to add the spell as an attack to it

vast bane
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you don't need to edit it beyond its name

north shadow
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Ah kk, it has no attack currently, do I just add a blank one and name it?

vast bane
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now you got me going to look

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wow I could have sworn they had attacks

north shadow
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Doh, if it is a hassle no worries. We currently just recast the spell everytime, so this is just an improvement

vast bane
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just make a basic attack item then

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name it the same as the image

north shadow
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kk

vast bane
# north shadow

prolly give it an icon, but I like a lil janky in everything so I approve

north shadow
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Haha ya

vast bane
# north shadow

while in the sidebar click its prototype token button at the top and make sure its set to neutral

north shadow
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Is warpgate a module I need for the v10 to work?

north shadow
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kk grabbing that

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SICK!!!!

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Getting close, when I click the attack it says "Spritual Weapon is Incapacitated" I'm guessing because it has 0 HP as it should?

lucid barn
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how can I add some condition when fail a saving? Thanks

vast bane
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if your items have fluff in the activation conditions that could be problematic though

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which is why nobody should use dnd5e srd

north shadow
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Ya might be something I've got set, giving it 1 HP and it works perfectly

vast bane
north shadow
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TY for the help!!!

violet meadow
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I was pondering if the addition for some sort of flag that would allow a creature on 0HP to not be "incapacitated" would make actual sense.

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So that if you have a "Spiritual Weapon" Actor with 0HP, it can attack, but it should be relatively safely ignored from attacks of any kind.

One issue would be the findNearby check with incapacitated paramater set to false

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But I don't think that this solves any more issues than what the NoTarget creature type currently does πŸ€”

coarse mesa
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DFred's addEffectWith is the part that was giving me grief with my Light macro and he's just done a fix on that now... interesting

violet meadow
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So you don't need this anymore! πŸ™€

coarse mesa
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That is outrageous... and wonderful. But that title bar though πŸ€”

lucid barn
coarse mesa
violet meadow
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It has MidiSRD functions, in the version I got now easily accessible. I will share in the morning

coarse mesa
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What you've done seems like a 3rd level spell... far more power than a simple cantrip πŸ˜‚

violet meadow
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Light cantrip will just trigger a colour picker if anything at all.

This is more like a MidiMacros function that will be exposed for someone to create a light on the fly

coarse mesa
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That's good forethought

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Are you using the new ATL?

violet meadow
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Nope, Warpgate instead

coarse mesa
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Don't tell Kaelad

violet meadow
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I saw that Kaelad straightened it out though

coarse mesa
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Sounds like it, I'm excited to test it this weekend

lucid barn
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and have flag for vulnerable? Cant find

violet meadow
queen raptor
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Questions about Chris' premade Ancestral Protectors feature:

-Is there meant to be a way to limit it to 1 creature per turn? (Current behavior, it marks everything the Barbarian hits while raging instead of only the first creature)
-It should clear on the start of the Barbarian's next turn, correct? (Currently, it is tagged with a special duration to end on Source Actor's next turn start, but actually removes itself after 2 rounds)

scarlet gale
queen raptor
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Give me just a moment and I'll letcha know

scarlet gale
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That can easily be an oversight by me as well, I'll double check it

queen raptor
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0.2.25

scarlet gale
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It should be removing itself at the start of the source actor's turn

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If it's not, I would check your DAE version and make sure it's up to date

queen raptor
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My DAE is .23

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Based on advice from Moto

scarlet gale
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Do other special duration effects not work?

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I found the bug with it doing it more than once a turn, fixing that now

queen raptor
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I gave a Hill Giant a dummy effect with a duration of "1 attack" and it cleared correctly

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And when I put a dummy effect on a Hill Giant's greatclub to clear at the start of source actor's turn, it clears correctly.

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But Ancestral Protectors doesn't 😐

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Effect applied on the Barbarian's turn in Round 6, cleared on the barbarian's turn in Round 8.

scarlet gale
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the attacker is in combat right?

queen raptor
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Yep

scarlet gale
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Errors in console when the turn comes around?

queen raptor
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That's on his turn when the effect is supposed to end

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And when the effect actually ends (a round later)

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Does it not know that the Barbarian is the source actor? So it's just defaulting to the 2 round duration?

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Actually

scarlet gale
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it should

queen raptor
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Hm

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Would it break if, say, this were a duplicate of the actual actor that the player uses?

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One that I quickly made to test some stuff without accidentally expending his resources

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smh apparently so

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It works for the actual actor

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I'm sorry to waste your time on that part

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Can confirm that he does still have the issue where it applies to multiple targets in a single turn, though

scarlet gale
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yea, troubleshooting that right now

vast bane
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Ok so, revisiting my unidentified magic item prefab

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Everything works great, except that in the latest dae, 23 that is, he made something different in how items go on the actors. If I have a magic item that itself has a macro.createItem key on it, like this one:

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the two items are the ranged special attack and a light feature. When the unidentified item attunes and gives the actor THIS weapon, I attune and equip it, but if its attuned/equipped by the MACRO I worked on yesterday that Krig wrote the last part of, these macro.createItem keys do NOT work till I manually through the UI toggle attunement off and then on.

gentle sluice
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is there any midiQOL effects that allow you to reduce on coming damage instead of just healing damage back as a reaction when hit?

vast bane
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DR=damage reduction
dr=damage resistance

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DR is a midi flag, dr is a system flag

flat gazelle
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did you get it working? I would love to profit from your work πŸ˜…

hot flower
flat gazelle
violet meadow
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Active Auras right?

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Do you create an actual Actor for the Spirit?

flat gazelle
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I don't know about callbritton but I did, so I can summon it using warpgate/arbor's

violet meadow
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Create a feature on that Spirit Actor, with a DAE set to transfer to Actor when equipped.

The Effect Value will be a MidiQOL OverTime effect and that Effect will be an aura.
This way will not need any macros, but will not be RAW as it will be affecting the caster and the creature too.

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With a macro, you can limit the targets to the ones you need, but it becomes more difficult

vast bane
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its similar to spiritual defender or whatever the spells called. For me I just made a special item on the faux actor that the caster used manually cause other than spirit guardians, nothing ever works right with at start of turn or first time you enter.

violet meadow
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I should take some time at some point, to write the rest of the spells the same way I did for Spirit Guardians.

flat gazelle
vast bane
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isn't it also immune after it saves?

flat gazelle
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nope, repeats every turn

flat gazelle
hot flower
violet meadow
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btw, tposney got his shotgun and is hunting them πŸ›
πŸ₯³

vast bane
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Tposney back from vacation I take it

scarlet gale
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There a way to set an item to ignore the midi settings and auto roll damage?

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Short of toggling the setting

short aurora
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You can fastForward core style?

vast bane
short aurora
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item.Roll({fastForward: true}); afaik

vast bane
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its item.use now though

scarlet gale
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Doesn't that just skip the popup?

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Or will that also roll the damage too

vast bane
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yeah fast forward is skip popout, auto roll is what Chris wants

short aurora
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item.rollDamage({fastForward: true}) is just a one click roll damage specifically

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I use it for my cleric's spiritual guardian

vast bane
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fast forward is not auto roll

scarlet gale
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I need to find a good way to get my synthetic items to roll without issues for people who have auto roll damage off

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Since the button in chat to roll damage doesn't like when the item no longer exists

short aurora
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I'm confused or don't understand the distinction, isn't skipping the pop up and rolling the item's damage what you want, or do you want the entire item to be rolled?

violet meadow
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embed the macro in the chat button 🀯

scarlet gale
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Can something be set during the pre item roll?

vast bane
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in the case of damage, auto roll auto rolls right after the attack rolls without the need to click damage in chat

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fast forward auto picks normal or crit for damage

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I'm the resident non fast forward fella here, I find that alot of people merge the two features thinking they are the same

short aurora
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Doesn't quite look like fastForward works in core with rollDamage regardless right now, just testing, that is strange

vast bane
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its probably because midi rebound the keys

violet meadow
vast bane
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the popout for damage is 2 options instead of 3

short aurora
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Nope, works with rollAttack

violet meadow
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or am I confused?

dark canopy
short aurora
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Am I odd in thinking that's weird that it works that way with rollDamage but with the other rolls, you don't put in options?

scarlet gale
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Doing a midi complete item use

dark canopy
short aurora
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I do often forget that is possible

violet meadow
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@scarlet gale you can hook on the midi-qol.preAttackRoll and from there Hooks.once("dnd5e.preRollAttack") for FF

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Or maybe alter the workflowOptions

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Sorry preDamage roll, but still

Though now that i think about it, you need to make sure that the Hook on the preAttackRoll is deleted if the workflow is aborted or something, cause it might mix up future ones

deep harbor
# dark canopy just create a lookup table ```js const {scale, width, height} = { 'small': {s...

So, I got back to this, and did as you suggested. Thanks for that.
I added scale to the mutate, but it will only change the size, or the scale, not both at once:

await warpgate.mutate(target.document, {token:{width: newTokenSize, height: newTokenSize, scale: newTokenScale}}, {}, {name: mutName});

I've been looking in the Warpgate documentation you pointed me to yesterday, but haven't managed to figure it out...

dark canopy
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oh, right, yea, scale is in texture now

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try 'texture.scale'

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guess my shims dont catch that one πŸ˜… whoops

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not quite

deep harbor
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This produces a syntax error, unexpected token.
texture.scale: where it used to say scale.

dark canopy
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texture.scaleX, texture.scaleY -- need both

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put it in quotes

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(the . is confusing the interpreter)

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await warpgate.mutate(target.document, {token:{width: newTokenSize, height: newTokenSize, "texture.scaleX": newTokenScale, "texture.scaleY": newTokenScale}}, {}, {name: mutName});
deep harbor
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I get the exact same error.

dark canopy
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can you show the full error?

deep harbor
dark canopy
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did you copy my snippet above?

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the texture.scale keys are not quoted in your version

deep harbor
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I did.

violet meadow
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Use scale: "0.8"

dark canopy
dark canopy
deep harbor
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I must have had a typo in there somewhere, because I copied it again and now I'm not getting the error. It's still not applying it though.

dark canopy
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something else must be getting in the way -- i just tried it with hardcoded values (2 for everything) and it worked

violet meadow
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I don't know why I read it 0,8

dark canopy
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click a token, run this:

await warpgate.mutate(_token.document, {token:{width: 2, height: 2, "texture.scaleX": 2, "texture.scaleY":2}})
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if that no worky, pretty sure its not wg

deep harbor
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That worked.

dark canopy
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then your input data must be wrong

vast bane
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what is target would be my first check

dark canopy
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that would produce an error in that case

deep harbor
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I'll post the relevant lines:

const tokenSizes = [{scale: 1, size: 0.5}, {scale: 0.8, size: 1}, {sacle: 1, size: 1}, {scale: 1, size: 2}, {scale: 1, size: 3}, {scale: 1, size: 4}];
const sizeCategories = ["tiny", "sm", "med", "lg", "huge", "grg"];

        const newSizeIndex = sizeCategories.indexOf(currentSizeCategory) + 1 < 5 ? sizeCategories.indexOf(currentSizeCategory) + 1 : 5;
        const newTokenSize = tokenSizes[newSizeIndex].size;
        const newTokenScale = tokenSizes[newSizeIndex].scale;
        await warpgate.mutate(target.document, {token:{width: newTokenSize, height: newTokenSize, "texture.scaleX": newTokenScale, "texture.scaleY": newTokenScale}}, {}, {name: mutName});
vast bane
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not if target is the proto token and they are lookin at a canvas token to see changes

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then they just aren't lookin at the right thing to see changes

dark canopy
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it would error

deep harbor
dark canopy
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log out all your derived values

deep harbor
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Enlarge works, but reduce is now giving a Can't create property scale on number '1' error, number 1 being the target token.

dark canopy
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log everything out

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that will show you what is wrong

violet meadow
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{sacle: 1, size: 1}

deep harbor
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I think I found the error. When I changed the function to a table(?), from an array, I missed adding the .size to the reduce side of the function.

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Yeah, that was it. Fixed.

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Thanks again.

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So now that I have Enlarge/Reduce, lets see if I can figure out using that for the Duergar Magic Enlarge self spell, without having to ask for help.

vast bane
deep harbor
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Nope. What's CPR?
And Duergar is none-srd. It's from SCAG.

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Is game.user.active the selected equivalent of game.user.target?

vast bane
violet meadow
vast bane
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Midi SRD module has enlarge/reduce already made, and CPR has the duergar invisible and enlarge features prebuilt

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CPR=Chris' Premade Module

deep harbor
vast bane
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I think its the same is it not?

dark canopy
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its srd -- the creature

violet meadow
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btw, I am waiting on a MidiQOL/DAE update to validate the MidiSRD updates and then release it

deep harbor
vast bane
#

As much as I love midi srd, I'm more happy Tposney is back lol

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Sources of premade stuff for Midiqol:

Midi Sample Items Compendium(comes with the module)

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

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 and other useful info:
https://github.com/thatlonelybugbear/FoundryMacros/wiki

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unless you want to reinvent the wheel, the things you are making are already available in these locations

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has anyone noticed issues with dfreds newest version yet, am pondering mashing the update button

violet meadow
deep harbor
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For the sake of learning, I am still going to make some of these things myself. That way I understand how they work, what they're doing, why, etc., so that if I ever want to tweak something, I can do so.

vast bane
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I only suggested incase you were unaware

dark canopy
deep harbor
deep harbor
vast bane
#

CPR has a really cool feature where you click a button and your current item updates to the best of either CPR, midi srd, or midi samples

deep harbor
#

This is the stripped down version of Enlarge/Reduce that I've made for the Duergar Magic's Self Enlarge

const mutName = "enlarge/reduce";
const effName = "Enlarge/Reduce";

console.log(args);

if (args[0] === "on") {
    const tokenSizes = [{scale: 1, size: 0.5}, {scale: 0.8, size: 1}, {sacle: 1, size: 1}, {scale: 1, size: 2}, {scale: 1, size: 3}, {scale: 1, size: 4}];
    const sizeCategories = ["tiny", "sm", "med", "lg", "huge", "grg"];
    
    const { tokenId } = args.at(-1) ?? {};
    const { actorId } = args.at(-1) ?? {};
    if (!tokenId) return ui.notifications.error("tokenId not defined");
    if (!actorId) return ui.notifications.error("actorId not defined");
    const target = canvas.tokens.get(tokenId);
    const actor = target.actor;

    const currentSizeCategory = actor.system.traits.size;
    
    const newSizeIndex = sizeCategories.indexOf(currentSizeCategory) + 1 < 5 ? sizeCategories.indexOf(currentSizeCategory) + 1 : 5;
    const newTokenSize = tokenSizes[newSizeIndex].size;
    const newTokenScale = tokenSizes[newSizeIndex].scale;
    await warpgate.mutate(target.document, {token:{width: newTokenSize, height: newTokenSize, "texture.scaleX": newTokenScale, "texture.scaleY": newTokenScale}}, {}, {name: mutName});
    const effect = actor.effects.find(e => e.label === effName);
    if (effect == undefined) return ui.notification.error("Enlarge/Reduce effect not found");
    const changes = foundry.utils.deepClone(effect.changes);
    changes.push(
        {key: "system.traits.size", mode: "5", priority: "55", value: sizeCategories[newSizeIndex]}
    );
    await effect.update({changes});
}
if (args[0] === "off") {
    const { tokenId } = args.at(-1) ?? {};
    if (!tokenId) return ui.notifications.error("tokenId not defined");
    const target = canvas.scene.tokens.get(tokenId)
    await warpgate.revert(target, mutName)
    await ChatMessage.create({ content: `${target.name} is returned to normal size` });
  }
#

For some reason, I'm getting a cannot derive actor document from provided Token error.

dark canopy
#

one thing -- const actor = game.actors.get(actorId);. This is dangerous on unlinked tokens

#

change to const actor = target.actor

vast bane
#

I don't have SCAG but the monsters of the multiverse version they can reduce also

dark canopy
#

and the actual warpgate commands, you want target.document.

As a further step -- i see you are mutating, and then doing an effect update. You can do both inside the same mutation

deep harbor
deep harbor
deep harbor
dark canopy
#

its a question of exactly which actor document you are grabbing

#

by going through the actor collection, you are getting the sidebar version

#

which, for linked actors, is the same as their token actor, however, for unlinked -- it is NOT

#

so, if you are dealing with a specific token and its actor, its better to go through the token to get it

dark canopy
#

does that make sense? its a huge stumbling block when getting started

#

an unlinked token keeps a "soft" copy of the sidebar actor (in so many words) and stores its actor data on the token itself

deep harbor
#

Now I'm getting an undefined somewhere.

dark canopy
#

click the VMxxxx:yy link to the right of the error

#

it will take you right to the line breaking

violet meadow
#

Side note you still got a sacle instead of a scale in ```js
const tokenSizes = [{scale: 1, size: 0.5}, {scale: 0.8, size: 1}, {sacle: 1, size: 1}, {scale: 1, size: 2}, {scale: 1, size: 3}, {scale: 1, size: 4}];

deep harbor
#

Oh. That's not good. Thanks.

#

That's the error.

#

There was no .scale for a dwarf going from small to medium.

#

Or not. Still got an undefined.

#

And that now works fully. I had the effect name wrong.

#

I changed it back to Enlarge/Reduce, from Enlarge, to stop it stacking with the spell.

#

I can now drag Duergar from my compendium, and everything populates. I've not looked at getting the spells to show up at the correct levels yet though.
You can add hooks, so I should be able to do that, right?
If it's not simple, I'll ignore it, as it's very easy to fix manually.

#

Actually, sunlight sensitivity will need some setup.

dark canopy
#

the srd creature should have its features configured πŸ€”

deep harbor
# dark canopy spells?

Duergar from Scag have Duergar Magic as a racial feat. It grants modified spells to the player as innate spellcasting, being self-only enlarge-only Enlarge/Reduce, and self-only Invisibility.

vast bane
#

hes referring to starter race, I think they made a race item

dark canopy
#

gotchya gotchya

deep harbor
#

I drag Duergar onto the character sheet, and all the racial features get added automagically, and they in turn add their own effects, spells, etc.

#

I haven't looked at the invisibility macro yet (change token vision permissions to GM and owner only), nor have I looked at a macro for Sunlight Sensitivity.

short aurora
#

Is there a premade example somewhere of the whole "if you fail the saving throw by x, this also does y"?

violet meadow
#

If not, you can use an activation condition

vast bane
#

CPR's drow poison comes to mind

#

or its the crossbow on the drow monster

short aurora
#

will check the drow

#

It's "fail save, get deaf, fail save by 5 or more, also get blind"

vast bane
#

this is exactly the scenario where statusEffect gets weird beware

#

if you use statusEffect for ae's with more than one condition, it combines them into one and it looks like it doesn't apply the second but its keys are in the other one

short aurora
#

This is just for future learning, I'm doing this manually in this game, so I'm not in a rush or anything

deep harbor
dark canopy
#

not global, but yes, light sources can

deep harbor
#

The function I just copied only checks for tokens. How would I modify that to also check lightsources?

dark canopy
#

AmbientLight is the document type

#

which live on the lighting layer of the canvas, or in the lights embedded collection of the scene

violet meadow
#

@short aurora btw I remembered our conversation about raceOrType being available as an argument in MidiQOL ones.
Here ya go. I was sure I had seen that in there.
workflow.conditionData.raceOrType

#

Actually one should look at all the goodies in that conditionData

short aurora
#

Ooh, sweet, that's much easier, thanks mate

deep harbor
#

I did say I'd leave sunlight sensitivity manual if it wasn't simple to do, and I can't even find where findNeabry is defined or what it's arguments are.
I can just apply it as an inactive effect and have folks toggle it as needed. That also solves the 'I'm outside' global illumination problem.

vast bane
#

toggle it when needed in each situation since you can mass select and apply ce's

deep harbor
#

dfreds Combat Effect?

vast bane
#

Dfreds Convenient effect, one of the links in that premade copy/paste

deep harbor
#

I've got Combat Utility belt in, but haven't started looking at it yet.

vast bane
#

ewwww

#

Cub is what you use when you can't use dfreds ce, aka other systems

dark canopy
#

(cub is fiiiiine)

deep harbor
# vast bane ewwww

Didn't know that. It kept coming up in searches as a thing to use, so I picked it up for later examination.

violet meadow
#

Make use of some optional chaining to be sure that everything exists but should do it

short aurora
# vast bane ewwww

Respectfully, that's so rude. CUB is a great module made for free for love of development or the community with so many hours of unsolicited labour. It's fine to express preference, but maybe don't put the developers' work down while doing so?

vast bane
#

the reason Dfreds CE stands out to cub is the much stronger UX and tons of premades that come with dfreds CE as well as midi having functionality with it that improves automation. Cub's midi integration goes as far as having one key useable in dae, thats about it and no premades nor auto application.

dark canopy
#

meaning its not a good fit for your use case

deep harbor
#

Do I want DFreds effects panel along with that?

violet meadow
vast bane
short aurora
deep harbor
vast bane
#

VAE not dae don't mix em up ;p

deep harbor
violet meadow
#

@deep harbor you can base Sunlight Sensitivity on darkness of the Scene as well

#

but yeah it needs some setting up to automate it properly, meaning build the check around your table demands

deep harbor
deep harbor
#

As for findNearby, it only finds tokens, so that doesn't help with light sources anyway.

violet meadow
#

Challenge accepted 🀣

#

don't have time now though 😩

dark canopy
#

warpgate.crosshairs.collect could probably work to collect light placeables

violet meadow
#

Wait sunlight sensitivity is just that. *Sun *light

#

what about lightsources?

vast bane
#

there are 2 different monster features for light

#

cloakers are sensitive to light.(period), drow are sensitive to sunlight

deep harbor
violet meadow
#

"Summoned" light sources create an actor with that type of light for me, so I have linked the check with the Sunburst light animation type, for my table

vast bane
#

just went through this with my players theres apparently only 2 spells that make sunlight and oddly daylight is not one of them

#

I think it was Dawn and Sunbeam

violet meadow
#

Dawnbringer Item is the one being used from my players that needs this treatment too

vast bane
#

yeah I haven't parsed items yet

deep harbor
#

So I want to replace status effects in the dfreds settings..?
What are ATE and TokenMagic that it has integrations for?

vast bane
#

ATE is about to become awesome

#

Just need Kaelad to release the test he showed off on kandashi's server

#

Yes to REPLACE btw

#

ATE is a module that lets you mod token settings with active effects

#

tokenmagic is a module that handles animation overlays on tokens

#

dfreds has a bunch of module collaborations if you have them all, when you refresh after enabling them it should auto pick them all up

deep harbor
#

I'm not looking to animate stuff, and I don't have ATE, so they should be off, but they're both on by default, seemingly.

vast bane
#

if they don't exist in your session then it doesn't matter

#

This is basically ATE in a nutshell in dfreds

#

ATL can do a bunch of various token settings in ae's

deep harbor
deep harbor
#

Openned and bookmarked.

vast bane
#

also ATE=ATL, they just didn't wanna change the old keys

#

kaelads gonna kill me cause he made it officially in the module somewhere but I never can find it so I share maxpats link to everyone lol

deep harbor
#

Why does VAE have 9 days per week, 3 weeks per month, with an extra day each year? Default settings.

vast bane
#

I didn't like how the lights were named differently so I duplicated them as custom and renamed them so they would be together in the statusmarkers:

vast bane
deep harbor
#

I have no calendar in at all.

vast bane
#

yeah my guess is Zhells world is that

molten solar
past spade
#

Can I modify a workflow to add a DC and an effect after the attack hits via macro?

vast bane
#

Eberron or something?

molten solar
#

Home game. Homebrew all the way.

vast bane
#

nifty

molten solar
#

VAE was initially part of my personal module if you recall.

deep harbor
vast bane
#

Toggle status effect is what you want, and you must refresh your client for changes to happen

deep harbor
#

How do i get to the effects list to add, remove, duplicate, etc?

#

Found it.

vast bane
#

I like to call it the Jazz Hand button

deep harbor
#

Ooh. Rage and everything is in here. That's so useful.

vast bane
#

midi sample item rage is the best rage

#

if you are a zealot barb CPR has divine fury

deep harbor
vast bane
#

Enlarge Reduce is in there, if you have ATE installed that is

#

pretty sure it leverages ATE/ATL keys

dark canopy
#

just a note on that -- if you have a working setup with wg mutations, they will be more stable overall than ATE due to its prototype bound nature

violet meadow
deep harbor
vast bane
dark canopy
#

that's good to hear

vast bane
violet meadow
#

Now that I changed eveything to use warpgate, I will stick to it πŸ˜„

dark canopy
#

in the long run, still, the wg approach is more stable

vast bane
#

he has conditional resistence features

deep harbor
#

It does do size changes, but it doesn't like going from small, with scale 0.8, to medium.

vast bane
#

as long as you use macro.ce instead of statusEffect

deep harbor
dark canopy
vast bane
#

the only thing his CR keys don't pickup is a save for poison damage that doesn't do the condition(poison spray)

vast bane
#

obviously the middle 2 keys are not CPR, I took liberties

dark canopy
vast bane
dark canopy
#

(second benefit, you can yell at me for fixing your code!)

vast bane
#

the first key is for midi halving poison damage, and the middle two keys are my own advantage reminder keys cause its smart to combine ae's if you can into one ae

deep harbor
vast bane
#

I didn't wanna have a stonecunning ae and a dwarven resilience ae

#

I actually made this before Chris made dwarven resilience

#

I guessed that he had a CR.poisoned

violet meadow
#

***This is not to be used as is ***

vast bane
#

Challenge accepted

deep harbor
#

The enlarge reduce in the CE menu doesn't make small units smaller. It does for Tiny, but not small. It isn't using scale at all. That's why it seems slightly off compared to what I just did.

vast bane
#

scale is just a thing for top downers

#

imo

dark canopy
#

its a personal choice

#

i shrink small pogs too

vast bane
#

I didn't understand why all the monster srd tokens had scale till I used one, cause I always yoinked their topdown off

#

never realized that scale looks cool with topdowns

dark canopy
#

scale > 1 is pretty neat for top downs in general

vast bane
#

yeah, thats what I meant, wasn't thinkin of scale down actually

deep harbor
#

Also, all the effects are on timers, not on turns. Gameplay is rarely real time, and pausing un-pausing constantly to prevent the timers running out seems tedious. Am I missing something here?

vast bane
#

I never play in real time

#

thats where the lack of simple calendar is showing though for you

deep harbor
#

So you're saying that with simple calendar, I will have manual time controls?

vast bane
#

SC you can pause the ingame time and I personalyl never let it play live, I advance in minutes/hours during live session

deep harbor
#

Excellent. On it.

vast bane
#

I don't link game time to pause

#

my game is unpaused yet time stands still, another dope feature

deep harbor
#

If in a combat encounter, does it automatically progress time 6 seconds per turn, or does that need to be done manually?

vast bane
#

turns advance 1 second I think in midi, and rounds are 6 seconds

#

dae usually does the heavy lifting for converting durations I think

#

turns aren't time, its just that if you advance a turn it clears an instant template

deep harbor
#

So I don't need to worry about it. That's great.

vast bane
#

you also need times up module if you intend for your ae's to expire by time

#

but honestly times up, dae, midi are like basically core in this channel realistically

deep harbor
#

Don't worry. I found Times Up all on my own.

#

Can I use Simple Calendar with the day number and calendar bit turned off? So it just has times?

vast bane
#

one of the simpler time modules might be your jam then. I dunno I don't use smalltime or weather control

short aurora
#

SmallTime utilizes Simple Calendar, so the info is still there, but you can minimize it so it doesn't show

#

minimized

#

with dates

vast bane
#

what calendar is that out of curiosity

short aurora
#

I think I stole the day/months from somewhere in the DMG but the years are homebrew

#

:p

vast bane
#

I think I will use the smalltime module for campaign 3, but in dotmm daytime rarely matters to the party

#

thats the thing I like the most about smalltime is the sun meter

short aurora
#

The daylight tying to scene light is super useful and the drag the sun to progress the day stuff

slate ermine
#

Hi Folks. Can I use MrPrimate's macros/module If I do not use DND Beyond?

deep harbor
#

Does Simple Calendar support variable week lengths, recurring events by offset from month (such as second Sunday of the month), and things like that?

deep harbor
#

And does VAE pull the day/week/moth/year setting from Simple Calendar if it's enabled?

vast bane
#

the top of all his macros have instructions

vast bane
slate ermine
vast bane
vast bane
deep harbor
#

Okay. I'm back to macro questions.
Currently, adding Duergar Magic to your sheet adds the custom spells, but it should only do so if your level is 3rd/5th or higher.
How hard would it be to attach a macro to character changing level, and then add the spells if the character level is high enough (checking to prevent duplicates, of course)?

vast bane
#

sometimes automation macros change how the spell works mechanically in foundry, for instance, my scorching ray automation is a self/self item instead of a targeted spell, so beware when you start yoinking the macros from chris and mrprimates githubs that they might be implying a differently setup item from the dnd5e srd item

slate ermine
#

I think I Should just ban paladins from my game XD

vast bane
#

I think we're gonna get a race item soon in dnd5e but right now there isn't a way to do it

vast bane
#

Sources of premade stuff for Midiqol:

Midi Sample Items Compendium(comes with the module)

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

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 and other useful info:
https://github.com/thatlonelybugbear/FoundryMacros/wiki

slate ermine
#

Yes this is the list I have been following for the past 5 hours

vast bane
#

is it a pally smite?

#

bonus action smite?

deep harbor
slate ermine
#

yes all three. Thunderous, Wrathful and Searing Smite

vast bane
#

pretty sure those are exact examples of the item being different than the dnd5e versions

#

they are self buffs

#
// Modules Required - Item Macro, MIDQOL, Dynamic Active Effects
// Card settings - Target & range: Self
// DAE settings - [1] flags.dnd5e.DamageBonusMacro / Custom / ItemMacro.Searing Smite [2] flags.midi-qol.brandingSmite.level / Override / @item.level


if (!["mwak","rwak"].includes(args[0].item.system.actionType)) return {}; 
if (args[0].hitTargetUuids.length === 0) return {}; 

let selected = await MidiQOL.MQfromActorUuid(args[0].actorUuid); 
let DC = selected.system.attributes.spelldc;

for (let tokenUuid of args[0].hitTargetUuids) {
    const target = await fromUuid(tokenUuid);
    const targetActor = target.actor;
  
         const effectData = {
        label: "Searing Smite", 
        icon: "icons/skills/melee/strike-sword-steel-yellow.webp",
        changes: [
          {key: "flags.midi-qol.OverTime", mode: 0, value: `"turn=start,saveAbility=con,saveDC=${DC},damageRoll=1d6,damageType=fire,label=Searing Smite" `, priority: 20}, 
                ],
  
        origin: "Searing Smite", 
        disabled: false,
        icon: "icons/skills/melee/strike-sword-steel-yellow.webp",
        label: "Searing Smite"
      }
      await MidiQOL.socket().executeAsGM("createEffects", { actorUuid: targetActor.uuid, effects: [effectData] });
      await ChatMessage.create({content: `${target.name} is set on fire and begins to burn!`});
} 
Hooks.once("midi-qol.RollComplete", (workflow) => {
    console.log("Deleting concentration")
    const effect = MidiQOL.getConcentrationEffect(actor);
    if (effect) effect.delete();
    return true;
})

const spellLevel = actor.flags["midi-qol"].brandingSmite.level;
return{damageRoll: `${spellLevel}d6[fire]`, flavor: "Searing Smite"}
vast bane
#

remove the on use macro entry at the bottom of my searing smite item

slate ermine
#

oky....

vast bane
#

pretty sure all the bonus smites follow this basic theme though

slate ermine
#

Is that not where we link it to the item macro

vast bane
#

theres a couple ways to do item macros in midi

#

there is the actor on use, item on use, dae keys

#

and in searing smites case, its a dae entry

deep harbor
#

There's so much workflow stuff I've got to figure out in Midi Qol's settings. Guess I'm off to #513918036919713802 ...

vast bane
#

they'll swep you back here

#

the rest of this discord doesn't exactly like midi using up 200 messages of its space for midi questions hehe

slate ermine
#

is this correct

dark canopy
vast bane
#

if you mouse over the lil gray icon at the topbar of the spell Searing Smite you should see the code match

deep harbor
#

Oh, yeah. I'm in midiQOL, not macro-polo. Oops.

#

Is there a generally accepted setting list for the workflow section?

vast bane
#

my pally doesn't have any of the bonus smites prepared, I'm kinda banking on Tposney fixing the damagebonusmacro key before he prepares them again lol

vast bane
#

I think the best approach to take is to snippet any settings you don't understand and ask here what they are

deep harbor
#

I see templates stuff. I take it spell can have templates attached directly, for easy casting and targeting?

vast bane
# slate ermine is this correct

I'm pretty sure this is actually suppose to work but midiqol is broken right now with this specific key and some people have to do your way:

slate ermine
#

So once I use the spell the Toon casting searing smite has to do a saving throw

deep harbor
#

So sounds like auto-target walls block is a good default for that.

vast bane
slate ermine
vast bane
#

dnd5e's item is a target with a save

#

compare my item to your items details, you left the saving throw in

deep harbor
#

CE effect application. How are those linked?

vast bane
deep harbor
#

Seems like I'd want to set it from the spell effect, rather than have it do it automatically.

vast bane
#

I do AE before CE for it, the setting right above that is THE effect transfer setting, make sure THAT is on for sure

deep harbor
#

Thanks. Done.
I've got late targeting on already, so that'll stop players forgetting to target things.
Does this mean I need to add a target requirement to all swords and stuff?

vast bane
#

I never thought of that but I'm weird and don't have a target for weapons cause then opp attacks are annoying to manage

#

I do always require targets, and I don't have late targetting on

deep harbor
#

Well, if I want to automate reactions, then I'll need the player or npc to target the target.

vast bane
#

my player shave learned fast that if nothing happens its cause they didn't target

#

reactions don't require targets they just happen I think

deep harbor
#

Auto check hits to GM see. What about the separate attack per target?

deep harbor
vast bane
vast bane
#

third party reactions are...possible in a really janky way, ill advised

#

manual reactions can have targets if you want

#

but if you are automating midi on high automation, good luck getting those manual reactions off in time

deep harbor
#

Saves, search item descriptions?

vast bane
#

never a reaso not to

deep harbor
celest coyote
#

I was sent here from Macro-polo.

Is there a way to set up percent chance effects using midi?

Like if I want an attack to have a 5% chance to stun.

vast bane
#

I actually think its not raw how the default midi shield works, it should be an optional.NAME.macro cause you can see the roll first before shielding

deep harbor
deep harbor
#

The prompt for the reaction.

slate ermine
#

Alright all of the smites are there now. It applies the concentration and the effect. Now should the damage get added to the Toon's next attack?

vast bane
#

depending on what action type is set on the reaction

deep harbor
#

Auto apply damage seems useful for players Vs NPCs, but they'll want to do that themselves, and it allows for reactions and such.

vast bane
#

think of them like instants in magic the gathering

#

reactions are usually automated no worry about damage getting messed up

#

imo damage should be automated, I hate having to sit there questioning if they reduced their damage or not, but I'm scarred, I've had cheaters at my table

deep harbor
#

What I'm trying to ask/figure out for the reaction prompt is this:
If the player is targeted, but the weapon, item, skill, spell etc., doesn't have a target requirement, does the target still get a reaction prompt if they have a valid reaction?

vast bane
#

if you have always require target on, then weapons will require targets

deep harbor
#

That's why I'm asking.

vast bane
#

unless you have a really weird importer, all weapons have targets

deep harbor
#

So when I asked earlier if I needed to add target requirements to weapons, that would be a no. Thank you.

deep harbor
#

Not listed in their details at any rate.

#

Which is why I was asking.

vast bane
#

I want to believe that midi fixes this under the hood

#

as I've never seen this be an issue till you just brought it up

#

Ironic that its the dnd5e srd thats the problem and not the importers lol

#

I can confirm that a none weapon cannot roll if it has no target

#

therefore not an issue unless you have requires target off

deep harbor
#

I've got the DAE SRD module, but I've seen people reference that it has all the spells, and it doesn't. I'm guessing I'll need to dig through those other sources instead.

dark canopy
vast bane
slate ermine
vast bane
dark canopy
#

that is the default "empty" value

vast bane
#

I think midi is just treating none as creature under the hood

dark canopy
#

it is not core's burden to arrange data specifically for a third party module

vast bane
#

also pro tip if anyone has require target on, you can make the attacks manually by using the buttons in their descriptions

deep harbor
vast bane
#

the modules with premade stuff has been shared above somewhere, CPR, Midi SRD, dfreds CE, and then a few githubs

deep harbor
vast bane
#

DAE SRD was meant for the v8/v9 era for the folks who used better rolls or the core roller instead of midi for semi automated stuff, it died when better rolls died basically

#

midi users would just use midi srd

celest coyote
#

If I were to set a type of damage to 1d100cs100. Could I set a condition to activate on true.

That way it would show a 0 on anything but a roll of 100, in which it would give a 1. Telling midi it is true and to place the condition on the target. Or is that outside the modules scope?

vast bane
#

damage can't have a cs I don't think

#

You could do an activation condition for an OTHER roll of 1d100, and have the condition look for 100 on the roll

#

or a damage roll that deals NO damage

#

since others dont auto roll

deep harbor
#

If I wanted to tweak invisibility so that it only worked on self, how would I change that?
I'd have to check that the targeted token is the linked to the actor source?

vast bane
#

I'd just use CPR's duergar invisibility

#

you can make a basic feature that is self/self for target/range and then drag dfreds CE's invisibille condition onto the effect tab of the item, this only works if the feature is on an actor, not the sidebar.

#

You can also just click the dae wrench on the feature and add the invisible condition that route too

celest coyote
#

I just switched to v10 and forgot I can’t use better rolls to split damage anymore. You’re right.

How does the conditions line work? I’ve written stuff in but never actually gotten it to flag the condition correctly.

deep harbor
vast bane
celest coyote
scarlet gale
#

all it is is a macro.ce for the invisibile condition

vast bane
#

if you can't live without ready set roll, you gotta drop midi

vast bane
scarlet gale
#

like the icon?

vast bane
#

its better than a bag icon

scarlet gale
#

ah lol

vast bane
quiet solar
#

hey guys - stupid question, but is there a way to abort a midi workflow in a macro?

celest coyote
scarlet gale
#

Pre item roll I think you can

quiet solar
quiet solar
#

basically wanting to have a 'cancel' button in a choose number of charges dialog

#

and returning false doesn't work there

vast bane
scarlet gale
#

could always update the item to have the desired number of charges after canceling the dialog

vast bane
#

I dunno how you will do the 1d100, but this is basically what you want

#

the wiki has a bunch of examples to put in that field

quiet solar
scarlet gale
#

You may need to change where you're doing the dialog then

quiet solar
scarlet gale
#

pre item roll you can just cancel

vast bane
#

I have an example of a pre-item roll cancel in a macro if thats of interest

quiet solar
#

maybe I can switch to that - seems like it should work

celest coyote
vast bane
#

cs stands for critical strike doesn't it?

#

you can't do cs in a damage roll

dark canopy
#

count success

vast bane
#

oh

#

the damage formula will be 1d100, and then damage type "No Damage"

#

THEN, your activation condition will be probably something very similar to the sword of lifestealing or one of the sample items

deep harbor
#

Could you not do 1d100cs * 100?

#

That would give a result of either 0 or 100.

vast bane
#

you don't want to do cs

#

the only way you are gonna get an effect applied on a roll is using an activation condition, the cs is redundant

celest coyote
#

Ya I was doing cs because it will only generate a 0 or 1, and from programming in my head that meant true or false haha.

deep harbor
#

In that case, could you not have the effect applied to the target regardless, and then use a the ItemMacro to remove it with a random numer check?
Just spit-balling, and trying to learn in doing so.

vast bane
#

You could try this as a wildguess:
workflow.diceRoll === 100

#

make an item with a damage only workflow of 1d100, damage drop down set to no damage

#

put the above code in the activation condition

#

put an active effect with your condition on the item, set the target/range to what it needs to be, don't check any boxes in the first tab of the ae

deep harbor
#

I see. You're using the item to generate the random number.

vast bane
#

check the box for effect activation at the bottom of the item

deep harbor
#

Is there any easy way to clone all the configurations and modules from one game to another, or is having and duplicating a template world the best option?

vast bane
#

forien's copy environment module, modulemanagement+

#

midi's settings can also be exported/imported

violet meadow
#

@celest coyote stupid activation condition. Works for a d100 roll and then apply an effect if higher than 50 ```js
mek();function mek() {const roll = new Roll("1d100").evaluate({async:false});console.log(roll.total);game.dice3d?.showForRoll(roll,game.user,true);if (roll.total > 50) return true};

celest coyote
violet meadow
#

it will roll the d100 twice unfortunatelly

quiet solar
violet meadow
vast bane
vast bane
violet meadow
#

@gilded yacht do Activation Conditions fire twice in a workflow? πŸ€”
It is a stupid case, but I was trying this as an actual activation condition ```js
mek();function mek() {const roll = new Roll("1d100").evaluate({async:false});console.log(roll.total);game.dice3d?.showForRoll(roll,game.user,true);if (roll.total > 50) return true};


But it rolls the d100 a second time for some reason.

So I wondered if, even though this is not a planned way to use them ( πŸ˜… ), this is an underlying problem
deep mirage
#

is there a way to add +2 to AC against ranged attacks only?
I tried using system.attributes.ac.cover but it still calculates for melee

vast bane
#

yeah cover can affect melee attacks too

celest coyote
violet meadow
#

Got to run rn but I will revisit that.

#

You can safely disregard the second d100

vast bane
#

Maybe its called for the chatcard or something

violet meadow
#

It is rolled for some reason I cannot see right now. Probably the Activation conditions are cheked twice πŸ€”

vast bane
#

was I right with my idea?

#

workflow.diceRoll === 100

quiet solar
vast bane
dark canopy
#

or use simbul's and simply correct the cover calculation in certain circumstances

vast bane
deep harbor
vast bane
#

how would the defender be able to fire a macro to raise their ac

dark canopy
#

it would be extremely difficult to manage actual cover in melee range, simbul's will cover the vast majority of cases

vast bane
quiet solar
#

all I had to do was admit defeat... it works, though it is not as elegant as I would like

vast bane
dark canopy
#

or reinvent the wheel, i guess πŸ˜… whatever you like best

vast bane
#

I'm kinda against simbuls cause its not exactly workin right atm

#

simbuls is spammy

#

he still hasn't fixed the debugger

dark canopy
#

so "not working right" = "sends debug messages in a debug window"?

vast bane
#

but with midi it sends them in the extreme, and its exponential based on all the tokens on said scene

#

it is a noteable performance hit for my table atleast

dark canopy
#

ok, so in short, it functions as advertised

deep mirage
#

trying to automate the "arrow catching shield." i'll give them both a try see which works

scarlet gale
#

Why haven't you just commented out the debugging line yourself Moto lol

#

I know you know how to

celest coyote
# vast bane workflow.diceRoll === 100

I’m not home to try sadly. It would work as long as I don’t have other damages on that item.

Or possibly with zhell’s categories mod if I unautomate damage. Since they can still be separated.

But I think the other conditional will work better because it looks to flag the d100 I believe, even with other dice in the roll.

vast bane
scarlet gale
#

Is it not just a console.log?

dark canopy
#

it is

scarlet gale
#

Because removing a debug output won't break anything unless very rare race conditions are involved

vast bane
#

what exactly IS the simbuls solution?

#

cause optional.name has dope documentation easy to implement, do we have to go digging in the console and make a macro with simbuls?

scarlet gale
#

screenshot the debug message for me

vast bane
#

I don't have simbuls anymore

dark canopy
#

literally these two lines

scarlet gale
#

yea, that should be safe to just comment out

#

Β―_(ツ)_/Β―

vast bane
#

its not in that module

#

bugbear had found out its in the other module that comes with it

scarlet gale
#

then comment it out in that module too?

dark canopy
#

ok, so simbuls is broken because another module is sending debug messages...

#

mmk...

scarlet gale
#

And report it on their issues too preferably

scarlet gale
#

same thing can be done for that one too presumably

#

click on the console message to find the line it's generated at

#

then just go edit it out

dark canopy
#

yup, just comment those lines out

vast bane
#

how do you give an actor 2 ac from ranged attacks only in simbuls?

scarlet gale
#

I can think of a dumb way to do it via midi only

vast bane
scarlet gale
#

Would need a hook however

#

or maybe one of the new actor on use things

vast bane
#

wait...I think I got a dumber way

#

take shield or parry, and put an activation condition on it if the workflow is a ranged weapon attack

celest coyote
#

Another random question. We use Damage reduction a lot. I have midi reactions on so people are prompted when damaged. But if they use a reaction that would increase DR against that attack, it doesn’t seem to trigger before the incoming damage.

vast bane
#

I think that this is a known bug with midi 33+ that is hard to hunt down

#

I have personally seen shield do the same, apply too late, I think its a lag thing

dark canopy
celest coyote
# vast bane What type of reaction is it?

We just have custom reactions like a block which might add 1d8 DR for example.

I've just noticed that the uncanny dodge works every time but anything we make seems to trigger to late I guess.

vast bane
#

also what key are you using for the DR

celest coyote
#

They are all reaction for the type, so that they will be on the prompt list when damaged

vast bane
#

I suspect either its the weird lag bug or your key is wrong on the DR

#

was it a DR.all key?

celest coyote
#

Ya they are all DR.all I believe

vast bane
#

share the effect tab of the ae lets see if you got something wrong on it

#

first tab too

#

alot of folks will check the self boxes on the first tab and not realize thats a bad thing

slate ermine
#

Do I use the macro.createItem in effects If I want to add a item to my players inventory via a spell . Example I use green flame blade and it adds a modified longsowrd to my inventory

deep harbor
slate ermine
#

yeah all the macros I have found dont seem to work for me

celest coyote
scarlet gale
#

You likely just need to setup the spell right to use that macro

slate ermine
#

yeah so I had that in my item macro but nothing hapens when using the spell. Also added the on macro use

vast bane
#

convince someone with the ddb importer item to share the spells details tab hehe

vast bane
#

the modules settings

#

my first guess would be that you have character sheet hooks on in item macro

carmine condor
#

i want to have the spell "lesser restoration" to remove a condition on the target using midiqol. I don't know which attribute key and effect value to use to make this happen. any suggestions?

slate ermine
slate ermine
vast bane
# carmine condor i want to have the spell "lesser restoration" to remove a condition on the targe...

Lesser Restoration

if(game.user.targets.size !== 1 ){
    ui.notifications.warn("You must have one token targeted.");
    return;
}

let VALID_EFFECT_LABELS = ["Blinded", "Deafened", "Paralyzed", "Poisoned"];

let [targetedToken] = game.user.targets.values();

let availableValidEffects = targetedToken.actor.effects
    .filter(e => VALID_EFFECT_LABELS.includes(e.label))

if(availableValidEffects.length < 1){
    ui.notifications.warn("No conditions exist on this creature which are removeable by Lesser Restoration.");
    return;
}

let dialogButtons = availableValidEffects
    .map(e => Object({
        label: e.label,
        callback: () => {e.delete();}
    }))

let dialog = new Dialog({
    title: "Lesser Resoration Condition Selection",
    content: ``,
    buttons: dialogButtons
})

dialog.render(true);
carmine condor
#

oh damn.. needed a macro too..

vast bane
#

no active effects

#

just an on use macro, it also has my favorite kind of dialog

carmine condor
#

gotcha..

vast bane
#

it also assumes you are using dfreds CE's names for conditions

carmine condor
#

uhh i'm not

vast bane
#

then edit the names of the conditions in the macro to what you have

slate ermine
vast bane
#

I have one for greater restoration too, but its mostly homebrew choices if you want it

#

Greater Restoration

if(game.user.targets.size !== 1 ){
    ui.notifications.warn("You must have one token targeted.");
    return;
}

let VALID_EFFECT_LABELS = ["Charmed", "Cursed", "Ability Drained", "Exhaustion 1", "Petrified", "Hp Drained"];

let [targetedToken] = game.user.targets.values();

let availableValidEffects = targetedToken.actor.effects
    .filter(e => VALID_EFFECT_LABELS.includes(e.data.label))

if(availableValidEffects.length < 1){
    ui.notifications.warn("No conditions exist on this creature which are removeable by Greater Restoration.");
    return;
}

let dialogButtons = availableValidEffects
    .map(e => Object({
        label: e.data.label,
        callback: () => {e.delete();}
    }))

let dialog = new Dialog({
    title: "Greater Resoration Condition Selection",
    content: ``,
    buttons: dialogButtons
})

dialog.render(true);
#

oh theres a data in that one

carmine condor
celest coyote
# vast bane no active effects

It is working now. Maybe it was Ready Set roll that I had on when I switched to v10 that was messing with the DR timing

scarlet gale
#

RSR does not work with midi

#

That would be the primary reason it didn't show right

celest coyote
#

Ya I just switched from v9 and was used to them interacting decently.

vast bane
#

first pin has a ton of informative info for new midi users and v10 updates

celest coyote
#

Ya I’ve been using it to figure out item macro. I have hooks unchecked but doesn’t seem to work with midi anymore. All my players visual effects are on item macros, but none trigger correctly.

Is there somewhere else I can place those macros now?

#

Maybe I just have to rewrite all of them yikes.

carmine condor
vast bane
#

depending on your ui mod

#

its highly unlikely that someone has shut off on use fields but it is actually a possibility, if you have no + theres a setting in midi somewhere that says something like " actor on use and item on use" and they are checkboxxes

#

but you probably just have to click the plus

carmine condor
#

yeah i dont even have a "+" but i'll check midiqol in the settings

vast bane
#

if this is checked an dyou stillcan't see it, then your modules are interfering

carmine condor
#

yeah made the changed and refreshed, and still not there.. gotta do some troubleshooting

vast bane
#

you probably just aren't understanding that the field has to be added via a button and maybe your UI mods are hiding it in plain sight

vast bane
#

ctrl f5

#

if that doesn't fix it, reboot the server and then try to find the culprit

carmine condor
vast bane
carmine condor
#

ok.. its there now.. i went back in midiqol settings, and the boxes where not checked.. Must have not saved the config

twilit coral
celest coyote
#

Do you guys use item macros anymore? I see that i can still execute some of them if I go into the item macro screen and hit execute, but cant execute with any of my other old tricks.

stable aurora
twilit coral
#

Yes I do

stable aurora
deep harbor
#

My enlarge reduce macro is failing to find the user's target for players.
Does anyone know what could be causing this:

const target = game.user.targets.first();
    
    if(!target) return ui.notifications.info("no target set");
#

Also, time's up is marking effects as expired, not disabling or deleting them when their time is up. Is this a config issue?

scarlet gale
#

If you're using an on use macro, it's just easier to do:

let targetToken = this.targets.first();
twilit coral
scarlet gale
#

Being expired instead of deleted does sound like a settings issue

deep harbor
scarlet gale
#

An on use macro on an item? or an on use macro on the actor?

#

Or something else

#

such as a item macro in DAE

deep harbor
#

On use item macro.

scarlet gale
#

this.targets.first() should return the first targeted token in the workflow

#

If that's not happening, something very weird is happening

deep harbor
#

So, I have the target now, passed in through args, but it's now displaying the dialogue box to the owner of the target, rather than the caster.

#

How do I change the target of the dialogue box to be the owner of the caster, rather than the one that the effect is calling the macro from?

scarlet chasm
#

Hey guys i got a question and i am wondering if anyone is having this as well. But DR Damage Reduction doesnt stack or overlap anymore for me, it only uses the highest one rn, and i dont even have the setting enabled within Midi. Can anyone else confirm as to what is causing this?

#

Also my midi version is the most recent one rn 10.0.35

scarlet gale
deep harbor
scarlet gale
#

The dialog should just be in the item macro, then it applies the effect to the target depending on what was selected.

#

You can use the midi function await MidiQOL.socket().executeAsGM('createEffects', {'actorUuid': actor.uuid, 'effects': [effectData]}); to avoid permission issues.

cobalt schooner
#

Hello there. I am trying to use the automation for sneack attack, but it isn't working.

#

What am I doing wrong?

scarlet gale
deep harbor
cobalt schooner
scarlet gale
#

DAE SRD is defunt

cobalt schooner
#

defunt?

scarlet gale
#

Dead module

#

Don't use it for v10

scarlet chasm
#

yeah

cobalt schooner
#

i turned it off

scarlet gale
#

You can just have the item macro handle the dialog before even applying an effect.

cobalt schooner
deep harbor
#

Is this correct?

scarlet gale
vagrant wharf
#

this means it'll automatically track the saving throw against the initial source actor's DC right?

#

for effects that allow you to repeat the save?

scarlet gale
#

nope

#

It'll remove itself on the first wisdom save that passes

#

Lookup midi-qol overtime effects in the documentation

scarlet chasm
#

Chris, can you assist me with something?

scarlet gale
#

Just ask

cobalt schooner
scarlet chasm
#

Alright, The current version with midi, DR.all reduces healing for some reason and it doesnt accumulate DR it only chooses the highest one for me. I dont even have the settings enable for the rule set. I wonder if its the same for you too?

scarlet gale
#

IIRC there is a setting to allow DR to accumulate?

cobalt schooner
#

About the Challenge Mode, is there any information about the armor actual reduction value? I am getting DR 8 for a chainmail...

scarlet gale
#

I'm not familiar enough with midi DR to know what's going wrong

scarlet chasm
#

Okay, well let me screen cap it for you and show you what i mean.

scarlet gale
#

DR.all technically makes sense to include healing, but that's likely an oversight

scarlet chasm
scarlet gale
#

How are your effects setup?

#

May need to use add

coarse mesa
#

I wonder if you could also put in a DR.healing for the opposite amount to counteract it?

vagrant wharf
scarlet chasm
#

@scarlet gale

#

I had it stack with DR.all with the Armors being the ones to help add to the Damage reduction.

scarlet gale
#

You want an overtime effect

#

not a special duration

#

check out the hold person spell in the sample items

coarse mesa
scarlet gale
#

(I think it's in the sample items?)

scarlet chasm
#

yeah its a mystery alright, and whats worse, i did not touch it at all and left it the same cause it worked before now it doesnt.

coarse mesa
coarse mesa
scarlet chasm
#

Wasn't it an accidental oversight by tim?

coarse mesa
static sparrow
#

Does a midi workflow know about the range an attack was made at?

#

Or the positions of the attacker/target(s)?

scarlet chasm
coarse mesa
#

If it appeared with a recent update it might be worth considering downgrading until it’s fixed then

scarlet chasm
#

I did, and the problems still yet lingers.

vagrant wharf
#

is there a MIDI setting or some way to set an area of effect that exudes from the caster but excludes the caster himself?

#

like Sword Burst hits everything within 5 feet of you, but not you yourself

#

I know as a workaround for "all or nothing" saves you can do this

scarlet chasm
#

@coarse mesa Also to explain whats going on the picture. I have a sort of migration system for damage, So 1 +2 = 3 dr vs slashing but yet it still accounts only the Natural DR.all instead of adding it along with the armor she wears. She suppost to have 3 at least protecting her from Slashing but the numbers i see here doesnt add up literally.

short aurora
coarse mesa
scarlet chasm
coarse mesa
#

You’ve obviously checked that the .slashing is working at all?

scarlet chasm
#

yes

#

that is one of the first things i have checked yes.

coarse mesa
#

Sounds like a bug then

scarlet chasm
#

ha... goodness.

coarse mesa
#

DR is pretty uncommon in 5E, you’re likely the first to encounter this

scarlet chasm
#

Yes somehow i ve been a first towards many things.

#

I tried to push the game of 5e to its limits.

#

Likely. It due to the System customizer from Ripper's Modules i have my suspicions about.

vagrant wharf
#

is there some reason it might just refuse to roll damage with a weapon attack even though auto damage is on and works with spells?

scarlet gale
#

error in console?

vagrant wharf
scarlet gale
#

You have a mixed up damage formula somewhere

vagrant wharf
#

this was working until recently

#

now it just refuses

#

even when I take out activation conditions for the improved divine smite

scarlet gale
#

I see a [1d8]radiant in that error

vagrant wharf
#

its like it suddenly can't handle Other damage

scarlet gale
#

When it should be 1d8[radiant]

#

check your passive effects for something adding a bonus to damage

vagrant wharf
#

yeah you were right but I don't know 1) how it got changed to that and 2) how it was working fine before

scarlet gale
#

Β―_(ツ)_/Β―

vagrant wharf
#

also in future MIDI QOL sample compendium that activation works for improved divine smite if you wanna add it in somehow

#

so it nicely auto adds extra damage to undead/fiends, but I'm not sure if the divine smite from MIDI does that

scarlet chasm
#

5e System customizer doesnt hinder with Dr to say the least.

vagrant wharf
#

is there some way to get it to recognize a "turn" effect? for creatures with turn resistance?

#

ditto for creatures with things like dark devotion (advantage to saves vs fear/charm)

deep harbor
#

How do I apply an effect to a target using a warpgate mutate?

dark canopy
#

the effect creation, or the not owned token part?

deep harbor
#

The effect creation part. I have all the targeting sorted and working.

dark canopy
#

do you know how to create the effect normally? without warpgate, using the core api?

deep harbor
#

Either is fine. I'm applying a warpgate mutation already.

#

You can't have effects in a compendium can you? Nope.

dark canopy
#

if not, create the AE on some actor like you want it to be, right click the compendium icon in its title bar, then type this in the console
fromUuid('string copied').then( doc => console.log(doc.toObject()) )

deep harbor
#

I will just whip it up, then log it to console. I have most of it already. Oh, it also needs to be bale to call the ItemMacro from the source.

dark canopy
#

once you have the data, its basically the same as any other warpgate update

#

its embedded: ActiveEffect: [effectname]: data

#

just like it is for embedded Items

#

and just hand it the target token document -- warpgate will handle the rest

deep harbor
#

Isn't the Uuid in the field _id?

#

It's failing to find it.

past spade
#

Is there a way to manually set an item to not fast forward damage? Otherwise Dimension Door always damages the caster

#

nevermind I just moved the damage to other formula

deep harbor
strong yew
#

Is there a simple way to prompt for an option of cone/line template when an item is rolled?

buoyant minnow
#

Bros, is there any way to end a macro when the concentration of the spell that triggered it ends?