#MidiQOL

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vast bane
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errr class items

deep harbor
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Yes, but I have no idea when that's coming out.

vast bane
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Dnd's not doing anything till foundry 11 is stable and out so a while

deep harbor
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So I'll crack on then, for now. It's also a good learning experience for me, so I don't mind.

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I can change it over when the new features come out.

scarlet gale
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I don't think what Moto is talking about will be relevent

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If you're trying to add features only while an effect exists, Warpgate is the way to go

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Effect Macro also pairs pretty well with it if you don't want to mess with DAE on/off junk

deep harbor
vast bane
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Em has some dope hooks too, I use it more than dae

scarlet gale
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I find it easier to deal with, you're not stuck making a specific effect value that runs an item macro

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Instead you can just set the macro on the effect

deep harbor
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The turn start stuff is pretty cool.

scarlet gale
deep harbor
scarlet gale
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Yep

deep harbor
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Is it compatible with DAE, or is it a pick-your-poison kind of deal?

scarlet gale
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Yes it is

vast bane
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plus if it doesn't have much midi in it, you can sneak into #macro-polo for help

deep harbor
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And the macro is stored on the effect itself, so it doesn't need a separate macro compendium?

scarlet gale
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Correct

vast bane
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it allows you to create self contained premades

scarlet gale
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Technically, you can store DAE macros in an item macro

deep harbor
vast bane
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yeah but then thats 3 modules to store

deep harbor
vast bane
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but only 2 for the user

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you technically only need Item Macro to edit macros and add them

scarlet gale
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Was just giving options

vast bane
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the flag and data is there on the item for a user without Item Macro midi/dae will pick it up even without Item Macro instaled

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which is why Item Macro is not a hard dependency for midi or dae

scarlet gale
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Midi will actually pull v9 item macro data too if you have an item that has an old item macro stored in it's flags

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That was fun to find out

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DDB importer places the item macros in the v9 flag and v10 flag

vast bane
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that was probably because of midi srd's questionable future during v10 launch I bet

deep harbor
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I quite like the on-turn-start hook from Effect Macro, and the ability to fine-tune when the macro runs on a case-by-case basis, so I'll definitely look into it.
It sounds like it operates just like Item Macros, but with a different call and data structure.

scarlet gale
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yea pretty much

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The triggers is where it gets nice

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I find myself using the per turn and per every turn trigger pretty often

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And effect deletion for warpgate mutations

deep harbor
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I did only just get Enlarge/Reduce fully working, for the fourth time, last night, and now it need changing again, as it can be done from the effect itself... Not sure if I should be amused or exasperated. Let's go with both... Insert exasperated amused smile here.

vast bane
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yeah dfred does it through an ae

deep harbor
scarlet gale
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not quite for that

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it doesn't, nor ever will, have anything related to editing rolls

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That's best done with midi on use macros

deep harbor
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Oh.
But can't the macro enable or disable the effect, thus editing the roll?

scarlet gale
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I guess

deep harbor
scarlet gale
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Seems like a round about way to do it

deep harbor
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Indeed. midi covers on use stuff well.

scarlet gale
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sneak attack in the sample items if you haven't already found it

deep harbor
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I've not looked.
I decided to start this project off with the races, in book order, so I've only done Dwarves and Elves, up to and not yet including drow.

umbral basin
deep harbor
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I was about to start on drow when I was informed that I should change my architecture.

scarlet gale
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So you're like trying to have an effect change up an actor when it's on right?

deep harbor
deep harbor
scarlet gale
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You could do that with hooks

deep harbor
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Size, base walking speed, darkvision, the works.

scarlet gale
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I've always been tempted to make a hook to randomize my commoner token with a selection of race features

umbral basin
scarlet gale
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hook on token creation and search for a specific feature name

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or flag

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and if it exists, delete the feature and add some new ones

deep harbor
umbral basin
deep harbor
scarlet gale
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Pretty easily

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hooking token creation, then look for a flag / feature on the actor. Roll for the random race features as well as changing the token image

deep harbor
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This still means making all the race features though. Dragging on a token would find a race-wildcard and swap it with the actual race feature, but I still need to make the race and subrace features first.

scarlet gale
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Can all be done in the same place

umbral basin
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I know nothing of this stuff so When I read all this about hooks and flags I understand next to nothing. ๐Ÿ˜‚

scarlet gale
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throw the features into a compendium and just add them via a macro

deep harbor
deep harbor
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I'm currently making the race features, so that they can then be used both manually, and using hooks, later on.

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So, grab Effect Macros.
Have feature (without Item Macro) add effect (with Effect Macro).
Effect Macro modifies character sheet and prototype token using warpgate mutate for easy reversibility.

Is that workflow correct?

scarlet gale
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I think so

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Effect creation, do the mutation stuff

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At any rate, 4 am and it's time for me to sleep

deep harbor
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Does On Effect Toggle (on or off) also include when it's first made and set to on or off?

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I need this Macro to trigger when the effect is added, enabled, disabled, or removed.

umbral basin
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Is it possible to remake this feature for an effect that has a save?
Im using a creature with an ability called "Call of the Blood" but unlike a vampires bite its a save rather than an attack roll.

"The vampire targets one humanoid it can see within 60 feet. The target must be injured than its normal maximum hit points). The targetโ€™s blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt"

I thought id look through the macro and change a few things but man am I bad at this.

deep harbor
deep harbor
molten solar
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Here I spend 10 mins making stuff and yall just--

scarlet gale
deep harbor
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Such as when the player clicks on a roll button?

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That's a yes. The Vampire is using the feature against the target, if I read your earlier comment correctly.

umbral basin
umbral basin
deep harbor
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At the bottom of the details panel for the feature, you can add the on use macro.

umbral basin
molten solar
scarlet gale
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11 lines lol

deep harbor
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Under where the on-use macro is defined, there is toggle that reads: Activation Condition true for effect activation

scarlet gale
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Just went for looking for a specific flag on the effect

molten solar
deep harbor
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If you tick that box, then you can put a small macro in the activation conditions box in Feature Usage.
It will only call the on-use macro if the codition equates to true, and you can have the condition be that the target failed the save.

molten solar
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That makes it real easy yeah

umbral basin
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or rather

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wait...

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hmm

molten solar
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You can put the "on" trigger in the 'never automatically' part, then call the never-trigger in 'toggle on' and 'on create' if you don't want to duplicate code

deep harbor
umbral basin
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I need to test something

vast bane
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Unless I'm mistaken that checkbox is for active effects not macros, if your macro is a dae or effect macro, then that will work

deep harbor
vast bane
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the macro likely calls the attack roll, and replace that with save

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probably something like this.save instead of this.attackTotal

deep harbor
scarlet gale
vast bane
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I'd personally go through Chris' macros he has a few vampire like abilities

scarlet gale
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My stuff has become increasingly harder to simply copy and paste into an item macro nowadays

molten solar
deep harbor
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How do I point the one at the other?
I've got placeholders in place for create and delete.

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So what goes in the toggle on to point it to the create?

umbral basin
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๐Ÿ˜ญ Ye looking at Chris stuff, I understand nothing. I think Ill have to give up on this ๐Ÿฅฒ

molten solar
scarlet gale
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The top part will add the CE description or the item description

molten solar
# scarlet gale My stuff has become increasingly harder to simply copy and paste into an item ma...

You'd never be able to figure out what this item macro does unless you use all my dependencies as well as my personal module lol

async function FLAMING_SPHERE(item, speaker, actor, token, character, event, args) {
  if (!_getDependencies(DEPEND.WG, DEPEND.CN, DEPEND.EM)) return item.use();

  const isConc = CN.isActorConcentratingOnItem(actor, item);
  if (isConc) return CN.redisplayCard(actor, item);

  const use = await item.use();
  if (!use) return;

  const updates = {token: {name: `${actor.name.split(" ")[0]}'s Flaming Sphere`}}
  const options = {crosshairs: {drawIcon: false, icon: "icons/svg/dice-target.svg", interval: -1}};

  // then spawn the actor:
  await actor.sheet?.minimize();
  const [spawn] = await _spawnHelper("Flaming Sphere", updates, {}, options);
  await actor.sheet?.maximize();
  const effect = CN.isActorConcentratingOnItem(actor, item);
  if (!spawn) return effect.delete();
  return _addTokenDismissalToEffect(effect, spawn);
}
molten solar
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Safer, I feel

scarlet gale
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I guess. But it's an item added by a warpgate mutation. Would be easy enough to change

scarlet gale
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I came to the same conclusion

deep harbor
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I have placeholder On Effect Creation and and On Effect Deletion macros.
What do I put in the On Effect Toggle (on) and On Effect Toggle (off) macros to instead call the above macros respectively?

molten solar
molten solar
deep harbor
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In fact, can an item macro on a feature be called when the feature is added or removed? That would remove the need for an effect eniterely.
It's not people are going to enable and disable their race.

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I take effect is the argument that the macros receive?

scarlet gale
deep harbor
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Because that sounds like by far the best solution.

scarlet gale
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Nah, was the first

deep harbor
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It would just be one macro, because i could call the item macro, and not have any effects.

scarlet gale
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Imo you're trying to do a module level thing with macros

deep harbor
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I'm trying to compendize stuff in a compact, self contained way. I'm also learning from scratch, having started only four days ago.

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So potentially, yeah, but I don't actually know that.

molten solar
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You're implementing races...?

deep harbor
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Yes, but using Item and Effect Macros, becuase it didn't occure to me to create my own module that directly implements races as a thing.

molten solar
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It can't even be done as a module

deep harbor
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I wouldn't have even the slightest clue where to start with that, as this is also my first four days working with JavaScript.

molten solar
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Not if you want it to be its own item type ("race")

deep harbor
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So macros will do the trick just fine then..?

molten solar
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Making the features for the race will do fine for now. I do the same.

deep harbor
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So, how do I create a feature that calls it's own Item Macro when added to or removed from an actor, without using an AE?

scarlet gale
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Hook item creation honestly

molten solar
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it's not a base feature of the Item Macro module.

deep harbor
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I guess it would have to add an AE, register the hook for the on-delete macro, then delete the AE?

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Would that work?

molten solar
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Seems like extra steps

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Item creation creates an effect which calls the effect macro which calls the item macro...

deep harbor
molten solar
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What's the end goal? Add a proficiency or something or

deep harbor
molten solar
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You still have an excessive amount of steps.

scarlet gale
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What even if the point? Seems like you're doing a lot of work for just a 2 second drag out of compendium thing

molten solar
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I'm reminded of the time someone wanted a hotbar macro to create an item with an effect so they could make an effect with a DAE macro...

deep harbor
# molten solar What's the end goal? Add a proficiency or something or

I'll use Dwarf and SCAG's Duergar as an example.
Dwarf: ASI, Size to small, token scale to 0.8, walking speed to 25 ft, resistance to poison, feature for advantage on saving throws against poison, darkvision to 60 ft, token vision mode changed and range to 60 ft., etc.
Duergar: extends darkvision to 120ft, advnatage Vs charms and illusions, innate spellcasting, ASI.

molten solar
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Right. You want to update some actor traits with 1 click, basically.

scarlet gale
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And that's why I use the ddb importer lol

molten solar
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or what's it called
Hero Creation Tool?

deep harbor
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I have it all setup using AEs at the moment, and that works fine, but people told me AEs are computationally a problem with high automation games, and to change the races to a Macro.
That's what I'm working on now.
I'm just trying to figure out the best way to call that macro.

molten solar
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If you're in the hundreds, sure. For high automation? Unsure. Likely fewer before it comes a problem.

scarlet gale
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Why not just make the item macro just do that when you click it?

molten solar
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Or a regular macro

scarlet gale
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That too

molten solar
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This is very far from midi territory anyhow

scarlet gale
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Yep

deep harbor
molten solar
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But you only want to add the stuff once

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You don't want an item macro

scarlet gale
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Regular macro then

molten solar
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You just want a blank item with a description (the race), and a single macro to update all the traits

deep harbor
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And I don't wan to have to add another click to two-dozen soldiers to set their race for one encounter.

molten solar
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Ah there we are, it's for NPCs too

deep harbor
molten solar
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but it's a race. ๐Ÿค”

deep harbor
deep harbor
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Changes your race.

molten solar
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Sure.

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Hell of a project. Good luck. I'd just wait for 2.2.0, which will do all this for you.

deep harbor
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So I might as well have it auto-remove what it needs to.

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I know, and thanks.

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All I want to know right now is this:
What is the most computationally efficient way to call the macro on item creation and deletion, without leaving an AE on the sheet?

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How would I use a hook on Item creation?

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Hook item creation honestly
I'm assuming this could also hook Item Destruction, but I have no idea how.

scarlet gale
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Beyond the scope of this channel by far

wide crystal
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Hey guys, just found this Assassinate script Bugbear kindly provided.

The advantage function seems to work the way it should, but I can't get the crits to trigger on Surprised targets.

Here's how I have the status set up (via CE).

Can you tell what I'm doing wrong?

vast bane
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So I see no effective Command Spell Automation in the premades, I want to share mine:

Very simple, heres the on deletion macro:

ChatMessage.create({content:`The command must be followed now.`})
vast bane
wide crystal
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I see. Well, it does the advantage thing right, at least, so I may hold onto it for that alone at least.

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Do you know if a better version ever came up anywhere?

vast bane
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I think you are meant to toggle the surprised conditions on them all

wide crystal
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Not sure what you mean. Currently testing it on a singular target and it doesn't trigger the auto-crit either way.

But I guess instead I could make it a single-turn active effect for the rogue to toggle.

deep harbor
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Right, hour of time wasted, because it sounds like I was told to fix a problem that didn't exist.
I can just use effect and/or item macros and carry on almost as I am, just trying to condense the effects into a single macro call instead of lots of fields.
Thank you all for your help.

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Can I use an actor's prototype token as the target for a warpgate mutate?

molten solar
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It is part of the actor data, so yes.

molten solar
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Guidance could also be done with babbity-boobity.

vast bane
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Are you sure? Usually babs doesn't handle the "You can see the roll before choosing to use it" ones

molten solar
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It's not before?

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Ah, then nah

vast bane
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yeah, I recall before talking about babs and how the optional.name is better for that very specific type of bonus

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so bardic and guidance are optional name and then bless and other things can be bab

deep harbor
molten solar
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Bless is just a regular effect, zero modules, but yeah.

umbral basin
vast bane
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Resistance is the same as guidance above but save key instead of check/skill

molten solar
vast bane
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Since we haveyou here Zhell, are the race items coming in 2.2?

molten solar
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There is a PR.

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I am going to say, "Almost certainly."

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More likely than backpacks, that's for sure.

violet meadow
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Change the key to advantage all attacks

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And then also add a check for target surprised to trigger critical

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The macro should not be needed any more

wide crystal
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Actually, the advantage works in your old script. And I think I'll keep it as is and mage it a toggleable bonus on player side.

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But let me have a look.

violet meadow
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Much easier

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As a passive effect on the assassin

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I cannot help with that more now as I am out and about

wide crystal
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Oh no, no worries. This is great help already, I appreciate that.

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I think I have everything I need for this now : )

vast bane
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Guidance Cantrip (Also no good premade available from the usual locations so here it is):
Reposted due to...issues ๐Ÿ˜‰

gilded yacht
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The magic items module is really very good. Any problems when using midi are probably midis rather than magic items. If you are having a problem let me know the item you are trying to use and I'll have a look. Latest release of midi fixes a measured template bug, but there could be others.

vast bane
gilded yacht
coarse mesa
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Unfortunately it looks like it the conc sticks around for a minute even after the bonus is used

vast bane
coarse mesa
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Fair

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I just checked it and it looks like we're seeing the correct DSN dice now, although the d20 is rolled after you already know the result

vast bane
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I don't think the CPR/DF manual rolls issue has been solved yet with midi, I haven't even written the DF manual rolls one

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I don't think Chris has writtten the CPR one yet either

vast bane
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Combat Wildshape (Moon Druid feature but this is best handled as a spell)(Remove the X in the formula if you don't play with healing explosion house rule)

short aurora
umbral basin
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And ye, everything probably is possible with enough macros๐Ÿ‘€
But it feels like it shouldn't be so hard to switch a save and attack hit. But hey, I know nothing.

vast bane
short aurora
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Args does have a failed save array you can exchange for the target, yeah. The original macro just has a few other things related to attacks you'll have to remove too

umbral basin
#

๐Ÿ˜ญ

short aurora
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@umbral basin How do you handle saving throws in your game? Changes how much can be automated or how it should

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That's the big difference between attack rolls and anything contested, need 2 peoples input, and why it's not just swapping 1:1 usually

vast bane
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Anyone know how to pull a userID out of the owner of an effect?

const poisonedUser = 
await KFC.executeAsGM("drug", 'poisonedUser, 2)
umbral basin
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I think its Midi that does it?๐Ÿค”

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But basically iv set it to automate as much as possible. Effects happen and the game rolls for the Players

short aurora
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Try this, put the damage in the feature that prompts the saving throw.

async function wait(ms) {return new Promise(resolve => {setTimeout(resolve, ms);});}
if (args[0].failedSaves.length === 0 && (args[0].failedSaves[0].value.actor.system.attributes.hp.value >= args[0].failedSaves[0].value.actor.system.attributes.hp.max)) return {};

const tokenD = canvas.tokens.get(args[0].tokenId);
const actorD = game.actors.get(args[0].actor._id);
const target = canvas.tokens.get(args[0].failedSaves[0].id);
const itemD = args[0].item;
const gameRound = game.combat ? game.combat.round : 0;
const halfDamageHealing = Math.floor(args[0].damageTotal / 2);

await MidiQOL.applyTokenDamage([{damage: halfDamageHealing, type: "healing"}], halfDamageHealing, new Set([tokenD]), itemD, new Set());
const effectData = {
    label: "Call the Blood Drain",
    icon: "icons/skills/wounds/blood-drip-droplet-red.webp",
    origin: args[0].uuid,
    changes: [{
        "key": "system.attributes.hp.max",
        "value": `-${args[0].damageTotal}`,
        "mode": 2,
        "priority": 20
    }],
    disabled: false,
    duration: { seconds: 86400, startRound: gameRound, startTime: game.time.worldTime },
    flags: {
        dae: {
            specialDuration: ['longRest']
        }
    }
};

await MidiQOL.socket().executeAsGM("createEffects", { actorUuid: target.actor.uuid, effects: [effectData] });
const updateHP = target.actor.system.attributes.hp.max;
const the_message = `<p>${tokenD.name} drains ${target.name} of ${args[0].damageTotal} pts from their maximum Hit Point value!</p><p>${target.name} now has Maximum Hit Point maximum of ${updateHP}.</p><br><p><b>If it reaches O, they die!!</b></p><br><p> ${tokenD.name} regains ${args[0].damageTotal} Hit Points back!</p>`;
await wait(600);
ChatMessage.create({
    user: game.user.id,
    speaker: ChatMessage.getSpeaker({ actorD: actorD }),
    content: the_message,
    type: CONST.CHAT_MESSAGE_TYPES.EMOTE
});```
vast bane
#

Poisoned Condition with Kandashi's Fluid Canvas fork shared in jb2a's discord:
(Requires Warpgate, Fluid Canvas, Effect Macro, Dfreds CE)

const poisonedUser = warpgate.util.firstOwner(token)?.id
await KFC.executeAsGM("drug", [poisonedUser], 1)
umbral basin
covert mason
#

Does anyone have a macro that adds a certain amount of gold or platinum?

vast bane
tawny apex
#

yes!

covert mason
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I'm trying to make an item as a from of currency that's worth 100 platinum, that, when used, consumes the item and gives you 100 platinum coins.

scarlet gale
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The actor has a currency section in it's data. Just actor.update it

covert mason
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My players don't have permission to update their sheets using this ItemMacro.

const playerActors = game.users.filter(u => !u.isGM).map(u => u.character).filter(a => a);
const value = 100
const updates = playerActors.map(actor=> {
    const newplat = value + actor.system.currency.pp;
    return {_id: actor.id, "system.currency.pp": newplat};
});
await Actor.updateDocuments(updates);

AudioHelper.play({src: "/Sounds/Interface/LootCoinSmall.ogg", volume: 1, autoplay: true, loop: false}, false);```
vast bane
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_anything is very often bad to use in macros

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your problem is that its probably not targetting their sheet

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Wild guess

covert mason
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Erch

short aurora
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Are you trying to update the other players' inventory at the same time? That needs to be a GM macro

scarlet gale
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Why are you going through so many hoops to get the actor?

short aurora
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Else it's just something like

const currentMoney = character.system.currency.pp;
await character.update({"system.currency.pp": currentMoney + 100});

AudioHelper.play({src: "/Sounds/Interface/LootCoinSmall.ogg", volume: 1, autoplay: true, loop: false}, false);```
scarlet gale
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this.actor if this this an on use macro

short aurora
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character isn't reserved in on use macros? Never actually tried, good to know

covert mason
scarlet gale
#

They yea, your above macro was over complicating it

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The one from krig seems good

short aurora
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Unless the intention was to automatically divvy it, try something along the macro above, yeah. I helped someone make something similar and we defined the amount to be added by the price of the item, if you don't want to change it in the macro each time you make a different amount

bronze dagger
#

I'm workin on some soundeffects for Midi, but it just doint make any sounds.

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found it

gentle sluice
#

I'm using midiQOL's attack advantage flag but it dosn't appear to be giving the attack advantage

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nvm i figured it out

hasty jackal
#

hmm it doesnt work the ATL flag for true sight

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it doesnt add anything

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when using the effect

gentle sluice
#

did you check that?

hasty jackal
#

yep

umbral basin
gusty galleon
#

Hey im having trouble with hex applying damage when casting rather than when attacking a creature with another spell like eldritch blast. im using midi qol, dae

wide crystal
# gusty galleon Hey im having trouble with hex applying damage when casting rather than when att...

Chris's Premades (CPR) (https://foundryvtt.com/packages/chris-premades) is a module you can install to get a bunch of compendiums filled with automated stuff - Hex seems to be included, which should work straight out of the box but I haven't tested it myself.

Alternatively, perhaps having a look at the Hunter's Mark spell in the MidiQOL Sample Items compendium could help? You already have that, as it comes with MidiQOL. There's a lot of automated items in there as well.

scarlet gale
gusty galleon
gusty galleon
scarlet gale
#

Make sure your Foundry and DND version are up to date

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Then make sure the dependencies are up to date

short aurora
#

My bet is on your Midi being one version behind, that was my issue earlier today

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CPR demands 10.0.36

gusty galleon
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yep that was it i had just updated everything yesterday and did not check before i got back on to day

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but im not seeing the compendium for cpr

short aurora
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As long as it's enabled, just searching cpr should find it for you, there's about a dozen

gusty galleon
#

Ok i figured it out and everything is working now seriously thanks for all the help i have been trying to figure this out all day!

umbral basin
# short aurora Try this, put the damage in the feature that prompts the saving throw. ```js asy...

A follow up question on something I just noticed. If multiple creatures are targeted by the drain such as with an Aoe ability. Would it be possible to have the creature using the ability Ignore itself from taking damage? And to drain hit points equal to half of the combined damage taken?๐Ÿค”

Ex
"Creatures within the area must make a Wisdom saving throw DC 15. On a failed save, a creature takes 4d8 necrotic damage. On a successful save, the creature takes half as much damage. This ability has no effect on undead or constructs.

You regain hit points equal to half the sum of the necrotic damage dealt."

short aurora
#

What kind of AOE? Like something centered on the caster?

umbral basin
#

A radius around the caster. Etc Spiritual Guardians but instantaneous.

short aurora
#

Put Special in the third range box to exclude the caster from features like that. You'll also need to tick a checkbox for half save somewhere. For the macro, it needs to be adjusted to run individually per target with the effect application, the healing is already half of the damage total. I'm not your man for that job though, I'm tapped out.

umbral basin
#

Run individually per target? Sounds complicated๐Ÿ˜‚
Well Its not something I know how to do or can try to look into right now. I need sleep, its geting late here.

I really appreciate all the help you have given me these two days bows down

fringe crag
scarlet gale
#

Hex spell requires an attack roll RAW

vast bane
# gentle sluice did you check that?

this is wrong btw, @hasty jackal if you want standard item effect transfer you must set it up in the item details for target/range and NOTHING should be checked in the first tab of the ae, those two self ae checkboxes are for abnormal effect transfers, like weapons that target and apply ae's to targets, while also applying something to self, so that is why it wasn't working.

wide crystal
#

Hey guys, I'm trying to create the Blindsense feature for a Rogue. Is this effect correctly set up? For some reason it doesn't grant the sense.

#

Blindsense: Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

wide crystal
#

Thank you, Moto.

vast bane
wide crystal
#

Yes, got it, it works now : )

hasty jackal
#

if this right for using a guarantee critical for the person that used the effect?

wide crystal
#

Should be, yes. The alternative, grants.cricital.xxx would be placed on the target, which in turn would grant any attacker a guaranteed crit.

vast bane
hasty jackal
#

yeah its before the attack

#

if i add this and the range one it should cancel itself after one attack right?

wide crystal
#

Is there an attribute key that would allow an attack to ignore cover? (Sharpshooter)

wide crystal
#

I'm sorry. I've read these so many times, I tend to assume something's not there if I don't remember... Thanks Bugbear...

elfin rose
#

Hi guys, I'm having an issue where players are frustrated by having to use target to check attack rolls for hits and select to apply damage. They would like it to be be same where they use EITHER target OR select for both damage and attack roll checking. Is there a way to do this?

hasty jackal
#

can i ask something about ATL here?idk if its the place

#

how can i configure the torch from ATL compendium to work as a portable light?

red turtle
#

Hello again, new question lol. I'm trying to determine how to apply a temporary damage boost that lasts for a set amount of time, but also gives a different effect. Effectively identical to the Fallen Aasimar's Necrotic Shroud; it forces a save from nearby creatures other than itself, but also grants the aasimar themself a 'transformation' that once per turn lets them deal extra damage.

If these aren't achievable within the same feature, then is there a way to maybe prompt the player each time they roll damage like "necrotic shroud extra damage?" like how reactions pop up with certain module settings?

short aurora
short aurora
short aurora
hasty jackal
#

yeah a torch that moves with the user

#

instead of staying on a place

short aurora
# hasty jackal yeah a torch that moves with the user

I don't even have a compendium from that module, Active Token Lighting/Active Token Effects, right? If you use DFred's Convenient Effects, they've already made the Torch effect for you, else make an item with an effect with these keys and have the item apply the effects to the token however you wish

hasty jackal
#

yeah ATE and thanks

vast bane
#

The ATE/ATL compendium has items for if you intend on micromanaging oil/torches but they are not made with midi in mind and are...weird.

#

IF you are going to micromanage the copper's worth of materials for lighting, just use LightsHUD ATE module

#

smoother interface that doesn't step on midi

hasty jackal
#

yeah i was searching for a module that replaces "Torch" for a more general one that adds lights

#

like lantern and stuff

vast bane
#

If you want to micromanage resources, LightsHUD, if you don't want to make your players tediously manage 0.001% of their income in items, just use DfredsCE+Active Token Effects and make the lightsources status markers with dfreds

#

the dfreds CE status markers will actually manage the durations well, my players have had to use torches on the sixth floor of dotmm this month and they've been on it a total of 4 hours and the dfreds CE torches have expired a few times

#

Since each player can buy a city state on the faerun coast with their income, I don't knitpick how many torches they have however ๐Ÿ˜‰

hasty jackal
#

yeah found htem

#

thanks

#

but how can i pick them?lol i cant import them as effects on a item

vast bane
#

micromanage or just wnat the players to be able to toggle lights on and off?

#

whoa, just realizing dfreds 4.0 has broken my cool lantern automation ๐Ÿ˜ฆ

#

If all you want is for your players to be able to turn on lights themselves, then you can just right click the lights in dfreds CE and make them status icons:

#

I recommend duplicating them as custom like I did and renaming them so they are together in the list.

hasty jackal
#

yeah and i was just trying to add them illumination by players, dont want to micromanage every single copper piece they spend

vast bane
#

if you have dfreds CE set to replace, and if you have active token effects, duplicate all the ce's in equipment as custom, rename them so they order together in the list, and then right click them in custom and choose toggle status icon, then youhave to refresh your client for any status marker changes

#

If you did it right they should get a lil person icon on them:

short aurora
vast bane
#

@marsh ferry Why are the light items in dfreds toggling each other off now? They did not do this in 3.1.1? Now when a player tries to mimick lowering the hood on their lantern which is already on, it shuts off the light instead of changes to lantern low.

#

@short aurora do you have dfreds CE and the old ATE not the alpha that kaelad shared to a select few?

elfin rose
vast bane
#

show me the button you press to apply damage

#

that will tell us what naughty module or naughty setting you have on

#

THIS is midiqol:

#

if you have auto on, then all you have to do is see this, if you have manual damage on, then the damage doesn't apply till the DM or owning user clicks the checkmark in the lower card.

#

that button does not require anything targeted nor selected, the button just literally works, it knows what token its going to update and remembers it forever, you could scroll up an hour later and press the apply/undo button and as long as that actor exists on the map it will get edited.

elfin rose
#

On mouseover

vast bane
#

if you want damage application managed by midi, then you need to turn on damage for midi, those buttons are the fallback for using core application

#

when you use merged cards the right click core damage applier breaks so he added those fallback buttons to compensate

elfin rose
#

I see. So I should switch to auto damage?

vast bane
#

Your problem is you have THIS setting set to "No"

#

its not auto damage

#

you just have midi off for damage

#

midi has varying levels of automation for damage, shown in my drop down above

#

you can do NO + card and will be good

#

but NO alone, shuts off midi

#

Yes alone is a ridiculous setting don't use that one ๐Ÿ˜‰

#

I do Yes + card cause undo/apply is useful for mistakes, No+Card is the setting you'd want if your table doesn't like the game doing damage changes for you

#

the last drop down is what you do when your players hate it, but you love it

elfin rose
#

Oh great. This is what I needed.

#

Thank you!

vast bane
#

I personally leave the legacy buttons on incase I have to manually do damage on a miss that was suppose to be a hit

#

but leaving those on after your table was use to them will be a growing pains experience as they will use those instead of the damage card button at first

elfin rose
#

Not strictly related but, do you know of any modules which let me change the resistance/vulnerability calculation to something like 4e/pf2e where it is a flat decrease or increase to damage rather than a multiplier?

vast bane
#

one thing to understand about that damage card is that theres two cards but the DM only sees the DM one and the players only see the player one

#

there are damage reduction flags in midi, that have .DR. in their key you can use for flat reductions

#

in the pin above theres an explanation on DR vs dr flags as alot of people mix the two types of flags up

elfin rose
#

Is there also an explanation of how to adjust the flags and such in the pins?

vast bane
#

they aren't global sadly but you can shut off damage resistance and then only use reduction flags if you want

#

the readme for midi will have a passing shot at each key

#

midi one is damage reduction, other is resistance. Midi one would be ADD or Custom and then an integer, it can also take attributes like for deflect missiles/stones endurance.

short aurora
#

Changing the default behaviour of how midi treats damage resistance is scripting territory, in the core system it's just for info, as far as I know

vast bane
#

its gonna be tedious to overhaul those settings on everything though, you'd want to start by shutting off damage resistance altogether in the midi settings by changing the multiplier from 0.5 to 0.0 or is it 1.0

#

theres a setting to shutit off in damage

#

oh shit you are right, thats for saves not damage resistance

#

nope I'm on the right path:

#

change resistance to 1.0

#

then you have to tediously add DR keys wherever the old resistance was in your worlds items/actors

elfin rose
#

So it might be better to just turn off apply damage and immunities and manually add or reduce the damage on the token actor when appropriate

vast bane
#

I don't think immunity needs to be touched does it?

elfin rose
#

Ah right. True that.

vast bane
#

I think all you have to do is change resistance from 0.5 to 1.0

#

or 1

elfin rose
#

Yes.

short aurora
#

You could also request tposney (the developer) to add in the feature, make that field just take integers/flat reductions, although I have not peeked long enough at the code to see how feasible that is

vast bane
#

oh good point I haven't looked at optional rules maybe its there already

short aurora
#

They're pretty kind at adding house rules although I am uncertain if it's their own or by request :p

vast bane
#

no optional rule there, but hes added like 2 in the last few months so he does take feature suggestions

elfin rose
#

Oh cool! Maybe I will! Is there a preferred manner to leave a request?

vast bane
#

midiqol's github, make an issue

elfin rose
#

Awesome!

short aurora
#

(free to create but just a headsup)

elfin rose
#

Yes I have a GitHub account I can use. Thanks!

You're all awesome. Now if only I could get merchantsheet working I'd be set.

elfin rose
vast bane
#

Item piles and Monks enhanced journal

#

item piles uses actors for the base of storage, and MEJ uses journals

elfin rose
#

Do you have one you recommend over the other?

vast bane
#

I use both but technically just MEJ for merchants and loot

#

but I'm the exception item piles is vastly more popular I think

#

I only use item piles in my world for the tables it comes with and the give an item feature

elfin rose
#

Uhg. You're amazing. I've been using roll20 for years and the set up for Foundry is different enough that I find myself getting stuck by some things occasionally in the switch over.

vast bane
#

even though the CE's are not the same name, it would appear that the light items in CE are set to not stack together somehow. If you set them to stacking they will again work with each other

#

I think its because they have the same origin, but they aren't the same name so I'm confused on that one

#

main use case for them stacking is the lantern and lantern low items so that you can mimick turning the lantern hood down

short aurora
#

The end result is the same and I don't think animations happen? I can't see any at least

vast bane
#

in dfreds 3.1, you could have lanter on, and if you applied lantern down, the lighting would change to lantern down, I think the new dfreds is somehow toggling them based off origin now. So if you want to use the lantern down/up dfreds CE's you have to change them to allow stacking

#

somehow they count as the same effect /shrug

#

I thought the stacking thing only applied to things with the same name

#

I think its an intended behavior cause dfred aadded the ability to apply constantly if the drop down is set to stacking allowed instead of a toggle I think

#

thats actually I feature I asked for a really long time ago so its biting me in the rump

#

So bottom line the equipment items in dfreds CE need to have their defaults set to stacking allowed if you want to mimick lantern up/down

#

atleast just the two lantern ones

red turtle
#

I'm trying to set up a temporary effect that applies immunity to lightning and thunder damage (among other things) but I can't find the flag for immunity.

vast bane
cedar vapor
#

Hey guys, is there a way for me to do thus with midi or a CPR a can use for this?

#

I know there are a few that heal, but is there one for temp hp? Would it be easy to change the heal for temp hp?

gilded yacht
#

I think the activation condition may be evaluated more than once in certain cases. So yes, that would be a problem. I'll have a look and see when it is evaluated and if I can cache the result of the evaluation, rather than recalculating.

gilded yacht
cedar vapor
vast bane
# cedar vapor Hey guys, is there a way for me to do thus with midi or a CPR a can use for this...
function checkTrait(type, trait) {
    return args[0].hitTargets[0].actor?.system.traits[type]?.value.has(trait);
}
if (args[0].hitTargets.length != 1) return;
let damage = Math.floor(args[0].damageTotal / 2);
let hasImmunity = checkTrait('di', 'necrotic');
if (hasImmunity) return;
let hasResistance = checkTrait('dr', 'necrotic');
if (hasResistance) damage = Math.floor(damage / 2);
if (damage != 0) {
    let sourceToken = args[0].workflow.token.document;
    await MidiQOL.applyTokenDamage([{
        damage: damage,
        type: 'temphp'
    }], damage, new Set([sourceToken]), null, null);
}

Its not perfect but its exactly what you want except the damage type is different

#

and I halve the amount they gain back

velvet raptor
#

Hey! Quick question: where in the Midi Settings is the option to turn off range checking? Went over it three times but couldn't find it. ๐Ÿ˜…

vast bane
#

I tried the same, its just not gonna work in automated builds

tulip dawn
#

maybe this ?

vast bane
#

the range check is the least of the problems

#

flanking will also be broken

#

along with find nearby I think too

velvet raptor
velvet raptor
violet meadow
#

Open to requests for things to include in Midi SRD.
Off work this week and lots of time to finally do this

vast bane
#

Do him the favor of making sure its actually srd 8)

vast bane
cedar vapor
violet meadow
#

Shoot for the stars ๐Ÿ™‚

cedar vapor
vast bane
#

I think theres been a better way to handle it since that was made

#

I wanna say it was something about damageApplied

#

Chris or bugbear would probably know

#

or search here it was in the last two days

#

appliedDamage

#
if (args[0].hitTargets.length != 1) return;
const damage = args[0].damageList[0].appliedDamage
if (damage != 0) {
    let sourceToken = args[0].workflow.token.document;
    await MidiQOL.applyTokenDamage([{
        damage: damage,
        type: 'temphp'
    }], damage, new Set([sourceToken]), null, null);
}
#

this will have a side effect of including damage riders

#

added back in target check cause why not

#

kinda freaky that I can write a macro

cedar vapor
#

Wow, that was fast

#

Thanks again ๐Ÿ˜„

vast bane
#

@violet meadow lifestealing items are a big ask here, maybe add my lil macro here to the item ideas?

cedar vapor
umbral basin
vast bane
violet meadow
vast bane
#

My game day is today so I may not contribute anything till Monday/tuesday

violet meadow
#

Yeah no worries. I might open an issue for feature suggestions to keep them contained

dark canopy
#

so you can easily find them

vast bane
#

I actually couldn't find a issue template for the wiki so I did a generic one to bugbears account

#

butfor midi srd I can easily issue report

violet meadow
#

Yeah I should create a template too. Added to the list

vast bane
#

maybe you and chris should team up and make a new external hangout hub, CPR is already crackin with folks hehe

#

more active than gearheads

violet meadow
#

Is there a CPR discord?

vast bane
#

yar

#

set yourselves up kinda like jb2a's discord

#

just a suggestion

wide crystal
#

Hello JS sorcerers, do you know of any macros existing that would allow me to replicate the "increase radius every minute" functionality of the Eversmoking Bottle?

When you use an action to remove the stopper, a cloud of thick smoke pours out in a **60-foot radius **from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

As for the "heavily obscured" bit, I assume ATL.light set to negative value will work, right?

#

Though I just realised it's not very Midi-related, sorry.

vast bane
#

didn't someone write this?

#

I wanna say Janner?

#

sequencer can do this I think with the animation

violet meadow
#

I would gladly try to resurrect gearheads or promote them more! Open to suggestions.
I think the more discords the more difficult it is to keep up to date with stuff

vast bane
#

I kinda think CPR has got a solid setup fwiw

#

I'm biased though cause I think discord gets laggier the more servers you are connected to, so I try to keep mine to a minimum

scarlet gale
#

Maybe if you're on a toaster

vast bane
#

I think I might be!

#

I only have 4 cores

violet meadow
#

Eversmoking bottle, I think I have it ๐Ÿค”

#

Itโ€™s srd correct?

scarlet gale
#

That sounds like a template update once a minute

violet meadow
#

Yeah, I was using about time for that one

vast bane
#

Ever smoking botle is on page 220 of the 5.1 srd

wide crystal
#

Is Tim Posney on GitLab you, Bugbear?

violet meadow
#

tposney is Tim

vast bane
#

all of his modules are on gitlab

violet meadow
#

Me I am but a lonely bug bear

vast bane
#

yours is github isn't it?

violet meadow
#

Yes

vast bane
#

I can always tell cause gitlab is bright white lol

#

one thing I haven't figured out with gitlab is what they call forks and if they track that stuff

wide crystal
#

I think I've been to your GitHub a few times, Bugbear. I need to start bookmarking that stuff, instead of only finding it by accident while Googling stuff ๐Ÿ˜„

vast bane
#

if you manage modules and click the top right ^ button you can see the github/gitlab pages in each module entry

#

it would seem github is a more popular platform

vast bane
#

was trying to find a possible fork for something the other day and they used gitlab and I just couldn't sus out where the links would be

scarlet gale
#

Not sure if GitLab tracks forks as well as GitHub

vast bane
#

thats my thought too, just couldn't find a link but also there aren't that many gitlab projects for foundry

vast bane
#

where is that on the page lol

#

oh top right

violet meadow
#

On the right of the title

vast bane
#

who is the dev for sw5e?

#

I assume its one of these fork guys right?

violet meadow
#

Are you signed in?

vast bane
#

yeppers

violet meadow
#

๐Ÿคท ๐Ÿ˜…

wide crystal
#

Trying to find that Eversmoking Bottle among your things, do you know what repository this may sit in (I can't search for keywords from outside a repository, can I?)

vast bane
#

it'd likely be here, I remember someone asking for it a while back

violet meadow
#

If you re asking me, I donโ€™t have it online

wide crystal
#

I searched for mentions, but they weren't really met with much of response in terms of how to make it spread every minute.

wide crystal
vast bane
#

I know sequencer can have its animation grow over time, if you don't mind it just being an animation I think sequencer alone can solve this

violet meadow
#

I wonโ€™t be at my PC till tomorrow so it will be some time

#

True dat

vast bane
#

or a template macro on round start it increases

#

and if you tether the animation to the template it should grow with it maybe

scarlet gale
#

yea, template macro and count the rounds

#

would only work in combat however

wide crystal
#

Do you know of an item I could steal this from?

violet meadow
#

Sounds like a solid solution โ€” yeah for combat

vast bane
#

if you are familiar with effect macro I kinda feel template macro is similar to it

wide crystal
#

Well, I was hoping it would actually affect vision, rather than just overlay an animation - if that's what you mean.

scarlet gale
#

every turn trigger for template macro, check the round and compare it to previously stored flag with the round number, if it's larger update the template

wide crystal
#

I think I'd rather have to edit the spread manually, than automate it and just have to "imagine" we can't see anything.

scarlet gale
#

having it block vision will a be a bit more work

vast bane
#

I'm not a fan of modding the players vision when only the characters should be

wide crystal
vast bane
#

its really easy honestly

#

active auras already has a semi fucntional darkness

#

just yoink it and repurpose after fixing it

wide crystal
#

I'll have a look at that.

left hawk
#

does ammo apply its effects to attacks that consume it?

vast bane
#

My darkness spell setup:

if (!game.modules.get("advanced-macros")?.active) { ui.notifications.error("Advanced Macros is not enabled"); return }
if(args[0].tag === "OnUse"){
AAhelpers.applyTemplate(args)
}
#

take the same macro put it in the bottle, setup its item similar to this

wide crystal
wide crystal
vast bane
#

this is active auras though, which is problematic for some folks, I don't mind the module as long as you use it lightly

#

dnd5e animations by mrvaux is the best

wide crystal
#

It would be the first time I'm using it, but I have it installed.

vast bane
#

pro tip for dnd5e animations its a different kind of module than normal, you only need to enable it the first time you install it and update it and then shut it off after it rewrites your automated animations auto recogs

#

but it has a massive amount of sounds that are a compliment to jb2a

wide crystal
vast bane
#

once its done its thing on first launch

#

all it really does is setup your automatd animations auto recog file

#

you will get a giant window pop up, you say yes, once its done, you can disable it, don't uninstall cause you still need the assets to be in your data folder

wide crystal
#

Understood!

vast bane
#

and everytimeyou update it re-enable it cause he sets more stuff up as he updates

wide crystal
#

Makes sense. Thanks.

vast bane
#

its basically the sound version of jb2a really

scarlet gale
#

If you're using my module there is some stuff you should remove from the autoreg after

wide crystal
#

I am, actually.

scarlet gale
#

Such as chain lightning

vast bane
#

I've avoided that by not updating the teleport premades lol

#

I assume themidi srd misty step and your teleport premades all would conflict with AA's misty step

scarlet gale
#

anything of mine that is doing a teleport is just the AA teleport

cedar vapor
#

@scarlet gale When I roll damage with a character affected by the Ray of Enfeeblement, the damage is not applied on the target.

cedar vapor
scarlet gale
#

click on the VM34460 part

#

and screenshot the thing the pops up

cedar vapor
scarlet gale
#

I'll look into it

cedar vapor
#

Thanks ๐Ÿ˜„

scarlet gale
#

ah

#

I dropped a T

#

edit the effect on the spell and add a t right before the comma

#

I'll have it fixed in my next update

cedar vapor
#

Thanks!!

wide crystal
#

Now that I think about it... Why am I setting an Active Aura for this if the spell has its own sphere radius already? (I set the bottle as magic item holding the smoke spell).

vast bane
#

yep thats what I get for using my compendium version

#

I think to fix that you need to put "false" in the activation condition

#

I must have not saved my master copy

#

also do effect activaton true required at the bottom:

#

I think I set it to only trigger once per turn cause at the time I thought that would improve live play

#

Anyone have any idea how this can happen?

#

I don't even know what that effect is

wide crystal
#

Hm... So exiting it works (although after the Ativation Condition change, single cast creates 3 status icons on all tokens (4 on caster)), but re-entering doesn't reapply the effect.

I assume that's not going to be doable? Or maybe removing "trigger once per turn" could help? I'll try that in case.

scarlet gale
#

this will have the same issue that darkness does if you're applying blinded to people in it

vast bane
scarlet gale
#

If the target and actor both can't see each other it's a regular roll

#

Attacker can't see target, and the target can't see the attacker: So the attack is advantage and disadvantage

#

I wouldn't bother with an active aura on the template

vast bane
#

if you have a darkness icon showing too, that is caused by you having a force show value

#

it worked pretty solid for me on two floors full of drow in dotmm. Active auras is ok if you use it lightly

wide crystal
scarlet gale
#

RAW, unless they hide you can still target them fine

vast bane
#

there are other senses you can use to target and make attack rolls with

scarlet gale
#

You can hear them for example

vast bane
#

this is primarily why I say you shouldn't inhibit the players vision, instead inhibit the characters

wide crystal
#

I see. So would the "Blinded" condition not be a great way to go about this in Foundry, do you think? Since now the covered tokens can't see anything at all.

vast bane
#

since I don't use core blind/invisible my active auras darkness is great

scarlet gale
#

yep

vast bane
#

but if you have core blinded, you got problems ;p

wide crystal
#

I see what you mean now.

vast bane
#

Chris added the fix in CPR as an optional setting fyi

wide crystal
#

Yes, I think I saw this.

vast bane
#

I do prefer to do the blinded cause I give blindsight creatures immunity to blinded and then they work well in darkness

scarlet gale
#

too obscure for most cases IMO

vast bane
#

I wanna say it was a darkmantle fight I think that it played really well in

wide crystal
#

Hm... May have to re-thing. I know that pre-Foundry, we tended to operate on hearing.

vast bane
#

pretty sure it was darkmantles

wide crystal
#

I was thinking how to replicate that. Maybe tremorsense, for visual fix?

vast bane
#

honestly if you kill the core vision features life is alot simpler

wide crystal
vast bane
#

I actually detest those changes they just don't fit well in dnd5e, the blindsight is awful, you can't see the map while you have them selected and as the DM you walk through walls by accident

scarlet gale
#

Core vision changes don't follow RAW rules for targeting

#

It pretty much treats all invisible creatures as also being hidden

#

while that's not automatically the case

vast bane
#

they needed to add the highlight to walls too for blindsight then it'd be functional

#

yeah with CPR's optional rule for invislbe/blinded, if you have stealthy installed it plays reall well together

#

(I'm biased cause I had it setup already before he added it lol)

wide crystal
#

Stealthy? Is that teh full name of a module?

vast bane
#

yes, stealthy is sooo coool

#

the two people who could see saw it two different ways

#

the first dwarf has truesight and no active perception, the last dwarf had a perception roll active that beat the zombies stealth

#

everyone else had perceptions that couldn't beat it

#

default settings for stealthy I found kinda lacking so I removed the durations on the CE's

#

caues I like to prep my encounters stealth/perceptions on the monsters and as the live session plays out the prep wore off

#

so instead of having 12 second durations I gave them unlimited durations, added force show, and then put these special durations on spot/hidden:

wide crystal
#

Damn, this is starting to look really complex ๐Ÿ˜„

vast bane
#

eh its not that bad

wide crystal
#

But it does look like a really cool feature.

scarlet gale
#

Moto does a bunch of homebrew stuff, feel free to ignore what he's doing

vast bane
#

you don't have to do what I do, its just hwat I found was problematic for my own table

scarlet gale
#

and just use stealthy as-is

wide crystal
#

๐Ÿ˜„

vast bane
#

when I prep my live sessions I have the most likely encounters laready down on the map, and they have hides set, and if the durations are 12 seconds, they wear off too soon /shrug I didn't like that so I changed it so they can never expire by time

wide crystal
#

Hm. Okay, so now I'm just thinking how this could be implemented to the Eversmoking Bottle, since the units aren't really hidden as per RAW. Perhaps we treated the mechanic a bit too literally while playing full manual on R20.

scarlet gale
#

Unrelated, hexblade curse bonus damage works on non attack rolls too right?

vast bane
#

all it is is heavily obscured area

scarlet gale
#

yea, just give it an animation and call it a day

#

I do the same with the darkness spell (mostly)

wide crystal
vast bane
#

I normally would but my issue was my last use of darkness was a darkmantle creature which is...special for darkness

wide crystal
#

So just a thought (though I will also try the animation route you mentioned)... Does ATL.light work with negative values?

vast bane
wide crystal
#

Just that I recall struggling with figuring out how the Sequencer works. I'm probably being really thick.

vast bane
#

v9 midi srd darkness was a walled off circle with light blocking walkable walls

#

but we're back in the territory of modding the players vision instead of the characters

#

how long do you want your player turns to get ๐Ÿ˜‰

scarlet gale
#

I feel like you're overcomplicating it

vast bane
#

my god you guys should have seen the first invisible stalker on floor X of dotmm, it was soooo painful lol cause I hadn't modded the invisible trait and nobody could target it and MCD's targeting in the tracker was broken

scarlet gale
#

Use automated animations to attach an animation to the template

wide crystal
#

I quite likely am overcomplicating it. I was hoping for some visually impacting way of implementing that item ๐Ÿ˜„

scarlet gale
#

and call it a day

wide crystal
#

Roger.

scarlet gale
#

I think there is a good smoke animation

vast bane
#

I think its actually fog clouds animation but grey

#

you might even be able to score help with the sequencer or find someone with it already for slowly expanding animations

wide crystal
#

Okay, I'll play with the Sequencer approach. Really appreciate your time.

short aurora
#

A whole lot of console.log(args) and console.log(this) so I could see what Midi was playing with as well

scarlet gale
#

I have a testing goblin that I just keep console.log(this) on it's item macro lol

vast bane
#

I tried to do that in effect macro, didn't work as I thought it would

#

EM doesn't use stuff like this lol

scarlet gale
#

Pretty sure EM actually does have a this

short aurora
#

I have an Args macro with that I just slot into my items to test. Maybe I should just have an actor with that as an actor macro instead, I haven't really played much with those

static sparrow
#

I've got an issue with the Christ's Premades Hunter's Mark; basically, it's rolling the weapon damage twice. After the hit is registered, I click roll damage, and it rolls the weapon damage alone (no hunter's mark). Then it rolls the weapon damage again (including hunter's mark this time). Do I have something set up wrong?

scarlet gale
#

Are you using dice so nice?

vast bane
#

doyou have any of the modules in the pins installed with midi?

static sparrow
scarlet gale
#

That too, do you have any conflicting modules

vast bane
#

My first thought was 2 rollers issue

scarlet gale
#

Screenshot your chat card

static sparrow
#

The final damage application is correct.

scarlet gale
#

That looks correct

vast bane
#

isn't the 1d6 hunters mark?

scarlet gale
#

yea

vast bane
#

whats the other roll look like?

static sparrow
#

Yep, the end result is fine, I just don't want my player to roll an 8 for the first weapon damage roll and a 1 for the second and get bummed when the first one is ignored.

vast bane
#

OHHHHH yep dsn

scarlet gale
#

@gilded yacht Any chance you could look at dice so nice and how it interacts with workflow.setDamageRoll

vast bane
#

I thought you were saying you had two roll cards, you mean two rolls in dsn

scarlet gale
#

It has one roll (that gets ignored)

static sparrow
vast bane
#

I will write up the df manual rolls version of this problem monday for tposney to look at fwiw if you don't do the dsn one

scarlet gale
#

As it stands, not much I can do for it. I'm like 90% sure this needs to be looked at from midi-qol

#

Pretty much anything that uses this.setDamageRoll re-rolls the whole formula to add the new bonus damage

vast bane
#

its not just dsn, its gotta be midi, cause it affects df manual rolls too

scarlet gale
#

so hex, hunters mark, etc

static sparrow
#

The midi-SRD implementation of Hunter's Mark doesn't have the issue, so I'm using that for now.

scarlet gale
#

Different ways of handling things

static sparrow
#

Yep yep.

scarlet gale
#

I throw everything into the primary damage roll

#

I avoid using the bonus damage thing since it makes it harder for features to interact with it

static sparrow
vast bane
#

for manual rolls, with midi doing the roller, exploding dice don't get requested by df manual rolls, but only in midi, the core roller handles it fine

#

Not sure about other rerolling options in midi but exploding dice definitely don't trigger another df manual rolls pull

static sparrow
#

I'm not using any rules that do exploding dice so I shouldn't run into the problem much at least.

vast bane
#

its totally homebrew for me

static sparrow
#

Yep yep.

vast bane
#

my table rarely has to deal with it, the only manual roller is a wizard so only when he drinks pots or rolls hit dice

#

I play with a house rule that all healing can explode, roll another die if the max is rolled

short aurora
#

Slight ramble, I want to make a function for all the many features that does x based on damage dealt. Is Midi's workflow so I can "just" hook once to a damage applied step, to retrieve the actual damage received by a target, and that would still account for reactions being able to intervene?

scarlet gale
#

preDamageApplication hook will be right before it farms the damage off to the GM client

#

In reality, you should just do postActiveEffects most likely

short aurora
#

Are resistances and immunities included there already? I am trying to log it, but midi with all hooks on takes a little to parse

scarlet gale
#

it's the same workflow

short aurora
#

Can you retrieve the damage actually dealt in the workflow?

scarlet gale
#

yea

#

let me find the spot

short aurora
#

._. much easier

scarlet gale
#

workflow.damageList

#

will have an array with the data you need

#

appliedDamage is what you want to look at

#

I would do this after active effects to avoid issues of other modules and macros (such as mine) editing the damage in preDamageApplication

vast bane
#

its in the macro I just made for a user earlier

short aurora
#

Yeah, that's exactly what I'm hoping to avoid. Helping with all them vampiric suck features made me realize I should just make a function and reuse it for these things, I just want to make as comprehensive as possible "catch all" for modifying the damage so I hopefully get a factual end result

vast bane
#
if (args[0].hitTargets.length != 1) return;
const damage = args[0].damageList[0].appliedDamage
if (damage != 0) {
    let sourceToken = args[0].workflow.token.document;
    await MidiQOL.applyTokenDamage([{
        damage: damage,
        type: 'temphp'
    }], damage, new Set([sourceToken]), null, null);
}
scarlet gale
#

applied damage should be what you want

short aurora
#

damageDetail specifically for some of them, but a great start, thanks both

static sparrow
#

Is it possible to conditionalize reactions? Like, quintessential example, Absorb Elements; is it possible to make it only pop up if the damage's type is actually valid?

scarlet gale
#

Not currently

#

A lot of things can just be set to reaction manual

#

for things like featherfall

#

and other reactions that don't really effect combat

scarlet gale
#

@dark canopy Is there a syntax for warpgate deleting an active effect as part of a mutation?

umbral basin
dark canopy
wide crystal
#

Sorry guys, one more question - how do you automate casting Light on empty spaces. Let's say a character wanted to cast light on an object in a room, but that object isn't actually represented within the scene in Foundry.

So far I can only cast light on other tokens, but I'm guessing there should be a way to create a light source via spells, right? Is it complicated?

dark canopy
#

needs a default NPC actor named "Default" to spawn if casting not on a token

vast bane
wide crystal
#

Thank you both.

vast bane
#

I wouldn't do that though

#

I'd just use midi srds light cantrip and handle the abnormal castings of it manually with a dropped token

wide crystal
#

What's wrong about the summon (or the link provided by Badger, not sure if that's the same thing yet)?

dark canopy
#

basically that, just detects whether to spawn or modify the target

vast bane
#

it'd be one hell of a macro write

dark canopy
#

not really

wide crystal
#

I'll play with the link provided, see if it works for me : ) Thanks again!

dark canopy
#

it will need a few lines updated for v10, just keep that in mind (if you do update it, please lemme know ๐Ÿ˜… )

wide crystal
#

Ha, that's likely beyond the scope of my capabilities, but I'll see how it goes ๐Ÿ˜…

vast bane
#

you'll also need to change the filepath if you don't have the patreon of jb2a

mossy steppe
#

Whenever I use a spell with concentration, it seems to count the concentration time in real life seconds, even when I try to tell it to go by combat rounds. Would anyone know what might fix that?

scarlet gale
#

Check your times up setting

mossy steppe
#

Is that something a GM has to do? I'm not seeing that

scarlet gale
#

Yes

#

Should be something along the lines of real time expiring

mossy steppe
#

Gotcha, whenever he's sober I'll tell him to do that, ty

molten solar
#

ยฏ_(ใƒ„)_/ยฏ

scarlet gale
#

(I didn't actually check)

violet meadow
static sparrow
fallen token
#

@tardy root (@item.level)d6
If it doesn't work, you might have to do the DAE trick and surround @item.level with double-brackets to force it to resolve when transferring. i.e. ([[@item.level]])d6

tardy root
#

That did it, thank you so much! Had the parenthesis in the wrong spot for what I was trying!

static sparrow
#

Is there any reason an ItemMacro executed by midi's OnUse Macro field would be being called twice? I'm testing Zhell's macro for Harness Divine Power and it works, but it works twice ๐Ÿค”

scarlet gale
#

What is the macro?

#

Keep in mind that Zhell doesn't make scripts for midi-qol, so it's unlikely to be working as intended.

static sparrow
#

I'm not worried about midi doing anything except executing the macro when the feature gets used.

scarlet gale
#

With the exception of being a v9 script, I don't see anything obvious.

#

Screenshot the on use section of your feature

static sparrow
#

When I just click the "excecute macro" button from the Item Macro menu, it works fine.

scarlet gale
#

It's likely the item.roll() part

static sparrow
#

Yep, commenting that part out makes it work as expected; I know you didn't write it, but do you think that could cause any issues I'm not anticipating?

scarlet gale
#

Not sure why it's there, likely based on having item macro doing the macro and not midi

#

Needs to be updated to v10

#

that's about it

#

I'm guessing it was there just to display a chat card

static sparrow
#

Is there any documentation re: what's deprecated and would need to be updated for v10? I'm comfortable doing that myself.

scarlet gale
#

anything that has data.data becomes system anything that's just data gets removed

vast bane
#

learning tonight that the Heartbeat module is probably getting added to the list, its throwing a thousand midiqol/heartbeat errors in console with everything I do in midi in a live session

scarlet gale
#

What does that module do?

vast bane
#

graphic animations on the screen when tokens take damage and gain health

#

tons of "not defined" errors with document

#

after restarting the server in our break atm I get one error in the console but I think its benign:

#

I don't use your auras so I think its benign

scarlet gale
#

Looks like I need add a null check

#

that's on me

hasty jackal
#

i wonder if you can create the rakshasa partial magic immunity using midi

spice kraken
#

I think that kinda thing would require a custom macro for the creature

hasty jackal
#

yeah i guess, i was just wondering

molten solar
#

Don't use with midi tho.

molten solar
violet meadow
spice kraken
#

Iirc, anything below level 6 spells have no effect, all other spells the creature gets advantage on the save

#

But it's also 5 AM and I haven't slept so could be wrong

violet meadow
#

I remember sharing such a macro

whole bolt
#

Heya,
I dont know if this is the right spot to ask, or even if what I'm asking is possible. But im trying to have a custom spell apply its effects to both the caster and their target, but without the caster needed to be targetted.
Think like 5e healing word, affecting a target, but also the caster automatically

vast bane
#

but if you want an ae that doesn't mod hp to apply to both that would be one of the use cases for those two self roll ae checkboxes in the first tab

#

the one that says also roll self if something something

#

but you can't mod hp in ae's

whole bolt
#

Ok hp bad example

#

damage

vast bane
#

that was just shared here lol we really need to get this in the wiki

#

let me find it

#

if its heal target and heal self for same amount....um we'll need bugbear or chris to tell us if damageApplied can count for healing too

#

if its damage target and heal self that macro is perfect for it

#

thats an on use macro

vast bane
#

Oh I totally forgot another bug last night. Whenever my players or npcs used the parry reaction it would remove an effect from the themselves

#

ok I think I'm pretty confident this is actually the new dfreds doing this, dfred seems to have a strange setting now where anything with overlapping keys are toggled off if stacking isn't allowed

vast bane
#

Is anyone available to test DAE 25/Midi36, I think I found a gamebreaking bug

#

Steps:

  1. Drag out 2 starter heroes, preferrably the ranger and bard
  2. Give the bard a dfreds CE of the spell shield.
  3. in combat, attack the bard with the ranger, does the shield expire?
latent creek
#

Noob question how do i make totem barbarian's rage resistances with MID QOL and DAE?

spice kraken
#

How is it different than regular rage resistance?

latent creek
spice kraken
#

Create an AE with system.traits.dr.value | Add | and select all the options you need (1 key per resistance) (my screenshot is v9)

vast bane
#

supers image is v9, yours wil say system instead of data

#

there is definitely something going on with active effects in midi 36 and dae 25, its almost like keys can no longer stack

latent creek
vast bane
#

they do not conflict, but its easy to mix up the DR keys with the dr keys

#

DR is damage reduction, dr is damage resistance

#

For some reason my reactions are removing any other active effects that have the same key as the reaction, noteably if I have 2 ac bonus ae's. One for parry and the other from something else. When I am attacked and I parry, it removes the first ae and applies parry alone. When I go in and change the ae's to not stack by name, they suddenly work together, this has not been how this works for ages and can only sus out that midi/dae are all thats changed.

#

Its the reaction dfreds CE causing all of this

quiet solar
#

do you guys know if I need to somehow register a module with dae in order to be able to set a flag from and active effect?

#

because I've successfully set flags at world scope and dae scope, but in trying to set one for my own module, it isn't working

vast bane
quiet solar
#

oh

vast bane
#

wait do you mean so they auto complete?

quiet solar
#

that seems a bit much for my measly module

#

no - don't care about autocoplete

#

just being able to set it at all

vast bane
#

then I'm wrong

#

share your macro maybe one of the gurus will help

quiet solar
#

well, I wasn't specific enough...

#

it's not even a macro - just an effect

vast bane
#

thats beyond me hopefully one of the other guys sees it

quiet solar
# quiet solar

and setting it directly via the console works fine:

await actor.setFlag('w15ps-srd', 'roundRobin', 1)
await actor.getFlag('w15ps-srd', 'roundRobin')

1

vast bane
#

did you try add?

quiet solar
#

I'm modeling it directly off of the midi-qol sample 'Auto Sneak Attack' which works fine, so I think custom is right

scarlet gale
#

Use overwrite

quiet solar
#

and if I change the scope to dae it works

scarlet gale
#

Custom doesn't work for whatever reason for stuff like that

quiet solar
#

thank you!

#

also needs different syntax in the effect
Setting it with the flag and value in the 'Effect Value' field gives:

quiet solar
#

which makes sense, I just think dae must have some 'magic' for its space

#

anyway - solved. Thanks!

gentle sluice
#

is there a midiQOL / system flag for applying the prone condition?

vast bane
latent creek
#

How do i create a trigger for being grappled? Context: Racial Feature Poisonous skin "Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute."

gentle sluice
tepid dock
#

Someone showed me a good way to make unidentified items, that once attuned the item will populate in their inventory. I was wondering if anyone knows how it works?

short aurora
#

I think @vast bane has an example where they use Warp Gate to mutate an item from unidentified to identified?

#

(and vice versa)

tepid dock
#

Oh that would be cool

short aurora
#

More fitting for the channel anyhow

vast bane
#

I shared the item here its a prefab

#

I can't find my post with it though

short aurora
vast bane
#

the players need to attune to the item for it to identify

#

I made it a weapon so that just incase a player uses it as a base weapon you can edit its stats and let it happen

tepid dock
#

Is there a way for the icon to not be visible while on the token?

vast bane
#

what icon?

tepid dock
#

The active effect icon

vast bane
#

it will show in the active effect tab no matter what, you can hide that tab with tidy5e

#

you could also cheekily rename it to something benign like "freedom of movement" or bless too lol

#

once they attune it will auto delete itself and give the magic item

tepid dock
#

Ye no worries, I was using item piles so I would give the "Unidentified Item" to the enemy so when they die, its lootable. So if its on an enemy the whole encounter, the players are more likely to attempt to kill those enemies.

#

Because theyll learn what the icon is. its fine, I can find another way around it still using this. But thanks!

north ocean
#

Is there a way to automate sneak attack when you roll with advantage?

short aurora
#

Unsure if that works with monsters/unlinked tokens

tepid dock
north ocean
#

Ive dragged it to my players sheet

vast bane
#

the ae should be unavailable

#

the unidentified items effect only shows up for about 2 milliseconds on any token before it is deleted

#

while it is on your npcs just don't attune to it ๐Ÿ˜‰

vast bane
#

and auto sneak requires the regular prefab sneak too

#

you must drag both sneak attack items that don't say swashbuckler to the rogue from midi sample items

#

you also should be on dae 25 and midi 36

tepid dock
north ocean
scarlet gale
#

Looks like you have a duration on the effect, making it show up as a passive one

north ocean
#

Ive got those now but its still not working

#

Nevermind, It was because i was constantly testing it outside of turn order

vast bane
#

that is most definitely not the right item then

#

no wait

#

you are using the one that Krig shared

#

mine is the right one

#

the one that krig shared was when I was building it and it was broken

vast bane
vast bane
north ocean
vast bane
#
let i = 0
while (!token.actor.items.getName("Adamantine Breastplate") && i < 3000) {
    console.log("Waiting for new item to be created, if needed!")
    await warpgate.wait(250)
    i += 250
}

const item = token.actor.items.getName("Adamantine Breastplate")
item.update({'system.equipped':true});

if (item.system.attunement == 1){
  item.update({'system.attunement': 2});
};

console.log(origin);
origin.delete();

@tepid dock

I think you have the wrong import, krig shared an incomplete one right before me

tepid dock
vast bane
#

this magic item concept is not meant to be attuned immediately, you just drag it to a character, when they spend a short rest with the item then they attune/equip

#

show me the details of the item on the wolf

#

the details of the item

#

there is literally no way that ae can be visible

#

the macro literally deletes it

tepid dock
vast bane
#

first tab of the ae

#

on the item not the actor

tepid dock
vast bane
#

show me the effect macro

#

if that effect macro is my macro, then your item makes no logical sense

tepid dock
vast bane
#

it says requires attunement, you aren't equipping and you aren't attuned and the ae is on the actor

#

that makes no sense

#

I implore any other pro to look at those images and explain how that can happen lol

tepid dock
#

Does it have to do with my AE or Midi settings?

vast bane
#

the item is requires attunement and isn't equipped, you have transfer on equip checked

#

that item makes no sense

tepid dock
#

So when the item is transferred the effect should not show the icon, correct?

vast bane
#

show the actors effect tab

tepid dock
vast bane
#

yeah

#

you got a weird module going on

#

either vae or dfreds effect pannel is bein screwy

#

you have show unavailable on in a module that does that

#

if you have vae, its this first checkbox, you have it unchecked:

#

if you have dfreds effect panel I have no idea if he has a setting for it

short aurora
#

That's not even a disabled effect, I believe VAE means inactive on that account

#

It's something else

vast bane
#

confirmed, vae wth that unchecked shows it

#

this might be a vae bug

#

nope not that setting

tepid dock
#

Keep in mind, I do NOT have VAE

vast bane
#

I bet you this is midi 36/dae 25 shennanigans

short aurora
#

You have another module, then

violet meadow
#

Unavailable item's effect icon shown?

short aurora
#

yup

vast bane
#

but only THAT item

#

mace of disruption isn't doing it

violet meadow
#

Hmmm effect details tab screenshot?

vast bane
north ocean
#

Is there a quick way to remove the "Empowered" effect from my druids quaterstaff after casting Shillelagh?

violet meadow
#

Is both Games and Moto encountering the same issue?

violet meadow
#

With only that item?

vast bane
north ocean
violet meadow
#

Console errors check

vast bane
violet meadow
#

Also which shillelagh spell is that ? I mean from which module?

north ocean
violet meadow
#

And version of MidiQOL you are on?

north ocean
#

36

#

25 DAE

vast bane
#

its the duration

#

I'm pretty certain its either dae or midi

#

just got the mace of disrutpion from midi samples to have the same bug

#

put a duration of 90000 in the sample item for mace of disruption

violet meadow
#

Duration fromDAE config or item?

north ocean
#

I just went and got Dfreds effects panel and disabling it from there actually removed it