#MidiQOL

1 messages · Page 98 of 1

inland vortex
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Is there an automated version of the Confusion spell yet? For making the wisdom save each round and rolling on the action table?

hexed coral
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Is it possible to make a feature like Relentless Endurance with MIDI QOL?

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I saw there were things that involved things like: "When hp attribute is </>/= then do X" type triggers? But I may be wrong

queen raptor
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Aha, that's exactly the problem I have and exactly the solution I'm looking for. Many thanks

hexed coral
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Appreciate it!

dull sinew
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Anyone awake? I find a wierd bug with Midi and libWrapper

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I already open a ticket about that, but maybe someone here already know this and have the solution.

When you delete a class from an actor sheet, it will not delete the others features of that class and it will bug the HP forever for that sheet, never updating the Max HP. I check early and this only occurs when Midi QOL and libWrapper are active together.

spice kraken
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Are you overwriting max hp through the hp config?

dull sinew
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No

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I create a new actor and test it (beside test with others actors)

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The new actor have nothing besides the class

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and only that

molten solar
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Check system settings

dull sinew
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Check for what?

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This doesn't happen when Midi and libWrapper are diseable. In fact, this doesn't happen when libWrapper are disable when Midi are enable.
And if libWrapper are enable with any other modules, it work fine. Just with Midi that occurs.

short aurora
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It's Midi "really delete item" check that's overwriting the advancement dialog that prompts if you want to also delete whatever the class brought along, disable that and you'll be ok

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For the stuck health part, are you trying to configure directly in the value? Because player character's max health needs to be configured by the cog wheel that appears when you mouse over hit points

dull sinew
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So, when the class are deleted, the HP are reset to 0

short aurora
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Yup, that's where they get all the health from

dull sinew
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That option in Midi did not reset the HP

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it would be forever stuck with the previous HP

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Max HP, not the current HP

short aurora
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That I can't repro, mine reduces to 0. Current HP is still there, but max is reduced to 0.

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That said though, does Midi even need this setting anymore? Isn't this core now? I get a similar prompt without Midi enabled

dull sinew
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Thats the bug

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Now try to put another class

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It will not change the max HP

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try level up, will not update the max HP

short aurora
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Nope, still works

dull sinew
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The Max HP update?!

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Are you sure the option are enable?

hexed coral
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Whats the DAE/MidiQOL Attribute Key that will let me add and subtract to ability scores. Ex: Change a 9 DEX to a 18 and a 18 STR to 4

dull sinew
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You try with another sheet, a new one?

short aurora
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Still works, Midi QOL 10.0.36

dull sinew
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makes no sense

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I'll make a video

short aurora
# hexed coral I think I found it!

system.abilities.dex.value OVERRIDE should do the trick for setting to a specific value, replacing dex for your 3 letter abbreviation of ability of choice, please don't do this for permanent changes. Adding is add change mode instead.

hexed coral
dull sinew
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goddammit! it doesn't happen anymore!

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Jesus Christ

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I swear it happen the way I say

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I tested this for like 2 hours without stopping until I found this

short aurora
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Depending on module/world setup, sometimes people find it hard to enable passive effects this way and they just give a temporary effect a duration of many many long time

hexed coral
dull sinew
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Now I understand

short aurora
hexed coral
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For sure 1 moment

dull sinew
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If that bug happen with Tidy5eSheet and you edit the Current HP and Max HP direcly to 0, it will not update anymore

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Weird

hexed coral
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Its a bonus action to use/toggle

short aurora
short aurora
# hexed coral

I'd make the feature a transfer active effect and just toggle the passive effect when needed, if they don't want to enter their character sheet, you can macro a toggle button for an active effect by dragging it to the hotbar

dull sinew
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The whole problem is with Midi, libWrapper and Tidy. I think I'll open a ticket in there too

dull sinew
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No, it's not

hexed coral
dull sinew
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This is temporary?

hexed coral
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It lasts until a bonus action is used to change back

short aurora
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Yup. That'll immediately activate and apply the effect, which you can then toggle and it should work nicely as a toggle from then on.

hexed coral
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Awesome ❤️

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Is there a Attribute Key for size change?

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Or would that be macro business

short aurora
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You can change the value on the sheet, but will need either macro or module to visually do something

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system.traits.size

hexed coral
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Hm... kk. I shall ask around in Macro room. Thanks !~

hexed coral
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Would there be any reason why a macro would be activating twice AFTER it already applied it the first time just fine?

short aurora
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A macro running on an active effect? Wrap it in

if (args[0] == "on") {
  // throw your macro in here
}
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Macros runs on both application and disable/deletion, if you throw this in, it should only run when you apply it

hexed coral
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Did I use the right macro.?

short aurora
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Yeah, that should be fine, what do you mean re-apply the attribute keys? When it's inactive?

hexed coral
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So if the token is just freshly put out, then I use the bonus action it applies like normal. However when I press it again it does the "-Alter Size" but IMMEDIATELY after it reapplies it. So for a split second it reverts back to normal stats but then right back to OVERRIDED ones.

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If that doesnt make sense I dont mind screen sharing if youre available.

short aurora
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Sure, I have an inkling about what's wrong but feel free to screenshare

hexed coral
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kk 1 moment

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D&D room or How-to room?

swift kettle
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hello all
how do I add a spell to a item ?
do I need a module or something ?

spice kraken
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Oh that, yeah

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There are 2 so do your research on what works best

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Magic Items, Items with Spells (IIRC)

swift kettle
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ah okay

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yeah will look into it 🙂

wide crystal
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Hey guys, I'm sorry for asking so many questions over the course of a week, but transferring 5 lvl10 characters was a bit complicated 😅

I'm trying to implement this script, but for some reason the Frightened condition doesn't apply.
I checked that the naming fits what CE calls it and I tried running the macro at different points of the workflow, but that only broke the action. Do you know of any obvious reasons why it may not apply the condition?

violet meadow
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Do you have a registered hit?

wide crystal
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The script is applied to a target as an effect.

violet meadow
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When should this be applied?

wide crystal
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Yes, so the hit animation happens and other effects (necrotic damage) are applied.

violet meadow
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OK hmm

wide crystal
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This should be applied when the enemy is hit by any attack.

violet meadow
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This is supposed to be a macro onUse on a specific weapon.

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Are you trying to trigger this macro when the hp of a specific creature are changed? World script or something?

wide crystal
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So basically, this is for the Tale of the Phantom by Bard's College of Spirits.

You apply an effect on a friendly target which turns it invisible and makes their next hit landed deal extra Necrotic dmg and apply Frightened.

I set it up like this.

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I followed your instructions from when you were helping the other person and I believe you said it can be ran as a regular macro, not necessarily as Item Macro. Did I misunderstand?

vast bane
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I'd just temp item this

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oh shit but then you can't use scale

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wow I'd just ban spirits bard from my table lol

wide crystal
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There's the solution! 😄

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I mostly managed to replicate the entire Tales from Beyond. Was lucky to have someone more brainy do the same literally a day before me as well, so. But there are these few bits to iron out and I was just hoping it wouldn't be too complicated.

queen raptor
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I noticed something similar in SW5E last night; effects were generating with a duration of 1 second. When I removed the duration, they generated correctly as passive effects

feral kestrel
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After updating to v10, why is this PCs initiative prompting a query dialogue. Also, why is it not applying initiative bonuses from an Effect?

vast bane
molten solar
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Because there is a dialog now. And because the key is system.attributes.init.bonus.

weak hemlock
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Does anyone know if there is an already written effect/macro out there for the Champion's 18th level survivor feature so that it automatically applies at the start of the Champion's turn? I have absolutely zero experience with coding and every resource that I've looked at for a simple test of +1 hp on turn start has just thrown out errors and they don't have explanations for what to do when that happens, jut people saying "It worked"

I've got MidiQoL, Time's Up, and DAE active if that helps.

Barring a pre written macro, does anyone have suggestions for a tutorial that will explain coding in foundry to me like I'm 5?

vast bane
topaz fjord
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Hello everyone.
Is there a way to automate the effect "You gain 10 temp hp each dawn/LR"?
I've tried to create an effect with system.attributes.hp.temp = 10, but it just perpetually adds 10 temp hp every time something damages character.
It looks like it should be "every long rest use a macro which checks for specific effect and if it is present, add 10 hp once"

molten solar
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await actor.applyTempHP(10);
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dont use an effect for hp stuff.

topaz fjord
molten solar
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World script or module.

weak hemlock
# vast bane A simple overtime should suffice, look at the regeneration item in midi sampes

Is the over time supposed to apply the damage/healing by default? Or is it just a chat message/macro trigger and then I have to write the macro to do it?

Because written as its meant to be without a macro all I'm getting is a chat message that says "Damage Over Time: 1"

But when I add the line macro="Regen" it doesn't trigger that macro, of which currently all that macro does is print "Hello World" into the console when I execute it because that's all I know how to do.

vast bane
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I don't know the champions ability but the midi sample has a great example of conditional regeneration already

wide crystal
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Does the flags.midi-qol.ignoreNearbyFoes flag mean that a a gunner with the Gunner feat (no disadvantage on ranged attacks in melee range) would function properly? Or could that have some more side effects?

vast bane
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I also personally do not like the sample item cause it rolls public, you can add the gm roll mode to the overtime to fix it if anyone cares, loook at my cheat sheet link above.

vast bane
wide crystal
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Thank you!

vast bane
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turn=start,
damageRoll=5 + @abilities.con.mod,
damageType=healing,
condition=@attributes.hp.value < @attributes.hp.max / 2,
rollMode=gmroll,
label=Survivor
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untested, if it fails its likely cause the second half of condition needs to be wrapped in parenthesis

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you could also do this with Effect Macro but that involves writing a macro

weak hemlock
vast bane
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you sound like you don't have midiqol installed

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Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Multiattack 5e
Effective Transferral
Attack Roll Check for Dnd5e
Advanced Spell Effects(non beta version)```
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uninstall or disable any of these ⬆️

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once you have confirmed all of the above modules are uninstalled, if it stil doesn't work let me know and I'll go through the midi settings you are not using

weak hemlock
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I can't screenshot right now, but I'm definitely looking at the MidiQoL button being checked in my manage modules list.

As far as the run down on the wiki post. I don't have any of those installed.

vast bane
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If no module conflict:

Any setting other than No is what you want, though it sounds like you want auto damage so my setting of yes+card is what you want.

weak hemlock
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Fore reference even when I import the regeneration ability as is from teh compendium it only outputs a message and no healing.

vast bane
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workflow button, workflow tab, damage subsection

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yours is set to "No"

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if its not set to no, then you still have a conflicting module interfering with midi or are using a legacy build of midi on a new foundry build

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I've also now confirmed that the above overtime works as intended even on npcs

weak hemlock
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That was it. Sorry for giving you a headache, thank you for your patience and help!

vast bane
weak hemlock
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I completely understand. Lists like this exist for a reason.

vast bane
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if you want the roll public just remove the rollmode line in the overtime, I personally feel that it should be between the owner and the GM so I put that in

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if you use my cheat sheet for making overtimes remember that the final line should never have a comma

modern badger
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I would like to know if it's possible to program the 'summon' spells from Tasha's to not use three separate macros but one macro that lets u choose .3.

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wondering if anyone has already done it

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trying to program the draconic spirit ;3;

vast bane
modern badger
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wuts that '3'

vast bane
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I think Janner was the last person to write a draconic spirit, my version is janky AF

oak mulch
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Hello! I'm starting with automated combat and I'm trying to replicate the Lay on Hands feature on "Midi Sample Items", in order to translate to spanish for my players. The thing is that Midi's feature pulls a macro to ask the player if he wants to heal or cure disease. How do I do this for my feature? I've never worked with macros before.

vast bane
oak mulch
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I downloaded Advanced Macros

vast bane
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wrong module

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"Item Macro"

oak mulch
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Okay!

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Ill try with that

vast bane
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Advanced macros is required for Active AUras though fwiw

oak mulch
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I do not understand last part "f you do install item macro, you have to disable the character sheet hooks setting in that module or your on use macros will break in midiqol". Do you mean the Tidy5e sheet?

oak mulch
vast bane
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Once you have item macro installed and disabled its setting for character sheet hooks, you should be able to see an item macro button on the top bar of lay on hands and in it you will see lines that start with "Label" and "Content" which have the actual viewed text in its windows to change to spanish

oak mulch
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OkaY!

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Thank you very much! I let you know 😉

vast bane
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looks like a "title" line would also need a translation

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and "chatFlavor"

modern badger
vast bane
# modern badger can u point me to what's CPR? can't seem to find it 😮

Sources of premade stuff for Midiqol:

Modules:
Midi Sample Items Compendium(comes with the module)

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

Chris' Module form of his macros:(CPR)
https://foundryvtt.com/packages/chris-premades

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

w15ps's Module
https://foundryvtt.com/packages/w15ps-srd

Macros:
Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros

Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros

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

modern badger
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oh o3o

vast bane
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(it doesn't have draconic spirit yet which is the most complex of the tashas summon spells fyi)

modern badger
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thankies!

vast bane
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if you search here I very strongly remember Janner making it

rocky jewel
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Question when you cast something like thunderwave how do you make it where it doesnt auto damage the caster?

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From the template

vast bane
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unless you subscribe to the cheese method of backwards casting it which imo is not in good spirit of the spell

rocky jewel
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Interesting? Could you explain?

vast bane
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This is how thunderwave should look when cast, the cheesy schmarmy way to cheat the system is to back cast it backwards so the casters in it

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back casting it would look like this:

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many misidentify the spell as being this when its not:

rocky jewel
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I would be one of those people

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Thanks for clearing that up then

vast bane
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if you want it to be the third option then change it from being a template to a point blank aoe

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and set range to special

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then it will ignore the caster

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(but not be rules as written)

rocky jewel
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Thank you very much for that

vast bane
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But who hasn't changed a rule to make it work in foundry lol

modern badger
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I can't find the summon spells on chris' premade macros :<

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I only want those not the entire thing

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and I can't find the baseline summon macro in the module to just copy it

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I don't want the rest of the automation, can I just get a baseline summon macro with the query? .3.

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can't seem to find it

vast bane
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The macro link generally are all the stuff he made before the start of the module, you could pour into his module and look under the hood for them but I think you'd be better off just sussing out the warpgate wiki for the existing ones there

modern badger
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u3u

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ok so

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I have a question

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how would I make the 'Summon Spiritual Badger' macro

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give different tokens to each form?

vast bane
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you could go that route yes

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I put all the features on the single actor and I delete the ones that don't matter but my way is janky

modern badger
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yeah but

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the token img

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Is not a feature o3o

vast bane
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name them similarly then they are the same 3 newest options in TVA's button

dark canopy
weak hemlock
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So I know that you can make an effect deactivate another effect when it itself ends, but can you make an affect activate another effect when it ends?

nocturne frigate
#

Is there a way to change the versatile damage type in a weapon? So main damage and versatile have different type of damage?

violet meadow
nocturne frigate
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Thanks

rapid mural
#

how do you turn off targeting mode?

short aurora
short aurora
short aurora
rapid mural
short aurora
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Midi's require target thing doesn't actually show an error message when I test it, so if one arrives, it's something else, so the wording or a picture of the error will help

rapid mural
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It shows a yellow banner on that says "[User] no target is selected"

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I'm in a game rn but I'll try turning off other mods when it's done, thanks for the help

small pier
#

guys theres a way to when cast darkness everytime anyone enters into the template they get blind?

scarlet gale
#

But otherwise, and active aura template can do it

small pier
#

okay thanks for the help I will try to use active aura

dull sinew
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Hey guys, I am struggle with an OverTime effect of regeneration. It's not the normal regeneration, who heals if you are with 0 or more, but this heals only if the actor have less than half of his Max HP and don't heal if he have 0 or less Current HP. I wrote this, but it doesn't work properly. It heals when the actor are above half of Max HP. Can someone help me?

turn=start, applyCondition=@attributes.hp.value < floor(@attributes.hp.max / 2), damageRoll=5 + @abilities.con.mod, damageType=healing, label=Busca da Autoperfeição

vast bane
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I just shared this

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it needs a second evaluation I forgot the check for 0

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unless you are paraphrasing

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yeah needs to have a stoppage for 0 hp too

dull sinew
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for 0 and for more than half?

vast bane
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What is the evaluation code for and/or? Is it ||?

dull sinew
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I don't know haha

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D:

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sad

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in this case wouldn't be "0 or less"?

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The normal symbol is ≥

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Ops, this is for 0 or more

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≤ this is for 0 or less

vast bane
#
turn=start,
damageRoll=5 + @abilities.con.mod,
damageType=healing,
condition=@attributes.hp.value < Math.floor(@attributes.hp.max / 2) && @attributes.hp.value > 0,
rollMode=gmroll,
label=Survivor
dull sinew
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wow

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I didn't know about the second part on condition

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thanks!

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It continues to heal even if the actor are with more than half the Max HP =/

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works

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I am an idiot

vast bane
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was gonna say mine works just fine

dull sinew
#

I put on a floor in the @attributes.hp.max / 2 and the code doesn't work. I remove and work

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thanks man!

vast bane
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you don't need a floor there honestly, but if you wanted it, you probably had to do Math.floor

dull sinew
#

math.floor?

vast bane
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Pretty sure evaluations are js so in macros you do Math.floor(yada)

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but you really don't need to do floor because of the way you are using it

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if you wanted to round up then you would want to use ceil but ultimately damage is always whole numbers so if you floor the max hp no matter what it would fire on rounded down and not on round up so at the end of the day the floor is unnecessary for this specific case

dull sinew
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understandable

vast bane
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actually the true reason why its not needed is because survivor doesn't say to round down

short aurora
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You always round down in dnd5e

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RAW

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... if applicable of course, I just had to burst that out there - you'd probably need Math.floor in this case as Moto mentioned, I believe the devs did some extra code to make floor and ceil work without the Math-prefix in the character sheets

vast bane
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yeah page 7 of phb, at first I thought that was only for damage but its for all numbers that result in a decimal/fraction

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edited the above

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oddly enough you don't need to include 0 if you have skip auto defeated

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that could be problematic for anything that regenerates at 0...

short aurora
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I guess it makes sense, it's never their turn, so the expression's never evaluated

vast bane
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yeah, I'm thinkin we need to not auto defeat in midi actually

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well the skip defeated needs to be off

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I'm guessing thats MCD

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wow I dunno how to undo this, dead=defeated

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has nobody used a troll in midiqol lol why am I the first to notice this?

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yeah its infact midiqol doing it, it adds defeated to tokens, unconscious for players. Maybe it needs a check for regeneration before defeating?

short aurora
#

That will spoiler a regeneration, for what it's worth, but isn't auto defeat in midi also a setting?

vast bane
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I feel like you could mimick defeated and still have the turn right?

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I could have sworn that defeated is not skipped in vanilla foundry

static sparrow
#

I’m not sure if this is within the scope of midi or if it’s a more general question, but is there a way to automatically give a level of exhaustion upon hitting 0 HP?

short aurora
#

I'd probably just do a world script, more of a general thing

vast bane
#

could have an effect macro on deletion for the wounded CE to apply exhaustion if the hp is 0 when it is removed

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wounded is removed in two ways, if you are healed and if you drop to 0

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nope

static sparrow
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I don’t think I’ve used wounded, does midi apply it?

vast bane
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would have to be the unconscious CE

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when the unconscious CE is applied check if hp is 0, if so, apply point of exhaustion

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assuming you have auto defeat/unconscious on, and since yoou have no clue what wounded is thats a very good chance you don't

static sparrow
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I’ve seen “wounded” in the CE list, just never used it or had it automated, so I wasn’t sure XD

vast bane
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wounded wouldn't work for player characters cause auto unconscious doesn't remove wounded, but since you auto unconscious you could use that instead

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the first box in my image is probably off for you

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If you auto unconscious you should be ablle to use an on creation effect macro that checks the hp total and applies a point of exhaustion

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can pretty much leverage the survivor condition evaluation above for the if statement for the ae

#
if token.system.attributes.hp.value = 0 {
add exhaustion?
}
tardy root
#

Hey all! Question, in the midi qol item fields I'm noticing that I can't seem to get "On Use Macros" to trigger properly when I select anything other than "After Active Effects," specifically I'm trying to get one to trigger on "Actor is target of an attack." Is there maybe something I'm missing?

vast bane
#

I dunno how to add points of exhaustion in a macro but I'm sure someone does

vast bane
tardy root
#

I do, yeah. I've tried it with an item macro and with a regular macro.

vast bane
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if that is not your problem, then your macro does not have a proper macropass set in it

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target of an attack sounds like its meant for actor on uses

tardy root
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I do have it unchecked! I'll have to figure it out.

tardy root
vast bane
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you should not need a macro for that

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there are 3 types of triggered macros reactions now, on target, on attack, on damage

tardy root
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No I have those on, and it works fine where I use it elsewhere! It's a parrying dagger to allow them to add 2 AC for an attack when attacked.

So the base weapon action is its attack, and I wanted to try and fit it all on one item without creating a separate item/feature/spell for the reaction.

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Maybe I'm missing that you can do that somewhere?

short aurora
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Not realistically feasible, the functions are too apart

vast bane
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yeah I'd do that with a macro.createItem key and it'd be a seperate item

short aurora
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Yeah, that's pretty clean, put a createItem on the dagger to automatically add the other feature(s), but definitely make them separate items

dull sinew
#

Hey, I am using the flags.midi-qol.DR and I have a question. It's possible to use a custom damage type with flags.midi-qol.DR?

tardy root
short aurora
vast bane
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Figured out how to not spoil a trolls regen!

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it was a core setting auto skipping

short aurora
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flags.midi-qol.DR.customtypename

vast bane
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it doesn't matter, overtimes just do not run on incapacitated actors

dull sinew
dull sinew
vast bane
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in combat yes, but overtimes themselves do not run on turns where the actor is dead or incapacitated, a yellow warning pops up

dull sinew
#

ohhhhhh

vast bane
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its something in midi's code:

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looks like its deep in the roots of midi so I doubt it can be fixed but, you can always manually heal a troll I guess

short aurora
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Mechanics -> second block

dull sinew
#

very sad DR doesn't work with formulas, only numbers

dull sinew
vast bane
#

otherwise deflect missiles and stones endurance wouldn't work

dull sinew
#

what

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I am doing something wrong tho

vast bane
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what are you trying to make?

dull sinew
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I am dumb

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I'm using [[ ]] in the formula and that is what makes that doesn't work

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I just erase that and work

short aurora
#

Using [[ ]] is asking it to evaluate it at a certain point I can't recall, so that could do it, yeah

queen raptor
vast bane
#

[[]] will roll it that specific time and then it is that value forever, its ok in things like stones endurance and deflect missiles but bad for things like heavy armor master esque transfer on equips

#

it evaluates every time its created on an actor

vast bane
short aurora
#

I think Chris literally just pushed an update for the feature tartdraws asked for

#

I AM FASTER CHRIS

scarlet gale
#

LOL

vast bane
#

tart didn't want to install CPR though I think

queen raptor
scarlet gale
#

Tasha's scaling can be done via warpgate updates during the spawn

queen raptor
#

But also 👀 I'll have to check Chris' version

vast bane
#

nah arbron just lets you reference the casters attributes, you need advanced warpgate shennanigans for some tashas stuff

#

the warpgate wiki I believe takes one of the harder tashas and shows you how to do it fwiw

scarlet gale
#

I wound up making a table to convert prof bonus to CR to get the scaling right

#

As well as having to add a bonus to the attack rolls

tribal prism
#

Hey @scarlet gale I'm using Thunderous Smite at the moment but it appears that the active effect falls off after the attack roll is made successfully but before damage is rolled and it does not appear to apply the additional damage. Any idea what might be causing that?

#

It believes the concentration is broken after the successful attack roll

scarlet gale
#

I don't think I have a Thunderous Smite?

#

You might be using the DDB importer version of that spell.

queen raptor
#

Is this not changing damage parts? Maybe I'm misunderstanding what you're saying, Moto

tribal prism
vast bane
#

and the bonus action smite spells are either midi samples, DDB, or midi srd

modern badger
#

hah I might install CPR it just had a lot of dependencies and I was a bit stunned o.o

tribal prism
vast bane
#

I honestly dont know the point of that checkbox, my best guess is its a sw5e thing that he gave dnd5e just in case

#

cause in dnd5e you like, never want that

tribal prism
#

Well I appreciate that, would've taken a minute to find out what was causing that

vast bane
covert mason
#

😉 Sent over

modern badger
#

:0

#

henlo

tribal prism
#

So I'm trying to apply a AA when the Thunderous Smite actually hit with a melee attack. I've got a CE for it with the AA made, I'm just wondering how to leverage midi-qol.OverTime for the registration of a failed save against it once it rolls. Or if that's the correct approach.

vast bane
#

doesn't mrprimates macro leverage an animation?

tribal prism
#

There's another CE added in there on damage so I was able to toss it in the macro without any issues

tardy root
modern badger
#

question with ordering

#
const item = actor.items.getName("Summon Undead");

const level = await warpgate.dnd5e.rollItem(item);```
#

with a macro that starts like this

#

how do I make the actual item 'roll' the macro? o3o

#

rn I can only run it directly through the macro bar

vast bane
#

I think actor is usually bad to define

#

if you have advanced macros I think you are gucci for that though

scarlet gale
#

What are you trying to do?

modern badger
#

make it so the 'Summon Undead' spell rolls the macro I've been tweaking today

#

rn the macro includes the 'item'

#

dunno if there's a way to just make the item do everything when rolled

vast bane
#

make it an on use midi macro on the summon undead spell?

modern badger
#

tried that

#

tells me there was an error running the macro

vast bane
#

oh....you followed a non midi macro didn't you?

modern badger
#

I suspect it's because the macro itself rolls the item

vast bane
#

I think you are stuck having to rewrite portions then cause the macro you yoinked from was probably heavily implying non midi use

scarlet gale
#

Yea, whatever you started with wasn't setup around midi

modern badger
#

uhhh, but this should be an interaction midi has no problem with, right?

vast bane
#

its either a hotbar macro or an actual Item Macro...macro which midi blocks

short aurora
#

It's usually just the roll portion that's not Midi-good, because Midi tends to already roll the item

#

So if you add a roll for the item, you roll infinitely

vast bane
#

half of the warpgate wiki is midi examples, I'm surprrised you couldn't find one that used it

modern badger
#

summon badger spirit doesn't use midi I think .3.

modern badger
#

any way to fix it easily?

short aurora
#

Considering it has the word badger in it, I think that one is midi free 😄 Honeybadger don't want none.

Is this your entire Warp Gate summon macro or can you parse that?

vast bane
#

yeah you picked a non midi macro to replicate

scarlet gale
#

I feel like if you're trying to have run another macro after doing a summon, something is being done in a very weird way

modern badger
#

here it be '3'

vast bane
#

nah alot of the warpgate wiki has midi stuff

scarlet gale
#

Most summon stuff, you can just do the logic in the updates part of a summon

vast bane
#

they just picked the wrong one

short aurora
#

Are you on v9 or v10?

modern badger
#

I mean, it was the recommended template for summons ;;

#

v10

vast bane
#

Badger Medic is an example of a midi macro in warpgate

#

Which I think is technically Healing Spirit

modern badger
#

but the macro has rolling the item included in it

short aurora
#

Alright, so this macro needs its' arguments replaced with the ones provided by Midi and for "safety", should also update the data attributes path to system, but I do think honeybadger was kind enough to code in a temporary fix for those for now

modern badger
#

like, it's not that big a deal if it can't be done, just tell my players to cast it thru the macro

#

wouldn't that still have the problem of the macro rolling the item which rolls the item which creates a loop?

short aurora
#

Oh yeah, you also remove that line

scarlet gale
#

Do you have the item macro module installed?

modern badger
#

ye

modern badger
scarlet gale
#

You can just make this an item macro on the spell

#

and use midi args

short aurora
#

It will, until you feed it the arguments from Midi

#

Currently this macro is rolling that item to figure out the spell level, Midi has that stored already

modern badger
#

what are midi arguments?

#

.3.

#

I just barely got this to work with a lot of help twt

short aurora
#

Midi stores some arguments, usually actor or token data of whatever you're running, that it uses for processing in args. So for instance, the actor using the item would be args[0].actor rather than you defining it with const actor = game.actors.getName("Shiloh")

modern badger
#

hmm

short aurora
#

Gimme a mo and I think I can mend this to use the arguments instead

short aurora
# modern badger hmm
const level = args[0].castData.castLevel

/* Computing values needed for scaling attacks/DCs */
const summonerDc = args[0].actor.system.attributes.spelldc;
const summonerAttack = summonerDc - 8;

/* Prompt the user for which type of badger to summon */
const buttonData = {buttons: [{
      label: 'Skeletal',
      value: {
               token: {
                    name:"Skeletal Undead Spirit", 
                    'texture.src': 'worlds/farost/data/PORTRAITS/MONSTER_PORTRAITS/SPOOKY.webm',
                    'texture.scaleY' : 1.6,
                    'texture.scaleX' : 1.6
                },
               actor: {
                 name:"Skeletal Undead Spirit", 'data.attributes.hp' : {value: 20+10*(level-3), max: 20+10*(level-3)}
                },
               embedded: {
                    Item: { 
                        "Deathly Touch": warpgate.CONST.DELETE,
                        "Festering Aura": warpgate.CONST.DELETE,
                        "Incorporeal Passage": warpgate.CONST.DELETE,
                        "Rotting Claw": warpgate.CONST.DELETE
                    }
                }
            }
  },{
      label: 'Putrid',
      value: {
          actor: {
            name: "Putrid Undead Spirit", 'data.attributes.hp' : {value: 30+10*(level-3), max: 20+10*(level-3)}
        },    
          token: {
            name:"Putrid Undead Spirit", 'texture.src': 'worlds/farost/data/PORTRAITS/MONSTER_PORTRAITS/PUTRID_SPIRIT.png'
        },
          embedded: { Item: {
            "Grave Bolt": warpgate.CONST.DELETE,
            "Deathly Touch": warpgate.CONST.DELETE,
            "Incorporeal Passage": warpgate.CONST.DELETE,
            }}
        }
        
  },{
    label: 'Ghostly',
    value: {
        actor: {
          name: "Ghostly Undead Spirit", 'data.attributes.hp' : {value: 30+10*(level-3), max: 30+10*(level-3)}
      },    
        token: {
          name:"Ghostly Undead Spirit", 'texture.src': 'worlds/farost/data/PORTRAITS/MONSTER_PORTRAITS/GHOSTLYSPIRIT.png'
      },
        embedded: { Item: {
          "Grave Bolt": warpgate.CONST.DELETE,
          "Rotting Claw": warpgate.CONST.DELETE,
          "Festering Aura": warpgate.CONST.DELETE,
          }}
      }}
  ], title: 'Which Undead Spirit?'};
  
let badger = await warpgate.buttonDialog(buttonData);

/* Craft the updates that are common to all spiritual badgers */
let updates = {
token: {"displayName": CONST.TOKEN_DISPLAY_MODES.HOVER},
actor: {
    'data.attributes.ac.flat' : 11+level
},
embedded: { Item: {
    "Multiattack":{name: `Multiattack (${Math.floor(level/2)} attacks)`},
    "Deathly Touch": {
        'data.damage.parts' : [[`1d8 + 3 + ${level}`]],
        'data.attackBonus' : `- @mod - @prof -1 + ${summonerAttack}`,
        'data.save' : {ability:"wis", dc:summonerDc, scaling:"flat"}
    },
    "Grave Bolt": {
        'data.damage.parts' : [[`2d4 + 3 + ${level}`]],
        'data.attackBonus' : `- @mod - @prof -1 + ${summonerAttack}`,
    },
    "Rotting Claw": {
        'data.damage.parts' : [[`1d6 + 3 + ${level}`]],
        'data.attackBonus' : `- @mod - @prof - 1 + ${summonerAttack}`,
        'data.save' : {ability:"con", dc:summonerDc, scaling:"flat"}
    },
    
}}}

/* Combine the general and specific updates */
updates = mergeObject(updates, badger);

await warpgate.spawn("Undead Spirit", updates);```

Try this as an On Use macro, I just corrected the bare minimum if I did it right
modern badger
#

it worked 😄

#

thanks!

#

got another q, not sure if it's in macro polo or here

#

Fey Spirits have two types of damage .3.

short aurora
#

👍 Worth noting is that this now invalidates it as a hotbar macro, so use the feature (or make a macro for the feature) if you want to use it like that

modern badger
#

how would you code the data.damage.parts for half force and half piercing?

short aurora
#

Thankfully a macro for the feature is a drag and drop the feature from the actor sheet to the hotbar, praise the devs

scarlet gale
#

those data parts need to be removed

#

actually, swapped to system

#

for v10

modern badger
#

all references to data? .3.

short aurora
#

Honeybadger did a shim, but yes, to future proof, make it system instead

modern badger
#

okie, think I can do that

#

but yeh, got that q about damage types, how do you write it exactly? :0

short aurora
#

v10 proofing is data.damage.parts => system.damage.parts for instance

#

Incidentally ^ this very key is what you need to add another array to. I always cock up how many bloody brackets Warp Gate (well, Javascript) wants, but something like [[`1d8 + 3 + ${level}`, 'force'],[`1d8`, 'piercing']] for a (now) system.damage.parts in the macro

modern badger
#

changed everything to system

#

It's telling me there's a macro error .3.

short aurora
#

Which one? Error, that is

modern badger
#

oh

#

nvm

#

had another macro with the same name :p

#

evil brackets

modern badger
#

@covert mason u think u could send me that draconic spirit macro you had? 😮

static sparrow
feral kestrel
#

Does anyone have a good way of visually showing enemies that have used their reaction?

  • I could accomplish this with an Active Effect on EVERY reaction, but I want to avoid adding this manually every time I create a new monster.
static sparrow
#

"DIsplay status icon" is probably what you want?

feral kestrel
static sparrow
#

I'm not sure, I don't use that setting XD

#

Gimme a sec, I may be able to get a screenshot for you.

coarse mesa
#

Asking in here because this is where it all comes together – does anyone know why some CE descriptions show up in VAE but not others? I'm not seeing anything for a lot of the conditions, even though they're definitely in the CE and show up in chat

sudden crane
#

@coarse mesa
It seems that the description from CE has moved.... it is now under the flag "flags.dfreds-convenient-effects.description" and VAE looks for the flag foundry.utils.getProperty(eff, "flags.convenientDescription")....

#

So maybe you have some AE that still has the previous flag and those not working have the new one

#

For those interested, here is my automated version of Hail of Thorns, it needs midi-qol, DAE, times-up and it supports walled templates and Automated Animations.

feral kestrel
#

Like an Active Effect?

coarse mesa
static sparrow
scarlet gale
coarse mesa
#

Thanks Chris, on it now

scarlet gale
#

Look for automatic VAE descriptions in the settings.

#

It'll pull the description from the CE. And if it doesn't have one, it'll see if the origin of the effect is an item and use that description.

coarse mesa
#

Brilliant

scarlet gale
#

I actually didn't even know VAE was supposed to be doing this already lol

coarse mesa
#

It used to, I guess CE pulled the rug

sudden crane
#

The change in CE was done in 4.0.0. probably because of the new models that restricted flags from modules only

coarse mesa
scarlet gale
#

Anything that requires a setting enabled will tell you.

coarse mesa
#

Champion, thanks

scarlet gale
#

Although, not if you use the DDB importer

coarse mesa
#

I did initially but not anymore

scarlet gale
#

That's just a side effect of the DDB importer filling in the description for you.

inland vortex
#

How do you go about setting up damage to repeat in subsequent rounds?

#

From a spell like Phantasmal Killer

coarse mesa
inland vortex
#

Thank you

#

Is that a module?

coarse mesa
#

It's part of midi/dae – I mean the midi readme in the pins of this channel

molten solar
coarse mesa
scarlet gale
#

If it's something VAE was doing before, it's nothing I fixed

#

And should be fixed on VAE's side

#

Instead of my hook

molten solar
#

It's not midi related.

coarse mesa
# scarlet gale Instead of my hook

I did notice your not-fix pops the description in the details region, which I don't mind but isn't quite the same as what VAE was doing

mellow fossil
#

I have tried to assemble a Hunger of hadar macro from @violet meadow Spirit Guardians macro, using Template Macro and Effect Macro ( i deleted most of the effect macro, because hunger of hadar apparently doesnt scale with spell level) Its all a brave attempt at producing questionable quality code, but I almost got it to work. Currently, It applies both effects I want ( cold damage without a save on the beggining of a enemy turn starting within the spell template) and Acid damage on the end of the turn that an enemy stays within the template area. Unfortunately, two issues I can't seem to solve: First, Its applying multiples of the same effects. Second, The Acid damage doesnt start on the end of turn 1. Attempts to fix the acid damage start brought problem n3, which is, acid damage now is applying on turn 1, but targetting the wrond enemy. @.@

sudden crane
#

@gilded yacht I played a bit with the new target triggers and it seems await is missing on all the calls to triggerTargetMacro.
Also would it be possible to add a condition to not process damage when all the damage types in the damage rolls are “midi-none” on line https://gitlab.com/tposney/midi-qol/-/blob/v10/src/module/workflow.ts#L760
Otherwise a useless damage card is created saying that 0 hp were removed.
Ideally if the damage button label for damage that contains only “midi-none”could be changed also to something different than “Damage (fast)”

tribal prism
#

Anyone in here happen to have an idea of how I could accomplish having different sounds triggered on hit/miss/hit+death on a per weapon/per npc type basis or if something like that would even be possible?

vast bane
#

it employs tons of sounds and the generic weapons all have wildcard playlists

violet meadow
tribal prism
gilded yacht
#

@keen mesa @sudden crane @molten solar v11 includes an ActiveEffect.description field which is an html description. So not necessarily compatible with the way description is being used everywhere else. Will require some discussion.

molten solar
#

Already have plans for it. It is trivial to show the VAE description in the editor but preferring the new "core" text - since this will initially be a falsy value, for most users it would be as simple as opening and saving with no edits. A migration script for users to optionally use would be equally trivial to target every effect everywhere, especially given that we will be able to edit effects in owned items.

#

... v11 is definitely not in the spirit of "no-breaky," as they say, if a module involves effects...

gilded yacht
#

Have they committed to allowing edits of owned item effects in v11?

molten solar
#

Yes, it's done.

#

New DB system allows for editing grandchild documents.

gilded yacht
#

I just tried in dev 2 and got a "not supported" yet message. Perhaps it's a dnd thing.

molten solar
#

Likewise effects will be able to apply to items, if I understand it correctly. They won't need to 'transfer to actor'.

#

So the issues say, anyhow.

gilded yacht
#

My reading of the not needing to transfer is that applyEffects will also pick up transfer effects on items when processing an actor. (And that looks to be what the code does as well)

molten solar
#

Perhaps I misunderstand this line then:

[...] ActiveEffects will never be copied to Actors. Instead, their transfer property is used to control whether the ActiveEffect applies to its grandparent Actor (transfer: true), or its parent Item (transfer: false).
gilded yacht
#

If the parent is an item, nothing is done.

molten solar
#

Hmpf. Disappointing if so.

gilded yacht
#

It would be nice if they also applied to items - I think. Need to think about use cases for that.

molten solar
#

Temporary bonuses that affect one item only.

#

Babonus sees lots of use in that regard.

gilded yacht
#

If the effect is on the item already - how is that different than just editing the item?

molten solar
#

Ease of use? You can toggle various states or bonuses.

gilded yacht
#

Fair enough - I'd not really thought of that.

gilded yacht
molten solar
#

I'll just ask.

#

Either the above is word-salad or it really means it can modify items.

mossy steppe
#

I was trying to automate the guidance cantrip and I was wondering if there was a way for me to make it just display the roll once with the d4 added instead of showing two instances of the roll?

#

Also, even after use the concentration stays? Is there a way I can make the concentration end whenever the guidance effect ends?

feral briar
#

I am trying to make a weapon that has disadvantage at close range like the lance, but can't figure out how to do it. I know how to do the whole grant disadvantage flag in the effects, but I don't know how to make it do that only when they're at 5ft. I also tried being cheeky and putting the "long range" of the weapon that'd normally grant disadvantage to 5ft, but that didn't work either. Anyone have some advice on how to accomplish what I want?

sudden crane
sleek glacier
#

@scarlet gale i use your premades, and have to tell you they're awesome ^^ but yesterday our cleric used sanctuary and yeah, it works, but it deflects buffs from friendly mates too 😄 is there a solution for that?

vast bane
mossy steppe
vast bane
mossy steppe
#

One last question then, if I'm doing a script macro, is there a way I can also have it say something in chat?

dark canopy
#

await ChatMessage.create({content: 'your html content'})

mossy steppe
#

okay last last question lmao, is there a way for me to do that so it outputs a /me command?

short aurora
#

await ChatMessage.create({content: 'your html content', type: CONST.CHAT_MESSAGE_TYPES.EMOTE}) is /me I believe?

mossy steppe
#

Hm... when I do that, it seems to do it as me instead of the character?

short aurora
mossy steppe
#

Yeah sorry, my coding skills are weak at best, and I don't even know enough about java and foundryto even know what to google haha, thanks for the help

dark canopy
#

speaker: ChatMessage.getSpeaker({token: speakingToken})

#

iirc

#

the getSpeaker helper is handy

short aurora
#

No worries at all, it was just funny to me to suddenly be constructing a stairway one step at a time. Ask away, #macro-polo can help with these sort of more general macro queries, the second you want to directly involve Midi, they prefer you come back here

mossy steppe
#

Gotcha gotcha, I follow

#

I got it figured out though ^.^ thanks so much

short aurora
#

That's where I found Freeze's link 😉

tulip dawn
#

@vast bane or @molten solar do you know if Retroactive Advantage can broke my Midi? i wanna install it but i'm afraid of having a conflict

tulip dawn
#

oh, any alternative for re-rolling with inspiration or hafling luck ? directly on chat ?

molten solar
#

If you use Midi, you need a solution from Midi.

#

But it's 100% "do not use", regarding Retroactive Advantage.

modern badger
#

how do I prompt the player to roll a save at the end of their turn and remove an effect on a success? .3.

vast sierra
tulip dawn
#

where is that?

molten solar
vast sierra
modern badger
#

I tried to add an overtime effect but it's giving me this when I try to save for it

short aurora
#

gm inspiration is in the sample items compendium too AFAIK

modern badger
#

this is how I got it set up, any help? ;;

short aurora
# modern badger

My discord search says this error happens when you try using overtime without roll automation, is this the case?

modern badger
#

I don't have automated saves as in, it doesn't auto check

#

but it works with concentration ;3;

#

like, when you roll below the DC it automatically ends it

#

should work the same with this no?

short aurora
#

No, not necessarily. You can export your settings as a back up and try one of the full auto quick settings to check if that solves the issue for you, if it does, it's lack of automation

modern badger
#

huh? o3o

#

no idea what u are describing

#

auto quick settings?

#

yeah activated auto saves and it works : s

violet meadow
modern badger
#

Isn't there a way to handle it the same way concentration is handled? manual save

static sparrow
#

Concentration automation is just a separate setting. It should go without saying that if you're telling midi not to check whether or not a save succeeded it'll have no way of removing the effect on a successful save.

vast bane
modern badger
#

because some of my players' foundry clients get bugged and don't prompt the save, it removes the capacity for manual saving, etc.

modern badger
static sparrow
#

I'm not sure, I'm not familiar enough with all the possible settings configurations 😔

#

I'm also not entirely clear on what you want or how it would solve the problem. If some of your players get buggy and don't get save prompts, then automatically prompting the save isn't going to work reliably.

sudden crane
modern badger
#

I do have automated damage, so damage over time should still work right?

#

also, anyone have a solution for Hunger of Hadar?

violet meadow
#

And yes the workflow.token can be replaced by fromUuidSync(tokenUuid)
and workflow.targets.first() by fromUuidSync(targetUuid)

sudden crane
violet meadow
#

I should play some more with the getDistance wall blocking and cover included parameters

vast bane
#

maybe ones that are pure like regeneration

#

anything that imposes a DC are going to fail with check saves off

#

Monks tokenbar and LMRTFY are great ways to do manual saves while still automating saves

#

they offload the save to a handler that the player can interact with and make them feel like they rolled the dice

#

I vaguely remember bugbear handing me a function that was foundry.utils or something that would auto fastforward something so it could work with my awful setup

scarlet gale
#

May have found the option

vast bane
#

I think it was in one of his old attempts at making smite work in my non fast forward setup

modern badger
#

:0 I’ll try LMRTFY

modern badger
#

all the other automation is on

vast bane
#

right but thats THE setting there

#

how would overtime know you failed or succeeded

#

you basically want automation but cripple its ability to progress pass checks

modern badger
#

there’s degrees of automation

#

;;

#

and it’s clearly doable since Concentration works without autochecking ;n;

scarlet gale
#

Midi is for high automation

vast bane
#

Concentration has its own setting that you are purposely turning on

scarlet gale
#

It really sounds like you just want core + concentration notifier

vast bane
#

to compare apples to apples, turn off the concentration setting and see how concentration works then 😉

#

RG+retroactive+fast rolls+CN could be very competitive with midi too

static sparrow
vast bane
#

you can check saves and hide the results, I don't really get the hang up on checking saves, it has nothing to do with the player unless you reveal it to the player

#

Its kinda like when people shut off midi damage entirely, they usually do it cause they just don't want auto apply and don't realize that midi's damage section is more than just on/off, its a varying degree of levels of automation

#

but to just flip the off switch is crippling to utilizing any advanced automation

modern badger
#

.3.

modern badger
#

midi concentration works in the way I'm saying

#

it gives u the chat message to roll the save and doesn't autocheck it, you roll it and it checks the result

static sparrow
#

If it checks the result that is auto checking.

#

That’s what auto check means.

vast bane
#

because otherwise theres no point to the setting

static sparrow
#

I wonder if we’re having a confusion of terminology here.

#

Because the behavior you’re describing is extremely possible with auto check saves enabled.

#

I don’t have anything auto-rolled. My players get the prompt and they can click adv/dis, add conditional bonus, whatever, but they do all that and roll themselves. Everything works fine.

vast bane
#

auto check off has the side benefit of turning the save workflows into full manual so there is that. Which is where Chris was going with his comment

#

it has the side benefit of avoiding a problem they couldn't solve with midi on, which is what we're here for, so if they turned it on and showed what their issue was we could probably make things smooth for them.

modern badger
#

do u use LMRTFY?

#

I'll try it out

#

but it's rlly hard to test if things actually show up for my players

#

'3'

vast bane
#

I use MTB cause I find that ironmonk's modules have great Dm centric quality of life stuff

modern badger
#

I set it to token bar and nothing appeared 😮

vast bane
#

do you have monks tokenbar installed?

#

and enabled?

modern badger
#

ye

vast bane
#

make sure you are up to date with it, and make sure that the DM's setting is MTB cause its what account you are on that dictates your prompt

static sparrow
#

If you're already using MTB though maybe Moto can help you get that working!

vast bane
#

god I just reinstalled my OS and I can't figure out what is causing my interface windows in foundry to be bright white

modern badger
#

I just worry

#

some of my players drift off a bit and this makes it near impossible to redo the save .3.

vast bane
#

no matter who it is thats making the save, if the only owner online in the session is a DM, then the prompt for GM's settings apply in those 3 drop downs

vast bane
static sparrow
#

If they drift off and their save gets auto-rolled and they don't like the result, that's on them 😄 They should pay attention!

vast bane
#

you could also make the timeout 900000

#

I personally subscribe to SagaTympana's point, punish unattentive players and they won't be unattentive anymore

modern badger
#

also this is another module but can I ask how u request a roll manually using LMRTFY?

static sparrow
#

It adds a button to the sidebar over on the left.

#

Looks like a d20, mouseover tooltip "Request Roll."

vast bane
#

I don't know LMRTFY but in MTB its this:

static sparrow
modern badger
#

'3'

#

okie

#

will use this and present it to my players next sessh

#

it is pretty cool

#

my damage over time macro is not doing the damage type I tell it

#

:<

#

anyone know why?

#

oh, for some reason the template said 'type'

#

instead of damageType :1

vast bane
#

I have a cheat sheet for overtimes I use so that I never mistype things, if you want a link to it above I can fish it out

modern badger
#

would appreciate!

vast bane
#

wow how did the discord links return to the old format?

#

oh god is that a setting, I want the new format lol

modern badger
#

😄 thanku

modern badger
#

now that I used automation, is there a way to code evasion for DEX saves?

modern badger
#

:0

vast bane
#

strikes me as odd that this is not in any of the premade modules

#

probably should be added to midi srd

#

@violet meadow ⬆️

scarlet gale
#

Pretty sure it's in mine at least

vast bane
#

seems like an improper warning message there hmmm

#

I got that when I clicked the medkit on evasion

scarlet gale
#

That on an npc?

vast bane
#

yes it is

#

but its a rogue

scarlet gale
#

That's why

#

I need to copy it specifically for the npc stat block

vast bane
#

do spells ignore this limitation?

scarlet gale
#

Yep

vast bane
#

ok had me wondering lol

#

I was like... I swear the spells worked

scarlet gale
#

Features have too many overlapping names to not also match the monster name.

static sparrow
#

Is Healing Spirit something anyone’s automated yet?

vast bane
#

pretty sure its one of the warpgate wiki's midi examples

#

badger medic

strange dagger
#

So, my heavy armor master is being doubled by Midi QoL

#

but I didn't change anything

#

Very confused

vast bane
#

how do you know its doubled and have you confirmed that you don't have edited owned item ae glitches?

strange dagger
#

Its reducing the damage by 6, not 3

vast bane
#

show me the damage card and mouse over the token icon when you snippet it for tooltip, also share the actors effect tab

strange dagger
vast bane
#

actor effect tab

strange dagger
#

This?

vast bane
#

show me the first tab of him, the traits and such

#

does it have resistance or something?

violet meadow
vast bane
#

the other one is

strange dagger
vast bane
#

uncanny dodge I think

strange dagger
#

This?

violet meadow
#

Hmm ok I will add when I am back!

vast bane
strange dagger
#

Yep, still getting double

vast bane
strange dagger
#

Had a halfway fix, basically made the DR 1.5 instead,

#

I have no clue, only happens with specifically that effect

vast bane
#

I suspect a module conflict

strange dagger
#

Probably

vast bane
#

is the actor unlinked?

strange dagger
#

No its linked

violet meadow
#

@strange dagger change the ADD to override

#

You have added it multiple times behind the scenes it seems like

strange dagger
#

Yes that worked

violet meadow
#

Never add in MidiQol flags

#

Custom will do it for the most part

#

Override for some. Always check the readme if possible

scarlet stump
#

Looking for a way to use the value shown on a dice roll to trigger a potential effect (IE: "if you roll at least a 7 on your damage die, apply restrained") is it possible?

scarlet gale
#

Doable with a macro

scarlet stump
#

should I ask in #macro-polo? I'm afraid I'll get bounced back here when I say that I use midi 🤣

scarlet gale
#

Stay here

#

You pretty much just need to sort through midi args for the damage roll

soft haven
#

activation condition might be easier

#

workflow.damageTotal >= 7 and check activation condition true required for effect activation?

scarlet stump
#

where do I place the logic?

#

in the effect itself?

violet meadow
#

Nope, Activation Conditions are supposed to affect a single Item

#

If the activation condition, when the Item is rolled, evaluates to true, something happens

#

So this should be used in the Activation Condition Field of the Item, in its details page

scarlet stump
#

it works, thanks! Now for a silly thing...I'm using an OverTime effect with this value: turn=end, damageRoll=(round(@attributes.hp.max * 0.1)), damageType=piercing, label=Bleed, but at the moment it uses the attacker's HP total instead of the target's...is there an easy way to reverse the behavior?

violet meadow
#

That means it will be evaluated using target's rollData

spice kraken
#

## references target instead of source (@)

scarlet stump
#

thanks again!

scarlet stump
#

final question...I have this atm:

turn=start,
saveAbility=con,
saveDC=@attributes.spelldc,
damageRoll=(round(##attributes.hp.max * 0.1)),
damageType=piercing,
label=Bleed
#

it works fine, but is there a way for the damage to be applied at the start of the turn and for the save to happen at the end of the turn instead?

spice kraken
#

You could use damageBeforeSave=true

scarlet stump
#

woah I've just noticed that or pipe for the checks, going to be quite useful for escape DCs!

spice kraken
#

Reading the overtime section from the midi readme will prolly benefit you

scarlet stump
#

yeah that really does explain a lot 🤣

coarse mesa
#

Guys is there a sneaky way to ignore targeting requirements for a single weapon roll? It came up a bit in our last session. The DM wanted us to roll against some webs, which weren’t on the map. He had us targeting each other so we could roll and was undoing the damage if we hit

#

I know you can roll in chat but that would have taken ages for our group to work out their rolls and bonuses

#

For some reason our group has an aversion to using chat commands to roll too 😩

spice kraken
#

Were target's required in combat and were you guys in combat?

coarse mesa
#

Yes and yes

#

We do prefer it that way most of the time. We have late targeting on too in case someone forgets to target

spice kraken
#

I'm assuming other ads were on the scene?

#

Cause if so, sounds like the DM should've just made the webs actors

#

Otherwise, end combat

coarse mesa
spice kraken
#

Easiest solution is make the webs actors. Takes like 1 min

coarse mesa
#

Yeah wouldn’t have occurred to even me if I was the DM. A creature enwebs you as a legendary action attack

#

I know the GM can hold a key to override midi restrictions. I guess there is a niche use case for letting players do that. Also when a creature has already moved and you want an opportunity attack lol

#

Thinking about it my best option might be a macro for the GM to toggle midi restrictions on/off 🤔

short aurora
#

The opportunity attack one is definitely my biggest hangup about programmatically enforcing attack ranges personally, if you end up with a good solution, feel free to share

spice kraken
#

My solution is talk before move, haha

#

And if the players forget, tough. Remember next time. Now no one forgets 😂

violet meadow
short aurora
#

Dope, and I suppose creating a small hook too for when the players target themselves to do no damage could solve the whole web/attacking objects with no actor thing... 🤔

scarlet stump
#

weird, I'm having some issues with an effect that is set to expire at the start of the source's next turn (in combat)...instead, it expires whenever any turn passes, be it the source's, the target's or another actor's. Any idea?

#

Do I also have to specify a duration on top of the special one?

#

ah nvm, looks like that was the issue!

violet meadow
#

Yeah it will need to have a duration of at least the time needed for the Special Duration to expire

coarse mesa
#

Even attacking doors is a nuisance now because they’re not tokens. We could certainly use a targetless roll override imo

short aurora
#

Yeah, I was thinking rope as well, some things are not great as actors in the spur of the moment

coarse mesa
#

Exactly and you don’t want to slow things down to set up new actors if someone is improvising

median bear
#

What am I doing wrong, I've set the Full Automation QuickSettings option but when my spells' concentration effect duration times out, the effect isn't being deleted (duration is just showing as None)

coarse mesa
#

This has been happening to me lately too actually. Has something changed? 🤔 Shillelagh just sits there inactive when the duration runs out too (not concentration)

short aurora
#

Y'all both got Times Up installed and enabled?

coarse mesa
#

Definitely

#

Maybe I need to reinstall it

median bear
#

I've tried a full fresh world too

coarse mesa
#

The worst one is actually Shield overstaying it’s welcome. It gets used way too much 👀

short aurora
#

Any errors in the console when the timer hits zero, so to say?

#

Might need to enable debug in Times Up if not, see if you can provoke some messages that tposney can use to figure out whots what

median bear
#

Nothing, I'll try enable some debugs

coarse mesa
#

@gilded yacht how do you feel about a key override for players to be able to roll without target and range restrictions? We’re just discussing those times when you want to hit doors, ropes, webs etc during combat and there isn’t a token for them on the map

#

Or yeah maybe I figure out a macro so the GM can toggle the restrictions off in midi settings temporarily

short aurora
#

game.settings.set("midi-qol","ConfigSettings.requiresTargets", "none") methinks? untested

#

nope, that is not how you hit that

#

might need to update the entire object instead

median bear
violet meadow
#

A button to override any setup and just roll the Item would make sense

#

This should also do it _token.actor.items.getName("Longsword").rollAttack({fastForward:true})

violet meadow
median bear
#

Stays active

short aurora
#

All effects or just 1?

median bear
short aurora
#

Think I'd mean spell there instead, then

violet meadow
#

What's the spells duration set at?

median bear
#

1 Minute, which matches the duration of the concentration

violet meadow
#

Try changing to 10 rounds

median bear
#

Still no good unfortunately, no different from the gif

violet meadow
#

Yeah not seeing that one hmm

short aurora
#

Can you try using simple calendar to progress like a day?

violet meadow
#

Check quickly with only prereq module of MidiQOL

median bear
#

Still no good :<

violet meadow
#

With Times UP

median bear
#

Ah sorry

#

Holy that actually works, okay I can work from here, thanks

violet meadow
#

Just for giggles, try with your list from before, without Active Auras, ATE and Advanced Macros

median bear
#

Wth it just works now

#

I reactivated one by one, everything is back on and it is working fine still

#

Perhaps something to do with order of module activation?

vast bane
#

the ol server restart/client restart fix

vast bane
#

you can also use the buttonon the items on the sheets to manually bypass rolling via midi

#

the "Standard Roll" button if you expand to read the description on any sheet

#

my group utilizes these buttons during totm or if the players want to "attack a door"

coarse mesa
#

That’s good to know thanks

#

Exactly why I’m asking in here 🙂

vast bane
#

cause I have require targets always on

#

I'm pretty sure its the core roller when you press that button cause Its not a merged roll, or maybe thats a module doing that I dunno

coarse mesa
#

That’s fine, you’re not going to sneak attack or smite a door

vast bane
#

Challenge excepted

coarse mesa
#

Some doors deserve it for sure

violet meadow
#

It's essentially just the macro I shared above without the FF parameter

spare lark
#

Is there a way to change Midi QOL roll with adv/disadv and select another die after roll?

torpid kestrel
#

Is there an effects code to force an attack damage to be critical?

#

Found it

spare lark
# violet meadow Nope you cannot

Oh, thank you. And may I ask you one more thing(as I understand you are working on Midi SRD module) - is there a way to automatically deal damage back to attacker? Like make Fire Shield deal 2d4 to attacker on auto? Thanks for your work on Midi SRD.

violet meadow
#

I can share the fire shield spell later when I have access to my pc

spare lark
gilded yacht
violet meadow
#

I guess making a keybind available for players to suppress any MidiQOL roll automation and just emulate item.rollAttack() and item.rollDamage() would be one way to go around that

soft haven
#

that would be useful

vast bane
#

Assuming thats actually a midi feature lol

violet meadow
#

couple of forgotten console.logs in there 😩

#

well this one is grabbed from the MidiSRD and made to work without it, so some things are not included. Forgot to add a dice roll for the Fire shield damage roll.

#

Add after the second to last line (const damageRoll = await new Roll...)
await game.dice3d?.showForRoll(damageRoll, game.user,true)

foggy valve
#

I'm trying to trouble shoot something that should "just work".

When I use an ancient red dragon's fire breath, the template comes up, the damage is rolled, but the save for the victim is not made, nor is the victim autoomatically damaged.

However, if I do the same thing with an Ancient White Dragon's breath weapon it works.

Green works, Blue and Black do not? I can't see anything different in the details. These are straight imports using the ddb-importer.

Any idea why this would be the case? I even dragged the cold breath from the stat bock to my item list, then gave the red dragon cold breath and THAT cold breath worked, so it's something to do with the item, but the only thing different I'm seeing is the saving throw DC and the damage amount and type.

modern badger
#

Is there a way to do this with Overtimes?

violet meadow
modern badger
#

:0

short aurora
#

You can search discord for that feature name to see the macro canaryman ended up with

violet meadow
violet meadow
# short aurora You can search discord for that feature name to see the macro canaryman ended up...
if (args[0].tag === "OnUse" && args[0].macroPass !== "isDamaged") {
    const target = args[0].hitTargetUuids[0];
    const effectData = {
      "changes": [{"key": "flags.midi-qol.onUseMacroName","value": `ItemMacro.${args[0].item.uuid},isDamaged`,"mode": 0}],
      "duration": {
        "startTime": game.time.worldTime,  
        "seconds": 60,
        "startRound": game.combat?.round,
        "startTurn": game.combat?.turn
      },
      "icon": "icons/magic/defensive/shield-barrier-flaming-pentagon-red.webp",  //add Icon Path
      "label": "effect name", //add Effect Name
      "origin": args[0].item.uuid,
      "flags": {"times-up": {"isPassive": true}}
    }
    await MidiQOL.socket().executeAsGM("createEffects", {actorUuid:target, effects:[effectData]});
}
if (args[0].macroPass === "isDamaged") {
  const actor = args[0].options?.actor;
  const token = args[0].options?.token;
  const target = fromUuidSync(args[0].tokenUuid);
    
  if (!actor || !token || !target ) return;
  if (args[0].item.system.actionType === "mwak" || args[0].item.system.actionType === "msak"){
    const damageRoll = await new Roll("1d8").roll({async: true}); // Change the roll to your Bard's scale
    await new MidiQOL.DamageOnlyWorkflow(actor, token, damageRoll.total, "force", [target], damageRoll, {itemCardId: "new", itemData: game.items.getName("Tale of the Avenger")}); // Change "force" to whatever your damage type is, remember the " around the damage type
  };
}
foggy valve
violet meadow
vast bane
#

oops wrong reply

violet meadow
#

But other than that, any errors in console?

coarse mesa
vast bane
#

yeah I'd sus out the console for errors but also we should sus out the target they are frying and freezing

foggy valve
vast bane
#

is that really the ddb imported item?

#

why are they consuming themselves?

hasty jackal
#

can you add a condition to something like

#

"If target HP is less than 20 heals using other formula"

modern badger
foggy valve
vast bane
#

are there terrain walls?

violet meadow
modern badger
#

it tries to fetch something from a compendium and I dunno how to point it to the right place

hasty jackal
#

it heals a flat Hitdice + Con mod + proficiency

vast bane
foggy valve
# vast bane are there terrain walls?

There wasn't it was a test battlefield with no terrain setup. I'm going to install the missing module (I have it in other campagins, but didn't activate it in this one) and test it again, then assuming that works, will build the real battlefield.

hasty jackal
#

dammit

#

im still afraid of using macros lol

violet meadow
hasty jackal
#

is adding a macro hard?

short aurora
#

no

foggy valve
violet meadow
#

@modern badger edited the macro, grab it again if you already did.

hasty jackal
#

can someone help me doing a macro for that effect? first time doing macros

violet meadow
#

Can you share the 2 formulas?

#

You might not even need an AE for this

hasty jackal
#

okay

#

its

#

12+ mod + prof

#

lmao

#

lemme fix that

#

and the special one is for when a player is below 20 hp
(12+mod+prof) x2

violet meadow
#

use `to put what you need inside`

hasty jackal
#

okay on it

#

12+@mod+@prof

violet meadow
#

OK you can use an Activation condition for that

hasty jackal
#

(12+@mod+@prof)x2

violet meadow
#

target.attributes.hp.value < 20 Other Formula (12+@mod+@prof)[healing]

hasty jackal
#

i put that on the activation condition?

violet meadow
#

Yes and then in the Other Formula the extra healing part

#

Do you have Activation Conditions "activated" in MidiQOL settings?

hasty jackal
#

yeah

violet meadow
#

That should do it then

modern badger
#

it only works on the person casting it

violet meadow
#

Do you need it to be applied to another target?

modern badger
#

also, it's not showing the 'tale of the avenger' card or the damage roll

#

yeah!

#

this can be applied on urself or another creature

#

look

#

only says 'hits 'attacker'' and damage card ;3;

hasty jackal
#

like this?

#

it doesnt work for some reason

modern badger
#

I could code it off retribution if I could figure out how to see the path of a compendium item

#

it has this ItemMacro.Compendium.midi-qol.midiqol-sample-items.lRVFBQSaiSL4m4Dv

#

how do I find out what this address is for a custom compendium item?

violet meadow
#

Changed a bit the macro shared to transfer to target

#

I got to run so I cannot help now. Will pick this up later (much later though)

vast bane
modern badger
#

its fine, thanks!

#

I'm just wondering how to get the 'ID' of a compendium item ;;

violet meadow
violet meadow
vast bane
#

I think its meant to be like a healing GFB, which means macros

hasty jackal
#

this is the description is in spanish so i doubt it will help

violet meadow
#

no idea. The initial ask as written seemed as a likely AC candidate

hasty jackal
#

and this is the details

violet meadow
#

Activation condition target.attributes.hp.value < 20

Other Formula (12+@mod+@prof)[healing]

#

The way you've set it up will tripple it

vast bane
#

also if it applied to self thats weird, unless you had self targetted

vast bane
modern badger
#

nnon

violet meadow
vast bane
#

if you dont see the lil uuid thing in v10 its cause your topbar is massively overloaded

violet meadow
#

The icon on the right of Retribution on the title bar

modern badger
#

ooooooh

#

thanks!

violet meadow
#

Right click for UUID

#

left click for ID

hasty jackal
#

now it heals 38 to everyone even if they are above 20 hp

hasty jackal
#

im only using midi

vast bane
#

show me the thing you click that starts the workflow in chat

violet meadow
#

If I am not making a huge mistake that should work 🤷

#

But I am out of here now 👋

vast bane
#

I'm attributing it to user error, either their item has "also roll other" checkd or they are clicking the standard roll button in the sheet expansion instead of rolling a traditional item

#

or they have roll automation off in midi

#

(Or they never changed that setting for activation conditions in midiqol)

violet meadow
#

The screenshot shared has double healing if that is still the case

hasty jackal
vast bane
#

open midi settings, is roll automation off?

hasty jackal
#

its on i even added a specific damage to dragons in the past

vast bane
#

At the very bottom of workflow button/workflow tab these must be this way:

hasty jackal
#

using the activation conditions

vast bane
#

show me literally what you click to start the roll

hasty jackal
#

the ability on the PC sheet

vast bane
#

before that

#

what brought that up

hasty jackal
#

the dice on the ability

vast bane
#

export your settings and get read to import mine

#

actually, restart your server/client

#

do that first before we go nuclear

#

don't just go to menu, literally relaunch the app or restart the application of the host

#

also show us your whole workflow in chat when its messing up

#

and/or show us your whole damage section in midi workflow button/workflow tab

hasty jackal
#

is something about that ability it works with a weapon

#

maybe its because is a feature and not a spell?

vast bane
#

I think the parenthesis around your only shown version was a mistake but we don't know what it looks like now anyway

hasty jackal
#

hmm lemme test making the feature a spell since Midi doesnt have a "roll other formula for features"

vast bane
#

it shouldn't need that

#

now I really wanna see the items details lol

hasty jackal
vast bane
#

ok you need to share the description, every time you show us the details its different than what you asked for lol

hasty jackal
#

its the same...lol

vast bane
#

it most definitely is not, you have it rolling double in the primary heal

#

what is the descripton so that I can make the item and test myself

hasty jackal
#

okay lemme translate it

vast bane
#

cause "Always heals double" would be easily explaind by the fact you put double in the primary formula

hasty jackal
#

"Using your life essence you can cure an ally, the healing is equivalent to 12+@prof+@mod
If the target is Below 20 HP the healing modifies to (12+@prof+@mod)x2

#

thats the effect, is a feature

#

but i can make it a spell