#MidiQOL
1 messages · Page 98 of 1
Is it possible to make a feature like Relentless Endurance with MIDI QOL?
I saw there were things that involved things like: "When hp attribute is </>/= then do X" type triggers? But I may be wrong
Aha, that's exactly the problem I have and exactly the solution I'm looking for. Many thanks
Chris' Death Ward works fine, but I'm not sure how to make it check for uses of the feature.
https://github.com/chrisk123999/foundry-macros/blob/main/Spells/Death Ward/Chris-DeathWardWorld.js
Appreciate it!
Anyone awake? I find a wierd bug with Midi and libWrapper
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.
Are you overwriting max hp through the hp config?
No
I create a new actor and test it (beside test with others actors)
The new actor have nothing besides the class
and only that
Check system settings
Check for what?
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.
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
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
Works!
No, I did not trying to configure anything directly
So, when the class are deleted, the HP are reset to 0
Yup, that's where they get all the health from
That option in Midi did not reset the HP
it would be forever stuck with the previous HP
Max HP, not the current HP
That I can't repro, mine reduces to 0. Current HP is still there, but max is reduced to 0.
That said though, does Midi even need this setting anymore? Isn't this core now? I get a similar prompt without Midi enabled
Thats the bug
Now try to put another class
It will not change the max HP
try level up, will not update the max HP
Nope, still works
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
You try with another sheet, a new one?
Still works, Midi QOL 10.0.36
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.
sweet~ thats the one i used. I did ADD and it worked too but override is probably better. Another Q: is there a way to make the effect not have a duration? I have empty fields atm but it still says its only 1 turn. Its suppose to be 'use bonus action to toggle it off'
goddammit! it doesn't happen anymore!
Jesus Christ
I swear it happen the way I say
I tested this for like 2 hours without stopping until I found this
OVERRIDE for just setting it to a specific value, yeah. If you remove the duration, it should become a passive effect that you can then toggle between active or inactive.
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
Hmm.. Ya when I go to the next turn in combat it just immediately removes it.
Now I understand
Can you explain a little of what feature you're trying to make? Sounds like an off setup
For sure 1 moment
If that bug happen with Tidy5eSheet and you edit the Current HP and Max HP direcly to 0, it will not update anymore
Weird
Its a bonus action to use/toggle
Ah, yeah, I use the core sheet, maybe worth a ticket on Tidy5eSheet's side, then?
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
The whole problem is with Midi, libWrapper and Tidy. I think I'll open a ticket in there too
Its a monsters feature.
This is temporary?
It lasts until a bonus action is used to change back
this one?
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.
Awesome ❤️
Is there a Attribute Key for size change?
Or would that be macro business
You can change the value on the sheet, but will need either macro or module to visually do something
system.traits.size
Hm... kk. I shall ask around in Macro room. Thanks !~
Would there be any reason why a macro would be activating twice AFTER it already applied it the first time just fine?
A macro running on an active effect? Wrap it in
if (args[0] == "on") {
// throw your macro in here
}
Macros runs on both application and disable/deletion, if you throw this in, it should only run when you apply it
Hmm so it stops the macro shrink/grow, but it still reapplies the Attribute Keys
Did I use the right macro.?
Yeah, that should be fine, what do you mean re-apply the attribute keys? When it's inactive?
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.
If that doesnt make sense I dont mind screen sharing if youre available.
Sure, I have an inkling about what's wrong but feel free to screenshare
hello all
how do I add a spell to a item ?
do I need a module or something ?
Oh that, yeah
There are 2 so do your research on what works best
Magic Items, Items with Spells (IIRC)
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?
Do you have a registered hit?
The script is applied to a target as an effect.
When should this be applied?
Yes, so the hit animation happens and other effects (necrotic damage) are applied.
OK hmm
This should be applied when the enemy is hit by any attack.
This is supposed to be a macro onUse on a specific weapon.
Are you trying to trigger this macro when the hp of a specific creature are changed? World script or something?
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.
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?
I'd just temp item this
oh shit but then you can't use scale
wow I'd just ban spirits bard from my table lol
There's the solution! 😄
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.
Is the effect duration listed as Instantaneous?
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
After updating to v10, why is this PCs initiative prompting a query dialogue. Also, why is it not applying initiative bonuses from an Effect?
show the effect and thats a new change in v10 dnd5e
Because there is a dialog now. And because the key is system.attributes.init.bonus.
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?
A simple overtime should suffice, look at the regeneration item in midi sampes
heres my overtime cheat sheet:
#1010273821401555087 message
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"
How would one automate it to execute every dawn?
World script or module.
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.
what on earth are you using? Midi sample items compendium, search for regeneration, drag it to an actor advance its turns in combat with health missing
I don't know the champions ability but the midi sample has a great example of conditional regeneration already
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?
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.
should be a 1 in the effect value but yes
Thank you!
turn=start,
damageRoll=5 + @abilities.con.mod,
damageType=healing,
condition=@attributes.hp.value < @attributes.hp.max / 2,
rollMode=gmroll,
label=Survivor
untested, if it fails its likely cause the second half of condition needs to be wrapped in parenthesis
you could also do this with Effect Macro but that involves writing a macro
Tested. It's still only putting a message in chat, not actually healing the character in any way.
did you run down the list in my wiki post?
you sound like you don't have midiqol installed
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)```
uninstall or disable any of these ⬆️
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
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.
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.
Fore reference even when I import the regeneration ability as is from teh compendium it only outputs a message and no healing.
workflow button, workflow tab, damage subsection
yours is set to "No"
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
I've also now confirmed that the above overtime works as intended even on npcs
That was it. Sorry for giving you a headache, thank you for your patience and help!
not a problem at all, seen this a dozen times atleast, just needed to jump through hoops cause if we don't confirm the list it is annoying as hell to go down the route of midi settings without first ruling out bad module interactions.
I completely understand. Lists like this exist for a reason.
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
if you use my cheat sheet for making overtimes remember that the final line should never have a comma
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.
wondering if anyone has already done it
trying to program the draconic spirit ;3;
CPR is seemingly in the process of adding them all in hes got the 4 easiest ones in now, said more to come soon™️
wuts that '3'
I think Janner was the last person to write a draconic spirit, my version is janky AF
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.
it sounds like you do not have item macro installed which means thats why you have no idea how to look at the macro, its technically not a required module unless you need to edit the macros, if 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
I downloaded Advanced Macros
Advanced macros is required for Active AUras though fwiw
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?
Havent arrive to that point, gonna go for it
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
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
oh o3o
(it doesn't have draconic spirit yet which is the most complex of the tashas summon spells fyi)
thankies!
if you search here I very strongly remember Janner making it
Question when you cast something like thunderwave how do you make it where it doesnt auto damage the caster?
From the template
you don't place the caster in it, its a commonly misunderstood spell and it sounds like you are misunderstanding it
unless you subscribe to the cheese method of backwards casting it which imo is not in good spirit of the spell
Interesting? Could you explain?
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
back casting it would look like this:
many misidentify the spell as being this when its not:
if you want it to be the third option then change it from being a template to a point blank aoe
and set range to special
then it will ignore the caster
(but not be rules as written)
Thank you very much for that
But who hasn't changed a rule to make it work in foundry lol
It worked! Tyvm 😉
I can't find the summon spells on chris' premade macros :<
I only want those not the entire thing
and I can't find the baseline summon macro in the module to just copy it
I don't want the rest of the automation, can I just get a baseline summon macro with the query? .3.
can't seem to find it
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
u3u
ok so
I have a question
how would I make the 'Summon Spiritual Badger' macro
give different tokens to each form?
you could go that route yes
I put all the features on the single actor and I delete the ones that don't matter but my way is janky
name them similarly then they are the same 3 newest options in TVA's button
that's the approach the wiki example takes as well
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?
Is there a way to change the versatile damage type in a weapon? So main damage and versatile have different type of damage?
What about using 1d8[acid], for example, in the versatile field?
Thanks
how do you turn off targeting mode?
Midi's settings and then workflow tab, first top block is targeting stuff
I seem to recall you can make the token image part of update for Warp Gate to call along spawning, the only example I have on hand is https://github.com/trioderegion/warpgate/wiki/Conjure-Minor-Elementals which does a lot more than just that, but look at the last block that says // summon token to see how that's done
Yes, at the very least you can always macro it
I have require targets to be selected set to never but when I try to roll a meele weapon from the character sheet it won't let me and tells me I need a target
Does this also happen with just Midi and dependencies** enabled? What does the actual error look like?
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
It shows a yellow banner on that says "[User] no target is selected"
I'm in a game rn but I'll try turning off other mods when it's done, thanks for the help
guys theres a way to when cast darkness everytime anyone enters into the template they get blind?
RAW, you'll just mess up more things that way. Attackers gain disadvantage from being unable to see the target (in the darkness) and also gain advantage because the target can't see the attacker.
But otherwise, and active aura template can do it
okay thanks for the help I will try to use active aura
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
I just shared this
it needs a second evaluation I forgot the check for 0
unless you are paraphrasing
yeah needs to have a stoppage for 0 hp too
for 0 and for more than half?
What is the evaluation code for and/or? Is it ||?
I don't know haha
D:
sad
in this case wouldn't be "0 or less"?
The normal symbol is ≥
Ops, this is for 0 or more
≤ this is for 0 or less
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
wow
I didn't know about the second part on condition
thanks!
It continues to heal even if the actor are with more than half the Max HP =/
works
I am an idiot
was gonna say mine works just fine
I put on a floor in the @attributes.hp.max / 2 and the code doesn't work. I remove and work
thanks man!
you don't need a floor there honestly, but if you wanted it, you probably had to do Math.floor
math.floor?
Pretty sure evaluations are js so in macros you do Math.floor(yada)
but you really don't need to do floor because of the way you are using it
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
understandable
actually the true reason why its not needed is because survivor doesn't say to round down
You always round down in dnd5e
RAW
... 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
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
edited the above
oddly enough you don't need to include 0 if you have skip auto defeated
that could be problematic for anything that regenerates at 0...
I guess it makes sense, it's never their turn, so the expression's never evaluated
yeah, I'm thinkin we need to not auto defeat in midi actually
well the skip defeated needs to be off
I'm guessing thats MCD
wow I dunno how to undo this, dead=defeated
has nobody used a troll in midiqol lol why am I the first to notice this?
yeah its infact midiqol doing it, it adds defeated to tokens, unconscious for players. Maybe it needs a check for regeneration before defeating?
That will spoiler a regeneration, for what it's worth, but isn't auto defeat in midi also a setting?
I feel like you could mimick defeated and still have the turn right?
I could have sworn that defeated is not skipped in vanilla foundry
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?
I'd probably just do a world script, more of a general thing
could have an effect macro on deletion for the wounded CE to apply exhaustion if the hp is 0 when it is removed
wounded is removed in two ways, if you are healed and if you drop to 0
nope
I don’t think I’ve used wounded, does midi apply it?
would have to be the unconscious CE
when the unconscious CE is applied check if hp is 0, if so, apply point of exhaustion
assuming you have auto defeat/unconscious on, and since yoou have no clue what wounded is thats a very good chance you don't
I’ve seen “wounded” in the CE list, just never used it or had it automated, so I wasn’t sure XD
wounded wouldn't work for player characters cause auto unconscious doesn't remove wounded, but since you auto unconscious you could use that instead
the first box in my image is probably off for you
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
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?
}
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?
I dunno how to add points of exhaustion in a macro but I'm sure someone does
do you have item macro installed?
I do, yeah. I've tried it with an item macro and with a regular macro.
if that is not your problem, then your macro does not have a proper macropass set in it
target of an attack sounds like its meant for actor on uses
I do have it unchecked! I'll have to figure it out.
It's meant to open a dialogue box to ask to use their reaction when attacked!
ummmm do you have reaction prompts off?
you should not need a macro for that
there are 3 types of triggered macros reactions now, on target, on attack, on damage
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.
Maybe I'm missing that you can do that somewhere?
Not realistically feasible, the functions are too apart
yeah I'd do that with a macro.createItem key and it'd be a seperate item
Yeah, that's pretty clean, put a createItem on the dagger to automatically add the other feature(s), but definitely make them separate items
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?
Will give this a try, thank you!
Give it a try, if the damage type is registered in dnd5e there's a good shot it would
flags.midi-qol.DR.customtypename
it doesn't matter, overtimes just do not run on incapacitated actors
I'll try!
There's an option to that. I think you can configure to not skip Incapacitated
in combat yes, but overtimes themselves do not run on turns where the actor is dead or incapacitated, a yellow warning pops up
ohhhhhh
its something in midi's code:
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
Could it be "Incapacitated actors can't take actions or reactions" affecting it?
Mechanics -> second block
very sad DR doesn't work with formulas, only numbers
works!
DR does work with formulas
otherwise deflect missiles and stones endurance wouldn't work
what are you trying to make?
I am dumb
I'm using [[ ]] in the formula and that is what makes that doesn't work
I just erase that and work
Using [[ ]] is asking it to evaluate it at a certain point I can't recall, so that could do it, yeah
Arbron's Summoning is a module that, with some setup, allows you to create summons actors that scale based on the spell level.
[[]] 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
the hard part of tashas is the changing of damage parts and abilities
I think Chris literally just pushed an update for the feature tartdraws asked for
I AM FASTER CHRIS
LOL
tart didn't want to install CPR though I think
Yeah, that's part of what Arbron's does
Tasha's scaling can be done via warpgate updates during the spawn
But also 👀 I'll have to check Chris' version
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
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
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
I don't think I have a Thunderous Smite?
You might be using the DDB importer version of that spell.
Is this not changing damage parts? Maybe I'm misunderstanding what you're saying, Moto
ah you right that's mb
I think your problem is you have a box checked in midi that 99% of us don't
and the bonus action smite spells are either midi samples, DDB, or midi srd
hah I might install CPR it just had a lot of dependencies and I was a bit stunned o.o

100p correct lol thank you
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
Well I appreciate that, would've taken a minute to find out what was causing that
I just got Janner's attention in another channel if you still need Draconis Spirit I think they gonna share it when they have time here.
😉 Sent over
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.
doesn't mrprimates macro leverage an animation?
There's another CE added in there on damage so I was able to toss it in the macro without any issues
This did the trick, thank you for help :)
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
I think actor is usually bad to define
if you have advanced macros I think you are gucci for that though
What are you trying to do?
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
make it an on use midi macro on the summon undead spell?
oh....you followed a non midi macro didn't you?
I suspect it's because the macro itself rolls the item

I think you are stuck having to rewrite portions then cause the macro you yoinked from was probably heavily implying non midi use
Yea, whatever you started with wasn't setup around midi
uhhh, but this should be an interaction midi has no problem with, right?
its either a hotbar macro or an actual Item Macro...macro which midi blocks
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
half of the warpgate wiki is midi examples, I'm surprrised you couldn't find one that used it
summon badger spirit doesn't use midi I think .3.
yeah this is what I guessed was happening
any way to fix it easily?
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?
yeah you picked a non midi macro to replicate
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
nah alot of the warpgate wiki has midi stuff
Most summon stuff, you can just do the logic in the updates part of a summon
they just picked the wrong one
Are you on v9 or v10?
Badger Medic is an example of a midi macro in warpgate
Which I think is technically Healing Spirit
I'm trying to make the spell 'click' run the macro ;3;
but the macro has rolling the item included in it
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
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?
Oh yeah, you also remove that line
Do you have the item macro module installed?
ye
will that not break stuff?
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
what are midi arguments?
.3.
I just barely got this to work with a lot of help twt
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")
hmm
Gimme a mo and I think I can mend this to use the arguments instead
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
it worked 😄
thanks!
got another q, not sure if it's in macro polo or here
Fey Spirits have two types of damage .3.
👍 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
how would you code the data.damage.parts for half force and half piercing?
can't have everything
Thankfully a macro for the feature is a drag and drop the feature from the actor sheet to the hotbar, praise the devs
all references to data? .3.
Honeybadger did a shim, but yes, to future proof, make it system instead
okie, think I can do that
but yeh, got that q about damage types, how do you write it exactly? :0
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
Which one? Error, that is
@covert mason u think u could send me that draconic spirit macro you had? 😮
I've got this all working except for one thing, which is that the condition seems to be being applied before the HP is actually set to 0. That is, the value returned when I check the health is the value before the damage, not after. Any ideas of how to work around this?
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.
midi already has a setting to do this.
"DIsplay status icon" is probably what you want?
I thought that was the case and enabled this option. What's the status icon look like?
I'm not sure, I don't use that setting XD
Gimme a sec, I may be able to get a screenshot for you.
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
@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.
Thanks Elwin! @molten solar is this something you'd be willing to look into... or should I get to copy/pasting all the descriptions into the VAE editor?
Yes.
As a quick fix, you can enable the setting in my module that does this for you already.
Thanks Chris, on it now
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.
Brilliant
I actually didn't even know VAE was supposed to be doing this already lol
It used to, I guess CE pulled the rug
The change in CE was done in 4.0.0. probably because of the new models that restricted flags from modules only
Chris, have been meaning to ask. There are a lot of options in your module – when I add a spell or feature, will it tell me in the chat card if I need to turn something on? Otherwise I'mma turn em all on now
Anything that requires a setting enabled will tell you.
Champion, thanks
Although, not if you use the DDB importer
I did initially but not anymore
That's just a side effect of the DDB importer filling in the description for you.
How do you go about setting up damage to repeat in subsequent rounds?
From a spell like Phantasmal Killer
they're called OverTime effects – take a look at the readme, there's a Sword of Wounding example
It's part of midi/dae – I mean the midi readme in the pins of this channel
(Please ping me in an appropriate channel)
Make an issue on github and I can look into it.
It's all good thanks, Chris already fixed the issue – as I discovered by... posting in this channel 👀
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
It's not midi related.
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
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. @.@
@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)”
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?
dnd5e animations module, and the module needs to be installed, then have it apply its auto recog changes to your automated animations and then you can disable it till it recieves an update then rinse and repeat, it does not need to stay active. It requires the jb2a patreon however.
it employs tons of sounds and the generic weapons all have wildcard playlists
I won't have proper Foundry access till later this week, so I cannot take a look unfortunately!
Sorry late reply here, does that allow for fine tuning though? I'm looking to apply my own sfx to each if possible.
It must be dementia setting in - only excuse for not awaiting those. fix in 10.0.37
Skipping damage card if all damage types are midi-none makes sense - in 10.0.37
@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.
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...
Have they committed to allowing edits of owned item effects in v11?
I just tried in dev 2 and got a "not supported" yet message. Perhaps it's a dnd thing.
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.
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)
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).
Yeah that's the one - it grabs item transfer effects when applying actor effects
If the parent is an item, nothing is done.
Hmpf. Disappointing if so.
It would be nice if they also applied to items - I think. Need to think about use cases for that.
Temporary bonuses that affect one item only.
Babonus sees lots of use in that regard.
If the effect is on the item already - how is that different than just editing the item?
Ease of use? You can toggle various states or bonuses.
Fair enough - I'd not really thought of that.
Probably early days - more changes to come.
I'll just ask.
Either the above is word-salad or it really means it can modify items.
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?
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?
With an onuse on preItemRoll, you could check the target distance and set disadvantage options flags if 5’ or less
@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?
no but I'm pretty sure they are always whispered
What about the concentration issue? Is there a fix for that?
I don't think so but honestly I never have conc auto end in any of midi's automation cause I automate damage and its harder to return conc that was unintentionally removed than the opposite
One last question then, if I'm doing a script macro, is there a way I can also have it say something in chat?
await ChatMessage.create({content: 'your html content'})
okay last last question lmao, is there a way for me to do that so it outputs a /me command?
await ChatMessage.create({content: 'your html content', type: CONST.CHAT_MESSAGE_TYPES.EMOTE}) is /me I believe?
Hm... when I do that, it seems to do it as me instead of the character?
😄 We're slowly deconstructing ChatMessage's parameters piece by piece. To speak as someone other than yourself, you need to set a speaker, too. Have a look at this for more comprehensive answers. https://gitlab.com/Freeze020/foundry-vtt-scripts/-/blob/master/api-examples/chat-message.js - with examples!
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
speaker: ChatMessage.getSpeaker({token: speakingToken})
iirc
the getSpeaker helper is handy
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
That's where I found Freeze's link 😉
@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
Will not work
oh, any alternative for re-rolling with inspiration or hafling luck ? directly on chat ?
If you use Midi, you need a solution from Midi.
But it's 100% "do not use", regarding Retroactive Advantage.
how do I prompt the player to roll a save at the end of their turn and remove an effect on a success? .3.
(Halfing luck is in the special traits, isnt it?)
where is that?
First tab of the character sheet, bottom right.
I tried to add an overtime effect but it's giving me this when I try to save for it
gm inspiration is in the sample items compendium too AFAIK
this is how I got it set up, any help? ;;
My discord search says this error happens when you try using overtime without roll automation, is this the case?
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?
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
huh? o3o
no idea what u are describing
auto quick settings?
yeah activated auto saves and it works : s
Create a DAE on the wielder of the weapon with a flag for:
flags.midi-qol.disadvantage.attack.mwak | CUSTOM | MidiQOL.getDistance(workflow.token,workflow.targets.first()) <=5 && fromUuidSync(workflow.itemUuid).name === "Lance"
Isn't there a way to handle it the same way concentration is handled? manual save
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.
People tend to shut off midi features cause they don't understand them. whydon't you want check saves on?
because some of my players' foundry clients get bugged and don't prompt the save, it removes the capacity for manual saving, etc.
Is there a way to tell it to make the save but not check it?
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.
There is one case where this does not work, if getDistance returns -1, for example when a wall is between the attacker and the target.
Also, I think that workflow.token,workflow.targets.first() can be replaced by fromUuidSync(tokenUuid), which is the uuid of the current target
I do have automated damage, so damage over time should still work right?
also, anyone have a solution for Hunger of Hadar?
I have always in mind that my MidiQOL settings will not allow for an attack roll if there is a wall blocking.
And yes the workflow.token can be replaced by fromUuidSync(tokenUuid)
and workflow.targets.first() by fromUuidSync(targetUuid)
You are probably right, I will try to validate that
I should play some more with the getDistance wall blocking and cover included parameters
you forfeit alot of automation when you shut off entirely a main setting like check hits, damage managemnet, or check saves. I'd sooner troubleshoot the users who have issues then shut off a core function of many of the automated premades here. Till you do, I don't think any overtimes are going to work for you.
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
May have found the option
I think it was in one of his old attempts at making smite work in my non fast forward setup
:0 I’ll try LMRTFY
the only setting I have turned off is autocheck saves
all the other automation is on
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
there’s degrees of automation
;;
and it’s clearly doable since Concentration works without autochecking ;n;
Midi is for high automation
Concentration has its own setting that you are purposely turning on
It really sounds like you just want core + concentration notifier
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
Yeah, this is what I was trying to convey when I mentioned that concentration is just a different setting. If you want it to work like concentration, turn it on like you have for concentration.
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
.3.
but it doesn't let u turn it on the same way as concentration
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
because otherwise theres no point to the setting
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.
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.
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'
I use MTB cause I find that ironmonk's modules have great Dm centric quality of life stuff
I set it to token bar and nothing appeared 😮
ye
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
Yep, this is how I've got it set up:
If you're already using MTB though maybe Moto can help you get that working!
god I just reinstalled my OS and I can't figure out what is causing my interface windows in foundry to be bright white
I just worry
some of my players drift off a bit and this makes it near impossible to redo the save .3.
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
why would you need to reroll the save?
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!
you could also make the timeout 900000
I personally subscribe to SagaTympana's point, punish unattentive players and they won't be unattentive anymore
also this is another module but can I ask how u request a roll manually using LMRTFY?
It adds a button to the sidebar over on the left.
Looks like a d20, mouseover tooltip "Request Roll."
I don't know LMRTFY but in MTB its this:
'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
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
would appreciate!
wow how did the discord links return to the old format?
oh god is that a setting, I want the new format lol
😄 thanku
now that I used automation, is there a way to code evasion for DEX saves?
:0
strikes me as odd that this is not in any of the premade modules
probably should be added to midi srd
@violet meadow ⬆️
Pretty sure it's in mine at least
seems like an improper warning message there hmmm
I got that when I clicked the medkit on evasion
That on an npc?
do spells ignore this limitation?
Yep
Features have too many overlapping names to not also match the monster name.
Is Healing Spirit something anyone’s automated yet?
So, my heavy armor master is being doubled by Midi QoL
but I didn't change anything
Very confused
how do you know its doubled and have you confirmed that you don't have edited owned item ae glitches?
Its reducing the damage by 6, not 3
show me the damage card and mouse over the token icon when you snippet it for tooltip, also share the actors effect tab
actor effect tab
show me the first tab of him, the traits and such
does it have resistance or something?
Is it not in MidiQOL sample items? I think I ve seen it there
the other one is
uncanny dodge I think
This?
Hmm ok I will add when I am back!
redrag the token out does it still have double DR?
Yep, still getting double
I'm unable to reproduce your issue, turn off all modules except midi, dae, socketlib, and libwrapper and repeat the test
Had a halfway fix, basically made the DR 1.5 instead,
I have no clue, only happens with specifically that effect
I suspect a module conflict
Probably
is the actor unlinked?
No its linked
@strange dagger change the ADD to override
You have added it multiple times behind the scenes it seems like
Yes that worked
Never add in MidiQol flags
Custom will do it for the most part
Override for some. Always check the readme if possible
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?
Doable with a macro
should I ask in #macro-polo? I'm afraid I'll get bounced back here when I say that I use midi 🤣
activation condition might be easier
workflow.damageTotal >= 7 and check activation condition true required for effect activation?
Never used this before, interesting! So I guess this is what I have to tick to force the check
where do I place the logic?
in the effect itself?
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
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?
##attributes.hp.max instead of using @
That means it will be evaluated using target's rollData
## references target instead of source (@)
thanks again!
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?
woah I've just noticed that or pipe for the checks, going to be quite useful for escape DCs!
Reading the overtime section from the midi readme will prolly benefit you
yeah that really does explain a lot 🤣
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 😩
Were target's required in combat and were you guys in combat?
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
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
It was a boss battle
Easiest solution is make the webs actors. Takes like 1 min
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 🤔
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
My solution is talk before move, haha
And if the players forget, tough. Remember next time. Now no one forgets 😂
AoO should be better behaved in v10.0.36 MidiQOL, being excluded from the RangeCheck
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... 🤔
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!
Yeah it will need to have a duration of at least the time needed for the Special Duration to expire
That’s a really smart idea. It’s not like you’d ever want to intentionally damage yourself. I’m not sure if you can accidentally damage yourself now if you screw up targeting but it would stop that too
Even attacking doors is a nuisance now because they’re not tokens. We could certainly use a targetless roll override imo
Yeah, I was thinking rope as well, some things are not great as actors in the spur of the moment
Exactly and you don’t want to slow things down to set up new actors if someone is improvising
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)
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)
Y'all both got Times Up installed and enabled?
The worst one is actually Shield overstaying it’s welcome. It gets used way too much 👀
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
Nothing, I'll try enable some debugs
@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
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
Still nothing obvious, no errors 🤔 Is there anything else I could try checking?
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})
Does it stay active or gets disabled?
Stays active
All effects or just 1?
Think I'd mean spell there instead, then
What's the spells duration set at?
1 Minute, which matches the duration of the concentration
Try changing to 10 rounds
Still no good unfortunately, no different from the gif
Yeah not seeing that one hmm
Can you try using simple calendar to progress like a day?
Check quickly with only prereq module of MidiQOL
I'll try this first one moment
Still no good :<
With Times UP
Just for giggles, try with your list from before, without Active Auras, ATE and Advanced Macros
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?
the ol server restart/client restart fix
There already is one but its GM only
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"
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
That’s fine, you’re not going to sneak attack or smite a door
Challenge excepted
Some doors deserve it for sure
It's essentially just the macro I shared above without the FF parameter
Is there a way to change Midi QOL roll with adv/disadv and select another die after roll?
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.
Yeah there is a way. It will be included in the next version. For now you can take a look at the Retribution item, included in the MidiQOL sample items compendium and change it a bit to emulate the fire shield.
I can share the fire shield spell later when I have access to my pc
Would be great. Thank you.
Open to suggestions. I'm not sure how you would distinguish between forgetting to targert and trying to hit a door.
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
that would be useful
have the keybind just fire the "Standard roll" on the sheet when you expand it
Assuming thats actually a midi feature lol
Try this. Copy paste in an ItemMacro of the spell and execute it as a MidiQOL onUse ItemMacro | After Active Effects
Fire Shield spell for MidiQOL 10.0.35+
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)
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.
Is there a way to do this with Overtimes?
the fire shield I shared above, a bit complicated for this, but can do what you ask.
No Overtime effect needed, just a small macro.
Base it on the Retribution MidiQOL sample items
:0
You can search discord for that feature name to see the macro canaryman ended up with
share some screenshots from the Items details tabs
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
};
}
None of the stuff below the bottom of the screen shots are checked.
That is strange indeed.
FYI, I would not add [cold] in the damage Formula when you already have it set as Cold Damage
ddb does that automatically
oops wrong reply
But other than that, any errors in console?
@gilded yacht This was my initial thought yeah. Like the GM override but for players. Ideally it would say in chat that override has been used so everyone is aware
yeah I'd sus out the console for errors but also we should sus out the target they are frying and freezing
The target has no special resistances, and it works/malfunctions the same way for all targets from commoners to my players
can you add a condition to something like
"If target HP is less than 20 heals using other formula"
trying to modify retribution and it's not working :<
That did it; I had cover being checked by a module that isn't installed. I said not to check for cover and now it's working.
are there terrain walls?
On what exactly? What is the "normal" way the item functions?
it tries to fetch something from a compendium and I dunno how to point it to the right place
it heals a flat Hitdice + Con mod + proficiency
easy but macro territory
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.
Try this @modern badger
Paste the macro in the Tale of the Avenger item's ItemMacro.
Add in the Item's details page a MidiQOL onUse ItemMacro | After Active Effects
is adding a macro hard?
no
Well that did it. Never thought to look for a missing module related to cover calculations, but there you do. Reminder, ALWAYS check the console first. No matter what.
@modern badger edited the macro, grab it again if you already did.
can someone help me doing a macro for that effect? first time doing macros
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
use `to put what you need inside`
OK you can use an Activation condition for that
(12+@mod+@prof)x2
target.attributes.hp.value < 20 Other Formula (12+@mod+@prof)[healing]
i put that on the activation condition?
Yes and then in the Other Formula the extra healing part
Do you have Activation Conditions "activated" in MidiQOL settings?
yeah
That should do it then
ok so it worked but it doesn't let me transfer it to another creature ;3;
it only works on the person casting it
Do you need it to be applied to another target?
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;
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?
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)
show the whole item and show us the description
and dont double the damage in the Other Formula
Right click the small book icon on the title bar of the item in the compendium
I think its meant to be like a healing GFB, which means macros
this is the description is in spanish so i doubt it will help
no idea. The initial ask as written seemed as a likely AC candidate
Activation condition target.attributes.hp.value < 20
Other Formula (12+@mod+@prof)[healing]
The way you've set it up will tripple it
also if it applied to self thats weird, unless you had self targetted
o3o I see no such thing
are you on v9?
nnon
if you dont see the lil uuid thing in v10 its cause your topbar is massively overloaded
The icon on the right of Retribution on the title bar
now it heals 38 to everyone even if they are above 20 hp
im only using midi
show me the thing you click that starts the workflow in chat
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)
The screenshot shared has double healing if that is still the case
open midi settings, is roll automation off?
its on i even added a specific damage to dragons in the past
At the very bottom of workflow button/workflow tab these must be this way:
using the activation conditions
show me literally what you click to start the roll
the dice on the ability
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
is something about that ability it works with a weapon
maybe its because is a feature and not a spell?
I want to see the details of the whole item, and that item rolled in chat the whole workflow, including the chaser card
I think the parenthesis around your only shown version was a mistake but we don't know what it looks like now anyway
hmm lemme test making the feature a spell since Midi doesnt have a "roll other formula for features"
here
ok you need to share the description, every time you show us the details its different than what you asked for lol
its the same...lol
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
okay lemme translate it
cause "Always heals double" would be easily explaind by the fact you put double in the primary formula