#MidiQOL

1 messages · Page 101 of 1

vast bane
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when you type fluff in there, you fool it

soft bane
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Nani!/

vast bane
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delete all that fluff out and it should work fine

soft bane
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Hrm still happening

vast bane
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did you edit the true item

hasty jackal
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["fey"].includes(raceOrType) if i want to add another race

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what should i use?

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["fey","celestial"].includes(raceOrType)

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or how?

vast bane
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["fey","undead"]

soft bane
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Yes I edited the true item

vast bane
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but I think you need to capitalize them?

vast bane
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to be 1000% clear, you do not have any of the modules I asked you to clear right?

soft bane
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1000%

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Well concentration notifier is inactive, should I uninstall as well?

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Wait

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is Dice Tooltip - DnD5e the same as "Dice Tooltips"?

vast bane
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Its safe to say ability checks trully are fubar lol

soft bane
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might also be related to how it's targeting self

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bc usually the target has to fail a save to get the effect applied

vast bane
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What version of foundry, dnd5e, midiqol, and dae are you on, you gave me a corrupted item

soft bane
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Foundry version 10, build 291

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DnD5e 2.1.5

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midiqol and dae should be latest

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10.0.25 (dae) and 10.0.36 (qol)?

vast bane
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trying to think of a saving through spell that applies an ae

soft bane
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something that gives frightened?

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Fear?

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or well that's failing, unless there's an effect that makes you immune to frighten for 24 hours

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like the vampiric gaze

vast bane
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wtf is going on

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can anyone else test the command spell please?

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oh shit

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nm

scarlet gale
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Activation condition maybe?

vast bane
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duh we're doing this backwards

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he wants the effect to only apply on success

scarlet gale
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Ah

vast bane
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so that has to be an activation condition

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isn't it workflow.itemRoll?

scarlet gale
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¯_(ツ)_/¯

vast bane
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how would you get the roll of an item in a macro?

soft bane
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in the On Use Macros field?

scarlet gale
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I'd think a macro

vast bane
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workflow.diceRoll

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I got it

soft bane
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👀

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This is what it must feeling like in Warhammer 40,000 to get help from an Adeptus Mechanicus 😄

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With you being the only one who knows what's going on.

vast bane
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god damn it diceRoll is the dice face

soft bane
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preItemRoll?

vast bane
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I got nothin, you have to wait for bugbear I guess

scarlet gale
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Just log out this as an item macro

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Anything there is available

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I still don't think an activation condition will work here

vast bane
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yeah I think they fight each other

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the roll is a failure if you succeed

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midi doesn't do ability checks

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Yeah I'm punting, look for bugbear when hes around he might be able to feed you something. This item isn't an item macro setup so to do an on use macro would be beyond me too

soft bane
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Thanks for trying though 🙂 I'm sure we'll crack this eventually.

vast bane
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I went through that whole logged workflow and could not find a dang thing about rolls

proper siren
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Not sure if this is the right spot, but anyone know how to use Recovery Formula on an item sheet? I've got an item with 4 charges, 1 charge should come back every long rest so trying to figure out how to implement that

coarse mesa
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@vast bane have been thinking about DM’s inspiration and how to make it a bit simpler for our table… they struggle to find where to uncheck it, and you actually can’t if you’re making death saves with Tidy 5E. It would be cool if there was a link in the roll dialog, maybe AR - that if clicked burns your inspiration. But it should only be present if there is inspiration to burn. Sound doable? Or is there a better idea?

vast bane
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I don't bother with automating that, its so rare, when I give it to my players they hoard it and use it once maybe every month

coarse mesa
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Haha all good. We get it most sessions

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Have you done anything like that in Advantage Reminder though? Not sure what it’s capable of.

vast bane
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Id gladly give it if they all weren't sitting on one already lol

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that and expendables

coarse mesa
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Advantage Reminder sounds like it was built to remind you about Inspiration lol

vast bane
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I already have it as an advantage reminder

coarse mesa
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Is there a way to have the reminder only if you have it available? Otherwise it’s just salt in the wound

vast bane
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do you mean trying to tie it to MTB/Tidy5e?

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my players rarely look at the tidy5e sheet and I don't track it on MTB, but I suppose you could do an effect macro for on creation and on deletion that clear those two modules flags out

coarse mesa
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Well it’s a dnd5e checkbox, assume tidy and MTB just mirror that

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Bc if you untick it in core sheet it goes everywhere

vast bane
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figure out what the flag is then you can just use effect macro on deletion/on creation but you have to manually remove the ae, advantage reminder doesn't end it in one click

coarse mesa
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Having it showing in MTB saved our bacon last week, it would have been TPK but we saw the rogue still had inspiration to burn on their last attack

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Ok sweet thanks. I’ll give it a go

hasty jackal
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how can i create an effect that adds 1 slot of attunement?

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like the artificier skill

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found it nvm

frozen forge
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Does RSR supported by Midi-QoL, or still don't?

short aurora
molten solar
topaz fjord
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Hi!
I would like to apply attack damage on hit and force a save (optionally applying Poisoned condition on failed save).
Basic configuration taken from spider Bite just applies save to attack damage halving it on successful save.
Is there a way to implement additional save on attack hit?

vast bane
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Check the box for full dam save at the bottom, and check the box for effect evaluation true or whatever towards the bottom also, clear the activation condition field on the item.

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add the poisoned condition as an effect on the item, clear all the boxes out in the first tab of the ae, for the key you can either do statusEffect or macro.ce(or if you are cub user, macro.cub). If you utilize CPR, you should be using dfreds CE

topaz fjord
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All checkboxes are off

vast bane
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if they can save it off every turn you need to make an overtime effect

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then that is your problem

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check the box for full dam save, check the box for activation condition true required for effect activation. Then add an active effect to the item in the effect tab and give it a key that is macro.ce or statusEffect and find your poisoned condition.

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(if you are a cub user replace CE with CUB)

topaz fjord
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What is full dam save exactly?

vast bane
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so that it doesn't halve the weapon damage when the save is succeeded

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by default it will halve the damage of the workflow on successful save

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@gilded yacht

* If the only damage type done on an attack is "none" do not display an apply damage card.
Did you mean to do this for No Damage? Doesn't none make the item do pure damage or in damage bonus cases weapon damage?

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I think None is a new thing with dnd5e 2.1 where the old option was just blank Nm I think I understand what you did.

topaz fjord
vast bane
topaz fjord
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The only thing that comes to mind is recent system update. Looks like everything in "Monsters" compendium have these checkboxes unchecked.
dnd 2.1.5
midi 10.0.35

vast bane
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CPR offers monster features that are, and ddbi will integrate those features as well, but you still have to manage the creature setups for midi specifically

topaz fjord
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Understood

vast bane
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Updated the spells atlas wiki with the new Power Word Stun listing for midiqol

hot flower
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so, with the update of mid and DAE this a.m., how necessary is Advanced Macros anymore?

vast bane
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Very necessary if you use active auras

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and by that extension ddbi

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I spotted quite a few active aura implementations in ddbi items

soft bane
vast bane
soft bane
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is tposney the person behind Magic Items?

vast bane
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Items with Spells is far less likely to break with patches, but MiM is getting special treatment from midi so I'd call it safe to keep using in midi

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He's the author of dae and midi

soft bane
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by fixing mim bugs, fixing them on the midi/dae side of things? I dont think I see any updates more recent in MIM

vast bane
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some modules just work 😉

soft bane
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oh my 😄

vast bane
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most of the outstanding issues are people with conflicted rollers

soft bane
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conflicted rollers?

vast bane
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I dunno, I'm personally using items with spells, I don't see a need to use MIM, but if you don't like the wonky upcasting with items with spells MIM might be a great alternative.

soft bane
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I dunno yet, the campaign i'm running is still low level

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is there a way to get a macro to actually roll my 3D dice?

vast bane
soft bane
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Figured it out

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the toMessage() function also rolls the die physically.

soft bane
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Is there a way to start concentration via macro

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Apparently "item" is not defined in my test macro that's attached to a Feature:

console.log(item);
dark canopy
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Check the docs for midi's arguments. That sounds like an item macro helper variable, not midi

molten solar
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Item Macro does not function in its intended way when Midi is involved.

soft bane
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Yeah I asked in the Macro Polo channel and they told me to come here

short aurora
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Attached to a feature probably means you want to pilfer through args instead

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or this

soft bane
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Is there a tutorial for how args works? I think I saw that for Magic Weapon

short aurora
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What are you trying to make, exactly? Just a feature that has concentration?

soft bane
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WELL

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What I'd like is to make a magic weapon, i.e a sword, that the user has to pass a charisma check to activate; which grants +1 while concentrating.

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Activation Conditions me and Moto were checking out yesterday and it was a no go, saves don't work that way

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and the conclusion seems to me that maybe it needs to be a macro so I'm trying to figure those out one small step at a time

short aurora
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Or well, the item, I'm assuming you have it as a separate feature and not part of the actual sword

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because pain

soft bane
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I'm working on it as a separate feature now, it was a part of the actual sword originally.

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the problem is that they need to pass a check

short aurora
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There's also straight up a function actually, MidiQOL.addConcentration(actor, concentrationData)

soft bane
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MidiQOL being a key word in the macro language?

short aurora
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They're functions added by MidiQOL

soft bane
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What about actor and concentrationData, how do I pass those in/define them?

short aurora
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actor is presumably just an actor document, so for instance game.actors.getName("Alphonse") will give you an actor document. What concentrationData expects though I'll have to check

soft bane
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Right so this is where I tend to come back to this question, I'd prefer at least for Best Practices software programmer brownie points that the macro automatically gets the actor via the fact the feature is attached to the actor

short aurora
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Then you want args. Specifically, args[0].actor.

soft bane
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gotcha thanks

short aurora
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For concentrationData;
MidiQOL.addConcentration(actor, {item: Item, targets: Set<Token>,templateUuid: string});

soft bane
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would something like this be the right direction:

let tactor = game.actors.getName(args[0])
let charisma = tactor.system.abilities.cha.mod;
let roll = (await new Roll(`1d20 + ${charisma}`).roll({async: true}))

roll.toMessage();

let RollResult = roll.total;
// Maybe I can also get this DC from somewhere?
if (RollResult > 13) {
    // Add Concentration
    MidiQOL.addConcentration(tactor, {item: Item, targets: Set<Token>,templateUuid: string});
    // Add the bonuses to the token here?
} else {
    console.log("Failure");
}
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Does "Item" come from Midi or do I need to getthat also from args?

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should I also be doing anything with templateUuid/string?

short aurora
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Pause for a moment before we continue; please save that macro elsewhere for now and replace its' entire content with just console.log(args) then take a look in console for what it's serving you.

soft bane
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one second

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processing request

short aurora
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Most of the stuff you're defining in the macro is already in there, depending how the item using the macro is set up, it may all be in there :p For instance, tactor IS args[0].actor in your case. You don't need to get it.

soft bane
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Wait, the console is telling me args[0] is just a string, "on" though?

short aurora
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Ah, see, important stuff - that tells me this is an active effect running your macro.

soft bane
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Ahah

short aurora
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Peek at args[1] for what that provides for you, then

soft bane
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I see, ActorId, actorUuid, efData, effectId, origin, tokenId, tokenUuid

short aurora
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Yeah, this workflow feels backwards though, did you intend to add the +1 effect and then delete it, if they failed?

soft bane
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I am not married to a particular workflow 🙂

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I just want to add a +1 effect if they pass the check (and consequently begin concentrating on the effect)

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and ofc if the concentration breaks or the duration expires they lose the effect

short aurora
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Honestly maybe it's not so backwards at all. Without this macro, do you essentially already have an item that applies the effect to the user?

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It just depends how you want to do it. We can continue what it seems like you've set up and instead of creating Concentration by macro, we can just tick a checkbox on the feature, Midi supports that already. Then the "fail" state is just deleting Concentration, which will delete the effect.

soft bane
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That could work

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I gotta get some food and then I gotta do an errand but thanks for your help its been very helpful in helping me learn how to make macros and see/test what I'm doing, and hopefully you're still available when I'm back. 🙂

short aurora
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No problem, ask the chat when you're going to work on it next and we'll see who can jump in

vast bane
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I get an error in the new midi with this macro where I didn't before, or I assume I didn't cause I would have solved this right away:

The macro behaves just fine so I dunno why it said it was undefined?

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nope found the error disregard

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item at the bottom is meant to be item2

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The fix for suspended effects with midi and effect macro is definitely working awesomesauce 😉

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If anyone has a player with shieldmaster and dual wielder feats, you'll definitely wanna try out my combo automation for them hehe.

violet meadow
vast bane
vast bane
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I think there is a problem with the incapacitated thing again in midi

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only its gone weirder:
There is no incapacitated on him.

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anyone know what line I need to // to remove the warning?

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oh I think the problem is that its checking ANY ce's not just incapaciated

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once I removed the blinded, the prompt stopped happening

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hmmm, now I can't reproduce dag gammit

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Here is what I did to fix Janky third party reaction auras giving it to the source actor too: Find an active effect that is always on and add the following effect macro to on turn start, on turn end, on combat start, on combat end:

let itemName3 = "Name of Janky Third Party Reaction Item";
let item3 = actor.items.find(i => i.name === itemName3);
if (item3) { // Check if the item was found
    item3.delete()
  }
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afaik, the aura applying to source actor even though active auras has a setting for it is caused by midiqol

fair bridge
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Hello. I tried searching for it but there are way too many results.
Is there a way to automate sneak attack?
What I mean by that is that is it possible to make it so it activates only once per turn even if I have multiple attacks?
Also, is it possible to make it so it only activates when the conditions are met i.e. you either have advantage on your attack or an ally within 5 ft of the target ?

vast bane
# fair bridge Hello. I tried searching for it but there are way too many results. Is there a w...

Sneak attack has two levels of automation in midiqol's sample item compendium for sure, and midi srd/CPR probably have premades for it also:

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

MrPrimate's D&D Beyond Importer:
https://foundryvtt.com/packages/ddb-importer

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

fair bridge
scarlet gale
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Midi-Qol has a sample item for sneak attack

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Just add that one out of the compendium, you can also grab the auto sneak attack as well if you want it to automatically apply without having to use a dialogue

fair bridge
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ok I found the auto sneak attack one, and it says that as long as I have it on my actor it will add it automatically. I have tested it just now and it doesnt work. Do I have to activly be in a combat encounter for it to work?

vast bane
scarlet gale
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You also need the regular sneak attack one

vast bane
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auto sneak is not what you want, you want regular sneak attack

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auto sneak implies the rogue only attacks once per turn

scarlet gale
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auto sneak just always does the first target hit on a turn

vast bane
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Regular sneak will prompt on each attack, auto sneak will always fire on the first attack

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as someone who DM's for a rogue with 2 weapon style, they prefer manual prompt over auto cause sometimes you want to try to finish a guy off without sneak

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autosneak=always first hit, manual=each attack you are prompted if you want to use it, if you use it, the rest of the attacks that turn don't get prompted

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autosneak requires both of them on the actor fyi

vast bane
fair bridge
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ok I removed the auto sneak attack and added the manual one

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unfortunatelly my DM will in now way do any of this so im on my own

vast bane
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He'll prolly get upset if you go to play and your sheets all broken, best to do as they ask

fair bridge
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I have added the regular sneak attack feature, but when I attack there is no prompt. is there something I am not doing?

vast bane
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the only way to check for you is if you had DM permissions, we need a combat encounter started, we need to see the list of the modules the DM has enabled, yada yada yada

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we need attribution turned on in midiqol, all DM stuff

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just use the base sneak attack and manually fire it if you had advantage or an ally sadly. or find a table with a DM who loves midiqol

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My spidey sense wild guess is that you don't have advantage or an ally nearby. all things that only a Dm can solve

robust vault
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today playing a session I got these strange errors.... i have midi 10.0.37

vast bane
frail osprey
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all the DM has to do is drag midi-qol's sneak attacks to your character sheet. If he/she isn't willing to do that, there isn't much you can do.

vast bane
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we really need more context though

robust vault
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i guess

vast bane
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all things the Dm has to be here to troubleshoot

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oh forgot:

The Dm is loose with disposition assignments and allies are really hostile

vast bane
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which could also explain actor not being defined in the right hand one

frail osprey
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(bringing it from another chat) Anyone has/knows of a macro to automate the class feature Assassinate (DnD5e)? I don't mean the critical damage on surprised targets, just the advantage against creatures that haven't acted yet. Trying to automate that, but I don't think I have enough programming knowledge to do that.

vast bane
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Bugbear tried to automate assassinate but its...kinda painful to use. My only thought is to leverage effect macro in a janky way, turn on always advantage on combat start, and turn it off at end of that actors turn, but any turns remaining that round before the actor acts would be weird if the rogue somehow got another attack.

short aurora
violet meadow
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Cannot change it now, but as a kick off idea @frail osprey

short aurora
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How do you turn Arbiter's Shield around to work on everyone else but you?

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Ah, you apply the effect when attacking? ... I'd probably do a world script

violet meadow
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just advantage on yourself

vast bane
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make a surprised condition and apply it manually to the combat encounter

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have the evaluation look for if the attackers name is X

short aurora
vast bane
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wait a minute

short aurora
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Round 1, rogue's turn is 3, possible target is 2 and 4, one of those is Assassinateable

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that's a word now

vast bane
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if round 1, if turn=less than or equal to actors turn

short aurora
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disregard everything, I missed the last line

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do what bugbear says

vast bane
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Its messy no matter how you do it, I think the surprised condition could really pull it off

molten solar
violet meadow
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key: flags.midi-qol.advantage.attack.all
mode: Custom
value: game.combat?.round === 1 && game.combat.turn < Object.entries(game.combat.turns).find(i=>i[1].tokenId === game.user.targets?.first().id)[0]

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Can test the logic but should be fine, right?

vast bane
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he also gets it on his turn

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is that checking for all turns less than his?

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Wow thought here:

Why not world script a surprised condition that wears off after the first turn in combat they have

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surprised is actually a condition, most people call it surprised rounds but its actually a condition

violet meadow
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Checks, 1st combat round AND the current turn is earlier than the target's turn

vast bane
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so use it for the iscritical too?

violet meadow
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You can put that in, but was not what it was asked 🤷

vast bane
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would both keys take an evaluation like that?

vast bane
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The bugbears so good he can pull off an answer on mobile on the subway

vast bane
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Assassin Rogue feature: Assassinate

Key: flags.midi-qol.advantage.attack.all
Mode: Custom
Effect Value: game.combat?.round === 1 && game.combat.turn < Object.entries(game.combat.turns).find(i=>i[1].tokenId === game.user.targets?.first().id)[0]

@violet meadow made this
(So its searchable in the future)

violet meadow
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is it all attack types?

vast bane
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I added an issue to your git to add it to item ideas incase you forget later

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the attack must use a finesse or ranged weapon

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actually assassinate is any attack roll, sneak attack is finesse or ranged

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what happens if you swing a weapon outside of combat will it throw a red error that combat rounds are undefined?

violet meadow
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The questionmark takes care of it as the first condition returns undefined

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is game.combat?. defined? If not bail out

gaunt python
# vast bane Assassin Rogue feature: Assassinate ``` Key: flags.midi-qol.advantage.attack.al...

(The moment when you passively read through the channel to soak up as much knowledge as possible, hoping it will rub off on you even though you don't know crap compared to the regulars here, and you come across a question from another user and think to yourself that maybe it could be solved this way or that, but surely it must be more complicated than that, and then later a @violet meadow confirms to you that you indeed had the right idea.... ☺️ )

covert mason
#

Do you have a manual version of this Unwavering Mark, too? Like something I can just plop on the target?

hasty jackal
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can you configure this on Midi or Dae?

vast bane
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this is literally something someone has made already lol

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Someone asked for this, I gave them my chill touch revamp macro, and they turned it into an actor on use instead of item on use at some point in the past month

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I wanna say Krig helped them make it?

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life stealing is a very common ask here

hasty jackal
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so how can i make it?lol i think its a passive item or a feature

short aurora
#

Oh boy, all damage, that's... Fun!

I think it'd have to be worldscript territory for all damage, and you have to use/hook Midi's damage application The trigger actually just the same as Hexblade's Curse without weapon attack

violet meadow
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Actor on Use Macro should suffice

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It says you damage an enemy so 🤷

short aurora
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I think my mind has somehow blocked that function and just goes "worldscripts" every time, this is like the third time in a row I forget that.

sudden crane
vast bane
#

I know someone already made a half damage as temp hp actor on use here. Just a matter of finding it. prolly search this channel for the midi function for applyTokenDamage

short aurora
violet meadow
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for example

vast bane
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hate how you can't search stuff inside of code

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you'll probably want to set a line that halves the damage

hasty jackal
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hmm

vast bane
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put it in the item macro of that feature, and then do what bugbear just linked in an image on the features ae

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this will fire the macro after active effects on all workflows from that actor

hasty jackal
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okay

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ItemMacro Dark One´s Blessing

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like that right?

vast bane
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hes using his own item as an example

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is that what your feature is called?

hasty jackal
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its called leech charm

vast bane
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ItemMacro.Leech Charm,postActiveEffects

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assuming you name the feature that way, and assuming you have and understand the step involving item macro

hasty jackal
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nope, im dumb on creating macros lol...

vast bane
#

if the item is an actual ITEM as in trinket, make sure its equipped and attuned if thats a thing

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someone here could literally make the item and give it to you if they were in their game, I'm not sadly, its all been handed to you minus the line to halve the applied damage

hasty jackal
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yeah its an item

vast bane
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that can actually be good, that means they only benefit from the effect if they equip the trinket

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as the actor on use will be transfer on equip

tardy root
#

Hey all :) Could somebody tell me what it is I'm doing wrong with "flags.midi-qol.advantage.skill" in particular for perception, but I don't think that matters? I'm not sure what change mode or effect value to pop in to make it actually grant advantage on the rolled skill

vast bane
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.prc

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change mode will be custom and effect value is 1.

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assuming your quoted key is accurately spelled

tardy root
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Oh, "per" was performance, wasn't it? Dumb mistake

vast bane
#

or persuasion

tardy root
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Right, I didn't even think about those. That's what was wrong, thank you!

vast bane
#

my cheat sheet in the wiki can actually help you sus out tposney's shortcuts for skills oddly enough

hasty jackal
#

okay im gonna ask on macropolo maybe someone already did a life steal macro

vast bane
#

cause I do the shorthands in the dc section

tardy root
#

You know what the worst part is? I was looking at it and just assumed "per" would be perception lmao

vast bane
#

macro polo won't touch an args macro with a 10 foot pole

hasty jackal
#

oh okay

vast bane
#

I'll head down to the man cave in about 30 minutes if someone hasn't given you the halved damage line yet

short aurora
vast bane
#

this won't generate a card, but that may be ok?

feral briar
#

Can anyone help me set up great waepon master real quick before my session? I am trying to make it be a reaction that pops up on an attack roll, but I don't know how to specify that in the activation condition

vast bane
#

it'll generate a DM card

short aurora
#

If you want a card, it needs more, but that's the function

vast bane
#

oh shit I didn't even think of the fact it could do aoe damage, good catch Krig

hasty jackal
#

@short aurora thanks

vast bane
#

@hasty jackal Do you have item macro module?

hasty jackal
#

yep

vast bane
#

make the Leech Charm Feature, paste Krigs macro into the item macro field you get when you click on item macro on the top bar of the feature

#

Is it always on?

#

or is it activated

#

if its always on, make a new active effect on the Leech Charm feature, set the first tab check box to transfer on equip. Then in the third tab, mirror what bugbears image above had. Make sure you use YOUR item name not his.

hasty jackal
#

always on

vast bane
#

should be able to take my copy/paste above of the effect value

#

would math.floor go to 0 if the damage was 1?

#

I doubt the actor will ever do 1 damage

short aurora
#

Whoops

#

Might as well account for it, nice catch, edited

vast bane
#

See you guys in 3 weeks when the next person asks for life steal lol

#

I think that one genuinely deserves a spot on the wiki in item ideas

hasty jackal
#

hmm it doesnt go up lol it gets stuck on 5 temp hp

short aurora
#

It should only go up if you get more than 5 temp HP in one application

vast bane
#

temp hp doesn't stack

hasty jackal
#

riiiiiiiight

#

i forgot about that

vast bane
#

per rules as written, whenever you gain temp hp, you get the higher of the two values

covert mason
vast bane
#

could that be a prior midi version bug?

#

in the last dae/midi there was an issue with special durations and an issue with CE's being weird with other ae's ending things sooner than expected

sudden crane
hasty jackal
#

does someone has a wall of fire spell ready to use?lol....

vast bane
#

Walls are imo not automateable

#

maybe if it let you place tiny square templates to represent all of its space

hasty jackal
#

kk and can you configure an effect to use for example d6 of hp?

vast bane
#

macro territory cause dnd5e doesn't let you use dice equations in the consumption field

hasty jackal
#

i should configure it as a weapon i guess

tired cobalt
#

(This is relevant for Armor of Agathys, for example).

vast bane
#

and if anyones curious how to make that work in midi, its as simple as hitting the undo button

hasty jackal
#

can you create an item that gives players a long rest?i know its a weird question lol....

vast bane
#

gives all the players a long rest?

#

you can do just about anything in a macro so yes, that'd probably be possible to get help from macro polo for too if its not that specific actor

hasty jackal
#

okay gonna ask

hasty jackal
#

welp got the macro but the potion doesnt consume itself for some weird reason

vast bane
#

destroy on empty

#

did you do what I said and made an effect macro?

hasty jackal
#

yeah its working

vast bane
#

in item details theres a box to check for destroy on empty, honestly I prefer not to use that, but set a charge of 1/1 charges

#

if you want to have it destroy itself check the box below that for destroy on empty, make sure you save a copy of the item cause if its destroy on empty it will literally poof and you won't have an original

hasty jackal
#

yep

#

welp charges fixed the issue

vast bane
#

in the items effect's duration tab, add a special duration of long rest

#

then test to see if it removes itself when it applies the long rest to the actor

#

you could totally do this as an on use item macro too, but its late at night and I dunno how to set the args actor like the other guys do.

#

Effect Macro is just simpler when it doesn't have to do with combat

hasty jackal
#

yeah np it worked as i wanted and it seems is a limitation of the system about potions needing charges to delete

#

i checked the SRD potions and they used charges too

vast bane
#

it can't be empty if it doesn't have a contents to fill and empty

hasty jackal
#

weird

#

if i put to cancel the effect on long rest

#

the macro doesnt work

vast bane
#

just give it a duration of 12 seconds then

#

remove the special

#

or 1 second

hasty jackal
#

worked with one second

vast bane
#

we don't need to open that can of worms for tposney or zhell lol

hasty jackal
#

if i added instantaneous to the detail tabs

#

the macro doesnt work

vast bane
#

if you really want an instant effect, wait for one of the smarter folks to be on and ask them how to make zhells marcro work in a midi on use

#

alternatively try to find a midi on use that does a simple thing to a single target and you'll likely find a tokenActor or targetActor defined with args that you can coopy paste off of

#

easiest ones to fish stuff out of are the sample items cause tposney doesn't put his macros behind the modules files

hasty jackal
#

hmmm

#

maybe i can use the blessed healer?

vast bane
#

show me the line that is defining an actor or token

#

you could also just scroll up in here till you find one

#

gonna have to add an if filter for target count or force 1 blank creature in target settings of the item

hasty jackal
#

whats the line for actor?lol....sorry its like my second time using macros

vast bane
#

I' m not near a foundry session to check for you

hasty jackal
#

welp i can wait maybe someone more intelligent than me can find a way to make it work

hasty jackal
#

i know this is a DAE i guess but i dont remember how to set the effect to character instead of target

#

okay is just invisible with extra steps

#

except the last part

vast bane
#

on the dae/ae, first tab should have no boxes checked

#

then start adding all the keys for advantage, attack/ability/save

#

sadly its gonna need a macro to do the second dae

#

gonna need to add a synthetic ae afterwards.

#

emboldening bond has an example of adding an ae in its item macro but I dunno how to adapt it to this

#

If I had to make this, I'd totally do what you are doing now, then put the synthetic ae on the first ae's expiration set as an effect macro for on deletion, fire the new ae on same actor

hasty jackal
#

yeah i can just edit the exhaust level 3

#

to suit my needs

vast bane
#

could probably export the item and yoink out the parts of the item that have the ae and its keys in it and work from there but you don't know how to write stuff so I dunno how much would need adjustment

hasty jackal
#

and let it as a disabled effect on my players

#

player*

vast bane
#

oh thats an idea, apply it suspended

#

have the second ae set as suspended on the actual spell so it is on the actor suspended the whole time. Then an effect macro on the other ae's deletion/expiration that unsuspends the ae, and when it expires have it suspend again instead of expire by time

hasty jackal
#

you know how to make that macro?lol

vast bane
#

if I were at my puter with foundry I would maybe but I won't be for another few hours

hasty jackal
#

okay can you tell me tomorrow?

magic lynx
#

Anyone have an idea why my 3d dice aren't rolling? I am able to have 3d dice roll manually through chat and dice tray. But when I roll through clicking an attack on an npc my dice do not show up. I use midiqol to prompt auto rolls from me

vast bane
#

if ya gotta wait anyway, I'd wait for one of the js writers to show up like bugbear, krig, or chris

hasty jackal
#

sure ill ask tomorrow then

vast bane
#

they are next to each other outside the DSN button settings

magic lynx
vast bane
#

either above or below it

vast bane
#

and your monsters dice are not rolling?

magic lynx
#

ya

vast bane
#

what are you literally clicking on the sheet to roll the attacks and damage

magic lynx
#

just clicking on like item or feature in the sheet. Clicking the item portrait and then midiqol prompts me to you know add advan or disadvan any situational bonuses

vast bane
#

I see way dead modules in your mod list there, what is your:

Foundry build and version
Dnd5e system version number
DSN version number
Midiqol Version Number
Socketlib Version number
libwrapper version number.

#

Also make sure you have none of these:

magic lynx
#

Version 10
291
DND 5e 2.1.5
Midi: 10.0.37
socketlib 1.0.12
lib: 1.12.12.0

vast bane
#

have you restarted your server or cleared your cache since this problem started?

magic lynx
#

ya did both and still nothing

vast bane
#

any of the above modules installed?

magic lynx
#

nope

vast bane
#

start utilizing find the culprit and find out if its a module conflict, turn on just DSN and if it has any dependencies

rich wagon
#

How do I get MIDI to work with CUB Enhanced Conditions, been trying to and it does not seem to work. It does not have it listed that it won't work, so I was wondering.

vast bane
#

I'd personally advise using dfreds CE instead

rich wagon
#

Any particular reason why?

#

as I am using CUB as I have multiple unique conditions I have added

vast bane
#

dfreds Ce and midiqol have collaborated feature synergy and dfreds CE has a ton of premade dnd5e effects

rich wagon
vast bane
#

on top of that if you ever intend on going the route of installing the premade modules, CPR heavily emphasis' Dfreds CE as its how it does conditional resistance

rich wagon
#

All of these where implemented.

#

Conditional resistance?

scarlet gale
#

CE is just better known around these parts.

vast bane
#

there are 76 premade spells in dfreds CE alone, not counting non spell ce's

scarlet gale
#

At any rate, what part isn't working with CUB?

#

Are you trying to use macro.CUB? or something else?

rich wagon
#

I flag somone invisible, midi does not make them invisible

scarlet gale
#

That's not midi

molten solar
rich wagon
#

Same for blind

scarlet gale
#

Ah gotcha

rich wagon
#

This was a different question than the other one I asked

scarlet gale
#

It's likely CUB isn't changing the config thing that lets foundry know what blinded and invisible conditions are.

rich wagon
#

its MIDI-QOL effects not proc-ing on CUB effects

scarlet gale
#

If it works anything like CE does

vast bane
#

midi doesn't do that

#

that is dnd5e core

#

midi doesn't hide invisible tokens nor change the detection mode

scarlet gale
#

Yep

vast bane
#

the problem is in cub, and dfreds doesn't have that problem fwiw 😉

molten solar
#

Check the module settings on CUB/CE.

#

This was a common issue at the start of v10.

vast bane
#

Imo whatever that setting is, is a smart setting cause I don't want my blind or invisible to be like that lol, thank CPR for fixing dfreds for it

rich wagon
#

This is all I get for CE

vast bane
rich wagon
scarlet gale
#

You have CUB and CE, it's likely CE is changing it to it's own effects.

#

But the CUB ones are being applied

vast bane
#

god do midi users who use cub have to make all the keys on the default status effects?

#

if you already have both modules, yeet cub

#

make the 5 you made in dfreds and enjoy the 100+ premades in dfreds CE

rich wagon
#

Also if I may, CE - Combat enhancments?

#

or convienent effects?

vast bane
#

Dfreds Convenient effects, you have it installed

#

you already have a booboo having both installed and managing ae's

rich wagon
#

Huh, Ok

#

Thank you!

hasty jackal
#

how can i copy a custom dfred effect to an item?

#

im trying to copy the enlarge/reduce one but i cant

vast bane
#

CPR also has it

scarlet gale
#

(I don't have one)

#

DDB has it

hasty jackal
#

thanks

scarlet gale
#

I have one for the potions

vast bane
#

hmmmm, guess you just did duergar?

scarlet gale
#

yea

#

If DDB stuff works as-is I generally don't remake it

#

Unless I need to change it to work with my priority queue system in my module

scarlet gale
#

May want to update that 😉

vast bane
#

only has spells so far, and I my bar is very low for what constitutes premade automations

vast bane
hasty jackal
#

hmm i still wonder, you cant just grab something from dfreds right?

vast bane
#

I haven't updated CPR or midi srd in a week but your stuff auto updates via a script

scarlet gale
#

oh nevermind

#

I thought you had it checked

vast bane
#

I don't even have to look at midi srd or cpr, I run a script that max made that checks your compendiums and then checks em off

scarlet gale
#

Oh interesting

vast bane
#

I updated the new midi sample items

scarlet gale
#

Does it check all the compendiums?

#

Or just the spell one?

#

Because there are a lot of monster features that share names and could get in the way

vast bane
#

he hasn't made me the others yet lol, but I will repurpose it for them when I work on those

#

the macro points at a singular compendium at a time

#

so monster features shouldn't get in the way

#

I just have to worry about midi samples, ddbi, and w15ps's modules for manual updating. Mainly cause I can't install w15's cause it requires a later patreon than I have for jb2a

#

DDBi I hope he posts when he adds stuff otherwise thats gonna be rough lol

hasty jackal
#

hmmm seems like i cant just grab that effect or any effect from dfreds

frail osprey
#

Only now I had the time to check bugbear's assassinate, and it seems pure genius. It never crossed my mind to use midi-qol key flags. I was cracking my head trying to create an array with actors that hadn't acted yet, and his solution was waaaay simpler. Thank you veeery much, guys!

vast bane
#

what are you trying to make

#

the problem with dragging ce's is I dunno if nested carry with it

rich wagon
#

How do I add custom conditions to this:

vast bane
rich wagon
#

Example: The Impared condition is not in the core set for CE and I want to add one to this list, is there an easy way to do so?

vast bane
#

ok first thing you probably want to make sure of is that dfreds CE is set to replace status conditions and then turn off enhanced conditions in cub

#

looks like replace is already done?

#

if replace is set, then right click impared and toggle status icon, and then restart your browser/app

#

everytime you right click a CE in that left hand menu and add it as a status icon, you have to restart the browser for changes to take in the token huds

hasty jackal
#

@vast bane i was just checking other effects but i cant grab them lol even the ones i made

vast bane
#

CE's can be dragged from the CE menu to an OWNED item's effect tab or an actors effect tab, owned items are items on actors

#

but you really shouldn't need to normally

hasty jackal
#

ooh i see, sorry i kinda forgot that

#

well done i was just checking since i already used the enlarge/reduce from Midi

#

hmm im still thinking about this

#

the second part

vast bane
#

Chris is around here he might have a better answer

hasty jackal
#

should i tag him?or just wait?

scarlet gale
#

Doable with a macro

#

As are most things

vast bane
#

first half is pretty simple effect transfer, macro would be when args off right?

scarlet gale
#

Effect macro or DAE off macro to creat the new effect once the first ends

#

yea

vast bane
#

my only part I didn't know was how to write an ae in a macro, was thinkin emboldening bond had an example in its item macro

#

just have it as an effect macro on deletion on the first ae

scarlet gale
#

A ton of my macros do it

#

Just a matter of embedding the effect data in the macro and using the midi function to apply it

#

or if it's on yourself, don't even need the midi GM function

hasty jackal
#

i had this ready and i created an effect on my player

#

a suspended effect

vast bane
#

I also thought to avoid the gm function to have the ae suspended and transfer on equip since its self/self, then the effect macro just has to toggle on and off no need to make it

hasty jackal
#

this is the suspended effect

vast bane
#

then its just a matter of the on deletion time warp macro getting the name desynchronize and unsuspending it, then after X seconds suspending it again

#

you could also make desynchronize a ce, and apply it on deletion of time warp...

#

wow thats actually alot easier isn't it chris?

hasty jackal
#

i guess thats way easier

scarlet gale
#

ehh

vast bane
#

a simple dfreds CE command, effect macro gives us actor, so when dfreds function wants a uuid, we just do actor.uuid?

scarlet gale
#

I guess that works

#

I feel like creating it in the macro is easy enough

vast bane
#

for you yeah, but Araxiel has done 2 macros with us writing them for them

#

I'm not at my pc with the foundry session so I can't take a stab at it but if I were, I'd just peel apart emboldening bond and try to piece one together with the formatting in that item macro

scarlet gale
#

if you wanted to do it quick and dirty could do a CE

#

then have effect macro apply the CE

vast bane
#

I do like em janky lol

hasty jackal
#

so hows the macro that i should add to time warp?i created the CE

#

just edited an exhaustion level 3 effect

gilded yacht
#

It will only get lastArg, in the current scheme there's no good way to pass other arguments - but will have a look.

vast bane
#

there is a compendium that comes with dfreds that is a macro compendium

#

it will have the function you want to run, its just a matter of giving it the uuid you need, which I'm pretty sure is actor.uuid if you run the function in effect macro

scarlet gale
vast bane
scarlet gale
#
await game.dfreds.effectInterface.addEffect(
            {
                'effectName': name,
                'uuid': actor.uuid,
                'origin': origin,
                'overlay': overlay
            }
        );```
vast bane
#

can't believe its that easy

#

i was wrackin my brain earlier tryin to help them with it

scarlet gale
#

would need to fill in part of that

#

change overlay to false, origin to the spell item uuid

#

etc

hasty jackal
#

like this?

scarlet gale
#

don't do toggle off

vast bane
#

on deletion

scarlet gale
#

do deleted

#
await game.dfreds.effectInterface.addEffect(
    {
        'effectName': "Change This",
        'uuid': actor.uuid,
        'origin': origin.uuid,
        'overlay': false
    }
);```
#

I think this should do it

#

as an effect macro

#

Changing the change this part

#

to whatever the CE is called

vast bane
#

Is there a duration set in Time Warp?

hasty jackal
#

yeah 60 seconds but its concentration

scarlet gale
#

oh

#

does the end effect also requires concentration?

#

I would think not

#

similar to haste wearing off right?

vast bane
#

it shouldn't cause that'd be broken

hasty jackal
#

yeah is like haste

#

the end effect its a 6 second duration

vast bane
#

you don't concentrate on the detrimental end of haste

#

cause rules as written you can drop conc at any time, that'd be broken if you could drop the detrimental

gilded yacht
#

It appears that someone who shall remain nameless disabled it.

scarlet gale
#

Then it should work

#

what I posted above

hasty jackal
#

let me guess, making the detrimental not drop if you break concentration is hard lol

vast bane
#

it shouldn't even be tied to his conc

#

we applied it independently from midi

hasty jackal
#

it works but when i remove concentration the detrimental gets deleted

vast bane
#

really wow

#

OH

#

you tied the origin

#

I bet if you broke the origin link it'd not be conced

#

are you sure you just don't have auto end conc on?

#

otherwise, I'm really impressed midi kept it going

hasty jackal
#

there

#

i deleted the origin line

#

it worked

#

thanks

scarlet gale
#

yea

#

I didn't think about origin being tied to it

gilded yacht
violet meadow
molten solar
short aurora
violet meadow
violet meadow
short aurora
violet meadow
#

well I am missing something then cause it's not working for me 🤔
It runs the macro, but returns args undefined

short aurora
#

Ignore that the macro is called Tester, the Created Item used to be called that

#

So left is the item creator and its' effect, right is the item it creates and its' ItemMacro. Why I even showed the details of created item makes no sense actually >_> It's just a completely new Feature item with an ItemMacro in it

violet meadow
#

Yeah exactly! Let me see if I can find a potential culprit 🤔

short aurora
#

If the item creator is equipment, remember to equip/attune/yadda yadda, that has tripped me a few times since DnD5e creates the item as not-equipped

violet meadow
#

OK. @gilded yacht the macro.createItemRunMacro needs Advanced Macros active, otherwise the args are undefined 🤔

That should be phrased more like a question, but still 😅

violet meadow
short aurora
#

Yup, repro, I hadn't disabled AM in that world yet and I GUESS NOW I CAN'T 🥹

violet meadow
#

Your screenshot with the Tester macro got me thinking 😉

short aurora
#

Oh right, those buttons are AM, guess I'll have to keep AM regardless. 🤔

violet meadow
#

To be honest I am not using it anymore in my workflows 🤷

short aurora
#

I have a reward macro that I was too lazy efficient in making that needs to display a dialog for other users, so I just made it display for the user who ran the macro and use AM's "Execute macro for specific user" to determine who. I got a few args passing macros, too, come to think of it.

violet meadow
#

I tend to use MidiQOL's execute as user socket

celest bluff
#

I sorta made a loot macro myself but it's Helena's

#

but I made it all GM based.. players get a prompt to roll from lmtf

#

then gives the players a table of what they rolled vs what they can pick

gilded yacht
teal stirrup
#

Hey there! How do I use the On Use Macros / make a token fall prone if it fails a saving throw from a custom item. Using Convenient Effects

violet meadow
teal stirrup
#

So, I keep falling trap of the "Asking before I try sh... out", so I just found out that by dragging and dropping a Convenient Effect into the Effects Tab of an Item, it will automatically create a Temporary Effect and apply it when the item is rolled (and in this case, the saving throw is failed)

teal stirrup
#

Follow up question, is there a way to make an item either do damage, or grapple a creature? (as per the Vampire stat block, for example)

gilded yacht
violet meadow
teal stirrup
violet meadow
#

Less easy solution a macro to pop a dialog to choose which type of "damage" to use and re configure the rolled Item on the fly to either damage or grapple

#

But I would go for 2 Items to save some trouble 😉

teal stirrup
#

in this case, I think the even easier solution would just be to not deal any damage, and just use a Convenient Effect Macro lol

#

This way i can still decide after rolling (and maybe even after rolling the damage just to be nice to my players)

violet meadow
#

Yeah that too. It all depends on your specific MidiQOL automation settings. If you get to click to roll for Damage and you are not auto rolling this, its even easier to let the users apply a condition instead of damage rolling, if you set the Item like that

teal stirrup
#

True...

#

I am pretty much only checking for hits with my automation, and making NPCs automatically roll saves, but I am letting my players do everything else (they feel like they are playing a videogame if everything is completely automated on their side)

violet meadow
#

Totally fair. Each table is unique!

vast bane
spice kelp
#

Anyone able to help me out here? Just picked up Foundry VTT, been trying to use the sequencer stuff and JB2A to get some animation going and it says to check the "On use macro" check box in the details of a spell, but there's no check box for this:

#

Anyone able to help me find what's missing to make it turn on?

#

Says a setting under the workflow settings > workflow and I'd find a box to turn this on, but its not there either:

short aurora
#

Midi can be a full automation suite for dnd5e, so it has a lot of options and a deep learning curve, it should not be one of the first things you add if you're fresh Foundry. Honestly, playing Foundry without any modules first is recommended.

spice kelp
#

That's what I was following

short aurora
#

I think that's specifically a tutorial for macro users that already uses Midi, if you'd like to see an example of animations with Sequencer being used in an easier way, check out the modules Automated Animations or dnd5e Animations

#

oops, clicked enter 2 fast

spice kelp
#

lol alrighty

short aurora
#

Else just stay clear of examples with Midi, as long as you don't use Midi for your regular game. Getting Midi for this is like getting a new computer for its' calculator.

spice kelp
#

lol yeah didn't mean to jump down the midi rabbit hole, was more so like "okay this says to check this box" okay... "where's the box?"... why am I not seeing a check box? Check things over... hrmmm okay. Yeah soon as you pointed out where it got moved to I have the spell and its animation working now.

short aurora
#

Yeah, and for this tutorial, Midi is being used to fill out the details of the who, what and where, and to deduce whether it was a hit or a miss, but all of that is only relevant if you use Midi. The modules I mentioned before provides examples already and a UI to create new ones, else it's better following the example of "Sample Macros" instead of Advanced Tutorials in there

spice kelp
#

Good to know, I'll try out those mods, thank you!!

vast bane
# spice kelp Good to know, I'll try out those mods, thank you!!

the problem with community made tutorials is they do not age well.

Nowadays you can get 99% of the way there by simply installing Sequencer, Jb2a animations patreon, Automated Animations, and then once those have been installed and enabled, then go install dnd5e animations module and follow its prompts when its first installed. 99% of animations should be toatlly setup without the need to go down the rabbithole of making a thousand sequencer macros.

#

leave the on use macros for the real magic, automation, not animation.

hasty jackal
#

i forgot what i needed to ask about the long rest item... i think it was about making it an item macro?dammit i forgot

vast bane
#

I'm at my pc now so I probably could sus that out now

#

however, if you do it as an on use macro, you need to execute the long rest as a GM and that part I would not know how to do

hasty jackal
#

yeah i was given a macro that created the long rest on the player that uses the potion

vast bane
#

not really

#

I gave you an effect macro method that circumvents the need to figure out how to long rest another person as a player

#

because midi applies the effect as the Gm to the other player, once the effect is on the other player it has permissions to fire the rest command as the effect on the actor

#

if your potion is a self/self potion you can use exactly what zhell originally gave you in the item macro and make it a midi on use, if its not self/self then you must define targetActor

#

Personally I'd just use the effect macro method, its pretty clean as is

#

places a very short duration effect on the target that long rests them, I still think a special duration of a long rest should work and is likely just a byproduct of you setting the item up wrong though.

hasty jackal
#

its self self so no issues

#

btw how can i disable pasive effects on tokens?

#

i mean the passive to not show on the token

#

nvm...got my answer

#

if i want an item to give a feature like parry, is macro right?

#

only usable when the item is equipped

#

or i can just create a spell and stop giving myself headaches

#

and i have another question, if i want to make this ability

Rend: When you impact 3 or more items an enemy you can use your bonus action to rend the arrows from the target, causing 1d6 force damage per arrow removed

#

thats impossible or really hard to make right?

vast bane
#

so no, its not a macro

#

personally 99% of parry's will be npcs, so you should make it a dfreds CE

#

and then all your various npcs just need to have their parry item setup as a reaction damaged and self/self for target/range and midi+dfreds should take care of the rest

#

passive effects don't show on tokens when the force show field is empty in the first tab and theres no duration set on the effect, alternatively you can have it not show by clearing its effect icon field in the first tab

#

Rend stuff is all macro territory, knowing your skill level with making things, I'd honestly avoid making that much homebrew till you have a stronger grasp on midiqol and javascript

hasty jackal
#

yep

#

sadly i dont know about javascript so rip i guess

vast bane
# hasty jackal sadly i dont know about javascript so rip i guess

I was once in your shoes and technically still are. You can easily plagerize once you start to understand what some of the stuff is doing, and chat GPT, while technically on a year delay in learning foundry's code, can help you understand things better if you ask it the right stuff, its especially useful when you get the cryptic answers/hints from this discord about your macros on what to do, as it understands what the experts are usually saying.

#

Just don't use it to write whole macros lol

#

Its also really good at finding your syntax errors for you

terse sundial
#

Hey, i'm having a little bug issue with Midi, it's rolling all of my players' attack rolls with disadvantage despite conditionals, and all of the npc enemies with advantage. Any insight?

short aurora
vast bane
# terse sundial PC

its usually wise to turn on attribution tooltip in the misc tab or something in midiqol if you are gonna be utilizing all those optional mechanics rules. Since most of them add flags without an active effect

hasty jackal
#

making a macro for an ability that uses a dice instead of a resource is hard?

#

or maybe someone already did that macro

vast bane
#

is it the rend thing?

hasty jackal
#

its a d6 of hp for 4d6 of damage

#

thats the resume

vast bane
#

thats kinda shitty compared to paladins but then again everything is shitty compared to paladins lol.

#

I wouldn't be able to help you with that one, I'd also not run that at my table

hasty jackal
#

kk maybe ill have to wait hope someone else has a macro for something like that

proper siren
vast bane
proper siren
#

Mmm, makes more sense then

hexed coral
#

Hey yall run into a issue in my game recently. I have MIDI QOL Set to pop up for people who forget to target the monster BUT for some reason they cant CLICK to select it when the pop up happens. They have to press T while hovering over the target. Is this a option somewhere?

vast bane
#

or double right clicking if you don't have token editing permissions

hexed coral
#

Well the issue is the left click select works just find in my other game?

vast bane
#

what is your other game?

#

is it dnd5e?

hexed coral
#

Same module, same settings, DND 5e yes

vast bane
#

I have no idea how you are able to do that, I've never even heard of a target module that would override stuff like that

#

how would they target themselves 0_o

#

midi doesn't touch targetting

hexed coral
#

Its literally in Midi QOL lol

#

Sorry if that came out as sassy

vast bane
#

sigh, yes, you can choose to target after you roll, thats not about targetting though

#

the keys for targetting are set in configure controls, maybe one world has the key different than your other one, either way the setting is in core, not midiqol

hexed coral
#

But once the prompt to Select Target pops up you should be able to left click to just target something without pressing T

#

I guess I can peek in some other modules but idk what would cause it

vast bane
#

if you want that key to be it, then change it in configure controls

#

settings sidebar>configure CONTROLS not configure settings

hexed coral
#

No I dont want it to be that, Im saying it was DOING that orignially. And still does in one game but not the other.

#

I dont really know how to explain without visual aid

vast bane
#

how bout you launch that game and look at what target hotkey is, if its left mouse, and you rother world is t, then that is why your worlds are different

hexed coral
#

They are both T. I checked

vast bane
#

No matter what, its a key control, so its not going to be in module settings, its going to be in configure controls

#

compare modules and see what is different between the worlds /shrug, I've no idea how left click could be target, its how you open sheets and would be obnoxious for the DM

#

pretty sure the core target keys are T when hovering or double right left click

hexed coral
#

It only targets something when the Late Targeting window pops up. Like its suppose to

#

Normal targeting is still T

gilded yacht
hexed coral
#

Ill try and see if there are different things but I havent been able to find any.

#

I need a break maybe. Im getting a headache

vast bane
#

did you set both late targetting settings in midiqol?

#

theres a DM setting and a client setting

#

DM setting is inside the workflow in both player/dm tabs, the clientside setting for everyone is in the main midi settings

#

the player client would need to set their late targetting

hexed coral
#

Ive copied setting for setting on the games, yea. Ill check the player settings to see if somethign is up

vast bane
#

do you mean double left click?

#

cause its probably cause the person trying to target has permissions to open the sheet of the target

#

or observer

hexed coral
#

Nope. Just 1 click

vast bane
#

does the player have observer permissions to the target?

#

no matter how you cut it, left click to target is awful to have for target

hexed coral
#

They dont and normally yes but as I said it only does it when the Late Target prompt appears.

#

Just like if you have argon hud, it asks you to left click to target a creature with your attack

#

Idk, I need to stop. Im in tears, tummy hurts, and Im just... having not a good night.

#

Ill look into the things. Thanks for the input tho

rich wagon
#

any ideas on how to have this kind of thing proc? for any melee weapon attack or ranged weapon attack or even on a particular weapon item

Weapon Damage Types Critical Modifier: upon gaining a crit with a weapon it will automatically do the following:
Bludgeoning: On a critical hit, the target is knocked 5ft in a direction of your choice and falls Prone(STATUS).
Slashing: On a critical hit, the target gains the Bleeding (STATUS) condition.
Piercing: On a critical hit, the target becomes Impaired(STATUS) until the end of your next turn

hasty jackal
#

can you make an active effect that changes tokens when using one spell? i know its a macro and my player tried to do it but the guides are from 2022

#

so the macro doesnt work

frozen dome
#

There is a thing that spells gives my player disadvantages every roll on every spell.
Anyone knows how to solve it?

scarlet gale
#

Try turning on advantage attribution in the midi settings

#

It's very likely they don't have vision settings set

#

Should show up as hidden or something I think

scarlet gale
#

That looks correct at least

frozen dome
#

still and it doesnt promp

short aurora
frozen dome
#

10 ft

#

but happens at125 ft too

#

or 30 ish

short aurora
#

What does clicking the dice roll show you with advantage attribution on? The 2d20kl + 3 + 2 from your eldritch blast for instance

frozen dome
short aurora
#

Right, to use advantage attribution, you need to use merge card, can you toggle that on and roll again? You can turn it off after we find the issue

frozen dome
#

i know that it is midiq 100%

#

tested it

short aurora
#

If you enable that merged card setting and roll the attack again, you should be able to click the dice roll and it will tell you why

scarlet gale
#

They're next to an enemy

frozen dome
#

they r next to an ally

#

the token was next to an friendly

#

but it was on hostille

#

fixed!

vast bane
# frozen dome https://i.imgur.com/djPMA73.png

you need to edit all the player tokens and other player controlled tokens and make sure their prototype and existing tokens are set to friendly, the player ownership can cover up a hostile tokens color. I believe this is what happened to you here.

sudden crane
# rich wagon any ideas on how to have this kind of thing proc? for any melee weapon attack or...

With an active effect on the feature having a flag flags.midi-qol.onUseMacroName set to call an item macro on the feature or a world macro on the postActiveEffects phase.
flags.midi-qol.onUseMacroName / Custom / ItemMacro.{feature name},postActiveEffects
In the macro you will need to check the type of action and apply the penalties corresponding to the attack and damage type.
There is a macro somewhere to push token, it was posted in here or in macro-polo. For the status you could define custom one in CE and use its api to add them to the target.

violet meadow
#

Just realised that I need to make some small changes in some MidiSRD spells to make sure they align with the latest MidiQOL args changes 😄

I was being lazy not using if / else statements to differentiate properly between OnUse and on/off and now the args.at(-1) might break

sudden crane
violet meadow
#

Sounds like a necessary step sooner than later 😅

sudden crane
#

I think it would be better to wait for the DAE update and probably after V11 is out to make sure there is no other adjustments before changing the code for an object …

vast bane
hasty jackal
#

@vast bane another image, on the same folder i asked on macropolo and it seems is something from Midi

hasty jackal
#

The names are PCa for example

solar nest
#

So i've got a question, anyone knows any way to limit the stacking effects to a certain number?

Example: I have a weapon i want to give my players, where every time they hit with an attack, if the target fails a save they gain a +1 to their next attack rolls. I want this effect to only stack up to 7 times.

Any way to achieve this?

hasty jackal
#

also i found this macro but i just dont get it
// Allows swapping between two different .png images.
// Token sides should have "a" and "b" at the end of the name like "name-a.png" and "name-b.png".
// If you have a different ending, change aName and bName respectively.
// Author: Phenomen

// IMPORTANT. These two values MUST be the same length.
let aName = 'a.png'
let bName = 'b.png'

let tok = canvas.tokens.controlled[0];
let img = tok.data.img;
var currentSide = img[img.length - aName.length];
img = img.slice(0,-Math.abs(aName.length)) + (currentSide == 'a' ? bName: aName);
tok.document.update({ img });

real sluice
#

Can anyone help with the following issue. I have a player who wants to combine the use of fog cloud and blindfighting to his advantage. Id like to automate this in Foundry, but cant get the advantage system to work correctly. Basically I cant work out how to negate the disadvantage given by attacking an invisible target even though blindfighting provides see invisible which should negate this.

turbid thicket
#

Does anyone have a cooldown macro that can be added to abilities?
Use ability, disables ability, X time later reactivates ability.
I have DAE and Midiqol if that helps.

I have a bunch of abilities that function via cooldowns and I want to know if there is a way to automate it instead of writing it down all the time ;D

violet meadow
turbid thicket
#

:o
Pog
Thank you!

violet meadow
#

On the phone so test it 😁

#

Probably needs just 1 use right? No need to add one just update it to have 1 use 🤷‍♂️

#

small edit

turbid thicket
#

Doesn't seem to do anything?

violet meadow
#

Any errors in console?

turbid thicket
#

"No macro found for item Cold Breath"

#

It is a monster feature if that has anything to do with it?

hasty jackal
#

hmm cant find a macro for polymorph or something for polymorph

dark canopy
#

(may need to enable polymorph in the system options)

hasty jackal
#

sorry i explained myself poorly, im trying to create an automatic token swap on casting a spell like disguise self or enlarge reduce

dark canopy
violet meadow
#

Not in the sidebar, but actually on the character sheet you open from the token selected on the map, in case it's an unlinked token

turbid thicket
#

Pardon?

#

I found an alternative though, when the ability is used, it creates a temporary effect. I only give another charge to the ability when the effect isn't there (expired)

#

Though thank you for helping (even if I am the densest person here)

violet meadow
#

Well that is pretty much the decoded version of my message 😁 👍

vast bane
vast bane
# real sluice

give the blind fighter a detection mode of see all within x feet or sense all

vast bane
hasty jackal
#

lemme reexplain myself, its a spell that produces a token change and when the spell ends the token gets reverted, pretty much an effect for disguise self and stuff like that

vast bane
vast bane
#

the disguise self ae in dfreds CE is blank, and you can att the atl key to that if its indeed disguise self

#

to get the filepath just use the filebrowser and browse to it, and then copy and paste the path so it replaces the spaces with %20

#

I'll be in my mancave in about 10 minutes if this hasn't been enough to get you situated

hasty jackal
#

also no flag for ATL.texture

#

for some reason

inland vortex
#

Is there a version of the Aid spell that is automated? I'm using the one from Midi SRD Spells, but it isn't giving the hp

#

Does it usually?

hasty jackal
#

those are the ATL flags

dark canopy
#

and revert to swap back

harsh bridge
#

wheres the list of modules that break foundry I cant find IT!! 🙂

vast bane
#

auto complete with dae and ATE/ATL is very dangerous in that the v10 release changed its keys, and tposney and kaelad haven't really nailed down what ones are real and what ones are broken. Beware when using them, I literally gave you the key you should use fwiw. ATL.texture.src is definitely the right key, if it doesn't auto complete it was forgotten in the changes.

#

not all keys auto complete in dae, its a matter of tim and the mod author coordinating the database of them

vast bane
#

(inside the wiki)

harsh bridge
#

thanks!!

vast bane
#

@hasty jackal

harsh bridge
#

right I m a terrible old bloke ive looked thru the pins and it wont scroll past a few !!

vast bane
#

texture.src apparently doesn't auto complete its a key that tposney and kaelad haven't updated for v10 yet, its totally there just manually enter it

vast bane
#

can't snippet the full list cause its longer than the screen

hasty jackal
#

okay it changes the image but for some reason doesnt recognize the path that i put on the image

#

so is just uses the default "no file" token

vast bane
harsh bridge
#

no way

hasty jackal
#

okay

vast bane
#

alternatively you can swap all spaces for %20 manually

harsh bridge
#

see now im looking for moto janky not he honey badger lol

#

thanks bro "" its a wonder i got foundry working in the first place ]

hasty jackal
#

worked

vast bane
# hasty jackal worked

Active Token Effects in the current public version has a bug with all of its keys when they are applied to wildcard image tokens so if you run into this issue, join kandashi's discord and grab the alpha release of Active Token Effects released in its channel by Kaelad. Its suppose to drop any day now and I use it in my world and it is a very awesome version of ate.

#

I think it hasn't released publicly cause hes waiting for a few other authors to buy into his merge requests with it

vast bane
#

dfreds CE is the one that doesn't do the hp heal too. They must not have the box checked on midi srd's version to stop ce

violet meadow
#

I think I have used a flag in the shared one to not apply DFreds CE

#

Or at least the proper set up would be

vast bane
#

they probably have the old one or they have their mnidi setup to do ce before ae

#

the only version of aid that doesn't do the heal too is dfreds CE, I'm disgusted that I know this lol, wiki things

inland vortex
#

I downloaded that, but I don't know what to do with it

#

Ok, I went into Midi Qol and set it to apply AE before CE and everything works now

#

thank you for the roundabout advice!

vast bane
#

the version bugbear mentioned is the best version of aid, since the old midi srd version didn't target tempmax while the new one does

#

your setting change however was always the first step as that would have broken a ton of things

inland vortex
#

how do i use the version he gave me?

vast bane
#

make a blank spell in the side bar and import that file in his post

inland vortex
#

and is it the same as the one now in midi srd?

vast bane
#

he shared a json of a spell to you, download it and imiport it on top of a blank spell in the sidebar by right clicking the blank spell and choosing import data

inland vortex
#

ok

vast bane
#

no its not the same as your current midi srd cause bugbears hyping up a big release of midi srd and hasn't actually dropped it yet and we're all bursting with anticipation 8)

inland vortex
#

nice!

strong yew
#

Been slammed with work for the last couple weeks. Any crazy new developments lately?

#

Also, any DAE/Midi or other issues to where I shouldn't update? Or are currently releases solid?

vast bane
#

CPR+Midi SRD+DDBI=easy life for DM's hosting traditional 5e in midiqol

strong yew
#

Yeah, they've been handy lately. One of my players prepared Blink and it just... worked

#

which was nice

#

Ah, you weren't responding to me just there lol

soft umbra
#

I'm trying to get this ability to prompt a saving throw in order to not be restrained, but its not doing that and its also not rolling the damage when I use it

vast bane
#

does your target have acid immunity?

#

do you have templates set by another module to auto delete?

soft umbra
vast bane
#

thats problematic

soft umbra
#

they do not have acid immunity

vast bane
#

are you not automating attacks and damage in midiqol?

soft umbra
#

I am

vast bane
#

then why does your damage button show up? its as if you never placed the template or have auto roll off?

#

lets back up cause I see a bunch of problems:

Clear these 3 hurdles first:

soft umbra
#

oh wait it disabled the saving throws when I updated it

#

and its not rolling dmg still

#

ahh

vast bane
#

the first and third point in my image are relevant to your attack

soft umbra
#

automated animations

vast bane
#

set the animation to not delete the template

strong yew
#

lol, Chris has been busy. There's like 30 updates since I last updated

vast bane
#

barring that it would seem that either you have a naughty roller module installed or you are not automating in midiqol when you thought you were, specifically auto roll attacks and damage are set to off

soft umbra
#

disabling the automated animations fixed it

vast bane
hasty jackal
#

@vast bane worked perfect

soft umbra
#

now how do I make the affect apply restrained on failed save?

hasty jackal
#

@vast bane it doesnt work for enlarge/reduce the token swap

#

only for disguise self

#

i guess is due to being nested

strong yew
#

Can warpgate modify the calling item?

#

For instance if I did a pre-roll macro, could I have a player select properties, then have warpgate update those properties on the calling item, and continue the workflow with the new properties?

vast bane
#

Why are you doing enlarge reduce like that?

#

just add the custom image ae key to the existing midi srd enlarge reduce

#

Add your ATL.texture.src key to midi srd's enlarge reduce here:

#

alternatively you could make it from scratch not using a macro, just use 3 ATL keys

#

ATL.height ATL.width and ATL.texture.src

#

(stop using dfreds CE version of enlarge reduce too)

#

The nested CE's are not yet fully integrated with midiqol, likely won't ever be.

#

Install Chris Premades, Dndbeyond importer, Dfreds CE, and Midi SRD modules and your life will be 10x easier

#

only use Dfreds CE's as a last resort.

hasty jackal
#

okay

vast bane
#

most of my dfreds CE's only exist cause the function he gives us allows us to do cool stuff. Otherwise i rarely use midi application of ce's

#

I think freedom of movement is the only midi+CE I do in my world

#

If I recall correctly, dfreds/midi still hasn't fixed upcasting with CE's. It broke with 4.0 release of dfreds and hasn't been fixed yet so its really risky to rely on an auto detect CE of a spell that would normally upcast

hasty jackal
#

i know this is a macro but can you check if this is right?lol... is for rend a player made it for his atavist but it doesnt work for some reason

#

let actor = game.user.character;
let level = actor.data.data.details.level;
let rendDice = 1;
if (level >= 7) {
rendDice = 2;
}
if (level >= 14) {
rendDice = 3;
}
if (level >= 20) {
rendDice = 4;
}
let rendRoll = new Roll(${rendDice}d6).roll();
let rendTotal = rendRoll.total;
let newHp = actor.data.data.attributes.hp.value - rendTotal;
actor.update({"data.attributes.hp.value": newHp});
ChatMessage.create({
content: You rended yourself for ${rendTotal} hit points of damage.
});
});

vast bane
#

that macro will not work with midiqol

#

you should just make a scale value for rend half that macro would be unneeded, if not all of it

inland vortex
#

When I use the DDBI I get tons of messages saying the directory does not exist. I don't know if things are not getting imported/updated unless it's a character sheet usually. Is this something I should be worried about?

vast bane
bold rockBOT
#
Community Dev/Creator Discord Servers

Foundry VTT's community is home to a number of awesome developers and creators, many of which have their own communities to offer support for their modules, systems, and content.

vast bane
#

Mr. Primates Modules discord link above

inland vortex
#

ty

hasty jackal
#

so the macro is wrong? ill tell him to use the average i guess

#

or maybe ask on macro polo, hope they dont try to kill me

vast bane
#

most of that macro is constructing a scale value from scratch when dnd5e 1.6.3+ gives us a way to set them up

#

although....theres something to be said for the sneak attack and rage premades never breaking while bardic inspiration always does for people....and its cause sneak attack and rage construct the scale in the macro while bardic tells everyone to make a scale value in the class lol.

#

This'd be a great entry in the faq on CPR if it isn't there yet

hasty jackal
#

i guess the atavist is kinda popular, maybe CPR will someday create the features for it, i saw a few questions about it on Macropolo

vast bane
#

the only homebrew he's done so far is the Blood Hunter, I dunno if its cause he hosts for one or because its free in ddbi.

#

actually hes done plenty of house rules too

#

he literally did my worlds house rules lol

hasty jackal
#

okay this class has scale value is this right?

vast bane
#

I wonder if the blood hunters rites are a similar mechanic you can plagerize off of

hasty jackal
#

right

vast bane
#

I only know the bits from campaign 2 of critical role for blood hunters

hasty jackal
#

maybe i can grab that

#

let me check

vast bane
#

its hard to find CPR's stuff in his module, you might want to join his discord and see if he, or one of the helpers can point you towards them

#

I have a devil of a time finding his stuff, Midi srd is a lil easier to find things in

hasty jackal
#

well is that the scale value?

vast bane
#

if you want to see a scale value setup, drag out the starter bard, he has one set in the class item for bardic inspiration

#

but alaustin's tutorial videos in the dnd5e faq show you directly how to make a scale value

#

just gotta find which one, it will be in the video on how to make a class item

hasty jackal
#

oh i see

vast bane
#

once you have the scale setup, then you can just plop it into an items damage formula

scarlet gale
#

All my stuff is literally in compendiums, how are they hard to find?

vast bane
#

He's trying to make a class that has similarities to blood hunter so I suggested maybe peaking at how you do your crimson rites

scarlet gale
#

scales are core, I don't do anything fancy

vast bane
scarlet gale
#

ATE is optional