#MidiQOL
1 messages · Page 103 of 1
If you open the console and capture any errors we could pinpoint problems
dang, we're trying to play, I was hoping there was a setting that could turn it off on one scene, because that's what's going on. just one scene doesn't let most of the automations work
Could be a number of things. Are you in combat?
malformed Overtime effect could be a culprit
one error that comes up is module undefined
roller conflict? where's Moto's list?
If you can screenshot any errors it would provide some more info
commons.js:1703 Error: You are accessing the Scene#data object which is no longer used. Since V10 the Document class and its contained DataModel are merged into a combined data structure. You should now reference keys which were previously contained within the data object directly.
at logCompatibilityWarning (commons.js:1692:19)
at Scene._logV10CompatibilityWarning (commons.js:6642:14)
at get data [as data] (commons.js:6542:24)
at hasProperty (commons.js:2139:41)
at defaultAutoApplyFlag (weatherfx.js:151:10)
at Object.fn (weatherfx.js:48:5)
at #call (foundry.js:724:20)
at Hooks.call (foundry.js:706:38)
at Canvas.draw (foundry.js:23693:13)
at async Scene.view (foundry.js:20901:7)
at async Scene.sceneView (monks-tokenbar.js:166:20)
logCompatibilityWarning @ commons.js:1703
_logV10CompatibilityWarning @ commons.js:6642
get data @ commons.js:6542
hasProperty @ commons.js:2139
defaultAutoApplyFlag @ weatherfx.js:151
(anonymous) @ weatherfx.js:48
#call @ foundry.js:724
call @ foundry.js:706
draw @ foundry.js:23693
await in draw (async)
view @ foundry.js:20901
🎁call_wrapped @ libWrapper-wrapper.js:507
sceneView @ monks-tokenbar.js:166
🎁call_wrapper @ libWrapper-wrapper.js:616
🎁Scene.prototype.view#0 @ libWrapper-wrapper.js:189
_onClickScene @ foundry.js:69053
dispatch @ jquery.min.js:2
y.handle @ jquery.min.js:2
Nope that's fine, just a warning for future compatibility.
Check for red ones
this is what i get when i go onto the scene
these are the errors, but that attack did automate, eventually
show me your module list
For example this spell, a premade spell
My first guesses with no context are that the Dm setup the Dm's settings and never adjustd the players, or the Dm installed a module from the list
Your errors you showed us are default errors that always happen with weather fx/fxmaster and not the issue
I see the effect is controled by the item macro. but this is all the item macro is
I mean how is just that line of test making it do what the description says?
what is your complaint about the item?
I'm trying to figure out how it works
it is very likely that you are not actually using that item in yoru game since you are very green and you have dfreds Ce and midi installed
it is far more likely that dfreds CE's nested are getting in the way of whatever you are trying to do
Its from the midi srd thing
Midiqol has a feature that might be on by default that applies the Ce instead of the items ae
but what is your actual problem
You happened upon a weatherfx error/issue or something recently, right?
There is no problem I was just trying to figure out how it worked
so I assume the thing that makes it work I just dont have
its the same user, that error happens even when I installed weather fx/fxmaster its benign
I think philips problem is he only setup the DM tab of midiqol, or he installed a module he shouldn't have right before session, or even worse, hit the update all button right before a session.
the fact theres no errors, leads me to believe he just never set the player tab up
also its a first session, the players could be doing any number of user errors, like clicking the buttons in descriptions, clicking the standard roll/attack/damage buttons below the descriptions in the sheet
this is why a session zero helps, to iron out user error and teach the players how to use foundry
the problem with making a module that is 100's of items automated is each thing is its own lil entity that the author has to fiddle with. one solution to this is to have the macros all in one giant file that the on use macro just calls specific parts of so that the author can adjust the macros easier and less worry about having to update items that are already out on the actors in the sidebar/world. That is what you are looking at there.
you have the file, its just not accessible in foundry, you must go to your data folder and view the file in an editor, and its not adviseable as you don't know how to write javascript let alone read it.
Having a much easier time creating abilities now that I know what I'm doing lol
ty moto moto 
Not reducing damage?
That’s not damage, that’s the attack roll.
😳
So true...
Thank you saga!
Is there one for damage?
Or is that to complicated
I think there should be?
Anyone know which one it is?
I don’t have Foundry open right now or I’d look for you 😔
That's ok
If you have whatever autocompletes those, you could try just typing in “damage” and see what comes up.
I think I kinda like what it does instead
Does anyone know where the functions from Chris' Premades reside? I want to alter one of them vrey slightly but not sure where those macros are
If you join his discord, he has an faq to use them manually
I implemented the suggestion I did earlier for Fog Cloud. Here is my version.
@violet meadow if you are interested
thank you
Hi. We finished the session, limping through it. This is a campaign that's been going on for well over a year, but I only started using midi-qol a month or so ago. Everything had worked great till tonight, with the players in too. We have had sessions, they all came in to practice the new things I was adding, Chris logged in twice as a player to help, Moto, you checked my module list, said it was very clean. I did hit update before the game, only one module updated. I did hit the CPR med kit buttons on the character sheets. I'm pretty exhausted now, and will try to dig into it over the next few days.
I'd personally want to see the save section of the workflow tab, and the player tab in workflow button
I will ask you what all that means next time we're both on. Thanks for all your great help over the past weeks, guys.
Moto is always offline btw
I'm a bot
I also don't think that is what you want
(Can't be crit, or have any of those damages done)
What is the description of the item you are trying to make
For a specific amount of turns they won't be able to be hurt by crit's or any of the damage types there
DI then, damage immunity
DI not DR
DR is damage reduction, DI is Damage Immunity
Ooo ok
dr is damage resistance
Well I rather have reduction
this is in the pin here in the wiki
I honestly think its redundant?
I guess you want a firebolt or something to not critical?
Immune to all traditional damage for a few rounds is basically god mode in dnd5e
The spell is a healing spell that heals, then puts a buff on them for 4 turns.
Combats in my campaign are things like 1v1/2v2/3v3/4v4's
So they last quite a bit longer
dr and DI are missing from the spreadsheet??
What do I put for the top one?
and I assume the bottom 3 will just reduce those damages by the dice?
Im prety sure your first flag will make the healing recipient unable to crit
they will reduce each instance of that damage type by that amount
Ill just get rid of the crit part
so if a creature attacks four times against him each attack gets that shield of damage applied
perfect
aren't you supose to do a grant key?
If I do this one
flags.midi-qol.advantage.ability.save.all
They will get advantages when they are asked to do saves?
so custom and 1?
for the mode and ev
grants are for auto crits according to the spreadsheet
oh ok the fail critical key is special, theres no grant for it
the key is technically a grant without the grant in it
see this is why that key confusees me
that spreadsheet needs a bit of updating, and it wouldn't hurt to put the modes and values in too
I have a custom potion that does something like he made, its a potion of potential healing. Instead of healing you, it provides a shield, till the start of your next turn you shield 2d4+2 damage from any damage you take.
I'll add it to the list for the wiki
I made a spell that lets you reaction shield damage, it's 1 use. But even when it's used it's still asking if you'd like to use it
Anyway to stop that?
It will still not work, but it shows up and asks if you'd like to use it
if you click it, it will say its already been consumed and the damage goes through
Seems If changed from a cantrip to level'd spell it doesn't work.
I see instantaneous there, that seems the most problematic thing
I doubt it needs an action type either
should it be 1 turn
you tell me
you haven't shared any description
a DR key that has 0 duration is likely going to do nothing
It works
you are in for a world of hurt with this many DR keys
everything in the spell works besides the
part where it just keeps showing up
even when it has 0 uses
I think theres a setting for reaction prompting, look at your settings and find out
in the midiqol?
Well I still want it to check for reactions
though seems no way to NOT check reactions that have been used already once
To fix it I made it a reaction manual, which kinda ruined the point of the spell
I think it may just be a glitch
did you look at reaction settings?
yep
Did you really look?
At this yes
i dont want to turn the check off
cuz it works how it should, just the message pops up
when its used up
Well I want it to check
so reactions work
I dont just want to turn it off 100%
then the reaction wont work
then why do you have it set to do not check lol
This one?
this is the first reaction spell I made so I have no idea
how the system really works for it
or what is wrong
If I knew what I was doing wrong I'd just fix it
right above that check the box, that'll probably fix the empty charges issue
Display status icon I believe stops the prompts if they have no reaction available
lets see if you can follow it, read the context below it
I think it also checks charges
I really have no idea
Ok well I turned it on
ill check if it owrks
I turned on
Allow any reaction spell to be used
and its still doing hte same exact thing
truthfully cantrip reactions is weird he probably didn't account for this
So make it a leveled spell?
homebrew in midi man, I warned against it ¯_(ツ)_/¯
When I make it leveld the effect just doesn't pop up at all
My suggestion is to make a fully homebrew world with the core roller
so you don't have to spend months making this stuff
Well just because a single spell doesn't work, the 20 other ones I made work just fine
Not going to start all over cuz 1 single thing isn't working exactly correct
If there is no way to fix it, then that's fine.
Hi guys Im using the sneak attack macro to for the Inquisitive rogue. Is there anyway to alter the macro so it ignores whether the character has advantage on a roll as the character uses insightful fighting which allows sneak attack to be used without advantage.
I have one written but not posted yet. full Inquisitive set.
Thanks!! That is a neat way to handle that! 😍
:O do you know when you will be posting it
Probably Friday
Ok thanks I will keep an eye out for it
Any way to make it so it reduces the AC by the effect value
and not set it to the effect value?
Not sure which key it is.
Downgrade wouldn't work. Use add or custom. And put the 1d5 like -[[1d5]]
Ty
need some help formatting this logic ['prone'].includes('##conditions') - I want to roll the other Formula damage if the target is prone
@short aurora fyi
!!target.effects.find(eff=>eff.label === "Prone") or go by statusId
or better target.effects.some(eff=>eff.label === "Prone")
Small edit to make it evaluate to true/false.
check console for errors evaluating that
ohhh I wonder. Are you on latest MidiQOL? .37?
OK what do you want to happen?
Is the target prone?
it isn't, but the Other Formula damage is being rolled anyway
the idea is: if hits > save or become prone. If the target is prone, do the extra damage
on follow up attacks (or I guess on the original one if the order of operation is in the way)
Probably 10.0.15 didn't have the effects added in the MidiQOL's extended Actor5e#rollData
try this workflow.targets.first().actor.effects.some(eff=>eff.label === "Prone")
mmm still getting the extra damage on a non-prone target
Is that damage applied?
also this time the effect was not applied lol
the damage was applied, but the Prone condition was not
I guess the condition is not being applied because of the logic 🤣
Any warnings in console about midi-qol evaluating stuff?
this is what I see when I attack (on top of two You are accessing Actor5e#data which has been migrated to Actor5e#system)
sorry that was a succesful, save, this is a failure (but nothing gets applied)
Tentacles of congealed blood fill a 10-foot cube centered at a point on the ground that Brakh'La'Ranorsh can see within 15 feet of her. The effect lasts for 1 minute, during which time that area is difficult terrain. Any creature entering that area for the first time on a turn or starting its turn there must succeed on a DC 13 Dexterity saving throw or be restrained by the tentacles. A creature that starts its turn restrained by the tentacles takes 10 (3d6) bludgeoning damage. A creature restrained by the tentacles can use its action to make either a DC 13 Strength (Athletics) check or a DC 13 Dexterity (Acrobatics) check, ending the restrained condition on itself on a success.
How can I make this automated? I'm thinking template macros?
Isnt that the Black Tentacles spell in essence? You can try the Active Auras one and see if it works
Strange. Export the item and send it over to me and I will check when I am back at my desk
Thanks. It seems to sort of work. It applies th effect it the token is in the area when hit. Althought it's not applying it when entered. I assume it should be, I'll have to fiddle around a bit.
There are some ongoing issues
Spirit guardians from MidiQol sample items is another approach.
And I have shared another version of it in here, which will respect forced movement
A template effect macro should solve it otherwise. Simply restraining the user when entering. I'll need to figure out if there is a way to apply the overtime effect via macro. I'll see if I have time to solve it that way.
Or... might just create a CE effect with the overtime stuff on it and apply it manually. It's "just" a bossfight.
Hi! Can someone tell me how to make a skill resource recharge both in short rest and long rest. I've done this assuming that short rest will also consider long rest.
Yeah you can. An example that could help is another spirit guardian k ve shared around here, using TM and EM
Should be fine, isn't it?
It does not recharge if i press long rest 🤔
Otherwise add another key for long rest
with the Override change mode?
Override sounds fine, but not 100% if it's needed in this case or a simple add would suffice for the system's provided keys
It works with two keys + override. Thank you 😉
Hello all. I know there's a way to force a roll to fail with Midi, but is there a way to force the dice roll to be something specific, but still add modifiers the same way?
Basically a couple of my players are in a magical area where because of their race, there's a ward on them and all their saving throws are Natural 1s. CTRL-F on the QOL wiki isn't helping since I'm not sure what to look for 😅
So should they NOT know that?
Cause it can be done easier if it doesn't matter
DF Manual Rolls, an Add-on Module for Foundry Virtual Tabletop
They're aware of it now, so it being visual doesn't matter. Since we're in combat and I use automation stuff only when in combat, it'd be great to have it be automatic
That's great if there's no automatic way! I'll fall back on that, thanks 🙂
You could add flags.midi-qol.max.ability.save.all | Override | 1 as an AE
The roll will be max 1d20max1 plus the relevant bonuses
oh wonderful! Thanks, that's perfect. I was looking for an AE way of doing it. Pleasure doing business with ya'll
If I just want an item that only does damage to certain types, is it not supposed to be just putting something like ["fiend"].includes(raceOrType) or is that solely for consideration of effect application?
Put 0 in the damage formula and put the real damage in other formula
or put a no damage formula in so that midi doesn't do a workflow for nothing?
I can't get a combo of either of those to work neither, hmm
Probably a macro to test the target's race or type
the last two settings in the workflow tab need to be set right for my idea to work
at the very bottom
I replied to myself instead of @short aurora lol
oh, is it a feature?
that could be why it no work
Haha, yeah, I just realized I made it a feature as well
could ask tposney to add it, I swear someone else asked and he said it wasn't feasible
I think it comes up alot cause monsters have an action feature
Triggered by your discussion, I just created an issue for an error if a damage formula does 0 damage ```js
utils.js:32
Uncaught (in promise) TypeError: undefined. Cannot read properties of undefined (reading 'terms')
[Detected 1 package: midi-qol]
at createDamageList (utils.js:32:25)
at Workflow._next (workflow.js:570:25)
at async Workflow.next (workflow.js:255:10)
<https://gitlab.com/tposney/midi-qol/-/issues/1234>
So you might have happened upon this issue @fervent condor
sorry for the ping Krow.
It was meant for @short aurora
oh shit...
Did you break Midi bugbear?
I am but a 🐛 🐻
Did you try the new midi setting?
just straight up make a damage formula of 999999[none]
it won't do any damage if I read the patch notes right
I guess technically you can delete the damage formula, I kinda assumed you needed it though to get roll other to work
@violet meadow Speaking of issues, can you make a macro that rolls an item? game.items.getName("<itemname>").use(); seems to generate an error with Midi for me
Sanity checking before making one
See the release notes for 10.0.38 (when it comes out). There is a solution for this specific issue. Have a look at the sample Undead Smite in the midi sample items compendium as way to set things up, critical being 0 damage in the damage formula, all damage in other formula, activation condition and also roll other set.
i wanna adjust a spell so its always casted when the creature takes dmg, how do i do that? (not sure if midi feature)
what error is that?
You can always use the MidiQOL provided method too, MidiQOL.completeItemUse(item, config, options)
Ah you seem to use an Item not on an Actor
Yeah, the combat check is boogey
I wanted to give my players a consumable without all the details on it, so consumable uses the item not on the actor and that goes boo
You need to "give" that item to the Actor. Use this ```js
const itemData = game.items.getName("<itemname>").toObject();
const pseudoItem = new Item.implementation(itemData, {parent: actor}); //pass the right Actor5e or Token5e#Actor whatever
await pseudoItem.use(); //or better await MidiQOL.completeItemUse(pseudoItem);
Always casted? You can trigger it when the creature is damaged yes.
You don't want any input whatsoever?
Which spell would that be? Or feature?
It's Ash Puff from the Ash Zombies in lmop ^^ but i think i got it worked... i just left the activation condition blank ^^
still have to click use Ash puff, but since it's only applied on first hit it suits me well
but it have to applied on all enemies in range urgh another thing to find out 😄
If you use Reactions in MidiQOL you can make that 0 | Reaction Damaged with an item use of 1 charge.
It will not use the creature's reaction, will happen semi-automatically and if used, it wont happen again, emulating the first time part
Easiest non macro solution
oh the 1 charge use it's a good idea 🙂 used targed 5 feet on enemy now to get surrounding heroes too ^^
affected heroes have to roll constitution and if they fail they get a disadvantage debuff
Yeah but needs macroing
death burst sounds like damage ^^
OH thats like troglodyte, I think CPR made this
stench!
CPR has like 10 versions of stench
You can add a DAE which triggers the macro when ZeroHP
or a DAE that triggers isDamaged
oh thats an awful one actually
The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.
oh have cpr installed but i often dont know that i already have something somewhere, since i'm not that used with d&d ^^
I would just make this a feature
make it a reaction so the first time you are attacked it reminds you to use it
make its target/range:
5 feet creature
blank blank special
in midi workflow tab, the second drop down should be set to always, ignore defeated
you will need an activation condition to ignore undead/construct
and check the effect activation true box at the bottom
how do i do that ignore undead thing?
probably the exact opposite of the mace of disruptions undead one replace fiend with construct
(not sure if it really mathers, since i dont have undead pc's) ^^
to opposite the activation condition remove or add a ! at the start of it
per the feature, it effects all creatures
if you don't filter out undead, a clump of ash zombies are gonna stink each other out
true that so other monsters should get it too...
ok ^^ thy 🙂
it went without saying but you want to put a disadvantage all key in the effect on the reaction that it applies
hol up
bugbear if the reaction does not target one creature will it still fire as an aoe?
already did that ^^ (figured out myself) proud 😄
I honestly only meant to make it a reaction as a reminder to the Dm it exists, but you could technically fire it as a reaction if it'll still do its aoe
well let me doubl;e check that
yeah thats always been a grey area to me, I don't really get how the target/source work in a reaction
new DAE has landed
works really good... despite the resource consumption... i missed something there it seems
hmm it seems it didn't land 🤔
he may have befuddled himself trying to keep 26 available
@gilded yacht you haven't actually pushed DAE 10.0.27 yet, have you? I saw the #package-releases notification
You might have added a resource consumption as well as the Item Use.
If you have the Item use no need to consume anything on the box below
just used the not updated token >,<' consumption now works but other zombies still get testet
not sure what i'm missing ^^
you do want a charge in the item
cause it only happens the first time he's hit
I got a crazy idea though
make it a consumable instead and destroy on empty
yeah i have that in ... just used it thas why it is on a zero
this way it won't constantly still prompt the reaction after the first time hes damaged
but other zombie's are still get the debuff ^^
did you check the box below that snippet?
effect activation true for yada yada
activation condtion true for effect activation
drag out a mace of disruption, attune to it and equip it and then bonk a zombie, does its shit work on said zombie?
in the sample items
edit the zombies creature type, is it really undead or is it Custom: undead?
it's undead... no custom type. the mace does no extra radiant damage
Should be there now - was just doing them in tandem
I think your monster is fubar
drag out a dnd5e srd zombie
Just a small styling issue, but works 👍
I know for a fact the mace of disruption works
tried different... zombies, the srd zombie too... still rolls constitution
the mace seem to kill the zombie if the wisdom throw fails, but no radiant damage
Do you have Activation Conditions enabled in MidIQOL settings?
may i should update midi qol? I'm always a little cautious with updating things
Which version are you on?
roll other damage formula for spells was off
that should do it then
shouldn't matter for his actual item, only mattered for the mace
Was it a spell?
Ash Puff should be an overtime effect btw
zombie still rolls ^^'
and that zombie totally gets spanked by the mace of disruption?
midi qol is on version 10.0.32
32 was a solid release, but you are quite behind
the problem is you'll get the two brand spankin new dae/midi's and nobody has tested them yet
i think i will postphone that after our next session on sunday ^^
Is the damage 42 in that picture or the 2? lol
if it really applies to other zombies i can just delete it for now... but i have to get that right in long terms
That is my trusted +22 test weapon 🤣
The things I put it through
I don't fast forward so I always test by putting 11111 in the situational
makes for funny nat 1's though
can you show us the whole details tab of the item, and are you sure you are editing the right actor, its an npc and npcs are usually unlinked
if you edited the sidebar actor, the token on the map does not have your changes till you redrag it out
I haven't followed the whole conversation but is there a reason for using both Limited Uses and Resource Consumption?
not realy, i thougt i have to set up both ^^
I wouldn't even bother with long rest either, just do 1/1 charges
like a zombies gonna get a long rest ;p
😄
I'd change this to a consumable and check the destroy on empty box personally, and this item should not prompt on that other zombie, what is your target settings in workflow tab
No need to be consumable. It will only prompt once if you use it (just Limited uses 1 of 1 charges)
Do you have any of these?
no ^^ already checked that just today ^^
Truth last night reported that was not true, I never tested his point but assumed it was an issue
I strongly felt they had a bad midi setup cause I have never had my reactions kep prompting after using it for a turn
Just tested it on MidiQOL .38 and it works as intended 🤷
Triggers only if available limited uses are detected
OK it's linked to Reactions available 🤔
ah hmm wait a minute. Is it a 0 reaction damaged?!
yeah i may have to update... ^^ on monday... don't want to get my session wrecked again 😄 had a lot of problems last time (all repaired by now)
whats wrong about 0 reaction damaged?
I didn't bother to knit pick that cause you'll only use it once anyway
and yeah enemy in target works too of course
I think he did 0 reaction so it wouldn't expend the zombies reaction when it is technically not meant to be one
I honestly told him to do the reaction as a janky solution without the need for automation
Is the other zombie the triggering attacker???
nope ... dwarf pc's attacks the zombie that makes the ash puff
was thinkin maybe the reaction auto targets the attacker regardless of condition
@gilded yacht do you think that adding a quick check for available Item resources (Limited uses or Consumed resources) for Items which have an activation of, eg 0 Reaction Damaged would make sense?
So that this reaction is not getting picked up if the Item has 0 available uses left.
wait a minute....could tposney have removed activation conditions from reactions?
since they always had that funny fluff error since all reactions in dnd5e have a fluff activation condition?
make it an action and fire it manually
thats my testing setup... the dwarf right above attacks the zombie... other pc's roll for the debuff, so does the zombie bottom right for now
set it back to creature instead of enemy, change it from reaction to action
kudos to the artists who did the srd top downs for subtly painting them like the monster manual images
when i set it as an action.. zombie still rolls ^^
blood stain is even accurate
is the ! in the wrong place bugbear?
isn't there another way to check race? like !target.actor.yadayada === "Undead"
!target.details.type?.value === "undead"
!target.details.type?.value === "undead" || !target.details.race.toLocaleLowerCase().includes("undead")
I feel like these examples are missing actor @violet meadow
oh actually guys
its always going to prompt the save
its just not going to apply the effect
if you want it to exclude targetting a creature type for the item roll, thats macro territory
It should be working as is
game.user.updateTokenTargets(args[0].targets.filter(tok=>tok.disposition !== canvas.tokens.get(args[0].tokenId).document.disposition).map(i=>i.id))
is a macro that would filter targets after target selection
but its not setup for your filter
I think his problem is its prompting the saves for all creatures, which is right, the activation condtion stops the active effect and other damage formulas not the items save prompt
omg yes youre right...
just checked it the side zombie failed the save but didnt get the debuff
thy very much 🙂
you could set an after targetting macro on that item to stop the prompt at all from getting to the zombies with my above macros concept but you'd need to edit it, I think its literally replacing the (args[0].X) with your filter in the activation condition
put the ! at the start of args though
or no don't have a ! at all transfer over, its already in the macro
if you are fine with living with the save prompt needlessly just go as is
yeah i'm just happy that it works 😂
interesting bug I found with dfreds CE for other helpers here. If you make a CE, and copy a random timestamp into effect start in the original CE, it will cause that CE to not apply anymore
keep the effect start timer field clear in the actual master copy of ce's
I didn't find it, another user did whom I was helping
Hey Moto you seem to know what you are doing with it, can you answer a Dfred CE question for me?=
I try to set something up and I am not quite sure if what I want to do is even possible
give me the desription of the item you are trying to make, don't try to translate it into foundry terms
Ok, I try to do the Rallying Mark from the Warlord by Kibbles tasty. Basically what it does: You place the mark on someone and the next character attacking this target adds a d6 to their damage. There is also a second part to it, where the character then gets healed by the same amount but I know that this can be tricky
its beyond me, I can think of a janky way to do it or a half way automation for it
a reverse DR could pull off the first half
ohhhhh thats smart didn't think of that one
have the rallying mark apply an active effect to the target with a special duration of the is damaged, have the attribute key be the midi flag for damage reduction I always just type .DR.all and pick the capital DR flag that comes up. I never rmeember what mode to use for the key so I will say ADD and wait for bugbear to correct me lol. then since you are doing reverse DR, you do a negative 1d6: -1d6
Override (or Custom 🤔 )
seems weird that you are doing a negative value for bonus damage but it works trust me
I swear all three work for me and I never remember which one is the proper one to use lol
fwiw my stones endurance premade is custom
ADD can result in adding it behind the scenes and then apply it multiply times
I think ADD has nuanced situations where its bad to use
priority is irrelevant right?
it has a really limited scope so pretty safe to ignore it most of the times
Priority would only matter if you set it to override and you plan on seeing multiple DR flags on actors
I see
I have seen priority as an issue maybe twice in a year and oddly always with movement keys
lots of ae's that affect movement
Hrmm it is not working right now, I think I made a mistake somewhere
add does nothing either
wonder if effect macro on deletion could pickup the effect value and apply a heal to the original actor who gave the ae
but thats a level of automation above my pay grade, I doubt the original actor is saved in the castdata?
actually its a feature so do features even transfer data like that?
I hope you aren't asking me cause you know way more about this than me :D. I don't even know half the words you used
thinking out loud and hoping chris or bugbear have an answer lol
ah I see.
you have a method of delivery, effect macro, and you know the value, because its going to be literally the effect value with the - chopped off.
its just a matter of telling effect macro who the target is for the MidiQOL.applyTokenDamage.
lets say I don't care that is has to be the exact same value and just give the attacker 1d6 hp, would that make it more simple?
you'd probably need to ask a macro polo guy or chat gpt how to chop - off an integer before using it as a value in javascript
I dunno how origin works in effect macro when midi is transferring the effect, pretty sure effect macro assumes core effects so the origin is the actor with the ae on them instead of the user of the feature so I dunno how to fish the original actors id to feed the damage workflow/heal workflow.
Super janky method, find my "command" premade I shared here
replace the messages contents with [[effect.value]] I think
sadly I am still one step back, as the negativ DR isn't working at the moment
set it to ADD or override
if it was custom, none of us remember till we fail at making it lol
effect probably has 0 duration and fades before it can do anything
ah it just isn't showing in the roll but in the damage cal which is logical I just looked at the wrong place
yeah if you mouse over the lil token image in the dm damage card it will say your DI/DR/dr/DV as a tooltip
if all it has is DR its easier to read
if you turn on DAE inline rolls I think it will show the roll in chat if you wrap it in [[]]
it shows it when you apply the ae though, not when its busted
I am confused. You mean [[]] in the effect value space? Sorry I am sadly not really versed in the coding part of this...up until now all effects were build in the convenient effects window with hope and ducktape
first before you add that, just go to dae and toggle the box that mentions "show inline rolls"
If that shows the roll then thats all you needed
I abhor having to put a -[[1d6]] lets avoid it if we can
"just go to dae" you mean the modul settings? sorry I seem to ask really basic questions
module settings for dae, theres a box to check to show inline rolls in active effects, its off by default
weird, weird I can't find DAE in my moduls list. In my module management there is dynamic active effects SRD and Dynamic effects using active effects and I have Dynamic Active Effects installed but it doesn't shows. The only one that does show is Dynamic effects using active effects but that doesn't have the inlay check
I check if everything is up to date
"DE using AE" is colloquially known as "DAE"
II found it. Sadly it doesn't show the roll but that isn't to big a problem. I think I will find a work around
thank you so much for helping me
If you want it to, check that box and change effect value to -[[1d6]]
in your exact circumstance this isn't a detriment but for most other cases of dice rolls in effect values, bracketing can be a pita.
If you can catch one of the smaaaht folks like Chris or Bugbear in here chattin about, you could ask them if they know how to do the recourse heal effect. My thought is an on deletion effect macro but I dunno how to reference the source actor to supply as the target for the MidiQOL.applyTokenDamage function. I don't know how effect macros helpers could be utilized for it
hrmm I put it in [[]], where would the roll show?
A really janky method is to do my above suggestion of having the ondeletion macro just spit out a chat message with a deferrred roll equal to the effect value
in chat when the effect is transferred
a common mistake is hitting close instead of save in settings
nop that's not it it is, inline rolls is on and [[]] are in the effect but I don't get a different chat message
show me the effect
I wanna see the effect tab of the efect on the item and the effect on the target actor's effect tab
ah wait now I see it. different moment. sadly it rolls at the moment the effect is applyied on a token, not when it is "used up" so to speak
lol thats what I said it rolls when the ae is applied
You wanna see giggles, try running show inline rolls with ae's like these:
when you toggle this mamma jamma on 20 monsters at once
😄 jesus. Do you use dice so nice? would probably fill your entire screen with dice
Dice so nice has a stroke every time I do it
I wonder why 😄
DSN usually has a limiter, but between this lil trick and combat utility belts hp formula rolls, you can break it and the 3d dice just explode on the screen.
well thank you. it is working mostly as I liked it to. I wonder why DF CE doesn't have a grants bonus damage code line. Seems to happen a bit more
I hope I never do that by accident 😄
if you have effect macro you can do my janky answer or just scroll up to that dae inline roll and right click it and apply healing to source actor
I will probably give the player who is the warlord a ability where she can just target heal someone. She is one of this people who will remember to do that without prompting.
if its showing the roll, they can scroll up and right click and apply healing
if you don't see this context menu, you don't have anything selected
I see. But they have to apply damage 😄 because of - just tested t 😄
LOL
that is absolutely hilarious
that is a layer of reverse reverse damage
That reminds me of the film Tenet lol
got never around watching that but I yeah it burns my mind 😄
Alright this is a monstrously basic question but I’ve been relying on things clipping along automatically for so long that I am clearly missing a simple flip - how do I restore the screen allowing selection of advantage/normal/disadvantage to pop up when rolling a disability to allow players to choose that before sending the roll through? Is that both turning off fast forward and another setting to restore the menu pop to default rather than the hold shift behavior?
Is "item" not an automatically available thing in OnUse macros anymore?
Never was afaik.
Not directly from midi, but midi's the only module that's updated between when it worked and now that it doesn't, and I remember some talk about the recent midi update and Advanced Macros.
It's not a big deal, I can grab the item from args, I was just curious. What IS a big deal though is that when I grab the item from args, it tells me that item.update isn't a function 🤔
item.update // ERROR
You cannot grab it directly from args.
The last update changed item
Well, one of the latest ones
Or fromUuidSync (args[0].itemUuid)
const fn = new AsyncFunction("speaker", "actor", "token", "character", "item", "args", macroCommand)```
Was changed to:
```js
const fn = new AsyncFunction("speaker", "actor", "token", "character", "args", macroCommand)```
This was overlooked for the function. feature and actually broke my module for v38
return fn.call(this, speaker, actor, token, character, item, v11args);```
changed to ```js
return fn.call(this, speaker, actor, token, character, v11args);```
Item will not be defined if your macros were using it for some reason
nm lol scrolled up got me again
Got this macro that is supposed to run in the background looking for 2 handed sword sings from the paladin, and if a successful attack is made, he gains 1 point in the tertiary resource value. However I keep getting This error.
function getResource(act, name) {
return Object.keys(act.system.resources).find(k => act.system.resources[k].label === name);
}
async function updateResource(act, name, newValue) {
return act.update({[`system.resources.${name}.value`]:newValue});
}
function getResourceValue(act, name) {
return act.system.resources[name].value ?? 0;
}
function getResourceMax(act, name) {
return act.system.resources[name].max ?? 0;
}
const item = args[0].item;
const user = args[0].actor;
const workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid);
const resourceName = "Holy Power";
if (workflow.hitTargets.size === 0) return;
if(!item.system?.properties?.two) return;
const resource = getResource(user, resourceName);
const maxValue = getResourceMax(user, resource);
const currentValue = getResourceValue(user, resource);
if(currentValue >= maxValue) return;
await updateResource(user, resource, currentValue + 1);```
Any help on what the issue is would be nice
Hi I am wondering if anyone can tell me what setting causes this chat message to pop up
Change to const itemD = args[0].workflow.item and then use itemD instead of item in the rest of the macro
We're looking at a card that is a mainstay of midiqol, so do you um....use midi without wantingit?
So like this?
function getResource(act, name) {
return Object.keys(act.system.resources).find(k => act.system.resources[k].label === name);
}
async function updateResource(act, name, newValue) {
return act.update({[`system.resources.${name}.value`]:newValue});
}
function getResourceValue(act, name) {
return act.system.resources[name].value ?? 0;
}
function getResourceMax(act, name) {
return act.system.resources[name].max ?? 0;
}
const itemD = args[0].workflow.item;
const user = args[0].actor;
const workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid);
const resourceName = "Holy Power";
if (workflow.hitTargets.size === 0) return;
if(!itemD.system?.properties?.two) return;
const resource = getResource(user, resourceName);
const maxValue = getResourceMax(user, resource);
const currentValue = getResourceValue(user, resource);
if(currentValue >= maxValue) return;
await updateResource(user, resource, currentValue + 1);```
ah I just didnt want it to be displayed to my players. At least an NPCs card, displaying any damage they deal is fine
it only displays to dm's and owners of the token its affecting
So unless your player owns Zombie(1) they never saw it, there is a setting to show a lesser detail card to the players that can be shut off but mot dm's never even know that card exists cause you have to view as a player to see it
Yeah I'd still like to not show how much damage an npc is doing. These cards show the damage amount
if the zombie hits the player...they know... right?
The players know how much damage they deal, and how much damage hit them, thats at every table
Yes but sometimes I like to fluff my damage rolls if they are getting stomped
that card shows the exact amount of damage they should receive
I don't think you are using the right roller for fudging
I have confirmed that I cannot restore that advantage/disadvantage dialogue box for players by turning off fast forward or auto attack options so… I’m assuming this is a setting somewhere else
you could run df manual rolls for fudging damage
You can also not show that damage card to players, btw. Mine sends to DM only
I have an image for this somewhere but...fast forward =/= auto roll, most people looking for what you are doing constantly confuse the two
Yeah I’ve tried both… I just want my players to see that dialogue because it can also highlight whether the roll should be made at advantage or disadvantage and… I can’t seem to get it through the midi workflow via either auto roll or fast forward toggles
ah yes this is what I'd like
Also I thought someone said toggling it was a key bind to shift but I can’t even seem to do that
Also appears im still getting this.
you want the settings exactly this:
also for some reason, when my players attack it is always at disadvantage, not sure why its causing that
I was initially getting 2, now I am getting only this one.
@sterile terrace
in the pins here, go to the wiki, look for my post link about advantage/disadvantage
Bless you Moto I will give this a try
Thank you both ❤️ I appreciate the help! I will take a look at the Wiki now
once you turn on attribution in midiqol it will telll you what mistake you are making, 99% of the time when a user comes here with your probem, its cause the Dm never setup monster visions
Also be mindful of weapon ranges and players who think that crossbow expert should cancel range disadvantage like sharpshooter does 😅
there are 3 advantage/disadvantage flags that are not active effects and only attribution can tell us/you. its almost always unseen attacker cause the dm never bothers to setup vision for monsters
That would probably be the problem lmao
You could also be trying to use a naughty module with midiqol like ready set roll or retroactive advantage
but surely you wouldn't do that
when you mean by vision you literally mean like vision settings on the token itself?
the vision box doesn't need to be set, but the tokens vision range does need to be
and if you are mistaking darkness level for global illumination that can be a thing too
so how bad are macros broken in new midi, is it a don't bother updating?
Hmm a little bit confused but just turning off auto rolling fixes things lmao I rather not do that but yeah
Alright… this is uh… not working. Didn’t change the workflow at all for some reason and now I have a strong concern about my settings working 😅
I ahh see their target is "hidden"
are YOU testing or is your player?
and I mean account, NOT who you selected
DM/player tabs refer to account type
Jesus I did the main sin didn’t I 🤦🏼♂️
Hold on let me just strap on my clown shoes and try from a player account
My smart brain knows that. My dumb brain has the wheel today.
It works perfectly. Thank you 🙏🏻
did...did Russel just update the solo branch of TAH?
I just had tested all my player workflow settings on my GM account like a real champ. And i think he might have? I secretly reverted back to the old one-size build shortly after it split off tbh.
kaelad actually saved me, the new one is actually better just needs some setup first, but the old one was broken for me cause it refused to show all my players second level spells for somme uncanny reason
I’ll give it another pass between tonight’s session and next week’s, in that case
Same macro?
Should be coming from another one
Yea same macro.
if its time sensitive it might be wise to downgrade to the last midi version, todays release seems to have a hefty breakage in it
I haven’t updated yet today
oh my bad similar but different errors lol
Strange, as it doesn’t seem you declare item anywhere in this macro. So I guess something else is triggered at the same time.
what are the four functions at the top?
could one of those be the culprit?
isnt' that the same as how midi runs item macros, they are referencing code elsewhere as shortform
does the item on use macro have two on use macros it runs and are those top four functions in both the on use macros?
😛 Only with pull requests for SWADE mostly.
yeah I poured through the changes and came to realize its for the ones you haven't brought over to the new split yet
I take it theres no new split swade one right?
There's a developer who has shown interest in working on one. They work closely with the SWADE team, but are busy with something else at the moment.
Had to step away but I’ll check when I can.
could the actor have actor on use macros in play?
Possible? I guess I could also be checking for smite
When I removed the dependency on advanced macros and call the macro directly midi defines the following, speaker, actor, token, character, item, and this is the workflow. For v11 where I will eventually use the foundry macro.execute, item will have to be args.item and this => args.workflow. From 10.0.38 onwards args.workflow and args.item will be supported.
the user presumeably is on a prior version of midi than todays release fwiw.
My guess is they are misidentifying which macro they are having trouble with as a paladin can very often have more than one on use macro firing during a workflow.
theres improved divine smite, divine smite, and this players subclass holy power feature
and also bonus action smites
Hey all, Im trying to make set up an NPC that recharges spell slots at the beginning of its turn using the flags.midi-qol.OverTime fuction copied from the sample Regeneration 10.0.10 midi-macros. I swapped out the swap out @attributes.hp.value for @attributes.spells.spell1.value but that doesn't seem to work. what am i missing?
Attribute Key:
flags.midi-qol.OverTime
Change Mode:
Override
Effect Value:
turn=start,
damageRoll=1d4,
damageType=healing,
condition=@attributes.spells.spell1.value < attributes.spells.spell1.max
Just plop the long or short rest function in effect macro on turn starts
but also wtf? lol
just make all spells at will and call it a day?
are they pact slots or actual spellcasting slots?
I'm trying to adapt MDCM gem Dragon Psionics using the spells slots as a refreshing resource since NPC actors dont have resource pools
the psionic abilities use varying number of power points and I thought that just setting a large spellslot pool would fix it.\
use effect macro instead of dae/midi for this. Do an actor udate on turn starting to update all their spell slots back to max, but I really am missing context here, they can't cast more than 1 leveled spell a turn, 2 a round so why even bother refilling every turn?
just remove slots altogether and make them at wils
the issue is they have a pool of points to use each turn for psionics and regenerate some of that pool at the beginning of their turn. making it all at will doesnt change me having to do the math
overtimes are damage workflows, you would never be able to get that to work unless you used the macro= and ran an actor update in a system macro. Much simpler to just put the macro in item macro and do a dae item macro key or even simpler an effect macro on combat turn
do the features expend variable cost points?
or are they the same point costs every time?
I tried doing that, but my limited javascript abilities meant that I couldn't figure out how to target the caster/actor without also having to have the token selected.
and yes the powers have varrying costs: eg power 1 = 4 points, power 2 = 10 points, etc
unless theres upcasting via charges or variable charge consumption, basic item consumption and an effect macro to reset at end of turn is all you need
thats not varying
lay on hands is varying cost
what you describe sounds like how all charges work in dnd5e. Just make a resource pool and have each power consume X charges of that resource pool, make an effect macro that updates the resource pool on turn start or at end of turn.
how do I create a resource pool for NPC actor though?
well for starters, I assumed it was a player character, but that doesn't matter, make a feature with charges then, and have the other powers consume that features charges, make an effect on the feature that is transfer on equip, add an effect macro to that effect that fires on combat turn start or end of turn that refills the items charges to max.
because its a basic effect macro, you can easily get help with that in macro polo as it doesn't touch midi at all, but I think I actually have it already for you let me dig
I have an idea on the macro but I don't know if it is perfect and don't know how to test it easily, maybe someone can chime in if I'm wrong:
const reset = "origin.system.uses.max";
await origin.update({ "system.uses": { value: reset } });
effect macro says that origin is the item if the effect is on an item
I'll ask in macro polo
Great got the first half to work; ability with pool of charges, and additional features that pull from those charges . Ill try out the above now.
I asked in macro polo if my code is ok, chat gpt said it should be fine but I wouldn't trust Skynet with anything without a person saying its ok
as long as the effect is on an item and not directly built in the actor this should work
as origin in effect macro is the item when the effect is on an item
make a copy of the actor and test on that if anything or wait for someone to check my work
For sure, thanks
It looks like it should work, but check the console for errors when you run it.
the only thing that worries me is if they don't make the ae as part of the item, if they just willy nilly made an effect on the actor its gonna error out cause the source is the actor not the item and origin in effect macro is source.
bottom line look at the actors effect tab after you have made it, does source say an actors name or an items name
(unknown would be bad too but you have to really do some weird shit to get that)
Oh badger raises a super good point, lose the quotes when assigning reset.
You want it to be a number, not a string.
Edit the macro:
const reset = origin.system.uses.max;
await origin.update({ "system.uses": { value: reset } });
I did have a booboo
The effect created on the item is properly showing up in the actors effects as having come from the item. But it doesnt seem to be doing anything. I've set the Macro Repeat on the Duration to Start of Each turn. What should I be using as the Attribute Key? Console isnt spitting out any errors.
no no no no no
Do you have the Effect Macro Module?
You could do this with dae/midi but its a longer more complex macro, effect macro module is much simpler for this specific task
and longer as in 2 more lines
I don't think I have that one. I'll install real quick
once you have it installed and enabled you can go to the items effect's settings(not the actor effect edit) and you can see this:
choose turn start or ending and hit the add macro to the right and paste my new macro code just above into it
you tell me which event to put it in, I assume turn ending
make sure you get my new one as I had a booboo in the original
no quotes in the first line at all
make sure you shut off all the dae/midi shennanigans you were trying so that its not needlessly filling your console with errors
no item macro, no macro repeat, no keys in the effect
no on use field
Got it to work thanks!
Any way to make it so you can cast while incapacitated
or a way to remove the incapacitated effect
navigate to the effect tab of the actor and delete it
I see
if you have 0 hitpoints, give yourself atleast 1
I was wondering if there was a way other then that
right click the token, click status icons and toggle incapacitated off
if you have something auto incapacitating you then thats a problem to fix
If you get to 0 health
usually happens when you don't setup hitpoints on the actor
auto incapacitated is a midi automation you can shut it off, but honestly shouldn't you fix 0 hitpoints?
You kinda need those hehe
it should auto remove when you gain 1 hitpoint
I don't see this as a problem. If a character in dnd5e has 0 hitpoints they should not be casting
I am making a ability that
it will auto remove when you gain 1 hitpoint
Says otherwise
you will have alot more problems than that
O really
many things shut off when you reach zero
True
you can kiss concentration automation goodbye
If this is a buff does this make all there abiltiies crit
tbh I haven't made a concentration spell yet lol
its just all cantrips lol
dont think the crit is working
It makes all the abilities the buffed person uses critically strike on enemys?
or heals etc
Or it seems to crit some abilities but not others
Like it crits single target, attacks
Is there a flag I can use, Midi or otherwise, that makes all an actor's attack rolls a specific result? I.e. I want to test something to do with an actor's crits on a 19, and don't want to fish for 19s specifically
that flag causes any attacks that hit to be critically flagged
DF manual rolls
I see
Oho, thanks for the recommendation
when it installs, right click yourself in the bottom left and enable manual rolls for you
Um is there a key/macro to cleanse all effects on a token
that would be a really dangerous macro, I have one for cleansing temporary effects, but not all effects
its a hotbar macro
Effect key*
its something you put on your hotbar as a utility
O
I use DeFred's Effects Panel so I can just right click the AE in the top right and remove the one I want to
Can I turn it into a spell item?
await actor.deleteEmbeddedDocuments('ActiveEffect', actor.effects.map(e => e.id))
Idk if VAE has that feature too
that would be very dangerous to hand to players
Why
Oops
I mean why to moto
because players do stupid things and the term Murphy's Law applies
Imagine your BBEG has an OT aura, then a player casts that spell, OT gone
once they are gone...they are gone
Wait it deletes them forever?
Deletion is permanent.
I mean just like a spell that removes active effects
If it's on the item then it'll stay there, but if it was made on the effects tab, it's gone gone
windows/undelete? in foundry when guys?
Never
I'm trying to make a sort of cleansing spell that removes the effects from my other abilities
supers referring to a nifty thing you can pull off with dae where you can reapply the ae's if they were on the items and not only on actor
perhaps I should have said that first
Clearly define "effect" for the purpose of this use case.
Like, I have spells that put debuffs on people that are like, the effect key things
I want a spell that can be casted, to remove those.
Do you also want to delete stuff like "druidic"?
Who doesn't?
Are you talking about perm effects?
I have no perm effects
So it probably would be fine for me
even if I did it would be cool it would disable them
Yet
Also, are you using Times Up, cause in combat, effects with durations will be auto removed
(X) Doubt
When the duration has been met
Doesn't midi + dae toss around effects like candy?
hes 2 days old with foundry and is making a 100% homebrew midi campaign
not a spec of 5e content
thats midi day 1 with foundry Zhell
"You have to be hyper specific on the mechanical implementation of the effects you want to remove," is what is being said.
you could suspend all targets ae's, thats...safer and achieves the same thing sorta
wtever works tbh
normally I'd say don't do that in midi but you are doing a homebrew world I doubt you'll be using Condition immunity
Is there a way to make a spell that grants condition immunity for a short time?
I'd say add a flag to the very specific effects that should be removed by this, so it doesn't hit anything it should not
type .CI into the auto complete in an active effect attribute key
nah it should remove all active effects
Good luck
Jesus take the wheel if I ever saw one in foundry
Condition Immunity.
Condition Immunity
O ok so this is the thing that gives it
So I can make this apply as long as the duration
midi expects 5e conditions so beware of this before you get overly excited for your homebrew world
What doe sthat mean
I'll never forget the v8 to v10 yolo update a day before their session
lol I remember that one
will it break midi?
and the guys who stomped on the update right as 2.1.0 dropped and learned the hard way that Tidy was a lil wrong
I often wonder what those worlds are like of the 2-4 guys who installled 2.0.3 over 2.1.0
I'm only in dndbeyond atm so you get the shitty example:
CI will only work for the base conditions in the condition immunty window on the sheet, they are likely like these:
you have to world script anything else into that field which is...complicated, but macro polo territory
you can either have a check against if they have a custom immunity manually in the activation condition of the spell, or create a world script adding the condition as a default condition on the sheet.
when dealing wth CI, you want names of effects not that window
No I ment
This is what I'm saying the thing I want to be able to "dispel"
Or get rid of
if you want to dispel a certain effect thats all macro stuff
O so it's not very easy
actually...
you could...toggle it lol
Toggle it?
have it apply the CE, and check the toggle effect at the bottom of the spell, as long as the actor you are targetting has the CE, it will toggle it off instead of add it
then have an activation condition that it only tries to apply the CE if it already has the CE, but this is alot of work for a really simple macro
also I found out the hard way that midi toggles suspend not delete
erm
So
What is CE
or do u mean CI
I am not sure what your telling me to do lol
I think I may just try something else
CE=Convenient Effects, a typical module we utilize alot in midiqol cause its api is well integrated into midiqol and CPR
you probably want to remove effects and I really don't know how to do what you want
O that's fine
Thinking out loud a bit here... is there a way to add a passive effect to a creature that adds a condition / advantage / disadvantage when they are hit with a specific damage type?
something like when you attack a skeleton with bludgeoning damage, you get advantage or it gets stunned
Stunned it should split into two more
💀
wow you just gave me an idea for a monster ✍️
If you mean the literal cr 1/8 skelly, not worth it, even a level 1 oneshots them.
haha, nice! and no it was just an example to better explain what I was thinking
prolly look at the retribution premade in the samples
is there a healing reduction key?
Reading this part but uh
Its different form the ohter ones cuz it doesn't have the key
@acoustic atlas I'm loading up my Midi test environment now so I can grab a screenshot of what I referenced in #dnd5e
Yup, that looks good. Let's double-check the item's details tab again to make sure the target is correct
maybe that's why the effect isn't being applied
okay, the Target on that last screenshot looks good
I'm not sure. It's been over a year since I've used Midi and I'm not good at this level of debugging. Might have to wait for someone else to come along and figure out why that effect isn't being applied since it looks good to me
So what are we trying to do?
Just apply a temporary AC bonus to armor
Do you roll the item to apply the effect?
It takes a charge
When you say roll, do you mean click on the armor in the character sheet
yeah
Yep
What is your AC calculation mode?
I'm just using base leather armor as an example for this so
oh, thinking it could be flat?
Agreed
right, bonuses don't apply to flat
So its just flat
Ah, so the formula would need to add the bonus attribute to it as well
So just click on the AC field on the Actor
Can you confirm that, by looking at the Effects tab on the character sheet?
So the armor is equipped to the character, the effect is set on the armor, but rolling on it doesn't transfer the effect
Can confirm
Can it be added and deleted immediately? Is your game paused?
or DAE's option to expire effects in real time is enabled? that's still a thing, right?
Yeah if neither About Time or Simple Calendar are active
FYI, with the latest MidiQOL/DAE changes (10.0.37+/10.0.27+ respectively), regarding args, if someone is using js const lastArg = args.at(-1); to define these, will need to change to ```js
const lastArg = args.lastArg
//or const { lastArg } = args ?? {};
//or const lastArg = args[args.length - 1];
How would you know if you’re using a third party to do your macros for you, like Chris, Crymic or yours? (With no knowledge of how macros work)
Is it best to just not upgrade until it’s safe like a Foundry version update?
I’m still on two versions ago afraid to venture forth.
Give it a few days if you don't have something not working with the previous ones.
You can always update and then downgrade if something is not right.
That is the main change that will break some macros
Nobody cleared the usuals from this user. Sure they could be rolling the item but that don't do shit if they are not using midiqol roll automation.
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Clear the modules out if any of the modules in the image exist in your world.
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In midi's main settings is roll automation enabled?
You also edited an owned item.
Hi there,
Is there a setting in Midi settings to tick or untick or choose "on use macros"?
I thought it was in Workflow. 😕
I think its right by attribution/hide details?
It is at the top of Misc. 🙂
Do you know if there is a clash between advantage attribution and AR? Are both even needed?
AR shows it during the popout, Attribution shows it after the fact for troubleshooting
they have totally different scopes
I was wondering about Midi and how it does the automations? Can you for example create homebrew stuff and it will be able to handle the effects?
can you write javascript?
I've only done python
Well if you can write the macros and stuff, then homebrew might be possible in midi, but you'd be far better off using a less automated setup till you learn things. Most of what makes midi work is riding on the heels of the people that came before you making everything. So if your campaign is homebrew, you are fighting tooth and nail for it all with little help.
If you are one of those perpetual makers and never a game runner, then have at it, enjoy.
Give an example of a feature or homebrew you had in mind, direct questions on "how to make this" is easier answered
I was hoping there would be an easy way to at least have the to hits/damage and saves be fairly automatic
Does your homebrew do hits, damage and saves like normal dnd5e?
I was thinking of trying out the playtest classes, and as a bonus I wanted to do some of my own monsters and magic items
midi is the only show in town for damage automation, hits and saves can be done via any number of roller modules.
yes just like normal, have the to hit and damage done against target and triggering save.... I wasn't sure how midi handles it
Yeah, no worries on that one
You're good, Midi automates the dnd5e system not necessarily just the existing items in it
the effects I was just going to use convenient effects or something
If your homebrew can be made in that, then you're good.
cool, thanks
I think it really depends on what you are trying to do, sure if all you do is rename items that exist in 5e you should be fine. But if you start touching damage types, conditions, start making complex automations that affect workflow, thats gonna be macro territory. Midi is a 5e mod, adapting to a custom system will be rough.
Right. Same system, just changeing around things. Like minsters with custom attacks and powers, same with items. Custom player classes with dnd5e compatible abilities.
those attacks and powers will get you
just look at the user Truth whose been posting in here for 3 days making stuff from scratch all homebrew
how painful its been for them
if you are just changing shortsword to be Shortaxe, sure fine. But if you are having a creature induce a save and apply 3 effects that have custom flags and a spell that checks conditions...it all adds up and if its not been done before, welcome to hell.
Understood. I don't have that kind of time, I'll just have to wing it with all the effects. I'd be happy if it just rolls hits, damage and saves
Midi-QOL was damaging my players with Bardic Inspiration last night
Warding Bond from the Midi sample items properly displays a chat message when the target takes damage, but does not apply that damage to the caster as it should. I don't think that's working as intended, based on looking at the Item Macro:
try {
const lastArg = args[args.length - 1];
let newHp = getProperty(lastArg.updates, "system.attributes.hp.value");
let oldHp = lastArg.targetActor.system.attributes.hp.value;
if (newHp && newHp < oldHp) {
await ChatMessage.create({content: `${lastArg.originItem.name} does ${oldHp - newHp} damage to ${lastArg.sourceActor.name}`})
// This requires the damage card to be displayed to work. Preferably enable auto apply damage.
MidiQOL.applyTokenDamage([{damage: oldHp - newHp, type: "none"}], oldHp - newHp, new Set([lastArg.sourceToken]), undefined, new Set(), { existingDamage: [], superSavers: new Set(), semiSuperSavers: new Set(), workflow: undefined, updateContext: {onUpdateCalled: true} })
}
} catch (err) {
console.error(`Warding Bond ${version}`, err);
}```
But I also have no idea if I'm correct in that assumption or, if so, how to fix it.
(For reference, I am trying to test if Warding Bond - minus the AC/saving throw flags - can substitute for the Shield Guardian's Bound feature lol)
Console error when the target takes damage
Are you sure its actually that warding bond? Dfreds CE has a very very very light automation version as well. Whats your midi+dfreds setting set to?
oh...update to midi 39, midi 38 is dead on arrival.
I'm on Midi 39 after noticing that yesterday lol
I'm sure it's the Warding Bond from Midi Sample because I pulled it out of that folder; haven't used CPR or anything else to replace it since then
show me the specials setting in midi workflow tab
that will do it
check the box not to apply CE on warding bond
and I haven't even had my coffee yet
That should be here, no?
well shit
lol
Good luck I guess?
I had noticed that earlier when trying to modify Chris' Turn Undead to do Arcane Abjuration
pray tposney catches apparently the third missing item in midi 39 or dae
Some items have that box you mention, some don't. Seems an arbitrary determination
Renamed which'm?
or left the version number on the end
That part I did do
the dfreds checkboxes only show if theres a name match in dfreds
I see
did you rename or leave the patch number?
a good portion of midi samples are from 15+ versions ago, they need some love to work now sadly
I had left the patch number; removed it now and the box shows. The box is checked, and Jeff still doesn't take damage when he's meant to
he only fixed midi for missing items
this is fully a dae premade I bet you dae has something missing too
Maybe @violet meadow can dive in when he has a minute
its a last Arg issue
I'm think dae is using a naughty last arg from prior midi
const lastArg = args[args.length - 1]; is this the bad thing to use in new midi?
are you auto applying damage?
If you aren't, turn it on, does the problem go away?
I think the problem may be a broken origin/source on the item:
I am auto-applying damage to NPCs but not PCs
turn on auto apply for all, does it work?
In the macro it says its recommended for this item
Auto Apply is on for everybody, but Jeff still does not take the damage
You gonna have to wait for bugbear or tposney to look at it
or downgrade to midi 37