#MidiQOL

1 messages · Page 103 of 1

inland vortex
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but maybe we're solving them. can one map get cursed?

violet meadow
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If you open the console and capture any errors we could pinpoint problems

inland vortex
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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

violet meadow
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Could be a number of things. Are you in combat?

inland vortex
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yes

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every now and then one automates

violet meadow
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malformed Overtime effect could be a culprit

inland vortex
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one error that comes up is module undefined

coarse mesa
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roller conflict? where's Moto's list?

violet meadow
inland vortex
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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

violet meadow
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Nope that's fine, just a warning for future compatibility.

Check for red ones

inland vortex
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this is what i get when i go onto the scene

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these are the errors, but that attack did automate, eventually

vast bane
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show me your module list

cinder tapir
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For example this spell, a premade spell

vast bane
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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

cinder tapir
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I see the effect is controled by the item macro. but this is all the item macro is

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I mean how is just that line of test making it do what the description says?

vast bane
cinder tapir
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I'm trying to figure out how it works

vast bane
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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

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it is far more likely that dfreds CE's nested are getting in the way of whatever you are trying to do

cinder tapir
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Its from the midi srd thing

vast bane
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Midiqol has a feature that might be on by default that applies the Ce instead of the items ae

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but what is your actual problem

violet meadow
cinder tapir
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There is no problem I was just trying to figure out how it worked

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so I assume the thing that makes it work I just dont have

vast bane
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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.

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the fact theres no errors, leads me to believe he just never set the player tab up

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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

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this is why a session zero helps, to iron out user error and teach the players how to use foundry

vast bane
# cinder tapir so I assume the thing that makes it work I just dont have

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.

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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.

cinder tapir
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Having a much easier time creating abilities now that I know what I'm doing lol

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ty moto moto thxblob

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Not reducing damage?

static sparrow
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That’s not damage, that’s the attack roll.

cinder tapir
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😳

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So true...

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Thank you saga!

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Is there one for damage?

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Or is that to complicated

static sparrow
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I think there should be?

cinder tapir
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Anyone know which one it is?

static sparrow
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I don’t have Foundry open right now or I’d look for you 😔

cinder tapir
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That's ok

static sparrow
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If you have whatever autocompletes those, you could try just typing in “damage” and see what comes up.

cinder tapir
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I think I kinda like what it does instead

snow niche
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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

sudden crane
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I implemented the suggestion I did earlier for Fog Cloud. Here is my version.
@violet meadow if you are interested

inland vortex
# vast bane this is why a session zero helps, to iron out user error and teach the players h...

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.

vast bane
inland vortex
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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.

coarse mesa
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Moto is always offline btw

vast bane
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I'm a bot

cinder tapir
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I have no idea what the correct mode is

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Though I assume Custom and 1 is the move

vast bane
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I also don't think that is what you want

cinder tapir
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(Can't be crit, or have any of those damages done)

vast bane
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What is the description of the item you are trying to make

cinder tapir
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For a specific amount of turns they won't be able to be hurt by crit's or any of the damage types there

coarse mesa
vast bane
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DI not DR

cinder tapir
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What is DR?

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Resist?

vast bane
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DR is damage reduction, DI is Damage Immunity

cinder tapir
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Ooo ok

vast bane
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dr is damage resistance

cinder tapir
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Well I rather have reduction

vast bane
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this is in the pin here in the wiki

cinder tapir
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I'm looking at the read me

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and all of the different things

vast bane
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all you are doing is reducing 1 damage on the three types there

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prolly do 999

cinder tapir
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OOO

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Ok

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I see

vast bane
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imo you should just do DI

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the fail.critical is probably wrong

cinder tapir
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what do I do for the critical one

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I assume not 1?

vast bane
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I honestly think its redundant?

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I guess you want a firebolt or something to not critical?

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Immune to all traditional damage for a few rounds is basically god mode in dnd5e

cinder tapir
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The spell is a healing spell that heals, then puts a buff on them for 4 turns.

vast bane
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are you sure you want that?

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most comats last 2-5 rounds

cinder tapir
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Combats in my campaign are things like 1v1/2v2/3v3/4v4's

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So they last quite a bit longer

coarse mesa
cinder tapir
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What do I put for the top one?

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and I assume the bottom 3 will just reduce those damages by the dice?

vast bane
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Im prety sure your first flag will make the healing recipient unable to crit

vast bane
cinder tapir
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Ill just get rid of the crit part

vast bane
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so if a creature attacks four times against him each attack gets that shield of damage applied

cinder tapir
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perfect

vast bane
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I think theres a grant crit fail key

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I always confuse the grants and regular keys

coarse mesa
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flags.midi-qol.fail.critical.all

vast bane
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aren't you supose to do a grant key?

cinder tapir
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If I do this one

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flags.midi-qol.advantage.ability.save.all

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They will get advantages when they are asked to do saves?

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so custom and 1?

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for the mode and ev

coarse mesa
vast bane
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oh ok the fail critical key is special, theres no grant for it

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the key is technically a grant without the grant in it

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see this is why that key confusees me

coarse mesa
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that spreadsheet needs a bit of updating, and it wouldn't hurt to put the modes and values in too

vast bane
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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.

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I'll add it to the list for the wiki

cinder tapir
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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

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Anyway to stop that?

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It will still not work, but it shows up and asks if you'd like to use it

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if you click it, it will say its already been consumed and the damage goes through

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Seems If changed from a cantrip to level'd spell it doesn't work.

vast bane
# cinder tapir

I see instantaneous there, that seems the most problematic thing

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I doubt it needs an action type either

cinder tapir
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should it be 1 turn

vast bane
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you tell me

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you haven't shared any description

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a DR key that has 0 duration is likely going to do nothing

cinder tapir
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It works

vast bane
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you are in for a world of hurt with this many DR keys

cinder tapir
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everything in the spell works besides the

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part where it just keeps showing up

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even when it has 0 uses

vast bane
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I think theres a setting for reaction prompting, look at your settings and find out

cinder tapir
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in the midiqol?

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Well I still want it to check for reactions

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though seems no way to NOT check reactions that have been used already once

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To fix it I made it a reaction manual, which kinda ruined the point of the spell

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I think it may just be a glitch

vast bane
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did you look at reaction settings?

cinder tapir
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yep

vast bane
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Did you really look?

cinder tapir
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At this yes

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i dont want to turn the check off

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cuz it works how it should, just the message pops up

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when its used up

vast bane
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You don't see anything wrong there?

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Hint: Do not check?

cinder tapir
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Well I want it to check

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so reactions work

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I dont just want to turn it off 100%

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then the reaction wont work

vast bane
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then why do you have it set to do not check lol

cinder tapir
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This one?

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this is the first reaction spell I made so I have no idea

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how the system really works for it

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or what is wrong

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If I knew what I was doing wrong I'd just fix it

vast bane
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right above that check the box, that'll probably fix the empty charges issue

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Display status icon I believe stops the prompts if they have no reaction available

cinder tapir
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Um

vast bane
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lets see if you can follow it, read the context below it

cinder tapir
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So no

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becuase it won't require there to be spell slots

vast bane
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I think it also checks charges

cinder tapir
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I really have no idea

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Ok well I turned it on

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ill check if it owrks

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I turned on

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Allow any reaction spell to be used

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and its still doing hte same exact thing

vast bane
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truthfully cantrip reactions is weird he probably didn't account for this

cinder tapir
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So make it a leveled spell?

vast bane
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homebrew in midi man, I warned against it ¯_(ツ)_/¯

cinder tapir
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When I make it leveld the effect just doesn't pop up at all

vast bane
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My suggestion is to make a fully homebrew world with the core roller

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so you don't have to spend months making this stuff

cinder tapir
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Well just because a single spell doesn't work, the 20 other ones I made work just fine

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Not going to start all over cuz 1 single thing isn't working exactly correct

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If there is no way to fix it, then that's fine.

acoustic ferry
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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.

celest bluff
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I have one written but not posted yet. full Inquisitive set.

velvet raptor
acoustic ferry
celest bluff
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Probably Friday

acoustic ferry
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Ok thanks I will keep an eye out for it

cinder tapir
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Any way to make it so it reduces the AC by the effect value

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and not set it to the effect value?

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Not sure which key it is.

spice kraken
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Downgrade wouldn't work. Use add or custom. And put the 1d5 like -[[1d5]]

cinder tapir
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Ty

scarlet stump
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need some help formatting this logic ['prone'].includes('##conditions') - I want to roll the other Formula damage if the target is prone

violet meadow
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Small edit to make it evaluate to true/false.

scarlet stump
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mmm it seems like it's always evaluating to true for some reason.

violet meadow
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ohhh I wonder. Are you on latest MidiQOL? .37?

scarlet stump
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no I'm on 10.0.15

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I don't see errors in the console logs btw

violet meadow
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OK what do you want to happen?
Is the target prone?

scarlet stump
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it isn't, but the Other Formula damage is being rolled anyway

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the idea is: if hits > save or become prone. If the target is prone, do the extra damage

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on follow up attacks (or I guess on the original one if the order of operation is in the way)

violet meadow
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Probably 10.0.15 didn't have the effects added in the MidiQOL's extended Actor5e#rollData

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try this workflow.targets.first().actor.effects.some(eff=>eff.label === "Prone")

scarlet stump
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mmm still getting the extra damage on a non-prone target

violet meadow
scarlet stump
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also this time the effect was not applied lol

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the damage was applied, but the Prone condition was not

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I guess the condition is not being applied because of the logic 🤣

violet meadow
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Any warnings in console about midi-qol evaluating stuff?

scarlet stump
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this is what I see when I attack (on top of two You are accessing Actor5e#data which has been migrated to Actor5e#system)

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sorry that was a succesful, save, this is a failure (but nothing gets applied)

solid mountain
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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?

violet meadow
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Isnt that the Black Tentacles spell in essence? You can try the Active Auras one and see if it works

violet meadow
solid mountain
violet meadow
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There are some ongoing issues

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Spirit guardians from MidiQol sample items is another approach.
And I have shared another version of it in here, which will respect forced movement

solid mountain
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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.

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Or... might just create a CE effect with the overtime stuff on it and apply it manually. It's "just" a bossfight.

oak mulch
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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.

violet meadow
violet meadow
oak mulch
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It does not recharge if i press long rest 🤔

violet meadow
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Otherwise add another key for long rest

oak mulch
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with the Override change mode?

violet meadow
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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

oak mulch
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It works with two keys + override. Thank you 😉

hybrid snow
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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 😅

violet meadow
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Cause it can be done easier if it doesn't matter

hybrid snow
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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

hybrid snow
violet meadow
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The roll will be max 1d20max1 plus the relevant bonuses

hybrid snow
violet meadow
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But it will not be shown as a DSN roll

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the dice will be the original roll

short aurora
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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?

vast bane
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Put 0 in the damage formula and put the real damage in other formula

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or put a no damage formula in so that midi doesn't do a workflow for nothing?

short aurora
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I can't get a combo of either of those to work neither, hmm

violet meadow
vast bane
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at the very bottom

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I replied to myself instead of @short aurora lol

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oh, is it a feature?

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that could be why it no work

short aurora
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Haha, yeah, I just realized I made it a feature as well

vast bane
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could ask tposney to add it, I swear someone else asked and he said it wasn't feasible

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I think it comes up alot cause monsters have an action feature

violet meadow
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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>
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So you might have happened upon this issue @fervent condor
sorry for the ping Krow.

It was meant for @short aurora

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oh shit...

short aurora
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Did you break Midi bugbear?

violet meadow
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I am but a 🐛 🐻

vast bane
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Did you try the new midi setting?

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just straight up make a damage formula of 999999[none]

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it won't do any damage if I read the patch notes right

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I guess technically you can delete the damage formula, I kinda assumed you needed it though to get roll other to work

short aurora
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@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

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Sanity checking before making one

gilded yacht
# short aurora Haha, yeah, I just realized I made it a feature as well

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.

sleek glacier
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i wanna adjust a spell so its always casted when the creature takes dmg, how do i do that? (not sure if midi feature)

violet meadow
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Ah you seem to use an Item not on an Actor

short aurora
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Yeah, the combat check is boogey

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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

violet meadow
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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);

violet meadow
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Which spell would that be? Or feature?

sleek glacier
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It's Ash Puff from the Ash Zombies in lmop ^^ but i think i got it worked... i just left the activation condition blank ^^

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still have to click use Ash puff, but since it's only applied on first hit it suits me well

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but it have to applied on all enemies in range urgh another thing to find out 😄

violet meadow
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It will not use the creature's reaction, will happen semi-automatically and if used, it wont happen again, emulating the first time part

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Easiest non macro solution

sleek glacier
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oh the 1 charge use it's a good idea 🙂 used targed 5 feet on enemy now to get surrounding heroes too ^^

vast bane
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isn't that just same as death burst?

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I feel like we've made death burst effects here

sleek glacier
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affected heroes have to roll constitution and if they fail they get a disadvantage debuff

violet meadow
sleek glacier
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death burst sounds like damage ^^

vast bane
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OH thats like troglodyte, I think CPR made this

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stench!

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CPR has like 10 versions of stench

violet meadow
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You can add a DAE which triggers the macro when ZeroHP

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or a DAE that triggers isDamaged

vast bane
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oh thats an awful one actually

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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.

sleek glacier
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oh have cpr installed but i often dont know that i already have something somewhere, since i'm not that used with d&d ^^

vast bane
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I would just make this a feature

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make it a reaction so the first time you are attacked it reminds you to use it

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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

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you will need an activation condition to ignore undead/construct

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and check the effect activation true box at the bottom

sleek glacier
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how do i do that ignore undead thing?

vast bane
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probably the exact opposite of the mace of disruptions undead one replace fiend with construct

sleek glacier
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(not sure if it really mathers, since i dont have undead pc's) ^^

vast bane
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to opposite the activation condition remove or add a ! at the start of it

vast bane
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if you don't filter out undead, a clump of ash zombies are gonna stink each other out

sleek glacier
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true that so other monsters should get it too...

vast bane
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if they are "living"

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bad wording on the feature btw

violet meadow
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!["undead","construct"].includes(raceOrType)

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ah not living.

vast bane
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he wants the opposite

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excludes?

sleek glacier
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ok ^^ thy 🙂

vast bane
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it went without saying but you want to put a disadvantage all key in the effect on the reaction that it applies

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hol up

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bugbear if the reaction does not target one creature will it still fire as an aoe?

violet meadow
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yeah you can Moto 😉

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ah sorry wrong guess

sleek glacier
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already did that ^^ (figured out myself) proud 😄

violet meadow
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It will apply per target of the AoE

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so you should be fine

vast bane
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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

violet meadow
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well let me doubl;e check that

vast bane
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yeah thats always been a grey area to me, I don't really get how the target/source work in a reaction

violet meadow
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new DAE has landed

sleek glacier
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works really good... despite the resource consumption... i missed something there it seems

violet meadow
vast bane
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he may have befuddled himself trying to keep 26 available

violet meadow
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@gilded yacht you haven't actually pushed DAE 10.0.27 yet, have you? I saw the #package-releases notification

violet meadow
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If you have the Item use no need to consume anything on the box below

sleek glacier
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just used the not updated token >,<' consumption now works but other zombies still get testet

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not sure what i'm missing ^^

vast bane
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you do want a charge in the item

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cause it only happens the first time he's hit

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I got a crazy idea though

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make it a consumable instead and destroy on empty

sleek glacier
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yeah i have that in ... just used it thas why it is on a zero

vast bane
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this way it won't constantly still prompt the reaction after the first time hes damaged

sleek glacier
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but other zombie's are still get the debuff ^^

vast bane
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did you check the box below that snippet?

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effect activation true for yada yada

#

activation condtion true for effect activation

sleek glacier
#

yes ^^

#

may foundry doesnt know the second enemy is a undead?

vast bane
#

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?

sleek glacier
#

it's undead... no custom type. the mace does no extra radiant damage

gilded yacht
vast bane
#

drag out a dnd5e srd zombie

violet meadow
vast bane
#

I know for a fact the mace of disruption works

sleek glacier
#

the mace seem to kill the zombie if the wisdom throw fails, but no radiant damage

violet meadow
#

Do you have Activation Conditions enabled in MidIQOL settings?

sleek glacier
#

may i should update midi qol? I'm always a little cautious with updating things

sleek glacier
#

roll other damage formula for spells was off

violet meadow
#

that should do it then

vast bane
#

shouldn't matter for his actual item, only mattered for the mace

violet meadow
#

Was it a spell?

vast bane
#

Ash Puff should be an overtime effect btw

sleek glacier
#

zombie still rolls ^^'

vast bane
#

at end of turn can reroll the saving throw to remove

#

THE zombie?

#

theone being hit?

sleek glacier
#

nearby standing zombie ^^

#

the one being hit doesnt roll ^^

vast bane
#

and that zombie totally gets spanked by the mace of disruption?

sleek glacier
#

midi qol is on version 10.0.32

vast bane
#

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

sleek glacier
#

i think i will postphone that after our next session on sunday ^^

short aurora
sleek glacier
#

if it really applies to other zombies i can just delete it for now... but i have to get that right in long terms

violet meadow
vast bane
#

I don't fast forward so I always test by putting 11111 in the situational

#

makes for funny nat 1's though

vast bane
sleek glacier
#

sure ^^ give me a second

#

its an npc ^^ (shows tidy5enpc sheet so it must be one?)

vast bane
#

if you edited the sidebar actor, the token on the map does not have your changes till you redrag it out

sleek glacier
#

yeah ^^ already made that mistake often 😄

#

whole item ^^

violet meadow
#

I haven't followed the whole conversation but is there a reason for using both Limited Uses and Resource Consumption?

sleek glacier
#

not realy, i thougt i have to set up both ^^

vast bane
#

I wouldn't even bother with long rest either, just do 1/1 charges

#

like a zombies gonna get a long rest ;p

sleek glacier
#

😄

vast bane
#

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

violet meadow
#

No need to be consumable. It will only prompt once if you use it (just Limited uses 1 of 1 charges)

vast bane
#

Do you have any of these?

sleek glacier
#

no ^^ already checked that just today ^^

vast bane
#

I strongly felt they had a bad midi setup cause I have never had my reactions kep prompting after using it for a turn

violet meadow
#

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?!

sleek glacier
#

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)

vast bane
#

want a janky solution?

#

change creature to enemy in target

sleek glacier
#

whats wrong about 0 reaction damaged?

vast bane
#

I didn't bother to knit pick that cause you'll only use it once anyway

sleek glacier
#

and yeah enemy in target works too of course

vast bane
#

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???

sleek glacier
#

nope ... dwarf pc's attacks the zombie that makes the ash puff

vast bane
#

was thinkin maybe the reaction auto targets the attacker regardless of condition

violet meadow
#

@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.

vast bane
#

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

sleek glacier
#

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

vast bane
#

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

sleek glacier
#

when i set it as an action.. zombie still rolls ^^

vast bane
#

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

violet meadow
#

It should be working as is

vast bane
#
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

sleek glacier
#

omg yes youre right...

#

just checked it the side zombie failed the save but didnt get the debuff

#

thy very much 🙂

vast bane
#

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

sleek glacier
#

yeah i'm just happy that it works 😂

vast bane
#

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

winter halo
#

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

vast bane
winter halo
#

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

vast bane
#

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

winter halo
#

ohhhhh thats smart didn't think of that one

vast bane
#

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

violet meadow
#

Override (or Custom 🤔 )

vast bane
#

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

violet meadow
#

ADD can result in adding it behind the scenes and then apply it multiply times

vast bane
#

I think ADD has nuanced situations where its bad to use

winter halo
#

priority is irrelevant right?

violet meadow
#

it has a really limited scope so pretty safe to ignore it most of the times

vast bane
#

Priority would only matter if you set it to override and you plan on seeing multiple DR flags on actors

winter halo
#

I see

vast bane
#

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

winter halo
#

Hrmm it is not working right now, I think I made a mistake somewhere

#

add does nothing either

vast bane
#

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?

winter halo
#

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

vast bane
#

thinking out loud and hoping chris or bugbear have an answer lol

winter halo
#

ah I see.

vast bane
#

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.

winter halo
#

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?

vast bane
#

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

vast bane
#

Super janky method, find my "command" premade I shared here

#

replace the messages contents with [[effect.value]] I think

winter halo
#

sadly I am still one step back, as the negativ DR isn't working at the moment

vast bane
#

set it to ADD or override

#

if it was custom, none of us remember till we fail at making it lol

winter halo
#

neither add nor override change something

#

ah wait

vast bane
#

effect probably has 0 duration and fades before it can do anything

winter halo
#

ah it just isn't showing in the roll but in the damage cal which is logical I just looked at the wrong place

vast bane
#

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

winter halo
#

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

vast bane
#

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

winter halo
#

"just go to dae" you mean the modul settings? sorry I seem to ask really basic questions

vast bane
winter halo
#

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

dark canopy
#

"DE using AE" is colloquially known as "DAE"

winter halo
#

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

vast bane
#

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

winter halo
#

hrmm I put it in [[]], where would the roll show?

vast bane
#

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

winter halo
vast bane
#

I wanna see the effect tab of the efect on the item and the effect on the target actor's effect tab

winter halo
#

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

vast bane
#

what version of foundry are you on again?

#

err midi

#

not foundry midi

vast bane
winter halo
#

Sorry misunderstood there something.

#

Thought applied meant used

vast bane
#

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

winter halo
#

😄 jesus. Do you use dice so nice? would probably fill your entire screen with dice

vast bane
#

Dice so nice has a stroke every time I do it

winter halo
#

I wonder why 😄

vast bane
#

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.

winter halo
#

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

winter halo
vast bane
#

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

winter halo
#

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.

vast bane
#

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

winter halo
#

I see. But they have to apply damage 😄 because of - just tested t 😄

vast bane
#

LOL

#

that is absolutely hilarious

#

that is a layer of reverse reverse damage

#

That reminds me of the film Tenet lol

winter halo
#

got never around watching that but I yeah it burns my mind 😄

digital lagoon
#

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?

static sparrow
#

Is "item" not an automatically available thing in OnUse macros anymore?

static sparrow
#

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
violet meadow
scarlet gale
#

The last update changed item

violet meadow
#

Not the last one

#

It's either inside workflow

scarlet gale
#

Well, one of the latest ones

violet meadow
#

Or fromUuidSync (args[0].itemUuid)

static sparrow
#

So I want args[0].workflow.item? Or what bugbear said?

#

Awesome, thanks all!

scarlet gale
#
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

violet meadow
#

Ha ok

#

Haven't been using that macro call much

scarlet gale
#
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
vast bane
#

nm lol scrolled up got me again

tepid dock
#

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

sterile terrace
#

Hi I am wondering if anyone can tell me what setting causes this chat message to pop up

violet meadow
vast bane
tepid dock
# violet meadow Change to `const itemD = args[0].workflow.item` and then use itemD instead of it...

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);```
sterile terrace
vast bane
#

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

sterile terrace
vast bane
#

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

sterile terrace
#

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

vast bane
#

I don't think you are using the right roller for fudging

digital lagoon
vast bane
#

you could run df manual rolls for fudging damage

digital lagoon
#

You can also not show that damage card to players, btw. Mine sends to DM only

vast bane
digital lagoon
#

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

sterile terrace
digital lagoon
#

Also I thought someone said toggling it was a key bind to shift but I can’t even seem to do that

tepid dock
vast bane
#

you want the settings exactly this:

sterile terrace
#

also for some reason, when my players attack it is always at disadvantage, not sure why its causing that

tepid dock
digital lagoon
#

@sterile terrace

vast bane
digital lagoon
sterile terrace
#

Thank you both ❤️ I appreciate the help! I will take a look at the Wiki now

vast bane
#

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

digital lagoon
#

Also be mindful of weapon ranges and players who think that crossbow expert should cancel range disadvantage like sharpshooter does 😅

vast bane
#

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

sterile terrace
vast bane
#

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

sterile terrace
#

when you mean by vision you literally mean like vision settings on the token itself?

vast bane
#

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?

sterile terrace
#

Hmm a little bit confused but just turning off auto rolling fixes things lmao I rather not do that but yeah

digital lagoon
sterile terrace
#

I ahh see their target is "hidden"

vast bane
#

and I mean account, NOT who you selected

#

DM/player tabs refer to account type

digital lagoon
#

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

vast bane
#

dont share cache

#

the faux player sharing cache might cheat and use dm settings still

digital lagoon
#

My smart brain knows that. My dumb brain has the wheel today.

#

It works perfectly. Thank you 🙏🏻

vast bane
#

did...did Russel just update the solo branch of TAH?

digital lagoon
#

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.

vast bane
#

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

digital lagoon
#

I’ll give it another pass between tonight’s session and next week’s, in that case

violet meadow
#

Should be coming from another one

tepid dock
vast bane
# tepid dock 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

tepid dock
vast bane
#

oh my bad similar but different errors lol

violet meadow
# tepid dock Yea same macro.

Strange, as it doesn’t seem you declare item anywhere in this macro. So I guess something else is triggered at the same time.

vast bane
#

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

vast bane
high thistle
vast bane
#

I take it theres no new split swade one right?

high thistle
#

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.

tepid dock
vast bane
#

could the actor have actor on use macros in play?

tepid dock
gilded yacht
vast bane
#

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

hot walrus
#

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

vast bane
#

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?

hot walrus
#

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.\

vast bane
#

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

hot walrus
#

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

vast bane
#

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?

hot walrus
#

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

vast bane
#

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.

hot walrus
#

how do I create a resource pool for NPC actor though?

vast bane
#

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

hot walrus
#

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.

vast bane
#

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

hot walrus
#

For sure, thanks

static sparrow
#

It looks like it should work, but check the console for errors when you run it.

vast bane
#

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)

static sparrow
#

Oh badger raises a super good point, lose the quotes when assigning reset.

#

You want it to be a number, not a string.

vast bane
# hot walrus For sure, thanks

Edit the macro:

const reset = origin.system.uses.max;
await origin.update({ "system.uses": { value: reset } });

I did have a booboo

hot walrus
#

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.

vast bane
#

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

hot walrus
#

I don't think I have that one. I'll install real quick

vast bane
#

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

vast bane
#

no item macro, no macro repeat, no keys in the effect

#

no on use field

hot walrus
#

Got it to work thanks!

cinder tapir
#

Any way to make it so you can cast while incapacitated

#

or a way to remove the incapacitated effect

vast bane
cinder tapir
#

I see

vast bane
#

if you have 0 hitpoints, give yourself atleast 1

cinder tapir
#

I was wondering if there was a way other then that

vast bane
#

right click the token, click status icons and toggle incapacitated off

cinder tapir
#

I mean like

#

Nvm

#

It seems like you MUST do something like that to even cast

vast bane
#

What?

#

show me your actors front page

cinder tapir
#

No I mean like

#

nvm this is the easiest way lol

vast bane
#

if you have something auto incapacitating you then thats a problem to fix

cinder tapir
#

If you get to 0 health

vast bane
#

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

cinder tapir
#

O I can auto shut it off

#

I mean, would there be any set backs if I did that

vast bane
#

I don't see this as a problem. If a character in dnd5e has 0 hitpoints they should not be casting

cinder tapir
#

I am making a ability that

vast bane
#

it will auto remove when you gain 1 hitpoint

cinder tapir
#

Says otherwise

vast bane
#

you will have alot more problems than that

cinder tapir
#

O really

vast bane
#

many things shut off when you reach zero

cinder tapir
#

True

vast bane
#

you can kiss concentration automation goodbye

cinder tapir
#

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

queen raptor
#

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

vast bane
cinder tapir
#

I see

queen raptor
vast bane
#

when it installs, right click yourself in the bottom left and enable manual rolls for you

cinder tapir
#

Um is there a key/macro to cleanse all effects on a token

vast bane
cinder tapir
#

yea

#

Is it a reaction key?

#

I mean

vast bane
cinder tapir
#

Effect key*

vast bane
#

its something you put on your hotbar as a utility

cinder tapir
#

O

spice kraken
#

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

cinder tapir
#

Can I turn it into a spell item?

dark canopy
#

await actor.deleteEmbeddedDocuments('ActiveEffect', actor.effects.map(e => e.id))

spice kraken
#

Idk if VAE has that feature too

vast bane
vast bane
#

because players do stupid things and the term Murphy's Law applies

spice kraken
#

Imagine your BBEG has an OT aura, then a player casts that spell, OT gone

cinder tapir
#

Well could it like

#

Destroy my game

vast bane
#

once they are gone...they are gone

cinder tapir
#

Wait it deletes them forever?

molten solar
#

Deletion is permanent.

cinder tapir
#

I mean just like a spell that removes active effects

spice kraken
#

If it's on the item then it'll stay there, but if it was made on the effects tab, it's gone gone

vast bane
#

windows/undelete? in foundry when guys?

molten solar
#

Never

cinder tapir
#

I'm trying to make a sort of cleansing spell that removes the effects from my other abilities

vast bane
#

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

cinder tapir
#

perhaps I should have said that first

molten solar
#

Clearly define "effect" for the purpose of this use case.

cinder tapir
#

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.

molten solar
#

Do you also want to delete stuff like "druidic"?

vast bane
cinder tapir
#

Are you talking about perm effects?

molten solar
#

If, say, that was added in an effect

#

Yes

cinder tapir
#

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

spice kraken
#

Yet

Also, are you using Times Up, cause in combat, effects with durations will be auto removed

vast bane
#

(X) Doubt

spice kraken
#

When the duration has been met

molten solar
#

Doesn't midi + dae toss around effects like candy?

cinder tapir
#

Idk what anyone is saying lol

#

😭

vast bane
#

hes 2 days old with foundry and is making a 100% homebrew midi campaign

#

not a spec of 5e content

cinder tapir
#

Its working very well so far honestly

#

Its like a mini mmo game lol

vast bane
#

thats midi day 1 with foundry Zhell

molten solar
#

"You have to be hyper specific on the mechanical implementation of the effects you want to remove," is what is being said.

cinder tapir
#

True

#

erm

vast bane
#

you could suspend all targets ae's, thats...safer and achieves the same thing sorta

cinder tapir
#

wtever works tbh

vast bane
#

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

cinder tapir
#

Is there a way to make a spell that grants condition immunity for a short time?

molten solar
#

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

vast bane
#

type .CI into the auto complete in an active effect attribute key

cinder tapir
#

nah it should remove all active effects

molten solar
#

Good luck

vast bane
#

Jesus take the wheel if I ever saw one in foundry

cinder tapir
#

So these?

#

What does CI stand for

static sparrow
#

Condition Immunity.

vast bane
#

Condition Immunity

cinder tapir
#

O ok so this is the thing that gives it

#

So I can make this apply as long as the duration

vast bane
#

midi expects 5e conditions so beware of this before you get overly excited for your homebrew world

cinder tapir
#

What doe sthat mean

spice kraken
vast bane
#

lol I remember that one

cinder tapir
#

will it break midi?

vast bane
#

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

vast bane
# cinder tapir What doe sthat mean

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:

cinder tapir
#

O i understand now

#

I ment not for these but for

#

any active effects on people

vast bane
#

you have to world script anything else into that field which is...complicated, but macro polo territory

cinder tapir
#

like effects from spells

#

Like this

vast bane
#

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.

cinder tapir
#

It lasts for 2 turns

#

O so its something that will require me to make a macro for

vast bane
#

when dealing wth CI, you want names of effects not that window

cinder tapir
#

No I ment

#

This is what I'm saying the thing I want to be able to "dispel"

#

Or get rid of

vast bane
#

if you want to dispel a certain effect thats all macro stuff

cinder tapir
#

O so it's not very easy

vast bane
#

actually...

cinder tapir
#

I want it to dispel ALL of them though

#

not just a specific one

vast bane
#

you could...toggle it lol

cinder tapir
#

Toggle it?

vast bane
#

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

cinder tapir
#

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

vast bane
#

CE=Convenient Effects, a typical module we utilize alot in midiqol cause its api is well integrated into midiqol and CPR

cinder tapir
#

O yes

#

I have that

#

but I don't just means CE

vast bane
#

you probably want to remove effects and I really don't know how to do what you want

cinder tapir
#

O that's fine

stark spade
#

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

vast bane
#

Stunned it should split into two more

cinder tapir
#

💀

vast bane
#

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.

stark spade
#

haha, nice! and no it was just an example to better explain what I was thinking

vast bane
#

prolly look at the retribution premade in the samples

cinder tapir
#

is there a healing reduction key?

#

Reading this part but uh

#

Its different form the ohter ones cuz it doesn't have the key

fallen token
#

@acoustic atlas I'm loading up my Midi test environment now so I can grab a screenshot of what I referenced in #dnd5e

acoustic atlas
#

Is this the setting you're referring to

fallen token
#

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

acoustic atlas
fallen token
#

okay, the Target on that last screenshot looks good

acoustic atlas
#

Still having the issues

fallen token
#

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

violet meadow
#

So what are we trying to do?

acoustic atlas
#

Just apply a temporary AC bonus to armor

violet meadow
#

Do you roll the item to apply the effect?

acoustic atlas
#

It takes a charge

#

When you say roll, do you mean click on the armor in the character sheet

violet meadow
#

yeah

acoustic atlas
#

Yep

violet meadow
#

What is your AC calculation mode?

acoustic atlas
#

I'm just using base leather armor as an example for this so

fallen token
#

oh, thinking it could be flat?

acoustic atlas
#

Agreed

fallen token
#

right, bonuses don't apply to flat

acoustic atlas
#

So its just flat

#

Ah, so the formula would need to add the bonus attribute to it as well

violet meadow
#

So just click on the AC field on the Actor

acoustic atlas
#

The issue I am having is the effect isn't transferring it seems

fallen token
#

Can you confirm that, by looking at the Effects tab on the character sheet?

acoustic atlas
#

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

violet meadow
#

Can it be added and deleted immediately? Is your game paused?

fallen token
#

or DAE's option to expire effects in real time is enabled? that's still a thing, right?

violet meadow
#

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];

narrow saddle
#

I’m still on two versions ago afraid to venture forth.

violet meadow
#

That is the main change that will break some macros

vast bane
# acoustic atlas

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.

  1. Clear the modules out if any of the modules in the image exist in your world.

  2. In midi's main settings is roll automation enabled?

#

You also edited an owned item.

narrow saddle
#

Hi there,

Is there a setting in Midi settings to tick or untick or choose "on use macros"?

I thought it was in Workflow. 😕

vast bane
#

I think its right by attribution/hide details?

narrow saddle
#

It is at the top of Misc. 🙂

narrow saddle
vast bane
#

they have totally different scopes

brazen river
#

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?

brazen river
#

I've only done python

vast bane
#

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.

short aurora
#

Give an example of a feature or homebrew you had in mind, direct questions on "how to make this" is easier answered

brazen river
#

I was hoping there would be an easy way to at least have the to hits/damage and saves be fairly automatic

short aurora
#

Does your homebrew do hits, damage and saves like normal dnd5e?

brazen river
#

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

vast bane
brazen river
#

yes just like normal, have the to hit and damage done against target and triggering save.... I wasn't sure how midi handles it

short aurora
#

Yeah, no worries on that one

#

You're good, Midi automates the dnd5e system not necessarily just the existing items in it

brazen river
#

the effects I was just going to use convenient effects or something

short aurora
#

If your homebrew can be made in that, then you're good.

brazen river
#

cool, thanks

vast bane
#

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.

brazen river
#

Right. Same system, just changeing around things. Like minsters with custom attacks and powers, same with items. Custom player classes with dnd5e compatible abilities.

vast bane
#

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.

brazen river
#

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

digital lagoon
#

Midi-QOL was damaging my players with Bardic Inspiration last night

queen raptor
#

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

vast bane
vast bane
queen raptor
#

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

vast bane
#

show me the specials setting in midi workflow tab

queen raptor
vast bane
#

that will do it

#

check the box not to apply CE on warding bond

#

and I haven't even had my coffee yet

queen raptor
#

That should be here, no?

vast bane
#

well shit

queen raptor
#

lol

vast bane
#

Good luck I guess?

queen raptor
#

I had noticed that earlier when trying to modify Chris' Turn Undead to do Arcane Abjuration

vast bane
#

pray tposney catches apparently the third missing item in midi 39 or dae

queen raptor
#

Some items have that box you mention, some don't. Seems an arbitrary determination

vast bane
#

oh

#

you renamed it didn't you

queen raptor
#

Renamed which'm?

vast bane
#

or left the version number on the end

queen raptor
#

That part I did do

vast bane
#

the dfreds checkboxes only show if theres a name match in dfreds

queen raptor
#

I see

vast bane
#

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

queen raptor
#

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

vast bane
#

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?

vast bane
#

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:

queen raptor
#

I am auto-applying damage to NPCs but not PCs

vast bane
#

In the macro it says its recommended for this item

queen raptor
vast bane
#

its your auto apply probably

#

its using the proper last args so it can't be that

queen raptor
#

Auto Apply is on for everybody, but Jeff still does not take the damage

vast bane
#

or downgrade to midi 37