#MidiQOL
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No worries, it's not exceedingly urgent - the reminder alone will keep me thinking about it, but it'd be nice to have it subtract Jeff's health automatically
I did not even see there was one in Features ๐
Because
Well
It's a spell lol
It doesn't work in 37 either but no error
theres literally no damage transfer
CPR does not have warding bond so midi samples is the only show in town, maybe try the simple one
apparently its in DDBi and midi srd also
Midi SRD one is broken:
DDBi is a clone of it
OH
its broken for me cause I'm not on the new dae where the update keys were fixed
but I'm afraid to update so I'll live with this
Midi srd code thats offending:
I'm on DAE 23 (I think because you recommended it ๐ )
you are on the newest midi, and an old dae?
I don't even know what the safe midi was with dae 23
I'd update both to newest and try
dae 24 was only broken cause tposney was on vaca, when he returned he fixed alot of its issues but there was an outstanding issue with a key that warding bond uses that is fixed in the newest dae
Gotcha; I didn't know that DAE was safe to update again so I've been keeping it at what was recommended ๐
We're in a grey area for us civilians right now honestly
my preferred method of tackling midi/dae is to stay on stable builds till I see very little breakage here lol
but dae's update keys have been broken since dae 22 I think and dae's newest patch note says its back so /shrug
I'll give it a look, my apologies if I've wasted your time
Midi-Qol has an option to "display if save had advantage/disadvantage" but it rolls automatically without giving me the choice of granting advantage/disadvantage. Can anyone tell me a spell or effect that would grant such an effect to a saving throw so I could test it?
Midi 39 and DAE 27; neither Warding Bond from Midi SRD and from Midi Sample are applying damage to Jeff.
@woven briar In order for fast forward to work well in midi you must have a properly setup world for midiqol. Dfreds CE will replace the core conditions with midi automated ones for starters.
midi 39 right?
Yes*
I believe i have Dfreds installed.
pray one of the smarter folks catches your situation I've pinged him twice maybe he'll figure it out
No worries, thank you for your time Moto.
is it set to replace or none for the condtiions drop down in its settings?
(or add)
replace
is it a dex save?
give the test target paralyzed
paralyzed will auto fail
restrained is disadvantage on dex saves
the ability i have been testing is sacred flame but i was looking for any effect which grants advantage or disadvantage to a saving throw to test it
this is good
you also look new to midi so heres a tip:
https://github.com/thatlonelybugbear/FoundryMacros/wiki/MidiQOL-knowledge-database-by-@MotoMoto1234
thank you
Applying restrained worked like i would expect it to where the creature had disadvantage on the dexterity saving throw
My question is how do I manually choose to apply advantage or disadvantage to a roll if it rolls automatically?
I don't fast forward but there are keybinds to do what you want, I think they are alt, shift, and ctrl
I think fast forward is very bad if you don't have a properly setup world, I prefer the popouts but I'm a rare breed
fast forward itself isnt on. I only use midi to autosubtract life from my npcs
so its a niche case lol
thank you!
@queen raptor and @vast bane try changing in the Warding Bond sample Item the line js MidiQOL.applyTokenDamage([{damage: oldHp - newHp, type: "none"}], oldHp - newHp, new Set([lastArg.sourceToken]), undefined, new Set(), { existingDamage: [], superSavers: new Set(), semiSuperSavers: new Set(), updateContext: {onUpdateCalled: true} }) to ```js
MidiQOL.applyTokenDamage([{damage: oldHp - newHp, type: "none"}], oldHp - newHp, new Set([lastArg.sourceToken]), fromUuidSync(lastArg.origin), new Set(), { existingDamage: [], superSavers: new Set(), semiSuperSavers: new Set(), updateContext: {onUpdateCalled: true} })
are you writing the issue for tposney or shall I?
your midi srd warding bond also has issues fyi
@gilded yacht Warding bond 10.0.13 triggers this error.
The above change to define the Item using fromUuidSync(lastArg.origin) in the applyTokenDamage method, seems to fix
Edit: seems to be an issue with applTokenDamage method, which now needs an Item provided or a workflow.
There will be issues in MidiSRD yes. I will be away this weekend, but will have my laptop with and take a look when time permits
I will update MidiSRD to match the MidiQOL sample Item, so anyone who uses it should grab that to be honest
arghh but it might not work with all different settings in MidiQOL
Don't append the version number on yours like the samples do. It makes CPR ignore the compendium cause the names don't match. I have to copy the samples compendium and rename it
I can likely make a way to strip version numbers for the check
Just been a low priority issue
Hello! I'm trying to configure an effect to trigger a macro when a target takes a particular type of damage. Is this the right place to ask? Is it technically possible?
Is there any flag I can check to make the crit double modifiers for a single PC?
I just copy the compendium and strip the numbers, theres only like 12 items that actually need it, if you compare the wiki table
you could look at midi's and cores crit settings but its not a flag
I think you can just put the modifiers in the crit damage field on the items can't you?
Do you have midiqol module?
I do!
I was reading through the Github page, I'm just not really sure how to set up the OnHit stuff
Sorry, isHit
retribution premade in midi samples might shake some ideas loose for you
I can, but I'm trying to do a feature, and that would change every weapon at once
you can also pour through CPR and midi srd for ideas
Yeah, I was looking at that one, I'm not sure how to pull the damage type from the attack. I think it's the 'flavor' part of a damageRoll? Or is that the wrong direction, that's where you would put it when creating a new damageRoll via macro?
Most macros are run from the perspective of the attacker, generally this means needing a world script or a DAE actor update
Or potentially the new on hit actor trigger
What are you trying to actually do?
That makes sense, I'll outline it. The goal is basically that the character has an item that protects them from psychic damage, so it lowers the damage they take, but also any time they take psychic damage it gains a charge. They can then spend the charges to use the item. My thought was they would have an active effect on them, that when they get hit by an attack with psychic damage it checks for the damage type, and then runs the macro that adds the charge to the item
I believe I have adding the charges via macro sorted, as well as the ability that will consume charges. Just not sure how to make the charge generator trigger automatically on getting hit
DR.psychic for the shielding of psychic damage
Actor on hit macro
Yeah, the shielding works on the effect
Will likely require warpgate too to avoid permission issues
Depending on what client actually runs the macro
I guess it would be the player's client, since they'll be controlling that character? Not actually sure how that works, I've always just checked the Execute as GM box when writing macros that I use
oh boy thats bad
Not a good idea
advanced macros is all but dead in midi
its only lasting issue is its required for placed template active auras
Oh interesting, that's good to know, I wondered about that
if you execute a macro as a GM, it will use the GM's targets/selection if you don't feed it proper changes
via advanced macros
which is what that box check is
midi has its own way to execute as GM
but like chris said, warpgate is often better cause warpgates a rock solid base to work from
https://gitlab.com/tposney/midi-qol/-/blob/v10/Changelog.md#anchor-10033 Take a look here at the new on use calls
It's likely what you want
I do have Warpgate*, but have only used it a little bit, I'll look into it more
Trigger on is damaged, warpgate mutate the targets item to update its feature uses
I'm kinda leaning more towards warpgate now after badger said he keeps the shims in permenantly so that our macros don't have to worry about foundry changes
I've only used it for spawning in items, how would it apply to this sort of thing? Through the use of events/world scripts stuff?
Probably a plain item update will do it too, instead of warpgate mutate.
I have two players with hunter's mark. I am trying to allow both to mark a target, but not really understanding stacking rules. Everything I try still seems to replace the first mark.
That may actually be rules as written believe it or not
a creature can only be under the effects of one effect at a time of the same name raw
it has something to do with convenient effects i think
i defined an effect for the spell, but it is still putting convenient effect
Is anyone available that I can ask a question
The default for the heavy armor master effect said "non-physical"
It wasn't applying the damage reduction like I was expecting so I messed with it and changed it to "physical" instead and then it worked. Is this a bug or did I mess with something I dont understand
Heavy armor master is non magical
right. I tested it with a slam attack from a monster that was not listed as a magical item
Permanent mutate, since it's a target actor that the attack wouldn't have permission to do an update on
This seems wrong. Not at PC to test
thats ok. DR stands for damage reduction i assume?
are there any keys that increase ability scores by a amount?
trying to make a spell that will buff intellegence
Midi srd items: headband of intellect or an ioun stone
i dont know what you mean by published. the discord deleted my message because it mentioned a module that violates "copyright law"
But when i change the attribute key from non-physical to physical it works like I would expect so I dont know if it just is programed to import incorrectly or if i messed something up by changing it
I'm trying to have a weapon's fire damage roll trigger an ability from the Item Directory. Is this how to do so?
const targetRolls = [4];
const results = args[0].damageRoll?.dice?.find(d=>d.flavor?.toLocaleLowerCase()==="fire")?.results.map(r=>r.result);
const res = results?.some(r=>targetRolls.includes(r));
if (res) await created.find(c => c.name === "Eruption").roll();```
Is it not an isDamaged that would trigger an item recharge on the owned actor? That's what I thought at least
You are over complicating the script somewhat.
if (results.includes(targetRolls)) await actor.items.getName("Eruption").use()
Ah 
#dnd5e or #513918036919713802.
If it also involved MidiQOL, here is fine too
i was trying to figure out if you could make convenient effects stack by origin
I am off to bed so cannot help anyways, but probably Moto will ๐
Is it ran by the target?
If so a basic update would be fine
I wasn't sure who was doing the execution
Having access to the workflow made me think the attacker was doing the execution since sending the workflow data didn't seem like something that would be done
That's what I thought for the isDamaged ๐คท
๐ค ๐
This doesn't seem to be triggering the Eruption ability.
const targetRolls = [6];
const results = args[0].damageRoll?.dice?.find(d=>d.flavor?.toLocaleLowerCase()==="fire")?.results.map(r=>r.result);
const res = results?.some(r=>targetRolls.includes(r));
if (results.includes(targetRolls)) await actor.items.getName("Eruption").use()```
pretty sure stacking is a DAE feature
or core?
yeah, i am working through it
you really asked in the wrong channel lol
we're the guys who never know what is core or not
i am just going to use my own ActiveEffect and disable convenient
I've honestly felt that since the latest 4.0 dropped for dfreds that the whole stacking drop down has been fubarred
the main problem with dfreds and that feature is that dfreds is a toggle, you need to make a macro to apply stacks of ce's
yeah, i elected just not to use the convenient effect
That's the neat part. Work gate doesn't care ๐
Perhaps something like this might work better?
const item = game.items.getName("Eruption");
const data = game.items.fromCompendium(item);
const fake = new Item.implementation(data, {parent: actor});
const targetRolls = [6];
const results = args[0].damageRoll?.dice?.find(d=>d.flavor?.toLocaleLowerCase()==="fire")?.results.map(r=>r.result);
const res = results?.some(r=>targetRolls.includes(r));
if (results.includes(targetRolls)) return fake.use({}, {"flags.dnd5e.itemData": data});```
It's saying that Item is already declared though
is there a key to add flat damage on attacks?
it'd be the same thing as non flat damage 0_o
huh
do you mean throw out the damage formula and deal X instead?
On attacks yes
If so, macro territory
There is no key to just add damage to attack rolls?
you've made these already
I've only made over time ones!
just type .damage into dae's auto complete
I have no idea what that means
it can't be in the same item as the damage
as active effects are added last in the stack
LOL
is the rwak.damage really not getting picked up in that?
why are you not seeing auto completes?
I am
scroll and look for what you want
try damage.all
That's why I was saying to use warpgate.
lets back up, wtf is the description of the item you are trying to make
It is a buff
It is a spell that adds bonus damage to attacks
theres 4 attacks, spells, and features that get bonus damage
rsak and msak
system.bonuses.rsak.damage
system.bonuses.msak.damage
bless doesn't change damage at all
I assume its this
crusader mantle would be the ce to look at
no its not that
I just gave you your keys man
ranged spell attack, melle spell attack
Are you making Crusader's mantle?
his whole world is homebrew
Ah
yee, just backin you up -- hand it a token, it'll sort the rest
Stuff like that may be easier with bab
I get the feeling he's conflating magic and spell
oh god don't dump him on zhell lol
all damage will affect his weapons as well as save spells and feature spells
that is not what you want, thats like using a nuclear bomb to kill a bug
There is no weapons
but there are spells and feature items yes?
cuz its ALL damage.
my spells are not ranged spell attacks or melle spell attacks
but what your saying is that this will help saving throws as well?
and features
what is that
your spells ARE spells my god
all damage would enhance a wizards dagger, toll the dead, firebolt, and fireball. Rsak would only affect firebolt
no I want it to be all damage
The way I have it is how I want it
I think!
No matter if it's a dagger attack it's still a spell in my campaign
like a mmorpg spell
Just want to do my daily statement that I really don't think you should be using midi
Man it's working so well so far
for what I'm doing at least
I mean I make a bunch of spells
Its just some of the new stuff I haven't done yet I have to come here
But now I know how to do this I won't have to ask again
if you are going to make a homebrew system you should map it out, it looks like you are making things one thing at a time not looking forward, the all damage key as an example. The constant making cantrips instead of items and features is another.
if you decide to leverage midi features involving spells suddenly all your cantrips that aren't cantrips have to be remade
If only you could comprehend my genius!
always lead bonuses with - or +
When the buff ends on the last turn, it goes away but this shows up and concentration stays on till the end of the players round.
Its working correctly besides keeping concentration for a extra turn with nothing concentrating
So its not that big of a deal but I have no idea how to fix it if even possible.
read the wiki in the pins post. Specifically my post about stuff to watch out for in midiqol
What lol
Read that whole page
and it mentions nothing besides this
which has nothing to do with my issue
that error message is a document was set to be deleted by two things and the second one has nothing to delete
Not sure what that means
I mean
If I knew the problem I'd just fix it.
Also where in the link that you sent me
says that?
This thing?
It doesn't, I replied to "Its working correctly besides keeping concentration yada yada
I only have midiqol installed
I sent you the link so you'd confirm you don't have multiple concentrators as one deleting it before the others was a logical assumption with what little context you gave
I really don't think we can solve this for you other than say the error is just ugly but not gamebreaking
nobody would know unless you gave us more context and since its all 100% homebrew I doubt anyone could get the info needed. Share the item maybe?
your actors are homebrew, your item rolls are homebrew, your macros are homebrew
the error is benign but ugly. Its almost always associated with two modules fighting over the same document. Usually templates, concentration, or active effects, in midi here we'd be able to diagnose this by asking for what actors you are applying to and what published items you were using to try and reproduce it, but I personally don't want to bring homebrew to my worlds.
Its weird because other concentration effects work fine
both the concentration module entry and the template entry are meant to check against that exact error half the time from the wiki.
I have no idea what your world is doing, I only mentioned concentration cause you said concentration was misbehaving
it could be a template or it could be the active effect attached to concentration
it could be something I can't even think of cause you are 4 days old and are fiddling with homebrew midi creation ๐
I dont use that many, these are all I use for my whole game
Will find the culprit be able to fix it?
you have the wrong token action hud other than that your module list looks fine to me
only swade users should be using the old one still
dnd5e uses the new dual setup with core and dnd5e versions of token action hud
What is the point of combat tracker modules if you use combat carousel? doesn't CC make its own tracker?
combat tracker effect tooltips?
I don't use any of those modules but I thought CC was a combat tracker overhaul module
when you get players in your world playing you will find with midi going that many modules touching the tracker and combat in general just add exponential slowdowns as everything has to go from player to dm to every other player
Just trying to figure out
why my concentration isn;t working
seems to just be this 1 spell I have no idea how to fix it so ill just delete it
actually its doing it
I have no idea
So this means moduels are conflicting?
Should i be using Effect Macro, Dfreds Convenient effects, and Dynamic effects using active effects?
Means something is trying to delete an already deleted effect
It usually means two things were told to do the same task on a document but one beat the other to the job
Potentially just a macro doing it
could be two user defind functions of the same module or core
If it were a normal midi report, I'd immediately jump to concentration or templates
Roll advantage on an attack? No pop up comes up, is their a hotkey or something to use?
if you want a popup to come up turn off fast forward
just like in core, you can use the keybinds for advantage/normal/disadvantage, I don't remember which ones are which but they are alt, ctrl, shift
@cinder tapir what are your concentration settings set to in midiqol?
Who knows if this fixed it
but it seems to be working for the moment
It was set to never
๐ณ
which makes no sense cuz the problem was moduels were conflicting but who knows
I mean thats a module?
but if it was set to never
your embedded document was probably never related to concentration
then it should have never been doing it
it never was
concentration gets the same duration as the ability or spell that its attached to
your spell or ability had a special duration that fired and ended it early, never made the concentration outlast it
makes total sense to me /shrug
Never is actually the right setting there imo. You can undo damage, you can't undo concentration deletions
better to manually delete
So that was the problem?
at this point I know
It is working... for now.
it was working before too, you just saw a red warning and thought something was broke
a red warning I...checks notes...said was "benign but ugly"
I was never trying to solve the red warning I was just trying to fix your concentration lasting longer than you said it should, it didn't occur to me that you had used a special duration till now
I have no idea
What I did to fix it tbh
perhaps I didn't fix it
It increases the users initiative and armor class by 1 lol?
Welcome to Dungeons and Dragon's 5th Edition where dexterity modifiers are added to defense and initiative.
๐ณ
the dex must have rolled a 1-3 and popped it up one to increase the modifier
I should really play dnd before doing this
ty
it increases armor class not armor

Armor class is a better term cause not every creature wears actual armor
So for the system.abilities.dex.value is there a way to make it for all ability stats not just a specific one?
you can find this out yourself by fiddling with the auto complete can't you?
I tried system.abilities.all.value
is there an abilities.all.value?
but it didn't show up
then the answer is probably no
if your homebrew world gives proficiency to everything you could mod prof instead
the other half of most rolls
Select a token first on the canvas, then go into your console and type _token.actor.getRollData(); It will show all the values you can pull
how do I open a console?
f12
I am viewing the game as a player and I'm trying to do attacks, there rolling and saying there hitting but not applying damage.
Is there a setting that I need to have turned on or something in midi
Nvm
๐ณ
Midi needs a dm
What do you mean by that
I'm notcing when Im logged in as a player stuff is rolling but it's not doing anything
O so I HAVE to be inside the game for it to even function
players cannot modify things they do not own, midi gets around this by sending things to the logged in DM to perform the permissions circumvention.
I see
So someone has to have the highest permissions to be the dm? Or is it only the owner?
I believe midi picks the first DM who logs in
Hey, one simple question: I'm using this code on ItemMacro to fastforward damage, but I need to change the name on each item. There's a piece of code I could use (possibly using this) would be easier and I can just copy and paste?
token.actor.items.getName('Inspiration Temporary Healing').rollDamage({options: {fastForward: true}});
its a foundry.utils command I know that
Are you in the right place? MidiQOL has a setting to fast forward damage
I thought the rollDamage options was that
That's a macro, the module midi has settings to fast forward for you
why don't you want fast forward on for all?
You're saying in midi settings? I sometimes use some bonuses before attack roll and damage, like shield.
At least I have some point of decision, before damage going through and concentration save is activated
are you using midi?
yes
cause you sound like you don't know what midi does
midi will prompt reactions if you have the setting on
You can roll without applying damage or checking for hits. This macro would be for non midi users, really.
I fastforward only attack rolls, not damage rolls
What do you use midi for?
fastforward attack rolls, not damage rolls, but when damage is rolled, then is auto applied
you either don't know that midi prompts for reactions so you don't have to worry about that with fast forward, or you have it off
They just use a very specific setup, that I don't understand. Where is the item macro you asked for help with just before?
I tried to make some automation for reactions, but my players are just dumb, and if I show a button with "uncanny dodge" they'll click even when isn't a attack roll.
0_o
they don't need a button, they get prompted for it
bottom line the macro is not midi friendly
I know, but there is a way to prompt different buttons for damage types, or attack/save types, without going full macro?
I wouldn't doubt it if you are using Itemacro instead of midi on use for it
Now I really don't think you are using midi lol
lol
you may have it installed, but its not the roller you are using
Attack/save types? I don't quite follow. If you don't fast forward, you'll get the dialog that core normally has.
this is what I'm using to fastforward the damage in ItemMacro
token.actor.items.getName("item name").rollDamage({options: {fastForward: true}});
sorry if I'm look rude, but I know what midi is
Midi can run it, when I ask where, I mean how do you run that macro?
ItemMacro. I just paste this code, but I do this on each item, cause I don't want all features with fastforward damage
Just on some items
this is a module?
It's Midi, it's fine. Use args[0]. Item
funny to see this, I had already check this, but my Item Macro module is unchecked right now
technically works if the person rolling is the owner or has them selected?
await args[0].item.rollDamage...
hmm
what happens if they fire the item without anyone selected?
I'm on phone so can't double check, you can console.log(args) to verify in console
Players need to very specifically unselect in most games so I bet they never ran into that issue, if you use my code, it should be fine even if not selected
let me try, but I think will probably do a error
yeah args should define the actor for them now
it'll work for the player but not the DM cause isn't token and actor selected OR assigned?
but Krigs code should work better
no, it looks it works even unselectedd
assuming args 0 is the source actor
ahh, wait, I'll try with args[0]
thats kinda weird, that would mean you are leveraging item macros helpers right?
leveraging?
who rolled DM?>
yes
try the args macro krig gave you, you did say that character sheet hooks is off right?
Can I restrict an action to only be used if another effect is activated
why not just do midiQOL complete item use?
Effect A can have a key: macro.createItem that adds Action B to the character for the duration of the effect, when effect wears off item goes bye bye
Would that apply like a normal DAE?
However if you stated your actual use case there may be a better solution
Armorer Artificer
the armors abilties when they pick which armor type?
thats definitely a use case for macro.createItem
Since the armor model feature splits in two with the guardian and infiltrator, each with several effects and actions, I was hoping to create a guardian effect and a infiltrator effect and tie their respective actions to the given effect (eg. Thunder Gauntlets to Guardian)
I personally found that the artificer I hosted for never changed their armor but maybe your guy will be different
At minimum, I want to know how it works under the hood
In any case, how would I apply, macro.createItem
its a key, presumeably you already have an item for each armor type, add the keys to the features effect
you need to make all the features that would get added when they get the ae, and save them somewhere they won't get deleted
I've got all the features and classes etc in compendiums and am making sure I save the back ups (made that mistake before)
looks good to me, they won't auto equip, theres a second key you could use but I don't really like that key, instead I just put an effect macro to equip the items
Teach me o wise one
//If it needs to be attuned
if (item.system.attunement == 1){
item.update({'system.attunement': 2});
};
let i = 0
while (!token.actor.items.getName("Name of Item") && i < 3000) {
console.log("Waiting for new item to be created, if needed!")
await warpgate.wait(250)
i += 250
}
const item = token.actor.items.getName("Name of Item")
item.update({'system.equipped':true});
put the attunement at the bottom below this macro
if you are creating from a compendium the delay is probably needed.
this should be an effect macro on creation
Would this macro go on the item, the feature or the actor?
that delay hurts my soul, why isn't the item creation awaited before passing to the macro ๐ฉ
I honestly don't even think we need it anymore
I don't remove things unless people tell me to
When say Item I mean Thunder Gauntlets in this case
Its an Effect macro on creation, but your response makes me think you don't have Effect Macro Module.
my example is the wrong type, you want on creation
hol up
this is going on armor isn't it?
you do want on toggle on
cause armor with transfer on equip ae's will go unavailable till they equip them
I didn't make with your first idea of args[0], but that gave me some ideas and I get working with this:
const item_name = args[0].item.name;
token.actor.items.getName(item_name).rollDamage({options: {fastForward: true}});
Thanks anyway @vast bane and @short aurora
re: unidentified items. Here is an approach that is much much easier overall https://ko-fi.com/post/Badger-Scripts-Masked-Items-U6U7KAGRY
hes not making it, I just used it as the easiest example of an effect macro
ya, just noting
Ok, just to confirm in this case, everything should be considered an item, with the effect being applied to the armor
Currently, I have armor model as a class feature, with guardian and inflitrator also as class features
the effect should be transfer on equip on the armor, and there should be a bunch of macro.createitem keys cause isn't the armor linked to like a few items?
also it doesn't have to be a dnd5e item, it can be a foundry item
to just zero in on guardian, it has an effect that, when rolled, applies the effect which creates the thunder gauntlets
aka feature, item, spell, whatever
you don't need to roll it to apply it, set the effect to transfer on equip cause guardian armor is armor right?
oh wait it can be applied to existing armor can't it?
god this class is annoying to make lol
Am I better off putting this one down and moving on then coming back later
I get the feeling I will be better off building this up again when I have a bit more undestanding of this
is the armor not really armor and is just a feature?
I mean, isn't everything you turn to going to require you to make it anyway?
unless the rest of your players are champion fighters
Its not actually armor, its a class feature that I was hoping to apply
then set it as a self/self on the item details and no boxes checked in first tab of the ae
True, but as you say, there is complexity specifically here that it a bit less finicky with other ones
and then make X macro.createItem keys for each thing that they get with the armor
you can't stack multiple items in a macro.createitem key, must make a new key for each item
Nvm, go it
I'd personally just make the guardian armor lol
past experience tells me the player will probably never use the other type
Is there a way to add the perfected armor features to those effects when the level cap comes in
are you starting out at level 1 or higher?
I guess I could just have them added to the base feature upon level up but wanted to be a bit greedy
level 15 to me feels like 2 foundry versions away if you are starting at level 1
This is less me building specifcally for a campaign and more building to learn the system and have these classes in my back pocket as I go on
I'd not build far out stuff, you suck at building starting out, better to build on demand that way you don't have to constantly revisit stuff you made in advance
plus who knows what foundry 11 and dnd5e 2.2 does to whatever you make
True enough, but as I said, this is more about knowing what is under the hood now so as things change, I can face that in turn
If the thing that I make is broken later on, I'll address it as I need to address it
But I can at least have a baseline knowledge and experience to work theough
through
you could make a second active effect that is added suspended and then do an if statement if they are level 15, enable the other ae
put the if statement in the effect macro of the original ae that gives the level 3 stuff
But if you are going down that road, and you knew how to write macros, you could also just put it all in an on use macro
Not use to writing macros, just gotten to the if statement before pausing. What would the statement for unsuspending the effect look like
This is what I meant regarding looking under the hood. My coding skills are barely existent so I can read java but coding it is a different discussion
I dunno but if its still all in an effect macro, good news is its not midi related and you can get help in macro polo
Cheers
anything you don't understand in macro polo just type out to chat GPT and it'll translate like you are 5 years old for you
Prolly don't ask it to write code though, its typically on a 2 year delay in foundry code
Warp gate may be a more straightforward operation for creating and removing items
May. Depends.
As a heads up, Chrisโ Premades module has the armorer artificer armor automated beautifully and itโs been working very well for the artificer player in my campaign. I know you want to work one up yourself to understand the system but if you want a place to look to see how others have accomplished it, thatโd be a great (albeit dependency heavy) place to start.
hello! I have 2 questions! How do I call an onUse Macro only on a crit, and how do I make it so crits deal extra damage (like for brutal crit)?
So whenever i try to do concentration, it doesn't stop concentrating when the duration becomes a negative number
Is it possible to make it so that active effects delete themselves when the duration becomes 0?
Hi All! I'm looking for a macro that gives a character resistance to all damage but radiant when above 50%hp, how do I go about it?
(system dnd5e 2.15, using dae and midiqol, if that's relevant)
Build-a-Bonus may be able to do that, no macro required.
Iโm not sure if it can add resistance? But I think you can conditionalize the benefits based on HP like that.
Yeah it looks like itโs just numerical bonuses to rolls, sorry qq
onUpdateTarget flags is the answer to that. There are some examples around here
Is there a way to automate "Fighting Style: Thrown Weapon Fighting"? (when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll)?
guys, I'm having a big problem....
I have this macro with a flags.midi-qol.onUseMacroName effect, but it doesnt reach the debugger....:
const workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid)
debbuger;
const sourceActor = (Array.from(workflow.targets))[0]?.actor;
let hp = sourceActor.system.attributes.hp;
if (hp.value > hp.max/4)
{
sourceActor.system.traits.dr.update(["acid", "bludgeoning", "cold", "fire", "force", "lightning", "necrotic", "piercing", "poison", "psychic", "radiant", "slashing", "thunder"])
sourceActor.system.traits.dv.update([])
}
else
{
sourceActor.system.traits.dv.update(["acid", "bludgeoning", "cold", "fire", "force", "lightning", "necrotic", "piercing", "poison", "psychic", "radiant", "slashing", "thunder"])
sourceActor.system.traits.dr.update([])
}
i wrote debugger wrong didnt I?..... 
If you have Build-a-Bonus, you can set it up like this:
Thank you, I was close - I was trying per item TYVM
(I was actually looking for BAB discord site) ๐
Did you define two versions of the thrown item, one for mwak and one rwak?
If you have only one mwak version, the you would probably need to change to mwak and add a distance check in the custom filter
Nope, did now though ๐
Anyone?
you are missing the module Times Up
Thx
o hell nah I got that janky ass spell ๐ญ
It will still miss on 1's
just install df manual rolls if you want to test roll
also why does an attack roll heal?
cuz the crit modifier isn't available on a normal heal
When would it crit? nm I don't need to ask that.
it would be more accurate cause your healer is going to inevitably roll nat 1's
so it will only fail when that happens?
Guess thats a new part of the spells description! ๐
Working as intented!
you are unnecessarily adding an attack roll
just change the drop down to other or utility and add a damage formula that is 4d3
4d3 + @mod +@mod
If you would prefer to keep only one item mwak with the thrown property you could use this custom filter instead:
if (!item.system?.properties?.thr)
return false;
let dist= MidiQOL.computeDistance(token, MidiQOL.Workflow.getWorkflow(item.uuid)?.hitTargets.first(), true);
if (dist > 5)
return true;
else
return false;
hey, @vast bane , I noticed you had some issues with Hideous Laughter about 2 months ago, and I'm having the exact same issue. I've read the conversation you had with bugbear back then, but I didn't find how you solved it. Can you lend me a hand? ๐ฆ
I'm not even sure if I'm using the spell right
The problem was solved by using the v10 midi srd I think, I dunno let me go look at it
are you on v9 foundry?
yeah v10 also has the problem
it seems to have no reference of the casters dc
๐
if you are using midi srd's here is the proper overtime:
turn=end,
saveDC=@attributes.spelldc,
saveAbility=wis,
label=Hideous Laughter
the savingThrow=true breaks it
that is the fix for the non macro version
Also the saveDc should be saveDC, that could be fixing it too, atleast the dc reference
in the non macro version the overtime also needs to be set to override instead of ADD
there is still an error with the macro, its not able to find the dc
moto moto on that midiqol support grind
@violet meadow midi srd's hideous laughter uses statusEffect, I'm guessing you want to hold out on making CE required for it, but it has adverse effects on spells like Hideous laughter as statusEffect combines conditions and you wind up with a missing effect to delete when the save is made on hideous laughter on success. Also The DC is not showing on the macro version, I suspect this might be a last args issue?
I know, someone get him a Community Helper role
I just saw thats a thing why isn't he one
Is their a way to see why somethings at disadvantage?
The midi community is the Wild West, itโs all outlaws in here
Try this: #1010273821401555087 message
I put Sigh Attribution in that for easy ctrl F lol
I snatched it from bugbear's wiki, speaking of, @violet meadow can that be the image instead of the Discord link? If you go on the wiki "organically", getting navigated to Discord instead of just showing the answer is iffy
I've been slowly workin that into it I just haven't given him an issue for that one yet
the tables got me distracted over on my wiki so I forgot to do the rest of the moto post for him
class features in DDBI is a tough one to parse
Did you manage to create the wiki for easy merge or is it still "by hand" that bugbear has to do it?
The more I dive into DDBI, the more I feel it should be a mandatory install for midiqol lol
I think he's just linking to my accounts pages
I always start with it then work from there
I imported a twilight cleric with CPR/DDBI and oh my god the thing just WORKS
everything is perfect, but I think Chris went full boar on all the twilight features
Probably one in his game
Yeah, but you can't get the class features on their own you have to do a character import for the trully good stuff in DDBI
Ya gotta use a fairy light ATL on twilight sanctuary tho, thatโs just so perfect
I'm just using one sheet and remaking it over and over to get each level 20 class/subclass combo
Unfamiliar with the importer, but isn't the buy in still that you need to purchase all the material on dndbeyond itself to use it?
The official answer to that is "Someone in your campaign must own the materials"
You give ddbi your lil cookie thing and then it auto detects all the campaigns you are in
It will even take the combined content of everyone sharing into the campaign
however, its worth it just to use the DDBI for the srd stuff, cause dnd5e SRD is kinda not good for midi most of the time
also having descriptions for all the CPR stuff via ddbi makes things cleaner.
So Hideous Laughter from Midi SRD is not working well is it? I noticed it can't stack incapacitated + prone, but it using unconscious either
Tried Hideous Laughter from DDBI, but it also didn't work ๐
you aren't unconscious with hideous laughter, statusEffect combines any conditions into 1, usually the last one listed in an active effect
if you edit the one that exists you will see it has the keys for prone AND incapacitated in it. Generally speaking I think alot of us pros prefer macro.ce over statusEffect purely because of this feature
Yeah, I know, but I read somewhere someone saying it used unconscious instead of prone + incap
I see
when it uses Asleep the user lacks dfreds CE or Combat Utility Belt
Midi srd could put a fallback condition in, but the reality is if you get Asleep as a condition option, you are midiqol'ing wrong
cause Asleep is not unconscious, its not even automated, why even bother with midi without automation ๐
To be fair, the only automation I really need for this spell is the saving throw. Just telling my players "you can't act because of Hideous Laughter" is enough for them not to try anything.
I'll try the Midi SRD non macro with the fixes you posted
Ah, I see now what you meant
I think theres a third module that lets you edit the conditions but I forget its name, its not really a midi adjacent module, Settings Extended?
Now, since the macro version from Hideous Laughter isn't working properly, there's no easy way to automate the saving throw on damage received, is there? ๐ฆ
give him a few, he'lll spot the ping and give us the fix, I think its the last arg line, cause midi 37+ has changes to last args
he actually has a next version of midi srd he's sitting on waiting to release he'll probably just give us that version
okie! Thanks for the help, Moto! You're great, as always.
If you use CPR, you might want to edit the locked compendium so the macro version has no (macro) or you will constantly get the non macro version when you update the actor
or move the macro one to the ddbi override compendium or something
and take its name down to just the spell
will do! Thanks for the tip!
btw, once the macro version gets fixed, to use it, I must have also have it on my macrobar, right?
Glad you like it lol
Whatโs this x0.5 movement at the bottom for?
heh
that is a byproduct of statusEffect and midiqol
Slowly sliding awayโฆ
no its cause statusEffect combines effects, its prone
you can't actually get unconscious alone?
well technically...you can't stand up and be unconscious so Its sorta right?
Itโs probably still setting your movement to 0 with the one above? And half 0 is 0? If not maybe playing with priority would help
I think its a byproduct of auto unconscious
I implemented my own script on player unconscious which auto prompts MTB death saves on your turn as our group is too useless to find how to do those otherwise. It was all going sweet until it prompted me again after my character was already dead from failing three last week. What a slap in the face ๐
I need to have dead remove unconscious
I genuinely do not get the point of automating rare events.
I've only dealt with exhaustion in chase encounters and those aren't real exhaustions. Death saves are just a dice tray d20 and move on.
Itโs not that rare for us. Folk go down almost every combat. Death is only a few times per campaign tho
I actually rolled a one and lost two saves. We would probably have forgotten that rule tbh
This ItemMacro results in this:
const actor = game.actors.get(args[0].actor._id);
const [{spellLevel: level}] = args;
const levels = actor.system.details.level ?? actor.system.details.cr;
const spellcasting = actor.system.attributes.spellcasting;
const mod = actor.system.abilities[spellcasting].mod;
const prof = actor.system.attributes.prof;
const msattack = actor.system.bonuses.msak.attack;
const summonType = "Summoned Hand";
let updates = {
token : {
'name':`${summonType} of ${actor.name}`
},
actor: {
'name' : `${summonType} of ${actor.name}`, 'system.details.cr': levels,
},
embedded: { Item: {
"Hand Attack":{
'system.attackBonus': `${msattack} + ${mod}`,
'system.damage.parts': [[`1d4 + ${mod}`, 'force']]
}
}}
}
for(let i = 0; i < level; i++) {
const [id] = await warpgate.spawn(summonType, updates) ?? [];
if(!id) continue;
const spawn = canvas.scene.tokens.get(id);
await new Sequence()
.sound().file("/Sounds/Combat/Holy/FX_Holy_Magic_Cast_Small_*.ogg")
.effect().file("jb2a.explosion.purplepink.3").atLocation(spawn).scale(0.5)
.wait(300)
.animation().on(spawn).opacity(1)
.play();
}```
It was working perfectly a couple of weeks ago.
I donโt think you need to declare actor ๐ค
Pretty self explanatory, you already have actor declared
Advanced macros let's you get away with this I think
Ah
So if you removed that module, this can happen
Possibly a midi change
Aye
At any rate, line one should just have actor renamed
Currently on 10.0.39
Yeah likely, Tim has made midi independent of AM fully now afaik
Also, you can get the caster actor with just js this.actor
Oh, so something like this?
const [{spellLevel: level}] = args;
const levels = this.actor.system.details.level ?? this.actor.system.details.cr;
const spellcasting = this.actor.system.attributes.spellcasting;
const mod = this.actor.system.abilities[spellcasting].mod;
const prof = this.actor.system.attributes.prof;
const msattack = this.actor.system.bonuses.msak.attack;
const summonType = "Summoned Hand";
let updates = {
token : {
'name':`${summonType} of ${actor.name}`
},
actor: {
'name' : `${summonType} of ${actor.name}`, 'system.details.cr': levels,
},
embedded: { Item: {
"Hand Attack":{
'system.attackBonus': `${msattack} + ${mod}`,
'system.damage.parts': [[`1d4 + ${mod}`, 'force']]
}
}}
}
for(let i = 0; i < level; i++) {
const [id] = await warpgate.spawn(summonType, updates) ?? [];
if(!id) continue;
const spawn = canvas.scene.tokens.get(id);
await new Sequence()
.sound().file("/Sounds/Combat/Holy/FX_Holy_Magic_Cast_Small_*.ogg")
.effect().file("jb2a.explosion.purplepink.3").atLocation(spawn).scale(0.5)
.wait(300)
.animation().on(spawn).opacity(1)
.play();
}```
Better?
I edited the script above
Is this a chatGPT macro?
Nope
I think the first line is the issue
It would be data.data if so
The new midi version changed how args is defined, the first line is the issue, yeah
I was just wondering why it was done like that and figured it was chatgpt trying to define something not present
I personally find getting the data out of this is far easier
No messy args to deal with
this.castData.castLevel I think is what you want for the spell level
So perhaps something like this? js const [{spellLevel: level}] = this.castData.castLevel;
Nah
Healing is just a damage type
You don't want the destructing anymore
You should be able to use this.castData.castLevel as level in your macro instead of the deconstructing
const level = this.castData.castLevel;```
const spellLevel = this.castData.castLevel;```
oop
I think Janner's right because he never actually references spellLevel?
Oh true
Aye, that was it
Perfect 
Here we go:
const level = this.castData.castLevel;
const levels = this.actor.system.details.level ?? this.actor.system.details.cr;
const spellcasting = this.actor.system.attributes.spellcasting;
const mod = this.actor.system.abilities[spellcasting].mod;
const prof = this.actor.system.attributes.prof;
const msattack = this.actor.system.bonuses.msak.attack;
const summonType = "Summoned Hand";
let updates = {
token : {
'name':`${summonType} of ${actor.name}`
},
actor: {
'name' : `${summonType} of ${actor.name}`, 'system.details.cr': levels,
},
embedded: { Item: {
"Hand Attack":{
'system.attackBonus': `${msattack} + ${mod}`,
'system.damage.parts': [[`1d4 + ${mod}`, 'force']]
}
}}
}
for(let i = 0; i < level; i++) {
const [id] = await warpgate.spawn(summonType, updates) ?? [];
if(!id) continue;
const spawn = canvas.scene.tokens.get(id);
await new Sequence()
.sound().file("/Sounds/Combat/Holy/FX_Holy_Magic_Cast_Small_*.ogg")
.effect().file("jb2a.explosion.purplepink.3").atLocation(spawn).scale(0.5)
.wait(300)
.animation().on(spawn).opacity(1)
.play();
}```
Technically your macro isn't taking into account having the spell not using your spellcasting stat
Such as with multiclassing
Just fyi
you cannot mod hp, temp hp, or max hp with active effects, it'd be waaaay too problematic. You could do a macro.execute or overtime key but instantaneous healing is just an item roll.
look at cure wounds for an example of instant healing and look at regeneration in the midi samples for an overtime heal
I have a nice house rule that basically eliminated all multiclass ideas:
Pact slots don't interact with other class features.
got rid of all the usual spellcasting multiclasses and now just gotta deal with the casual fighter dip
i wonder if you can make an effect that slays a creature thats below X amount of HP if hits
Mace of Disruption
midi sample item
the most annoying weapon as a DM to give to a player
because it prompts the damned save even when it doesn't matter on every attack lol.
okay it needs to be on a weapon right?
you tell me? you haven't said what you are making
apparently Divine Word is automated by a few premade modules too that'd be one to copy off of too
Looks like midi srd, DDBI, and dfreds CE:
thats gonna be a complex actor on use
its all in macros, did you ever automate rend?
nope too hard to do lol
then dont even bother with this either
kk
it relies on rend being automated
Doesn't destroy undead do a check and then do a billion damage in one of the modules
yeah but hes doing a custom class that basically is a reskinned blood hunter
rend is like the crimson rites
so it would need to check if a rend is active in the workflow which he's not automating
If its not full auto then just have the dm toggle dead /shrug
That would be fairly simple with a macro.
if (this.targets.size !=1) return;
if (this.targets.first().actor.system.attributes.hp.value > 10) return;
await MidiQOL.applyTokenDamage(
[
{
damage: 10,
type: 'none'
}
],
10,
new Set([this.targets.first()]),
null,
null
);```
Needs to check for humanoid, too
may actually want to check the attack type too at the top
but that's a start
that too
have the rend item you manually roll to self harm apply an ae that is this actor on use as an onUseMacro key
have the ae expire after the next attack
honestly you got chris' attention now is to ask how to link an items roll to the effect value of the ae that item is also applying
yeah i think ill copy the disruption mace on the weapon and call it a day, for now that or just do it manually
Doesn't the mace of disruption use an item macro?
yeah thats why im just pasting it on the weapon that the player is using
it does and induces a wisdom save to be destroyed, it also needs it to be undead to destroy
better off using chris macro above instead
but in an actor on use not an item on use
mine doesn't do enough checks
would want to check the race as well as the type of action probably
i guess the hard part is the humanoid check
Are you using my module by chance?
I just didn't include that since I have a lot of stuff like that sorted out into my helper functions that I can't remember how to do it without them
yeah im using your module
if (this.hitTargets.size != 1 || this.item.type != 'weapon') return;
let validTypes = ['martialM', 'simpleM'];
if (!validTypes.includes(this.item.system.weaponType)) return;
let targetToken = this.targets.first();
if (chrisPremades.helpers.raceOrType(targetToken.actor) != 'humanoid') return;
if (targetToken.actor.system.attributes.hp.value > 10) return;
await chrisPremades.helpers.applyDamage([targetToken], 10, 'none');```
Untested, should work?
that as a item macro?
actor on use
take a look at my divine smite to see how to setup an actor on use macro with effects
yes an item macro, on the feature, but you want it as an actor on use
there is a key you put on the active effect on the feature, that is something like onUseMacro
then you make the ae um rolled? to apply the efect?
make it a passive effect
cause its only suppose to hit people while you are rending
thats why I said earlier to put it on the rend item, cause his rend is just a self harm ability
and he could make the macro on use apply after he rends
When he rends it applies the ae, have the ae have special duration of one attack, bam
make an ae on the rend item, use DAE to auto complete: onUseMacro
use the key that comes up, custom mode and then the value needs to be ummmmm. Item Macro.Whatever the item name you put chris macro in
Is it ItemMacro. or Item Macro.?
I'm not at a pc that can view foundry to check
ItemMacro.Feature Name
honestly similar concept to reckless attack in a way
if you can figure out how to make the damage rolled in rend to apply to an effect value on the ae the rend item has you could also finally have your rend fully automated
I'll be back at the mancave in about 30 minutes if you are still lost Araxiel
okay and yeah damn my player for picking this class lol...is like a really weird blood hunter
One of the main reasons why I don't fast forward is so I can punt on complicated stuff like this. I just throw a reminder in
I bestowed a curse onto one of my players. How would I set up an effect to impose disadvantage on their dex rolls?
There are midi flags for that
I have that spell fully automated if you use my module
if you have dae, the easiest solution is to make an effect and have dae auto complete when you type save.dex
I did this https://i.imgur.com/uEcNq6a.png
DAE 10.0.27 requires @ to be enclosed in " or '
Don't think this is intended, tposney knows about it.
Was testing blood curse of the binding and it automatically rolled the amplify damage and applied it to the target instead of the play. Anyone seen that behavior?
in the first one put a 1 in the effect value and you are all set
thats caused by the items details for target not being set to self/self
If you just used the DDB importer for it, it just parses it as best it can
It doesn't know the context
I did
A lot of the blood hunter stuff needs to be fixed up
still prompts the dis normal adv box when clicking on the save ๐ค
are you a midi user?
yes
is disadvantage or normal not highlighted in that popout?
its subtle but it should have a bolded edge
if you fast forward it would have auto chose the bolded option, I don't fast forward, but I use advantage reminder and it makes the highlights easier to see in that popout
theres a setting in midi to automatically choose the option there and never show the window, many swear by it, I hate it
if you don't want to fast forward, highly recommend Advantage Reminder Module purely for the ability to highlight in those windows
Hmm so it looks like the current setup is just not smart enough to handle the blood curses doing something to the target, and possibly the player if they amplify?
That feature would need an item macro honestly to do it right
I've done a few of the other blood curses, but it doesn't look like I've touched that one
That is beyond my current foundry knowledge haha. Any pointers how to make an item macro?
isn't it basically what araxiels rend is? roll some self harm, amplify the next attack?
Many if not all the blood curses can be amplified and then have some extra effect on the target.
https://github.com/chrisk123999/chris-premades/blob/master/scripts/macros/classFeatures/bloodHunter/bloodCurses/fallenPuppet.js
Pretty much make a dialogue, apply the self harm, and update the target effect.
If you're using DDB importer, you may be interested in my blood hunter automations from my module. It's built around fixing up many of the features from the DDB importer version.
Pretty cool @scarlet gale thanks. Maybe Iโll try to figure out how to implement this. What is the module called?
its also a checkbox all over ddb importer for additional features
DDB impoter has 2 checkboxes that allow you to use my automations when available.
@hasty jackal you ok with your rend stuff now? I'm at my pc can help if need be
Thanks! Iโll play with this
@vast bane i created the item called rend that deals 1d6 to self
add an active effect to it with DAE wrench at top, in the lil drop down keep it as "New" and click the plus so it makes a new ae on the item
so, do I need to copy my question here?
@rotund crag Configure settings>midiqol>workflow button>workflow tab>damage subsection:
(My Yes + Damage card) is the full auto, you probably have YesDM, NoPC)
Hi! Can someone help me out? Im trying to make an effect that doubles the players damage with everything. I figured this was how, but its not doubling anything.
macro territory, you could simply edit their items and add *2 onto each formula
Ah alright, its just part of ability that does it for 1 turn.
is it homebrew?
Yea
If so just change it to auto crit for 1 turn and call it a day, its your brew after all
Oh yea alright thats a good idea, thanks.
I do have yes + damage card.
I did not have "enhanced damage roll dialog" active. Turned it on, does not seem to be working still
when you attack as the player do you have a Dm logged in at the same time?
different browser, yes
That is from players perspective
oof
its always when I don't lead with it that it is it
always
You have a very hard decision to make
(You are mixing rollers)
that should fix you
works now, thanks
Hey @scarlet gale - trying some of your scripts in an item macro window and this.actor.system is undefined. Any clue what is going on here (I am a programmer but almost totally unfamiliar with the Foundry api). Thanks! (This is when trying to determine the damage dice for the crimson rite)
Could you screenshot the error?
Yep one sec
As well as post what macro you're trying to use.
I'm guessing you're trying to copy the macro I posted above to setup that curse?
yep, bringing over your helper code where I need it.
If my module is active, you can swap chris to chrisPremades.helpers
All my helper functions are exported into there
ah good to know
the error is this:
one sec and I'll drop what code it runs into when it does this.
that would help
I'm not sure why that's just displaying itemacro and not midi-qol
I feel like the macro is being executed wrong
Such as having character sheet hooks enabled in the item macro module
Ah it is - let me disable one sec
no change when I remove the hooks. Here is the code I have so far, just playing around - fails on the third line looking for "system"
again apologies if I am doing something obviously stupir
or stupid even ๐
you never hit save when you checked character sheet hooks if you still have the error
as a midi user, if you see an error that is "itemacro" that means you are using item macro instead of midi and thats bad.
Yea, it shouldn't ever show that module name in the errors in a midi environment.
Ok - so Item Macro is not what I should be using?
you should but the character sheet hooks setting needs to be unchecked in item macro
(Again totally new to this)
your error says you have it checked
its a module that midi purely uses as a storage device, its features should all be shut off
well the abreviated button is a good setting
Huh. It was indeed I checked because I had to restart after I unchecked it
what is the new console error then?
Good chance it shouldn't have one after fixing that
cause you said "no change" we assumed you never changed the setting
Oh sorry I meant there was still an error
What's the new error?
Looks to be the same, but I expanded it this time
lol
It's still not unchecked
can you please show us your item macro settings?
do you have a module that tyrannically locks settings?
I donโt think soโฆ.
How are you running the macro?
Did you put ItemMacro in the midi item on use section on the feature?
I am running it with the execute macro button in the item macro dialog
that's why
0_o
macro
Ok I click on the dice next to the feature it just does what it normally does. How do I make it ignore that and use item macro?
Well, this is a blood curse right?
Yea
Setup the effect as you would normally want for the version that isn't boosted
on the DAE button in the title bar
at the bottom of the feature, look for a section called Midi-Qol on use
or something along those lines
Click the + and put in ItemMacro make sure it's set to execute after active effects (default)
Then you can just have the macro "update" the effect on the target actor. Like it does for my example one.
You can look at my included blood curses in the module if you need an example
Ah ok I see.
Ok I have it running the macro after the normal steps in the details.
And it gets past the error from before
thanks all. that was by no means obvious.
I think I can tweak this to give me what I want.
welp im still lost about the rend stuff lol...sorry for being dumb
In general, if you want to have a table set up and you want a feature to trigger (for either limited uses or something like that), if there a way to have the roll of the feature trigger a subsequent roll on the table
if you have CPR installed, it gives you the experimental elixir premade
CPR?
Sources of premade stuff for Midiqol:
Modules:
Midi Sample Items Compendium(comes with the module)
Midi SRD's compendiums
https://foundryvtt.com/packages/midi-srd
Chris' Module form of his macros:(CPR)
https://foundryvtt.com/packages/chris-premades
Dfred's Convenient Effects:
https://foundryvtt.com/packages/dfreds-convenient-effects
MrPrimate's D&D Beyond Importer:
https://foundryvtt.com/packages/ddb-importer
w15ps's Module
https://foundryvtt.com/packages/w15ps-srd
Macros:
Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros
Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros
Crymic's Patreon:
https://www.patreon.com/crymic
Wiki:
Activation condition and other useful info:
https://github.com/thatlonelybugbear/FoundryMacros/wiki
you can also check out my stuff https://www.patreon.com/crymic
Hi there, Im trying to figure out how to enable auto-rolling attack with advantage and damage through Midi-QOL. No combination of settings i've found works. Might anybody know?
I believe Alt is advantage?
no way to auto-roll it?
This is midiqol not ready set roll ๐
you could give the actor a flag that gives them advantage always, but the way you are saying it sounds like you want to throw 2 and decide, thats a different roller
ah i see, thanks for the idea. Still very new to this UI
midi is very much about knowing what you are throwing or letting midi throw it for you. Ready Set roll is a module that lets you just throw the dice and pick after the fact.
For items with a charge recovery at dawn, how would that be reflected in the charge recovery formula
imo, House rule number 1: All dawn, day, night,or daily recharge similar things are recharge on long rest.
why bring that chaos to your table
Life is so much easier
Fairo
ok @scarlet gale or @vast bane one more question (Sorry) - when trying to call chris' applyDamage function (and also when using this.item.name in defining the roll's flavor text) I am getting this. Any ideas?
click on utils js 497?
are you on midi 38?
that is a tell tale sign of midi 38
is it a magic items module reaction?
or really any magic items module item
I am on Midi 10.0.39
is it a macro you made using his helpers?
no this is still the blood curse, unless I have toggled something wierd somewhere
this is using chris' macros to apply damage
Could you show me your macro?
It's likely you're using the function wrong.
using it similar to what you are doing...
let amplify = await chrisPremades.helpers.dialog('Amplify Blood Curse?', [['Yes', true], ['No', false]]);
if (!amplify) return;
let damageDice = this.actor.system.scale['blood-hunter']['crimson-rite'];
if (!damageDice) {
ui.notifications.warn('Source actor does not appear to have a Crimson Rite scale!');
return;
}
let roll = await new Roll(damageDice + '[none]').roll({async: true});
roll.toMessage({
rollMode: 'roll',
speaker: {alias: name},
flavor: 'Blood Curse of Binding - Damage to Self'
});
await chrisPremades.helpers.applyDamage(this.token, roll.total, 'none');
but I very well could be doing things wrong. Thanks for your patience
Nothing looks wrong, let me test that on my client
The error appears to be in the wrapped midi function
so in the MidiQOL lib and not your code?
maybe he missed another item?
nah
@gilded yacht Looks like a recent update broke applyTokenDamageMany when there is no item involved.
Revert to 10.0.37
is there an easy way to do that in the foundry interface?
Not really
Midi-Qol is on Gitlab instead of Github and I don't see an obvious way to downgrade other than downloading the old zip file.
hmmm ok
well thanks for confirming it
prolly caused by the v11 changes? Honestly this just means we'll have a smooth move when v11 drops if hes hitting the bumps now
Gitlab doesn't make it easy for me to tell where the issue came from
It doesn't have a good compare function like Github
ok bingo, reverting back to 37 did the job!
thanks @scarlet gale !
really appreciate your help tonite - got some more tweaking to do, but I think I can set this up like I want it.
pretty sure it's always required an item
