#MidiQOL

1 messages Β· Page 105 of 1

scarlet gale
#

Calling MidiQOL.applyTokenDamage makes a workflow without an item.

celest bluff
#

it wants the full item details

scarlet gale
#

Or at least, it can.

celest bluff
#

I'll test it out

scarlet gale
#

Reverting to 37 fixes the issue, so something in the new update broke it.

#

Either from 38 or 39

#

I want to say damageOnlyWorkflows also can be itemless

celest bluff
#

it dealt damage fine but no workflow was generated

#

typically MidiQOL.applyTokenDamage is workflow less and MidiQOL.DamageOnlyWorkflow makes a workflow

#

MidiQOL.applyTokenDamage provides

scarlet gale
#

So

celest bluff
#

technically you could dump all that into a workflow, but then it might trigger additional damage heh

scarlet gale
celest bluff
#

You running a silent macro with no chat card?

scarlet gale
#

I wrapped the midi function, but that shouldn't change it

#

MidiQOL.applyTokenDamage is all I'm really doing in certain places

celest bluff
#

you can also toss saving throws into that as well

scarlet gale
celest bluff
#

and add additional damage or add a prebase damage total

scarlet gale
#

(And has always worked before)

celest bluff
#

I'll check my other box

#

you're saying 10.0.37 works fine, that's what i got to test with

scarlet gale
#

Yea

celest bluff
#

Tposney's not gonna answer anything until Monday

scarlet gale
#

Yep. But Tposney normally just goes through and checks all mentions from what I've seen.

celest bluff
#

I already alerted him about DAE 27 with @ items

scarlet gale
#

Saw that too, that seems like a much more annoying bug to deal with

celest bluff
#

I sent him a follow up message with what you're experiencing

scarlet gale
#

I think it's likely fixed with adding a ? somewhere in there

celest bluff
#

yeah tends to be the fix

#

he rushes through a lot of stuff and often it's just a ?

#

I've had to mod midi tons of times in the past

scarlet gale
#

I don't update midi-qol until I'm very certain it's safe to do so

#

At least for my own personal game

coarse mesa
#

do we need to downgrade DAE too? have a session in an hour stress

celest bluff
#

I'd suggest it

#

26 is safe

scarlet gale
#

My dev server I just mash the update all button normally

coarse mesa
#

thanks bud πŸ‘

acoustic atlas
#

Working on an item with two effects, one temporary which that hits the target, the other a passive which buffs the user. It seems like the use of the feature is applying the temporary effect to the user not the target and overwriting the passive effect in the process,

Is it worth just splitting them up

vast bane
vast bane
#

I only update if chris says its mandatory to lol

#

I'm of the philosophy don't fix what aint broke

vast bane
acoustic atlas
vast bane
#

+1

#

So what exactly is wrong with the item? its not going to be perfect, but it looks to be my kinda janky for a janky Magic Weapon infusion

#

Warpgate wiki has an example for this fyi

#

lol it'll be a funny conversion, const thisToken= this.token

acoustic atlas
#

Test is the user, Battle Dummy is the target.

Test has the radiant weapon feature and when its applied, it immediately gives the blind condition to test and doesn't give the weapon buff

vast bane
#

actually midi samples or midi srd's shilleileigh is a better example

#

already setup for midi and it lets you pick the item to update

acoustic atlas
#

Rolling the effect with Battle Dummy targeted doesn't apply the blind condition to it

vast bane
#

is this a pre roll feature?

#

show me the effect tab of test

#

are you making the armor specials from the artificer?

acoustic atlas
vast bane
#

if so those are already made in CPR

#

drag the item to the sidebar, export it and dm it to me

#

or just send it here

acoustic atlas
#

Where in CPR, can't find in Class Features, Class Feature Items or Item Features

vast bane
acoustic atlas
#

I'm making the infusions

#

Not the armor model features

vast bane
#

isn't the radiant thing the reaction to one of these armors?

acoustic atlas
#

Nope, its an infusion

vast bane
#

are you hosting for a level 6 character?

#

cause making stuff when you are amateur is not a wise idea, make what you need now, and learn, then build the far off stuff when you start to get a grip on stuff

acoustic atlas
#

OK,

vast bane
#

you are not making this item right

acoustic atlas
#

Not anymore

vast bane
#

The item itself with the +1 should be a warpgate or dae item update. Shilleligh and magic weapon are great examples. It should have a dae key for macro.createItem that grants a reaction item as long as the weapon is equipped that has 4 charges and deals the blind out.

#

you could go the route you are going for a janky way, but break the item up

#

don't do both items together

#

make the base buff item that buffs the caster/holder of the weapon. Add a key to the other two +1's that is a macro.CreateItem

#

then go make your second item thats a reaction that blinds

#

store that item that blinds in a compendium somewhere you won't delete, then drag it from that location into the effect value of macro.createItem

#

make the item that has the two +1's and the macro.createitem a standard effect transfer, target set to a creature, range of touch. No boxes checked in the effect. Duration should be set to nothing, but put a force show value in the first tab so it shows up as a buff on the actor so the artificer knows who has it.

#

Do you fast forward?

#

You could improve this janky method if you don't fast forward, install advantage reminder and instead of directly modding the global to hit and damage, instead add a reminder with a +1 button in it so the player can decide if they are wielding the radiant weapon or not

#

I actually think the sacred weapon premade might be a better item to plagerize

#

would have to add the damage parts to it but it comes with the lights done and the to hit

#

that blinded is gonna be ugly no matter how you do it unless you can get someone to write a good macro for it, almost a smite esque macro

#

a prompt at the end of the workflow to apply blinded and expend a charge

#

Dialogs are the bane of my existence so I can't help you with that, I'd just leverage the player to remember to apply it

#

you could put an advantage reminder/inline roll command in the damage message to roll the blind ability though

dark canopy
# acoustic atlas
/*** CONFIG ***/
const mutName = "Empowered Slap";
const thisToken = token.document;

const baLight = (await fromUuid('ba item uuid')).toObject()


/*** Helpers you may need to tweak ***/
const weapon = await warpgate.buttonDailog({buttons: token.actor.items.filter( i => i.type == 'weapon').map(i => ({value: i.id, label: i.name})});

/* tell me what items to mutate */
const findStrikes = (item) => item.id == weapon

/* tell me how to convert the item to the mutation update */
const toShorthand = (shorthand, item ) => {
  
  const parts = item.system.damage.parts;
  const attackBonus = `${item.system.attackBonus ?? ''}+1`

  shorthand[item.id] = {
    'system.damage.parts': [...parts,['1',parts[0][1]]],
    'system.attackBonus': attackBonus,
    'system.properties.mgc': true,
    //whatever other properties you need
  }

  shorthand[randomID()] = baLight
  //any other items you need

  return shorthand;
}

using the wiki entry here (the remaining you need to copy) https://github.com/trioderegion/warpgate/wiki/Magical-Slap

vast bane
#

You can hold your breath indefinitely while you're not incapacitated.

This sounds to me like it deserves a condition immunity for suffocating?

vast bane
#

We need this exact thing only an active effect made via a macro lol

scarlet gale
#

Pretty sure that's just reverting the last mutation, not one via a name

vast bane
#

The races are not going as I had expected for the wiki checklist. Sure theres a few automations outside DDBI, but DDBI is basically nailing them all while every other module isn't, feels kinda pointless to do them but I'll keep at them.

https://github.com/MotoMoto1234/Midi-Wiki/wiki

Feats, Spells, and Races are done, the Class features is roughly just what MaxPat gave me so far unpolished.
**Races are not done, just a few are done

vast bane
#

it only gives feat and spell for examples, I take it items are a lil more complicated?

scarlet gale
#

The mutation doesn't have name set and the revert is just undoing the last mutation on the stack

#

So if you have another mutation occur, it may revert the wrong one

violet meadow
#

Just keep in mind that there is a possibility that this will not be the workflow in v11.
I am considering just always adding a line to define workflow to better be safe than sorry

scarlet gale
#

I'm not worrying about that yet. If v11 requires changes, so be it.

vast bane
#

Chat GPT will help alot

#

It can translate the advice you get well but its on a 2 year delay for foundry specific javascript

#

I largely get by, by just plagerizing similar things already made.

violet meadow
#

Just use current Midi SRD with caution.
With all the recent updates of midi/DAE I won't push the new version till their kinks have been sorted out and tested the changes in the spells.
Most of them are gonna be reworked.

Hideous laughter is one of them

vast bane
#

with my posted change to the overtime the macro-less one works now

#

the macro one has an issue with the args

#

and I'm on version 37 so it can't be the new stuff

#

it prompts just fine but the problem is the DC is zero so it always succeeds the first time they are smacked

violet meadow
#

I can go through and provide some pics instead when I get back

vast bane
#

if you ctrl F in this thread for "Sigh Attribution" you get my two images for attribution which is what I think he was referring to

#

I put those words in so they could be found lol

violet meadow
#

Hopefully within this week we will be on a stable enough version to get it out and start working on v11

sleek bone
#

Was there a way to set up an effect like a grapple applied via an attack to be removable with an effect flag that pointed to a save DC? I know about the "Special Duration" of "Expire if the character rolls X Saving Throw: Success" but I don't remember what flag and effect value I had to set for this to work

vast bane
#

the wiki has an entry for an overtime cheat sheet so you don't make any typos in the overtime syntax

foggy vigil
#

Hiya, anyone know the name for the system attribute Hit Dice. Can't find it for some reason.

vast bane
#

select a player character and type _token.actor in the console and try to find it in the data

sleek bone
# vast bane the wiki has an entry for an overtime cheat sheet so you don't make any typos in...

So had a read and while this does help with a lot of things I have tried to set up recently, it still kinda does not seem to give an answer to what I was trying to set up. The OveTime thing still AUTO rolls the check - I'm trying to set up a grapple that must be escaped with an ACTION and have the DC linked to the effect in some so that it auto-removes upon a success, even if I completely remove the "turn=start/end" bit the OverTime flag still just automatically rolls the save

vast bane
#

the overtime key and the macro.ce key that applies grapple are on the same ae, so when the overtime is defeated with an action save, both are removed

#

were you reading the v9 readme or the v10 readme? cause what you want is actionSave which was added in v10, it only works with turn=end fwiw

#

and don't remove those btw

#

use the cheat sheet to better make your ot's

sleek bone
#

Oh yeah I most likely read the V10

vast bane
#

when you set the overtime to turn=end and actionSave=true, you will cause a successful specified check of what the overtime is expecting to remove the overtime before the end of the turn happens

#

you have to define the check, my cheat sheet is very helpful in this, its in the pins in the wiki

foggy vigil
narrow saddle
vast bane
#

both midi and dae have a folder in them that probably doesn't need to be there but dae's is especially problematic as its the wrong name

wide crystal
#

Hello JS sorcerers. I was wondering whether you'd be able to advise on how to make an item reapply an effect at the start of the wearer's turn?

Cloak of Displacement: Disadvantage on attacks against you, disables when you're damaged, reactivates on turn start.

#

I tried adding the following effect macro on turn start: dnd5e.documents.macro.rollItem("Cloak of Displacement") and set the effect to apply to self when item is rolled, but I assume this doesn't work like that.

coarse mesa
#

Finally annoyed me, now that you've mentioned it. Test this for me?

[id^="ActiveEffectsConfig"] .window-content {
    overflow: visible;
}
vast bane
#

Effect macro roll origin for less janky.

wide crystal
#

How would I go about recharging?

acoustic atlas
#

What does "system.abilities.str.min" reflect?

coarse mesa
acoustic atlas
#

I am hoping to create a floor for strength checks (think "Indomitable Might"). If it is as you describe, then idk how to apply it

#

Its like reliable talent but I can't see the macro for that so idk

vast bane
# wide crystal How would I go about recharging?

recharge is below consumption on the item details, if you have simbuls creature aide that feature suddenly can act as a reminder to use something every turn as simbuls pops it up in your face.

#

its a box you check and then set a value between 1 and 6 as its the standard npc recharge

#

if you recharge 1, then it recharges every turn guarenteed and prompts the user that its available

#

you can also make 2 effects on the cloak, effect one is always on, and has an effect macro on turn start that rolls origin(Origin.use()). Then the other active effect is the displacement thing with a special duration of damaged, that rolls self/self to apply.

dark canopy
bitter pewter
#

I need to activate an area damage to all tokens in 20 feet when an actor reaches 0 hp

#

I am trying to understand how to activate a macro on 0 hp or an effect

raven holly
#

Alright, so this is how I have a macro triggered when a specific actor dies, the macro I use is very basic, it just rolls that item from their sheet
1 Create an Item
2 Create an Active Effect with Transfer on Equip, Duration of Special - Zero HP, and the Effect of macro.itemMacro
3 Add item macro

bitter pewter
#

Thanks will try it on a feature

bitter pewter
#

Is there a way to have midiqol.trapworkflow place the template automatically without asking it?

hot flower
#

ok. sorry for this very basic question, but i've downloaded DAE 10.0.26, and it unzips to dist... i've tried renaming it to dae and manually uploading it, but it's not getting picked up by foundry. the module.json has the id as dae so not sure what i'm doing wrong. Any suggestions? Have a session in 1.75 hours.

#

ok. nvm. took a couple of uploads to get it working.

coarse mesa
proper siren
#

Hello hello, does anyone know if midi has a way to initiate a saving throw against an active effect on the character any time that character is damaged?

celest bluff
#

You writing berserk for golems?

violet meadow
#

onUpdateTarget DAE flag can monitor for hp changes and trigger whatever you want too

hardy marlin
#

Are midi damage rolls broken currently?

proper siren
proper siren
# violet meadow If you have a description of what you want to achieve we could suggest more spec...

Thanks! This is the description of the spell, I'm trying to automate the saving throws when the target takes damage:

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

celest bluff
# hardy marlin

This macro needs the whole item, either it's set to null or it's just the item name

proper siren
hardy marlin
#

Was fine last week somepoint during the week midi updated and now all damage buttons produce this

scarlet gale
#

Update or downgrade your midi-qol

hardy marlin
#

I have done full reinstalls still the same thing

scarlet gale
#

Actually, downgrade

hardy marlin
#

Do I just point to an old module.json

scarlet gale
#

It's same bug I mentioned yesterday by the looks of it

celest bluff
proper siren
proper siren
violet meadow
#

In DAE

proper siren
#

oh right

#

lol

violet meadow
#

It's a DAE flag and is exactly what you need. I am using it for Hideous Laughter automation

#

If I have access to my server later I can share something

proper siren
#

thanks appreciate it, looking for the docs on the dae documentation now

hardy marlin
#

Can someone point in the right direction of finding old midi releases on gitlab?

#

I don't know gitlab

hardy marlin
hardy marlin
#

Im guessing latest dae doesnt work with old midi

scarlet gale
#

Latest DAE has it's own issues

proper siren
celest bluff
vast bane
#

My one cool contribution here was my shieldmaster/dual wielder toggle, but chat GPT helped me make it lol

#

Heres a positive effect on the community this wiki has had:
Those two cantrip changes were borne from me pouring through ddbi to qualify his stuff for midi automations and he took the advice and they are now good spells to yoink for midi.

#

(DDBI patch notes)

violet meadow
# proper siren Thanks, unfortunately not seeing anything in dae's documentation either, if you ...

Create a DAE with the flags.dae.onUpdateTarget | Custom | SpellName, ItemMacro, system.attributes.hp.value,@attributes.spelldc, wis

(SpellName is a placeholder name, change it to the spell name or whatever
Also I am passing spelldc and wis as the save to roll, which you can change easily ☝️).

The ItemMacro can be something like ```js
const saveDC = args[1];
const saveAbility = args[2];
if(args[0] === "onUpdateActor") {
const {originItem, targetActor, options:{dhp}} = args[args.length-1] ?? {};
if (dhp >= "0") return;
const flavor = ${CONFIG.DND5E.abilities[saveAbility]} DC:${saveDC} ${originItem?.name || ""}
const saveRoll = (await targetActor.rollAbilitySave(saveAbility , { flavor, fastForward: true, advantage: true })).total;
if (saveRoll < saveDC) return;
await MidiQOL.socket().executeAsGM("removeEffects", {actorUuid: targetActor.uuid, effects:[targetActor.effects.find(eff=>eff.label===originItem.name).id]})
}

#

Ah I got that from my Hideous Laughter so it has advantage on the save when the Actor gets damaged, but as a starting point should do it

violet meadow
#

small edit

proper siren
proper siren
# violet meadow small edit

hmm looks like onupdatetarget isn't initiating the item macro. I'm using: flags.dae.onUpdateTarget = Enemies Abound, ItemMacro, system.attributes.hp.value,@attributes.spelldc, int

Does that look correct?

sharp lynx
#

is there anything in Foundry that can apply the "no reactions until the end of your next turn" for a target?

proper siren
sharp lynx
#

so you basically force them to use their reaction?

proper siren
sharp lynx
#

this is for a blood curse - if they fail a save, their movement is 0 and no reactions until end of next turn

proper siren
#

Yeah, I can send you a screenshot of the dae you'd want

sharp lynx
#

sure thanks - trying to figure out how much of this I can automate πŸ™‚

proper siren
#

lol depends how much time you want to spend

sharp lynx
#

of course πŸ™‚

#

learning this so sticking my feet in all sorts of pools.

proper siren
sharp lynx
#

and I assume the Dfreds CE gives you the Reaction option (hence the CE?)

proper siren
#

correct, and that integrates with dae's reaction checking, so if they have reactions available they won't get a prompt trigger for them

stark badge
#

Does anyone have any cursory suggestions for implementing artificer infusions? As far as I can tell ddb-importer doesn't quite handle this properly, and applying active effects to owned items of an actor separate from the one casting the spell seems complicated.

#

It occurs to me that I can manually administrate a consumable item that grants an artificer infusion effect

dark canopy
stark badge
dark canopy
mystic timber
#

quick easy one I think

#

how do I add a second subtype

#

I cannot get it to work

spice kraken
#

['construct'].includes('@raceOrType') should do it

mystic timber
#

I mean, I am trying to add "undead" to the forbidden types

spice kraken
#

Could do ['construct', 'undead'].includes('@raceOrType')

stark badge
#

I appreciate your attention

mystic timber
#

eyyyyy that worked

#

Where does "@raceOrType" fit in the API

violet meadow
# proper siren hmm looks like onupdatetarget isn't initiating the item macro. I'm using: flags....

does it trigger a warning from midi that no macro present or something?

If yes, you can link the item by using Item's uuid instead of just ItemMacro. Easiest way just directly drag and drop the Item from the character sheet to the Effect's field on the DAE.

That will create a link and then use it to be ItemMacro.Actor.actorId.Item.itemId for a linked actor or ItemMacro.Scene.sceneId.Token.tokenId.Item.itemId

spice kraken
violet meadow
#

@proper siren DAE version?

#

That flag was fixed in the latest DAE version 10.0.27

vast bane
#

we all had to downgrade due to breakage in 39 midi

#

pretty sure dae also has a bad breakage with @

dark canopy
proper siren
vast bane
violet meadow
#

You would need to wrap the @ in "" if I read that correctly, but yeah there is an issue in latest DAE

proper siren
#

cool well I'll upgrade to latest once that's fixed and see if onupdatetoken is fixed too

violet meadow
#

onUpdateTarget I can vouch that it is fixed as I've tried it πŸ˜‰

vast bane
#

the problem with downgrading for your specific issue is you will have to go Far far back and even downgrade dfreds CE just to get a fix and that means no CPR if you have that

#

if I understand it as such, the last dae that had that flag functional was before dfreds 4.0

#

best to just wait it out and sit on the newest or dae 26

#

I can't imagine dae 27 working well with midi 37, isn't he in the process of fiddling with v11 compatibility?

proper siren
vast bane
#

and we absolutely have to use midi 37 if we're cpr users

#

Temp items break in CPR

proper siren
#

ahh okay, I don't use cpr so that makes sense

vast bane
#

You guys need to try out lukas' css fix for dae! No more weird scroll down here.

#

Share the code here so I don't look like a mooch lol

coarse mesa
#
[id^="ActiveEffectsConfig"] .window-content {
    overflow: visible;
}

('twas Moto's idea)

vast bane
#

plop that into custom CSS module and the weird glitch with the suggestions is no longer glitched

coarse mesa
#

Hopefully @gilded yacht can implement it – it's not technically one of his windows πŸ€”

vast bane
#

I feel like this deserves its own channel with foundry lol

#

CSS tweaks

frail osprey
#

pardon for the noobish question, but where do I insert this code?

short aurora
#

You need the Custom CSS module or to add a custom CSS file.

frail osprey
#

Also on the noobish questions streak, I've noticed that ddbi has a macro for Hail of Thorns spell (though it doesn't have an automated HoT for importing), how do I implement this macro?

scarlet gale
#

You likely just need to reimport your spells

short aurora
#

Or to run js const TestItem = game.items.getName("Hail of Thorns"); await game.modules.get("ddb-importer")?.api.effects.addDDBIEffectToDocument(TestItem); with the new version, Jack just fixed that macro and it works if you have all of the enabled dependencies. edit: have the item Hail of Thorns in your sidebar for this one

#

It spits out a debug in the console for which you need

frail osprey
#

btw, is there a way to make the ddbi macros folder show up as a compendium too?

frail osprey
short aurora
#

Sidebar being sidebaritems tab

frail osprey
#

Oh, yeah, right. I have all the dependencies, my issue is actually where should I paste this macro to make it automate my players' spells.

short aurora
#

If you run that macro, it sets it up for you on the sidebar item with ddb importer enabled

frail osprey
#

For a second there, I thought I was, maybe, the dumbest mf in the world, but then I took a breather, came back and tried again reading things attentively. It worked like a charm. Tyvm, Krig!

vast bane
#

isn't hail of thorns brand spankin new, wasn't it Elwin's that he just shared to Mr.Primate?

frail osprey
#

I have all the dependencies and checked the box, but I imported only spells, maybe that's why?

vast bane
#

I imported only spells and got it

#

are you using a proxy or patreon

frail osprey
frail osprey
vast bane
#

yeah hail of thorns is only available from ddbi

frail osprey
#

I do have the js files on my computer (inside the ddbi module folder) but they just don't show up as a compendium in foundryvtt

#

weirdest thing of all is that the Darkness macro shows up at my macro directory

vast bane
#

they wouldn't be there

#

the macro is in the item macro of hail of thorns

frail osprey
#

makes sense

#

but then HoT should be here though, shouldn't it?

vast bane
#

you don't own it

frail osprey
#

is it patreon only?

vast bane
#

you need the players handbook for it

frail osprey
#

ah, right

#

for a second there I simply forgot ddbi uses DnD Beyond as source, lol

vast bane
#

Its a self/self item with:

#

so your other source of the spell would not know to change the item details to self/self

#

and clear out the action type

#

clear damage formula as well as any save info

frail osprey
#

That's very informative! Thank you, kind soul!

cyan turret
#

I'm having an issue where all my line abilities no longer target anything in the area...all other templates are working fine.

vast bane
#

and what are your target settings in workflow tab/workflow button

cyan turret
cyan turret
#

Yes "no targets"

vast bane
#

show us the console error

#

and your target settings in workflow button>workflow tab

cyan turret
violet meadow
#

Are you using a templates changing module?

#

Ok Find the culprit time I guess

vast bane
#

what version of foundry is that?

cyan turret
#

v10

vast bane
#

thats alot of GM's logged in

#

disable better roofs and see if it starts working

#

while you are in that window give us your midi, dae, socketlib, libwrapper, dnd5e, and better roofs version numbers

cyan turret
#

I dont have better roofs enabled

vast bane
#

wtf is roofs then?

cyan turret
#

roofs and overhead tiles

vast bane
#

disable that module

cyan turret
#

I'll disable

vast bane
#

Adds to the list

cyan turret
#

Disabling that module didn't change the result

vast bane
#

I think we're about to play This is Your Life with v9 and older modules.

cyan turret
vast bane
#

you have 70 warnings on fresh load?

#

you need to purge your v9 and older modules

cyan turret
#

XD

vast bane
#

I'm just gonna assume right now that your problem is you have better rolls for 5e installed

cyan turret
#

I do not

vast bane
#

clear out your v9 and older modules and then make sure none of these remain installed or their settings are not tweaked so they don't mess with midi

cyan turret
#

I do have advanced spell effects...

#

I really can't have that?

vast bane
#

if you have module management+ that module hides the triangles

cyan turret
vast bane
#

Then yeet it

#

or yeet midi /shrug

cyan turret
#

Well yeeted or not, line template still not targetting...let me look through ...

vast bane
#

is your midi v10?

#

your world looks like its frozen in time

cyan turret
vast bane
#

what is your top 3 drop downs in the workflow tab of midi's workflow button

#

my guess is its set to a module you don't have

cyan turret
#

These are my options on the templates....some of these are new to me...like cylinder

vast bane
cyan turret
vast bane
#

show me the image of the map in walls mode

cyan turret
vast bane
#

do you think the template was stopped by walls?

cyan turret
#

definitely not. Been testing on multiple maps

vast bane
#

does it work with midiqol, dae, socketlib, and libwrapper as the only enabled modules?

cyan turret
#

cry

#

let me check.....

vast bane
#

the module find the culprit makes that test super simple btw

cyan turret
#

i'll download it now then

vast bane
#

you also have alot of dead modules installed just from this snippet lol:

cyan turret
#

Yes I know...I do need to purge

vast bane
#

is the caster an evocation wizard?

#

I wonder if midi 39 broke sculpt spells

cyan turret
#

not sure what i'm doing wrong with find the culprit

#

I click start and nothing happens

vast bane
#

find the culprit button is in bottom right of manage modules, lock in socketlib and libwrapper and then check midi/dae

#

did you just install it? 0_o or did you already have it?

cyan turret
#

Just installed

vast bane
#

jesus you are unlucky, what version is it?

cyan turret
vast bane
#

who is your service provider lol

#

go out and update find the culprit

#

wait

#

lets make sure you are on the right stuff here, nothing about this matches. What is your real foundry version/build and dnd5e system?

#

if you are still ingame hit settings side bar and snippet the top of it

cyan turret
vast bane
#

wait a minute you have 232 modules installed?

cyan turret
#

Okay, yeah I had to update find the culprit. give me a sec to check again

vast bane
#

yer probably stressing whoever your service provider is with that mod count but fwiw to fix find the culprit update it, for some reason your provider decided you should use an old version that doesn't work in v10

#

if its forge you might have forge set to a legacy mode and you are getting v9 stuff and manually overrode your system and build

cyan turret
#

Okay....so it looks like find the culprit literally disabled all my modules anyway

#

sigh

#

but good news is it was now targetting correctly

vast bane
#

its probably taking the first attempt and continuing it

cyan turret
vast bane
#

honestly take it as an omen, you need to do some house cleaning, 232 modules is massive even for midi user standards

#

only enable modules that are v10 or higher

short aurora
cyan turret
#

Yes, thank you. Its not trying to find the culprit - I guess by 1/2 the modules every time

short aurora
#

Yup

vast bane
#

thats how it works but honestly we weren't setup for that

cyan turret
#

it's telling me 0 modules still in the list though...

vast bane
#

you aren't going to get an accurate read

#

bruh forget find the culprit you got the only answer that matters. You don't want to do a find the culprit with 232 modules lol

#

trim all your v9 and older and try midi with just that, if it works you can move on

#

if it doesn't work, start a ftc with a more tamed module count

cyan turret
#

How do I stop find the culprit though? lol

vast bane
#

hit the reset button when it asks you yes/no/reset

cyan turret
#

I did...

vast bane
#

lol

#

you are so unlucky

cyan turret
#

w/e i'll go through this like you said

#

But I am definitely getting unlucky

vast bane
#

go out to the meny and safe configure load into your world by editing the world

#

you aren't going to find the true culprit cause you only enabled 2 of 232 modules that are dependencies. You will get false positives or an endless loop

cyan turret
#

I'm just sad now all my modules are disactivated and I didn't write down which ones i had active

#

oh well

sharp lynx
proper siren
vast bane
#

if its not showing up its cause you are using the wrong key though honestly

#

you are trying to use statusEffect

#

macro.ce doesn't have the limitation of status icons only and is a much better key overall since statusEffect doesn't work well with CPR and it has that weird effect where it squishes all status effects into one.

sharp lynx
#

oh that is the one gambit had in his screenshot

proper siren
#

I don't use cpr

vast bane
#

thats not the biggest point there, statusEffect squishes all status' together

proper siren
#

hm gotcha, guess I haven't run into that

vast bane
#

any active effect with two statuseffects will do it

sharp lynx
#

ok macro.CE does indeed show me Reaction. Thanks @vast bane

proper siren
#

I'm pretty sure I have one of those, maybe I'll poke around and see what happens if I use it, not sure what squished together means lol

#

thanks for the tip though, I'll use macro.ce moving forward for those

vast bane
#

it uses just one active effect on the actor and takes the other status Effects special keys and adds them to the other

hasty jackal
#

any way to disable the icon of CPRΒ΄s Aura of protection?

vast bane
#

I think you will find you want that to show, my player hated not having a visual clue

coarse mesa
vast bane
#

I think its easier to just clear the force show field, I doubt CPR made a permenant effect have a duration

coarse mesa
#

yeah assuming you don't mind doing it again if you update it

hasty jackal
#

weird is only the aura of protection, aura of courage doesnt add the icon

proper siren
#

this isn't midi but does anyone know if the applyDamage function takes a damage type argument?

vast bane
sharp lynx
#

In the ItemMacro dialog should we be able to use console.log("my message here"); ? Or is there something different. Trying to debug something

proper siren
vast bane
#

do you mean the macro window? What is this dialog you speak of, image?

sharp lynx
#

yeah the macro window

vast bane
sharp lynx
#

sorry dialog was wrong word to use

vast bane
#

just search here for applyDamage

scarlet gale
proper siren
hasty jackal
#

maybe its bugged

#

gonna try to create the actor again

vast bane
#

use lukas' idea

#

have TVA filter it out

coarse mesa
sharp lynx
vast bane
#

I only know Gilthanas as one of the elves in dragonlance

#

I think

sharp lynx
#

correct!

vast bane
#

I'm right lol?

coarse mesa
#

Elmore's style is pretty distinctive, hasn't aged that well but I still love it

vast bane
#

aren't they the one that ya know....had the unique love interest?

sharp lynx
#

yeah he did have a unique love interest

coarse mesa
#

oh that's right

sharp lynx
#

one of my other handles is Gilthalas, which is a mix of Gilthas, Tanis' son, and Gilthanas

#

(sorta ;P)

#

so I figured a picture of Gilthanas would do

hasty jackal
#

wheres that option on TVA?

vast bane
#

active effect tab in its settings

#

you need to know the name of the effect thats on the actor

#

Bottom setting here:

hasty jackal
#

thanks so i guess it should be
Aura of Protection, Aura of Courage

vast bane
#

it could be that, but often a default effect will add "effect" on the end of an items name

hasty jackal
sharp lynx
#

ok - is there a way I can make midi only fire a macro if the saving throw fails?

#

or a way in the macro to see if the target made its save? problem is that save it made from the item's feature section, not sure if the macro code can read that.

short aurora
#

(As long as it's an ActiveEffect or an item triggering the macro)

sharp lynx
#

ok, console.log(this) gives me a bunch of stuff, and I see stuff for the target - any tips on what might tell me if it made its save?

#

oh wait I missed you said the workflow....examining...

short aurora
#

There should be a failedSaves somewhere

#

Gives you either tokens or actors that failed the save, can't recall which

sharp lynx
#

ah I see it, jeez

scarlet gale
sharp lynx
#

yeah I have your repo open in a tab πŸ™‚

#

ok cool, I think I have something that works well for Blood Curse of Binding. Thanks everyone for your help the last few days - really appreciated!

sudden crane
#

@gilded yacht I think that when you refactored the code to display DSN rolls, the feature that added the dice flavor was broken at least for normal damage roll.
I tried with fire spell and the dice was black instead of red.
I’ll get back to you if I find the exact cause in the code.

vast bane
proper siren
#

anyone know how I could convert the following to a midi attack roll?

await game.dnd5e.dice.d20Roll({ parts: [`@abilities.${spellCasting}.mod + @prof + @bonuses.rsak.attack`], data: actorData, advantage: advantageCheck, disadvantage: disadvantageCheck, targetValue: armorClass, elvenAccuracy: elvenAccuracy, halflingLucky: halflingLucky, fastForward: true, chatMessage: false });

short aurora
#

... just fastforward and check hits I guess?

stone mango
#

Can someone help me with a macro that takes the damage rolled and adds it to the triggering player's health?
this is for dnd5e. I plan to trigger it right before applying damage, but after rolling it

hasty jackal
#

whats the key for absorption an element? midiqol flag ddoesnt work

#

this doesnt work

spice kraken
#

flags.midi-qol.absorption.damageType (acid/bludgeoning etc.) converts damage of that type to healing when applied to the actor with the flag set. As well as a trye/false value (set via mode CUSTOM) flags.midi-qol.absorption.type, can be a numeric value instead of true false. The damage type will be converted to healing and the quantum of the damage will be multiplied by the specified value (e.g. flags.midi-qol.absorption.acid OVERRIDE 0.5 will convert incoming acid damage to healing 1/2 of the acid damage). Negative numbers can be specified. So flags.midi-qol.absorption.acid ADD -1.5 will cause acid damage to do 1.5 times as much damage and be of type healing so will ignore acid damage resistance/vulnerability.

high dome
#

hex

gilded yacht
#

What's the error?

gilded yacht
gilded yacht
vast bane
#

Think its more missing items or something, CPR's having an issue with applyTokenDamage I think

vast bane
strong yew
#

So the current safe versions are midi .37 and DAE .26?

vast bane
#

DAE is safe but you gotta wrap any @ in "

#

I think your best bet for DAE is to live with the @ issue on newest, as before then a few key ae keys were broken

strong yew
#

Yo, did you ever post conjure animals?

strong yew
#

thanks

spice kraken
gilded yacht
vast bane
sudden crane
#

@gilded yacht while looking for the DSN bug, could you also expose the displayDSNForRoll function in MidiQOL, it could be interesting to use in item macro that rolls dice.
While at it, could you also expose playerFor and playerForActor?

scarlet gale
spice kraken
strong yew
#

I mean, I can figure it out, was just hoping to save some time is all

spice kraken
strong yew
#

Cheers, and thanks

strong yew
spice kraken
#

Read through all the comments

#

I know it works on v9. Idk about v10

strong yew
#

Much appreciated. I can tinker with it if anything is wrong

#

Thank you

vast bane
errant gull
#

Is there an easy way to roll back a MidiQOL update? I'm not used to gitlabs. It's super easy to do with github, but I'm not seeing where to do it with gitlabs.

vast bane
#

in here? you can probably find it by search for .zip lol

#

yep lol

errant gull
#

What about through gitlab?

vast bane
#

it is through gitlab, you have to copy zip contents into your modules for gitlab

#

its usually wise to move the old midi folder in modules out, and then bring in the midi folder inside the zip to modules

#

don't delete the old till you know the new is all set

#

for dae you need to rename the folder as the one inside the zip is poorly and wrongly named

errant gull
#

Sorry, I might be misunderstanding you. Are you saying I need to search for .zip on this Discord to find the link to the file on Gitlabs? Or are you saying that I run a search on Gitlabs?

vast bane
vast bane
#

its an easier way to get the download links then diving into gitlab atm

#

just cause nobody really uses the term .zip and the last person who did was solving your exact problem hehe

#

tbf, tim did get the info about fixing it so hes probably working on that, but you should definitely step down to midi 37 if you are a CPR user and planning on hosting today, no time table on the fixes for midi yet though

errant gull
#

Ah. Well since this is kind of a pain in the butt, is anyone else having a bug between MidiQOL, Let Me Roll That For You, and Dice So Nice where it has you roll saving throws like 3-7 times in a row for a single save?

vast bane
#

what are the errors?

errant gull
#

No errors.

#

And if I disable Dice So Nice it goes away, but Dice So Nice hasn't updated in months, so I don't think it's an issue with that module.

vast bane
#

does it happen if you disable lmrtfy?

#

set the saves to chat message or auto

#

(or try out monks tokenbar)

#

is the save an overtime effect?

#

for an overtime I mean

errant gull
#

It's for any item that calls for a saving throw.

vast bane
#

downgrade or swap to auto/chatmessage or monks tokenbar I guess

errant gull
#

Doesn't seem to happen with Monk's Tokenbar.

vast bane
#

LMRTFY is kinda on the rare side for midi users so maybe you are the first person to see it in 39

errant gull
#

Really?

#

How do most people call for saves through Midi?

vast bane
#

technically 4 if one goes manual in midi

errant gull
#

What's MTB?

vast bane
#

but thats HERESY!

#

Monk's Tokenbar

errant gull
#

Well that's weird. Downgrading Midi isn't solving the issue.

vast bane
errant gull
#

Yeah, that was the first one I downgraded.

vast bane
#

you really should try to report that to his git cause midi 38+ have been attempts at him adjusting midi for v11 release and every report helps him fix it so that v11 is not so rough on us midi users.

atomic badge
#

Hey there Chris, I know it has been ages ago, but I was wondering how one calls functions from chrisPremades.helpers, I am not very code savvy so I think I completely misunderstood the assignment.

errant gull
#

Yeah, I'm happy to report it once I figure out what the heck is going on. I've rolled back both Midi and LMRTFY and I'm still getting the issue.

vast bane
vast bane
#

also are you sure you downgraded LMRTFY, league modules tend to not store the backlog versions

#

yeah all the download links on LMRTFY are the same latest versions

errant gull
#

Hm

#

It says 3.1.6 in my module list

#

Latest version is 3.1.7

vast bane
#

I dunno how you got yours but the last 7 versions on the package page all point to 3.1.7

errant gull
vast bane
#

that one is 3.1.7 under the hood if not over the hood fyi

errant gull
#

What do you mean?

vast bane
#

look at the module.json in your LMRTFY folder

errant gull
#

This is why I prefer github personally. Makes getting earlier versions very simple.

vast bane
#

its just a different UI, you can do the same thing in gitlab, its just different

errant gull
#

I guess! Nobody ever told me to search discord for .zips to track down a github file before.

dark canopy
#

github has the benefit of template repos, and a lot have been based on the League's module release template, which uses the github actions to build the actual package

#

gitlab has similar, but i dont think its as easy to just copy and use, hence the differences in repo structures

covert mason
#

I'm trying to get an axe to use a feature from the item directory or a compendium whenever it rolls a certain number on its extra fire damage. How do I get this macro to do that?

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()```
short aurora
covert mason
short aurora
covert mason
vast bane
covert mason
#

Fast rolls from midiQoL

vast bane
#

so you roll till you see the 6?

covert mason
#

Yup

#

After rolling the 6, it doesn't seem to trigger the eruption feature.

short aurora
#

That's not the uuid, that's the id

#

Right-click

vast bane
#

I think you are on an old advanced macros but thats not a problem just noticing it is all

covert mason
#

...OH

covert mason
# short aurora That's not the uuid, that's the id
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 fromUuid("Compendium.world.magicitemeffects.cJW2jBaiHuYQsaMx").use()```
Hm. Still no luck. 😦
#

No errors either

dark canopy
#

the results array is an array of numbers

covert mason
#

Oh

#

I used it from this macro I had made by lonelybugbear

const targetRolls = [6,7,8];
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));```
short aurora
#

res is already the check you have, so you really just want if (res) in this case, then

dark canopy
#

sure, but you gotta fix it πŸ˜…

covert mason
short aurora
#
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 (res) await fromUuid("Compendium.world.magicitemeffects.cJW2jBaiHuYQsaMx").use()```
I believe this should work, even if it is weird to check for 1 number with a list of them
dark canopy
#

....

#

results.includes(6)

short aurora
#

This way looks more fun

dark canopy
#

πŸ˜† cant argue there

covert mason
#
const results = args[0].damageRoll?.dice?.find(d=>d.flavor?.toLocaleLowerCase()==="fire")?.results.map(r=>r.result);
const res = results.includes(6);
console.log(results)
if (res) await fromUuid("Compendium.world.magicitemeffects.cJW2jBaiHuYQsaMx").use()```
#

Perhaps this might be easier

dark canopy
#

now log out results

autumn lava
#

Hello. I have a series of errors when casting Flaming Sphere from the sample compendium can i post them here for help?

vast bane
#

share the errors in the console

covert mason
#

Ah, there we go.

autumn lava
#

What is the console?

vast bane
autumn lava
#

I have screen captures of it, but it looks very hard to read i guess

vast bane
#

its like the matrix, we're used to reading them

autumn lava
#

ok 1 second

covert mason
#

Thought it's not rolling that eruption feature

dark canopy
#

now log out the item you retrieve before using it

#

(just step by step triage)

covert mason
#

Aye, thank you. This is a big help πŸ˜‚

#

How would I format logging the item from the compendium?

dark canopy
#

first, retrieve it with fromUuid, awaiting as usual

#

then log it, then use it

autumn lava
#

pic 1
When i login, before i cast the spell i get these errors, right off the bat.

pic 2
When i cast flaming sphere i get these (before i place the flaming sphere actor. It is now in my mouse control)

Pic 3/4/5
When i place flaming sphere i get this error and flaming sphere does not function, but in effect tab it has it's effects on it.

vast bane
#

yeah I'm just gonna go ahead and blanket statement that nobody should use the midi sample item for flaming sphere

covert mason
# dark canopy then log it, then use it
const results = args[0].damageRoll?.dice?.find(d=>d.flavor?.toLocaleLowerCase()==="fire")?.results.map(r=>r.result);
const res = results.includes(6);
console.log(results)
const eruption = fromUuid("Compendium.world.magicitemeffects.cJW2jBaiHuYQsaMx")
console.log(eruption)
eruption.use()```
Like that?
autumn lava
#

What should they use then?

dark canopy
vast bane
#

make a new one or use core method of handling spells

#

although your problem is not related to mine

#

flaming sphere seems to set a flag on actors and then they are stuck burning every turn I can't shut it off

covert mason
vast bane
#

your problem is probably related to unupdated modules if I had to guess

dark canopy
autumn lava
#

I have updated everything and have created the actor called flaming sphere in actors

dark canopy
#
const eruption = await fromUuid("Compendium.world.magicitemeffects.cJW2jBaiHuYQsaMx")
console.log(eruption)
await eruption.use()
autumn lava
#

i can place it and it works great with lighting effects

#

Is this really the correct place to post bugs, this is just a textboard mess

vast bane
#

ok flaming sphere only breaks if you cast it outside of combat

#

it works fine if you cast it in combat

dark canopy
covert mason
#

So now it's finding both the roll and the item

vast bane
#

most of the midi sample items are mostly meant to show users how to make their own stuff, that sample is kinda old though

dark canopy
vast bane
covert mason
#

it's finding both the number and the feature in the log, but it's not using the feature sadcowboy

autumn lava
#

version 10 foundry. I have clicked update on addons

vast bane
#

go to manage modules and give me numbers of versions

dark canopy
vast bane
#

we can't wing it when troubleshooting cause I don't see what you see, so I need to match what you have

covert mason
#

Hmm

covert mason
dark canopy
#

there ya go

#

the item has no actor to draw data from

vast bane
#

libwrapper showing up in a red message /gasp

autumn lava
#

I still get the error while in combat

#

will send versions now

short aurora
autumn lava
#

oooh

#

thanks

covert mason
#

Hmm. Maybe this is why. It could be trying to read the strength and proficiency stats of a nonexistant actor for the feature's saves.

vast bane
#

as Badger would say, it works

short aurora
#

It does not work fine because the Warp Gate macro is wrong, the error is even from Warp Gate

vast bane
#

I'm using the right midi sample item lol

autumn lava
#

Yes. I get a pop up with warpgate error

dark canopy
#

read the error closely

vast bane
#

this is why I asked to see versions, they could have a different sample item

dark canopy
#

you are mutating an actor, but not providing enough information to create a new item -- likely you were trying to update an item, so double check the name/comparison key is correct for that embedded update

vast bane
#

I'm using the sample it works

short aurora
#

I'm on Midi 10.0.37, Flaming Sphere MQ10.0.13 + warpgate item, does not work

vast bane
short aurora
#

Now that's interesting

vast bane
#

I'm on midi 37, dae 26, it works

short aurora
#

What's your item macro in that? The macro in this one is lacking a type

vast bane
#

you probably don't have an actor

dark canopy
#

the source macro is not necessarily the issue, its the world documents/embedded item data that is off

short aurora
#

The macro has an attempt to create one for you, that json import does not do well either

vast bane
#

mines working /shrug

short aurora
#

Is that a world carried over from v9?

vast bane
short aurora
#

I just noticed the import the macro is trying to do is from v9, so if you had it all that time, guess that's why

vast bane
#

I got the item from the midi samples which has had like 39 versions since then and its on an actor I mad 8 days ago

short aurora
#

You made the Flaming Sphere actor 8 days ago?

vast bane
#

no I made the actor who cast it 8 days ago

#

the macro made the sphere

autumn lava
vast bane
#

do you have jb2a Hansi?

autumn lava
#

Yes

short aurora
# autumn lava

Make an actor called Flaming Sphere, give it an action called Flaming Sphere Damage and see if that works as expected for you. I don't know how Moto got the macro to make his actor, because the import in it is wrong

vast bane
#

find its actor compendium and drag out a flaming sphere

#

turn it into an update to get past that error

#

this is identical to the early v10 spiritual weapon troubleshoot

autumn lava
#

I got an actor like that from the JB2A mod compendium. how do i turn it into an update?

vast bane
#

import the actor

#

so its in the sidebar already

#

then the macro will choose to update the existing "Flaming Sphere"

short aurora
#

Make sure it has an item called Flaming Sphere Damage in its' actions

vast bane
#

rename it

autumn lava
#

I just imported, changed name to "Flaming Sphere". Then i could use it

vast bane
#

rename the actor to "Flaming Sphere"

autumn lava
#

but you ar e telling me to do more than that?

short aurora
#

It needs an action called Flaming Sphere Damage in it, yes

vast bane
#

its probably going to need the item updated I guess too?

#

wouldn't it just make the item?

#

the error was just the creature type

short aurora
#

No, that's the error

autumn lava
#

Do i use make a spell called flaming sphere?

short aurora
#

The error is that it's a warp gate update to a feature that does not exist, so it should have been an add

#

Once you have an actor in the sidebar named Flaming Sphere with an item called Flaming Sphere Damage, you just use the same spell you tried to use the entire time

#

The Flaming Sphere mq10x + warpgate whatever named one

autumn lava
#

ok so drag flaming sphere MQ10x into it's sheet?

short aurora
#

Not the Flaming Sphere's sheet, the caster's

autumn lava
#

I already have that

short aurora
#

Then just use it and it should work

#

Cast the spell again

vast bane
#

heres a crazy idea....

#

why don't I just give them the actor?

short aurora
#

They're already done lol

vast bane
#

ok

autumn lava
#

But then i would have made no changed. I already had the actor called flaming sphere

#

changes*

short aurora
#

It needs an action on it called Flaming Sphere Damage

#

That's what was missing

autumn lava
#

It has it as an effect

#

will try

#

as action

short aurora
#

in here

#

in any of these

vast bane
#

download this file, right click on your flaming sphere actor in the sidebar and import data this file.

autumn lava
#

wait i think it works

vast bane
#

I'd be curious to know why my world runs it fine though

autumn lava
#

gonna relog and try again

#

YEEEES!"!!!

#

it works

#

fucking yes

dark canopy
short aurora
#

The import of the macro is a v9 that's lacking types, so I still don't quite believe the macro created that actor for you Moto

autumn lava
#

God damnnit, have the create add this to the readme file

short aurora
#

It must have existed before

autumn lava
#

creator*

short aurora
#

I'll make a MR to tposney with an updated json

autumn lava
#

does not do any damage to anyone though

short aurora
#

Or, well, maybe just make it more Warp Gate stuff

dark canopy
#

i'd just rewrite it to use a default actor and update everything through warpgate

#

dont need 90% of that json dump

autumn lava
#

Do i need to add damage to the action i added?

vast bane
#

I do have 2 flaming spheres in my sidebar but the other one shouldn't have any play here cause its not named the same:

autumn lava
#

Does your flaming sphere add damage to enemies after their ended turn?

#

enemies within 5 ft

short aurora
#

Do as Moto suggested before, grab this file #1010273821401555087 message and right-click import it over your current Flaming Sphere actor and re-cast the spell again

#

The Warp Gate macro doesn't have all the details needed for the attack, understandable if it thought it could import an actor

vast bane
#

if you cast outside of combat the effects never expire and are passive so make sure you find and kill them all lol

#

the item really should get redone I think

autumn lava
#

How do i import it? add the text file somewhere in data?

short aurora
#

Once you've downloaded the file, you can right-click the item in sidebar and click import, then you can find the file normally on your computer

autumn lava
#

aah, I have never tried that before. Thanks

#

I notice that when i place the sphere, no one is auto targeted. Is this the issue here?

#

Because it didn't work after import either

#

Flaming sphere effect is added to the "Flaming Sphere" actor i cast the spell, but it does not do anything

vast bane
#

it doesn't do anything because its also an active auras item πŸ˜‰

autumn lava
#

ok

vast bane
#

Krig do you have active auras?

autumn lava
#

i have active auras

short aurora
#

They're supposed to be hurt by a Midi OverTime at the end of their turn

#

Does that not happen for you?

autumn lava
#

no

vast bane
#

are you in combat?

autumn lava
#

i am in combat and go though turns

vast bane
#

show me the map where it is

autumn lava
#

5 ft grid map setting

vast bane
#

is that actor in combat?

autumn lava
#

Yes

vast bane
#

lets see the actor

#

front page of that green image sheet

autumn lava
vast bane
#

effect tab of them

autumn lava
#

empty

vast bane
#

you don't have active auras or that map is not 5ft

autumn lava
vast bane
#

what version of active auras do you have?

autumn lava
vast bane
#

you didn't use my import did you?

autumn lava
#

never changed any settings

#

i did use your import

#

right click on flaming sphere MQ item and import data

#

then added it again to actor

#

delted the old one

#

deletedØ

vast bane
#

how many flaming sphere actors are in the sidebar now?

autumn lava
#

1

vast bane
#

did you change the images?

autumn lava
#

no it's the JB2L actor number 2

#

the cool one with effects

vast bane
#

do imports not mod default token guys?

#

or am I right in saying they didn't use my import?

autumn lava
#

i imported through the midi sample item actor Flaming Sphere MQ10.0.13

#

right click

#

import

vast bane
#

arggg

short aurora
#

That part shouldn't matter. πŸ€” The ActiveAura burn effect thing wasn't what was erroring. What happens if you overlap the tokens?

vast bane
#

the actors dead

#

the flaming sphere has no hitpoints

#

can't transfer effects if you are dead

autumn lava
#

ok i try giving it health

#

!!

#

actor got effect

#

instantly

#

Working

vast bane
#

you didn't fix it yet though

autumn lava
vast bane
#

you only fixed that canvas actor

#

go to the sidebar and give the sidebar actor hp

autumn lava
#

it works now

vast bane
#

and while we're at it, change its creature type to NoTarget

#

you have to fix the source actor

#

otherwise the next casting will have the same problem

autumn lava
#

ok, how do i change it to notarget

vast bane
#

if you set its creature type to NoTarget it gets ignored by midi auto targetting

#

its one of those cogs that hide till you hover near it

autumn lava
#

Do i copy it into custom type?

vast bane
#

Its a hack of midi that lets you have a creature be ignored by most of midi's stuff

autumn lava
#

this is amazing. It even takes off the damage after turn. Everything just works now

vast bane
#

though I dunno if that actually works I was told it, but in practice I've not seen it work well lol

#

I really wanna know why my actor didn't throw the error lol, what version of warpgate are you two on?

#

I'm on 1.16.2

dark canopy
#

yours worked because you had the item on the actor warpgate needed

vast bane
#

my actor was created by the same macro as theirs

#

I never made my sphere

#

it was auto generated by the warpgate macro

#

my existing sphere was from my own premade sphere spell and was named differently

#

I got no errors in the console it just made it /shrug

#

I think I might know what did it

#

the bug with inventory+ where all newly made items are automatically weapons

dark canopy
vast bane
#

I do see a few shims that fire when the spells cast

dark canopy
#

the caster doesnt matter, it was just the creation of the flaming sphere actor right at the top

#

at any rate, all of this should be rewritten and simplified πŸ˜… , i think @short aurora is on the case, based on their "default actor" creation question

vast bane
#

the intial cast of flaming sphere had different warnings than the second cast of it

#

nah first time was cause I cast it outside of combat

#

I remember this exact troubleshoot in the opening weeks of v10 in midi here for spiritual weapon, I got so fed up with it that I made the v9 one compatible with v10 just so I could hand them that macro instead and tell them to yoink out the jb2a actor lol

#

the change between 9 and 10 for these two spells is that he added the making of an actor if none is found

autumn lava
#

How on earth do you know all this stuff, do you work for foundry or something?

vast bane
#

the dead actor was actually another users problem that just clicked when I saw you hadn't used my actor

#

dead actors do not generate auras hehe

#

jb2a probably should put some hp on their actors though:

autumn lava
#

I have actually also had that issue before with spiritual weapon, Better write it down. Add health

#

but, this was just jeez

#

so many issues

dark canopy
#

since core doesnt automate/consider HP like this, its only an issue if your environment does -- so just ensure that the warpgate updates set a valid HP for your automation

autumn lava
#

Health was 0 -> change to 1
Creature type custom=Notarget*
Add update to Flaming Sphere actor
Change name to Flaming Sphere exactly
Add Flaming Sphere Damage to actions

static sparrow
#

NoTarget, not Notype πŸ™‚

autumn lava
#

Double checked, i actually got it right in game. See i could never do this for a living

#

too many typing errors in this fat sausage fingers
*these

static sparrow
#

NoWorries!!

autumn lava
#

ok i made a post with the info on reddit for other people like me to use

vast bane
#

I've lost faith in the NoTarget thing I think it was in v9 but now in v10 stuff can still hit them sometimes

#

I think templates will miss them but aura like spells will hit them

#

or a manual target

autumn lava
#

I feel like all these functions should have been made by WOTC for their games already. They are seriously missing out of gamifying their great books

#

Guess they are just not as smart as the people making these mods are

vast bane
#

I don't really want the video game style play, if I wanted it I'd play baldur's gate 3, but here I am chuggin away with tabletop foundry instead

autumn lava
#

I feel the most important part is throwing the dice and deciding who get damaged and how much

#

my players got angry with me the first time we playing with foundry (last week) because i didn't know how to disable automatic saving throws

vast bane
#

I prefer monks tokenbar

autumn lava
#

yeah, they will love it. I got LMRTFY

vast bane
#

but if the players take longer than 20 seconds to roll they get auto rollled

autumn lava
#

their shitty small laptop screens often hide the option to roll, so LMRTFY is a godsend

#

I play on an offshore multi-purpose supply ship in the north sea. I go into the panic room and hook up all the monitor to my PC and create the ultimate foundry setup.

vast bane
#

for the DM theres a key binding to ignore range limits

#

its unbound by default, what I do is I unbind th roll other key, which is O

#

and then bind the OVERRIDE to O

#

in configure controls

#

cause manually rolling other in midi isredundant

#

no need for that keybinding

#

then when a monster needs to make an op attack you can just hold down the O key and make it from afar

#

its DM only though

autumn lava
#

It won't change range for players casting/attacking on their own accounts?

vast bane
#

you can also just shut off range checking but that will break a bunch of automations

#

like range checking for disadvantage on ranged weaponry

autumn lava
#

Wouldn't want that. My players love to cheat me in ranged weapons.

#

Actually one of them had to straight up admit he never added exhausting after losing frenzy on his barbarian. Turns up he just lied about it for 6 months, foundry found out.

#

He bought everyone free beers for that

celest bluff
mint brook
#

Entries from the same token are merging and the delete button in the top right is only on the first one. I think its midiqol doing it, but i dont know where in settings to change it. Either dont merge the entries or put the delete button on all of them

scarlet gale
#

That's not midi

mint brook
#

well that answers my question then

scarlet gale
#

Df chat I think?

mint brook
#

I have DF convenient effects and DF dropables

scarlet gale
#

Run find the culprit

solid walrus
#

What would be the correct midiqol flag to give +1 to all ability checks and saving throws? flags.midi-qol.max.ability.check.all is only the max, right?

scarlet gale
#

Easiest way to figure it out

molten solar
#

Don't need midi for that.

tardy root
#

What is the easiest way to go about setting up ongoing damage in an area? Is there a particular method with Active Auras that works well?

molten solar
#

(no module needed)

covert mason
# covert mason It still doesn't seem to be rolling the feature after rolling a 6 on the fire da...

Just an update to this. I've managed to get it working, but it uses the item directory instead of the compendium. However, I'd ideally like to have it use the item from the compendium, since I like to keep things neat and organized in them. Is there a way I can modify this to do that?

const eruptionData = game.items.getName("Eruption").toObject();
const pseudoItem = new Item.implementation(eruptionData, {parent: actor});
const results = args[0].damageRoll?.dice?.find(d=>d.flavor?.toLocaleLowerCase()==="fire")?.results.map(r=>r.result);
const res = results.includes(6);
if (res) await pseudoItem.use();```
solid walrus
#

@molten solar ty

bronze peak
#

Greetings,
Would someone be willing to help me set up midi-qol
I`m fairly new to foundry, as a GM, and started with a pre-made world to test some things
I have installed a bunch of useful modules and I am going an trying to set them up, but midi-qol is giving me some trouble
The attacks, should say if it hit or not someone, like if it passed their AC, but it is not working
I removed all modules and left only midi-qol to try and figure out some incompabilities, but it is still not working
I have tried to find some tutorials etc, but I might be doing something wrong, that is so basic, that is not in any tutorials.

#

I have, in the workflow settings enabled the auto check if attacks hit target, but it is not working

bronze peak
#

I found the issue, i needed to have DAE installed as well, but i only found the problem on a reddit thread.

narrow saddle
#

What does this replace in the original?

@vast bane

violet meadow
#

The same symbol. aoeTargets

narrow saddle
# violet meadow The same symbol. aoeTargets

Thank you, but does it replace all of this?

const aoeTargets = await canvas.tokens.placeables.filter((placeable) => canvas.grid.measureDistance(target, placeable) <= 9.5 && !canvas.walls.checkCollision(new Ray(target.center, placeable.center), {mode: "any", type: "light"}) ).map((placeable) => placeable.document.uuid);

#

Or just up to the &&

celest bluff
narrow saddle
celest bluff
#

latest build?

narrow saddle
#

Yeah the latest one.

celest bluff
#

i'll take a look

narrow saddle
#

Unfortunately I am off to bed now, but I will gladly test it again tomorrow. πŸ™‚

celest bluff
#

what version of midi?

narrow saddle
celest bluff
#

looks like MidiQOL.ompleteItemUse is not respecting targetUuids or generated on target

vast bane
celest bluff
#

something else broken probably

#

if I have it run strictly on the parent, it says the item doesn't exist

vast bane
#

pretty sure what bugbear gave me then worked but I haven't tested it since midi 35

violet meadow
coarse mesa
#

What would be the easiest way to have a d8 roll and then set an AE on targets with a duration equal to the number rolled in hours? Thinking about how to do Psychic Whispers πŸ€”

#

Is it full midi macro territory?

vast bane
coarse mesa
#

Not afaik

#

It would actually be a scale value dice, but baby steps

#

And it's the same duration for all targets

vast bane
#

1d(1d8*60*60)

#

as always, I point to my middle name

gleaming echo
coarse mesa
#

Yeah ideally we would see one roll in chat, then the AE gets applied to all the targets with that duration

vast bane
#

omg it works

coarse mesa
#

It would be an empty AE, just so we can keep track of who's got it going and how long left we have with VAE

gleaming echo
#

holly molly, did you input a formula on the time box?

vast bane
gleaming echo
#

crazy

coarse mesa
# vast bane

Yeah but you'd end up with a different duration for each target?

vast bane
#

true

#

set the duration in effect macro

gleaming echo
#

Just do a macro

vast bane
#

origin.update

#

effect.update actually

#

origin would be the item, effect would be the ae on the actual actor easier to use effect macro with since permissions not an issue then

#

nope that won't work either jesus

#

I'd homebrew out the feature lol

coarse mesa
#

I could add it to Chris' ever expanding pile, but wondered if I could hack something together. I'm guessing an itemMacro could do it easily enough

hasty jackal
#

im having this issue

#

on a players character

vast bane
hasty jackal
#

its a custom made one for some reason i copied the same feature to a player

#

and it worked

vast bane
#

what is the macro?

hasty jackal
#

doesnt have one lol....im checking and nothing is there

#

i created the ability from scratch

#

same issue

vast bane
#

what version of midi are you on?

hasty jackal
#

found the culprit for some reason this macro

#

let damageTotal = 0;
args[0].damageList.forEach((damagedToken) => {
damageTotal += damagedToken.appliedDamage;
});
if (damageTotal > 0) {
damageTotal = Math.floor(damageTotal/2);
await args[0].actor.applyTempHP(damageTotal);
};

vast bane
#

clearly it has a macro

hasty jackal
#

is causing errors

#

its a macro on an item

vast bane
#

is the item a premade item from a module and what version of midi are you on?

hasty jackal
#

latest one and its a macro that someone here did for an item that adds half damage to temp hp

vast bane
#

pretty certain the concensus right now is everyone should be on midi 37

hasty jackal
#

maybe the macro needs something else?

vast bane
#

nah you are on a broken midi

gilded yacht
#

Yes, introduced in 10.0.38 - rats. Fix in 10.0.39

vast bane
hasty jackal