#MidiQOL
1 messages Β· Page 105 of 1
it wants the full item details
Or at least, it can.
I'll test it out
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
it dealt damage fine but no workflow was generated
typically MidiQOL.applyTokenDamage is workflow less and MidiQOL.DamageOnlyWorkflow makes a workflow
MidiQOL.applyTokenDamage provides
https://gitlab.com/tposney/midi-qol/-/blob/v10/src/module/utils.ts#L446
It's looking for a workflow.item in some spots here...
So
technically you could dump all that into a workflow, but then it might trigger additional damage heh
https://gitlab.com/tposney/midi-qol/-/blob/v10/src/module/utils.ts#L493 appears to be the exact line it's running into an issue now
You running a silent macro with no chat card?
https://github.com/chrisk123999/chris-premades/blob/master/scripts/helperFunctions.js#L75
Most of the time I'm just calling this.
I wrapped the midi function, but that shouldn't change it
MidiQOL.applyTokenDamage is all I'm really doing in certain places
you can also toss saving throws into that as well
https://gitlab.com/tposney/midi-qol/-/blob/v10/src/module/utils.ts#L464
This line implies that null should be supported.
and add additional damage or add a prebase damage total
(And has always worked before)
I'll check my other box
you're saying 10.0.37 works fine, that's what i got to test with
Yea
Tposney's not gonna answer anything until Monday
Yep. But Tposney normally just goes through and checks all mentions from what I've seen.
I already alerted him about DAE 27 with @ items
Saw that too, that seems like a much more annoying bug to deal with
I sent him a follow up message with what you're experiencing
I think it's likely fixed with adding a ? somewhere in there
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
I don't update midi-qol until I'm very certain it's safe to do so
At least for my own personal game
do we need to downgrade DAE too? have a session in an hour 
My dev server I just mash the update all button normally
thanks bud π
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
show me the item details, the effect on the ITEM's settings all three tabs, and if there is a second, which I doubt, and is the cause of all this, show me the second effecst three tabs
I never updated and I'm on midi 37 and dae 26
I only update if chris says its mandatory to lol
I'm of the philosophy don't fix what aint broke
whats the effect tab on them?
always always always lead bonus fields with a - or +
+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
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
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
Rolling the effect with Battle Dummy targeted doesn't apply the blind condition to it
is this a pre roll feature?
show me the effect tab of test
are you making the armor specials from the artificer?
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
Where in CPR, can't find in Class Features, Class Feature Items or Item Features
isn't the radiant thing the reaction to one of these armors?
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
OK,
you are not making this item right
Not anymore
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
/*** 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
You can hold your breath indefinitely while you're not incapacitated.
This sounds to me like it deserves a condition immunity for suffocating?
I can't believe I've never seen this till now, kudos to this glorious cheat sheet:
https://github.com/trioderegion/warpgate/wiki/Item-Creation-Template-(DAE)
We need this exact thing only an active effect made via a macro lol
Pretty sure that's just reverting the last mutation, not one via a name
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
It looks like its asking for a name isn't it?
it only gives feat and spell for examples, I take it items are a lil more complicated?
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
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
I'm not worrying about that yet. If v11 requires changes, so be it.
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.
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
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
I can go through and provide some pics instead when I get back
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
I was waiting for the onUpdateTarget to be fixed, cause I included an automated save with advantage if you are damaged (which is fixed).
Hopefully within this week we will be on a stable enough version to get it out and start working on v11
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
midi overtime active effect, just search for overtime in the midi readme
the wiki has an entry for an overtime cheat sheet so you don't make any typos in the overtime syntax
Hiya, anyone know the name for the system attribute Hit Dice. Can't find it for some reason.
select a player character and type _token.actor in the console and try to find it in the data
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
actionSave=true,
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
Oh yeah I most likely read the V10
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
Thanks Moto. Worked like a charm.
I am trying to downgrade/regress/go back to 10.0.26 DAE, I downloaded the ZIP, but when I unpack the ZIP, the folder is just called DIST?
Do I just rename it before I overwrite v27?
yeah the dae zip has the wrong folder name in it
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
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.
Finally annoyed me, now that you've mentioned it. Test this for me?
[id^="ActiveEffectsConfig"] .window-content {
overflow: visible;
}
Recharge on 1 for junky solution
Effect macro roll origin for less janky.
How would I go about recharging?
What does "system.abilities.str.min" reflect?
Not 100% sure but I'd assume it sets the score to a minimum, like how Gauntlets of Ogre Power set your STR to 19 if lower than 19 but don't reduce your score to 19 if higher
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
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.
I am waiting for your contribution π
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
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
Thanks will try it on a feature
Is there a way to have midiqol.trapworkflow place the template automatically without asking it?
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.
If anyone else is sick of the DAE key autocomplete list only showing three at a time due to the window clipping, this seems to be the fix (Custom CSS). I havenβt seen any adverse consequences but let me know if you do
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?
You'd have make a Dae effect with an expiry isDamaged. then in the off statement to check for that expiry. Inside that you can place your saving throw.
You writing berserk for golems?
If you have a description of what you want to achieve we could suggest more specific solutions
onUpdateTarget DAE flag can monitor for hp changes and trigger whatever you want too
Are midi damage rolls broken currently?
Thanks, this is for the spell Enemies Abound
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.
This macro needs the whole item, either it's set to null or it's just the item name
Btw I sub to you on patreon and just modded your eldritch blast macro to create a custom magic missiles spell that I've been wanting to do for awhile, so thanks for that!
It effecting every item after an update
Was fine last week somepoint during the week midi updated and now all damage buttons produce this
Update or downgrade your midi-qol
I have done full reinstalls still the same thing
Actually, downgrade
Do I just point to an old module.json
It's same bug I mentioned yesterday by the looks of it
Yeah I suppose you can make the other version of magic missiles from it which needed an attack roll.
Yeah Jim's magic missiles from acq incorporated, I made other changes to it as well. Works awesome now
is there any documentation for onupdatetarget? not seeing anything in the midi docs
In DAE
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
thanks appreciate it, looking for the docs on the dae documentation now
Can someone point in the right direction of finding old midi releases on gitlab?
I don't know gitlab
Looks inside the commits
change the version with the one needed
I was trying to the manifest link kinda cba manually doing it but thank you
Im guessing latest dae doesnt work with old midi
Latest DAE has it's own issues
Thanks, unfortunately not seeing anything in dae's documentation either, if you have an example you can send later that'd be awesome
Yeah the documentation for it on dae pages is there but it's not fleshed out enough. Also the flag line wants a ton of arguments
I dunno, I kinda feel like Chat GPT, I have no creative thoughts of my own, I just copy the smart people here.
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)
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 βοΈ).
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
small edit
Awesome thanks! Yeah this should definitely work to get me there
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?
is there anything in Foundry that can apply the "no reactions until the end of your next turn" for a target?
you can apply a reaction with convenient effects, you can do that based off whatever condition you want to use as well. That will effectively stop additional reaction opportunities
so you basically force them to use their reaction?
Yeah, what is the condition for it to happen?
this is for a blood curse - if they fail a save, their movement is 0 and no reactions until end of next turn
Yeah, I can send you a screenshot of the dae you'd want
sure thanks - trying to figure out how much of this I can automate π
lol depends how much time you want to spend
for sure, here ya go, requires dfreds convenient effects and midi/dae of course
and I assume the Dfreds CE gives you the Reaction option (hence the CE?)
correct, and that integrates with dae's reaction checking, so if they have reactions available they won't get a prompt trigger for them
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
This may be helpful. #1010273821401555087 message
Sick, thanks. So if I'm understanding this correctly, and based on the wiki entry you linked, this macro would apply the infusion itself, which gives you access to the action to shed bright light, but not necessarily a way to trigger the action itself
Yea, triggering this code is up to you. You can customize the changes/new ability items however you want as well.
['construct'].includes('@raceOrType') should do it
I mean, I am trying to add "undead" to the forbidden types
Could do ['construct', 'undead'].includes('@raceOrType')
Cool, thanks. I'm still learning js syntax and foundry's functionality, but if I'm reading this correctly, and using ATL which has its own flags, I can add things like 'atl.light.dim': 30 and 'atl.light.bright': 30 to the baLight shorthand to adjust those properties when the macro is run.
I appreciate your attention
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
From the readme
we all had to downgrade due to breakage in 39 midi
pretty sure dae also has a bad breakage with @
All of that sounds correct to me π the devil's in the details, but there are some brains here to help
10.0.26 currently, so that makes sense, I heard @ variables were broken on 27
warpgates gonna be better to mod the light settings of a token than ATE/ATL in a macro fwiw @stark badge
You would need to wrap the @ in "" if I read that correctly, but yeah there is an issue in latest DAE
cool well I'll upgrade to latest once that's fixed and see if onupdatetoken is fixed too
onUpdateTarget I can vouch that it is fixed as I've tried it π
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?
what's broken in 39? I haven't noticed anything..
ahh okay, I don't use cpr so that makes sense
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
[id^="ActiveEffectsConfig"] .window-content {
overflow: visible;
}
('twas Moto's idea)
plop that into custom CSS module and the weird glitch with the suggestions is no longer glitched
Hopefully @gilded yacht can implement it β it's not technically one of his windows π€
pardon for the noobish question, but where do I insert this code?
You need the Custom CSS module or to add a custom CSS file.
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?
You likely just need to reimport your spells
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
I'm probably doing something wrong, but even after reimporting, hail of thorns doesn't show up at the ddbi spells compendium
btw, is there a way to make the ddbi macros folder show up as a compendium too?
I'm sorry, it seems I am too tired and having trouble understanding. If it's not too much trouble, could you eli5 me through this?
Have your Hail of Thorns spell be in the sidebar, create a script macro on the action bar with that content and run it. If you don't see a change, it's because this macro uses a lot of dependencies and you can press F12 to see a yellow message from the importer saying something like "spell effects need these modules enabled" and expand a list in there to see what you need.
Sidebar being
tab
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.
If you run that macro, it sets it up for you on the sidebar item with ddb importer enabled
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!
you are probably missing one of these dependencies. Or never checked this box. If you imported the character, you probably didn't have this same setting checked their.
isn't hail of thorns brand spankin new, wasn't it Elwin's that he just shared to Mr.Primate?
I have all the dependencies and checked the box, but I imported only spells, maybe that's why?
yup, github shows it's like 2 weeks old
nop
yeah hail of thorns is only available from ddbi
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
you don't own it
is it patreon only?
you need the players handbook for it
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
That's very informative! Thank you, kind soul!
I'm having an issue where all my line abilities no longer target anything in the area...all other templates are working fine.
there are so few line abilities are you sure its all of them. What one is reporting the issue?
and what are your target settings in workflow tab/workflow button
Every ability that has a line template is no longer targeting creatures within them for me
lightning bolt fails?
Yes "no targets"
what version of foundry is that?
v10
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
I dont have better roofs enabled
wtf is roofs then?
roofs and overhead tiles
disable that module
I'll disable
Disabling that module didn't change the result
whats the new error
I think we're about to play This is Your Life with v9 and older modules.
XD
I'm just gonna assume right now that your problem is you have better rolls for 5e installed
I do not
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
does it have a yellow 9 triangle in manage modules/add on menu in setup?
if you have module management+ that module hides the triangles
Well yeeted or not, line template still not targetting...let me look through ...
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
These are my options on the templates....some of these are new to me...like cylinder
Settings Sidebar>Configure Settings>midiqol>workflow button>workflow tab
show me the image of the map in walls mode
do you think the template was stopped by walls?
definitely not. Been testing on multiple maps
does it work with midiqol, dae, socketlib, and libwrapper as the only enabled modules?
the module find the culprit makes that test super simple btw
i'll download it now then
you also have alot of dead modules installed just from this snippet lol:
Yes I know...I do need to purge
not sure what i'm doing wrong with find the culprit
I click start and nothing happens
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?
Just installed
jesus you are unlucky, what version is it?
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
wait a minute you have 232 modules installed?
Okay, yeah I had to update find the culprit. give me a sec to check again
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
Okay....so it looks like find the culprit literally disabled all my modules anyway
sigh
but good news is it was now targetting correctly
its probably taking the first attempt and continuing it
I have no idea how to go back
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
Just F5 and Find the Culprit should re-prompt you
Yes, thank you. Its not trying to find the culprit - I guess by 1/2 the modules every time
Yup
thats how it works but honestly we weren't setup for that
it's telling me 0 modules still in the list though...
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
How do I stop find the culprit though? lol
hit the reset button when it asks you yes/no/reset
I did...
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
I'm just sad now all my modules are disactivated and I didn't write down which ones i had active
oh well
ok weird - I am not seeing Reaction (CE) as a possible choice.
Go ahead and right click on Reaction in the convenient effects sidebar and select Toggle Status Effect
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.
oh that is the one gambit had in his screenshot
I don't use cpr
thats not the biggest point there, statusEffect squishes all status' together
hm gotcha, guess I haven't run into that
any active effect with two statuseffects will do it
ok macro.CE does indeed show me Reaction. Thanks @vast bane
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
it uses just one active effect on the actor and takes the other status Effects special keys and adds them to the other
any way to disable the icon of CPRΒ΄s Aura of protection?
I don't use it but my guess is its an active effect so clear the force show field, alternatively you can clear the icon field
I think you will find you want that to show, my player hated not having a visual clue
On the token? FWIW Token Variant Art will let you hide any token icons you want specifically, and there's also an option to just hide them unless you hover the token/hold Alt (thats' what we do, so you can see them if you need to)
I think its easier to just clear the force show field, I doubt CPR made a permenant effect have a duration
yeah assuming you don't mind doing it again if you update it
weird is only the aura of protection, aura of courage doesnt add the icon
this isn't midi but does anyone know if the applyDamage function takes a damage type argument?
lol if it isn't midi then you aren't using midi 0_o
In the ItemMacro dialog should we be able to use console.log("my message here"); ? Or is there something different. Trying to debug something
I don't trust chatgpt smh lol
do you mean the macro window? What is this dialog you speak of, image?
yeah the macro window
chat gpt will not have anything right for midiqol
sorry dialog was wrong word to use
just search here for applyDamage
I didn't use active auras for anything. There isn't any way to configure my aura of protection short of editing my module.
yeah you really gotta twist it's arm for foundry then double and triple check
Nice Gilthanas pic btw, grew up on Elmore
You are like the FIRST person to recognize that!
correct!
I'm right lol?
Elmore's style is pretty distinctive, hasn't aged that well but I still love it
aren't they the one that ya know....had the unique love interest?
yeah he did have a unique love interest
oh that's right
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
wheres that option on TVA?
active effect tab in its settings
you need to know the name of the effect thats on the actor
Bottom setting here:
thanks so i guess it should be
Aura of Protection, Aura of Courage
on an actor who has it, look at their effect tab, THAT name is what you put in
it could be that, but often a default effect will add "effect" on the end of an items name
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.
Yup, saw you experiment with console.log earlier, try console.log(this) to see the workflow from the item or console.log(args) to see arguments passed to Midi, should have all the info you need.
(As long as it's an ActiveEffect or an item triggering the macro)
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...
There should be a failedSaves somewhere
Gives you either tokens or actors that failed the save, can't recall which
ah I see it, jeez
https://github.com/chrisk123999/chris-premades/tree/master/scripts/macros
I do a ton of macro stuff based on workflow data if you need examples of what can be done.
yeah I have your repo open in a tab π
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!
@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.
Iβll get back to you if I find the exact cause in the code.
I find its easier to just think if something similar to what I wanna do and then plagerize that. for your case, probably the mace of disruption checks for a save in a macro
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 });
... just fastforward and check hits I guess?
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
whats the key for absorption an element? midiqol flag ddoesnt work
this doesnt work
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.
hex
What's the error?
That's certainly not something I thought to test - will have a look.
Been away for a few days - what's the breakage in 10.0.39 that's causing the problem?
Think its more missing items or something, CPR's having an issue with applyTokenDamage I think
I never updated so I don't have the problem myself but @scarlet gale knows for sure
So the current safe versions are midi .37 and DAE .26?
39 is safe if you don't use CPR
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
Yo, did you ever post conjure animals?
I think I'll stick to .37 and .26 then lol
thanks
No but it's easy to deconstruct
Whats the @field issue in dae? (An actual example would help)
Check your DM's from Crymic I think he was the one that found it I'm just parroting him, I've not updated to the new versions, just sharing what was shared by others who have.
@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?
It's not just CPR with issues Moto. There is a bug with damage application.
Also if you really need it I can post it
I mean, I can figure it out, was just hoping to save some time is all
Give me a few to add some comments
Cheers, and thanks
Morning Chris. Quick question, for your Summon Beast premade, there's no way to have a custom token image as-is, right?
Read through all the comments
I know it works on v9. Idk about v10
read the description of the item that comes on the premade beast, basically you are meant to edit an item macro thats on the feature and put your images there
Sure, will expose those.
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.
What about through gitlab?
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
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?
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
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?
what are the errors?
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.
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
It's for any item that calls for a saving throw.
downgrade or swap to auto/chatmessage or monks tokenbar I guess
Doesn't seem to happen with Monk's Tokenbar.
LMRTFY is kinda on the rare side for midi users so maybe you are the first person to see it in 39
I personally have always used MTB but theres 3 options for it so its at best 33% of the choices
technically 4 if one goes manual in midi
What's MTB?
Well that's weird. Downgrading Midi isn't solving the issue.
LMRTFY updated 17 hours ago
Yeah, that was the first one I downgraded.
are you sure theres no errors?
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.
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.
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.
join his discord server, he has an faq with the answer to that very question.
simplify the situation, drag out two fresh starter heroes and fight each other with them
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
I dunno how you got yours but the last 7 versions on the package page all point to 3.1.7
that one is 3.1.7 under the hood if not over the hood fyi
What do you mean?
its just a different UI, you can do the same thing in gitlab, its just different
I guess! Nobody ever told me to search discord for .zips to track down a github file before.
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
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()```
From the item directory it's game.items.getName, if you want it from a compendium, you have to get the item's uuid (you can open the item and right-click the tome in the title bar to fetch that) and await fromUuid(item_uuid_here).
So it would be something like:
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(cJW2jBaiHuYQsaMx).use()```
The uuid is a string, so it needs to be in " ", but else yeah.
It still doesn't seem to be rolling the feature after rolling a 6 on the fire damage 
I'm not sure why
are you using manual rolls for it?
Fast rolls from midiQoL
so you roll till you see the 6?
I think you are on an old advanced macros but thats not a problem just noticing it is all
...OH
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. π¦
No errors either
you are checking if the results array contains an array with a single value of 6
the results array is an array of numbers
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));```
res is already the check you have, so you really just want if (res) in this case, then
sure, but you gotta fix it π

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
This way looks more fun
π cant argue there
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
now log out results
Hello. I have a series of errors when casting Flaming Sphere from the sample compendium can i post them here for help?
share the errors in the console
Ah, there we go.
What is the console?
f12 in the app and in a chromium browser, then choose the console tab(its technically called the dev tools)
I have screen captures of it, but it looks very hard to read i guess
its like the matrix, we're used to reading them
ok 1 second
Looks like it's picking up the 6.
Thought it's not rolling that eruption feature
Aye, thank you. This is a big help π
How would I format logging the item from the compendium?
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.
yeah I'm just gonna go ahead and blanket statement that nobody should use the midi sample item for flaming sphere
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?
What should they use then?
try it π there is a small error...mm...oversight
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
Yeah.. I did that wrong, didn't I? 
your problem is probably related to unupdated modules if I had to guess
ish, you should away the fromUuid (as its async), but this says you are finding the correct item
I have updated everything and have created the actor called flaming sphere in actors
const eruption = await fromUuid("Compendium.world.magicitemeffects.cJW2jBaiHuYQsaMx")
console.log(eruption)
await eruption.use()
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
ok flaming sphere only breaks if you cast it outside of combat
it works fine if you cast it in combat
There it is
usually the first step is the sanity checking you are doing now. if it gets resolved, great, otherwise, yes, a bug report may be needed
So now it's finding both the roll and the item
this is just how discord is
most of the midi sample items are mostly meant to show users how to make their own stuff, that sample is kinda old though
cool, now put your if statement back in (and log out res just for fun) and we have all the parts debugged
what version of foundry, dnd5e, midiqol, and warpgate are you on?
it's finding both the number and the feature in the log, but it's not using the feature 
version 10 foundry. I have clicked update on addons
go to manage modules and give me numbers of versions
and no errors in the log (make sure they arent filtered out)?
we can't wing it when troubleshooting cause I don't see what you see, so I need to match what you have
Hmm
I am getting this one.
libwrapper showing up in a red message /gasp
The sample item for Flaming Sphere is outdated. I think Moto might be using a fixed ddbi version?
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.
it works fine cause its warpgate π I'm using the midi sample item
as Badger would say, it works
It does not work fine because the Warp Gate macro is wrong, the error is even from Warp Gate
I'm using the right midi sample item lol
Yes. I get a pop up with warpgate error
read the error closely
this is why I asked to see versions, they could have a different sample item
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
I'm using the sample it works
I'm on Midi 10.0.37, Flaming Sphere MQ10.0.13 + warpgate item, does not work
Now that's interesting
I'm on midi 37, dae 26, it works
What's your item macro in that? The macro in this one is lacking a type
you probably don't have an actor
the source macro is not necessarily the issue, its the world documents/embedded item data that is off
The macro has an attempt to create one for you, that json import does not do well either
Is that a world carried over from v9?
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
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
You made the Flaming Sphere actor 8 days ago?
do you have jb2a Hansi?
Yes
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
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
I got an actor like that from the JB2A mod compendium. how do i turn it into an update?
import the actor
so its in the sidebar already
then the macro will choose to update the existing "Flaming Sphere"
Make sure it has an item called Flaming Sphere Damage in its' actions
rename it
I just imported, changed name to "Flaming Sphere". Then i could use it
rename the actor to "Flaming Sphere"
but you ar e telling me to do more than that?
It needs an action called Flaming Sphere Damage in it, yes
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
No, that's the error
Do i use make a spell called flaming sphere?
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
ok so drag flaming sphere MQ10x into it's sheet?
Not the Flaming Sphere's sheet, the caster's
I already have that
They're already done lol
ok
But then i would have made no changed. I already had the actor called flaming sphere
changes*
download this file, right click on your flaming sphere actor in the sidebar and import data this file.
wait i think it works
I'd be curious to know why my world runs it fine though
because of this:
"items": [
{
"_id": "O9ThymNjpRlq26u1",
"name": "Flaming Sphere Damage",
"type": "weapon",
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
God damnnit, have the create add this to the readme file
It must have existed before
creator*
I'll make a MR to tposney with an updated json
does not do any damage to anyone though
Or, well, maybe just make it more Warp Gate stuff
i'd just rewrite it to use a default actor and update everything through warpgate
dont need 90% of that json dump
Do i need to add damage to the action i added?
this is the macro that created my actor from scratch:
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:
Does your flaming sphere add damage to enemies after their ended turn?
enemies within 5 ft
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
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
How do i import it? add the text file somewhere in data?
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
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
it doesn't do anything because its also an active auras item π
ok
Krig do you have active auras?
i have active auras
They're supposed to be hurt by a Midi OverTime at the end of their turn
Does that not happen for you?
no
are you in combat?
i am in combat and go though turns
show me the map where it is
is that actor in combat?
effect tab of them
you don't have active auras or that map is not 5ft
what version of active auras do you have?
you didn't use my import did you?
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
deletedΓ
how many flaming sphere actors are in the sidebar now?
1
did you change the images?
do imports not mod default token guys?
or am I right in saying they didn't use my import?
i imported through the midi sample item actor Flaming Sphere MQ10.0.13
right click
import
arggg
That part shouldn't matter. π€ The ActiveAura burn effect thing wasn't what was erroring. What happens if you overlap the tokens?
the actors dead
the flaming sphere has no hitpoints
can't transfer effects if you are dead
you didn't fix it yet though
it works now
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
ok, how do i change it to notarget
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
Its a hack of midi that lets you have a creature be ignored by most of midi's stuff
this is amazing. It even takes off the damage after turn. Everything just works now
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
yours worked because you had the item on the actor warpgate needed
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
that macro was creating actors with v9 data, so it doesnt surprise me something got left in the dust -- your's was created in v9 then migrated to v10, yea?
my world is from v9 but the actor casting the spell was a v10 actor
I do see a few shims that fire when the spells cast
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 π , i think @short aurora is on the case, based on their "default actor" creation question
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
How on earth do you know all this stuff, do you work for foundry or something?
I have no life, and when you help folks constantly in here you just learn the common mistakes
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:
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
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
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
NoTarget, not Notype π
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
NoWorries!!
ok i made a post with the info on reddit for other people like me to use
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
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
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
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
the key is to get a request module and set them to that instead of auto roll
I prefer monks tokenbar
yeah, they will love it. I got LMRTFY
but if the players take longer than 20 seconds to roll they get auto rollled
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.
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
It won't change range for players casting/attacking on their own accounts?
the override key only works for assistant and higher roles
you can also just shut off range checking but that will break a bunch of automations
like range checking for disadvantage on ranged weaponry
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
I still blanket them in full resists just in case
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
That's not midi
well that answers my question then
Df chat I think?
I have DF convenient effects and DF dropables
Run find the culprit
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?
Easiest way to figure it out
Don't need midi for that.
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?
system.bonuses.abilities.check
system.bonuses.abilities.save
(no module needed)
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();```
@molten solar ty
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
I found the issue, i needed to have DAE installed as well, but i only found the problem on a reddit thread.
What does this replace in the original?
@vast bane
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 &&
What type of targeting are you looking to do?
The AOE one when the knife hits or misses.
I have tried your version Crymic, but it also doesn't seem to do the AOE part of the spell either. π¦
Unless I am dong something wrong. π
latest build?
Yeah the latest one.
i'll take a look
Unfortunately I am off to bed now, but I will gladly test it again tomorrow. π
what version of midi?
10.0.37
looks like MidiQOL.ompleteItemUse is not respecting targetUuids or generated on target
Active auras+midi overtime effects+advanced macros
something else broken probably
if I have it run strictly on the parent, it says the item doesn't exist
pretty sure what bugbear gave me then worked but I haven't tested it since midi 35
All. Till the end of the declaration of aoeTargets.
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 π€
Is it full midi macro territory?
does the duration take dice rolls?
Not afaik
It would actually be a scale value dice, but baby steps
And it's the same duration for all targets
Yes, once the player uses the feature he rolls a Psychic Die (from 1d6 to 1d8, depends on level), and that's the amount of time he can keep up the link.
Yeah ideally we would see one roll in chat, then the AE gets applied to all the targets with that duration
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
holly molly, did you input a formula on the time box?
crazy
Just do a macro
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
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
wall of workflows, I'm guessing a premade macro item?
its a custom made one for some reason i copied the same feature to a player
and it worked
what is the macro?
doesnt have one lol....im checking and nothing is there
i created the ability from scratch
same issue
what version of midi are you on?
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);
};
clearly it has a macro
is the item a premade item from a module and what version of midi are you on?
latest one and its a macro that someone here did for an item that adds half damage to temp hp
pretty certain the concensus right now is everyone should be on midi 37
maybe the macro needs something else?
nah you are on a broken midi
Yes, introduced in 10.0.38 - rats. Fix in 10.0.39
share me the item and I'll test for you on midi 37