#MidiQOL
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i just took fast forward off last night. so i can understand the cards a bit better as to what is going on till i learn more.
Bugbear lives by fastforward but I prefer the popouts and advantage reminder lets you setup pseudo automation for various features and spells on them.
Can I Override the weapon damage dice?
im a visual learner and understanding some of what i read is a little difficult.. but progress is being made heh
I'm looking to create shilelah
Shilelagh is automated in midi already are you the same guy who had issues with it yesterday?
There is a certain vocal minority who will sharpen their pitchforks as soon as they see a single configuration dialog or popup on their screen. Don't understand them. They will do anything to skip a simple 'Are you rolling with advantage?' prompt... ๐
MidiQol sample items compendium has it already for v9.
For v10 search the discord for a post from tposney for shillelagh
It's around 50 messages up here in MidiQol
The V9 shilelagh killed my druids special staff cause I wasn't paying attention
No I dont, should I?
warpgates wiki is also a must have source of help, that alot forget about
seriously theres a bunch of midi stuff in that wiki(probably not v10 lol)
how dramatic was the v10 warpgate changes for macro syntax?
Nah. There isn't something that you should do.
Just helps with some condition automation and I was asking if you were using that
I tought there would be a flag to override weapon damage ๐
there are only bonusses ๐
dfreds and cub are pretty equal in choice but dfreds does have like 100+ premade effects which kinda edges it out in the long run. I still use both though
Yeah you affect actors with AEs not items
you can modify items with warpgate
zero drama
which was the goal -- im just a wrapper/abstraction layer for core functions
k, cause one of my sources is always to go to the wiki and copy from it lol
you may have to update your paths from data to system, but the shim should help for a while
is not warpage just to teleport tokens?
It spawns tokens and it can mutate/change actors and items
changing an item macro for warpgate is surprisingly easy to follow from the wiki for a guy with my amount of braincells so highly recommend warpgate.
Well teleport might be 1/50 (?) of what it can do.
By far the modifying of actors and items is what makes it a must have
But along with the robust capabilities, it also has a well written wiki/readme.
warpgate.crosshairs.show() is also really great for selecting a location on the canvas, or gathering tokens/tiles within its area
One of my most favorite macros is a warpgate macro, I'm huge on making illusion magic work in the game cooler so whenever monsters summon illusions I have a warpgate macro that will parse my entire token library, pick an image, pick a random size, and show me what it picked before I place it down as a bogus illusion actor.
(made by Zhell not me)
You can also cancel the summons till you like the image choice lol
so if i cant see something in discord. i can ctrl & + to zoom in and - to zoom out. just learned that .. very helpful. i wonder. if sharing screens. does that work to zoom in on someones screen as well? by chance.
More of a question for #tech-chat
so.. in the priority box. the number 20. i see some items have it as 20. and some as 1. for the same effects on differnt items. like fire resistance. a potion has it as a 20 where as a ring has it as a 0. any rhime or reason plz. ?
99.99% of the time you don't need to worry about priority
It just gets weird if you have multiple thing affecting the same thing, that's when prio comes into play
ah ok
I have seen priority matter exactly 2 times out of 100000 you can ignore it. I think both times it was related to wierd movement issues.
You don't need custom for effects that can be done without modules.
system.traits.dr.value | Add | fire
(and priority is not even shown in the core ui, that's how little it matters)
thx. i was just looking at some ways of setting up resist fire. so i pulled up a premade ring and potion to see how they did it.. those are the screen grabs i used.
Odd.
both are from dae srd items.
I think I remember seeing a really niche situation where setting to custom let dae do something speciall in the effect window like maybe the brackets?
I'm pretty sure DAE srd is no longer kept up even in v9. All of its items are also in midi srd I believe and DAE srd is where you get all those items without the leading + sign which leads to all sorts of weird behaviors.
If you do however see them, always put a plus in front of things in effects, it can never be a detriment in a bonus field but not having it can really lead to wierd shit lol
arguably dae srd should have the same issues /confused
Only one of Kandashi's modules is v10 ready out of the box and neither of those are it unless I missed something today
If Im using Midi qol and Automated Animation mod, I activate spiritual guardians and the animation start, at first its let me roll damage, but as long as the enemy is inside the circle, every turn he need to roll for wisdom and get damage if failed, is it possible that as long as a creature is inside that circle he will take damage every start of a turn/he enter the circle?
You likely want an active aura with an overtime effect.
is it a mod?
Are you on v10 or v9?
V9
Do you use the ddbimporter? If so, it already comes out of the box with a working spirit guardians.
Im using the ddbimporter
Make sure this setting is on then reimport your spells.
Spirit guardians is already pre-configured.
You will need the active auras module as well.
As mentioned at the bottom of that dialog.
Fair. I didnโt know Levels handled cover calcs. Will look into it, thanks!
the best automated spirit guardians is tposney's version in midi sample items, the active auras version does not do the job you want
(In version 9 foundry, v10 tposney's is the only show in town anyway)
Just double checked, the one from the sample items is actually the same compared to the ddbimporter. And also relies on having Active Auras installed.
I could be wrong but I do not think the active auras premade even has automation in it does it?
Don't use the active auras premade item
Use the one from either midi-qol or ddbimporter.
They both still need that module active
I never said it didn't need active auras, I just was suggesting that tposney's is the best automated spirit guardians
Just making sure, sounded like you were saying to use whatever one the active auras module may or may not have bundled with it.
I must have misunderstood.
At any rate, it looks like the ddbimporter one is just a copy of the midi-qol one. So either should be fine.
nope, tposney's spirit guardians 0.8.whatever
the one in active auras compendium does include dae overtime effects fwiw but the midi sample item has more bells and whistles
I'm trying to set up a vengeance paladin's Vow of Enmity following the Chill Touch 10.12 setup. I set activation condition tickbox to true, made an effect to apply to target for grants.advantage.attacks, trying sourceId === "@token" for the effects value box, but it doesn't seem to do anything. Any ideas?
the effect will apply if the activation condition evaluates true
Misread your statement.
so is my activation condition wrong? the effect is applied to the target, and im trying to give the source advantage on attacks vs the target
I thought you just put 1 or 0 in those fields.
@token is totally a thing but I don't see any sample items using it like that but I'm on v9
It's a boolean, whatever expression goes in that box should result in a true or false (0 or 1)
my global roll other formula is set to Activation condition, but this is (I think?) an item-specific setting. heres a screenshot of one of the effects for the midi sample item Chill Touch 10.0.12. It works for me, on v10
just wanna point out that applying disadvantage is alot different than granting them
thought that might be the case. It might be simpler then to have the feature apply advantage to the user, and use a secondary effect to set a flag on the target
but i dont know how to do that exactly
hunters mark sorta does that, does a damage bonus instead of messing with attack
Iโm not having much luck digging up any info on it. Not sure if it allows players to check sight lines to targets, if you can override with sharpshooter etc 
(serious Q from someone who never used 5e helpers, does it require that you wall all over the map meticulously with wall-height and whathaveyou?)
or is it just cover from allies/enemies
A vow of enmity macro <#macro-polo message>
Nope. With MidiQol/DFreds CE it just added a + to the AC
Cover from allies etc
I just used dfreds CE cover buffs on demand manually
Without it would create a chat card with the bonus on AC that it calculated for you to auto apply it or change according to the usecase
wait does dnd5ehelpers get called for the auto flanking calculations or is that midi?
It also calculated cover from regular walls. Eg half cover if a wall is halfway covering your line of sight (with 4 point cover calc anyway)
Ah I might have misread zhells q
So you have to place walls on every tree and such?
The mad mage maps weโre using already have walls for trees and pillars
Right 
Someones on willowwood
Maybe rippers one is better in that regard if you use tiles with height for trees ๐คทโโ๏ธ
I really liked how Helpers accommodates sharpshooter, wand of war mage etc
you can assign cover values to tiles as well
tokens, tiles, walls all have cover configuration options
I was just interested in learning how much work it took to automate cover.
I got my answer ๐
a little known feature is that helpers included 2 premade 3/4 and half cover tiles that would be autodetected and configured ๐
No Zhell it's too easy for you. You can do it easily
๐ฎ
Oh there's an idea.
I'll make it v10 compatible, then immediately abandon it.
I'll rename it "Better Helpers for dnd5e"
That'll be original. ๐
If youโre into tactical combat (as our group is), cover automation really makes a difference โ positioning becomes very important. And it cuts out a lot of GM arbitrariness lol
It also featured big fat buttons that you could click when somebody targeted to easily apply the relevant AC modifier ๐
I do use cover in my game. ๐คท
We have it fully automated with midi. Obviously the GM can override
I know, was just saying that 5e Helpers had a semi-manual way too ๐
and with handy buttons in chat that make people forget the core manual way. I am scared of the number of parallels here. ๐ค
Zhellโs Convenient Cover coming soon to a repo near you
Someone v9 shoot a screenshot Zhell's way
ray tracing or bust โ
So 3D maps? ๐
absolutely never
Well Ripper does have ray tracing for his stuff ๐
(im here to play TTRPGs, not fight with 3d models)
Ripper is inch by inch turning Foundry into BG3
Diablo remake on Foundry
Doubt I will ever make a module that makes something that is already convenient more convenient.
In my game, the players just say they have +2 AC and that the NPC missed.
So nah. ๐
The only thing I need for my combats is a way to electrically shock the wizard and cleric to take their turns in less than 20 minutes.
I already imagine the Butcher scoring crit hits
A countdown clock for their turn quickly fixes that
I don't actually use one
but I've seen it help
I find that clocks just makes me have to do more to do the same thing I was already doing....telling them to hurry up
"We'll skip your turn for now."
Itโs the checking sight lines thatโs the big deal for me. Not so much the AC etc. Just makes it very clear what the appropriate cover level is
oh the actual debug option? or just the overal functionality regardless of ac modification
The functionality. Trying to gauge proper cover level on the map is tedious. Especially the four point rules. No human should have to do that
Getting foundry to do it is sprinkling a little wargaming into the mix with zero effort, which I love
You could also look at the macros available in ddb importer for spells, features, โฆ
Integrate your dndbeyond.com content into Foundry virtual tabletop - ddb-importer/macros at main ยท MrPrimate/ddb-importer
thx
Hey, Not sure if this is a Midi issue, but when i Cast magic missile and click damage, nothing happens.
The console shows this
Is the formula correct?
Are you on v9 of v10?
so i am a patreon of mr primate. i see the folders you linked. how do i get them? i have the muncher installed. i do not see the macros in any compendium. thx.
I don't think it's updated, but advanced spell effects covers magic missile.
Otherwise in terms of that error, it looks like it's trying to resolve "* 3"
Not sure why the 1d4 part is getting chopped off
There is an issue on v10 MidiQol. Will be fixed on the next version iirc
hmm...
That would do it
I'd rather not use a Macro for the solution of 'one time per turn damage'
Optional bonus flags is the answer then
Is there any solution in the meantime?
Check here. It's not your case but it should get you going <#1010273821401555087 message>
Is this a known issue or do i need to add it to gitlab?
Known issue. Let me double check
@_@
I don't quite get what 'Name' is standing in for
is it the feature/item name?
To make it unique if you have lots of them at the same actor
That's for the name question, sorry wrong reply
Hey and hello there,
Is it a Midi Q thing that can stop monster/NPC chat cards from appearing to players, as it stands my players can see what feature or skill or spell etc the NPC/Monster uses.
They can't expand to see a description but they can certainly see for example Darkness (1/Day) with the random name of the NPC above it.
OR is it as simple as hiding rolls or something?
Thank you, I'll wait out on the fix.
If I leave the 'name' in it'd just add it to everything?
Name can be anything you want, its just to make it possible to have multiple different optionals registered
You can leave it as is
Put in an entry for label which will be the name of the effect
Another for count, which will be round I think (check the readme) and
Another for the damage
Have you tried clicking this one?
If I want 1d6 force damage applied on the first attack of every turn for an actor that has this effect activated, is this Ok?
Yeah, it comes up with a bunch of items you can choose from.
Nope. Check the readme. It is linked in the message I linked before
Thats for choosing what attributes of spells/items appear
It is another effect value ending in .count
You can also just set the dropdown to None and it should work for both NPC and PC characters @narrow saddle
If I untick some of those items, will that mean the players cannot see what each other has put in chat from their actions?
Found an older example <#dnd5e message>
Also you need to use override not add
I don't want the players to see what the monsters/npcs have done in the chat.
ok so now I'd need a label field?
Then my initial screenshot should have worked for you ๐ค But try and set it to "Card Only" in the dropdown instead
It will show in the pop up card so you ll know what's what
No worries
I cannot type them out on my phone easily that's why I send you links
its fine
Nope. The NAME is an internal thing
so like this it shud work
Will differentiate between different optional effects on the same actor
Try it out and I think it will
Make sure that the optional flags are Override and not Add
there we go!
ok so, if I had two of these effect types then I'd need to put 'Supercharge' there right?
also, a small question, is there a way to fast-forward/skip the dialog?
so it just adds the +1d6 in the first attack without asking?
Unfortunately no but you can do that with a recurring AE. slightly more difficult setup that needs a macro
I have just tried all the different options and it is still showing the feature of the NPC in the players chat window. ๐
Even unticked everything.
It'd be a thing like 'apply at beggining of turn, unapply once it attacks, reapply at start of turn' right?
Did you change the 5e system option?
This directory is part of the ddb importer module installation. The macros will either be referenced in the local module directory or embedded in the imported item depending on your module config. Normally this should be done when you import a character from D&D Beyond.
Or make use of Effect Macro module that can trigger a macro to create an AE on the actor for 1 attack every start of a round
I can help with that tomorrow
I have ticked the Collapse Item Cards in Chat in the system options.
ok. thx. i found them in the local directory. they are .js files. how would i go about getting them into foundry as macros? please. if u have the time
i dont have a compendium for ddImporter. i was working on cleaning up some stuff. perhaps i deleted it. not sure.
Just to make sure, you refreshed the player client between attempts?
Logged out and back in again as the player. Yeah.
I'm all out of ideas then
thankye!
And you save the midi settings changes. Did you reload the GM client too just to be safe?
Me too, however thank you for having a go. ๐
I have only been saving the settings from the GM POV. Only the player log in. Hmmm....
Yeah just completely refreshed the GM log in and monsters/NPCs features are still showing in the player chat.
The previous ones will continue to be shown
The new ones will not
I hope that's not the issue ๐
๐ฆ
Just reset everything player and GM, and clicked on another feature of another NPC I haven't tried yet, and it still showed in the Players chat. ๐
Can you post a screenshot of what's shown?
This is taken from the players chat window......
(Veloz is the random name Token Mold creates for it, it is a Darkmantle)
The description is not shown
The name of the item rolled will be shown no matter what
Seems that it is working as intended ๐คท
The 1 action 10 minutes is part of the item details no?
I don't want them to know that It is Darkness (1/day) and what Krig said.
However I have just realised that if I set my chat dialogue to Self Roll, nothing appears that I put out there. ๐
Then you'd need to change your roll mode to Private Roll or GM Roll
Penny has just dropped.
Thank you all for the help, really appreciate it as always. ๐
Ah. Context. ๐
anyone else notice an issue with MidiQOL today? just logged in to make some new monsters/encounters and when i went to test all the automation isnt working. I just tested this the other day and it was working fine. Specifically with the late targeting/detecting hits. I just double checked and my settings seem to be correct
i have automation enabled, late targetting enabled in the GM workflows, really confusing
yea all the effects broke as well, this is strange, ive changed nothing since i tested last
edit fixed...libwrapper is important yall
You can either copy the content and paste it in the item macro, or use the ddb importer utility function that allows to call the macro from the item macro of an item. But it would be a lot more simpler if you just reimported the spells, items and monsters in a compendium. Especially if you already are a patreon of MrPrimate.
You can call a DDB macro from an item macro using the utility function:
return DDBImporter.executeDDBMacro([type], [filename], โฆargs);
Where type is one of the folder name contained in the macros (e.g.: โspellโ) and file the name of the macro (e.g: โfireShieldโ)
thx
rage has run out of its designated attribute. ?? trying to learn how this works so i can try to set it up properly .. i cant even cast it now cause it says that. i have zero idea what that means. sorry for the newbness. thx for any assisance
i reset its uses. 4/4 so thats not it.
so these pics. the left is the rage feat on the char sheet with effects open. the right is CE dropped onto the character with effects open. the CE works. the other doesnt. is there a way. to simply. copy the sheet on the right. into a new feat, that i can put into a shared feat folder and drag that feat onto a char sheet and have it work with they click the feature instead of me dragging from CE? thx.
is the barbarian a zealot barb?
or totem warrior for that matter?
I could tell you how to do what you want but you are making a huge mistake in not understanding why everyone told you to install dfreds
there is a midi setting that, when toggled on, will cause any item rolled by anyone, that is named exactly like a dfreds CE, will attempt to apply dfreds CE of the same name on the target of the item roll.
or in some cases if its a self/self item, apply it to source token
it has totem of the bear so im guessing so. i do have CE installed. when i clickon rage from the sheet. nothing happens at tall. i have midi set to use effects and then items
personally, I do not use the dfreds rage on players cause my player is zealot so I need the custom item macro from here, so would a totem warrior
yea. path of the totem warrior / barb is what it is.
if you have midi set to apply ce and if absent, ae on the item and its not rolling and applying anything then you got something wrong
i can click on CE and apply the rage on the token and it works.
i was trying to make it so when she clicks it on the sheet it would work
show me your settings in midi for apply ce yada yada
you are on v10 so I have no clue how to describe where it is in there
ok.. lemme get a screeny
is dfreds ce no longer automated with midi in v10 you v10 dudes?
show me the whole rage details tab too
yeah your problem is a blank rage item I bet
I wanna see the target info of the rage details and at the very bottom, so basically the whole details
thats not even dnd5e's rage right? dnd5e atleast gives you the scaling damage
did you make that from scratch?
ddb usually has stuff like midi compiant
ok delete that rage off your sheet, and drag dnd5e's rage onto that players sheet
importred toon. used in a test play night.. rage didnt work. havent changed anything yet.
lets eliminate strange keyboard/language/mismatched characters by taking what dnd5e gives us and using it
and before we get too far, foundry, midi, dae versions please and are you running roll groups, minimal roll enhancements, better rolls, or ready set roll?
(and dnd5e version)
if you have another roller installed midi can't automate defreds if midi isn't the one rolling
every thing was updated today. no redy set roll. monks token bar.
that is not the dnd5e is it?
Should be from Class Features (SRD) or something like that
i dragged over from ddb compendium folder. is ddb not 5e?
Use the SRD item
no, stop using that importer lol
I may be a minority here, but importers are not as great as they seem
rage shouldbe in dnd5e's items srd compendium
did v10 rename them?
Important to know how importers do what they do
screwin you up so bad
tht was from the srd
Yeah, I'm assuming you used the importer for the class
thats cause your importer did not give your barbarian its class
You need to add the scale value in the advancement tab of the class
edit the barbarian class and subclass and show us the details of it
yea. imported the character.
But to test, just put 5 in current and max uses
that might be why the rage is failing, what is v10's rage macro looking for?
isn't it looking for the rage scale damage thing?
Why is it using a macro?
sorry man. i dunno. all this is new to me.. im very new to this.
yeah its above in the image
theres a damage macro in dfreds ce v 10
isn't that scaled in dnd5e?
That could be why its failing to apply, he's not a barb
show us your features at the top of the actor
oh. he is a minotaur.
if the class/sub is right, it will have that arrow
Is that a language thing or a custom class?
ok go to the top of the sheet and click sheet, and change it to vanilla for now, cause we're having issues getting the right things out of the sheet.
Would prolly be easier to make a test character
Y'all are just all over the place.
i know im lost lol
Kordin, can you go to your Features tab.
yea
Sorry still waitin for this caff to kick in
Do you see your Barbarian class and Path of the Totem Warrior subclass?
Edit your Barbarian class feature. The Notepad and pencil there on the right.
could there be strange characters in the name/keyboard, I don't see why his stuff is mismatching
Well, if I read the error from above correctly, it's looking for @scale.barbarian.rages but we need to see the identifier used in the Scale Advancement for Rage there in level 1.
this one may work. it has stuff in the effects tab. the one i used from ddb .. did not.
never used the one from srd yet.
you have shown us two errors that are importer related that you really should fix and follow what ae4355 is asking of you trust me
I'm not able to get to my system, and I don't recall how to check it offhand. Moto are you able to see how to check the configuration offhand?
I'm on v9
sigh. ok. a moment.
there is a very easy way to make his rage work, but it should work with dfreds just by rolling an item called rage
when you used rage, what do you do to use a rage?
so the pic i put in above. was the CE version of rage. it works when put on the toon. and shows some stuff. dunno if that helps
speak literally
the way that rage auto applies via ce, is you hover over the rage icon on the sheet, and use it by clicking the d20
so if she rages now. i click on CE. pull up rage and click it onto her toon. works fine.
So... we good then, or am I descending 2 floors? lol
ok all of this was really just misunderstanding how basic foundry dnd5e works lol
I think I got this
i mean.. i can get it to work with CE. np. im just trying to get it to work by her clicking it on her sheet. . thats all.
right, do you have rage on the features tab or did you delete the imported one?
i have deleted all but the srd one
ok, now on that sheet, mouse over the image of rage on the sheet, and click the d20
that appears, not the items details, the actors features tab
and then show me chat what it says
congratulations you are raging
Against the Machine even
yeah if you wanna fix that, just go to the effects tab of that rage item on the actor
yea... just needed to move to the srd version .. i mean. how would i have known that though?
and delete the rage on the actor that is likely inactive
I think technically the mistake is not knowing how mr. primates importer works cause I swear I've seen automated rages in the importer
yeah I duno man, that thing should work, how bout you delete the importer class and drag in the dnd5e barbarian class?
delete the barbarian class level 10 feature on the features tab and find the dnd5e classes srd and drag barbarian from there
will that effect levels? and assigned spell / feats? i dont wanna mess up her toon
i mean. . this is a copy so .. shouldnt matter yea?
I mean...that yellow message already says you are messed up
but when you drag a class over you can change its level after the drop
it will drag over at level 1, increase it up to whatever level you want in the drop down:
ok.. deleted. dragged. leveled. clicked rage. worked.
no.. is gone.
ok other characters may be suffering from the same problem beware, they just dn't have a scaling item yet that shows you
just wish i understood all this stuff. nice to get it working. but better to understand it so can fix myself later.
my suggestion is till you can pinpoint what you do wrong in the importer, use the srd stuff from foundry for what you can
i mean .. i simply have toons made in ddb. then copy url and pull them in
personally I feel that importers never import correctly and that you spend the same amount of time fixing as if you had just made the items in foundry.
how can i mess that up? lol
I doubt its an importer problem, are you using his patreon version or the free one?
the SRD's dont have all the options to use to make toons though.. um. right?
im patreon
well technically the only problem I see with your character was an srd thing
unless you got an artificer in the group, the only thing that screws up is the class feature item
only the artificer is not srd and free provided by foundry
I can't think of a sub with a scaling item
but I also have no clue why the importer stuff is throwing basic dnd5e errors
subclass
oh
barbarian is the class, path of the totem warrior is the subclass, and dnd5e gives you barbarian and berserker for free
I'm on too old of a version of dnd5e to be able to look it up and show you but you should be fine now, the barbarian has a proper class
you may wanna go to special traits and make sure barbarian is at the top of it
I dunno where dndbeyonds sheet puts special traits but in vanilla its on the front page of the sheet
yea.. now the problem is. using the feat from sheet doent add spell effects like CE. i thought that the setting in midi to use CE if possible.. did that. ?
what is your delivery for fx?
automated animations or whatever the v10 alternative is for ase?
acutally.. it did work. my bad. i just thoght i put it on.. but it was from the sheet. i just did it again and tested.
you may want to consider stepping down to vanilla dnd5e for a while without modules so that you and your players get their feet wet with the basic foundry mechanics
the fact that danger sense is setup should tell us the transfer was just fine
wait no thats feral instincts
same difference
what totem did they go?
do they have resistances to all?
beats me man. i just rushed through them to get to level 10 to test if rage worked.
will have to redo and copy her stuff from her original sheet.
make sure you delete the inactive rage on the item on his sheet
i just didnt want to keep u guys waiting while i did all that.
it doesn't do anything but the player could mistakenly fool with it
I would not use the importer lol
can you not just import the subclass in the importers?
i dunno bro. i just copy the url. copy. paste. and click. it brings their toon over lol
you should not have to reimport actors from importers, infact its going to constantly break some modules that rely on the linkage in the bottom left
oh. u mean to re do her toon?
i will just make another copy of her original and make these changes on it.
not re import.
the actor that you just edited, is the actor she should be using
it is a copy of hers. in case i messed it up bad. so i will make another copy of this one and set it up like her original but with the srd files.
man I really think you should just disable all modules and play vanilla dnd5e with your players for a month
i have added spells.. weapons and all kinds of stuff to use as tests today.
well we are not really playing yet. just play testing to learn.
this is all good stuff.
and if i dont start to use what i have learned over the last couple of weeks. i will forget it. have to learn to do. then do to learn.
my prob is .. im a visual learner. and reading all those read me files.. is rough on me. i do as many utube as i can find.
I feel ya, but you are making mistakes, and then visually learning how to work around the mistakes instead of learning how to do it right the first time, thats not visually learning, thats refusing to stop and ask for directions
had to learn some of foundry. re learn some 5e. has been few years. leaned some lighting. some sound. some walls. some spell effects. weather effects. dice set ups.
lots more.
over a short time. so. is alot to take in. heh.
well. take today. i took all day. allll day. to get rage down. and actually learn how to do some resists stuff.
im not in a rush. just want to keep the learning pace going.
and i do like the eye candy and automation.
the issue you are going to have now with that rage, is that the rage needs more active effect settings on it cause they may pick the totem with resistances to all
but if you change dfreds then all your npc rages will be totem warrior rages
i didnt change dfreds.
so you really need to setup the ae on the actor, which is best done by dragging midi sample item rage onto the sheet
made no changes there
right but your barb will never be right if they are a totem warrior with resistances to all
dfreds is just giving them resiswtances to bludgeoning/slashing/piercing
path of toem warrior is what they picked.
bear
lol
that the resist all? lol
well lets just leave it there and when you realize you need a new rage setup, come back and we'll totally undo all of what we just taught you
i told them to make a test toon sooo. heh
lmao. well. look.
i am greatful for your help and patience. ๐
and willingness to help out a hard headed new guy heh
dfreds CE with midi is meant to be a repository for automated npc effects and some players, but you will find that the players get these things that you need to setup on their sheet cause they are more unique than dm's npcs, rage is one of them. My barbarian is a zealot barb so divine fury messes up the dfreds CE, I don't want all my npcs to be zealot barbs, so you leave generic dfreds rage alone and put the active effect on the players rage to be unique
yea. like i told them today. if we were still playing pen and paper.. we would have to do allll this stuff by hand. if worse case is that i have to add rage and a few things from the effects when its used. no big deal. im just trying to learn myself how to fix stuff.
once you have a rage setup on the character that you want to fire the ae on you then tel midi not to use dfreds ce at the bottom in a checkbox:
gotthca.
you will have to do this method because totem warrior bear spirits give resistances to all damage types and dfreds is just 3
ok. thanks.
except psychic
lol well they picked a good toon to work a test with.
ok. i have to head out for a while .. wife wants me to help her with some things. im on all day tomorrow prob as im off work. thanks again for all the help and i will prob be asking again later ๐
have a great evening.
is there an automated sanctuary spell macro anywhere, not twilightsanctuary, actual level 1 sanctuary
Wait for this https://gitlab.com/tposney/midi-qol/-/issues/913
Otherwise it's messy
I was trying to create a Rune Knight's ability to change target of the original attack with a reaction
It's a ... PITA
But you can hook on the midi-qol.preItemRoll, check if the target has sanctuary effect and trigger the wisdow save. If the save is unsuccessful cancel the current MidiQOL workflow
and even start a new completeItemRoll to re-target
hmm should I?
I just want a wisdom save on attack where my non fastforward players can just x out their attacks if they fail /shrug
built in Requestor, but it's in the spell too, isnt it?
using Requestor?
nah I just had an epiphany, I'll just make a 0 reaction wisdom saving throw warpgate item
that has a special expiry of next attack
wait I dunno how to do that part
Soooo you want Sanctuary spell to create a 0 Reaction Item.
The Item will trigger an onUse MidiMacro, which will create a Requestor wisdom save request from the attacker
Then do stuff manually
Or no Requestor, just target the attacker and make the Item a saving throw...
well lets keep it uniform, monk's token bar instead
Requestor is used for shared tasks not direct combat stuff
But whyyyyyy
OK, make the reaction item a wisdom save
and you are good to go
because my players want to see a streamlined process, they have never had to make save via the requestor before but do it all the time with mtb
Lol I have an idea. Wait
you can request a Monks save with Requestor FYI
but no need here
He knows... Always did
the problem I want to avoid is having the reaction on the actor all the time
because hes the most afk in combat player I have ever hosted for and I don't want to wait for him
yeah wait for it... patience
No creatures that reduce levels in dnd5e... What I miss the most
he doesn't get exp if hes not there for his turns during combat
'And how's that working for you?'
hes almost 1 whole level behind
and still afk a lot?
Yep
lol... btw damn your v9 Moto ๐
So... doesn't work great.
update midi srd and all 200 of my macros for me and I'll press the red button
You have more macros than I. wtf.
press and come here for help. I feel more important that way
Honestly, I don't really need automation that badly, I just need a comfy space to roll some dice and make fart jokes with my friends
Also someone posted a fork for MidiSRD if not mistaken
automation makes it easier to make the jokes
no point in a fork of midi srd if it doesn't have all the macros cleaned up
although, well we shall see
I will say this, "Make v10 instance" is actually visible on my todo list weekly now so theres a chance soon I may have one
When Active Auras/ATL are up and running, more people are gonna invest time in the MidiSRD too i think
Now shhhh I need to make that sanctuary ๐
nah ATE/L isn't that big of a deal to me honestly, I can use torch module, its the macros that willo kill me cause I will have to go over everyones sheets burning tons of time asking for help with macros and getting told to look it up or getting beat by a broom
I kind of considered just building auras into build-a-bonus
wait what now
Zhell's joining the darkside
That is interesting
but it would be bonuses, not automation effects and shit
90% of aa is just pally aura anyway amirite?
The v2.0.0+ roll hooks would probably make it easy, all you gotta do is measure distance to other tokens and check them for an aura flag or effect.
but I decided to leave it for someone else.
It wouldn't be much of a stretch to include saves and checks in babonus but there is some backend code that needs reworking to make it happen
the ui might need a sledgehammer.
... I accept PRs.
What would be the easiest way to add and delete a spell through a macro?
I'm thinking it would be possible to add a spell through CE with effect macros, then delete it.
Do you mean a spell as an Item on the actor (/spellbook)?
Not sure what you mean. But I mean I planned to literaly just add an at-will spell.
Zhell 3 liner
on create:
const spell = game.items.getName("name of spell").toObject();
foundry.utils.setProperty(spell, "system.preparation.mode", "atwill");
foundry.utils.setProperty(spell, "flags.world.cool-spell", true);
await actor.createEmbeddedDocuments("Item", [spell]);
on delete:
await actor.items.find(i => i.getFlag("world", "cool-spell"))?.delete();
That or you can also get it from the Spells (SRD) pack
on create:
const pack = game.packs.get("key of pack");
const id = pack.index.getName("name of spell")._id;
const spell = (await pack.getDocument(id)).toObject();
/* the rest */
is it a spell or a special item created by a spell? cause then that could be warpgate territory
no need for warpgate
Man, that worked perfectly.
Just create a new embeddedDocument on the actor
Both would do the same. I tend towards EM for these cases since my players like the visual representation of an effect in the top right more than a mutation.
It is a Detect Magic spell so it should be pretty basic.
(Basically a feature that when the player activates it they gain detect magic at will for a limited time, it works perfectly now)
it was a 4-liner ๐ฟ
sigh
fine
await Item.create(Item.get("id of item").clone({"system.preparation.mode": "atwill"}).toObject(), {parent: actor, keepId: true});
one line
I hope you dont make an update object instead of the setProperty
Oh well ๐
So elegant and readable!
I love it when people delve deep into a follow up discussion after a question. ๐
I have the attention span of a goldfish... I have started 5 macros, finished none and started working on loadout again...
why do I mergeObject. ffs
Can there be another why do I... after that? ๐ค
I feel like a proper coach... Push to the limits
why do I flag
there
and then on delete:
actor.items.get("id of item")?.delete();
Now that is one freaking line.
Wrong chat, moving it to #macro-polo
Can Midi-QOL automate either/both of these effects?
Yes. 1st one needs a macro
2nd one is an Active Aura one
I don't think the second is active auras
its just a 1 minute aoe effect like tturn undead
only abeneficial one
however, that item needs to have its wording fixed for the second one, unless it intends to give poison immunity to hostile creatures too
Ah yeah probably. easier too
the first one is super easy
drag color spray to the bar, then edit that macro and add it as an item macro on the bow attack
Yup - these unicorn bowstrings have no qualms with evildoers ๐ Free resistance for everyone
Where do I drag it from, sorry?
Character sheet
on that bow users sheet
right yeah thanks
drag it to their sheet, then drag it to the bar
make it innate or something
I'm sure bugbear is tempted to make it cleaner
The automatically generated macro from dragging an item to the hotbar will use the selected token (defaulting to assigned character).
You don't want that for this in case they have a different token selected but are firing the weapon from their sheet.
actor.items.getName("Color Spray").use()
Will the token have the Colorspray on the character sheet?
thats what I suggested to them
Not usually buit if that's the only workaround
you thinkin something like the freeze ice knife macro Bugbear?
Just yoink it straight out of the SRD compendium on every crit lmao
Sounds like a job for an ephemeral item
yeah
๐ฌ
If yes on use Midi itemMacro ```js
if (args[0].isCritical) {
const item = actor.items.getName("Color Spray"); //proper name goes here
await MidiQOL.completeItemRoll(item)
}
non ephemeral
have midi apply an ae that activates the macro, on d20 natural 20's
jesus thats too easy
I'm fuckin stealing that lol
2nd level, 8d10. Or is it already that?
I thought that they would have the Item already planted on the actor
If not will make it but I cannot now
if it is not meant to be scaled, just turn off the items scaling
So for an On Use Macro, do I paste this script in or create a Macro with it and then put the Macro name in 'On Use Macro' box?
(v9 or v10?)
If you have item macro it'd probably be simpler
You can either use ItemMacro module and store this snippet on the ItemMacro on the title bar of the item, or a script macro (on the hotbar or macros folder)
I think I just had a color spray macro made for me
PC has a longbow that has the effects if that helps. When said PC fires an arrow, the poison resistance 5ft thing goes off for 1 minute. On a crit, Colour Spray (which is a spell the PC doesn't usually know) goes off, centred on the PC, who isn't affected.
"world script macro", oh boy that's confusing nomenclature
10
Yes
do you have an automated color spray yet?
v10!
nice get the Spells on ITems
items with spells?
Items With Spells. ๐
I'm trying to keep up with all of the ideas ๐ฌ what was the answer to the On use macro question. I'll have a go now
Oh, ideal! ๐
Now I haven't checked the API, but can you trigger the embedded spell?
paste it into item macro
It is on the sheet
(nvm)
but hidden if the item is not attuned
Even better ๐
if the item requires attunement.
So @stone forge get that module, create the spell as you want it, put it on the item and then use the snippet for critical hits
will midi throw a fit if his cone is not adjacent to self?
The what now? Should I make it put down a template? I think the user can put the template in the right place
I wasn't sure if self cones would throw the range error that midi sometimes does
Hmm... cone yeah... didn't think about that. If it's easier, it can just be a radius thing if needs be
Use the Target in the details page to what emulate the spell. I think it ll be fine
if you make it a radius you might as well get hail of thorns/arrows macro and repurpose lol
keep it a cone, make it more unique
theres like 30 ranged attack/aoe circle spells, be different
ok, I will get back with the outcome - just processing it all! ๐
Ok, installed Items with Spells, dragged a modified version of Colour Spray from the Items section in Foundry to the 'Spells' tab of the Item. This is what the settings look like currently. Any glaring errors?... ๐
yeah no blinded ae on the spell
this is midi, we don't do dnd5e basic spells ;p
there is an automated colorspray somewhere
oh wait nevermind...v10, hah no automated colorspray(yet)
everything looks good
Temporary Effect, 1 round, what should I enter into effects?
you did eventually drag the spell to the item though right?
don't do any effect, if you can't automate you don't want targets getting blinded who aren't suppose to
Yeah, top left of the image right?
oh, do you have magic items module and item with spells installed?
why is there two spots for magic item spells lol?
i already had magic items, yes, and just stuck the other one on for this now
k
Sorry for taking up your time ๐ฌ don't worry
you got it
does the macro work?
wait
you renamed the spell, make sure you rename the macro bit if it calls the name of the spell
if (args[0].isCritical) { const item = actor.items.getName("Color Spray"); //proper name goes here await MidiQOL.completeItemRoll(item) }
Paste this into the On Use Macro field, yes?
but with the adapted spell name
correct
Ah nope
no
Not that thing in the macro field
No worries. Put that in the hotbar
in a script macro
Call the name of that macro from the onUse MidiQOL macros field on the item as Macro name | After ACtive Effects
then you put MacroName or whatever you picked in the On Use fgield at the bottom of the item details
Yeah, it's installed and active ๐๐คท๐ปโโ๏ธ
Ok, thank you
how does he not have an item macro button, but regardless just click an empty spot on your hotbar and do what my image shows
script in drop down, then paste the macro in and name it
Yeah, found it. Little SD card kinda thing, but no text
v10 -_-
(both v9 and v10 Moto ๐ )
Mine doesn't look like that /flex
Yours looks worse?
I prefer my bar as spammed out as possible
I plug this module constantly https://foundryvtt.com/packages/cleaner-sheet-title-bar
Ok, just trying to roll a crit... โ
Change the crit range on the weapon
make it a 2
is the item "on crit" or on 20?
cause that could be an issue if the archer is a champion!
or a filthy warlock
How simple
(Foundryyyyy)
Hmm... don't think anything went off ๐ค
dunno if that helps you at all, i thought maybe the chat entries might
Can you export the item as you've set it up and DM it to me?
(drag it in the sidebar, right click export)
It has applied an effect to the dragon if that was the goal
Ah, that restrained condition is old
The bow icon
cast color spray on its own, are you prompted for a template?
Ah, that may be a remnant of an effect I tried to add and thought I'd removed!
So the Color Spray needs to go into the Spells tab of the item
Not the Magic ITem
I can see it in the Magic Item's one and also its called Color Spray
I did not say to do that, but I did bring up the point that they had both modules installed
yeah hes got mismatched names even in that image
The macro code, should match the name of the spell
if (args[0].isCritical) {
const item = actor.items.getName("Color Spray (Winterbreeze)"); //proper name goes here
await MidiQOL.completeItemRoll(item)
}
You have this in there, but the spell is still Color Spray
It does right? I edited it to include the brackets
All right then
aren't you suppose to drag from the compendium?
isn't that the yellow warning, you dragged to sheet, then dragged to spellitem?
No I had to edit the item before giving it to him. I couldnt add the spell to the version of the item he already had. So I reimported it to items, added the spell, and then gave it to him.,
Just make sure that they are attuned to the item
I see it has Attunement required
but not attuned
Might be it... I've attuned it
That is what it should look like. You had the whole macro in there ๐
Didn't have ItemMacro in there, still had that snippet of code pasted in there!
In the itemmacro now, yes?
That is the exported item
Don't worry - works after I fixed that field in your On Use Macros screenshot
๐ฅณ ๐ฏ๐ฏโโ๏ธ๐ฅณ
Jeeeeez.... ๐ You patient people
That's a fun lil use of Items with Spells and MidiQOL macros ๐
๐ฅด
I call success and off to my ... Sanctuary or Rune Knight's automation...
or a module or another... oh my
better use of your time would be to get me a list of all the possible filters that could or should apply to a saving throw or ability check. ๐
(/s)
GL with the Sanctuary macro, its a pain ๐
I had enough with edge cases trying to track down (as many as possible) regarding main and off hand weapons
Anyone have an idea why this doesn't work?
+ 1d4
Make it either Custom (DAE specific) or if you use Add don't forget the + in +1d4
Ah ok - seems like a bug with All Damage where Add +1DX doesn't work but the custom does
system.bonuses.All-Damage
Yeah cause that one is not a system specified key.
It is added by a module, in this case DAE, so it would need Custom to function
Thanks very much!
Anyone have an example I may use for a macro or midiqol setup to automate bloodlust? (Iโm not worried about moving towards a creature but triggering an effect and prompting the roll using monks token bar)
โIf you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If youโre concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarianโs Rage feature), you automatically fail this saving throw.โ
Someone can correct me if I'm wrong but you could use an overtime effect and use the applyCondition like @attributes.hp.value < (@attributes.hp.max)/2
I found that in a few searches, unfortunately I couldnโt quite figure out how to make it work trying to use some of the midiqol examples as templates. Iโm away from my computer right now so I donโt have any of my failed attempts.
Yes and v10
if(token.actor.system.attributes.hp.value < token.actor.system.attributes.hp.max/2) {
game.MonksTokenBar.requestRoll([{target:token}],{request:"save:wis",dc:8,silent:true});
}
Untested on V10, cause I don't have a V10 environment right now. But should work. Just stuff it in the Effect Macro "On turn Start" macro on a passive effect on the guy
Thank you will give it a try later!
I was trying to use turn=start not effect macro
Overtime would work too, but I have a headache so this is easier for me ๐
If the macro doesn't work and you wanna try an OT just @ me and I'll whip something up
Effect Macro looks interesting, is there some sort of repository of uses for it? example macros?
If i wanted to hide an ability that a monster is using from the chat window automatically with this macro await item.use({}, {rollMode: "gmroll"}), what is the best way to do it through Midi's on use macros?
Because I am trying all sorts of combos and it just isn't working, I would have thought before item is rolled would have been the obvious one but no. ๐ฆ
You don't need example macros written specifically for Effect Macro, cus it can run any basic hotbar macro and function exactly as you would hope. See the module page. ๐
Hi again,
I have added the blind status to an effect, and then added an aura, 15ft.
When a creature is within that aura it gets the blind status added, however it adds it again and again everytime the creature emitting the aura moves (token attacher, the aura is being emitted from a token summoned by warpgate). And when the creature moves away from targets the blindness stays on the affected creatures/tokens.
Anyone know what the heck I am doing wrong? ๐
V9
I wasn't in combat. IT is now officially too late, going to bed!!
๐
It is still doing the same thing in combat ๐ฆ
if this is active aura, there should be a setting to apply once. if this is a macro, check if it exists first, before it can add
maybe a better question is what's a use case for this? i'm struggling to think of a good example and i love me some automation (although i may just need more coffee... i'll go fix that)
Personally? I wanted to tie some Warp Gate revert and dismiss to a drop of concentration via my concentration module, and then EM went off from there.
It's had a bunch of other uses since then. Like tying item creation/deletion to effects. Triggering macros on other clients. Etc.
ahh interesting! ok cool, thanks for sharing and developing it, that's given me some ideas
It's personally my go-to for restoring legendary actions and for undead regeneration too
Reminders for lair action on initiative 20, too.
EM has been a lifesaver for simplifying the method of making warpgate mutation macros.
Maybe it's been fixed in v10 on newer versions. But using an effect macro while the player doesn't have a token on the screen causes errors.
Might actually just be DAE with the error now that I'm looking at it.
It's not impossible
However, I consider v9 stable enough that it won't receive further updates.
The v10 version of Effect Macro is already miles ahead. ๐
Plus I no longer have a v9 environment to tinker with.
yea nevermind it's just DAE trying to do a isOwner and not liking it's undefined cause there is no token down
Zero doubt I myself had to push an update at some point to fix that with some module somewhere sometime
I have a scene that I use for an area map, and if the player tries to use their feature that uses a warpgate mutate it doesn't end well.
Since there is no token
An issue with WG tying everything to tokens
The big new version of WG will tie mutations to an arbitrary given document instead I hear
Neat
Heads up - 10.0.13 or midi-qol requires foundry 10.286, won't activate if not the right version so check your version when midi disappears.
ooh a new verison ๐
when using flags.midi-qol.OverTime is there any way to have trigger a CE or something when the saving throw fails? using turn=start,
applyCondition="@target.attributes.hp.value" < ("@target.attributes.hp.max")/2
label=BloodLust,
rollType=save,
saveAbility=wis,
saveDC=8,
saveRemove=false
macro='macroName'
Then have the macro apply the effect
Thank you. Iโll have a look I think thereโs an option to apply once per turn/round?
Having said that Iโve hit another token set up for Hunger of Hadar, the settings are identical apart from the effects of course and that works perfectly
The difference is HoH is static whereas this darkness ability moves with the monster.
Unless thereโs a macro in the HoH spell with more instructions than just summon the token.
Yeah thatโs what I use for HoH, and it works. A creature goes with 20ft theyโre affected they walk out it goes off them.
With this darkness it just keeps applying the effect icon on the tokens within the aura. Over and over every time the creature emitting the darkness moves. And then when the creatures moves further than 15ft away the affected tokens donโt lose the blind effect or icon.
hey there qq: is warcaster "advantage on concentration con saves" supposed to be working without any tinkering? It's not triggering for my players
should be a midi flag but only works on fast forward
dnd5e doesn't have a specific "concentration" save, so the entire interaction has to be handled by midi afaik
If you don't fast forward it should still highlight the ADV button afaik
Does assume you use the Midi concentration tracking
Anyone got a smooth setup for removing a prior instance when using a spell/feature on another target? Like the spell Light that can only have 1 instance running
depends, dae you can set not to stack
That's only in the case of the same target though, right?
yeah
I was thinking of something like looking to see if the source uuid or something was active elsewhere and then disabling that, but might be a bit above midi qol paygrade
else youll need to macro for it, can check my light macro
mine allows only 1 instance
check the canvas for any tokens with casters id stored in a midi flag and remove it. on the effect add a midi flag with the casters actor id
flags.midi-qol.whateverspellname.id whatever you want to call it
getProperty(target.actor.flags, "midi-qol.spellname.id") then if they match
sucks typing w 1 hand lol
Ah great, will give that a go, thanks
or you could store the item uuid, take your pick
Hello, i've a spell that i want to automate. When the caster cast it on himself, those who damage him take 1d8 damage.
I do not know how to do that with macro and midi.
I do not need code, just the logic to do that
Thatโs what my HoH looks like apart from get the blinded effect from DFreds. It works perfectly.
But the simple blind from darkness doesnโt. There is something Iโm missing obviously and I need to find out. ๐
@gilded yacht Do you think that including a Non-harmful Midi-QOL property on Items would make sense?
It would make the automation of something like the Sanctuary spell much easier.
I imagine I would be just checking in the workflow if that flag is present, instead of checking if the workflow.item has an attack or a harmful damage type etc ๐ค
thertes a couple of ways to handlr this , could create an item that has reaction damage. or could have an effect that creates itself again based on times up isDamaged. depends how often it triggers
@short aurora flags.dae.deleteUuid I think helps with Active Effects too.
I guess the light creates an Active Effect on a target? Or a pseudo actor that shines light?
Both should be doable
that would be another way of setting it in a reverse unless dae can self store its own ae uuids. there was a sync issue where 2 would be generated
dae would generate one then the system would
it triggers anytime tha an enemy harm him. If there 3 thugs with 2 attack. It can trigger 6 times. If i use reaction, it triggers on the 1st time, and no with the other since the reaction has been used
if i have a way to remove the reaction flag with my macro, i can make it work, but i don't know how to do that
You can use 0 Reaction
It should prompt everytime.
Having said that, I have a couple of reactive damage macros like that posted around here.
Is the spell something like, Fire Shield?
i'll check that
i don't find any macro of Fire shield ๐
Ah probably it was on the Gearheads discord (https://discord.gg/hHcwGYN7)
Basic principle: <#994929221182959616 message>
I might need to check these again to be honest
Are you in v9 or 10?
v10
Yeah that way will not work until Active Auras are updated for v10
The concept was that you create an Active Aura around the caster, which will mutate the attackers to have an Actor onUse macro on them, which in turn will damage them when attacking the caster automatically ๐
can warpgate change an item from reaction to reaction manual?
can do whatever you want ๐
i'll search this way and analyse this, Thanks a lot @violet meadow
Just gonna add a reaction manual sanctuary feature, and have the spell toggle it to reaction for 1 minute
with a 0 reaction cost
I could morph the whole item in on demand but I'm lazy
has to be a feature though, can't change the spell, cause we hate having to recast spells and unchecking spell slots
I sat down to work on my session and installing a v10 test build and the servers in windows update mode cries
. Sanctuary spell. Will re-upload after fixing!
Early take on sanctuary. Cannot distinguish non-harmful items yet (and AoE spells explicitly)
I'd imagine non harmful would originate from the same disposition
aoe spells can still target them
sanctuary only works if you are targeted
Indeed, but I have a check in there for Array.from(workflow.targets)[0] being under the Sanctuary effect
There is a way for that to be true if an AoE affects the Sanctuary token and that one is targets[0]
So I need to make sure that it doesn't trigger for AoEs (at some point ๐ )
Probably, but it doesn't feel like the most robust check ๐
*You can be under a spell and "need" to target your friendlies with a boom boom spell or attack, you know it can happen, I hope you make your players do that ๐ *
so far in dotmm, the only time a player has gone to 2 death saves was initiated by a friendly fire ice knife that critted and took them down(the enemies around him saved)
And the druid is reminded of it anytime she casts it lol
you can filter the item itemTypes they have vs what item they used in the workflow
I just edited that.
I only wanted to change the Sanctuary from the dnd5e Spells (SRD), to not be a Save spell. So that it won't trigger a saving throw when first cast
~~I am not using it again after at any point in the macro or the workflow.
Purely for UX reasons when casting Sanctuary, it shouldn't trigger a saving throw, which is what the SRD included spell does.~~
Afterwards the new attack happens with the workflow.item anyways
thats how i cross check stuff
On a small screen and I mistakenly thought your reply was for: On the Sanctuary SRD spell delete the Save details and change type to Utility/Other.
Nevermind me, going for coffee.
@gilded yacht Is the following behaviour intended or not?
This will log the workflow of the second Hook. js Hooks.on('midi-qol.preItemRoll', (workflow) => { return false; } Hooks.on('midi-qol.RollComplete', (workflow) => { console.log(workflow) } This will NOT log the workflow of the second Hook. ```js
Hooks.on('midi-qol.preItemRoll', (workflow) => {
setProperty(workflow,'aborted',true);
return false;
}
Hooks.on('midi-qol.RollComplete', (workflow) => {
console.log(workflow)
}
At first I thought I could check if a workflow is `aborted` and do something, but I found out that it wasn't the case.
I, instead, ended up using a `setProperty(workflow,'sanctuary',true)` in the first Hook and `getProperty` in the second Hook to do stuff and it works fine, but I was just wondering here if the `workflow.aborted` could be used by the end user ๐
The relevant code here: <[#1010273821401555087 message](/guild/170995199584108546/channel/1010273821401555087/)>
Anyone got a spirit shroud working?
Hey guys, when using "On Use Macros" for sequencer is the name of the macro the copied string or is it the full name of the macro?
I can't seem to get the callback macros to work with the sample sequencer macros.
Not entirely sure what you mean, but I think that you need to create a script macro in the hotbar (or your macro folder), paste the Sequencer sample code in there, and then in the MidiQOLs onUse field use the created macro's Name.
Does this help?
So I am trying to use this macro. In the comments it says I need to add the name of this to the On Use Macros section under MIDI.
I also tried typing the name of the macro out, neither seemed to trigger the sequence.
OK so you need to put the name of the macro in there.
And you need it to be After Template is placed
Not before the Item is rolled.
Otherwise the args[0].templateId will not be defined (I guess you have autotarget on in MidiQOL for templates?)
Ok so the issue was I needed to make a macro and not use the name of the macro within a compendium maybe? I am pretty sure I went through every option in the drop down. Maybe I missed the template one. It's working now thank you.
what are you trying to do though?
Just run the sequence one the spell is cast, its working now.
like...if its just an animation, get automated animations
A macro from a compendium will not work. Its either ItemMacro or a macro from your macro folder that will be called from the onUse
Roger that.
If its just a sequencer animation, you are using a stick of dynamite to kill an ant
install automted animations, life much easier, and its automtaed
It's a macro that comes with sequencer.
What can i say
I wanted to see what it looked like
the misty step one was really nice so i wanted to check it out
automated animations has all that but theres a UI instead of writing macros
once again it came with sequencer so i was looking at it.
I've spent the last 4~ hours using automated animations. It's nice and easy but why not take a look at what someone else did, thats it
and now I know how to add macros to my items. win win ๐
faerie fire should be premade with automation unless you are on v10
on v10. I also made a faerie fire animation already
You're totally missing my point but its all good brotha. back to adding animations ๐
no I mean it applies advantage to the failed save people
when the creatures fail their save they are automagically applied grant advantage flags
it was working prior to me adding the module and it still works so im not sure.
and they become lightsources, but atl is not in v10 ๐ฆ
soon(TM)
oh good point, its probably not an item macro, so I suppose not all of midi srd is broken in v10
one of the reasons why I prefer automated animations is that you can give your playrs access to that without worry that they will destroy the world with macro access, plus most of them have no clue how to edit a macro whereas the UI for AA is simple enough for em.
i was planning on writing one but then i got injured. 1 handed for a week or 2
i have a version of faerie fire that uses warp gate, works ok.. need to convert to v10
Ah is it for v9 or v10 the Spirit Shroud @stoic seal ?
Oh I hope your okay?!
Iโm on v10
The second part of it I imagine needs an Active Aura which is not v10 compatible yet
For the 1st part its just a damage bonus macro if not mistaken. Let me find the ability
Thank you for the CUB reaction support tposney, it is much appreciated!
๐
- Gratuitous changes to midi-qol config panel - first step to adding some more game mechanics changes, like legendary/lair action count resets at combat update or moving those to another module and removing them if I make a module for those.
But I like this the most
Was told to ask this here;
I'm running Midi-QOL/DAE, the works.
I was attempting to create a "trap" that applies 1 level of Exhaustion on a failed save.
I created a "dummy" npc, and put a "spell" with a CON Save on it, and the automation part of that works fine.
But for the life of me, I can't figure out how to get the "effects" to add levels of exhaustion with the spell. I'm assuming I have to have the spell run a macro to add levels of exhaustion?
Are you using DFreds CE?
dislocated my shoulder when i tripped and fell in a parking lot. having some muscle issues in that arm also, so maybe tore something. about to take a relaxer.
Much better the new MidiQOL config settings ๐ฅณ
Hope you feel better soon!
Honestly, I'm not sure. I'd have to go load that up to answer.
Do you have any module that handles conditions?
I know I have CUB, and DAE
thanks hope so too, most stuff i am reading says like a month and a half of this shit
Everything listed in the DBB importer
Shoulder can be tricky indeed
gonna get good at 1h typing again
OK I am not using that one so not sure, but does your CUB have Exhaustion effects set up?
loading it up right now to double check on dfreds CE.
Yes, I hae DFreds Convenient effects
For this, I don't know
I have enable Enhanced Conditions checked. and that kind of works?
OK for DFreds CE at least you can add a level 1 Exhaustion to the controlled token with this ```js
await game.dfreds.effectInterface.addEffect({effectName: 'Exhaustion 1', uuid:token.actor.uuid})
If you go through MidiQOL workflow, you probably can set the token as the one that failed the save (if its only one target) ```js
await game.dfreds.effectInterface.addEffect({effectName: 'Exhaustion 1', uuid:args[0].failedSaves[0].actor.uuid})
I assume that macro only adds 'Exhaustion 1', and doesn't increase it to 'Exhaustion 2' on a second fail?
I am not sure now, but I think there was a way. Hmm let me bring @marsh ferry in on this ๐
You can code it to add the correct level of Exhaustion in the macro. But it is a bit PITA and not sure if there is an automated way to do that.
like get the Effect name split it after the n and if you need to add a level, add 1 to that
Last night, I figured out how to add "Exhaustion 1" through the effects menu without macros, but couldn't get it to "stack" to increase levels on successive fails.
Then you have the effectName of the new effect to add
Taking a look at the recently released DAE 10.0.9. I couldn't use the effect change system.attributes.ac.custom, it doesn't appear in the list.
Something like this should do it ๐ค ```js
const targetActor = args[0].failedSaves[0].actor;
if (targetActor.effects.find(eff=>eff.label.includes("Exhaustion"))) {
const exhaustionLevel = Number(targetActor.effects.find(eff=>eff.label.includes("Exhaustion")).label.split('n ')[1]);
const newExhaustionLevel = Math.clamped(exhaustionLevel + 1, 1, 6);
if (newExhaustionLevel > 5) {
await game.dfreds.effectInterface.addEffect({effectName:'Dead', uuid:targetActor.uuid});
return;
}
const effectName = "Exhaustion "+newExhaustionLevel;
await game.dfreds.effectInterface.addEffect({effectName, uuid:targetActor.uuid});
}
else await game.dfreds.effectInterface.addEffect({effectName: 'Exhaustion 1', uuid:targetActor.uuid});
That is for v10 (for v9 replace in the above snippet label with data.label)
There edited it... a missing )
That worked!
DFreds will automatically remove the previous Exhaustion level when adding a higher one! Nice lil helper
I named that macro "Exhaustion"
And set it up like this in the spell effect.
(For anyone else that needs this kind of thing)
Yeah, using the name of the script macro you've saved the above code as (named Exhaustion in the screenshot above)
Thanks for the help!
Given my luck, the party will never even encounter this "encounter/trap" lmao
Well I wish them worst of luck then!
lol thanks
If you want to affect more than one targets its an easy change FYI
Any idea how I could roll automatically for recharge ability with MIDI-QOL?
Like what exactly
I saw that you asked in #dnd5e as well. I don't think there is an automated way right now.
DAE or Effect Macro can help with that, if you create an AE on the actor that can be triggered at each turn start
Yeah. I figured here would be a better place to post it