#MidiQOL
1 messages · Page 39 of 1
But yeah, again the only thing that’s not working is both the label and the token magic effect
tokenmagic macros won't work with equip
tokenmagic filters require a special macro to turn them off, dae can't handle that
Right
So that’s problem one done
I’ve installed that other defreds thing you said to get
For the active effects
that radiant damage is way too op for a dnd table. zealot barbs have that once per turn, not every attack fyi.
Oh yeah?
Oh yeah I will share tomorrow a sample item. It will be the call lightning spell
is the player a barbarian?
can you share the description of that item, if its the item from the book I'm thinking of, its not suppose to be a full rage, its just the bonus damage
Yes
It’s not an item from anything, I’m literally just trying to make an item so that the player can turn on and off the rage effect
0_o
Because I make maps and adventures not computer programs lol
I’m doing the best I can…
My first thought is why did you install midi qol then...but lets show you the point of that module, can you go to your compendium sidebar and navigate to the "Midi Sample Items" please?
is it even possible to delete these compendiums?
you must have compendium folders installed
and its hidden
I need to afk for a few, so hopefully someone can walk you through unhiding the compendium
fyi midi qol lets you roll an item with an ae on it, and depending on the target settings for said item, it transfers the effect to the targets(or self), so setting up the premade rage in that sample compendium is what you really want
Right, I tried to set it high, but it did nothing to the attack roll even when the attack fell within the "new" range.
Yeah then Midi breaks it
I just tested and it works fine
Gotcha 👍
shrug
@gilded yacht Midi seems to break babonus fumble range bonuses on attack rolls.
show us a snippet of your entire compendium sidebar
wait don't do that
cancel that
lol ok
send that snippet to me in a DM
I don't wnat the innocent to feel the wrath of an orange name
A couple days ago, I asked if there Is a reasonable way for a macro fired as an OnUse item macro to know if a spell slot was used to execute it? I'm trying to know what the answer was to the Consume Spell Slot question asked on the dialog that pops after clicking a spell to be used fro, within my macro.
@vast bane suggested what I need is in castdata, but I have no idea where to find it.
I'm totally hoping someone can share the right incantation for my macros to get smarter (their getting smarter is my hope...)
When you use an item, it emits the dnd5e.itemUsageConsumption hook, in which you can read what was consumed in the item's usage.
See that second object for example...
also don't ae's retain the spell level now, didn't tposney and flix add that to their modules?
CN, ET, and Midi/DAE all do that, yes.
But the question is, "Was a spell slot consumed," not "What was the spell level".
Holy Guacamole Batman! That looks to be exactly what I was searching for. Thank you!
So the good news is that's all the information you could possibly hope and dream of
The bad news is that you're looking at a Hook.
But it's not emitted to all users, so at least you don't need to do much filtering.
I need to puzzle out how to get to that hook
With a world script. 🙂
Oh boy!
or a local macro, works too, you'll likely want to turn it off, or simply hook only once.
I'm extra confused, or a local macro?
Well you can set the hook in a regular macro
But I find that's much more finicky
What's the use case here?
I want a bunch of spells that can have things go wrong (user error) or voluntary cancels that I'd like to automagically refund a spell slot, but only if a spell slot was actually used
Things like player forgot to set a target for a heal, so it just fails and drains the slot, assuming the player checked the box to use a slot on the casting (this is what I am trying to be able to detect)
lost turns are awful in dnd
Sorry, is this a feature in your game, or are you trying to fix mistakes like forgetting to target? 🤔
Most commonly forgetting to target, or wrong target, invalid target. A few cases where I pop a dialog to have confirmation that pre-reqs are met
I know I can force a target to be selected, but that opens up a different rabbit hole for spells that don't need a target at all
Ah ok, so it's to fix mistakes in automation
Exactly
I have notes about how to install a world macro. I've not done a hook though
Maybe its a bad idea, seems it would need to be running before any macro that might need it
this shouldn't be a thing for midi qol fyi
Oops, where should I be?
99% of the time those spells are self/self or the range/target is unset and the spell casts fine
you can lock required target on and not have to worry about spells being weird, you can also turn on late targetting for the lazy folks
if you are trying to undo mistakes with consumption, don't auto consume spell slots. Leave that dialog up. If automation is messing up that much that you have to create a macro to fix it, then turn off the automation.
I personally, would love to see Item Delete Check module start tracking charges, but I doubt thats possible off client
it is a great module for tracking flubs and mistakes, I use it all the time to catch mistakes with money
I have to agree with this. Don't make a band-aid fix.
I actually don't think many of us use auto consume cause of how easy it is to mess up
fast forward and auto roll sure, but that autoconsume is the devil
I must have been using some badly configured spells early on when I was setting up Midi. I just flipped it to use late targeting and require targets, seems much more like what I wanted and does seem to eliminate my issue
Yea, that seems way better and so much simpler. Thank you both
beware late targetting is a client side setting
Good point. I'll need to make my players turn that on
Every player has to set it in the main menu of midi(outside the workflow button that only you see)
the setting you changed, enables them to be able to use that, but they have final say, and the default setting is off
If you have df settings clarity, you can do a quick 10 minute tour with the players and get them on the right page cause it shows you what settings are clientside
Or just use Force Client Settings and set the defaults for them 🤷♂️
So many smart people. Sorry I was being a blockhead
One of these days I will find out what causes the late target window to be where it is for just me
I don't use it because for me its always in the bottom right corner beside chat and its easy to miss it, but supposedly its a center screen popup for the rest of you
DF Settings Clarity really does add clarity to the scope of the settings!
Force Client Settings seems perfect for my group. Three of them will just use whatever and be quietly frustrated when what they see doesn't match expectations. The forth will mess with everything and have the expected total failure.
I had a player who was constantly complaining about foundry settings resetting only to learn they had their chrome set to clear site settings when chrome closes
even shamed me for not getting a domain name for the server host location thinkin i was the problem lol
Yea, I'm thinking pretty much all my "client" settings can be at least defaulted to my choice, if not locked. They all have powerful laptops playing over my LAN so performance is not an issue
Going at it this way -- using Midi setting properly -- is going to save me a metric ton of work applying band-aides
Is there a good solution for Armor of Agathys?
Chris has one that they are fond of, ask them for it when you see them active again
I know it involves worldscripts
Thanks. I guess it would kind of have to
If you want it
Used as a world script
Just realized the hook should probably be moved up to pre damage application
Not sure if anyone can answer this, but I am having an issue with Convenient Effects being able to do Custom, Upgrade, Override of effect values. It seems to add ok, but can not get the other options to apply to the dice rolls.
show the key you are using
if its a core key custom won't do anything
custom definitely won't do anything
are you trying to do reliable talent or something?
thats a bonus key, so you should always lead a bonus key with a - or +
When this effect is active I need a roll of 9 or less be converted to a 10 and then the appropriate modifier added
I think thats the wrong key
Sorry I am new to using this and learning
So would I use one of the flags.midi?
This current key you are using is a bonus on top of the roll.
There is a min key but I dunno how to use it and the readme and the spreadsheet don't have the min key listed
This spreadsheet you mentioned. Did I miss something in the read.me. Is the link in there?
Thank you!
Thank you for you assistance. I got it to work.
I am using Faster Rolling By Default module, Dice so Nice! with the MidiQOL. There appears to be a conflict between the FRBD and MQOL. When I click on advantage or disadvantage I get twice the number of dice needed. Is this a known problem? Any support or fix? Thanks!
@molten solar 😦
I'm not sure where the issue is. You said you were not using Midi, and I warned you that all these modules couldn't mix 🤔
@molten solar I did not believe that I was at the time and was honestly surprised when I saw the behavior again. So, I thought I would give the Midi group an ask as you or one of the support had suggested. I will think through which modules are important.
Thanks!
I'm trying to create an effect that removes the target's DEX bonus to AC when it resolves. So far so easy: add -@abilities.dex.mod to Armor Class. However, it subtracts the SOURCE'S DEX mod from the Target's AC, rather than subtracting the TARGET'S Dex mod from its AC. How can I write it so that the effect subtracts the Target's Dex mod from the Target's AC?
Try using ##abilities.dex.mod
That does it! Thanks!
can someone help me write a macro for a lifesteal effect? "On a successful hit, heal 1d4 damage" that kind of thing.
there's a sword of life stealing in the midi sample items compendium – would be a good starting point
oh cool, ok I'll look that that
if the lifesteal is unattached to the damage dealt, then its super simple
@wet raven No, the usual combo is midi+dfreds CE, cub is possible, but has too much overlap and doesn't have the automation synergy that dfreds+midi has. Plus theres a ton of premade stuff in dfreds.
ty so much. Way to mayn things from v9 to v10.
was prety much the same in v9, just alot of cub holdovers 😉
@coarse mesa The Call Lightning, DAE macro.createItem, EM just because, VAE buttons and a custom-css from CN.
Import the Item, drag to character sheet and cast the spell. Nothing else needed for that.
Even if you delete the created item in the sidebar, it should re create it when needed.
custom CSS ```js
.vae-buttons {
display: flex;
flex-direction: column;
align-items: center;
}
.vae-buttons a {
font-size: 14px;
height: 30px;
line-height: 26px;
margin: 2px 0;
background: #6f2f31ad;
border: 2px groove #9e6161;
width: 100%;
border-radius: 6px;
text-align: center;
padding: 1px 6px;
}
.vae-buttons a:hover {
text-shadow: 0 0 8px white;
background: brown;
color: black;
}
Listeners as a World Script(er macro) ```js
buttonsListenersVAE()
console.log("Applied listeners for Call Lightning Buttons in VAE")
function buttonsListenersVAE() {
document.addEventListener("click", async (event) => {
const data = event.target.closest(".vae-buttons a");
if (!data) return;
const {uuid} = data.dataset;
let casterActor = await fromUuid(uuid);
casterActor = casterActor.actor ?? casterActor;
const attackItem = casterActor.items.getName("Call Lightning attack")
await MidiQOL.completeItemUse(attackItem)
});
}
Does CN work with midi?
Much obliged! Will take a lil looksee
and can that world script be plugged into worldscripter?
Yall wanna see my call lightning macro to compare size? 😎
You don’t need CN, bugbear just nicked the styling from there
you are playing in your home field, i ll pass 😄
aww
I wouldn't mind seeing it, the more we see the more we can play off each other for ideas
This should be the end result, at least with my settings 😄
can I put the item in a compendium? so that it doesn't clutter my item sidebar?
You're behind on your VAE updates.
Indeed.
you don't need it anywhere. It will create it on the sidebar as is right now.
It will need to be changed a bit to get the item from a compendium
Oof I could also make it go puff after the spell ends, forgot about that
Hear me out: make the VAE button create a temp item.
Yeah that was the next step
Temporary as in 'never exists'.
I just wanted to make use of the DAE createItem too 🤷
I will just clone the spell item and make it an attack
If you pass the temp item as an object in Item5e#use's flags (second argument I believe), it will function in the chatlog.
Coincidentally also a method for upcasting non-spells.
will it function in midi is the million dollar question
yeah zhells thing
yeah its a method you can use, now that the castData is present as a flag on the origin effect even easier
in your script, whats the first css stuff for, where does it go?
The Damage button is not pretty without
Custom CSS module
ah yes... I misread 😄
Get the module, go to its settings, click the Custom CSS Rules, paste and save, boom done
Kudos to the VAE dev for nice easy css id’s
And wrong module listed in the screenshot 😅
310 modules, jesus.
Just playing around... Not 310 active at any point 😄
Change the <div class='vae-buttons'> in the Effect Macro included to anything you like and then same in the world script
Oh that was you lol
I just changed the cn-vae-buttons that was in the css I stole 😄
So many modules have shocking css and make it a pain to fiddle with Custom CSS
the save button in custom css rules doesn't close the window?
for a module about customizing css, doesn't that seem ironic?
Why not just include the css file in your world scripts
'Don't you guys have phones world scripts?'
It changes immediately, so why not to be able to keep it open to make changes faster?
its more of a theme based concept, everything else closes on save just about
yeah but in this case (and some others could take note of that) I find it rather helpful
only other window I can think of that acts this way is aa's window but it has a submit and close button beside it
Did you set it up in the end?
magic 😄
It doesn't initially. I update the effect in the process of creation
Actually it has an Item.id in the AE but it will change once the item is created in the sidebar.
Ah the player using it should have permission to create Items
Are you not creating the item(s) on the actor?
nope. I just wanted a way initially to include an item needed to cast the spell in its macro data.
I know its like going around in circles but ...
Yeah I know. The item will be on the actor in the end. But in order to make it available in the world, I included it as a JSON.
It was just an experiment to make use of the DAE macro.createItem. No need actually, just trying it as a puzzle 😄
Does that DAE method not accept uuids?
It does yes
I think theres something wrong with the damage macro:
https://media.giphy.com/media/XUFPGrX5Zis6Y/giphy.gif
The what now!
Looks good to me.
what's the created Item's details?
its working fine for the second attempt
I'm lookin at the actor
it is behaving fine now
'Simple Melee Weapon', ooh, babonus won't like that. 😏
hol up
somethin realy fucky going on
my button to remove temp effects says the guy has nothing on him
What button would that be?
const tokenActor = token?.actor ?? game.user.character;
const effects = actor.effects.filter(i => i.isTemporary).reduce((acc, e) => acc += `
<div class="form-group">
<label for="${e.id}">${e.label}</label>
<div class="form-fields"><input type="checkbox" id="${e.id}" /></div>
</div><hr>`, ``);
const content = `<form>${effects}</form>`;
const title = "Delete effects";
const buttons = {del: {
icon: `<i class="fas fa-check"></i>`,
label: "Delete!",
callback: async (html) => {
const selected = html[0].querySelectorAll("input[type=checkbox]:checked");
const deleteIds = [];
for(let s of selected) deleteIds.push(s.id);
await tokenActor.deleteEmbeddedDocuments("ActiveEffect", deleteIds);
}
}};
new Dialog({content, title, buttons, default: "del"}).render(true);```
this macro says he has no temp effects on him
lol yeah, you changed some of the actors we talked about 😄
It may have looked at the prototype.
yeah thats what it was thanks
Is that a hotbar macro?
man I need a combatbooster that works on the canvas actor instead of proto
the lightning attack is not removing
ok I can't replicate the crazy initial damage bug
however, I do have that bug where I can't unpause the calendar, so I think I have a ton of overtime and other shit causing rogue combats to still exist so maybe thats what it was?
Its a MidiQOL bug the not removal part if that still happens for you. When you have anything else than never here, things go sideways
Concentration tab
oh hang on, I don't want to do your fix, I know what the fix is
Do you want to see something funny?
Put that to something different that Never, cast shield, cast another spell with concentration, go forward one round
its cause call lightning is getting closed by aa
Its that issue with AA and midi and templates
messing with your setup
I'm checking if this fixes it now pretty sure its caues of a bad auto recog
hmmm, AA is not killing the template, and my mid is not either, something is killing the template
From the actors inventory?
I am killing the template in the EM
so as to not to have to deal with that issue
killing the template kills the animation
not for me
k will adjust
Just the auto rec for the Call Lightning
mine was set to attach to template, fixed it now
item is still not auto removing, did you put perminent into the ae?
nope. Linked or unlinked?
CAn you try with the option in Concentration tab in midi settings to Never?
monsters are throw aways anyway
who cares if they get an extra feature before they are deleted
you said to move it off never right?
Hmm I think there are some issues right now. If you make it something other than Never, other things break.
let me double check something
OK test for this issue: https://gitlab.com/tposney/midi-qol/-/issues/1085
Its really funny 😄
Do you have another macro.createItem that works correctly on unlinked tokens?
I'll randomly have macro.createItem work on unlinked tokens.
Sometimes it deletes the added item, sometimes it doesn't.
My call lightning one it doesn't appear to ever do so
that specific guy I'm testing with has a macro.createitem on him right this second that works perfectly and toggles with dfreds and it auto removes and adds perfectly all the time rapidly
Must be concentration related
When no concentration is involved, it works from a quick test
That would make sense
what causes the attack to scale to the level used?
is it the item macro or the em?
cause thats the only part I can't figure out how to do
I would assume you're just updating the created item in the item macro. Since that runs after AE is applied.
What does bab fumble range modify?
The range at which your attack fumbles.
Its in the EM ```js
const item = token.actor.items.getName("Call Lightning attack")
const {castLevel} = effect.flags["midi-qol"].castData;
if (castLevel > 3) {
let newItem = duplicate(item.system)
newItem.damage.parts[0][0] = ${castLevel}d10
await item.update({'system.damage.parts': newItem.damage.parts})
}
I am waiting for the effect to be created, in order to get the castData
Interesting, I was just getting that from args[0].castData
function showMenu(title, options) {
return game.macros.getName('Chris-WarpgateMenuHelper').execute(title, options);
}
let actor = args[0].actor;
let stormBolt = actor.items.getName('Storm Bolt');
if (!stormBolt) return;
let item = args[0].item;
let storming = await showMenu('Is it already storming?', [['Yes', true], ['No', false]]);
let spellLevel = args[0].castData.castLevel;
if (storming) spellLevel += 1;
await stormBolt.update(
{
'system.damage.parts': [
[
spellLevel + 'd10[lightning]',
'lightning'
]
]
}
);
I just do it right in the item macro.
There is no reason to do what I am doing. I was just playing around to make the DAE macro.createItem work as I wanted it.
THe effects don't stack by name seems to fix the problem
I think for now I'm just gonna do a standard createitem with the attack and use advantage reminder for upcast damage
It's not a foundry issue - it's midi-qol that does that check. This comes up if there is more than one copy of the player's token on the map and they don't have a specific token selected when they do the attack.
When you cast the initial spell Call Lightning, the Call Lightning attack item is not on the actor.
It gets created by a DAE effect, so I had to wait for the effect to be there to get the castData and then update the attack item
I might just be getting lucky because I have a pop-up menu being awaited
stealing your lightning attack feature, and just gonna lop off the item and effect macros and make a basic thing with advantage reminder
cause I don't want to overhaul how my animations and concentration behave for 1 spell
I could wait while the item is not present on the actor (and bail out after like 10 secs if it's still not there) and do it in the ItemMacro too.
But since I was already using an EM on creation to get VAE buttons, I included it in there
Makes sense
Go into the EM and delete the second line ```js
game.user.updateTokenTargets() // actually this one just clears the targets that the template picks up based on your Midi settings. Just leave it
canvas.templates.placeables.at(-1)?.document.delete() //this one deletes the template cause I didn't want it to stay on till the end of the turn.
And try with your workflow
I have a function for exactly this in CN since I often wanted to cast a spell and then immediately flag the concentration effect (which is created by the module's hook, so cannot be normally await'ed).
how wouldst one go about applying an AE on crit, from any bludgeoning attack? actor on use macro?
@violet meadow maybe I could take a peek at your Crusher... that's what I'm getting at
World script. 😎
Potentially actor onUse macro... that's why I'm in here
World script. 😔
Let's see what bugbear did shall we
I could finagle this part into an actor onUse, right?
if (!args[0].hitTargets || !args[0].damageDetail.some(i=>i.type === "bludgeoning")) return;
const tactor = args[0].hitTargets[0].actor;
if(args[0].isCritical) await applyTargetGAdvantageEffect()
as a Dao genie, any attack can have a bludgeoning component
if (!args[0].damageDetail.some(i=>i.type === "bludgeoning") || !args[0].isCritical) return;
although, the bludgeoning is a damage bonus, not the main attack.. is that going to work?
because it's only one attack per turn, I toggle that on when most propitious
if there's a way to do an isCritical on that item that would work too
I think that it should be working
k thanks, will give it a shot
yeah just go for Before or After Active Effects execution for the Actor onUse
merci... works great!
True. I added a custom CONFIG.DND5E.weaponTypes and will use that when no need for bonuses 😄
Just to make sure that it doesn't get picked up by AE or other stuff that apply extra damage or whatever.
The spell created secondary attacks for my table are now ```js
CONFIG.DND5E.weaponTypes['createdItemAttack'] = "Created item attack"
(it was simple melee before and it could create some issues)
But what if you have a bonus that should apply to all spell damage? 🤔 Call Lightning is a spell, but this created item is not.
hmmm I am not sure I have anything like that in my table but good point.
Though you can designate some extra properties to the item in MidiQOL.
Does midiQL doesn't have autorll for dynamic initiative (reroll every round)
Starry Form item macro for anyone that wants it. Set the Starry Form feature to target self, and just call an OnUse for this in the details tab. I'm just calling it before active effects atm
Archer and Chalice add items and revert when you lose the form
and Dragon is like 99% there, the only caveat being the min10 on Concentration checks I couldn't figure out, so I just put a min10 constitution saving throw :/
Do you have a quick feature example cause now I am drawing blank?
What do you mean?
Call lightning is an AOE that causes "spell" damage. What kind of bonus could there be that affects such damage?
Sure, uh, tempest cleric? Evocation wizard?
Clerics in general if it was a cantrip.
I've found that a liberal use of Item5e#clone gets you where you want to go real quick.
hmm yeah I don't have them in my table, but from a quick look they do have a "maximum" damage feature which shouldn't misbehave.
Anyways, too late, so probably will give it some thought another time!
Toodles!
Not something I am familiar with. You would be better off with a world script to reroll initiative on a combat round change.
#macro-polo can help with that!
I think thats a thing in one of the monks modules but I can't access my world atm
Hello, is it possible to have a Hook on an actor (which is a player) which have access to the workflow? I made a small script to create such a Hook and works fine on the Foundry App (server side) but on the client side (player logged on the browser) the behavior it's not similar, meaning that the Hook it is registered (I can see it in Hooks.events["midi-qol.preCheckHits"];) but it is not triggered during combat when the actor it's hit.
My script:
const hookId = Hooks.once("midi-qol.preCheckHits", async (workflow) => {
console.log("----- midi-qol.preCheckHits -----");
console.log(workflow);
});
So basically I want to have control over the workflow when a certain player receive an attack.
So you need the player's client to fire something when that player is getting attacked?
What would that be, so as to better understand what needs to be done?
You could just get away with checking for hp changes or something like that.
Main issue is that the attacking workflow (as things now stand with Midi) will only be available on the attacker's client.
Yes, I need something to fire when a player is hit. That works perfectly with Hooks but only on the server (Foundry App). If I place the above hook on the client side it does not fire although the Hook it's registered.
When I say "place the above hook on the client side" I mean execute the attack from the client side (player logged in browser)
So in short the flow:
- Place the script on an item (belonging to a player)
- Make an attack from the player's browser with that item
- The Hook it's registered (I can see it in the player's browser using Hooks.events["midi-qol.preCheckHits"];
- When I hit the player with another character (from the server) the Hook does not fire
PS: above flow work fine if the player it's not logged in and I execute the attack from the server (Foundry app). In this case the only difference it's that the Hook it's registered on the server instead of the player browser
When you register the Hook in the GM's client, the Hook will trigger for every attack that's initiated by the GM's client.
Yes indeed. Can I do the same but for a player?
Opposite, when I register the Hook from the player browser it never triggers 😦
When you register the Hook in the player's client, it will trigger for any attack originating from the player's client.
So if the GM attacks the player, you will not see anything in the player's client.
That's why I am asking for what you need to do, what ability are you trying to emulate, so as to find a relevant way to do it
I have a lot to do with that in my mind. Some example on which I am working now:
When the player receive a hit and the hit it's a critical I want to remove all active effects from that player.
*The player will get hits from GM attacks.
You could use Advanced Macros module, to execute the macro that registers the Hook as GM and in the hook filter things out if an attack is not against the player's character etc
So it will be created locally on the GM's client
Other than that a way to trigger such things in the player's client, is with a Hook on updateActor or preUpdateActor
I have it installed
Do you have some examples on that? 😄
You check that small box in the macro
That would be a world macro. I want to avoid that because the players are not used to them...
It is available in ItemMacros too
Let me try it. Thanks 🙂
For some reason the box uncheck itself after I press Save Macro
To be honest I haven't used that this way before and it might not be doable!
Is that for an ability that can be turned on/off?
If yes, you could execute the ItemMacro through a DAE macro.execute.GM and in the on phase register the hook and setFlag the hookId on the actor and in the off delete the hook if it still exists 🤔
Otherwise, put in the ItemMacro a call to a world macro, which will then be executed as GM, passing along any relevant arguments you want to be made available.
Or install Effect Macro (cause this is the example I have available rn) and check in the Effect Creation the updateActor hook that I think should be working OK (attached in the Fire Shield below)
Effect Macro has really started to grow on me, I really like the versatility and features of it
Thanks for the example, I'll try it 🙂
is there an easy way to get a list of all the items in a world with a DAE attached to them?
Could that be an AE in general? ```js
game.items.forEach((i) => {
if(!!i.effects.size) return console.log(Item - ${i.name}: [${i.effects.size} effects on it])
})
What would a DAE be in this context?
ah yeah sure 🙂 thanks!
I'm trying to use the midi sample one, but i keep getting a blue info warning that says, Lay on Hands use blocked by preItemRoll macro
i think i did... it's set to use the primary resource, which is set up as a passive effect.
I don't have access to world atm, but my guess is someone put a precheck for loh points in the macro
you probably didn't link the item properly
here's how I have it set up:
show me the resources
something is being flagged as not setup then
did you pick more than 14?
nope.
yes. i see what happened. I was trying to remove a disease condition, and i didn't put in the 5 points in the field.
I thought it would automatically take off the 5 points like Crymic's old macro
yeah that macro needs work I think, it could totally remove poisoned/diseased but its not
and if I leave the point field blank, it janks it up until a reload
not sure how to implement Quaggoths Wounded Fury or other effects which trigger on HP value at start of turn
I did advantage reminder module for those
but if you fast forward, not gonna work
also fyi, by the time players fight those, you will rarely get to utilzie that bonus damage lol. Players typically erase them in one round.
When you give an Effect a Special Duration of "Expire if the Character Rolls: Intelligence saving throw: Success" how does that work? My assumption is that if the target token rolls a Successful Intelligence Save then the effect expires. However when the character's turn comes up, there's no prompt to do so, and if they roll it manually nothing happens. Anyone know what gives?
it doesn't know whether it was a success or not I don't think
better to use ovveritme for that stuff
That saving throw needs to be initiated by a MidiQOL workflow.
For instance make an INT saving throw against a spell attack etc
And you will need to have selected at least some sort of saving throws automation in the MidiQOL settings
All attacks when hp 10 or lower, should be made with advantage?
Is there a way to get MIDI Meta Magic to use the primary resource instead of the font of magic item?
I believe this is the line that calls the item consumption?
attrribute.resources.primary.value
And here is the line in the item macro that calls for Item uses instead of attribute:
actor.items.get(item.system.consume.target).system.uses.value;
i did try:
actor.item.get(attribute.system.consume.target).system.uses.value;
To no avail.
So I've got that part already. The effect is stored in a monster attack that is a Saving Throw. For the second part where you say I need automation settings set up, any specific ones?
I have Auto Check Saves set to "Save - All See Result + Rolls", I have Prompt Players to Roll Saves, as well as GM set to LMRTFY + Query. Anything else I need?
its half health
Something sounds off. Why would the effect be on an item
The idea is the effect is on the attack, so that it auto-applies to the target.
this sounds like an overtime effect not times up stuff
The effect applies correctly, it just doesn't seem to have any reaction to the Special Duration.
OK but then you need another trigger for the effect to be deleted
what is the effect, give us the book snippet or whatever
those oddball times up special durations usually are not needed when midi has overtime flag
the description is what I'd like to see
eventually we'll get there
pro tip always put in some seconds too, incase it gets used outside combat
Fair
I will send you something over in about an hour when I am back at my desk.
can you give us the full description of this effect, theres probably a more efficient method than using times up special durations
It's the Mind Flayer's Mind Blast ability. Make a Save or take damage and be stunned for 1 minute, can make saves each turn to come out of it early.
that is doable with overtime let me see if I already set mine up
That is an OT. Check the pins in here
I didn't set it up but its pretty easy
trying to think of an OT stunned in the srd to show
nah hold person would be a better example, cause its a save at end of turn
Change the save ability to int, and dc to the flayers flat dc and change the label, also change from paralyzed to stunned. If you don't have dfreds CE, use statusEffect instead.
Changed everything after const = to "actor.system.resources.primary.value" and it worked
you need to have your saves set to something other than none in midi's workflow settings I think for overtime
That worked, thanks.
delete the special duration in the duration tab, set it to 10 rounds and 60 seconds
you do not want a random int save to suddenly remove it
Alright, midi experts… I am running up against a wall with the SRD scorching ray spell that I think must be related to my midi settings and I’m wondering if anyone has scorching ray working in a way that automated well.
Current issue is that when I select three targets and then cast scorching ray it calls for a new casting each time. This not only pushes a lot of prompts and causes spell slot issues, but it breaks any animation macros I try to include. I have tried tweaking a number of things but the targeting seems to be completely incoherent and the number of repeats and roll requests varies but is never done smoothly for the number of targets selected.
So… basically… how do I get scorching ray to work and look pretty? Is my experience weird?
It's a cone template, isn't it?
Oh my god I mean scorching ray
That whole same question but scorching ray. Burning hands is working fine 🤦🏼♂️
Obviously it’s broken my brain a little
Yeah you will need to either just click again after the 1st casting during the round and remember to deselect the consume spell slot or use a macro to programmatically reroll it with spell slot consumption off
bugbear, scorching ray and magic missile could probably use a vae setup like the lightning lol
Its on my to do list
make the spell self/self, add a created item and attack buttons for it in the ae/vae
dynamically change its charges based on the upcasts
That is a way too, but it means a different setup is required
Because I am very novice with using macros I think it’s most likely I’ll either just tell this player we’re going to have to deal with the re-cast/reroll and the animation not really working or I’ll send them to the plane of fire until he gives up on the spell. 😬
(Just kidding on the second) ((mostly kidding))
It is nice to know that this spell is kind of difficult to automate and it’s not just me, though.
I don't think anyones got a clean version of magic missile/scorching ray setups
but I do plan on doing the created item method with mine, probably tomorrw though I'm passing out
I’m surprised magic missile is as challenging since there’s no attack roll.
My players don't use them anymore so I haven't really updated the.
MM is very easy if you don't auto apply damage
Nah it can be done too
because rules as written, you roll MM once
I will share them soonish
If you do come up with a solution you think I might be able to work with on scorching ray I would super appreciate it a ping. 🙂
mines gonna be a self/self buff called scorching ray, and the ae that it applies to the caster creates a feature called scorching pew pew or something that the user can then use as many times as they want
Shouldn’t it just function pretty much the same as mass healing word then? That seems to autoapply healing on a single d4 roll which I imagine is the same as what MM would do
I'll wait for chris or bugbear to come up with the level scaling for rays
the problem is you can send 2 MM's at one target
Thanks for the help and feedback, both of you. I’ll keep a hopeful eye out for scorching ray if you get around to it but until then we’ll roll with it.
Aaaaah yup, there’s the hitch.
thats why if you don't auto damage, its easy, cause you can just apply twice
Re: the above, I used to have a very good macro that worked for both Eldritch Blast (and with some adjustment) Scorching Ray, but it was never updated for 0.9, let alone v10. I can't find the Github where it was originally posted or the original author now, but the macro also gives credit to Caewok, Crymic, and Kekilla. Only have my own version saved that I (messily) tweaked a bit to support things like Advantage/Disadvantage and Hexblade's Curse, as well as my own version I adapted for Scorching Ray. It did separate rolls and prompted you for how many beams/rays on each target, and combined it all onto one chat card. Needs updating that I haven't gotten around to, but I could share if interested in doing so yourself.
I am playing around the Magic Missiles/Shield combo for automation right now.
Scorching Ray will be a tomorrow problem 😄
(almost forgot terrox's ask/will share in a bit)
@weary rune a DAE for MidiQOL like shown on the Quaggoth and you are good to go (v10 Foundry)
Actually make it <= 10 to be 100% correct.
How do you prevent MidiQOL from targeting the caster of Thunderwave when placing a template?
its not suppose to have him in it
Thunderwave is not suppose to have the caster in any of the 9 squares
The only way you can hit yourself with thunderwave is if you are large or bigger size
it emits from self but midi makes a 3x3 box and the center box still targets
Set range to creature and target to self
thunderwave is a square template that has to be adjacent to the caster, it will hit the caster if the DM allows the caster to reverse cast it, nothing about the spell says the casters immune to it
I learn so much from Foundry. Once again i've misinterpreted the rules. I think i just got it mixed up with how thunderclap works.
I've allowed it to be casted backwards, as long as they accept the repercussions of getting hit by it too
My dwarf priest used Thunderwave to propel himself over a chasm while running and trying to jump over it 😄
Do effect value queries work in v9? I've never see that
v10 only. Are you on v9?
yeah
Oh then you will another way.
Let me see if I had shared something similar before, otherwise it will need to be tomorrow 😅
is there an easy way to test a query and then turn on an effect? I'd guess that's the easy way but I don't know if it should be an item or effect or sometihng else
think some of this needs to wait for v10, tons of answers there for me
Get that item and import it @weary rune
Then put it on a test actor.
Open the ItemMacro and change the entry for newHP to be less than 11 instead of 15.
Replace the rest of the macro with a call to a DFreds CE that gives advantage to all attacks if you use that module
If all these don't make much sense or you cannot for any reason do it, I still send you over something over in the morning (in like 8 hours 😅)
I can work with this, flags.dae.onUpdateTarget helps a lot
That was a test macro for v9 that shared at some point, so the ItemMacro is all over the place, but it should give you a nudge in the right direction.
is there examples for onUpdateTarget? it's missing arg 5 but not even sure it's written correctly.
Wounded Fury,ItemMacro,data.attributes.hp.value,10
custom effect flags.dae.onUpdateTarget details incomplete Array(4) [ "Wounded Fury", "ItemMacro", "data.attributes.hp.value", "10" ] 0: "Wounded Fury" 1: "ItemMacro" 2: "data.attributes.hp.value" 3: "10" length: 4
@vast bane new Midi/DAE out now! 👀
I'm just up getting a glass of water and saw the ping, I so wish I could test it out now but I gotta get sleep lol. Excited for tomorrow though! Tpsoney is a wizard!
Hey @molten solar Why does Effect macro show a warning for build 290 when on build 290? Does this imply we should stay on 290 for now or something or just a typo?
@gilded yacht I think there is a mistake in DAE's module.json. If you are currently on 10.0.13, update does nothing, if you uninstall and then look for it, you see a 10.0.14 that installs and calls itself 10.0.13.
EDIT: After fiddling with it, I've deduced that 10.0.14 is not released yet. The 10.0.14 that we download does not appear to be a new version at all. It has all the same bugs stated as fixed in 10.0.14. I will hold off on my new input for bugs till I get a confirmation that the version we install is actually 10.0.14. I tried looking in your files for the manual install for 10.0.14 and cannot find it either.
Would it be possible to have an active effect cause large creatures to gain an additional damage die with mwak/rwak, huge creatures gain 2 additional, and gargantuan gain 3 additional damage dice without knowing the dice at the time of applying the ae? And to not cause it to duplicate weapons like 2d6 to 4d6, instead it would be 3d6(1 dice increments).
My use case is for making my loadout setup scale with size:
const updates = token.actor.items.filter(it=>!!it.system.equipped).map(i=> {
return { '_id':i.id, 'system.equipped':false }})
await token.actor.updateEmbeddedDocuments("Item", updates)
if (token.actor.system.attributes.ac.calc !== "default") await token.actor.update({"system.attributes.ac.calc":"default"})
game.dfreds.effectInterface.toggleEffect("Load Out - Something and Board")
Its adding random srd equipment to humanoids but want to expand this to giantkin also. My current macro free version is to add a key to the loadout AE that is just this:
You could get the size of the creature and update the damage of the weapons in the same macro you use above
I was hoping more for a damage ae that just amps the dice count instead of handling it in macros
can you spot the issue with new DAE above?
I can't seem to find 10.0.14
not even in his repositories
I haven't updated yet. I will take a look later
it seems to point to 10.0.13, and theres no 14 in his git anywhere
Damage AE would make it difficult to get the correct dice with a blanket one.
woke up to try out the fresh new DAE on my day off only to find nothing under the proverbial xmas tree 😦 Least I get to fiddle with new midi though!
it's only 9pm where tposney is now, there's hope
nah I'm fine, I'm going to get breakfast for the fam for when they get up
I'm trying to build an AE that adds 50 temp HP to a character at the start of each of their turns...I'm using flags.midi-qol.OverTime with Custom change mode and this formula turn=start, damageRoll=50d1, damageType=temphp (also tried to set damageRoll=50). Nothing seems to happen though...This is my duration tab
The token currently has no temp hp to begin with
afaik, OverTime should be set to override, and you don't need that macro repeat set under duration
ah! let me try 🙂
mmm still nothing
ahahha nevermind
I have set midiQol not to automate damage on characters
so it was rolling it in the chat but not applying, but I didn't notice cause I was on the combat tab
is there a way to automate heal but not damage on characters from the midi options?
not sure, an alternative solution would be to use Effect Macro and have a small macro to add temp hp using the turn start trigger
actor.applyTempHP(50)
^ that's the whole macro lol
or use an ItemMacro and that turn start repeat duration
50 temp hp per round, might as well call that god mode lol
check the effect name 🤣
and yes, they are about to fight Acererak so they kinda need godmode
(they also get +3d6 psychic damage to every attack)
I wouldn't trust the trickster gods
eh too late for that, they've been inhabited by them for a few months 🤣
yeah that was a fun part of ToA
also I can't believe that we are finishing Tomb of Annihilation tonight (or next session)
There was one trap in there I remember it was so brutal, like ||being shoved into a stone washing machine with no exit|| ... unless our DM was just being mean
yeah I'll be honest I kinda toned down the most "Tomb of Horrors" style stuff. The only thing I left in were the ||elemental cells||, mostly cause they had already used all the other warnings for the floor so they knew the last remaining hints were related to those
un a more channel related note, is there a way to see all the commands I can use with Effect Macro? I would like to add the aforementioned psychic damage but I'm not sure how. actor.something I guess...
you would add that straight into the AE:
(or whatever kind of attacks it is for, if not all)
Apologies the 10.0.14 push failed because I'd done an upstream merge and forgot about it. Should be out now.
Can you setup midi so you don't apply dead at 0 Hotpoint?
I believe its at the bottom of the workflow tab in the damage subsection.
you could also have multiple modules doing that btw
MidiQOL settings => Workflow Settings => Mechanics up top
Set to not update
woops, v10 changes man, they get me every time
Oh boy, this is fun 8)
DAE 10.0.14 indeed has made my idea a reality!
equip and attune to the unidentified sword, gain flame tongue and new feature permenantly
I just need to get the item delete macro for the sword
so it auto deletes the unidentified longsword
I think I'm actually going to change this to be a daisy chain
Equip and attune to the unidentified sword, gain flametongue already attuned and equipped, and since thatis on, gain the feature, then when the player unattunes to the actual flametongue the feature poofs
The feature is an active token effect key for the 40/80 light
Cool. And I can invoke it from the itemmacro?
There are a couple of ways to do that.
If you go babonus you won't need an ItemMacro.
So I can add the range check into babonus?
const target = game.user.targets.first();
const ray = new Ray(target.center, token.center);
return canvas.grid.measureDistances([{ray}], {gridSpaces: true}) <= 5;
Create the babbidy on the item, with a -5 bonus to attack, set it to be that item only
No need for any checks in the script, if there are script errors, it will be caught and it will return false (in the event that you forgot to target someone)
I think we just need some sort of option/switch of some kind for equip/proficient/attuned for macro.createitem
otherwise its in great shape
Very nice. Does there happen to also be a way to include the chat mesage? If not I can either leave that in the ItemMacro or just forgo it all together.
You can, just don't await it.
Hmm is item defined for babonus script?
Yes, if there is an item (otherwise null)
OK so the script needs to check for item.name==="Long Spear - Xang" too
or toggle the small pawn icon
No, just make it apply to that weapon only
White = off
Filled = on
I think I would expect that to be "in" the actual bonus and not outside. 🤔
I just forgot about it 😅
Maybe a checkbox in the editing window and the the visual representation, White/Filled as is right now to identify easier what bonus is each one
Make a PR lol
I had a lot of difficulty fitting this into the editor in appropriate location
Trying to figure out what makes sense.
that might be an issue yeah
Especially since it should be unavailable if aura or template is enabled
And only available if it's actually on an item and--
the list goes on.
yeah at some point its like -- nah frack it
Yeah it can become a real mess when it's not only a DataModel, but all the seemingly unrelated data annoy each other
man combat booster is very very incompatible with macro.create items lol
the history buttons that is
mild shock
its cause the items only show up on the canvas actor
and when the items are deleted, their history entry is too for future reference
I noticed during my game last night that Midi stopped auto-rolling damage for AOE spells that require saves. I didn't change any settings, it just seems to have suddenly happened... Here's the error I'm getting. Can anyone provide insight?
Try what you are doing without the Magic Items module
might suggest moving to items with spells
Did you add, delete, move, or rename a compendium?
Also if the spell was in the sidebar and was removed, that breaks Magic Items too
The getDocument tells me it's trying to find a compendium that does not exist.
Smort
Well, I'm not casting the spell from a Magic Item... I am using a custom-made spell, but it's in the World, not in a Compendium...
show us the spell in the spellbook
Here's the spellbook. Also, I misspoke, in this instance I was trying to cast a spell already included in the 5e system. It's been acting up with both SRD spells and custom spells, but only from the GM's side, not the players' side.
and casting that spell causes it?
I cast the spell, it places a template, rolls damage, requests a save, but when the players roll their saves (using Monk's), the damage does not apply to the tokens.
Well it's failing due to a method called inside the Magic Items module.
yeah but magic items module doesn't put them there I don't think
So, you know, disable that and try again.
MIM puts them at the bottom
I know, but the error says what it says.
yeah I hear ya
And we all know MI is jank.
yeah, I recommend Items with Spells but feel the pain if you have to move so much stuff over
I'm gonna disable the mod and see if that works, but yeah, it would cause a big headache to have to run without it. If disabling it works, the next thing I'll try is rolling back the version, because last night was the first time this ever happened.
Items With Spells even has safeguards against broken item links.
is the spell you put in the item, somehow an innate spell?
Disabling it did work. Weird... Never had that issue before...
foundrybots not logged into the channel
probably an oversight yeah?
Anvils in here though
Items with Spells DnD5e, a Module for Foundry Virtual Tabletop
Ok. I've narrowed it down. There is ONE actor with a Magic Item who is causing the problem... and I'm not sure how to fix it, lol.
Other actors with Magic Items work just fine, but something on this specific one is borked
Even when I un-equip the item or remove it from their inventory entirely, it still seems to be checking specifically for a Reaction from that magic item, and when it can't find it, the whole thing fails to resolve.
Tried it with multiple spells and all of them fail when this actor gets targeted.
does he have actor on use macros or something?
Nope.
pro tip, if you do swap to items with spells, and retain the items, make sure you turn off their magic items module flag, cause tidy still thinks they are magic item module items otherwise and your color schemes will get weird
Alright, I think I figured it out. Whoever drew my attention to the Compendium had it nearest, I think. What happened was that actor had a Wand of Magic Missiles on them and I've messed with that spell a few times, so the pathway was broken. Once I updated that item, it seems to have fixed the problem.
I would have thoguht it was something like staff of defense since it had to be a reaction heh
Right??
you should check the magic missile spell to see if its action type is reaction
or the wand itself
Double checked and it's not. Weird as hell.
anyone has a sunbeam Effect at the ready? I actually only need the Undead and oozes have disadvantage on this saving throw. part
might need a macro for that. Personally things like that I just do manually but someone might have a macro for you (or a midi sample item)
yeah I'm asking cause I'm using midi to automate the rest and if the save is passed on the first throw (automatically) then I have to roll again and if it's failed I have to add the damage and the blindness manually
I don't know how to do the undead/ooze part, but that spell is definitely gonna be a createitemspell/vae for me lol
self/self spell that buffs the caster with a createitem of the beam attack, and buffs self with the ATE light keys. Then on that same AE, in VAE there will be a button to fire the created feature attack.
Oh, actually I guess I can do the grant messages on that spell from advantage reminder
Vae?
visual active effects module. Zhell made it so we can insert temporary features and attacks into the tooltip
I think there's a sunbeam effect on the Warpgate wiki
Haven't tested it, but did refer to it for various snippets
it comes with a bunch of scary "bugs will mess up your game" warnings though 🤣 also it doesn't look like it handled the undead&ooze disadvantage, which is more or less the only part I needed. But thanks for this, I'll definitely bookmark the wiki!
I made that one before I realized your pen was not the melvins paintbrush
so that ones using bugbears macro
Ah, gotcha
its just the one I dug up first to show them, my others are using your menu/editor
You can also edit details (via script) if you want something other than... details.
I'm waiting on bugbear to make one so I can steal his code for scaling
Scaling which part?
When using the macro.createitem dae, the spell creates an ae on the person, and that ae gifts a temporary item. Some spells have that item scale either rays, or damage based on the original spells item.level
I'm guessing its gonna be an item macro
Any reason you know of that you can't just make a damage roll button or macro and slap that in VAE's description?
I can't write that stuff and theres 500 spells in dnd5e
Only need 1 macro if you can (1) get a reference to the spell and (2) know what level at which it was cast
Item5e#rollDamage({spellLevel: n})
Probably doesn't work with midi tho shrug
theres no item made till after the fact, its basically what bugbear tried to do with the lightning spell yesterday
Holy heck, Whistler just dropped a module that blows the ghostbusters meme into smithereens. It’s basically a midi replacement 👀
No active auras needed 😮
DAE compatible tho
time to peruse some code
Wonder if it’s babonus friendly
Requires libwrapper and socketlib. OK, no surprise there
I don't see its features listed, they must be still building its readme/wiki
It’s in the wiki
I'm curious if it does effect transfer
Yes
I don't see that at all in the page
the page seems to be unfinished
The contents are not links
yeah I think I found a dead end pathway in the wiki is all, I'm on the main page now
It’s one stonking big module to just throw down like that
uh oh, its got the MRE issue, beware don't install it in a midi world
it mods items with additional damage formulas that get reused it seems
Yeah don’t. It’s a midi replacement
right but people will inevitably try it out and disable midi not realizing that it populates damage formulas like MRE did
yall don't test modules in test worlds?
I don't plan on trying it myself
If its trully all in a UI and no macros required, that might steal me away though lol
but it looks too good to be true
modern dnd5e's hooks allow for magic
wow...it doesnt use roll hooks at all
I'm sure the fall off is going to be where the SRD ends
actually, looks like that if anything, it will be easier https://github.com/teroparvinen/foundry-wire/wiki/Using-WIRE-compatible-compendiums#making-additional-compendiums
as the module helps manage compendium updates
I’ll wait for it to handle cover 💅
I am really digging its aesthetics, but it seems less powerful than MIDI overall. (Not that it says a lot, considering how long time MIDI has been in development for)
🤔
I can't use it just cause its too dramatic of a change
just think, now dnd5e will have to handle two automation centric modules and only one gets swept in here ;p
You're not gonna believe this
Does it use MIDI flags?
Better
🤔
its new, it'll get more
🤔 🤔
Sounds like the MIDI workflow, essentially
I mean if it does midi workflows but as a UI, thats a plus for me lol
I'm also really curious about their UI stuff for like lay on hands, cause its the first time I have seen someone make that clean of a UI for it
I looked at the macro for the sword of life stealing and it isn't as close to what I want as I was hoping. I'm not very good at writing and changing macros. How would you set up something like "on a successful hit, heal 1d4 damage"
MIDI workflows as in a similar structure, not the same, unfortunately 😛
make a dae that rolls self that changes the hitpoints by 1d4 and ends after the attack
no macro required, you only need a macro if its tethered to the damage dealt
oh wait no
that won't work cause a miss will still heal right?
you'd need an activation condition for on hit
If players have a better chance of setting up their own items, that’s a big win
does it remove poisoned?
Yeah, saw that, hence my curiousity 😛
There’s a button?
I actually like midi's lay on hands more, it asks for a number instead of a slider
zhell try to make a non standard item
how easy is it ;p
I think we need a new meme
Whats another thing that can't be mixed together anymore? The Eagles?
I have zero clue what I am doing lol. Console's getting spammed and items have no descriptions.
Nice messages in chat when combat advances tho
If we can jettison active auras, I’m interested
It's compatible with babonus. 🙂
You using torch or flickering light?
'flame'
Maybe a little? Don't remember. The actual proper torch animation is called "flame".
added in v10
flame seems to be have like nova
I scale the call lightning one
Adjust the values and such.
I hacked it apart when it was failing and lost it I'll reget it
Damn I just saw wire dropped but now its football time.
Will play later tonight.
Did you manage to get it to work?
You will either need to use the item so as to apply the effect, or create the flag programmatically during the on phase of the effect creation
Transfer to actor on equip will not trigger it correctly
No I didn't work out updatetarget args
Ok I will create the item later and will send it over.
Advantage when hp lower than 11 correct?
I ran them on the third floor of dotmm and they never got to use that feature. The creatures were the canon fodder for the drow and instantly poofed in the opening rounds. I had used an advantage reminder for their advantage/bonus damage.
Easiest solution.
Actor onUse macro on the Quaggoths preAttackRoll ```js
if (args[0].actor.data.data.attributes.hp.value <= 10) setProperty(this, 'advantage', true)
You can do that through a feature that creates a DAE which:
a. `Transfer Effect to Actor on Item Equip` CHECKED.
b. `flags.midi-qol.onUseMacroName | Custom | ItemMacro.Feature Name,preAttackRoll` and change the Feature Name to the actual name of the feature you created.
Yep. I might make them a bit tougher, 5 players pretty optimised but 1 level below 7...
Cool I was thinking similar but the details aren't easy to get right
For those who missed, a good overview of WIRE https://www.reddit.com/r/FoundryVTT/comments/zefjq6/new_module_whistlers_item_rolls_extended_wire/
so this method seems to work, but only as long as the effect is on the character. It's not actually healing the character.
do not modify current/temp HP with AEs
ya it seems like this would work better as an item macro. I just don't know how to write it
await token.actor.applyDamage( -1 *(await new Roll('1d4').evaluate({async:true})).total)
should do it
hi all. I update midiqol to last version and I get this error
so actor cant make a save
@obsidian orbit this is the copy pasta but honeybadger already posted the macro above
HP note:
Example: Player A has 10 hit points. Player A is given an active effect that adds 5 temporary hit points. They now have a total of 15. Player A is hit by an attack for 3 hit points of damage. So math is 15 - 3 = 12 current hit points. But then active effect fires on any update, so math goes 12 + 5 = 17 hit points now. Active Effects update on any change or update to the character (actor) sheet.
ohhhh, that sounds like a great idea
ok, I copied your macro and applied it to an item. Now when I roll an attack, no attack is rolled and it just heals the character 1d4
yea, that is just the HP application (original question), do whatever else you need to do for your ability in that macro
Does the "offhand" Midi Property subtract the mod or just check if it exists and prevent its addition 🤔
no it's not, that picture clearly shows it as script
so it does
but yes I started in chat mode.
makes sense why that showed up in the chat haha. got it
sorry still learning how all this works.
Does the weapon do a regular attack and damage roll, or does it just send that to chat
So foundry-wire the new midi??
You probably need something other than token.actor
now that it's in script mode it actually doesn't roll an attack at all anymore. If I click the weapon to attack, it just heals the PC
Ok, like what? I truly have no idea how to code macros
yes that works. I'm not sure I understand why the Feature macro runs at all when a claw attack happens, seems like voodoo. But is it possible to toggle the effect when hp<11 instead of setting flag? then I could add other effects I assume unless it's gotta always be active?
the midi compendium has this, but I don't know how to modify it to get it to do what I want.
const version = "10.0.10";
try {
if (args[0].diceRoll === 20 && args[0].itemData.system.attunement !== 1 && args[0].otherDamageTotal > (actor.system.attributes.hp.temp ?? 0)) {
ChatMessage.create({content: ${args[0].item.name} steals ${args[0].otherDamageTotal} HP})
await actor.update({"system.attributes.hp.temp": args[0].otherDamageTotal})
}
} catch (err) {
console.error(${args[0].itemData.name} - Longsword of Life Stealing ${version}, err);
}
```js
code here
```
so the first thing seems to be saying on a 20, and if the item is attuned then ... I'm not sure
and then it returns a chat message about what it did.
Then I don't know what the rest of that is saying.
I have almost no idea what you all are talking about in here (sometimes I just check in to be impressed) but it looks like a midi equivalent for dummies (people who love UIs and are afraid of macro scripts) just appeared out of the blue? I know most of you are looking at it from a capabilities/under the hood perspective but do we have a verdict on whether it will be an easier solution for lay users?
wild guess -- you have the Item Macro module setting for "Sheet Hooks" enabled, which would bypass midi execution entirely.
I dont think most have had much chance to look at it tbh
If it has less breadth then it could certainly be more simple to use
yes I did, and now it does seem to be working as intended. Thank you so much.
Looking at the Reddit and the larger discussion of features now I’m pretty intrigued. It looks like it will play well with the mods I really like (CE, DAE, the animations). Thinking i’ll move one world from midi to this (my PCs who are used to a more hands on table experience) and see how it holds up vs the campaign I have really leveraging midi’s automation. If this makes it easier to do things like scorching ray and other spells that sort of demand several selections and decisions before application I’ll be sold.
This mod is from the same dude who made Fantasy Grounds?
Appears so
I will mess with it in a test world, but since I have Midi customised just so 👌 I doubt I will want to look to change
Neat. I'll probably wait until I finish my first campaign before trying it out. Midi has been 95% great for me but has some quirks that waste a lot of my prep time occasionally
It has literally zero mod options at the moment. So it's take-it or leave-it
should I be concerned about this warning?
https://i.gyazo.com/af72aa7c8721c47e046f28a8fc9970c3.png
Doesn't seem to be an error. Is there something not working?
You can add other effects too without a worry.
That one can always stay as is and work only when the HP is in the correct range
You could have multiple ones without affecting each other.
Whistler's way or the highway right now. But they are asking for feedback in #dnd5e
Midi tends to leave a ton of presumably debugging console.warn in. That message is safe to ignore.
Does anyone have a macro for Pearl of power, where it asks for what slot and refills it?
Saw this one earlier today, so you will need to test it if it works. https://github.com/Kuffeh1/Foundry/blob/9a86857addcca4aaf0726fff19615e0e07b81255/Magic Items/Wonderous/Pearl of Power
@molten solar token.actor is completely fine in this
OK so the Wire seems to bundle the functionality of quite a few modules under one roof, or this is what I am getting
If it really does have a good UI for stuff I might consider it for the next campaign, but I suspect theres still plenty of macro in it
gotta stick where the community is
One thing I am not that fond of from a quick glance is the space the Action Pack take. Maybe for a player could be OK
But if this can be used from a majority of users taking out of the equation different modules needed for automation, well that will get a lot of traction!
There are many times where I have multiple encounters on a scene and just see everything that a mob can do just by clicking on it seems pretty good value to me
Granted. I am using Illandril's Token Quick Actions for this reason
But I have to say holy smokes. I definitely see the appeal of Wire + Action Pack and the sample items it has.
Could you actually make it work?
I got nothing like that. It just deleted everything from all chat cards. No buttons, no nothing.
I am using Crymic's Ice Knife macro, and on Midi-Qol v10.0.11 it works fine, displaying the saving throws and damage for the secondary effect. However, after upgrading to Midi-Qol v10.0.23, the secondary saves and damage are not displayed in the chat card. The damage is correctly applied to the targets, but there is no indication of the results in chat. I'm not sure if this is an issue with the new version of Midi-Qol or the macro's interaction with Midi-Qol. Any suggestions? EDIT: Forgot to mention that I reused the Ice Knife macro for a similar acid spell from the Drakkenhiem book.
Is there a way to move the window of the "late targetting" from the center?
must be nice, something about my browser causes that thing to spawn in the bottom left right corner of the screen 😦
ok I would love to have it bottom right corner lol 😄
I have a super wide
Yeah maybe the resolution is too small on yours Oskar, and thats why it throws it into the middle?
I want it in the middle cause my players don't see it half the time
but also cause its not like in a good spot in the bototm right, it clips with useful ui's, its not like the popouts for attack/damage
and I need in the bottom cause my player will record it for a video and it takes a lot more cutting time to remove every popup on the middle
yeah I don't really want it in the middle, I want it where the popouts for core are
Do you maybe have a world script for that?
pretty happy where mine shows up
might see if I can make it narrower tho 🤔
... A world script could move it
yeah mine clips the tokenbar just like yours
I don't have a world script for it, my worldscripts are in worldscripter module...
I'm not using the tokenbar when doing late targeting 🤷♂️
holy cow this new v10 setting for multi target individual rolls makes this scorching ray build pretty dang cool
I wish there was a way for midi to handle targetting an additional attack on a multi select
Hi, returning players from two years ago. We used to have a module that automated the hit/miss portion of the game. You could roll, then it would calculate if you hit the NPC or not. You could then chose to apply the damage onto the target with just a button-press. Does anyone know if it's MIDI I'm thinking of? If so, we haven't really managed to replicate it.
midi is the module that can auto apply the damage, but core foundry dnd5e can also do manual application of damage with a right click menu in chat
Yeah, the right-click function works.
midi is a huge module to setup, it also can't be used with other rollers
It was the new DM who tried to get it working. I will throw up a quick game with only MIDI and see if it's something on his side.
it doesn't have auto apply on by default
Yep, Midi can go full automation or no automation or a hybrid.
for that specific setting its workflow button, workflow tab, damage subsection, first few options
you can also go the better rolls/ready set roll like method in midi where buttons are added to the chat card for all to use on selected
but personally if you are using midi, the enhanced damage dialog is the way to go
aka damage card
If this is the only feature you're looking for... you can right-click damage rolls in chat. 🙂
they want check hits
and they probably don't realize it but they also probably want effect transfer lol
Think Calego had a module for that. Dunno if it's v10 ready, but point being it was likely Midi but might not have been 🤷
One campaign I am in as a player is migrating to Wire + Alpha Pack...
oof thats like updating to v10 on the day it launched
give it some time lol
Bugbear you can't leave us!
🤣 well I said as a player
better... still some tuning to do
// Midi-QOL Actor OnUse Macro
// Add this macro to the actor
// Evaluation = All
const version = "0.1.01";
try {
//make sure, we only run on healing items and prevent accidental infinite loops
if (args[0].item.data.actionType === "heal" && args[0].item.name !== "Circle of Mortality") {
//get current workflow
let workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid);
//after rolls are done, time to single out targets
if (args[0].macroPass === "preDamageApplication") {
//update the targets in the workflow
workflow.hitTargets.forEach(t => {
//first: remove undead/constructs
let invalid = ["undead", "construct"].some(i => (
t.actor.data.type === "character"
? t.actor.data.data.details.race
: t.actor.data.data.details.type.value
).toLowerCase().includes(i));
//target is undead/construct?
if (invalid) {
workflow.hitTargets.delete(t);
}
//second: remove unconscious targets. They will be handled in CoM ItemMacro
//current target still part of set?
if (workflow.hitTargets.has(t) && (
t.actor.data.data?.attributes.hp.value === 0
)) {
workflow.hitTargets.delete(t);
}
});
}
//normal healing is done. If we still have unconscious targets, pass over to Circle of Mortality
if (args[0].macroPass === "postActiveEffects" && (
args[0].targets.find(t => t.actor.data.data.attributes.hp.value === 0)
)) {
args[0].actor.data.items.find(i => i.data.name === "Circle of Mortality")?.roll();
}
}
} catch (err) {
console.error(`${args[0].itemData.name} - CoM - ActorMacro ${version}`, err);
}```
there is a data Moto..
yep, it wasn't the fact that it was an items with spell item, it was the fact its on a character with this actor on use macro
😄
right I'm just now catching that he has an actor on use
but why would this fire for scorching ray?
Actually lots of data
args[0].item.data.actionType its checking this and returns false
but still it triggers the error because of the data
yeah, don't suppose you could clean it up for me 8)?
theres 3 warnings so theres 3 datas in it I guess?
oh wait no 3 warnings cause 3 rays
// Midi-QOL Actor OnUse Macro
// Add this macro to the actor
// Evaluation = All
const version = "0.1.01";
try {
//make sure, we only run on healing items and prevent accidental infinite loops
if (args[0].item.actionType === "heal" && args[0].item.name !== "Circle of Mortality") {
//get current workflow
let workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid);
//after rolls are done, time to single out targets
if (args[0].macroPass === "preDamageApplication") {
//update the targets in the workflow
workflow.hitTargets.forEach(t => {
//first: remove undead/constructs
let invalid = ["undead", "construct"].some(i => (
t.actor.type === "character"
? t.actor.system.details.race
: t.actor.system.details.type.value
).toLowerCase().includes(i));
//target is undead/construct?
if (invalid) {
workflow.hitTargets.delete(t);
}
//second: remove unconscious targets. They will be handled in CoM ItemMacro
//current target still part of set?
if (workflow.hitTargets.has(t) && (
t.actor.system?.attributes.hp.value === 0
)) {
workflow.hitTargets.delete(t);
}
});
}
//normal healing is done. If we still have unconscious targets, pass over to Circle of Mortality
if (args[0].macroPass === "postActiveEffects" && (
args[0].targets.find(t => t.actor.system.attributes.hp.value === 0)
)) {
args[0].actor.items.find(i => i.name === "Circle of Mortality")?.roll();
}
}
} catch (err) {
console.error(`${args[0].itemData.name} - CoM - ActorMacro ${version}`, err);
}
1 data yeet
2 data.data replace with system
this ones new?
your edits cleared all the data warnings, just this one issue occurred when I cast the spell the first time
I feel like Actor On use macros need to be at the top or something, they need to be more visible when they exist
Like change the color of the name on the actor or something
Hi guys...
i need some help...
I was using alt and crtl to roll with adv and dis rolls
in V9
now, in v10
it is not working anymore...
any ideias why ?
no i did'nt
yes
Yes, shift for fast-forward, ctrl for disadv, and alt for adv is default and core.
Where is supehs new meme
Can you show us what an attack looks like in chat?
Ah, I forgot to put that on the list lmao
Wire yeah?
ok
Nalbadin might be the very first, do we have a winner?
Does he get a prize if he is the first Wire/Midi user?
oh thats definitely midi for sure
now i hav up to date
We almost had our first Wire/midi but alas, not yet
I see something
When i use this hotkeys from the sheet it works...
but when i used this from the Token Action Hud it doesn't
Oh there we go.
that might actually be an option in tah isn't it?
There is an option in TAH to use MidiQOL
oh wait no, doesn't tah use the core roller and then midi says no
But does it pass event such that fast-forwarding, alt, and ctrl work?
the top most option in TAH settings
I use TAH and midi ff/adv/dis work for me
Yes
But you might need to update it if not current version
And maybe check the sticky keys fix in MidiQOL settings
pretty sure I didn't get the midi qol thing until I added calegos module
it just said core d&d5e till action list was installed
mouse over the yellow triangles in the keyboard settings
it will tell you the various conflicts
you must have a token module usin gthe keys cause TAH has you selecting a token maybe?
Targeting Modifier 0_o
yeah
Also show what Foundry and dnd5e version you have, just for good measure
who knows
Lots of outdated modules though, might make troubleshooting hard
dnd5e 2.0.3?
that triangule is there because of compatibility risk with some modules...
The furnace delete
its pretty good
if you are on v10, is pointers and pings doing anything?
Barely anything, I bet
yes.. it works fine
Lib targeting blast from the past?
i try to remove it.. but the issue persists
nah don't do that
heres how you find out easily
disable all bot socketlib, libwrapper, and midi
and token action hud
run those 4, if the problem persists its not a module conflict
If midi has a triangle there module management is saying that another module has an incompatibility with it. You should be able to hover over it and see what it says.
Yea, furnace most likely
Furnace is just an empty module now IIRC
I bet it's just telling you to remove it or something
the furnace is a dependency module...
No it is not
Nope