#MidiQOL
1 messages · Page 47 of 1
I haven't followed the conversation. Why would they be incompatible?
Lukas has a module updating game time every second which causes VAE to refresh
I suspect it’s Times Up
Ah that is simple calendar 99%
I’ll have a fiddle when I get home
So I don't put that in the On Effect Creation macro?
updated
Didn’t have this issue with DFreds Effects Panel but that only showed an update to duration each time you hover, not real-time
That looks promising
Just play with these settings to check
let spellDC;
let scaling = origin.system.save.scaling;
if (scaling === 'spell') {
spellDC = origin.parent.system.attributes.spelldc;
} else {
spellDC = origin.parent.system.abilities[scaling].dc;
}
let save = await actor.rollAbilitySave('dex');
if (save.total >= spellDC) return;
await game.dfreds.effectInterface.addEffect(
{
'effectName': 'Prone',
'uuid': actor.uuid,
'origin': origin.uuid,
'overlay': false
}
);
Try this @covert mason
Awesome, thank you! Do I still need this in the effects?
nope
Technically, you'll likely want to flag the token if it's already done this roll this turn to account for going in and out of the template
But it's unlikely to come up often
All righty, so I can use this in the on-turn-start effect macro, too?
yes

yep
Oh, I noticed that this has two effects. The dex save or fall prone, and the con save or lose concentration.
Looks like it's giving me this error.
gimme a moment
need to check what the origin actually shows up as
it should just be the item
Use something like ```js
fromUuidSync(origin).parent...
Then it's just missing a parent on the 1st call
You're all assuming the effect has an origin
Sure seems null tho
@covert mason Is this effect being applied from AA?
That's EM setting it as null because there's no Document found through the effect's origin
Freaking phone screens. Too small for this
Aye. It's an active aura effect applied to a template. This is what I have in the Spell's on-use item macro.
if (!game.modules.get("advanced-macros")?.active) { ui.notifications.error("Advanced Macros is not enabled"); return }
if(args[0].tag === "OnUse"){
AAhelpers.applyTemplate(args)
}```
Could you throw a console.log(origin) at the top.
If it's null we'll just have to do it the other way
@scarlet galeTop of this Item Macro?
@violet meadow did you get to the bottom of AEs not being removed on expiry… or is it something Tim is working on?
top of the effect macro
Or the effect macro?
Tim said that this is a current bug to be fixed
let spellDC = actor.flags.world?.spell?.sleetStorm?.dc;
if (!spellDC) return;
let save = await actor.rollAbilitySave('dex');
if (save.total < spellDC) {
await game.dfreds.effectInterface.addEffect(
{
'effectName': 'Prone',
'uuid': actor.uuid,
'origin': null,
'overlay': false
}
);
}
let concentrating = actor.effects.find(eff => eff.label === 'Concentrating');
if (!concentrating) return;
let save2 = await actor.rollAbilitySave('con');
if (save2.total < spellDC) {
await game.dfreds.effectInterface.removeEffect(
{
'effectName': 'Concentrating',
'uuid': actor.uuid
}
);
}```
In the effect, have a key set to: `flags.world.spell.sleetStorm.dc | Overwrite | @attributes.spelldc`
Yup
Try this then
We're back to doing it the other way
You have origin.uuid
Could also just set the origin...
Yep
I think we can just set it to null
double checking the documentation for CE API
I mean, in the effect. Where it is now.
updated
AA not giving the effects an origin is weird
But having an origin for the prone condition won't really matter here
If anything that's actually a good thing. I think midi would remove prone if the origin was set to the item and the spell ended.
Ayyy, it works!
This is perfect. Now I can use it for other spells that do similar things. 😄
Technically
Well, as long as I change a few things.
You still need to account for entering the template for the first time on a turn
Aye
You could do a on effect creation macro
literally just copy and paste the same macro
I would also check the combat tracker and make sure you're not doing it on the same turn
Looks like it all seems to work as intended
You would get a doubled up check if the person left the area then returned on the same turn
Ah, that's true
Not likely to often happen
but something to be mindful of
You could set a flag on the token to the current round and turn and compare them
My cloudkill does something similar too
How do I fix this bug again, I think it has something to do with race conditions or a broken flag? hes got a bajillion DR's
I'm cleaning up some old legacy ways of doing advantage reminder stuff and maybe that will clear him
what do I type in console to see all the flags on him? _token?
Probably _token.actor.flags
Yeah I dunno how to fix this
if i have automatic attack and damage rolls on is there a way for it to automatically do all of the eldritch blast rolls for me
This is all I see for his resistances but he also has his rage resistances going somehow even though rage isn't on
Could make a new actor and just drag everything over to it
ok so when I disabled the two items that give the psychic/force/thunder, it turns them all off but psychic, force, and thunder 🤔
There another effect applying it?
it was a stupid badly made potion of resistance gah
suspended effects man, they do weird things in midi
Why would a potion ever need a suspended effect
one hell of a potion
the dnd5e srd items have that and the player must have dragged it instead of using the modified ones
ah
I pretty extensively hide all compendiums I don't want players grabbing from
What's your full macro you're using?
https://github.com/MrPrimate/ddb-importer/blob/main/macros/spells/chromaticOrb.js
This is a good example of a spell that changes the damage roll with a dialog.
@scarlet gale it's that one currently, minus the item.update line. Not at the PC anymore so cant really test more things out :(
Gotcha
You shouldn't need to update the damage parts either
Once you start looking at it again
yeah I've cleared out everything and I think that potion had adverse effects on the resistances section on the sheet, they are all still there but now I can delete them all
But still without those lines, the damage won't apply to the target token. I checked the damageRoll and the total matched the value I gave as dialog input.
The chatcard had "0 necrotic" as damage, and this was also rolled before the dialog was finished. So something is not properly awaited i guess?
Yea
You're missing an await somewhere
I'm not super familiar with how you're doing dialogs so I couldn't point out where
I just use warpgate dialogs and let that module make it for me
Alright, will check the warpgate Wiki in the meantime then!
this item requires attunement and equipped to apply the ae, and for some reason it is the source of my problems with resistances on this actor somehow, I dunno wtf is wrong with it, I guess I'm remaking it. darkvision
its gotta be the actor somehow this is so frustrating I hate havin to rebuild a players character
@scarlet gale Say if I took your setup you just showed me, and added damage on a failed save in the vain of, say, Black Tentacles:
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
How would I set that up?
Disabled all modules yet?
yeah that was my first though since its a core flag
I think hes just got too much junk in him
I swear tposney showed me how to fix this at some point a very long time ago
Wow found it what a scavenger hunt this was, this is why its great that tposney is a man of few words so hes easier to find his solutions lol
#modules message
has to do with a glitch with how midi messes with the window for resistances
its the same actor too, I wonder what causes this
With the changes to DR in 2.0.3 his solution above no longer fixes this
Time to drag stuff over and flush that actor like Chris suggested?
I dunno I fixed the all resistance shit, that was a bad potion, but the tooltip is spammed
I don't know how to fix him, its not a gamebreaking problem, its just annoying
I got it so that when I disable the effects his dr's clear
In case you wonder : If I understood correctly, the js new Dialog().render
is not async, I have to wrap it in a Promise first. If this wont work I will probably come back and ask for help with warpgate dialogs 😅
the problem is I can never see the tooltip right
Could try exporting that actor as a json and searching for those keywords, see what junk is in his trunk
You could even do some json surgery and reimport (as a new actor don’t overwrite) if you’re feeling good with that
nothing looks out of the ordinary trying a second copy
If the actor looks ok might just be a weird midi bug you’ve uncovered
its like the ae is applying twice to the actor somehow
but I only see one of them
import also has the glitch
Did you try fiddling around with the stacking settings? Might help
Just use Dialog.wait
he has no overlapping values, unless seperate values can mess with each other?
one item gives thunder/psychic, and the other gives poison
Yeah just a shot in the dark
Stupid question: did you try toggling off the resistances through the sheet?
yeah it changed in dnd5e 2.0.3
you can't toggle them off now
that window is different
... the fuck are you on about
when I disable the effect, they aren't there
aaaaaand what does the effect look like?
No, that looks correct.
can't uncheck something that isn't checked?
How does it work exactly? Just
new Dialog().wait
Or do i need the .render somewhere?
What’s on the effects tab?
await Dialog.wait({all the stuff you usually put in a Dialog});
Slap Dialog.wait in the console (F12) exactly like that, to see the function.
Iron jaw and dwarven resilience being the ae's with system.traits.dr.values
Why in the seven shades of Earl Grey Tea Hot on my lap do you have this many effects.
Brutal Critical? Why? Toss that in Special Traits.
Unarmored Defense?!
No wonder you got effects acting up.
Its a flag /shrug
It's a flag. In special traits! 
that unarmored defense toggles on and off when they unequip its actually pretty neat
This looks fairly normal to me 👀
yeah this is actually one of the more tame actors
I just had a look through my players. One has 2 effects. One has 1. The rest have 0.
Dwarven Resilience is probably the most yeetworthy because you can’t unequip dwarf
yeah but you also don't use midi
nah
dwarven resilience is ar stuff mostly
Ah true
Yeah if need be, I create the effects in an item or in an Item Macro
it just seems like these two active effects replicate on the actor
if I keep iron jaw off, then I see 2 poisons only
which is the dwarven resilience
I tried dragging it out from the features compendium and it still replicates on the actor
But you’re not getting 1/4 damage, it’s just the tooltip?
And if you drag those features to another actor it’s fine
If it was me, to satisfy my curiosity I’d export them both as jsons and see what’s different
You don’t have any funky world scripts or actor onUse macros in play?
Midi apply damage function
I dunno, I guess I shouldn't care about this, hes a barbarian I'll never seen all of the DR's anyway in the tooltip
I do something like that here.
Check if an effect called restrained exists on the actor and if so apply damage
So perhaps I'd format the OnCreation and End of Turn macro like this?
You probably don't want to delete the effect
Oh, nope.
That's there is my example due to how potion of poison works
Damage doesn't need to be in an object
It should just be a string
This also won't take into account magical resistance. You may need a midi dummy workflow
Now you're not rolling the formula

Looking through previous examples of the MidiQOL.applyTokenDamage function...
I'm kinda stumped
I have a feeling these settings are busted... if you change the update frequency it actually changes the game seconds per real life seconds. I'd be curious if this happens for you? When you have a chance to look, no rush
(for now I've stopped the VAE info panel from pulsing by turning off the visibility transition CSS... can see the effect counting down in realtime still 👍 )
let damageDice = '3d6[necrotic]';
damageRoll = await new Roll(damageDice).evaluate({async: true})
damageRoll.toMessage({
rollMode: 'roll',
speaker: {alias: name},
flavor: 'Change This'
});
damage = damageRoll.total;
let damageType = 'necrotic';
let targets = [token];
await MidiQOL.applyTokenDamage(
[
{
damage: damage,
type: damageType
}
],
damage,
new Set(targets),
null,
null
);```
@covert mason
Ahh, so it was almost there.
So this should damage any targets that have been restrained on turn start or on effect creation?
Oh. Is that not how to make sure that only restrained targets get damaged?
let targetEffect = token.actor.effects.find(eff => eff.label === 'Restrained');
if (!targetEffect) return;```
Looks good, but you'll want to update the flavor in the message part
I think that should otherwise work
Should still probably be setup as a dummy workflow so magical resistance can be taken into account
Good idea 😅
If you have the DDB importer it looks like Evard’s Black Tentacles has an automation already.
Looks overly complicated however
I could never quite figure out how to import spells from DDB importer
Go over to the compendium tab and hit DDB muncher
Then click spells and then spell munch
It'll throw everything it generates into a compendium called DDB Spells
I think u r right
It looks like it's creating multiple instances of the Restrained condition upon the start of each turn when an affected creature fails
That might just be a visual bug
Cool I’ll let the dev know
See if there is actually multiple restrained effects on the actor
I did 5 secs instead of update once per 1 sec and it just added 5 secs per
Which means everyone using simple calendar probably has time updating once per second. Zhell was making me feel like an edge case
@coarse mesa the hover VAE rerendering is also observable
I don't remember the default SC settings re updating intervals tbh 🤔
I never changed defaults and this is a new v10 build
Not upgraded from v9
If you want that pulsing gone I have a one line css quick fix
I do like seeing the seconds ticking down 👌
Confused here while using Dynamic Active Effects and Convenient effects and Midi. Trying to make an effect that applies frightened when you fail a wisdom throw, and then you have another chance at that wisdom saving throw each turn. In the "Duration" tab, there's a special duration that states "Expires if the char rolls wisdom save throw: success" but that doesnt seem to actually work. Picture of what im referencing if anyone can help
https://i.gyazo.com/46ee808e1d6b9530e7b9e3edc2b2b2ca.png
Yeah that's good! I hadn't noticed the pulsin before though. Probably missed that and didn't use it that much.
section.visual-active-effects .effect-item:hover .effect-info {
transition: none;
}
the icon still pulses, kinda like that
You probably want an overtime midi flag
As Chris mentioned OT midi flags. Also check the pins (pinned messages) in this channel
The 1st one
I think I've mentioned before, we have an idiot bard in the party casting Light on us constantly... I'm forever peering at VAE to see when it's going to wear off
@violet meadow I don't suppose you know of any example macros that use a Dummy Workflow?
Searching the function here isn't bringing up anything
Hmm I was trying to use a Dummy Workflow to conditionally execute something quite some time ago. I have a vague recollection and I could try to find it
But yeah examples are non existent afaik
Looking at the function makes me think I need to pass it item data
So that's annoying
What's you doing?
Trying to make a generic function for myself that applies midi workflow logic. I want to pass it a set attack roll or save DC.
went with how the pinned messages did it, however it only apllies "damage over time" in the chat and doesnt actually check any roles. pics below
https://i.gyazo.com/4c887557aa6ab926d43818e0080ec78d.png
https://i.gyazo.com/732b8c11596a6baa4136872fafc9bf20.png
So presumably I just need to make an item that only exists in the macro
Just clone an existing item. Oof I will try to find out what I was going for my dummy one
Yea, I've done that before
are you in combat?
yep
Do you want to export your item and DM it to me to take a look? Much faster to check that way what you're trying to do
still new at this, how do i export it lmfao
Drag the item onto the Item's Directory on the right Foundry sidebar, right click and export
cause pretty sure fear or cause fear is already made and you can cut andpaste
either in midi samples or midi srd
its basically hold person only frightened instead
actionSave is OK @vast bane
When true Midi won't roll the save automatically, but will let the player roll a save if needed/wanted
I mean what feature would induce an action save for frightened/wis saves
I can see it for grapple/restrain removals
I am assuming its an action to remove is what that means
Yeah pretty much
pretty sure they can just copy hold person and change the status to frightened
await warpgate.mutate(token.document, {token: {light: {color: "#6fff00", dim: 5, alpha: 0.5, animation: {type: "ghost", speed: 3, intensity: 1}}}},{},{name:"Radiance"});
game.dfreds.effectInterface.removeEffect({'effectName': 'Invisible','uuid': targetActor.uuid});```
For an ``On Effect Creation`` macro. The mutation seems to work, but it doesn't remove any Invisibility effects.
How do I make a macro look for the frightened condition on an actor?
(Trying to make aura of conquest)
Is the effect actually called that? Exactly that?
await warpgate.mutate(token.document, {token: {light: {color: "#6fff00", dim: 5, alpha: 0.5, animation: {type: "ghost", speed: 3, intensity: 1}}}},{},{name:"Radiance"});
await actor.effects.find(e => e.label === "Invisible")?.delete();
The CE method won't remove it if it's not a CE weirdly enough. So Zhell's way is likely better.
Perfect!
You also do not need to worry about sockets. EM will attempt to call the macro for the player client who owns the actor (and default to an active GM).
which I believe is the point of the dfreds.effect stuff
Yea, it's more useful when you're doing it on a target that isn't yourself
This is for the On Effect Deletion portion. How would I revert only the Radiance mutation instead of all mutations?
await warpgate.revert(token.document)```
Did you give the mutation a name?
Aye, Radiance
Here's a hint 🙂
Here, unless I'm mistaken and this isn't how you name a mutation 😅
The snippet below your message also shows how to find an effect by label.
this is my CloudKill working without expiring after successful save using qol.Overtime. But I can't think of a way to get a DAE effect to apply damage when applied during active token's turn (ie when walking into template) which is also in the same effect list. and only applied once on active tokens turn. PS the built in Cloudkills were all a bit buggy.
how would we add it to the macro so that it checks for the frightened effect for every creature with an effect applied by the aura (if you know - sorry if you don't)
I don't know, no. 🙂 I don't use any of the modules involved here.
ah, sorry for bothering then lol
Just came home to see this, thank you very much my friend.
let damageTargets = MidiQOL.findNearby(null, token, 10);
damageTargets.push(token);
let damageValue = 2;
let damageType = 'psychic';
await MidiQOL.applyTokenDamage(
[
{
if(damageTargets = actor.effects.find(e => e.label === "Frightened")) {
damage: damageValue,
type: damageType
} else {
damage: 0
type: damageType
}
}
],
damageValue,
new Set(damageTargets),
null,
null
);
Idk, its a mess
And broken
(trying to figure out how to get this to check for the frightened condition for aura of conquest... and actually work lol)
What is
if(damageTargets = actor.effects.find(e => e.label === "Frightened")) {
```meant to do?
check if the target is frightened or not - not sure if it works...
would it have to be outside the await?
That won't do what you're expecting
Well yeah it does nothing currently
then how would we make it check for frightened? been trying to figure that out for a few hours/days lol...
That feature does a few things
But with effect macros on turn start you can at least see if the actor has the Frightened effect and if so do a damage application
we have been trying for awhile to figure out how to have it check for frightened is the thing
You're pretty close
The find finds an effect.
It's undefined if nothing is found
But more importantly, = is an assignment, not a comparison.
let effect = actor.effects.find(e => e.label === "Frightened");
if (!effect) return;
ah, gotcha, I'm used to python sorry
Welcome to JavaScript
yeeeep
It's all front end from here on out
Could be worse, I only used Lua before learning Javascript
You're right. That is worse.
You may not want to use effect as the variable name there now that I think about it
You can re-declare it, but yeah... don't
steve
I usually just use has for quick checks like these.
Anything except: actor, character, token, scene, origin, and effect
That would be interesting
lol
Can't imagine the error that would give
would you have to indent the await section after inserting the frighten check?
javascript doesn't care
I assume yes lol
huh ok then
You could make your macro one long line if you really wanted
let damageTargets = MidiQOL.findNearby(null, token, 10);
damageTargets.push(token);
let damageValue = actor.system.details.level / 2;
let damageType = 'psychic';
let terror = actor.effects.find(e => e.label === "Frightened");
if (!terror) return;
await MidiQOL.applyTokenDamage(
[
{
damage: damageValue,
type: damageType
}
],
damageValue,
new Set(damageTargets),
null,
null
);
Who has this effect?
This looks a lot like something I wrote
I used it as a base
You don't really need the find nearby
I know but im dumb and dont know how to select a single target
That's what's confusing me. Nearby whom?
nearby the actor (who has the aura with this macro)
You don't need to do that
Where is the macro?
This is an effect macro right?
Ok ok, so...
An actor with an aura. And they also have the macro.
And you want to find all tokens within 10 ft and do psychic damage to them if they are frightened.
then you don't need to find anyone nearby, just apply the damage to the self token
I know, but I dont know how to do that
Because I have even less coding experience
Its why I dragged Xaltios in
and of course I haven't looked at much java script... sooo...
const originTokenId = args[1];
let damageTargets = canvas.tokens.get(lastArg.tokenId);
Would that do it?
let effected = actor.effects.find(e => e.label === "Frightened");
if (!effected) return;
let paladinLevels = actor.flags.world?.feature?.aoc?.level
if (!paladinLevels) return;
let damageValue = paladinLevels / 2;
await MidiQOL.applyTokenDamage(
[
{
damage: damageValue,
type: 'psychic'
}
],
damageValue,
new Set([token]),
null,
null
);```
Untested, let me know if you get an error
Make sure to properly setup the active aura
Effect macro run on combat turn starting
@classes.paladin.levels, surely.
yea probably
yea I was thinking bout that
I didn't actually check
make it let paladinLevels = @classes.paladin.levels
Even if it's evaluated before being sent off to the target
I'm pretty sure it gets evaluated first
Active aura is properly setup
The damage isnt happening
error in console?
F12 for console errors.
Also log the paladinLevels in the macro.
unrelated
do you know where we'd be able to find where the error is being caused? like I assume it has to be related to either the paladin or the zombies or the macro or the effect...
Yellow messages are warnings. Errors are red.
ahhhh k
let effected = actor.effects.find(e => e.label === "Frightened");
if (!effected) return;
let paladinLevels = actor.flags.world?.feature?.aoc?.levels
if (!paladinLevels) return;
let damageValue = Math.ceil(paladinLevels / 2);
await MidiQOL.applyTokenDamage(
[
{
damage: damageValue,
type: 'psychic'
}
],
damageValue,
new Set([token]),
null,
null
);```
This is tested working on my end.
Although the damage needs to be rounded up lol
what does the aura look like out of curiosity
cause we have the same effect and macro and it's still not working on his end it looks like
(the damage isn't - the movespeed penalty is being applied, so we think the aura is working)
If you're doing the move speed penalty with the aura I'm confused how
Because it should only apply to those who are frightened
Where did you put the macro?
Yea, I'd check that you're doing an effect macro not an item macro.
It’s an effect macro
it is an effect macro under "on combat turn starting"
Could you screenshot the details tab of your effect
and now the effects tab
Isn’t not exactly, it’s applying to all the enemies in the radius
That's what I figured
mhm
I mispoke/wasn't clear with what I meant there mb
basically the damage was calling an undefined variable or smth?
ah gotcha
line 4 specifically does that
still nothing
screenshot it again
and make sure to move the token out and back into the aura
So the effect on them gets updated to the new one
we've been moving the paladin
Yes
all the tokens have frightened
Could you export your item
Easier for me to just import it and check it's configured
lol
yea ty chris
If you wanted to take it a step further you could also have the effect macro make a single turn duration effect
that makes the speed 0
await actor.createEmbeddedDocuments('ActiveEffect', [effectData]);
You just need to fill in the effectData part
You can see what that looks like by making the effect you want on a token then examining it's formatting in console
or exporting the actor and looking at the json
Here's an example:
let effectData = {
'label': 'Condition Advantage',
'icon': 'icons/magic/time/arrows-circling-green.webp',
'duration': {
'turns': 1
},
'changes': [
{
'key': 'flags.midi-qol.advantage.ability.save.all',
'value': '1',
'mode': 5,
'priority': 120
}
]
};```
F12 on the effect (aura of conquest) to find the data to put in that ^?
oh nvm Drako is working on it gonna let him do it XD
I'm just a player with coding knowledge trying to help lol
then just look at the data structure in console / exported json
It works!
ty again chris
How do I make this passive effect take away the item uses of Elastic Joints (Tier 2, Dex. Save)?
it doesn't seem to work when I do it like this..
To be specific, it's not prompting the user to add the bonus
Otherwise it would-
I might just be being tired, but I can't quite see how to do this (I'm sure I once knew lol).
I'm trying to make a spell with a 30-foot radius from the spell caster, which causes hit targets to have to do a wisdom save, but which only hits enemies (so no friendlies and no self).
I know 'special' as the range omits the 'self' but I'm not sure how to omit friendlies.
Have you tried using the Allies/Enemies targetting or somethin
If I set it to 'enemies' I need to pick a number of enemies I think (which is unlimited depending on how many are in range)
and also means I wont be able to use the circle template to target them
so it wont really work
I see, yeah, I see that.
@chrome gale the target 30 ft enemy is the way to do that.
What is not working?
I'd like to turn this Summon Celestial macro into a Summon Elemental macro, where instead of summoning one creature with a single stat block, and altering that stat block, I'd like to pull from different creatures with different stat blocks. All of these four stat blocks are generally similar, and only require minor alterations such as the amount of health, AC, number of attacks, and attack and damage modifiers.
The primary reason for this is that the tokens for each of the creatures have different Token Magic effects on them and some have tiles with JB2A effects token-attached.
I'd also like to use different sequencer summoning animations for each elemental.
Does anyone have an example of how to pull this off?
If I use a item with a OnUse macro, and use it on someone else, does the macro execute from me or from them?
It executes on the client that rolls the Item
Can you just spawn the relevant creature from the sidebar?
So in this case, me. I think?
Is there a way to make it the other way around in any way?
usecase?
I have the module
what do you mean, sorry
What are you trying to accomplish?
I can, yes. I'm just looking for a dialogue that allows me to select wich one is spawned, as well as change/update some minor stats upon spawning it, depending on spell level
Okay I have a potion that lets whoever drinks it recover X hit points using their hit dice
If you use flags.midi-qol.onUseMacro on an effect that is applied to a target, it will execute when the target roll an item
Quoting the description:
"A creature that consumes the contents of the vial can spend and roll its Hit Dice and regain a number of hit points equal to the roll.
The maximum number of Hit Dice it can spend by consuming the contents is equal to the creature’s Constitution modifier (minimum of 1)."
Oh, and also a different sequence when summoning each different type of elemental
So a dialog with a menu of some buttons to select the creature you want and then the macro will take care of the updates and the spawning
Yup, pretty much! As well as a different summon sequencer per type of elemental spawned
I think a lot of what's already in the code above already takes care of the updates portion. I just need to figure out how to modify it
In this case a simple on use on the item should work, because the owner of the item will be the one executing the macro
I imagine that the issue will arise if you force feed the potion to another target?
Yes
You can do eveything based on target in the macro
Because as long as I am the one doing it, everything is fine, but if I use the potion on someone else well, idk how to do that then
What's the macro you are using?
But the updates on the target will need to be executed as GM…
yeah it will need to jump through some hoops
Yeah
That's another issue
get the target, trigger the hit roll dice roll, warpgate the mutated data
Or actually no mutation
Trigger the roll hit dice
Mhm but how do I give the target the choice to use it and how much
Oh now that is a different issue. Requestor module sounds like the solution
Or create an effect that will give the item on the target and make them use it 😄
mhmm problem is that I'm making a module so the less dependencies I have the better
hmm
Yeah that too could work but it's a bit un-userfriendly
I see. macro.createItem as an effect on the target
then in the same macro make it roll the Item after a bit of waiting to make sure its created
Roll it as the other client
Mhm, I'll think about it, thank you all for the help
await MidiQOL.socket().executeAsUser(handler, userId, ...args)
get the userId from the target's owner
Or maybe I create an effect that execute a macro upon creation on actor which promps you with a menu with the option to spend X hit points
executeAsGM("effect") let's me create an effect on other's actor so maybe that's a way
example from Elwin: #1010273821401555087 message
This is what you want to do essentially. No need to create anything on the target, just an ephemeral Item to "roll"
I don't understand the logistics behind it
You are using a socket to force another client roll an item
Does executeAsUser make an item execute from the user itself?
Ohhh
Okay so I get the target and say "from this actor, use this item" right?
Yeah that sounds about right
But the "data" argument in executeAsUser what does it wants exactly?
You will need to create an ephemeral item that will also purge the midi flags
I was going to propose exactly the same thing 😁
so as not to roll indefinetely
what's a ephemeral item?
Its something that is not an actual Item which has been created on the server side
Just some data on the client more or less
I think it’s the json object version of the item, without a class, to be able to serialize it on the socket.
The on the receiver side, it recreates an item from this data
And it auto rolls it?
If you ask for completeItemRoll it should
okay
completeItemUse
it does sound like warpgate's event system, midi's socket functions, or socketlib will be useful here
yeah. Just start using completeItemUse
So inside the argument I put an item, an then executeAsUser with completeItemUse rolls the item as the user linked
I'm not very familiar with warpgate I'm just now starting to use the mutation system for very basic stuff
Make sure, if you use a copy of the original Item, to go into its data and delete the MidiQOL on use macro flags
sure, just pointing it out -- the event system is just a wrapper for p2p client communication
but it sounds like you have a better approach now
I mean the cool of programming is that there isn't a better approach so your suggestion is very much welcome
If I use another item altogether? Like the original item (the one that triggers the executeAsUser) doesn't have the effect I'm aiming for, I can use as you said before a ephemeral item, right? In that case I don't have to worry about MidiQOL on use macro flags, is that correct?
Since the item I need to execute has a OnUse Macro, because it's a complicated item xD
btw where can I find the documentation for those commands you're referring to, aside for warpgate since I have the wiki saved in my browser (so useful, I love wikis)
So lets say you want the potion Item to be the one that the ephemeral Item will be based on.
That one has the onUse macro on.
You can either do something like ```js
let newItem = originalItem.clone({flags:null})
https://trioderegion.github.io/warpgate/warpgate.event.html for the event system
Or just get another sanitized item which will be the basic roll hit dice stuff.
Okay makes sense
i simply know of, but dont have experience in, the rest
Okay ty very much 😄
Great thanks! I understand
Thank you all, this community is always very nice when I have questions ty
@covert mason are you going by names for the summoned actors? Sidebar or a compendium?
Preferably I'd like to try and get them from a compendium
At least that's what I'm trying to figure out
So that would be all creatures from a specific compendium?
Yup, all four spirits from a single compendium
spawning from a compendium is possible, but you have to jump through hoops
having the actors in the world is an order of magnitude easier
This should help. At least the first part for the compendium #macro-polo message
I mean if having them in-world is easier, that's completely fine. I've also managed to figure out a method of not needing multiple tokens. Just have the different resistances and effects tied to an active effect, the feature of which is deleted when the token is updated on spawn.
Only trouble now is trying to find out what's causing this syntax error.
you might as well put any AEs or changes from AEs directly in the mutation data
and its that first line again, which i thought you fixed days ago 😅
const {spellLevel: level} = args[0];
Looks like it's still throwing up a syntax error
https://www.jslint.com/ is a handy sanity check
const level = args[0].spellLevel; or just break it all the way down
Yup. Still more syntax errors. Looking through jslint, it sure doesn't like lines with more than 80 characters
And it likes single quotes, not double quotes apparently
ignore those, that's fine
If you ve copied and pasted it correctly, there doesn't seem to be an obvious syntax error in the macro.
Hey I was wondering if i could get a hand with a macro not working correctly.
i'm using MidiQOL, warpgate, along with Item Macro. I am trying to do the echo knight's manifest echo feature. I got it to work with the line of code warpgate.spawn('Echo',{})
I have the On use macros option within the feature set to ItemMacro, the script works fine expect instead of one token it summons 7 of them. I went through every step and this doesn't become a problem until I add "itemMacro" to that on use macros field. not sure what i messed up.
7?? ha, that's a new one
if you just run the macro by itself in a standalone script, do you get the same behavior?
sounds like the equivalent of going to the dentist and hearing "Opps." and no it works correctly. even if i execute the script from the item macro page
it isn't until i activate the feature through the character sheet that it pops up 7 of them
heh, well at least warpgate is doing what is expected of it
does it prompt you for 7 placements?
or just one and it does...what exactly?
it prompts for one placement, once i place "it" 7 tokens appear on the same space.
yeah running, from the hot key bar worked just fine turning off the item macro. i guess it can be a work around for now 🙂
game.dnd5e.macros.rollItem("Manifest Echo")
warpgate.spawn('Echo',{})
Do you have an example of that? 😄
Been trying to automate cloudkill with a similar method to the Black Tentacles you showed me.
May not play nice with newer versions of advanced macros.
It doesn't wait for a return from the run as gm macro so it might work fine.
How do you use the @fields function to reference and reduce the count of an item? It doesn't work like this.
hi there! can anyone show me how I can add a random damage type to an attack? acid, cold, lightning or fire
It doesn't appear to be doing any damage. No errors in the console.
I've imported the spell, and the macro. I've set the macro to GM execute and given ownership to all players. All thhat's happening is the template is down, the caster has concentration and the movement handler on them. Other creature steps into the template--no damage during its turn.
Maybe the newer version of advanced macros is futzing with it
I had the idea that perhaps I could use the damage-dealing from this and do away with the requirement for the restrained condition, and instead find a way to scale the damage per spell level. Save or damage.
#1010273821401555087 message
Although... that doesn't account for the half-damage taken on a save.
Very likely
It can be fixed with a lot of copying and pasting the GM macro
I'm not quite sure what you mean
If your look for all spots using game.macros.getName('Chris-CloudkillEffect') and change it to a function in that macro.
Newer advanced macros changed / broke executing other macros.
It looks like there's only one which is in the spell's ItemMacro
console.log(args);
let template = canvas.scene.collections.templates.get(args[0].templateId);
if (!template) return;
let spellLevel = args[0].spellLevel;
let spelldc = args[0].actor.system.attributes.spelldc;
let touchedTokens = await game.modules.get('templatemacro').api.findContained(template);
await template.setFlag('world', 'spell.cloudkill', {spellLevel, spelldc, touchedTokens});
game.macros.getName('Chris-CloudkillEffect').execute(touchedTokens); //< -------Here```
It's in the template macros as well
Not at my PC at the moment. I can make the needed changes when I'm back.
how do I check if it is a tokens current turn? in a macro, got token
const isItMyTurn = game.combat.current.tokenId === myToken.id;
doh I worked it out after you posted but didn't notice the message. thanks
is there an effect flag to apply damage sort of the same as Overtime but happens when effect is applied? or should it be through macro. This is for entering template area which applies an effect.
needs damage type, save for half, spell DC etc
So the exact same as an overtime effect but it gets applied when in an aoe template?
MidiQOL.doOverTimeEffect can manually run the overtime effect
For example:
let effect = token.actor.effects.find(eff => eff.label === 'Cloudkill');
if (effect) MidiQOL.doOverTimeEffect(token.actor, effect, true);
}```
it's weird it's not finding it but I can see it in the data. But I'll also run into the problem where It does both start of turn and doOVertime on the same turn
maybe needs async
If you have active auras you can look at the compendium items on how those handle it
those don't work, doesn't apply effect on enter radius and effect expires on save and they duplicate effects.
It's unlikely they do
Another victory for v9!
I'm on v9 😄
Dm me as a reminder and I can help setup the Active Auras OT but it'll be in a few hours since I'm going out for a bit
AA doesn't work because it doubles up. I'd have to apply it to a warpgate summoned token instead but am still trying to forge ahead with not going that route
Lukas said there may be a way with midi to automatically remove spell templates after casting them, is that something midi can do? I used to use a module for it, but it looks like it hasn't been updated to v10
ah I must have something mucked up in my settings then, where can I go to enable that functionality?
On a related note, I do wonder if I should be using Walled Templates instead of DF 🤔
I have DF installed because we prefer the RAW 5E interpretation of how templates affect creatures (cones are actually decent, they're pathetic in FVTT core)
I wonder if I can have DF and Walled both going – anyone in here doing that?
ohhh, I see what's going on
but if the spell is concentration based, it'll stick around till concentration breaks
so in that case I guess I just have to manually erase it
unless I want it to remain
cause of spell text
ok that makes things clearer
Oh but it should stay if concentration is going.... if you want to hide it that's another matter
Automated Animations and Token Magic FX both let you hide templates if you're using their fx instead
(but you gotta have something to see where the bad stuff is happening)
oh that's what I need then!
I'll try to find the AA setting or hiding default templates, that sounds perfect
They're spell-dependent in A-A... TMFX has a blanket setting
Nothing stopping you from having the item macro delete the template deletion effect
That too
that's true!
That's exactly the setting I needed!
Here's the TMFX setting, I like things this way in any case:
oh neat
Because you don't see the ugly template unless you hover.... but you can hover to see exactly what squares are affected
that's perfect!
I think this is my working Cloudkill. But had to use some weird hackery to make it work. overtime is end of turn, but only used via EffectMacro because I don't know how to roll a damage with save via macro, otherwise I'd not even user Overtime here. uses AAhelpers.applyTemplate to get the effect working on template. works also when token moves into radius, without doubling up in a round - I don't know how this is working but it is so I'll take it.. maybe AA Template does this by default?
edit: had some bugs.. see later post. #1010273821401555087 message
@coarse mesa I changed at some point to Walled Templates cause I really liked the way that module works when you move templates around and hit walls!
It give it a whirl… fingers crossed it can coexist with DF
Hmm I haven't tried it but I would think one or another.
What do you need it to do?
This:
The cones especially are terrible…
It replicates the dnd5e helpers templates scaling, so I think it should do it
Is there an issue on github to support various template rules, and if not, have you thought of opening one?
Do you mean System wide? No idea. Personally I don't use scaling. Using 5/10/5 though
Hi, guys! Can anyone help me ?
How can i set to other formula applies damage with a bigger critical threshold ? I only know this one
change it from equals to greater than whatever the lowest number in threshold is
assuming that is right to begin with: workflow.diceRoll > 18
assuming threshold of 19-20
you could also just set the threshold if the additional damage is a normal critical
I wonder if the vorpal is in a premade somewhere to show us how to do it
i tried this.. and won't work
I'm trying do set Blade of Disaster... and its normal threshold is 18...
it works fine with vorpal because its only 20
but in here...
i just can't set anything but 20
blade of disaster is just increased crit threshold, thats in core 5e no need for midi
i need it, because its normal damage its 4d12, but its critical is 12d12
i need the other formula to roll a diference of 4d12
you can set the critical threshold AND additional critical damage can't we, or is my brain too fuzzy
your way would be nice for those weird homebrew rules where the crit rules contradict the spellls wording and the DM wants to keep that
You mean get it added to 2.1.0?
Well it blew past 50% just now, you gotta get that down again.
rolls up sleeves
Asking never hurts, but check if there's an issue already
You’re right, we jest but core is actually massively nerfing a bunch of 5E spells and abilities and a lot of players might not even realise. Think of the poor Dragonborn!
And poor, underpowered but much cooler Lightning Bolt
does anyone know how to turn off the midiqol thing that makes for slow movement?
Slow movement?
like when a player moves it does a slow movement across the screen
I want it to happen instantly
That's not midi. That's core. Look at the pins of #macro-polo to create a world script that can change that
Out of curiosity, what do you think Midi is? 🤔 Or why this in particular was Midi
My first Caster Loadout build for macro.createitem Yeah its slow but I honestly think its either my pc or the host pc's poor hardware, unless you also all see slow item adds with the feature.
need to figure out how to mod the spell slots in the effect, probably gonna have to be effect macro stuff, doubt an ae changes slots
AEs can modify spell slots, yes
very neat! the main reason for the lag would be the individual creation of the items (being routed through a few layers of modules)
yeah but like hp, they can't mod the current slots up
Current? No. Override the max? Yes
yeah I'm thinkin probably on the todo list is a macro for it in the future
for now I'm just pretending the 0/0's are 1's
Think it's only DAE, but getting each item individually via fromUuid
Likely getting the item (async), creating the item (async), then flagging itself to know what item to delete when it gets disabled/deleted (async)
gotchya. what about modifying the caster level?
since slots are governed by caster level
I kinda wish that we could put them all in one key, I think that might have something to do with the delayed additions:
✝️
normally I just do 2-3 but spell loadouts are a lil crzier and I was conservative with the choices
my use case for this is for half-assed monster creations that I want to become casters, so not sure about spellcasting level...is it an ae I can set?
Issue being current slots, not max slots, methinks.
yeah current needs to be adjusted only once so thats why I'm leaning into effect macro probably
Just have it take a long rest
ah, yea, just do all the item creations in one swoop, then mod the slots or long rest w/o dialog
I assume the same situation would occur for the slots as with when one mods hp with AE's
Yes
the hard work is getting all those uuids
now put it in a script and do it in 1 second instead of 30 🙂
lol. I dunno how to add items in a macro
actor.createEmbeddedDocuments('Item', [await fromUuid('some uuid').toObject()])
in its most basic form
is it literaly what I put in the effect values in the image?
but we would gather all the uuids up and get their data in a single array, then push it to the actor
Need some brackets tehre
hmmmm I dunno what the drag and drop is exactly with dae's macro.createitem
Compendium.world.create-item.UZR9srLpqLvUlevy
That is a uuid, yes
I think thats the name of the compendium
'create-item' is, but the last part is the id of the item in said compendium
oh well then I have the whole hard part done, just cut and paste
yep
thats the name of the compendium I believe
what brackets are missing in badgers macro?
loads
fair, at any rate, #macro-polo can def take it from here, given an array of uuids, its pretty basic
posted it there
sneak atack is prompting -0 instad of -17
Sorry if it was a stupid question. Someone last week told me it was midi causing the slow movement thing.
Odd 🤔
put your mouse cursor over the lil tiny token image in that snippet
and tell us what it says
in the tooltip
(Its likely immune to the damage)
what is the weapon being used?
that damage card is telling you that the creature was immune to the damage
or you tried to deal damage on a miss(I think)
or you tried to attack while no DM was logged in maybe?
OH, it also could be because you have abnormal damage types in your item, or you have more than one roller installed
Ready Set Roll
Better Rolls for 5e
Roll Groups
ANything with "Fast Rolls" in its name
Dice Tooltips
Gm Paranoia
WIRE
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage```
My own question for the DAE pro's. Why are these two items different? AFAIK only the image is changed on them yet one has different buttons in the passive section:
The only thing I can think of is that the right hand one is carried over from v9 and was modified to look like the left hand one, but I can't see how or why they have different buttons there?
I am noticing MIDIQol is rolling damage for both regular and versatile formulas. Has anyone else seen this?
show us what it looks like in chat?
what part would you like to see? The damage card?
oh...you mean the config from settings...
no I mean chat
I'm trying to quickly rule out a roller conflict
cause MRE and possibly Roll groups are culprits for versatiles set as regular damage formulas
Midi will roll all damage formulas that are not versatile or other on an item normally something is likely creating many additional damage formulas, its usually a bad importer or MRE/Roll Groups(and Wire)
They are especially problematic as even if you remove the modules, they still have modded the item
show me the items details bottom third of the window
Show me the warpicks details tab
just a regular longbow
Show the bottom too Ref
oh yep thers a box at the bottom for it
yeah try with just socketlib, libwrapper, and midi qol installed ENABLED
you do NOT need to uninstall everything sorry misspoke lol
FYI, this is not limited to the war pick. Its been any weapon with versatile damage loaded
does it happen when just midi is enabled?
wait actually maybe this is the more important setting
I could roll down the FTC avenue. I have 170+ mods so....that becomes arduous
that does not look like midi's sneak attack
how i fix
make it simple, enable just 3 and see if it works on the first try with just the three, if it does....then we could possibly guess at a second rolller installed?
libwrapper, socketlib, midiqol
Sneak attack should be part of the same attack yes?
Define automation
v9 or v10?
I don't fast forward, but I still utilize the automated things
V10
Ah, I was gonna say export your settings and dm them to me but I'm still on v9
what version of dnd5e and midiqol are you on?
the latest is not an answer
LOL
oh for that matter, what build of v10 are you on? are you a 291 beta tester lol?
Ok well you match me perfectly barring a 291 build, so you definitely got something weird going on
oh boy 291 when your roller isn't updated for it yet oof
probably not the problem but we shall see
at this point, I think the only path forward to fix this is to nuke your midi settings or.....go to a fresh new world and test there
test with a fresh midi setup
and I understand fully how painful it is to have to nuke a midi settings setup as they are a chore to configure
sigh....I will crank up a new world
Export the settings to have a backup
test in a dummy world lets rule out a bad midi first
I might even suggest snippeting all the settings tabs in midi before you nuke it so you can quickly resetup
versatile doesn't roll in addition right guys?
it couldn't be a stuck versatile key right?
Correct, 1 or the other
damage of none means no damage in midi. Normally sneak attack is attached to a weapons damage in the workflow but you are using dnd5e's srd version of sneak attack instead of midi's premade
You can deal the sneak attack damage manually the core method. If you aren't merging cards, right click the damage and apply to selected token. If you are using merge card, turn on the buttons in the main midi settings that put mouse over buttons on the damage bar in chat.
personally, if ya got midi, and if ya got the damage card turned on there....you should be using midi's automated sneak attack.
you are already being forced to work with midi's damage calculator, might as well leverage it.
This setting in MISC at the bottom, check whats up with it maybe?
ok...juggling midi workflow in test world to match the original
do you have any world scripts or actor on use macros that would cause that issue?
no
part of the reason I like worldscripter module is that it turns them off when using FTC
toggling sticky made no difference. Same result
does the test world have the problem?
trying to get the automation to match
also...did your main world have WIRE or MRE installed at any time?
WRE MRE?
2 rollers that conflict with midi and had issues modding items and leaving the mods on them after uninstalling
I use Dice so nice. Thats the only thing I would say is a roller. Is better roll tables a "roller"?
Not sure how you define a roller?
DSN is technically a roller but not what we all call rollers
rollers are things that mod the chat card before outputting to chat
they manipulate the roll. DSN just reads it and does stuff with it
so...what do WIRE and MRE mean? Not familiar with those abbreviations
Midi does not work with:
Ready Set Roll
Better Rolls for 5e
Roll Groups
ANything with "Fast Rolls" in its name
Dice Tooltips
Gm Paranoia
WIRE(Pending spelling)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
gotta go find it
MRE is dead on v9
the worlds carry over though
the issue he has is something that could totally carry over, modded items
even after you uninstalled it the items would have flags and other things on them still that midi would interpret as an additional damage formula
never userd any of those
I dunno what wires called but if you don't know what it is, then nm
does it not happen in the fresh world?
Whistler's Item Rolls Extended
if the fresh world is fine, we didn't clear your keybindings, maybe you got weird keybindings for midi
jeepers...is there a console command to backup the midi settings?
theres a button in midi's settings for saving settings
a simple json export/import would reallllly be helpful
you can also make a fresh world with midi and create a defaults settings
midi has that
also not every setting saves in that I think
thank you....theres so much its easy to miss. 🙂
OK...dummyu world it works as expected
do you fast forward?
yessir
go to normal world with problem and hold down the T key and show us what the damage popout shows
hold down T for the whole workflow
I want to see this sort of image:
obviously without the fancy red stuff
how is it rolling versatile?
are you holding down V?
shift is how versatile normally rolls
switch to the Versatile option in the customize formula and show us it
isn't there a windows 8+ thing that fucks with shift?
Not getting the window you showed.
what are your midi keybindings
T definitely should be stopping fast forward and auto roll
I got it, I think with ctrl alt left click. No versatile damage formula shown
However when I roll the normal damage it does both normal and versatile damage
perplexing
does it only happen with one actor?
no, any actor with both loaded will get this result
what browser are you using?
Edge
switch to another browser and try
I dunno, if it doesn't happen in your other world, you could try importing the other worlds settings
War Pick is not a versatile weapon, so it probably won't have that drop down
drag out a fresh longsword
from dnd5e's items compendium
and swing that on the actor
switching browsers doesn't change anything.
test normal roll with shift held down, then show us the drop down with T held down
A war pick is not a versatile weapon
You are 1000% sure you have no world scripts installed?
Not sure what a world script is. For this actor there is no itemuse macro.
world scripts are usually in the world folder in data and you would of had to of modded your world.json and such
cause what doesn't add up is the fact that the cards are all rolling versatile damages and the items don't even have that
something is overriding your chat cards
if you don't remember going to macro polo and getting some world script macros setup for yourself, then you don't have any world scripts, its something you definitely would recall
Yeah...that I have not done for sure!
as for actor on use macros those are on the front pages of the actors its a lil cog wheel next to special traits
As for the damage roll, even with the longsword from SRD, still not seeing the versatile formula.
apparently I must have a module doing my stuff my bad
BUT....the longsword does work properly
do you use an importer?
HOWEVER, when I edit the damage from, say, bit on a rat to add versatile it mucks up again
DDB
are all of your items from the importer?
You could go to his server and see if hes noticed this problem before
hes very midi centric so he could totally spot the problem if you show him it
I was afraid you were going to say that
I will see what Primate says...thanks for the help tho!
I personally do not use importers anymore. I prefer to get all the premades from searching here or making them myself importers rarely save time
if you drag the naughty weapon to the side bar and export it, you can drag the file here and I can try to import it to replicate the issue
Let me know if its funky for you!
ok, its problematic for you too...good, I guess
Does the issue persist on a newly created actor with SRD items?
Specifically from the SRD compendium
Doesn't appear so
Wherever you got the item from made a trash item so just use SRD items or make your own
Its from IDROTFM, when a Duergar increases size to large it does 2d8
If you turn versatile on does that fix it?
There's a midi setting to also roll Other if it's in there (but it treats versatile as Other because a lot of SRD creatures have their extra damage in that field)
If versatile is unticked it would fall in that category
nah its not ticked
I mean in the workflow settings
YUP....setting as versatile does indeed resolve the issue!
Yeah it could be a bit clearer, but it's a concession Tim made to make most of the SRD monsters work out of the box
(that have extra poison damage or whatnot)
So its not a bug, its just 1 more thing that makes you laugh at midi's interactions with dnd5e srd stuff
like when someone accidentally rolls the torch item
Yeah,,,just a config miss...something to be communicated to importers so the items are created properly...or silly users that customize stuff. 👀
you might want to tell MrPrimate in an issue report about the importer honestly
I shall
Well if they didn't tick versatile in DDB it's not really on him
thats gonna be a pain in the butt to edit all those items
Most imported weapons work just fine
its from the duergar in an adventure module
so its stuff that primate made or his community did atleast
this is the definition of a corner case
Ah right, yep he'd prob be keen to know then
its a very very weird interaction is all but he probably has a bunch of adventures with duergar specifically
I know dotmm has some
Yeah that wouldn't have happened for me, this is how mine is set
If save present for rwak/mwak for monsters that have an extra save vs poison damage or whatever. And off for spells because Toll the Dead has versatile damage (for when creatures are wounded)... and it was rolling both until I turned this off
you would have issues with weapons that use activation conditions though
Yeah we don't luckily... it's a weird set of options tbh
did you go into dotmm from dragonheist?
Yep
are you a player or a dm?
Player... assuming we missed a magic weapon you know of, or maybe we didn't but aren't using it
yes 😉
Our only melee character uses a polearm
Well only if the Cassalanters were your villain
