#MidiQOL
1 messages · Page 48 of 1
My players needed someone that was hateable, and those two were perfect
so does anyone have a way to automate wildfire druid's enhanced bond? i don't know if midi and dae can do it or if i need to get bab or what
Better share a small description of said ability
From MidiQOL readme (just for the long discussion about the Warpick above :P):
Because of the way the SRD monsters have been set up, (i.e. extra damage as versatile damage and the versatile property not set) the versatile formula will be treated as Other Damage if there is no Other Damage formula and the weapon property "versatile" is not set.
For the healing, you can use system.bonuses.heal.damage | Add | + whatever the bonus is
Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
@vast bane if you have anyone in the party using the Hide action you should check out the Stealthy module that just dropped.
Our player that has been specifically playing a Gloomstalker for DotMM, because dungeon and dark... is so miffed (we've moved onto something else)
Umbral Sight actually works properly with Stealthy
Ah hmm that is slightly different than what I thought it was when I shared the babonus one in #dnd5e
The bonus is equal to one of the results of the dice rolled?!
so like if i cast scorching ray only one ray gets the extra d8
Smell like macros needed
Or an optional bonus with Midi and a count of turn Nah, heal damage it can do, fire damage from spell specifically cannot without a macro
yeah kind of. There is a Cleric's ability similar to that too
Blessed Strikes
Yeah. Was intended as a reply to Divine Fury comment though, not Bab
This would still need a macro and an EM. Turn it OFF when used, turn it ON on turn start or turn end (if it needs to be used out of turn too)
I had a great Blessed Strikes going in v9. I probably yoinked it from you
it doesn't specify any limitations on how many times you can use it, just that it doesn't apply to multiple damage rolls from one spell
You would need to roll each attack individually with MidiQOL probably anyways, right?
So when used once, it needs to be turned OFF. This should cut it 🤔
yes so yes
Can you use it out of turn?
it doesn't specify any limitations on when i can use it
any time i cast a fire spell, with no restrictions on when i cast that fire spell, it gets an extra 1d8 damage, but only to one of the damage rolls
Alright let me grab a coffee and will cook it up
Is there a way to hide the midiqol calculations on rolls and the info on a weapon like how damage is calculated?
Wanted to do a cool thing where players use weapons to discover their qualities
I think that optional bonus effects could be expanded to deal with that tbh. Maybe I will bug tposney for that 🤔
i was able to make an active effect that applies the bonus that i can turn off after the first shot with scorching ray
Hmm have you played around the settings for what is shown on the cards?
I use a pretty dope setup for stealth now
I was contemplating putting something together and then this module popped up and saved me a lot of trouble 😅
I don't really need a module for outside combat and inside combat I got a macro made to handle it well
I use honeybadgers philosophy of not banking the roll, but instead rolling when its challenged
So the player and the target do a stealth vs perception contest and if he wins he gets advantage
You could still do that but yeah
my campaigns very totm outside combat like mercer's crit role so I don'tneed out of combat stealth stuff
Oh lol, just realised that there are many features that don't need anymore making sure you calculate the correct timings of usage in macros.
Use it, toggle the AE related to it off, and turn it on using EM on combat turn start (and combat turn end if it is to be used of turn too...)
Yeah I knew EM would change the game in here. In some cases it is nice to have all the code in one box though
Mainly when posting on here so I can yoink 😂
oh wow this module's fantastic
still nope
Hi all, i'd like to set up a weapon to heal its wielder a flat 2HP on hits, i thought this should be fairly simple to do using the "on use macro" field but unfortunately i know absolutely no javascript, can someone point me in the right direction?
if (!!args[0].hitTargets.length) await token.actor.applyDamage(-2);
Do you use Effect Macro module? I can share an item which will deal with all you need if you import it and drag it on a character sheet
Enhanced Bond MIdiQOL, DAE, Effect Macro.
Feature with 2 DAE, both Transfer to Actor on Item Equip.
- Named
Enhanced Bondwith an effect offlags.dnd5e.DamageBonusMacro | Custom | ItemMacro.Enhanced Bond - Named
Enhanced Bond checkerwith Effect Macros forCombat Starting, Combat Ending, Combat Turn Start, Combat Turn Endwith this macro ```js
await token.actor.effects.find(eff=>eff.label === "Enhanced Bond").update({disabled:false})
The feature's ItemMacro should be ```js
const types = ["healing","fire"]
let damageTypes = args[0].damageDetail
for (let other of args[0].otherDamageDetail) {
damageTypes.push(other)
}
damageTypes = damageTypes.map(i=>i.type)
if (types.some(i=>damageTypes.includes(i))) {
const dmgType = types.find(i=>damageTypes.includes(i))
const diceMult = args[0].isCritical ? 2 : 1;
if (game.combat) await token.actor.effects.find(eff=>eff.label === "Enhanced Bond").update({disabled:true})
return {damageRoll: `${diceMult}d8[${dmgType}]`, flavor: "Enhanced Bond"};
}
If you want to name it something else, make sure that you will change all the relevant entries to the new name.
Having a bit of trouble with concentrator, for some reason it's not removing the concentration on a failed save, even though the chat prompt is showing up in chat, but once the saving throw is rolled, nothing happens. Concentration is still removed when time expires, though. Also damage is applied manually through the token hp box thingy, if that matters, and these are the settings I have on
Strange. Can you check with only MidiQOL and its dependencies socketlib and libwrapper to see if you have the same result?
Any other Roller modules enabled?
And versions of Foundry, System, MidiQOL?
latest foundry, system and midiqol, no other rollers enabled, but yeah I'm about to test it in a fresh game see if it gives me the same issue
I was previously using CUB but CUB didn't remove concentration when the spell expired, so was trying to give midiqol conc automation a try but now it wont properly do the saves for me but it removes it on expiry lol
Yeah okay even in a fresh game with just midi installed the saving throw doesnt seem to be doing anything lol
game's messing with me I think
Save your MIdiQOL settings and try quickly importing mine and then testing again.
By save I mean go to MidiQOL settings => Workflow settings => Misc tab, hit export and save them locally and then import mine
Okay that works, it even autorolled the save without even prompting a roll, which I dont prefer but I can work backwards from there and see if I can get it to work with my preferred rolling settings
Oh, well I think i'm stupid, I guess concentrator needs auto-check saves to be on, not sure why I didnt even consider that lol
I thought it'd be its own thing lol
well my bad, thank you
is there a way to do damage reduction in 5e? (like older editions, DR/10 being reduce all damage by 10)
Use DAE and it's auto completion
Type in DR
To not be confused with keys including dr which are damage resistance
ah, wasn't sure that was any different from the normal one
so should be?
for DR/10?
yep. worked, thanks much!
Someone informed me that Midi qol can do some card merging?! Digging through the options now, can someone let me know where these live?
(if you do that, you can no longer right click to apply damage, so make sure you are using damage cards OR enable buttons)
How did I miss that option? I was SPECIFICALLY looking for it! :/
Forest for all the trees something something 🌲 😉
Awww, it doesn't roll dice when I enable that. Is there an option to preserve rolling dice?
Having that on should have 0 effect on 3D dice appearing (or not) 🤔
Let me turn it off real quick. I've only been fiddling with MIDI QoL settings and rolls stopped
Yep, turning off the merging brought back die rolls
Aaaaaand, there's an option for that too. Problem solved.
Is there a way to disable resistances for a token with an active effect? I see that system.traits.dr.custom will enable them, but I can't figure out how to turn them off on a character that has them.
I will answer my own question. Just scroll down on system.traits.dr.value. There's a -trait option. Hopefully useful to the next guy.
You could add vulnerability if you know for sure they have that resistance
That'll cancel each other out
If I am using the "fast Forward" option on my damage rolls as the DM, how do I roll crit damage in the event of a natural 20?
Nevermind. It does it on its own. Sorry about these silly questions.
Hello! Is it possible to have a macro directly be used for damage?
Like having this type of pop up automatically appear through a macro
rather than having to go through the Attack Roll pop up?
Try this, using the actual name of the item inside the quotes, while having the relevant token selected ```js
await token.actor.items.getName("name of the item").rollDamage()
Hmmmm
Okay first of all my laptop overheated and shut down
But
Right before it shut down, I tried that, but I got like a furnace macro error
Checking the console, it said that the function didnt exist
I have midi qol and furnace installed
@covert mason I finally got around to testing my Cloudkill automation on newer advanced macros versions. It appears to be working for me fine. I've updated the export and macros on my Github to make sure I didn't accidently have an old one one posted there.
Which foundry version are you on? Furnace is deprecated anyways.
Ahhhh
Hmm
Im on 9.0
I havent updated to 10 because i wasnt sure how much of the modules i installed would break lol
Though i am currenrly testing on a duplicated world 🤔
@fickle sleet edited... damageRoll should be rollDamage()... 
Lol hahaha
Most of the modules by now have been updated. Some older ones deprecated, with others picking up their place, but for sure there might be some gone.
Just got home, booting up my laptop again with a fan cooler
Going to try it now
after my wifi also boots up
I think im going to start and try playing around and develop macros
My biggest issue rn is that im still pretty unfamiliar with javascript, and theres a lot of object names and functions that i dont get/dont know the name of
Still trying to figure all of this out
#macro-polo can help with most of the questions and searching through uncovers lots and lots of knowledge
#1010273821401555087 for more specific macros to this module
Google also helps a lot
I feel like ive been playing with so many modules for so long now that i have forgotten whats vanilla foundry and what came from a module LMAO
Didnt even realize that what i was searching for a midi qol specific thing until a person pointed me here hahaha
That macro is not MidiQOL specific. Its a Foundry function
Also awesome
Yep! It did exactly what I wanted it to
Thanks!
Is this a good macro to pop damage buttons in VAE?
I was curious how you were going about that, as a best practice. I know Moto's method but thought there might be a more direct way
You could do that if you want to only trigger damage from an item with attack roll defined.
Or create an ephemeral item to roll that does only damage as needed
Yeah I'm thinking of spells like Heat Metal where you can choose to use your bonus action to just do damage (no attack roll)
I'm not sure what ephemeral items are... cool name though!
hmm
i'm quite confused now
it isn't applying damage to targeted tokens
i'm not even sure what it's applying damage onto
The macro will just trigger the core rollDamage() Foundry function.
You then **select **the token you want, right click on the chat card and apply the damage.
It just triggers the damage dialog as you showed.
What are you trying to do specifically?
You can create on the code for VAE a temporary item that has only the damage roll and use that to roll when clicked upon
No need to create an actual item on the character sheet to do that for instance
OK I think I get it... is there a clean example of an ephemeral item I can use for reference? thanks for the lesson btw
Something like that
hmm okay I think I kind of realized what's going on
it's super weird
What I wanted it to do is for my player to press a single macro, and that macro will trigger the rollDamage() function. And after rolling for damage, the damage is automatically applied to a targeted enemy
and well, I kind of wanted the player to roll the damage of his Dagger and the Green Flame Blade Spell consecutively without having to roll for the attack for each
Is this for a specific item only?
Ah ok I see. Does the green flame blade have an attack?
In most cases, it is doing that
but well
I can't automatically trigger the macro.
I first have to do an "initial" attack using an the item and the spell
this kind of makes the game flag which tokens are being targeted
and after that, I can keep spamming the macro, and it will only target the tokens that was initially targeted by the weapon and spell attacks earlier
It does have an attack in foundry, which is what I don't want - since the attack of the Green Flame Blade spell is supposed to be Weapon attack
You can just change the Green flame blade to not have an attack roll and just use it after the original attack
Edit the spell
Make it utility in activation type
Action Type 🤔
Keep confusing these two
Ah perfect that solves my green flame blade issue
But is there a way to kind of fix the initial weapon attack issue?
Currently the macro triggers the rollDamage() for the weapon, and then activates Green Flame Blade afterwards
But once again, the damage Macro won't target a targeted token unless I specifcally initially do an attack roll via the weapon in the player's Inventory
and after that initial attack, the damage Macro will only target that actor, even when the actor is killed
Hmmmmm I probably can fix this just by having 2 separate macros actually...
one for the initial hit, and the second if my player is hitting the same person 🤔
If you change the spell, try dragging it from the character sheet to the hotbar. That should create a shortcut to rolling it from the hotbar.
Using that, should just create a proper MidiQOL workflow, respecting the target and such
Ah well that was what I was hoping for
but well... I have never made a Midi QOL workflow before hahahah
hm I guess that's just my queue to start researching and learning I guess
When using MidiQOL, every item roll creates a specific workflow which you can manipulate in certain stages.
alright, thanks!
I'm trying to figure out how to apply a random damage type from a list... to a cantrip. I'm not very good with Macros. Any help would be appreciated. I'll even buy you a drink or a dinner! (I don't mind paying people for their work.)
I'm trying to create a Prismatic Bolt Cantrip for my Wild Magic Sorcerer who really likes random things. I'm going to have it do a 1d12 dice (raw power and unpredictable results). I would like it to pull from the more elemental side of damage: fire, cold, lightning, thunder, acid, and poison.
I was told to come here from the community helpers. I'd like it to work with Midi. Attached mods using to do combat. I don't even mind sharing this with the community when its done. Hoping someone can help.
If you don't need it right now, I can share something later tonight.
For the damageType part probably have shared something in the past 🤔
My session isn't till monday so I'm in no rush and even then it wouldn't be a big deal. 👍 
Is there one of these optional flags for initiative?
The guidance spell should affect initiative as far as I know but I'm having trouble getting the spell to do it while providing a choice if they use it
Nope. It’s a DnD5e system limitation as there aren’t any hooks for preRollInitiative or something similar, so no way for MidiQOL to come in and apply some optional bonus, like the rest of the situations covered by guidance
So, if the attack hits, do you want it to roll a d12 and get one type of damage from the ones you mentioned. 1-2 fire, 3-4 cold etc?
I think so. I don’t want it to be based on the damage dice rolled.
ItemMacro | Before Damage Roll onUse item macro ```js
const roll = await new Roll('1d12').evaluate()
const msg = await roll.toMessage({flavor:"Damage type decider"})
await game.dice3d?.waitFor3DAnimationByMessageID(msg.id)
let damageType;
if (roll.total < 3) damageType = "fire"
else if (roll.total < 5) damageType = "cold"
else if (roll.total < 7) damageType = "lightning"
else if (roll.total < 9) damageType = "thunder"
else if (roll.total < 11) damageType = "acid"
else damageType = "poison"
this.item.system.damage.parts[0][1] = damageType
Could roll a d6 for those damage types, but I guess a d12 looks scarier!
2.1.0 🙂
Which ... is getting pretty far up there
Issue: https://github.com/foundryvtt/dnd5e/issues/1997
(It was at 47% two days ago.)
vanishes
indeed but 🤷 😄
Using a d6 will also let you write some neater code
const type = {
1: "fire",
2: "cold",
etc
}[roll.total];
ooh just assigned
Though you could just floor it with a d12
We don’t get to roll enough d12s, fair
Which one is it Zhell?????
Well it sure as fuck isn't 47 anymore
Have they been trimming… or were there a lot of things hanging in the wind that just needed a little tickle up?
iirc it was like 65 / 68 (open/closed)
so uhhh
Shit got done?
Was not expecting that over new years
I've no doubt drugs were involved.
Copious amounts
I helped /s
PF2E just had a big roundup stream, is there some peer pressure?
ARE they gonna be using midi???
oh yes hahahaha
I would imagine so from the description
Hmm no idea, haven't gone to such lengths 😄
Aw, Tim needs a logo
Zhell will be keeping his eyes peeled for a glimpse of otter icon
does the Override keyboard shortcut disable prompts like optional macro keys in midi?
AFAIK it just overrides this stuff:
hang on that can't be right
it also ignores walls and range
I was just looking here
I think I already know the answer to this one, but is it possible to add the finesse property to a feature? Psychic Blades came in as a feature on our Psiknife and we were wondering why sneak attack wasn't working. The ranged blades work, because sneak attack looks for ranged or finesse
Thank you so where do I put this exactly? (Sorry 🙂 ) (so so sorry btw)
So it seems you are using Item Macro module. In the settings of that module, uncheck the sheet Hooks box if you want to use it alongside MidiQOL.
Then on the item (the spell), on the title bar click the Item Macro button and paste that in there.
Finally on the Item's Details Tab, scroll down and click on the + to add a MidiQOL on Use macro.
In the box that will appear, type ItemMacro case sensitive and select the Before Damage Roll in the second box.
Remake it as a weapon, I dothis with alot of at wills just so they are all on the same tab for the player
Yeah that's the answer I was expecting. It mildly irks me that Psychic Blades will be found under 'Inventory' but I'll get over it 🤷♂️
I tried tricking it by adding finesse to the JSON and re-importing, but it didn't like that 😅
get the feature's name and try ```js
await token.actor.items.getName('feat name').update({'system.properties.fin':true})
hey that worked, you mad genius!
You could also put the whole weapon in the item macro on use and auto hide the items message when it rolls
You should submit that fix to the ddbimporter compendiums
did you test it? all good?
Hi all, I'm setting this all up for the first time and for some reason when I place a fireball it rolls damage and targets everyone but it doesn't prompt anyone to save
I've tried both monk's and LMRTFY and I can't seem to get either to work
Did you enable either of those modules and did you tell midi to use them?
yeah, one at a time then I changed which one midi used as they were enabled
If no one can help you before I'm back I can try. Gotta eat dinner cause I'm starving
it looks like it's only that spell, color spary works
You’re logged in as GM, do you have GM saves on auto?
Or is it happening for players when they’re logged in too?
Color Spray shouldn’t even have a save
ah, right you are, that's damage, not save
ok, thunderclap does the roll automatically
If you also log in as a player in an incognito window you can see if they’re presented with a save. You probably just have saves being rolled automatically for the GM
And if players aren’t logged in you’re rolling on their behalf
I'm on one now, but the console still throws that error and no damage applies
I cast fireball 10 times froma level 20 character on a level 1 pc
none "hit"
Is damage being auto applied in your midi settings?
I’m not sure how that offhand weapon error has any bearing on fireball. Might have to wait until one of the midi gurus gets here
yeah, it applies when I use any other spell or weapon
I did the MrPrimeate import from DDB, it must have messed up that spell
Thanks for the help, I'll keep fiddling with it
Give the SRD fireball a try, it’s a pretty simple spell
nope, I tried with a different actor as well
I also deleted the whole campaign and recreated it, still nothing
not a midi problem - some how the spell got set to have 0 of 0 limited uses
I'd imagine most importers save on data by utilizing the srd in the system as much as possible and the fireball in SRD is 100% functional as it requires no automation at all.
Pretty sure the DDB importer doesn't use the SRD stuff unless you set it to.
My fireball imports just fine with it, so there's likely some other issue.
When in doubt:
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
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
@whole bolt so that we don't clog up #macro-polo , does this work? #macro-polo message
And do you need it to be only weapon attacks?
No, any player attacks, spell, weapon, etc
Ok small edit then. Should be ok
Ok, That worked
First I’ve heard of TrueRNG… is it still a thing?
I see the module hasn’t been updated in ages… guess people are happy with foundry’s RNG
More of a #513918036919713802 thing
Yeah was just part of Silvestrae’s setup above so thought they might have some insight
Well if anyone has it installed, it's likely gonna cause issues
I have it installed. Works very well on v9
can log into the TruRNG portal and see the requests as well.
probably doesn’t touch anything that’s changed version to version… will look into it, thanks!
(leave the modules down... slowly)
is there a way to make an arrow that ignores piercing resistance using midi-qol flags and/or macros?
Hmm. I wonder if having a macro onUse on the arrow would be triggered or not, when "used" by another item 🤔
it is not triggered, I tried. the macro ought to be on the used item (bow or crossbow)
I haven't played with ammunition and macros that much.
You should be able to check what type of ammo is selected and then during the item roll, create an effect bypassing resistance if applicable with a duration of 1 attack
It sounds doable. Could try it out in a bit
ah I see. applying like a convenient effect on the fly. I can try that!
71 active. Looking through them, I'm actually kinda proud I actively use what they all do
I'm down to 63 live modules 70 total
v10 will prolly trim mine down
I don't use the cover functionality so that'll dim down anyways
also you get enticed to use new stuff too like I really wanna try the crafting module and arbrons stuff
I just want VAE and the fishing one
yeah VAE is really nice
VAE makes me want to go through all my spells and features and make them better with descriptions, buttons etc
OK so a crude test might be this, as an onUse on the Weapon or Actor, triggered some time before damage application and having an effect duration of damaged 🤔 ```js
if (item.system.consume.type !== "ammo") return;
const ammoTypeID = item.system.consume.target
let ammo;
if (!!ammoTypeID) ammo = token.actor.items.get(ammoTypeID)
if (args[0].hitTargets[0].actor.system.traits.dr.value.includes("piercing") && item.name.toLowerCase().includes("piercing")) {
//construct the effectData and use await MidiQOL.socket().executeAsGM to add the effect
}
I resolved to checking the ammo and applying a convenient effect with duration of 1 hit:
const workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid);
const targets = Array.from(workflow.hitTargets);
if (workflow.ammo?.name === RUBY_DART_NAME) {
targets.forEach(target => game.dfreds.effectInterface.addEffect({ effectName: RUBY_DART_EFFECT, uuid: target.data.uuid }));
}
sorry for the late reply, thank you very much for that, most appreciated 😄
@supple bloom do you see the Midi onUse macro field in the Item's Details tab when you edit the item? Close to the bottom if the item has an action type
Create a script macro, paste the code that Zhell shared.
Put in the onUse macro field the name of the macro you created and choose after active Effects
Roll the item and it should do it
yes but only if I select something for feature attack
You would roll the feature to get the AE on the source actor, correct?
Make it a utility or other type
No attack or save etc. And target Self in the 3rd box
ok it works now thx a lot
but somehow it deletes the ki uses when i close and reopen the sheet
holy ... it messed up so much...
🤔
I would assume that the active effect will return the added values back to normal if the effect is over?
The abilities values or the item uses?
abilities
The abilities should reset yes
why not just have the ki as one of the three resources, and have the feature that restores ki "consume" -1, to have it give one back?
that way you can easily set up all the features that use ki to consume them
Either resources or Item uses should do it, no?
yeah, but putting in resources makes it a little easier to find as a resource and puts in on the main tab, where you can put favorite items/actions
plus you would not need a macro to do that
Agreed for the macro
the other part is really more preference
o, pretty simple, have the feature put on two effects, reducing con and increasing wisdom, consuming -1 ki, and having a 1 per day use. since they have midi, easy to toggle
once the effect turns off, the ki would remain and the con and wisdom changes would revert
Can the max resource value track the monk level?
I think the max yes
Needs a DAE though for the max of the specific resource @classes.monk.levels
How would I do that in concrete steps?
create an effect on say the ki feature, marking the resource you want to use to use the value of the monk level
so basically add an effect that is system.resources.primary.max | override | @classes.monk.level
you can store that on that on the ki feature. and you can change primary to be secondary or tertiary if you want.
still I don't want to consume a resource but add one to ki
yes, the -1 would add one to the ki when used
just like that
i have nothing in the drop down
is it on the actor?
its an item that i created... then i drag it on the actor
Or if you have a specific Item with limited uses, you can also use that
right, once you put the item on the actor you can select the resource consumption.
since it reads what resources the actor has, it has to be on an actor to display anything in that drop down
can you use the class level total as the max value per uses? i dont think you can
o, good to know
so, yeah, really depends on how you want to set it up, and how you like your sheet layout
I did both bc then both resources are tracked
Hi, I'm trying to activate the adamantium effect with midi-qol but it doesn't work. When I crit the target that should have the effect, it opens the chat to apply the damage but it contains the crit.
Tips ?
Is this for adamantium armor?
If so, it should be flags.midi-qol.fail.critical.all on whoever has the armor equipped.
I made the flag into the item's effect, but if you look at the chat bubble you'll notice that the crit value remains in the damage sum.
What version of foundry are you on?
You appear to be using better rolls or something similar.
v9.280
Maybe it's to be set in midi-qol's module settings workflow?
better rolls
When you say item, do you mean the person who got attacked that has adamantine armor?
Could you screenshot the DAE on it?
Does the target actually have the effect from the item? (Have you made sure that it is transfered on equip)
Could you edit it and screenshot the details tab
Maybe we need to change this option?
Dividing crit from normal damage?
Oh snap, LightsHUD got updated!
Could you try toggling off better rolls and see if it still does it?
I try disable better rolls
Without better rolls it does not roll the additional die in the chat bubble
It's likely it doesn't work with better rolls then.
There are a few things that act strange with better rolls active.
DAE settings
if you are using midi, do not use better rolls (or any other roller module)
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
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
They're on v9 of Foundry. Midi has partial support for better rolls in that version.
I wouldn't recommend it however.
I believe they only work together if you sit in a very old version of dnd5e as well though, once they update things it gets messy
Thanks for the help, I'll try other ways
The word partial is doing a lot of heavy lifting in that sentence 😛
This has been asked before, but is anyone aware of a way to automate Primal Strike or making all melee attacks for an actor magical with an active effect?
Warpgate mutation most likely
I'll have to look into that
Or Effect Macros… I don’t think it would be too complex, a map of all weapons filtered by mwak that sets the property. Bit out of my comfort zone sorry but someone here or in #macro-polo could help
Effect macro with effect creation to do the mutate and effect deletion to remove it
Do you need warpgate? Bugbear set the finesse property on an item for me with a simple one-liner
No, but doing an update to the item is permanent
Unless you later do another update to revert it
Yeah you’d want to reverse it on effect deletion
and you want to store what the previous value was. That's where warpgate is helpful.
Is there a reason the older readme is always on the front page of tposney's git?
It seems the v10 readme is the most current and "master" is old
in Overtime section actionSave is not on the Master but is in the V10
I just thought it hadn’t been updated in eons lol
What does it feel like flags.midi-qol.DR.all doesn't stack..
like if I have multiple effects that give flags.midi-qol.DR.all, only 1 of them actually gets factored in?
My first question is do you realize that flag is not damage resistance?
That's damage reduction
yes, specifically Damage Reduction
yeah I don't think RAW they stack anyway, but also its the same key so priority would take precedent
I know dr and DR are different
I see, so there's no way to have like a +1 to DR and a +3 to DR?
the higher priority would apply and the lesser one would be thrown out unless a pro knows a way to override this
Show the effects
You could manually combine them
But isn't that like a setting you can turn off in midi tho? there's a setting for that
where they higher DR gets used instead of accumulating.
or am I getting this wrong?
highest priority makes sense to me but if this is a part of the settings, why does it work like that?
show us the whole effects maybe you are using the wrong drop down?
also if I recall the healing and healing temp DR's are weird
note that I tried both +1 or just 1 for the value and it doesn't really work
try add and +1 maybe?
Sure, that might work
if it doesn't work with both set that way, set one to custom and prirority high, with just 1
then the other to add and +1
lower prio
AYO
it does work
setting it to Add instead of Custom and MAYBE making it a +N instead of just N
its really hit or miss when custom is not the best practice in midi
Midi recommends setting it to custom to idrk anymore xd
but yeah
Add and then +N works
thanks
now my players can appreciate how broken stacking these items now
time to add it to my campaign patch notes
Safest thing to do is use + everywhere anyways
sometimes DR does not like a leading +
I learned that the hard way
I think its the healing/healing temp ones that do not like modifiers
+1d4 damage turned into 11d4 because reasons
was an old problem of course, now everything is +something
yeah thats cause some older compendiums had missing +'s. DAE's compendium notable had that
Hello I'm having quite the issue with a feature that re-rolls dices that rolled its maxed value, the problem is that this applies to damage bonuses too, and if I make this feature a damage bonus macro then it doesn't work with other damage bonus macros (since they have not been executed yet)
any practical way to solve this problem?
How are you doing it rn?
I tried with a OnUse afterEffect macro with a command (that I can't recall the name of) that straight up re-makes the roll all together, but that didn't feel super good (basically the dice rolled didn't reflect the actual result)
Only thing I can think of is trying to figure out what method midi uses to execute damage bonus macros and try to get it to be the last one to go
Damage bonus macro but it works only with normal rolls
Yeah that would be the perfect solution for me, but I don't know how to do so
To be more precise this is the item I'm using
Are you on v10?
Yes
Could you post just the macro
The item has an Active Effect with flags.dnd5e.DamageBonusMacro Custom ItemMacro and this is the item macro
I posted just the macro if that can help
Have you tried using a flags.midi-qol.onUseMacroName CUSTOM macroName,macroPass setup?
You can run on postDamageRoll and then just sort through the rolled damage and add your own bonus to it.
I did try to run on postDamageRoll and the damage bonus didn't evaluate yet sadly
And by this I mean if this feature is used on something that has a damage bonus of course
I'll test it again just to make sure
I've personally avoided using bonus damage stuff and always just edit the workflow. So this is a bit outside of anything I've messed with.
The problem with editing the workflow for me is that it scraps the rolls you made, so it can be confusing for player to see result X when in reality the actual result is different
At least if you need to modify in anyway the roll that is
Okay now I remember, it does evaluate the damage bonus if it run on After Active Effect
That might be too late to edit the damage
Since the damage application step is done before that
Mhmm that's why when I tested setDamageRoll it didn't re-render it?
Because I did try setDamageRoll at one point but it didn't reflect the dice roll on screen
Yep
I guess you could run on all
Quite the conundrum
and see if you can edit the bonus damage during it's own step
What do you mean?
Have the macro run on the "all" pass
and see if there is one that lets you edit the bonus damage
separately from the primary
mhm I think it will take me awhile to do so, I never tried something of the like
I kinda do that here with magical inspiration.
Okay ty
I'll be back in a bit, while I try this out
Okay it works if it runs on preDamageApplication too
But that's it, damage bonus is evaluated only on preDamageApplication and pre/postActiveEffects
Idk if that changes things
it throws an error if ran on preDamageApplication sadly
Not sure what else can be done about it
I could just make this execute from the damage bonus thing itself, it isn't ideal and I don't like it, but it should work
Since it's only one damage bonus macro that this feature I'm making affects
Nope, never mind, I can't even do that
Would take some work, but you could try converting your other sources of damage bonus to a postDamageRoll workflow edit.
Or just have the item not work on bonus damage dice
Anyone feel like taking a stab at automating this fun feature from the Kuo-toa?
When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.
Thankfully it's only one I have to worry about so that would not take that much work, but idk if I like it as a solution, I'm thinking that maybe there's a way to roll an item targeting an X target from a macro? Like with warpgate or something, I would prefer this because that damage bonus macro works really well with other features and I'm iffy about modifying it
actually I don't need that automated duh, its just a simple reaction
Why not just have that a a special feature on the creature?
yeah for some reason I thought it was a passive effect
Even then
An action type of special would be more fitting in that case
Since the person will just drop the weapon most of the time
nah cause it can't use it more than once, its actually a reaction
How can I make a macro execute only on hit? I tried different conditions in MidiQoL, but it didn't help much
if (this.hitTargets.size === 0) return;```
At the top of the item macro.
"Item macro" like module? Not MidiQoL?
Midi uses item macro
if you do install item macro make sure you turn off character sheet hooks, it does not play well with midi, midi uses the module as a storage device
Uh.. macro folder? What? Where? Why?
how are you making on use macros if you don't have folder or item macros hehe?
system macros is another term for it but you access them from a button that looks like a folder so most of us call them folder macros
Also what do I put inside setDamageRoll, do I have to make a let damageRoll = await new Roll(damageFormula).roll({async: true}); thing to make setDamage(damageRoll) work?
Honestly, I don't really understand. Made the same mistake as always - decided to resolve issues right before going to bed in the middle of the night
You put the new roll into it.
No, I understand that this is a macro folder, but I don't really understand how it has to do with the condition, that line of code, and...
in order to fire a macro, you must first make the macro, they can be made 3 ways with midi's setup. Either folder/system macros made via the hotbar/folder button, effect macro(a module), or Item macro( a module)
https://github.com/chrisk123999/foundry-macros/blob/main/Spells/Hex/Chris-HexAttack.js
If you want an example.
You paste his line into the top of the macro
Okay, should I just put "if (this.hitTargets.size === 0) return;" into the macro itself or..?
Yep
at the very top yes
But that trigger the problem I was referring (the thing about having mismatched rolls, the ones on the screen and the result's ones)
its going to stop the macro if nobody was hit
It shouldn't be mismatched if you run it during After Damage Roll
You essentially throw out the old roll and reroll everything. The player will never know since it's not rendered until after that step.
But it does for some reason, maybe I'm doing something wrong?
Most likely missing an await somewhere
I'm using DiceSoNice does that impact something?
It shouldn't
Damn, this really works. Thanks for your help and sorry for being a bit dumb 🥹
Dice So Nice gets the chat card for it's dice IIRC
There is an API if we need to manually render some dice
but it shouldn't be needed for this
Okay maybe I'm missing something very obvious
If the card renders before the macro is done running you're missing an await
okay I'll test somethings
Okay I see now I think
You might also be running on the wrong pass.
The thing is that if I do like the reference you gave me here, I re-roll an oldFormula + the damage bonus, problem is that that is a roll formula, so it re-roll the whole roll instead of getting the results, but even with that in mind I don't understand as you said there shouldn't be a difference between the roll and the result even like that
What do you mean?
If you try to set the damageRoll during after effects or something
And how would that be possible?
If you have the wrong pass set
If it's an item macro you want After Damage Roll
If it's an flags.midi-qol.onUseMacroName you want postDamageRoll
If you don't want to re-roll the whole formula you'll need to get the total and add it or modify the roll.
it's a flags.midi-qol.onUseMacroName CUSTOM ItemMacro.Instruments of Destruction, postDamageRoll
Yeah that's a solution too
Then you're good in that regard.
But I want to understand why it isn't doing like you said
It would be really cool to make it work like it should
So you make a roll
And it renders the wrong info?
after being modified
That pretty much only happens when something async isn't being awaited
Such as a dialogue
mhm but I don't have a dialogue in the macro
There might be some other async functions
Is it the one from before still?
or something else
The damage portion of the roll card won't render until all workflows that touch it finish.
This is the macro, I don't see another async function, but I don't have a lot of familiarity with javascript
Hard to tell at first glance honestly
Yeah don't worry
You're also looking at the item details instead of just the dice flavor
But that shouldn't really change anything
this.damageRoll will have all the info you need to find if a dice rolled it's max value
There should be an array with each term that you can iterate over
Sorry I don't understand what you mean
It likely won't matter much, but if you want to just look at the roll instead of the item for figuring out what damage type each dice is, you can.
Helpful when you have multiple things editing the workflow and potentially adding their own extra dice.
I would run a test macro with something far more simple and see if you're still getting the same issue
Will do thanks
I doesn't work even in a simpler macro
Show me that one?
Still has different results
Here it is
The only difference I noticed is that with this one, it rolls the damageBonus
try this:
let damageRoll = await new Roll('1d4[slashing]').roll({async: true});
await this.setDamageRoll(damageRoll);
see if that just changes the whole thing to 1d4 slashing
okay
Then it's something you're doing I guess
;-;
If you're trying to add a bonus to the roll
Still rolls the damage die it suppose to tho, it just replace it with the d4 afterwards
In the chat menu
Okay just a sec
I see a d20 and a d4 on your screen?
Because only the physical die isn't replaced
The original damage die where 2d6
Which are on the screen
ah
Not sure why it's doing that, I don't use that module.
¯_(ツ)_/¯
Just to double check
This is running on postDamageRoll right?
Yes
Anyone else here using dice so nice and have this problem with workflow edits?
@coarse mesa @violet meadow Either of you run DSN and have this problem?
I’ve never done any reroll stuff sorry. Bugbear did make me a macro once which set the attack roll to a 10 (clockwork amulet) – that’s the closest we got. IIRC we never quite got the chat card right but the to hit calc was fine. How do things like Savage Attacker work (assume someone has done that)?
Either way it would not work, I just thought that even if I make it work somehow it still needs to run on postAfterEffect for the damage bonus to be executed
So now my best idea is to create an item with the damage bonus that gets rolled as an attack or something like that
https://github.com/JamesBrandts/FoundryVTT/blob/main/BoomingBladeMacro
so I've been trying to get this code I found to work for booming blade, so far it works wonderfully on the attack + damage part of it, but it doesn't have the movement damage apply rn. does anyone know what I'd need to fix to make it work with the movement?
@scarlet gale I've made it work!
Oh nice
I've used MidiQOL.completeItemUse
Just rolling another item for the extra dice?
Yes
Are you using the DDB importer? That booming blade works great. Not sure if it’s freely available…
It's not, unfortunately
That’s an ItemMacro, just paste it in
Hmm... sure...
It doesn't seem to do anything but play an animation on the character and the effect goes away after an attack (Which I assume is intentional but it doesn't add damage or do anything after that)
It does, maybe your item isn’t set up right. Gimme a sec
Yeah, that's probably the case...
If you are using levels auto cover it breaks the ddb macro
There's a fix, let me check what I did
I'm using simbul's cover calculator
me too and no issues
You'll get this error with levels auto cover
Check your console after you move the token
Ok yeah mine looks different, one sec lets see how it does if I change it to that...
Works now! Thank you (I just had the item set up wrong it seems)
If anyone here is using the ddb macro with levels auto cover and midi line 105 needs to be changed to [targetToken.object], just an FYI.
Just to get the context right.
setDamageRoll() shows the original DSN dice and not the changed ones?
Will try it out
I have a monster that gives debuffs when it hits someone. Can Midi slap an effect on a token?
that's one of its main jobs
Cool... how do?
In the Workflow tab
The item you're attacking with will need an Active Effect that gets applied to the target
You mean a temporary effect?
temporary effects are a kind of active effect yeah
temporary ones just have a duration
most debuffs would have a duration, but not all
I don't see a wrokflow tab and I only see temporary, passive, and inactive under effects.
workflow tab is in midi settings
it sounds like you're starting out from the get go here – you might be better off looking in the Midi Sample Items compendium and see how those are set up
there's often something in there you can tweak to your own needs
those are all kinds of Active Effects – AEs are a core foundry concept... the naming could be clearer for sure (you can have passive Active Effects)
I added it for the auto rolling. I'm just now trying to do more with it.
It works great with DFreds Convenient Effects... if you use a feature or spell that is also in Convenient Effects, it will slap that effect on the target with no extra work
So where would one find the samples you speak of?
In your compendium tab, there will be a compendium called MidiQOL Sample Items
Think I'm mostly having issue with the actual effect. Like I can't find restrained as an option.
There is no restrained effect unless you make one in some way
For example, adding a restrained effect would mostly involve setting the speed to 0
And disadvantage on saves and attacks
I'm sorry. I seem to not be using the right words. It's 5:38am where I am.
So if I right click a token I can add a status effect to said token. It adds a symbol and the name of said effect pops up for a second.
I want to do that.
Doesn't need to actually make them stop moving.
OK, so I think the best term for those would probably be "statuses" or something. If you want to customise the effects in that area, then you need a mod to do so. For example the Condition Lab section from mod Combat Utility Belt, or a different mod option Core Settings Extended.
By default, those statuses are all preset by the 5e system, so require a mod to alter
I think DFreds Convenient Effects might also be able to override that status panel but I haven't tried it.
I just want to apply them.
To apply them you click on them, as you said.
But to have it happen as part of an attack I need to change them?
Just trying to understand
Think I have the dynamic effects mod.
So generally you would need to edit the spell or attack, and set it to add the specific status you want
The easiest way to have it all done automagically is with DFreds Convenient Effects. Midi has a setting that it will automatically add statuses based on the spell.
Wait, what setting is that? 🤔 I might be misunderstanding you
The one that Lukas pictured a few messages above
That's AEs, not statuses 😭 was hoping there was some setting I had missed that would scan the description for statuses 😛
Sure, it was just the most appropriate solution at the time. If you use CUB, then you can have it specifically apply statuses via DAE
Doesnt auto scan though
Which does remind me, what is people's preferred setup for having an attack apply e.g. prone, when the attack in question is not a multi turn effect?
Cause my current setup for those are a bit weird
Like it's a one-and-done knockdown?
Yeah
Well, I would have it flag prone in CUB. But I think most people have moved on from CUB lol.
I use Fred's yeah 😅 My problem with it is that it basically becomes either a nested effect, where the parent always seems to remove everything else, or I end up duplicating the status in its entirety, which I really don't like
Hmm, haven't actually ever used the DAE menu to modify an attack 🤔
I think Tim considered using the DAE menu to be no longer necessary once Core caught up with its options, but that option for stuff like CUB statuses still needs to go through DAE
Might be the same for Fred's actually 🤔
Possibly. I need to look into switching since CE is far more currently maintained
It can override the default statuses area right?
Yeah
Yeah I need to look into it since Condition Lab is the only thing Im using CUB for now lol
and applying a CE status effect with an AE is as simple as choosing the macro.CE key and then choosing the status from a drop-down
And you can add any extras in there you want
@rancid tide I can see the same issue with Post Damage Roll setting the damage Roll with setDamageRoll().
The initial DSN dice are still shown.
Glad I'm not alone in having this issue
I didn't find a fix for it, my best guess is that Dice so Nice doesn't use the workflow in the same way as the chat results, but I couldn't find a way to prevent it, in the end I tried another approach
Makes sense though, as the DSN are rolled when the initial chat card is created.
This happens before the Post Damage Roll hook is fired.
If you uncheck the Merge Card option in the MidiQOL settings in the Misc tab, you will see the original damage card being created, but then Damage application card having the corrected damage displayed
Probably worth creating an issue in the MidiQOL git.
I'll think about it, I'm not very proficient with git hub tho
Hey! Again with a question! Recently I asked how to make the macro execute only when damage is dealt. At that point, I forgot to ask one more thing: how do I make a macro execute on a failed save?
if (!args[0].failedSaves.length) return;
``` stops execution of the macro if none failed their save
Thank you!
IIRC the status is removed if the parent effect is removed, right? With this approach that is
correct
I'm trying to use this in order to give immunity to a certain condition but I can't figure out what to put in the value... is this even possible to do?
{
value: "Invisible",
mode: 2,
priority: 20,
key: "system.traits.ci.value",
},
Currently its just giving me this (The default 1st condition)
Put the desired effect on an actor and then look at it in console or export the json.
That should tell you what you need to put there.
I hate that capitalization matters so much...
I literally just changed the Invisible to invisible and now it works
Welcome to the world of computers 😉
For those not paying attention to package releases:
Was wondering if anyone has a working macro/midiqol setup for Cordon of Arrows?
Trying to come up with an easy way to manage the enslave ability of aboleths. I have an entire area of monsters who must make a wis save everytime they take damage. My first thought is to just cast the automated hideous laughter on them cause I believe that automated spell does just this
Foundry 10.291 | DnD5e 2.0.3 | DAE 10.0.14
DAE option Confirm effect deletions stopped working for me. Already tried with only DAE and dependencies activated. It happens to someone else?
It could probably be done with item pile to drop the arrows in the range area and put an effect with a 30ft aura on that item pile…
Odd bug - I'm trying to use an effect to apply two DFCE effects (charmed and incapacitated) but even though the chat log and floating text says both are applied, only incapacitated ends up on the target character sheet
How are you applying them?
I think incapacitated trumps most effects, especially charmed since they would need to be not incapacitated
Incapacitated sucks as a player but it’s not mechanically that full on. Just can’t take actions
I think only petrified or unconscious would trump charmed
sorry was playing with the rest recovery module
applying them using a spell that applies the effects
"On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0."
hypnotic pattern. Though you're right, the overlaps make is largely irrelevant, but I guess its for the times when it's used outside of combat
you probably have dfreds CE set to toggle on
nope no hypnotic pattern in the premades hmm
could you possibly have a cub interaction?
show us the active effect that applies both conditions?
It's also not actually hypnotic pattern anyway, it's a custom, it just has a very similar effect (for the part I'm having trouble with)
maybe one is set differently
I immediately wonder... if custom means it's overriding instead of adding
but I don't have the option to choose 'add'
Mine works, try statusEffect key instead?
and the chat log and the console are both not mentioning anything being removed. They just both get added to the actor (but the charmed doesn't display, only the incap)
change macro.ce to statusEffect
WAIT what one is working?
Is charmed not showing?
paste your Overtime effect value into here
theres probably an error
or a naughty character
I just deleted both the overtime and the movement
and now only charmed is showing, and not incap
(before they were in a different order)
so they get applied in sequence, and the second one overwrites the first
remake from scratch after restarting server
nope I just toggled mine and it works the very first time you apply it and then every other time it breaks like you say
this is a bug
wow is this some weird stuff
I haven't noticed it working the first time either
status effect is even weirder
I just restarted
same behaviour - the second condition overwrites the first in the list
you could create an item that applies them seperately but this seems gamebreaking to me for midi/dae
This effect refuses to apply both, and also refuses to toggle off in dfreds CE
For short term I can just rewrite the spell to be 'incapacitated and movement is zero' because the charmed part doesn't actually matter for this at all, but I just got drawn into it cos there's definitely times when I'd want to apply 2 conditions with one effect
but it does indeed work the very first time every time
very odd
This works
however, dfreds must have changed something or hes got a bug
cause this ae will not toggle off with his window
hmm
yeah everything else toggles on and off when using dfreds menu, but this ae I just made does not toggle, if you apply it a second time you get 2 more ae's
I wonder if there's a race condition or something. Try different priorities?
the charmed part only really comes into play if you're using it against elves etc
also anything immune to charmed won't be incapacitated
but you don't need the AE true
Multiple macro.ce effects never work for me. It applies both but the 2nd one makes the first one go away.
I just use a macro to apply it in that case
will the macro screw up condition immunities?>
Nope. It should be OK. Using something like: ```js
await game.dfreds.effectInterface.addEffect({effectName:"Paralyzed", uuid:token.actor.uuid})
It would be best if DFreds conditions were set to not stack based on name and not origin, cause in this case it will keep adding inactive conditions every time the macro is triggered
I'm using Warpgate to summon Shadow Blade as a feature when the spell is cast. How do I pass the spell level correctly through to the new feature? It interprets @item.level as 0.
maybe try @spellLevel
generally you will evaluate that externally and assign the evaluated number -- like @item.level + 2 with level of 2 is 2+2 in the final damage formula you send as an update
So you're saying it requires javascript
how are you using warpgate otherwise? 😅
By stealing the examples and very carefully changing things so as not to break it
ah, nods
you could go the route of bugbears call lightning and my scorching rays, they used macro.createitem and effect macro stuff
get the spell level from midi, however that happens, and use it in a string literal --
`${thisSpellLevel} + whatever`
pretty sure its @spellLevel or something like that
I got this macro from the call lightning premade bugbear shared, but its getting the level from the castdata and using it in an effect macro:
game.user.updateTokenTargets()
canvas.templates.placeables.at(-1)?.document.delete()
let i = 0;
while (!token.actor.items.getName("Call Lightning attack") && i < 3000) {
console.log("Waiting for Call Lighting attack item to be created, if needed!")
await warpgate.wait(250)
i += 250
}
const item = token.actor.items.getName("Call Lightning attack")
const {castLevel} = effect.flags["midi-qol"].castData;
if (castLevel > 3) {
let newItem = duplicate(item.system)
newItem.damage.parts[0][0] = `${castLevel}d10`
await item.update({'system.damage.parts': newItem.damage.parts})
}
Its also not using warpgate but its a way to get the level nonetheless
assuming effect is defined and flagged
my thought is cause its an effect macro, zhells module must define it
i meant in Monkeyy's case
so put the macro for shadowblade in an effect macro
Mm i was kind of getting there looking at summon badger. But also, not really.
//midi stuff
const level = args[0].spellLevel;
//more midi stuff
... { //mutation data
'system.damage.parts': [[`${level}d8`, 'force']],
}
Any feedback on what I've done that means this doesn't fire at all? 😄 (fixed typo pointed out below)
let item = args[1];
let tokenDoc = canvas.scene.tokens.get(args[args.length - 1].tokenId);
const level = args[0].spellLevel;
if(args[0] === "on") {
const updates = {
embedded: {
Item: {
"Shadow Blade Attack": {
type: "feat",
img: "icons/magic/fire/dagger-rune-enchant-purple.webp",
data: {
description: {
value: "Placeholder",
},
source: "XGE pg. 164",
activation: {
type: "action",
cost: 1,
},
ability: "dex",
actionType: "mwak",
damage: {
parts: [
["${level} + @mod", "psychic"]
],
},
}
}
}
}
};
await warpgate.mutate(tokenDoc, updates);
}
else if(args[0] === "off") {
await warpgate.revert(tokenDoc);
}```
the formatting is broken, indicating a bad symbol
here: ["${level}" + @mod", "psychic"] is all garbled
need to use a string literal
`${level} + @mod`
Oh literally including extra symbols isnt a good start
Mmm coming through literally in the (midi) roll card
I think its the quotes there, they need to be the tilde symbol thing
What badger said
I did not, it was in quotes. Changing it to backticks gives
log out your args
so now log out level and any symbols you used to define it
0 isnt always the answer
did you keep the quotes in?
pretty sure badger wanted you to replace the quotes iwth the backticks
I replaced the ones around ${level} + @mod yeah
how are you casting shadowblade? is this an item macro?
Yes
No, just a spell with an AE executing Item macro
oh that'll do it
you need to use my example not the warpgate wiki then
you need the cast data method
either that, or you have to pop something like @spellLevel or @item.level into the effect value of that effect, I forget
if you are putting it in an item macro and applying it as an ae, you honestly should just copy bugbears or my call lightning/scorching ray method with effect macro
Chris also has a few of them out there
Was just doing it that way as that was the example I had for creating an item 🤷♂️
Pretty sure you are just missing the thing in the effect value, if you go to the various midi srd spells and find one thats doing an item macro, I bet that can show you what to put in the effect value
Oh, recent too.
@covert mason could you post the finished Shadowblade macro you were looking at a couple of weeks ago?
Sure, one sec!
Works beautifully, thanks 🙂
distribute macros **not ** items
Or nix the item description 😅
item exports have so much baggage, heh
args[0].castData will have the cast at spell level
@rough prism This is how you'd get the first target's actor, then use that thing Zhell wrote for you on said target actor
I don't think you should be using _actor
shouldnt be using _ variables in general
Personally I like using js this.hitTargets.first().actor
could you just remove the _?
or would you need to find another way to get that actor
yes
Probably
.actor is fine
ooc, why is using the _ bad?
it generally represents "protected" methods and members in Javascript as it doesnt have actual protected member support
usually it denotes protected properties
time to engage the google machine, and learn more
Warpgate question, asking in here since this does use Midi, and idk where else to: I'm trying to make the token produce a light when it gets mutated, but no dice. Am I going about it wrong?
v10?
yep yep
Create said light on the token manually. Log the token and get the correct object for the update of the light
See, I did that, but it changed things in several paths. There's
token.light.yadayada
token.light.data.yadayada
token.document.light.yadayada
idk whether I should be changing all of these or what
the path with the most straight forward stuff to change is token.document.light, but changing that didn't work
tokenDocument.light
warpgate's updates are always applied to Documents
const updates = {
token: {
light: {
data: {
alpha: 0.4,
animation: {
intensity: 2,
speed: 5,
type: "flame"
},
bright: 40,
dim: 80,
color: "#ff6d1f"
}
}
},
I can see this in there
yeah, figured it out
I figured what honeybadget said was true, i just forgot to get rid of the data: { part
@violet meadow how do I add your midi-srd version from github to my server ?
worked, thanks ! :) didnt have the /master/ when i tried at first
Hello I'm using the formula {2d6,2d6}kh to give advantage on damage rolls for a move that deals 2d6.
But it won't even roll on its own and if I add a modifier the damage done is just the modifier.
It shows the damage roll correctly so I am unsure as to why it equals to 0 when calculating damage.
(Screenshot says kh1 but neither work)
Hello, I have a basic combat encounters functionality question. I am having a problem where the attacking NPC keeps damaging itself, along with the PC.... or, the NPC keeps hitting itself.
Not what you are looking for but heres my flametongue setup:
i've got a setup, the light was the last thing
thanks though
Its a macro.createitem setup where the command word bonus action only shows up if the sword is equipped and attuned, and I have the unidentified item setup on it too
where are you calling that? as an effect?
that's the one thing mine doesn't do incidentally lol
you have both the target and the attacker targeted
you want to make there the token that is attacking is not targeted.
how do you mean?
not sure how you have it setup to add the item when it's equipped
when they attune to the unidentified longsword they get the Flame tongue longsword, attuned and equipped and it deletes the longsword, and then when the flame tongue longsword attunes/equips, the bonus action lightsource/bonus item damage turns on
well actually thats wrong
when the flametongue attunes the bonus action is created, and if they use the bonus action the bonus damage and lightsource starts up
how are you doing the bonus damage
I've got everything setup through Warpgate, so this way of doing it is foreign to me
warpgate mutation in the on use macro of the bonus action
ah okay, so same way
i'm gonna use the itemcreate thing more though
that's super handy
make sure anything you setup that way is in a compendium so its not accidentally deleted also equipment does not auto attune/equip so when you put them in their own compendium check the boxes for attune/equipped
the uuid's in the effect values are items stored in a special compendium
does it have to be in a specific compendium?
and you're putting "Compendium.world.create-item.(item uuid here)?"
in the effect value
with the latest DAE version you can drag and drop items into the effect value field
so I drag the items from the compendium into the effect value and it creates it
oh damn, yeah, that works lol
if the source item is ever deleted the active effect stops working which is why you typically want to store them somewhere protected
gotcha, thanks for this, gonna use it a lot now that I know about it
I've just been using Warpgate for making items, which I'll still probably do for macros that I wanna share for simplicity on the end user, but for personal use, this is way easier
Either the user is targetting self and the defender OR the item details target and range are setup abnormally. If user error is ruled out share your item details of Slam. Melee Weapon Attack:
if you need to figure out how to upcast and such for some items Bugbear shared a call lightning setup here and I shared a scorching ray setup here using macro.createitem, we used effect macro for the adjusting of the parts
copy, thanks
Using Midi's Challenge armor setting, is there a way to add to EC and AR? because when I do adjust it using an effect it doesn't seem to do anything.
and there's only system.attributes.ac.EC that changes it to my knowledge.
Nevermind, the problem was that if EC was higher than AC, it would still hit even if its below EC.
Doing some troubleshooting questions on this:
Which versions are you on with this working? (foundry, system, and token magic FX)
I'm on v10.291, DnD5e2.0.3, and TMFX 0.6.1.2, and I'm not getting the 'on hover' feature to work
I don't think that feature is for DMs
templates are still visible when logged in as player; even for templates belonging to other players
The feature works for me only when a tmfx effect is applied to the template
ok, that's some progress.
thankyou
though i could have sworn it was working on the automated animations too back in v9
Either this option or a true 0 opacity fill color would be nice to have, please ping me if once you have more info 😅
Me too 🤔
Has anyone seen a behavior where MidiQOL (set to "Full Automation") does everything properly, but when a player is asked to make a Saving Throw it waits for about 20 seconds before displaying the results?
The play experience is something like:
"The bad guy casts Fireball... let me place the template... Huh, it looks like it says you have to rolling a Dexterity Save but didn't actually roll it... <confusion ensues>... Oh wait, it did it! It just took 20-30 seconds...!"
Did you check the saving throw settings? There should be an option : "prompt players to roll saves" where you can setup a delay before auto rolling
Yeah if the GM is rolling on the players behalf, they’ll need to wait for that timeout first
You don't have LMRTFY or Monks Token Bar so there's a good chance it's set to one of those and timing out.
Okay thanks guys I’ll investigate!
This sounds like a reaction timeout prompt or you have your saves set to MTB/LMRTFY without having it installed and the save times out
Do you guys have a recommendation or preference for MTB vs LMRTFY?
I prefer MTB cause I use all of monks stuff and they all work very well together
I use at least a few of his other projects so I’ll test out MTB first.
plus theres some automated fancy stuff with MTB around here somewhere
Love that fancy stuff. 🙂
We have shield bash, shove, taunt, and other skill contests automated in mtb
Ooh… I’m interested in that. 🙂
Oh wait can it actually move the token?! That would be cool.
Create a dummy item, and import this file to it in the sidebar
It will prompt if the shield basher wants to push them or prone them
requires item macro, midi, advanced macros, and MTB
and warpgate
I gotta say spiritual weapon is like a continuous thorn in my side. When we sat down to play last night it behaved in a new way… generated a tile or template with the icon of the spiritual weapon spell but the player couldn’t move it and it didn’t have any way to click on it to do the attack and damage.
and dfreds CE
Excellent I have all that!
My cleric still uses the v9 spiritual weapon premade I just updated the compatibility issues
I dunno why the v10 one was changed so dramatically from v9, if it aint broke, don't fix it
Over the last 9 months I’ve gone through quite a few versions of Spiritual Weapon.
Would you mind sharing so I can test it out?
I only update things if people like Chris, fotoply, or Bugbear share something cause those guys typically make some cool things
Ok someone tell me wtf has happened lol????
What is doing this, I swear I have not updated at all and here it is totally new:
what module has changed the resource window like this???
Tidy5E
Wow mine doesn’t look like that. 🙂 Does it work?!
Does it make an actor token that the player can use to attack..?
I wonder if I should add Tidy5E in my ongoing quest to have a usable Spiritual Weapon.
My poor cleric…
It works great and I’ve grown to appreciate being able to easily see your remaining slots at a glance
Tidy won't help with spiritual weapon
Oh fine. :p
I don't think its working right
if you don't check the box you can't cast the spell upcasted with this new ui
for instance I just wanted to test an upcasted 4 of it, unchecked the box so I didn't expend the spell slot and 4 just refused to do anything
nevermind, it is working fine user error
Hehe
I'm getting the macro v10-ified right now in macro polo then I'll give you it
it has like 11 single datas that I can't sus out whether to yeet or keep
do you currently have a persisting template in v10 that uses Automated Animations and utilizes the show on hover from TMFX?
would like to know if this is a dream worth chasing or if I'll just have to spit my spells up across different modules
This 100% worked for me in v9. I’m only gearing up into v10 now so I’ll have to play around. If it’s not working I’ll definitely report it, but I don’t think TMFX is being updated often
Its too bad we can't override them all to be transparent blank images so we can utilize the feature withouthaving the graphics of tmfx
There might be a workaround to apply an imperceptible TMFX to all templates 🤔
you would have to make an override for every single spell and feature that prompts templates
Well, the ones you can’t remove the template using A-A with anyway
I’m happy for A-A to remove template for fireball, lightning bolt etc
Something like darkness I’d want the hover function
from the earlier conversations with the other above TMFX is definitely working in v10 for templates configured in it specifically, but if a blanket thing was working in v9 and we're all not just mandala effecting ourselves I cannot figure it out in v10.
Currently if this stays the case it'll become a divide between the two modules over what spells are configured where based on timing (fireball = AA, Web= TMFX, Spirit Guardians=AA, Darkness=TMFX, etc)
@errant cosmos
console.log(args);
const origin = args[0].itemUuid;
if (origin) {
const removeList = actor.effects.filter(ae => ae.origin === origin && getProperty(ae, "flags.dae.transfer") !== 3).map(ae=>ae.id);
await actor.deleteEmbeddedDocuments("ActiveEffect", removeList)
}
const updates = {
Item: {
"Spiritual Weapon Attack": {
"type": "weapon",
"img": "systems/dnd5e/icons/spells/enchant-magenta-2.jpg",
"system.actionType" : "msak",
"system.properties.mgc": true,
"system.attackBonus": `${Number(args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod) + Number(args[0].actor.system.attributes.prof) + Number(args[0].actor.system.bonuses.msak.attack)}`,
"system.proficient": false,
"system.damage.parts":[[`${1 + Math.floor((args[0].spellLevel-2)/2)}d8 + ${args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod || ""}`,"force"]]
}
}
}
const result = await warpgate.spawn("Spiritual Weapon", {embedded: updates}, {}, {});
if (result.length !== 1) return;
const createdToken = game.canvas.tokens.get(result[0]);
await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"system.proficient": false});
const targetUuid = `Scene.${canvas.scene.id}.Token.${result[0]}`;
await actor.createEmbeddedDocuments("ActiveEffect", [{
label: "Summon",
icon: args[0].item.img,
origin,
duration: {seconds: 60, rounds:10},
"flags.dae.stackable": false,
changes: [{key: "flags.dae.deleteUuid", mode: CONST.ACTIVE_EFFECT_MODES.ADD, value: [targetUuid]}]
}]);
V9 warpgate/midi spiritual weapon
there is 1 compatibility warning left in it but its a warpgate issue not something we can change
I used to cast darkness a lot in v9 with the A-A anim and the TMFX hover. Ironically now that darkness works properly in v10 I don’t use that spell anymore