#MidiQOL
1 messages · Page 54 of 1
Its the grave button, `
neither, its backtick, the key to the left of 1
sometimes people call it the tilde key
gotcha tilde (to me) I'll check out the items with spells mod. Probably easier than trying to write out a bunch of code that will subtract resource points and then somehow upscale the damage output
should I just deactivate the MIM or actually uninstall it before grabbing the other?
I don't think anything was gonna do what you had asked for, MIM and Items with Spells are essentially the same thing visually, but MIM did bad things to the sheet behind the curtains which breaks with midi very often and breaks in dnd5e 2.1
I would enable items with spells and then copy all of your existing work, then delete the MIM items
Thanks. I've managed to get a dialog box to pop and let them select how many Psi points to use, then that subtracts that from that resource (and it also will output to chat the number of points used and let them know if they don't have enough. It'
It's the upscaling and attaching to different items(spells) I was struggling with finding a solution to. as these abilities aren't spells they wont use slots or technically have levels.. but the MIM was letting me do a janky version with counting the charges on the item like the PSi points
you saved me a lot of work letting me know the MIM is broken, thanks
Items with spells is much better as A) it doesn't break, and B) it will reduce the points for you, MIM doesn't do that.
Re: Items With Spells: This is working so much better and more cleanly for me, thank you. Wanted to ask, is there a roadmap for being able to attach other features (eg. Feats, Class Features) to weapons as well as spells?
Is there anyway that one can have a macro fire when a resource hits a specific amount?
I think that was something MIM could do, but just make it an innate spell, I can't think of anything a feature has that a spell can't be macguyvered to do
as for roadmap, I have placed an issue to have the items charges be shown on the spells tab and have not seen a reply or anything to that on the git so /shrug
With the Items for Spells, it doesn't seem to allow upscaling. DO you need to create multiple versions of a spell at each level. the upscaling was the whole reason I sought out MIM
worldscripts
ooooooh actually I got a genius idea for this lol and it will definitely live up to my middle name
Better suited for #dnd5e as it is not reliant on midi.
It's not my module, I'm just co-maintainer.
So Guardian of Faith, Spell that summons a unit that deals damage to things that walk near it. It expires when the damage reaches 60
and heres my janky genius idea
I'm going to make it hit itself and its target
So after the latest update Midi no longer automatically applies damage to targeted tokens, is that a known thing or am i missing something new in the settings?
what is your dnd5e version, foundry build, midi qol version, dae version?
the newest is not an answer
dnd 2.1.2
dae 10.0.15
midi 10.0.12
can you confirm the midi version again pls?
Midiqol
If that is indeed the version you have, back out to tthe server main menu and update Midiqol
you are on a very old midi, it probably shouldn't have even enabled
actually its so old its before that security check was involved lol
I am using Forge cloud hosting there hasnt ever been a prompt for an update lol
its not dealing damage because starting with like 10.0.15, midi started disabling if you weren't on a specific dnd build because of changes made to damage resist/vuln/immune
and because you are on dnd5e 2.1.2, the changes are in effect and you are experiencing the whole reason he put that auto disable in
he just never expected someone to have a version that old I guess or 2.1.2 is too new for the check on the other end
this is the newest version availible on forge, so id have to side load it from the github?
I don't know who or what your hosting service is, but they are running about 3 months behind in versions
try Ctrl F5 to clear the cache of that site maybe?
do you have forge setup in legacy mode?
i dont think so, ive never heard of a legacy mode
actually, the real question, did he mess up 26 and it says its 12 by accident?
this should install 10.0.26
copy and paste it into the manual install field whereever that is in forge
when i copied and pasted it, it changed from .26 to .12
You are going to need to wait for one of the other guys who is testing dnd5e 2.1.2 to test and see if this is the case, I'm definitely not taking that plunge
On Forge, you can select what version to install.
It is not unheard of that Forge lists the wrong one as the latest.
there is no way that the zip in his newest release is not 26
theres 10.0.12 .11 .10 and older '
you gotta have that legacy setting on or something
and the manual install didn't work?
Did you uninstall the module?
yea i did
Anyone know how to add a longer reach to melee attacks? Instead of 5ft for it to be 15ft?
well loading it from the github a second time seemed to work it gave me 10.0.26
is it a temporary thing?
but 10.0.26 apparently doesn't load into the module list something must be going on with forge
What foundry build(version number), midiqol version, dnd5e version, and dae version are you on
I just dont know if any of the attributes actually influence melee attack range
and it may sound like I'm repeating, but if your first answers were right, your current situation should not be happening 😉
just remove the ranges on their weapons, also thats going to mod all their attacks
yea they are a monk so it doesnt matter really in this case
xD
I guess I can remove the range on the unarmed strikes and hand of harm
I think at this point I'd prefer the versions in manage modules inside the game and the top right section of the settings ingame, not forges fubarred menus
ok that makes alot of sense now
DAE's newest version is 16, but you are on an old foundry build, not sure if that is the cause, and you should really backup before you touch foundry builds
try updating dae first.....and because your forge service is apparently sucking right now:
ill give it a try build 284 is the forge default so maybe its behind?
this explains everything now
you are indeed in legacy mode
change that to newest
wait
backup before all system and foundry builds
theres no newer option availible though\
don't update your foundry till you have backed up your worlds
lol forge is rocking it today lol
you cannot install midi till you have gone to forge and asked them wtf is going on:
i would take this over to the forge, they should be able to resolve whatever oddities are going on
midi does not support 284
That version is 2 years old by now
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theres an option to override it to v10 stable patch 6 build 291
click on the forge link here to join their discord and they can walk you through it
you need to backup before you update cause I know for a fact I had to hold off for a bit on 291 cause of various bugs
your entire module suite is probably version locked
I'd go to their discord and ask them why this is happening to you
So that question. If I were to put an effect that were have the creature that were to be effected by it to deal half damage, how would I go about it?
I am trying to look at tutorials or notes and I can't find anything
it would require macro shenanigans and macro polo is not too keen on dealing with midiqol stuff. Personally I'd just mod the strength mod of the target to be a -1 instead of whatever it normally is. that way it harms its to hit if it uses strength and harms the damage output significantly.
it would also mod its strength skill checks and saving throws so I feel it would be a more accurate weakened status
I can think about that in the future because that does seem like an interesting idea
Because the idea I have so far is the Creature hits the target and if the target fails the saving throw
The creature deals half damage and teh creature has disavantage on saving throws
there is a key for strength mod, there isn't one for damage output halved
Maybe I need to change the status effect name and make the one you say weakened instead
Because I do like that idea
But that would be for future builds
always thought the ray of enfeeblement was weak in dnd5e
Yes, it is
The game doesn't have really cool spells
I think its because they are afraid of the swing factor
in a game where a paladin can cast a smite with their bonus action, cast smite on attack, and deal crit damage for 100 in a single swipe, there is no such thing as op spells and features anymore
Aren't they going to fix that in the "New" version?
I doubt anyones going to touch Onednd
I won't
After this Campaign I will more likely move to Pathfinder or make my own system that works with most DnD Mechanics
I just worry if MidiQQL wouldn't be able to work a ruleset I would make
Because I really do like this mod, It really helps the background stuff
But I don't know because I been hearing some mods only work with DnD5e and I am not sure if MidiQOL is one of them
midi is highly dependent on the dnd5e system
fwiw, it also works with sw5e
not to say you couldnt create a mod for dnd5e that alters the needed rules while staying compatible with midi
pretty sure sw5e is just dnd5e with lasers
I only noticed cause of earlier when helping that forge guy, I read the 26 module.json and saw it had sw5e compatibility
So In theory in the future it may be in a way
No promises I know
Because I don't know what I would change
For example one of the few things I did ilke from 4e was the spell could attack the defense of something like Will
So it made the spell caster feel powerful for rolling the spell
And the saving throw is only needed for certain things
But making something like that may mess up MidiQOL or not work with it
Now the status I am also making is to have the creature have disadvantage on saving throws if Weakened
Is there a way I can code that?
Have it apply an effect that gives the midi disadvantage flag
So I have the effect now and I typed ion the Attribute Key flags.midi-qol.disadvantage.all
That is what you mean?
Wait me reading
I think its
flags.midi-qol.disadvantage.ability.save.all
That was it
Thanks
Now I will need to think if I could redo the effect or find a way for damage
changing spells from saves to spell attacks is pretty easy
didn't they make a module for that in midi?
Oh really? That's cool
isn't that the armor challenge module or whatever
doubt its survived the dnd5e 2.1.2 shenanigans atm since it hasn't had an update since midi did its two for it
But it doable
So I will put that in the future
@vast bane So as of yet, there's no way to do half damage without crazy about of macros?
I need to learn how to use discord correctly
Thanks, I will see how to do that in the future. Thanks for the look out
I don't think its worth it to automate when you can just halve the damage in the damage applier
it is only mildly worth it if you auto apply damage in midi
True. I just feel weird with some things being automated and some things aren't
otherwise just halve on apply
Half damage on outgoing damage?
Yes, Half outgoing damage
Like as an effect from a spell?
put a buff on a mosnter who uses strength in the attacks to half the ave
basically automated ray of enfeeblement
Doable with a one use flag
its not a spell for the record though, hes making homebrewed status conditions or something
And a macro
Homebrew status
If you make it I'll yoink it for ray of enfeeblement lol
Its a racial feature I have for someone that gives the Weakened Status Effect
oh I wonder if midi srd already did it
LOL
The way I am doing it half damage they deal
@vast bane
its hidden in the file Im trying to sus it out now
I'm not good with finding it in the midi srd file
it looks like its halving the damage
it seems to be modding the attack
it doesn't appear to be a warpgate one either
yeah, its one of those "args on" and "args off" things
MidiMacros.rayOfEnfeeblement(args)
If you go to midi srd's files and find for this entry you should see its macro
it needs to be an item macro and the ability needs to apply an ae with the macro.itemmacro key
yeah, it seems to cleanly unupdate after so it looks dope to me
Last time I checked, it was working
@rotund oyster could totally yoink that macro into his custom feature
May be more easily done with an on use flag
yep I just tested it
Oh yes
Now how can I yonk this? Forgive I am really really new to this world
the save and such is done on the item fyi so if you make a feature do that part on it
first you need to find midi srd's v10 fork which is in bugbears profile here when you click on his name
and manually install the v10 fork he made for us
I need to test what MidiSRD needs from the Advanced Macros, if anything
I'll put it in the list
You will have to peel Advanced macros from my cold dead hands sir
Advanced macros new updates really disappointed me
Advanced macros lets us break the rules of v10 by defining actor and token muahahahaha
It broke the only thing I used it for
chat macros?
Calling another macro to be run by a gm with a return value
Maybe Zhell can make Macro Macro
After the rework it doesn't appear to give a return anymore
Was it doing before? I always had issues with that 🤔
actually, doesn't no1 just need to paste the bit that enfeeblement has, into his features item macro since he installs midi srd?
does ray of enfeeblements macro call castData at all?
I wouldn't use that for their use case
isn't it the same thing?
They need more than just str based damage halved right?
Editing the workflow to half the damage seems far easier imo
And doesn't require doing item updates
Or a mutation
Yeah get the rolled damage, cut it by half, workflow.setDamageRoll(await new Roll('halved damage').evaluate())
oooh, see thats why I was curious why it wasn't easier to halve, cause the manual damage card allows us to
So I would have to use a macro?
let damageRollFormula = 'floor((' + this.damageRoll._formula + ')/2)';
let damageRoll = await new Roll(damageRollFormula).roll({async: true});
await this.setDamageRoll(damageRoll);```
save the top part in a macro somewhere and replace Chris-HalfDamage in the above image with whatever name you save it as.
May need to check if there even is a damage roll to account for the rare cases of a damage roll not being done, but otherwise this should be a good start
@violet meadow I've now checked my own copy and midi srd's maybe its how dfreds/cub is setup for all of us individually but can you check your charm person in midi srd and see if it too is pointing to the wrong condition?
Mines defaulting to the first CE
I keep forgetting. lol! I see what you are saying. Now Where do I save the Marco itself?
I think I get it
One second
I need to do that Movie Hacker scene
@scarlet gale Okay. It runs the macro I think Do I still Type soemthing like? Weakened-Damage,postDamageRoll
If I named the Macro Weakened-Damage
Okay. I see it runs the macro but it doesn't seem to be active
It did roll damage
show us the damage in chat
Make sure the macro is set to a script macro
KK
if its item macro it can't be chat right?
show us he attack roll and damage in chat
One moment
my spidey senses are tingling
the damage equation should be super obvious, so if hes not seeing it he aint rolling midi
let me screen share
startmenu+shift+s is snippet tool
its working but whoever set it up didn't do floor
hmmm should it be a min 1?
Why would it?
1 Min would be best
I think it needs to floor
I remember that from my other stuff I did
Nah, different in the macro
you actually want max not min or clamp
I worded that wrong
I mean it should have been max in my example
Not at PC to give you an updated macro
math.clamp()?
can't they do math.max?
it does on unarmed strikes
Hence the math.floor
there is tons of precident for min 1, bardics is another
aura of protection is a min 1 when the paladin is debuffed o charisma
So it would be easier to have it floor to make 0 damage?
If that's easier
Nuts to the player effected by the effect
lol
it will never happen
you are using an abnormal monster
everyone rolls with a damage mod
What do you mean?
monsters roll a mod into the dice so you will almost always have 2+
the dice lowest face is 1, and most monsters attack with their best attack attribute of atleast a +1
it will be very rare that a monster attacks with an 11 or 10 attribute
True true true
how does floor work with negatives?
Then Is there a way to make it not .5?
like monsters who attack with a -2 and a 1d4 dice
Because I rememebr I use floor for Profiency stuff
Can't be negative however
So raw it's working correctly
You'll never really run into this issue unless your players are punching each other with a negative str mod.
That's what the math.floor is for
Prevents decimals in the damage
And DND rounds down
Yes
he must be missing it cause its not there
Oh it is
if you look at his damage card it was 0.5
I think you are flooring too soon
I'll have to look when I get home
Likely just need to update another spot in the workflow
No prob
yeah I think the floor belongs in the first line
I will put that in the burner because it is way more trickier than I thought
But will be worth when We solve this riddle of the Spynx
That won't change it moto
k, it displays [right] in the card, but not in the workflow
How do I load the Macro into my Compedium?
Yep, I just need to edit the damage data too
I never thought to store them in a compendium for macros since its already out of reach of the players usually
Not sure if it supports the macro being in a compendium
I get now why the midi srd one was an item macro and pulled it off
its cause everyone has access to the midi srd file
Yea
Then where can I save the Macro in a safe place?
cause the item macro is just pointing at a few lines of code in another place
Like macro Directory?
God I don't even put em in folders cause I use search, but honestly 99% of folder/sydstem macros are set and forget
don't "delete" the hotbar macro
drag it off
if you drag it to no where and drop it, then it clears the bar but doesn't delete the macro
oh actually you can right click and remove too lol
Moto you would know this, is there a syntax for rounding in a formula?
aren't the formulas the same as a macro but without math
so it would be round
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Oh easy fix then
This seems to work great, but just to point out - you have your difficult terrain backwards (unless you're using a different module for it?). You have it as 0.5, but that does nothing at the moment, you set it to 2 for difficult terrain. (again, unless you use some other module? I'm using enhanced terrain layer and terrain rule)
Iirc that function isn't working in enhanced terrain layer
I probably accidentally left it in the export
yeh it works, I changed it to 2 and it works fine
Oh cool
0.5 does nothing
I'll re-export it then with that fix
(I know, it feels backwards, I started by using 0.5 and struggled for ages before I figured out what I was doing wrong)
I stopped using that module
Do you use anything for difficult terrain?
Nah, it was breaking pathfinding in drag ruler
terrain ruler now works in v10 so drag ruler does everything for you
including auto-calculating the distance for difficult terrain
I haven’t gone through the midi srd items in general which are included in the compendiums.
This is what I will be doing during the weekend, after I submit Ghostwriter hopefully.
I think this is an issue in general with dae and dfreds CE
if you install dae before dfreds maybe
@rotund oyster updated the macro, try this
it resets those drop downs to the first option
Hmm I’ll check
I have my dfreds set to replace
and if you replace, you knock out the original status markers
so thats probably why all these drop downs are reset, the old charmed is just gone
Testing
I've had to reset like 5 of them now going back through things
I dunno whats caused it, theres a few that are fine though
I'm not just talking about midi srd either, I'm talking about my own premade stuff
Maybe use a longsword or something lol
if you toggle off fast forward you can just put a +20 into the situational to hit modifier
Should work with literally everything
if you go to roll and hold down the T key it disables FF for that roll
I didn't filter out anything
Is there a way to make an item ask for a skill check with a set DC ?
Like athletics or acrobatics for a grapple
I personally prefer to do that with an on use macro
and I use monk's token bar
Yes a onuse macro would be perfect, how would I do that?
let arcanaCheck = await actor.rollSkill('arc', {});```
have you seen the MTB skill challenge macro floating around here?
No sorry
Something like that
I hit my Guinea pig a for times with different weapons
What if I want a target to make the roll?
Can I do target.rollSkill ?
It works. I will do a double check. Doordash is calling me to work
Grrrrrr
Thanks you all so very much
pretty sure thats where MTB/LMRTFY shines
Yea, there are better ways
This is bugbears shove/shieldmaster macro. I think it requires dfreds CE, advanced macros, and warpgate
But if I wanted automated? Does MTB have functions for that? Also I would prefer to use as little modules as possible
Replace actor with the target actor object
wouldn't that have one player roll for another?
Pretty sure there isn't anything stopping you
Okay I'll test it ty very much
I understand the desire not to expand modules but some of the stuff is standard meta for midi builds
a requester module is kinda tandem with midi
If a onUse macro is triggerd by the use of the item does args[0] equal "on" ?
That's also true
No
An on use macro will always have a bunch of data there
args[0] === "on"/"off"/"each" is relevant for DAE macro execution methods
Oh okay ty I always had issues to understand how it worked
effect creation = on
effect deletion = off
Execute macro at turn start or end = each (This one is added from the Duration tab on the DAE effect)
Saving this, because I believe it is said in the API but I never "got it", ty so much this is super useful
is actor.rollSkill a function from a module or is it core? Does it have any option arguments?
Dnd5e specific
Select a token and type in console _token.actor.rollSkill
double click on the return
Is there a way to fast forward the roll?
I did but it doesn't show much, it's alla very confusing
With MidiQOL go to MidiQOL settings and locate
Fast Forward Ability Rolls
else pass it fastForward: true 👍
eg. ```js
await token.actor.rollSkill('arc', {fastForward: true, advantage:true})
Ahh okay there's an option for midi then I'm good, I just wanted to leave the choice to users that will use the module
Ty a lot!
Is there an API for Monk's Token Bar ?
As far as I can tell it should be (I undid the module.json dnd5e version numbers change). I don't have a 2.0.3 world anymore so have not been able to test with 2.0.3 - but if you want to be a guinea pig please go ahead and ping me with any issues.
I am in the latest version of 5e myself, but now idk if you were talking to me ahah
Yeah make sense
Where do I find it?
I searched in github page but nulla
I don't think it's documented well
There is a shield bash macro floating around here that uses it
Might be able to reference that
That would be great ty
because I'm looking at how to set a custom dc to requestRoll
okay found it! it's not an API but at least the module lets you transform a request into a macro and you can study from that
Could someone help me with midi qol?? I am trying to test if non-magical physical attacks with be halved if the monster targeted has the "Non-magical physical" tick on in the resistances. This isn't working. I have "apply immunities + phyisical" checked in the settings so idk what is up
I'm willing to hop in a vc or show screenshots if that helps
Check if you have Require 'Magical' proprety set to Non spells do non-magical damage inside midi's workflow options
Workflow Settings => Workflow
I used Monk's Token Bar at the end but the problem I'm having is that now the macro doesn't wait for the roll to be made and so I can't access the result, I tried something similar to your while (stuff) to wait for the process to be done, but it doesn't seem to work.
EDIT: Never mind I found the issue, all done now, it works
Didn’t work
Are you dealing damage to an NPC or a PC?
Mhmm, no clue then, sorry friend
Damn it
Don't worry there are plenty of people that knows a ton more than me, I sure someone with a answer will respond to you
Thanks
Are you on the newest DND version? It might be a bug related to that
Is there any word on if that is the case?
I think he was replying to a ping of him I did when he released the newest yesterday. I had asked him if we could use them with 2.0.3
Lmao I just had to update MIDI and it worked. I'm big dumb
@rancid tide I'm really sorry for the trouble!
when you request a roll from a character, you can click the save button in the bottom left corner of the window to make a macro out of it, so you can fiddle that way to learn some of his stuff, but also you could go over to monks discord and ask him directly, hes actually pretty responsive.
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if you were on forge, earlier tonight a user was having issues where forge was forcing them to only use really old midi and any midi older than 10.0.13 will fail to register damage resistances.
Also if you run the newest midi on a foundry build lower than 285, it will fail as well.
Hi, for anyone familiar can you explain how this damage is being calculated? (ignore the wounds box)
not sure what the first 4 in 4(4) refers to. Its my understanding the formula is:
PCHealth - 4?(total damage done) = newPCHealth
but even so... I was expecting to see 9 for total damage done. The actor that got attacked does not have any resistances
Might be accidently counting it as half damage on save.
so possibly bug?
I was wondering if someone could help me out with adding Damage types for Midi-qol to recognise. I got linked to this message:
And was told about World scripts... But I'll be honest, I need help like im 5 xD
Just tick full damage on save in the Bite details page.
Midi does not work with:
Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Multiattack 5e
Advanced Spell Effects module is just dead in v10 and often the culprit of things...
This is more of a how-to make a worldscript, as MidiQOL will just respect all damageTypes in the CONFIG.DND5E.damageType/damageResistances etc
Either use the World Scripter module or you can find more info in the second pin of the #macro-polo thread.
console.log("World Scripter: Adding in CONFIG.DND5E")
//Adding another weapon type for created attacks from spells, like Call Lightning
CONFIG.DND5E.weaponTypes["createdItemAttack"] = "Created item attack"
//Add Flanked as dnd5e condition
CONFIG.DND5E.conditionTypes["flanked"]="Flanked"
//Add a new consumable Type
CONFIG.DND5E.consumableTypes["enchant"]="Enchantments"
//Add a new damageType
CONFIG.DND5E.damageTypes["steve"]="Steve"
//Make the added damageType to show up in immunities/resistances/vulverabilities.
CONFIG.DND5E.damageResistanceTypes["steve"]="Steve"
Hello, does this flag flags.midi-qol.fail.critical.all still work in 2.12? I am trying to configure an adamantine armor effect to disallow crits.
I'll look into the world scripter module
Thank you
No matter how I try cant get Midi SRD to install. Any help would be appreciated
Have tried to version in foundry modules menu, have tried to manually install the v10 version from bugbear. everything fails
Bugbear’s one should work, but you might need to manually delete the old module from your modules folder first
Worst case you can unzip bugbear’s module directly into the modules folder and restart foundry
I've done that.
ok. renamed folder and it loaded and now appears in list of modules but if i try to enable it i get an error
"cannot be enabled due to issues in required dependencies"
i really want to like foundry but its so difficult if youre not a coder
btw thanks for trying to help
just for sanity try putting this in the manual install at the bottom of addons screen, make sure it's up to date https://raw.githubusercontent.com/thatlonelybugbear/midi-srd/master/module.json
I’m no coder either and yeah foundry can be challenging but imo it’s so worth it and this community is incredible
threw up loads of errors but actually worked. thank you so much
just out of interest do you know where i can get a working turn undead script?
tried more automated spells etc but doesnt seem to work correctly. no saving thros
Hm haven’t actually implemented that yet myself, if searching in here isn’t getting you anywhere, might have to wait for the experts to weigh in
all good now?
yes thank you
I have a question and I hope that this is the correct location to ask it; please advise if not. I’m trying to add an effect to trigger after X amount of damage is taken. I don’t know if there is a formula that I can add to the effect to automatically do this, or if I should continue to manually apply the effect on the trigger.
No worries my dude, happens!
Yeah I saw yesterday ty!
What does after X amount of damage is taken in this context?
a. When the actor falls below a specific hp threshold, or
b. When the damageApplied from an attack is over a threshold?
Ahh, sorry. It would be B. in this case, after they have taken 13 damage from a single source.
Do you use Warp Gate?
Do you use Activation Conditions in MidiQOL ?
Yes, I do.
workflow.damageList[0].appliedDamage >= 13
Right...I don't know why I was so focused on adding it into the Effect part and not the Activation part...thank you!
This will apply an effect when you attack with a single item though
So lets say you use a Longsword. If that weapon deals more than 13 points of damage, the effect that's on it, will be transferred to the target
It this what you want to do?
The activation condition will be just for that Weapon
Right. It's a weapon that I gave a player with the intent that its effect doesn't activate until they receive 13 damage from any single source.
Ah that sounds totally different then 🤔
The player has an Item on them with an Effect that is disabled.
You need to enable that Effect when the player is damaged for more than 13 points from a single hit.
I currently just manually enable it since it hasn't done what I want on its own (probably would be better to assign to a macro, but I'm not particularly great at writing them), but keep making a note to work on it each time it comes up.
OK there is a way to do that, but needs some scripting yeah.
Do you have a complete description of the item and its effect so that I can brainstorm in due time ? 🤣
The way I automated Guardian of Faith ending was I had Guardian of faith hit itself for the same amount and gave it 60hp.
Haha yeah, it's a maul that becomes a +1 maul after 13 damage is taken (I wrote it as from a single source since I thought it would be easier to transcribe into a formula, but it could be 13 damage in general if easier to write).
Ah OK I see. Sounds even easier now.
Do you use Babonus module? (are you on v10 Foundry?)
I don't yet. I always get timid on updating. Although it seems like v10 is in a good spot to look at updating. Does Babonus automate actions?
Babonus would make this kind of situational bonus really easy to implement
I'll go check it out.
It is v10 only 😦
Yeah, I'm making a clone of my world with v10 so I can take a look.
oh let me make it then 😄
I'm trying to create a Steady Aim "spell" for my rogue, what do I have to do to get it to grant him advantage on his next attack? Is "flags.midi-qol.grants.advantage.attack.all" not the right attribute?
Yeah not grants. When an effect with this label is on an actor, it means that others attack with advantage against it.
flags.midi-qol.advantage.attack.all | Custom | 1 is the one you're looking for.
thank you!
Is there a general guide out there for understanding all the different attributes or do most people just trial and error their way trhough?
Has anyone had problems with attacks and damage not rolling at all with midi enabled? I've tried setting everything back to defaults and still nothing. I've already gone through and gotten rid of all incompatible mods. This is only happening when In combat
Check the 1st pinned message in here. There is a doc linked for the MidiQOL flags.
Also all MidiQOL users should read https://gitlab.com/tposney/midi-qol/-/blob/v10/README.md
DND5e version and MidiQOL/DAE too?
Midi: 10.0.26 ; DAE: 10.0.15 ; DND5e: 2.1.2
Though I'm having this weird thing where Dynamic Active Effects 10.0.16 says its installed but it is not showing up in "Add-on Modules" in setup
@gilded yacht DAE is not installing 10.0.16
Just saw that too.
Oh, so do I just need to manually install it?
Never the less, check console for errors when you roll an attack. Anything?
Same thing. Installs 10.0.15. Probably points to that module.zip
Ah wait. There is not a .16 on the repo 🤔
Now I am confused
Yeah it doesn't seem to have been a commit since .15
Do you have a target selected?
It's not letting me anymore
I'm not sure what happened. It was working fine yesterday
Try downgrading and try test again to at least have a ballpark of what might be happening.
https://gitlab.com/tposney/midi-qol/-/blob/v10/package/midi-qol-v10.0.25.zip
Grab the zip and unzip it in the modules folder. Needs to overwrite the existing midi-qol folder.
Reload Foundry and check again
Before doing that, it might be worth checking if you have Late Targeting on in the options
I'd clear the v9 modules out and have them try, thats alot of compatibility warnings, for all we know they got tons of v9 branches going on.
also wasn't there a v9 target module that died that could prevent targetting, like simple target or something
Is there a way to have the damage card show up for the player?
Partially. Check the MidiQOL settings => Workflow Settings => Workflow tab.
It has an option to show a player damage card
But it will not be the GM one
this is what I have currently, and this is what the player gets
Ah, I assume they can't get the auto application button then? Have a player who has a tendency to manage to set his hp to zero, so the button could be useful for him xD
clearly shows right in your setting you said no to pc
That's just for the auto application though?
ok, the issue is that the player gets it not you
you have to have both logged in to see the different card
I am, the second picture is from being logged in as the player
did you save the settings before you exited them, and do you require targets
cause I do not see check hits in this situation
I am currently not requiring targets to be selected, is that needed for this particular circumstance?
yes, how does it know who to damage?
that box hides the info damage card not the damage damage card:
Ahhhh
Yeah, that did it, thank you!
I have auto apply damage so I don't see the damage card on the players side since it auto applies
also I think you got the auto apply backwards
which might be contributing I dunno, I always have it on for both
I think the setting requires check hits and require targets
Seems to be working now at least ^_^ Thanks for the help 🙂
reason why the checkbox doesn't matter for their case is cause they know what their damage resistances are, that card checkbox is for when they deal damage to others which they have no control over for a damage applier card
the owner gets the "damage applier"
Okay, Extracted the files and replaced the ones in the destination. That didn't do the trick yet so I'm going to try to clear out the v9 mods. I also did not have late Targeting activated (though I had tried it before and it worked great)
install v10's find the culprit, disable all but socketlib, libwrapper, midi, dae, test and see
I've already tried them. It said socketlib was the problem
you did find the culprit wrong
but that tells us it was a module
you should always pre enable the pure dependencies or they become the cuprit every time
but for now we're just testing if midi is working so enable the four, try it
I know you said you checked modules, but the last time I didn't post this, it wound up being the cause:
Midi does not work with:
Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Multiattack 5e
Advanced Spell Effects module is just dead in v10 and often the culprit of things...
Ok can you re-explain the problem exactly?
attack and damage work fine out of combat. But as soon as I start an encounter, the only thing that will roll are roll commands in the chat
this sounds like you have require targets in combat and aren't targetting
workflow tab top targetting section
when you first installed 2.1.x, did you against our advice, install 2.0.3 over it temporarily and have now re-updated?
Okay, I enabled Late targeting in the workflow and that didn't help, but enabling it in the workflow and in the main game settings is allowing things to work again!
Are you referring to DnD5e? I have only been using foundry for a bit and only installed the most recent version of DnD5e system
ok just to be clear, you could turn off require targets as well, because late targetting is a clientside setting, you'd have to walk each player through setting it up
if you want full automation you kinda need to have require targets fully on imo though so theres that, I just have an aversion to late targetting because for some reason my late targetting window appears in a weird location where I can't see it
I kinda wish there was a popup warning require targets was on just so that this issue would be more transparent to users personally 🤷
Oh, okay, I see what you're talking about in terms of turning off requiring targeting. Yeah, that would be nice. I'm still not sure why it wouldn't let me select any targets without late targeting being on but 🤷
theres two late targetting settings
theres the one that the DM sets that allows for it to be used globally, and then every client gets a setting outside the workflow button individually, also, for alll we know, you got a v9 dead target module that is breaking targetting for you
theres like I dunno 3 of em
easy target, simple target...
you should clean out your v9 modules by confirming they only have a v9 version, if thats the case, if its not a pure content module, you need to throw it away, and ask for alternative modules in v10, you can't trust the update button cause you carried over v9 branches in your v10 update process, they all think they are newest because its the last v9 branch version
you must google each module individually and get their foundry page that says if they are v10 and find their v10 module link.
Oh, I see. So what would be the best way to go about that without f****** up the game? Find each module online and extract their module info into the mods folder and overwrite everything there?
are we just trying to get installed mods cleaned/updated for v10?
if you dont have a ton of mods, a very straightforward way would be to back up your module folder, delete it, then install modules from from the setup screen
that will ensure the latest compatible version
Basically
Lol I have no problems with doing things slowly or monotonous things, I just don't wanna f**k stuff up as I fix things
Did the latest package updates for Midi-Qol make it compatible with the new 5e ruleset update that broke everything?
back up your data folder before proceeding, regardless of approach 🙂
imo the best v10 update doesn't carry over the module folder
But if you have any patreon modules you want to carry those over if you aren't paying for them currently
I'm a little lost on what you mean
copy the module folder out somewhere else. Open that module folder in windows explorer, and then go and install the modules one by one yeeting any that install and are still v9 triangles in the menu
(judging from module count you probably have v8 and v7 modules too, yeet those also
I double checked, I dont have any of these installed. The only one I am unsure of is "Fast Rolling by Default". Was this referring to the fast rolling setting in midi?
your issue is that you had a save on the item without an active effect or an activation condition
midi automatically assumes its meant to be half damage save
if you add the correct CE/condition to the item then it will apply the condition and possibly fix the half damage thing, but also you can check the box at the bottom of the item for "full damage save"
All of the things I list in that copy/paste are modules
Is it best to uninstall V9 mods from the config/setup menu or delete them in the folders
I don't know what you are doing for a process.
When I updated to v10, I installed a fresh v10 and carried over all my data except the module folder. So in your case it'd be like deleting the module folder, or more specifically the contents of it, make sure you back it up first just move it to another folder. Then use its contents in windows explorer as a list to go down installing them, and if any install with a compatibility warning of 9 or older, yeet them.
the exceptiosn to the yeet rule would be modules that are pure content like jb2a, and map modules, as well as I personally have tested touchvtt and mobile improvements, they still work, but 99.9% of v9 or older modules are gonna be dead in v10 and cause you headaches
Okay. It's just the modules for me because I initially installed it at V10
okay thank you, this is making sense now
Trying to do a sequencer macro and got help from macro polo but the error is midi so hopefully someone here can help?
const [spawn] = await warpgate.spawn("Dancing light - Yellow", {}, {}, duplicates: 4);
new Sequence().effect().file("jb2a.misty_step.01.blue").atLocation(spawn).play()
says I'm missing a )
Not MidiQOL. You are missing some {} though
last arg of spawn
const [spawn] = await warpgate.spawn("Dancing light - Yellow", {}, {}, {duplicates: 4});
when in doubt: https://trioderegion.github.io/warpgate/warpgate.html#.spawn 🙂
I actually am already there looking at the original dancing lights lol
I just got distracted shouold have read further
should submit this macro in place of the original eh?
Is there a way to model "taunt" type effects? (Impose disadvantage if target attacks anyone but a specific token, like Compelled Duel)
yeah
but knee deep in code now 😄
oh actually I dunno why I doubted the original
absolutely feel free to submit an example -- lemme create a 'wiki' tag for just such a thing
the original does it right
this new macro doesn't do it right, there is only one crosshair
hmm? that's what should happen
they spawn around where I place it, whereas the original has 4 crosshairs
right, look at the difference in how you are calling it
I think I'll stick with this version just cause theres that technical rule where they can't stray from each other
they have to be within 20 feet of either you or each other, i forget which
yeah, gonna keep it as a singular crosshair
Do you know if DF Quality of life has been causing any problems?
Not to my knowledge. I use it
If DF didn't update that to v10, its a good bet its useless now or he saw so little traffic on it
DF definitely updated all his useable modules
V10 is available for it
So I have this, and it seems updated to the most current version. Do you have any idea as to why it might still have the warning?
my instructios were to worry about only 9 and lower
cause you are on 10.291 and its been verified for 10.288 version only (probably safe to use)
the reason why the 10's dont matter is cause the v9 to v10 update messed with stuff
as long as its over that hurdle you gucci
although midi has a minimum of 285 fyi folks
ohhh, so only likely need to get rid of it if it has a warning of 9 or earlier?
Does not enable on 10.284 or earlier
before you yeet them, ask about them in module discussion, theres a bunch with forks or new names
also you might have realy old ones that don't show in the menu
they will likely be console yellow warnings in your server menu when you finally finish your current process
they will show themselves like this probably:
though this one actually shows in my menu
Hey, the backup applier buttons are missing hptemp
we should probably report that
but I gotta go snowblow a driveway for an hour so...ttyl
@fluid cradle 👋 this would be the go-to spot for midi macro help 🙂
Thanks, didnt know this existed. :O
I have a question:
I am using warpgate to render a menu for artificers infusion for enhanced weapon.
My problem is: If i use it as GM, i get the pop up, If player uses it on himself, he gets the popup. But as soon as he uses it on another player, the GM gets the popup.
Has anyone had any similar problems with this?
(go ahead and post the script here, there are a ton of midi execute as GM that is likely causing all the confusion)
bet you infusions would be a great use case for macro.createitem
I think you should just use an active effect with the createitem key that way you don't have to fiddle with execute as GM
make sure you safely store the items that you put in the createitem key somewhere where they won't get deleted, I personally made a special compendium just for them all
if you wanna stick with the execute as gm macro, you have to do thaat funky trick where you send the gm the args
I thought that was no longer a thing in v10 though, are you on v9?
I think to transfer args to the GM you do something like this:
if (args[0].workflow) delete args[0].workflow; //for newer versions of MidiQOL that deletion is needed.
game.macros.getName("TauntAthletics").execute(args[0]);
put your original macro as a system macro thats called by this in the spot where I have TauntAthletics
I am on v10, I do not execute this as GM (i dont set it in item macro), I would like to upgrade the weapon, but my 1st problem is where does the macro show the menu :/
and I dont exactly understand how/where to fix it, I already removed line 25
so it shouldnt run as GM
Nothing bad is going to happen if you delete a property that does not exist. You don't need the if 🙂
await MidiQOL.socket().executeAsGM("removeEffects", { actorUuid: lastArg.actorUuid, effects: [lastArg.effectId] });
I removed this line, it still did the same thing, I also removed the whole IF and yet it still does the same thing :/
Also everyone has "unarmed strike" which is always considered a "simpleM" and length from weapons is always more than 0
HEY! You stay away from args sir! It will corrupt you!
Haaaaaave you met this? 😏
Only need to delete the workflow part if your trying to use advanced macros run as gm. This script doesn't appear to need that
This part puts an effect on a non owned actor. It's unlikely you want to remove that
I know how to automate Sneak Attack for a PC but how does one do that for an NPC or Creature??
Like the Assassin stat block
I do it with advantage reminder cause I don't fast forward, but someone here has dissected the midi sample item to make it work with CR instead of rogue levels I'm sure
Do you know how or who that was?
just replace the rogue entry with @details.cr probably
and yeet the rogue check message
theres probably a @details.rogue.level entry that should be changed to the cr entry, and the one that is like a check for if the character has rogue levels, just yeet its whole function
where do I need to change this
in the macro thats on your automated rogue sneak attack feature?
ok
I'd say share it here but I think sneak attack is really long
would you mind jumping in a vc? I'm really bad with code
I'll dig it out when I get down to the pc again.
if nobody edits your macro for you in 10 mins I'll do it
Ok
I appreciate it
In the MIDI sample items I see both sneak attack items but in them I don't see anywhere to actually change the macro
Midiqol V10 Sneak Attack for monsters:
(Requires Item Macro, Midiqol, dae)
This macro still requires a dex based attack to work.
@ivory iris
open the text file, and copy and paste the code into the item macro of the sneak attack feature on the actor. Make sure you trim the discord stuff at the top and bottom
normally you can get by without that module
but because you need to paste into it, you need to install it, and because you are a midi user you need to neuter it before you do anything else once its active
you need to install then go to settings for it and turn OFF character sheet hooks, midi just uses it as a storage device.
This their a Code for a MidiWorkFlow or general workflow that Checks when an Item with a Charges if the Consume available resource button was checked or unchecked when the ability was used?
Like I assume It would be like Checking if an Attack roll is Crit something like"args[0].isCritical) damageRoll = MidiQOL.doCritModify(damageRoll)" but to see if the player consumed an available recourse
There has to be because His module Item Delete check will tell you when they are used. I think.
does anyone know of a good Lightning Arrow macro? or something that can be adapted? Spell description here:
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.```
seems like it's a lot like Hunter's Mark, but also does AOE damage to be computed.
like Bursting Arrow
Anyone Know what you have to Put into the "Activation Condition" that checks if the their atleast One use left in the Itemcard Would "@item.uses.value".includes("1") work?
@gilded yacht another typo in your latest DAE version 1.0.15:
change.checkValue should be changed to checkValue
https://gitlab.com/tposney/dae/-/commit/43c3f0c93bcca9da9acdc5f3c522536c7ef67e74#d1d327cb2599c3584726df798927556830e79a1a_252_260
Does Activation condition ever get used by midiqol (outside of whether or not to roll other damage)?
Mace of Disruption in Midi sample items is a good example
when in doubt, look at his samples as well as midi srd
I don't really know what the purpose of your activation is, if the item has no charges it won't work if its on empty anyway
are you trying to automate wands breaking?
I would automate wands breaking by using an effect macro or soomething on the item that deletes it during a rest if the 1 is rolled
Are you asking me or someone earlier?
oops, sorry just assumed the two of you were the same person while on phone!
It is a good question though, what is your end goal?
I usually plagerize the sample items or pester chris/fotoply/bugbear for one hehe
Currently blundering my way through automating as much of the Monk's Deflect Missiles feature as possible
ooooh no
dude its in the sample items already!
It is, but not exactly as I want it
oooh ok
yeah if I recall its also made wrong
it expends a ki point everytime it deflects, its only suppose to do that when you throw it back
Exactly
It also lets you see the damage before deciding
So right now I have it split into two parts
One set to reaction that gives you some temporary rwak dr
yeah, I don't have a monk but I remember helping someone with the v9 and realizing how wrong it was setup
its fire back also makes a strange broken item if the shot item is poorly made
Another set to reaction damage that lets you spend a ki point and some modified code from the example
Do you remember anything about how the item breaks?
oh thats a good idea
I reported the v9 breakage and I think he fixed it
it was cause the archer didn't have ammunition, alot of monsters I made didn't have arrows or bolts that were functional
pretty sure you don't have to clone the item at all, isn't the return damage the martial arts die?
So I guess my end goal with the activation condition question is whether or not I can only trigger the second part if the first part has been used
Because I don't want to give the option to throw the missile back if they never tried to deflect it lol
I believe it's only the martial arts die if its an upgrade to the die the item normally uses
i.e. if you're deflecting a javelin at low monk level it'd be worth it to use the d6
Huh, might be slightly janky but an activation condition of "effects.find(ef=>ef.label === "Deflect Missiles")" seems to do the job
oh thats a good play though, thats not janky, thats smart. Trust me, I know janky.
I guess a slight correction is that it still lets you use the feature, it just doesn't run the macro
Fixed in 10.0.16 - which I'd inadvertently not comitted
Try now
Should have done the git push 😳
😄
Yeah now it's fine 😉
is there a specific reason that midi disables on v10 builds below 284 285?
2 users were rocking 284 and it took us a while to figure out they needed to update foundry
Many things changes between these version and .286+ iirc.
MidiQOL v10.0.14+ needs 10.286+
what threw me off is how normally that sort of incompatibility doesn't disable the module
so I automatically assumed it was a dnd5e/midi/dae version problem, never bothered to check foundry
Could be dnd5e too. What were the versions?
eg Breaking 10.0.12 requires dnd5e 2.0.3 or later and won't activate without it.
I forget the users stuff now it was yesterday shortly after tim dropped 26
it was the guy with the legacy forge build
is there a way for a spell to deal an AoE damage radius (centred on the caster) while applying an effect only to the caster?
The effect can be made to Apply to Self when the Item is rolled
Check that in the Details page of the DAE effect
It should work with 2.0.3, in that the module.json will let the module load. For the changes that I had to make to get midi to work with 2.1.2 I tried to make them all backwards compatible, but I don't have a 2.0.3 world to test in anymore, so it's possible that the changes will cause a problem.
You can probably do this with an overtime effect with a removeCondition which is set by taking the appropriate action.
it also doesn't work if the monk player doesn't use the reaction: if you close the window or let it expire there's 0 damage applied to the monk
RIP
Current way I've shifted to trying is setting the second part to reactionmanual and having the first part set it to reactiondamage, but it's becoming more and more clear I don't quite understand how to update items in foundry
At least through js macros
is there a reason why you don't want it always reaction damaged?
you could use macro.createitem to have the first reaction apply an active effect to the monk, that gives him the other reaction
Only want it to pop up if the monk has tried catching something
to finish that key, you need to drag the second reaction item to the effect value, it will put code into the value field, however, you should store that createitem item, somewhere safe where it won't get deleted, like a compendium of created items
Oh wow, I wouldn't have assumed I could drag and drop like that
I think its the only thing hes done with that mechanic so far, but I do like it
make sure when you drag it, that its in its final home, aka already in the storage compendium
cause I think the UUID changes when it goes into a compendium
I take it its passing a reference then?
Ah yeah I see
yeah I think its literally the exact same thing as right clicking that thing on the taskbar
errrr...whatever the top bar is on the windows
Is there any way to then point its resource consumption at the ki feature?
If it's temporarily created like that
in the effect macro you could do that
it would be an update on the item...
or, you could put an item macro on the createitem item to expend a resource called ki or something
if you have EM, it'd probably be better
but yeah, Itemmacro could do it too
when the reactions rolled, it finds an item called X, and expends 1 resouce
I don't think it would touch midi syntax, so if you don't know what to put in it, you could probably get assistance from macro polo
I have an item that fills the charges of a different item if you want it for an example
Thanks, I'll probably take a break from it for a bit and give it another crack in the morning
const otherItem = actor.items.getName("(Snack Buff)Sylvan Granola bar");
const {value, max} = otherItem.getRollData().item.uses;
console.log(value, max)
const {total} = await item.rollFormula();
console.log(total)
const toAdd = Math.ceil(total/5);
console.log(toAdd)
await otherItem.update({"data.uses": {value: value + toAdd}});
this takes the roll of the item, and updates another named item with the charges it rolled
could just use the first and last lines and update it with value-1
this is an itemmacro not an effect macro fyi
True, just a slight bummer it won't have the autocheck from midi on whether there are enough resources left
you could put a return in the macro
if value <1 return;
hmmm
I got another macro that kills a roll...
if (args[0].macroPass === "preItemRoll") {
if (!actor.items.getName("Gilded Acorn")) {
ui.notifications.error("You have no Gilded Acorn")
return false;
}
}
So you could replace the check for my item with the charges left on ki. Make sure you have the item macro set to go pre item roll
preroll still necessary if I'm doing the attack/damage in the macro?
@violet meadow This midi srd item has no leading modifier and is using an ADD drop down, I think this could be a problem?
its a midisrd feature
Or only if I were doing it in the item details
I think if it does many things, I think theres an option for all
I think in the drop downs theres a thing for all steps
Yeah I've just been using after AE
but also, one of the smart guys is gonna see this message and chime in with a better answer lol
actually I am right cause heres what the item macro is set to that I pulled that from:
its set to all because theres a pre item roll and the rest has to happen after active effects
if (args[0].macroPass === "postActiveEffects") { this is for the rest of the macro, obviously the other end of that bracket is at the end of the macro but its really long and I didn't wanna share it
I see, so your flow is preroll -> check to see if there's Ki (kill it if not), postAE -> do the throw attack and damage stuff
I was just going to do postAE -> check Ki then do attack and damage stuff
if you do it pre roll, then you can kill the rest of the behavior I believe
the main reason why this is pre item roll is cause its a spell, and I wanted to avoid the resource consumption window popping
so if thats not an issue you could probably do it all after effect? but....you can't cause the damage workflow happens earlier
no I'm bein dumb
your macros not doing the damage, the item roll is
your macros just expending the ki point
No I have my macro doing the damage, you're right on that
yeah, I think you have to do more macroPass then
I'd ping someone like bugbear or Chris or fotoply on this one or wait for them to be active in channel and ask em
Chris is kinda impossible to ping here theres like 10 chris's
Honestly I think with what you're suggesting it might work on just one item
Instead of the two item thing I have going right now
if you do get it functional, you should submit here, label it deflect missiles, cause I think we'd all want a funtional version
I just pinged bugbear about his module so he'll probably see what we're talkin about eventually
Should be safe 🤔
Make it CUSTOM to be safer
Not mine 😉
they are trying to tackle deflect missiles cause the sample item is very wonky
OK what's up with that? I cannot go through the messages now
Fundamental issue is it's a two-parter, reaction on hit to reduce damage and reaction on damage if you reduced it to zero
Currently trying it with split items but could conceivably do it in one
Wait, does the Deflect Missiles from the MidiQOL sample Item compendium not work properly?
How do you mark a new session for midi QOL roll statistics?
its return item is wonky, if the monk closes the reaction, it reduces the damage still, and it expends the ki point on usage, when it should only expend when you throw the missile back
It also lets you see the damage beforehand instead of deciding to deflect on hit
I've found having the catch separate from the throw back is easier
If the player wants to throw it back and spend a ki point you just have another item
OK can be changed to accommodate both issues, I think... testing
Ahha, thankyou. I had been planning in my head a convoluted method of applying the effect via a manual itemMacro, but this is much easier lol
Got it working I think
Yeah it's working in broad terms, now just have to clean it up a bit formatting wise
Not sure if this is something that MidiQOL does, but I have to Ask. I was using test players to see how things work. We were having a good time, but notice the Convenient effects weren't showing up in the chat log for the players. Is there a way to adjust that?
Were you seeing them as GM?
And you've checked the CE settings?
Let me double check so I don't like
I think it was that and not MidiQOL
I am double checking
Yes it was that
Was easier than thought to fix
lol
dfreds ce messages are controlled by dfreds ce settings
fyi they spoil monster names, which is why I keep it on GM and reveal the player ones
Try this for good measure
Delete the DAE from the original deflection
hmm still its reaction damaged arggh
let me check something
In case you missed it Moto, we’re about to get full rich text descriptions for AEs in v11
They’re copying Zhell
dfred added to dfreds EP too
but vae has the editor window so staying with that
I’m talking a full journal style editor yeah
In core AEs
v11 stable in a couple months, the pace here is relentless lol
I’m only a few sessions into v10 😅
yeesh really? that actually sucks. If it breaks everything again. There's a bunch of important modules that aren't even v10 ready yet
it's not going to be anything like v10... ripper said only one of his 40 modules needed fixing and it was trivial
oh ok well thats a relief haha
I love the @classes.warlock.levels at the top
I assume testing on a random warlock actor lol
Is there a way to make a "spellbook" like feature where I can put X items and reference it anytime I want
I'm making an Alchimist class that has a formulae book for Alchemical Items, which the class can reference for crafting purposes
And for now it's a "simple" item that when used spawns a dialogue window that let's you choose X items from the game.items section that respect the requirements to learn and craft afterwards
But that's a bit boring... Is there any way to make a menu sorta like the one in pathfinder 2e where you can store formulae to craft? Where would I even start with something like that?
I am using an item macro to create a template. Is there a way to also tie it to concentration?
Here's an example out of my javelin of lightning for doing that.
let effectData2 = {
'label': 'Javelin Of Lightning: Bolt Template',
'icon': 'icons/magic/lightning/bolt-forked-large-blue-yellow.webp',
'changes': [
{
'key': 'flags.dae.deleteUuid',
'mode': 5,
'priority': 20,
'value': templateDoc.uuid
}
],
'duration': {
'seconds': 1
},
'origin', this.item.uuid
};```
Set the origin as the item
for the effect as well
As far as I can tell midi just checks by uuid
You have concentration on your javelin of lightning 🤔
borderColor: "#000000",
distance: 20,
fillColor: "#000000",
user: game.user.id,
t: "circle",
x: token.center.x,
y: token.center.y,
texture: "CustomDiscworld/Tokens/Empty%20(Token).png",
flags: { "enhanced-terrain-layer": {
"multiple": 2,
"elevation": null,
"depth": null,
"environment": ""
},
},
} ;
let [template] = await canvas.scene.createEmbeddedDocuments("MeasuredTemplate", [templateData]);
await tokenAttacher.attachElementToToken(template, token, suppresNotification=false);
This is the macro I have so far
templateDoc.uuid
oh
will this grab the right template id?
let me get the variable for that, I only copied part of the macro
thanks
let changes = await canvas.scene.createEmbeddedDocuments('MeasuredTemplate', [templateData]);
let templateDoc = changes[0];```
Also don't try this macro, it doesn't work, the 'enhanced terrain' flags section breaks it. I haven't figured that part out yet lol
Question, are you just trying to have a spell that gets attached to the center of the token?
that's what I mean
then yes
You can just update the position of the midi placed template then attach it
let template = canvas.scene.collections.templates.get(args[0].templateId);
if (!template) return;
let tokenObject = args[0].workflow.token;
await template.update(
{
'x': tokenObject.center.x,
'y': tokenObject.center.y
}
);
await tokenAttacher.attachElementsToToken([template], tokenObject, false);```
ahha... interesting
do any of the midi options auto-place a template, without needing to place it first?
though this solves my 'terrain layer' issue as I have controls for that using the default spell settings
Not sure, I had this on hand for the darkness spell and that's not always attached to the token. I have a dialog ask if they want it to get attached.
let template = canvas.scene.collections.templates.get(args[0].templateId);
if (!template) return;
let tokenObject = args[0].workflow.token;
await template.update(
{
'x': tokenObject.center.x,
'y': tokenObject.center.y
}
);
await tokenAttacher.attachElementsToToken([template], tokenObject, false);
let effectData = {
'label': 'Difficult Terrain',
'icon': 'icons/magic/lightning/bolt-forked-large-blue-yellow.webp',
'changes': [
{
'key': 'flags.dae.deleteUuid',
'mode': 5,
'priority': 20,
'value': templateDoc.uuid
}
],
'duration': {
'seconds': 60
},
'origin', this.item.uuid
};
I'm assuming this is wrong
All that's missing is the line to make the effect on the actor
what line is that?
await MidiQOL.socket().executeAsGM('createEffects', {'actorUuid': tokenObject.actor.uuid, 'effects': [effectData]});
await actor.createEmbeddedDocuments("ActiveEffect", [effectData]);
or
await tokenObject.actor.createEmbeddedDocuments('ActiveEffect', [effectData]);```
The first one will work actors the player doesn't own
but if it's always on themselves you don't need the execute as GM call
(and can use the 2nd one)
hmm... errors
screenshot of console?
let template = canvas.scene.collections.templates.get(args[0].templateId);
if (!template) return;
let tokenObject = args[0].workflow.token;
await template.update(
{
'x': tokenObject.center.x,
'y': tokenObject.center.y
}
);
await tokenAttacher.attachElementsToToken([template], tokenObject, false);
let effectData = {
'label': 'Difficult Terrain',
'icon': 'icons/magic/lightning/bolt-forked-large-blue-yellow.webp',
'changes': [
{
'key': 'flags.dae.deleteUuid',
'mode': 5,
'priority': 20,
'value': templateDoc.uuid
}
],
'duration': {
'seconds': 60
},
'origin', this.item.uuid
};
await tokenObject.actor.createEmbeddedDocuments('ActiveEffect', [effectData]);
let templateDoc = canvas.scene.collections.templates.get(this.templateId);
if (!templateDoc) return;
let tokenObject = this.token;
await templateDoc.update(
{
'x': tokenObject.center.x,
'y': tokenObject.center.y
}
);
await tokenAttacher.attachElementsToToken([templateDoc], tokenObject, false);
let effectData = {
'label': 'Difficult Terrain',
'icon': 'icons/magic/lightning/bolt-forked-large-blue-yellow.webp',
'changes': [
{
'key': 'flags.dae.deleteUuid',
'mode': 5,
'priority': 20,
'value': templateDoc.uuid
}
],
'duration': {
'seconds': 60
},
'origin': this.item.uuid
};
await tokenObject.actor.createEmbeddedDocuments('ActiveEffect', [effectData]);```
Try this
I'm just shutting off ASE as it throws errors anyway
no its v10 (hence ASE throwing errors)
Yea, ASE has never worked in v10
the parts of ASE I use work in v10