#MidiQOL
1 messages ยท Page 57 of 1
the macro is essentially bonus damage on the first mwak, so....you could edit the hell out of this for your needs
bonus points if its for a barbarian
I'm party of a team who is creation a system based on 5e for League of Legends world. We have a couple of devs and I just don't understand anything they are doing (and it's just for the site) hahaha
The problem is that I want to automate the maximum I can, but I can't do a lot
RIP two different IP's with wotc doing what its doing right now
is there a flag to "disgrant" advantage? trying to set up Shifting (Wildhunt). While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless youโre incapacitated.
Can they have disadvantage on the attack?
Wordscript. Set the person who shifted to have an active aura of 30 feet called Wildhunt Aura
If you don't fast forward you can just put a hostile aura up with a message on all attacks saying as much for a simpler method
using advantage reminder
Hello! Does anyone know if there's a way for a player character to penetrate magic/cold resistance (bonus points if immunity is treated as resistance).
Maybe I'm blind but it looks like i cannot do it with MidiQOL. Any ideas are appreciated ๐
@proper siren this option, in Midi settings
yep found it earlier and that was it, everybody here is so helpful thanks again
he specifically added the -acid resistance options for this, but I think you have to do it all in a macro when combining it with the same attack.
if I wanted to apply healing to allies within 30 feet but only if they have less than half of their max HP, could I do that with an activation condition? Or would I need an item macro? And if the former, what would that activation condition be?
As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
you could probably steal the condition thing out of regeneration midi sample item and repurpose it in the activation condition
range/target on item would be set to all ally's within 30 feet, probably have to preroll item a macro to turn off wall restrictions
Trying to make a homebrew item that grants a hit die when eaten. How would I achieve that with a macro?
the class item helds a "hit die spent/used" field
you would reduce that value by 1 via an item update on that class item
I literally have this already
want my item macro lol?
Sure ๐
I have homebrew food recipes and one of them gives/restores a hit die
Are you using Mastercrafted?
nope, I'm using beavers stuff for motivation but not actually using the module, I have my own homebrew crafting that I feel is alot better
Fair 'nuff
const act=token.actor??game.user.character
for (let clas of act.classes){
if(clas.data.data.hitDiceUsed!==0){
clas.update({"data.hitDiceUsed":clas.data.data.hitDiceUsed-1})
break;
}else{
continue
}
}
Prolly needs some v10ification here
Is it supposed to be class instead of clas?
hmmm let me check, they haven't used this food yet
yep looks like a typo
getting an unexpected token error too after the fix
thinkin datas are an issue
what about the blue data in the above macro? System or yeet?
well shit, this macros dead in v10 I dunno how to fix it
ooooh, the actor has no game.user my bad
no, class is a keyword
does the blue data need to be system or yeeted?
is hitDieUsed a system, or core foundry field?
const act=token.actor??game.user.character
for (let clas of act.classes){
if(clas.system.hitDiceUsed!==0){
clas.update({"system.hitDiceUsed":clas.system.hitDiceUsed-1})
break;
}else{
continue
}
}
could it be the first lines lack of spaces around =?
log act
console.log(act) gives me nothing in the console
Yellow warning is just a combatbooster shim for activating from it
nothing, or undefined? and did you put it after you defined act, but before you used it in the for loop?
I put it after the FOR line
the script errors before that ๐ put it right above
um not sure what its doing here, if anything this is telling me that the first line is looking at the wrong thing, I need midi I guess
I get a bunch of stuff about the selected token instead of the targetted token
hmmm, actually, I think I'm moving this to an effect macro, then I can use it
Well now I can take it to #macro-polo muahahahaha:
Found an Issue with Midi-QOL and LMRTFY. When you ask your player to roll a saving throw by casting a spell on them, they get a prompt that asks them the same thing twice and does not add their bonuses to the roll.
are you using 2.1.3 or 2.1.4 of dnd5e atm?
and are you using the newest midi, and are aware of its patch notes regarding LMRTFY
(or vice versa)
Compatibility change for lmrtfy 3.1.2 (which midi now requires - or later).
Yeah, I have LMRTFY 3.1.2 and Midi 10.0.27
and you are definitely not using more than one roller?
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 in beta in v10 and often the culprit of things..
I'm going to do Find the Culprit to only leave libraries and midi+lmrtfy
Someone else mentioned issues with LMRTFY after latest update
k, looks like a valid issue/bug to me, report it on his git, you are leading the way for the rest of us
yup, no change
I guess it's more of an LMRTFY issue than midi?
but it's hard to guess
@covert mason
const act=token.actor??game.user.character
console.log(act)
for (let clas of Object.values(act.classes)){
if(clas.system.hitDiceUsed!==0){
clas.update({"system.hitDiceUsed":clas.system.hitDiceUsed-1})
break;
}else{
continue
}
}
put this on the item as an effect macro, probably works as an item macro too fyi, but my ability applies an ae anyway so I diverted so that it wouldn't have midi errors to get help in #macro-polo lol
oh yea, it's an issue with Query Player option from the looks of it!
nah this is totally midi imo
maybe theres a module setting that now needs to be tweaked in either one?
Ok, did a simple LMRTFY with Query Player for a saving throw and it did the same thing, without midi on. It's a LMRTFY bug.
@proven cliff so you use this one as a DamageBonusMacro <#macro-polo message>
So that allows the player to add more charges, how do I make it so if they don't want to use a charge. I spent 3 hours on this last night. I was thinking of just making a separate item for the charges and damage. .... on top of the player is a druid and adds Shillelagh too, its actually a cudgel of striking.
Do you want a dialog to ask the player if they wanna use the feature and how many charges maybe at the same time?
I think that is ideal. I was looking for how to provide the empty choice along with 1,2, and 3
got a bit sidetracked. Will write something up and ping you later ๐
amazing, thank you for the help!
Hi guys I have only MidiQOL and not any of those modules, and when I roll i don't see roll chart etc, any idea why ?
you have require targets on and aren't targetting anything is my first guess
second guess would be the actor rolling has no token on the scene
Is there a way to tell where the damage bonuses are coming from? A character is rolling an extra +3 to hit and I don't know how to find out where it's coming from.
hello, with midi I would like to set an effect that changes the range of the saving throw against death. how can I do?
if you show us it we might be able to tell you
modifiers do the same thing just look different, so just add a +X to mimic the same odds.
sorry can you give me a screenshot as an example?๐
lowering the dc is the same mathematically as raising the modifier, I assume theres a death save bonus in midi somewhere
Tonight I had one of my player's damage not being included in the compact chat card, and didnt give me the damage application card, anyone have an idea why? It could just be that my player was rolling it a weird way, she does things strangely often...as the only remote player
Foundry v 10.291, DnD 2.0.3, Midi 10.0.24
The first two cards are the problem player, the last card is an NPC working correctly
Max I never knew you dabbled in the dark side of automation. Iโm just enjoying reading those cards ๐
haha oh yea I've used midi since I started
but I would say I go with midlevel automation
I do like the look of those pictorial inline links
No FF rolls, Players dont see if it hits, never auto roll damage
Those extra tooltips are neat.. but could they be causing the issue?
Those are from Inline Roll Commands, so great
no need to make a macro for using an item anymore
They are essentially a button to use an item, doesnt affect the current roll
Okay.
Yup, they are the only remote player
I wonder if sheโs rolling damage off the character sheet?
You know, the little links midi puts in the description?
Thats possible
DDB style
These guys?
Iโm not sure if that would make a difference?
Probably yes.
how did you create the interaction with maneuver and divine smite?
Nah, doesnt look like it ๐
Are you rolling that by being logged in on her user?
...no
Try that
that would be smart
Something seems to be stopping the workflow maybe
I may have to ask how you did those inline links with the module later, but first, lets see if we can sort this out.
You may need to interrogate her further. Iโm smelling PEBCAK
Eh?
yup I believe it
My question is, in the item itself, is there an attack and damage button in the description?
Max just tried that
Ah, fair enough
Inline Roll Commands is a module from Kaelad, absolute gold
you can do [[/rollItem Slasher: Critical Hit]] to get a button to roll an owned item with that name as seen above, or [[/rollSave cha]] to get a button to roll a CHA save, [[/rollSkill ath]] for a button for an Athletics check, etc
I'm looking at it actually, and it looks neat, not sure how my games will use it since the description is usually collapsed but this is great.
This ๐
The maneuver is just another feature to roll, Divine Smite is a Spell item
Stop it Zhell
as for the auotmation not firing, I see this every so often, last session one of my players somehow loaded the server without midi enabled, they had to refresh/reconnect
hmm odd, ok
I've also had a world script that broke it, and also a bad wildshape macro that did it once
I use the fallback buttons with merge cards so that if damage ever fails you can use those buttons to apply to selected
he fixed it so they have a temp heal now too
cause you can't right click and apply damage with merge cards
I'm curious about inline roll commands, can you do those in chat macros too?
I'm sure you can.
You can use it in Advantage Reminder too, just set up Sanctuary to grant an AR message to prompt for the save in the attack roll
Is this what you were asking?
Fell asleep ๐
But I havenโt forgotten!
Does anyone know if there is a bug with midi and flags.midi-qol.disadvantage.skill.ste?
I've been setting up a DAE effect, to give DA to stealth, but it doesn't seem to work. With the rest of the skills it does.
Foundry v10.291
System5e 2.0.3
Midi 10.0.24
I have other modules activated, but I don't think there should be any interaction with this.
I haven't updated midi to 10.0.27 because I don't know if being in dnd5e 2.0.3 there is some kind of conflict or the midi doesn't work properly.
I have been setting up a trap (npc actor) with an attack that transfers DA stealth, using a tile and the monk active tile trigger.
Seems to be working fine for me. MidiQOL 10.0.27 though and 2.1.4 dnd5e.
That said, I don't remember that one not working before
What does the DAE look like on the actor when it's applied?
omg i miss set 1 on the stealth
works perfectly, it was my fault for not configuring stealth correctly.
Better use Custom for the flags.midi-qol.xxx in general (except for the ones the MidiQOL readme advises otherwise, like optional bonus flags)
I've got a particularly ugly Giff boss coming up. What's the best way to configure a ranged weapon attack that includes a saving throw for a condition? ie: Ranged weapon attack with a 10ft radius, full damage on a hit, half-damage on a miss, and eitherway you have to make a save to avoid being deafened. I'll use a CE to apply the condition, just unsure how to configure the conditions under the attack configuration.
You'd have to go the route of something like the premade ice knife peopole got from mr primate
if its indeed an attack roll and damage to nearby targets
If you just wanted to make it work, macros be damned, you could make it two items
first being the attack roll on the primary target, and the second being a template save for damage and condition application
You could probably also put an on use macro to fire the second one after the first
Forgot about Ice Knife, thanks!
Why do you need a macro for that?
I don't think what you said reads as a secondary effect for 10ft around.
The weapon just needs to place a circular template with a radius of 10ft
Ranged Weapon Attack kinda reads to me like ice knife
The damage will be full on hit and half on save, and if one doesn't save, apply Deafened condition ๐คท
Giffs are gun specialists so their ammunition can be explosive
however, there are no "weapon attacks" that ever target more than 1 creature, and especially not an AOE.
So, sure its using a weapon, but its an AoE save like any other
is it indeed an ice knife concept? cause the base Giff uses a hand grenade attack as well as their gun
I can attest that the checkboxes at the bottom can cause an ice knife to half all damage as I've accidentally set mine up that way a while back lol
I believe so,
and I made some...tweaks to the Giff Shocktroopers. They're essentially going up again Bebop and Rocksteady
iiwm, i'd model it as a normal AOE -- making an attack roll to hit a creature with a grenade launcher seems...excessive ๐
๐ฎ you do have a point there.
im just a simple badger that likes simple implementations, hehe
now, if you wanted to shoot a creature with it as like...an alternate firing mode or something. Making an attack roll as normal, applying the damage to only that creature that forces a save for knockback and/or prone would be kinda cewl
Is there any easy way to do a knockback these days? Hated losing the functionality of Ripper's script, that was so cool.
if you are OK with designating the knockback location, it would be a very simple warpgate crosshairs+mutate operation
autocalculating the pushback is definitely possible, but an order of magnitude more complex
There is a knockback script around for sure. Search for it and if you don't find it, I will take a look when I am back at my PC
I've got a couple of them, but none work. Probably all variants of Rippers ๐ฆ
on a nat 1 save, take bonus damage...they get hit by the projectile lol
nods heh, yea, I love that
bugbears shove/shieldmaster macro is a great push or prone item
tons of flavor, tiny impact to gameplay
So as is right now, after you hit with the Item, you can add charges to damage the target more, correct?
Yes, but by default because it has 10 charges every time it's used it will use one charge. The goal is for it to be used as an attack then ask how many if any charges to use up to a max of three.
The macro is exactly that though. It should ask for how many (up to 3) charges you want to expend and then damage accordingly ๐ค
Can you export the Item and DM it to me? Just to take a look on how you've set it up?
I'll try but it will be later when I'm home. In person game tonight.
Soooooooooooo...
I'm trying to automate an effect kinda... strange. This is the effect:
On the start of a combat, you can use this rune to gain +1 bonus on your attack rolls. Each time after 3 rounds, this bonus increase +1, until the end of the combat, at the maximum of your Intelligence modificator.```
I wrote `+[[min(@abilities.int.mod, max(1, floor(##stackCount / 3)))]][Gathering Storm]` but it doesn't work for one simple reason: /3 it's not the right divisor and I am too dumb to know how I can make this work.
Can some of you guys help me?
When applying/removing an effect, is there a way to make it so it doesn't display the floating text?
I'd just make it a stackable ae and if you ever go 15 rounds I will be impressed
It's what I did, but something it's not working
no its not what you did, you are worrying about the stack count
don't bother 15 round encounters are as rare as winning the lottery
just make it a simple stackable ae
Ohhhhhhhhh
Right
The player will apply the stack only when the bonus increase, right?
yeah I'd probably use an effect macro cause it can listen to triggers better
at round start, add another stack or something
If you wanted to slow the stacks down, you could probably add in some logic so the macro only adds a new stack on certain rounds. Or only on even numbers. I'm pretty sure the 'round number' is an exposed flag
but giving a +1 for each round probably isn't too crazy, very few combats last more than a couple of rounds
Check if the round is dividable by 3 without a remainder and if so update the effect bonus
Name so nice, you say it twice
Ah yeah I re-read it, it seems that can only be applied on 1st combat round, so even easier!
I imagine effect macro can modify itself so no need to even do stacking
if (game.combat.round % 3 === 0) //update effect
The problem is: the first increase come only in the start of the round 4, so divide by 3 doesn't really work
1 - 4 - 7?
yes
then if (game.combat.round % 3 === 1)
Is the first round in foundry 0 or 1?
oh ๐ค
in teory, with the int mod goes only a +5, would be round 1 - 4 - 7 - 10 - 13
my turn start buton says the first turn is 0 fwiw
yeah thats just weird, so rounds are 1+ but turns decide to call the first guy 0
Effect Macro Module
Or just write the thing there?
???
I assume they were talking about an Effect macro, its a module thats used alot here for premades and has a ton of yummy hooks for the active effect its on
Ahhhhhhh
or you could do an overtime effect, but then it'd trigger on turn starts, similar.
I think I found a solution! I think it's just add +2 on the counter of the stacks.
In theory, would be this: +[[min(@abilities.int.mod, max(1, floor((##stackCount + 2) / 3)))]][Gathering Storm]
oh no not gonna work for overtime
I don't think ae's update like that though
it'd apply once and then be done
you'd need a way of updating it at 4 and 7
I think we all were trying to come up with a way of automating the stacks, what is yours?
Doesn't work ๐ซ
I feel like theres a fundamental misunderstanding here what you are trying to do and what we are trying to do for you
if you apply an ae to a token, unless you reapply it, I'm pretty sure the value stays an integer once its an effect on an actor
you need a way of updating it or reapplying it when those critical moments happen
In fact, works!
Latest 5E, MidiQoL, DF CE, cannot get flanking to work... I try all combinations.
Is it +1 on the first round or the 4th round?
is there a known issue atm?
But, I don't understand why, if I put a [[]] on the formula, the result you always be 1
flanking requires the DM to be very exact with token dispositions and its very picky with what some people would rule as flanking
+1 on the first, than the round 4 - 7 - 10 and 13
But, I already make it function
I just don't understand why it doesn't work if I put [[]] on the formula
I am testing with this setup, super basic
that is because the effect on the actor is an integer, dae is letting you put equations in, but once it applies its a number
Like this works: +min(@abilities.int.mod, max(1, floor((##stackCount + 2) / 3)))[Gathering Storm]
Like this don't: +[[min(@abilities.int.mod, max(1, floor((##stackCount + 2) / 3)))]][Gathering Storm]
what color are the tokens flanking when you hold down alt, and are they in combat?
Select an attacker. Target the target.
Does it apply the Flanked Condition?
This is my go-to and works
flanked/flanking only apply in the moment of targetting, I think in combat?
No.
what color are the dispositions of all three of those tokens when you have NONE selected?
Nope in and out of combat
I see a white ghost token and I think yellow
If you want one that doesn't requires tons of effect stacks:
Effect Macro - On Combat Turn Starting:
if ((game.combat.round - 1) % 3 != 0) return;
let bonus = (game.combat.round - 1) / 3 + 1;
if (bonus > actor.system.abilities.int.mod) return;
await effect.update({
'changes': [{
'key': 'system.bonuses.All-Attacks',
'mode': 2,
'priority': 20,
'value': '+' + bonus
}]
});
Effect Macro - On Combat Ending:
await effect.update({
'changes': [{
'key': 'system.bonuses.All-Attacks',
'mode': 2,
'priority': 20,
'value': '+0'
}]
});```
As Moto says, check dispositions
also player tokens can seem green but have hostile in the token settings sometimes
I find warpgate summons are usually the bane of my flanking automation for some reason
But the number is wrong! That's the thing. It would suppose to return me only the number, but without the [[]], it show the formula and return the right bonus, but with [[]], it always return 1. It doesn't make sense
Min of int.mod and 1
You freeze it in time with the [[]]
thats what I was trying to say, you have to use a macro like chris made to better solve this
really no point in doing the equation there is it?
I understand
Thanks! I'll use that ๐
If your effect does more than just that you'll need to tweak it a little bit
its slightly off in that the update will hapen on turn though, but thats nbd
Since it totally wipes out the changes to for it's own update. If it needs to keep other changes from the same effect it would need a minor tweak
It's just that
Then it should work-as is
the bonus won't apply until their actual turn, but it's unlikely to be a noticeable issue
do you have a check for combat end to clear it? oor actually have a special duration to clear it on combat end
The 2nd macro I posted reverts it to a bonus of 0 on combat ending
perfect!
It's possible to use the game.combat.round on an AE? I think I can use this with one of my other effects.
Depends if it the field is evaluated or not.
Let's say I want to add a +1 on my Max HP for each round that pass on the combat
Or just want to add the number of the round on something
Would be @game.combat.round?
Worth checking to see if it works
never update hp in an ae unless its overtime or an effect macro
I have a belt item that grants advantage on Athletics and Acrobatics checks. Can DAE automate this?
Should just be midi flags
midi would automate it
Have it give a passive effect that gives the actor the relevant midi flag for advantage on those checks.
Don't edit the item on the actor, one of the few wonky behaviors left in dae is when you mess with equippable/attuneables
edit it in the sidebar then move it over
Found the midi flag, thanks guys!
??? I've never had issues editing on the character.
sometimes it will untether the unavailable ae and create a new one
I haven't noticed that, but it's easy enough to fix if it happens
Do I set the piority to custom or override?
custom and 1
almost always custom and consult the readme when custom doesn't seem to do it, it will then say otherwise there
Gotcha.
What's the difference between ## and @ on the start of the, for example, @abilities.cha.mod and ##stackCount?
## will be transferred to the target as is and evaluated using the target's rollData
@ will always be evaluated using the source's rollData
find the setting that isn't correct on the source actor or not defined on the source actor's token or whatever, and add to the spawn updates
i cant think of anything special that would be going on unless something else is coming in mid-stream?
@viscid lance get from the MidiQOL Sample Items compendium the Divine Smite - no macro - 10.0.10.
Create on that one an onUse macro ItemMacro | Called before the item is rolled
In the ItemMacro paste this: ```js
foundry.utils.setProperty(this.rollOptions,'fastForwardDamage',false) //this will force your fastForward setting for Damage Rolls to off, when using the specific Item.
how does one apply passive fire/burning damage for spells or weapons?
midi overtime active effect, if in v10, can use actionSave in it for them to use action to put themselves out
are you sure you want to buff firebal that much though?
I mean
I am doing a homebrew and these knuckleheads decided they wanted to challenge a 500 hp boss
piles of hp don't increase the challenge, instead increase the action economy
sorry misread that phrase
Yeah, I just thought that fire slash that doesn't do fire damage was dum
So now I'm here :)
And hopefully learn how to apply other effects
https://gitlab.com/tposney/midi-qol/-/tree/v10#flagsmidi-qolovertime-overtime-effects
With this you can create an effect that deals damage over time
flags.midi-qol.OverTime | OVERRIDE | turn=start,label=Pants on Fire,damageRoll=1d4,damageType=fire
will do 1d4 of fire damage at the start of the actor's turn
And with that I bid you all a good night ๐
Ooh
you can add actionSave=true to get a prompt to use action to get fire off
I see, I'll test it rq
so
flags.midi-qol.OverTime | OVERRIDE | turn=start,label=Pants on Fire,damageRoll=1d4,damageType=fire,actionSave=true
?
and how long does this last, other than using the option to turn it off?
Times UP module will help with turning off effects based on duration in combat
nope. Attribute key is the 1st part of what I shared up to the | omitting the |.
Change Mode Override
Effect value the rest without any |
ah okok
this?
Be in combat
Your effect seems to be on an item and you are attacking a target?
Yes click apply Active effect to transfer it to the target
testing dnd 2.1.2 with midi 10.0.27 atm.
I just roll an attack from the sheet and get this error.
Seems like there is some issue with libwrapper
Some things changed in the latest version for pressed Keys management.
I would log it in MidiQOL git issues.
*I do not see the same issue tbh but with settings and modules noone can be sure except for tposney ๐ *
Yes there is a change in 2.1.3 that means DAE is not setting scale values. Fixed in 10.0.18
Correct
Ever since the most recent version of DnD5e, I'm getting a weird bug out of MidiQOL/Let Me Roll That For You, where whenever you are prompted for a Saving Throw, the LMRTFY window pops up, you click to roll, and then TWO identical roll windows pop up. One does nothing, doesn't roll dice, just pops up. The other identical window rolls the dice though.
Is this a bug or do I have a setting configured wrong? I haven't touched the module settings since the updates of the last couple weeks.
Am I the only one that is getting this error with the recent update (5e 2.1.4, midi 10.0.27, tagger 1.4.1)
You found the issue I reported, so I guess all is clear now ๐
Everything works as it should but I get this error
nope it is reproducible after latest Tagger update. Not sure if its MidiQOL related
Sorry I don't understand
Yes I believe at this point that is Tagger related, but idk if it's my fault or there's something wrong with the module
Tagger module got an update today.
It can be reproduced with only Tagger active
Mhm so it's not a fault of mine this error?
I guess not
I guess I'll report it to the github page then
Make a post in #modules pinging the dev or as you said in the github (even better) ๐
okay ty
Question, is it possible to have concentration automated without it preventing spells being cast with midi? Trying to recast sunbeam (because I don't have an item creating macro thingy), and it won't let me without restarting the concentration timer ^_^
Who is the dev so I can tag them?
a github issue is by far the best way to communicate this issue
okay i'll do that then
(Wasp)
ty
I should rephrase, is there any way to recast concentration spells without it overriding the existing concentration in Midi?
If you want to "recast" it when its "active", you need to Hook in the preItemRoll and "change" the actual workflow.item to not be a concentration one
I am super confused ๐ How would I go about that?
Cleanest solution? Make the spell create an Item called Sunbeam attack which will be used to do the damage part.
Otherwise you'll need to mess with Hooks or ephemeral Items or updates to the initial Item which will be reverted when the effect is deleted.
That is NOT the cleanest solution! ๐ญ
You go VAE elsewhere ๐
Appreciated, will try that!
What would be your suggestion? ^_^
Redisplay as in showing it in chat?
Or whichever, yeah
Hm, maybe! Will try both ๐ Appreciate the help!
I asked in #macro-polo chanel a question about macro effects, but It has something of midi-qol elements,, and I need some help with this if someone can help me https://www.reddit.com/r/FoundryVTT/comments/10mlqa0/automating_form_of_dread_using_macro_effects/
0 votes and 1 comment so far on Reddit
@gilded yacht Could there be a slight change on the timing of the check for whether an Item is a Concentration one, or not?
So that a macro triggered Before Item is rolled could change the workflow.item.system.components.concentration to false and make it easier for Items like Sunbeam to have a macro changing the way they behave after their initial roll?
PS: Still not sure about how helpful that would be in the long run, but it sounds useful at least ๐
Hey guys, any of you know how the problem with the duplicate effects and the thing with the image would be correct?
And @violet meadow, the problem with the rolls with Optional Bonuses are solved with the last update. Thanks!
Update DAE if you are not on 10.0.18
To add to that, maybe an option to just ignore overriding the concentration and still be able to cast? If that is even possible code wise knows nothing about code
oh oh oh hmm, was there an override for concentration already ๐ค ?
Aye, it pops up a "you are already concentrating on Sunbeam, do you want to end it?" If you click no, you can't cast the spell, if yes, overrides concentration
No I mean a behind the scenes flag or something when you wanted to achieve that exact thing we are talking about
I vaguely remember something, but I cannot check now
If it requires making a macro or something, I wouldn't know I'm afraid! Will try to see if I can find anything
Thanks! It works!
I want to make a macro that applies tempHP to an actor based on rolling an ability. I know about the applyTempHP function but how would I go about making the tempHP self-apply to the rolling actor regardless of target or token selection? I have this macro as a base and I wanted to invoke the complete macro as an item macro
const newValue = 20
const tok = canvas.tokens.controlled[0];
tok?.actor.update({"data.attributes.hp.temp": Math.max(tok.actor.getRollData().attributes.hp.temp, newValue)});
If you want to use it as an ItemMacro just use args[0].actor
I tried but for some reason it wasn't pushing the update to the actor
Do you click on the Item Macro or use it via MidiQOL macro execution methods?
This is for MidiQOL item onUse macro execution ```js
const newValue = 20
await args[0].actor.applyTempHP(newValue)
I suppose this is to be used by a player right?
Are you on v9 or v10 of Foundry?
one more question since I've recently switched back to Midi as my main dice rolling module, is there a way to restore the context menu options for rolls that let you apply the damage/healing rolls? I know there are damage buttons but I don't like how they obstruct the entire damage roll and the fade out time on their visibility after hovering away is too long
I'm using the chat card merge feature, that might be important
v10. It is an effect that will be in a token and that gives these benefits. What I am trying to do is that when it attacks a target, the midi-qol saving throw request is activated and receive the result to save it in a variable.
Yeah. You could use the Monks TokenBar API to request the roll and get the result to apply the effect or not.
I would go at it a bit differently though.
I would make the item create an Actor onUse macro when it's used, which would have all the logic of the special attack once per round etc.
If you want copy paste the macros you've in the reddit post here for easier access.
I can take a look at some point later.
Strange thing, might be a mod, but thought I would ask if anyone has seen this.
I press the HOME button for Disadvantage, and nothing happened until I release the home button, then it rolls normal. lol
Does backing up the work flow - back up the sounds?
is that some sort of custom keybind? Its an abnormal key, possibly the release does the toggle
This macro works for me, which is to give me temporary life at the moment of assigning the action effect
var actor = token.actor;
if (!actor) {
ui.notifications.warn('Necesitas seleccionar un token para asignar la forma de pavor.');
} else {
let tempHPRoll = await new Roll(`1d10+${actor.data.data.details.level}`).roll();
game.dice3d.showForRoll(tempHPRoll);
await tempHPRoll.toMessage({
flavor: "Puntos de vida adicional por forma de pavor",
});
let newTempHP = tempHPRoll.total;
await actor.update({"data.attributes.hp.temp" : newTempHP, "data.attributes.hp.tempmax" : null});
}
and this works for me but fear is applied whenever damage is dealt. But I want to make the frightened only apply when the target's wisdom saving throw (whose monks request appears if hit) fails
var uids = [];
game.user.targets.forEach(t => {
if(t.actor) uids.push(t.actor.uuid)
})
uids.map(uuid => {
if(uuid != '' && !game.dfreds.effectInterface.hasEffectApplied('Frightened', uuid))
game.dfreds.effectInterface.addEffect({ effectName: 'Frightened', uuid });
})
It took me a while to answer because I had to leave the house
anyone have ANY idea how to automate this? ```You are expert at slinking through shadows. You gain the following benefits:
You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.```
what portions of those mechanics are currently automated that you need to integrate with, vs what mechanics are purely custom to this ability?
i'd say the only important one to automate would be the not revealing of the hiding, which is related to Midi
ok, so, naive guess, you will intercept midi near the end of the roll and modify whatever workflow parameter controls revealing a hidden token after an attack
aren't those alt/ctrl bydefault?
any way to disable the disadvantage/advantage buttons?
yes, its in monks tokenbar settings
yes, I changed it cause those were not working either, so I picked something without conflict
there was a version of midi that had issues with the keys
How would I complete this so that it adds the wisdom modifier?
this is technically a dnd5e question but we don't use brooms here:
+@abilities.wis.mod
Thanks and apologies for the wrong room. I'll do better ๐
nah you can ask anything here
I was just noting that its a system key, not sure if dae is needed for the attribute nowadays
if anything dae's needed so that it dynamically changes when their wis mod does maybe
๐งน ๐งน ๐งน ๐งน ๐งน ๐งน ๐งน
thats alot of brooms of flying
Also, nothing to apologies for. People get re-routed a lot and it's a big discord
Thanks guys. Everyone is so nice here.
Hey, do you still ahve those bloodhunter automations? ๐
is there any midi flag or dae command to give DA on turn undead saving throws? i'm trying to make the corpse slayer item 5e
is there a way to configure Blur? I used to use advanced spell effects but thats not an option anymore
Well for the non-sight related parts, you can use the grants disadvantage flag
And target self of course
use DAE effect and token magic fx
does one exist?
or some workaround?
I know that there's some shenanigans you can use to make armor of hexes work since its effectively a 50% miss chance
hmm don't see mirror
you just manually type it in then?
even if it doesn't auto bring up the drop down?
no
Well, start with that, haha
does anyone have any idea how to do this? It is enough for me to know if there is a way to make the midi-qol api make the saving throw to the target and return the result to save it in a variable
All on my GitHub. I need to probably document some of it. Not on my PC at the moment.
What is your github!
Feel free to ask how something is setup, I'll get back to you when I'm home.
there is no macro
Any easy way to kill an existing Light cantrip if the caster casts it again? ๐ค
so there's just a blank thing on the hotbar saying mirorr images rip
oh
fyi I tried to make a blood hunter bloodlust/regeneration macro and it kept breaking
I have one for that I need to post it I think
The bloodlust one is there, but not the regeneration one
Yeah I tried but I have no idea how to get it going ๐
What feature specifically?
Crimson Rite!
Item macro, requires effect macros and warpgate
Also assumes you have the scale values setup for blood hunter
If you use the ddb importer that's already set for you
I tried to bake it into one big transformation thing, but activating it at sub 50% hp broke everything
I can screenshot mine when I'm home
didn't appear to work
Reload the page after adding a world script
I did
there's no indication its hitting a mirror image or not
a nat 20 broke thorugh but I don't think thats supposed to happen
Make sure you don't have CE overwriting the effect
Screenshot your mirror image dae tabs
On the spell
Check your mirror image item and check don't apply ce
Should be in the midi area at the bottom
ok yeah that worked
thanks
but yeah the regeneration passive in the transform doesn't work
Iโm actually thinking it could be a job for Effect Macroโฆ but how to check if the effect already exists on another token and kill that?
(from the same user)
I'll get back to you on that when I'm home
self ae that doesnt stack?
tposney does it somehow with spiritual weapon
in v10 you can self roll a serpate ae on self too
so have the spell fail if it cant apply the self, or just have an activation condition that checks if the caster has it already
and warns them so they can choose
Iโd prefer the earlier casting to end and the new one to go through unhindered
Hey @scarlet gale I got it working! Its awesome work you've done. Quick question though! My bloodhunter has both Rite of the Dawn & Rite of the Storm, currently it automatically picks Rite of the Storm. Is there any way to let them choose between the two?
I'd lean towards mimicking the way concentration works just cause of UX/muscle memory for players
even though its not concentration
I must have mistyped the name of the feature
Let me double check the macro
Aaah I see, its not in the macro.
Looks like I didn't include it
Yeah I donโt really want to cut him that slack tho, heโs been annoying us for a few weeksโฆ I kinda want to spring it on him
Easy fix
Alright, yes. I can just copy paste one of the other rites, rename it and change the damage and it should work?
Ill try it.
Yep
Does anyone know of a way to automate Reckless Attack?
How would you add the resistance to necrotic damage while the rite is active?
Add it to the DAE effect
Gimme 5. It's easy. Do you have Times Up though?
how do these.. work?
like I'm guessing I paste them into a macro somewhere
Yes I do, you serious? "easy" rofl
No, it comes with the Ghostslayer subclass.
Ah
Home in half an hour, I'll look into adding support for that rite
TYTYTY
Thank you so much!
I think I have a path forward with a little ItemMacro. Does anyone know of a pre-made that pops a color picker? May as well go all the way with a proper Light implementation
Does backing up the work flow - back up the sounds?
I don't quite understand how the legendary resistance from the MidiQoL library works.. I copy it to the boss from the library, it has an effect, and when the boss rolls the save die, it ALWAYS changes the saveroll to 99, without spending charges.
https://github.com/chrisk123999/foundry-macros/blob/main/Features/Class Features/Blood Hunter/Brand of Castigation/Chris-BrandOfCastigation.js is this supposed to target the actual target or the player
This is a flags.midi-qol.onUseMacroName macro.
Let me screenshot how it's setup.
Honestly, I should probably update that one to autodetect whether to use your int or wisdom mod for damage.
so does this go in the world setting macro thing?
No
Make a hotbar macro
set it to script
paste that macro it
Then bury it in a folder somewhere
Maybe a bad copy and paste?
Could you screenshot your setup for the feature
Keep in mind it's not an itemmacro
idk what that means
but here's what I have
Try unchecking the box that says execute macro for everyone?
Actually
it looks like you dropped an i
at the start
the first if statement just shows an f
@vagrant wharf
oh ok
yeah I fixed the typo but it doesn't deal damage when the target attacks
but its not spitting error messages either
are the conditions met for it?
its standing next to her attacking so I guess so?
The target has to be the person who gave them the brand or someone within 5 feet of that person
They have a wisdom modifier of 6?
oh gotcha
I didn't set it up for that, my players aren't 13th level yet
on the original effect put a *2 at the end of it
that should fix that
the feature on the actor
*2 on the end of what
edit the DAE effect to have *2 at the end of the first box
liek in the name
ok
As for why it's doing 0 damage, I'm not sure.
it actually shows 0 psychic damage applied in the chat box?
no
it just doesn't do anything
the attacker remains at full hp
without reference in chat box at all
sounds like it's failing to meet a requirement somewhere
That doesn't seem tied to this
if (args[0].hitTargets.length != 1) return;
let actor = args[0].actor;
let damage = actor.flags.world?.feature?.bas?.damage;
let featureToken = actor.flags.world?.feature?.bas?.tokenid;
let applySelfDamage = false;
let targetToken = args[0].workflow.hitTargets.first();
if (!targetToken) return;
console.log('Chris: ' + targetToken.id);
console.log('Chris: ' + featureToken);
if (targetToken.id === featureToken) {
applySelfDamage = true;
} else {
let nearbyTargets = MidiQOL.findNearby(null, targetToken, 5, null);
for (let i = 0; nearbyTargets.length > i; i++) {
if (nearbyTargets[i].id === featureToken) {
applySelfDamage = true;
break;
}
}
}
console.log('Chris: ' + applySelfDamage);
if (!applySelfDamage) return;
let selfToken = args[0].workflow.token.document;
await MidiQOL.applyTokenDamage(
[
{
damage: damage,
type: 'psychic'
}
],
damage,
new Set([selfToken]),
null,
null
);```
Update the macro to this
then screenshot your console after making another attack
added a debug line to see if it's meeting the requirements
Looks like it's failing to meet the requirements
could you screenshot how you have your tokens arranged on the screen?
and the scale of that map is 5 feet?
updated the above macro again to add more debugging
copy and paste it again and retry
and screenshot your console again
I dont know what you're looking for
like I dont know what the debug print would look like
I see it, thanks
I see your error
you have feature and world swapped around
in the DAE
flags.world.feature.
not
flags.feature.world.
it dealt not a number
it applied 87 damage to the attacker
I'm guessing foundry didn't like @abilities.wis.mod*2
Just to check
remove the *2 from it
and see if it actually applies the wisdom modifier as damage
yeah it applied the -3
87 damage again
ok that finaly worked
pretty silly it couldn't handle basic math
but at least its going now
Honestly, it's probably something I messed up in the macro. Something like trying to turn a string into a int would throw it off
ahh
I have no idea but it works now thanks
this is the catchall hybrid I made that was supposed to auto regenerate pre 50% (bloodlust not included) but yeah it either fails to trigger or flatlines if turned on when the character is sub 50%
also fyi Aid when upcast doesn't apply the right HP
The Crimson Rite macro on my github has been updated to support the Rite of the Dawn.
I also added a on use macro to accompany it to automatically add the additional damage to undead targets.
Make a hotbar macro named Chris-RiteOfTheDawn set the type to script then burry it in a folder somewhere safe.
If you use ATL it'll also auto give the token 20 feet of bright light.
I'll have a look.
I wouldn't use an overtime for this.
I don't have any blood hunters that high of a level, but let it should be easy enough to slap a regeneration in front of my macro.
Awesome! This works wonders, however for some reason when the player user tries to do this the effect isn't applied to them. Do I need to set up permissions or something like that?
Might need to set the macro to observer.
What effect actually isn't getting applied?
Also, this macro uses a warpgate mutation, they must have a token on the scene for it to work.
Think I found the problem.
Ill try fixing these permissions and seeing how it gose.
Looks like for my setup I just made the feature a self targeted one and have the transformation have an on turn start effect macro to trigger it.
if ((actor.system.attributes.hp.max / 2) < actor.system.attributes.hp.value) return;
let feature = actor.items.getName('Hybrid Transformation Features: Bloodlust');
if (!feature) return;
await feature.roll();```
await MidiQOL.applyTokenDamage(
[
{
damage: actor.system.attributes.con.mod + 1,
type: 'healing'
}
],
actor.system.attributes.con.mod + 1,
[token],
null,
null
);
@vagrant wharf Slap that in front of it and you're good to go.
If that doesn't make sense, let me know I can explain it better.
guys! How do you do the rogue's evasion? I was thinking of creating an effect to give the rogue resistance to all damage when using the feature, be they already have resistance to necrotic from other sources... any ideas?
is it superSaver?
Awesome!
ps: For Uncanny Dodge get the one from MidiQOL sample items compendium
super saver is also good for shieldmaster as an ae applied when their shield is equipped fyi
wildcard tokens need to get a list of files from the server (use file browser) and modifying token properties requires configure token permissions.
@urban seal The latest version allows the GM to disable these strict permissions checks, by...disabling checking all together. Simple spawning doesnt need anything other than create token, but from there, its really hard to tell. These checks were an attempt to head off other errors "at the pass", so to speak.
Makes sense. I haven't run into that warning, but it's likely because most of my players already have those permissions. I use wildcards a lot, including on player tokens. And I think default settings must have configure token set.
for trusted plr, i think so, yea
i'm trying to get the Duergar's Enlarge ability to automatically trigger the DFred's CE via MidiQOL, but it won't work - is that simply because it's called "Enlarge/Reduce" in CE? creating a custom duplicate named Enlarge doesn't seem to do the trick - what am i missing?
Do other ones trigger automatically?
Creating an Item named Enlarge, works immediately for me, without any setting up ๐
you can't duplicate nesteds I think in ce
just drag the ce to the duergar's item
delete the duplicate though or that will break it
yeah other stuff triggers ok, it's a bit weird
Question. I see the shiny thingy that says that Dnd5e Rule System needs an update. Does Midi QOL work with the new system?
Or should I ignore the update for now?
Did DAE get fixed?
Then wait
No worries. I was double checking since I learned my lesson from last time
if you are already on 2.1.0, 2.1.1 or 2.1.2 you might as well update, but if you are on 2.0.3 you may want to hold out till tidy is set
but also you should always measure the worth of any update, module, system, or foundry build, if your stability is perfect why update for things you don't need yet
I am at 2.1.2
Hence why I ask
And last time I updated I messed everything up
So me learn lesson and always ask first
Just incase
And just always backup before updating
having 2 installs helps alot with testing too
That's true. I will think about it. Maybe that's best
Thanks for the advice
I will think of it
I still need help with it
normally it's just item.roll()
Not sure what you're trying to do with that 2nd part
its just a life drain macro. heals for damage dealt. i may have found the problem? ill delete it for now until i try more shit.
So I'm trying to set up automation - I don't want to apply damage to PC's automatically, but I want them to damage npc's automatically.
I've set up the following:
And PC's get the damage buttons - but when they click them, the damage isn't automatically applied - I get prompted to apply it
Is there a way I can skip that last step? I don't want to have to click something every time to apply damage to pcs
I have managed to progress a little more in the macro that I was trying to do, I now know how to call the saving throw request through the monks token bar api, however I cannot get the result of the throw (whether it happened or not) because it is a Promise , and when I try to put it in .then() it stops executing, and if I put it in async... await tells me that it is not inside an asyn function when it is. Would anyone know how to make it work?
var selected_token = canvas.tokens?.controlled[0]//.actor;
//var target_token = game.user.targets.keys().next().value;
var targets_token = [];
game.user.targets.forEach(t => {
if(t) targets_token.push(t)
})
const options = {rollmode : 'roll', silent : true, fastForward: true, dc: selected_token.actor.data.data.attributes.spelldc, request: 'save:wis'};
game.MonksTokenBar.requestRoll(targets_token,options);
targets_token.map(target => {
if(target.actor.uuid != '' && !game.dfreds.effectInterface.hasEffectApplied('Frightened', target.actor.uuid)) {
const uuid = target.actor.uuid;
game.dfreds.effectInterface.addEffect({ effectName: 'Frightened', uuid });
}
})
Another problem I find is that the saving throw request is always thrown at me, yes or yes, whether it hits or not, and it has to be only when it hits.
Can you remind me quickly the workflow of your Item?
Is it an attack and the effect should be applied to hitTargets which fail their saves?
when my attack hits, the target should do a wisdom saving throw, if the target misses the saving throw, Frigtened is applied to the target
yes
Make the Item a Melee Weapon Attack as normal.
Add the appopriate saving throw and check the box Full Dam Save.
Add a DAE on the Item, and just click the +, selecting the Frightened effect from the dropdown
ok, I'will try it
thanx
i tell you next
why there is a formula damage in the weapon attack?
Cause it is a normal weapon attack too, isn't it?
Anyway if it isn't needed in your case, just delete the damage formula part from the weapon attack ๐คท
it's additional effect but i'm starting to understand you
I meant you can add this in the normal attack (if there is one) so you don't need an "additional" step or Item for the application of the Frightened condition
Is there a way to make the action effect cause every time it hits to roll this new spell/item?
Hmmm do you want to export the Action you have and the additional spell/item you talk about and DM them to me, so I can better understand what they are supposed to do?
okai
@real sluice take the macro, paste it into the items item macro(button on the topbar where ASE was) and change the on use field to simply say ItemMacro after active effects. Then make sure the word false is definitely in the actual activation condition.
when you paste the macro, get it from the original incase you have a missing character in your folder macro version
bear with me, this is all quite new to me
I still think that this whole thing is alot of work for something that really doesn't need automation. What you are doing is inhibiting the player and not the character with the extra work. Just slap down a fog cloud animation and call it a day
and could consider use of the new "Blinded" stock condition (quickly checks self)
tbh its an exercise in understanding the whole process. if i can do this then it means im understanding more whats going on
what version number is your active auras(and what foundry build/dnd5e are you on)
active auras v0.5.6
yes, ok, that is a potential approach for quickly blinding/unblinding tokens
foundry v10 build 291
oh did they fix the ac in 2.1.4?
I assume the blue number is ac, wasn't that broke?
when should the onuse macro be called?
after active effects
oh, maybe, this world is on 2.1.2
unless you spot a macropass line in a macro for midi, its always after active effects
can you show me the item details again now that you've edited it
I wonder if the on use field can't handle spaces
oh boy
wrong macro
if (!game.modules.get("advanced-macros")?.active) { ui.notifications.error("Advanced Macros is not enabled"); return }
if(args[0].tag === "OnUse"){
AAhelpers.applyTemplate(args)
}
this must be painful for you. really appreciate it though
My mistake all along was assuming the premade macro was setup lol, I haven't had to look at it in so long, that I usually just yoink it out of cloudkill or silence instead
woops
you neeed to have advanced macros apparently
that macro will not run unless you do
@violet meadow Is this true? If so we can't really shave advanced macros off midi premades if we still use active auras?
I bet you its needed cause theres no guarentee the user has midi
you should be good to go with the new macro
Not sure. From Active Auras module.json I see ```js
"relationships": {
"requires" : [
{
"id": "socketlib"
},
{
"id": "lib-wrapper"
}
]
},
pardon me for swearing, but fuck it works!
So not a hard dependency anyways
maybe its like something needed long ago and kandashi never edited the main macro
just copied and pasted your macro text into the item macro fired off fog cloud and it works
yeah pro tip, whenever you need that macro, just yoink it out of the item macro on any of the template aura premades in the active auras item compendium
wish i could share a video to show
silence, cloudkill, darkness all got it
I honestly didn't realize the macro itself in active auras was a blank template
its a thing of beauty. thank you so much
probably could have just used darkness as a copy/paste with a larger radious
the only limitation and its a purely aesthetic thing is the spell doesnt persist if i tell AA to remove the template for visual appeal purposes
use aa's new auto hide template feature
where's that? i use the remove template feature but that causes the issue
I haven't updated my aa but I know Otigon definitely accomadated us with a new auto hide feature for templates so that it would be cleaner with midi
don't remove templates with automated animations it will cause issues with midi(and active auras)
let midi handle template deletions
but theres a setting somewhere in automated animations that auto hides them unless you hover over them
just found it.
kinda a pita to turn off template deletion on 50 items in AA, I wonder if someone made a macro to do it yet
I just do it on demand when the player casts one for the first time lol
but I'm lazy
ok got that working. ive still got a black circle but not all the blue squares anymore
Does NoTarget work in the race field on a player character sheet?
a macro you say...
I just been doing it as they show up cause I'm a huge procrastinator
Is there a way to stop an actor from ever being able to roll at advantage? That isn't too complicated cause my fallback idea is just an advantage reminder?
can you flag them with both advantage and disadvantage?
should result in always canceling, yea?
o
ooooh I got a neat idea
what if I gave them every single midi flag that is advantage, priority 100, and set the effect value to false?
wait thats probably alot of flags
would be ok if it was just one thing, but this bane effect is
For the next 24 hours, the target can't gain advantage on attack rolls, ability checks, or saving throws.
I has an idea, I will cover my bases with an AR message, but use the all flags for all 3 of those in midi and priority 100 a false value
I'm gonna assume that an individual midi flag for con saves will still get through
You can use an actor onUse macro to just "turn" advantage off in the workflow I think
it would have to be a macro of some kind that adds the folder/system macro to the actor on use right?
The flags.midi-qol.onUseMacroName
oh neat, now I just need the prolly one liner code to kill advantage
Add/custom/override?
what do I do for the macropass?
do you happen to know the code word for that phase?
check readme
nevermind got it in the readme
I would run later in the workflow
Depends on the roll to be
preambleComplete
Probably a good one
LammathsBane, preambleComplete for the effect value?
Looks right
Can be an itemMacro on the actor too
nah its being rolled from actor A to potential actor B, if its an item macro on actor A wouldn't there be a permissions problem?
either way I have already made the folder macro, i agree its quite the mess in there but what you can't see doesn't hurt right? lol
the amount of player macros that are jut BLANK drive me batty
should make a world script that fires on launch that destroys any macro called "New Macro"
I painstakingly updates all my New Macros to having unique names...
Never again ...
Having some trouble with my damage workflow. What I'm trying to do is
A) Have NPCs take damage automatically
B) Have PCs not take damage automatically, while also being able to click the damage buttons on the attack roll itself
Currently when I have auto-damage on, they can seemingly only take damage from the player card, the roll buttons are visible but only spawn a new damage card when clicked
can you show us what you think "roll buttons" are? I suspect you have the fallback buttons enabled or another module installed
the fallback buttons for midi are selected token only and do nothing when nothing is selected
those are the fallback buttons, you must select a token for them
When I select a token and click them it spawns a new player card but doesn't input damage
I am looking to bypass the card and just receive damage from them
I have auto damage on for everything, but are you sure you don't have that backwards with the auto apply damage to target thing
nm you got it right
auto damage on for everything might be the call, I just didn't want to steamroll past PC reactions
why do you need the fallback buttons, I only use them when midi breaks mid workflow
I'm just trying to streamline the PC experience and its what they're used to from better rolls
if you don't fast forward you don't steamroll through the workflow hehe
They should get a damage card too, you just don't see it in the DM view
its only visible to the pure owner of the token
Hm
Alright I'll remind them to use that and maybe start fiddling with reaction workflows
So I can turn full auto on
reactions are still going to be finicky
That was my concern
oh yeah
protective bond for peace clerics, any reaction that lets a third party act
so in those cases, either use the undo key, or don't fast forward damage
put a stoppage somewhere in the workflow
midis damage card has an undo key that is as smart as ctrl z yes
I do not trust ctrl Z in live sessions
Oh yeah, the undo key that's always been there that I forget to use lol
Hm
Well thank you
yeah
the midi undo button is better than the core rollers undo button, it remembers damage overflows when brought below 0
eh I really don't trust ctrl z with high module counts
theres so much stuff automating that you don't know what you are ctrl z'ing
true lol
the core method I know of is to just heal for the same amount, but since the token can't go negative it don't work right
Yeah it sounds like I need to stop ignoring the damage cards lol
I've just been trying to arbitrate everything off the fallback buttons
theres actually 2 cards the DM can't see while just logged in as a DM, theres another buttonless card that the players get, he doesn't show them to the DM cause they are spammy and unnecessary to see as the DM
they get that for things they damage
if you login as both a dm and a player with another browser you'll see em
initial test run shows this setup to work perfectly thank you for the help!
Thank you for the help also
is there a way to specify "HP cannot go below 1" for things like death ward?
currently I have to manually re-assign 1 hp but concentration is broken etc
I automated this but I need to revisit it cause of a funny interaction let me pull it up
for death ward have it apply an ae on roll to target as normall in midi. Then install Effect macro and add an on deletion macro:
actor.update({'system.attributes.hp.value': 1});
await game.dfreds.effectInterface.removeEffect(
{
'effectName': 'Prone',
'uuid': actor.uuid
}
);
and on the active effect put a special duration for:
However, we discovered last session that this hilariously drops a full health person to 1 hp when it expires naturally lol
so I have to figure that out in the macro somehow
Probably an IF statement for IF they aren't at 0 hp then do that
I wonder if I could define the pre hp amount and then do a math equation of max(1, preHealth)
Do you now if anyone has tackled the artificer infusions? Like enhance defense seems easy enough to do in DAE, but thought I would ask.
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.```
I don't host for an artificer but to me, infusions seem like a perfect use case for the macro.createitem setup
until he fixes that items don't auto equip/proficient, you have to use your own compendium with the items pre checked for boxes though, but eventually macro.createitem will be as simple as yoinking items right out of the dnd5e compendiums
Thank you
Ohhh that sounds fun. Got a couple of ideas. Will need to be on my foundry instance to test them, so that will be later
yeah for now that was about what I could do, I just don't see an easy way to automate it
also is there a setting somewhere I'm missing in MIDI or elsewhere for half orc racial oh shit button for death?
which is functionally about the same I believe
is it possible to have two effects on a failed save but have one them only apply if failed by >5 ? for Drow crossbows, I can do the poison on failed save part and Full Damage on save.
macro territory sadly
I swear bugbear wrote this macro for me long ago though
literally for drow poison
I guess the save data is available to the effect?
I love it when I fat finger a trash can button that is the ONE that Item Delete Check doesn't prompt for
Yes in the workflow.saveDisplayData
ugh, UI is fun
if (actor.system.attributes.hp.value != 0) return;```
Slap that at the top
You get each target and each rollTotal
So make it an onUse macro, After Active Effects, go through that, get the ones failed by more than 5, apply effects on them
I have something like that for my sprite familiar, appears I don't have it on my GitHub tho
If you don't have something by tonight I can get it posted
I find that turning off auto remove concentration quickly fixes stuff like that
I have too many players with reactions that aren't easily automated that require undoing damage (and potentially restoring concentration)
Easier to just manually remove concentration when they do fail the save
would be neat if it'd prompt the DM kinda like how wildshape prompts them to delete the shape when its done
I bet a world script could at least remind the dm
Depending on if the actor info is there, a dialogue could ask.
Our GM doesn't use the newest version of Foundry we use V9 I'm trying to adjust a weapon to do more damage vs a creature type . I tried using the mace of disruption as a base but it just adds the extra damage vs every creature type. Using V 9 is there a way to do this ?
yeah I just was hoping there was a way to do "oh shit button at 0 hp" stuff like half orcs get and death ward
Chris will this register as "radiant" in the bypass damage reduction sense or will that just appear as text
the key to the mace of disruption is the activation condition field towards the top of the details tab. What do you have in that field, share it exactly here and someone will fix it. What creature types is it suppose to look for? Also your DM needs to be Jonny-on-the-spot with all his creature stat blocks cause if they don't have a creature type setup the weapon won't work right.
Yes, it will work right
I'm having an issue adding an ItemMacro to a spell and could use some help. I've been using this macro on the hot bar to remove "poisoned" status and it works fine, and it runs fine when I manually execute it through the Item Macro. But when I cast the spell it off the spell use it never triggers.
const uuid = canvas.tokens.controlled[0].actor.uuid;
const hasEffectApplied = await game.dfreds.effectInterface.hasEffectApplied('Poisoned', uuid);
if (hasEffectApplied) {
game.dfreds.effectInterface.removeEffect({ effectName: 'Poisoned', uuid });
}
I have On Use Macro set to ItemMacro / After Active Effects.
I personally do this as an AR message cause they could use a different weapon if they get disarmed
my first guess would be theres an error with Itemacro in it in the console, and its likely cause you have character sheet hooks on
go to item macros configure settings and turn off character sheet hooks
Just checked and it's turned off
oh wait
duh, you need to args that up
when you roll an item you usually don't select your target
you target your target
the first line is telling the macro to apply the following to selected
Iirc I have an automation for that spell