#MidiQOL
1 messages Β· Page 74 of 1
Is anybody else seeing the duration transfer of the dfreds CE/Midi automation not functioning?
I'm on the newest of all 3 and a user just showcased this issue and I'm able to replicate it
ae's applied via name matching that have a duration set on the item details are not transferring a duration to the item, even when the CE has a duration set on it as well, it zeroes out the seconds and puts a 0 in the rounds field
Is this a bug we should report to midi?
Hmm interesting
I would say let @gilded yacht know ( β« ) and see where it leads us π
Yeah replicated
Yeah its very specific to the midi feature of matching a name, and it has to be midi's side cause in the case of the Light Cantrip, dfreds CE has a duration in both fields
I can write the issue if you don't have the time Bugbear, but if you think you got a better handle of it I'll pass to you if you want
I don't really see this as any sort of show stopping bug though
Is there a quick way to add a constitution save to a critical hit?
"On a critical hit, the target must succeed on a DC 14 Constitution saving throw or be Stunned until the end of the ogre's next turn."
This a feature or just for a specific item?
An on use macro would be easy enough if it's for any crit
Just to wrap up the topic with what ΓΜ·ΔΜ΄Δ
ΜΆΓΜΆΖΜΆΓ
ΜΈΕΜΈkΜΈhΜ΅4Μ·ΓΜΈΓΜ΄ wanted and we got it working with DMs.
DAE transfer to actor on item equip with an effect
flags.midi-qol.onUseMacroName | CUSTOM | ItemMacro.MAGIC WEAPON NAME,preambleComplete
ItemMacro ```js
const itemName = "MAGIC WEAPON NAME" // change this name to match the Magic Weapon.
if (args[0].macroPass === "preambleComplete") {
if (args[0].item.system.school !== "nec") return;
const itemToRoll = args[0].actor.items.getName(itemName);
let targets = args[0].targets;
let validTargets = [];
for (const t of targets) {
if (MidiQOL.getDistance(args[0].workflow.token,t,true,true) <= 10) validTargets.push(t)
}
if (!validTargets.length) return;
for (const v of validTargets) {
let roll = await itemToRoll.rollAttack({flavor:`Attack against ${v.name} - AC: ${v.actor.system.attributes.ac.value}`});
if (roll.total < v.actor.system.attributes.ac.value) validTargets = validTargets.filter(t=>t !== v);
}
if (!validTargets.length) return;
const damage = await itemToRoll.rollDamage()
MidiQOL.applyTokenDamage([{damage:damage.total, type:'slashing'}], damage.total, new Set(validTargets), itemToRoll, null, {forceApply:true});
}
May want to consider the wording on this. Critical Hits do not always mean 20 only.
please do write it π
Does anyone know what is causing this error? It doesnt seem to break anything (that I can visually see), but I don't like leaving errors unsolved π
Try without DF Flag Editor module
yeah but those are some weird midi file errors, normally they are workflow or item handling
Report the issue to Flamewaves git if it goes away with just midi on.
is it midi or dae since it has to do with duration transferring?
I would say MidiQOL which creates the effect but π€·
prolly doesn't matter in the end they are both his
how do i make it where if i cast spiritual guardians it doesnot effect my friends in the circle
I just answered you in the other channel but the midi sample item doesn't do that, so use the sample
Sorry Moto'
np, ask stuff here for now on, you'll have better eyes on from the midi gurus
what do u mean by sample
I'm about to send you down the greatest rabbit hole you've ever seen
Time for Moto's list --
Sources of premade stuff for Midiqol:
Midi Sample Items Compendium(comes with the module)
Midi SRD's compendiums(this is the manual install link)
https://raw.githubusercontent.com/thatlonelybugbear/midi-srd/master/module.json
More Automated Spells Items and Features compendiums
https://foundryvtt.com/packages/more-automated-spells-items-and-feats
Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros
Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros
Chris' Module form of his macros:
https://foundryvtt.com/packages/chris-premades
Activation condition examples by ThatLonelyBugbear
#1010273821401555087 message
#1010273821401555087 message
π
There is a compendium tab in the sidebar where you should find a midi sample items compendium that has THE BEST spirit guardians premade.
it comes with midiqol. The rest of the links above are either links to macros or links to other modules that also give you compendiums of premade items
CPR and MidiSRD are must haves imo
You will have one when you realize how much work you save using them π
ok these are mods i can get i am assuming
can i install tehs through forge or no
these
Any module can be installed through the forge
Although it's more complicated when it's not one in their own module browser, such as with midi srd fork
what does cpr stand for
Chris's Premades <- My module
ooh
At his point, you should add it to your disc bio, haha
Don't have Nitro, and I wouldn't want to advertise it on other servers
Β―_(γ)_/Β―
Totally fair
thanks everyone i am such a noob at this stuff you are great help
@vast bane Thought you might be interested in knowing. My new potion of poison was designed to work with people who don't have fast rolling enabled. The macro now rewrites the damage roll to what I want.
It also uses a synthetic item to roll the save so the players will get whatever save prompt you use for midi.
I feel like I'm probably missing something obvious, but midi is not auto applying convenient effects for me. I have Apply effects do not show button set under Auto apply item effects, and Apply CE, if absent apply item effects enabled under Apply Convenient Effects.. anything I'm missing?
so, class i'm building has a feature sort of like the battle master maneuvers, the feature i'm working on add's AC based on a scaling Die roll, is there a way to reference that using DAE and Midi? I have the scaling set up in the class advancements. the feature is effectivly a shield spell that scales with a Die instead of the static 5.
i have DAE, Midi, Monks token bar, and Dfreds convenient effects in case i need any of these
Use the @scale name as the value
oh, so like this?
Yep
Is this a passive effect?
or something that gets rolled?
no, it's a reaction
Then you should be good
effectively a shield spell
Who/where made the massive Automated Animations preset file? I got it a while ago but my hard drive died π’
so, it doesn't roll the die at all, this is the error i'm getting
hmmm, i thought i have the scaling set up right, tried with a + before the @, but it still doesn't work
this is a reaction on the person with the scale right?
not people nearby or something weird
yeah, have the feature as an active ability, do i need to add the feature to the Advancements page?
all it should do as add a D6/8/10 to the characters Armor class
inspect the actor in console, look for the scale section
and see what it looks like in there
verify it's a valid dice string
so, i have the UID, how do i find the actor in the console, first time really diving into the console on Forge
well, can't figure it out, cause sometimes it does work, but i can't replicate it. so i'll work on it in the morning
its the ac bonus field
you can't put non integers in it without inline rolling it via dae
+[[whatever you want]]
a scale value is not an integer
oh, so it's not possible to have it scale, and i just have to edit it at the appropriate levels
is it always on?
if its always on, make it a custom calc
It's a reaction apparently
if its a bonus that is rolled from an item, use my above example
it's just a shield spell, but with a scaling die roll instead of the static +5
the reason you can't use [[]] in always on things, is that the inline roll is permenantly done on the roll, so if the value changes you have to manually reapply the always on ae to change
yeah do my above example put the scale inside [[]]
They're doing a shield like reaction and should be fine
I think its cause your scale value is a dice roll right?
Moto, you got a list of monsters with the stench like ability of a Troglodyte?
Troglodyte, ghast or ghoul I forget which, and then theres a demon I just made let me look it up
I got a request for you for CPR did I already type it?
nope
make that journal DM only
the CPR journal
Its showing to all users
I wasn't sure if having it only show for dms would break things
since the clients needs to be able to read the pages
ooooh ok
for syntheic items
good point are they view only I already panick changed it and don't remember if view only was ok
default should just be observer
k thats all I really worried about, then its fine
I was worried one of my dingus players would edit them being funny and then I'd have to redo them
lol
the stench ability was actually pretty quick to setup, I just have an effect macro handling the aura part
no AA needed for this
yea
they also aren't the same I think the Hezrou's range is longer
and that should be set as a Temporary effect right
the way I got around the fast forward thing for your old potion of poison was I added the utils line that bugbear showed me to the macro so it turned on fast forward just for the potion
No longer needed for the one in my newest update
there should be a special duration for start of next turn of source actor, must have times up installed, make sure you put a value in the "force show" field on the first tab or it won't show on the token
They will see the regular old healing formula
still not working, but i'll just try to figure it out tomorrow, just posting these here so i don't forget, or so i can check back
Is there a space between the + and the [? Also what is the scale value representing?
Right here
its +[[1@yourscalevalue]]
your scale value basically means the size of the dice, you are not putting the amount of dice in it
that would do it
Ooohhhh, OK, thank you
you can't do +d8, it has to be +1d8
If you wanted it to do that I think one of the other drop downs in that window for setting it up does the full dice equation maybe I don't really do scales, I honestly don't even setup my classes fully, I just make them as we go cause inevitably they all need new things cause foundry, dnd5e, and midi change so often
@scarlet galeI might suggest changing your potion of Poison potion to the same as your potion of healing or atleast a red bottle.
obv we all can just change it but the whole point of the item is to look like a potion of healing hehe
Can't do that for this module since it needs to be findable by the DM
I mean the image
Just throw it into your own compendium
and change the picture
Β―_(γ)_/Β―
You're already going to have to rename it, changing the picture isn't the hardest lol
tempted to give a player ring of spell storing
I made that item for my own sanity
I play a warlock with one in a game
and there wasn't any good solution
@scarlet gale are you going through all the SRD Items and Spells and creating automation for all of them?
Wondering if MidiSRD will be obsolete in the end or not.
I can share with you the premades I have π€·
In other news if anyone wants to emulate the Berserker Battleaxe's Curse (Disadvantage on attacks with other weapons than the cursed one), this should do it:
Item named Berserker Battleaxe needs a DAE with the option Transfer to actor on item equip checked and an Effect with:
flags.midi-qol.disadvantage.attack.all | CUSTOM | fromUuidSync(workflow.itemUuid).name !== "Berserker Battleaxe"
Make sure that the name in the DAE matches the Item's name!
If he absorbs midi srd my copy paste can get pinned lol
I did a stupid thing and I lost all my changes on the Items I was working on from the MidiSRD
Going through them again
Oof
Aid Spell without a macro. DAE with an Effect with:
- Key:
system.attributes.hp.tempmax, Mode:Add, Value:5 * (@spellLevel - 1) - Key:
macro.actorUpdate, Mode:Custom, Value:@targetUuid number "##attributes.hp.value + 5 * (@spellLevel - 1)" system.attributes.hp.value "min(##attributes.hp.value, ##attributes.hp.max)"
Hold Person activation condition to make only Humanoids affected.
humanoid.some(v=>raceOrType.includes(v))
At least for this list of ```
humanoid: (10) ['human', 'humanoid', 'elven', 'elf', 'half-elf', 'dwarf', 'dwarven', 'halfing', 'gnome', 'tiefling']
So if someone for example includes in the Race field Aarakocra (humanoid) it will be picked up correctly too
@gilded yacht if I use Hold Person with the above activation condition, it works fine, but on the caster a Concentration effect is being created, even though in the end no vaild Targets for the Hold Person effect exist.
Not a game breaking issue though, just something I noticed π€·
Dark One's Blessing, DAE Transfer to actor on item equip checked and Effect with:
flags.midi-qol.onUseMacroName | Custom | ItemMacro.Dark One's Blessing,postActiveEffects //Matched names with the feature.
ItemMacro: ```js
if (!args[0].hitTargets?.length || !args[0].damageList || args[0].damageList[0].newHP) return;
const sourceActor = args[0].actor;
const sourceToken = args[0].workflow.token;
if (!sourceActor.classes.warlock?.system.levels) return;
const level = sourceActor.classes.warlock.system.levels
const damage = sourceActor.system.abilities.cha.mod + level;
const item = sourceActor.items.getName("Dark One's Blessing");
await item.displayCard({}) //MidiQOL v10.0.33+ will not need the {} inside the parentheses, so change to displayCard()
await MidiQOL.applyTokenDamage([{damage, type:"temphp"}],damage,new Set([sourceToken]), item, null, {forceApply:false})
what's the best way to automate auras such as the paladin's?
You could shop at seven stores, or just one
Not intentionally. Just converting things that I've made for my personal game.
Plus I have a steep module requirement list
I'm sure that puts some people off
Yeah I was thinking about the best approach
If you haven't been helped yet, either build a bonus or active auras
I have been going through the MidiSRD items and the feats are good to go, plus half the spells
I will at last make that PR and then see how it goes and proceed accordingly
For the Aura of protection I use Build a bonus and a Token Aura to visualize it
Build-A-Bonus is excellent for auras
ok, thanks. i just recently added buildabonus as a dependency but haven't even looked at it yet.
how do i add modules that i can't find through the foundry setup screen filter modules field?
never mind, made a silly error
The low level paladin aura could be done with just bab, but you ultimately need active auras when they level up further as it covers all auras.
does active auras include a visual representation? also want to set up something for the warlock's darkness spell, and worry that going into the token settings to turn on and off auras every time will be annoying
warlock typically casts darkness on self and wades into melee range
if you put force show on, yes, but token auras is also a very simple module that does it, though it reminds me too much of roll20
would be nice if i could figure out a way to visualize that plus also applies disadvantage to anyone in aura... i can live without the advantage effect though
With force show on: The blue icon with white in it is the pally aura on the two dwarves
the pally aura given with midi samples has a tokenmagicfx filter on it, I personally think it is problematic to have a tmfx filter on to show the aura
tmfx are obnoxious mostly to have in effect
My pally's a devotion pally, I combine them all into one aura:
i'd rather keep something like the circles that token aura shows. is there maybe a way to use the macro system to turn on/off auras with a single click instead of diving into the token settings?
effect macro can do that
This is what I want to integrate on the SIFToolKit when I publish the updated version. Features that turn on a visual representation around them when active, within that config tab
Sift has to replace a module I have or its not efficient to install it
i know next to nothing about macros. is effect macro a moduloe name or just a macro type?
If it does token auras with effect keys it'd be an immediate grab for me
Wish token auras and ATE merged
macros are not as perfect as AE keys cause I've had plenty of times where the toggle on/off broke and then I had to edit them and manually fire the toggle to get them reset
My module has an automation for darkness and warlocks.
The real 5d chess move is to ban warlocks
(which I don't do but my players know my hatred of the class and never pick it)
How I know warlocks are just a multiclass exploit, is that when I do this house rule, suddenly theres no hex dips:
lol. i am only playing a warlock because one of our players insisted on playing old school modules from tales of the yawning portal, which includes whiteplume, which includes blackrazor.
can anyone point me to an example of how would use a macro to toggle on/off a token aura?
Doesn't need to be as complicated, you can flag the midi-qol option called toggle
then just have the DAE get turned on and off with it
it's the visualization of the token aura (for selftargeted darkness spell) i was hoping to turn on/off, or somehow like the visualization to the spell in a way that moves with the token
been putting down templates so far, hoping to do this in a way that doesn't involve moving the token and then moving the template
If you have the token attacher module, you can actually attach the darkness template to the token
My darkness spell prompts the player when they cast it
i don't have the base of knowledge to understand all of this.... i'm not a pc programmer, only been tinkering with foundry for like 6 weeks
Did I do this correct for V10?
const tokenD = canvas.tokens.get(args.at(-1).tokenId);
const weapons = tokenD.actor.itemTypes.weapon;
if (args[0] === "on") {
const data = {buttons: weapons.map(i => ({label: i.name, value: i.name})), title: "βοΈ Choose your Sacred Weapon:"}
const mutationVal = await warpgate.buttonDialog(data, 'column')
const updates = {
embedded: {
Item: {
[`${mutationVal}`]: {
"name": `Sacred Weapon: ${mutationVal}`,
"system": {
"attackBonus": "@abilities.cha.mod",
"properties": {
"mgc": "true"
}
}
}
}
}
}
const options = {
name: 'Empowered Sacred Weapon'
}
await warpgate.mutate(tokenD.document, updates, {}, options);
}
if (args[0] === "off") await warpgate.revert(tokenD.document, 'Empowered Sacred Weapon');
This is the error I am getting:
It's a module you would add. I was just giving you options
tokenId isn't a thing apparently
If this is for a midi-qol on use macro, you can just do:
let tokenD = this.token;```
Atlhough
I just saw the context of it
so maybe ignore that
if it's a DAE on/off macro
I'm seeing this error when I have midi-qol + Weather Control installed (when the weather is output to chat):
Has anyone seen this before? Does anyone know if there is a midi-qol setting I can modify so that this doesnt happen? I dont think it breaks anything but still dont like seeing it
Yeah this is the idea. What I was reading is that this is a way to make a single weapon the Sacred Weapon.
But sense I am not super verse in macros its hard to say what I am missing.
Context: My game has a potion that causes the user's next spell attack to do Max damage. (Don't worry it is expansive and has side effects)
Is there a way to progam the potion to work?
I would check in with @violet meadow . I'm not well versed enough in DAE on/off macros to understand what's going wrong there.
Is it limited to up to 4th level spells?
Because if so, I just added that potion to my module
It's a highly addictive drug XD.
You did what?
There is an item called potion of maximum power, it does what you're asking, but is limited to 4th level and below
Does it actually max the power?
How do I find it?
find what?
I can't read code
save the above linked macro as Chris-PotionOfMaximumPower in your macros folder.
Then configure the item as seen above
set the special duration as next spell cast as well
a friend of mine is trying to set up armor of agathys to do temp health and damage at the time of an attack and hes currently stuck on temp health not auto reducing with midis
You'll need to be more specific on how you're setting up that spell
What do you have so far? Is it just an effect? Or is there a macro tied to it?
My paladin player is level 11 and I've never had to change the dfreds CE for it. Players so rarely change their weapon in combat I find.
its at the point where the macro for armor just adds the temp health and then when it hits them it doesnt track the temp health damage
...
Do you happen to have the Item Macro settings for Character Sheet Hook checked by any chance?
Where would that be?
just install midi srd and Chris' premades
why waste your time when these modules have them all made
Item Macro module settings
was not aware of that
Sources of premade stuff for Midiqol:
Midi Sample Items Compendium(comes with the module)
Midi SRD's compendiums(this is the manual install link)
https://raw.githubusercontent.com/thatlonelybugbear/midi-srd/master/module.json
More Automated Spells Items and Features compendiums
https://foundryvtt.com/packages/more-automated-spells-items-and-feats
Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros
Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros
Chris' Module form of his macros:
https://foundryvtt.com/packages/chris-premades
Activation condition examples by ThatLonelyBugbear
#1010273821401555087 message
#1010273821401555087 message
You are not supposed to adjust tempHP or HP with Active Effects
Exactly for the reason you witnessed π
There is a DAE macro.actorUpdate that can help with that
I didn't even have this module.
@brisk goblet how do you set up the feature?
Do you use DAE macro.itemMacro without having that module π€ ?
when you inevitably get it, make sure you shut off character sheet hooks
I simply searched for a macro for sacred weapon and found the one you had posted in this thread. I didn't look deep enough apparently to see what was needed. I only recently started playing with macros
OK so how did you use it?
To start with, you are using midi-qol right?
I hope right?! π
I put it in the macro bar and executed it
ok yeah that will not work
yes
yes
Create a DAE on the Item
On that one, create an entry for an Effect macro.execute | CUSTOM | name of the macro on the hotbar
now when I use the item it should work?
Target Self in the 3rd box on the Item's details
After that it should be working.
Make sure that the macro you created in the hotbar is set to Script
(and don't click the macro to use it, click the feature)
If a token is sneakily moved without using a .update then moved back, how noticeable do you think it would be for the client?
Just locally update the coordinates?
yea
What's the name of your hotbar macro?
I'm trying to come up with a clever way to make storm sphere and I need the attack to actually come from the player for the purposes of triggering on hit effects, but actually have the origin of the attack come from the center of the template for the purpose of cover
Sacred Weapon Empowered
Try macro.execute | CUSTOM | "Sacred Weapon Empowered" in the 3 fields respectively
Do I need "
Yes try with them
Even dumber question, can I place another token without doing an update?
Then delete it
hmm
Would warpgate do that?
Making progress but now I got this
Warpgate would actually do too much. I'm trying to not have a database update.
I'll test moving the token back and forth first and see if it's noticeable
seems like moving something one pixel and back wouldn't be too noticeable
not an error but a warning. What is the module that adds the windowMenu.js ?
It's a lot more than a few measly pixels
So you need the caster to "move" to the center of the template more or less
Okay π
Ideally move the caster to the center of the template, fire a synthetic item, then go back to where they originally were
Assuming that when the spell says the bolt comes from the center of the sphere, that's where the origin of the attack should be
and not the caster
It's a weird spell
actually the warning isn't from the macro. I don't get anything but it doesn't seem to apply the cha to any weapon
I feel like it just directly looks at the token object
does a dialog pop up at any point after you use the item?
Actually can you export it and DM it to me?
Was this for me or chris?
For you!
you want the character sheet or the item?
Just the Item
Hi everyone, i'm fiddling with Overtime flag. I want for character to gain temphp at the end of the turn. I'm testing in Combat and as i end turn nothing happens. Am i missing something here? I tried both damageRoll=@prof and damageRoll=d6
I thought override was ok in overtimes?
d6 is always bad fyi, 1d6 is the right one, prof should work
OverTime I use Override
that should work on paper
Doesn't work on Custom mode nor Override.
are you sure you are using it right?
you need the rollType
Is the effect active?
show us the character sheet of the dude in combat
I'll let y'all get it
You probably already have temp hp? π€·
i thought that too, tho character sheets shows 0.
Dropped a fresh goblin, added the effect, added it to combat track, skipped few turns and nothing happened.
anyon else getting bizzare AF behaviour in DAE right now?
any key on my keyboard is giving incrementing random character...
in any text box on the Details, and Auras tab (obv with Active Auras mod)
i see midiqol is on 10.0.32, mine is 10.0.30. I'll check after updating.
thx
check for errors in console
There was an OT bug
yea i just updated
wasn't there an overtime bug in older midis
no errors
that was it, yeah. Hah
I think we're talking to jules
@young owl just reload
Thanks people, updating solved it.
huh... so pasting something into a box "fixed" it
π€·
this is super weird... realyl curious what would cause something like that :/
hahahah
or liquid in the keyboard
as i said though, it was ONLY in DAE, and only on the Details and Aura tabs
Is there a compendium for the warlock class that includes the pact of the talisman; more specifically the spell rebuke of the talisman?
There's not much to automate for that beyond just having a manual reaction feature
Okay. How about when you give the talisman to a teammate?
Make it an item and just drag it between sheets honestly
use item piles and drag to their token
sheet to token is give, sheet to sheet is copy, and then you can trade request if you want to exchange items
So there isn't really a way to allow the warlock to use their reaction if the holder of the talisman gets attacked?
Midi-qol doesn't have a good way to handle reactions for tokens that aren't yourself
reaction prompts only happen from the victim
Ah okay
if you reimagine items that are third party reactions you can pull it off but you have to have the whole table understand it
for instance I have protective bond, the level 6 peace cleric feature
everyone gets a reaction and before they use it they ask if anyone wants to take damage for them, if the answers yes, they fire their reaction
I feel like just having the talisman be an item setup as a reaction with the damage hard-coded instead of using the warlock level would be a simple enough setup
before I changed protective bond to promp none of the players even remembered the feature existed including the peace cleric
once it started prompting on players they use it all the time, so something can be said for a reaction prompt even if its just a token action that does nothing but remind them
I think we'll just go the route of swapping it to whoever has it equipped will deal with the reaction. Seems easiest.
but only the victim can have reactions prompted so you have to put the reaction on the right guy
I also have a magic item I just made where its a 5ft aura and it gives the allies in the aura a reaction that reduces all damage, and the shield wearer takes the damage instead
its actually the shield wearers reaction but we make do just cause its easier to remember you have it if it prompts
Is there some trick to getting some of the MidiQOL Sample Items to work? I'm looking at "Aura of Vitality 10.0.10" and aside from giving the token a frosty outline it doesn't do anything. There's an Item Macro placed on it, but as far as I can tell it doesn't do anything.
mine makes a temp item
@scarlet gale checkRange, requiresTargets, myTargets.size, fail.spell,needsConcentration are some things that are checked even before the Workflow is created.
So not easy to change anything with a macro at least that touches these areas.
pretty sure the sample does too
Using a synthetic item to actually do the attack. So I'm free to position the token as needed before even rolling.
...as a dependency?
Assuming they meant that they added it as a requirement for another module
as in i installed somethingelse that had it as a requirement, but had no idea what it did or looked at the instructions
Its part of Chris' Premades dependency list
We should rename the channel Babqol
Pls
I've started incorporating it into my builds it saves a ton of work
One of these days Zhell will change something and Midi won't like it.
It creates an item when its rolled, on the actor
That tends to be the new meta for alot of stuff in v10 too so be ready for them hehe
Ah, I'm getting an error. "managing embedded documents which are not direct descendants of a primary document is un-supported at this time"
also "You are accessing PlaceableObject#data which is no longer used"
are you...on foundry 11?
yeah sample is broken, I have one but its not shareable as its a macro.createItem build
ah, okay
how would i turn on a token aura (give it a nonzero radius) as part of a spell or macro
That is not what I see.
Also the second line is just a warning. The macro has a forgotten data in it
or is that even possible/>
await token.document.setFlag("token-auras", "aura1", {distance: distance, colour: color});
more or less
do you know of a macro that does something similar already that i can modify?
nope, but putting that in an ItemMacro will do what is needs to be done. ```js
await token.document.setFlag("token-auras", "aura1", {distance: 10, colour: game.user.color});
or a hotbar script macro
that's the thing i'm using, a hotbar script macro. tweaking those is the limit of my skill
and then to turn it off just ```js
await token.document.unsetFlag("token-auras", "aura1")
i tried subbing #ffff00 for game.user.color, didn't work. not possible or did i just screw up the syntax?
await token.document.setFlag("token-auras", "aura1", {distance: 10, colour: #ffff00});
await token.document.setFlag("token-auras", "aura1", {distance: 10, colour: "ffff00"});
thanks
I think it'd be easier to do the tokenauras macro as an effect macro toggle on and off, but like I said before about macros, inevitably you will get one that breaks and its stuck on while the effect is no where to be found or it does'nt turn on when the effect is on. I wish ATE or midi added a way to link them to ae's instead more reliably
So far testing looks good. Moving the token without an update then moving it back seems to go pretty well
The only issue is reactions I think
Either I don't run the MidiQOL.completeItemUse async
Or I just deal with the token being in a weird spot if people have reactions
I don't use the aura of vitality from midi samples but that is the error I get when I try to
i don't know the difference between a hotbar macro and an effect macro, if there is one
but why am I not getting this?
wheres the module meme when I need it
Share the macro you have?
its the 10.0.32 midi sample item
it honestly doesn't look like its fully made
const version = "10.0.10";
try {
actor = await fromUuid(args[0].actorUuid);
const itemData = {
name: args[0].itemData.name + " Cure",
type: "feat",
img: args[0].itemData.img,
system: {
actionType: "heal",
activation: {type: "bonus"},
damage: {parts: [["2d6", "healing"]]},
target: {value: 1, type: "creature"},
range: {value: 30, units: "ft"}
}
};
const items = (await actor.createEmbeddedDocuments("Item", [itemData])).map(i=> i.uuid);
let removeUuids = getProperty(actor.data.flags, "midi-qol.concentration-data.removeUuids") ?? [];
removeUuids = removeUuids.concat(items);
if (removeUuids.length > 0) actor.setFlag("midi-qol", "concentration-data.removeUuids", removeUuids);
} catch (err) {
console.error(`${args[0].itemData.name} - Aura of Vitality ${version}`, err);
return {}
}
I don't use the sample so I couldn't use an older version
I made my own via macro.createitem
Well now I am really intrigued as to what's the cause of it
Evening good people, just asking if anyone else has issues with the "Prepared Spells" effect value that i think Midi generated.
Attribute key: flags.tidy5e-sheet.maxPreparedSpells
Change mode:
Override
Effect Value:
max(1, floor(@classes.paladin.levels / 2 + @abilities.cha.mod))
my level 2 Pala should have 5 spells, but is stuck at 0
pretty sure thats a tidy bug
well its definitely a tidy bug, but I dunno if anyone has bothered to post it to the git
gotta love Tidy bugs....
I think it broke when dnd5e added the tooltip in 2.1.x for ae's controlling fields
guess i'll have to go old school and shock manually track it
Its a highly popular module without an author π€·
p# is doing his best to fix what they can with it, lets see if its even been reported...
it appears to not have been reported yet
Custom does it but it throws a warning
Sorry stepped away from the computer. Can check in a few if I get a different result
how do i read the value of token aura1 distance so i can set up a toggle between 10 and 0?
I think you may benefit from just doing an animation on an active effect rather than a macro gilfan. You'd have to make a ton of things to account for changes and would be tedious specially since you don't know how to write the macro yourself.
If you have jb2a/automated animations/sequencer you can just hit the AA button on a blank ae and setup an animation to play over the token and follow it theres plenty of circular animations that can represent the aura, however animations are performance hits.
some of the guys in my game are already scraping by on low end laptops, would rather not burden them more.
i can let it go and just make two macros, was just hoping to combine it into one
If you have the on and off macro plop them into effect macro
not sure what you're talking about, "the on and off macro"
On creation, on deletion since you are a midi user
an aura with a range of 0 and an aura with a range of 10
ok, i havent tried using that field at all yet
10 would be in on creation, and 0 would be in on deletion but I honestly think theres an off command in the tokenauras api instead of 0
he already gave you the on/off 1-liners you just gotta convert it to EM intead of dae cause I dunno how to do the dae way
actually it should work as is, cause em uses token
On creation: await token.document.setFlag("token-auras", "aura1", {distance: 10, colour: game.user.color});
On deletion: await token.document.unsetFlag("token-auras", "aura1")
remove the game.user.color and put in a real color
kinda funny that both tmfx and tokenauras don't take game.user.color and they both are made by foundry devs
wait does tokenauras really use the british colour or is bugbear just letting their british show?
worked for me with our
I wonder if game.user.colour would work hehe
is there a setting in midi that will max critical dice if they're rolled from a damageRoll? Like the sneak attack. I have my crits max the crit dice. I've got midi set to do that as a flat number. But if my rogue gets a crit on sneakl attack, the sneak attack dice are just doubled in number, not the value of the dice.
Maybe ```js
const distance = token?.document.getFlag("token-auras","aura1.distance") ? 0 : 10;
await token?.document.setFlag("token-auras","aura1",{distance,colour:game.user.color});
thanks
like a rouge in my group. He does 4d6 sneak attack damage. On a crit, it just rolls 8d6 instead of 4d6+24, based off @gilded yacht's Sneak attack macro.
it's this section, here: ```js
if (!useSneak) return {}
const diceMult = args[0].isCritical ? 2: 1;
const baseDice = Math.ceil(rogueLevels/2);
if (game.combat) {
const combatTime = ${game.combat.id}-${game.combat.round + game.combat.turn /100};
const lastTime = actor.getFlag("midi-qol", "sneakAttackTime");
if (combatTime !== lastTime) {
await actor.setFlag("midi-qol", "sneakAttackTime", combatTime)
}
}
// How to check that we've already done one this turn?
return {damageRoll: ${baseDice * diceMult}d6, flavor: "Sneak Attack"};
how would I `min6` the extra dice?
if you do an effect macro all you have to do is check the box at the bottom of the item to make it a toggle
@quasi needle try this
trying.... didn't work as written, i tweaked it and got it toggling between 5' and 10' auras, trying to get it to toggle between 0 and 10 now
the one I shared does exactly that. Toggles 0/10
it didn't work for me
You need to construct a Dice Roll for the special critical rules
Token selected and hotbar macro?
maybe that was it, works now after i paseted it again. weird
maybe i accidentally deselected the token. it just so happens that my gameusercolour is the same orange as the token selected box outline
if (!useSneak) return {}
const baseDice = Math.ceil(rogueLevels/2);
if (game.combat) {
const combatTime = `${game.combat.id}-${game.combat.round + game.combat.turn /100}`;
const lastTime = actor.getFlag("midi-qol", "sneakAttackTime");
if (combatTime !== lastTime) {
await actor.setFlag("midi-qol", "sneakAttackTime", combatTime)
}
}
const isCritical = !args[0].isCritical ? args[0].damageRoll?.options.critical : args[0].isCritical;
const rollOptions = args[0].damageRoll.options;
const damageBonusResult = new CONFIG.Dice.DamageRoll(`${baseDice}d6`, args[0].rollData, {
critical: isCritical,
criticalBonusDamage: rollOptions.criticalBonusDamage,
criticalBonusDice: rollOptions.criticalBonusDice,
criticalMultiplier: rollOptions.criticalMultiplier,
multiplyNumeric: rollOptions.multiplyNumeric,
powerfulCritical: rollOptions.powerfulCritical
});
return {damageRoll: damageBonusResult.formula, flavor: "Sneak Attack"};
Test this.
Wow. Thanks!
my two macros on an active effect thats applied to self on feature roll, with the feature set to toggle should do it
Oh, I should do a pass over my stuff and setup my crits to work like that
My paladin smite won't crit using midi's settings
put a blank effect on the feature that applies normally to self/self when rolled and then put the on creation and on deletion effect macros
ok
Well, I did it. I got a fully functioning storm sphere spell. It only has 3 recursions of item macros to work. The initial cast places the template and stores some flags on the effect. It also makes a feature to trigger the bonus action attacks. The bonus action feature has an item macro to "fake" move the token. It then rolls a synthetic item (from the new location). And now this synthetic also has a item macro to give advantage on the attack if the target is in the template.
The created effect from the initial cast also makes a sudo over-time effect to handle anyone ending their turn in the template.
i had that working nearly perfectly, but the concentration icon doesn't show up. it behaves in all ways with concentration correctly, just a missing icon. any ideas?
look at the other checkboxes hehe
in my image
(the one to the left)
if the icon isn't showing up its cause you don't have a duration set
ok, weird that everything else shows conc automatically, but ok
features aren't spells
you have to flag a feature for conc they are rare
Spells have their own checkbox for conc built into its ui, features have it in the midi checkboxes at the bottom
if you want the icon to show on the actor put a duration in or put ANY character in the force show box in the first tab of the ae where you setup the macros
and had the checkbox selected
oh then you never set the conc box
weird, I'd need more context if it wasn't doing conc
yeah i did, up with v,s,m.
you probably have conflicting concentration modules, are you running midi/cub/concentration notifier?
midi only, to the best of my knowledge
theres settings to turn on conc management
Modules that step on each other for conc management:
Midiqol
Combat Utility Belt
Concentration Notifier Module.
conc indicators are working, auto-applied and auto-removed for all other appropriate spells, just not this one i'm trying to make with the toggle and aura effects
give me a minute, i'll see if the conc checkbox next to toggle makes a difference
yeah, that fixed it
running midiqol, not the other two
k weird
ultimately your ability should have a set duration so you shouldn't need to toggle it
show me the actual feature
like the description blurb of it
the spell was behaving appropriately with conc, getting cancelled under the right circumstances, just wasn't showing the conc icon on the token
working now
sounds to me like you are setting it up pseudo manually
Usually an ability will say "until the start of" or "until the end of"
or 1 minute duration
there ya go 10 minutes should translate to a duration in the ae
i created that through the add button in the spell menu
wait a minute
spellbook
are you realy making spirit guardians?
Midi-qol Item Properties are not needed for Concentration.
You already have it as Concentration spell up top
i know, i didn't flag conc at the bottom until you suggested i do so.... turns out it was i forgot to fill in duration, not the conc checkbox at the bottom
if you don't use the jb2a animation for it you can adapt the effect macro to the sample item without issue
you don't need to make all this stuff from scratch π¦
Sources of premade stuff for Midiqol:
Midi Sample Items Compendium(comes with the module)
Midi SRD's compendiums(this is the manual install link)
https://raw.githubusercontent.com/thatlonelybugbear/midi-srd/master/module.json
More Automated Spells Items and Features compendiums
https://foundryvtt.com/packages/more-automated-spells-items-and-feats
Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros
Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros
Chris' Module form of his macros:
https://foundryvtt.com/packages/chris-premades
Activation condition examples by ThatLonelyBugbear
#1010273821401555087 message
#1010273821401555087 message
SG is in the sample items compendium
i have what i want now... a spell with concentrationthat turns on/off the token aura...
found the spirit guardians sample.... does more than i hoped. added the token aura so it shows the area of effect, i'm a happy camper
the sample items compendium and the v10 fork of midi srd are great starting compendiums and if you are feelin risky you could try chris premade module but it requires a ton of dependency modules
we were manually applying the damage, i mostly wanted something to show where the effect was. the current gm does a lot by hand, we'll have to prod him to cycle through combat rounds
the sample item does apply the damage, it also looks like it's trying to apply the slower movement but that part doesn't seem to work
it will only work if the DM has DAE installed
it also triggers the damage on first entry on a turn too
i'm currently logged in as gm, dae installed, damage is getting applied (more than once per turn if you exit and reenter), looks like movement penalty isn't, at least not accoring to drag ruller
it should be once per turn per the wording of the spell
i know, and i can live with the bug, just reporting it
i can live without movement penalty working too
can you put an effect on a piece of ammunition and set it to be fired by a crossbow and apply its ae?
Not entirely sure how to search for this, but does anyone know of ways of handling effects similar to dragon's Frightful Presence, where if the save is succeeded the target is immune'd for a while?
or alternative mostly separate question, implementation for diseases, or maybe even progressive diseases?
Doable with macros and maybe some weird activation condition stuff
Use a different CE for each stage?
unless it's just for in-combat
Do you know of how/where I could find an example?
Not really. I sorta have something like your first question for the stench ability for monsters. It's in my module and relies on too many of my own functions to really be a good example to take from
where do i change when spell templates are erased? i would like them to go away immediately instead of on the player's next turn. i presume it's somewhere in the workflow settings, but i haven't found it
it should be happening at the end of the current turn if it's set to instantaneous
IIRC there isn't a setting to make it happen sooner than that
apparently it's not going away until i cast another spell with a template
or maybe it'sconcentration
meh looks like workflows no longer exist after the fact in v10
yeah, my templates only get deleted if they are attached to a spell with concentration. for instance, sleep and leomund's tiny hut templates last until i delete them
Yes, 2.2.0
Of the dnd system?
Presumably midi will have to deal with that too
So you're saying I won't even get to use babonus???
I assume chris' stench is probably making them immune to it after they save
that sounds awful out of context lol
I apply an effect on targets who save, then ignore targeting them on future turns if they have it
its usually best to let midi handle templates, they shouldn't be an issue if your spells are right
templates that are instantaneous end after the turn changes, all others end when their duration ends as they should, and you can use AA or tokenmagicfx to auto hide the templates
if you are outside of combat, instants end when 1 second has progressed in the game clock
that's just it, they aren't disappearing
show me the item details of the spell
are they more spells you made or did you go and get midi srd/chris premades
details of a spell thats not deleting template
Well I'm gonna update babonja to work with 2.2.0, and who knows how midi will feel about it. No secret that midi is always lagging behind. π€·
However, how breaking it is going to be isn't known yet
ok, nevermind, the instantaenous ones are disappearing, i just didn't expect sleep template for isntance to hang around for multiple rounds. i expected the affect to be applied then the template to go away
yeah they stay till end of turn
yeah I think the premades don't
well no, i cast a sleep spell and the template hangs around for well past the end of the turn, but burning hands and fireball go away as soon as i advance the tracker
do you have a duration set for the ones that hang around?
remove it if you do, if i's not important to the spells function
So what you're saying is I should update to just before 2.2.0 whenever I'm done with V9 and then never leave? Got it π
I forget how the premades setup but you can set the item details to instant and then set the duration on the ae to the duration it needs manually
the premade of lightning on call of storm is annoying as hell
it's a damn roof tile
the template reads the item details duration for how long it should stay around
i was just about to try that.... yeah, the premade sleep doesn't play nice anyway, it's doing damage like it was a fireball instead of affects x hp worth of characters
I changed it on mine to a basic sequencer effect
and changed it to be more see-through
I can tell you what module to drop if you never want to worry about updates...
its suppose to do that its dealing "No Damage"
theres better premades for it out there honestly
Can't drop babonus since I don't even have it yet π
I haven't had to the time to look for it, where is it located?
i mean srd sleep, not one that came in a midqol example pack, if there is one
you shouldn't use dnd5e srd
that is the whole point of midi srd, theres a bunch of problems with the dnd5e srd items cause they aren't made with midi in mind
torches attack people, any effect thats suspended breaks midi
#package-releases message
If you want peek at the module. Otherwise all my stuff is here:
https://github.com/chrisk123999/chris-premades
Unless you just mean the setting
AA menu
then animation type to template
then options
shrug it's what i have... didn't expect the srd versions to necessarily work with automation. slowly fixing the spells my players use a lot. i didn't know where to find examples until you pointed them out a couple days ago.
I personally would not waste time on sleep its so rarely used, that and color spray are things I cast on npcs when I want to pull my punches against the players
check persistent, and set the type to sequencer effect
oh yeah I deleted it
yeah, not trying to fix sleep, just the frist template spell i saw when trying to repro the issue. no one in my game uses it either
I made my call lightning storm 50% transparent and a sequencer tile
Literally how mine is setup lol
if you continue to use dnd5e srd it will do random problems like that alot, watch out for spells and features that have suspended effects that really confuses midi
I honestly prefer all my animations to be sequencer tiles
I'll attach them to templates unless it's call lightning
its cause my campaign does not use the scene background field, so all my maps are tiles
and it sannoying when a player casts an animation that goes under the map
You can change the height of it now in AA
heh there is no sleep automation
take the SRD version and set its damage type to "None"
or "No Damage"
Ddb importer has a sleep macro
The ddb importer one is good
heh i recognize that macro.. I've a lot of changes to mine
I also added cross support for cub and CE
oh nice
pretty much what I use for all my condition aes
Not sure if it's been fixed, but I think a lot of your summoning stuff isn't pulling bonuses to spell save dcs
ah cool
added a bunch of other grabs
my players haven't been using summons recently so I haven't looked for updates
plus I just edited it in myself the first time >.<
I'm currently in the process of making my own token moved framework for my module. 100% to avoid using active auras. Pretty close to having a spirit guardians that doesn't place a bunch of effects on everyone
ok, here's one where the template isn't going away as i advance through the combat tracker. it's just a renamed hypnotic pattern. works fine, applies sleep status and 0 movement to anyone who fails save, but the template hangs around
That header is giving me anxiety
There really needs to be a better spot for buttons like those
Always always always check the settings to show only the icon
Amazing
Badger stole from Kekilla
That's the coding cycle
Yep
I got a druid and warlock in my group who are always summoning things
all I can say is it shouldn't, so my first guess is you are mistaking an animation for a template?
or this whole time you've not had midi handling templates and have been using AA for it, in which case good luck with that lol, 200 individual item aa settings to change vs just one in midi.
click the actors sheet, and look at the effect that has template in its name, what is its duration
(look at the top of every sheet, item, and ae window...you have it)
if i cycle through 10 turns the effect on the orc does go away, but the template does not
thats not a core template
its something else, you have a module doing something
no wait you aren't on the template tool
ok, that's news to me π
you do not have midi managing templates if no template ae is on the actor
IIRC midi doesn't make that effect unless it's a 1 turn template
I assumed in combat
I don't even have that spell is it homebrew?
template macro maybe? i don't recall intentionally installing it, most things i've gotten as dependincies of one of the major things
it's just hypnotic pattern renamed to be more thematically consistent with a shadowy hexblade
Template macros doesn't change how it looks
its a template without the template tool on
he doesn't have anything controlling template deletion, or was relying upon the AA default auto recogs
recast the spell with the console open and show us any red errors
i started with srd version of hypnotic pattern, renamed it, added effect, changed duration to instantaneous when you suggested that might fix it
I'm not seeing that behavior with my hypnotic pattern
I've found 0 doesn't apply, I usually have to add "0"
its a custom only key
I never applies with 0 for me.. the box is always empty
nah that ones custom only, I think you can do *0 though
i assumed it was core, i don't know
ah it's trying to find the spell item on the target
token attacher what is going on there
mine auto deletes after 1 second outside combat, after a turn passes in combat
Also the spell incapacitates the targets not Asleep
I suspect you lack dfreds CE?
I don't have time to fix this one so here ya go:
canvas.templates.placeables.at(-1).document.delete();
use this for your rogue templates
hotbar macro
i do have dfred's ce and it's enabled, but i haven't done anything else with it, if it needs to be configured. i got it recently as a dependency and haven't had a chance to look at it yet
configure settings, dfreds CE, set the drop down that is set to NONE to REPLACE
did that, no obvious effect.
oh there will be π
your conditions just went from core nothing, to automated effects on combat
like what, for example?
on the left side in the scene tools theres a lil jazz hand with sparkles, click it, select a token and apply a condition like paralyzed
then attack that paralyzed guy
actually you just setup replace, so you can right click the guy, and apply the status condition "paralyzed"
π
Is there a way to use the 5E spell Sleep with MidiQoL or do I have to do that myself?
Never found a way / macro/ item, tell me when you do ^^
Crimic and the ddb importer both have a macro for this
Oh cool thy π crimic seems nice, have to try it out... ddb importer only with patron?
the ddb importer and the other one i'm using puts the effect "sleep template" on the one who cast it, but doesn't affected those within the sphear
maybe i'm just not understanding the spell?
Sounds like your import is messed up
Had the same issue with ddb importer sleep... As i understand it you roll for example a 20 and now you can put sleep on as many creatures as they have hp...so 2 10 hp creatures or 3 with 5//5/10 and so on
It's a pool of total health
Yeah ^^
interesting okay i'll just do it manually
But i assume there's something wrong with the ddb spell macro. Have you tried crimic? @jade gazelle
No, what is Crimic?
I would suggest checking in on the ddb importer Discord if you have issues with the sleep macro from there
Oh ^^ may try it though if its free
If it's for v8 or v9 it likely won't work well
oh true, i forgot about versions
are the ones on his patreon up to date?
for v10?
There is a good one (still v9 though) from Element Re in #macro-polo
It needs a bit of assembling.
I also have one but probably it's still locked away in my bricked Oracle server...
check the replies linked to find out how to set it up
Do I still need the module "item macro"
For midi? Pretty much yes
Well need is a strong word. You can even use premade Items from others that use Item Macro even if you don't have it, but it is an useful addition π€·
So ok working with spiritual guardians if i go back to use the other version of it you have to manually roll right because midi does not save for friend inside the guardian circle. is that correct
What versions of that spell are you talking about?
Related but not really, I got so annoyed with active auras I made my own way to handle aura like abilities in my module
Including a way to only trigger the strongest overlapping aura
Spiritual Guardians 10.0.10
DAE question, is the difference between these two items that the first is used when applying SOME effects to a target and the latter used when applying ALL affects to the user?
can you try this one and see if it works? <#1010273821401555087 message>
wait nvmd, I just reread it
"when applies target effects"
What am i looking at the storm surge pic?
Should lead you to a Spirit Guardians Item (spell) to import
Try this link maybe? Discord is playing tricks on me rn
Thanks
You will need the prerequisites modules stated at the start, so you might need to grab Effect Macro if you don't have it already
Also you should check https://foundryvtt.com/packages/chris-premades if you don't mind the pretty extended module requirements π
Ok tested it out says i dont have the apparent token when i cast it
Screenshot of the error?
And do you have a token of the actor on the scene when you cast it?
yes it is there i have even the player testing it out right now
dramatic moment while we screenshot it
The one using the Item can open the developer console by pressing F12 and check what red errors appear when rolling the Item
Hmm OK
Now that is some permission error that I don't get π€
Is the user a Trusted User?
Could this be modified for a Dawn spell?
Modify token configuration is a core permission that is needed, looks like
yeah probably that would be it
i fixed that but it not doign teh damage but the rest seem to work
i hate this spell
it seems simple must be me
hahaha I have to say. Easiest solution with the slightest automation is for the spell to create an Item on the caster.
Caster remembers to use it when needed to deal the damage.
If not, they lose π
Probably some sort of MidiQOL automation options difference.
I hope you don't use any other modules changing how Foundry rolls alongside MidiQOL
I use to have better rolls for 5e but does not work anymore i have it unselected
Just remove it completely from Foundry. It won't come back π
looking through them all i dont see anything for rolls only thing close is dice so nice
OK so what is it that it's not doing now?
Damage when turn starts? Something else?
OK, any red errors in console when you change turns?
no
fixed that
Are we missing a step while creating this. i just downloaded the new json into foundry creating a new spell.
or do i need to override the orginal spell
Oh you need to delete the old one from the character sheet and drag the imported one onto it afterwards
I'm having a heck of a time trying to make Monk's Deflect Missiles feature work using midi-qol.
I'm using the MidiQOL Sample Item "Deflect Missiles Damage Reduction - 10.0.10" from the compendium.
It will trigger properly on a hit and prompt for a reaction, but when the character rolls the d10+mods, it applies that total as damage to the character itself instead of negating that much damage.
Anyone have any pointers or tips in terms of making it work?
I thought I had checked that at some point and changed it a bit, but it doesn't seem that I shared it here.
I will take a look to see if I can find it
Yeah nope, unfortunately Deflect Missiles was one of the victims of an ill-conceived macro that I used and deleted ItemMacros from a big number of Items I had on my sidebar... π©
No worries, I appreciate you checking.
I think I may have maybe got it somewhat working, although it doesn't display the roll for the damage reduction in the chat, it seems to be doing it math wise.
There was one more grievance against the sample item IIRC, so that it was not doing something RAW, but π€·
Nope, nevermind, spoke too soon.
It is ok you helping me out tremendously right now
When rolling damage it just does not apply it to target in the circle for soem reason
A couple of screenshots of this behaviour would help.
Are you rolling damage and auto applying it?
yes
ok
it is only applying it to the caster teh damage not the npc on the screen
Well the imported Item shouldn't have a Damage Formula
Did you add it in?
OK you tell it when I roll the Target Self takes 3d8 of radiant damage if you do it like that π
Are you in Combat?
You should not change anything from the Imported Item. It should be working as is
Oh you have ASE module 
Disable it
That seems to be the spell with the Damage Formula again.
get the imported one.
Cast it. An aura will be created on the caster
Move an Enemy token inside the aura. It should damage it once
Can you check the enemy token? Open its character sheet, go to Effects tab, edit the Spirit Guardians effect, go to its Effects tab and screenshot it
OK change to the Drow Mage's turn
At the start of the Drow Mage's turn, does it trigger a damage roll?
no
And when that turn comes no error in console? (F12 to open it up?)
no errors
?
That some times doesn't actually hold any actual value when troubleshooting, as modules can be stuck at older version and such π
i use forge so it is patch 6 stable version 291
I would also suggest to run that with only MidiQOL,DAE,Active Auras, Effect Macro, socketlib and libwrapper modules active to make sure it's no other incompatibility.
I got to go, but check again to see if it works and if not post here again and someone will jump in to help π
those checkboxes are for abnormal effect transfers where the item targets other things and you need a self ae. If you want a self buff item, set the items target to self and range to self and don't check any boxes.
SG on npcs doesn't work
this is already a thing
You can't use the sample item for Spirit Guardians on an npc
Hello =3
Is there a way to change the targets of an attack through an ItemMacro?
To provide context: I'm prepping an oneshot that'll be a boss battle. In this battle there's a mechanic where if a player that does not have a specific temporary effect is hit by another specific attack, the attack won't hit only him, but everyone. I wanted to script this change of targets through an item macro. Is it possible?
I already know how to check for the effect, I just don't know how to change the targets. I'm also not sure which step I should pick to run the macro.
Foundry is 10 291, all modules are up to date (Midi QoL, DAE, Item Macro, etc)
Thank you all for your help what a wonderful community that help outs β€οΈ
After Targeting complete macro trigger and use an array of Ids to change the ```js
game.user.updateTokenTargets(["TokenIds"])
Thanks so much! Will try right now =3
or with Hooks.on("midi-qol.preTargeting", (workflow) => {})
Worked! Thanks again!
Has anyone experimented with having an effect that Grants Disadvantage on all attacks made by specific kind of creature - for example Beasts ?
that ones hard I think
you could try the activation conditions in the effect value but not sure if that works on a grant.
where would the actors even be flagged as a creature type?
@jade gazelle found the solution for sleep spell on ddb... talked with mr primate and we figured out... quote "do you have generate spell effects checked on the active effects tab of the importer?" so i checked on recommended there... and everything works for me
On the character sheet under Race.
Hay, I'm new to this stuff. I'm trying to get Cloud Rune and Fire Rune (Rune Knight) to work, but I don't really know where to start. Can someone help me?
This worked perfectly! Just one minor typo in the line const damageBonusResult = new CONFIG.Dice.DamageRoll(${baseDice}d6}, args[0].rollData ... drop the } after the d6. Otherwise, works wonderfully! Thank you!
oh yeah π
edited π
The initial parts of both Runes can be made with pretty straightforward Active Effects
The secondary parts, especially the Cloud Rune, are more complicated.
For the Fire Rune I would just make it an attack with the relevant details and use that after a successful hit, when you want.
Cloud Rune's second part for redirecting the attack as a Reaction when another creature is attacked, is a no-go for now.
Just state your intent and manually make things happen π
Any way to do this on Faerie Fire to remove the template? I have a visual effect from CE and midi-qol is handling all the 'logistics', but I have to manually delete the template because it has a 1min duration
You can use the template deletion of MidiQOL
I already had that checked - or did you mean in a programmatic call?
it's not really that big of a deal - thank you though
could somebody point me in the direction if checking whether 1 token can see another? (not a sneak/perception check -- just simple vision)
What is the duration on the actual Item's details?
1 minute
I actually just tried removing that duration (set to instantaneous) and it had no effect on anything except that it doesn't set concentration
Are you in combat?
good night! i'm not sure if this is the right channel but i want to know if it's possible to configure a damage formula to match the item owner's hit dice? i managed to make it work but i have to reference a specific class so i'd have to manually change to the class of whoever owns the item
yes
Do you go forward in rounds, or changing the time through smallTime or something?
I would suggest using Autocomplete Inline Properties module! Helps with these things alot
I manually moved forward in rounds
And all the rest of the Effects expiry correctly?
not actually sure... I need to look up how many rounds are in a minute... 10?
yes
the advantage is removed, the template is not and the Fred's CE custom effect is not
whoops I reread it again. Hmmm
@attributes.hd
Times UP module?
Do reactions have any way to grab the attacker's item uuid?
yes - do I need to disable passive effects on expiry? (shouldn't - default is delete them)
nope deletion is fine
Would be interesting to roll a synthetic item of the attackers
yes workflow.workflowOptions inside there I think it's passed
I need to step away for a bit - I will try to recreate this with minimal modules enabled and report back
should be something trivial right now that I cannot think about π
no worries - thank you
one example I could find
thank you! AIP did help me and i managed to make it work like this, i hope it doesn't break anything haha
i'll try your suggestion anyway cause it's not rolling the hit dice twice, only multiplying the max value twice
@attributes.hd only makes it roll the amount of hit dice available unfortunately
That isn't a roll data property.
how would i set up a reaction activation condition of "an ally within 5' of my token takes damage"?
third party reactions are not possible but if you don't fast forward its sometimes possible to pull off third party manual reactions depending on what they do and if everyone holds for the reaction to fire
if you reimagine the feature you can sometimes pull them off as active auras where the vicctim fires the reaction for the third party
ok, if it's not straightforward i'll just continue to handle it manually
i was thinking of interception fighter style... prevent 1dsomething damage
we have that at our table that works great as a manual reaction cause I don't fast forward
the intercepter targets the victim and fires the damage reduction active effect
so you're recast is as dr instead of prevent 1dX+Y damage? (forget the formula offhand)
This is the key you use to do damage reduction, and for interception its a dice equation so do [[1d10 + @prof]] instead of my 999
its important to understnad theres 2 different "dr"s
DR is damage REDUCTION, and dr is damage RESISTANCE
the DR flag has midi in it, the dr flag has system in it
right, i remember. one is half, one is a defined amount
5' aura granting reduction i get, how do you keep it from firing more than once oer round?
you don't do that
The guy with interception just has a Reaction MANUAL that they fire before the attack deals damage. if you fast forward, ask another guru for help...I don't fast forward π
so you let mob attack roll player a, player b triggers reaction that applies 1 round duration damage reduction, then mob rolls damage?
correct cause when you don't fast forward you can pause for the manual reaction
right...
we do fast forward, the group will want to keep that, but i guess i could do an aura that grants dr and have him turn it off til his next turn whenever it gets used?
that won't work
you could make it an active aura that gives a temporary item but I have never seen an explanation for macro.createitem actually translate here for someone to understand. Yall just gloss over your eyes and never utilize the suggestions.
its difficult to share macro.createitem setups and its a wall of text and images to explain how to make it
why would it need to be an item, why not an effect hat applies reduction?
although, I did just share one to Mr.Primate and he figured it out so let me go grab those two
(right now i have it set up as a healing spell, but obviously that can heal more damage than was done)
This is a shield that has a macro.createitem setup on it
it breaks when you import it
all you have to do to fix the break is redrag the "Protection of Melair" item into the effect value of the aura
literal drag and drop
to import items you right click a blank item and choose import in the item sidebar
some people say you can't import different item types but I haven't seen that yet myself.
either way both are items
i see the json files and downloaded them, i don't know what to do from there
make 2 generic items with dumb names in the item side bar
Then right click and import item on them and choose the jsons you just downloaded
these two items are the concept to make a third party reaction but they aren't exactly what you want
yours is a feature, mines a shield
you can copy my work though
ok
Highly recommend if you are going to start using macro.createitem, that you place all of the "pseudo items" that are in the effect value, in a compendium or a folder in your item sidebar that you NEVER delete
cause if you delete them, the items stop showing up when you use the feature or someone moves into the aura
i have shared compendium set up, i can stick it in there
for me Protection of Melair is stored in a special compendium aptly named:
what is different about macro.createitem, why might i want to use it instead of active effects?
am i literally creating an item that goes into actor inventory?
because the aura is always active and the guy with interception would only use it once per round
yep
and since its a reaction it will prompt via the reaction system so they don't have to find it
its also an expendable so it auto destroys after they use it incase they are attacked more than once a round
createitems are always one use consumables?
right now its bugged and gives the item to the shield wearer, but Mr.Primate is trying to sus out why active auras is doing that and is gonna drop a patch for it
createitems can be any item type
you make what you want and drag to the effect value
I chose a consumable so it would auto destroy
because the feature is a reaction it should only be available once per round, but since its firing on the wrong actor you have to set it to 0 Reaction for action economy
to be clear this setup is literally Janky. But its the only way to pull off a third party reaction
other than full manual
And imo, if you don't prompt the reactions, players never remember they have them so this way is better than full manual
well my guys aren't going to want to give up fast forward anyway, so if this only works with manual we won't be using it, but good as a learning process anyway
I dunno how it would break fast forward honestly, its putting the reaction on the right actor for fast forward
the only thing you have to do manually is the player getting hit has to ask the player using interception if they can use it
oh, i thought you were saying THIS method was the one that only worked with manual
and then the third party intercepter has to mark their reaction used if you care about that
also make sure that the guy with the interception feature doesn't use it for themselves since the aura is giving it to themselves via a bug with active auras
so this is an aura that creates a reaction oneshot consumable item in the inventory of allies than are inside the aura?
yes
you're right, that is janky π
its the only way to do it and my middle name is janky
honestly I have ideas to make it less janky, I could use effect macro to suspend the aura on the user, and then on combat start reactivate it instead of auto destroy via consumable since the only way to reget the item after auto destroy is to walk in and out of the aura
or an on use on the consumable to change its type to not a reaction, then on turn start effect macro to change it back to reaction damaged
since my table doesn't fast forward its just simpler to half ass everything so I haven't bothered with it
yeah, for sure sometimes when i'm trying to automate something, i know the effort i'm putting into it is not worth the payoff, i just like solving the puzzle
Advantage reminder, not fast forwarding, and active auras typically help me make things simpler so I don't dump as much time into things
also worth pointing out fast forward =/= auto roll
fast forward is the skipping of the popouts