#MidiQOL
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correct
if you are trying to just put the reduction on the aura thats a mistake
you also have all instead of allies
This may have gotten lost in my other question about faerie fire... anybody have any pointers on this? TIA
canvas.templates.placeables.at(-1).document.delete();
hotbar macro for the rogue templates that don't need to stick around
or use this https://github.com/thatlonelybugbear/SIFToolkit/releases/download/10.0.2/module.json
for rogue templates ๐
I am testing to release it
I haven't had to use this macro in a while so the two of you hitting this issue has me thinkin theres something off with your setups or theres a new bug I haven't hit yet since I haven't run my live session in 32/2.1.5/22 yet
the macro deletes the last placed template on the canvas you are looking at
ah!
rogue templates are templates that are hangin out still when they don't belong
is sift ok with midi now?
Was it not OK at some point? ๐
Its not gonna break template macros or something like darkness/stinking cloud?
shameless repost could somebody point me in the direction of checking whether 1 token can see another? (not a sneak/perception check -- just simple vision)
I think not, but that's the tests needed ๐
midi will tell you automatically now
that
turn on attribution for advantage/disadvantage
I dunno its new though
attribution is part of the tooltip options at the top of one of the workflow tabs
Honestly think attribution should be on by default
I use adv/disadv attribution but how does that tell me whether one token can see another?
I'm not checking 'hidden', just whether they have line of sight (and range, etc)
if they can't see them, the advantage/disadvantage attribution has a hidden entry
should still work I think
that should be blocked by your target settings, are you ignoring walls or something?
not checking range?
Attribution can also be leveraged by macros
canvas.effects.visibility.testVisibility({x: newCenter.x, y: newCenter.y}, {object: target});
I've started adding them to all my stuff
also if you have simbuls cover calculator it probably tells you 20 different ways that you can or can't see something due to a level of cover(due to the debugger bug)
lol
ok... made a random item, put damage resistance aura transfered to actor on equip, set to show icons on people affected, works fine. take the same armor and switch from dr to DR, and it fails. any ideas?
and yes, i equipped it, though it's not equipped in this screen shot
my first guess is rogue ae in the actors effect tab
CUSTOM instead of ADD
lets see the workflow in chat
nah it should be add
my add works
my guess is they don't have damage on in midi
For all?
yeah I gave him that key lol
ok that works
thats working isn't it?
custom instead of add worked, reduced 3 damage. only issue is icon doesn't show on people with the aura, which i can live without
it works as add too lol
add didn't work for me
the icon is cause its a jpg
I discovered that same issue
I dunno if its foundry, dnd5e or what, but that icon cannot be a jpg, it has to be a webp
weird, the icon appeared with resistance, just not when i switched to reduction
when you edit ae's like that on the actor, you should always confirm you didn't create a ghost ae
always double check your actors effect tab
not sure what you mean by ghost ae
you will see 2 ae's by the same name in the actors effect tab
the core way you edit items ae's is you move the item to the sidebar and then edit, then move back, DAE lets you do it on the actor, its mostly ok to do it on the actor, but theres still a chance when fiddling with the first tabs checkboxes to cause a rogue ae to poop out onto the actor
Moto try something. Change the ADD to CUSTOM and hit the target. Change it back to ADD hit it again
Do you see something strange?
how much is the DR on each case?
yeah is it 999 both or one 999 and the other one 1998?
I lost your "kill a workflow" reaction you had shared
just found it tonight again to play with the Rune Cloud again
I dunno how to see it
My thought would be to fumble the roll of you can
always 999
Bugbear had shared a kill workflow script a while back I think
thats ultimately what I want
I have two things that do this weird mechanic, Protective Bond and The Melair Shield. They are use a reaction to take the damage for someone
search for miss me much
and I'm using a third party reaction aura for them sorta
got it now
wow the new tiling of images is ugly af
My grand pappy can read these atleast
yes. transfer to actor on equip item with aura
now it's reducing 8hp every time, which is suspiciously exactly half rounded down
I told you not to do that
I literally said it twice and thats why you don't lol
thats not even how interception works, it has to be a reaction
not apply on equip
the inline roll fires when it applies to the actor, if you set it as passive it only rolls once and does the same amount, but thats not the real problem, the real problem is you are making a reaction permenant
i understand it's at best an approximation, that i would have to unequip the item after the reaction was used. i know you told me going in it wouldn't work perfectly like this and that fine because i'm trying to learn and you can learn by failures too ๐
i know more than i did an hour ago, mission accomplished
why are you having it apply on equip? make it a reaction damaged
then the player will get prompted for the reaction and the inline roll doesn't matter
the aura then has to give the item via macro.createitem
just trying to figure out workable approximations at a level that i can currently understand before accepting black box solutions that work perfectly but i don't really understand how. i didn't get there on my own, trying your method now
the idea behind apply on equip was that the interceptor player could unequip it when he used the reaction so it wouldn't apply again until his next turn
one item is the feature with an aura on it that has only a key for macro.createitem that has the drag and drop of the second item that is a Reaction Damaged item type
if you look at protection of melair theres a drop down towards the top of items that decide what action economy it is
the problem with apply on equip is that its third party
I honestly think you aren't understanding where the reaction setting is on items
You could do it as a reaction manual on the third party actor or if you give the item to the victim like my setup, you set the reaction item to reaction damaged
thats ok but technically not the right timing
that fires at the very start before a hit is decided I believe
reaction damaged fires when hit is declared
ok
but if its an aura, you want reaction manual
because A) he can't use it for himself, and B) he has to fire it before the DM starts attacking his ally since you fast forward and he'll never get prompted for reactions
this is why my janky aura item giving strategy is genius, it puts the reaction on the victim so that it breaks up a fast forward workflow
this also all relies on your midi settings being on for reactions btw
if you have reaction prompting off then all of this is pointless
How do i create my own custom conditions that can be added to the conditions tab? Also, how do i stop the same status symbols from stacking?
in dfreds CE create new effect, once its setup, right click it and add as a status icon, refresh page
stacking is handled from a drop down in the first tab of the ae, stack by name and origin are options
also if your dfreds CE is set to NONE for status icons in its settings, change that to replace.
So.. I may get pulled back to the dark side and start using Midi again. all of my homebrewed spells have too much going on in them, and Midi seems to be able to sort it all out nicely. But, I have a question or 2 about itemMacros and being able to time them
I did a test game and without Midi all sorts of stuff either didn't happen as designed or it just acted weirdly (using WIRE)
I think technically you mean On Use macros as midi doesn't own Item Macro and you can use Item Macros without midi.
Midi does not work with wire
Correct, well yes and no
right, I know that - only was using WIRE, things didn't happen as intended, switched to Midi, things worked as designed
I also don't know if WIRE requires the sheet hooks off in item macro or not, so that could also be your problem. Even if you toggle off the rollers they all do stuff to your world that are kinda lingering and getting in the way of other modules
what is a nested effect?
I would never turn another roller on in my live world for my players
Yeah. This item macro seems to ONLY work if I have sheet hooks turned on (either with WIRE or Midi)
thats some serious risk
did you get the macro from #macro-polo ?
Zhell wrote it for me
If it only works with sheet hooks it just needs to be updated to use midi args
And that's your problem
some new dfreds CE feature I don't see a use case for in midi honestly
Zhell doesn't write for midi
Yeah you gotta ask in here if you want midi stuff
Nested effect doesn't seem to have much use for midi users
sometimes freeze can come through with something in #macro-polo but you really shouldn't go there for on use macros
Yep know this. He said it wouldn't work with any rollers. If I turn on char sheet hooks it works fine as written while using WIRE or Midi
is it really args anymore if we're all using this instead hehe
you can't mix and match zhells macros and midi
Still needs args for macro passes
turning on sheet hooks with midi going is neutering midi
just get the macro made for midi its usually 1 line change
Post the macro, can easily be adjusted
the world script or the item macro that calls it?
three-5 gurus here can help usually and then I can fumble through plagerizing them when none of them are around
no wait
just share what you want to do
zhell made the scripts based on no midi stuff, there could be simpler ways to do it within the midi umbrella
give us the feature description
or share it for Chris actually maybe it is as simple as changing a few lines
He's the guru lol
99% of the time it's just changing the actor reference
so maybe this is a catch, but the item macro is slightly different (by design) for the various spells it's attacked to
or attached
psionicUse(item, {scale: false, dc: 8});
That's an example
That's fine
Some items scale, some don't , they have varying DCs
I can break the world script into sections or upload it as a file, it's to large to copy/paste
What is the attribute key for armor class and dexterity save bonus?
ac has like 5 different things are you doing shield master?
Save as .js
get dfreds ce bud
not sure how i could implement full cover
dfreds CE has them premade
oh
right click them and add as status icon
thanks
see how mine have that icon on them
that happens when you right click and choose to add as status icon
you must refresh your browser/client after you add a new status icon
also midi automates cover now if you have simbuls installed
well it automates corner cover and creatures blocking creatures
One question Ive got is about reactions. some of these are reactions, and I'm not sure if the macro(s) get called or not because with my current setup they don't seem to be firing for the reaction based spells
er i just tried the dodge status
it dosent seem to do anything
dosent grant disadvantage against attackers
I didn't want to assume those were core status icons, but I guess they were
yours is very likely set to NONE right now
or you don't have midiqol installed
yikes are you a midi user?
show me the attack in chat
is it argons dodge?
thats why
i tried both
argons
and not argons
maybe argon is interferring?
should i uninstall it
can use token hud instead
if you right click the token and choose dodge status attack them and see what it does
actually do you have attribution on...seriously I'm so begging tposney to make attribution on by default
attribution?
we really need attribution on for all it shouldn't be a toggle
I think this is another hidden issue
where do i go to turn on attribution
then attack that actor, and expand the left sides attack so it shows the break down of the roll in the merge card
you likely have a hidden advantage flag going on
which is likely literally Hidden
Reactions will be tricky
It's unlikely midi will be able to function quite the same with those
I can just have the players give me a manual skill check for the reactions, not a big deal.
@hollow tundra are you using fast forward?
yes
Your js file just looks like world scripts
my alt click isnt working either
alt click isnt granting advantage
and ctrl click isnt granting disadvantage
are you attacking via token action hud?
no
what does it say for attribution
Install the module find the culprit, and then run it with just libwrapper, socketlib, midi, and dae on.
my alt click for advantage is still broken though
Yep. Zhell wrote it to work with core. I knew it's not written for Midi. Just wasn't sure what I'd need to do to make it "midi-friendly" that or the item macro that calls them
The world script should be fine as is
I think
It's just on the macros that call it
you must setup all your monsters vision settings, you can leave the vision disabled but they must have vision settings setup
man what is going on haha this was nowhere this complicated when i used foundry 2 years ago
apparently
his vision was set to 0
so all attacks against him had advantage
how does that work lol
Can't see attacker
I see,. I did try to fiddle with the little item macro a bit (not knowing what I was fully doing). I added the preItemRoll pass at the end, to test it, and that makes the macro function, but then it loops and doesn't actually cast the spell
I honestly don't know what added the hidden thing
its kinda annoying cause you don't know its there
You need to post the item macro too
it was not there before 2.1.x dnd5e
I only see the world script
Oh I did, but can again. it's a single line - one sec
tposney added it at some point between 10.0.15 and 10.0.32 midiqol
Recentish midi update
yeah at first I thought it was stealthy but oddly stealthy stacks and stealthy puts an ae on the actor so we can see it
psionicUse(item, {scale: false, dc: 8});
midi's is a like just a flag
Ah
@scarlet gale I just have to tailor that for each spell to have them work as intended, changing the scaling and DC
Yep a new ability and a new skill
So this might be a hard incompatibility
Its probably a hard incompatibility with Wire too though fwiw
I'm not fast forwarding anything- so if I turn on Character Sheet hooks, how much of Midi gets bypassed that I might need?
If you don't use the midi roller, why have midi on
It'll break on use macros for sure
everything else it handles (reactions, checks hits, concentration)
it will break save requests, skill challlenges
Which option removed templates after placing them for spells?
check hits theres a simple module for that, concentration you can go with cub or CN
reactions aren't an issue if you aren't using WIRE/MIDI
either that or you guys use the core sheet skills and abilities
Now I understand why someone forked dnd5e and keeps pesting tposney to keep sw5e compatible with midi, its for the custom skills lol
Optional midi bonuses to skill checks would also likely break
anything that calls the custom skill would have to be done via the core roller
or you can fork dnd5e and put in the PR's to make your fork compatible with midiqol like the sw5e guys do
Or refactor the check to not be a skill
But a feature on the sheet
Can still act like a skill
Just can't actually be one
I used to do that for tool checks
I have spells configured to remove template on expiry
But the fireball spell's template stays even after the damage is dealt
Harumph. If I went with the feature instead of a skill check, how would that work? Would the world script point at that instead of the skill, or would the rolling a DC idea have to get completely pitched?
it should poof once a turn changes, or 1 second of time outside combat has progressed
Would just be a case of the feature using the one line macro
Mostly
can you and your table just work with the core skills/abilities? or are there more of them in your system?
Your world script is mostly just adding a function that can be referenced from anywhere
what system are you trying to convert to dnd5e?
Along with adding a new skill
You could do a local midi change
But that I would recommend it
Its a single ability with a skill from that. This is 5e unearthed arcana, with a tiny bit of homebrew with the addition of the extra ability and skill
I Suppose I could turn on the core optional 5e ability of honor or whatever and just have everyone use their imagination
unless Midi souldnt recognize that either
This is all about Psionics.... so Sanity could probably work.. some were afraid they would lose their minds when they underwent Psychic Surgery to unlock their wild psionic talents anyway...
I've franken-brewed 1e wild psionics, with the 5e mystic class and rules and just made my life so much more difficult in the doing
"seemed like a good idea"
I'm checking out Sanity in my test world now..
should be fully functional I get it in MTB and in midi keys for ae's.
I can work with this... The "focus" skill that was based on my "Psionic" ability.. I can just have them do a sanity check instead of a focus check. I'm probably the only one that would care that the name doesn't really go along with the plot/story.
Could always have a world script rename sanity most likely
Oh, hmm Ok so.. if I go down this road, would I just need to swap out the references to focus and Well or Psionics to be replaced with Sanity (in the world scripts)
Kinda
I didn't realize the homebrewed ability and skill was what was throwing a wrench into everything
when I roll it I get the choice for ability check or save
Oh then you're good
for the small item macro, what would need to be added so Midi would knoww hat to do with it (and when)
And for lines that mention the skill like this,
item.actor.rollSkill("focus", {});
the skills would not be possible
Id replace that with item.actor.rollAbility.sanity?
unless focus and will were the same
then you could just do rollSave and do sanity and proficient the sanity save
ability checks are innately unable to be proficient
Hmm
you could do a save but if you do this....why not just live with standard dnd5e and reskin the features as just arcana checks or something
or insight
are these additional skills?
and a 7th stat?
how I envisioned it originally, yes a 7th ability with a skill that's attached to that ability. This is all my own creation so I can tinker with it however to make it work smoothly. It's just a new facet of the campaign so I thought it deserved it's own ability and skill, and I've built out a class, and sub classes and features and like 40 spells
you know, we don't know how wire works, but wire might have custom skill integration
WIRE doesn't seem to know what to do with thieves tools, so there's that
like, it's not a rollable item
yeah neither is midi tool
I guess I didn't realize that.. how have I not run across this before then... hmm
oh I take that back
midi does use it
I have been using MTB for so long
Pretty sure its just core:
I use MTB cause I can set a dc
but WIRE for some reason doesn't recognize the tools..consumables yes no tools
seems an odd thing to leave out, but maybe hella complicated. I have no idea
did you use the wire tools or dnd 5e srd tools cause lke everything in wire requires the wire srd
I've been wondering if my download was buggy..my srd WIRE compendium has one item in it
WIRE seems to be designed to have all of the items and spells work with special item macros.. I'm not sure if my homebrewed spells (with effects etc) are worth figuring out how to make the WIRE compatible
I'm almost to the point of just scrapping the whole idea. I've wasted so much time and energy trying to figure this all out
I have a trap that is full bludgeoning damage no matter the save, and fire damage that is halved if they save. how the f do I do this?
depends on the spell range/target on the item details does but its...complicated in midi
that would be the range in item details
so would u recommend just manually remembering the range?
and you shouldn't have to setup fireball its one of the rare few that work from the dnd5e srd compendium
i was just wondering if the range of spells could be automated
if not ill just remember
are you making your items from scratch?
no
no way lol
from 5e or midiq ol
im just importing them in from the compendiums
ok, when you spit out the item rolled, it should show those details along the bottom of the card
you have a setting off in midi
its nonstandard too so someone told you to shut it off
yeah i think i remember someone telling me to use one of the quicksettings
some folks shut that off cause they get sick of dealing with opportunity attack micromanaging but my method for handling opp attacks is to just remove range from my players melee weapons cause they know their range, and then I just use the override key on monsters as the DM
override key?
its unbound by default but if you go into configure controls and scroll to midi, theres an O key thats redundantly bound to "other formula" which is honestly useless in midi nowadays, and you can rebind it to the "Override" option nearby thats unbound instead. Then when you hold down the O key, your monsters ignore their range limits and a bunch of other optional stuff shuts off like fast forward and auto roll I think maybe not I can't remember
opp attacks are when a person moves out of melee range of a person they can take a reaction attack but half the time it involves moving the actor back so that the 5ft reach weapon can hit it
borne out of frustration while running complex combats in midi
I just rage deleted all the playrs melee weapons distances in their range lol
keep in mind override is DM only so you have to do my trick of deleting the ranges on players melee weapons if you want them to be able to ignore the distance
certain undead will have advantage on turn undead
will the override key work for those undead too
when making a save?
I don't fast forward, but there are keys for it in midi
I'm pretty certain theres a key for this, but if there isn't, I use advantage reminder
I'm sure a guru can chime in and give an activation condition for advantage on wisdom saves if the spell/feature is named Turn Undead.
that'd be a good request from @violet meadow for his lil Activation Conditions workshop post.
Is the override option in midi qol as well?
dosent seem to be there
thanks
Gm only as it says
Is there a way to turn off the wounded status? It dosent really do anything and is just an eyesore.
I think people do it cause theres this thing with online play where some dms dont want to show the hitpoint bar of monsters, and wounded lets you avoid having to say the line "Oh this guys lookin pretty bad guys" all the time in combat when turns come up
you can shut it off...its been moved from v9 I forget let me find it
Top of mechanics
I personally show bars so I probably could ditch the effect too myself
Yeah i show bars too
if the player is above level 5 or so
id say theyre experienced enough to tell when a creature is on its last legs
I think some people hide cause they fudge, which is fine I don't judge, but you can fudge with bars shown if you edit the sheet of the monster instead of the bar
true
in online vtt space its so annoying having to constantly relay the health of monsters so I just show lol
cant blame a gm for fudging lol
Ok I have my world script rolling Sanity instead of my homebrewed skill/ability. Now I need to adjust the item macro that calls it to make it Midi friendly/recognized (I turned back off sheet hooks)
psionicUse(item, {scale: true, dc: 10});
A spell like Cloud of Daggers should deal damage when a character steps into the radius. The cloud of daggers i'm using with midi only deals damage on the first turn, but not on the second turn if the character does not move, or when a new character enters the affected square. Is there a way to change it so every round, midi checks to see if a character is standing in something that will deal damage to them?
Does it still look like that if you only have midi-qol and it's requirements on?
Negative. I have no clue what module could be causing it tho
Run find the culprit
Why is it that SRD spells like Fire Shield deal damage to its caster when cast? It also is not auto dealing damage to attackers.
Not midi SRD, but just regular ol' srd?
Midi just reads how the item is setup, the SRD items don't expect automation
So it likely just has a damage formula, and targets self
Culprit was chat reactions
just regular old srd, is there a set i need to get?
That module likely has some css tweak that's accidently touching too much stuff
it's like some regular srds and ddbs work fine
Not everything will just work out of the box.
You'll likely need to configure it yourself, the midi SRD might have that already setup
But I don't actually know
is there a to make Midi react if a spell like fire shield is enabled? I know Hellish Rebuke works, but that asks the caster if they want to cast the spell.
I should definitely disable ready set roll if I plan on using MidiQoL features right?>
Yep
See above list of stuff midi doesn't work with
thank you
because you shouldn't use dnd5e srd spells
which ones should I be using?
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
midi srd
its available in fork form cause the published version is v9 only
(and stuff from the dnd beyond importer)
Oh i have been importing d&d beyond stuff
this is confusing man lol
most of the spells don't work there
Cest la vie
you need to use find the culprit we can't tell you whats breaking your midi, only you can
@molten solar I seem to be unable to save a build a bonus on an item that's in the sidebar
It works fine while on an actor
No No I found that
when you run find the culprit pre enable socketlib, and libwrapper
Just midi in general lol, and what it works with, and what I need to keep track of relating to it
I get the notification that it saves, but then it doesn't go back to the previous screen
nor actually save lol
the only things midi conflicts with is other rollers
dnd5e's core stuff shouldn't be used cause....its for core
Quick test, unable to reproduce.
hmm
So everything from the dndbeyond importer works with midi?
Let me see if I can get it to reproduce the error
The dnd beyond importer has a setting you need to check for it to generate effects for midi
it doesn't mean EVERYTHING will import good to go
But it does a good enough job for most things
hmm okay
most spells do work, mostly spells that do direct damage
spells that include extra dice rolls as reactions etc seem to have issues
Try without DAE.
things that break in dnd5e core items in midi would be anything that has a suspended effect in it, torches, spells with weird damage formulas
but it doesn't matter, install midi srd
its all the bad spells fixed
and items and features
yeah thanks man
Must be something in my setup, it's only the one item
"torch is an aoe wtf plz fix"
๐คฃ
I just have to "catch em all" and by "em all " i mean all spells that are mostly automated lol
I'm going to guess some weird bad import
funny thing is its still broken with midi srd
Sorry for the bother!
and the active token effects torch is also bad for midi
spongebob_importers.gif
between my copy paste you should have just about everything automated, just have to contend with monster abilities
So, if my players are fine with automation, what hiccups could I run into just turning on the full automation thing?
I really should add dfreds CE to the list of premades but its already a core module for midi imo
I saved the json file of the base settings just in case
I don't like full auto midi, I don't fast forward
advantage reminder is a great player aid and fast forwarding forfeits that modules use
So turn off fast forwarding definitely
Regret.
...huh
and players having no idea what 'automation' actually means.
For some that means "not having to add my PB myself"
I'm lost lol
Zhell does not use midiqol
Alright lol
but for real, I didn't use midi till my players fiddled with it in a session 0 and all decided they wanted it, not everyone likes automation
you also don't need to automate with midi, you can set its settings to manual and just use effect transfer
I have one game I'm running with 5 people, about 20 sessions deep already
I'm gonna be running a game soon with my custom classes thing and probably gonna try out MidiQoL in that game and see how it runs
Do you know of any good practices regarding it?
I've been running dotmm for a full year this month and the partys only just starting floor 5 lol
Mute #macro-polo /s
plenty of macros I am using came from #macro-polo
@molten solar For the custom script section of build a bonus, is it's just evaluated javascript right?
the key is to identify when you need midi related ones or not
Yes
effect macro makes it easy to bypass midi for a macro
does it run functions?
I would think so
So does Midi automagically do advantage when necessary?
if you set things up sure
(on a related note, spell preparation mode as a filter would be nice)
If you automate the why you have advantage
does it need the ; at the end?
I assume the basic reasons to create advantage work in the system
Eh I'll just try it out and figure out if it's cool or not
just ask yourself one simple question, why should it be advantage?
is the monster prone? if you have dfreds CE, have CE replace conditions problem solved
One day 5e in foundry will basally be baldur's gate except with purely user generated content.
oh glorious day
Make an issue
JS in general does not
we're already doing the automation
you may be
Leave automation to modules so the rest of us can play in peace
@molten solar With only build a bonus active I'm getting the following issue:
Custom script of just true is invalidating it
@vast bane undead having advantage on turn undead is a candidate for a world script
Hey, Does anyone know a good way of making it so that a creature has a thorns effect on it? I would like to make it so that when a player hits the creature they automatically take some damage.
Either a manual reaction (easy), or worldscript territory
ah, so no way to create a macro or anything on the creature?
I would rather not have to click an attack each time a hit is made. I was hoping more that it could just automatically damage them
no worries
This for a non-homebrew creature?
it can be for any creature was my hope. I sometimes create monsters that have spike effects or fire bodies that would cause any melee attack to cause damage back to the attacker
don't you already have fiery aura in CPR?
That's why I was asking, I had to make my own framework for on hit effects to get it to work
Yeah the item only does double dice, and does not look at the settings.
The test for applying concentration is probably not all that smart - it checks to see if there are targets, but does not take the activation condition into account.
I hook on item roll complete and look for flags on the target that is hit to trigger it
It's a Convenient Effects "feature" of the 4.0.x release. I think a fix will be out in the next CE release.
Oh fair warning I think I posted a midi issue about that
Sorry, I think im being dim... Fiery aura? CPR?
You can use the onUpdateTarget and do that @rustic knoll
I have something for it. I will share later
Thank you
how would I make midi work with custom made things?
That is kinda a question we can't answer
I guess the answer is the same way you do with dnd5e things but skills/abilities must remain unchanged
preCheckHits is called after the attack roll is finished, so you cant add a bonus then. dnd5e.preAttackRoll is called after advantage is computed by the dnd5e attackRoll code. So probably the easiest solution is
Hooks.on("dnd5e.preRollAttack", (item, config) => {
if (config.advantage) config.parts.push("2")}
)
There's probably some fancy footwork to be done about when the Hooks.once get sets via an item macro in preItemRoll, i.e. do the Hooks.once in the preItemRoll macro call for the item and then adjust the roll in dnd5e.preAttackRoll.
Quickened spell etc do something similar, the preItemRoll macro registers the Hooks.on for the item based on a test, you could do the same unconditionally for your item, so that the dnd5e.preIAttackRoll only fires for that item.
fair enough
if you asked about specifics we could help
When you say custom made things, what do you mean? Midi looks for item.use to trigger the workflow and knows about feats/spells/weapons. What would be an example of the custom made thing of which you speak
Oh I forgot about that. Thanks for the answer.
I ended up hooking on the dnd5e Hooks too, but forgot to update my post ๐ถโ๐ซ๏ธ
im looking to add a few custom classes,subclasses and spells and I was wondering if I need to do any extra manual work to make sure they play well with midi
@rustic knoll what are the specific of the feature you want?
The dnd5e.preAttackRoll is the hook of last resort - it is called just before the roll is finally done, so you can fiddle to your hearts content in that and have it reflected in the roll that is then used by midi.
Classes/subclasses don't really impact midi, other than via scale values which are all respected. Spells should be fine, midi uses the dnd5e fields (plus a few of its own) to determine outcome. In practice any spell/weapon, custom or otherwise, uses the same mechanism to play nicely with midi, set the item fields (in the way that midi expects) and it should work. However, specific examples of what you want is always a good idea.
the funny thing about custom classes is you can change them to fit midi automation hehe
only time thing will get messy with midi is if you fiddle with the skills and ability names
Yeah I am playing with these hooks in the https://foundryvtt.com/packages/automated-conditions-5e
that reminds me that I need to use mergeObject in all these hooks
@violet meadow I would like it to be set so when a creature lands a hit on the target, they take damage please.
I would like it to be possible for me to change the damage type and amount somehow so it can be used in the future for other creatures if I decide to add it.
@molten solar meaning that if you change something there, MidiQOL will for sure respect that, overriding its own workflow parameters more or less ๐คท
will this be on the test
thanks for all the info
its in the SOS section but keep it on the down low
What would the radius be?
Whoever attacks from 5ft away? Melee no matter how far away?
Damage? DamageType?
Radius would be 10 ft, damage would be 1d6 and type would be fire in this case
Thanks to @violet meadowโs smart hack I have modified the item macros to respect critical dice settings for sneak attack/rakish audacity and hunters mark. Happy to share.
Also does anyone in this channel ever sleep?
me likey
Shout-out to Rayla the Brave who had done the grunt work of making sure all optional rules for critical handling were respected
@gilded yacht I am looking for a way to make reactive damage more straightforward and not needing some sort of World script, and be able to pack everything in a shareable Item.
I have found a really janky workaround
oh shit the sent button was hit to early... I will be editing this post... ๐ฉ
I am creating a DAE.onUpdateTarget pro-grammatically in the ItemMacro of the Item ```js
const lastArg = args.at(-1);
//const damage = lastArg.originItem?.getRollData().item.formula; //this will be the damage done to the attacker if in melee.
if (args[0] === "on") { // create an onUpdate trigger for the actor
item = fromUuidSync(lastArg.origin);
const flagValue = getProperty(actor, "flags.dae.onUpdateTarget") ?? [];
const onUpdateData = {
filter: "system.attributes.hp.value",
sourceTokenUuid: lastArg.tokenUuid,
targetTokenUuid: lastArg.tokenUuid,
sourceActorUuid: lastArg.actorUuid,
origin: lastArg.origin,
macroName: "ItemMacro.Fiery Fire",
flagName: "FireyFire"
};
flagValue.push(onUpdateData);
await actor.setFlag("dae", "onUpdateTarget", flagValue);
}
Then in the else if (lastArg.tag === "onUpdateTarget") I am trying to check if the Source of the Attack that damaged the effectOrigin and triggered the updateActor is in radius
Issue, the Attacker is not passed in the args.
It can be found, by going into the lastArg.targetToken.targeted and checking who has targeted said token, and working my way up to user.character.getActiveTokens().
That seems very convoluted
But its a pain and not easy to validate the correct user who has the token targeted.
Can MidiQOL add the attackerToken.uuid at some point in the data passed to updateActor Hook?
I am trying to find where/if it makes sense for MidiQOL to Hook on the preUpdateActor and do a ```js
setProperty(update, "flags.midi-qol.damageSourceUuid", workflow.token.uuid)
it sounds more convoluted than it actually is ๐
OK success
Will now need to see if I broke something though ๐
Probably best to provide the uuid of the Item that is responsible for the damage that leads to the updateActor
I went into workflow.js and added as line 667 this: ```js
Hooks.once("preUpdateActor", (actor, update, options, user) => {
const hpUpdate = getProperty(update, "system.attributes.hp.value");
const temphpUpdate = getProperty(update, "system.attributes.hp.temp");
if(!!hpUpdate || !!temphpUpdate)
setProperty(update, "flags.midi-qol.damageSourceForInstantReaction",{damageSourceTokenUuid:this.tokenUuid,damageSourceItemUuid:this.item.uuid});
});
Chris, do you plan on making a hexblade's curse macro someday? I don't see it in your github
I think Chris has one ๐ค
Anyways this is the one I am using and you can find out how to setup here https://github.com/thatlonelybugbear/FoundryMacros/tree/main/MidiQOL_related/Class Features/Hexblade's Curse/v10
Thanks!
I've got 6 small one line macros, written to be used as item macros, that all call on the same world scripts to do things to the spells they are attached to. I was wondering if someone could help me with making one of the macros Midi-friendly (I'd be able to figure out how to modify the other 5), so I can use them with Midi? Right now they only way they work is if I turn on Character Sheet Hooks.
Hello there guys, wanted to ask a question relative to Simbul's cover calculator and its interaction with midiqol, i found it really usefull but we're finding a problem
is there any way to make a token with eitehr dead or prone not create half-cover?
i dont mean manually, as it can be done through token options, but autoamtically
maybe through cub's triggler?
I want this item being attuned to--to double the damage for all utility abilities (they have custom attack utilities). Cannot get it to multiply at all; let alone by 2, for the life of me. If a macro can be offered instead Ill take anything at this point.
Image
Pretty sure that is a setting in Simbuls to ignore dead creatures
Try setting it to custom mode and the value to *2
I tried that just now and it doesnt seem to have any effect either, thank you though!!
Huh, could have sworn I did something similar, but not at a PC to verify what I did
Best to share the macros too so we can take a look easier with less back and forth ๐
Never used that key, what's supposed to do?๐
psionicUse(item, {scale: false, dc: 10});
There it is. I've got a gaming session abotu to start so I'll be away for a few hours.. thanks for looking into it
Ok I think I am missing lots of context ๐
Supposed to multiply the damage die for damage based utility abilities. If it worked. But I cant get it to double the damage die for them.
I wrote a mini module for them using item macro and NOT midi
Specifically knowing they were not, at the time, using midi
aaaaand with the warning not to use it with midi
Good luck
You can't use what I wrote if you use Midi. Delete one or the other. It will require a complete rewrite, so either scrap the script or ditch Midi.
Make an issue in the MidiQOL repository.
I still have no idea what that is ๐๐
I love the automation of damage with MidiQOL, but I'm wondering if there's a way to adjust the size of the number as damage is displayed. It seems to almost correspond with how much damage is done vs the creature's health pool (bigger health pool, the smaller the size of the font when it shows damage or vice versa). I didn't see anything in the Midi settings itself, so I'm wondering if that's coded in the .json and I'd have to fiddle?
Scrolling damage on the map scales with the grid size.
Oh, interesting; my eyes must be playing tricks on me. Is there a way to adjust its scaling value without digging into the code or adjusting grid size?
MidiQOL doesn't touch that aspect at all. Probably world script territory in #macro-polo ๐คทโโ๏ธ
Hmmm, okay. Thanks for the direction!
Hi all.
Is is possible to make the Evation feature ignore damage from successful dexterity saving throws?
Have you looked at the Evasion item in the Midi QOL sample compendium?
I didn't know it existed. I will have a look
Hmm how do i find this? it doesn't show up when i search my compendium tab for midi?
What version of Midi are you running? ๐ค
it says 10.0.32
Then you should definitely have the compendium, the exact name is MidiQOL Sample Items
odd.. nothing shows up :/
That is extremely weird
I'll try to uninstall the module and install it again.
No im the GM and doing this on the App on my PC
Also I just realized, Evasion is not in the sample items, Uncanny Dodge is ๐ค
Well, it should be as simple as giving the Evasion feat an effect that sets this
With that being said I would recommend you fix your compendiums, lots of useful items in there
I've just tried to uninstall and install again .Still nothing... wierd
Disable Compendium Folders
is that the thing causing this?
but its so useful for the rest of my compendiums ๐ฆ
Just disable it temporarily so it shows up again
I have that and the Midi compendium shows up fine for me 
They hid it using CF
Oooh right, it adds the ability to hide, forgot about that
It does show when i disable compendium folders, but it dissapears when i reenable CF. Is it possible to keep it visible with CF on? I doesn't have the "hidden" icon with CF off
Edit some folder and put the pack in there
Is there a way to turn off automatic crit damage with midi qol?
@molten solar @kind cape I just duplicated it, worked fine. Thanks a bunch both of you!
Yeah, dont fast forward
The advantage of being spread across like 5 timezones ๐
is there an example somewhere of a light cantrip that actually changes the light settings of the targetted token?
if you have active token effects, midiqol, and dfreds ce installed, the vanilla dnd5e light cantrip should work as is, however right now there is a bug in version 32 of midi that should be fixed in 33 that breaks it. You have to just toggle the dfreds ce light cantrip manually till the fix comes out.
midi and dfreds automate together and if you have a spell that matches the name of a dfreds CE midi auto applies the ce, but the bug in 32 is that the durations are getting screwed up on them so they shut right off after casting them, in 33 it will be fixed
there is no simple downgrade to go with as midi, dae, and dfreds ce are complicated atm
If you are on dnd5e 2.0.3, I recommend midi 23 or 24, dae 14, and dfreds 3.1.1
If you are on dnd5e 2.1.x update to 2.1.5 and you can run the newest midi/dae/dfreds ce
Dfreds CE 4.0 requires midi 32+ and dae 22+.
If someone really wanted the dfreds ce automation fixed temporarily now before midi 33 comes out they would need to downgrade dfreds ce to 3.1.1, dae to 21, and midi to 29
oh shit, just enabled dfred's the other day, didn't realize light worked now. never mind ๐
the auto transfer from midi will be broken, it will end when you advance the turn unless you edit its duration manually
if you just toggle it on via the dfreds window its fine
cast it with light cantrip both in and out of combat, cycled through rounds, worked fine, didn't expire
what version of dfreds ce and midi are you on
you probably lack times up, and that's actually a funny way to fix the problem
I need al the yummy special durations so I can't drop times up just to fix my 3 dfreds ce auto applies I utilize hehe
4.0.3, 10.0.32, have times up, but i do notice that the duration listed on the effect is none
do you have simple calendar?
weird for me it ends after 1 turn in combat, not sure about out of combat
either way fixed in 33
๐
lol, tried to cast light on allied token, kept making the save. is there a was to flag the spell editor to not attempt saves on friendlies?
this is another reason why I prefer not to fast forward
Does anyone know if theres a way to make the paladin aura not affect sanity saves?
other than manually making it 6 keys instead of 1 key I suppose?
The default tokenmagic effects are great, but how would I implement a custom effect? or modify and existing one?
I have almost made all reactive damages work in a really straightforward way. Some more testing needed ๐
I can't find the individual save keys
I can only find a deprecated one I think is wrong
I think that the tokenmagic repository states how to do that
thanks ill take a look
Mass Edit allows you to edit an existing tmfx on something and then save it as a new default with a good UI
otherwise tmfx on its own its weird complicated macros to do it all
I was using the midiqol sample Hunter's Mark item for a session and it was fine, next session it stopped working. Casting the spell adds the effect, but when I attack and hit, it does not add the additional 1d6 of damage. Any idea what I may be doing wrong?
does it work right now? show us what it looks like in chat when you attack and it fails
My first thought is module interactions
you'd know if you added modules between the sessions
it is not working currently, here's a screenshot of chat:
the token magic repo page is pretty in depth, ty, just what i needed
No new module installs, I think I updated some modules, I'm not sure of which ones though at this point
Ok gurus, we've seen this before, who remembers what weird interaction this was
do you see any errors during the casting of hunters mark and during the attack with the longbow?
Mass Edit module has a much simpler front facing UI to edit and save new tmfx filters
@vast bane Oh, yes actually, on casting HM I am getting this:
at eval (eval at callMacro (workflow.js:1625:15), <anonymous>:19:40)
at Workflow.eval (eval at callMacro (workflow.js:1625:15), <anonymous>:45:4)
at Workflow.callMacro (workflow.js:1626:14)
at Workflow.callMacros (workflow.js:1516:21)
at Item5e.doItemUse (itemhandling.js:254:34)```
sorry, I missed that before
Someone needs to go through the samples and put in a PR for tim, his samples are starting to show their age
Hunter's Mark is working as supposed to be working from a quick test
Just dragged it from the compendium and used it
Version of MidiQOL and DAE + Foundry ans sytem?
I'll take a look, ty
midiqol 10.0.32, dae 10.0.22, dnd5e 2.1.5
OK I would clear the Hunter's Mark from the character sheet and drag and drop it directly from the compendium
When does this error pop up?
cleared it from the sheet, deleted existing effects and re-added it from the compendium, same result.
The error appears when I click the spell, but before I have confirmed use of the spell slot
Did you try with only MidiQOL, DAE, socketlib and libwrapper modules enabled?
not yet, I'll give that a go
Still occurs with just these modules enabled
OK is this from a player's account or a GM?
currently as a GM
Drag a new actor from the Starter Heroes SRD
Give that actor the Hunter's Mark 10.0.23 Item (spell)
Cast it to a target from that Actor
Same result
I will send you my MidiQOL settings to try and see what happens
gotcha
may want to export your settings first so you can rapidly revert if his settings don't fix it
what is your socketlib and libwrapper versions
socketlib 1.0.12, libwrapper 1.12.12.0
any world scripts and did the settings fix you?
no world scripts, and unfortunately no, settings did not fix.
I tried targeting a new actor, that did remove the error, however it is still not adding the d6 of damage
a starter hero also has the issue hmmm
reinstall all 4 modules is my only guess now, this is assuming all that has been said was done
your issue makes no sense since we all can use it just fine and you have tested with just the 4 enabled and using our settings.
are you sure you are shutting off all modules?
what is your foundry build?
If you're in combat try ending a turn and attacking again
Hmark should be any amount per turn fwiw, its favored foe thats once per turn
I'll try reinstalling all four modules and see if anything changes, sorry about that, removed
all four modules reninstalled, just these four modules active, casted midiqol Hunter's mark from a starter hero onto a different target then what I had used before, received the error I posted before, and still no hunter's mark damage
at this point I think I am somehow cursed
make a new world
when you updated from 2.0.3 dnd5e to 2.1.x dnd5e, did you at any time revert to 2.0.3 when everyone said never to do that?
No, I don't recall ever doing that, making the new world now
I'm grasping at straws here but you could also try the macros/migration stuff for 2.1.x, I think its the dev post in the pins in dnd5e but that is a hail mary idea and likely totally useless to try
That error has nothing to do with a migration issue
We're in desperate mode for them at this point lol
It does work in the new world, so I'm guessing there is some kind of corruption in the existing world?
It's looking for a DAE flag that it can't find
actor.flags.dae.onUpdateTarget
It's getting the error as it reaches onUpdateTarget
yes, was logged in as the DM
Meaning the dae thing isn't setting the flag for whatever reason
they tried on a starter hero and got the error I'm hard pressed to think of anything that could stop it
did you ever say what build of foundry you were on?
they showed us the 4 base modules and were fine, just foundry build is unknown
yes, foundry v10 build 291
dnd version?
2.1.5
Can you screenshot your DAE settings?
can you show us a snippet of the top right, at this point we have to rule out you, no offense meant its just this is uncanny
no worries, I understand:
which section?
dae doesn't have sections
Unrelated, but for people who use token magic fx and automated animations. What's your solution for making templates not have the token magic effect if it has a AA animation?
theres 2 checkboxes you must uncheck in tmfx due to an issue that otigan setup on aa
oh right, sorry:
If you want AA to work perfectly these three must be unchecked:
(in tmfx)
top one shuts off tmfx, but otigan checks the second or third instead of the master switch
Will I still get a template effect if there isn't an animation with the settings like this?
if you uncheck these three and have no AA animation setup, it will be default the color of the player placing it, and aa has a setting to hide that color unless you hover over it
I want the token magic effect if there isn't an AA ideally. As a fallback of sorts
I dunno if you can pull that off, its kinda hard to get the dev modules to interact with the mod community
hmm
you could set a macro to apply a tmfx animation manually and abandon if an AA exists
I know I can just update the template with the flags
Your module?
SIFToolkit updated to v10
thats SIFT
I will publish it soon
I still don't like that cause doesn't it do the red error from midi on turn change?
or is sift silencing the midi "wtf where is it" error?
I could make my own dumb fix now that I think about it
I cannot see an error when testing
I'd rather just make aa's cause aa animations rock
hook templates being placed and match the AA menu...
whenever aa deletes a template it shouldn't, when midi tries to kill the template dae on the source actor it throws a red message saying it can't find something
thank you for the troubleshooting all, I think for now I'll just handle the hunter's mark damage manually, sorry for being problematic
can you humor me and run the macro in the dnd5e channel pins
its the one by dev#
That has nothing to do with this
not at all. Something strange is happening.
it can't harm his setup though
Maybe a reinstall of the modules might help
he already did that
It seems it cannot set a flag for some reason
@oblique scaffold did you test with source and target being two new ones from the Starter Heroes (SRD)?
just did, no change I'm afraid
also for the record, we've troubleshooted this issue before here, someone had their damage bonus macros not working and I forget what the solution was, I'm getting huge dejavu with this
I think theres was sneak attack
try dragging out a dnd5e aboleth and a starter hero ranger fresh, and drag hunters mark to the ranger and try it
just tried that, same issue unfortunately
This is my dae settings fyi:
yeah tried that as well with the same result
are you in the app or a browser
app
ctrl f5, and have you closed and reopened?
well try from a browser just for fun!
yes after the reinstall, just tried again though, same issue
same thing in browser
This one is going to haunt me guys
Promise me if you ever figure this out you will ping me what it was
I got one more idea... HOW are you rolling hunter's mark?
show me the thing you literally press to roll hunter's mark
will do, and just clicking the icon for the spell:
God I got nothin, this ones gonna burn in my memory
@molten solar I got a question i cannot seem to find the Babonus on my module list to activate it, even though i had made sure to install it to the most current update of 10.4.3, but it wouldnt show on my module list at all, i had to down grade it to 10.3.6 for your module, and from there i can activate it. Is there a module requirement that i am missing for it?
has anyone here made a good implementation of save 3 times before failing 3 times effects? for spells like contagion and flesh to stone?
Is there a way to request one of two saves from a player with midi?
For example, a feature requires a dex or str save, chosen by the player. The DM uses the feature and targets the player, the player gets the LMRTFY dialog with an option of str or dex
Would need a macro. With LMRTFY you can at least select multiple saves and save that as a macro
mmk, might end up catching a hook so I can make the saves dynamic with a dialog box. Do you know the hook midi uses before requesting saves of the top of your head? or where i can find it?
Nope, I rarely mess with macros
alrighty, back into the depths of documentation i go lol
Have fun
This a monster feature?
That sounds similar to the Deadly Leap from a Bulette:
https://github.com/chrisk123999/foundry-macros/blob/main/Features/Monster Features/Bulette/Chris-DeadlyLeap.js
FYI Chris, put links inside <> and it won't pop up the embed
an interesting implementation, but that looks like it just picks the higher of the two automatically. I'm more looking on implementing a new feature that lets a character optionally pull from a resource pool to change the ability they use on a save. So in short, no its not a monster feature. It'd be closer to a character feature
yeah, I think the easiest way will be to hook onto midi save requests and just tag a dialog onto that if the target has the feature. was hoping to avoid writing more code, but it is what it is
It appears as though when an actor is immune to crits, the target will still take the non-crit damage even if the attack roll didn't beat the target AC.
it is free https://www.patreon.com/posts/sleep-73239028
Critical hit is not the same thing as natural 20
if it was an increased crit range then thats a problem, but if they rolled a 20, rules as written that always hits
If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this section.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
You sure?
yes cause theres two terms, natural 20 is another defined term
Where at?
I suppose it does say it becomes a normal hit
but does that mean it still gets the regular ac check?
bleh
man I really can't wait for a parseable phb and dmg
yeah its in the wording of adamantine armor
you don't cancel the natural 20, you cancel the double dice
the hit becomes a "normal" hit
it doesn't say you miss
It doesn't say the attack becomes a normal attack, it says it becomes a normal hit
How do you implement this?
I am looking to impose disadvantage on an attack roll as a reaction.
correction, On hit*
dnd5e 2.1.4 or later
And don't ping me in here, use #dnd5e instead ๐
I'll keep that in mind for next time, thanks Zhell
@tired flint MidiQOL, Hex: https://github.com/thatlonelybugbear/FoundryMacros/blob/main/MidiQOL_related/Spells/Hex/macro.js
Also make sure to check Chris' trove of Premade Items in https://foundryvtt.com/packages/chris-premades
Hi guys I have some issues but idk how to replicate it. Sometime when I do encounters in sessions (I use midiQol full automation) when I do some attack rolls on NPC they just do the attack rolls, and it bugs out and never do the damage dice, then I have to do another attack roll and it rolls it on the SAME attack chart and rolls damage with it this time
If I'm using midi, do I still need About Time or Times Up if I have simple calendar? I mean, will it break anything with the automation other than conditions expiring?
About Time is not needed except if you know what to do with it ๐
ahhhh ๐
I tried ๐
We both know I don't ๐ how about Times Up?
When it happens again, open console (press F12) and check if there are any red errors coming up
Reading can be hard, I forgive you ๐
Sorry, wrong post for that
What I did is i put a goblin on the map, gave him a greatsword and then target hit a player
https://gyazo.com/ad7387594b509ba403de3b3d10205a5b
Another screen, another goblin with same thing tried, same stuff happened (I scrolled down the advantage/disadvantage thing for you to see
FYI, on windows you can press windows key + shift + s and take a quick screenshot and paste here
i didnt know thanks you i will use it now
MidiQOL version?
10.0.32
@gilded yacht regarding <#1010273821401555087 message>, it seems that for some reason midiProperties are sometimes not "set" on an Item and utils.js:1907 breaks when checking ```js
if (item?.flags.midiProperties.ignoreTotalCover && item.type === "spell")
Try going in the item details tab, down to the bottom change one of the properties there, for instance check the No Full Cover box and try again
I tried even without now it works for no reason, idk why
For now it works, I tried your thing too but it works without too, so i really dont know whats happening. Is it because sometime I have too many actors ? (last time was 16 actors, 6 players and 10 monsters and it was randomly bugging), is it because of lags ?
Not sure what exactly causes it, but there was another user that had the exact same issue ๐คท
is the character a ddb imported character?
Not doable on hit easily
Janky workaround is available though
I see what you did there
Yes its from ddb compendium, same for weapons
I dunno I think this cover bug is a ddb importer thing they all have it
this last version tim had changed how the cover checkbox worked, I'm guessing its somehow thrown the importers off slightly
Hey, I have an item that does +1 to attack and damage rolls, but I want it to also change to +2 to attack and damage if the attack is made against a creature who damaged the user since their last turn - is this possible to set up?
Thank you!
Probably doable, DAE flags and some macros.
I will take a look and if it's doable easily I will share it back
Thanks ๐
re-read it and it's not as easy as I first thought.
You need the bonus to apply if you attack a creature on your turn that attacked you any time between your current turn and your previous one
Still doable but needs a different approach
Yeah I thought it might be tricky, it's one of Griffon's Saddlebag items from book 1 and it seems cool but figured it would be tricky to implement
@violet meadow here is the macro in question
main()
async function main(){
// Get selected token
if(canvas.tokens.controlled.length == 0 ||ย canvas.tokens.controlled.length > 1)
{
ui.notifications.error("Please make sure your have your token selected!")
return
}
let actor = canvas.tokens.controlled[0].actor
// TODO: Get stack count
// Apply damage
let newHP = actor.system.attributes.hp.value - 10 // TODO: roll dice here
actor.update({"system.attributes.hp.value": newHP})
}```
Do you use MidiQOL?
And does the user have permission to update the actor which has the effect on?
MidiQOL is enabled, I have permissions to update this token as well (it's my PC).
Try this ```js
if (args[0] === "each") {
const effectActor = fromUuidSync(args.at(-1).actorUuid);
const newhp = Math.max(Number(effectActor.system.attributes.hp.value) - 10, 0);
effectActor.update({"system.attributes.hp.value": newhp});
}
If you want to be able to undo the damage you can use `MidiQOL.applyTokenDamage()`
small edit
Ah, that makes sense. So it's not running due to extra parameters probably? Strange I didn't see any errors about it though
Do you have advanced macros module enabled?
Probably not, didn't know that was a setting
Ah, no
How should I define args as a parameter? Not familiar with javascript
main(args) like this?
you actually dont need that main function wrapper
if this is the entirety of the script
oh, nice
args are provided by DAE
just include a console.log(args) in your macro and check what is provided.
Or take a look at the DAE readme
Ok, so with these changes I still get nothing at end of turn unfortunately.
I added the console.log(args) line and nothing is logging either (and no errors)
OK is the DAE set as a Transfer to actor on item equip if its on an Item (details tab on the actual effect)
Or how do you set this effect up?
I just made an effect under passive effects, gave it the macro repeat flag and set the effect like this
Does it need to be part of an item?
nope.
And printstuff is a script macro?
any errors?
It's a script macro, yeah. No errors or feedback that it's running at all in the console.
OK and the actor in in combat and you end its turn ๐ค
Yeah, I'll try restarting the combat but that shouldn't cause issues afaik
No dice unfortunately
So nothing posts in console when changing rounds?
There's some messages like "It's your turn!" from other modules and the like, but nothing from the script or QOL/DAE.
No :/
This is the entire output
Just to make sure
Cause this is strange if the DAE is active on the combatant
and no errors in console!
are you sure its not filtered out in the log? can also drop a debugger in the macro somewhere and if the macro is being executed locally (are you a player or GM, and are there others connected?) it should 100% halt execution
I'm a player in the campaign, the GM is connected.
Not sure how to add a debugger, sorry
Just add debugger up top in the macro
Do you happen to have more that one macros with the same name?!
Nope, we don't really use macros in the campaign
I'll change the name to something I'm sure we're not using though
this is DAE? right?
DAE executes code wherever the hell it wants
so you cannot depend on it ever executing locally
ran into this early on with warpgate -- sometimes the GM executed the code, sometimes the player did, SOMETIMES it was GM for ON and player for OFF ๐ตโ๐ซ
So it's not guaranteed to run on my client, but it should still perform the HP update no?
I'll make a blank project to test this out it, it could be another module messing with it or something.
Thanks for the help, I'll message again if I still need help, but I don't think there's much else to do.
ffs I need coffee...
OK so if a player executes a DAE macro, and the actor affected by it is owned by the player, ON/OFF is executed locally.
If the player executes a DAE macro and the actor affected by it is non-owned by the play, ON/OFF is farmed to the GM.
EACH always on the GM's client.
Hey, I thought I saw this setting on the Midi settings, but I can't find it now - basically a way for my players to choose their damage type when rolling damage
They have a feature that lets them do slashing or piercing damage with their sword
Workflow tab in the workflow settings of MidiQOL.
You must not Auto Roll or FF damage
Is there a way to activate a critical roll margin on a per-weapon basis?
(dnd5e)
Like a weapon trait that allows to-hits above AC +10 to be considered crits
Is that what you need? This can be customised in MidiQOL settings -> Workflow settings -> Rules tab
Hey guys. Anyone with a idea how to make midi-qol to take "heavy armor mastery" feat in calculation?
I am pretty sure that allows for every single attack roll
yes
look at the DR flags not dr
Looking for a weapon trait that enables crit roll margin