#MidiQOL
1 messages Β· Page 76 of 1
then be more specific
sorry but what do you mean DR flags?
Thanks a lot mate
@magic kraken from what you described, what bugbear shared for a snippet is exactly what you want but its all weapons not just a singular weapon. If you want a specific weapon to do it thats gonna be macros probably or an activation condition.
Yeah I should probably just start mounting some macro to do it
can I make this somehow relevant to wearing heavy armor?
Make it an effect of the armor they are wearing
do they have the feat called heavy armor master
?
no don't make it part of the armor
make it an ae on the feature
because they can wear any armor
if you really wanted it perfect, you'd probably have to get bugbear or chris to make it perfect but I'd just attach it to Heavy Armor Master feature, apply on equip, and call it a day cause your heavy armor master will rarely not wear heavy armor and you can just disable the ae when they aren't wearing heavy
I assume this is a pretty easy thing to do... and I remember seeing some sort of flanking rules. Is there a way to make the flanking automatically +2 to hit with midi?
Set midi to use CE for flanking effects
Then just copy the CE flanking effect and customize it to your liking
Since I don't fast forward, I'd probably put another key in:
this way my AR message will remind me, the dm, to make sure they have heavy before benefitting from the feature
are you sure you want that
alot of people think making flanking a +2 is a nerf to flanking but its actually a net gain for flanking
cause then it stacks with advantage which is already ridiculously easy to get
pallies and barbs don't need more broken modifiers
but to the actual question -- can it be changed?
I'm using dfreds
That sounds awesome, you ever share it? I have been playing with World scripter, and looking for ways to automate further.
I wonder if there is a way to get the +2 flanking only if one doesn't have advantage
In my previous question about templates, apparently more is broken - after 10 rounds, the concentrating expires but none of the effects of the faerie fire spell do (still have tokenmagic effect, still have advantage against them, still have template and "expired" doesn't remove the concentration effect, just annotates it:
<#1010273821401555087 message> relevant
edit: Somewhat relevant as to why this might be difficult.
I re-read what you asked... πΆβπ«οΈ
Can you try on a new world with everything updated to latest?
I need to find that and will share.
I'm having some issues troubleshooting Midi-QOL. For some attacks, it is automating nicely. Player rolls the hit, it determines if it hits or misses, and if it hits, do the damage, and it applies to the monster. My attacks as the GM seem okay.....
However.....this isn't the same for the players. Some are fine, some are not. I've checked their Midi-QOL settings on their end, and they are all the same.
For testing I'm using a module to allow me to manually input the roll of the die so I don't have to re-roll multiple times to get a hit, miss, or crit. For this player, they have multiple weapons. For a specific weapon it works fine, for all others, it rolls, but there is no adjudication, and if he rolls damage, I have to manually apply it.
Where can I look for why this is happening? I'm testing logged in as him on one window, and running my GM view in Foundry directly. In my GM window, it works fine. Dagger is the one that works properly.
This is happening in multiple campaigns. I figure if I can solve this campaign, the rest will fall into place.
AC to hit is 18.
Is there a red error reading undefined coverTotalBonus or something to that effect?
Open console by pressing f12
my monster warpgate macro has broken and I don't know what it could be.
const duration = duplicate(args[0].item.system.duration);
is this system ok?
Yeah but probably this will not do anything if that goes up to the AE directly
Actually I figured it out, the player redragged the spell and it was missing its item macro entry
Weird. I had to reboot my computer for a non-foundry issue and it's now working. Very weird.
I'm going to go through all my modules and players and see what happens. It's odd as this has been a multiple session issue.
I got this in the window where I'm loaded as the Player.
My GM console is nothing....
And the rapier didn't do its automation this time
Yes it comes up a lot
Set the midi property no full cover in the details page of the weapon
Checkbox at the bottom
Is this something I should do for every weapon and attack spell (or just wait until one of them is borking)
IIRC you can uncheck it after the fact
it just needs to get toggled for some weird reason
Okay, that at least gives me something. So a bug then.
For some reasonmidiProperties are not set when this happens. Might be a weird interaction with dndbeyond importer, but there was another user saying that they could reproduce with SRD items.
I wonder if deactivating Dndbeyond Importer fixes this π€·
looks like its a nested object, so without midi adding that object (or taking nullish precautions) on item creation, it will error until the nested object is set (via toggling the value)
Exactly. It is matter of a ? to solve for good, at utils.js:1907 midiProperties?.ignoreTotalCover
@magic kraken a macro to at least roll critical damage based on that targetAC calculation.
On Use MidiQOL macro on the item you want to have the extra critical range.
ItemMacro | After Attack Roll ```js
if (!args[0].hitTargets?.length) return;
const targetAC = Number(args[0].hitTargets[0].actor.system.attributes.ac.value) + 10;
if (this.attackTotal >= targetAC) this.isCritical = true;
You would need to re-render the message to get the critical hit text and color.
hello, sorry if this is asked a lot, is it possible to have the effect of pack tactics automatically?
I did find the flag that makes all my attacks have advantage but it doesnt check whether there is an ally within 5 ft of my target, it simply always attacks with advantage
The flag value can be a condition to check if it's true or false
flags.midi-qol.advantage.attack.mwak | Custom | findNearby(-1, targetUuid, 5, 0).length > 1
Actor onUse macro when using DFreds CE and MidiQOL Flanking option. ```js
Hooks.once("dnd5e.preRollAttack", (item, config) => {
if (!config.advantage && item.actor.effects.find(eff=>eff.label==="Flanking")) {
config.parts.push("2")
item.actor.effects.find(eff=>eff.label==="Flanking").delete()
}
})
Will add 2 to the Attack Roll and delete the Flanking AE.
Downside, that you need to retarget to get the Flanking AE going again...
But you can ```js
Hooks.once("dnd5e.preRollAttack", (item, config) => {
if (!config.advantage && item.actor.effects.find(eff=>eff.label==="Flanking")) {
config.parts.push("2")
//item.actor.effects.find(eff=>eff.label==="Flanking").delete()
game.dfreds.effectInterface.removeEffect({effectName:"Flanking",actorUuid:item.actor.uuid})
Hooks.once("dnd5e.rollAttack", (item, roll) => {
game.dfreds.effectInterface.addEffect({effectName:"Flanking",actorUuid:item.actor.uuid})
})
}
})
π€£
thank you a lot π !
lol this needs to be added to the activation conditions cause thats amazing
Was editing the post, but realised its not an actual activation condition.
wait a minute
I will add it with a note to pack tactics
can that also be sneak attack lol?
yeah but could you actually pull off other formula activation condition for sneak attack now?
ye
if find nearby is useable and workflow.advantage
obviously it would break more than once a turn though
just funny how far midi is coming along lol
You can have just a macro to set a flag that sneak attack is used this round, and the rest activation conditions π
I am trying this, but cannot get anything to work in the new world after updating -- will recheck old world to see if it broke more
But still you have to choose when
are you using cub?
no
do you have concentration automation actually on in midi?
I personally don't auto end concs
and which faerie fire are you using, is it dfreds CE's?
my own token magic animation:
[{
filterType: "globes",
filterId: "glowingGlobes",
time: 0,
color: 0xca2c92,
distortion: 0.4,
scale: 40,
alphaDiscard: false,
zOrder: 1,
animated :
{
time :
{
active: true,
speed: 0.0008,
animType: "move"
}
}
},
{
filterType: "zapshadow",
filterId: "myZap",
alphaTolerance: 0.45,
rank: 2
}]
await TokenMagic.addPreset("Faerie Fire", params);```
configured in Dfred's
yes
like the whole thing or just auto checks
midi srd faerie fire is in need of new ATL keys I think:
maybe just the autochecks? not sure
I don't use the ATL effects, just a simple purple 'bug lights'
if you indeed have a dfreds ce bug, you may want to get that posted quickly as tims already workin on 33
I'm stuck just trying to replicate this - it still has the functioning tokenmagic effects in my old world even with updates, but I can't even get those working in the new world
I didn't have the temp HP check enabled
and I had "remove conc..." set to Effects
I dunno what exactly your issue is then, I just tested dfreds ce's faerie fire and its working fine for me
I've made it match yours exactly now
you should use mass edit to make your custom tmfx
yeah tmfx has no front facing UI
Is the issue that the TokenMagicFX is not removed in the end π€ ?
mass edit module he gave us a UI to edit and save tmfx filters
no - the effect doesn't expire and concentration is "expired" but not removed -- is that normal?
do you have times up module?
ah - ok, I just have a macro that adds them
yes
you need to make an effect macro and put a filter clear on "on deletion if you are gonna use macros for tmfx
OR, get mass edit and save the presets and use macro.tokenmagic
Do you have the Times UP option to disable instead of delete?
that's what I did (no mass edit)
this
what is the ae on the actor that is misbehaving?
I don't understand
Go to Times Up settings
Is that checkbox checked?
show us the ae on faerie fire
unset - as in your screenshot
give us eyes on the actual items stuff
faerie fires effect tab, edit effect and show us the keys on it
I cannot understand how Concentration is disabled and not deleted.
The rest are probably byproducts of this behaviour
did you check the box for suspended on dfreds CE's concentration?
that's what the built-in Dfred's was set to, I had it at 20 before
where is this? in midi?
Moto, mind if I peruse your grey matter after? Don't want to sidetrack from what you guys are doing, but just in case you're heading off.
is your faerie fire on the item or in dfreds ce?
in Dfred's
whats up I can multitask
I can't get any of the 0 priority entries to transfer via midi in dfreds ce
they apply when I use dfreds alone
You helped me last night. Just got off work and tried implimenting it, but I'm getting some weirdness.
If I set range and target to "self", and unclick everything under details, I get this "apply effect" tab when I use the ability... But it does nothing, nor does the intended buff activate.
nm midi srd item got accidentally reused
if, however, I tick "transfer to actor on equip", the stat change gets applied, regardless of whether I activate the item or not
are you using ready set roll?
whereas if I untick, nothing seems to activate it
or effective transferral?
No, I shouldn't be. I just had Midi and what seems to be a bunch of token effects, that I haven't gotten to exploring yet
Then you have effect transfer turned off
??
wait what tab is that, I've not seen that before
@quiet solar I cannot reproduce. I will send you my MidiQOL settings. Export yours to save them, import mine and test again.
did they try with just midi/dae/socketlib/libwrapper yet?
an effect suspending on expire just screams lack of times up installed doesn't it?
sounds good - thank you
I think we had done that before π€
did we confirm they have v10 times up?
I hadn't removed everything - I will remove all the other things
or even tims times up
v10.0.3 (screenshot above, but I kind of have posted a lot of screenshots...)
cause having like concentration notifier or cub could get in the way too
does defres effect panel have weird settings I use vae so I duunnno
There was a screeshot shared. Modules seem fine.
I would turn off Token Action HUD and get in its place the Token Action HUD 5e and Token Action HUD Core
its midiqol's workflow button, workflow tab
So I set mine to mimic yours, but I'm still not seeing the stat change
can you share the keys you are using in the item, I vaguely remember pondering if you were using the right keys
It did remove the description text from the chat prompt though... which is kind of nice.
forgive my ignorance... keys?
edit the item, effects tab, edit effect, effect tab
ah, sec
does it show an icon being added to the character? When you roll it
Not to the sheet at least, I'm doing this without tokens atm
that duration is probably wrong, we'll need a dnd5e guy to confirm if you can put math in duration on the item details
f12 roll the item and look at console, any errors?
those broke badly like 3 weeks ago when I tried them. I will try again
the single branch of TAH is dead now, it has alot of problems, the dual branches are the only ones getting updated now
unsure what this is though
wow I have got an awful inventory+ problem
I can't even open my sheets anymore with inventory+ on
I am able to get your item concept to work on my end
where did you get that item
wait why is the item back to None/None for target/range?
is your actor not linked?
double right click the token and make sure its actor data is checked
should be, sec, making sure I didn't mess that up
I'm trying to make it all myself, as I figured it's a good way to learn what it all does
midi item effect transfer relies upon target/range settings on the item details and in 2.1.x I believe they added none to the drop down or something and its bad for midi
rgr, I deleted the char, reapplied to make sure it's got the compendium verison, and it's set to self
get rid of the weird druid duration entry, set it to an integer
add a static duration, or set it to none?
that's so weird... Mine doesn't
show me the same four images of your item on your character
and when it rolls, nothing appears there?
nothing
what does it look like in chat when it rolls
all I get, as proof of clicking that button, is this
and pressing that does nothing
Midi does not work with:
Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Multiattack 5e
The following modules have template settings that step on midi:
Spell Template Manager
SIFT(Spells, Items, Features Toolkit)
Advanced Spell Effects module is in beta in v10 and often the culprit of things...
Midi requires Item Macro to have its "Character sheet hooks" feature set to unchecked in order for on use macros to work right.
When editing owned items(items on actors) active effects beware of duplicating active effects that interfere. Always check the actors effect tab for rogue ae's.
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+.
don't gloss over this, cause you very likely have one of the listed modules
checking
Ready Set Roll, Effective Transferral
or Whistlers something something aka WIRE
OR, you never hit save in midis settings which we all do from time to time
not that I can see, no
go to midi's settings and check your effect transfer setting, did you forget to hit save?
...
let me, eh,... check that last one
no, damn... also not it. It's set to what I copied from you
does the actor have a token on the map
not yet
ding ding ding
midi needs tokens
adding a token
I get a small text upon key press
but the stats still don't change
show me the actors effect tab
flip side, now I don't need to press "apply"
but for the record the actor has 10 for all stats....
its wis and str are 10
I'm a muppet
I made a new char, to get a fresh template
Hahahaha!
My dude!
It works π
there is a setting to let some things work with midi without tokens but I forget what it was
midi does not like theatre of the mind too much though
Worst case scenario, I guess "theatre of mind scenes" can have a little token overview somewhere, if that's what it takes
it really wants tokens on a canvas
If it insists, I shall oblige
you can actually hide them too midi sees them even if the players dont
Ooh, that might be good
But this is great
ok so... next step seems to be to clear the buff when it's disabled
yep, all effect transfers rely upon the target/range stuff, theres also nuance to what you set where in those 6 boxes if you get confused look at the samples midi has
lest they end up with a very long list of disabled abilities
also you may want to install the premades modules so you don't have to make it all from scratch, plus you can copy them:
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
I'll probably install it to look and learn
but I'm rather enjoying going from scratch... Helps me familiarise myself with it all
midi's sample items is already on your setup, in the compendium tab, midi srd has a bunch of stuff, everything else in my copy paste are kinda advanced users only
Chris's premade module is great but its gonna have some complex stuff going on
Ultimately, I like homebrews, so knowing how to bend the rules helps me crate that ^^
use midi srd just so you can copy proper item setups for midi
don't have to use the items, just plagerize them
Yeah I'll fetch it, I think. I learned a bit about the token system, from reverse engineering Ki
the link above is a manual install fyi, the midi srd thats published is not compatible with v10 and the original author is on hiatus so bugbear updated his own for v10
Can I transform the actor this way, or does that rely on drag and drop?
I know there's built in wild shape and poly support, but in case I think of other use cases, it's good to know what's possible
wildshape can be handled a bunch of ways but core lets you drag a beast onto a character sheet and it prompts wildshape/polymorph
I personally don't use that, I use my own setup with warpgate macros
I've read about warpgate... I think I'll leave that for now. Want to see if I can create up to lvl 5, with all abilities and spells, and get it to work
figure, if I can sort that, I should have the tools to build what I need from there. Then I can get technical
Nice
is there a repository where I can see the various terminology for things like armour bonus, stats etc?
like if I'm looking up armour class, or an int bonus, etc?
yeah its cole's post in dnd5e
calegos post in the pins in dnd5e is useful too though dae covers 99% of the times you need calego's
cheers
Running into this as well, any idea if more recent Midi versions have fixed this?
These should be working
Thanks, just wondering if this is something you edited yourself or if its available in a module somewhere π€
DFreds CE has Faerie Fire premade.
That is from a changed Faerie Fire from MidiSRD.
do you need midi srd in order for the automation to work?
nope
Midi SRD is a (official module is outdated currently) module that has premade SRD Items so that they can work with MidiQOL/DAE and other modules for automation.
Since you're messing with this, have you found a way to set AC to a flat custom effect? Trying to remove armour from the equation, but can't seem to override it
Does this help?
Hmh, I don't seem to have access to those from the dropdown menu.
They're tied to a mod?
system.attributes.ac.formula?
That one I do, but the one you linked was some data.attribute override?
Yeah that is for v9 Foundry.
I am not on my PC now and just found that from searching
when I choose system.attribute.ac.calc and Override, I can't enter a value, only choose from a dropdown, one of which is "flat" or whatever... but I can't set a calculation
Hmh, they might have changed it then
system.attributes.ac.formula will take a formula
system.attributes.ac.calcwill be the calculation mode of the AC
k, sec, let me see if I have the right idea
What are you trying to do though? Have a DAE change temporarily the AC calc?
If its permanent, change it from the character sheet
ok, so... I'm trying to make wildshape, change how AC is calculated, by disabling armour and only using wis for the mod
(trying to build the one dnd druid from scratch, as a learning exercise)
I can make it add wis. I can even make it use wis instead of dex... but I can't seem to ignore armour
OK try then the custom
Hover over the Armor Class on the character sheet. Edit it and make it take a custom formula
Aye but is there no way to tie it to the ability?
Assuming the overrides would be able to do it. I'm basically trying to make as much as possible "one click". Manually overriding everything might ultimately work, but it's unwieldy and probably not feasible in the long run.
Again, it's also just to learn what is, and isn't possible
it works if I do it this way... So I guess the question is, if I can trigger this somehow, from the abilities effects panel
Are you looking to change the way the system calculates AC by default?
While the "buff" is in effect, yes
OK so you want it temporarily
DAE with the 2 keys from before will do that
maybe I entered it wrong, sec, lemme try again
Yeah, no, you're right. I'm just dumb π
I layered them wrong
thanks a ton mate
So I need midi srd in order for midi qol to work?
No, not at all!
For MidiQOL to work, you will need socketlib and libwrapper as prerequisites.
I'm having an interesting problem.
I have an ability, that sets Dex to match Wis, and sets AC to be 10 + wis + dex.
First time I trigger the ability, it seems to call "AC + wis + dex" before it sets "dex = wis".
So I have to fire the ability twice to get it to work
what could be causing that?
share a screenshot
K, so, this is what the features look like:
This is the character sheet before activation, after one activation, and after two
I think it's calling the armour formula before it's changing dex
but... I'm not sure how I could change that
Lower priority when changing str and dex
Why don't you built both in one DAE?
I... Don't know
kinda learning, I think it's easier for me to understand if I make everything modular, but I might not be doing myself any favours by splitting it up
does prio set higher or lower numbers first?
lower
https://gitlab.com/tposney/dae/-/tree/v10#calculations take a look here
and also MidiQOL readme
much obliged!
hmh, I'm still getting it
set the AC to 20, and the stat mod to 19
does the difference need to be bigger?
or... hmh, documentation suggests I'm misunderstanding the priority system
I cannot help more right now π
all good man, this pointed me in a direction
Someone else is gonna chime in soon probably π
I'm enjoying getting lost in this, so thanks ^^
Can anyone figure out why I'm getting the following?
I have this setup:
but I'm getting this, after one activation
It's meant to set dex (10) to match Wis (15), then set AC to 10+wis+dex... But upon activation, I have to activate twice, before the AC formula takes the changed dex into account.
I initially had them as 2 effects, one for the stats and one for the AC, but again, regardless of how I set priorities, I get the same result
@dawn rampart Magic items module tends to be a bit glitchy. A lot of people have moved onto items with spells.
I'm just finishing up some more actor onuse macro triggers, isAttacked, isHit, isDamaged and rolledSave. The specified macro (can be an item macro) will be called when the actor is hit/damaged etc. So should make it easier to do.
Is there a way to use MIDI to change the floor of an attack roll, similar to how the Halfling Luck rerolls 1?
this is normal, and is ok if you activate your items, if the item is permenantly on, then you need to not use an ae
dae converts the non integers into integers for keys that only take integers.
this should work however, it will only roll every time it applies, so if its a permenant item, thats a pointless mechanic.
there is a key for setting calculations to the different types and Flat is one
It's the spell feature I was working on before. Changes stats and AC. Is there a way for me to set the stat change to occur before it bases AC of it?
priority didn't do what I thought it would
Not sure, but try changing the priority of the ac.formula to (say) 30 so it runs after the dex/str setting
you can set to flat calculation and then set the ac value
I'll try. I've had both sets at 10, but it didn't do anything
in the same ae
That doesn't scale with lvl's or stat increases though, no?
you are aware though that ac bonus won't work with flat right?
when you abandon the calculation system by choosing flat, the only way to change ac is to change the flat ac value
yeah as posted above, I gave up on flat
found a way to override, and cause it to use Dex and Wis... but before that, it's supposed to match Dex to Wis, and then calculate AC
right now, it calculates AC first, and then adjusts Dex after, so I need to activate twice
I'm not sure how to change the priorities of that. Altering the "priority box" has done nothing so far
I think you have the wrong key in the third slot here
you want to set the custom formula and then turn on the custom formula
is that not what I'm doing?
no it's the one you helped with before, it gets activated
k then you should be fine
and the activation seems to work fine, but upon activation, the AC gets calculated first, and then the stats it's calculating from, get adjusted. So I need to activate again, to get it to calculate with the "new" stats.
I'm not sure how to get it to adjust first, then calculate
it will only apply the non integer stat entries at the moment of roll keep that in mind but for most temp effects thats fine. If they change their stats after the fact nothing will work unless you use a higher priority effect
honestly the whole thing looks more like a macro candidate than an active effect
I've tried setting stat change to 10, and ac to 30. And stat change to 30 and AC to 10. Neither does anything
they were two seperate entries initially, but that calculated AC first too. I can't seem to get it to wait for the stat change, and I'm not sure why
I think the only way you will pull that off is making it two rolls or putting half of it in a preitem roll macro
the weird thing is
if I just want to add Wis and Dex... but NOT remove armour from the equation
it waits for dex to update
it's when I get it to ignore armour, that it insist on going first, before the other changes
the ac dex thing is a different value in armor
what tim said, you could try dropping the cals priority to 1 and make the rest 100
My name is Tim... It's so weird reading that π
but I doubt its going to work, you need a preitemroll dae args on/off
the authors name is tim posney hehe
I don't even think an effect macro would do here cause I don't think effect macros on creation hook is before the item rolls
a really janky easy way to do this is to make the first half a CE, and then put an item macro on use in that applies said ae preitemroll
changing to this
and it works perfectly, but doesn't ignore armour
atm, unequipping armour might just be the best bet
but I'm very curious as to why that step seems to break things
did you try the different priorities yet or no?
cause it lookis like its priorities making that new one work
so something about custom seems to override everything
I already tried those values with the other setup
it didn't care
exactly the same with this
as long as I remove the armour override, and only add a bonus, it works just fine
Oh my way original funny joke about your setup actually works if you want it
everyone avert your gaze to this amazing janky fix
if you recall way back when you first started, I said I didn't think tthe values would be a good target, and to try the mods even though they are depricated lol
sure enough those mod changes work
but boy is it janky, the sheet gets confused, doesn't know what to populate but behind the scenes the stats are all right
nm its not working false alarm I really need to test on monsters that don't have randomized stats
aww man, cus it made a weird kind of sense too ^^
Is there a replacement for the "Chat Portrait" Modual?
preitem roll is your best shot, if no guru writes it, make the first half of the ae a dfreds CE, and use dfreds CE macro to aply the ce pre item roll
unless one of us midi users has an answer thats probably something to ask module discussion just cause we may not even use the module.
Wups. I thought I was in dnd chatroom haha
If your monsters have wildcard images ditch the ATL keys in faerie fire.
you'll know why the first time you use it
you manually set the AC formula?
or did that change as a result?
the configure armour, box?
then I'm rather stumped
oh! you're doing the str+dex that Moto tried before
instead of wis+dex
maybe that's the trick tho... calling two stats being changed, instead of one and one regular stat... so that it has to wait for them to change, before calling
ok changed
I'm... confused
Oh thanks. I'll check it out.
I too am able to get it to work but I also did it a really stupid way cause its ok to do it...
4 keys in the effect.
system.abilities.str.value | Override | @abilities.wis.valuesystem.abilities.dex.value | Override | @abilities.wis.valuesystem.attributes.ac.formula | Override | 10+@abilities.wis.mod+@abilities.dex.modsystem.attributes.ac.calc | Override | Custom Formula
since you are using an ae to override str/dex, then the ac calc doesn't need to be anything other than wis lol
the why π€·
not stupid at all, i was about to suggest just cutting to the chase -- 10 + 2 * @abilities.wis.mod
yeah since the overrides are in effect you don't have to worry about dex or str changing since that ae is locking them anyway to the wis mod
It makes sense from where they started, 2 different effects
But now it seems redundant
do you even need a custom calc?
can you just give them unarmored monk?
yeah the built in unarmored monk seems to work too
I always forget the rule of Monks unarmored def but I will say yes
so can trim the custom calc key and just set the last key to unarmored monk
for some reason that reads the wis value change on dex
This is a satisfactory level of janky for my tastes
sure they see unarmored defense (monk) in their ac field but meh
Wouldn't see it at all if you used tidy5e
Yeah I guess that's one method... but monk doesn't unequip or ignore armour, no? So you'd still need to unequip it. If so, the "dex mod + wis mod" or "2x wis mod" works just as well, without all the back and forth
I do make things a little complicated sometimes, but then again, that's the fun part of learning ^^
afaik the armor doens't matter
really? Interesting. So it does actually turn it off
the AC calc governs all
This is pretty cool. Has this already been worked into an eldritch blast?
cleave doesn't work with ranged attacks hehe
though, that target dialog could totally finally solve the scorching ray, eldritch blast, and magic missile dilemma
Its Chris' work I dunno if hes thought of making them
I really should update the magic missiles of my player. That is tomorrow,s morning coffee!
check out my work on MM - it isn't elegant by any stretch (and I am not inspiring confidence by not even being able to replicate my own settings... but really!!!)
return new Sequence()
.effect()
.atLocation(canvas.tokens.controlled[0])
.stretchTo(canvas.tokens.get(target))
.file("jb2a.magic_missile")
.repeats(number, 300, 600)
.randomizeMirrorY()
.play();
}
console.log(args[0]);
let numTargets = args[0].hitTargets.length;
let numMissiles = 2 + args[0].castData.castLevel;
// this just works as the magic missiles are applied in targeting order
//if (numMissiles < numTargets) return{}; //unnecessary
let targetMissiles = new Map();
// evenly distribute as many magic missiles as possible
args[0].hitTargets.map(t => targetMissiles.set(t.id, Math.floor(numMissiles / numTargets)));
// distribute the remaining magic missile in targeting order
args[0].hitTargets.slice(0, numMissiles % numTargets).map(t => targetMissiles.set(t.id, targetMissiles.get(t.id)+1));
// the fanciness
targetMissiles.forEach((v, k) => magicMissileEffect(v, k));
// debug
//console.log(args[0].workflow.damageList)
// this is inelegant, but works
args[0].workflow.damageList.forEach(t => t.totalDamage = t.totalDamage * targetMissiles.get(t.tokenId));
args[0].workflow.damageList.forEach(t => t.appliedDamage = t.appliedDamage * targetMissiles.get(t.tokenId));
args[0].workflow.damageList.forEach(t => t.hpDamage = t.appliedDamage);
args[0].workflow.damageList.forEach(t => t.damageDetail[0][0].damage = t.damageDetail[0][0].damage * targetMissiles.get(t.tokenId));
args[0].workflow.damageList.forEach(t => t.newHP = t.oldHP - t.appliedDamage);
basically - remove the number of targets so you can target more than one and then it applies a sequencer effect in order (and loops over targets in selected order)
it handles more than one dart hitting a target?
it does
but I want to enhance it so that you can select targets and decide how many each get
right now it just keeps looping until it runs out of missiles
@vast bane do you have an issue with createItem where it doesnβt remove them on AE deletion when thereβs more than one created item? Known issue? Iβm on latest everything now
is one of them a shield?
or an ac calculation edit
Nope just two very different weapons
I haven't seen it enough to report an issue, but originally when it first released the last item didn't remove in a list of them. Its fixed now, but I did notice in the last session that intermittently soome of the players had emboldening bonds created item on them still, not all of them, just 1 of the 4
I think there is an issue with it not completing the removal randomly
Itβs for path of the beastβ¦ when he takes tail form he gets a tail slap and reaction
The other forms work fine but they only have one weapon each
lol, so one of my players switched characters from a Warlock to a Swordsbard/Hexblade combo. Looking at all the stuff I'd have to script, I should've said no lol
I can't replicate it on demand, I think its probably due to load during live sessions?
should have said no to hex dip.(period)
I use this houserule at all my tables and it has solved the warlock dips:
Eh, we're not super combat focused, and I know the player irl
no more sorlocks, no more pallocks
In this case, it wasn't a 1 lv dip, it was a 2 lv dip
whats his invocation lol
trust me its cheese no matter how you slice it when someone dips warlock
Thanks dude Iβll do some testing and report it if needed. Thought Iβd check in with you first since no one createItems like you do
I only have 1 multiclass at my table and its a fighter and he only MC'ed cause the whole table wanted to move to the multiverse races and he didn't want to so to make everyone happy I said he could have a fighter dip
its definitely there, its just not easily reproduced
I have a ton of loadout ce's of createitems and none of them are doing it with me and 2 players in the world atm
I am on a slow connection here so that could definitely be it
@soft umbra
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 does not work with:
Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Multiattack 5e
The following modules have template settings that step on midi:
Spell Template Manager
SIFT(Spells, Items, Features Toolkit)
Advanced Spell Effects module is in beta in v10 and often the culprit of things...
Midi requires Item Macro to have its "Character sheet hooks" feature set to unchecked in order for on use macros to work right.
When editing owned items(items on actors) active effects beware of duplicating active effects that interfere. Always check the actors effect tab for rogue ae's.
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+.
Mine won't do anything unless you go out of your way to use them
My module is intended to supplement stuff the DDB importer doesn't do. Or doesn't do as well as I like.
I never felt the need for eldritch blast to get this treatment. I let my players pick the next target after seeing the hp change
Midi-QOL is a bit overwhelming
going through the current read-me doc and there is so much different in the actual settings
if its not for you, you can always switch to core or ready set roll or roll groups
oh no its looks amazing
its just a lot to look over
damn the default for reaction checking is 10 seconds
fiddle with full auto on, when you don't get something ask, but don't use dnd5e srd items, grab midi srd from the manual download I shared above
trust me you want 10 seconds, any longer and your afk youtube-watching players will drag out combat
fair
for the link is it like a module or is there something in Midi setting to input?
Imma try to only use the basic stuff from Midi and active affects/auras before I try out other people's premades I think
dnd5e will have various hiccups that don't work with midi
like any item with a suspended effect
yeah imma install that Midi
I also have more automated spell items and features
my compendium is a mess lol
few gems in that module but most of it is really old
so I shouldnt be using anything thats just base SRD right?
well midi srd replaces all the problem items, but just make sure you avoid items with abnormal setups in the details and anything with a suspended effect
I think im confused on what that means, sorry. So the Midi SRD pack I installed fixes problem items (mostly) so it wouldnt matter which compendium folder I pulled them from?
okay I think im getting it
ty for your help
@knotty hollow @rustic knoll I am waiting on some MidiQOL changes in regards to some items/macros we were talking about π
I will take another look what can be done when the Midi update drops
Good morning/evening/day @scarlet gale and everyone who can/want to help,
My apologies to bother you on this fine day but I'm actually fighting a problem, regarding your module of Premade Spells and other things.
I'm actually doing a campaign on the Grim Hollow setup and one of my player is a Priomordial being which is a being that can transform into a elemental creature (like a genasi but a bit different).
The problem is with one of its ability :
Primordial Affinity
While able to control all elements, your Primordial birth was sparked by one particular element: your Primordial Affinity. Your body is infused with malleable elemental energy. You must choose an element below and gain all the benefits of that element:
Fire. You have resistance to fire damage. In addition, whenever you deal fire damage, you can add your Constitution modifier to the damage dealt.
He is a sorcerer/warlock/warrior and has the possibility to change the elements of spell with a metamagic. So he change the elements of Armor of agathys, to deal fire damage and have a + 3 (due to his Con bonus) on the damage of the armor...
What can I do to apply those damages ?
Thank you again for your time and have a nice day,
Some French Guy
PS : If anyone could help me setup Heat metal automation, it would be a delight. Thank you !
Has anyone automated 5e Barbarian Form of the Beast?
I managed to Frankenstein the Midi SRD Moonbeam and Enhance Ability code to make a working Macro. It asks what form and gives them the appropriate attack.
But I don't know how to make it remove the attack once the rage ends.
P.S. not a coder lol. Just managed to reverse engineer other spells
YES! I have!
π
sorry, it's my one major macro project and I'm pleased to share it.
@scarlet gale apologies if I missed the announcement, but I see you now have fields for a personal item and spells compendium. What's that for?
Thank you! I will take a look at this π
DM if you have questions.
How to make in MIDI QOL so that after damage is automatically taken away not only health hits, but also an additional resource (primary resource, secondary resource, etc.). I want to add durability to the armor and have it automatically damage itself.
someone advised me flags.midi-qol.OverTime But I didn't understand what this attribute does and how to use it.
on use macro that updates the primary resource of the target token.actor
can probably snipe what you need out of the midi sample for loh or abjuration ward
I have automated this in my setup, but needs some extra steps.
I have included a Tag on the Items I want to be affected by the Heat Metal.
I filter such Items on the target of the spell and I "create" a MidiQOL OverTime effect on the chosen one of them.
If that Item is unequipped the OT will become inactive so it is quite fine.
But needs a bit of setting up π
@scarlet gale : Festering Aura as part of Summon Undead Spirit is almost exactly like your Stench monster feature for Ghast. (minus the immunity for 24 hours.) Would it be easy to modify Stench to work with Festering Aura?
hello! im trying to figure out why my pc is suffering from disadvantage. There are no effects on them, they are using a weapon they are proficient with, and they arent encumbered either. i dont get it can someone help?
What about this options in the Rules tab of MidiQOL?
Turn on "Advantage attribution" in the misc tab of Midi, then left-click on the roll
The Hidden/Invisible attacker
i have them checked except flanking
it says that its hidden
Unckeck the Hidden checkbox and it will go away. Or make sure you have the proper Vision settings on them
ok thank you
Is there a way to tag a feature as ignoring damage resistance? (Like the Poisoner or Elemental Adept feats)
Does anyone know how well automated the monsters are in kobold press content like tome of beasts with midiqol and dae? Is it gonna require a load of work to get the spells and conditions working properly etc? Bit decider on if I buy it or not
Elemental Adept macro solution <#1010273821401555087 message>
Thanks, so I add that as an ItemMacro?
Create a DAE with Transfer to actor on item equip checked and an Effect of
flags.midi-qol.onUseMacroName | CUSTOM | ItemMacro,preDamageRoll
On the Elemental Adept item. And make sure to change the damageType to the one you need.
Ah, so I don't put it at the bottom of details? Gotcha
nope
Hum... I'm not quite sure that I understood what you explain... May you show me some screen of the procedure ?
Not easy to do right now. When I have time I will share something π
Hey, was curious about how effective the Activation Condition field in items can be in checking for simple conditions (like target's int.value > 2). I've seen some documentation, but I'm struggling to wrap my head around how to actually make use of it.
Even in macros I'm struggling to figure out how to remove targets in the workflow based on conditions :P
Whats the end goal you are trying to accomplish?
Just filtering out targets based on values in their actor object
really effective
Hideous laughter
Some more examples <#1010273821401555087 message>
This too: <#1010273821401555087 message>
super useful, thanks!
I do notice this is for applying effects only though; I assume I'll have to actually change the workflow if I want to prevent damage as well
Build a bonus can do part of that
It's for items that make other items that I don't want to include in the module. Such as potions of healing. The default compendium references what the ddb importer compendium would be called
@dusk crescent regarding your question on another thread, check console if there is an error for ignoreTotalCover
If yes, go to your Item's details page, and check one of the properties boxes at the bottom of the page
Other damage isn't applying despite it evaluating to true. Are there any settings I might have off?
Hmm. I don't think I have this in mine. Thanks for the share
@dusk crescent these boxes in particular at the bottom
Are these set to Activation Condition or Save Present? Bottom of Midi settings => Workflow settings => Workflow tab
Yeah, just found that, still no worky :(
Make it just true
the Activation condition
Does it not roll the Other Formula at all?
yeah, not at all, even when set to true
is how I have it setup
I've also played around changing the ones at the bottom
Give it a damage formula
Yep, that was it, thanks a bunch π
Here is what happens with my console when I attacked a token. I can use the Attack Dialogue box and see dice roll and I'm told if I hit or not. WHen the Damage Dialogue box appears, no dice rolls, no indication of any damage. And there are two Damage dialogue boxes. Does this make sense? It's the same for whatever item i use.
Foundry and Dnd 5e system version? And MidiQOL + DAE versions?
Also Mars 5e?! that module is so long dead!!
would you be able to get this pinned btw? lots of really good examples here
We would need a moderator in here for that
You can look at the midi readme and get them figured out
Usually pretty straightforward
i see a lot of helpful information being dumped in here and rather than managing a ton of pins, if I could point to a community wiki of some sort (github readme even), I would very likely pin it
That did it. Getting rid of Mars 5e. Long story, but when Monks Little Details split, somehow all of my modules when unchecked. I was right at the start of a session, so I didn't have a chance to see which ones I had before. Thanks!
That would honestly be the best way
Just getting rid of modules that are not v10 compatible, is a good first step!
Yeah, I'm a bit lazy. π
Less headaches in the long run π π€·
ah, so basically it allows the update button in the header to pull from your own compendiums?
the midi community seems oddly opposed to collecting common information in a single place π i keep pushing and will keep pushing, however
this absolutely needs to happen.
If I ever find the time to get cranking on a massive obtuse markdown document with all the stuff I've learned, I'll let you know lol. That or make videos on it π€
Not quite. It's for items such as the dragons vessel
too busy running all my games though
document for sure, easier to reference π easier to update and easier to put out an "incomplete" version
It really just needs to point to your ddb importer compendium if your have it
oh, no videos please. I really don't have time to watch a 45 min tutorial.
sorry if that sounds selfish..
https://github.com/thatlonelybugbear/FoundryMacros/blob/main/MidiQOL_related/MidiQOL activation conditions.md
Initial take.
I might need to move it elsewhere at some point. π€
also I think the folks over at BaileyWiki are doing that already
indeed. I find video tutorials tiresome. A document is faster, easiuer to access, and non-linerar.
i like this, agreed on maybe moving it -- if I could ask you to put the wiki style information in the repo's wiki, i'll pin it!
The cool thing is that the wiki repo is seperate from the main repo, so people can clone the repo and make PRs to update it π
Yeah on the road rn, I will ping you when done
the hero we dont deserve β
and IF it helps at all -- I'd be willing to maintain a wiki repo (maintain, not contribute, to be clear) if it would help encourage contributions (late ping @violet meadow )
honestly I think people would be less turned off by midi if it was more well documented
it's the trying to decipher the original module page that's the worst part of learning it imo
I couldn't imagine trying to describe what he created
Q on concentration: When concentration expires, should midi-qol be "ending" the concentration? in the Faerie Fire example I keep going back to, everything seems to work fine (effect is applied, pretty visuals (Dfred's CE) are applied, and concentration is applied and then 'expires' after 10 rounds, just like it should) but although concentration 'expires', it isn't removed. If I right click and manually remove it (DFreds's Panel) then it ends all effects
If you make the effect in DAE instead of using a CE does it work?
I'm not sure I know how to do that
Edit the spell then hit the DAE button in the title bar. Then setup the effect exactly how it looks like in CE.
Do I need to also disable CE?
No
You just check the button at the bottom of the spell in the midi-qol section to not apply CE.
I added under "temporary effects", checked the "do not apply CE" and it worked "more"
what I mean by that, is that after 10 rounds, I got the "-Faerie Fire" on the battlemap token that was affected and the visual tokenmagic effect disappeared
By chance do you use the ddb importer?
I do not
but the spell template is still there (thanks to @vast bane I can add a removal for that but it seems like ti should auto-remove)
midi won't auto remove the template until the duration is up
it's easy enough to have a macro remove it sooner however
and the concentration icon is still present on the token and in the Dfred's Panel)
but that's the thing - the duration is up
I'm not sure why CE isn't respecting the spell duration
It should just take the spell's duration when midi handles it
in many ways this is a more portable approach (using DAE) because then I can just drop the spell into my compendium
but back to the question on concentration... should it be removed when the spell duration is up or is the "expired" with a yellow clock normal?
I guess that's maybe more of a Dfred's Panel question?
but the status is also still on the token
Community MIDI-QoL Wiki
_maintained by @violet meadow _
https://github.com/thatlonelybugbear/FoundryMacros/wiki
Contributing:
Simple - Create new issue with [Wiki] in the title and add contribution/corrections.
Advanced - Clone, update, push and link your fork in new issue marked [Wiki PR]. Full details here https://gist.github.com/omaraboumrad/35654da0a376c57a2e0ab4d92ad0c339
what is the proper way to call this in an item macro?
currently have it set to:
macro.itemMacro : custom : Faerie Fire : 20
(Faerie Fire is the item)
It works but advanced-macros throws an error and the same command works without error when run from the macro hotbar
sorry if these are stupid questions...
and with advanced-macros disabled, it throws a dae error:
Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'document') [Detected 1 package: dae] at eval (eval at daeMacro (dae.js:786:32), <anonymous>:4:47) at eval (eval at daeMacro (dae.js:786:32), <anonymous>:5:13) at daeMacro (dae.js:787:31) at async Semaphore._try (commons.js:11570:19)
it implies there are no templates on the scene at the time of macro execution
Excellent variable naming @scarlet gale lol
making it asynchronous worked (just prepend await)
nope, I was wrong
thanks
Β―_(γ)_/Β―
For some reason, importing the Jsons for blade flourish isn't working
Not updating the names or importing anything about them. Odd
module what now?
Think I will go ahead and grab that
Has a few dependencies lol
Thanks. One of my players just recently swapped to Swords Bard
Although it's likely you already have most of them as a midi-qol user
Was going to just write it myself, but man it's like 3 different feats put togheter lol
Was one of the more complicated class features I've made
Yeah I was just going to put together Telekinetic Shove, and look at that cleave macro someone posted, which is I think yours as well
But if it's already done, why bother lol
Appreciate your work
Cleave is also in the module (as an optional setting)
Among many other things
Making heat metal right now
Hmm. Why is everything toggled off by default? Are there a bunch of possible conflicts?
macro.itemMacro | custom | <empty field> should do it
I don't want to trample on other automations the other people may already be using
Always allow users choice is my Moto
Everything I make is opt-in
There's some good stuff in here. Protection from Evil and Good and AoA I just added, but I'll remove mine and just use these
You can press the medkit icon on a spell to update the automation on it to the one from the compendium. It'll keep the description and preparation mode from what's already there.
Interesting. Is there a listing of the spells currently in there?
nvm, probably on the github I can go look
So I should probably overwrite the existing spells I have for the automation, then throw those in the ddb-override yeah?
would just be a one time setup?
I think so. I don't personally use the ddb-override compendium. But I think that's how it functions
Is it possible to somehow expose the "taking damage" effect in the conditions of repeating the macro?
Quick question. Keeps hitting me with "This feature may only be used on owned items"
Copied them over to the items tab in foundry from ddb-spells
Place it on an actor then hit the button
I didn't build a way to update sidebar items yet
Ah, thanks!
Cool, will keep that in mind too
It just overwrites everything but the description when hitting the medkit?
Technically it makes a new item and deletes the old one. It keeps the description, preparation mode, uses, and tidy sheet favorite selection
It'll also keep the custom character sheet section, if you have that module
this worked - thank you!
but I did still get an advanced-macros error (actually 2) on spell expiration
and I think I know why now
the item macro is executed (at least) twice so I just need to wrap the template deletion with a conditional check
canvas.templates.placeables.at(-1).document.delete();
}```
The ItemMacro was being called 3x on spell casting and 3x on spell expiry... weird but removing the template works now
i would address that issue rather than implement workarounds
it does have a bit of a smell to it
I have a quick question. I say a post that said, Minor QOL for Foundry VTT has an Enable Speed Item Rolls setting that hid the extra dialouge in the chat window for a saving throw. Fixed the spells with two effects.
Is there a tutorial I can look at for this?
So the multiple calls to itemmacro persist even with only:
DAE, libWrapper, midi-qol, socketlib, and Times Up enabled
as does the concentration icon on spell expiry
Minor QOL π ! What version of foundry are you on?
10
It is the way you wrote it
really?
Do you mean MidiQOL?
hang on - ok, gimme a sec
literally just copied and pasted.
To execute only on deletion wrap the macro in if(args[0] === "off") {}
and the reverse if only on creation?
if(args[0] === "on"){}
If you have the minor qol module on foundry v10, first of all impressive! Secondly it should have a big compatibility warning β οΈ in the module management
And each if you use the special macro execute triggers under the DAE duration tab
Make sure to check the DAE readme
For the arguments provided by dae
let lastPlaced = canvas.templates.placeables.at(-1);
if (lastPlaced && lastPlaced.document) {
lastPlaced.document.delete();
console.log("removing template")
} else {
console.log("template already removed")
}
}```
only executes once now (when the spell is cast)
I'll review the DAE docs, thank you
is the concentration orange clock worth chasing?
or should I just be happy ;D
Concentration orange clock?
I am really new at this Foundry and normally play normal map and mat but am trying to automate the game and use homebrew.
I just looked at the reddit post and it was from 3 years ago. So I am not sure how accurate the information was.
0%
MidiQOL for v10, but I would suggest starting by using core software and getting used to it. Them deciding what needs to be different and ask around for modules and ways to change that
I wouldnβt recommend someone to start by diving deep with midi
this cannot be emphasized enough
That is really strange behaviour
I am only using 8 mods, Socketlib, MidQOL, libwrapper, foundry community macros, attack roll check, 5e custom ability and skills.
If there is another mod I should have on? I was hoping it would be a simple, if then statement.
I would ask more specific questions about what you want to achieve easier or differently to what core does in #dnd5e
Should have modules are not something I like as a concept
Each table is different
I would saydice so nice is fine to have too and the only exception to that rule
And dice tray maybe
Well, I am making a Chronomancer class who dabbles in golemancy. The each have their own spells. I want to make the combat, leveling up as automated as possible.
I am not planning on using the map portion of foundry at this time, mainly because I don't have time to work with better roofs. I have created several items already
I get the "should have", since they are all based on the need of the people using them.
I have a list I can recommend
1 sec
What object should I change to alter who's being targeted during the Midi workflow, and at what point during the workflow should I do that?
Trying to automate Chain Lightning, and I've gotten all targets, just don't know how to alter the workflow so that it makes all of them roll the save and take damage
I just roll a synthetic item for my additional targets for my chain lightning automation.
You can set the damage roll total as the damage parts of the item being rolled, so it's effectively the same.
I think there's a way to do it in pre-targeting?
Yeah, just wanted to avoid that since it's my preference that the damage rolls are literally the same. Keeping everything in the same chat card's nice too
I know bugbear has mentioned it before
It will be the same if you set the parts to the damage total
it just rolls a flat number lol
as obtuse as it is of me to be, I'm hell bent on this method since I think it'll let me do other things in future
fair
appreciate the perspective though, didn't know your way was a thing lol
if you want to see my implementation
Note that this relies on some packed away functions in https://github.com/chrisk123999/chris-premades/blob/master/scripts/helperFunctions.js
it persists even with the midi-qol settings you sent me (though I had to install simbul's cover in order to use your settings exactly as-is) in a new world. -- I feel like I must be missing something really basic.
I don't suppose anyone has a Breath of the Dragon macro?
Like the monster feature?
or is that something else
or Dragon's Breath?
(the spell)
Thank you
Monk Ascendant Dragon feature
DFreds Effects Panel
Looks like a good case for setDamageRoll
seems like the illustrious await game.user.updateTokenTargets(targets.map(t => t.id)) was the ticket
called on after targeting complete
I'm happy to have found how to change targets mid-workflow; lots of good potential for other shenanigans there
this is a hotbar macro for deleting a template that has fallen through the cracks of automation.
whats wrong with your concentration? theres 242 messages I missed I'm not reading them all lol
lol - sorry π
concentration never goes away when the spell ends - just gets the orange clock icon and says it is 'expired' yet if I cast another concentration spell, I get the "you are already concentrating on..." dialogue
aren't you the one with a world that had an issue none of us could solve but a new world worked fine?
Shouldn't the concentration like remove itself once it times out?
no - the new world has the same issue
If it's getting disabled that would be why it's acting weird
was the concentration cast during combat
yes
are you on midi 32?
yes
possibly fixed in 33. Await our lord and savior tposney for an update.
dammit - I missed another update?
no update yet
oh
he said he fixed the strangeness of midi auto apply of dfreds ce's in 33
hopefully he catches concentration
I only reported the auto apply of spells from ce not the concentration mechanic
may want to make an issue for it too
ok - will do
but also theres always been an intermittent problem with abilities and spells that apply with dae converting the item details duration to ROUNDS only.
the only way to fix that bug is to tediously make sure all your shorter ae's have rounds and seconds posted in their effeects duration tab
but right now, dfreds ce has totally fine durations set, but when midi auto applies somethings fuckin up and all ae's apply with no real duration
but since they have force show, they stay on
doesn't matter dfreds ce has the concentration effect
gotcha
its actually technically dae doing the problem
so if I set the spell's duration to 10 rounds and 60 seconds it should fix it?
I mean, if that's the root cause
dfreds CE's concentration before dae does anything:
so because theres no fallback duration and dae is reading something badly the ce's misbehave
hmm - ok, but I can't edit Concentrating globally for one spell's duration. the spell already had duration set in seconds. I added rounds also -- the spell (and its effects end properly), just not the concentration
I'll submit an issue
I'm pretty sure this is directly relatd to the ce duration bug with midi auto apply, tposney posted a reply to me saying hes fixed it in 33, and he closed my issue report, but for good measure I'd make a new issue just incase its not in the scope of my bug report.
Looks like it may have been dfreds all along...
I just upgraded to CE 4.1.0 -- doesn't fix the issue
Tim might have needed dfred to post his fix first for midi to fix
we may still need midi 33 which is probably coming soonβ’οΈ
seems logical - I did see an "applying concentration" after I enabled "replace" on token status effects but maybe that was already there and I just had the configuration turned off
and thanks for the ping on the update - I had literally checked for an update about 2 hours ago and nothing π
how difficult would it be to automate fey gift
what is fey gift?
You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:
Hospitality. You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.
Passage. You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.
Spite. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.
its a race feat for hobgoblin from mmotm
wow thats all possible but macro territory lol
OK what would you like automated?
You can create 3 Items (features) in the character sheet, one for each ability.
The first will be a healing action type, for 1d6 temporary hp. Target self and the other creature and roll it.
The second will be transferring an Active Effect for with an effect altering system.attributes.movement.walk | ADD | +10.
The third is a bit less straightforward but doable when this bugbear has had his sleep...
You can have a dialog choosing one of the 3 options and making stuff happen accordingly too
interesting
man that is one messy automation though
I'd just make the 3 options and manually handle it in my game
either that or make a special help action with an on use macro that is a dialog of the 3 features
we know you don't sleep... Fey Ancestry or something
actually totally forgot that I replicated this without CE -- it's a midi (or DAE) bug. need to update the issue
midi uses concentration from ce doesn't it?
did you disable dfreds ce?
I can't use simbuls cover calculator till the fix comes out for the debugger, its just too overwhelming for my groups pc's
I'm not really using it, I just wanted to use @violet meadow 's midi-qol settings file without modification (even though I was virtually positive there would be no interaction there)
you were right you needed to add it, cause if you have simbuls set in the settings spells and items stop working and theres a cover not defined error
yeah - I had these annoying red things in the console... hate those
its a common troubleshoot solution in here I've had to say a few times
Hey, I updated this Mirror Image macro for v10, but it's not fully working, and I can't figure out why. Specifically at line 60, the macro updates your targets during the workflow so the attack doesn't hit you, but for some reason, despite removing your token from the targets, you're still targeted, and take damage. I know doing game.user.updateTokenTargets() works for altering targets during the workflow, but I've only ever used it on the preambleComplete hook. Is preCheckHits too late in the workflow to change targets? The macro needs the attack roll, so I can't just do preambleComplete for this one. Would appreciate thoughts
I think CPR has a premade for mirror image
cpr?
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
Chris' Premade module
will check it out, thanks
Is there a way for an AOE healing spell to target only allies?
I just answered you in dnd5e sorry, third box to the right in the range fields of the item details
if you want it for mass cure wounds, install CPR, he has a premade mass cure wounds
mass healing word would be blank/blank/ally and the cleric pretargets
I actually doing it for the Eldritch Cannon Protector ability. It gives 1d8 temporary hit points to all allies in 10 feet.
Selecting Ally in the 3rd box lets me target an ally, but it doesn't do the radius. The radius option of course selects allies and enemies. Perhaps they just need to set to ally, and ask the player to target everyone manually?
I'm not familiar with CPR, I'll see if I can't find that
Target: 10/feet/ally
Range: blank/blank/self
π It's my module. It's pretty new.
its in the post just above with all the yummy links to premades
Awesome, thank you! and I'm checking out CPR now. Hello!
The box below being set to special should do it
Here is a spell I am working on.
"The target makes a constitution save or take
4d8+10 Force damage and half on a successful save. You heal
an equal amount to damage dealt."
What is the most succinct way to use the original result from the roll to heal?
plagerize the vampiric touch macro in um... I think chris' or Mr.primates macros:
Thank you, I didn't think of that one. I checked life transference
@tidal lion
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nodnod, thank you
Hello! I'm using Midi, 5e system, and I'd like to achieve these results:
- -1 to AC to a particular armor, stackable
- -1 to hit with a particular weapon, stackable
I'm trying to represent a "notch" system (I know that Darker Sheet had one but I can't use that), and I'd like to both have an effect on the character sheet and to be easy to use (and revert, as in, going from -3 to -2 without having to remove the entire effect and reapplying it).
What can be the best way to achieve this? Thanks in advance!
This a feature everyone gets?
So if they get hit it changes it?
or some condition that can be checked during an attack?
No, it must be manually updated, because the idea is that armors can negate a critical hit by getting damaged, and weapons grant a reroll on the attack by getting damaged
it's pretty "active"
Yeah, basically; the idea is that light armors have 1 "notch", medium 2, heavy 3 (masterwork or special material items might have more, but this is easy to track by hand and I don't think it really need a modification).
Same with weapons
I just have no idea if this can be appliable only to a certain piece of equipment (would be the optimal thing)
That complicates it
If it's extremely messy, it can always be calculated "by hand" and set as general effect
Passive effect on the character, have the AC bonus use the value of a resource
It's dumb but it works if you want it to be easy to edit
Sure
You can also just put a negative number in the resource
Whatever works for you
too bad we can't use those attribute calls in the ac field on armor
you can if you turned the armor into a bonus instead
My macro and attribute knowledge is still more than elementary so I need a step by step explanation π
wouldn't turning the armor in a bonus fuck up the AC calculation?
Yep
Easy dumb way is to just have the resource do it, I can think of some world script macros to handle it with automated effects
but that would be a bit involved
A macro is fine as long as there's some sort of visual effect attached to it (as a token status or whatever)
I personally sorta handle this with just dfreds CE's and manually delete the items when the penalty goes over the players values
The issue with CE is that I have no idea about how to make it stackable, as in, even if I select the correct menu voice to enable stacking, when I apply the effect and it's already present, it gets removed
I read somewhere that it needs a separate macro?
you have to use a macro to apply
the dfreds default behavior is always toggle even if its stackable
and the macros he gives us in his compendium also check for an existing effect, so you have to edit to make an actual stacking macro
or just attach the ce to an item in midi and that will circumvent dfreds toggle
I tried removing the check from the macro but still didn't work, so I must have messed up something
And, attaching the CE to an item in Midi? Any tutorial around for that?
put the item on an actor, drag the ce from dfreds window to the items effect tab
cannot do it in the sidebar, ironically its the opposite of what folks usually warn against lol
Oh, cool. I'll make some tests. The macro should call for that effect then I suppose
Ok, I made the simple effect and put it in the item. How do I call for it tho?
the effect will transfer depending on the items target/range settings unless you checked a box in the first tab of the CE, you shouldn't fyi.
Nope, sorry, completely lost, first time I try to make a macro π
The thing I managed to do was create a macro that adds the effect I created to the character, not the item, and stacks it (is there a way to NOT have 3 status effects icon if the effect is applied 3 times?)
@winged sigil
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
Mr.Primate has an on use macro for Thunderous Smite
his macros work best, if you are using the ddb importer cause sometimes his macros imply a setup of an item that he does in his importer and the dnd5e srd item/midi srd item is not going to have the same setup, so beware of those quirks with interactions.
no ddb for me (not yet)
alot of this stuff are modules, and also players may not have access to make/paste macros so you might have to bother your dm to change permissions
"I am the senate" ehm the dm
I was more speaking to SniffenJ's issue but I understand
Sorry π
I wonder if chris mad an armor corruption feature in CPR
CPR?
Chris' Premades
its in the links I just posted
Also to the both of you, if your dm's/you are newish, Chris' module has issues with installing it if you don't have alot of the dependencies, its like the most dependencies I've seen for a module in foundry and I think it kinda has a fit if you don't preinstall most of them
I know zero of macros but I'm quite expert at installing stuff at this point, thanks for the advice in any case
I've seen a few people, and I personally had the issue, where it had a stroke when trying to do the dependency installs and left 2 of them as blank empty modules till I reinstalled them
here are all the dependencies
if you go to install his module, try to nail these down first before installing it so that it doesn't run into that issue
I found that .json file, copied the contents. I put it all in a new macro, but I think Im doing something wrong, nothing happens
I don't think its a json
its .js, so go to the raw of the file, and copy and paste it into the item macro of your thunderous smite
however, you may want to ask someone what the thunderous smite looks like from ddb cause I highly doubt the dnd5e default version works with the macro
wait the first 2 lines of the macro kinda give away the quirks of it
it needs to be a midi on use macro, with a macro pass of "pretargeting" but thats not what the drop down says, I think the drop down is before targetting
then it says its looking for target set to self
so that means you want to clear out the bottom third of the spell so it doesn't do anything to the caster by accident
it looks like all the work is done in the macro
If your DM has installed Item Macro, they need to make sure the setting in it for "character sheet hooks" is unchecked, if they didn't install it, then when you make the macro, make it as a folder macro:
remember its name when you make it, and then at the bottom of the spell, theres a + button for On Use, click it, and then put the name of the macro in the left field, and then change the drop down to whatever dorp down sounds like "Pretargeting"
Dont think we have the item macro module yet:
you can't use the macro till your DM installs Dfreds CE
or you have to wait for a guru to give you the Midi method for applying an active effect
3d canvas is cool but I think it lengthens the prep time tenfold π
Line 30 is the dfreds function
its also patreon only and my table has toaster computers
we are doing the game on stream so making it a better viewing experience is the idea behind 3d. It is a lot to learn for sure.
i ahve spent a lot of time trying to get animations to get included in my macros too... that is also hard lol
Moto check the pinned messages π
woot!
It will get someplace slowly slowly
I do kinda wish midi stopped attacks if the weapons weren't equipped
and counted how many weapons were equipped and warned them to unequip down to 2 before attacking
Easy to do with a world script
Does midi have a setting to target self if no target is chosen?
No afaik