#MidiQOL
1 messages · Page 79 of 1
it has one for prone
ooooooh
any conditions with animations seem to break unconscious and dead
Is there an attribute key for advantage on all saves vs spells (for magic resistance)?
I have found the advantage on ALL saves, but some saves are not spells right 🙂
magic resistance is a key itself
search for magicreistance
also if you put a Feature on the actor called "Magic Resistance" midi knows
so if you want to preserve performance, don't bother with an active effect
just put a blank ass feature called that on the actor
Its one of those things that midi automates
That is why the PC in my game is auto rolling when a spell is cast on them. ha ha 🙂 Even though auto rolling is turned off.
should I delete all the conditions in the active effects in AA?
YES!
but... now the players see this error as if they were trying to update the actor?
Yeah search for MidiQOL.socket().executeAsGM("createEffect
You need to pass it through midi sockets as a GM to override lack of permissions
how does midi know to use the right GM if I have 2 gms logged in?
what
Orcs take damage, effect expires, runs macro, macro rolls item, item applies temp effects
Gets the first GM available I think
yea seems to be related to the effects applied when the item is rolled
is there any way to fix this or do I have to remove dnd5e animations module?
It's a new issue
so wait for a fix I assume
I just removed the effect animations
and that fixes it for me
I just deleted the entire active effects tab
Trying to make Artificer Arcane Firearm "You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled."
Is it possible to make this but not doubling on a critical hit?
why wouldn't it crit?
OK so I have whittled it down to a Midi problem I think.
If an actor has an effect on them that grants them advantage on a roll, the roll auto rolls even if you have unticked the box for auto rolls.
This means, for example, if a Dwarf has resilience then it will auto roll for CON checks even though the Dwarf should only get that advantage against poison only.
Please someone tell me this is a thing! Because I don't like it.
@vast bane which means that the Satyr with Magic Resistance is auto rolling saves against spells. However if I put the Feature Magic Resistance (Satyr) it doesn't auto roll because I take it the feature has to be called exactly Magic Resistance.
@gilded yacht is this a thing? Above?
I don't see that happening ever in my games
Well it certainly is happening in mine.
before you ping the author did you test with just midi/socketlib/dae/libwrapper?
what spell are you casting, and what is your save settings?
I have just put Foresight on a character, and suddenly their saves are auto rolling.
It is any spell. It doesn't matter.
what module are you using to request saves?
are you sure you don't have midi setup to auto save?
I was using Monk's but I turned that off and it is still auto rolling.
Absolutely 100% sure.
are you the guy who had no time out time on saves?
Show me your settings here:
very specifically the bottom entry but I wanna see it all
But, it doesn't auto roll if there isn't an effect on a player.
are you fast forwarding?
Why is it only auto rolling when there is an effect on the actor?
I have never changed that setting.
better question, does your problem solve if you put 60 seconds there?
I will try.
yeah Chris put it in his so its working now
that will be a solution for Circle of Mortality though
unless chris puts it in his module before hand lol
I am not at my PC now, so if you want DM the item and will check in the morning
So I posted to dnd5e animations module the issue with dead not deading
Putting 60 seconds in made no difference.
no idea if its gonna get fixed i see no posts about it on the modules git
reading for the first time looked like it wouldn't crit, but on a second thought it's not that different from a sneak attack or divine smite. forget my initial question 😅
ok we are assuming alot here, so lets rewind, give us your versions of everything and does this happen with just socketlib/libwrapper/midi/dae?
You also have MTB settings still set, so....default is auto...
Hmm where is the start of this conversation 😅
so if you don't have MTB installed, auto is the method you chose
Hmm, do I want to update Monk's Little Details or does it break things with MidiQOL?
I don't think anything could break
I updated
I didn't update
i see no point in installing 4 modules instead of the 1
theres no feature changes, and I have no conflicts with MLD currently so I see no point in adding module counts
I am happy that it got broken in smaller more relevant ones
Yeah, I'll let those new modules each get a few releases before updating I think.
But it doesn't auto roll if the actor has no effect on it.
I don't even know half of what you are talking about, if you want to troubleshoot it, list versions, test with just the 4 modules on, does the behavior remain?
Also you don't need an active effect for Magic Resistance
just a feature named it
Eh?
I will list the versions, but what is happening is simple.
If the actor has an effect on them that gives them advantage, it auto rolls, if the actor does not have an effect on them it doesn't auto roll and you get the dialog box pop up to give you choices. That is it.
with just the 4 modules enabled?
the solution to this is far more likely to be a module conflict since we don't see that behavior ourselves
Foundry v 10 and 291
DND5e 2.1.5
Midi 10.0.33
Socketlib 1.0.12
DAE 10.0.23
Libwrapper 1.12.12.0
Now to test....
Is there a module to automatically delete templates?
After it's gone, template damage spells like fireballs don't automatically apply as MIDI-QOL.
Yup I did, I'm gonna see if applying those effects via CE gets rid of the errors though, but I have also stepped away to drown myself in beer because I've been fighting this damn feature all day haha
your settings are also wrong fyi, if you have uninstalled MTB, then you need to change your save settings
they are all pointing to MTB atm
which default to auto
I haven't uninstalled MTB, I said that I tried it without MTB and it auto rolled.
instant templates delete after 1 second has passed outside combat, and 1 turn has passed in combat with midiqol
if you have auto expire templates on in midi
Anyone here use Anonymous module? Why was it not hiding combat tracker names?
With just those four modules, you get a chat message to the player to make a save, there isn't an auto roll. However after 60 seconds the roll then rolls automatically.
Even if all the settings are set to chat message.
thats because theres a timeout delay to keep the game going
what is the auto roll timeout?
you do not want to have roll requests banked and undealt with
Well it is the first time I have ever used it but it was set to 60 seconds. I have never used it before this test.
In midi if you induce a save and didn't mean it, then you have to resolve that save, otherwise it will resolve on the next roll that target makes that corresponds to the save request
ok so problem is solved right? its a module conflict?
The problem is, is that it is rolling automatically. When all the settings are set to not roll automatically.
It is still rolling automatically.
if you don't roll a requested save, its going to sit there till you do
you can't put the cat back in the bag
What?
if you induce a con save, and then say wait nm I don't want that, the next time you make a con save later on, it will resolve the one you never dealt with, that is why it auto rolls I believe after a timeout
The way I deal with unwanted saves is I super save them
I put a 100 in their sit bonus
the reason you had things auto rolling was because you had a blank setting
I am not sure what that has got to do with it auto rolling when an effect is on the actor to give it advantage and not auto rolling if it doesn't?
that problem, is solved because you don't have it when you have just 4 modules enabled right?
THAT is a module conflict, I'm tryin gto explain to you why you should have a delay set
you do not want banked ignored save requests resolving 5 minutes later
This doesn't work for me, FWIW, I always have to manually delete the placed templates (tested with acid splash and Tasha's Caustic Brew). I confirmed that I have the setting to auto-delete templates turned on.
Yep, I have that checked.
does it work with just socketlib, libwrapper, midiqol, and dae enabled cause it does for me
are you confusing weird templates like hypnotic pattern or sleep with fireball possibly?
Oh, is it because Tasha's leaves a DoT on the targets, and so technically the spell hasn't "expired"?
oddball duration effects will leave their needless templates around
faerie fire, hypnotic pattern, and sleep come to mind for rogue templates
canvas.templates.placeables.at(-1).document.delete();
I use this as a hotbar macro to delete them
Makes sense. Not a huge deal to delete them. 🙂
yoink this macro above, its a great quick one click delete
no need to select or change tools
I'll give that a go, thank you!
There is a midi-qol flag for magic resistance too.
Your issue got marked as invalid. It's not the 5e animations module doing it. It's likely automated animations or sequencer.
but it literally stops happening if that module is off lol
@violet meadow using CE to apply the item's effects does not stop the errors on the player's view 😭
thankfully I exported my auto recog before I let it hijack my AA so I can just uninstall it
Does it do it when you have a manually made autorec for the unconscious condition?
I have zero active effect animations in auto recog
and its still auto toggling my status markers
It has to be a strange interaction between multiple modules
yeah I'm dumpin the module, it was already a stretch to have a module doing auto recog for AA when I already had a downloaded auto recog file anyway
Technically you can just add them then turn it off
the sounds were cool but not being able to defeat monsters in combat is kinda a deal breaker
since the local files will still be in the module folder
nah, its something in the recog file
I have to nuke aa and restore my before settings
its funny cause I can't edit the dead status
I have to have it on someone to edit it
strange
and I can't put it on anyone lol
I tested the module on a local install, the autorec gets in the way of a bunch of my animations I do in macros
I need to go through and pick and choose the ones I like and just manually remake them for my own setup
Maybe find the culprit was wrong but I don't think it was
Duplicate it in DFreds
I uninstalled the module now and its still happening so this is frustrating
that must mean it has to be one of the modules that was on from the beginning
My testing of it did it in just AA and the midi suite
so the 3 pure dependencies, midi, or dfreds
forgot that sequencer really is a dependency here so redoing ftc
Ftc won't really pick it up if it's a AA bug
Remove the effect auto rec and it stops
So it's something hooking effects probably
oh I see what you mean
disable the active effect setting in the AA settings
nope thats not solving it either
Remove all conditions from aa autorec
So, Chris, in theory it should be possible to use the whole 5e animations autorec but delete and then merge in your own for the effects panel?
I did that already
Maybe
Need to find the actual cause
Mine was a 5 minute test
That appeared to fix it
Dfreds must do something weird with unconscious and dead
Makes sense since those both apply prone at the same time
I wish I could see an error message that could tell me wtf is doing this
I only know that it stops when dfreds is off but when I just have dfreds on it works fine
Less of JavaScript error and more likely a logic error
Both modules are presumably hooking effects updates
So do I downgrade?
¯_(ツ)_/¯
well how on earth are the rest of you guys deading tokens?
its literally happening with just midi and dfreds enabled now
Turn off aa
OK so I saw that Item you sent me. When the effect is deleted, it should just roll the Relentless ?
See if it still happens
Yup
That would point us in the right direction
I haven't killed a token yet
dead is gone 😄
5e animations theoretically can be turned off without breaking it's AA updates
I can't dead a token with dfreds enabled unless JUST dfreds is enabled
to be clear, sequencer, automated animations, dnd5e animations, are all off
so either dfred has a conflict with libwrapper, socketlib, or midiqol, and how are all of you not screaming from the rooftops over this?
simply try to toggle the dead status
And it's still doing it?
yes
Yeah it is reproducible
Dead and Unconscious are getting added and deleted instantly
so the question is, is it dfreds or midi?
Didn't happen in the game I just had
or the two dependencies of midi
This is very bizarre
dependencies for sure not
I had to update for the macro.ce fix
I guess that MidiQOL is calling the Dead DFreds twice
I'll try downgrading midi first maybe its a midi thing
Adding dead to dead with the CE API should not undo it
its happening when you use status condition button in the token hud and also in dfreds API window
So CE bug then
Not sure why it only became apparent today
Last update was 3 days ago
I had it before the session, rebooted my world and walked away frustrated and then in my live session they only killed 3 things, 2 of them had no status effects on them
I'm honestly pondering going back to 3.1.1 but that means I have to drop CPR then I believe
how do i use ddb macro's from the github i'm sorry i'm such a noob haha was trying to figure out the knight of solamnia and booming blade macro but i've no idea how to implement it
wondering if someone can help me disable these? id like it to only really have the damage and healing in the chat log
You have combined cards off
merge cards is the best method
No need for that. Just make an issue in MidiQOL and will be fixed one way or another 😄
its not midi though
its dfred
its happening in the toggle in his window, unrelated to midi
It's the interaction.
With only DFreds is not happening
With only MidiQOL is not happening
combined cards?
Merge cards*
ahh
I only got it for 1 status effect reliably, and thats dead
oh hey problem solves if you turn off auto dead in midi
so that helps but doesnt solve the issue, i dont want those boxes at all really\
or maybe a way to limit them to be even smaller
what boxes?
can you circle them?
then don't roll the item?
just want the dmg and healing
You just circled the dmg and healing, and you don't want the dmg and healing?
do you mean you don't want the check hits box?
Sounds like you don't want midi?
yes, i only want the red bar on top and the green at bottom
whoa wait a minute
yeah sounds like you don't want midi
disable midi and your problem should go away
https://www.youtube.com/watch?v=H110bHi-TjA
fast to 5:39 i want that, hes also using midi lol
absolutely no way hes using midi
its literally the first mod he shows in the video
but like he somehow gets it so none of the boxes show later in the video
But are you trying to not check hits?
hes cutting the videos
i messaged his youtube, nothing yet
well thats annoying then lol
that red/green bar module is redundant in midi fyi
why?
because midi already does that
you just don't realize that as the DM cause midi doesn't show the player card to the DM
oooo
good to know
okay next question then
that 19/3 represents what? i know the 19 is the roll but whats the 3
the 3 is the difference from the actual ac, the targets ac was 16
You can turn that off too
you can turn off the difference and you can turn off check hits altogether too
nah thats fine not too bad
and the light purple boxes for dm is like the running total of whats been done?
Bugbear setting midi to do not update dead fixes the issue, I'll post an issue to midi if you haven't yet
okay this is feeling a bit better now that i have more info
@gilded yacht MidiQOL 10.0.33 with DFreds 4.1.1 active.
When Vitality hp pool field is not empty and an actor is updated to 0 HP, the Dead condition is getting added and deleted at the same time.
If Vitality hp pool is not empty, that doesn't happen, but even if Vitality is 0 the actor is not getting the Dead condition.
does anyone know where this vitality thing came from, like is there a actual rule somewhere I can read for it, it sounds cool
Homebrew presumably
could it be from sw5e?
It’s an old unearthed arcana alternate rule set
https://media.wizards.com/2015/downloads/dnd/UA5_VariantRules.pdf
Why does multiplication in effects not work? One of my monsters has an attack that, on hit, reduces the weapon attack damage of the creature's by half, however if I put "Multiply" in the effect, it just doesn't apply, no matter what number I write
ok yeah, that rule sucks, nm
I thought it was a replacement for death saves in a cool way lol
The effect won't be able to alter the attack as the attack happens before the effect is applied
And what is the actual key you re using?
Let me rephrase. On hit, the monster applies the "Weakness" effect to the creature, which should reduce the damage of this creature by half. If I put "add" instead of "multiply" to effect, it will add, but for some reason the multiplication does not work
Mainly door key. But if we are talking about foundry, I don’t even understand what the “key” is
@violet meadow ok so the fix really, is to put a 0 in that field in the variant rule
In the DAE, the effect key, mode and value you use
Like system.bonuses.weapon.damage?
Share a screenshot of that window
you could make the ae a CE and then have the attack have a preitem roll that applies the CE
It sounds like a bug, sooooo I am not sure right now. I just quickly peeked at the code
I think I can do without a screenshot, I don’t want to switch the language for this 😛
I already wrote the key, the mode is "multiply", the value is 0.5, but I tried to set any other, the result is the same - there is no result
your problem is timing, the active effect is added after the items rolled
either make 2 items, one that applies the effect, then the roll is the second item, or make a CE for the active effect and have an on use macro apply the CE
Then why does "add" work? 🤨
it shouldn't
I imagine that you already have that effect created on the target from a previous attack
What you could do is, transfer an effect to the target, which adds for 1 hit resistance to all damage
I can't do the inverse either with multiply. Add works. Is it possible to use multiply with weapon damage?
That's with just creating an effect on a random token, no item is rolled.
somethings not adding up here so I think you probably need to share your work or state your feature you are trying to automate by sharing its details/description for us to sus out how to do it right
And how will I do it? Either I don’t understand something, or you, although I kind of tried to explain everything without misunderstanding. Again:
Creature A attacks creature B, applies the "Weakness" effect to creature B, when creature B with the effect of weakness attacks, deals only half of its damage. The Weakness effect is removed from creature B at the end of its turn.
I can't put an effect on a creature that will add an effect to its attacks that will give resistance to the target, this is already some kind of nonsense
chris' module has ray of enfeeblement automated fyi
In fact, the effect "Weakness" should have "Bonuses to weapon damage = multiply by 0.5" in it, but "Multiply" does not work here, while "Add" in this formula works quite well
As far as I understand Nazgob, they want to have an item that applies an effect to a target. The effect should halve their weapon damage.
I'm saying, even eliminating the item rolling, I can't create an effect that does that on its' own either. Multiply does not seem to work.
So it doesn't seem a timing issue, when even just creating the effect standalone does not work.
Item, action, it doesn't matter, the effect is applied by the monster's attack when it hits the creature
I no longer understand what this little problem has turned into 😵💫
You can't pull it off in an ae unless you do stuff like this apparently:
In short, Multiply does not work, you will need a macro, it seems.
Multiply wont work yes
So multiply just doesn't work? At all?
but you can't halve damage
No you cannot
cause its a modifier, it doesn't edit the damage parts
Well, just wonderful
It will be easier to rewrite the skill to be honest 🫠
I can get you a snippet to do the same
or warpgate mutate its attacks to multiply the parts by 1/2
can't he just rename ray of enfeeblement or repurpose it into his item
It'll definitely be easier to rewrite the skill
Probably
if its not a spell he can just yoink the ae out and copy/paste
But my ray of enfeeblement checks fit str based attacks
oh good point
Although no, I want to read this "ray of enfeeblement" macro, it will come in handy for me in the future
And I don't like saying to use my module unless you know what you're getting into
I feel like if someones already trying to automate homebrew, that they should be in your module lol
When I'm home dig out the macro
Should just need to remove the str attack check most likely
actually, this is 90% of the way there https://github.com/trioderegion/warpgate/wiki/Magical-Slap
That works too
just need to change the filter predicate and the damage.parts entry
Wait a second, I just remembered what this spell does, actually it would be just perfect. At first I just wanted to make it so that only the damage of attacks from strength was reduced, but then I realized that I wouldn’t do it, but it turned out that everything had already been done for me
Chris, you are amazing
by default, but its part of the config at the top
so change that line to midi's args I imagine
const effectData = {
changes: [{key: "system.traits.dr.all", mode: 0, value: 1}],
label: args[0].item.name,
origin: args[0].item,
flags: {dae:{specialDuration:['isHit']}}
}
await MidiQOL.socket().executeAsGM("createEffects",{actorUuid:args[0].hitTargetUuids[0], effects:[effectData]})
The dr solution is right up my alley for jankiness but that'd have issues if they are hosting for a barbarian
cause dr does not stack
How are abilities that recharge supposed to work? I'm testing an Ankheg, and after its first Acid Spray I can no longer get it to do it again. I assume this is because the ability is "Recharge 6". I can't see anything that suggests that it's rolling a d6 to see if it recharges, and looking at the setup I'm not sure it's set up to do that - it says "Recharge on 1d6", but it doesn't look like "limited uses" is set to anything. If I set Limited Uses to 0 of 1 per Charges I see that "Recover Formula" appears, but I can't find any documentation that shows what I should put there. Anyone know? 🙏
Simbuls Creature aid module auto rolls the recharge
I honestly don't know how that thing works manually lol
more of a #dnd5e question really as #1010273821401555087 doesn't automate that
Aha, okay. thank you!
Do you want to trigger a macro for recharge?
I've used simbuls recharge for some janki once per turn shennanigans before fwiw
I was hoping it would "just work". Sounds like I should check out Simbuls Creature Aid!
its lair actions/legendary actions features are worth its weight in gold the recharge and undead fortitude are just icing on the top
FWIW core function is to click on the Recharge on the sheet, and it will roll the d6, if they hit the number or above that is required, it recharges and should be available. but yea Simbuls will roll the recharge for you automatically
I don't think the Acid Spray on my Ankheg is set up correctly - could you show me what the recharge section of the Details tab is, please?
The targeting broke on it as well, my guess is from one of the many modules I added recently.
(By "targeting broke", I mean that it stopped being a 30 foot line and was requiring me to select a target)
Perfect, thank you! No idea why the one I had imported earlier broke. :/
Another strange question with another strange monster ability: flags.midi-qol.DR.healing does not reduce the received healing, but if you write "Add = -N", it will increase the received healing by N, i.e. reverse Damage Reduction works
It’s not just that one character.
If any character has an effect applied that gives them advantage to a save and the save is prompted by a spell/feature/attack, the save is rolled automatically!
Therefore it’s more likely to be a module. But FTC didn’t find it.
So this is going to be a long journey. 😞
Just for the laughs and giggles, can you check which keybinding rolls with advantage and which fast forwards the roll?
thats cause you are doing double negatives
DR flags take simple integers by default, negatives cause bonus damage instead
You stated that with just 4 modules enabled you did not see this behavior last night
I didn’t state that. I said that when set to chat message it doesn’t.
When set to 60 seconds it auto rolled with just those four modules.
you did, I really don't want to scroll up, but could you be pressing the green/red things in MTB and causing a fast forward that way?
also...do you have fast forward on?
I personally turn that setting off in MTB
cause players were accidentally clicking them and fast forwarding
does the behavior occur with socketlib, libwrapper, midi, dae, and Monks tokenbar enabled?
and to be clear, you will always auto roll if no integers are in the delay field at the bottom of the save section
could any of the items you are using have macros that have been made by #macro-polo ?
cause as it stands right now, what you describe is not reproduceable by us, so we need a clean test bed and feedback in order to solve your problem.
We’re not in a court of law, I don’t care if you can find a message with me saying Jesus is alive.
It auto rolled with four modules.
I’m going to try what Bugbear suggested when I log on later.
The reason why we have not solved your problem yet is because when people try to help you, you do not respond with the information we need to diagnose it. You've repeatedly ignored requests and not given the feedback needed to help you. You also give different answers to the same questions, last night you clearly stated that the fast forward was not occuring with just 4 modules on, and you just said as much a few minutes ago as well, and then just now said the problem persists. To be clear, midi has to have a timeout delay, that will always auto roll. If you don't like auto roll, don't use midi or don't use save automation. We can't see your problem. If you showed it to us, removing the user's cryptic descriptions from the equation we might better solve your problem. The reason why the delay exists is because the roll automation in midi is expecting an answer to a request for a save, and with no time limit 20 minutes later when the same target makes the same kind of roll, it will resolve the old request, theres no way to cancel them, so there is a timeout delay to force the resolution so things aren't sitting there pending.
🤬
There are no keybindings for adv or disadv.
Fast Forward roll is F.
For Midi.
can the OverTime effect be used to apply a stacking +1 bonus to attack and damage rolls each turn? (i.e. turn 1 = +1, turn 2 = +2, etc.) Using an aura effect to then apply the current bonus to allies within range.
It is Auto rolling with Midi, DAE, Socketlib, Libwrapper and Monk's Tokenbar active only.
It is only auto rolling when a spell is cast on the target and the target has advantage from a boon or whatever.
🫖
I have turned off Auto Check Saves - The End......
When midi applies a DF-CE. Is there a way to get it to apply the nested effect?
For example, when you cast Protection from Energy. Can you get it to apply the nested effect (and get the pop-up to choose effect)
Well, I think I sort of answered it. It works if you add an ItemMacro that applies the CE
But it wont have the origin so you have to remove it manually.
Something seems off when using DFreds CE with MidiQOL auto recognition of Items with Nested Effects like Protection from Energy.
For me the first time you cast it, create a concentration effect and a Protection from Energy status icon, and if you cast it again (while the first one is still up), it will trigger the nested effect choice dialog 🤔
Hmm I am not sure what's up
Oh, so it's not just me then.
It applies the effect but doesn't trigger the nested effect.
I feel a bit silly and don't know exactly what this does. I'm running into an issue where a player does a spell, I get a private message asking me to roll for the saving throw yet once I do nothing really happens. I would expect the same sort of automation an attack does to an AC.
Trying to create an weapon that ignores ranged in melee disadvantage against any target. Is there a way to set this to bypass this rule for the created item?
flags.midi-qol.ignoreNearbyFoes - when set cancels ranged attack disadvantage from being in melee.
Had to set it up for one of my players’ crossbow expert feats, works a charm 🙂
I tried to set that as an effect but just wants to apply affect
still rolls disadvantage
Show me how you have it set up? I’ll compare to my settings and see if we can get you sorted
Do you have Monk's Tokenbar installed and enabled?
sounds like either you have multiple roller modules, effect transfer off, or have the effect setup as a transfer when its meant to be apply on equip of the feature crossbow expert.
@violet meadow these errors seem to be caused by ATE. Any time I'm applying ate effects to an npc these show up... off to let Kaelad know
ah tposney already logged it https://github.com/kandashi/Active-Token-Lighting/issues/126
I have it installed but mostly because I think I was told to install it? It's this, correct?
show me your full saves section snippet in the workflow tab of the workflow button of Midi's settings
and then show me the full workflow of a spell inducing a save on a target in chat
need to undestand what you are describing to me visually incase you are referring to things differently than the usual way we label stuff
Yeah let me emulate how a save works
This is the first step
So it's asking me to roll the Goblin's saving throw
no biggy
So I do that and the automation stops there
I guess that may be a bad example because on a success there is no result
you do not have damage automation on in midi so it doesn't do any further
the whisper is because you set GM only on tsaves in the first drop down
either that or its a MTB setting at the bottom of MTB's settings section
So I have damage automation turned off
So I get that chat prompt to apply or reject damage
alot of people misconstrue the damage settings in midi thinking they don't want auto apply so they shut it all off not realizing there are varied levels of damage automation in midi
if you indeed do have the GM damage window right after those two, then I see no problem with your setup, what do you want to behave differently?
the whisper is because of the top drop down setting in your save settings in midi
I don't get the GM window for damage specifically for saves
As opposed to a normal attack
is catapult a standard item or some sort of macro premade?
A standard.
Yeah I think I caught that too
it's all or nothing
I guess in the middle of my first session I was like... Shouldn't I at least get a "missed"
or "goblin was a successful save"
catapult is weird like that
its a pretty cool spell to use as a line of monsters line up though
cause every monster has to roll the save and the first one that gets hit takes the damage in the line
personally I feel hiding that save is kinda a waste, cause then your players are gonna ask if they hit
then comms get gummed up with needless chatter
I'd show the roll but not the dc
or just the result
Its set to apply on equip, its a homebrew item that doesn't rely on the feat. Not sure what over module would effect this.
show me the items effect's first tab and effect tab
NOT the actors effect tab
the actual item's effect
also if you edited an owned item...
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.
While dnd5e channel would probably coach people not to edit owned items, I feel that dae is in a spot where that warning is no longer needed as theres only 1 remaining bug...listed above for it.
My advice would be to turn off save automation, it is so much easier and doesn't affect other attacks.
The save button appears in chat, player clicks on the save button and if they fail then they right click on the damage and apply what is needed.
I have seen the light, less automation is actually better.
you can't right click on damage when the card is merged or modified, they would need to add the fallback buttons to the card via midi's legacy settings
Incorrect, it works for me.
when a midi user has merge or condense card settings on, they lose the core right click feature to apply damage, to fix this, you can turn on midi's legacy buttons that look very similar to better rolls for 5e:
Incase the user you are giving advice to has those settings on...
the effect value must have a value. In your case 1
ALSO CUSTOM instead of ADD
So @vast bane ; I tested it with a failure and this is what I get
I have those settings on, but it doesn't affect saving throw damage.
Ergo it works for me.
Still rolling at disadvantage
Is there to be a DM prompt for damage after that?
you have ready set roll installed don't you,, or retroactive advantage/disadvantage?
show me the whole damage section in workflow tab
No I don't have either of those installed
This example is a melee attack not a save.
With a save you don't get a merged card.
is there an odd flavor on the details of the catapult spell?
and is there an error in the console when its cast?
details/damage formula
Checking
and is there a DM logged in
Just turn off auto save, you will thank me for it later. 🙂
I don't think that is a constructive statement to say in midiqol's channel.
you are projecting your own frustrations on a user who has a completely different problem
With a solution that works.
I am still using Midi.
Ignore the red circles here, see the drop down below it? turn on attribution, redo the attack and expand the d20 roll to see what flags are on the actor and snippet it.
lets take a beat and cool off a bit -- foundry is intended to be customized to your workflow.
I don't mind disabling some automation but me learning what is causing this would improve my own ability to troubleshoot stuff
my guess is you have an abnormal catapult details tab
midi does not like odd flavors in damage formulas
it could also have NO damage formula
I don't use ATE that much nowadays, so I hadn't even seen that one 😄
yeah me either, but he's slowly but surely banging out the bug fixes for it like a champ
yea, I dont really use it for effects on npcs normally, maybe enlarge/reduce and fairie fire?, and I dont think my players have ever mentioned it to me
@modern kernel if you have attribution drop down set, when you make an attack it should show you this when you expand it:
goona see if tim's changes in the issue fixes it locally at least
@vast bane
It worked this time
So it seems inconsistent on when it wants to prompt for damage or not
did you not have a DM logged in maybe?
I'm logged in as the DM
he also saved that, so there should be no damage button
It's weird cause the samage on the damage button is 0
So it's prompting for 0 damage
what damage button?
oooh you don't have roll automation on
Not for damage, no. I want the prompt at least for that
The damage is auto rolling but it doesn't apply until I apply or undo
If that description makes sense
When I changed it to Custom and 1 it doesn't even look like its applying the affect anymore on equip
make the attack with attribution on and share the snippet of all the flags, I suspect your issue is actually the hidden flag
I again implore tposney to make attribution on by default or fix the hidden flag so its more obvious
Yeah, its showing DIS:hidden , even though the target isn't hidden
it is hidden
the problem is you never setup your vision settings on the tokens
this is actually a really common problem since like 2 versions ago on midi, he added the automation of hidden
so tokens with no vision range can't see things
and since the DM has DM vision they can't tell the token has no vision range
however, while we solved your issue, I'm worried that you still haven't set the crossbow expert-esque flag right on your actor, if you want to reshow its first tab and effect tab and then also share the actors effect tab we might be able to spot the mistake/problem?
FYI with anyone dealing with hidden issues:
You can have vision OFF, but you can't have a 0 in the Vision Range field.
To get around this, I personally use adequate vision, since it links vision settings to the traits on the monsters.
much simpler than editing 300 monsters that relied upon DM vision before the midi change
Is there an easy way to check in a macro if an item has charges remaining, no matter if it has charges itself, uses the charges of another item, or uses a primary resource?
tim's change in the ATE issue does fix it! 🥳
something still seems off about your setup, my only guess at this point is to confirm no module conflicts, test this with just midi/dae/socketlib/libwrapper. Also confirm your foundry/dnd5e/midi/dae versions.
Ok, thanks, yes vision seemed to be the issue after getting the effect to reapply
I genuinely would never have thought of vision as the issue so thanks for popping in with expertise here, @vast bane
I learn so much about Foundry and available tools
just by reading this channel
its hit this channel so often in the last 3 weeks that its burned into the helpers heads
@vast bane I switched GM rolling saves to Auto (since I don't see why I was rolling any ways)
and it's working as I am happy with now
I personally do not like auto, cause I don't fast forward normally and auto rarely is right
I auto roll without any issues 🤷
its a valid solution fwiw, its just that auto can sometimes roll the wrong way
Yeah I'll keep an eye out and if I notice issues with it being wrong I'll re asses
Do you have an example of when it rolls the wrong way so I can keep an eye out?
the oddball conditional advantages
advantage against charm, advantage against poison
we prollly have a way to do conditionals now
I just haven't updated my players to them yet
then theres table rulings like allowing magic resistance to work against class features
I'll definitely keep an eye out for that sort of stuff!
I need to revisit my catapult, cause it really should be a scorching ray/magic missile esque item
since it keeps going past the first target in a line
This is how it should be setup once you are summoning an actor:
console.log(args);
const origin = args[0].itemUuid;
if (origin) {
const removeList = actor.effects.filter(ae => ae.origin === origin && getProperty(ae, "flags.dae.transfer") !== 3).map(ae=>ae.id);
await actor.deleteEmbeddedDocuments("ActiveEffect", removeList)
}
const updates = {
Item: {
"Spiritual Weapon Attack": {
"type": "weapon",
"img": "icons/magic/symbols/runes-star-pentagon-magenta.webp",
"system.actionType" : "msak",
"system.properties.mgc": true,
"system.attackBonus": `${Number(args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod) + Number(args[0].actor.system.attributes.prof) + Number(args[0].actor.system.bonuses.msak.attack)}`,
"system.proficient": false,
"system.damage.parts":[[`${1 + Math.floor((args[0].spellLevel-2)/2)}d8 + ${args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod || ""}`,"force"]]
}
}
}
const result = await warpgate.spawn("Spiritual Weapon", {embedded: updates}, {}, {});
if (result.length !== 1) return;
const createdToken = game.canvas.tokens.get(result[0]);
await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"system.proficient": false});
const targetUuid = `Scene.${canvas.scene.id}.Token.${result[0]}`;
await actor.createEmbeddedDocuments("ActiveEffect", [{
label: "Summon",
icon: args[0].item.img,
origin,
duration: {seconds: 60, rounds:10},
"flags.dae.stackable": false,
changes: [{key: "flags.dae.deleteUuid", mode: CONST.ACTIVE_EFFECT_MODES.ADD, value: [targetUuid]}]
}]);
@barren flume
this is an on use macro ifyou care for the superior v9 version of spiritual weapon, otherwise use the midi sample item compendium version for v10
I found that it had issues with new users so i went and just v10ified the simpler v9 version myself.
@violet meadow did you write the issue for the vitality bug, or should I? basically from what I've seen, it just needs to have the field auto populate iwth a 0 instead of null in settings.
But even with that, the Dead condition didn't stick for me. I didn't test more or anything as it was late
it is really weird that it also messed with all the default status' cause I also had issues with frightneed as well
yeah what I did was I toggled my auto dead setting at the same time and now all my stuff is kosher
though I haven't tested to see if death saves work lol
Where do you set those in the actor?
Nevermind, that's how the spell is set which is correct, just need to figure out how to attach it to the spell in v10
have you ever setup a midi on use macro before?
the simplest solution here for you, is to find the midi samples item compendium in the compendium sidebar and delete the casters old spiritual wepaon spell and add the one in the samples to their sheet
my shared macro above is if when you do this step, the spell doesn't work righth(it wasn't often for new users a few months ago so I frustratingly went and v10ified the old version)
I think you might have to rename the sidebar actors attack to match the new spells attack
the jb2a actor has a different name if I recall
and you will wind up with a warpgate warning message asking you if you wanted to make a new item or edit an existing one
the alternative involves installing Item Macro, switching off its settings and pasting in my above macro as an on use macro which is significantly more complicated than simple drag and drop
You can rename the spell on the sheet fyi
the version in samples is for reference mostly, it lists its version again in the macro under the hood so no need to maintain its name
Ok so I use that Midi spell version, drag it onto players, and create a spiritual weapon actor that they control
yep, if it works right, when they cast the spell, it will prompt them with a crosshair for the range set on the spell
when they click the map, the actor appears
then to use the attack, they must seleect the actor, and use the attack on them
if there is a yellow warning when you do this, its likely because jb2a's actor has an improperly named attack, above is the attack I think the v10 one uses.
warpgate does not like finding mismatched names
I love how MEJ is utilizing a simlar method to macro.createitem for encounters. I can go in and edit the original actor and all my encounters premade update with the new one.
I'm getting a red error but have created the spiritual weapon actor, renamed it, gave it a spiritual weapon attack
is how my spiritual weapon looks
the error is important
Warp Gate | ERROR | Could not find actor named "Spiritual Weapon"or no source actor document provided.
i could not find a world actor with that name
looks like your stuff is in a compendium, which I cannot spawn from
whatever wants to warpgate spawn, yes
Woo ok
I've got another midiqol question. Trying to update my paladin's Lay on Hands and when I use it after changing the damage formula and item uses to lay on hands, I get an error "Lay on Hands use blocked by preItemRoll macro"
are you using the midi sample item or are you using another providers premade lay on hands?
midi sample item
the error could help us pin it down but the usual suspects are people not linking item consumption and people using imported classes that are not setup right
at the bottom of every sample items description is instructions on how to set it up
You don't have enough resources
I've got it set to resource consumption > item uses > Lay on Hands Pool
She's 10/10 for resources
item uses sounds wrong
it should be resource usage
the actual usage field on the right doesn't matter it changes everytime they use it
this is assuming you do not have something else using primary resource
you also need to make sure your class identifier is right, which is a common problem with importers
The default drag out setting for lay on hands in the sample item is set to 65 fyi:
Ah figured it out. It was tidysheet
that could also be the source of your error but I honestly want to see the error, snipppet your console
tidysheet hides a lot of really important details, I think I'm going to ditch it
I'm using tidy...
Hm
show us the true error so we can identify it
The Lay on Hands pool was wrong/off
That did solve it though, changing to primary resource
Tidy has bugged editing of uses
yeah
I've been meaning to file a bug report
I just couldn't find the actual resources on tidy, only on basic sheet
yeah my lay on hands was setup ages ago before tidy was even installed
Editing the item is still fine
But changing uses without editing the item doesn't actually change the value
Hey so I am designing a feature where whenever a monster takes necrotic damage they instead heal for half of that damage, does anyone have a macro setup for something similar already?
Can probably adjust this to your needs
You'll need to change it to only count necrotic damage
omg that just reminded me I have this weird issue wher I have a spell I made for two players and only one of them its working right for
I don't see a difference in them
their macros are identical too
function checkTrait(type, trait) {
return args[0].hitTargets[0].actor.system.traits[type].value.indexOf(trait) > -1;
}
if (args[0].hitTargets.length != 1) return;
let damage = Math.floor(args[0].damageTotal / 2);
let hasImmunity = checkTrait('di', 'necrotic');
if (hasImmunity) return;
let hasResistance = checkTrait('dr', 'necrotic');
if (hasResistance) damage = Math.floor(damage / 2);
if (damage != 0) {
let sourceToken = args[0].workflow.token.document;
await MidiQOL.applyTokenDamage([{damage: damage, type: 'temphp' }], damage, new Set([sourceToken]), null, null);
}
this puts temp hp on the wizard, but not the druid when they deal damage
the only difference I can see is the wisdom vs intelligence and also the druid has the tidy5e sheet while the wizard is like me and doesn't like it so he uses the core sheet
Druid gets this error when casting the spell:
traits[type] is undefined
Specifically the target has no traits[type]. Is it the same target each time?
hmmm I think i stole this from chris' macros let me go find the line I cropped off I shouldn't have
is type suppose to be necrotic there?
(log your values, specifically traits)
So it tries to check if the target is immune or resistant to necrotic, so then it would be trait["di"] and trait["dr"]
But it should be pretty simple to make it more resilient
function checkTrait(type, trait) {
return args[0]?.hitTargets[0]?.actor?.system?.traits[type]?.value?.indexOf(trait) > -1 ?? false;
}
if (args[0].hitTargets.length != 1) return;
let damage = Math.floor(args[0].damageTotal / 2);
let hasImmunity = checkTrait('di', 'necrotic');
if (hasImmunity) return;
let hasResistance = checkTrait('dr', 'necrotic');
if (hasResistance) damage = Math.floor(damage / 2);
if (damage != 0) {
let sourceToken = args[0].workflow.token.document;
await MidiQOL.applyTokenDamage([{
damage: damage,
type: 'temphp'
}], damage, new Set([sourceToken]), null, null);
}
if (args[0].hitTargets.length != 1) return; 🤷
now can you manage to hit a token without an actor? 😄
yes 😆
totm
Either way that is the whole macro btw
Chris already redid the macro I plagerized so I can't even pull what I had deleted by accident
is there a way to set an active effect to overwrite the existing one no matter what?
use case being Chill Touch's effect
right now I can block it, but if the second player casts shouldn't it overwrite so it lasts longer?
Find my Chill Touch which takes care of that 😄
I can only get them to stack
instead of overwrite
but since chill touch is 2 active effects the monster winds up looking like this:
oh v9 <#1010273821401555087 message>
But should be easy
this macro didn't work fyi
log your variables
function checkTrait(type, trait) {
console.log("Traits", args[0].hitTargets[0].actor?.system?.traits);
if(!args[0].hitTargets[0].actor?.system?.traits[type].value) return false;
return args[0].hitTargets[0].actor?.system?.traits[type]?.value?.indexOf(trait) > -1 ?? false;
}
if (args[0].hitTargets.length != 1) return;
let damage = Math.floor(args[0].damageTotal / 2);
let hasImmunity = checkTrait('di', 'necrotic');
if (hasImmunity) return;
let hasResistance = checkTrait('dr', 'necrotic');
if (hasResistance) damage = Math.floor(damage / 2);
if (damage != 0) {
let sourceToken = args[0].workflow.token.document;
await MidiQOL.applyTokenDamage([{
damage: damage,
type: 'temphp'
}], damage, new Set([sourceToken]), null, null);
}
Try this @vast bane (Added both logging and it might just work now 😛 )
you know the really weird thing is that during the live session, the wizard was getting the temp hp
Change to ```js
function checkTrait(type, trait) {
return args[0].hitTargets[0].actor?.system.traits[type]?.value.has(trait);
}
its before v 2.1.x
logging the symbols that are erroring, 9 times out of 10, solves the problem immediately
Well I also did add another safeguard if statement 😉
Sets dont have an indexOf function
boom, logging solved it -- bugbear's is the solution
How the heck does it manage to even work on the druid in the first place 🤔
I really hope it works now...
I don't see why it wouldn't 🤔
when midi serializes the data and it comes in as an array 😆
"no reason" 😝
Yeah
so I'm not crazy after all, atleast not for this reason
I post old man yells at cloud for a reason 😛
If you put a custom is it a Set as well, or not?
oh missed that screen...
Oh chill touch is an SRD one. I will update it and put it in Midi SRD
hmmm
ok so chill touch does stack
the effects stay on and start applying when the first one wears off:
so chill touch should not be set to do not stack I guess
I don't think foundry has a way to handle this right?
it only works for chill touch cause the effects are identical
but what if it was a buff that gives a +1 or a +2, both would apply or only the first on ewould
Per raw they both should apply but the +1 is muted till its the only one left on it
I'm tempted to just make them one ae just to reduce the spam on the targets
Also bugbear, chill touch is in the samples if that matters at all
and my chill touch is homebrew hehe
Yeah I know, but it needs to be not stackable by name to be RAW I would imagine 🤷
according to combining magical effects, the effects don't stack but the spells both are still affecting them
so if one wears off the other starts applying after
butfoundry doesn't handle that
Yea no easy way to handle that in foundry
I almost think its more that its just not worth doing
I can't even think of a use case that matters, it works for chill touch to just not block stacking cause advantage/disdvantage don't stack
I would just let both effects apply then delete the one that ends first
so if you leave them stacking then the first one ends on player A's turn and then remains for a lil while longer on player B's turn depending on how the round plays out that could matter
That's why you the gm would delete the one that ends earlier
Well we're midi users, I'm using the special durations
so they are ending accurately, and cause the health block/advantage stuff doesn't stack anyway it works
for my homebrew one its an effect on the source actor that is not stackable but thats ok cause the sources change, the casters are not the same person so they each get their own temp hp
Is there a recommended video or videos to get started with midi qol?
Not really, but there are ones for dnd5e core in the faq fwiw
To be fair traits as a set is far better imo
usually people come to midi once they've learned foundry through and through and the learning curve is less painful
Can just do .has now
ty
Like you guys discovered above
midi is basically effect transfer, varied levels of automated damage management, a shit ton of useful flags, and concentration management
I did tell you moto to update that function way back when it got changed
Yeah for some reason it was still working for a bit
I didn't change to 2.1 right away so i usually don't change things till they break
It shouldn't have
I don't disagree, I just think they should have made the change in a less breaking way 😂
True, it's one of the few things that doesn't have any sort of backwards compatibility
Does that mean it won't work? How then can I make this ability in another way?
what feature are you trying to make, cause I gave you the proper way to use the key, what are you trying to do, like forget foundry, what is the homebrew/published feature
I need this ability to reduce the healing received by the creature by N. If this cannot be done somehow really easily, then it will really be easier for me to remake the ability and give resistance to healing
How would you go about creating an effect for the spell silvery barbs? I can't find one in any of the premades.
There would be 2 steps. First, Midi QOL would need to recognize it as a reaction windows (successful attack roll or saving throw)
Second, I would need to add an effect that gives advantage on attack rolls to another character.
Any guidance on how I would do this?
what is N? is it random every time is it a dice equation what is it?
N is a letter, you can't reduce integers by lettters I assume you mean it to be a variable how is that variable defined?
Set number presumably
No, just some number, any, let's say 3
then set the effect value to 3
Healing is weird
and show us what key you are using, I suspect you are using the wrong key if 3 doesn't work
Iirc it acts weird with damage reduction
dr and DR keys get mistaken for alot
Well it doesn't work
show us the key you are using
it looks like they are using ADD for a midi key?
Custom
Oh use custom
I think I've already tried it, but I'll try..
I always forget what it is about healing and healtemp that is different but there are some weirdness involved with them
Actually you might have the wrong key
If it doesn't work it's doable with a macro for sure
Creature just does not heal if I put "custom"
I tried flags.midi-qol.DR.heal too instead of flags.midi-qol.DR.healing if that's what you mean
both don't work
they worked before so something in the latest few midi's have broken it
😦
Looks like it's trying to roll true
speaking of flags, if I wanted a spell to give advantage on all attack rolls, would that be using flags.midi-qol.grants.advantage.attack.all or flags.midi-qol.advantage.attack.all
where would I find the difference between the two?
Grants means the person hitting you gets it
ahah
Think barbarian reckless attack
healing temp is broken too
Makes sense, healing would need special casing
Try this
This will increase the amount of healing received
no change for me breaks in both healingtemp and heals still with negative values
Oh, it works if you put "add" like here, with "custom" it still gives an error
ding ding ding
and its working on healing
I should have known this too cause I was testing stones endurance which is ADD
also its ADD but not a negative
Override better though
negative does indeed add amount to the heal
In any case, it only works with increases in healing received, not with decreases, which is odd
why did it do 14(12) lol
maybe healing is the wrong key
oh it did 14 cause it hit max hp
you do not need to do a + in normal DR
fyi
just do a standard integer
use negative for bonus damage
So... reducing the healing still doesn't work, only increasing it. If you write -5, it increases the healing by 5, if you write 5, it does nothing
lol I just closed my world let me reopen
I'm seeing it too
no errors, it just flat doesn't work either key
healing temp also doing this
tried add, custom, and override, 3, +3 nothing reduces healing
no errors
Yeah it needs to be > 0 from a quick look at the code
3 is greater than 0?
if (!["healing", "temphp"].includes(type))
damage -= DR; // Damage reduction does not apply to healing
// else damage -= DR;
Healing shows up differently in the damage processing hook. I have to special case around it when I'm messing with it in my module
It's negative damage I think
So it's not a bug? Is the DR for healing intentionally disabled (when >0)?
I would think so
Might be worth it raising an issue in gitlab.
I am not sure if there was something like that. I remember something, but I cannot find any mentions right now
wouldn't clearing the // in your snippet fix it?
The logic later on would fail from a quick look
it's difficult to follow with just a cursory glance
adding my 1st custom spell, seemed simple enough but not sure how to add self as a creature target and how to apply the advantage for said check
@vast bane I found some comments of yours from yesterday, looks like I'm having the same issue as you were. Whenever I set the dead or unconscious effects, it immediately deletes them. Doing find the culprit is leading me in circles, did you find any way to remedy this?
Do 1 creature and just target yourself
and the rest of the spell?
Either turn off midi's auto dead setting, or put a 0 in an empty field in the optional section of midi's settings thats new as of this patch
I dunno why but putting a 0 here instead of null fixes the conditions auto removing
hmm well it's still being strange but thank you, that condition removal bug drove me to madness last night for about 8 hours
did you forget to hit save?
I also had to toggle off the auto dead once during the process but now its fine for me, the auto dead in midi is at the top of one of those tabs and is a drop down, set it to do not update, hit save, then go back in and change it back to what you had, and make sure this field above is 0 and hit SAVE and you should be fine
hmm yeah ive saved/reloaded/resaved/reloaded/changed auto dead "update as icon" to not update and back
its not auto-deleting dead condition anymore but also not triggering it at 0hp
but at least i just mark them dead manually in the short term
oh I didn't test for that, I think this is more a bandaid till tposney fixes the vitality setting
i assume this will be fixed at some point? whatever is going on
someone pinged him on it, not heard yet, I was gonna post an issue to gitlab for it
I am honestly shocked that more people are not complaining about this problem cause its like...affecting everyone but nobody knows yet I guess
yea it was throwing me for a loop. i was so determined to figure out what was wrong but it was so confusing, gave up at 5am this morning after picking through modules and old comments all night
kinda sucks that monks stuff no longer auto deads and I removed combat booster so I'm stuck without an auto dead till midi is fixed
this the kinda situation where you just homebrew that right in. some kind of temporary world effect instantly resurrecting everyone
ahh
so don't change midi's 0 setting, turn off auto dead in midi, and use Monks little details OR combat booster auto dead till tposney fixes midi 33
that makes sense, cuz i was playing with that before and coudnt get it to do anything
keep the vitality setting blank, set on 0 hp to do not update in midi
Fixed my spirit guardians automation by messing with sockets, what can possibly go wrong?
Found out today my dumb idea for syncing my movement triggers wasn't actually working on anyone but gm clients.
cough Aura cough of cough Purity. 😂
On my list still
My games are on mondays and tuesdays so I don't have time to play with my module then
@violet meadow im having problems trying to run your Hexblades curse, im sure im doing something wrong thought
i get this error
Do you have a link to which version of that you're using?
OK did you create an ItemMacro on the item?
this you mean ?
yep
What module do you have that hides all the names and only shows the Icons in the sheet header?
I cannot see DAE button up there though. Hmm, can you export the Item and DM it to me?
Will be much faster to troubleshoot what's up and see if I need to document the steps better
and cause everything should feel good I highly recommend this one too:
https://foundryvtt.com/packages/button-feel 😄
dabomb
hey, I was wondering if someone managed to automate the War Cleric's War God's Blessing and Guided Strike
my guess about the item macro error is that they have two items named hexblade curse
This user is on an old advanced macros, and v9 foundry I think. @violet meadow
either that or their top bar is too crowded but their advanced macros is definitely old enough to be the problem advanced macros
Nah the Item was a bit mis-configured.
@coral axle
I haven’t seen any. But I think that Guided Strike could be easily implemented using a an active effect with midi optional flag:
flags.midi-qol.optional.Guided Strike.attack.all / custom / +10
flags.midi-qol.optional.Guided Strike.label / custom / Guided Strike
flags.midi-qol.optional.Guided Strike.count / custom / @resources.primary.value
Adapt primary to the corresponding resource of the cleric channel divinity one, if set to secondary or tertiary
Remind me, is it just +10 to an attack roll?
Yes, but it’s optional, and uses your channel divinity slot
Babonus. Trivial.
And you choose after seeing the roll
Less trivial.
and FF 😄
I did something similar for the divine soul sorcerers similar effect
I tend to use the ItemUses.ItemName for the count of optional effects, like Channel Divinity etc, instead of resources.
In the readme it said if you don't put anything then its like bardic
I wasn't sure how to match it up for recover on any rest so I made the item have that
thank you so much! I'll see about getting this one in, and potentially figuring out War God's Blessing as well, might have to change it to apply before the roll is seen tho, and unless it's a nat 1 it should still hit on everyone
Hmm that is different then
its important to understand that due to the nature of this kind of key they won't auto complete in dae
like mine above
I could probably go Elwin's route and make favored by the gods a resoruce and set the resource to recover on short rest
@coral axle For the War God’s Blessing, that’s entirely another ball game…
It would need a complicated macro and probably a world script. Midi does not support triggers on others tokens yet…
Recently triggers on affected tokens was added.
So maybe using an aura that add an AE on the new trigger isAttacked that would send on the cleric’s client an item use that would pop a dialog and cancel the item if the cleric does not want to use it…
Midi SRD had more things that I needed to change, than I first anticipated... 😅
Why wouldn't you just have it use the item use?
I do currently have all of the Cleric's Channel Divinity's as a feature resource with its own uses that recovers on a short rest and all of their different Channel Divinities tie back into it, I imagine I just need to find they key for its uses and increment that by one but if I can't I'll just go with Elwin's route
Because it’s a reaction that consumes a channel divinity, the cleric must choose to use it’s reaction or not
The choice is the cleric's still 🤷
Yeah that is the next big thing, which sounds a bit closer than before 😄
with my third party aura reactions my table is aware they must ask before using them
Remind me, does the executeAsUser socket, actually roll the item on that user's client?
Yes!
yeah so it will be good to go, with a change to include a dialog to cancel
We could even check if the cleric as already used its reaction before calling the remote item use with the new exported functions
Yeah, this will be my weekend jam 😄
I was looking to do something similar for barbarian Spirit Shield, but the new isDamaged trigger happens after the damage has been applied, it would have been interesting if it was before it is applied like the reaction
Pretty trivial to make your own on hit trigger with a world script. Can have it go before damage application too
Not easy to share at that point
But always an option
Yes, I was looking for a non world script solution… but like you said there is already a hook on which we can register
popping back in to say thank you Elwin for the help, managed to get Guided Strike working and it is consuming the resource from the Cleric's Channel Divinity as well, just had to change the last line to
flags.midi-qol.optional.Guided Strike.count / custom / @scale.cleric.channel-divinity
won't the scale just always be the max amount you have?
Isn't there also a isHit trigger that happens before damage but after hit?
it does increment it down by one which I was pleasantly surprised about
yeah they need to use bugbears suggestion
but its not pulling from the same pool
they've created two pools of cd
unless all their other cd features are consuming this ones resource
which I don't think they are setting up
bugbear shared the way to reference an items uses above
ItemUses.Item Name should be the way to go
you two are right, it's because I've got the item using the resource consumption field so every time it is rolled it takes from Channel Divinity's total
here's what's actually happening, sorry for messing up on my explanation
Yes, but from the description "If you are raging and another creature you can see within 30 feet of you takes damage…"
So you should know that the creature takes damage, because on hit if the creature is immune to the damage it won’t take damage. That’s why ideally the player should know that some damage would be applied to the creature…
Ah, hmm
hi folks, I'm looking to add sneak attack damage directly to the attack for better concentration checks and stuff. I've created a temporary effect that does what it should (add scaling damage bonus to all damage of the first attack), but I can't get the effect to be properly added to the character
I'd appreciate all help
midi sample items compendium, if you want it auto, use both the sneak attacks that aren't swashbuckler, if you want it to prompt on every attack instead, use the base sneak attack item in the sample compendium
Also stop reinventing the wheel:
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
https://github.com/thatlonelybugbear/FoundryMacros/wiki/MidiQOL-activation-conditions-examples
Pinning this here would be usefull
check the top pin and contribute to the growing wiki 🙂
Ownership of the MidiSRD module has been transferred to me, so I will update it ASAP.
Converting some of the MidiMacros to use Warpgate instead.
Is there a way to set up an effect that boosts the damage of just one specific weapon?
Atm I got a weapon with an effect that adds 2d6 radiant damage to each melee weapon attack done for 30 seconds, and that worked fine as the player who had it only used that weapon. But now a Monk has it and now this effect also adds that 2d6 to unarmed strikes as well due to the + to melee weapon damage, is there any way to JUST make it work when the corresponding weapon is used?
I'm on Foundry V9 still
Do you fast forward?
Fast forward? As in?
Its like a core feature of midi, let me get a screengrab
Do you see this window when you attack?
Yep
just install advantage reminder and add a reminder to all damage
Not sure if I should ask here or in marco-polo, but let's give it a try:
Hi, I'm trying to make a very similar spell to witch bolt. Was attempting to wiggle with MrPrimate ddb-import version (just in case: 5e 2.1.5, v10)
The only difference I'm looking for is a way to scale the "sustained damage" part with spell level.
As far as I understand, I need to get spell level in the macro with something like const spellLevel = args[0].spellLevel and then use it in the damage calculation, but I guess I'm just to illiterate with syntax to understand where exactly to make the change
Original macro: https://github.com/MrPrimate/ddb-importer/blob/main/macros/spells/witchBolt.js
Otherwise its warpgate macro territory and I personally do not like using that on players items
you will find the data is included in the castData on the ae
Out of curiosity, why's that?
because macros rarely survive a month before needing to be edited for starters, but also I've had plenty of items break when the macro fails to revert due to said broken macros.
players inventory is too important to risk
Just as an example, heres shilleligh doing it again for the umpteenth time to her focus:
Fair, plain wg macros are pretty resilient, but if it's depending on a moving target (midi et.al.) then who knows
So I do understand that the roll happens here:
async function sustainedDamage({ options, damageType, damageDice, sourceItem, caster }) {
const damageRoll = await new Roll(${damageDice}[${damageType}]).evaluate({ async: true });
And the damage it gets from const damageDice = "1d12";
The idea of basing stuff on warpgate is that you shouldnt have to do so much maintenance
you should be able to define the spells level using flags.something.castData
have you tried just plugging in @spellLeveld12?
Actually, no
Give me a sec
It does roll, but damage becomes 0
is it a dfreds CE?
are you using it in an overtime or is this macro territory?
That's why I wasn't sure if I came to the right place to ask ><
changes[0].value =${args[0].spellLevel}d6[${element}];
Yoinked this out of absorb elements in samples
so i state spellLevel, get rid of const damageDice and use this instead in the async function?
instead of @spelllevel do args[0].spellLevel
maintain the shit they put around it though
if it doesn't have the d12 after it add the d12 in
cause spellLevel will be just a singular integer not a dice roll
flaming sphere premade in samples has data.data in it 0_o
heres an example of an overtime usage:
damageRoll=${args[0].spellLevel}d6
you should probably make sure that args[0] is the caster though it usually is
Can't get it. Probably still putting something somewhere wrong
show your work
Revert all changes, so you can see how it looked like before
probably just got myself into something I can't poke around with my little programming knowledge :D
@dark canopy did you want me to repost here also?