#MidiQOL
1 messages · Page 85 of 1
ah crap, actually shouldn't be doing it exactly like this
Why's that?
it's rerolling the attack rather than just updating the damage type
dice says 6, actually does 1 since I'm rerolling
I do in fact lol
ah
Yea, setDamageRoll doesn't play nice with dice so nice
You can probably copy the damageRoll and edit each section
then do setDamageRoll to the edited on
but that's a whole lot of work
Ah, is the type set in a bunch of different places?
each term has the flavor marked
In reality, it just needs to be fixed on Midi-Qol's end to not do the dice so nice roll until after the postDamageRoll workflow has been processed.
I mentioned it to Tposney like a week or two ago after someone brought this up with me (and my module)
I guess this is just going to have to work for now
At least mechanically it's working
yea, it's just a visual issue
If you can find where midi-qol runs the dice so nice api function
you can likely move it around locally
I don't use dice so nice personally, so it hasn't been an issue in my game
Also, for savage attacker, don't use the item name as the 2nd argument for the queue function, do something like "savageAttacker"
will do
last question, unrelated, don't suppose you know what's needed to discard a template immediately after casting do you?
You can make an effect to do it
should be automatic outside combat and leaves after the turn in combat
If it's something with a longer duration it won't do it after the turn
And not everything with a long duration needs to keep the template down
let effectData = {
'label': 'Remove Template',
'icon': this.item.img,
'changes': [
{
'key': 'flags.dae.deleteUuid',
'mode': 5,
'priority': 20,
'value': this.templateUuid
}
],
'duration': {
'seconds': 1
}
};
await chrisPremades.helpers.createEffect(this.actor, effectData);```
You'll just need to find the templateDocument
it should be part of the midi workflow arguments
Edit the above, midi just has the template uuid lol
You can slap this as an item macro on anything that needs to get it's template removed after the turn but the duration is longer than a turn
say for example hypnotic pattern
Im having issues, for some reason the damage just applies automatic w/o asking for a reaction from my players
only for them, i can use reactions normally
Check your reaction settings in the midi workflow settings
Maybe you have the timeout set too low?
make sure the reaction is not reaction manual
That too
reaction on player that should have prompted
details tab
and what are you doing to prompt it, attack what?
just a normal attack
it works for NPCs like a mage npc using shield or a clay soldier using parry
weird...he created a test reaction and it works but no shield
its a reaction manual shield probably
yeah i reimported it
weird
the SRD version doesnt work it seems
even with the "reaction pre attack roll" toggle
welp im dumb, my player didnt set the spell as prepared
so the program didnt count it as a spell
SRD shield has the effect suspended
Midi does not like suspended effects
you should not use SRD spells from dnd5e system
use Midi SRD
yeah i noticed, at least i fixed it thanks c:
Bab's next update will support ability checks if you're looking for a simple implementation of Pass without Trace
Quick question - i've got my rolling for weapons and things set up, other than the fact there is no description, which is a bit awkward with some spells and items etc. is there any way to make it display the description as well? can't seem to find it if so
Now this is V9 but what do you have your setting as here?
Or you have this selected in system settings
Not if it's gonna drop after v11 which it's looking like
sorry if this is well known, im new to foundry, i have Let Me Roll That For You for save roll prompts in my MidiQOL workflow, but I also installed monks tokenbar afterwards to use with active tiles, and having two roll prompting modules is a bit superfluous, so I wanted to check if tokenbar is working with MidiQOL atm? because I saw some things on reddit abt it not working and idk if its been worked out or not, and my game is tomorrow
If you haven't found out already, the answer to 1 is in workflow settings > Mechanics. I don't get your second question, what kind of icons when your characters cast spells? Icons tends to be to show the actor/token is affected by an effect.
Hey! Anyone knows why for some range attacks (shortbow on rogue) on really close distance disadvantage applies? I don't understand what's wrong. Here is screen. Midiqol of the last version, foundry v10
When a PC casts a concentration spell like haste, the haste icon will show up on their token and it doesnt go away when concentration ends
I also use Simbuls cover calc
I have tested with ranger's longbow and it was fine on normal distance and correct on long
Yeah, that doesn't smack of intended behaviour, does this also happen when you only have midi and dependencies on?
Does it only happen for you against that token particular token or also other medium sized tokens?
Medium size also, but I will double check right now
same dis
Ok, nvm, one of the conditions were not shown at all
Anyway thanks!
Good morning! Any idea why when using DAE / MIDIQoL / CUB when applying a condition on hit it shows TWO conditions, as opposed to one? Ideally on a failed save it should just show the 'shocked' condition.
The macro.CUB and macro.CE keys are intended when you have an effect that does something on its' own but also you'd like to add a condition from either of the module and "link them" (if you remove one, you remove the other). In the case of CUB here, I think you want StatusEffect instead? Should only add the condition from CUB and nothing else.
I think that's the equal to adding the condition on the token manually, so unsure how that works with duration and whatnot
nope
it doesnt even put the status icon on
Per usual, you are a genius!
You're not able to apply effects at all with just Midi and dependencies? DAE + Midi + socketlib + libwrapper? Have you enabled application of effects in midi's settings under workflow -> specials?
no its set to "Don't auto apply effects"
Right, it sounds like you have a little module overlap. If you want Midi to take care of your effect application and concentration, you want that option toggled on, and then also the concentration options in the concentration tab. It sounds like you had another module also doing something similar, which was presumably the one adding the spell icon to the caster too
currently CUB is handling that yea
I do believe midi and CUB can cooperate in that regard, but that still leaves you without Midi handling the effect transferral, do you have a third module for that? I don't think CUB handles it
i'll have to check, would automated animations do that?
No clue, only use Midi myself there. You can use a module like Find the Culprit to try and find whatever module's creating the icon error for you, but if you're not aware what your modules do for you, it might be time to have a look at your module list in general :p
looks like its Dynamic effects using active effects
That's part of Midi's dependencies, that should have been active when you were testing before, so that should not be the cause of the icon being added to the caster.
looks like it only happens when someone casts a spell that puts an aoe template on the ground, and turning off DAE made it stop happening
Midi handles templates' expiry by placing an effect named <spell template> on the caster and then removes it, when the template is no longer relevant. Is this actually what you're seeing?
Is the effect named <name> template?
I had an inkling it could be that but you mentioned Haste, and it has no template...
@scarlet gale I hope it is okay that I pinged you, but sometimes there are certain spell animations that do not play on a player with dark ones blessing and I get following info in the console log. This still occurs if I tone it down to just the "required" Modules. It seems to affect all animations that are not template based or targeted like eldritch blast or weapon attacks
yep
its just not removing the templates
Right, install and enable the Simple Calendar module. About Time, one of Midi's dependencies, needs it, and it hasn't been added as a dependency it seems
ok i installed it but it still doesnt remove the icon when the template is deleted or when the concentration icon is removed
or when the character fails a concentration check
Which spell and when you say template is deleted, do you mean automatically or when you delete it manually?
im testing it out with web
and yes, manually deleting the template on the map, not the icon on the actor
deleting the template from the character, does automatically delete the measured template
just not the other way around
Right, it's a one-way relationship. That effect is there for Midi to handle the template deletion for you, it will not be removed by you manually deleting the template. Let me check how it works with a Concentration template spell.
(worth noting you can delete the attached template by deleting the effect)
yea, but i use monsterblocks so getting to the effect portion of npc sheets requires sheet swapping, and going into effect section of the char sheet every time to remove it is a pain
That's how midi handles template expiry. You can ask if they can change the feature to be a two-way relationship instead on the module's github?
All that aside, I actually don't see a spell template effect on concentration spells, so I assume it's because you're using CUB as the concentration module instead and that's not something I can help with.
thx, i'll see if swapping from cub to midi concentrator fixes it
I can't get the first lvl shield spell, from the midi srd to work. can't figure out what I'm doing wrong, but the spell ultimately does nothing.
Tried disabling "transfer to actor on equip" and "effect suspended" but it changes nothing :/
thing is... what I'm looking at right now, is the default version.
Sounds like a pitfall with the Reactions settings, if you're expecting to be prompted to cast it when an attack hits you at least. Can you take a picture of them and show here?
what module do you guys use for targeting?
but even casting the spell normally appears to do nothing
Even the SRD shield spell from core dnd5e should work if you toggle off transfer to actor on equip and un-suspend the effect, do you have these settings on in midi?
Just making tea, give me a sec... I don't think I touched anything, but massive I clicked a preset by mistake
If this is related to your question in dnd5e, I don't think it's possible to target a creature that's hidden with the system's visibility function (the button on the token that looks like this
) regardless of module
I know dnd5e the tabletop quasi-allows you to attack an invisible target, but system wise I don't think it exists for someone who can't see it, once that button is used
Easy target allows it under a template, I think?
That was it!
Thanks a ton mate
was going daft trying to figure out what had changed
in the options you can turn on attribution, its right below the hide details at the top of the tab with export/import midi settings. However, this is so obvious to me that I'm willing to bet the bank on it. Your issue is that the attacker or victim has no sight settings setup, so midi is awarding disadvantage due to the hidden property. This new flag for midi is impossible to see unless you turn on attribution.
Oh I suppose since you are new here, it could also be that you have ready set roll or retroactive advantage installed too
Could you give me an example of a spell or feature that's doing that?
yes!
Spells that only have an animation and no effect: Counterspell, Dispel Magic
Spells that have animation + a linked effect/change actor values: Misty Step, Fly, Spirit Shroud
Added an undefined check that should solve it.
It'll be in the next update.
What causes that first error to happen for you out of curiosity?
As it doesn't look like an error in my module...
thanks!
I have no clue, I tried to replicate it just now and could not. really really weird. I sadly forgot to note down the spell the first time around
And when I went through all this time, only the second one occured
Just pushed an update that should help with it
thank you very much!
Let me know if it doesn't resolve it
worked like a charm!
Hello! I just installed Midi Qol last night and I'm going through character sheets to make sure their features are working as intended.
I'm having an issue with some reactions - 'Hadozee Dodge' and 'Sentinel at Death's Door'.
Sentinel aDD is displaying as a reaction when the player receives a hit and does not negate the crit.
Hadozee dodge displays correctly when hit but does not reduce the damage received.
Is there a setting I need to change for these to function as intended?
Unless you've gone out of your way to configure them they won't do anything special
The negate crit one should be doable with the right midi flag as an effect on it
Would this be found at the bottom of the feature Detail page?
No, you'll need to make an effect on the feature
First pin in here has a link to the midi-qol documentation
You'll want the immune to crits flag as well as setting the special duration for reaction
Having a Midi QOL issue... Auto damage applies on ranged and melee attacks, but it's not working on Spells. Am I missing a setting?
What's your midi version?
Mine?
Yep
10.0.35
Errors in console when you attack with a spell?
So I have a player playing soulknife rogue
noticed in foundry, if I have the auto-disadvantage on ranged attacks within 5ft, it's applying them to his psy daggers too
even though they are melee or ranged
any way around that?
Pretty sure Midi just looks at what kind of attack it's doing, what do you have his daggers set to?
Action type, I mean - ranged weapon attack, ranged spell attack etc.
Looks like they import from ddbimporter as ranged weapon attacks
I have found your culprit
can I set it to melee but still have it be 60ft?
Sure, there's Reach weapons and stuff so it's not limited (don't put Reach on it, just an example)
huh, thanks. Thought that would interfere somehow
Looking at the feature, I would probably make a melee and a ranged version.
Let me clear my console and try. I'll post back.
Seems like it's sometimes intended to be thrown
What's the best way to make an ability target each token within 10 feet of the token that used the ability, excluding the originating token? I've tried almost every combination in the target & range fields without success; is this squarely in macro territory right now?
It's Special you want in one of those two fields, I always forget which one
... that seems to have changed
oh yeah damn, before the template has been placed, it targets the originator, but once placed only everyone else is targeted
Ah yeah, I get that too. I swear there used to be two fields you could put Special in, but guess it's just Range now. 😄
yep lol
I'm trying to put a tokenMagic macro on an actor so it always appears as spectral. What's the best way to do this. I've created a passive 'Active Effect' but I'm not sure how to get it working.
if it is a base tmfx filter, you can use the key macro.tokenMagic in a dae. If it needs to be custom, use the module mass edit to make a custom tmfx filter a default filter and then use the same macro.tokenMagic key, your new ones will be at the bottom.
alternatively you can use effect macro to on creation/on deltion the filter but you need to figure out how to adapt it to effect macro and I personnally do not like args on/off and effect macro on/off macros that mod tokens, they almost always wind up misaligned somehow and you have to delete the token to reset them.
plus macros don't mod all tokens of said actor, just that token
It is a tmfx - spectral-body effect. I'm having trouble getting it to run the macro. Is there something I need to specify in the duration page?
is there an automation for aura of vitality?
I have one but its hard to share, I hope CPR has one so I don't have to lol
let me see if he does in the module
he doesn't
poop
aura of vitality is best done as a temp item you give via macro.createitem
oh shit actually my aura of vitality is a warpgate macro so it is actually shareable
since when do I do warpgate macros lol
I'm messing with Activation Conditions and just looking for a very simple one: The item should roll 1d10 and on a result of 4 or higher the effect is applied. I've tried "[[1d10]] >= 4" which rolls the die but seems to apply the effect irrespective of the result, and I've tried "1d10 >= 4" which doesn't seem to work.
did you check the box on the bottom of item details?
where do you find the itemMacro code section?
Yes
install ItemMacro module, go into the modules settings and TURN OFF character sheet hooks, then you should start seeing the item macro button on the top of the items
like the dae wrench
ok
Can you evaluate rolls in Activation Condition? Doesn't the item keep on rolling?
The item macro is meant to launch via aura of vitality dae:
my aura of vitality hasn't been used since dnd5e 2.1.x so who knows what versions have done to this macro
but its mostly warpgate so I bet you its resilient
I suppose that's my real question 😅 Can this work as an activation condition? It rolls the die but it doesn't seem to do anything with the result, it just goes "yup, that's true, applying effect"
the roll needs to be in the roll formulas and you need to reference the items roll in the condition
I see
bugbear has an example and there are numerous sample items that reference the roll
think any sample item with something on a nat 20
sword of sharpness/lifestealing
bugbears condition examples are in the pin here in the wiki
Yeah I'm looking at the example conditions right now
Longsword of life stealing in midi sample items
It can reference something in the Other Rolls field, right? I don't want this applying any actual damage, and the feature doesn't include an attack roll
you can execute js in that field...
yeah he had to put in a fix cause the dnd5e default reactions all had "which" as the leading word in the fluff activation condition fields lol
it was causing js errors
apparently which is a key word for some language
I'm not sure what I'm doing wrong but entering it as a No Damage roll and trying to call it that way doesn't seem to do much.
What is the feature supposed to do, actually? Do @attributes.super.die in damage if you roll above a 4 on a 1d10?
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
Concentration conflicts:
Concentration Notifier Module
Combat Utility Belt Concentrator
The following modules have template settings that step on midi:
Spell Template Manager
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 2.1.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+.
Midi now requires sight to be setup on all monsters or the players will get unseen attacker advantage.
after i use aura of vitalty should an icon show up that lets me do the 2d6 healing each round?
they are using our cousins system sw5e which works with midi
so their system calls are different than ours
It's honestly pretty similar, but I'm curious what canaryman actually wants to happen when that feature is rolled
No. The player activates this ability (manually, at their choice) if they happen to roll a critical hit. The feature will maximize the damage of the critical hit (using the prepared Effect) if they roll a 4 or higher on their superiority die.
does your system actually call a superiority die?
It can and does.
cause @attributes.super.die does nothing in 5e
I'm using it in his other maneuvers as regular damage
But this one just needs to check the super die for a result
for us in 5e, we have to make scale values
ok well I think you need to reference the damage formula instead of the roll
its looking for an attack roll
but I don't think bugbear has given us an example of that
maybe try damageRoll?
I did.
So it needs to fetch this die and roll it, then evaluate it. HMMM.
could do it all in macros but it should be doable in the acivation condition, we just don't have the keywrod for that roll
I can also manually set it the die I suppose but I assumed since it read elsewhere it can read here
Maybe, let me check the doc
I'm not unwilling to do a macro solution if one is available but I also figured this was what Activation Conditions were for
@violet meadow can Canaryman do this with an activation condition? They wanna roll a special die and have something apply if the value is equal to or higher, and the condition from the sword of life stealing is not cutting it, pun intended.
I might suggest going with the pure dice equation at first just cause you are technically using a sw5e specific call and that could be an issue
use the attribute after you get it working to see if it works
That looks simple enough to make. I'll add it to my list
pretty sure my item macro I shared is just plagerizing Badgers warpgate wiki
cause I'm no pro at macros and was pleasantly surprised it was not a macro.createitem when I went to show them it lol
yeah that one is very CPR esque I think
though I think its making the item from scratch not warping in an existing one
Nothing doing 😦 But thanks for trying
Yea, I'm willing to bet I'm the only person using a compendium to pull temp items from.
I pinged bugbear, hes the guru on conditions and he did type for a bit here so hes probably sussin things out on his end
For warpgate item data
All good, will appreciate additional insight if he has any but no pressure.
Try slapping a ._total at the end there, e.g. workflow.damageRoll._total >=4
I feel like _anything is very naughty usually?
badboys for life
Didn't seem to work unfortunately
total would also take into account modifiers but I don't think that formula has any fwiw
is it rolling your super die for you? It seems to work for me just fine
I even set it to a flat 1d10 instead of calling the super die
.total but that should have worked there, too
_anything is usually naughty to do outside of the console itself
Didn't change anything.
I am starting to think the evaluation is not the problem here
Because that works yonder dnd5e side
I bet you its the settings
theres 2 settings for it in damage in workflow tab
but they are on sw5e so their location and settings might be different
theres two drop downs about activation conditions in there somewhere
I mean we can just test if it's the activation, put it to 1. That evaluates true.
empty also evaluates true
is there an actual active effect?
I want to see the first tab of the active effect
I suspect the self box is checked
ah HAH
do I get a cookie?
uncheck that box
those two self boxes are very misleading
the boxes...betrayed me? 😭
you want standard effect transfer, so the item details dictates self. Those two boxes are when you target something but want something to affect self too
they get alot of people mixed up
its workin?
Thank you
woot
My player and I very much appreciate it, all 👍
Now...
to figure out how to do the other half of the ability that minimizes damage if he gets a 3 or lower <.<
(jk I'm not even touching that stuff)
I think thats macro territory
So do I
also it'd be the opposite of beacon of hope/circle of mortality that CPR does
Noted for when/if I decide to look into completing it
World script territory probably
how do you get spells that are in a magic item to show up in your spellbook? we have a wand of fireballs that makes the fireball spell show up, useable, in the spellbook, but none of our other magic items are doing that
Screenshot the magic item part?
If the player doesn't normally have spells you may need to add a dummy one to get the tab to show up. That may try be a tidy issue however
Magic Items Module tends to suffer from a severe lack of compatibility with alot of modules including midiqol, you should use items with spells module in v10
Also the wand of fireballs requires attunement, so thats probably the mistake you are making with either module.
afaik items with spells doesn't care about attunement though so they should still populate.
or maybe it doesn't care about equipping I forget
ok
is there a version of shambling mound or blight that makes the monster roll it's save with disadvantage and take full damage on a fail?
I can think of a janky way, but one of the macro gurus can do it less janky
Two items, first applies disadvantage on the next con save, second item is blight/shambling mound attack
have the disadvantage part be contingent on an activation condition if its a plant right?
So I don't like how I always typo my overtimes so I'm making a document to copy/paste them from and I'll share it here momentarily.
I always just lookup my hold person spell and edit from there lol
I can never remember the parameters
yeah thats my point here, cause not every spell or example has every option so my point is to make a cut and paste easier and rule out user error
if I had a nickle fore very time I capitalized a T in true I'd be rich
but fwiw those errors in the console are burned into my brain I can immediately tell its that
That whole roll with disadvantage if you're a certain type is a pretty neat automation thing, is there an example of that out there? I can't think of a way to do it "clean"
Midi Overtime helper copy/paste.
Any line that starts with a // is default and doesn't need to be entered.
I designed the last entry to not have a comma as its the label, which is always present, so you should paste it in last because the final line should not have a comma.
Each grouping are choices, only use 1 choice in each overtime effect.
turn=start,
turn=end,
rollType=check,
//rollType=save,
rollType=skill,
saveAbility=dex,
saveAbility=str,
saveAbility=con,
saveAbility=wis,
saveAbility=int,
saveAbility=cha,
saveAbility=san,
saveAbility=hon,
saveAbility=acr,
saveAbility=ani,
saveAbility=arc,
saveAbility=ath,
saveAbility=dec,
saveAbility=his,
saveAbility=ins,
saveAbility=itm,
saveAbility=inv,
saveAbility=med,
saveAbility=nat,
saveAbility=prc,
saveAbility=prf,
saveAbility=per,
saveAbility=rel,
saveAbility=stl,
saveAbility=ste,
saveAbility=sur,
saveDC=@attributes.spelldc,
saveDC=@attributes.str.dc,
saveDC=@attributes.dex.dc,
saveDC=@attributes.con.dc,
saveDC=@attributes.int.dc,
saveDC=@attributes.wis.dc,
saveDC=@attributes.cha.dc,
saveDC=@attributes.san.dc,
saveDC=@attributes.hon.dc,
saveDC=##,
saveDamage=halfdamage,
//saveDamage=nodamage,
saveDamage=fulldamage,
//saveRemove=true,
saveRemove=false,
saveMagic=true,
//saveMagic=false,
actionSave=true,
//actionSave=false,
damageBeforeSave=true,
//damageBeforeSave=false,
damageRoll=##,
damageType=none,
damageType=acid,
damageType=bludgeoning,
damageType=cold,
damageType=fire,
damageType=force,
damageType=lightning,
damageType=necrotic,
damageType=piercing,
damageType=poison,
damageType=psychic,
damageType=radiant,
damageType=slashing,
damageType=thunder,
damageType=no damage,
damageType=healing,
damageType=temphp,
rollMode=gmroll,
rollMode=blindroll,
//rollMode=publicroll,
rollMode=selfroll,
macro="name of world macro",
label=REPLACETHIS
yall might wanna bookmark this ⬆️
@gilded yacht I know you are on vacation, but in the overtime documentation it is not clear whether something is default or not for a few, so if you look at my document here above, if any of the // lines are not the defaults for a type let me know but I kinda sussed out they were based on the behavior when they are absent. Specifically rollMode, damageBeforeSave, and actionSave.
I'm trying to automate the boneless creature in the house of lament. Its two different overtimes and I dunno how to remove both on success? I actually have the first one having no way to remove it, so if I put the second overtime in the same ae, would it remove both?
can you have 2 overtimes in the same ae?
One way to find out
yeah will check back shortly 8)
can you reference the creatures mods in the damage roll?
1d4 + @mod?
isn't it in dae that I have to use # and ## for them?
to the best of my understanding the answer is no, but I also think maybe I horribly misunderstood what actionSave is meant to do
because when I set an overtime to actionSave it does NOTHING when said save is made manually and succeeds.
actually think I found a conflicting module
Ok couple of things. First off, you cannot use actionSave with turn=end.
Secondly, you cannot combine two overtimes because actionSave is always resolved first.
what does the "Allow normal Critical" option do? does that just allow there to be threshold and nat20 crits
yer gonna need to give us alot more context
you mean the optional rules?
yeah
ok yeah, I believe the normal crit rules work on top of threshold yes, so a 20, or in rare setups lower, a crit can still occur
you don't need that checked if you aren't using the margin rule above it
The answer to this question is to not use @mod but instead use @abilities.whatever.mod
Anyone ever set a custom AC fomula for a character? Trying to figure out the format
you'd get a better answer in #dnd5e I don't remember off the top of my head the two keys needed for it, but the guys in dnd5e would.
turn=start,
damageRoll=10,
damageType=healing,
rollMode=gmroll,
condition=@attributes.hp.value > 0 && @attributes.hp.value < @attributes.hp.max,
label=Undo heal if they took radiant damage this round.
With the change to midiqol recently, you can now whisper regeneration rolls but he never updated the sample item to reflect that. I added a label and the whisper to it above. Use as you wish.
Wow, mind blown, it never occurred to me to search CPR monster features for identical features, i was searching by monster name
If you find any that can be copied over to other monsters let me know
Turn Immunity just got dragged to Revenant
yes
Are there working verions of a dancing sword? I'm guessing it should be similar to spiritual weapon
dancing sword is hittable so no
ah
I'd make an actor called dancing sword with a stat block and warpgate it in like spiritual weapon though
i have the spiritual weapon as type No Target and listed as immune to everything, and it still takes aoe damage
I think it ssuppose to be NoTarget and are you sure it actually takes damage?
is it 0(#) in the damage card?
if it (or any actors at 0 HP) are in AoE spells the game freaks out and gives me about 100 error messages
Yep, it takes damage
show me the damage card in chat
not sure how
and no creature at 0 hp should be targeted fyi
and yet...
i thought i had every place there was a choice to ignore incapacitated actor marked
the simplest way is tto printscreen, then paste into mspaint and select tool it over with ctrl c/ctrlv. The neater way is to use the snippet tool from windows 8+, which is windows key +shift+S
snippeting the damage card in chat for the spiritual weapon taking damage would help, but also snippeting those errors you speak of would too
show me the sheet for the spiritual weapon assuming its the top one there and not the bottom one
cause the bottom one took no damage fyi
thats an overzealous error message for an npc reaching zero
I don't know what I'm looking at
none of the creatures that took damage were reduced to 0, why would an actor be incapcitated?
does the effect do that?
Getting rid of the space made NoTarget work
Is there a wa to get rid of the overzealous error when an npc is down and gets aoe on it?
exclude them from targetting like my image above?
its a midi 35 problem fyi, so you could also downgrade to 33
but then you'd have to disable CPR or downgrade CPR to .90 and undo any changes you had done to it
its not an error, its just a warning alerting you that targets were incapcitated
is the targetting pic you shared part of midiqol?
its the very top of workflow tab of midi's workflow button
100 alerts seems like you have a really large amount of creatures on a map 8)
creatures that are already at 0 hp or have the incapcitated conditions?
i set midiqol workflow to look like yours. one creature at 0 gives me roughly 100 alerts. maybe only 50. idk, but a lot for a long time
the alerts start once i hot the cast spell button, before i even place the template, if there is an actor at zero nearby
ok then my question to this whole channel, is if midi 35 does this as Philip says, how come nobody else is complaining about it lol?
that seems broken to me
if the 0 hp actor is out of spell range, i don't get the warnings
I don't know how to troubleshoot your issue, I have midi 35 installed and do not see this
but i get them if he's in range, even before i lay down the template
i don't think the players see it, only the DM
I noticed it with stuff that uses the special range feature
got it
found it and yep, highly recommend downgrading to midi 33, and that means you prolly have to live with this bug for weeks if you already integrated CPR post v90
I just upgraded and I'm downgrading this is too obnoxious to deal with in a live session
Or just comment out the line that yells at you
basic fireball spams the log file worse than simbuls cover calculator
When I'm home I can find the exact line
Its not just the warning, it does a white message too, the yellows are just more often
Can you expand one of the orange ones?
I just uninstalled but Philip can share one of his I'm sure
I only updated to see his error message for myself
f12 and expand one of them in the console
I'll find the line when I'm home for anyone interested
@violet meadow does the official release of v10 midiSRD require midi 34+?
Isn't 34 bugged with damage application?
true but it was what gave you guys all the nifty new stuff for macro
Mine very specifically needs 35
Hi, I want to make an item that adds an effect to all targets with the duration of 1d8. I would use the roll expression for duration but that rolls a different duration for every target. Is there a way to roll only once and have the same duration for all targets?
macro territory, midi macro territory even
No problem. I'll look when i get home from work tomorrow
My potion of growth macro does something like that if you need an example: https://github.com/chrisk123999/chris-premades/blob/master/scripts/macros/items/potionOfGrowth.js
I am trying to automate the -1d4 str value from a shadow attack. it works, it's stackable, BUT every time a new effect is applied to the actor token, it appears to reroll all the 1d4 effects. How do I avoid this?
Has anyone made class features for circle of stars druids that work?
I also have this in my module.
i'm a novice at this. do i past that in as a macro, do i import it somehow?
how do i do that? I tried pasting the code into On Use Macro and that's clearly incorrect 😉
ok, i think i see how....
holy crap
he on use macros field does not utilize actual macros, it utilizes the NAME of macros lol
most of the time it will just have ItemMacro
and then you paste the actual macro into the item macro field at the top of the item
or you can reference a system macro
i opened the str drain feature, clicked item macro at the top, pasted the code in, attacked my guinea pig several times. there are 3 strdrain icons on the actor, but his str remains unchanged at 20. what did i miss?
If the guinea pig was named Boo, he is immortal and impervious to all attacks.
fun side note, i used to be a low level grunt in video game development, i actually worked on neverwinter nights.... lived in a hotel down the street from bioware in edmonton for 4 months
Show me the on use area
ItemMacro
it applies the effect, i head dice rolling and see the d4 generated in chat, but the char's str remains unaffected at 20
Show me the effects tab on the target actor
that fixed it
i think it was removing the effect on the str drain feature
yup, your code doesn't create stacking icons
thanks for the help
Yea, it just updates the one
hah, can't get rid of the giant skull after killing him with str drain and then resting
no, adding and removing death icon only affect the mini death icon
Open the actor and remove it on its effects
youhave too many modules auto defeating/autodeading
also there may be a dead monster underneat it
the dead overlay is always on top regardless of how many npcs there are there in the square
i'm only aware of midiqol auto-deading stuff
midiqol, combat booster, and monks stuff does
alwayshp might also
don't have the others you mentioned
if (targetStrength <= 0) {
await chris.removeCondition(targetActor, 'Unconscious');
await chris.addCondition(targetActor, 'Dead', true, null);
}
his code flags the token dead at str 0, which is great, it's supposed to, i'm just saying the flag didn't get autoremoved when short rested
or long rested
maybe it's midi-qol's fault, because it adds those full token size skulls for dead
dead condition on its own is not removed via a short rest though
to remove dead you must revivify, reincarnate, raise dead, resurrection, or true resurrection.
you can't exactly sleep off a dead condition, also per rules as written a character can only benefit from a rest if they have atleast 1 hp.
can someone help me? I think my MidiQOL Special Durations are not working
Like?
Those work for me but I'm on v9
i see, Im on v10
@vast bane you around?
No reason they shouldn't work. I use them all the time on v10
my first guess is they don't have delete on expire on
second guess is naughty other roller
third guess is it never is on the actor in the first place cause the items set to none/none
I think theres a dae and a times up module setting that shuts them off
also all of those are combat related is there even combat?
yes. there is a combat
are they in it?
yes
and by they I mean the canvas actor if its an unlinked actor
are you on dae 24?
if so downgrade to 23, its a bogus version
to downgrade you must find the v10 packages in the v10 branch of dae on his gitlab
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
Effective Transferral
Attack Roll Check for Dnd5e
Advanced Spell Effects(non beta version)
Concentration conflicts(Only use one, shut the others off):
Midiqol
Concentration Notifier Module
Combat Utility Belt Concentrator
The following modules have template settings that step on midi:
Spell Template Manager
Automated Animations
SIFT
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 or lack of ae's.
When troubleshooting issues of unknown advantage/disadvantage flags, its useful to turn on Attribution, follow the two images in this link:
#1010273821401555087 message
Damage resistance and Damage Reduction keys are very commonly confused in midiqol:
DR keys are damage reduction, like stones endurance, deflect missiles, and heavy armor master(the keys will have midi in them)
dr keys are damage resistance, which is when damage is halved like rage, or evasion. (the keys will have system in them or data if v9)
Overtime Effects Cheat Sheet:
#1010273821401555087 message
Legacy Info:
Dfreds CE 4.0+ requires midi 32+ and dae 22+.
Dnd5e 2.0.3 requires legacy versions of midi 24 and dae 14 and times up 10.3. Any later versions are untested and most likely will have breakages.
if the effect was added via effective transferral, ready set roll, or WIRE, then midi will not expire the AE and you need to turn them off
i see, so the culprit was effective transferral
How can I give actors effects in a way that Midi likes?
yes i do
show me the item details
default effect transfer in midiqol is dealt out via the item details tab's range/target settings
if its a target effect then the target needs to read anything but self/none
if you checked the abnormal boxes on the ae, they will not transfer right
noboxes in the dae's first tab should be checked in a standard effect transfer
Active effect transfer is a setting that is on by default but incase a module or fidddling has caused it to be shut off you can find it in the workflow button, workflow tab, SPECIAL section as the first of the two drop downs.
these are the item's details
if that item nas an active effect, then...show me the whole item, I suspect you have more naughty modules
Took me quite a while, but I got to this in the end, if anyone's interested. Thanks for your help
I tried to edit the message from Midi to include the roll, but that didn't work when a non-gm used the feature, so I went back to normal message
how do I show you the whole item? all of its tabs?
does it add an effect when you target something and roll it?
Oops, here's the macro
now it does
make sure you have no other of those listed modules installed
gonna move effective transferral to the incompatible list
not just redundant, but incompatible
Where is this coming from? "Midi now requires sight to be setup on all monsters or the players will get unseen attacker advantage." ?
I dont see this in my game
its applying correctly but it still not working properly, let me see all of those other options
its a setting thats on by default that causes the hidden flag we constantly have to troubleshoot
you could shut it off /shrug but its always on by default and gets people
oh
it is working on the special duration: moved
but it doesnt work on the other durations
its an obnoxious flag that doesn't show on the actor and if you don't have attribution it can really confuse a novice user
most of the stuff in that copy/paste is borne out of repetitive answers
wouldnt telling them to turn it off be easier than changing all their npcs?
I'm pretty sure theres more to the setting than just that
I think its the general range check setting?
want that pinned then so you dont have to keep reposting it? It's huge so it will take up a massive amount of space
Let me clean it up then cause I've not really read it in a few days
ok, I'll pin that and you can edit it as needed, that's how I handle my pins in the main channel/my FAQ posts
you sure you don't wanna repost it in your own post so that its less um...manipulatable by a commoner such as me?
I edited it for a good final version now
Lol I wouldnt be able to update it, I'm not keeping track of that information. Everytime I pop in here I see you post it so, just trying to make it easy for you.
But if I check up on that pin and you're putting bad stuff in it, ohh boyyy you're gonna get it!
heh, if anything I might add situational things like say if he has a bad version release like dae is currently
Perfect use case I think
how can I downgrade my DAE? i'm having a hard time finding the v10.0.23 url
Tim hasn't converted his default page over to the v10 branch yet so you have to do that in order to see the package folder with all the v10 versions
that should give you a zip file that has the folder, you can either delete your old dae folder in data/modules, or paste over it with the zips contents, I forget if dae has the folder included, I know midi does.
yeah, the special durations are still not working... downgraded dae but still the only one I've managed to make it work was the "end on move"
is your times up module updated?
I should theoretically have no bad modules
prob, gonna check it
are you on midi 35?
k well I can tell you they work on 33, but once you step beyond 33, and if you have CPR installed, you can't really downgrade midi versions without breaking alot of CPR
also its not guarenteed its midi's version thats at fault
check times up and SC
what is CPR again?
if they are updated and you still have issues, try CTRL f5 if that doesn't fix things wait and see if when tposney returns that he doesn't fix them
Chris' Premade Module
if you have integrated any items past version .90 of his module, then you can't go below version 34 35
The new midisrd may be in the same boat not sure yet waiting for bugbear to respond to a ping
times up got an overhaul/fix around the time of midi 34 release so I highly recommend checking to see if its updated as it primarily deals with special durations in midi/dae
and if all that doesn't solve it, try to watch your console while the special durations are failing to remove it to see if you have an error
Yeah, didn't catch anything, gonna wait for some updates while I deal with it like in the good old days
yeah if you are on 35 the best you can do is just post a gitlab issue with as much information as you can to tposney so he can fix it. Try to replicate it with something everyone has, like his sample items or something
or a dnd5e item
the dfreds reaction item has a special duration is that functioning?
greate idea, thanks a bunch for your time
I have the most up to date DAE and midi and they work. It has to be something else
try just socketlib/libwrapper/midiqol/dae/timesup/simple calendar and see if the special durations work
and stare at the console when the failure to specially end happens
my money is on a module in my list in the pins
however, I really do wanna know what module it winds up being so I can add it to the list lol
Yeah, it's not one from the list
Active Modules:
5e-Sheet Resources Plus v;
About Time v;
Action Pack v;
Active-Auras v;
Advanced Macros v;
Automated Animations v;
Better Roll Tables v;
Combat Enhancements v;
Combat Utility Belt v;
Compendium Folders v;
Cursor Hider v;
DFreds Effects Panel v;
Dice So Nice! v;
Dice Tray v;
Drag Ruler v;
Dynamic effects using Active Effects v;
Enhanced Terrain Layer v;
Foundry Community Macros v;
FXMaster v;
Health Estimate v;
Illandril's Token Tooltips v;
Item Macro v;
JB2A - Patreon Complete Collection v;
Less Fog v;
Let Me Roll That For You! v;
Let's Trade 5e v;
lib - Color Settings v;
libWrapper v.0;
Loot Sheet NPC 5e (Simple Version) v;
Magic Items v;
Mass Edit v;
Midi QOL v;
Midi SRD v;
Minimal UI v;
Monk's Active Tile Triggers v;
Monk's Combat Details v;
Monk's Combat Marker v;
Monk's Enhanced Journal v;
Monk's Little Details v;
Monk's Player Settings v;
Monk's Scene Navigation v;
Multi Token Status v;
Ownership Viewer v;
Perfect Vision v;
Pin Cushion v;
Polyglot v;
PopOut! v;
QoL - Maximize Reopened Sheets v;
Quick Insert - Search Widget v;
QuickScale v;
Select tool everywhere v;
Sequencer v;
Settings Extender v;
Simple Calendar v;
Simply Portraits v;
Smart Target v;
socketlib v;
SoundBoard by Blitz v;
SoundBoard Pack - Blitz Free Pack v;
SoundBoard Pack - Community v;
Terrain Ruler v;
Tidy5e Sheet v;
Tidy UI - Game Settings v;
Times Up v;
Tokenizer v;
Token Magic FX v;
Token Mirror Button v;
Token Mold v;
Warp Gate v;
Window Controls v;
what version are you on?
I'm currently using these,
foundry/dnd5e
v10
build number 291?
5e v2.1.5
yeah
what version of simple calendar do you have, version number
5e resources plus is a problematic module, use zhell's add a resource module instead
2.1.80
isn't action pack a WIRE module?
um, idk what WIRE modules are
what is your libwrapper and socketlib version numbers
Magic Items Module is problematic, if you can do so, I'd switch to Items with Spells
libwr - 1.12.12.0
socket - 1.0.12
oh um, install find the culprit module lol
much easier to find the culprit thats causing the issue if you have Find the Culprit
faster and more systemic way of weeding out modules
that's a module? lol
You also don't have dfreds CE as a midi user, typically cub is for the sw5e guys and stubborn holdouts lol
lol, so dfreds is better? noted
its practically required when you start dabbling in midi srd and CPR
its infact required for CPR
yeah, I think I'm going crazy lol
with find the culprit targeting only the necessary mods it still doesnt work
so its either a mod configuration, or I somehow made the worst foundry world
what necessary modules did you have on?
@scarlet gale do you have simple calendar?
okay, it was a midi config
I don't know which one tho, I just enabled "full automation" and worked
sorry for wasting your time
meh I'm sittin here preppin my third campaign atm no wasted time
Yes, why?
he figure dout his problem after I asked
So I been tellin people to do "No Target" for creature types and i can't find that anywhere in the readme. And I currently can't get it to work
supposedly somewhere you can put NoTarget and midi won't touch the creature
I thought I had it right but its not working for me
does midi checks for darkvision?
if you have the optional rule mentioned in the pin by me here on, then yes it does
highly recommend having the attribution option for tooltips in the tab where the export/import settings are
its the only way to see if the hidden attacker flag is on
Comment out line 1536 in utils.js to have midi-qol not give a notification.
how did you manage to create a window to choose the effect?
MIDI sad and midi sample items are very different. MIDI sample items should be v10 up to dare, midi srd is being worked on
Thanks - I was unclear but I believe they managed to clear that up. Appreciate you clarifying. Aren’t you supposed to be on vacation though?! 👀
Get thee to a relaxerie!
Yep, until end of week, but happen to have internet access tonight.
Hey guys!
Does anyone have an ItemMacro for Strength of the Grave shadow sorcerer feature?
Hi guys, anyone know how to make the hexblade more automated ? My hexblade dont curse the enemy and dont roll the critic marge 19-20
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://foundryvtt.com/packages/midi-srd
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
bugbears macros has hexblade curse
there should we a folder with "midi qol sample" stuff. there is a twinned spell feature that has this stuff set up. But it didn't work fully. So we changed it up a bit here
No need for a manual installation link for the MidiSRD anymore
I will fix the items this week
Struggling to set up a spell type in Midi. Hoping someone has an idea.
Trying to make a spell that drains first, then heals. But so far, I can't seem to get the spell to not just combine both die rolls at once. Any ideas how I might segment this?
Is there a way a weapon can apply a debuff when it strikes a creature to increase the damage received by the attacker only by 1, which each hit adds a further +1 damage stacking up to its proficiency value until the creature dies? D&D 5e using Midi/Dae ? So for instance first strike on the creature now has +1 damage debuff going forward, second hit +2, third hit +3 (proficiency cap is 3 lets say) So then every hit after that is capped at +3 but only for the person who put the debuff on ?
How did you do that?
Because I work currently at a feature piercing existing immunity and or resistance so I might just make a separate damage type and do it that way
Works like hex just with +1 instead of a d8
And you can make it stack it up to 3
Not seeing that in Midi Spells. Where might I find that ?
It’s a AE and you should be able to stack it up to a certain ceiling
How to do that goes over my head tho
Because +1+1+1 and 3 are equal
ok thanks for the help, But what is AE?
Needs a macro.
One such example #1010273821401555087 message
Huh, I'll have a gander, thanks
I am away for the weekend so I cannot help properly.
You want to ask around in #dnd5e about how to create new types. It's a really easy world script
You should be able to find lots of examples with a search too
Which feature are you trying to make?
There are Elemental Adept examples shared if that helps
#1010273821401555087 message
I made a starry form that works.
I’ll take a look and decide later on the way how
Active effect (module)
Anyone have something that creates a template in the macro?
Lookup my Javelin of lightning
Have 2 versions of an ability, since it can be cone or line template. Looking to simplify it to just one ability
Cool, thanks
The setting that allows the gm to fudge numbers before applying. Where is that? I can't find it, and I'm trying to turn it off. Think I've stared myself blind, at this point.
I don't recall that being part of midi-qol
it's one of the presets in midi
I turned it on to see what it did, but I can't turn it off again, and I can't see what it triggered
so every roll now, I get a secret chat box, where I need to approve. Can't seem to turn it off
screenshot your gm settings in midi workflow
I think it's just auto fast forward damage
When using thatlonelybugbear's v10 Crusher macro, i get the following midi error:
foundry.js:59187 There was an error running your macro. See the console (F12) for details
fetch @ foundry.js:59187
midi-qol.js:24 midi-qol | Error evaluating macro SyntaxError: Invalid or unexpected token
at Function (<anonymous>)
at Workflow.callMacro (workflow.js:1669:15)
at Workflow.callMacros (workflow.js:1557:21)
at Workflow.rollBonusDamage (workflow.js:1353:33)
at Workflow._next (workflow.js:556:17)
at async Workflow.next (workflow.js:262:10)
Did you copy and paste it? It looks like a bad copy and paste
Copy and past the error or the macro, both cases is yes lol.
the macro
Chris, you're amazing. There was extra crap at the bottom of my copy pasta macro from github.
Hello everyone!
There seem to be a lot of "Hunter's Mark not working" threads lately.
What could be the reason for sample Hunter's Mark 10.0.23 not to add damage on hit?
The only possible problem I see is the console log when Hunter's Mark is first applied, which is
Hunter's Mark 10.0.23 - Hunter's Mark 10.0.23 TypeError: Cannot read properties of undefined (reading 'find')
It seems to point to a line in Item Macro that is executed:
const currentDuration = duplicate(actor.effects.find(ef => ef.label === game.i18n.localize("midi-qol.Concentrating")).duration);
Then both actors receive "Marked" effect, which is probably not how it is supposed to work.
Foundry 10.291
dnd5e 2.1.5
MidiQOL 10.0.35
DAE 10.0.24
UPD. On damage roll midi-qol logs no item macro found for ItemMacro, probably refering to Hunter's Mark's effect flags.dnd5e.DamageBonusMacro with value ItemMacro.
Moto talked me into v10 this week. I'd also been holding out due to Better Rolls. I'm liking v10 so far, but it is a bit of work getting things running for our campaign in it. I only jut started using midiqol though, so steep learning curve this week!
ty
Think we're talking past each other. It's the bottom one I'm talking about. The rolls themselves are fine. It's this approval box I'm trying to get rid of.
That box is there so you can undo the damage and see damage resistances.
By default it'll show up for GMs only.
I see
Thing is... It wasn't always on
it got turned on, when I clicked this
but I don't remember what it said it changed, and I can't seem to untoggle it
I feel like it's the damage card setting in workflow
You can also click that quick setting again and it will show you the specific toggles that it changes and to what settings, which might help you isolate the individual setting. I think Chris is on the right track there though.
It doesn't appear to make a difference...
Btw, is there a recommended workflow for damage-altering macros to work?
Is there any way for me to alter the output chat box? Currently, when this fires, it rolls 1d4 necrotic first, and then applies a 1d4 heal. The effects work, but the chat parse that players see, see the die as being added together.
Closer inspection reveals the individual rolls, but they're still shown added up in the parse, which isn't what's happening. Also makes it hard to read what's happening.
You're likely not using midi-qol as intended if your doing a heal and damage in the same item.
Do you have auto apply damage disabled?
Well the thing is... The effect actually works.
The general idea, is a life tap, that offers a temp hp shield. numbers are just place holder.
It taps hp first, then applies a temp hp boost. So far, so good. But the parsed output doesn't show this.
And it made me realise that I'd run into similar issues, if I tried a life drain spell or similar. Drain life from A, give to B etc.
Ah
the parser would show the cumulated values rolled by the die, as a single value. Not 2 separate things.
you would have to use manual damage
Not something that was likely taken into account
and legacy card buttons or turn off merge/condense
You can always do it with a macro to avoid the issue
much simpler to plagerize Chris macro for vampiric touch lol
where would I find that? Been wracking my brain all evening, trying to figure out how I try something like this
I've... not dabbled with macro's yet
I confess, it's daunting enough trying to figure out how midi even works
but if that's the way forward, then I guess I should get to it
Sources of premade stuff for Midiqol:
Midi Sample Items Compendium(comes with the module)
Midi SRD's compendiums
https://foundryvtt.com/packages/midi-srd
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
Also heads up, change that to utility as the type if there is any spell scaling involved
If it's not already that
I made a chill touch upgrade that deals necrotic damage and applies temp hp to the caster is that what you want?
I realised and did ^^
I didn't want an attack roll
well... sort of. Thing is... the caster is draining these hp... from themeselves
That would be a one liner macro
it's as much to learn what I can, and cannot do... Down the road, I might try to feed it hit die as fuel, or a caster draining their own life force, to heal another etc
aye... but if the temp hp is 2-3 times the hp cost, it can act as a mitigation spell
and I'm messing about with some lower power lvl homebrew stuff
function checkTrait(type, trait) {
return args[0].hitTargets[0].actor?.system.traits[type]?.value.has(trait);
}
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);
}
Item deals necrotic damage, and applies half temp hp to caster
does that just go in the effects section?
I bet all you'd have to do is change the half line and it'd work for you
its an on use macro so it goes in either a folder macro you call via on use, or it goes in Item macro and you call Item Macro in the item on use
folder macro?
I suspect I'll need to read up on macro's... Is that in the documentation you linked above?
(I'm better at reading code, than writing it, so pardon if I'm a bit slow on the uptake. It's a lot to take in ^^ )
if you have the module item macro, make sure its character sheet hooks are off in its settings and dump my macro in the item macro field at the top of the item pictured in the first image
then make sure your item points to the right target, for you its self/self range/target. and don't forget to reference Item Macro at the bottom
I'm pretty certain you just have to edit one line of my code
I'll need to figure out how macro's even work in this first 😉
Hadn't gotten to them yet ^^
At the top of your item do you have a button that says Item Macro in the title bar?
the line where damage is defined as math.floor yada yada change to yours
no... don't see that option
Lookup the module Item Macros
You are honestly just a few clicks away from having your item made, just follow the images, install item macro if you don't have it, turn off its hooks settings, and paste my macro
will do, cheers
I'll clean that up, you don't need the trait checking
honestly all my stuff is just plagerizing you guys lol
I should be ok to tie this to resouce usage, right? So for all intents and purposes, it'll act like a spell?
yeah a self cast likely the caster wouldn't want resistance to it
lol, talk about feels bad moments ^^
I'd want it to be a spell
Remake the item as a spell then
thats good cause my example is one too
my initial experimentation just came about, as a means of changing shield spell for something more interesting... and then seeing if I could figure out how ^^
the macro only cares about the damage parts of the item fwiw it could work with anything
ah ok
its expecting a damage formula
wait its checking hits, does that mean it won't work?
since they are just doing direct damage like a magic missile?
let damageFormula = '1d4[temphp]';
let diceRoll = await new Roll(damageDice).roll({async: true});
diceRoll.toMessage({
rollMode: 'roll',
speaker: {alias: name},
flavor: this.item.name
});
await MidiQOL.applyTokenDamage(
[
{
damage: diceRoll.total,
type: 'temphp'
}
],
diceRoll.total,
new Set([this.token]),
null,
null
);```
Change the formula in line 1 as needed
and remove the temp hp from the item damage area
Hmh, ok I think I get it... Lemme mess with it a sec
and thanks a ton for explaining ^^
Unrelated to the macro or the setup. Watch out for players trying to find creative ways to get necrotic resistance or immunity when combined with this. Unless you phrase it like "This damage can't be mitigated" or something.
Ah well that's the beauty of what I'm doing. It's confined to a lvl 0-5 setting... they're playing gnolls (hence the emphasis on cannibalism and life from blood etc), and they don't have access to basic stuff.
They can be as creative as they like. If I don't add it to the module, it doesn't exist ^^
inb4 resistance to None
That's on the DM at that point
GM: "any resistances?"
Player: "none"
GM: "... Well played"
Is there a correct way to ask for help in this channel?
Can't get my head around basic stuff that's supposed to work as is
Just ask
In reality, there isn't much that will work as-is with midi unless it's damage related
Here's my question
In fact it kinda is damage related
I think bugbear mentioned a recent DAE update broke it
let me see if I can find the post
I can't seem to find it, but I'm sure he'll poke his head in here soon enough and know better.
I'm not familiar enough with the macro on that to know where it's going wrong.
I feel like it can't get a reference to damageRoll macro, but have no understanding of "how it is supposed to work"
Tried to just set a name of macro in AE, no luck here
@violet meadow does MidiSRD official require midi 34+?
alternatively, Chris can you share the edit to fix midi 35 if I can't find this out in time?
I have a radical idea...What if I unlocked CPR and Midi SRd and combined them into CPR's compendiums, would the update button work on the midi srd items?
Probably lol
It's only doing name matches unless it's a monster
Also, what fix are you talking about?
That sounds like a ridiculously awesome exploit of your module then lol
the fix for the incapcitated warning spam in 35
also cursory glance at the new MIdi SRD, looks amazing @violet meadow
Prolly gonna convince someone in macro polo to write a merge macro for two compendiums, I take it the id of CPR's compendiums needs to be maintained yeah?
Nope
It literally just matches by name
Dump your added stuff in and it should just work
Should this be custom?
Add probably
those are system keys aren't they?
also no leading +, I think bugbear has said in the past that some keys take custom and it forgoes the need for a leading +?
Test it and see
DAE 24 is prolly not fixable with a quick edit locally right?
Hey all, question. I'm trying to setup Beacon of Hope using flags.midi-qol.max.damage.heal to apply maximum healing to actors that have the spell. So far, it doesn't appear to be working. Is that the correct flag to use?
I believe you need the grant version of that key
CPR has it premade for you if you have that
perfect, that's the flag ty
Keep in mind if one target has the grants flag it'll max healing for everyone if it's a multi target heal.
Chris do I comment out just that 1 line 1536 or the whole function?
Just the line
k thats what I did
Should be like ui notification
lol I just performed the merge, lets see how stupid I am
Good luck
I need to double check, can you tell me if your module has a premade for vicious mockery?
I can't tell now that I merged
I chose the merge cause if anything it'd add the descriptions in
My readme has a list
oh actually any with descriptions mean they are midi srd right?
Question: Do I leave 'Delay before rolling for players' empty if I want it to stay up until a player clicks a option?
And yes
I'm pretty sure that causes auto rolling
Hmmm
I need to peel out the healing spells to turn on exploding and do the same thing as midi srd to CPR
I can confirm that it does indeed work, you can move all of midi srd into CPR's compendiums and use the update button from CPR 8)
keep in mind that every time you update CPR, its gonna wipe the compendium, I'm personally just going to leave midi srd's compendiums as sidebar item folders to quickly reimport to CPR
Remind me to make you a world script to auto change formulas to exploding dice for healing
I'll put it in feature requests
but not till after my session I gotta go get my gameface on for game night
Might just make it a setting
Its a fun homebrew rule we use, makes healing fun
want my worldscript that plays a sound on explosions lol?
My favorite part of CPR updating is that it remembers the properties like always prepared
Hey, Chris, is it possible to use your module's aura system on custom macros? Does the module provides an API for that?
That's a planned feature. Right now no, but I need to rework my auras a little bit before I implement that
I'll have something for that in under a week, and possibly tonight
Active auras module is more user friendly
Is there a way to make damage rolls from the chat (like typed in) apply to a selected target automatically? Like I know theres a way when you click an action from token hud or from the sheet but I'm not sure what's needed to make it apply if you type something like 1d6 into the chat and have a target selected
I can't think of a way of doing this without running macros. Is it something you want to do often or what's your need here?
I have no issue with using macros for that, the need for that is quite a few kobold press monsters have effects (damage over time effects specifically) that have very weird ending conditions so how I've been automating things with midiqol wouldn't work for those situations, hence asking more experienced people, I've been using over time for some of them that end on saving throw, but for things that only last one or two rounds that don't need a saving throw it doesn't pay to automate them that way
I'm trying to pass an argument to an item macro with macro.itemMacro. The argument should be the wisdom ability modifier of another actor. I'm using @3UgrkjSGVjM60oRU.abilities.wis.mod which just returns 0. Any idea what I'm missing?
Will go ask in macro polo to see if its something they can figure out
It's still Midi stuff if you want it to respect Midi automation, like damage resistance and reduction, so no need there
You can create a damage flow that does all of that in macros, let me see if I can fetch an example
That's not how you call for an actor's attribute, how are you trying to pass this argument/execute the ItemMacro? Can you take a pic of your setup?
Sure np
Ah ok, yea I'd still like to to respect resistances and such
how can i create a bag of holding effect?for some reason my player has his encumbrance bugged instead of adding 500 it adds like 2000
nvm, got it figured out, it's just @abilities.wis.mod
It is, I'd shift it around to do all that in the spell's damage/healing formula and reference it by @damage tho', more flexible if something were to improve or lessen the caster's ability
Effect macros
Anything with weird overtime stuff can be done with it's triggers
Thanks I'll look into it
Yeah the default macro from the dndbeyond import used @dense mistge there actually, but it just returned 0.. Any idea on what I'd need to change to get that working?
It might have used the wrong ability modifier, I can see that the srd example just goes with "default", you want to change that to Wisdom.
Default refers to whatever mod is currently selected in the spellbook (and I'm assuming the caster here is wisdom, so maybe wisdom wasn't selected in the spellbook yet)
or they had a 0 mod which is fun as a wisdom caster
ahhh okay, good to know
hmm, updated that but still returns 0 using @dense mistge .. odd
for some reason this command isnt reacting when i input the modifier, but it does react when i put a number.
However, when i use this command in other fields like adding movement speed, it works.
what should i do then?
the user needs to have their hp increased when the effect goes active
Every time there is an actor update it'll readjust the HP with that value
ah
There isn't really an easy way to have the hp go up when an effect starts, then revert upon loss of effect
I'd just have the effect add the HP as part of the item roll
What are you even trying to make?
Temp max HP may be useful here
The user has a transformation that increases con, and i want to have that increase in con also increase their HP, because as of now it only increases max hp
temp HP note:Example: Player A has 10 hit points. Player A is given an active effect that adds 5 temporary hit points. They now have a total of 15. Player A is hit by an attack for 3 hit points of damage. So math is 15 - 3 = 12 current hit points. But then active effect fires on any update, so math goes 12 + 5 = 17 hit points now. Active Effects update on any change or update to the character (actor) sheet.
(applies for current hp too)
Max values are fine though (but can still get weird sometimes)
As of now its just an effect the user turns off and on.
Not tied to a feature?
i didnt know that was possible until now
Like you made it in CE or something?
i just made the effect in their effects tab
Ah
make a feature
and on the feature have it do the healing and apply the effect to increase max health
or whatever it's doing
how can i copy the effect into the feature/connect them
DAE, look on the title bar of the feature
okay?
Click on DAE then press the + sign
then edit the effect as you so wish
On the feature make sure the targeting is set to self and that it has a duration
do i have to recreate the effect?
Probably
this feature doesnt have a duration, it's an at will transformation. Should i just make the duration 9999 or can i not have one
you can just not have one then
It'll show up as a passive instead of a temp effect however
Thats the intention
im recreating devil fruits in One Piece for my players, and the Zoans are by far the hardest to write
(animal transformations)
nevermind, it has to be temporary
I have now made it into a feature, but the effect isnt activating when i roll the feature.
Screenshot the feature details
screenshot the chat message that shows up when you click it
That's on the feature?
Not sure why it's set as disabled
Open up the DAE dialog and screenshot the first page
after clicking the edit button
DAE dialog and screenshot the feature after clicking the edit button?
DAE button on the top
yes but that order doesnt make sense, the button isnt in the edit
no you said click the edit before the DAE button, which confused me
because you click the DAE before edit
uncheck effect suspended
Effect Suspend doesnt change anything btw. I turned it on because rage had it on
and try again
Not sure why rage has it suspended
Also after doing that, go to the actor
and delete any lingering effects that may be on it
I'm thinking it's making the effect as suspended therefore not getting applied
i didnt turn on that suspension until the 15th time i tried it though
i only did it after it failed a bunch and i saw Rage had it on
Just try it
and screenshot the actor's current effects
if there are any with the same name of what you're doing, delete them
i can only turn it on and off in the effects tab
delete the one on the actor's effects tab
then try to use the feature again
making sure that the effect isn't set to be suspended in DAE
If it's still not working, export the feature for me and I'll import it on my end to figure out what's going wrong. You can DM me the json export.
How do I comment out a line?
I'm thinking of making a new Status Condition for "Dodge" action which would cost 1 action(maybe can't automate this in), expire at start of next turn, applies disadvantage to enemy attacks.
I'm not sure why this doesn't already exist, is there something impossible to achieve about it or something I'm forgetting about the Dodge action?
I'm hoping to end up with another item in the list of Poisoned, Stunned, Prone etc that when chosen just handles all the stuff. It would be massively handy for monsters and front rank defenders in in tactical situations to take load of DM.
add // before it
Dodge already exists in CE
where do i find a line to do this to it?
yay! ok, I should look harder..
Depending on your text editor it should show a line number somewhere
I don't recommend editing this file unless you really have to
I don't know enough about this to even understand where to go
I don't know what I'm editing or how to find the editor
It's a file in the module directory for midi-qol. You would edit it with something like notepad++ or notepad
Are you saying I should not comment out the line, or not do anything besides that?
I'm saying that you shouldn't do this unless you're comfortable with doing so. As lots of stuff will break if it's done incorrectly
Tposney will get this fixed once they're back
I can hope they just fix the problem soon 🙂
I have a similar problem every time I use DnD Beyonder character importer. About 2 minutes of error messages
I'll just work around the problem for now
Is there a working version of Hex?
TY Chris for trying, btw
I want enabling an effect to delete another, is there a way to do that?
i keep looking for scripts on the server for it but they dont seem to be working
Do you want the effect to be able to be toggled off?
well i want to do that too
i have two effects that are in conflict (intentionally) and i do not want them to stack. I would prefer to not have to turn one off in order to turn the other on, i want to have the turn on button to delete the other effect.
so if i turn on one effect, it deletes the other
with warpgate, you can use the delta callback to remove the hp.value information so that your current HP is not reverted, just the max
I wouldn't consider that easy
ha, sure, just pointing it out -- its a little easier
Is there a version of Hex that automates the extra damage?
There are a few floating around. My module has it.
DDB Importer has one
bugbear here has shared his as well
I may be using yours wrong