#MidiQOL
1 messages · Page 86 of 1
CPR, yes?
Yea
Yes
After she puts hex on someone, they should take extra damage every time she damages them?
does that include using spiritual weapon?
Assuming you're attacking from the spiritual weapon and not a feature added on the character, no.
Test it with an attack from the character and let me know if it's working
that makes sense. she is a cleric that took the warlock magic adept feat to get Hex and Eldritch Blast
i will try now
I check the origin of the effect, an attack from another actor wouldn't match
such as a spiritual weapon
It works great! Thanks man! The spiritul weapon was the first thing I tried, and now I know why that wasn't going to work
It's a weird edge cast I didn't take into account
I can't really think of an easy way to fix that
short of making my own spiritual weapon spell
That lets you just attack from your actor
We can do that one manually
Is there a way I can alter your spiritual weapon to make it a one free cast a day and not on her spell list? Since it's from the feat
It should come up in at will
Instead of 1st level spells
I don't have a spiritual weapon automation, but you should just be able to edit the spell
change it to at will and set uses to 1 of 1 per long rest
cool
ty
It's starting to look like we will be able to have most everything working by our Tuesday game
nice
I'm noticing Eldritch Blast is only doing 1d10 base damage even though the caster is 8th level. I tried the SRD and DDB versions. IS that a known problem? I'm not finding other versions of the spell so far
you just shoot it more times?
good to know
if you wanted
oh, nice
I'm learning so much here, this is awesome
now i need to put some nice auras and animations on our circle of stars druid. she gets confused about what form she is in all the time. I figure i can help her by having her surrounded in glowing star animations
Hey yall, I'm trying to apply a Reaction CE if an actor fails a saving throw. I wanted to accomplish this through On Use Macros with midi qol using the 'Actor failed a saving throw' condition. I attempted to use CE's api but there's a text limit for the on use macros. Anyone have an idea for how to accomplish this?
Put the macro in the item macro, not in the on use field
Put ItemMacro in the on use field. That will execute the item macro.
awesome, will give it a try
reckless attack via midi+dfreds CE is not working in midi 35 anyone else seeing this?
when I toggle it via dfreds it does even weirder things
Its because its a nested effect now in dfreds ce
I'm making a macro for a quick damageOnlyWorkflow prompt, anyone know if it's possible to do one of those without an actor (the one causing the damage) or got a better idea than grabbing one from the SRD compendium, if it's not possible?
Is their a working "Blind" Effect or some way to restrict vision with a temporary effect?
What's the context? You can always have the actor be the same one being damaged.
Or are you just trying to get a chat card to show up with the regular midi stuff?
I was thinking that, but I thought it'd be funny for a player to Hellish Rebuke a rock that fell on them (if they wanted to), so I wanted a source away from the player
Which is the use case; either too complex things to automate properly or just random shit™
unplanned cave-in so I don't have time to set up the proper flow? roll me x save and then time for hurt
Could make a rock actor I guess lol
I've done object damage as actors before when it mattered for breaking stuff.
that is core in foundry lol, no need for midi, just add the blinded condition to a token
But can I make an attack apply it?
click the wrench on the top of an item and in the next window change the NEW drop down to blinded and click the plus to the right and it adds blinded to the item to transfer
Yeah, haha, that's kinda what I have now; I nominate one of the starter heroes in the compendium as god and then just fromUuid them, I think that'll do just fine.
Unsure how that Hellish Rebuke would actually work in action or if Midi conks out since there's no active token
is there a fix for nested dfreds CE?
What?
in midi 33 my existing dfreds loadout was fine but now in 35 none of the nested work and I wasn't even using them before anyway
do you have dae?
It's just on midi to add support for it I think.
dog ate everything?
thats just it though, midi 33 worked with 4.1.1 lol
its midi that changed
I haven't noticed any issues, but I don't use CE for anything except for conditions
Just use the effect on the spell instead of having CE replace it.
¯_(ツ)_/¯
Do you have midiqol?
Yes
DAE is a core module to midi that is technically not required but really honestly is. Dynamic Effects Using Active Effects
I have that
click the wrench on the top of an item and in the next window change the NEW drop down to blinded and click the plus to the right and it adds blinded to the item to transfer
And when something is hit with the item the hit target gets blinded?
in details tab of the item check the box at the bottom that says something about activation condition true
this is all assuming you are using a standard weapon item like the ones found in dnd5e srd items compendium and not some weird importer module fyi
It's just a normal attack. If they get eaten by the slime they are restrained and blind
you won't want to do that then
Needs a duration, else it works fine
you want to use macro.ce keys
you have to install dfreds CE or cub, and unless you are one of those rare cub fanatics you really should just install dfreds ce
cause statusEffect combines the conditions while macro.ce actually puts both individually on the actor
I have dfred
then in the same two images above, instead of changing it to blinded/restrained, instead just choose NEW
and then edit NEW, and add two keys in the effect tab of the new ae, macro.CE Custom and Blinded/Restrained
there needs to be two keys, one for blinded and one for restrained
and don't forget to check the box in the details of the item for effect activation true required
if it needs durations then set them but I honestly think they don't since macro.ce makes them temp anyway
If you do this method, they will combine as one effect called Blind
And yes I have a timer so effects end
also those do not look like dfreds effects
you may have dfreds installed but you are using core active effects with no automation
Dfreds is not setup to handle your conditions yet, theres a setting in it that you want to change to "replace" none of your conditions are automated with midi yet
Your blinded will change to this icon once you have automated effects:
IF you go the route of statusEffect where it combines them into one, then you will see this in the window if your dfreds is on right:
Found the setting
Personally Id choose NEW like my image and add a singulare new custom ae and add the keys macro.CE
Yeah I don't know how to marco
If you go singular new ae, edit it and go to effect tab and add these:
its not really a macro lol
its just a key in active effects
called macro
the reason why I personally think multi statuseffects is bad in dae is cause it combines them into one effect and you only see the blinded ae, but the keys in restrained are hidden in blinded, whereas if you do this above, with macro.ce, both of them show
plus in a few weeks once you have gotten your feet under you, you will start using CPR, which requires Macro.ce keys only, it does not like statusEffect keys.
"Chris' Premade module"
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
Someone had given me a marco that would make the potion of max power actually work but I have no idea how to macro so...
You know your message got pinned moto?
not this one
oh nvm that's not the conflicting ones message lol
I need to get to adding to the wiki
I got that overtime cheat sheet I wanna share to bugbear so he adds it
also the hack i did with midi srd and your module I might add instructions on
that was a really quick update of items thanks to the idea of combining them
I need to find the mass cure wounds macro in your module and add the explosions, same with balm of peace
How do I add a midi macro?
theres three ways to launch a macro with midi.
Actor On use, found on the first tab of sheets by special traits, this activates on any workflows the actor runs that are referenced in the macropass.
Item On Use, found at the bottom of any item that has an action type set to anything but empty, its a + you press on to the right of "on use" when you hit plus it will give you a field to enter the name of the macro and what layer of the workflow it should act on.
And finally another that runs in an active effect by adding an ae with the keys macro.itemmacro or macro.execute or macro.executeasgm
you will rarely make actor on use macros, typically the guru's make those
Chris had given me his macro for Potion of Max power actually maxing power but I had no clue what to do with it. 🤣
I'd just install CPR lol
Any of these have a 'prone' effect lol
comes with it
prone is default part of dfreds CE?
Oh i dont think i have that one installed
I really should make dfreds part of that list of premades
lemme check it out
if you have CUB, disable enhanced conditions or you will have problems
I dont have CUB, it seemed a bit hard to handle for me
Should I add an invite to your server into the message for premades?
ehh
Chris has a server?
CPR?
@scarlet gale I’ve been away for a bit and see your module has blown up! Just wondering if you’ve considered doing beholder features? The random eye ray stuff… probably too much work.
I've been eyeballing it.
Guess it should be added to my todo list.
I've been using Chris's macros for inspiration now for a while, and I've always wondered one thing: is there a way to have foundry/midi roll the extra dice after certain effects that add damage? Ie smite, spirit shroud etc. As is, I think it just modified the existing card and passes the damage along but my group would definitely love to see the additional dice tossed out there if possible!
Do you mean dice so nice showing the extra dice?
Yeah that'd be it! Having the physical dice on screen is a nice clue that things happened for those not watching chat
That's on midi's end to resolve as far as I know. It makes the dice so nice rolls before the postDamageRoll resolves.
If you ever feel like venturing in yourself, the developer from Dice So Nice helped me make this function for my own private modules to show dice on command
async function waitFor3DDiceMessage(targetMessageId) {
function buildHook(resolve) {
Hooks.once('diceSoNiceRollComplete', (messageId) => {
if (targetMessageId === messageId)
resolve(true);
else
buildHook(resolve)
});
}
return new Promise((resolve, reject) => {
if (game.dice3d) {
buildHook(resolve);
} else {
resolve(true);
}
});
}```
I see, I haven't gone deep into the midi api or how that all plays out, I thought perhaps it was just a result of which function calls or attributes were being used and such. Thought maybe I could just tweak something.
As far as I can tell dice so nice normally looks for chat messages that are dice rolls
Midi makes it's own chat cards and presumably runs the dice so nice functions manually
It's not anything I've investigated as I don't play with dice so nice
Presumably it just needs to be brought up with Tposney about workflow.setDamageRoll not working well with whatever it's doing currently
Oh that's interesting. I wish I knew more about js beyond straightforward top to bottom scripts to fully understand what I'm looking at. I've never really touched hooks or promises, and those seem nested inside the same async somehow so, yeah, a little out of my league right now! Does it allow you to pass over your final rolls that you calculated elsewhere, and then render them?
I'd definitely love to learn and try on my own, but looks like I could easily get lost too. Lol
If there was a way to cancel an upcoming dice so nice roll I could work around it
Here's an extracted snip from me using it in the module
let roll = await new Roll(`1d6`).evaluate({ async: true });
const { id } = await roll.toMessage({ flavor: "Permanent Wound" })
if (game.user.getFlag("dice-so-nice", "settings").enabled) {
await waitFor3DDiceMessage(id);
}```
Basically you roll it behind the scenes, then make dice so nice show it visually after
sorry to RUIN THE MAGIC
it was predetermined
I can ruin it further
My players will never know
Any time you run a macro of mine that alters the damage
it throws out your roll
and makes a totally new one
I knew I wasn't crazy when reading through these
You're basically modifying the formula and then passing the final product into this:
await new Roll(damageFormula).roll({async: true});
right?
yep
then using workflow.setDamageRoll to set the roll to the one I made
What's the difference between .roll and the .evaluate that Krig used above?
Syntax changed some versions ago, I actually don't know which one is right right now
one is probably deprecated
Still works either way
I can never keep up
console will flash yellow text at you if you use the wrong one
But Krig that looks pretty nice to be able to force dice so nice to render something in. Dumb question, is there any way of implementing that without it being part of a module? Via macro call or something?
Yeah, you throw the function I showed earlier at the top and you can use it whenever you want within the same macro. If you don't want to redefine it over and over, you gotta throw it into a module or easier, a world script.
That makes sense. Wasn't sure if it could be the one macro called repeatedly. I haven't touched world scripts but that was kind of on my to do list... at some point.
I'd definitely like to try it a few times by defining it solo and see how it acts!
best time to shake things up like this is just hours before a game, right?
Oh wow, that worked like a charm!
Hmm, actually I have never tested it myself, but you might be able to define a macro as the function to do the roll and then just execute that macro in your other macros with parameters with the module Advanced Macros, but I am unsure if you can await macros like that. Await being to wait until this is finished in javascript
instead of copy pasting over and over
So this seems to be working:
This is in the main macro, that is modifying the dice roll. In this case, Chris's smite.
await game.macros.getName('waitFor3DDiceMessage').execute(id)
Then I made a macro using what Krig made:
waitFor3DDiceMessage(args[0]);
async function waitFor3DDiceMessage(targetMessageId) {
function buildHook(resolve) {
Hooks.once('diceSoNiceRollComplete', (messageId) => {
if (targetMessageId === messageId)
resolve(true);
else
buildHook(resolve)
});
}
return new Promise((resolve, reject) => {
if (game.dice3d) {
buildHook(resolve);
} else {
resolve(true);
}
});
}
It seems to be doubling up on chat messages regarding the dice rolls but overall it's pretty exciting
Well yea, you have a roll to message function
You can remove that part and it'll just show the dice twice
at least I think it'll show the dice twice
Thanks @scarlet gale . Beholders are such an iconic foe, and we’ll be going up against Xanathar at some point. But our GM would have no hope of running a beholder in FVTT as they currently stand from the DDB import
But no rush at all
Ahh yeah because the id being passed over is the id of the chat message, which is newly generated in Krig's await roll.toMessage. Right? But yours is the workflow message which affects the midi stuff, like subtracting from hp bars
I wonder how/if I could combine the two and just use the workflow message together with this dice rendering.
I would just make a issue on midi's GitLab and let Tposney properly fix it
Either way, the real problem is if I want to use this, I'll need to switch over from your module item macros to the manual versions
That's fair, I've just never done something like that myself
Posted tickets or issues on other people's stuff
Thanks for your help though tonight! I learned a lot about both sides of the coin
.evaluate({async:true}) to get rid of warnings
I am missing context, but why are you building this function instead of using the DSN API call?
Welp with little to no benefit on the generic channel im back
So do smb know a way to make a specific damage type from an actor not get applied to default Ressistances or immunuties? Much like the Elemental Adept feats?
The other way would be for me to make a specific Generic Damage type with no possible ressistance or immunity (Aka a custom damage type) i would assume and if how would that work?
Where do i have to put the value? I tired filling in the () and put it into value. Doesnt work 🤔
ok that are way more flags than I thought I need
Yeah
shaders and lights are decently more complicated
(you can also cast darkness which i used a few times) that gets crazy tho
i put in #ffffff
oh i'm still on add.
now it works. I question myself on a daily basis, if I'm just to stupid for this stuff xD
same
Does it shine 15 or 30 ft?
Because you can make it shine only bright or dim light if you want
15 bright and another 15 dim.
Put the AE on the Token
because i do not see it as a icon displayed (or you disabled that)
Looks good
no macro needed
Look into your ATL then
works for me
Green and red
Try: in the last one
{"type": "torch","speed": 1,"intensity": 1}
also not 0,25 its 0.25 (at least thats how it works as far as i know because , splits code and refferences)
Torch Preset red
Man beholders are like salt and vinegar potato chips, they seem amazing and a staple of dnd but every god dang encounter I've ever run with a beholder always causes the same 2 pitfalls of dnd. Players lose turns and combat takes too damned long cause the dm's turns are complicated. I've vowed to never run them again.
I kinda want to setup the vision cone part to mutate the tokens to have their magical items not work
But that sounds super complicated
I dunno, warpgate screws up consumption linkage doesn't it?
Hi all, hoping to get a little help. I'm trying to automate the hunger of hadar spell. I've got most stuff working by using arbrons summoning to place an actor on the field with a drawing attached. The drawing uses perfect vision to obscure the area and I used a spell on the actor with active auras to apply an aura to characters inside that area. The last thing I'm trying to do is automate the damage at the start and end of a characters turn with midi when they are in the hadar radius, but not quite sure what I'm doing..
warpgate does what you tell it to do
well something about the one I used killed every linkage on my items so I guess I missed a part
Sounds like you had a bad macro
stuff like that can be debugged 👍
So until dfreds nested effects are fixed, you either have to downgrade to midi 33 or manually duplicate the nested ce's and make them from scratch. A shining example of this is reckless attack prior to midi 34 worked just fine with midi+dfreds, but now midi 35 adds just a basic version. If you try to apply it manually via dfreds, it now adds 3 effects that are unnecessary. I have no idea what the point of nesteds are, imo a singular AE with all the keys is better than 3 seperate ae's. So bottomline, duplicate reckless attack as custom and make it manually.
I really don't think we need a fix from tposney, I think whatever dfreds doing needs to be fixed cause they should be in one ae, not 2-6 ae's seperated thats spammy
Or just add it onto the feature and stop using name matches
thats just it though, I wouldn't want the new dfreds version, its 3 ae's on the token
Then just make it how you want it on the feature
I want the prior method where the 2 keys are on one ae, one of the 3 ae's that dfreds does is literally blank
The nested effects don't seem too useful to midi users
Its weird cause the keys are midi keys
Going over my after action report of last nights session
my warpgate macro key to delete the players and resummon them has a literal stroke now, its an advanced macros, warpgate, and stairways error that is present but I need to replicate it to get the exacts of the error
const playerOwned = canvas.tokens.placeables.filter(t => t.actor.hasPlayerOwner); // finds player owned tokens.
await canvas.scene.deleteEmbeddedDocuments("Token", playerOwned.map(t=>t.id)); // deletes all the player owned tokens.
const names = ["Hakuna Matata","Shayla","Glug","Wigs","Da'ruuc","Revy","Ratalicious","Miss Chif", "Darribeth Meltimer"];
for(let name of names) await warpgate.spawn(name); //spawns all the player owned tokens.
Somehow this throws warpgate/stairways/advanced macros issue and it says "clear" is undefined
probably something trying to draw on a token delete hook
Doesn't it have a traceline that leads to a module?
likely easier to have a teleport selected to designated location
I can't replicate it with just me in the world, it only happens during live play so lag related?
lag simply exacerbates race conditions
So currently we pretty much have to choose between a version of midi that works with Chris’ or a version of midi and dfred’s that work together, sounds like?
Imo just update and edit the one liner that Chris shared in midi's files
midi 35 has a very spammy debugger for incapacitated. Its line 1536 of Utils
just put // in front of line 1536
which should be a line about a notification error for incapacitated
as for dfreds...its his premades that are bad, they just aren't efficient, and midi not working with them is probably more a blessing than a curse for us midi users
prior to the new dfreds, reckless attack was 1 active effect with 2 midi keys, post 4.0 dfreds, its 3 active effects, the first being a blank empty one, and the other two being each of the midi keys seperate, and I feel thats inefficient.
so if anyone uses reckless attack on dfreds as a midi user duplicate it, and then edit it and add these keys:
You should probably make a request or a bug report on CE then, it doesn't look quite intentional or I just don't understand when they'd want to split it up vs not to
i can kinda see the reason to split out the adv vs user, as that lasts for a whole round
Weirdly enough that's the one without duration for me
Butchered that crop job, but here
The empty one has a round duration
That said though, that could just be a bug and you're right, Reckless Attack does technically have 2 durations, right?
I was outside combat when I fired it so it couldn't populate turn
neve roccurred to me that they should be seperate for special durations
I don't think dfreds has times up integration setup so thats why theres no special durations
round would be inefficient for a duration on the advantage grant key
you would ultimately want a special duration
but you can't edit nested effects I think?
They'd still need to be separate even with times up, so that doesn't save it. Isn't a round or 6 seconds up when you start your turn again as a barb?
... well, as any player
TIL that reckless attack advantage on melee attacks is only during that player's turn, I have definitely played it as until next round too
AoO reckless should never happen
round and 6 seconds occurs when th first turn of the next round occurs
so unless the barbs first, its going to be inaccurate
I believe this is entirely why the special durations exist
I don't fast forward so I think I'll keep it 1 ae, the player knows he only can advantage on his turn anyway
I got alot of ae spam already in my world, I try to consolidate as much as possible
How do I create a healing effect (hp temp)?
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.
Temp hp as an active effect won't work as expected
The two ways of doing it is still "full" macro or using macro.actorUpdate, right?
Oh that’s so much easier than I expected. Duh. Thanks moto
I should atleast advise that its usually not a good idea to edit locally an install so definitely confirm with a guru before you go editing crazy stuff in the local files of modules but that is a pretty benign edit as you are just escaping out a warning line.
I am extremely aware of my own tendency to break things if I fiddle, but this one seems like one that even I can manage 😂
34/35 midi has yummy changes that the pro's here really wanted to utilize so its adviseable to try to stick to midi 35 if you can.
Also pro tip, if you use midi srd AND CPR, if you have compendium folders(???) you can right click midi srd's compendiums, export them all to a folder, then right click said folder and export to a compendium and target an UNLOCKED CPR compendium and suddenly the lil CPR update button now updates midi srd items too.
everytime you update CPR its going to wipe the midi srd items out of the CPR compendiums though
I find this really useful to do cause CPR's update button makes things so much easier and it doesn't care if the items in its compendium are its own or not.
I haven't checked to see if they work if you yoink them into the wrong compendiums so make sure the midi srd spells go in CPR spells, and midi features go in cpr features
I’m updating my one-shot stage world for a game tomorrow so I’ll definitely try that fix in there since it’s my test world and duplicate it in my main campaign if I don’t hit any snags.
That button is such a boon
You could probably make a macro for this but the right clicking folder/compendium thing works without the need to write anything
I dunno if these right click options are core or if they are a module though, if its a module then its likely compendium folders
Someone could probably make a macro for that. I wouldn’t bet on my own horse in that race tho.
I have compendium folders so no sweat
When I went to macro polo they told me that I could do the right clicking so I just did that instead hehe
The export to folder is super quick, so you don't really need to keep midi srd in the item sidebar, just delete them after you are done moving them
Yeah when someone says to make a macro I go “is there a much more tedious method that involves GUIs?”
i wonder..how can i add an effect of an item creating a sphere that adds AC to players?
So @scarlet gale, don't know when, but are you open to some collaboration? Was considering making a pr for some class features to your module. Figured it might be better than redoing a lot of the work you already did, and save people from having yet another module to download
Sure
Cool, no idea when, but I'll let you know if/when I do
Have some stuff for Stars Druid/Ascendent Dragon monk
do you mean that all allies in the circle template gain the ac boost, is it persistent where anyone that walks in gets it, or is it instantaneous and those actors have it for a duration regardless of movement? or....do you mean sphere as in a literal graphic effect on an actor aka Shield spell?
is it a circle that is persistent or they get the buff and the circle no longer matters?
also...is it an aura, all creatures within range of caster?
how bout this....is it a published item/whatever, and if its not, just share it to me the description of the item
if its published give me its name and I'll look it up
its a homebrew item i think, ill check if there is something similar gimme a sec
hmm maybe i can create a custom version of a spell that targets one person and let it target people
should be easier i guess
I was asking so it was easier to understand what you are trying to make, if I can see the item as its written then I can adapt it with what I know with midi
This has to do with modifying rolls after the fact with midi and item macros. Ie: Divine smite. The examples that Chris has doesn't roll the additional dice on the screen but still modifies the original card. So we were discussing if there was a way around that. @short aurora mentioned DSN provided that script to allow for custom rendering of more dice or something to that effect.
AFAIK you don't need a lot of that stuff. The API already has a method to just feed it a dice roll.
If you feed it a roll, that roll can also be fed into DSN.
Create a roll.toMessage() and add that will be picked up by DNS
@violet meadow could you help me real quick?
You can even pass show message false to that function to not show the chat card iorc
I think they're trying to work around midi-qol not showing the right dice when a workflow.setDamageRoll is used.
Hexblades curse I think needs the CPR treatment hehe
On the train back home so not easy to take a look
Will try
I'm creating a shepherd druid and I don't know how to automate the spirit totem, any suggestions?
Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
You don't need an item on use call
So delete the entry in the first screenshot
oh ok. it was the first picture of the read.me didnt know if there has to be a item.macro in the bottom or not
Yeah the pic in the readme shows an empty Action Type iirc
if all you did was drop the action type, the on use field is still there hidden fyi
...
ok. deleted it. Didn't change anything
did you - it or just empty the field?
i feel so stupid that I always have to ask for every macro ._.
empty
click the minus to the rigght of after active effects
oh wait that flag
that flag is an update flag, are you on DAE 24?
yes
downgrade to dae 23
am I right Bugbear? isn't that one of the two flags broken in dae 24?
mhh. It's not my world i'm only the player here. Have to wait for 25 then. I guess
link this to the DM of the world:
https://gitlab.com/tposney/dae/-/blob/v10/package/dae-v10.0.23.zip
They need to extract everything inside the DIST folder in the zip into the dae directory in data/modules
I will take another look tomorrow when I am back at my PC but that was the issue I had seen
Thank you both, again 🙂
ok I'm editing my post but I went and confirmed, and its different. For Midiqol, the zip has the folder Midiqol in it so its a perfect extraction to modules. For DAE, for some reason, he has the folders and files in a folder called Dist, so when you extract it, rename Dist to DAE's module name, OR extract everything inside dist to the DAE folder in modules, I should probably issue report that to him.
@vast bane sorry i couldnt find something similar :/ i tried to configurate the effect but it says unavaliable on the effects tab
can you just copy and paste the description of the ability you are trying to make, here for me to read?
okay
instead of trying to translate it yourself to me through foundry terms, just give me the raw rule as its written
"As an action you create a 10 ft sphere, up to 5 creatures of your choice inside that sphere obtains +2 AC for two rounds"
ok you need to clear up the wording there, do you mean 10ft radius sphere?
cause 5 creatures can't fit in a 10ft diameter sphere so I assume 10ft radius?
Some screenshots?
Might need the item attuned or equipped
yeah unavailable means its unattuned or unequipped
you basically want the samething as shield spell, but change the range/target to the sphere settings, and change the ac bonus from 5 to 2
yeah its the same as shield but instead of a reaction is an action and i should probably up the distance to 30 ft
I really don't like the wording on that lol, is it the user of the item as the center of the sphere?
hmm lemme rewrite it
If it is infact the user is the origin, you should do "Up to 5 creatures within range of the users choice gains 2 ac"
change range to 10ft
that sounds actually better and simple lol
and thats babonus or a dae
if you use build a bonus I'm pretty sure it can do that
if you don't use build a bonus we could go the active effect route if you want
build a bonus?
that suns it up, we'll go the dae route
kk lol
However
you have to accept the reality that theres no good way to handle "up to 5 creatures" in automation without Chris' macros
If you are really hankering to limit the targets, you might want to look at how he does Mass Cure Wounds in CPR module
I personally would hand wave it away and just let it affect any allies in the radius
thats non a issue i mean my players will need to just not target above 5 players
thats not gonna be possible with what I just shared to you
i shared to you the automation of it
if you want manual targets then change the target fields to blank/blank/ally
10/feet/ally will auto target any blue/green squared tokens within 10ft of the user
and there will be no chance to untarget before the ae's applied due to the fact the item doesn't roll anything
Is there a way to add an effect to a character so that they take 2d8 damage at the start of their turn?
That is a standard Overtime effect, but you may want to consider sharing the full description of the thing rules as written cause automatic damage is usually unfair, a save is usually required or a check to remove
This reminds me that I really want to see if its possible to make an overtime that requires a save to halve the damage, but requires a check to remove the ae
I'm trying to build Vecna, and he has a weapon that deals normal damage, and then automatically applies an effect where they take 2d8 necrotic damage at the start of their turns, but they can remove the effect with a Con Save after taking damage each time.
ok stand by, first let me share my awesome copy/paste of overtimes
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=@abilities.str.dc,
saveDC=@abilities.dex.dc,
saveDC=@abilities.con.dc,
saveDC=@abilities.int.dc,
saveDC=@abilities.wis.dc,
saveDC=@abilities.cha.dc,
saveDC=@abilities.san.dc,
saveDC=@abilities.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
you can use one thing from each of these clumps in an overtime active effect key
I will make your overtime for you now, but consider this for future helpers if you save it somewhere
But....but..... it's all in the readme
its not easily copy/pasteable
I dunno about you, but I've personally auto capitalized enough True's to drive me to make this copy/paste lol
I definitely haven't, haha
is the save based off one of his stats or is it flat?
if its flat, what is the number of the dc
It's DC 22
Maybe we should ask tposney to make overtimes a series of dropdowns
Based on Intelligence though
does the damage ever halve?
turn=end,
saveAbility=con,
saveDC=@abilities.int.dc,
saveDamage=fulldamage,
saveMagic=true,
damageBeforeSave=true,
damageRoll=2d8,
damageType=necrotic,
label=REPLACETHIS
Replace the label with what you want
First tab of AE should have no boxes checked
Item details tab of his weapon should have effect activation requires true box checked at the bottom of it.
I assumed they take hte damage on that turn no matter what the save was, if i assumed wrong, damagebeforesave line
wait I fucked up
had two saveDC lines, repull the edit
Hm, in my "Details" tab I don't have that bottom line, for Effect Macro.
That is technically fine, its a module, that alot of us here utilize
That's the Effect Macro module I assume?
but its not needed
I fully endorse the usage of said module, but do not recommend till you actually need it
Roger that
I find it a lil simpler to use for triggers on aes than dae
but also its a great way to single package up a complex item that already has an item macro
This works just about perfectly. Only thing is it seems to not trigger until the end of their turn. It should happen at the start.
I assumed you wanted it at the end, my bad, just change the first line to start(don't capitalize start)
turn=start,
make sure the drop down in the center of the ae is OVERRIDE
though not sure if that matters if its the only key in the ae
Shouldn't it be custom?
highly recommend my ridiculous copy/paste in a document somewhere, its easier to just copy/paste them than to type them out after looking them up in the readme
Yeah, I saved it, haha.
I think its override if there are other things in there?
Iirc the readme says override or custom. I always use override
Lets go to the gold standard trusty Hold Person from samples lol:
¯_(ツ)_/¯
Yeah I think both work but something about override is important for an edge case?
Not sure honestly
what happens if you have 2 overtime effects
and they're both set to override?
I'm like Super, I always use override
Priority
when I tried two overtimes, the first ones values overrode the others
Does it still do it with custom?
You try with override and different prios?
I have a rule, I don't touch my other campaign tilll friday/saturday, so I will put a pin in this and try it on boneless on friday
The intent is to have multiple overtimes
not have one overwrite the other
I feel like custom should hopefully do that
what I was trying to pull off, was a save to take damage or halve it, and then an action save to remove it all
which is what the bonless' feature is
This bone monster thing a wotc monster?
I know for my hunger of harder I had both OTs on the same one as override but one was turn start and the other was end
(from that book)
hol up
thats not the name of the book
its in the Van Richten book
override in theory should wipe out the field, while custom may keep both
Need to actually test, but I'm about to head out
I'll definitely tackle it on friday if you don't sus it out by then but I have a strict work routine where I don't touch my strahd campaign till friday
I find that once you get into a world, its hard to get out of it and then I wind up getting behind on the live campaigns prep
Could be worse, you could accidently start a module from your work.
We love you for doing it though lol
OH also, another odd interaction, though it makes sense now that I'm thinking about it, but actionSave does not work with turn=end
What would be the correct way to set up an effect to reduce something by a specific percentage?
Of course what I am showing in the image does not do what I'd desire for it to do but I'm including it as an example of what I hope to set up
are you infact on v9?
Yep I am, keep forgetting I should mention that
I don't think that is a custom field and you need to install effect macro instead I think
On creation
const {value, max} = actor.system.attributes.hp;
const v = Math.round(value * 1.4);
const t = Math.round(max * 0.4);
await actor.update({"system.attributes.hp": {value: v, tempmax: t}});
On deletion:
const revertMax = actor.system.attributes.hp.max
await actor.update({"system.attributes.hp": {value: revertMax, tempmax: 0}});
my values are my own so you will want to change your percentages
changing max temp doesn't change current so your monsters will wind up with a missing gap
Are you trying to just reduce max hp by a percentage?
thats why you want a macro
Ye, by 10% in this case
I think the issue still stands it won't change the current
Is this something that would be easier / simple to do in V10? Since I am one and a half nudge away from upgrading
Effect macro is in v9
Just a matter of making a damage roll probably
I wasn't trying to shame you with the v9 question, I just wanted to make sure you weren't using a data key in v10
Alrighty, I'll get a hold of it as I do not have effect macro as of now and see if it somehow works out
if chris has a better solution, he is by far THE pro here, I'm just sharing you how I did something similar
Oh no I did not mean it like that, it's just that more and more recently have I ran into spells and effects which can be easily ported in that "just works" with V10 that isn't really that happy with V9 and it' had me considering more and more to sit down during my vacation soon and upgrade and spend some time making sure I get everything in order before a session
With 3 sessions a week + a job I find little time to "set of" for big changes like that
Yeah you might have to change my macro slightly for v9 I forgot that part
replace system with data.data I believe
that first lines system I think is a single data
worse case scenario, ask in macro polo, its a safe macro thats not midi related so should be easily sussed
Hey Guys i have been messing around with things recently (alot and last session i realized that i have an issue with one of the players sheets.) As an attack (saving throws work as intended) they seem not to prompt or finish its defensive workflow and i for the life of me cant find the issue. No Prompting for reactionary shield or anything it just does not want to work. Not even comparing attack to AC (tried with like 10 different spells and attackig weapons)
can you clarify what you mean cause you're using terms we don't normally use
Do you mean that reactions are not prompting?
I cant hurt him
are do you mean that you use challenge mode optional rule?
show me the attack in chat
i can send you the exported sheets data if you want
lets see what an attack looks like on him first
the whole works, the whole chat output till the snag happens
Nothing else happens (yes the attack is set up correctly) ass it works for a dummy target
looks like you damaged him to me
yes the dummy
now try him
nothin
only red one
are you sure that you aren't also seeing a yellow warning of range issues at the top of your screen there? hex grids typically showcase large distances in most tabletops
nope
Magic Items Module strikes again
Tabriel has a magic item with a reaction set on it and midiqol does not play well with MIM
let me see RQ
my first guess would be Staff of Defense, followed quickly by a feather fall token
you need to replace your magic items module items with Items with spells module in v10, if you are on v9, use the manual way to make magic items
MIM makes synethetic weird items that midi doesn't know how to deal with
Ignore me, I'm replying so I can easily find this comment. I can't remember if I use MIM or IWS
Then again technically, you could set that MIM item to REACTION MANUAL in the details of the item
and then it would not prompt and break midi
but it also would....not prompt so that might be a deal breaker
that one?
neat
beware if you move to that module, its not a perfect swap out
one of the most notable sad changes is the inability to properly upcast charges like a wand of magic missiles
I get around this with items with spells this way:
I mean....its prety bad, but its better than red errors and unable to attack people
quick question, where can i change this description?i changed it on the effect but the chats still uses the default one from Dfreds
you must edit the dfreds CE source and not the individual ae on each actor
"The item not the Effect"
kk
are you sure thats dfreds CE?
yeah i imported it from it and edit it
right but thats a chat message
that could also be simbuls creature aide
Does dfreds have regenerate?
well I'll be damned lets take a gander at it
to edit it in dfreds you need to first duplicate it as custom
there is it i just copy the effect and duplicate as custom
thanks again for the help
👀 guys is flags.midi-qol.OverTime.regenerate an actual key?
why would this key exist, and not be a midi sample item lol
when you edit/duplicate Regenerate, replace the following:
Change the key to flags.midi-qol.OverTime
turn=start,
damageRoll=1,
damageType=healing,
rollMode=gmroll,
condition=@attributes.hp.value > 0 && @attributes.hp.value < @attributes.hp.max,
label=Regenerate
if you don't want the regenerate to be whispered between the DM and the regenerated person, then delete the rollMode line
and for anyone who wants to fix the midi sample item:
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.
shouldn't regenerate spell have #attributes.hp.value instead since its an effect transfer to another actor usually?
otherwise its gonna look at the casters hps?
@vast bane sorry for being a bother today lol....but im using build a bonus for making two effects, one adds disadvantage on range attacks and the others a flat 1d8 fire damage to all the strikes, both of them have a duration of 1 minute, how can i make them?i have both DAE and Build a Bonus, is present on a magic item btw so my idea is adding the effect there
my weakest part of all this is knowing how to setup build a bonus, I rarely use it. Is it a monster that can just have the fire damage added or are you trying to do like a player ability?
share the raw description of the items
3 times per long rest you can activate this item, adding 2d6 fire damage to all your damage roll for 1 minute the other is similar
3 times per long rest you can activate this item, creating a powerful gust that protect you from range attacks, all the range attacks against you are with disadvantage for 1 minute
is there a way to trigger a reaction if a hit is a MISS?
this is the description: If an attacker misses him, Drakthar can use a reaction to headbutt the attacker for [[/r 2d10+10]] bludgeoning damage. The attacker must make a DC20 Con save or be stunned until the start of Drakthar's next turn.
I dunno about bab but they are easily items with active effects
okay
If you trully do intend for it to be ALL damage and not just weapon/spell damage then its this key and value:
(If it doesn't work change it to ADD instead of Custom
if its an item that applies the effect to self, on the items details set range/target to self/self and make sure NO checkboxes are checked in the first tab of this active effect pictured
no matter how right those checkboxes may seem, unless the item this is on is a weapon, then say so and we'll have to do something confusing
I see that I can add spells to a magic item just by dragging the spell into the spell tab. How do I set charges?
What's the best way to go about setting up a conditional bonus to armor class? The use case in question is an item that grants a druid a bonus to AC but only in wildshape. I tried using a conditional expression in the Active Effect but that doesn't seem to work. BAB doesn't touch AC or that'd be perfect.
if you have DAE installed, then you should be able to repeat the first section of that key and pull up the MWAK and RWAK keys instead of "all-damage" and set both the keys to that bonus
system.bonuses.mwak.damage and msak rwak
oh wait
its mwak and rwak sorry
okay ill do it right now
for your second item the key is this:
if you intend it to also deflect ranged spell attacks add a second key that is RSAK
Do you have to have the magic items module to give an item charges?
Is there a way using items with spells?
MiM is advised against using in midiqol fyi
charges are core in dnd5e, you can add charges in the item details
items with spells is cool because it automates something we technically already can do on our own, I like it cause it allows us to create prefab magic items with the module
if you ask the literal item you are trying to make I can help you set it up with Items with Spells Module, I do not recommend installing Magic Items Module.
this looks perfect
We have a Staff of Defense. It can cast Mage Armor and Shield. Mage Armor should use 1 charge, Shield 2 charges. The staff didn't come able to cast the spells, so I dragged them onto the spell tab in the magic item. Now they show up as at will in the character's spellbook. I would like the items to have/use charges.
Use Items with Spells, if you make the item in the sidebar editing it is alot simpler
I personally make all my items with spells items like my macro.createitems...I store the spells that go with them in a compendium with the item:
This is because I like having the title of the spell have the charge count and you have to manually edit that in Items with Spells after the fact unless you duplicate and store the custom name somewhere
I've got a question about Midi and the dnd5e spell Shield. It is set up as a reaction, adds +5 to ac, but it doesn't make the initial attack miss if its below the new AC. For example in last nights game. Melee attack against bard, bard has 17AC NPC hits with a 20 (total), bard uses shield when Midi prompted him to. AC is now be 22, but the hit (20) still hit and damage was applied. Have midi set for full automation via the workflow settings. Is there something I missed? I should note I have the latest midi srd and its shield spell is not setup any differently than my own shield spell.
show me the details tab of that players shield spell
also have you tested it yourself in your session with just you? This could have been a timing issue, and it could also be the problem that the player had another effect that was wearing off the same time and midi knew the real ac while we did not.
thanks! i have to work in a few minutes, but I'll give it a try, and see if I need more clarification
No other effect, and the +5 did apply for the next attack, just not the initial one. I will test it now.
is the shield spell on a magic item?
we were having the same problem with shield as Sage did
No
I saw this in a prior game but I had assigned blame to something funky I was doing with that players setup, but now that you are stating the same thing it has me wondering, in my case I couldn't replicate it without the live session with 5 other people
With just me, it does work. I am wondering if they are not clicking the spell in time ie pressing it right as it is expiring.
My timer is 8 seconds. I feel that is long enough. If the spell is consumed and the effect is applied, it shouldnt matter when in those 8 seconds the rection is used.
@lean holly try without ASE module
I don't have ASE fwiw and also saw it ONCE in live play enough to make me try and fix it to find out I couldn't replicate it
my two theories was either it was a funky ae I had an the actor OR race conditions
But... But.. Scorching Ray!
It seems to work fine with just me signed in.
🤷 Could be a client dropping out momentarily
Is ASE updated to v10?
Ill tell these chuckheads to be faster.
Beta
I wouldn't even trust the beta lol
how do I set up Magic missile to hit one person with all 3 missiles btw?
I don't think its ASE fwiw, I think this is a lag thing
I wasn't using it even before on v9 tbh so not sure
Is it possible to get a count down for reactions? IE it pops up the creation then counts down from your set time?
I haven't bothered to make this one myself, because my wizard, in his infinite wisdom, has refused to scribe it into his book. However, I find that magic missile, scorching ray, and eldritch blast are best setup as a self buffing active effect that gives the caster a new item that they can use X times, and then just manually play out those temp items
couldnt you use it like 1 time with spell slot and 2 times without to get the same effect? 😄
macro.createItem setups are hard to share here so only ask for it if you want to head down a rabbit hole that confuses even midi users
yes, but I dunno about anyone elses table, but Murphy's Law is the ultimate force at my table
I actually think that Chris' targetting dialog he uses for cleave and mass cure wounds could play out well for magic missile
someone should submit it to his item requests 8)
I found it funny that one of the most used spells isn't automated anywhere 😄
You say most used, and I'm shocked that my wizard hates the spell, and never uses it
when my npcs use it, I just manually cast it once and then sus out the remainder and manually minus the rest
i have 3 wizards and two sorcerer in my campaigns and all have it since level 2
I think I will include a Magic Missiles in the Midi SRD
don't know. Me personally don't like it either
temp item route?
Nope. Dialog to choose Targets and amount of missiles depending on level
did you see my lil hack I came up with for midi srd and CPR?
though chris just released a version so I don't have to hack it anymore
nope, I was pretty much out of it for the last 3-4 days
I unlocked CPR, and combined your compendiums into his, and then his update button worked on all the midi stuff
😮
so I could quickly adapt everything when I updated to midi 35 and got both the new CPR and new midisrd
he built it into his module now so you don't have to hack the compendiums up
Good. I meant to add an update button for Items to be overridden from the compendium ones, but there are so many compendiums that I was a bit afraid to do that
My check is really basic
Yeah you don't have to do that now if you are fine with chris's integration but his module does have more requirements
My new compendium Items all have a flag for MidiSRD
I'm still on 5e 2.1.4 and Midi 35 because last time I updated both, midi gave me auto advantage or disadvantage without any reason and it annoyes me so much
It just searches them all in a row
Not the ones already out
I like the button that chris has cause then on long rests I can just go down their prepared lists and hit the updates on them
Mrprimate said he'd add the midi srd settings back once it was updated for v10
Did you see the regenerate premade from dfreds, it seems wrong to me
I posted what I think it should be after that message
but I think the conditionals need # instead of @ due to how the regenerate spell can be transferred to others
or am I misreading that part of dae
I dunno, but the key looked wrong to me specially since dae wouldn't auto complete it
@vast bane for some reason the fire damage one doesnt work but the wind shield one works
dunno what i mess lol
nvm
i fixed it
is the drop down in the center set to Custom? The All damage key I had original given to you is a dae key parading as a system key and I always get confused with those, those two keys you wound up using need to be ADD
also always lead with a + or - in modifiers
yeah it worked i was wrong on the first tab
i didnt pick the "apply to self when item rolled"
from the pin from me in this channel:
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 its on a weapon, you don't want that
its not a weapon
the item is meant to be an action to use, so you technically want two items
Oh I thought you said it was, that checkbox should not be the solution, what is the item its on?
that checkbox is only a solution if the item is a weapon that normally rolls an attack on targets, and you want it to also apply a self buff
its like...how can i put it, you know the resins on dark souls games?
and its very niche
that should not transfer when theres no target set
you want to uncheck that box, and then set the items range/target to self/self otherwise you will have the player constantly forgetting to target something and having that not apply
I think it is a bit much but @scarlet gale is there a way to change the spelllist based on the season my Eladrin player has? Like you did it with the fey step versions?
I think it wasn't applying right because your item has none/none set
it should be blank/blank/self for one row, and then blank/blank/self for the other row of range/target and then no boxes checked in the first tab of the ae
those two self related boxes in the first tab of the AE are for when the item is complex and has things its doing to targets as well as to source actor, and their wording confuses/fools people to check them
Maybe importing the List from another actor? So I have 4 Sheets with 4 Spellist and when I change season it imports the spells?
if that is the intended target yes, and then nothing checked in the first tab of the ae, but because you've fiddled with an owned item's first tab of the ae...
#1010273821401555087 message
You know, I've done that before once with a DM too
sometimes with you toggle those checkboxes too much on an owned item, the ae detaches instead of deletes
I just did 4 different actors lol
and then messes things up
couldn't you make 4 items with spells items that are the seasons?
That would get messy
welp removed the check from the box on AE and it worked
if its a players item, you want it this way now, cause otherwise having that box checked, it would behave abnormally, they would need to target anything, so that they can roll the item and that would be weird.
yeah since i already set the target to self self it doesnt need that box checked
The item alone setup that way makes it so the item rolls with no targets set in foundry, if you check that box, the item simply won't roll, unless you have something targetted in foundry. Thats why you don't want to use that box
Hey, I assume its MidiQOL that I have installed that is making Great Weapon Fighting work automatically on my player?
it would be abnormal to the players cause typically they want a standardized logical setup, and having to target someone else just to self buff themselves would be weird
if you trully mean great weapon fighting, which is a fighting style, that is achievable purely with core foundry dice options
if you are misidentifying Great Weapon master, thats somewhat in the realm of midiqol though its also ver possible with core
Yes thats what I mean. It automatically works on any great weapon the character uses (the character was imported from DNDBeyond)
But I can't find where to check that
which one is it, master or fighting
Fighting, the one where you drop the lowest dice
its in the dice roll/damage parts of each weapon
I'm trying to make a feat for my healer that basically does that with the dice roll of healing spells
its probably something like 2d6ro<2 or something I don't know how foundry does their roller
it'd be kinda weird with versatile weapons
you'd have to put the reroll in the versatile only field
Oh yeah, it seems the DNDBeyond importer automatically seemed to have made his greatsword (and only that greatsword he was imported with) have the correct notation for the fighting style
I don't know the extent and scope of build a bonus, but my only thought to make that simpler is maybe it can do that for you automatically so you don't have to mod the items
but someone more experienced with the module would have to step up
is there a place I can go to talk about build a bonus? lol
just mod the item's damage formula 😅 its only once, and just for that character
Zhel has a Discord, but he doesn't support midi usage with it
I would say dnd5e just cause the author of that module is not a huge fan of being pinged here
You're always free to ask in #dnd5e for Build A Bonus stuff too
I would just edit the damage formula on the item
if it rubs up against midi he might send you back here, and I think Bugbears the most experienced of the guru's here for that
I don't think build a bonus does formula rewriting
shouldn't the darkness spell make it impossible to look in and out? Or is it a QOL change so its easier with "attacking with disadvantage" meta-gaming included 😄
Could be done with a midi-qol on use macro if you really wanted to
I was only thinking of the fact that my two martial players have a collection of weapons they share between them and having to constantly edit that would be a pain
If that's my automation I kept it simple.
I don't bother with trying to obscure vision, but it will take into account vision rules when you attack
I would think it does right, cause isn't crit threshold basically rewriting the roll by appending CS on the end?
I have your automation enabled but it is not the spell from your module. I'll check
My automation setting won't do anything unless you're specifically using my version of the spell too
It's checking for a flag on the template iirc
Yeah I like this method the most, I recently dealt with a session with the core invisible condition and it dragged out combat so bad cause the players just could not understand how to target something they can't see.
I world scripted out the linkage between my invisible and the core invisible just so that my creatures would stop poofing on them
left is your spell, right is the standard SRD one. both visible
make attacks, thats all that matters with darkness
Unless the SRD one is doing anything fancy obscuring vision just gets in the way
and bogs down combat
hes not modding sight cause its not the character seeing the token, its the player
the player in real life has to metagame targetting
unless a creature hides, the players should always have the ability to target them
yea, I thought it is for QoL stuff. Hiding stuff in it will be hard tho like people who can teleport from darkness to darkness.
but I can just make them invisible then
I allow stealthy to do it, but thats cause stealthy is legit, if they don't see the creature with stealthy, they can't touch them
RAW, they're still able to be attacked because they didn't hide
and unless devil's sight is involved, darkness just turns all attacks into disadvantage and advantage
(most of the time)
I think you mean normal
ok I get what you said my bad
but as a player how would you shoot a lightning bolt without meta gaming or intentionally missing if you KNOW where the target is in Darkness
so if you're poisoned and cast darkness you can now attack people with a regular roll 😉
because you hear them anyways I suppose
if the creature did not take the hide action, rules as written, the creatures location is known to all who can hear, smell, and sus out the creature
you can target invisible people too if they haven't hidden
(and the spell/ability does not state "a creature/point you can see")
that too
yeah I was about to type what badger said
that actually matters ALOT with your casters. I ran a floor full of drow that constantly cast it and we were all parsing spells for the first few sessions
When I played that module as a player, I had devil's sight
my DM quickly realized that the drow only were hurting themselves by using it
and elven accuracy
I soft ban warlocks at my tables, and by softban I mean they can't crunch pact slots for sorcery points and they can't smite with pact slots and suddenly theres no warlocks 8)
I was a 2 level wizard, 10 level Warlock by the end of that game
That rule wouldn't have stopped my multiclass
my party is 11, and we're only on the 6th floor, I think this is going to be the first campaign I've ever run to level 20
They are only ahead of the curve because dragonheist took 2 levels longer to complete
I have one multiclass and its a fighter dip to fix a monsters of the multiverse revamp they realized they didn't want
the githyanki in the group liked half the changes but realized after the fact they'd lose their medium armor proficiency so they dipped fighter for it.
I just let my players pick between legacy and "updated" ones
btw Chris, Am I doing something wrong with your hex, that It doesn't roll the 1d6 dmg?
Is MidiQOL able to automate forced movement? Trying to make a attack that pushes creatures back 100 feet if they fail a save or 50 if they pass.
With a macro
that's far 😄
Ok cool. Time to beg the macro geniuses haha
That's a really strong Pew! 🤣
Where is that (1*4) coming from?
agonizing blast
we usually use warpgate for that alongside midi fyi
Its suppose to knock the players into a shock wall that deals 2d4 damage to them (also gonna be used to secretly kill one of the monsters >:3)
https://github.com/chrisk123999/chris-premades/blob/master/scripts/macros/classFeatures/cleric/tempestDomain/thunderboltStrike.js here's an example of a force movement macro
Personally
I'd just move them manually
unless you think you'll be using this feature a ton
I have warpgate if its easier
Is that added from a on use macro? or just part of the damage roll
Its probably just from 1 fight tbh, but I just wanna make sure it doesnt mess up their movement
Cause you can just do 1d10[force] + @mod
But that's besides the point
Is there any errors in console after attacking?
No error
Absolutely not worth it :p Move them manually
You can get a simple warpgate macro to teleport them maybe, but that's about the extent worth for 1 fight
hmmm ok. would a macro make it automatically go 'in a straight line' from the blast zone?
Not worth it for a one off deal
a macro can literally do anything
but I really don't think it's worth it here
that item is useless, get it from CPR
confusing to me, that the text on top is shown. Never had this with another spell
kill the ae on the agonizing blast or rewrite the effect value
you think the AB is killing the hex? AB is working fine, even if the value looks stupid 😄
It shouldn't be messing with it
oh
bugbears shove/shield bash macro is my favorite form of push macro
Anyone know why there are two options for damage?? (They both do the same but was just wondering what I did wrong.
my first guess is one of these modules:
#1010273821401555087 message
Yep, thats true, enhanced damage dialog is the culprit in midiqol
I believe its a checkbox in damage section in workflow tab
Based on this picture is there something Im missing for it to be 'centered on you'? Or is it just easier to place the template myself.
can you snippet the description of the spell to me?
Sure, its homebrewed tho
I suspect the isssue is the spell is an aura like effect and you have it setup as a placeable sphere
seeing the actual wording of the spell will help me tell you what it should have
50/feet/creature
blank/blank/special
your targetting settings must be set right in the top of the workflow tab for these types of items to work right and levels maps without levels auto cover will misbehave with these types of spells.
If you want it to not affect its allies set creature to enemy
you want special in the second row cause if not, then it affects itself
I think its the middle drop down that matters for those types of spells to work right.
It seemed to target the player with the settings 'Walls Block'
is that good or bad?
Good? I think haha
I think it just makes it so if players are behing cover they dont get bopped
if its bad, do you have wall height/levels enabled or a bogus cover calculator set in midiqol that you don't have installed?
If the ability is reaching creatures behind walls, you likely have a module set in these two settings that you don't have installed or you are using simbuls/core on a levels enabled map:
I dont have any wall height stuff added
so shouldnt matter really
but something I did just notice.
Im running a proxy battle between the monster and player but its not triggering a 'roll a save' pop up for the player. Im sure I have that selected in midiqol
what is your save option drop downs set to in saves:
Its not even showing up for me as a GM
you have nobody targeted
There is no "Enemy" within 50 ft
double right click both tokens, what is their dispositions
It auto targets when i click the attack
oh really? so I just have to auto roll damage first
you just have to roll damage
I'm not advocating for fast forward, I think its a bad setting
fast forward =/= auto roll btw
one auto rolls bypassing the popouts and the second just bypasses the need to press the buttons in chat
So it didnt pop up a option in chat to click a button, then 30 sec later auto failed.
Do I need LMRTFY?
I will always advocate for monks stuff over others cause I think his modules are cool. Plus MTB has synergy with midi and tokenbar request window is easier to access
On GM screen it shows they rolled but it never did on the other screen
so I suggest monks tokenbar
you have a player logged in?
and a GM at the same time?
you must login with the other account with an incognito browser, another brand browser, or use the foundry app and a browser
for clarity on auto roll vs Fast forward:
So i need to make a second account for forge?
no...how do your players connect to you?
is that how forge works you have to make an account with them?
They have their own Forge accounts (their own emails and passwords) and then I like those accounts to the game so when they click the game link it automatically logs them into the game under the player I assigned them in the Forge Settings
I have my own Forge account separate from them all. My own email and password.
I guess you could ask in general discussion how to login to test players view in forge, that seems new to me, none of the forge users prior to now had this issue
my players just connect to a domain I have setup
I self host though
Ya im not smart enough for self host sadly :c
Think i needed like... to learn Raspberry Pi or something haha
could ask in general discussion for the link to forges discord and ask them there how to login a test character
FWIW you can literally self host from whatever PC or laptop you use for Foundry yourself. You'd just need to send an invite link to your players before the session and make sure you have the right port open on your firewall. If you need help on that there's #install-and-connection
Ya It just goes off my internet which isn’t the best since I have others using it
as long as you don't stream audio through foundry, and cut back on usage of png's and just use webp/webm, most modern connections should work, your issue will be if you are behind double routers
they have a term for it in install and connection and a test for it
I really dont mind Forge, its a nice site and very ease of access but if I ever run short on money ill take this into consideration
Shit, I feel like forge is the cheaper route lol. I pay for a domain and have dumped more into my laptop, jb2a, and patreon artists than I can admit to my wife.
I have too much distrust in hosting hosting providers that pretty much are middlemen. I just went with setting up on AWS.
You're a supporter of the arts... that's noble
@verbal compass
#1010273821401555087 message
I pay for midjourney so I'm not noble at all, I'm the reason artists starve apparently
I also subscribe to Tychmaps patreon, hes the best artist for maps I've seen, I love his content
theres alot of bigtime foundry map modules out here that have such tiny maps.
Install Stable Diffusion on your PC... it's unlimited and free, and way more control than MJ. Almost as much fun as FVTT lol
Yeah but I know how to use midjourney lol
do you know if the prompts people share to get art is the same between MJ and stable diffusion?
I've been watching YT vids to learn SD... been converting my party's HeroForge portraits into 'real' people
mmm i am not seeing the solution to my problem here. but like i said it was getting late, so i will try again tomorrow. thank you for you help today.
whoa I never even thought of doing this holy cow
I don't think so, SD is more specific
But there's tons of help out there
Very outside the scope of this channel lol
The AI art things out there all have pretty dedicated communities.
When you get back to it, in midi's settings tabs somewhere is an import/export midi settings, import mine here so that effect transfer works, tweak after to what you like:
i wonder...can you automate the uncanny dodge reaction?the part about taking half damage when you use it
there is a flag on midiqol but dunno how can i make it work
MidiQOL already makes it pop up for me.
yeah but i dont know about the effect
Like applying the reduction or what SPECIFIC flags make it do that
it is in midi sample items
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
Im having a bit of an issue with a macro for a homebrew ability. It doesn't seem to be adding in the correct holy power. and the way the item is setup in the details is Target / 15 / Feet / Wall and the Effects of flags.midi-qol.onUseMacroName / custom / wakeOfAshes, preDamageRoll Any help would be appreciate.
Description:
Once per round, you can replace an attack with Wake of Ashes. Make a melee weapon attack, this attack’s range is a 5 foot semi-circle in front of you. If the attack is successful on at least 1 target you generate 3 Holy Power. If the target is a demon, fiend, or undead they must make a Constitution saving throw DC 10 or be stunned until the beginning of your next turn.
Current Macro:
function getResource(act, name) {
return Object.keys(act.system.resources).find(k => act.system.resources[k].label === name);
}
async function updateResource(act, name, newValue) {
return act.update({[`system.resources.${name}.value`]:newValue});
}
function getResourceValue(act, name) {
return act.system.resources[name].value ?? 0;
}
function getResourceMax(act, name) {
return act.system.resources[name].max ?? 0;
}
const item = args[0].item;
const user = args[0].actor;
const workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid);
const resourceName = "Holy Power";
if (workflow.hitTargets.size === 0) return;
if(!item.system?.properties?.two) return;
const resource = getResource(user, resourceName);
const maxValue = getResourceMax(user, resource);
const currentValue = getResourceValue(user, resource);
if(currentValue >= maxValue) return;
await updateResource(user, resource, currentValue + 1);```
Would this be #macro-polo ?
Not sure what's going wrong, but as a heads up you can access the workflow directly with just this
if (this.hitTargets.size === 0) return;
``` for example
Not really, it makes use of midi-functions so they would direct you here
hii~ question :c
can i made to recover half of the primary value?
Oooh ok~
Could you console log out your resource, maxValue, and currentValue
So in this context workflow and this will do the same thing?
yep
that would be unwise
for midi qol I'm trying to figure out how to maintain the roll save button in the chat, but have it inform whether we passed or failed. If I set the check, it auto rolls for the target.
I'd like to maintain the illusion of player agency for hitting the button lol
you can also get the workflow at args[0].workflow
but I find this a whole lot faster
.value's are a bad idea to mod with an ae, use a macro
workflow button, workflow tab, I recommend installing monks tokenbar but you could use just the vanillla chat message option for save requests
your strategy for saves is contrary to how midi works, midi does not like reusing buttons in chat
monk's is pretty snazzy for this
I just installed monks and a recommend
unfortunate
I'll check out monks then
sry but, where can i find a macro?
what you likely want to do, can be done in a cooler way using midi fwiw, you just have to unlearn however you had done previously
if you give us your usecase example we can show you how midi pulls it off
Baileywiki needs to do a tutorial video explaining all the midi settings
what I want is just this button in the chat
And then when its clicked, it reports on if it was a pass or fail
you eoither have midi qol set to full manual, or a bad module installed with it
If you have a roll request module, such as monk's or let me roll that for you the players will get a prompt
if I turn on the autocheck in the work flow, it automatically rolls for the effect and reports back
make sure to also set midi to use monk's or let me roll that for you
ah ok the full manual thing appears to be the problem I think?
I guess there is also a manual mode
midiqol has a large repository of available modules that have premade automations and hold person is built in in the midi sample compendium that comes with the module.
you may want to check your timeout settings if it's insta rolling for them
read the first pin in our channel here
and you have it on manual
I dont have any of the listed modules. How do I check the manual setting? Urgh, I should go to bed and look at this tomorrow...
workflow button, workflow tab, save subsection
oh I found it
but the one thing we're not telling you is you need the sample item from midi samples compendium