#MidiQOL
1 messages · Page 87 of 1
huh ok. I think I'll come back to this tomorrow, way too tired to make sense of some of this Im sorry
personally I'd grab a guru's settings and run with them for a bit till you learn the ropes
but you have to really rely on these modules for the right setup items Specially midisrd:
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
oh lord help me. Thank you
I keep getting this error, and it doesn't even spit out the console.log
share the macro
it is highly unlikely its not caused by a macro on your activity
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.name !== "Wake of Ashes Generation") return;
const resource = getResource(user, resourceName);
const maxValue = getResourceMax(user, resource);
const currentValue = getResourceValue(user, resource);
Console.log(resource);
Console.log(maxValue);
Console.log(currentValue);
if(currentValue >= maxValue) return;
await updateResource(user, resource, Math.min(currentValue + 3, maxValue));```
No, seperate macro, with an AE of macroName, preDamageRoll
my guess is however you are doing this you probably want args[1].item instead but /shrug
log it out
you probably need this on the item as an on use macro
I think that'd be it, after the const
yep, ok ill run it
theres probably no item in the args, what has the ae?
The feature itself
oh thats an actor on use key
don't you need a macro pass to do predamageroll?
if it only activates on wake of ashes, why is it setup as an actor on use?
This I am not sure of, but I could attempt making it an ItemMacro use, or the effects macro area
Remove the AE then?
look good?
is the right one the literal item macro field on the left?
Correct
give it a try
You don't need the macropass or args[1]
I defer to chris I was only helpin cause he wasn't around lol
Are you trying to have this macro roll for just one item?
still felt wrong to be an actor on use though
or run any time the character uses any item?
Run it any time the character uses this feature.
But it didnt work, the ItemMacro way
yeah you want it to be an item on use then
You'll want it to be an on use then
whats the error
error helps a bunch here
putting it on the item makes a couple of those if statements redundant fwiw
No error, just throws a chat card with the description
no targets set
does the item on that specific canvas actor have your edits?
I edited off the character sheet item
right but it could be an unlinked actor
it could also be the range fields, it should be 5/blank/feet
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 resourceName = "Holy Power";
if (this.hitTargets.size === 0) return;
const resource = getResource(this.actor, resourceName);
const maxValue = getResourceMax(this.actor, resource);
const currentValue = getResourceValue(this.actor, resource);
console.log(resource);
console.log(maxValue);
console.log(currentValue);
if(currentValue >= maxValue) return;
await updateResource(this.actor, resource, Math.min(currentValue + 3, maxValue));
try this
Didn't actually test your functions up top
is the source actor hostile in the token settings when you double right click
the item says to only affect enemies
Yep all 3 hostile
what actually is this supposed to be doing?
Same thing Chris, just throws a chat card description, no rolling for attacks or anything
press f12
I mean is the source actor hostile
Nope hes friendly
and screenshot
its like a sweaping attack Chris
It this supposed to be updating the target resources of the source actor resources?
Because changing target resources will just result in permission errors without the use of warpgate
It should roll to attack all 3 frontal adjacent squares with the primary weapon, if at least 1 enemy is hit, it adds 3 holy power to their tertiary resource.
yea, this won't do that
the item doesn't have an attack on it
This is the console.
Updating target actors that aren't owned requires a way to get around permission issues
such as using warpgate
This is beyond the scope of a quick fix
I think he means it adds to the source actors resoruce
Unless you mean it's updating the tertiary resource of the attacker
Correct.
the problem is the item doesn't have an attack
you probably want this as an actor on use like divine smite
Well its not an attack of its own persay, its supposed to run off their primary weapon
or it's not setup right as an item macro
you aren't defining a primary weapon
yeah I already said I think hes using an unlinked actor for there to be no errors/console
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 resourceName = "Holy Power";
if (this.hitTargets.size === 0) return;
const resource = getResource(this.actor, resourceName);
const maxValue = getResourceMax(this.actor, resource);
const currentValue = getResourceValue(this.actor, resource);
console.log(resource);
console.log(maxValue);
console.log(currentValue);
if(currentValue >= maxValue) return;
await updateResource(this.actor, resource, Math.min(currentValue + 3, maxValue));```
unlinked shouldn't matter
double right click the source actor, is its data linked?
Try this
if hes updating the sidebar actor it would
this.actor is the actor of the token on the field
oh gotcha
the one on the field isn't getting updated
if the item on the sidebar guy is right but the token on the map is unlinked and old it never had the item update
well shit
could you try the updated macro I just posted
I removed the item name check
Since that's not needed anymore for this
oh oh oh there we go
It appears so, but he was close to max, I wanna see if it will update the full 3 points
yep, that worked so far.
it kinda feels like it should be setup like CPR smite
its like a choice for the attacker to use it or not right?
I still have no idea what the context of this feature is
Homebrew
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.
you can that screams smite setup
nah
forget that save DC part, we scrapped it
or optionalNAMEmacro?
the big issue is it being melee attacks
this should actually be working as worded now
ignoring the save part
well the problem is the weapon can change
Yea the save part is going out the window
so it's after you hit with a weapon attack?
does wake of ashes have it's own melee attack stuff?
Correct, you choose this over an attack, and if any one of the 3 enemies is struck you get the holy power. "Enemies being struck" is by the currently equipped primary weapon
That's worded confusingly
I don't think you can define a primary weapon though
Yea, no easy way to do that
maybe the aphabetically first?
or first found equipped weapon
I'd just make it like smite
I would just have it get clicked after you hit
and assume that means the last attack was a hit
¯_(ツ)_/¯
wow I wonder if...cleave could do this
Could I trigger the item off of an attack item currently equipped?
they are lined up...
that is precisely how smite works currently hehe
It's not an easy setup
yeah
when you activate the attack, have it warpgate the equipped items damage parts into wake of ashes?
I have warpgate, but not super familiar with its API, would this be hard to incorporate?
it has a dope wiki for figuring that part out fwiw
Why go that far
just make this a action type special
and have the player activate it after they hit with an attack
but like chris and I said, you'd have to use the first found equipped weapon, the players at my table abuse the hell out of their sheets
problem solved
it has to check if all 3 were hit I think?
says at least one was hit?
Only if 1
so yea, just special action
don't even have the attack roll on this
let the player hit normally then
is it one attack for all 3?
Correct
turn off the individual attack setting, target all 3 and make the attack, add the resource to the sheet after the attack is made
oohh
you could put the on use macro on the weapon and have it return if less than 3 targets
I still don't get why it's not just a special use feature
then define a value for how many are hit, and update the resource with the hittargets define
I feel like this is getting way over complicated
in fact you don't even need a macro for this, just set the item consumption to be -3 of holy power
can't you yoink the hit targets out of the workflow for args[-1]?
according to the pasted description from above
Correct, as long as you hit at least 1, its a flat 3
wait that wouldn't work cause args[-1] would be a conc check sometimes if he hits a caster
oh thats way easy then
ok so
item update, if hit targets greater than 0, update resource
I suppose any melee attack would do it.
yes
does it not get the damage of the regular attack?
It does that also, or it should rather
then just let the player attack it normally
and do a feature with a -3 usage of holy power as the resource consumption
don't even need a macro
well I guess may still be needed if you want to prevent it from overfilling
Yea true, just was hoping to automate and attack, and if hits, add 3 holy power
Yea I guess thats what I was trying to automate, rolling for it automatically
Does this feature just happen? Or do they have to declare they want to activate it?
is it limited?
Declare it
then automating the trigger would just slow things down IMO
Yea I get you
is there a way to create an effect that references another actor's level?
Maybe with a macro but not an AE
Actually, What are you trying to do exactly?
I was trying to replicate the shepherd druid's totems; in this case I'm creating a macro that evokes an actor for me but I don't know how to scale the bonuses
Macros are out of my wheelhouse
so do you know how to apply this effect?
"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."
I create an aura with AA and have a TMFX animation play to let me know if players are in it, and the rest I just handle manually
do you fast forward?
I would summon an actor with the creature type no target, and then whenever the druid heals, have the actor run a pulse aoe heal
if you want it all on one actor, you could give the druid a template heal aoe and have them always center on the totem
Hmmm.... Is ther a way to auto set a NPC's initiative to 20 when combat begins? 👀
are you trying to make lair actions?
Kinda yea but I want it to represent a full NPC with a sheet
well simbuls creature aide automates any lair actions on an actor in combat
it also does legendary action prompts
ah, nah I think I already have enough modules haha. Its starting to effect if my game opens or not haha
Ok so just have to do it manually
Cool cool.
Catching up with stuff.
Is this resolved @queen raptor ?
Anyone know how to set up the help action from chris premades? Can't find it in the compendiums.
Still on my eladrin problem. IS there a way to Exclude Cantrips when sorting for prepared stuff? I even put them on not always prepared...
No, that's a system/core thing. You'll have to remove them to not see them there
Which you can macro, of course
I tried the custom sorting module but it I can only sort them into catergories but the categories are still in random order... I thought yay just prepare the spell on a change. If clerics can do it why not my sorcerer. Cantrips screwed that
Cantrips system wise (and rule wise?) are just always prepared. The core way is to have a folder in the sidebar or a compendium with the choices characters have to switch out and just make the player do it
Drag and drop style
add cantrips as an items with spell
if you want them at the bottom
I want them at the top but only the ones that are prepared for the specific season she is playing that day. I just need them to not only prepare or change with the seasons. both is 100 fine. Or you mean one item per season she can just prepare?
will it work with twin and quickened spell?
Use illandril's inventory sorter
or am I missing the point of the question?
Yeah probably missed it altogether 😄
can you sort spells into different spelllists with it?
Got an Eldadrin with different spelllists per season which she has to roll daily. I try to remove or hide the ones for the other seasons so the spell list is not clustered with 40 spells at level 5. But something always screwes me up. Right now it's the missing possibility to unprepare cantrips or sort them correctly via Custom Character Sheet Sections
You could use TIdy5e with the Multiclass spellbook filter, or grab that module to manually install from my fork for v10 https://github.com/thatlonelybugbear/spell-class-filter-for-5e/releases/tag/10.0.0
Then, you could flag each day the rolled spells with a flag (shown in the screenshot) and these will be available in the Custom dropdown option as shown in the 2nd screenshot
I am not using the Custom Character Sheet Sections to offer a solution with that one. Probably in #dnd5e someone could offer more help on that one 🤷
so I would have to grab every spell and change the flag or can I do multiple custom ones and sort for that?
only one. But you roll each day right?
yea, but I hoped that she doesnt have to edit two spell lists each day after a rest
And you get the results. You can go through them and unset all previous flags and add the new ones in a macro automatically
The spell list is one
Actually to be precise, you got the Spellbook, which holds all spells.
But you can designate specific spells to be available in a specific list.
So for example if you have a Cleric/Wizard you designate a spell as Cleric or Wizard
How does she get the spells each day? And does she manually change them?
right now I imported them all and she needs to change preperation each day. BUT cantrips are staying what annoys me
i did a passive effect to let her prepare spells = level +1 because sorcerer normally aren't alowed to prepare
I would create a rolltable with the spells needed to change each day.
Roll on that table and use a macro to sort everything out for her.
so the spell list for each season is fixed. Only the Season changes daily. I hoped to add it into the changing season macro but chris said I should try the custom thing. But that flopped. Is there maybe a way to import a compendium and overwrite current spells or something?
Put all needed spells in 4 different compendiums.
Create a rolltable with the 4 choices.
Roll it each day and replace current spells with the compendium from the RollTable result
delete them and reimport the needed ones
Automatically
It will take a bit of setting up, but then the player will only need to click once on the Rolltable and the rest will be done automatically ( #macro-polo ez pz 😄 )
tag the spells that swap, have a macro that deletes all tagged spells, and a button to import all the ones of the day
I'll try to set it up
btw is there a flag, I could use for sunlight sensitivity and i.e a sunblade?
would the disadvantage be when you are in the bright light radius? Or the dim too?
dim too
using MIDI can you add a +1 to saving throws when an item is equipped?
theoretically I think you could use those
Sooo one take for that.
Create a Sunlight Sensitivity feature on the creature that attacks.
On the defender creature try this. DAE with:
Attribute key: flags.midi-qol.grants.disadvantage.attack.all,
Change Mode: Custom,
Effect Value: ```js
fromUuidSync(tokenUuid).actor.effects.some(eff=>eff.label === "Sunlight Sensitivity") && findNearby(null,game.user.targets.first(),game.user.targets.first().document.light.dim).some(t=>t===fromUuidSync(tokenUuid).object)
When a Sunlight sensitive creature attacks, will do that with disadvantage when inside the dim light radius
The weapon's. It can add that DAE in as well along with the rest
It should be a more generic one to affect all targets 🤔
You could add a DAE on the Sunlight Sensitivity feature, which checks if that creature is inside the dim radius of a light of a specific type.
like Sunburst animation maybe
It would probably need a World Script for that tbh.
@fringe crag try this for giggles.
On the Sunlight Sensitivity feature, create a transfer to actor on item equip AE with
Attribute key: flags.midi-qol.disadvantage.attack.all,
Change Mode: Custom,
Effect Value: ```js
findNearby(null,tokenUuid,100).some(function (t) {if (t.document.light.animation.type==="sunburst" && MidiQOL.getDistance(t,fromUuidSync(tokenUuid).object) <= t.document.light.dim) return true})
Then, create on a token a Sunburst animation type light
and move the attacker with the sunlight sensitivity in and out the dim radius of that light
Blimey, seems to work!
(if someone can try the above, I would be thankful, cause I am running a heavily modded MidiQOL right now as I am testing some things out 😅 )
I'll try
that worked great
in dim too, had the best possible outcome to test. haha
Conditional disadvantage on skill checks not yet implemented in MidiQOL.
and the second one sounds way easier than the first one haha
just have to make every sunlight effect the same lightanimation 😄
and never use it for normal light next to undead xD
It needs some sort of distinction so as to emulate the conditional check.
I thought of that one. If you want another check, it could probably be included
You can change the sunburst type to whatever you like too. You can find the relevant light types by typing in console ```js
CONFIG.Canvas.lightAnimations
yea i changed it to starlight, because that's my fav. sunblade like light animation. But I don't know how to do it for spells like Daylight 😄 but Thats not that important. the blade was more important
You could create a token with a light animation when casting Daylight, as the source of the light
yea just have to change the light range depending on the spell. That should work
Thanks! 🙂
Give it a custom type of NoTarget so that MidiQOL disregards it from AoE spells
There was a module that would allow light from hidded tokens be visible, but it's not v10 compatible 🤔
Invisible statuseffect kinda helps
Man, it is so hard to keep up with this chat lol. Don't look at it for 12 hours and there's like 1000 new messages
I wonder if there's a way to refine reactions based on what is triggering them
some of my players aren't exactly game or technically savvy. Honestly should just be on them to learn, but it's piqued my curiosity
What would a relevant trigger be?
I imagine there has to be some kind of trigger built into Midi right? Like "Target hit > prompt for reactions"
Parsing the args sent at that point to see what happened maybe? something like "Damage type = not fire,cold,etc" would exclude absorb elements?
My monk player and one other get confused when everything pops up for reaction, and sometimes press something inappropriate.
Sounds silly I know, should be on them. Just trying to avoid headaches in battle for me to clean things up
Some of my players are pretty atypically older than the avg I would suspect
MidiQOL reaction system will need some refinement tbh. I think tposney was thinking about it.
I have been trying some modifications to that extent (and offering reactions from other sources too)
Obviously some things are way too versatile to even consider like Silvery Barbs
But I have noticed Absorb Elements kind of pops up whenever any damage is done
Indeed, there is room for improvement!
Filtering against relevant attacking ItemType is a big one
Yeah I just haven't really dived into that whole area yet
Like Counterspell shouldn't prompt for a reaction if the Item rolled is a weapon
can you add to an item the effect "advantage on saving throws vs spells"?
and disadvantage when a spell targets you
Yeah, just trying to not harry out my players with prompts when I can. One of them previous had crusher, savage attacker, and draconic strike. So every attack would be like "Change damage type? reroll dice? move 5 ft??"
like old early pop-up heavy internet
This is similar to Gnome cunning right?
might be a premade for that somewhere
Will be in MidiSRD in the next release
Isn't gnome cunning advantage on savings throws?
against spells, int, wis and cha saves
yeah but i just need against spell saves and disadvantage vs spell attacks
ill need to check the midiqol effects
flags.midi-qol.grants.disadvantage.attack.msak Custom 1 and
flags.midi-qol.grants.disadvantage.attack.rsak Custom 1
Where I can find macros for 5e using MidiQOL?
@vast bane — Today at 06:18
but you have to really rely on these modules for the right setup items Specially midisrd:
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
you don't even need midi for that, its built into both tthe cloak of protection and ring of protection in dnd5e srd items compendium
@jagged lynx
Use these modules, don't make srd items from scratch install CPR and midi srd, then if both modules are enabled and all of CPR's stuff is turned on, at the top of each of your items will be a button that turns your shitty manual items into automated ones.
Now and again and not in any kind of structure, as a DM, I log in and every attack roll is auto rolled with disadvantage, until I refresh the page and then it goes back to how it should be.
Logged on as all my players and it doesn't affect them at all. Can't do FTC because it isn't consistent, anyone have a similar experience?
FTC is unreliable if you do not pre enable the usual dependencies like socetlib, libwrapper, wall height, sequencer, warpgate, and lib color settings before you start the run(and the obvious modules related to the problem)
always having advantage is typically unsetup vision settings and/or having retroactive advantage/readyset roll installed(or better rolls)
oh nice
The problem here is, is that the problem corrects itself when refreshed, so refreshing after each run of FTC is useless.
thanks
When my server had low ram, I had a glitch where a player, and even myself would not load every module. It could be that you might have adequate vision installed yeah? And in those times where your rolling always advantage, adequate vision never loaded for your client.
you could also have sticky keys
I really really wish tposney forced attribution on all the time on midi, to solve all of the various "Why is there disadvantage/advantage" issues in this channel hehe
Here look I have found where it happens in Console. But I have no idea what it means.
in the tab where you can export/import midi settings, there is a drop down in there very close to the top that changes tooltip info, change that option to ATTRIBUTION. Then when you have THAT happen, expand the attack and it tells you WHY
I'm writing a github issue to request this on all the time lol
worth pointing out if attribution doesn't show anything, then your advantage was done by the user, or by another module
99% of all unknown advantage/disadvantage is the new hidden flag, because one or both tokens have no vision settings
excluding the obvious of using incaompatible modules
Attribution either didn't show anything or I don't now where to look. 😕
I'm spinning up my world, show me what your attacks look like
in chat
click on the 2d20kl + 3 + 4 + 2
yours is gonna say hidden
cause you are smacking a duergar with invisible on or the vision settings of the attacker is fubar
Invisible was taken off the Duergar before the attack and there are no active effects on the Duergar, however I have just tried attacking a none Duergar and it isn't rolling with disadvantage.
But still it shouldn't be auto-rolling.
Check your keybinds, they are user specific and you might be accidentally holding down the disadvantage button
Do you have ready set roll or retroactive advantage installed and enabled? That is a direct telltale sign of either of those modules being active with midi read the first pin in this channel
I will check but I am not holding down any keys when attacking.
Nope none of those.
if you turned on attribution expand that attack and show us
the one you shared already where you never expanded the attack
bypassing the popouts and always rolling disadvantage, is either the user using keyboard shortcuts they didn't realize, retroactive advantage, ready set roll, better rolls, or something new that should be added to the list.
devolver is a ranged attack within 5ft
Reg Shoe likely has an enemy near them on ANY scene
if hes a linked actor
it can be another map that you have no active user on
no thats keybinds
you are holding down or have a sticky key
Yeah could be but do you now what is really weird.
When I set up the combat, the two Duergar were hidden on the combat tracker. When we got round to round two and the Duergar were not hidden on the tracker anymore, this problem has gone away.
yep that is definitely you holding down your disadvantage key
Yeah rollOptions indicate a keybind
Devolver is a Shortsword, but is a magic item that can be thrown up to 30ft so it has a range too, and I have just realised the problem I have put in the details about this.
that is a monks combat details setting and is unrelated, it auto hhides the actors, were they hidden to YOU?
Really appreciate all your help both. I am not holding down a key. 😦
No not hidden to me, were greyed out on the tracker, that is from Mini Tracker that uses Monks yeah.
if they were hidden to even you, that is actually chat GIF module and LOL I hear you on that, that is the weirdest module interaction with the tracker I've ever seen, I love the module but have to shut it off if my group does combat.
thats cause either they were hidden, or invisible and theres a setting in MLD/MCD where tokens aren't shown if hidden and don't show their turns till they have them to prevent metagaming the first round
other modules might have a similar setting but for me thats MLD(cause i'm stubborn and haven't updated past his split of the module)
its probably in monks combat details post split
OK deleted all keybinds relating to Adv/Dis ha ha
Remind me but can Build A Bonus work alongside Ready Set Roll?
this chanel is for midiqol, and ready set roll Midiqol cannot run with ready set roll
k
If this is set to ranged, it will get disadv to within 5ft
I just ran into this on Psychic daggers from Soulknife Rogue
you can set it to melee, but still keep the range setting on the card
and that definitely can happen to a linked actor who has a hostile creature on ANY scene, I had this happen last session to the player and realized after the fact that a hostile dummy was next to them in the landing page causing it
WOW that is really weird, just reset the combat, when Reg attacks a Duergar that is hidden to him in combat tracker it auto-rolls, but when the Duergar has had its turn and it now visible in the tracker, it does not auto roll.
It doesn't roll with disadvantage at least, not that the keybinds have been disabled.
split that weapon up
don't do a ranged/melee weapon as one item
Yeah it is set as a melee weapon with a range 30ft.
Mango is gonna be real sad to know that his module doesn't work with itself 😂
just wakin up I need coffee
I dunno what that is, but I'm worried its a zhell macro in midiqol
if it is, its ok if you don't automate damage at all in midi I suppose
nah - it's my wand of magic missiles - very much midi
Did you post that anywhere? Looks pretty nice
does it handle the complicated targetting
it applies in order of targeting, round-robin style
working on getting it submitted 🙂
but I do want to enhance it to allow for choosing # of missiles per target -- just haven't quite wanted to bite off the FormApplication chunk yet
I found a booboo in midi srd
if anyone wants to manually fix it, minus the damage formula
And since CPR combines, I can't tell which one does it but I assume since theres a description that its probably midiSRD
Chris you might wanna append the description with what compendium the items from otherwise people are gonna start reporting midi samples and midi srd items to your git
wow I thought the tint error was dae and even reported it to tposney, it was dfreds the whole time hehe
#package-releases message
When you use the item replacer it tells you what compendium was used.
yeah but as an example, I didn't look when I updated all 4 actors prepared spells, so I had to kinda guess 2 days later where divine favor came from
I think yer gonna wind up with midi srd bug reports unfortunately, I knew to report it there
I'm basically working by the logic that yours have no descriptions and midi srd does, hehe
Or /shrug you could just take it and invite bugbear to your discord lol
Ehh, it'll be easy enough to figure what is my issue or not
I don't want to append names to things
I have the SRD 5.1 in a bookmark cause its so hard to tell what spells are SRD and hwat ones aren't since the source on them says PHB instead of SRD
I was thinkin append in the description
kinda how you can always tell a sample item is a sample item cause he always puts something at the bottom
Probably another remedial javascript question, but I was thinking about namespace collision because I have classes like moved to #module-developmentWand and Magic Missile (OK, fine - I only have those classes so far, but...) and It seems like best practice to 'package' them somehow under myFancyModuleName but I don't know if that's even a thing in js...
I think ESModules avoids that issue?
I haven't touched making classes, so I have no idea how that works.
ah - I have them in "scripts" currently - I'll look into the difference
#module-development or #macro-polo may be better able to help you with that
you're right - wrong channel - ty
In the next release, all Midi SRD Items will be based on the Dnd5e SRD included ones.
So no more, PHB and whatnow. They will include the SRD 5.1 title
Does DAE/Midi have a way to reference the DC of the item being used instead of the spellcaster's DC?
Was making an overtime and realized the copy and paste I always use for the DC part is just the spellcasting DC
I use flat for those niche situations
and that would be wrong for multiclassed characters
you can do the longform dc like my copy/paste
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=##,
I can just make the effect in a macro
but I was hoping something like @item.dc would exist or something
I wonder if you can reference that value
the field where you enter the number for flat I mean
I think many of us don't bother with that spell scroll rule lol
this is for multiclassing
Pretty sure the entire item's data is logged
Ah, didn't read it was for overtime, mb, might not be exposed
I think the best way to handle multiclass shared spells is to duplicate the spells and have one set to int and one set to cha or whatever in those situations and don't use spelldc calls
thats the thing
I would still need to set the DC right in the overtime
and using the spellcasting DC would be wrong
right use the abilities.whatever.dc
having to edit the overtime isn't ideal for what I'm doing
you'd have to set them up manually specifically for each use case
Guess I'll just apply the effect via a macro instead
yeah multiclassing is messy if the casting ability is not identical
Now I need to check if I'm using any other overtimes doing this too
In my session last night a few different attacks, both ranged and melee, were auto-rolling with disadvantage and i couldn't seem to figure out why it was doing it. Is there some common mistake I might be making or something?
Midi now requires sight to be setup on all monsters or the players will get unseen attacker advantage. You can still toggle off vision check box, but range and detection settings must be present. You can shut this off in midi rules tab, second checkbox from the top.
I recommend using this setting and instead fixing your monsters vision settings
however...this is painful that I have to keep saying this lol...I really wish midiqol had attribution on by default
this would solve many of these "why do I have advantage" questions
I appreciate your telling me. Sorry it's a common thing. I don't check this discord too often
in the tab with export/import settings, there is a drop down very close to those two buttons that has "Attribution" in it, set it to one of those, and for now on, whenever you have an advantage/disadvantage you don't understand, expand the attack and you can see why.
It sounds like that's exactly what was wrong. It was both my human characters that were having disadvantage. I'm assuming they couldn't see
I really wish this setting was on by default cause so many people get confused by the new hidden setting thats on by default
theres really no reason not to have attribution on as its informative, highly recommend flipping it on:
If you have it on, it will show stuff like this:
in my snippet the actor had advantage do to an mwak key on an active effect
ADV.rollOptions means the user had the key held down for advantage/disadvantage
"Hidden" means the vision settings weren't set right on either the attack, the victim, or both
if its rolling advantage/disadvantage and theres no attribution, that means you have a bad module installed alongside midi
I would also point out that if you use advantage reminder, you don't need this setting
its on and in the AR messages
Thank you for all the info! I am trying to get my foundry pulled up to follow your instructions and get it fixed
Nice! I have included (well not yet, but in next release) in MidiSRD, a Staff of Striking similar to that one based on a macro shared here in #1010273821401555087.
I am pondering if I will include a proper Wand of Magic Missiles too.
Magic Missile... that spell is my bane. Never really get it working well.
Let me take a look at the macro for it. Now where did it come from initially, this bugbear remembers not
I use the standard version and then just hit the legacy button X more times on various targets, takes a few extra clicks but is never a drag in combat(must have legacy buttons on if you are using condense/merge)
I subscribe to the belief that MM is a simultaneous effect therefore its 1 roll
So if its all on one target, I target them, roll once, then tap the manual button X times, if its multiple targets then I just target them all, and double tap the extra on sames
Yeah, that could sorta work. Possibly slight abuse if the player switches target when one goes down when they otherwise would have shot more.
Oups... I just noticed my DF broke with the last update.
DF CE
what broke about it?
Tposney is on vacation so it would be ill advised as a midi user to update dfreds ce above 4.1.1
nested CE's are already broken in midi 34+
to fix them you must duplicate them and unnest them
Not sure if this is a midi question or not honestly, but I am trying to set up my Wild Magic Sorcerer's tides of chaos and I'm trying to make it do a pop-up whenever they have to make a saving throw. Is there something I should be putting into Activation Condition for that? I have it as a reaction because I know reactions do that pop-up, but I don't want it to pop up when they're just attacked
I don't wanna spam the midi channel with it, but short version is the button for the ce doesn't even work. 🙂
Hey there, would any kind soul be willing to advise on how to trigger an active effect on critical hit?
Would that be done via Activation Condition (or does that only apply to "Other" formula?) or perhaps On Use Macros?
My case is that I want the Crusher feat to apply [Advantage on attacks against target] on critical hits with my hammer. I have the Effect set up on the hammer, I just don't know how to stop it from triggering on-hit and reserve it to crits only... Anyone able to point me in the right direction?
Haha I'm out here trying to figure out what Activation Condition is too
what button for CE?
wiki pin in this channel
revert to 4.1.1 and alert dfred to the issue on his git
Already did, but thanks. 🙂
You're truly a Saint and I apologize once again because I always forget to check pins
it is inadviseable to update dfreds CE while tposney is on vacation since dfreds and midi are heavily dependend on them collaborating versions
Bugbear made this for us a while back i can share it
That would be amazing, maybe I can learn something.
@scarlet gale what is the code you write for macropass in an ae for after active effects?
huh?
?
is ItemMacro right there?
Looks like it
I do intend to make my own version of those feats eventually to use my queue system for damage modification
Chris. 🙂 While you are here. How do I implement the Help Action you recently added?
Find it in class features under generic
drag it onto whatever actor you want
I need to find a better compendium to put it in
I... so sure I looked through them all, I'm sorry.
I didn't want to make a whole new one just for help action lol
oh shit, I never fixed the URL error in his crusher macro he gave me so eventually Bugbears gonna see this copy paste and slap me:(Or badger since its a warpgate mistake)
Create a Feature that has an active effect transfer on equip:
In the itemmacro on the item on the top bar paste this macro into it:
NOTE, the active effect assumes you named the item Crusher
my version here has a 404 error when using the warpgate crosshair, I forgot to employ the fix for it that bugbear shared to me a long time ago
In my defense I never see it as the player sees it and never complained when I forgot to fix it lol
Goodness, you're a star. Thank you for taking the time to help all the legions of such clueless people as me 😄
So just to be clear, by item Crusher, you mean the feat, correct? Not the weapon?
theres a few datas in there that are gonna throw compatibility warnings, honestyl bugbear has the v10 version somewhere he will likely share in a few lol
mine works fine for my table though
in v10
I will give it a go and see how it behaves.
that reminds me i should put a "bounded token move" example on the wg wiki
I'm pretty sure the 404 is caused by this line: crosshairs.icon = args[0].hitTargets[0].texture.src
lots of unnecessary hoops being jumped through here 🙂 , that macroexecute at the bottom hurts my wg mutate soul 😂
this was made by bugbear during actually v9 foundry so its more my fault for using his old version
I know he has a refined version
oh, origin doesnt matter 🧠 can always be improved upon.
ah, but an updated one may be a better start
this one works other than the fact the cross hair has an ! triangle instead of the token image
You may want to use his linked new one, but I forgot to give you this folder macro too:
named moveToken
console.log(args)
let ttoken = canvas.tokens.get(args[0])
const {x,y} = canvas.grid.getSnappedPosition(args[4]-10, args[5]-10);
ttoken.document.update({x, y},{animate:true})
I'm actually swapping to his linked version now
I'm kind of embarrassed to say that I'm already confused by where these go... 😅
No need for that. Only warpgate
So the feat and effect creations are straightforward. But then... Where do I paste the chunk in, in the weapon under "On Use Macros"?
@wide crystal take a look at the linked macro. It has a how to in the beginning
oh shit just now realizing with his readme there that its warpgate doing the odd prompts for the GM now
I assumed it was a midi thing
Do you know where custom DF convenient effects data stored?
if you downgrade to 4.1.1 and create a new item, you will see it in the sidebar cause of the bug in 4.1.1 lol DON"T DELETE IT
to all users here, do NOT delete the Custom Convenient Effects item in the sidebar
Ah, so I simply create a Macro (say, on the hotbar) and paste this as a script. Is that correct?
it is ALL your dfreds DATA accidentally exposed through a bug
How convenient. 🙂
to the left of the hotbar is a folder button to do it without making an unnecessary button
if you go the folder macro route, name it and remember its name, and read his info at the top of the macro
you'll be doing a folder macro method, so the second example where he gave a crusher123 example is how you'd be doing it
ignore "crusherISDABOMB" example if you do a system macro
Hello, does anyone know if midiqol's snake attack is working, I've tried everything my knowledge can allow and it doesn't work, can anyone help me?
Yeah, looks like some is missing.
shhh, shhh, no tears now, only warpgate
what do you mean?
are you saying that upgrading to 4.1.2 caused data loss?
Magic Missiles try 1
ItemMacro | After Active Effects.
Target empty | empty | Creature
No damage formula
(based on a macro from someone, maybe Crymic, Kandashi, and a few others that come to mind. Will try to find an origin)
Nope.
Turned out it wasn't related to the upgrade at all.
Lesson learned: Do NOT rename effects that are in nested effects.
I probably should have prefaced thatthat bug should not be exploited as that is a dangerous chance at losing your data
I'll edit the post above lol
but nesteds in dfreds CE, in THIS channel, is not a thing
thats a feature for everyone outside this channel
Midi does not like nesteds yet for dfreds
Try these steps
Turned out I had created a custom nested effect, then foolishly renamed one of the nested ones. This caused the module to break when trying to load the menu since it was referring to an effect that doesn't exist. I could fix it by editing items.db. But that's dangerous. 🙂
I'm trying this out!
@reef bluff
If you were infact using midiqol for that sneak attack, if you have copied the midi sample item for sneak attack to the rogue player, follow bugbears link just above this message.
isn't there a bug in 35 where macro.itemmacro is not properly equipping?
or the sneak attack key is not doing it right
not exactly sure where it comes from but yeah there is an issue
For now make sure that you use ItemMacro.item Name
Sorry, is this still necessary or did Bugbear say to ignore this? For some reason the effect doesn't trigger, so I'm trying to figure it out.
go to bugbears macro link
I already did this scheme there, although I don't know if it's right, but it didn't work
I have, I used that.
hes the original author and rewrote it much cleaner
Gotcha.
its all one package item in his link
technically we could make a blank item and send it to you, but the mods here don't like us sharing actual items
share a screenshot of how its set up if there is still an issue
Is this right? https://i.imgur.com/FyEibrv.png
I don't see DAE, are you a midi user?
the folks in dnd5e might have been overzealous with their broom this time
Its technically not required for midi but...I'm pretty sure it is for you in this case
Dynamic Effects using Active Effects Module
As Moto says, DAE will be needed for this kind of macros with MidIQOL.
The effect should be though macro.itemMacro | Custom | ItemMacro.Sneak Attack
Ok guess I dont have that module
I also see a totally unrelated issue in your snippet if you want to tackle that after sneak attack just ask me about it
This is how I have it.
are you on DAE 10.0.24?
Correct.
Does it work?
It does not.
We should probably also clarify that the macro requires warpgate module too lol.
That worked well! Cool!
Might be worth tweaking the popup for ease of use.
Everyone here should not be using DAE 24
DAE 24 is bugged, you need to downgrade to DAE 23
yeah that is in the to do... (not soon)
which means we just sent the new guy to get DAE and they installed 24 woops
not sure it's bugged for that key
Okay, in that case I'll have to do that tomorrow, as I'm not the host.
let me double check
do you have warpgate?
Correct.
honestly a bunch of core dnd5e midi items break in dae 24, rage noteably
wait its the update keys right?
not the damagemacro key
That's not a question for me, is it? 😄
oh shit, crusher doesn't work with gridless....noooooooo
could this be a crosshair related issue?
does warpgate require grid?
it gives me a ton of false "on top of token" warnings
well, it gave me 3
ok heres my theory on your reason its not working
I think you used my macro
OR, you used a selection of his macro instead of copying RAW
Let me re-paste that, but I'm quite positive I used Bugbear's.
use the copy raw button
That could be the case.
OH
you didn't show us if the item has its ae to transfer on equip, and looking at it now, it does not appear to be
transfer on equip would have a lil hand icon there
I don't know where I'm going wrong
@wide crystal if you edit the active effect for crusher, the first tab it needs to have transfer on equip checked
those other two ae's also aren't setup that way fyi but I suspect you corrected that
OK just tested, Crusher should be working fine MidiQOL 10.035 and DAE 10.0.24
Followed the steps and no result for sneak attack prompt
Did you change the Items on the sidebar or on the Actor?
I am 99% convinced this is yet another run through of turning on attribution... let me scroll up and copy/paste
That hand icon has me confused as well, as sometimes it shows, sometimes it doesn't.
Here's how I have it set up.
I set it to "not stack by name" thinking that this means effects with the same name will not overlap, is that correct?
Then I have the Str +1 and Con +1 set as "don't stack by origin", so that it only allows one of them.
renamed in the sidebar
I suspect your attack has a hidden disadvantage/advantage
Ironically the hidden attribution is probably hidden
I really appreciate you taking the time @violet meadow and @vast bane ...
Crusher:Advantage 🤔 what is that?
change to that setting?
yes, then make the attack again, and expand the attack and see what the flags are
I suspect there are two keys on the actor firing preventing sneak prompts
Crusher advantage is this effect (also the 1st screenshot in my previous message).
oh Houston we have a problem
It seems multiple flags.midi-qol.onUseMacroName calls to ItemMacro.xxxx on the same Actor are fracked up
What's the name of the Crusher feat?
where the ItemMacro is upon?
Crusher.
OK use ItemMacro.Crusher, postActiveEffects as the effect value
in my image above I showed you that you can click on the attack roll and it expands
did you change the setting?
yesa
false alarm. nothing to see here 😄
you do not have advantage on the attack
this is going to be bad for CPR users isn't it?
that looks like a "Everyone use midi 33" problem
for anyone using multiple ItemMacro calls 🤔
who uses midi and has just one itemmacro
Oh shoot. I apologise, but the mistake was a silly one on my part. It now appears to work correctly - the effect was indeed not applied and the screenshots I sent were of the Feat unequipped, instead of the one on my character (which means changes were not applying). @violet meadow @vast bane
Once again, huge thanks for all your help.
make sure your players are always linked actors just incase that was the issue
This is some amazing work. It's not clear I would not have been able to get even close to replicating crusher 😄
Do I want to ask what the difference between linked and unlinked is? 😄
You do not appear to have flanking rules on
or you are not using roll automation?
does the player have to roll with advantage? I thought midi would be able to tell when they had advantage. Like I applied paralyze and it didnt roll advantage
you don't have any flags setup
but that shouldn't be an issue if an ally is adjacent
I suspect you don't have midi setup yet
if he was infact flanking you'd see a flanking flag in attribution
I did set it up a while ago
If you manually roll with advantage, does the Dialog for Sneak Attack pop up?
wow, I have to undo gridless, it breaks flanking too
lol Midiqol cannot have Euclidean set???
@scarlet gale can you replicate this or have I messed up my MidiQOL installation too much?
false alarm
You will need to make the ranges 7.5 or something
I've had multiple on use macros work fine for me
It concats all the flags.midi-qol.onUseMacroName
You don't happen to have one accidently set to overwrite?
If you export me the actor, I can give it a spin on my setup
Will take another look later cause I have been playing around with Midi files
I think the fastest way to help you is to convince you to export your current midi settingsand then take an import from either me or one of the fst forward guys to test theirs/ours on your sneak attack
it looks like you have critical midi settings set to off
If you fast forward, you may want someone like bugbears settings, if you don't fast forward, then you'll want mine
OK false alarm... I imported a user's item without checking it...
Hey moto, thank you for the json, but it is still not working. I was able to import, I dont have CUB, but i dont believe that would be an issue to get this to work. but if thats the case i feel stupid but easy solution. but other words i am not sure what is preventing the effects to go on the a player.
can you show me/refresh my memory on your issue?
I didn't think this could be done in a dialog -- I am going to be studying this one for a bit (and then steal it, with credit of course)
I want it as like it will do all the rolls but not fast forward the damage being applied. Cause I play with the AC rule where if attack matches AC it does half damage. So I want to be able to apply half.
I still need to find the original author that this is based upon
in workflow button/workflow tab/damage section, theres a ddrop down set to YES + Card, change that to NO or one of the no's
ye its no + damage card atm
completly fair it has been a day.
I have been trying to use ablities like rage, and have the effect from the freature to show up on the player token. I have Dae, and followed the basic intructions and i have Midi QOL added in your setting you sent me, and still it is not adding to the players token.
heh, you two confused me for a moment, sorry I got darune and detrivance crossed
hahaha.
Here is my non fast forward settings for the folks that want to test settings
export your current ones so you can quickly change back, my settings are...less automated than the usual midi users tastes
in the MISC tab of midiqol workflow button is the export/import option
can you show me the details tab of the rage item, and the active effects first and third tab on the ITEM
Also can botyh Detrivance and Darune Larch read the first pin in this channel and confirm you guys are not using any naughty modules?
once you import my settings, the attribution on the attack should start saying things, however if it doesn't say flanking, then either you aren't using midi, not likely, or those actors around your source actor are ALL red, hold down ALT
I believe this is what you have requested if i am missing somthing please confirm what. and i will look at the pin to see if i am using one of the modules
looks like i am using a naughty modlue, which i will be said to see go. ready set roll. while this does not work with this, would this cause the issue we are talking about.
click the pencil square edit buttoon in either of those right hand windows you sent, those are the wrong ones
Yes it would
yup ok that was it. thank you. it was just that simple as removing that module.
how are you doing with your issue?
damn it
D's man, they get me everytime
Tried your settings moto and it still didnt prompt for sneak attack
Gonna need to have you two put numbers on your forhead
at the moment it looks like its working just fine. i need to do some more test, before i am 100% confirm i am good, aaaand you are talking to the other guy. well good luck.
hold ALT down on the map, what color are all the squares, two reds, or two blues must surround someone to get advantage and a same color ally must be adjacent for a non advantage sneak
ALSO, show me the attacks attribution list
Click on the top attack area, in my image its the 2d20kh stuff, if you click there it expands and shows you the flags:
If your token colors are set right, then I suspect your suffering from advantage and disadvantage and sneak cannot happen if the workflow has disadvantage
omg shift alt printscreen is apparently a windows hotkey
just Alt
shift printscreen is my hotkey for ss
alt should highlight the borders and tell you who is hostile/ally/player
startmenu+shift+S is snippet in windows 8+ systems
its a faster snippet share tool
OK what about the console. Any warnings or errors?
ok cause you have a green, sometimes, usually caused by modules, a green can actually be a red, can you double right click the green on the left and see the disposition setting and make sure its not hostile
player owned can sometimes screw up dispositions and hide a hostile
friendly
I think this is likely bugbears direction then, its the damagemacro bug since it references an item.macro
you are gonna see 3 yellow errors in the console when he rolls
Someone else here had the issue, and they copy/pasted my effect value and it started to work
but I updated to midi 35 so mine are broken now too
yeah sneak attack breaks in midi 35
woops dragged out auto instead of normal
Which one of these did you drag out? Auto alone does nothing
the 2nd
if you want auto sneak, both need to be on the actor
@reef bluff
- Delete Sneak Attack Item from the Actor.
- Delete Sneak Attack Item(s) from the Sidebar.
- Import Sneak Attack Item from MidiQOL sample items compendium.
- Edit the imported Item's name to be Sneak Attack.
- Edit the imported Item and the DAE's
Effect Valueto beItemMacro.Sneak Attack - Drag the Sneak Attack Item on the actor which needs to have Rogue class levels.
mine when I roll the attake and hit and roll the damage the snake warning window does not appear and these two warnings appear on the console
Follow the same steps as the message exactly above yours indicates
In other news, I just made my own way to use the item DC in the value field of an effect.
that's exactly what i did and it still doesn't work
When Tposney is back, I really should just ask to have DAE do it...
I just point the macro to item.abilityMod and get it from there
can we utilize it in our own items if we have CPR installed?
hes trying to do it in the overtime effect value
Attribute key stays the same I presume? flags.dnd5e.DamageBonusMacro
I couldn't find a @ key to get the dc of the item
I can pass the table access for you to see
There is @item and @itemLevel
DM me a link and temporary GM access if you want
yes
I updated the pin to include the flags.dnd5e.DamageBonusMacro fix
But trying to do @item.whatever didn't get me anything
Yes
@item.ability would get it but not inside a @abilities[@item.ability].mod I think
when trying to evaluate the saveDC = 8 + @abilities[@item.ability].mod + @prof
I think he wants dc
yep
is there a way i can automate the dodge action, any attacked against the actor have disadvantage until the start of the next turn?
let me try that
OK, The sneak attack prompts now! but the auto doesnt go through when I applied it
Chris is it saveDC=@item.dc,?
with dfreds CE installed, and setup, any player can use the dodge status from dfreds
It kept getting wiped by DAE I think
ok, i'll try that
you can also give all your players a generic self/self item named "Dodge" and midi will apply dfreds CE dodge
Someone has patient defense automated, you can literally copy that
welll, minus the ki consumption
and set bonus to regular action
oh...dfreds does lol
also, incase you have the module, TheRippers Argon Combat Hud gives all the generic actions to every actor, and if you turn off HIS automation for it, midi+dfreds will pick up his item roll and automate it in midi
But Argon Combat Hud is an acquired taste not everyone likes a bulky UI
do you know what causes this? I'm unable to replicate the need for this in midi 35/dae23 with the starter hero, mine just is fine and works.
At any rate, next update to my module will include my hack for it. $chris.itemDC will get replaced with the DC of the origin item.
Its not creating the damageBonusMacro correctly for some reason.
If your Special Traits of the Actor has a ItemMacro.Rakish Audacity or ItemMacro.Sneak Attack in the Bonus Damage Macros you are good to go
oh so if you don't have more than one, you are fine
Hi all. so i had to remove ready set roll to allow Midi to work. and i know my players, as well as i my self would miss this module. does any one have any module suggestion that would work with Midi, but give a layout like ready set roll.
mostly to let the roll happen, and have a option in the chat to add advantage or disadvantage.
midi is your only option if you are using midi
a tale as old as time that I was tempted to point out to you when you said you had it, 99% of ready set rollers drop midi
ok. is there an option in midi to let my players add advantage to the attack roll. hopefully after the attack and with out the pop up.
its like a design choice, you either throw the dice and decide after the fact(readysetroll) or you automate and presetup everything to work right and don't toss dice that won't matter(midiqol)
the two do not work together ever
oh i am def keeping midi, because it will allow effects we want. but still, just trying to have my cake and eat it to.
there is no way, you likely want ready set roll and not midi 😦 a tale as old as time here.
fwiw ready set roll has a effect transfer setting now too, but theres alot more to midi than effect transfer that you lose
the yummy flags and build a bonus I think doesn't work with RSR at all
not to imply that build a bonus is in anyway related to midi, its just that midi works with it for the custom rollers(so does roll groups)
well i guess we will try midi this week and see what the players say they rather have. but thank you so much for you help.
I think why it always happens is cause midi is rough out of the gate till the DM has set everything up, and ready set roll is very laid back and doesn't need automation setup so it works out of the gate
We shall see, but if you do wind up switching, your always welcome back if you find a group that is fans of midi hehe
can you toggle advantage on saving throws as an effect for an item?i know some classes or races had that property (like gnomes)
If Gnome Cunning is what you're after
nope its not as of right now
ok, I'm sure I'm doing something wrong but hopefully someone can help me. I'm trying to get Midiqol to prompt to use sneak attack. I've searched and it's still not working I am in combat, I started a new round, I attack with advantage. I have the MidiQol Sneak Attack on as a feature, I renamed the feature tojust Sneak Attack, since it said to do so, I attack with advantage and then on rolling damage nothing abotu sneak attack shows up.
hmm so how can i set up that...
Gnome Cunning Feature.
Create a DAE on it.
Check Transfer to Actor on item equip in the DAE's details tab.
Add the keys as shown in the screenshot.
okay
btw i copy and paste the ring of protection effect on my custom sword item and it doesnt add the AC for some reason
show me your custom swords details tab, mostly just the top third
You either have a sword that requires attunement, or you copied the ae but never set it to transfer on equip
(or the swords not equipped if a standard weapon too)
show the first tab of the right hand effect
you either have nothing checked, or you have one of the two selfs checked
ok then in the swords item details tab, its either not equipped, or it requires attunement and isn't attuned
also the custom field there.....
@violet meadow isn't that key a system key, not a dae key? I'm guessing they yoinked this out of midi srd
its equipped and with attunement
yep i just copied the protection ring lol...
kinda lazy
mouse over their ac number on the sheet and show me the tooltip
this?
right click the actor in the sidebar and export the file and send them to me in a DM
ac.bonus needs ADD
does the save really need custom?
nope
can never tell with the secret dae system keys lol
system.abilities.cha.bonuses.save ADD +1 for example
or
system.abilities.cha.bonuses.save Custom 1
maybe its because is a weapon instead of armor?
what is it exactly? 🤔
ah ok scrolled up
Is the DAE set to Transfer to actor on item equip?
yep
Attuned and equipped?
@hasty jackal edit the item, go to the effect tab and click the lil hand:
they edited an owned item and I'm vindicated for saying the glitch still happens /smugsmile
welp that worked
its very rare
its a glitch?
yep
its in the pin fwiw
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.
The title bar saying editing effect on owned items is experimental is a good indication of something that might go wrong too 😄
in your case you had the opposite, it glitched nad never transferred
hes nailed down most of the issues, but generally speaking for everyone here, when editing owned items, always always always double check the ACTOR effec tab
when they sent me the actor I saw this:
a lack of hex defender effect even though its transfer on equip
that meant weirdness with editing owned items
I typically only see it when people fiddle with the checkboxes too much with latency
the four checkboxes in the first tab of an ae
The folks in dnd5e would coach you never to edit an owned item, but in here...most of us are experienced to catch these glitches, but you new folks may want to consider editing in the sidebar instead, then dragging over.
also fyi, your fighting style is inactive 😉
probably because its dnd5e srd's
Better safe than sorry. Drag to sidebar, edit, drag back
and its checked as suspended
@hasty jackal
#1010273821401555087 message
the dnd5e srd's have suspended effects that really do a number on midi, its partially why midi srd exists I believe
I think midi treats suspended as immune or something, cause I've seen charm immunity and the actor gets it added but suspended
its a reaction dunno why is there
its suspended in the first tab of the ae
inactive typically means suspended, unavailable usually means its on an item that requires attunement or has the equip flag and is unequipped
suspenden ill check the effect
Before midi 35, Ranged Disadvantage was handled by midi alone and just kinda showed up situationally one a token that mattered, in midi 35, its applying dfreds CE, and when its applied to a linked actor, suddenly ALL scenes with that actor check for enemies within 5ft. This can cause ranged disadvantage if your players leave their tokens next to combat dummies on landing pages fyi.
I don't know how to shut this off or go back to midi's way in midi 33
you can only shut off midi's. Dfreds CE is force fed to us, you can't stop it from applying
ok I think I got it, it has no expiration
so they gain it while fiddling on the landing page and then the DM has to shut it off once they leave
man this thing is hard to replicate, but I swear its happening lol
I'm convinced that the situation I had was a player fat fingering their reaction toggle:
What does this Damage Card setting do? Nothing seems to change on the damage as I change this
for some reason my MidiQol is taking forever to check if a target passes or fails a saving throw
any ideas why?
nvm checked
the timer was 30 seconds
So I'm messing with Warpgate for the first time and tryiong to setup Conjure Animals from here - https://github.com/trioderegion/warpgate/wiki/Conjure-Minor-Elementals . I can change pictures and all but where do I define it to actually spawn the actor from? Do I need to make a specific compendium/folder?
Pretty sure the actor has to not be in a compendium
When I change Azer to Dire Wolf (with the right picture path too) I get the same error
Oh, maybe cause of how I have the wolf named. Let me make it match 1:1
That was it!
Just had to speak it out to figure it out
Aw, doesn't de-spawn the wolf on loss of concentration
There's likely a way to track what ones are summoned, then it's just a matter of triggering another macro when the effect is deleted
such as with DAE or effect macros
DAE on/off function
Effect macros also has a deleted trigger
Even on v9
As for tracking the summons, no idea. I haven't had to mess with warpgate summons yet
No clue how to do any of that so I'll just do it manually. Not much of an issue. Got spawning working, but the animation won't play
Got the path from the sequencer filemenu
Is there a way to make Other Damage automatically count resistance?
put damage type in like 1d6[piercing]
Quick question, is there an Active Effect flag that can reduce the damage output? Like system.bonuses.mwak.damage and add bonus, but can this flag say "reduce the damage by 50%"?
I would look around the sequencer Discord for examples
I tried that, that shows the damage type, but for some reason it is bypassing resistance. Those red buttons don't show for other damage
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I need to use the standard apply damage with right click to apply Other Damage
Got that figured out. Had to comment these out
you have to jump through alot of hooops to warp in an actor from a compendium I think
basically you don't actually warp in the actor, you take a generic clean slate and warp in the actors items
and stats
gotcha
It was off cause of the name of the creature
the ol' scrolled up hit meh
honestly, the only real hoop would be importing the actor from the compendium before doing the summon
I already had a folder for them cause we were doing it manually before
Thats a timeout not timer, the user is not rolling themselves
That card is this:
its the players version of the DM card that only players see, you'd have to login with one to see it yourself
Hm, ok, thanks!
Nope. You will need a macro for that.
tposney has an example how to do that midi style with their spiritual weapon, granted this is v10 so some changes would have to be made for v9 (all them systems to either data or data.data depending on where)
const version = "10.0.13";
try {
const origin = args[0].itemUuid;
if (origin) {
const removeList = actor.effects.filter(ae => ae.origin === origin && getProperty(ae, "flags.dae.transfer") !== 3).map(ae=>ae.id);
await actor.deleteEmbeddedDocuments("ActiveEffect", removeList)
}
const updates = {
Item: {
"Spiritual Weapon Attack": {
"type": "weapon",
"img": args[0].itemData.img,
"system.actionType" : "msak",
"system.properties.mgc": true,
"system.attackBonus": `${Number(args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod) + Number(args[0].actor.system.attributes.prof) + Number(args[0].actor.system.bonuses.msak.attack)}`,
"system.proficient": false,
"system.damage.parts":[[`${1 + Math.floor((args[0].spellLevel-2)/2)}d8 + ${args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod || ""}`,"force"]]
}
}
}
const result = await warpgate.spawn("Spiritual Weapon", {embedded: updates}, {}, {});
if (result.length !== 1) return;
const createdToken = game.canvas.tokens.get(result[0]);
await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"data.proficient": false});
const targetUuid = createdToken.document.uuid;
await actor.createEmbeddedDocuments("ActiveEffect", [{
label: "Summon",
icon: args[0].item.img,
origin,
duration: {seconds: 60, rounds:10},
"flags.dae.stackable": false,
changes: [{key: "flags.dae.deleteUuid", mode: CONST.ACTIVE_EFFECT_MODES.ADD, value: [targetUuid]}]
}]);
} catch (err) {
console.error(`${args[0].itemData.name} - Spiritual Weapon ${version}`, err);
}```
an itemmacro on the item after active effects
i have given a player a cloak, that lets them use a reaction to give themselves evasion... i cant seem to get it to trigger on save spells, it seems to want to trigger on attack rolls
any advice?
Yeah, too much work to deconstruct. Manual isn't hard anyways
I think using reaction damaged should do it?
Heres my ridiculous recycled tashas macro in fey form that kills the warpgate summons on conc breakage:
this is mostly vintage Bugbear work btw
my favorite part of this macro is the preitem roll right there at the top that stops the spell if they don't have the component
I also did a summon from compendium function, but honestly it ended up being just in the sidebar because I never figured out a good time when to delete the creatures from the sidebar, so I just collapsed the folder and forgot >_>
I'm trying to move away from constant compendium pulling cause badger said on lower end host machines massive compendium parsing can degrade performance and I tend to agree as I feel macro.createitems are faster when they are in the sidebar
one thing I gotta add to these tashas spells is the adding to combat and giving the same init as the caster but 1 more decimal point out so that its always second
This could be adapted for any of the Tasha spells no?
Sorta, sometimes they have oddball stuff you gotta add into the warpgate section, and a different item, also the dialog is totally unnecessary for summon tashas spells, but I didn't know how to cleanly remove it
I basically use this macro for all my warpgates
the macro pass is ALL btw for this macro
Cool. Will examine more closely once I’m fully up
that one is very specifically summon fey
Crymic has a bunch of summon spells on his patreon
Summons are on my low-priority to-do list cause the Crimic ones exist
But I'll likely have to get into it when I update my echo night automations
What is the best way to implement the general rule '... after the roll, but before the DM says whether the roll succeeds or fail' while still having automations? I've been playing around with midi settings, but I can't find a setup I'm really happy with. Limiting myself to attack rolls here, ideally I'd like the workflow to just pause after the initial d20 roll to check if the player wants to do something before carrying on to damage. (The specific reason I'm trying to do this is to test the Luck rules in the latest alpha of Project Black Flag from Kobold Press, but the question applies to various official 5e features).
OptionalNAMEmacro
search the readme for exactly that
they are a dae key that will never auto complete
What exactly is that Luck rule?
Lucky is already included in MidiQOL sample Items
I think its indeed an OptionalLuckyMacro hehe
DAE readme or midi?
midiqol one
ok thanks checking now
I cannot find it there, checking DAE now
Oh optional bonus
oh ofcourse, the periods
Optional.Name.Macro
oh they aren't even macros duh
I always confuse it with the OnUseMacro key
Examples of this are Bardic inspiration, Indomitable, and I think lucky
I redid my dm inspiration to use this
Is moto just talking about optional bonuses?
(yes)
I don't think the warning on the save bonus requires fast forward anymore, I've used it without it
Had me thinking there was another way to call macros lol
You can call macros optionally
I think weirdly if you haven't noticed yet
OK, I've checked the readme and the lucky feat (I banned that so long ago in my games I didn't even think to check if it had been automated). The rule I'm trying to implement in short is: 1 lucky point = +1 to the roll before adjudication (you can spend multiple points on a single roll OR 3 lucky points for a reroll.
So I guess one way to do it is a Luck item similar to the Lucky example for all characters or possibly a world script?
Specifically the example Lucky item that uses resources on the sheet
Actor on use can likely do that
Also, why isn't the macro part for the optional bonus in the readme
Had to find it in the changelog ._.
He needs a secretary honestly hehe
I wonder if he'd take github suggestions for rewrites of the sections some
The really good nuggets in dae/midi are in those changelogs
ok, in that case would it be the after attack roll pass? to allow for the total to be changed?
didn't 34/35 just add new keys hooks precisely for that
Can probably butcher my monks focused aim feature