#MidiQOL
1 messages Β· Page 88 of 1
theres a sorcerer feature from the same book like that monks feature
Seeking Spell and Magical Guidance
hi all, is there a midi flag to temporarily increase the range for all melee attacks?
is it for something the DM controls?
i wanted to give my players an item which would give them a temp buff through DAE which would increase their melee range
was trying to automate the eldritch claw tattoo in dnd 5e
I only knew of a trick for DM's not for players
what would be the DM trick? I don't mind manually doing it
The DM has access to the keybind for Override which will let you attack ignoring the range check option
By default roll OTHER is the O key when you roll, I unbind that cause its useless in midi, and rebind O to Override
*Override optional rules
its DM only
I wonder if you could do an onUseMacro key that is just a macro that changes the setting for range check to off for the roll
ohhh. could this be used for Counterspell? So that the counterspell reaction only pops up if the player is targted by a rsak/msak?
(i know that's the only use case, but just thinking.)
Different functionality, wouldn't help in the case
counterspell I feel, is the one reaction that never needs a prompt
yeah, maybe so...
if you have a player that has that spell, the moment you start to pronounce "I cast" immediately they will want to sus out the spell and counter it
and if they are inept and not paying attention, in a real table top they'd be pelted with jolly ranchers till they started paying attention lol
that reaction is so on everyones mind during my turn
OK I tried to put that flag back in.
It works if:
- add the
flags.midi-qol.optional.NAME.criticalDamage | Custom | true,false,1,0,whateverwhere the Effect value needs to be just NOT empty π€·
and - it needs a damage roll of some kind, eg.
flags.midi-qol.optional.NAME.damage.all | Custom | 1d4.
Then when the roll is a critical hit, it will double up the damage dice.
But the damage card will have its details a bit messed up.
The weapon's critical damage roll (1d4 doubled in this case) will be shown just as the total damage and no DSN roll.
The optional damage roll (1d6 doubled in this case) details will be shown though and DSN will roll too.
I believe this worked previously when I tried it a few weeks ago, but when testing yesterday the MidiQoL Sneak Attack feature/item didn't work, would anyone here have an idea why or what I can do to fix it?
read the pin by me in this channel, its the first discord link
That did the trick, cheers!
A follow-up question, how tricky would it be to adapt the sneak attack for a Swashbuckler Rogue who doesn't need an ally next to their enemy? Would it be as easy as removing this whole section, or would it be more complicated?
if (!isSneak) { foundEnemy = false; let nearbyEnemy = canvas.tokens.placeables.filter(t => { let nearby = (t.actor && t.actor?.id !== args[0].actor._id && // not me t.id !== target.id && // not the target t.actor?.system.attributes?.hp?.value > 0 && // not incapacitated t.document.disposition !== target.document.disposition && // not an ally MidiQOL.getDistance(t, target, false) <= 5 // close to the target ); foundEnemy = foundEnemy || (nearby && t.document.disposition === -target.document.disposition) return nearby; }); isSneak = nearbyEnemy.length > 0; }
there is a swashbckler rogue midi sample item π
same problem as your other macro
Ah, that sounds easier, I take it that would be the Rakish Audacity item? The swashbuckler is in a friend's game, so can't really try it out at the moment.
Yes Rakish Audacity
I'm trying to automate Wrathful Smite. I made those active effects that expire on a hit. Now I need a macro (using ItemMacro) that makes the target roll a wisdom save (through midi, which is configured to use monk's token bar for saves) and on a failure apply the frightened condition (from CUB). Where should I start?
Hello guys, i have a problem, could someone explain to me why it tells me that there are no targets that must make the saving throw if they are surrounded?
you need to target the tokens by pressing T while hovering them, or right clicking and pressing the target button
Any way to make it automatic?
you might need to adjust your workflow settings for that to be the case. maybe late targeting?
you can make templates to autotarget tokens here
QUERRY: is there a way to have a static "healing does damage instead" on an actor?
In the item details tab change these:
10/feet/creature(or enemy if only hostiles targeted) - target
blank/blank/self(or special if he doesn't hit self) - range
Beware that when you setup abilities like this, they do not play well with levels maps
unless you have your settings set to levels auto cover
ty
Hello hello, I'm trying to get a spirit guardians macro to work. Currently with midi overtime the macro works when an enemy starts its turn in spirit guardians, but does not work if the enemy enters the aura. I'm trying to switch from midi overtime to Effect Macros firing On Effect Toggle and On Combat Turn Starting, but I'm not sure how to pass the args (@token @spellLevel @attributes.spelldc) that would typically go to ItemMacro to the effect macro instead. Anybody know how to do that?
Check the effect flags
One of them will be castData
It will have the cast level
You can get the spell dc from the origin of the effect
Hey beautiful people!
Quick question: I have this spell that targets 3 creatures but when targeting 3 tokens the active effect only gets applied to the token targeted first. I assume I am overlooking something? π
That looks fine, are you applying a condition that the targets are immune to maybe?
It is basically bless for all intents and purposes.
no "conditions" included.
And it is always only the first one, so if I choose a different token first it will get applied to it even if it didnt before when the order was different.
Thanks, do you know where I would check the effect flags?
if you right click on the compendium icon of the effect in its title bar, it will copy its uuid to your clipboard. If you want to extract that document's flags, open up the console and type:
fromUuid('copied uuid string').then( doc => console.log(doc.toObject().flags))
which will spit out that documents flag data into the console
Effect macros passes you the effect. You can console.log(effect.flags) and poke around
It should be in the midi-qol flags
hi, @scarlet gale perhaps i'm blind, heh, but where is the setting to for changing invisibility and blind conditions?
effect.flags['midi-qol'].castData.castLevel```
Condition Fixes
duh. there it is. thank you.
Does that help? @scarlet gale
Honestly I'm not sure why it's doing that. Unless it's a macro tied to the item making the effect instead of dae
Hmm...Okay, thanks!
sounds like a case of token.update instead of looping over the targetted set?
Could you screenshot the DAE details of the item in question
Any errors on the console when you use the item?
I didn't think to look there...But yes. Is this one over and over again.
Turn off the about-face module and see if the issue persists
Yes, it does.
Is there something in the activation condition field?
I realized that I hadn't done an updated for quite a while of any of the modules, so I just did one round of it. That solved itβ¦
Many thanks regardless!! π€
i have 2 question if is possible with midi to create an effect that does this "adds +1 to all spells saving throws" and an armor that "negates critical hits"
the second is an adamantine armor
Yes, with passive effects on the items
okay how can i make the first one a passsive feature?
Edit the item's DAE and check apply to actor on equip
It'll only be active if the person has it equipped and if it requires attunement it'll check that too
the first one is a passive feature and i mean what effect should i add to the feature and armor
this is the effect i created but it doesnt negate the extra critical damage for some reason
It now works in terms of being distributed, but it goes away after a minute even if the duration is set to rounds and there is an active combat encounter. π
Custom for Change mode and 1 in the Effect Value
i dont have change mode on the options
nvm im dumb
nope
the +10 is the critical dice
@hasty jackal #1010273821401555087 message
I suggest to heed the suggestion in that post too, MidiQOL flags in the readme are explained a lot
@hot flower a MidiQOL related example for Template Macro <#1010273821401555087 message>
Chris has some in this module too
thanks. I'll see if I can adapt.
it's a fairly typical damage formula
template damage formula, i mean.
now another question, with Midi is it possible to add a flat +10 bonus vs something like frightful presence?i tried with build a bonus but it seems that Midi and Build cant interact on saving throws due to compatibility issues
Who do you want to get that bonus?
a player, its a passive from his character that only applies to Frigthful presence as i say i tried with build a bonus but i ended up using a bandaid, moving Undead Saving Throws to Char and the Dragon ones to Wis
sorry if this looks like a really odd and specific question
Next version of MidiQOL will probably make this easier.
For now Babonus can do it as an Aura.
let me double check
Hey guys, I have a couple of relatively quick - I hope - question(s).
-
Yesterday you provided me with a script for the Crusher feat, which is amazing, thank you.
You told me to set up the Active Effect as shown on the screenshot.
My question: What is the "postActiveEffects" part and are there other values that could replace it which would make the effect behave differently/trigger at different times? Is there a place I can find such a list? -
Have you had any luck with GPT writing macros for you? Reason why I can't currently test its scripts is because when I ask it how to implement them, I get steps that don't exist within the Foundry VTT UI. This is why my 1st question - I'd like to understand better how to trigger scripts in different scenarios via spells, feats, etc.
Currently trying to recreate the Absorb Elements spell without knowing anything about scripting.
for (2), dont waste your time
-
MidiQOL readme. https://gitlab.com/tposney/midi-qol#notes-for-macro-writers
DAE readme too. -
Nope, 99% nope
@violet meadow okay ill use the bandaid for the moment, no big deal tbh
If a new MidiQOL lands (after tposney is back), remind me of this one. Will take a look if it can be done then π
I found it, thank you.
sure
Is there a way to make Other Formula show these Apply Damage buttons?
Without them, it seems the damage isn't automatically reduced by resistance
Use 4[force] and try again
Nope. I can only apply damage using this window, but this bypasses resistance
Maybe there is a midiQOL setting I should be checking?
Hey! It doesnt matter what length of time I put in there, even if I put nothing in there, the effect always gets removed after 60 real time seconds. Any way to change that?
I do.
What do you mean by that? π
There is s setting to expire stuff in real time
i am having the dickens of a time trying to get heavy armor master to work... i've tried to us flags.midi-qol.DR.non-magical but it just wont apply, whther i chjoose on item equip or even as just a pssive effect
what am i missing?
Are you in combat and it's expiring while turns haven't been changed?
i am in combat, and non magical piercing attacks dont get the DR applied
That question was for the other person
I'm pretty sure you need to set the change mode to custom
hm changng to custom didnt work... is priority have anything to do with it?
shouldn't
Double check that the passive effect is actually getting applied to the actor
Wow. This mustve been check by some update because that part has already worked before in DAE. I unchecked it now and it works as intended! Thanks again! I wouldnt have thought to look it up there again.
Now its the opposite: it wont go away. π
I mustve messed something up badly. π
it is, DAE shows it enabled
edit the effect on the actor and double check it's the same as the one on the feature
Sometimes DAE can get confused and not update it
yes im checking that
This is doing 15 instead of 18 damage because of the flag
lol i had to do that otherwise id be roilling all day to hit 22 ac
ill change it back
well well well
it did apply.
so whats the threshold?
Ok, it seems that Other Formula is only rolled with midiQOL buttons on a hit...
ok... ty! that fixed it, i had no effing clue adding that = to hit made it magical.
this is very complex! i almost fel like i need programming knowldege just to navigate. (if it wasnt for the help here...)
(you basically do π )
( Definitely a steep learning curve module )
Sounds about right
What is rwak/mwak?
ranged weapon attack/ melee weapon attack
So, there is not a way to make it roll on a miss as well?
Hmm what are you trying to do?
Roll damage on a miss. I can roll the hit damage, but not the Other Formula damage while keeping midi buttons
Midi has some weird decisions. For instance, I can't let players see the damage card while also allowing them to deal damage to themselves
MidiQOL offers various levels of automation which are driven by features the users ask about and tposney's own preferences for his group.
I would create issues/requests for what is not working as intended, so that tposney can take a look and see if something could be tweaked or not.
I've been enjoying using Sequencer to instantly drop jb2a animations on the map. Is there a way to make them persistent?
Ok, I just figured out how to drop it as a tile instead of using sequencer
I did that by downloading the jb2a file into a folder where I keep art assets and grabbing that to make the tile. Is there an easier way to grab the jb2a art directly or make the effects persistent?
use the sequencer database to copy the file paths, use the "tile draw" tool to mark the area then paste in the img source path
that said, sequencer questions are best handled up in #513918036919713802 (unless you are writing macros with it using midi's api...i guess)
What's your use case? If it's for animations for spells and features, Automated Animations may be easier
i do use A-A for spells. I just wanted to put some of the animations out in the world. Fireflies in the forest, for example.
thank you
Good evening, how can I configure an ability to do additional damage if it hits a specific type of creature? I know I can add it in a versatile way, but I'm asking because I'm not convinced
I would like it to be passive
On all attacks or just one item?
With MidiQOL, is Evasion supposed to be an automatically applied feature of characters with it? Or is that something that I as a GM need to manually still handle if the player/character has it?
Example: The character Hlam from Waterdeep has evasion as one of his features, currently even if he makes the dex saving throw, he still takes half damage, where as he should take no damage. Not sure if its something that is broken on my end or if this is just something that I have to manually control?
This pops up after a player attacks Hlam with an attack that requires him to roll a dex save.. foundry.js:747 Error: undefined. The value provided to a ForeignDocumentField must be a BaseUser instance.
[Detected 2 packages: midi-qol, socketlib]
at ForeignDocumentField._cast (commons.js:4732:13)
at ForeignDocumentField.clean (commons.js:3764:20)
at ForeignDocumentField.clean (commons.js:4307:20)
at commons.js:4446:42
at Array.map (<anonymous>)
at ArrayField._cleanType (commons.js:4446:20)
at ArrayField.clean (commons.js:3767:19)
at SchemaField._cleanType (commons.js:4036:28)
at SchemaField.clean (commons.js:3767:19)
at ChatMessage.cleanData (commons.js:5390:26)
at ChatMessage._initializeSource (commons.js:5377:31)
at new DataModel (commons.js:5259:21)
at new Document (commons.js:5811:3)
at new BaseChatMessage (commons.js:7957:3)
at new ClientDocumentMixin (foundry.js:13053:5)
at new ChatMessage (foundry.js:17786:1)
at ClientDatabaseBackend._preCreateDocumentArray (foundry.js:12525:15)
at ClientDatabaseBackend._createDocuments (foundry.js:12459:33)
at ClientDatabaseBackend.create (commons.js:6738:24)
at async ChatMessage.createDocuments (commons.js:6110:23)
at async ChatMessage.create (commons.js:6233:23)
at async Object.createChatMessage (GMAction.js:240:9)
at async SocketlibSocket._handleRequest (socketlib.js:259:14)
Set a passive effect on them that gives them super saver for dex
Version of foundry, DND, and midi?
version 10 - build 291, 5e 2.1.5, midi 10.0.35
show us the active effect for evasion, all 3 tabs
Doesn't look like you have it setup as a passive effect
Make a DAE effect and add the super saver dex flag
See the bottom most pin here for info about midi flags
magic items module has issues with midi beware, that could be your error message but that item just isn't setup yet, you haven't done anything with it so thats the problem
How can I make an effect stay on the token even when I drag it onto a new scene?
by linking the actor
but if you do that all instances of that actor are the same, only do it with unique creatures
this is why I don't like using macros and instead prefer ATE keys for token changes
macros mod a specific token not all tokens of that actor
ensure the effect is on the sidebar actor
I kinda assumed they had an unlinked actor hehe
even unlinked tokens will get this update -- as long as their effects array hasnt been modified before
but if I use a item:macro to change the Token. I cant do that on the sidebar, right?
oh shit that didn't occur to me
what is your exact situation here?
this changes to this
(when i do X, i expect Y, but see Z)
but reverts when dropping to a new map
does the original token have a wildcard token image setup?
and is this a CPR feature?
this is a player character yea? If you want the token change to persist with new tokens, you just need to update the actor's prototoken data as well
My Eladrin season macro is a good example for that
If this is not CPR related, I'd just use an ATE: ATL.texture.src key
yea but I'm to bad to rewrite that xD
if (args[0] === "on") await ragingTokenDoc.update({"texture.src":"NPC/Kreaturen/Humaoid/Werewolf_Medium_Humanoid_A_09.png"})
if (args[0] === "off") await ragingTokenDoc.update({"texture.src":"Players/Juna/JunaToken.png"})```
I'm using that
ATE is great if you don't mod the token settings with macros, or use a wildcard
Ate should be fine for this
if thats on the source actor/sidebar actor, that is the same as ATE basically
#macro-polo can help with the prototoken data update for that, if you want to continue with this approach (which would be my choice)
your problem is they are unlinked my bet
the macro shows why, linked or not, same reason
its on a dae though
its basically an ae that mods a token....ooooh but it only does it on ON and OFF
ATE will refire the ae on drops
It's not changing the prototype is the issue
I am currentlyt looking at a Black Dragon actor on the field. I go to use it's breath weapon ability. If I click on the die beside the name, it posts to the chat with no Roll a Saving Throw button attached, however if I click on the Standard Roll mini button in the description of the ability, it will post to chat with the Roll a Saving Throw button. I am unsure why the die roll does not post the button in the chat. Any suggestions?
New scene means new token
so, you could stumble through a new module, or, get a one/two line fix from #macro-polo
well its a dae/args problem
doubt macro polo is gonna let them stay there and not send them back here lol
Moto
It's not setting a prototype, as said 4x times now
That needs to be updated on the actor if you want to go about it this way
wouldn't setting the prototype cause the same problem that ate has, it will revert proto actors if there were any other temporary token changes?
it works on his Eladrin macro tho
but I'm sadly not good at programming to understand ot rewrite it xD
Thus #macro-polo is the answer π
I'll ask there then. If they start using higher vocabulary I'm not gonna understand shit tho. haha
Or get the player to click on the assign button in the token configuration after changing the image
What's the option? I always forget the nomenclature
oh...
I think I have this
update the proto actor with the selected token actor?
const sidebar = game.actors.get(token.actor.id);
const data = token.actor.toObject();
await sidebar.update(data);
Why
I have this because sometimes I edit the canvas actor and I forget that I wanted to setup the master actor
if you press this macro it updates the canvas actors data onto the master actor
its usually my fix for editig unlinked actors the wrong way
hey, i worry this got lost in the noise -- im bumping this for you
is it the vanilla dnd 5e srd black dragon?
appreciated, didn't want to intrude on the discussion.
Attached question, I think it's Midi doing it but I am getting spammed with alerts of "X is incapacitated" when I'm placing an AoE spell. How do I turn those off?
it is yes, I don't see any other monsters in the midi srd
just items, spells and feats I think?
the spam filter is a fix that is shunned here usually, because tposney is on vacation and because midi 35 is too awesome to downgrade, the only way to fix that is to edit your local install
oh
I never bookmarked the fix, but maybe someone can confirm if my memory is good, utils.js....line 1536? put a // in front of it?
Never occured to me to included monsters
it just seems weird that they dont both have the same functionality
Yes. There is an issue logged in MidiQol too with the solution attached. Cannot find it now on the phone
my first thought is that the standard roll button is old, and the main roll button listens to your full midi settings
I'm just now sittin at the puter I'll dig it out
scroll down to bugbears solution
turns out if I activate the breath weapon as a macro, it always posts the DC. Odd, but that's fine
Shoot some screenshots of the issue and the intended use
Ah ok if it's resolved, disregard
it's not Resolved, but it's an easy and obvious workaround
which black dragon?
if (!this.token) return;
async function effectMacro () {
await warpgate.revert(token.document, 'Image Change');
}
let effectData = {
'label': this.item.name,
'icon': this.item.img,
'duration': {
'seconds': 604800
},
'origin': this.actor.uuid,
'flags': {
'effectmacro': {
'onDelete': {
'script': chrisPremades.helpers.functionToString(effectMacro)
}
}
}
}
let tokenArt = 'changeThis.png';
let avatarArt = 'changeThis.png';
let updates = {
'embedded': {
'ActiveEffect': {
[effectData.label]: effectData
}
}
};
if (tokenArt != '' && tokenArt) {
updates.token = {
'texture': {
'src': tokenArt
}
}
updates.actor = {
'prototypeToken': {
'texture': {
'src': tokenArt
}
}
}
}
if (avatarArt != '' && avatarArt) {
if (!updates.actor) updates.actor = {};
updates.actor.img = avatarArt;
}
let options = {
'permanent': false,
'name': 'Image Change',
'description': 'Image Change'
};
let effect = chrisPremades.helpers.findEffect(this.actor, this.item.name);
if (effect) await chrisPremades.helpers.removeEffect(effect);
await warpgate.mutate(this.token.document, updates, {}, options);
}```
Did this on mobile, may have errors @fringe crag
oh and now its not happening, ok thats weird nevermind I guess
which version of the dragon so I can make sure everything is fine
I think I just accidentally figured out why all the SRD monsters are oversized
the SRD dnd5e monsters were meant to be top down tokens:
the dragoj is very big, yes
That is a scale thing
I been issue reporting these cause I rip out the top down and then the normal tokens look awful
yeah, I thought it was a mistake to add scale
Just fix the scale
but I see now why they do
I never looked at the actor, I always immediately ripped the token image off and put my own on
I don't think I've ever opened the srd compendium
I always start with something, I hate making from scratch
SRD compendiums are my jam these days π
and I don't use ddb
DDB importer Β―_(γ)_/Β―
we dont have access to DnD beyond lol, going to suck manually importing all the character class stuff
And being self
Ah
Why would it hit themself?
Just set the width and midi should get the template right
its taking 5ft as default
I think the issue was probably just a unique temporary one on Syrinths part, it seems to be fine on my end
I honestly don't know what that setting is for inmidiqol, the standard roll buttons
yeah IDK what happened but I cannot reproduce the issue now
I turn them off
happened consistently and then poof
ok cool. Im on the way to getting everything sorted now if I can just fix the frigging saving throw comparisons I think I'll be happy
what is your save settings? I personally show dc's cause...well they wanna know if they succeeded and after a few, they sus out ac's and dc's anyway so why go through the hoops of hiding
what I'm trying to figure out is how to use midi to "when a player hits the roll a save button" report if the save was pass/fail
In other news, it will be easy now to include many more triggers to MidiQOL, for onUseMacroNames that will be a game changer on the things that can be done π
Small fix needed for isSave.
Included an isAttacked working for spell attacks too
I cant seem to get it to do that without it just automatically rolling the save
in the save section you have it set to no timeout delay, or you have it set to MTB/LMRTFY and you don't have those modules installed and/or enabled.
You need some sort of save automation for that part
or you have save automation off yeah
ok so its save automation on, with no timing delay?
I do auto when the world is idle between sessions for dm, and then MTB during live play.
you DO want a timeout delay
or else it auto rolls
pretty sure empty=null=0
but I do though :/ Ok well I have monks token bars installed this time around so maybe thatll sort it
Keep in mind the gm is likely set to auto roll
So if you're just testing with no players
oh, hm maybe
It'll just do it for you
Ill post the dragon attack, then sign in as a player to see
THERE IT GOES NO SAVING THROW POSTED
Both need to be online
yeah if no owner is logged in with a player roll the saves behave as DM setting saves for linked or unlinked
Incognito window
midi fails to function right if a GM is not logged in
to test your stuff, you should login on the dm, and then use another browser, or incognito mode with the same browser to login as player
or I can just use my husbands unoccupied computer
oh yes, I can use a browser. DUH
(head desk
but now I'm not getting a saving throw request posted to chat anymore...
seems to have to do with the auto save when I turn that back off the saving throw shows back up
you want MTB for all three if you want a prompt
Auto is Auto
ok here we go. It's tat Auto check saves feature. When turned on, it hides the saving throw request
set a delay
make your settings like these:
my previous image was cause my world is in afk DM mode
I change the GM settings to auto during downtime so the players can smack the dummies while my idle dm is logged in
I have changed it
is there a setting on MTB that I might be missing
the current behaviour Im getting is as initially described, hitting the Die does not provide the chat prompt, pressing the Standard Roll button does and when the player makes a roll through the button, it does not say pass or fail, just the total number
but I also cant see the token bar on the players side so that might be the point of failure?
reset everything, can see token bars but still no request for a roll anywhere...
I have turned off every module except midi and mtb and it persists, the item hook is unchecked
workflow button, MISC tab, import midiqol settings button at the top, EXPORT FIRST so you can revert to yours, my settings are...an acquired taste
ah ok
ultimately the only thing mine are abnormal with is I don't fast forward
also fyi you need to test with socketlib, libwrapper, dae, midiqol, and MTB on, if you are missing midi's dependencies weird stuff happens
ok hot damn finally
wait wait wait
WAITR
hmmm ok so I think part of the problem is that normally I roll damage after saves, I see that when I click damage it says No Targets To Save
ok
yes that was it. I need to roll damage for it to prompt for the saving throw
your 4 target settings were maybe weird
mine you should be fine
unless you uncheck place template, young black dragon works
I reset to mine
the problem was that I was not rolling damage against the targets which is the trigger to roll savesd
Heres my MTB request settings:
I have been seeing roll saves prompted alongside roll damage
so the silent requirement for me to roll damage before the saves were prompted was not understood
I have no idea what thats about but save spells typically prompt the caster to roll damage and then the victims roll saves
my guess is your original settings were not auto roll damage
so right now if I hit that Standard Roll button again, I see this:
standard roll button, is a setting I do not understand why it exists and I'd coach all users to ignore or turn it off
and usually for my table we happen to roll saves before damage, so it wasn't clear to me that rolling damage was the required trigger
oh yeah, I wouldnt have even noticed it if I hadnt been confused about the trigger
but again, all previous instances of saving throw requests have been on that action card, so the change threw me
ok, I am in the clear now and I think that's all I need for actual mechanics. The frigging macros to make class features work can wait for another day/the college of swords bard can fend for himself
My settings probably fixed these two settings for your original which then caused the save to auto roll damage fixing your hang up. The standard roll button basically mimicks the core roller I think, which...is weird for a midi user to use.
Pretty sure that standard button runs with full manual
Which could be a weird way to utilize another roller I think
but thats poppycock, we shouldn't talk about combining rollers here ;p
my auto roll damage is set to Never currently
that would be why your saves misbehave
and I believe it was previously as well
yer sittin there expecting saves to start automating when saves are waiting for the damage roll
about 2 months ago Tposney asked the channel if we wanted the save prompt before the damage prompt and it never went anywhere fwiw.
I think the problem is that there is a certain level of automation I want vs what I'm getting and I am getting more, which requires more input. All I wanted was make the save connected to this card, then tell me pass or fail
you could try another module other than midi I guess, but I honestly don't know what you want
I didn't want or need it automatically parsing out damage and wasn't expecting it to, thus in my head I didn't think the saves were waiting for a damage roll
its fine, I think I've caught up now
I re imported my settings to test my theory on what was going wrong
thank you for all of your help, I really appreciate it
np, if you state more clearly what bits you don't like I might be able to sus out the setting to change
what does the + damage card refer to there
but you may want to start with my settings so I know what you are seeing
the chaser card at the end
there was a chain of operations happening that I didn't know was happening so I couldn't describe it more accurately. If I knew it was waiting to apply damage I might have caught earlier that the damage was required first
you can have that card not show, but if you show it, its a single click to apply the damage usually so itsimplifies doing damage application for you
ah
It doesn't wait to apply damage, it just wants the damage/spell info before it sends it to the other clients to save
remember that everything is on your client till a certain point when it sends to the Dm to then send to the victims
ok
cause in core players can't do anything to unowned tokens
I'm late to the party, but personally I love these - I've scaled all my tokens to 1.3-1.4
...verisimilitude!
Ok so, the Young Black Dragon in dnd5e's monster compendium.
It seems to be 1000% fine, till you look at the console...
is anyone else seeing this?
It seems to do everything fine...
Damage formula looks healthy to me:
False Alarm my combat dummies had bogus active effects on them that were incomplete
Anybody know what setting this midiqol console message is referring to?
"patching.js:1082 midi-qol | Player control vision is deprecated, use it at your own risk"
You have the player can control invisible tokens settings on
And apparently that setting is deprecated
I use that setting and never see it
I have that set for totm scenes
I put their tokens on the map in the padding invisible and they can select their tokens
Oh nice, thank you. I'll check when I'm back from work in the evening. Just swapping my macro out for yours I think?
Hmm does anybody actually automate the duration of Boots of Speed (start/stop up to 10mins per day)?
If anyone wants that let me know. I am automating them for MidiSRD (wondering if there is a need to include duration automation) π
I have something similar that my player just uses a resource slot for, breathing bubble
OK I will include something in a future update for the duration automation (Boots of Speed, Torches come to mind).
Probably a setting for using a system to "recharge", after a long rest, Items without uses π€
I just got an answer to my question of not seeing the Add Macro to Call on Use tick box in the other channel, did the thing and I'm still not seeing it
I ticked the boxes, but still no dice
What sheet are you using?
Default 5e
And when you scroll down here you don't see it?
That's what those settings do afaik
no tick box required?
Well click the cog and you can add macros
do you mean actor on use or item on use?
Item on use only shows up if you have an action type set on the item fyi, and its not a checkbox, its a + at the bottom just above the midi checkboxes for various things
One of my players wants to make some macro's
and the stuff I can find all points to a tick box that should be here
also if you have item macro installed the character sheet hooks setting in Item Macro needs to be set to unchecked or on use macros in midi won't work
But in my game I am not seeing that tick box
its old
OOOOHHHH
they are there if you choose an action type, and then if you want actor on use macros those are in the main page of the sheet already shown to you
but you need to figure out what the player wants
actor on use is for stuff that calls on everything they do, item on use activates when the item is rolled
and Item macro needs to have a setting off or your on use macros will throw Itemacro errors in the console and not work
Its in the pin message
Thank you so much
Is there a way or macro to automate the damage reduction of "1d10 + your Dexterity modifier + your monk level" for Deflect Missiles?
Yeah that ones rough, the sample item is all but broken, never worked raw from the start
every other month someone comes in here trying to get it and winds up making it o you should be able to search for it
i just broke it up into two spells, one for deflecting and another for returning the missile
the reduction half is totally simple to do
if you tweak the rule so that instead of throwing back the exaact item, it just does an unarmed strike/martial arts attack, then its totally easy to do
also, vampire regeneration, is there any macro that does it automatically at the start of their turn?
simbuls creature aide can help with it but I find it better to use midi overtime
what is midi overtime?
its in the readme for midi, its a type of persistent dae
hmm, roger. Looks like Simbuls might do what I want.
If I could download a module to help my brain work properly and remember generation that would be the ultimate
the midi sample for regeneration has an example of overtime healing per turn
oooh
Yeah, the sample item picks up damage from the item, so if they shoot an arrow... What does an arrow normally do in damage, if a monk throws it back?
the worst part of the sample is that it charges the ki point on deflect when its only suppose to on return fire
Is there a way I can get a creature to automatically use an ability that he owns at the start of his turn?
I think it'd be easier if you just said what you were trying to make
Regeneration for vampires.
Just drag the regeneration item out of the samples
and also this:
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
Dfred's Convenient Effects:
https://foundryvtt.com/packages/dfreds-convenient-effects
Activation condition examples by ThatLonelyBugbear
https://github.com/thatlonelybugbear/FoundryMacros/wiki/MidiQOL-activation-conditions-examples
Simbuls creature aide should handle that feature perfectly just don't change its name, it picks up things like regeneration
The sample item needs to be tweaked to work with the damage stuff
Weird, it wasn't working for me. I'll try again.
were you in combat and did you turn it on?
I did. I turned it on then started a 2 man combat.
Nevermind, I got it. It was my fault. It was an OOOOOLD version of regeneration that i was messing with months ago.
Mod works great now. π
Is there a way to make reactions only proc off of ranged attacks?
Nope as is right now.
There are some ways to get around that, depending on what you want to be done
Interesting. Just trying to do a half measure for Deflect Missiles since it procs off melee as welll.
I think it may just come to the player remembering to use it lol
Trying to automate Gust of Wind (no need for movement, just the saving throw at the start of turn). I'm thinking about using Midi Overtime to trigger the save, but for tokens to get the effect in the first place, I need something like Active-Auras for a template, not just based on distance. Any solutions for this?
Either Active Auras with a macro AAhelpers.applyTemplate(args) (check the Active Auras included compendiums)
or with Template Macro module.
ok, I went Active Auras route and got it partially working. The only thing missing is that unlike default auras token don't get the effect when they enter the template, only when they are there at the moment the template is placed
Take a look at what I had done in this Spirit Guardians AA for that.
<#1010273821401555087 message>
Otherwise Template Macro module offers more granular options on what happens upon entry, exit, creation, deletion etc
What are you trying to do?
Can you also disable Advanced Macros and use that again, to see what the error is again:?
i'm trying to Telekinetic feat shove
Can you post the actual macro you're using?
and do you have a target selected?
I hope you don't have the
\```js
in the beginning of the macro
Also is this written exactly like shown? ```js
results = await game.MonksTokenBar.requestContestedRoll({token:attacker,request:'skill:ath'},{token:target[0],request:skill:${skilltoberolled}},{silent:true, fastForward:false,flavor: ${target.name} tries to resist ${attacker.name}'s shove attempt});
just copy and paste to item macro there is no \
have ```js
shoul i just put it start at
let results; ?
I'm now trying with template macro. I need a macro to apply this effect when a token enters the template (the effect is already on the same Item that makes the template)
i dont understand what this mean
where did you get it?
it has bad syntax
either you poorly pasted in or you got abad macro
it kinda looks like the shield bash macro
This is bugbears shove/shieldmaster macro. I think it requires dfreds CE, advanced macros, and warpgate
you post it 23.01.20
i think it's same
full name plase?
Monk's Token Bar
Can you please share some screenshots of how you've set up the Item and the actual macro editor window?
This one doesn't need Advanced Macros to be honest
show us the details tab of the item
I think we both want to see the bottom third of the details tab
In the ItemMacro, there is a line similar to the one I shared. Make sure that it is like shown, especially the part ```js
{token:target[0],request:skill:${skilltoberolled}}
its executing via itemacro isn't it bugbear?
they are trying to do an itemacro version of this
Click on the + in the MidiQOL Fields on this screenshot
they aren't launching via on use, they are using actual itemacro
that means they have sheet hooks on?
Make sure your settings are like mine
change his setting at the bottom of your items details, make sure its ItemMacro and after active effects
Hey everyone, anyone know a fix for when midi-qol gets stuck giving advantage/disadvantage to a player character? Somehow one of my players has "midi-qol | Disadvantage given to 'player name' due to hidden/invisible target" stuck on. The adv/disadv check returns "DIS:hidden": true. I have tried a variety of things to get it to go away.
Replace the similar line with ```js
results = await game.MonksTokenBar.requestContestedRoll({token:attacker,request:"skill:ath"},{token:target,request:skill:${skilltoberolled}},{silent:true, fastForward:false,flavor: ${target.name} tries to resist ${attacker.name}'s shove attempt});
in the macro. It's line 11 counting empty lines too
You need to setup Vision on all tokens if you want to use the this setting in MidiQOL
The Hidden/Invisible attackers have advantage...
hmm it seems to only be happening to one of my player charcters
I'll look at his settings again.
Yeah so I have vision setup on all tokens
Get the macro again and copy paste
Try turning off that setting and check if the problem goes away
Checking Vision on the sidebar actors won't mean that the actual tokens placed on the scene have the same settings, for unlinked tokens
in the pinned message by me look for the required vision setting, you can either shut it off in midiqol, or fix your creatures vision settings
Did you add a ItemMacro, after Active Effect on the Item
This is not meant to be used from the hotbar
Okay so turning off the setting did fix the issue.
Could it be a language barrier and unique characters
I will look at the player characters vision settings again.
I'm talking about the shield bash macro
It was working half-way through a combat and then stopped working.
the macro is fine now it seems. But it couldn't find tokenId which means that it was executed from the Hotbar
Global light, maybe a player doesn't have darkvision set etc
We don't play with darkvision
Do you have global illumination on then?
I am using a demon queen map. hmmm I will keep looking
imo, the attribution tooltip setting in misc should be on for everyone and you'd always know why theres an advantage
active effect is dae?
delete that lower one from your system
Yeah remove the Dynamic Active Effects SRD
DAE srd is dead
ok
don't confuse it with the top one
i recreated his character and the issue is resolved
this is like the 3rd time this has happened.
turn on attribution its a benign option, but its 1000% useful for the DM when sussing out problems with advantage/fastforward
I was looking at the Debugger to figure out the adv/dis
I was following the testing code to figure it out did not know there was a setting
where should i find it
bottom in this screenshot
hmm that is a bit easier to follow rather than looking at the developer tools window
the unseen attacker thing, if you turn the settinbg back on, is only visible in attribution
its not a flag or ae
its just hiding there to confuse everyone when it happens
The + sign
On the Telepathic Shove Item, details tab
do you want me to just give you the shield bash item to import?
the item has action type set to something?
yeah you got it set to something, we didn't know cause of the language barrier
set it to other, remove the save part
ok
MTB is doing all the work
no need for the item to prompt anything
I assume though that you are trying to make shove/shield bash
if its something that induces a str save also, then forget me
it's working but it's shield bash i think
k, if its shield bash, make sure you set it as a bonus action incase the player sorts their action economy
could probably modify that macro for it, change it from a request for skill challenge to a request for str save
Yeah can be done, but I cannot write this right now!
I should be back in about an hour, gotta take my truck to get inspected
So after doing some digging and playing around with the broken character there is some sort of bug that makes it think the character cannot see. If I give it darkvision = 1 it also fixes the problem. Changing light sources around it did not work.
show us the tokens vision settings , first and second tab
make sure your actors linked
Hola, is there a flag in midi qol to adjust active hit dice?
please ignore my players name
what exactly do you mean
ok vision first two tabs next
Player has an item that reduces their short rest hit dice by half. So if they have 6 hit dice normally to use to regain health on a short rest, they would now only have 3
I think that suffers the same problem with changing values as a dae, it will lock the number
use an effect macro on short rest hook to make their hit dice no more than half their max
this actor is human?
yes
weird that it gives a detection mode
here is another character
thats probably a sus module
Hmm, I'm fine reducing their total hit dice while the item is active, the item is cursed so they can't easily remove it
this one is how mine is
yeah both characters are in the same scene next to each other
you have atleast PV installed yeah?
show me the active effects tab of the ACTOR that has the 1 in detection modes
the neat thing about using effect macro is it won't need midi and you can get help in #macro polo
yeah thats weird
make sure none of those have ATL keys in the ae's
they likely don't
oh
i am use an ATL to change his size
that is probably it
he grows in size when he rages
ATL keys will reset the actor to its prototype actor settings
make sure the proto actors settings are good
that's gotta be it he is the only one who uses ATL
okay so this makes more sense my player was having some weird issue during our last session and it was the first session i used ATL with active effects to change his size. usually i toggled it through a macro using ATL but had more control of it.
he would randomly lose vision and other token settings would change on him
I will just make a new character and write a macro that changes the token size without using using ATL.
thank you for the help @vast bane
it shouldn't be a problem for a player actor, cause they are linked and as long as you aren't modding the token with macros away from the proto actors token settings, then an ATL key works totally fine
In MidiQOL, you can hold left Alt to apply advantage (2d20kh) and left Ctrl to apply disadvantge (2d20kl). Is there a way in MidiQOL (or another module) to allow a player to hold down a key so that it does 3d20kh for compound advantage (like elven accuracy)?
not that I know of, but you can activate it on a character sheet
Sadly I'm running SW5e, and that option isn't available (yet)
I am new to macros and wondering if someone can help me. I am using Midi QoL and DAE. I am trying to create a status condition where when an actor has it they deal half damage with all weapon and spells. How would I go about starting to take on this task? Thank you.
and @vast bane Here is an example via warpgate. I'll get it posted somewhere more official soonish
third time is the charm
Further to that, checking for valid movement and changing the moved distance ```js
const attacker = token;
const target = game.user.targets.first();
if (attacker === target || !attacker || !target) return ui.notifications.error("Select one token and choose one target")
let knockBackFt = 20;
let knockBackFactor = knockBackFt / canvas.dimensions.distance;
let ray = new Ray(attacker.center, target.center);
let newCenter = ray.project(1 + ((canvas.dimensions.size * knockBackFactor) / ray.distance));
let hitsWall = target.checkCollision(newCenter, {origin: ray.A, type: "move", mode: "any"});
if(hitsWall && knockBackFt === 5) return ui.notifications.info(target.name + " has its back against a wall")
//console.log(hitsWall)
while (hitsWall && knockBackFt > 5) {
knockBackFt = Math.max(knockBackFt - 5, 5)
knockBackFactor = knockBackFt / canvas.dimensions.distance;
ray = new Ray(attacker.center, target.center);
newCenter = ray.project(1 + ((canvas.dimensions.size * knockBackFactor) / ray.distance));
hitsWall = target.checkCollision(newCenter, {origin: ray.A, type: "move", mode: "any"});
};
if(hitsWall) return ui.notifications.info(target.name + " has its back against a wall")
newCenter = canvas.grid.getSnappedPosition(newCenter.x - target.w / 2, newCenter.y - target.h / 2, 1);
const mutationData = { token: {x: newCenter.x, y: newCenter.y}};
await warpgate.mutate(target.document, mutationData, {}, {permanent: true})
Need to clean that up a bit and adapt to your example too, but Repelling Eldritch Blast comes along nicely π
(I think I need to change snapping based on token size too)
Has code parts from @latent spade and @scarlet gale IIRC
i think there is a method, or option to pass to the wall collision check that will return the collision point
there is?
which i think is what the while loop is doing
i think its controlled by the mode option
ha interesting
closest ? maybe, returns information, rather than bool
ah i only knew "any" and "all" good to test
yeah closest does seem to give the position where the collision is, but it returns null when there is no collision so the logic changes a little bit
it even gives you from where to where the wall you collide with runs (even gives the placeable, blind that i didnt see that)
this is probably a silly question but I'm not sure how to handle it...I created a "OneDnD-style" Exhaustion DAE that simply applies a -1 to the proficiency bonus when applied, and it's supposed to stack (and go negative if necessary). The effect works and it stacks...but I was under the impression that the "Stackable" value of each stack increases stack count by 1 would "merge" the effect icons - so that I don't get the token covered in icons if I apply it multiple times. Anyone has any idea how to handle it?
Well it does AFAIK
That is stacking for me
does it only stack the icon if the effect is applied through an attack? I am currently dragging the effect multiple times on the sheet
would applying it through a macro work better? let me check
mmm running this macro I also get the effect applied multiple times instead of stacking neatly:
const uuid = canvas.tokens.controlled[0].actor.uuid;
game.dfreds.effectInterface.addEffect({ effectName: 'Exhausted!', uuid });
Needs some extra logic to determine in which square the token should snap to, for walls that are not placed ON grid edges.
Otherwise token will be send into walls
you can find the closest snap point
can I see the config for this? Just in case I am messing up something silly
create a ray from origin to collided location, scale the ray down by a percentage/pixel value, then use that as the centerpoint for placement. The biggest thing is to ensure that the token's centerpoint is on "this side" of the wall (determined by origin point)
if someone is walling off grid, that's...well, that's their problem to deal with π
I mean by that point the while doesn't seem that bad π
rays have a scaling method π
yeah I will fix at some point. Now back to Missile Snaring gloves π
Not through DFreds. I just apply an OverTime effect
make sure you have an origin set up in the effect
Question on flags.midi-qol.OverTime, if you have a start and end of turn condition, would those be added as two separate attribute keys?
yes
this is escaping me. How do I make sure there is an origin, please?
awesome tks, both set to Add?
try Custom not ADD
If you add it on an Item and get MidiQOL to apply it you will have it
If not well hmm
No ideas right now, other than creating the effect pro-grammatically altogether, avoiding DFreds
can you create a weapon that deals extra damage to one particular type of enemy?
Yes, Activation Conditions is the easiest way https://github.com/thatlonelybugbear/FoundryMacros/wiki/MidiQOL-activation-conditions-examples#target-actor5erolldata
All included in the MidiQOL readme too: https://gitlab.com/tposney/midi-qol#roll-other-formula-for-rwakmwak-roll-other-formula-for-spells
Where on earth did I get telekinetic shove if not from you? I've been using it in game for like a few months now
I don't think I made it π€
i had made a "pull 10ft" macro in the past, which did bounds checking and stuff -- this is a more general and simple example of a common request
it was a bit too complex for people to modify and extend safely
huh, I think I may have actually just adapted your crusher to make it
cause yeah it looks like I did just make one
(i havent written a macro for crusher, but i think it was based on the pull 10' version)
Ah wait, Crusher might be bugbears
You guys and your animal names
oh, wait hang on a second...
same with conditions right?like frightened
can do that too
That one? I am not letting the crosshair be cancelled until a valid position is clicked or right right click out of it
Yeah, looks like I stole the movement bit from that for mine
matches up
Anyone here use 3d canvas? Seems to work with Midi yeah?
I am not, but I have seen some videos, one of which was Baileywiki's ft Atropos and tposney himself among others playing in 3d canvas with MidiQOL
I had a session last week where I made an arena map with multiple levels on some structures and found myself kind of missing the 3rd dimension
checked out some of the 3d vtts out there, but none really have much in terms of automation. Especially not like Foundry
more or less cant use most of warpgate with it, due to crosshairs
so if im understading it right...target.details.race.toLocaleLowerCase().includes("dragon") my line should be something like this?
Oh... well that's a major blow
I was able to get the Hunger of Hadar spell working with midi overtime and a macro. Only thing I haven't been able to get is only applying the effect within the radius of the AA template that is placed. Anyone have any ideas on how to do that?
Like the 1st example in the targetActor subsection.
This is enough for most categories of monsters ```js
["dragon"].includes(raceOrType)
so i should add it to a weapon the line and thats it?
Take a look at this conversation #1010273821401555087 message
Yes, given that you have the relevant Activation condition settings active in MidiQOL.
Top of the link from my wiki
what im doing wrong?i activated the workflow one but when i add the effect to the character the items doesnt do anything
like its just bugs
Well Activation conditions are supposed to go into the Activation condition field on the Item's details tab!
Open MidiQOL Sample Items Compendium and take a look at the Mace of Disruption in there.
Thanks, I was able to solve it with active auras
Thank you!
Other Formula damage set?
yeah
it worked
now gonna test it with an undead
now i need to check about advantage on saving throws..i should make a passive feature right?
before adding the bonuses
That is not easy to do as things are right now
hmm okay
ill do it manually is just add a +10 to the dice
is this hard to do?i know how to add the 1d6 damage but not sure about the knocked prone since its a 1 minute feat
Give the Item a Saving throw as needed.
Create a DAE on the Item, adding the Prone condition as the effect
Choose Prone and add it using the +
Title bar of the Item. Do you have a DAE icon?
yeah
For the damage bonuses, use ADD and +1d6 or (as you are using DAE) Custom and 1d6
otherwise there can be issues
this?
okay now..how can i make it to auto applies the damage and condition per strike?
With this the damage will apply on each hit. Make sure that the Strike of the Giants is Transfer to actor on item equip
That way it will be added everytime.
The Prone will be transferred if the save is failed
Share a screenshot of the Item's details tab
So I'm trying to make a very simple Effect Macro that adds 1 to the current charges of an item when the actor who owns the item starts their turn in combat. I threw some console.logs in the macro for On Combat Turn Start and nothing got spit out to the console. When I switch to the dnd5e attack roll trigger, that worked fine and I saw my lovely "Hello World" sanity check. I know Effect Macro says that compatibility with Midi is just a happy coincidence if it happens so is this an unhappy coincidences or am I misunderstanding something?
OK so the save needs to be on the Item rolling the attack to do what you need. Not as a passive feature
that would work
that doesn't sound MidiQOL related, but more of a Effect Macro how-to issue, does it not? π€
And as far as I know it should work OK with MidiQOL (last I checked)
Sounds more like an issue with the token not being in combat maybe?
Well I wasn't sure if it was MIDI related so I wanted to check the worst case scenario of a mod conflict first. Just in case someone had run into before.
And not being in combat seems like it might be something. Further testing shows none of the combat based hooks are working for me.
This seems wrong
That means that it is a transferable effect (see the arrow pointing right?)
ooh
So that won't be on the actor but will be applied on the target
More like it!
now about the target i should put Self?
1 Creature should suffice
Hello, Rage doesn't seem to be applying its bonus damage
@weak quest Template Macro spirit guardians #1010273821401555087 message
should give you a starting point
so he needs to use the weapon everytime he attacks?just asking
easiest way to do, would be it, yes
Does anyone know how to make flags.midi-qol.DR.all not reduce healing?
What is the actual description of what you need to do?
I thought it didn't touch healing. Not sure
does the Damage Bonus Macro look wrong?
Why not replace it with a scaling bonus to melee weapon damage? Sounds easier that way
Bonus to system.bonuses.mwak.damage
Use an ItemMacro.Exact name of the feature in the effect value
I'm just using the premade sample from MidiQOL that's supposed to have already done this for me π
for some reason the Template Macro button wasn't showing before. now it is, i'll give it a try, should be able to figure out
so like "ItemMacro.Rage"?
When you first change a spell to use a template you'll need to re-open the item details for it to show up IIRC.
that is a different spell than the one shared before if that's the issue
or what Chris mentioned π
If that's the name of the feature yes.
Does that include spaces, in this case "Rage 10.0.15"?
Best way to do it, is drag the feature to the sidebar. Delete it from the character sheet.
Change what you need, drag it back to the character sheet
And yes if its called Rage 10.0.15, then ItemMacro.Rage 10.0.15 should do it
Could you check it on your end as well? Since it appears to be doing that for me.
Thanks! This worked, I dragged the Feature to the sidebar, renamed it, made the change and dragged it back.
yeah it does. I don't remember if it did earlier, but I know that recently there was a change regarding healing and DR
Maybe create an issue in MidiQOL for tposney to take a look when he's back
hey yall, I'm trying to use the Protection feature for a paladin that allows them to impose disadvantage if an enemy attacks an ally within 5 feet. I'm using the Reaction Pre Attack Roll with target being 5 feet Ally. However, the reaction is popping up when his character is attacked. Anyone know how to stop his character from popping the reaction?
@violet meadow so if is possible or not yet with Midi?
Anyone that wants to try a sneak peek Item from MidiSRD and let me know if it works OK for you too?
Gloves of Missile Snaring
You will need to have Midi SRD installed and enabled too (cause of just a small midi srd flag I am using and didn't bother to change it for use without it)
And you will need to have MidiQOL Reactions enabled
Import it (it is SRD) and then you will need ot make a small change in the DAE on it.
You will need to link the actual item.uuid to the Effect Value.
a. If you have it on the sidebar, open the DAE, clear the effect value, and drag and drop the Item literally on the Effect Value field.
It will create a link like Item.XXXXXXXX where XXXXXXXX is the id
Change it to be ItemMacro.Item.XXXXXXXXX,isAttacked
or
b. if you don't keep it there, you can move it on the character sheet and link it again as before.
This time the linking part will be something like Actor.id.Item.id or Scene.id.Token.id.Item.id
Same deal, put a ItemMacro. before and a ,isAttacked after.
c. can be put in a compendium too...
Hmm it should be, but I don't have the mental capacity to think about it now. I have been dabbling with Items far too long π
If noone helps till morning (GMT here) let me know π
If you're working on that giant thing still, as long as you don't mind clicking it after the fact, a feature with the action as special should do that easily
this is basically the same concept as the bonus action smite paladin spells, and theres one in the samples and Mrprimate/Chris have done a few others before I think
If you want an accurate concentration check, I feel like a macro would have to be involved
Quick dirty way: just make it a feature with the save and the damage type to none
isn't branding smite the sample one?
its bonus damage and blinded on hit, edit the macros damage and condition it applies
yea, adjusting that macro would be a good start
also, that UA may not be accurate to the officially published one
That's likely intentional
I assumed they were just playing with the UA thing for whatever reason
k, just wanted to make sure he was aware that third party UA sites can notoriously mess up published stuff
if anything its wise to go directly to the UA as unearthed arcana is free on wotc's site, instead of using the site they snippeted
https://media.wizards.com/2022/dnd/downloads/UA2022-WondersoftheMultiverse.pdf
I recognize the website you linked this from, and know it notoriously rewords dnd5e content for some reason, best to use the source.
Keep in mind that UA is free to use but not free to distribute so you can't make a module with UA without deleting the descriptions here.
@vast bane Do you know if you need to have a special setting on for the range special thing to work in midi?
To not hit self?
To just work in general
I can't reproduce this issue: https://github.com/chrisk123999/chris-premades/issues/30
Ask them if they were on a levels map
That type of ranged attack has a drop down setting
and auto cover can affect it too
errr cover settings can affect it too
its the second drop down in workflow/target section
I bet you that user has None set, or is on a levels map and walls block and simbuls/midi doesn't understand what wall height is
They could also technically have made the mistake of using another roller
Their cub error there is a non issue in the log image, that happens when Cub and dfreds are installed together and enhanced conditions is shut off.
Yea, I didn't see any error I cared about.
Thats probably a rogue console bit that was left in, in Cub, prolly should issue report that, I'll investigate it when I got time, I'm ahead of the curve this week
I think you should start asking for MidiQOL settings when debugging too π
Yea
They also don't need special if target has Enemy
pretty certain a token can never see itself as an enemy, doesn't it play off the opposite color of it?
what happens if a token is yellow and needs to target enemy? Does midi just call red enemy then?
Thank you yet again, Moto. Just deleted this myself π
hmm @vast bane ill check if i can find the official version that or idk lol
usually UA is a preview of a book, so my bet is its probably part of the space pirate themed book they dropped before moving onto One DnD
Spelljammer or the boos minagerie
yeah and dont worry is not a module lol i know its illegal due to ToS
okay i mess something for some reason my saving throws arent automatic
what did i do, not a single clue
wait, know im thinking...can you make a DAE for advantage vs frightened? since you cant with Midi
There are ways to do it. For example using a midi-qol hook to add advantage. Such as with a world script.
If you search for condition advantage in here a few people here have mentioned (complicated) ways to do it.
hmm too hard, sadly babonus doesnt work with Midi or DAE
Quick question, is there an attribute key that makes it to where any attack againt a create has disadvantage? This is how the ability is worded. "Attack rolls against a displaced dreg have disadvantage"
Hello, I have a problem. I don't need this message(2) that I see in the chat, and I don't know how to remove it. It is a roll check message, but it is already in the same chat card with the die roll(1)...
Also, the weird thing is that it shows up when I make a saving throw.
Build a bonus (mostly) works with midi. Optional bonuses won't show up if you have fast rolls on
My module has a implementation of condition advantage, and I have a world script version of it too here: https://github.com/chrisk123999/foundry-macros/blob/main/Mechanics/Condition Resistance/Chris-ConditionResistance.js
Just know that this requires you to be using macro.ce for condition application.
you have got two rollers installed and we need to know what the second is so I can add it to the list of modules not to install
Bugbear has also shared a script too I think
that is a new module conflict
hmm i should probably need to try your module, how is called?
my first thought is attack roll check module maybe?
You can give the creature a grants.disadvantage.attack.all from MidiQOL
My module has a hefty amount of dependencies just an FYI.
i have a lot of stuff installed lol so i can check it
Pro tip, install the dependencies before you install CPR cause sometimes people have an error since its installing many at once
@violet meadow Thank you. I just want to confirm. I want attacks against the creature to have disadvantage, not the attacks that is does.
Exactly.
the grants flags do exactly that
Ok :). I am new to this. Will start to dabble into macros soon enough. I have never coded before in my life lol
No macro needed for this part.
Gotcha, once I get into my complicated stuff I will start to learn how to code lol
I don't think that's it. The two features I show in the picture, are they MIDI-QOL, or not?
Maybe it has to do utility belt, but I don't think so.
I surely am
What is this?
the last message is not midiqol nor is it cub
though its enhanced by midi's chat card setting, its another module doing that message
uhmm ok ok, let me seeπ
probably the simplified check hits module
theres a bunch of single scope modules that do all of midi's stuff as well, I forget their names, theres definitely an attack checkmodule
hope Midi can add advantage vs specific conditions soon lol
it already can
in the pins here, theres a wiki link to condition codes you can put in just about any midi flag that takes 0/1/true
pretty sure protection from evil and good utilizes that
not ALL boolean keys take the activation condition codes, but most do
I don't think that can be done in a flag evaluation, the person making the save doesn't have the workflow info
@vast bane No π¦ uninstall CUB and the same thing happens π¦
maybe thats why he hardcoded magic resistance you think?
Yep
I never said it was cub, I actually said it definitely wasn't
send me a list of your installed modules in a DM
The module in question is probably very obviously named
soon β’οΈ π€
<#1010273821401555087 message>
Each clump of lines are meant for you to pick one of them only. anything with // in front of them is the default for that clump. I purposely left the comma off the last label= so that you can use that as the final entry, the final entry should have no comma.
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=##, //flat
saveDC=@attributes.spelldc,
saveDC=@abilities.str.dc,
saveDC=@abilities.dex.dc,
saveDC=@abilities.con.dc,
saveDC=@abilities.wis.dc,
saveDC=@abilities.int.dc,
saveDC=@abilities.cha.dc,
saveDC=@abilities.hon.dc,
saveDC=@abilities.san.dc,
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
overtimes need turn= to function I believe
// are the default values you can omit these categories if you use the // one
@vast bane Any ideas on spirit guardians? took a look through honeybadgers macros in pinned but didn't see anything for it there
CPR module
is the midi sample item broken or something? that mama jama has worked fine for me for a year now
I tried that too, but didn't seem to work at all.. not sure on the midi sample, if that's what's used for the ddb importer spirit guardian then it works for first turn within sg, but doesn't work if a creature enters the aura for the first time
@exotic crystal
Uninstall these modules(Do not confuse the DAE modules, the one you want to delete is the one in my image.
and to the other guru's here, thats the culprit and new module to not install
π
deja vu
<#1010273821401555087 message>
Tried the default ddb importer one, cpr, and a few random ones I found googling
Theres a few other modules I'd call sus in your loadout but I'm only 75% sure they'd cause issues with midi
CPR needs all of his hook settings turned on, they are off by default and spirit guardians probably needs them to function fyi
well...they were off when I installed it 100 versions ago, not sure if they are on now by default
(not all of them)
Just the movement and turn setting
The description of the spell says what settings need to be turned on
Sorry most not all my bad
@vast bane lovuβ₯
perfect! I'll give yours a shot, fingers π€
oh yeah didn't even notice that, he's got a ton in there
pretty sure the sample item works fine, what isn't working in it? Oddly my cleric doesn't prepare it ever
I have a house rule where healing is really fun, so the player running a cleric rarely prepares offensive spells
That reminds me, @scarlet gale where is the mass cure wounds and balm of peace macro stored in your module, I need to append x to the end of the roll equations
Just tested if tposney has changed the timing of the Macro repeat Start of Turn.
Still its being executed on the previous combatants turn, so the Effect Macro is still a prerequisite for this
It doesn't trigger on forced movement or something
I should just go make the exploding heals setting
doesn't it also fail on everyone if the targets move with arrow keys?
I remember not!
I have been using mine instead π
Are key movements done differently in foundry?
You are too kind, it is a really fun home brew thing I do
I approached healing like I approach making someone play goaly in a pickup hockey/soccer game lol. Gotta make it fun so someone will do it.
Bless you, seems to work as expected π«Ά
can you make an item that consumes HP everything you use it?its a weapon
do you want my worldscript for playing a sound on explosions?
I believe it was fotoply's work that made it
okat
ehh
While I'm here, I actually had another question. My paladins got a Protection feature that triggers a reaction if an ally is attacked within 5 feet of them. I've got Reaction Pre Attack Roll set with target being 5 Feet Ally, but the reaction is triggering when the paladin is attacked. Any way to make that work without it triggering on the paladin?
Hooks.on("midi-qol.RollComplete", function (workflow) {
if (workflow.damageDetail.filter((detail) => detail.type === "healing").length === 0) return;
let dice = workflow.damageRoll.dice;
let explodedDice = [];
function hasExploded(die) {
for (const result of die.results) {
if (result.exploded === true) return true;
}
return false;
}
for (const die of dice) {
if (hasExploded(die)) {
explodedDice.push(die);
}
}
if (explodedDice.length === 0) return;
console.warn("Explosive sounds", explodedDice);
AudioHelper.play({src: "hakuna_meow02.ogg", volume: 1, autoplay: true, loop: false}, true);
});
Is audio helper a core function or midi's stuff?
yes but not like that.
No matter what you put on the reaction Item, it will not be triggered on another creature's turn
We should add the concept of the janky aura reaction to the wiki Bugbear
More trouble than worth it maybe, until tposney finds a way to fix properly
damn alrighty
Tposney just needs a way to do reactions for attacks on others