#MidiQOL

1 messages Β· Page 89 of 1

scarlet gale
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everything we come up with here will just be janky at best

vast bane
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Janky is my wheelhouse

violet meadow
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where/what is the example I shared πŸ€”

vast bane
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I think I have it

wide crystal
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Hey guys, is there a way to apply Active Effects pre-damage roll on a simple Melee Attack?

What I'm trying to achieve is for a character to be able to bypass a resistance. I was hoping to do it via "@system.traits.di.value -Fire", but the effect only gets triggered AFTER the damage is dealt (aka, not dealt).

vast bane
#

thats your steel defender but hasn't midi 34/35 changed it?

hasty jackal
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how can i configure this for auto healing?

vast bane
#

oh nm you changed the item type to pre attack roll reaction already

violet meadow
violet meadow
scarlet gale
vast bane
# hasty jackal

thats macro territory or you can try a janky way I can think of

vast bane
#

I'd personally make it an items with spells item, and populate all the various levels of the heal

violet meadow
#

nooooo

wide crystal
violet meadow
#

get my staff of striking example

hasty jackal
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thanks and yeah i just added damage formula to it

vast bane
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like my staff of healing...

hasty jackal
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instead of other formula

scarlet gale
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Moto, what is the damage formula for an exploding dice?

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(or just give an example of one)

vast bane
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1d4x, will explode on the max dice value, 1d4x3 will explode on 3 and 4

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I do just x

scarlet gale
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ah cool

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that makes it way easier

vast bane
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don't forget upcast

violet meadow
#

someone might want to xo too

vast bane
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I did initially for like 2 months and caught it after the fact

scarlet gale
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I'll just be directly editing the damage formula

vast bane
#

what is xo?

violet meadow
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xplode once

vast bane
#

thats no fun

scarlet gale
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lol

vast bane
#

thats the best part of exploding heals is like watching popcorn pop

vast bane
# scarlet gale lol

you might want to add context to the setting warning of abnormal, but imo acceptable behavior with circle of Mortality/beacon of hope

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they work together in a way that your versions will max the dice after the fact

wide crystal
vast bane
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so it will max the explosions but not cause endless explosions

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Imo I like it, it doesn't rob them of the homebrew while using it

scarlet gale
#

If it's going to be used a bunch a macro to temp remove resistance is probably best

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Otherwise, just manually change the damage with the dropdown box after the fact

wide crystal
#

So you mean to manually change damage type to one that isn't being resisted?

vast bane
#

You could also make it do abnormal flavor damage then midi doesn't know what to do and it becomes pure damage I think

scarlet gale
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could just set to none

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it's not often players will have immunity

deep yoke
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I feel like an idiot, I am setting up Reckless. The flag for grant advantage on all attacks agaisnt you will not work. I just swapped it to the grant disadvantage on all attacks against you to see if that would work and it does. I am confuzzled lol

vast bane
wide crystal
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Sorry, I meant to say resistance, not immunity earlier. But I'll see if your quick solution would work for him. Otherwise, I'll go back to Googling. Thanks guys.

vast bane
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I had to duplicate the dfreds CE and make it myself

deep yoke
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Do I have it right but something is interfering?

violet meadow
vast bane
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Attribution man...this setting needs to be on for everyone

violet meadow
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they have probably disadvantage already πŸ˜…

vast bane
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You likely are going to spot a Hidden here in the attack when you change the setting for attribution showing

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and if you do see hidden, in the pin by me here, read the message about unseen attackers

violet meadow
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I have done so many changes in my MidiQOL installation that I dont know what is .35 default anymore πŸ˜„

vast bane
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I honestly really hope that tposney makes the attribution on by default

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it'd solve so many advantage/disadvantage troubleshoots

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its a relatively benign setting too so I doubt anyone would not want it

violet meadow
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good things that console has the attribution already as a warning

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but yeah, that should be on

vast bane
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alot of the new guys don't know how to open the console though

deep yoke
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@vast bane Nothing shows up. I changed the tool tip as you described. It is just doing a normal roll

vast bane
wide crystal
deep yoke
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Well what do you know. I truly am an idiot. Testing with a ranged spell attack that gives disadvantage if the caster is in melee range. Thanks for letting me know this tool tip change πŸ˜„

vast bane
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sparking bolt is a ranged weapon attack

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I'm honestly shocked this is a rare "not hidden" advantage flag lol

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its the other one that can do it

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there is an optional rule that makes attacks with ranged have disadvantage if within 5ft of an enemy

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its a hidden flag just like the unseen attacker flag so you can only spot it in attribution

deep yoke
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@vast bane moto Thank you so much for that menu change. It will really help with diagnosing future problems

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I am new to coding and will probably be attempting to write my first ever macro this weekend. I am looking to create a condition where if a target fails a saving throw by 5 or more they get a status effect. Is that possible?

violet meadow
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No macro needed

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Activation conditions of MidiQOL is the answer

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Well yes it can be done with a macro too

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I should add it in the wiki

proper siren
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Question on this, for the aura piece, should that ItemId you're referencing be the ID of the Protection feature this is being generated from?

deep yoke
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@violet meadow How do you go about using activation conditions? This is all news to me lol

violet meadow
vast bane
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or giant spider?

deep yoke
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@vast bane This is the effect "The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination"

violet meadow
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and links to the readme too

vast bane
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thats activation condition worthy for sure, CPR handles drow poison well

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but its in a macro in his module

proper siren
violet meadow
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Where is @vast bane helpful gif for createItem macro drag to effect value

deep yoke
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@violet meadow Will do my research. Thank you πŸ™‚

violet meadow
proper siren
vast bane
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if you have a great hosting machine with high ram, you should probably use a compendium, but if your host machine's macro.createItem items take a few seconds to appear, you might want to consider storing your createitems in the sidebar in a folder, do NOT delete these items, they are "master copies"

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I also would not advise using this ALOT, as active auras is something you should not lean on heavily, the larger the aura the messier things get too.

scarlet gale
# deep yoke I am new to coding and will probably be attempting to write my first ever macro ...

If you want a macro:

let chris = {
    'findEffect': function _findEffect(actor, name) {
        return actor.effects.find(eff => eff.label === name);
    },
    'addCondition': async function _addCondition(actor, name, overlay, origin) {
        await game.dfreds.effectInterface.addEffect(
            {
                'effectName': name,
                'uuid': actor.uuid,
                'origin': origin,
                'overlay': overlay
            }
        );
    }
}
if (this.targets.size != 1 || this.failedSaves.size != 1) return;
let targetActor = this.targets.first().actor;
if (!chris.findEffect(targetActor, 'Poisoned')) return;
let saveResult = this.saveResults[0].total;
if (saveResult <= 5) await chris.addCondition(targetActor, 'Unconscious', false, this.item.uuid);```
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Pulled this from my sprite automation

vast bane
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I attempted to use it for Cutting Words, and do not recommend large auras like that lol

violet meadow
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I started creating a small module dealing with the reactions from others

vast bane
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specially if you already have a paladin, but also pro tip for a paladin active aura, combine them all:

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don't make 2 active auras for the paladin once they are up there in levels, just stack them all on AoP

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they typically get their second at level 6

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errrr 8? I forget

violet meadow
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I think I just solved the issue I had with the Reactions on others πŸ˜„

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double checking!

pulsar apex
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is this not how I give disadvantage to an effect for all attacks?

violet meadow
pulsar apex
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ah ok

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how do i do the reverse?

violet meadow
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By reverse, do you mean give disadvantage on attacks of the creature?

pulsar apex
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like all outgoing attacks from the creature with the effect have disadvantage

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sorry my wording was weird

violet meadow
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flags.midi-qol.disadvantage.attack.all | Custom | 1

pulsar apex
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also, is it possible for midi to overrule a hotkey? like i could have sworn alt+click targets whatever token you click on. but its not working. trying to track down why it's not happening

vast bane
pulsar apex
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oh did that change with the new version or something?

violet meadow
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MidiQOL never had a keybind for targeting afaik

hexed geyser
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anyway to increase the timing in which the results are shown in chat till after the die is rolled? It seems like midi likes to show the results before the die are done rolling

vast bane
violet meadow
vast bane
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a very rarely used midi setting

vast bane
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If so, that midi setting is incompatible with Item Piles

pulsar apex
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no i was just trying to alt click to target a token

vast bane
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ok just makin sure, maybe a target module would be doing that stuff, but imo I don't see much point in target modules. Hover over a token and press T doesn't get much simpler than that hehe

deep yoke
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Is there a way for the game to tell when two enemy tokens flank someone and then give the flanked condition to the target automatically? Seems like a stretch but I am curious what foundry can do πŸ™‚

vast bane
scarlet gale
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Midi has a setting to use the CE flanked condition

violet meadow
vast bane
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The CE flanking has been...weird as of late, I switched to using midi personally

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CE flanking constantly duplicates the effect so I turned it off

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I think it was the same bug he fixed in dfreds 4.1.2

deep yoke
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Dam, I have opened myself up to a whole new world πŸ™‚

vast bane
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If you do go the route of midi flanking only, that also is a hidden flag, so you may want to make sure you have attribution turned on

deep yoke
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@vast bane I see the option. I created a custom CE flank to make flanking only give a +2 to attack rolls, is there a way to choose that one as the CE Flank instead of the original?

vast bane
vast bane
proper siren
scarlet gale
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CE will always use the custom one over it's own

vast bane
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But make sure that you duplicate as custom and DON'T rename it

pulsar apex
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is the CE flanking the +2?

vast bane
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I think there already is a +2 option in there isn't there?

scarlet gale
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CE is advantage

pulsar apex
scarlet gale
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But you can duplicate it and edit the custom one to be +2

vast bane
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Oh I think the flanked key reduces the ac of the monster?

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I forget now, but I swear one of those does a 2 thing

scarlet gale
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No?

violet meadow
vast bane
#

I dunno I swear at some point either midi/helpers or simbuls had a flanking that did a +2

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I remember having to help someone shut it off

violet meadow
proper siren
vast bane
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so passive feature?

violet meadow
#

A bit tired right now, but I think you got that the other way around

vast bane
#

yeah I thought that too

violet meadow
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The referenced item ID should be of the sidebar Reaction Item

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not the feature on the source Actor

vast bane
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I think they are asking what the economy setting is for the feature

violet meadow
#

ah no need for anything in particular

vast bane
#

which I'm pretty sure is just a basic naked passive feature

proper siren
violet meadow
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The macro goes in the reaction Item

vast bane
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right?

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wow now I'm lost

proper siren
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lol me too, I think

vast bane
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yeah macro goes on the reaction item, my bad

proper siren
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ahhh

violet meadow
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Item on the left

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Item on the right

proper siren
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I'll try that

vast bane
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also fyi, ignore self doesn't work right in active auras, I have posted it to Mr.Primate but he was um, unable to find the solution and I never really bothered him about it further

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the source actor will be prompted for the reaction, and for the fighting style and steel defender, that is not rules as written

proper siren
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yeah I've definitely noticed that

vast bane
#

The way I solved this, was I have an effect macro that deletes it off the source actor every combat start

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Actually my macro doesn't work, its on my todo list

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thats my idea to solve this till active auras fixes

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but I never got a smarter person to write the macro

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Its basically on combat start, if soandso item found, delete, if not, return

violet meadow
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With all the discussion I got to second guessing myself

vast bane
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but it has to check if the actor is the owner of the reaction so it doesn't delete on everyone

violet meadow
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and I am too tired to think about it any more πŸ˜…

vast bane
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I mean its such a tiny issue that I didn't even bother to fix the macro

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I just told the player not to use it for themselves

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if anyones curious I posted it in the active auras channel in kandashi's server and Mr. Primate looked at it

violet meadow
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yeah saw that. Took a quick look at the AA code too. It's definitely strange

vast bane
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Ultimately I resigned to the idea of the macro to fix it

violet meadow
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Now that I was reminded of this issue

vast bane
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Should probably share that to primate if they do ever revisit that glitch in active auras

pulsar apex
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I'm trying to get the effects to work but they don't seem to be triggering

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the disadvantage on attacks or perception checks aren't working

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the duration section got filled out on its own. i don't want the effect to have a duration

vast bane
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then again they could be indoors so this key is very inefficient/ineffective @pulsar apex

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Maybe an if global illumination is on sorta condition

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I handle my sunlight sensitivity with advantage reminder

hexed geyser
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So the card for damage shows up before the dice is completely rolled. I was able to fix the dice roll to adjust for the hit but the hit didn't require a card to roll for damage. How would I fix this issue though?

pulsar apex
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gonna cause problems with everything else

vast bane
vast bane
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0 duration

pulsar apex
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right. that's the part that filled out on it's own

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it was blank. how do i make it persistent?

vast bane
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is it a dfreds ce?

pulsar apex
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no i just made it manually

vast bane
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whats the first tab look like on the feature

pulsar apex
vast bane
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the features active effect not the actors

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that would be the problem

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those two self boxes are misleading to new users

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sunlight sensitivity is on all the time, check the transfer on equip box and don't check either of those self boxes unless the item has a target and applies something to self also, those boxes are meant for very niche situations

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but you really don't want this item setup

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If you want an active effect to apply to self on roll, on the item details range/target should be set to self/self and no boxes checked in the first tab of the item

pulsar apex
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ok so that's setup now

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it's activating properly

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is there maybe another module that could be taking off midi's priority?

vast bane
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have you been told yet to turn on attribution?

pulsar apex
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no idk what that is

vast bane
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_< Attribution

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I'm making a copy paste of this for now on lol

pulsar apex
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lol sorry i'm learning as i go :v

vast bane
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its not you, its the fact that midi 33+ has alot of flags that are invisible unless you have an optional setting on

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I would first read the pin by me in this channel though, cause the most likely suspect is that you aren't really using midiqol

pulsar apex
#

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.

this could be it maybe

vast bane
#

thats what my link just above is for, but you could also not be using midi

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attribution will help us diagnose it

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loook at the two images in my link

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its a benign optional setting that everyone really should have on by default, especially if you fast forward

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(Unless you are a cool person like me and have advantage reminder module installed as it shows them in its module too)

marsh axle
#

not technically Midi, but DAE which I think is related? Can anyone explain how to make an item with an effect that modifies your attributes when equipped? I've followed the effect from the robe of the archmagi, but the DAE page looks different than that on the Robe. The arrow points right instead of down and the effect has (Unknown) instead of (None)

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For comparison

vast bane
#

my first thought is that robe o the arch magi is SRD so its probably in midi srd

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if you are a midi user too

marsh axle
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Im looking at the midi srd version

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and it works properly on equip and unequip

vast bane
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oh ok

marsh axle
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and I just figured it out so ignore me

vast bane
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I get what you are asking

marsh axle
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Im just stupid again

vast bane
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the one on the left is probably because you are editing an owned item

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this is why it says experimental at the top

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if you want to know the pitfalls of editing owned items read the first pin in this channel where a mesage references why you shouldn't or if you do, what to look out for

marsh axle
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I didnt see the checkbox on DAE for apply on equip until now

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its been a long day

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sorry

spice kraken
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@tranquil cloak use this in activation condition - ['undead'].includes('@raceOrType')

marsh axle
#

Hopefully last question for the night and maybe you can explain what I'm missing. The Midi mage armor is in my spell book. I press the die to cast it. It posts the Apply Active Effects to the chat. I press the button and nothing happens.
If I cast Shield though, I immediately get the shield effect and my AC increases?

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the spellcaster is selected for both spells

vast bane
marsh axle
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TARGET thats it

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mage armor is a target spell

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I always forget that, dear god ok I am going to go crawl away now

vast bane
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one of the downsides to dnd5e 2.1.x was the addition of the NONE option in range/target and it seems to have flown under the radar for midi

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it should be setup right in midi srd hmmm

marsh axle
#

and not darken this discord for the rest of the night. Thank you SO much for your patience

vast bane
#

You are fine:
Midi Srd has mage armor btw, seems to be setup right:

vast bane
marsh axle
#

the problem was just that I didnt select a mage armor target

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because in my head, its not a target spell

vast bane
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ooooh yep

marsh axle
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and it didnt throw up a no target warning until I'd accidentally tried to cast it on something that was out of range

vast bane
#

having require targets always and then turning on late targetting can help catch these weird niche occasions but some folks don't like late targetting

marsh axle
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noted

vast bane
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@tranquil cloak if you search for turn undead and find a macro reference by me, that would be a raw version of it outside CPR...let me see if I can find a backup version since I overwrote mine with cpr

tranquil cloak
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Thanks, I think this is a good spot to work from

vast bane
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thoguh I heard that functionality is broken in midi atm so you technically don't need it, but if it ever fixes, dfreds will get in the way

hexed geyser
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Anyway to get rid of this pop for players and instead make it appear in chat?

spice kraken
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Enable fast forward rolls for the players setting

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GM and Players are separated

hexed geyser
spice kraken
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Idk if V10 changed things around but

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I should've added 1 more arrow, player tab in the right popup

hexed geyser
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Still shows up with these settings

spice kraken
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Can you show what the chat looks like when it is rolled?

hexed geyser
vast bane
hexed geyser
#

ah

vast bane
# hexed geyser

You have a module conflict visible in this chat, sending you a DM

vast bane
#

its common with the workflow button settings, cause of how the save is at the bottom

vast bane
# hexed geyser ah

But ultimately what you really want is Ready Set Roll, the problem however is that Midiqol and Ready Set Roll do not work together, you have to pick one or the other. Midi only offers fast forward, which requires the user to hold down a key, or else it does what IT thinks should be the choices on the two popouts.

vast bane
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*or login as a player with the DM still logged in

hexed geyser
#

prob will dop that

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do that then*

fathom socket
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if i create an effect via macro, how can i configure it to end on the start of the sources next turn? there is a special duration for this i think

vast bane
#

I want to say emboldening bond has an example of it let me take a gander

#
const version = "10.0.10";
try {
    const effectData = {
        changes: [
            {key: "flags.midi-qol.optional.emboldeningBond.attack.all", mode: 5, value: "1d4", priority: "20"},
            {key: "flags.midi-qol.optional.emboldeningBond.save.all", mode: 5, value: "1d4", priority: "20"},
            {key: "flags.midi-qol.optional.emboldeningBond.check.all", mode: 5, value: "1d4", priority: "20"},
            {key: "flags.midi-qol.optional.emboldeningBond.label", mode: 5, value: "Emboldening Bond", priority: "20"},
        ],
        disabled: false,
        duration: {rounds: 1, seconds: undefined, startRound: undefined, startTime: undefined, startTurn: undefined, turns: undefined},
        icon: "icons/magic/control/silhouette-hold-change-blue.webp",
        label: "Emboldening Bond Bonus",
        tint: null,
        transfer: false,
        flags: {dae : {specialDuration: ["turnStart"]}}
    }
    
    
    if (args[0] === "each" || args[0] === "on") {
        token = await fromUuid(args[1].tokenUuid)
        token.actor.createEmbeddedDocuments("ActiveEffect", [effectData])
    }
} catch (err)  {
    console.error(`${args[0].itemData.name} - Emboldening Bond ${version}`, err);
}
#

When in doubt, plagerize 8)

fathom socket
#

thanks i think i can tinker with thatπŸ‘

vast bane
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make one manually and sus it out in the console

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to get the special code for each special duration

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I'm gonna go ahead and edit this example just cause its blatantly bad to copy its keys

violet meadow
# vast bane Wow, can we use time in activation conditions <@547736620649021450> ?

Of course you can. Didn't I share the full Sunlight Sensitivity?

You can add a condition, for example, like this in a check
flags.midi-qol.disadvantage.attack.all | Custom | game.scenes.active?.darkness < 0.6

I find this better

And I usually add a specific Light that the token can be in, to make it work with spells like Daylight

https://github.com/thatlonelybugbear/FoundryMacros/wiki/Item-Ideas#sunlight-sensitivity-attacking-disadvantage

vast bane
#

Edited the right keys so it works just incase some one finds this in a search

deep yoke
#

@vast bane You have been a huge help. I am looking to get started with activation conditions/dipping my toes into macros. Where would be the first place to start in order to learn? πŸ™‚

manic tendon
#

How would you do upgraded base AC? Like if I want to have your AC being 10 + con + wis IF it would normally be lower, before bonuses from things like Shield of Faith and the like. (You can still wear armor which might boost your AC higher than the upgraded base.)

short aurora
#

Is it possible to macro rolling the damage portion of an item? Like macroing clicking the damage button here?

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It might be a core thing but midi adds the buttons, so figured I'd try here first

deep yoke
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@violet meadow I am trying to understand macros/using custom activations. I want to understand a more simple one. I am looking at your Pack Tactics Item Idea and want to understand the string of code. Are you available to speak to? I am so fascinated with all of this and am eager to learn haha

violet meadow
#

MidiQOL sample items compendiums.

Lurking in #macro-polo and here asking around and looking at code snippets always helps

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And get used to the console.
Like the first step to understanding some sort of data structure of Foundry is:

Select a token on a scene, open console (F12 on Windows or Cmd + Option + J on Mac) and type:
_token.actor

deep yoke
#

Thanks πŸ™‚

vast bane
short aurora
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I believe they are, yeah, buttons are just added by Midi

vast bane
#

I actually think only one of those is midi, the others are another module

short aurora
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nope

vast bane
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Standard roll is the full manual midi roll, the others are the core roller

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nope they are full midi stuff nm

deep yoke
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I am starting to understand :). I am reading the Pack Tactics code that lonelybear made. (findNearby(-1, targetUuid, 5, {}).length > 1). I understand the first two bits where its looking for a hostile (-1) of the target of the melee attack (target Uuid) within 5 feet (, 5). I do not understand the last part ({}).length > 1)

violet meadow
#

You can use it in the console too.
Type MidiQOL.findNearby

vast bane
#

it counts itself so there needs to be 2 or more

violet meadow
#

That function returns an Array of valid Tokens. If that Array's length is > 1 the condition evaluates to true

vast bane
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wait that actually might not be a perfect pack tactics?

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a ranged pack tactics attacker won't count as the second in that will they?

violet meadow
#

I wouldn't count that in anyway

deep yoke
#

It's set up for melee only I believe

violet meadow
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And the findNearby doesn't include the sourceToken

deep yoke
violet meadow
vast bane
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F12 usually

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In most chromium browsers f12 then change to console tab

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wow I think I now understand why those buttons are in the descriptions

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they are for totm

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and to use them in token hud, just right click the attack

#

nah right click doesn't work in tah nm, but still pretty cool

#

the standard roll button can get real weird but the rest of the buttons are pretty cool

violet meadow
#

I never use them tbh, but they have their uses.

What I ended up doing instead of using extra modules for getting the most used forms to polymorph/wildshape to or spawn summons, is create links in the description and drag and drop them when needed πŸ˜„

magic kraken
#

MAN THANK YOU A LOT

#

I stopped checking here when uni came back but I really appreciate it!

deep yoke
#

Yayyy. I think I just made my first ever Midi QoL Condition on my own :). Made an overtime effect where on the players turn they can roll a Str save to get out of being grappled by an ability.

deep yoke
#

Did I set up this right to only remove grapple?

vast bane
#

remove condition isn't needed unless its false

deep yoke
#

The ability adds both Grappled and Restrained, I want the Overtime to remove only Grappled if the actor succeeds on its saving throw

vast bane
#

I made a lil cheat sheet for overtimes

deep yoke
vast bane
#

removeCondition has to have an evaluation

#

so its probably not going to work

#

see the regeneration midi sample item for an example of removecondition

#

in my list if the one you want is lead by a //, that means you don't need to use it

#

the // ones are the default

#

default means they are implied if absent

deep yoke
#

I cannot find the regeneration sample item. I found the spell but not the item lol

short aurora
#

Does .applyDamage trigger all the usual Midi stuff or would I need to do an actual damage flow for that? Bonus question: Can you do damage types directly in the roll expression for damage workflows? It has a parameter for the damage type, but wondering if there's some application where 1[bludgeoning]3[acid] ever works

edit: nevermind, I think I asked this question before lol

vast bane
# deep yoke I cannot find the regeneration sample item. I found the spell but not the item l...

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

proper siren
#

Is anyone else having issues with @scale.bard.bardic-inspiration for bardic attributes like flags.midi-qol.optional.bardicInspiration.save.all?

vast bane
#

personally I would use CPR not midi sample items

proper siren
#

hmm, it was working up until about a week ago, something must have changed

pulsar apex
#

do i maybe need "let me roll that for you"?

short aurora
pulsar apex
#

the range is fine i think. it's the token on the right using the ability

short aurora
#

They're both geists?

#

Oh, you edited

pulsar apex
#

no one is just another random creature

#

yeah sorry

#

typo lol

weak quest
pulsar apex
short aurora
#

Hm, there goes my theory, Special should exclude the caster.

#

This should work with just Midi...

weak quest
pulsar apex
#

yes i selected the other token after using the ability and it made him roll

vast bane
pulsar apex
#

how do i make it roll for targeted creatures?

pulsar apex
vast bane
#

you have abnormal settings for starters but it could be the walled template that ryex just said in the other channel

#

the second drop down in workflow tab should be set to always, ignore defeated

pulsar apex
vast bane
#

do you have walled templates module enabled?

#

*installed

pulsar apex
#

no i just have Monk's Wall Enhancement and Wall Height

vast bane
#

turn it off

pulsar apex
#

the midi setting?

#

or those modules

vast bane
#

oh wait

#

you have require targets set to Never

pulsar apex
#

what should it be on? it's doing the same thing when set to always

vast bane
#

in the misc tab export your settings

pulsar apex
vast bane
#

import mine and test use yours to revert after

#

lets confirm its the fubarred settings first

#

your rolls didn't even look like midiqol, they looked like core

short aurora
#

That's just all the space saving off

vast bane
#

there were no damage cards

#

for all we know what was running was check hits

pulsar apex
#

ok so it is prompting the save now

vast bane
#

from another module

pulsar apex
#

and applying the damage

vast bane
#

to the right guy?

pulsar apex
#

but there's like a 30 second delay

#

yeah

vast bane
#

thats intended

#

you don't want auto

#

players hate when things roll for them

#

plus auto is wrong most the time

pulsar apex
#

oh so it won't roll if they roll before it auto rolls?

vast bane
#

correct

#

theres 3 save setting drop downs to set for rolling saves

short aurora
#

It's the options in Workflow -> Saves if you want to change them later, same place to offload them to another module for prompting

vast bane
#

mine were all three MTB

pulsar apex
#

is there a way to decrease the delay for NPCs?

vast bane
#

npcs don't have a delay

#

its for only player characters afaik

#

no dm's can time out too nm

#

you really don't want to auto saves

#

my theory on what setting you had wrong was you had roll automation off in main settings πŸ˜‰

pulsar apex
#

I believe you lol. I'm just wondering if there is way to get it to prompt me to auto roll for the NPCs

#

like the let me roll that for you thing

short aurora
#

It should, but might be set to a module you don't have as you imported someone's settings

pulsar apex
vast bane
#

do you not have MTB?

pulsar apex
#

no i don't

#

would that be it?

vast bane
#

my settings should have had MTB for all three

pulsar apex
#

yeah it does

vast bane
#

do you mean fast forward?

#

you want fast forward on?

#

are you trying to get the popouts to poof?

short aurora
#

If they're set to Monk's Token Bar and you don't have that module, they will always time out

#

Change them or get the module

vast bane
#

I think he just doesn't like non fast forward

#

I have mine off

pulsar apex
#

so like. if i don't want auto roll. i want it to where it pops up that window like "roll a con save for this token" with the disadv/norm/adv buttons and everything

vast bane
#

install MTB

#

or change to LMRTFY/chat message

#

mtb is the best imo

pulsar apex
#

ok yeah mtb is amazing

#

keeping like this

red turtle
#

Hello! I'm wondering how I might automate a blood hunter's crimson rite. I'd like them to be able to speak it into the chat and 'apply' it to their weapons if possible, with the appropriate damage type. Right now it's just plaintext.

Would this be something I would make into an effect, or something else?

red turtle
#

I'll be honest, I have no understanding of how macros work, but nonetheless I appreciate it haha

#

Time for me to learn about macros

deep yoke
#

Is there an easy way to have the same CE Status effect applied multiple times instead of being removed and reapplied?

pulsar apex
#

I have a DAE question. does it go here or in #dnd5e ?

scarlet gale
#

Here is fine.

#

DAE is from the same dev as Midi

pulsar apex
#

ok so I'm wondering if I'm able to add damage resistance based on magical or non-magical property

kind cape
#

Uhhh, an entire 3 new triggers in Template macro πŸ€”

pulsar apex
#

essentially i'm trying to make 2 features that give me the effect of this

scarlet gale
#

Yea, just use the system flags for damage resistance

#

system.traits.dr.value | CUSTOM | Whatever

#

system.traits.dr.custom | CUSTOM | Whatever if you want non magical resistances

#

it should give you a dropdown box

scarlet gale
kind cape
#

Its not even been 20 minutes, you madman

pulsar apex
scarlet gale
#

use the dr.custom one

#

it has an option for non-magical

pulsar apex
#

ahh ok

#

thank you!

scarlet gale
deep yoke
#

@vast bane Gonna have to learn how to create macros, where would I start with this specific macro?

vast bane
scarlet gale
#

The turn triggers are going to be game changing

#

Before I had to have an effect macro handle it, but now I can just have the template do it

fierce basalt
#

how do I have the tieflings fire resistance automatically apply to damage rolls to characters when they take fire damage?

dark canopy
#

are you currently automating damage or using roller modules?

fierce basalt
#

currently automating damage

dark canopy
#

sorry, i thought i was in #dnd5e main

#

you are in the right place πŸ˜…

scarlet gale
#

Midi will take that into account

fierce basalt
#

oh wow

#

here i was screwing around in the effects tab

pulsar apex
#

when adding bonus damage to an effect, how do i specify it's type?

wide crystal
pulsar apex
#

yep that's exactly what i meant. thank you!

wide crystal
#

Hey, is anyone present who could advise on any "choose-the-damage-to-deal" weapons existing out there?

One of my party members has a Staff of Tiamat which is meant to trigger one of the 5 heads at random on each attack. I was wondering whether I could try to play at rewriting any existing macros or something.

#

Ideally, that would be a dialogue popup, like this.

scarlet gale
#

Run on post damage roll

wide crystal
#

I think my brain is too small. Can't understand how to turn these into what I need. Mainly, because I wouldn't even be able to script a simple attack πŸ˜„ Let me stare at it for a bit.

scarlet gale
#

Add as an item macro on the item

#

With the on use being after damage roll

#

Make sure to not have the flavor in the damage box

#

Just the formula

empty agate
#

Troubleshooting advantage / disadvantage on attacks. Followed @vast bane steps to add attribution and added the Advantage reminder for DND5e. Advantage is coming from Hidden. Turns out - the import of the Bandit from DND Beyond set the Vision Range to ft. Not a number - just ft. Not looking for help but figured that if anyone else is troubleshooting advantage / disadvantage this might help.

#

Major thanks to @vast bane for all the tips in debugging in this thread

vast bane
#

I helped someone while asleep, I think I've reached peak helper. 😎

empty agate
#

Someone read the thread BEFORE asking you a question... you must be dreaming still. Go back to bed. πŸ™‚

vast bane
#

glad we could assist, its also the first pinned message but the snippet images are ommitted from it

wide crystal
#

Thank you @scarlet gale This will be a useful macro on any future occasions : )

lusty yacht
#

Unsure if this is right place or not.
I use item macros for spells made by Crymic and suddenly today (ofc every time right when we're having a session lol) they all just stopped working. Nothing happens at all when any spell with an ItemMacro is clicked to cast it. They worked perfectly before and I haven't changed anything since last time I used it last. It seems like it would be an issue with a module?

vast bane
#

If there is an error in the console that references Itemacro as the package at fault, then read my pin here in the channel for the Item macro message. If you see no errors and no macros roll, read the top half of the pin, another module is rolling your items instead of Midiqol.

#

If you see "No macro found" its the last message in the pin about the sneak attack, and is a bug with multiple damage bonus macros

#

Tposney is on vacation so the bugs have kinda gotten stacked up with sussed out solotions till he gets back and squashes them

lusty yacht
neat steppe
#

Trying to use the MrPrimate Sleep macro but its not applying the unconscious effect to the targets. Not sure what I am doing wrong here. I have the macro as an Item Macro, I have on use set to ItemMacro. I have damage set to no damage. Do I need to set something up in Convenient Effects as well to make it work? Also seeing this error.

#

@scarlet gale I think you have had some experience with this one. Any ideas?

scarlet gale
neat steppe
scarlet gale
#

What version is your simple calendar?

neat steppe
#

says current but its show that is for an older version of foundry

scarlet gale
#

Uninstall at and get it fresh

#

That's a very old version

neat steppe
#

ya. I see that

#

One of those instances where its not updating and needs a reinstall

scarlet gale
#

Common issue with that module for some reason

neat steppe
#

works perfect now! Thanks

#

Also this version of simple calendar is so much prettier!

#

I want to take this sleep macro and update it for a different spell that works similar

#

Does the macro only check if a target is unconscious or does it check for prone targets as well? The spell I want to modify it on doesn't work on unconscious and prone targets.

scarlet gale
#

What spell?

neat steppe
#

Its a Kobold Press spell

#

I mean Hold the Line

scarlet gale
#

Would need some changes

#

Not at PC to actually see how this spell works

neat steppe
#

actually nm. I am re-reading it. It says ignoring creatures that are prone AND unconscious. not OR.

#

so really, I just need to change the damage dice and are of effect and it should work

#

So now I just need to change it from sleeping to restrained

mighty pier
#

Is there some way to add a proficiency bonus to a difficult save? I can only write numbers there, so writing @prof-some-more-letters will not work

#

To be more precise, I need to enter the difficulty 12+PB

vast bane
#

DC's already include PB unless its flat

#

if you mean save bonus, mark the save proficient

mighty pier
mighty pier
#

And another question: is it possible to make an effect that would deal damage when it disappears? Or can this be done only through the Effect Macro and, accordingly, the macro?

mighty pier
#

You mean, just write down the PB that the creature has now?

vast bane
vast bane
mighty pier
#

Well, this is understandable, but I can’t enter 12+@prof there, only numbers can be entered in this field

vast bane
#

player dc's are based off stat mod+ prof

#

add the prof to the final number, you don't need to reference the value monsters pb's don't change

#

if its 2, make the dc 14

mighty pier
#

No, it's a feat. Feat for players

vast bane
#

what feat?

mighty pier
#

HB

vast bane
#

can you spell it out?

mighty pier
#

Otherwise, I wouldn't be making a compendium for them

vast bane
#

oooh homebrew

#

macro territory then

#

thats an abnormal way to set dc's

mighty pier
#

😦

vast bane
#

You could do a scale value on the class I think

#

yeah make a scale value...nah that won't work, macros only

#

or since its you know..homebrew, change it. πŸ˜‰

#

you could janky it up with enabling sanity or honor and use that stat to provide the flat 10

mighty pier
# vast bane or since its you know..homebrew, change it. πŸ˜‰

No, I have a reason for this. One of the points of the trait rework meant separation traits from stats, so that any class could take the trait it needed, which would be scaled from the level (PB), and not from the characteristic that was the last in its priority. Well, for now I'll just write 15, then I'll figure out how to do it with macros. Tbh I think it would be easier to tell the players to change the difficulty themselves when they take the trait

short axle
#

is there a way to have an active effect enhance a specific spell?

#

My player has an ability that enhances the spell Slow and makes it twice as powerful

vast bane
#

make 2 versions of the spell

#

slow already is hard to automate unless you are using advanced dialogs though

#

Unless CPR has it

scarlet gale
#

(I don't)

#

What do you mean twice as powerful?

#

like more targets?

#

If it's always twice as powerful, just edit the spell

#

Otherwise, a warpgate mutation is the way to go

#

(with a macro)

short axle
#

i'd rather know how to enhance a spell as i need to do this with a bunch of other spells too.

short axle
scarlet gale
#

is it always more powerful?

short axle
#

Im not trying to do a workaround, im specifically trying to make the effect enhance the spell.

#

editing the spell is the workaround im using while i figure out how to do it through an effect, because i know it will come up in many situations in the future

scarlet gale
#

Warpgate (a module) can do stuff like that

#

Via macros

short axle
#

thanks, i'll look into it

vast bane
#

I'd just use item with spells and make the extra spells be attached to an item by the name

#

unless youknow how to write macros, then by all means get to work, how many spells?

jade gazelle
#

Is there any way to build this rule onto a weapon in foundry with a macro or something? "you deal an additional amount of damage equal to the number your attack roll surpassed their AC"

sleek bone
#

So just copy pasting my question from the 5E channel to here as I keep forgetting that all things automation dips into midi territory:
Is there a module for 5E (Compatible with V9) that can label actors as outright immune to spells of a certain school? Like giving someone an immunity to spells that is of the Evocation school?

vast bane
#

make a reaction that kills the workflow and leverage the player to use it right and when

sleek bone
#

While I am in here I also want to ask just to check if this is only an issue on my end or not. Would anyone know why an active effect seemingly only can add one condition at a time? If I want a creature to add more statuses than one and add more lines similar to this one bellow it: it just ever applies one - As if it just outright cant add more at once with the same active effect. Are you suppose to then make several active effects for this to work or has something just messed up on my end?

vast bane
#

imo, macro.ce is better if you have automation that looks for conditions

sleek bone
#

Thanks! I had yet to discover that this "macro.ce" was even an option in that tab

flat gazelle
#

Quick Question:

I want to implement Lance of Lethargy and was pondering to do it via Convenient Effects or directly as applied effect.
Is there any benefit/complication I am missing of doing it one way over the other?

scarlet gale
#

Effect on the feature, easier for the player to use

flat gazelle
#

Thanks!

due to your previous message I now stumbled into the "is it once per target or once per turn" rabbithole πŸ˜‚

wide crystal
#

Hey guys, do you know of any existing scripts out there that would allow me to, on weapon use, roll a specific damage type and ST roll combination (from a pool of 5) and apply that in a 30ft cone?

short aurora
wide crystal
#

Yes, so you'd be essentially picking from a pool of 5 different ([Damage type] + [ST]) combinations and applying only that damage roll (half on save).

#

By picking I meant rolling, sorry.

#

It's meant to be random.

vast bane
#

look at the chromatic orb macro maybe?

wide crystal
#

I did, Chris kindly shared. The problem is, I am completely lost in these scripts and couldn't even begin to edit it to do what I'd like it to do. The way I understand it, Chromatic Orb makes you pick the damage and it also doesn't have different STs depending on which damage it deals.

#

So my fix was to simply make 5 different weapons, roll on a table and use the weapon I rolled.

#

But would be great for the player to have it working more neatly than that, haha. So I was just hoping that maybe there's some automated item out there, but in that case no worries.

short aurora
#

So ideally you want to roll a breath weapon and then it randomly chooses ONE of 5 combinations of set damage type and saving throw? >.<

#

Doable, wonder if we can update the item post template or if it needs to be before

wide crystal
#

IDEALLY, it would do that + have an option to use all five at once (before rolling the table). After that, the item would disintegrate. But I don't need ideal, just what you said πŸ˜„

#

That aside, do you guys think it's realistic to hope to learn doing this as someone who has exactly 0 experience with coding? Would be great to sometimes help, rather than just ask for it. Just really lost on where to start.

short aurora
#

I started with no javascript knowledge and thought javascript was an offshoot on java to begin with, I manage to create modules these days. You can take general javascript courses to get a feel of the coding itself, and once you need to applying it to Foundry, you search either #macro-polo or relevant channel to see if other's have done what you want to do before, dissect it, or you try, sometimes fail, ask and learn, there's a lot of super helpful people here

#

I still ask #macro-polo on stuff they've answered before and most community helpers don't remember they've already given me this answer before and give it to me again no problem >_>

wide crystal
#

Yeah, I admit people here have been super helpful. Just casually dropping macros I didn't even think could be done at first πŸ˜„

short aurora
#

Do you use the Warp Gate module?

wide crystal
#

I do. I have the whole MidiQOL, DAE, etc. The things that seem well regarded in automation.

#

And if I'm not mistaken, Warp Gate is needed for some of them.

short aurora
#

Sure hope you do, just realized the shotgun option will have like what, 3-4 different abilities to roll saving throws from? lol, hope you automate that

wide crystal
#

Oh, wait, you mean the 5-at-once? You're doing that?

#

If so, that one would need just one combined ST.

short aurora
#

Much easier

wide crystal
#

Unless that makes things harder, then I believe it would be best to ignore.

#

Ah.

molten solar
wide crystal
#

Goodness, I appreciate your help. Didn't come here thinking someone would try building that. Just hoped something similar existed πŸ˜…

molten solar
#

(Roll Groups exists and does what you want but is not compatible with midi)

#

(but you can do what it does, detailed above)

wide crystal
#

I did hear of Roll Groups, but need to read again what it does exactly.

molten solar
#

Again. Not compatible with midi.

#

What it does behind the scenes is make a damage roll from a clone of the item, with different damage parts.

#

That's the idea. Pretty easy to do actually. One line.

wide crystal
#

Ahhh, I see. So it makes versatile weapons, just not automated.

molten solar
#

No, "versatile" is core.

#

It's versatile+++.

wide crystal
#

Sorry, I didn't mean versatile within 5e. Versatile as in, adaptable.

molten solar
#

ye

wide crystal
#

Interesting. Does it argue with Midi or could it be used alongside it for instances where automation could be put aside? Just feel like it could have applications I can't think of right now.

molten solar
#

I know that @robust vault has been using both for a while. It's obviously not recommended, and I don't use midi so I couldn't tell you how they're incompatible.

wide crystal
#

Gotcha. Thanks : )

molten solar
#

But merely a suggestion for Krig to look at if they're writing something midi-compatible.

wide crystal
#

I've spent the last 2 weeks trying to transfer mine and 2 other characters from R20 into Foundry and figure out how to automate everything. This community has been indescribably helpful.

vast bane
#

main thing that breaks in midi is any automation that has to do with midi rolling other or versatlie, so activation conditions and saving throws.

#

*when using RG with it

#

So if you are a full manual midi user RG is pretty benign to run

#

Also any automation contingent on midi damage workflows would fail, so alot of CPR

wide crystal
#

Understood.

#

Thanks Moto.

robust vault
#

Roll Group and Midi work very well. Certainly, if you use heavy automation there can be some problems with the workflow.

For this type of situation where there is heavy automation, there is a "trick" ....

Instead of doing the damage in separate groups, do them together so that ONLY one roll is done.

Let me explain... imagine that a weapon has piercing damage and situationally poison

Instead of creating

  1. Piercing
  2. Poison

With heavy automation

  1. Piercing
  2. Piercing + poison
wide crystal
#

But in that case, if I click to roll for attack, will it let me pick which attack group to use?

robust vault
#

And so on, creating groups of damage in where you need a single roll.

wide crystal
#

I thought it would just stop after attack roll and once I selected which group to use (from chat card), the rest would have to be applied manually.

robust vault
#

But only fastfoward attack roll nor damage roll

robust vault
wide crystal
#

So let me see if I understand you right.

I roll for weapon attack - fastforward.
Chat prompts me to pick a damage group.
I pick the damage group, damage gets rolled.
Damage needs to be applied manually.

#

Oh, it continues?

robust vault
#

If you have auto apply dmg, then it applies auto

wide crystal
#

That sounds pretty amazing already. If that functions well, I feel bad for having @short aurora help.

robust vault
#

Try to use with attack fastfoward

#

Only attack

short aurora
#

Ah, perish the thought, this is something I'll finish regardless because I want to practice cloning with midi

#

I have only created one infinite loop so far

robust vault
#

And config groups in one roll…. Example 1. Piercing / 2. Piercing + fire / 3. Piercing + fire + poison

wide crystal
wide crystal
robust vault
wide crystal
#

And that will work. The staff deals one of 5 damage types. We'll just need to roll on which damage type he's meant to press.

#

Are you able to tell me how to cast 2 actions with one macro? Say, roll table and roll attack?

#

This way it would probably get done at once and not interfere with the workflow?

robust vault
wide crystal
#

No, sorry, not what I meant.

The damage type of the attack is determined by a roll, not player's choice.

#

So my thought was to have him roll the table and then click the corresponding damage type.

#

So maybe there's a way to create a macro that will roll the table at the same time as it rolls for attack, so that by the time the hit/miss is resolved, he knows which damage type to click.

robust vault
#

Use item macro module

#

And set after attack roll

#

For example

#

Thats mean that you roll the attack, then the macro jumps, and later you can choose which dmg choose

wide crystal
#

Yes. Though for some reason it doesn't trigger, let me see.

Spaces in table names are allowed, right?

robust vault
#

Copy the exactly name of the table

#

With or without capital letters

wide crystal
#

Ah, I see what the problem is going to be. Roll Groups don't allow for different ST rolls depending on group : (

robust vault
#

Yes

past spade
#

Is there a way to have a condition for Reaction Damage type spells, so they only show the reaction dialog when the condition is true?

robust vault
#

No possibility of different ST

#

Roll group does not work with it

wide crystal
#

Understood. Still, it will be helpful in other instances, thank you. Do I need to configure Midi to anything other than fastforward attack and fastforward damage for this to work?

short aurora
#

Is it possible to halt an item's workflow entirely with Midi? I thought that was the purpose of setting aborted to true, but my item with a template still wants to put down its' template.

robust vault
violet meadow
short aurora
# violet meadow `return false` in certain hooks

I'm going with a different solution, but idea was to roll an item, cancel that item's roll, clone the item, do changes and then roll the clone. Wouldn't return false stop the entire macro execution, then?

#
this.aborted = true;
const originalitem = await fromUuid(args[0].itemUuid);
const clonedItem = originalItem.clone({"name": "Feuer Frei","flags.midi-qol.onUseMacroName": "","flags.midi-qol.onUseMacroParts": [],"target.type": "cone", "target.units": "ft", "target.value": 30});
await clonedItem.roll();```
for a snip example
violet meadow
#

I see. I don't think that the this.aborted = true would always effectively cancel the current workflow. It depends on what the item has to do from cases I had used it

#

Are you using an Item which on first use is activated and something else happens when you roll it afterwards?

short aurora
#

Yeah, it's a Staff of Random Dragon Breathβ„’, you use the item, roll a 1d5 dice (how tf do you roll dice to chat in a macro again?) to pick from an array of 5 options to determine the damage type, saving throw and save DC for the dragon breath that comes out

#

With the cloning attempt not going great, I was going to just update the workflow instead

violet meadow
#
const randomRoll = await new Roll('1d5').evaluate({async:true});
const msg = await randomRoll.toMessage();
await game.dice3d?.waitFor3DAnimationByMessageID(msg.id)

const randomResult = randomRoll.total;

// and go cloning the item with the changes you want and doing a MidiQOL.completeItemUse()
#

Make sure that you don't cause an endless loop πŸ˜„

#

You will need to wipe the onUse macros on the cloned Item (as I see you did)

short aurora
#

I already fell into the trap, yes... ;_; Thanks

violet meadow
#

me too more than a ... handful πŸ˜„

past spade
violet meadow
#

But will need a macro

past spade
#

Oh so I can just check it in the isAttacked step and stop the workflow if the damage type doesn't match?

violet meadow
#

which workflow would you stop at that point?

past spade
#

oh yeah I see, you change the reaction type to manual

violet meadow
#

exactly

#

Original Item is Reaction Manual.
It checks on isAttacked the specifics of the attack and if the check returns true, change the Reaction Manual to Reaction Damaged to be picked up automatically and then to manual again

#

So that not all Items will constantly be displayed as available reactions all the time 🀷

#

An integrated MidiQOL way to check some reaction "activation conditions" would be great still

#

I wanted to make a merge request for such a system, but haven't gotten around to that yet 😩

past spade
#

yeah that would make this way easier. But thanks, I'll see if I can use that

robust vault
short aurora
#

@wide crystal What's the details of the options you've got in the staff?

wide crystal
#

You mean the STs and damage?

short aurora
#

Side question; if I have an item that I use to just roll a macro that rolls a dice, do I have to intercept the original output of the item and create my own message to merge them together?

short aurora
wide crystal
#

They all do 4d6 damage each. Damage types are: Cold, Fire, Acid, Poison and Lightning.

#

STs:
Dex 15 for Cold, Acid and Lightning
Dex 20 for Fire
Con 15 for Poison

#

Alpha strike has a Dex ST of 20.

#

Is that clear?

short aurora
#

Yup, is "Alpha Strike" just all of them together damage wise?

wide crystal
#

Yes.

#

5(4d6)

short aurora
#

Still the different damage types, yeah?

#

so it's 4d6 fire, 4d6 cold, 4d6 acid etc

wide crystal
#

Yes, that's all damage types together.

#

Yes.

#

Thank you so much.

violet meadow
#

OK here is the relevant part ```js
const deflectMsg = game.messages.get(itemCardId)// itemCardId is the args[0].itemCardId;
const DIV = document.createElement("DIV");
DIV.innerHTML = deflectMsg.content;
DIV.querySelector("div.card-buttons").remove();
const deflectRoll = await new Roll("1d10 + @abilities.dex.mod",deflectActor.getRollData()).evaluate({async:true});

const msg = await deflectRoll.toMessage({flavor:DIV.innerHTML},{create:false})
const newMessage = duplicate(msg)
newMessage._id = deflectMsg._id
const deflectRollMsg = await ChatMessage.updateDocuments([newMessage])

past spade
# violet meadow exactly

So I tried it out based on your item, but I ran into one problem. When I close the reaction popup without activating/using the spell, the whole part that resets the item to Reaction Manual is never triggered.

violet meadow
past spade
#

I guess easiest would be also through the effect just at a later stage

violet meadow
#

Yeah

short aurora
#

@wide crystal Here, import this as a new weapon and it should work fresh out of the box once you drag it onto an actor. Worth noting is that I had an issue with Chris' Premades, I think Chris has a hook that interfered with template management. The only consequence was an error and the templates wouldn't get deleted automatically. https://github.com/Krigsmaskine/sturdy-enigma/blob/main/homebrew/items/weapons/fvtt-Item-prismatic-dragon-staff.json (changed to github link as I fixed something and it's easier doing that everywhere with github)

#

Disclaimer being that I am on Chris' module ver 0.2.8

wide crystal
#

I'm currently mid-session, so will be able to test it in a few hours' time. Regardless, thank you so much for all the time you took, I really appreciate that. I'll let you know as soon as I get to test it : )

short aurora
#

I've hidden all the macro stuff in the item as an ItemMacro, so you need that module if you want to peek at it, not to actually run it

wide crystal
#

Perfect : )

scarlet gale
short aurora
plain bane
#

Hello oracles of MIDI, so appealing to your knowledge, would the talent luck be automated or would I just automate it so that in a reaction it would apply disadvantage to a target or advantage as a way of adding a die so that the best or worst was chosen scrolling made by my character or against my character and even if all this happened before the scrolling result so that I can choose whether to use it or not, would you who are the oracle of automation have an idea of how to do it or something that is already working?

short aurora
plain bane
short aurora
#

And you renamed them to Lucky after equipping them? They seem to work fine as I test them

plain bane
short aurora
#

The resource one has instructions on changing its' name to Lucky after you equip it, but it does not seem to cover the "change another's attack roll", so maybe someone else has something more complete for you

plain bane
# short aurora The resource one has instructions on changing its' name to Lucky after you equip...

man I must be very dense, on mine it doesn't work I changed the name of the item to luck it even calls the talent but it doesn't reroll or roll another d20, I think I'll do what I was thinking, I'll put the target option and then he will give another d20, and he will act as if it were an advantage or a disadvantage, because this is the basic idea of feat luck, but thanks for your tip about renaming but I don't really know how to manipulate these ready-made examples, it never works, thanks ah huh

#

that's right it only works for self has no target

scarlet gale
#

I think it's because I wasn't checking for effects not having an origin

short aurora
#

It was a case of me cloning an item, cloning it and adding a template, so the template effect origin might not have been filled out correct, yeah

shy shadow
#

hello

#

i need help to automatize a homebrew feature

#

Venomous Strike
VSS p242
[–]
Also at 3rd level, you can produce an endless supply of deadly spider venom. When you deal Sneak Attack damage to a creature, you can choose to change the Sneak Attack damage dice to d8s and cause it to deal poison damage.

violet meadow
#

I think I am done automating stuff. No more MidiQOL for me...

😁

naive zenith
vast bane
#

Either way, a "you can" feature is going to be either make 2 different attacks, or use optional.name.xxx stuff

#

if you are using the sneak from midi, its all in a macro

scarlet gale
#

Could add a prompt in the sneak attack macro to pick the damage type

vast bane
#

changes dice size too

scarlet gale
#

That's an interesting feature, since tons of monsters are resistant to poison

#

Gambling on them not for potentially more damage

violet meadow
#

Indeed poison is the most resisted damage type

hasty jackal
#

is there an easy way to add advantage on wisdom saving throws

short aurora
quasi needle
#

i'm trying to set up a sepll that affects all fiends within 30 feet. this is affecting all enemies regardless of type. what do i have wrong?

vast bane
#

If so, you can't use an activation condition like that in this case, you need a macro

#

actually you can, move the damage to the other formula

#

theres two options in the workflow tab that need to be set right for activation conditions and rolling other formulas though

quasi needle
# vast bane is it just damage?

paladin oath of ancients channel divinity, i want to make all fiends within 30 feet make a saving throw or suffer an effect

#

the 4 damage was just for testing, an easy way to see who was getting hit, to test the functionality

vast bane
quasi needle
#

makes sense, this is a variation on turn undead. i'll take a shot at it. where can i see it?

vast bane
#

oops wrong thing

#

oh they changed links finally for me

#

prolly comment out the destroy undead parts, and clear out the check for undead

quasi needle
# vast bane oops wrong thing

I'll play with that later. here's an easier one, i'm sure. i took think code from the qol.overtime field for hold person. what to i add to make it also apply spellleveld6 piercing on a failed save?

saveAbility=wis,
saveDC=@attributes.spelldc,
label=Hold Person```
vast bane
quasi needle
vast bane
#

its either @spellLevel or @item.level in an active effect

quasi needle
#

what do i put around it though, parenetheses?

vast bane
#

Its rare to have a scale that goes in overtime is this homebrew, scaling damage over time is going to be very overpowered

vast bane
quasi needle
#

this is ensnaing strike, straight out of the book

vast bane
#

isn't ensnaring strike like....a bonus action smite spell so it has to be in a macro?

#

yeah thats macro territory a simple overtime aint gonna cut it

#

look at the sample bonus action smite for guidance on how to pull off the next hit events

quasi needle
#

yes, technically it operates slightly differently but i don't care enough and am not programemr enough to get it exactly right... we track actions manually anyway

#

i'm just trying to get it close enough

vast bane
#

you could probably yoink the smite macro and reflavor it

quasi needle
#

it's still a dot, though. ensnaring strike does d6s of damage until the creature escapes

#

still need the overtime

vast bane
#

fiddle with @spellLevel and @item.level till you figure it out, or scour the midi srd and sample items for an example

#

Well that was easy:

quasi needle
#

yeah, i just got it working... what's that from, i couldn't think of any dots off the top of my head?

spice kraken
#

Pretty sure it's @item.level

vast bane
#

Acid Arrow from midi sample items

quasi needle
#
saveAbility=str,
saveDC=@attributes.spelldc,
saveDamage=fulldamage,
damageType=piercing,
damageRoll=(@item.level)d6,
label=Ensnaring Strike```
item.level worked for me
vast bane
#

I assume tposney has it right 8)

violet meadow
#

@spellLevel and @item.level will do it

quasi needle
#

real pain in my ass is moonbeam. tried repurposing spiritual guardians example, couldn't get it to work. also tried a moonbeam example from active auras but the example was only kinda-sorta-not really working. my group uses moonbeam all teh damn time

vast bane
#

if you have CPR you can just click the lil chest button on the topbar of your moonbeam and it'll update to midi srd's

#

assuming you have the settings right in CPR

quasi needle
#

cpr?

vast bane
#

And the name matches perfectly

#

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

scarlet gale
#

I don't have a moon beam

vast bane
#

Yeah but midi srd does

#

I guess technically you could just use midi srd, but ultimately you are seemingly reinventing the wheel with a bunch of premades, you may want to utilize CPR+midi srd to save yourself alot of time

#

CPR=Chris' PRemade Module

#

If you have CPR+midisrd, when you hit this button on the top bar of items, it will update it to the automated versions found in the compendiums:

vast bane
quasi needle
#

i have midisrd, i tried the moonbeam in there and it was doing some weird stuff, making repeater spells in my inventory and leaving them behind when the spell was over

#

don't have cpr

vast bane
quasi needle
#

i've been trying to more fully understand what i have before adding new modules

violet meadow
#

I can grab my updated Moonbeam (to be included on the nexr MidiSRD) when I am back home

vast bane
#

all the args on/off dae's that make temp items don't delete the items

#

I think its a lag issue cause its always the players that cause it

violet meadow
#

wait what is happening?

vast bane
#

items updated with a dae args on/off setup don't revert

#

when args is off

#

shillelleigh, moonbeam, aura of vitality

#

well aura is a different thing

#

cause it not in midi srd

violet meadow
#

The MidiSRD ones? Shillelagh and Moonbeam?

vast bane
#

they work fine when the dm tests them, but during play I very often find the items still there after a session after the players use them in a live session.

vast bane
violet meadow
#

So Shillelagh is not reverting the Item back to its original form and Moonbeam is not deleting the created Item?

vast bane
#

Its not always though

violet meadow
#

Also for Moonbeam. Do you prefer a Template or an Actor to move around?

vast bane
#

I can't reproduce it here in my session alone, but I can tell you I've had to hit revert a few times on warpgates and I've had to delete the temp items plenty after a live session.

vast bane
#

but ultimately I'd use whatever you give us

quasi needle
#

midisrd version is not even close to working for me, massively messed up. when i cast it, i get a giant circle template covering a huge area, maybe the whole range of moonbeam, and 20 or so moonbeam template applite text popups on tokens in the area. i can't even send youa screenshot, it would need to be a gif to show the full effect

violet meadow
#

An Item in the inventory and an Actor on the scene to mark it?

vast bane
#

moon beam in midi srd suffers the same mistake as core dnd5e srd

violet meadow
#

(the Actor can have the attack Item too, so that it can be used either way)

vast bane
#

the dang core items that are lightsources are setup wrong

vast bane
#

or using dnd5e srd's moonbeam

#

oh shit nope mines my own creation apparently I'm not using midi srd's moonbeam

#

@quasi needle show us the item details of your moonbeam spell

quasi needle
#

here's a small part of the clusterf***

vast bane
#

I don't know why you see that but I'll attribute that to modules

#

mines working, when the caster casts it, they get a new cantrip

quasi needle
vast bane
#

When they use this cantrip it damages anyone in the new mobile template

violet meadow
#

It looks like you are using an Active Aura?

vast bane
violet meadow
# vast bane

Yeah saw that. There is an error in console when casting it

#

Isn't there?

vast bane
violet meadow
#

Anyway it's fixed for the new one

vast bane
#

Mine worked still /shrug

violet meadow
#

Yeah but because of the error, the execution stops and a flag is not set on the actor. So when trying to delete the created item, it just fails to find that flag

#

and doesn't delete it

vast bane
quasi needle
#

i don't mind recasting a new spell to approximate moonbeam, that's what we've been doing to far, but that's not how the spell is supposed to work, it's supposed to be exactly like spirit guardians, just not centered on the caster. that's why i was trying to adapt spirit guardians spell

#

"A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, dim light fills the cylind⁠er.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one."

vast bane
#

I'd hold out for a CPR solution personally, template macro handles that better than active auras

quasi needle
#

shrug i'll survive as is, just trying to figire out new stuff. learn from failure as much as success

vast bane
#

My personal moonbeam summons a warpgate actor who gets a scaled up aoe attack that it can fire

quasi needle
#

i just liked the spirit guardians spell because we had a problem with forgetting to apply the damage when a mob walked into the AoE on it's own turn instead of the players

vast bane
#

I will move to midi srd's version personally cause I like the temp item strategey better cause I hate tokens on top of tokens

quasi needle
#

personally i think the mistake happened when writing the rulebook and applying damage on other people's turns instead of the players. would simplify things greatly if it said "at the start of your turn, moonbeam does 2d10..."

vast bane
#

maybe if it was at end of your turn

quasi needle
#

true, meant that for spirit guardian... moonbeam would be end of your turn after possibly moving it

vast bane
#

yeah

#

cause the opponents will always not willingly move into harm on their turn to trigger it at start of your turn

#

nothing stopping you from changing the spell

quasi needle
#

braoder point being, the player should do all his spell damage on his turn, not the enemy's

vast bane
#

I've changed a bunch just cause I was fed up with macros

vast bane
quasi needle
#

that's what i was doing until the cleric player got upset that people were walking into his guardians and not instantly taking damage

vast bane
#

Automation is a double edged sword

violet meadow
#

Issue with having a "proper" Moonbeam spell in MidiSRD is that the Active Auras are not meant to be a prereq module.

quasi needle
#

a couple low hp mobs lived long enough to hit him instead of dying from taking damage first, and he wanted to go by the book

vast bane
#

thankfully my players don't use that spell anymore, the druids main conc spell lately has been tashas summons

vast bane
quasi needle
#

i hate sp-guardians anyway, i think it's too much dps for a tanky caster like clerics, the spell will be nerfed in my next campaign

vast bane
#

my cleric, without my direction, has stated and believes fully, that spirit guardians is an awful spell and never prepares it

#

but at my table, to be fair, I have the exploding heals house rule and healing is really fun, my world is very much more like an mmo where healing is done before they drop often.

quasi needle
#

my cleric casts it at every opportunity, wades into combat, and does nothing but dodge. I've started referring to him as Neo

vast bane
#

That said, my party is only at 11am in the morning on an adventuring day in a dangerous place and the healer is down to 6/16 spells left. I'm watching a tpk slowly play out.

#

the speckled border pc's are npcs not players

quasi needle
#

i don't know what you're using for that summary, dont know the icons

vast bane
#

Yeah wizards would dispel spirit guardians

violet meadow
#

Or even better let them have a taste of their own medicine

quasi needle
#

i'm about to take over dming again, it's going to be nothing but ae damage and cantrips with saving throws instead of to hit rolls

vast bane
#

theres a book many share in tabletop discussion that goes into detail on what monsters should do

#

grapple the dodging character to cancel dodge, dispel spirit guardians

#

personally I'd just dispel it, they can dodge all they want if they aren't doing anything hehe

#

Wow I kinda don't like the new discord link button

obsidian halo
#

Nice thanks for the help

vast bane
#

the simplest aid to pull off is to just install midi srd

quasi needle
#

the Active Aura auras moonbeam is super close to working correctly, it just won't apply the damage unless you start your turn in the aura.

vast bane
#

but the only show in town is CPR for that level of automation

quasi needle
#

it makes the icon, only does it once on the token's turn, does everything right but applying the damage when the icon is first created

vast bane
#

I wonder if an effect macro on active auras wwould work

#

that'd be a funny combo of modules

#

on creation roll temp item, on combat turn start, roll item

#

but can an effect macro roll another actors item? It'd have to be a synthetic item in the macro ewww

#

the other problem with active auras and macros is just how buggy it gets in live sessions, to have macros adjusting hp included in that lag would be scary

scarlet gale
#

New version of template macros can handle turns now

#

Will greatly simplify stuff like this

quasi needle
#

what's the easiest way to do splash damage? taget takes X and all creatures within Y feet take Z damage?

#

i'm specifically thinking for ice knife

short aurora
#

Macroing some solution with Midi's helper function findNearby, although I would be surprised if an ice knife macro is not either here or in #macro-polo, it's a common one

#

common request I mean

vast bane
#

Ice Knife is definitely in my links somewhere

short aurora
vast bane
#

Mr.Primates stuff

#

the trick that gets alot of people when using his macros is understanding that his macros imply you are using his items

quasi needle
#

never imported an individual .js before, how do i do that?

vast bane
vast bane
quasi needle
#

oh, it's just a link to code, ok

vast bane
quasi needle
#

great, works, thanks

#

2d6 ae for first level is crazy, btw

hasty jackal
#

can i configure an ability that uses a d6 to activation?

vast bane
vast bane
short aurora
hasty jackal
#

its from a homebrew called atavist it uses a d6 of damage to boost a 3d6 to the next attack

vast bane
#

can you give us the homebrew description?

#

also with homebrew, lead with the description lol

#

I'm leaning towards Macro territory though

hasty jackal
#

there sorry for taking so long

vast bane
# hasty jackal

sounds like the blood hunter rites, and CPR has those so yeah macro territory fr sure

hasty jackal
#

rip welp i can use average i guess

short aurora
#

How automated are your games? A full automated game with that feature is heavy macro, but are you just looking to automatically roll and deduce the health, for instance, or what are you hoping to actually do?

hasty jackal
#

just apply the effect but since i dont know about macro ill do it manually

vast bane
#

a full automated game with mostly homebrew is going to be macro heavy and stressful to make it all

#

you could probably benefit from stepping down on automation level to something more manual and then using the core apply damage

#

atleast till you learn js

#

there are dope automation modules that help with the core roller too, like advantage reminder, inline rolls, bab

quasi needle
#

hey, here's a challenge for you... in a couple months my group will be doing white plume mountain, which has blackrazor. i'll need a macro for the sword that if i get a killing blow, reads the max hp of the dead target and applies it to the user as temp hp

vast bane
#

that seems op lol

#

There can be only one....

quasi needle
#

it is. wasn't my idea, lol

#

its a classic 1st ed dnd module with three sentient weapons reprinted in 5e dmg

#

i hate sentient weapons, if someone else in my group hadn't insisted on replaying classic modules i'd have never picked it

short aurora
#

What's your automation like? Everything but determining when you deal a killing blow is easy

quasi needle
#

i can like with triggering it manually as a spell

#

live with

hasty jackal
#

yeah lol and one last question if i want to make an effect that reduces the damage in 6

#

whats the flag?

#

for Midi or DAE

#

its a passive similar to the barbarian one i think

quasi needle
#

temp hp is just the start of this overpweredness. adv on everything while you have the temp hp

#

so can i put something like @target.hp.max in the spell damage(temphp) field?

short aurora
#

Create a macro or embed this into a feature by using ItemMacro with this;

if (args[0].targets.length == 0){
ui.notifications.info("No target selected.");
return
}
await args[0].actor.applyTempHP(args[0].targets[0].actorData.system.attributes.hp.max);```
vast bane
#

wouldn't that add the max hp on every attack?

#

you would need a check if its dead wouldn't you?

short aurora
#

They said a manual trigger as a separate spell

#

that's it there

#

(well, a macro, but you can make it a spell)

vast bane
#

oh sorry, I'm juggling discords atm

quasi needle
#

he's relying on my restraint to only cast the spell when i'd killed it

#

which i'm fine with.... close enough is good enough

vast bane
#

I bet you it wouldn't be too hard, find an activation trigger and convert it to an if statement

#

the only dead condition I can think of is chris' cleave

short aurora
#

Death is an interesting state of things in dnd5e, because the ways I can think of to test for would trigger on an orc who uses their racial thing that brings them back to 1

#

or undead fortitude

vast bane
#

chris's undead fort and orcish fury do not drop to 0

#

its why I moved to CPR instead

quasi needle
#

the blackrazor macro didn't work for me