#MidiQOL
1 messages Β· Page 89 of 1
Janky is my wheelhouse
where/what is the example I shared π€
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).
thats your steel defender but hasn't midi 34/35 changed it?
oh nm you changed the item type to pre attack roll reaction already
nope should be working
Create a damageHealing formula, not Other Formula
Is this for elemental adept?
thats macro territory or you can try a janky way I can think of
its a feature that can upcast via charges on it like a wand of magic missiles though
I'd personally make it an items with spells item, and populate all the various levels of the heal
nooooo
You know what, my GM asked me if I know how this could be done, not sure what that's for. I'll know in a second.
get my staff of striking example
thanks and yeah i just added damage formula to it
like my staff of healing...
instead of other formula
Moto, what is the damage formula for an exploding dice?
(or just give an example of one)
don't forget upcast
someone might want to xo too
I did initially for like 2 months and caught it after the fact
I'll just be directly editing the damage formula
what is xo?
xplode once
thats no fun
lol
thats the best part of exploding heals is like watching popcorn pop
you might want to add context to the setting warning of abnormal, but imo acceptable behavior with circle of Mortality/beacon of hope
they work together in a way that your versions will max the dice after the fact
It's some monster's feature. Isn't there a way to trigger effects pre-damage without complex scripts?
so it will max the explosions but not cause endless explosions
Imo I like it, it doesn't rob them of the homebrew while using it
If it's going to be used a bunch a macro to temp remove resistance is probably best
Otherwise, just manually change the damage with the dropdown box after the fact
So you mean to manually change damage type to one that isn't being resisted?
You could also make it do abnormal flavor damage then midi doesn't know what to do and it becomes pure damage I think
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
dfreds broken nesteds might be interfering with you
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.
I had to duplicate the dfreds CE and make it myself
Do I have it right but something is interfering?
no googling needed. If you have a specific case you want scripted for MidiQOL, ask here and you shall receive sooner or later
oh I think I know exactly what your problem is lol
Attribution man...this setting needs to be on for everyone
they have probably disadvantage already π
Change this setting to attribution on please and test:
You likely are going to spot a Hidden here in the attack when you change the setting for attribution showing
and if you do see hidden, in the pin by me here, read the message about unseen attackers
I have done so many changes in my MidiQOL installation that I dont know what is .35 default anymore π
I honestly really hope that tposney makes the attribution on by default
it'd solve so many advantage/disadvantage troubleshoots
its a relatively benign setting too so I doubt anyone would not want it
good things that console has the attribution already as a warning
but yeah, that should be on
alot of the new guys don't know how to open the console though
@vast bane Nothing shows up. I changed the tool tip as you described. It is just doing a normal roll
expand by clicking 1d20 + 5 + 2 there
I appreciate that, though he decided to go about it manually. It was for Inescapable Destruction - Krull's necrotic damage bypasses necrotic resistance.
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 π
sparking bolt is a ranged weapon attack
I'm honestly shocked this is a rare "not hidden" advantage flag lol
its the other one that can do it
there is an optional rule that makes attacks with ranged have disadvantage if within 5ft of an enemy
its a hidden flag just like the unseen attacker flag so you can only spot it in attribution
@vast bane moto Thank you so much for that menu change. It will really help with diagnosing future problems
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?
No macro needed
Activation conditions of MidiQOL is the answer
Well yes it can be done with a macro too
I should add it in the wiki
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?
@violet meadow How do you go about using activation conditions? This is all news to me lol
The actual Item to be generated
is it drow poison?
or giant spider?
@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"
Well baby steps. Read the readme of MidiQOL
Some examples https://github.com/thatlonelybugbear/FoundryMacros/wiki
and links to the readme too
thats activation condition worthy for sure, CPR handles drow poison well
but its in a macro in his module
hmm, how would I know the ID of something that isn't generated yet?
Where is @vast bane helpful gif for createItem macro drag to effect value
@violet meadow Will do my research. Thank you π
π
You get it from the Item on the sidebar.
Create the Reaction Item. and do that
ooooh I missed that the first part was creating an entirely separate item, tks
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"
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.
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);```
Pulled this from my sprite automation
I attempted to use it for Cutting Words, and do not recommend large auras like that lol
I started creating a small module dealing with the reactions from others
specially if you already have a paladin, but also pro tip for a paladin active aura, combine them all:
don't make 2 active auras for the paladin once they are up there in levels, just stack them all on AoP
they typically get their second at level 6
errrr 8? I forget
I think I just solved the issue I had with the Reactions on others π
double checking!
is this not how I give disadvantage to an effect for all attacks?
This will grant disadvantage to other creatures on all attacks against the source of the effect.
And to function, it needs to be set to Custom and not Add as Change Mode
By reverse, do you mean give disadvantage on attacks of the creature?
like all outgoing attacks from the creature with the effect have disadvantage
sorry my wording was weird
flags.midi-qol.disadvantage.attack.all | Custom | 1
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
hover over your target and press the T key
oh did that change with the new version or something?
MidiQOL never had a keybind for targeting afaik
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
Oh....actually that key combo might be a thing if they are drag and drop attacking lol
There is a setting in Dice so nice to wait for rolls to finish before posting message
a very rarely used midi setting
ooooo, i'll look for it
are you attacking via dragging the attack to the target?
If so, that midi setting is incompatible with Item Piles
no i was just trying to alt click to target a token
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
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 π
yep, its even in midiqol, in one of the far right tabs of workflow button
Midi has a setting to use the CE flanked condition
you ll be surprised π
The CE flanking has been...weird as of late, I switched to using midi personally
CE flanking constantly duplicates the effect so I turned it off
I think it was the same bug he fixed in dfreds 4.1.2
Dam, I have opened myself up to a whole new world π
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
@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?
Probably more a rules discussion but for the record, changing it to +2 instead of advantage is actually a buff when alot of people initially think its a nerf, advantage is already ridiculously easy to get so when you suddenly start getting advantage AND +2 that breaks bounded accuracy even worse.
set it to CE flanking and then duplicate the dfreds CE "Flanking" and change its key to be an attack bonus instead of grant advantage
sorry for all the questions, should there be an activation cost for the items?
CE will always use the custom one over it's own
But make sure that you duplicate as custom and DON'T rename it
is the CE flanking the +2?
I think there already is a +2 option in there isn't there?
CE is advantage
But you can duplicate it and edit the custom one to be +2
Oh I think the flanked key reduces the ac of the monster?
I forget now, but I swear one of those does a 2 thing
No?
The created Item will need to be some sort of Reaction. 1 Reaction or 1 Reaction damaged etc depending on what you want it to do
I dunno I swear at some point either midi/helpers or simbuls had a flanking that did a +2
I remember having to help someone shut it off
there was/is the optional rules for 5e module that had that
Yeah the created item is 1 reaction pre attack roll. Then the macro is referencing the item ID of the Protection feature on the actor. Does the protection feature need any specific activation cost?
its just an active aura I think right?
so passive feature?
A bit tired right now, but I think you got that the other way around
yeah I thought that too
The referenced item ID should be of the sidebar Reaction Item
not the feature on the source Actor
I think they are asking what the economy setting is for the feature
ah no need for anything in particular
which I'm pretty sure is just a basic naked passive feature
Yeah sorry I am referencing that item from the active aura piece, I had the Protection feature being referenced from:
const effect = duplicate(game.dfreds.effects._reaction)
await MidiQOL.socket().executeAsGM("createEffects", {actorUuid, effects:[effect]});```
lol me too, I think
yeah macro goes on the reaction item, my bad
ahhh
I'll try that
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
the source actor will be prompted for the reaction, and for the fighting style and steel defender, that is not rules as written
yeah I've definitely noticed that
The way I solved this, was I have an effect macro that deletes it off the source actor every combat start
Actually my macro doesn't work, its on my todo list
thats my idea to solve this till active auras fixes
but I never got a smarter person to write the macro
Its basically on combat start, if soandso item found, delete, if not, return
With all the discussion I got to second guessing myself
but it has to check if the actor is the owner of the reaction so it doesn't delete on everyone
and I am too tired to think about it any more π
I mean its such a tiny issue that I didn't even bother to fix the macro
I just told the player not to use it for themselves
if anyones curious I posted it in the active auras channel in kandashi's server and Mr. Primate looked at it
yeah saw that. Took a quick look at the AA code too. It's definitely strange
Ultimately I resigned to the idea of the macro to fix it
Now that I was reminded of this issue
Should probably share that to primate if they do ever revisit that glitch in active auras
I'm trying to get the effects to work but they don't seem to be triggering
the disadvantage on attacks or perception checks aren't working
the duration section got filled out on its own. i don't want the effect to have a duration
Wow, can we use time in activation conditions @violet meadow ?
then again they could be indoors so this key is very inefficient/ineffective @pulsar apex
Maybe an if global illumination is on sorta condition
I handle my sunlight sensitivity with advantage reminder
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?
I'm more worried about why the flags themselves aren't working
gonna cause problems with everything else
show me the first tab of that effect, not the one on the actor, the one on the item
actually the right hand image kinda says it all
0 duration
right. that's the part that filled out on it's own
it was blank. how do i make it persistent?
is it a dfreds ce?
no i just made it manually
whats the first tab look like on the feature
the features active effect not the actors
that would be the problem
those two self boxes are misleading to new users
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
but you really don't want this item setup
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
ok so that's setup now
it's activating properly
is there maybe another module that could be taking off midi's priority?
read my message in the pins but what do you actually mean?
have you been told yet to turn on attribution?
no idk what that is
lol sorry i'm learning as i go :v
its not you, its the fact that midi 33+ has alot of flags that are invisible unless you have an optional setting on
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
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
thats what my link just above is for, but you could also not be using midi
attribution will help us diagnose it
loook at the two images in my link
its a benign optional setting that everyone really should have on by default, especially if you fast forward
(Unless you are a cool person like me and have advantage reminder module installed as it shows them in its module too)
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)
For comparison
my first thought is that robe o the arch magi is SRD so its probably in midi srd
if you are a midi user too
oh ok
and I just figured it out so ignore me
I get what you are asking
Im just stupid again
the one on the left is probably because you are editing an owned item
this is why it says experimental at the top
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
I didnt see the checkbox on DAE for apply on equip until now
its been a long day
sorry
@tranquil cloak use this in activation condition - ['undead'].includes('@raceOrType')
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?
the spellcaster is selected for both spells
confirm for me that you are not using any of the bad modules int he pin by me, if so then you have effect transfer shut off or the mage armor spell has no target/range setup
TARGET thats it
mage armor is a target spell
I always forget that, dear god ok I am going to go crawl away now
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
it should be setup right in midi srd hmmm
and not darken this discord for the rest of the night. Thank you SO much for your patience
You are fine:
Midi Srd has mage armor btw, seems to be setup right:
you also have effect transfer off in midiqol fyi
the problem was just that I didnt select a mage armor target
because in my head, its not a target spell
ooooh yep
and it didnt throw up a no target warning until I'd accidentally tried to cast it on something that was out of range
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
noted
@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
You will need to sus out the changes needed as the macro has v9 references
Thanks, I think this is a good spot to work from
make sure the box is checked not to apply Dfreds CE on it
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
Anyway to get rid of this pop for players and instead make it appear in chat?
in the workflow setting?
Idk if V10 changed things around but
I should've added 1 more arrow, player tab in the right popup
Still shows up with these settings
Can you show what the chat looks like when it is rolled?
you sound like someone who wishes they were using better rolls for 5e or ready set roll, midi does not do that setting. Instead the player chooses how they roll before the roll happens in chat.
ah
You have a module conflict visible in this chat, sending you a DM
if the popouts still showed up with your esttings changed, did you forget to hit save?
its common with the workflow button settings, cause of how the save is at the bottom
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.
Also this setting you changed is for player accounts only, if you are testing as the DM, change the dm's settings
*or login as a player with the DM still logged in
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
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)
thanks i think i can tinker with thatπ
make one manually and sus it out in the console
to get the special code for each special duration
I'm gonna go ahead and edit this example just cause its blatantly bad to copy its keys
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
Edited the right keys so it works just incase some one finds this in a search
β«
@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? π
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.)
Is it possible to macro rolling the damage portion of an item? Like macroing clicking the damage button here?
It might be a core thing but midi adds the buttons, so figured I'd try here first
await item.rollDamage()
@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
Basic Javascript knowledge is needed. You can google that part.
https://gitlab.com/tposney/midi-qol/-/blob/v10/README.md MidiQOL Readme
https://github.com/thatlonelybugbear/FoundryMacros/wiki some examples of MidiQOL activation conditions.
https://gitlab.com/tposney/dae/-/blob/v10/Readme.md DAE readme
MidiQOL sample items compendiums.
Lurking in #macro-polo and here asking around and looking at code snippets always helps
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
Thanks π
pretty sure those buttons are the core roller aren't they? they don't do midi things right, they are there just incase a user wants to roll the core roller?
I believe they are, yeah, buttons are just added by Midi
I actually think only one of those is midi, the others are another module
nope
Standard roll is the full manual midi roll, the others are the core roller
nope they are full midi stuff nm
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)
So the findNearby is a MidiQOL function
You can use it in the console too.
Type MidiQOL.findNearby
it counts itself so there needs to be 2 or more
That function returns an Array of valid Tokens. If that Array's length is > 1 the condition evaluates to true
wait that actually might not be a perfect pack tactics?
a ranged pack tactics attacker won't count as the second in that will they?
I wouldn't count that in anyway
It's set up for melee only I believe
And the findNearby doesn't include the sourceToken
Where do I type the MidiQOL.findNearby? Sorry for all the questions. I want to learn how this all works and contribute to the community π
F12 usually
In most chromium browsers f12 then change to console tab
wow I think I now understand why those buttons are in the descriptions
they are for totm
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
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 π
MAN THANK YOU A LOT
I stopped checking here when uni came back but I really appreciate it!
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.
Did I set up this right to only remove grapple?
remove condition isn't needed unless its false
The ability adds both Grappled and Restrained, I want the Overtime to remove only Grappled if the actor succeeds on its saving throw
I see saveRemove=true on there, would I replace RemoveCondition=Grappled with that?
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
I cannot find the regeneration sample item. I found the spell but not the item lol
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
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
Is anyone else having issues with @scale.bard.bardic-inspiration for bardic attributes like flags.midi-qol.optional.bardicInspiration.save.all?
your identifier is probably wrong on the bard
personally I would use CPR not midi sample items
hmm, it was working up until about a week ago, something must have changed
Not sure if this file will send properly but I have a death burst ability that is targeting properly but is making the user roll the save rather than the targets and isn't applying damage to anyone
do i maybe need "let me roll that for you"?
I think the range on the scene or the hexagons are bigger than you're expecting and the range is just big enough to hit itself, do you have it set to Special in Range?
the range is fine i think. it's the token on the right using the ability
can you show the Details of Death Burst?
Hm, there goes my theory, Special should exclude the caster.
This should work with just Midi...
I believe Geist is making the save because it's selected
yes i selected the other token after using the ability and it made him roll
why do people use midi without effect transfer on lol
how do i make it roll for targeted creatures?
what is that?
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
no i just have Monk's Wall Enhancement and Wall Height
turn it off
what should it be on? it's doing the same thing when set to always
in the misc tab export your settings
Once your settings are exported, import these and test the item
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
That's just all the space saving off
ok so it is prompting the save now
from another module
and applying the damage
to the right guy?
thats intended
you don't want auto
players hate when things roll for them
plus auto is wrong most the time
oh so it won't roll if they roll before it auto rolls?
It's the options in Workflow -> Saves if you want to change them later, same place to offload them to another module for prompting
mine were all three MTB
is there a way to decrease the delay for NPCs?
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 π
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
It should, but might be set to a module you don't have as you imported someone's settings
I will happily just steal your settings lol
do you not have MTB?
my settings should have had MTB for all three
yeah it does
do you mean fast forward?
you want fast forward on?
are you trying to get the popouts to poof?
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
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
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?
I have a macro for it on my GitHub, requires warpgate and effect macro. It's also in my module too.
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
Is there an easy way to have the same CE Status effect applied multiple times instead of being removed and reapplied?
ok so I'm wondering if I'm able to add damage resistance based on magical or non-magical property
Uhhh, an entire 3 new triggers in Template macro π€
essentially i'm trying to make 2 features that give me the effect of this
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
use a macro
Already updating my spike growth to make use of it
Its not even been 20 minutes, you madman
won't this one make it resist both magical and non-magical?
Was already looking at it after I saw the requests get closed on github lol
@vast bane Gonna have to learn how to create macros, where would I start with this specific macro?
dfreds gives you sample macros in a compendium
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
how do I have the tieflings fire resistance automatically apply to damage rolls to characters when they take fire damage?
are you currently automating damage or using roller modules?
currently automating damage
Should just be able to check the fire resistance box on the actor
Midi will take that into account
when adding bonus damage to an effect, how do i specify it's type?
If I'm not mistaken, and understand you right, you simply need to add [damage type] to the value field.
So for example, if you wanted to add bonus fire damage to melee weapon attacks, you'd do this.
yep that's exactly what i meant. thank you!
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.
You can probably adjust this to fit your needs: https://github.com/MrPrimate/ddb-importer/blob/main/macros/spells/chromaticOrb.js
Thanks, let me have a look.
Run on post damage roll
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 π Let me stare at it for a bit.
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
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
I helped someone while asleep, I think I've reached peak helper. π
Someone read the thread BEFORE asking you a question... you must be dreaming still. Go back to bed. π
glad we could assist, its also the first pinned message but the snippet images are ommitted from it
Thank you @scarlet gale This will be a useful macro on any future occasions : )
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?
did you look in the console when you click the item?
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
Thank youuuu! It was the Item Macro having "Character sheet hooks" checked (even though I didnt change it!) π
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?
Could you click on the GMaction.js part and screenshot what opens up
What version is your simple calendar?
Common issue with that module for some reason
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.
What spell?
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
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
What do you mean?
DC's already include PB unless its flat
if you mean save bonus, mark the save proficient
No, I want the saving throw to be 12 + PB instead of a stat-scale, meaning it should be "unchanged", which doesn't add a proficiency bonus
?
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?
just use flat and add it in
You mean, just write down the PB that the creature has now?
no, where you normally set the dc on the item, change the right hand drop down to flat, and edit the field manually
why would an npcs pb change?
Well, this is understandable, but I canβt enter 12+@prof there, only numbers can be entered in this field
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
No, it's a feat. Feat for players
what feat?
HB
can you spell it out?
Otherwise, I wouldn't be making a compendium for them
π¦
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. π
you could janky it up with enabling sanity or honor and use that stat to provide the flat 10
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
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
make 2 versions of the spell
slow already is hard to automate unless you are using advanced dialogs though
Unless CPR has it
(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)
i'd rather know how to enhance a spell as i need to do this with a bunch of other spells too.
whats this?
is it always more powerful?
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
thanks, i'll look into it
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?
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"
macro territory
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?
make a reaction that kills the workflow and leverage the player to use it right and when
I keep forgetting that reaction automation is a thing - Hardly any of my NPCs has reactions and I don't have thing auto apply from NPCs to players - Only from players to NPCS. I'll see if I can't sort something out with that then
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?
statusEffect combines all the keys into the last one entered in tthe ae to consolidate icons. Macro.ce does not.
imo, macro.ce is better if you have automation that looks for conditions
Thanks! I had yet to discover that this "macro.ce" was even an option in that tab
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?
Effect on the feature, easier for the player to use
Thanks!
due to your previous message I now stumbled into the "is it once per target or once per turn" rabbithole π
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?
Like a dynamic fire breath? When you say weapon, does the weapon do other stuff or is it only this? Does the saving throw roll DC change as well?
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.
Very Roll Groups-esque
look at the chromatic orb macro maybe?
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.
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
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 π
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.
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 >_>
Yeah, I admit people here have been super helpful. Just casually dropping macros I didn't even think could be done at first π
Do you use the Warp Gate module?
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.
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
Oh, wait, you mean the 5-at-once? You're doing that?
If so, that one would need just one combined ST.
Much easier
Make a clone in memory and roll that instead
Goodness, I appreciate your help. Didn't come here thinking someone would try building that. Just hoped something similar existed π
(Roll Groups exists and does what you want but is not compatible with midi)
(but you can do what it does, detailed above)
I did hear of Roll Groups, but need to read again what it does exactly.
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.
Ahhh, I see. So it makes versatile weapons, just not automated.
Sorry, I didn't mean versatile within 5e. Versatile as in, adaptable.
ye
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.
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.
Gotcha. Thanks : )
But merely a suggestion for Krig to look at if they're writing something midi-compatible.
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.
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
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
- Piercing
- Poison
With heavy automation
- Piercing
- Piercing + poison
But in that case, if I click to roll for attack, will it let me pick which attack group to use?
And so on, creating groups of damage in where you need a single roll.
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.
Yes
But only fastfoward attack roll nor damage roll
You use it from the chat the damage, but the workflow continues.
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?
Yesβ¦. Manually or automaticaly, depends on your midi config
If you have auto apply dmg, then it applies auto
That sounds pretty amazing already. If that functions well, I feel bad for having @short aurora help.
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
And config groups in one rollβ¦. Example 1. Piercing / 2. Piercing + fire / 3. Piercing + fire + poison
Yes, I see what you mean by that. This would be sufficient for what I'm looking to do, I believe.
I look forward to that, whenever it may be : )
Yes, the problem is that the workflow stops after the first damage roll, so if you separate the damage and roll a new damage of the same attack, that second damage roll does not continue the workflow.
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?
If you only do 1 type of damage per roll, you can set up 5 different roll types.....
If it does 2 types of damage, you have to group them in groups of 2.
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.
const table = game.tables.entities.find(t => t.name === "name of the table");
table.draw();
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
Yes. Though for some reason it doesn't trigger, let me see.
Spaces in table names are allowed, right?
Yes
Copy the exactly name of the table
With or without capital letters
Ah, I see what the problem is going to be. Roll Groups don't allow for different ST rolls depending on group : (
Yes
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?
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?
I don't think so.
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.
It does not currently do so? Reaction damage should be triggered when damaged.
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
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?
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
Make the Item just roll the dice then and then get it and make use of an ephemeral item to do the attack.
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 π
You will need to wipe the onUse macros on the cloned Item (as I see you did)
I already fell into the trap, yes... ;_; Thanks
me too more than a ... handful π
I meant for example Absorb Elements is a reaction that should only trigger if the incoming damage is of type fire/lightning/...
There is a solution for that. I created an Item which will trigger its Reaction only if the incoming attack is rwak.
The gloves of Missile snaring I have shared here.
But will need a macro
Oh so I can just check it in the isAttacked step and stop the workflow if the damage type doesn't match?
which workflow would you stop at that point?
oh yeah I see, you change the reaction type to manual
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 π€·
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 π©
yeah that would make this way easier. But thanks, I'll see if I can use that
I think it is not possible, at least without a macro.
@wide crystal What's the details of the options you've got in the staff?
You mean the STs and damage?
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?
Yes!
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?
Yup, is "Alpha Strike" just all of them together damage wise?
Merge them together. Take a look at the Gloves of Missile Snaring I shared in here, cause now I cannot share the snippet
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])
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.
Yeah makes sense why now that you mentioned it. That's why I wanted people to test it π
I will fix it when I have some time.
I guess easiest would be also through the effect just at a later stage
Yeah
@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
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 : )
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
Perfect : )
What's the error? I don't hook templates so I'm curious what's up.
The template thing is just me guessing, because that's what the error visually stops from happening, the template auto deletion on expiry, it still works if you manually delete the template active effect for instance
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?
There's some sample items of the feat Lucky in the midi-qol sample items compendium that comes with the module, I can't vouch for them myself as we don't play with Lucky, but give those a shot
so i've already seen them but they don't work, there's no feedback, that's why i came to the community to find out if someone did something for this feat, but thanks for the tip
And you renamed them to Lucky after equipping them? They seem to work fine as I test them
No, I just import and use it, I don't touch anything because I imagine it's already right, but now that you said I have to go test it, thanks for the touch
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
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
Could you see if the issue persists in the new version I just pushed?
I think it's because I wasn't checking for effects not having an origin
π Fixed it
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
hello
i need help to automatize a homebrew feature
Venomous Strike
VSS p242
[β]
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.
I think I am done automating stuff. No more MidiQOL for me...
π
The ... makes me skeptical. What brings you to this conclusion.
The date probably
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
Could add a prompt in the sneak attack macro to pick the damage type
changes dice size too
That's an interesting feature, since tons of monsters are resistant to poison
Gambling on them not for potentially more damage
Indeed poison is the most resisted damage type
πππ€£ππ<#862421146276200478 message>
Monks discord link
is there an easy way to add advantage on wisdom saving throws
An effect on the token/actor with flags.midi-qol.advantage.ability.save.wis CUSTOM 1
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?
is it just damage?
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
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
I recently shared my old turn undead you could repurpose but its going to be macro territory
makes sense, this is a variation on turn undead. i'll take a shot at it. where can i see it?
oops wrong thing
oh they changed links finally for me
prolly comment out the destroy undead parts, and clear out the check for undead
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```
Made a cheat sheet you are welcome to copy for doing overtimes on the fly without confusingly mispelling or messing them up, just copy and paste the bits you want. As for the level, I think its @spellLevel or possibly @item.level
what's the syntax for item/spell level d6s?
saveAbility=str,
saveDC=@attributes.spelldc,
damageType=piercing,
damageRoll=[@itemlevel]d6,
label=Ensnaring Strike```
well for starters [] in midi is flavors so you don't want to use those
its either @spellLevel or @item.level in an active effect
what do i put around it though, parenetheses?
Its rare to have a scale that goes in overtime is this homebrew, scaling damage over time is going to be very overpowered
my first thought is try with and without parenthesis
this is ensnaing strike, straight out of the book
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
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
you could probably yoink the smite macro and reflavor it
it's still a dot, though. ensnaring strike does d6s of damage until the creature escapes
still need the overtime
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:
yeah, i just got it working... what's that from, i couldn't think of any dots off the top of my head?
Pretty sure it's @item.level
Acid Arrow from midi sample items
saveAbility=str,
saveDC=@attributes.spelldc,
saveDamage=fulldamage,
damageType=piercing,
damageRoll=(@item.level)d6,
label=Ensnaring Strike```
item.level worked for me
I assume tposney has it right 8)
@spellLevel and @item.level will do it
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
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
cpr?
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
I don't have a moon beam
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:
Does your update button have a hierarchy of which one to use when the compendiums are populated with one each?
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
yeah this is related to the args on/off setups, I honestly don't know why this glitch happens
i've been trying to more fully understand what i have before adding new modules
I can grab my updated Moonbeam (to be included on the nexr MidiSRD) when I am back home
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
wait what is happening?
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
The MidiSRD ones? Shillelagh and Moonbeam?
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.
you could try an arbron summoning method for it
So Shillelagh is not reverting the Item back to its original form and Moonbeam is not deleting the created Item?
Its not always though
Also for Moonbeam. Do you prefer a Template or an Actor to move around?
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.
I'd personally prefer an item with multi target choices cause players in my table hate templates cause they have to change their tool
but ultimately I'd use whatever you give us
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
An Item in the inventory and an Actor on the scene to mark it?
moon beam in midi srd suffers the same mistake as core dnd5e srd
(the Actor can have the attack Item too, so that it can be used either way)
the dang core items that are lightsources are setup wrong
you are not on a proper version of midi srd actually
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
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
When they use this cantrip it damages anyone in the new mobile template
It looks like you are using an Active Aura?
Yeah saw that. There is an error in console when casting it
Isn't there?
Anyway it's fixed for the new one
Mine worked still /shrug
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
true dat, deletes the template though
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 cylindβ er.
When a creature enters the spellβs 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."
I'd hold out for a CPR solution personally, template macro handles that better than active auras
shrug i'll survive as is, just trying to figire out new stuff. learn from failure as much as success
My personal moonbeam summons a warpgate actor who gets a scaled up aoe attack that it can fire
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
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
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..."
creatures would never take damage from it then
maybe if it was at end of your turn
true, meant that for spirit guardian... moonbeam would be end of your turn after possibly moving it
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
braoder point being, the player should do all his spell damage on his turn, not the enemy's
I've changed a bunch just cause I was fed up with macros
I think this is a solution to a problem that shouldn't exist in the first place, unattentive offturn players π
that's what i was doing until the cleric player got upset that people were walking into his guardians and not instantly taking damage
Automation is a double edged sword
Issue with having a "proper" Moonbeam spell in MidiSRD is that the Active Auras are not meant to be a prereq module.
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
thankfully my players don't use that spell anymore, the druids main conc spell lately has been tashas summons
I feel like the hidden underlayer reason here is you don't want advanced macros as a prereq lol
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
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.
my cleric casts it at every opportunity, wades into combat, and does nothing but dodge. I've started referring to him as Neo
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
i don't know what you're using for that summary, dont know the icons
Dispel that shit π
Yeah wizards would dispel spirit guardians
Or even better let them have a taste of their own medicine
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
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
#1010273821401555087 message
@obsidian halo
Wow I kinda don't like the new discord link button
Nice thanks for the help
incase it wasn't clear, what I mean is that you are reinventing the wheel, aid is already made in multiple links there
the simplest aid to pull off is to just install midi srd
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.
you have arrived at the point at which I said template macro>active auras for that specific reason.
but the only show in town is CPR for that level of automation
Priority is given to mine
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
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
New version of template macros can handle turns now
Will greatly simplify stuff like this
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
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
Ice Knife is definitely in my links somewhere
Ah, MrPrimate has one https://github.com/MrPrimate/ddb-importer/blob/main/macros/spells/iceKnife.js
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
never imported an individual .js before, how do i do that?
you don't, you copy and paste it, but use the "copy raw" button
oh, it's just a link to code, ok
can i configure an ability that uses a d6 to activation?
its save or suck
clarify your statement, more context pls.
Like Dragon Breath? Roll d6 to recharge? That's core, here
its from a homebrew called atavist it uses a d6 of damage to boost a 3d6 to the next attack
can you give us the homebrew description?
also with homebrew, lead with the description lol
I'm leaning towards Macro territory though
sounds like the blood hunter rites, and CPR has those so yeah macro territory fr sure
rip welp i can use average i guess
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?
just apply the effect but since i dont know about macro ill do it manually
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
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
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
What's your automation like? Everything but determining when you deal a killing blow is easy
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
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?
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);```
Macro territory sadly
wouldn't that add the max hp on every attack?
you would need a check if its dead wouldn't you?
They said a manual trigger as a separate spell
that's it there
(well, a macro, but you can make it a spell)
oh sorry, I'm juggling discords atm
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
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
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
the blackrazor macro didn't work for me