#MidiQOL
1 messages · Page 91 of 1
Once you have the macro, and Item Macro module, the user just above here shared exactly what you need, simply replicate what they have shown in the image
Pro tip when looking at macros on github, use the copy raw button:
do i need to install ddb importer module ?
I have given you the post link tryin to reduce the spam of the channel but I'm going to repost it cause you seem lost...
@fringe brook
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 No longer available, merged into CPR
https://foundryvtt.com/packages/more-automated-spells-items-and-feats No longer available, merged into CPR
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
click on the MrPrimate url here
find booming blade in his spells folder
once you click the copy raw button in the top right of the macro page, paste it into the item macro of Booming blade, then in the image above by the other helpful user here, replicate all the settings of the details tab of his booming blade item
the booming blade macro I think needs some setup on the DAE for it
actually, apparently not
It's just item macro run after active effects
yeah that looks like crymics isn't it?
is there a way for players to "stand up" from prone?
it's mrprimates macro
ah you had me on that for a second Chris lol
They can right click on their town and remove their own effects
I'm lovin the Zealous presence addition btw
Such as prone
will that take half their speed?
Only if you use the drag ruler suite
wait, is there a limit on how far tokens can move during at urn?
Someone ridiculously made a macro.createItem for prone that was a special action that removed prone lol, but yeah just right click and remove the status
hm i got the drag ruler
Drag ruler and drag ruler 5e integration
I actually don't do halve speed on stand up/mount, instead I do 10 movement speed flat, I feel it punishes fast characters too much
removing prone should remove half of the remaining speed left with drag ruler
aye
just make sure you have condition based movement on I think
you figure it out?
once i took off prone the character went back to 30ft movement
but maybe it's limited if the person conntrolling it isnt the GM (me)
will have to test with someone
Have you used it with more than 10 allies nearby yet?
yes
I have not used it live yet but I can test do you need me to?
Was just curious
I kinda assumed you employed the mass cure wounds dialog for it
but it's not a midiqol issue for sure 🙂
yea
It'll only make the dialog if the range special feature returns more than 10 targets
pfft, I'm sure the orange guys will chime in and contradict me here but I personally will answer your non midi questions lol
I just don't automate that so have no positive input
so much of midi has its tendrils in everything else its hard to judge when something should be in another channel half the time
I actually kinda feel bad for WIRE, I feel it could benefit from being included over here as it lacks dedicated support like midi has.
why is the damage halved 😄 because he saved the saving throw?
at the bottom of bite check my favorite boxes
The aptly named "HALF DAM SAVE"
there is no "sneak attack" box
i'm watching some videos but still not manage on how to use those codes
cause when you need to check said box, you are always pissed off you forgot to
so I always read it as Half Damn save lol
no boxes are checked, which i feel like is right?
it isn't cause roll other automation neds it
the importer probably needs an issue report for it fwiw
if you didn't make that from scratch
OR you imported it prior to midi/dae automation
i mean ... both?
by default an item with a save in it will halve all damage unless you check a box to not
so i checked half dam save and he still only takes half damage on a save
So I think you want "Full Dam Save"
I deal with it all the time, I find those named perfectly for every time you wind up having to check em lol
I feel like i must add the "prone" effect to the bite action too
Honestly the quickest way to do that is to open the item on the proto actor, naveigate to the effect tab and drag and drop the dfreds CE from dfreds window onto it
if you don't have dfreds ce, you are midiqoling wrong
if you did it dfreds way it wouldn't need the ridiculous duration fwiw
the force show field on the first tab can force it to temporary without a duration
I perosnally put the name of the effect in the force show field, but technically there just needs to be ANYTHING in it
what's dfred way?
Usucually something uniform
way*
WIRE produces an order of magnitude fewer help requests 😅 that's why (2 orders of magnitude?)
how do i get packtactics to work? it works for my winterwolf but not my normal wolf
I have a very old premade of it but its actually on the wiki now in a simpler format, in the pins here theres a bugbear link to a wiki and its in the item ideas section
I'm stubburn so I don't update my items to hte new way till the old way breaks lol
If you have a working one for your winter wolf, have you tried dragging that feature over to your normal wolf? Maybe MrPrimate's importer imported a fixed one
yes they have the same feature
you can only drag and drop to items that are owned, which will drive the dnd5e guys nuts that its editing owned items but thats just how dfreds CE works sadly
it will fail to drag to sidebar items oddly
well, it worked
all i gotta find out how to do now is pack tactics
on wolves. my one player will not survive a winterwolf
ty
I'd share mine but its on its last leg in an old way of doing it, would not recommend it
I'm adding a new player to my campaign today, that's where all my new questions come from and I'll have a little 1on1 sesh with him
I wonder if pack tactics would be worth automating like magic resistance is in midiqol, where midi picks up the item name and doesn't need to be messed with
Magic Resistance never has to be setup unless its a temporary effect, if its permenant midiqol will just auto detect the presence of an item by the name and auto grant resistance to spells/magic
prone goes into temporary effects, not passive effects for me, which is why i have to add the duration n stuff
i think?
another issue: somehow i cant do advantage/disadvantage with Ctrl/Shift/Alt/whatever anymore
you can fake a temporary by force showing it in the first tab of the ae like my image
then you don't have to needlessly apply seconds/rounds/turns to the item to be tracked unnnecessarily since its just a fake temp condition
Everytime I've seen this issue it was cause the user was using either the standard roll button in the descirptions of items or was trying to roll with a busted version of Token Action Hud/Argon Hud
(or they had ready set roll enabled)
😦 ok I am guity of all of these
since you recently mashed that update all button, my guess is you pushed yourself into the bad single branch of token action hud
sooo I disable token action hud entirely?
btw it doenst work from the charactersheet either
stuck key or unbound keys in configure controls, or you have ready set roll installed
or one of the other modules in the list
what do you click on the character sheet to roll it, cause that standard/attack/damage button in the description is som eserioue weird shit that nobody should use
where do i configure controls? i got none of the evil modules and disabled token action hud
you don't need to disable the dual HUD modules, just the single branch is fubar now
he split the module into peices and stopped updating the single branch, when you updated all you went to the last version of the single which has the broken key problem
search for the dual setup modules outside if you want TAH to work again
is what im doin
disable all but socketlib, libwrapper, dae, and midi and try again
If it stil doesn't work with just those 4, then its probably a problem in this button:
i have a serious issue: cant get adv/disadv anymore
not even prone gives the wolf advantage
welp let's go, im doing find the culprit
uh
i accidentally pressed escape while finding the culprit
how do i turn on all my modules again?
refresh the page it'll reset
or do i have to go back to guessing which ones were on?
Sigh Attribution
Turn on attribution in this setting:
done
You can then click on the attack to expand it to see the flags associated and you are likely going to see this:
ADV:hidden is your problem
in my pin message here look for the message about hidden/vision settings
and leave attribution on for now on so you can sus out that you have a disadvantage/advantage flag preventing advantage/disadvantage
read the pin
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.
the dog has no vision setup and you don't have global illumination on
ahg
also for the record
both actors have that problem so if one is a playerk their vision is bad, or they are human
fucks sake, we are playing in the dark and wolves apparently dont have darkvision
humanish
so no matter how much advantage i force, it's counteracted by darkness
neither wolf nor dragonborn see eachother
T_T
correct, as it should
technically midi was making things right here fwiw
also nuanced thing, you don't have to have vision enabled, just setup:
you can uncheck the top box if you prefer your monsters to have no vision settings turned on, midi actually reads the rest of it instead anyway
I actually keep them checked though as I no longer have issues with performance hits when monsters have vision on
can i do that for all monsters? or is that for each one seperate?
your problem is likely that both the dragonborn and the wolf have 0 vision range
which is correct. it's fukken dark a f
you can get a macro that mass unchecks or checks that box
the really cool thing is when you use stealthy andlightsources with this new midi automation
some seriously fun stuff starts to play out in sessions
nah, i guess it's all right this way... midiqol did everything right and i just forgot about vision rules
Stealthy is the new conditional visibility module for v10
explain?
Watch the zombie on the right
the red haired dwarf that can see it has potion of truesight on, the dwarf at the bottom has a passive perception of 24 and the zombie has a stealth roll of 20
will check after i play - thanks
that is very cool actually. more automation is always better ...?
so now you can search here for "Sigh attribution" and get the copypaste for the very common hidden issue in midi lol
I wouldnt even think of the words "Sigh attribution" tho
this ones got very little setup required and it plays out sooooo coool in live sessions
its more for anyone who is a helper who sees someone with advantage/disadvantage problems, can just search here for those key words and get my copy/paste link instead of rewriting it all over again
you should update to the dual token action hud setup, the newest version is pretty slick
i did
one nuanced issue is the settings are clientside so your players will have to resetup the settings since he didn't migrate settings
my sister is gonna kill me for that
Ive tried to use the macro, but the atack its not usando the weapon atack formule neither the dmg , only the side effect ( 1d8 thunder)
almost 2 hours on that i think i will do this manually
my first thought is to test with just midiqol, dae, socketlib, and libwrapper going just to get rid of module conflicts
the process was literally laid out for you, you didn't need to spend 2 hours, i typed out the steps for you and someone shared the itemd etails all you had to do was follow the steps.
Do you not have Item Macro installed?
I'd send you the item myself in a Dm if I had it made but my wizard doesn't like either of those SCAG cantrips so I never made them.
yes i have and i tripple check on the posible conflicted modules
god that ui is attrocious, hit the minus key to the right of the damage formula to remove it
i put exactly like @random crescent
yeah the user was instructed to do the same but never did
its only a black theme, lol kk
delete the versatile too
Prone statusEffect conditionals that should be working for mwak/msak up to 5ft away
and rwak/rsak more than 5 ft away.
flags.midi-qol.grants.advantage.attack.mwak | Custom | MidiQOL.getDistance(fromUuidSync(tokenUuid),game.user.targets.first()) <= 5
flags.midi-qol.grants.advantage.attack.msak | Custom | MidiQOL.getDistance(fromUuidSync(tokenUuid),game.user.targets.first()) <= 5
flags.midi-qol.grants.advantage.attack.rwak | Custom | MidiQOL.getDistance(fromUuidSync(tokenUuid),game.user.targets.first()) > 5
flags.midi-qol.grants.advantage.attack.rsak | Custom | MidiQOL.getDistance(fromUuidSync(tokenUuid),game.user.targets.first()) > 5
I assumed midi already did this, it wasn't?
Nope as far as I could see
wow ok thats gonna be a shock to my players lol
I take it theres no all-attacks evaluation option?
oh nm they are different
I suspect what was throwing your setup off was the blank damage formula
midi very much does not like blank damage formulas, and the user you copied from put a 0 there to circumvent your issue
but ultimately the correct advice is to remove the field
midi was likely throwing an error for the damage formula and then giving up on the rest of the stack causing the macro to never fire after active effects
uff , now i will try armor of agathys rsrs
AoA is best handled by installing CPR lol
thats a complicated macro build
it is technically doable on its own but theres serious instructions involved
i dont need all automatic only the effect on token and the temporary hp , the dmg part i can easily do manually
You'd make #dnd5e proud, but yer in #1010273821401555087 so I'd give you the midi answer 😉
it doesn't get much easier than installing a module that lets you drag and drop it to a sheet and it just works fwiw. Downside is that CPR has like 10 depency modules to install
ty dude
Hi there. I have this item macro that I cobbled together and it's working great except that the chat card is rolled as the GM, even if the player who owns targetActor is logged in and using the ability. I'd like to get it so that the player can see their damage roll, but not the save results. Do I need to add something for that?
const lastArg = args[args.length -1];
const tokenOrActor = await fromUuid(lastArg.actorUuid);
const targetActor = tokenOrActor.actor ? tokenOrActor.actor : tokenOrActor;
const saveDC = args[1]
if (args[0] === "on") {};
if (args[0] === "off") {
//locates wild magic imp
const imp= game.actors.get("J62onqKt6PuxBZxX").getActiveTokens()[0];
// notification if no imps found
if (imp == null){
ui.notifications.info("No imps found");
return;
}
//Creates spell effect
const areaSpellData = {
_id: randomID(),
type: "spell",
name: `Wild Magic Imp Explosion`,
img: 'icons/magic/fire/barrier-wall-explosion-orange.webp',
system: {
level: 0,
chatFlavor: `The Wild Magic Imp explodes, dealing force damage each creature within 5 feet of it that fails a saving throw`,
damage: { parts: [[`1d6[force]`, "force"]], versatile: "" },
actionType: "save",
save: { dc: saveDC, ability: "dex", scaling: "flat" },
preparation: { mode: "atwill" },
target: { type: "creature" },
},
};
let areaSpell = new CONFIG.Item.documentClass(areaSpellData, {parent: targetActor});
//Targets creatures around the imp
let aoeTargets = MidiQOL.findNearby(null, imp, 5);
const options = {
targetUuids: aoeTargets.map((t) => t.document.uuid),
configureDialog: false,
};
await MidiQOL.completeItemUse(areaSpell, {}, options);
}```
I guess the GM has created an imp with an AE, being deleted when the imp reached 0hp?
The off will be triggered on the imp owner’s client if I understood that correctly, which is still the GM
You will need a midi socket to execute as a specific user
its due to the if statement checking
!hp == true if hp = 0
I might be missing something. I will check again later when I will not be on my phone
The hp down to zero was just a guess on how the ability works 🤷
Yeah shouldn’t matter in this case, cause there should be a special expiration DAE call, if I guessed correctly
The intended behavior is essentially the wild magic barbarian ability "An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action." In this case we're replacing the spirit with an imp. Player summons the imp using warpgate and gets an active effect on their character that expires at end of turn. When active effect expires it does the aoe
Is advanced macros module involved? Maybe you have run as gym checked?
My god have we really come back around to this issue lol, I thought we were done with these
I do have advanced macros, the execute as GM box is unchecked
are we seeing the whole macro?
Is there a sample item to handle pack tactics in v9?
Hmm, wondering if an aura would be a solution
I think my pack tactics was from v9 that I v10ified if you wanna see if you can undo the changes?
Its why I don't share it since its in the wiki in an easier format for v10
and by my packtactics I mean bugbears first iteration of it
This is the whole macro, just includes a sequencer effect and dismissing the imp
const lastArg = args[args.length -1];
const tokenOrActor = await fromUuid(lastArg.actorUuid);
const targetActor = tokenOrActor.actor ? tokenOrActor.actor : tokenOrActor;
const saveDC = args[1]
if (args[0] === "on") {};
if (args[0] === "off") {
//locates wild magic imp
const imp= game.actors.get("J62onqKt6PuxBZxX").getActiveTokens()[0];
// notification if no imps found
if (imp == null){
ui.notifications.info("No imps found");
return;
}
//Creates spell effect
const areaSpellData = {
_id: randomID(),
type: "spell",
name: `Wild Magic Imp Explosion`,
img: 'icons/magic/fire/barrier-wall-explosion-orange.webp',
system: {
level: 0,
chatFlavor: `The Wild Magic Imp explodes, dealing force damage each creature within 5 feet of it that fails a saving throw`,
damage: { parts: [[`1d6[force]`, "force"]], versatile: "" },
actionType: "save",
save: { dc: saveDC, ability: "dex", scaling: "flat" },
preparation: { mode: "atwill" },
target: { type: "creature" },
},
};
let areaSpell = new CONFIG.Item.documentClass(areaSpellData, {parent: targetActor});
//Targets creatures around the imp
let aoeTargets = MidiQOL.findNearby(null, imp, 5);
const options = {
targetUuids: aoeTargets.map((t) => t.document.uuid),
configureDialog: false,
};
await MidiQOL.completeItemUse(areaSpell, {}, options);
//plays explosion effect
await new Sequence()
.effect()
.file("modules/jb2a_patreon/Library/Generic/Explosion/Explosion_04_Dark_Red_400x400.webm")
.atLocation(imp)
.aboveLighting()
.play()
//removes imp token
warpgate.dismiss(imp.id);
}```
If u want send me an export of the item and I can take a look, but it will be some time before i am back home
sure! no worries, I appreciate the help!
oh shit super, I never v10ified it:
if (args[0].macroPass === "preAttackRoll") {
if(!token || args[0].targets.length < 1) return;
const target = args[0].targets[0].object;
const creatures = MidiQOL.findNearby(CONST.TOKEN_DISPOSITIONS.HOSTILE,target,5);
const validCreatures = arrayRemove(creatures, token);
const workflow = await MidiQOL.Workflow.getWorkflow(args[0].uuid);
if(validCreatures.length === 0 || validCreatures.filter(t=>t.actor.effects.find(i=>i.data.label === "Incapacitated")).length === validCreatures.length) return;
else setProperty(workflow, 'advantage', true);
}
function arrayRemove(arr, value) {
return arr.filter(function(ele){
return ele != value;
});
}
@spice kraken ⬆️
I think this is a v9 macro
I see datas in it so I clearly wasn't good at converting if anything
also incase you don't notice the funny spelling, I did mispell it on purpose beware
make sure the ae is transfer on equip on the pack tactics feature
Before anyone attempts to replicate this in v10, the v10 one is simpler you don't need to go this route
You can find v10 pack tactics here:
https://github.com/thatlonelybugbear/FoundryMacros/wiki/Item-Ideas
Does anyone know how to use the "also roll other" item property? I have been looking through the documentation but I'm not seeing it
can you share the item descripton or use case?
usually midi utilizes other as an optional like an activation condition or save damage
I am trying to make a monster have two claw attacks that roll automatically after each other. In trying to figure out how to do that, I am looking in the Midi QOL Fields -> Midi-qol Item Properties, and see "also roll other" as a checkbox, and was thinking that might be what I wanted
you do not want to do this
targets can change between rolls
Hi all, quick question about midis onUse macro function: Where do I get some information about the parameters it's called with? In tposneys documentation I didn't find anything other than functionName.bind(workflow)({ speaker, actor, token, character, item, args }) Are these all parameters or is this just a special workflow?
Situationally, if you find yourself as the DM in a situation where you want to have 2 attacks target two different targets, and its the same item rolled for each, you can target both and roll, clear the target count from the item details(I do that with every item fyi I find target limits pointless and only get in the way)
by default midi will make a different roll for each attack, unless you have that setting different in midiqol
this is a v10 feature only fyi
Yeah, I had considered that possibility, but I was thinking since it wasn't a very intelligent monster, that I'd just let it slash out with both attacks at the same target always
But I can just manually roll twice I suppose. No big deal
I've found in the past that when people are trying to do this its cause their midi settings are off, can you show me a single attack what it looks like in chat?
Does your attack look like this mostly?
I'm juggling like 4 things at once. Just wanna make sure I got this right. Save macro as Pack Tictacks, then on any attack add that as an AE or leave that as a passive AE?
no the key it uses on my image, turns it into an actor on use
you don't even have to mod anything on the weapons
ok im here
as long as the ae is transfer on equip so its active, it will add the workflow to every attack
i need help finding auto sneak attack and adding it to my characker
The biggest mistake people make is not dragging both to the sheet, but also right now, theres a problem with multiple damagebonusmacros, its in the pins realated to sneak attack:
If your sneak attack or other flags.dnd5e.DamageBonusMacro keys are not working in midi 35/dae 23:
#1010273821401555087 message
You must drag auto sneak and normal sneak attack from midi sample items to a rogues sheet
Ah, so that would be on the PT feature itself and on as a passive AE, got it
got it thanks
oh shit sorry don't take that import
I doubt that will work but yes you are right its an ae on the feature
I'll give it a shot (initial macro, not the import)
if you can't get it to work, I do have a v9 install sitting somewhere gathering dust that likely has it
Haha, I'll let you know
It's not mandatory, just going for a bit more automation lately
the advice on multiple bonus macros you should only investigate if the first solution doesn't solve it...aka just dragging both auto sneak and regular sneak to the sheet
typically that only happens when its a swashbuckler rogue trying to use them
So so far I have been essentially duplicating the effects of the pre-existing prone or grapple effects in the effects of my features, but is there a way to just use the ones that already exist?
theres 2 ways, but the most important question to ask you is, are you using Chris' Premade Module?
Like I made a monk ability that applies "prone" by going in and manually adding the disadvantage/advantage effects and calling it "prone" but it's still not the same
I don't believe I am
Ok if you don't ever intend on lining up with CPR which is a great premade module, then you can either press the wrench at the top of an item and add the prone that way, or use the keys statusEffect or macro.ce to produce the prone on the items effect
I think it's just DAE? I don't really know which modules are giving me things
CPR requires conditions to be applied via macro.ce
When I do the wrench and add a prone, it doesn't have the disadvantage/advantage stuff in the effects
you do not have Dfreds Convenient Effects or Combat Utility Belt installed, I think its far bettter to use Dfreds CE than Cub but its technically a 50/50 judgement call which to use, but CPR heavily insists people use Dfreds
I have Dfreds CE
there is a drop down setting in dfreds CE that you have set to probably NONE, and it should be REPLACE
once you sewt replace, most of the default conditions will be setup, and you can open dfreds menu and right click to set new ones as new status markers:
It was set to ADD
that means you were picking the first prone in the list which was not automated, you also probably had duplicate effects listed
any time you add a new one with my image above, it doesn't refresh your client, so the changes don't take effect till you reload
Gotcha. I'll keep that in mind
Got it working, thanks @vast bane
Credit to bugbear mostly, I was just the dingus who was using a v9 macro in v10 8)
but hey, atleast you know thats one you don't have to deal with changing when you update lol
I think it actualy works better and more accurately than the v10 one, or I think bugbear needs to edit the v10 one to account for Kobolds
the example on the wiki only does mwak, when kobolds have shortbows too
I want to trigger an macro as flags.dnd5e.DamageBonusMacro. The name of the item should go into the Effect Value field, doesnt it? Like item.itemname? For now i only get midi-qol could not find macro item.itemname
read the pin by me in this channel, the one about sneak attack
The author of midiqol is on an extended vacation and the latest version has a problem with that specific key that needs a nuanced fix by us till he fixes it when he gets back.
Ahh alright, thank you!
Also worth pointing out that most of us also should not be using DAE 24 due to a breakage in a common dae key, updatetoken key
that ones not easily fixable without tposney stepping in when he gets back.
Okay, got it to work. Thank you!
Anyone know why automated animations plays the animation on a miss even if the checkbox to use midi-qol is enabled?
you want #macro-polo , midi is a dnd 5e module
turn on only midiqol, dae, socketlib, libwrapper, automated animationsjb2a, and sequencer. Does it still happen?
It does. Works if I say only play on damage roll
you probably dont have check hits on in midiqol
did you install midi just for this?
No, it’s usually like the first module I use haha, I have hit detection set to “check - all see result”
I’m fine with just using the play on damage roll option instead but thought it was weird. It’s worked before when I used it on version 9
what version of foundry, dnd5e, midiqol, dae, socketlib, and libwrapper and automated animations are you on? version numbers please
and are you using any of the modules in the first pin by me here
Nope, just automated animations with midi from that list. I'll send a full list of modules and versions in a second.
Can someone please tell me if this will run the macro when the token that has the feature with this in it takes damage?
Anyone familiar with applying custom DAE effects in a macro able to tell me what might be wrong with this?
let fellMark = new ActiveEffect({label: "Fell Onslaught Mark", icon: "icons/magic/fire/dagger-rune-enchant-flame-orange.webp", changes: [{value: "Fell Onslaught, ItemMacro", mode: CONST.ACTIVE_EFFECT_MODES.CUSTOM, priority: 20, key:"flags.dae.onUpdateTarget"}], duration: {seconds: 60}});
I'm getting an error that the details are incomplete, but I tried to base this line of code off another prebuilt item that seems to work fine. When executed, it makes an effect that looks like this, which seems right but doesn't function the way it would if I had entered the effect in manually
Is that supposed to run an ItemMacro embedded into an item called Fell Onslaught?
It is yeah. Basically the idea is if a target has this mark, they are supposed to take extra damage from the person who used it. Similar to 5e hunter's mark. So it runs the item macro to determine how much damage and all that.
Difference is this mark is only applied on a hit, unlike hunter's mark
It was working when I applied the mark via dae ui on item use, but then I tried shifting it over to applying the effect on a hit and it fell apart
The syntax is a little off then, I believe it's ItemMacro.itemName but I can't recall how to deal with spaces if at all - edit: apparently you just include it, so ItemMacro.Fell Onslaught
are you on DAE 24?
cause thats the bad dae for that very specific key, and why the gurus are recommending everyone use dae 23 til tposney is off vacation
you can find the previous DAE's in DAE's github v10 repository
I'm not sure entirely, but I thought it was odd that some examples use "Item Macro" and some use "Item Macro.itemname".
In my list of modules it says 10.286, is that the same?
click on manage modules, look to the right of Dynamic Effects using Active Effects.
if you are on 10.286 foundry vtt, you are borderline about to be versioned out of midiqol soon
but always backup before you update foundry builds
Ah my DAE then must be 10.0.20
you are on really odd versions
I stopped updated for a time because I hit a midi version that broke everything a few weeks back and so I rolled back and stopped updating for a bit
Probably lost track of time
Kinda what you're supposed to do unless you want new features
I need you to report your:
FOundry build
midiqol version
DAE version(if you were guessing)
socketlib
Libwrapper
Find what works and stop
the problem is that Jeflynn stopped in the bad batch of versions
there is a black hole of 6-8 versions of midiqol/dae that happened during dnd5e's messy 2.1 updates
Did changing the syntax to the correct syntax do anything, JEF?
Also, if they have dfreds 4.0 they must update to dae 23, midi 33 or midi 35
if they are on dnd5e 2.0.3, they must downgrade to dae 14, midi um...read the pins actually lol
Same error regarding the details unfortunately
Hmm, wait, what premade feature did you look at for this?
report your versions you are testing on a bad version of dae alone, and we have no clue if you are really on 2.0.3 dnd5e
And add dfreds CE to this list
dfeds CE- 4.0.3
midi - 10.0.29
DAE - 10.0.20
socket - 1.0.12
Librawrapper - 1.12.11.0
there is no way this combo works well, read the pins regarding dfreds CE 4.0
what is your dnd5e version
I used branding smite to help me figure out applying effects, which worked, hunter's mark and hexblade's curse to help me check for onUpdateTarget flags and modify the damage
5e is 2.1.4
every single non dependency version is on the worst version to stay on
because your dfreds is 4.0 you should be on midi 33 or midi 35, and dae 23
but your dfreds is on a bad version of 4.0+, update it to 4.1.2
Ah, that flag is written differently, so the syntax I mentioned before was wrong, my bad. Can you snip the error here?
The correct syntax should be along what you wrote, except with maybe an attribute to keep an eye on?
Really long message so put it in a file.
Sure, going to go for broke though and do some apparently much needed updating
If I understood correctly, I should manually update DAE though and not hit the update button
you can't just udpate dae, you must fish out dae 23 cause the very key you are working with is the reason why most of us are on dae 23 instead of 24
the update keys in dae are dead in 24
23 is the only functional dae that works with dfreds 4
Other than magic items module I see no issues with your modules
are you the one with automated animations misbehaving?
Yeah, sorry about the wait 😄
oh you have dae 24 installed fyi
Should I manually install dae 23? Eaves dropped a little on the previous conversation
its advised if you use premades like favored foe/hex/hunters mark/bonus action smites
let me fish out dae 23 for the two of ya
Thanks! I was saving that for last, going through my others
unlike midi's past versions he for some reason puts an oddball folder name in front inside this zip so beware
normally you can just cut and paste the main folder in the midi zips but this ones called "Dist" instead of dae's module folder name so you have to do some crafty cut and paste
So would the best way to manually install a mod like this be to uninstall the previous version using the foundry UI, then drag and drop the new folder into the modules directory?
in DAE's case, find its modules/dae folder, and delete its contents but leave its folder intact, and then take the stuff inside of DIST in the zip and paste it into dae's existing folder in modules/dae. For YOU since I don't know what you have installed, beware if you have that naughty dae SRD module installed as its similarly named
the other user showed me his module list so I know he doesn't have to worry about mixing up dae folders
when and if you ever do this for midi its alot simpler because he doesn't have that improper leading folder in the zip
I did do that for midi once when I had to roll back a version previously, can't remember why it broke at the time
the dnd5e 2.1 launch was alil rough on tposneys modules for a monthish
you had stopped right in the middle of that messiness fwiw
midi 29 is a dope safe version for if you have dfreds 3.0 fwiw but you were on 4 so yeah you needed an update
Last question on this install, thanks again for all your effort. Since I manually installed dae just now, do I need to restart the server or just fire up the world?
yes to restarting just to clear its memory/cache
specially when you mess with folder structure
Alright, gotta remind myself how to do that. Lol. Have had this running on my AWS linux server for nearly a year
You don't need to restart your whole system, just kill node and start it back up
sory I might have misunderstood the question I meant only restart the app
I self host but remotely connect to it so I treat "server" as the app on the other machine
pm2 restart foundry If you followed the linux install guide
Perfect thanks, I was digging for the command, just kept finding references to restarting services instead
Looks like the UI sees the new DAE version 23
Luckily I should be able to do that from now on lol.
Alright, let's see how much I broke with all these updates. An hour before game time, as is custom
also make sure you lock dae 23 so you don't have to do it again, I assure you it will be an event when tposney returns and updates lol you won't miss when to unlock it
Will do
Back to the original issue, @short aurora wanted to see the error, which is still happening:
That happens when it tries to execute the code from before, attempting to make or apply the new effect, I'm not sure.
could this have anything to do with the same bug as sneak attack in the pins, should it not be calling itemMacro.something?
No, thought the same, for that flag, that syntax is supposed to be gucci
are there two items named Fell Onslaught?
does the actor have a rogue disabled Fell Onslaught ae?
I'm sure this comes down to my implementation. trying to emulate Hunter's Mark and such: The attacking actor gets a AE called "Fell Onslaught" and if they hit, they apply the Fell Onslaught Mark, which allowed the original actor to start dealing extra damage.
I don't see any AEs that I didn't expect to be there
And there might technically two different Fell Onslaughts... The one in my folder structure and the instance one on the actor. I've been using the instanced actor sheet to test new ideas without messing up the one I have in the library
Are you using DFreds CE to apply the AE?
doesn't defreds change the ID?
I think I'm using midi, the example I pulled from does this to apply it:
await MidiQOL.socket().executeAsGM("createEffects", {actorUuid: targetActor.uuid, effects: [fellMark.toObject()]})
I could share the rest if we were stuck, I didn't want to just jump to that, I'm sure I have a glaring flaw in the main function.
And what is fellMark in this case?
let fellMark = new ActiveEffect({label: "Fell Onslaught Mark", icon: "icons/magic/fire/dagger-rune-enchant-flame-orange.webp", changes: [{value: "Fell Onslaught, ItemMacro", mode: CONST.ACTIVE_EFFECT_MODES.CUSTOM, priority: 20, key:"flags.dae.onUpdateTarget"}], duration: {seconds: 60}});
My attempt at creating a new active effect
If you create the onUpdateTarget AE programmatically you will need rhe east of the stuff added in
Check the sample items
Hmm wait I will find an example
Freaking phone makes life miserable on discord
Thanks! The sample item I used only had those same values in it so I thought it would work
Oh
But it wasn't an onUpdateTarget item
If you have the AE on an item and that gets applied to a target, what you had is fine, cause DAE will pick up the slack
If you are creating the AE programmatically you will need to fill in the gaps
I see, thanks for the info. What's the filter argument do in this case? In your example it's looking at hp, and I probably need to adjust for what mine will be doing
Probably empty if you are just checking if the flag is present or the targetUuid is the correct one
DAE 10.0.24 has an issue though with onUpdateTarget and onUpdateSource FYI
Fair
I took some advice to update to 23 lol
There is a typo
I'm on 24... But I don't use that DAE key for anything
And I was meaning to create an MR
Yeah other than that should be fine
Any idea what the typo line is?
lol
Yeah not sure now where exactly, not at my PC
I'm probably going to have to give up on my plans for this item macro for a time, feeling like I tried to bit off more than i could chew here. Lol Been at it for a few hours. Oops
So it's the same like Hunters mark? Essentially?
But it gets applied on a hit?
Like favoured foe?
Yeah just like the newer favored foe actually
But after casting a spell
Basically cast spell > if you hit with a weapon that turn then apply the mark.
Then you get to do more damage for a time
Nice thanks! I'll have to look at that and see if I can draw some inspiration on certain functionality it uses.
I won't give up yet!
(The my player probably changes his mind and never uses this spell)
(they do. They always do...)
So in your favored foe, you have this right here:
changes: [
{ key: "flags.midi-qol.favoredFoe", mode: 5, value: targetUuid, priority: 20 }, // who is marked
{ key: "flags.dnd5e.DamageBonusMacro", mode: 0, value: `ItemMacro.${args[0].item.name}`, priority: 20 }
],
The favoredFoe midi flag, that's a custom flag of some sort right? And you're saving the id of the person targeted with it in the text box to use later? The I imagine down in the DamageBonus part of the item macro, you check to see if the target has that custom flag and id stored in it?
Ok cool, so in my case, I'll probably try to run that logic to apply the effect after an on hit detection in the itemmacro,
label: args[0].item.name
Is that label ultimately the name of the full effect? in case I wanted to customize it?
Wait of course it is, it's called "Effect Label" in the configure ui
its more like a bonus action smite
Yeah the Effect label is just the item'a name in this case, but you can put whatever
Something interesting in your macros too is the notation and use of the game time to not allow things to trigger multiple times a round, I haven't played with that much and I can see the appeal down the line. My players and I usually just track that restriction ourselves
I've been storing that stuff on flags on the features. I'm curious how it's being done in midi srd
I should take a look at your code some time
There are a few ways to do that.
Limited uses and an AE which expires at the proper time, turn end or turn start or whatever which will trigger an args [0] off macro to give back the limited use
MidiSRD doesn't have any such macros right now iirc
The new update with the changes is yet to come
Working on it now
It will have 1 js file per macro and all will be merged into a globalThis MidiMacros
nice
The most boring part, typing the imports one by one...
Depending on the editor you're using, you should just be able to start filling out the globalThis part and let it autocomplete the imports for you
That's what I've been doing
Lovin your most recent additions Chris, its like you are snooping my party's prepared spells
It works!
I've just been clearing out my queue of requested stuff. I started with the ones from jbowens since they want to retire MASIF
@violet meadow I didn't know how to issue report the wiki so I did one to your account generally did you get it?
My copilot subscription ended and I didn't renew
Yeah saw that
vs code here ¯_(ツ)_/¯
Yeah same
I only caught it when I was sharing the v9 version
thanks, I was happy to retire MASIF 🙂
Mostly. Couple of odd errors that don't actually stop the functionality and I need to but some better practices in on the on hit stuff, but the core features work! Thanks moto, krig, chris, and lonelybugbear 😄
Test copilot
It has a free demo period
I still can't believe I did all the battle master stuff in one night
you are a machine!
did you hit the tashas ones too?
Wow, you are a maniac
I started with them and it took me over a month to learn javascript and write those... they were the first!
I've been tempted
So it needs to allow for rwak too right?
yeah cause kobolds have the same exact feature
and they come with a shortbow
Man it helps aLOT
and it says "all attack rolls"
atleast in my monster manual let me make sure there isn't an errata my MM is literally a decade old
I still need to revisit the battle master stuff to figure out how to make them work with the feats that give maneuvers
problem with this work is Real Life (RL)... and burnout! which is why I think a coalition of folks working together on one module with all of the automations based on the same reusable codebase functions and the smallest set of standard modules is a good idea 🙂 HINT HINT... it shares the burden and flexes over real life while keeping everything going... especially for when big changes happen.
True dat
I have been battling with remaking the midiSRD compendiums to be based on the newer SRD 5.1 Items
apparently I at some point homebrewed my foundry vtt kobold cause the actual monster manual says they use slings but mine uses a shortbow lol
Chris, bugbear, moto, and mr primate should do just that... IMHO... cover it all monsters, skills, feats, classes, etc.
I'm not a content creator, I'm a foolhardy helper
heck if my life normalizes in a few months I have looks at the baseline that chris put down and have a few I would like to do as well.
I'm sure my dependencies puts off a few people
moto i have lurked her long enough to know you help a bunch, lots of things need making.
Chris, Bugbear and MrPrimate do the hard stuff, I just volunteer to do the annoying part
I specialize in Janky!
My stuff is just good enough to pass the smell test
anyway, just some thoughts form an old timer that leads big software teams for a living the past 30 years. 🙂
I have put all my helper functions into globalThis so if anyone really wanted to they could copy the macros out of the files and adjust them to fit any homebrew chnages
It's just a matter of removing the imports and swapping chris to chrisPremades.helpers and queue to chrisPremades.queue.
In campaign 3 I plan on giving the fighter maneuvers for free via a feat since the players rolled ridiculously for stats and will be getting Feats more than ASIs
what are the dependencies anyway... midi, dae, times-up?
For what module?
Chris's dependencies is just a "Yes"
midi srd is the standard DAE and midi.
I am trying to prove the dependencies between all of your work are common and not overwhelming.
I bet it holds the record for the most though
And I think upcoming will need warpgate?
I take it a step further with effect macro and template macro. And tack on build a bonus cause why not
...I didn't even think of that, but yeah...it should be rsak/msak too
oh warpgate another good one.
MidIQOL, DAE, warpgate,
Simple Calendar I am pondering if it should be hard or not
now you got me thinkin of those kobold sorcerers let me see if it matters to them I never added pack tactics to that lil bugger
see dependencies are largely the same... 🙂 I used times-up instead of simple calendar for effect expiration.
Yep both versions of the Kobold Scale Sorcerer would need attack.all instead of mwak/rwak
I can't think of a reason not to do attack.all so I think your wiki is perfect now
Ah DFreds is also a dependency hmmm
chris' dependencies may seem like alot but most midi users are already using 3/4 of them anyway
I think only token attacher and template macro were the only new ones added when I installed
Yeah, my reasoning for holdin back on that, is that they might not be needed by all
DFreds is interesting, not sure it necessary... but I used it in my module... you could be like Tim and use either DFreds or CUB
I am following the steps of Kandashi tbh
It's complicated to work around not having macro.ce
yeah the conditional advantage that cpr has is pretty dope but requires macro.ce
This will be done really easily in MiidQOL too really soon I believe
Its 2 lines change 😄
I just like using macro.ce for overtime spells and monster features
i bet tim would love to help with narrowing these down, he also has helper functions for DFreds or CUB... last I looked at his code.
macro.ce is convenient.
Yeah, I have been exposing some MidiQOL functions that are perfect for specific things on my personal module
https://github.com/chrisk123999/chris-premades/blob/master/scripts/helperFunctions.js My list just keeps growing
it shouldnt be hard to replicate, and you have a foundation already 🙂
I honestly don't understand how statusEffect works with immunities and what not
how does it stop the combining if a creatures immune to prone but not unconscious
Anyway my interest is simple... combined efforts lower burden, help avoid burnout and RL, lower or combine dependancies to a manageable set and overall provide one option per automation so we don't get automation collisions and keep the automation game strong during large scale changes which happen when foundry, the DND module or new versions of DND come out... anyway that is all of my thoughts for the night... I get of at 5:30EST so see you all later. 🙂
I see why he combines them, to maybe trim down ae spam on tokens, but macro.ce seems more informative and accurate
Yea, I'd rather have a bunch of conditions on a token
plus with modules like TVA you can auto hide ae's so that even if you have 20 ae's on a token, the art isn't disturbed
I also kinda like how macro.ce mimicks Concentration in midi where if you remove the main effect the conditions poof with it
I can see the appeal for exactly that reason. Too mnay AEs on the ART
For not that invested users, combining in one would make sense
THe one thing I wish could be somehow combined is when you hit wrench and add prone, its statusEffect instead of macro.ce, wish that could be somehow optionally added
I've yet to tackle a situation where a target had immunity to one of a dual condition applier like drow poison or sleep
I wonder if it has issues with that situation
Combining statusEffects when the Target is immune to one of the conditions, is breaking HARD
It will disable the whole lot 😄
yeah I had a feeling that was bad
But also like..literally dnd rules wise, that would be really weird if something was immune to prone but not unconscious, but I guess beholders really do have that lol
That would make sense for stuff like hypnotic pattern
Since you wouldn't want them to get Incapacitated if they're immune to Charmed.
even more reason to stick to macro.ce
But I'd not set it up that way anyways
and just let the DM remove the incapacitated
yeah but on the other hand incapacitated and prone would break for Hideous Laughter as I found out
its kinda rare to have 2 condition'ers
if the target cannot be prone...
doesn't midi do unconscious and prone on 0 hp for players
I think that's CE doing that
yeah now that I think about it I see both icons
@proper siren
Special in third range field, but beware of target setups like this, they can have adverse effects on levels maps and you need to have the second drop down in target section of workflow tab setup right for them to work also.
@scarlet gale DAESystem.js:314 for the spelling
Also @proper siren if it only targets hostiles or the user can choose any creature in range, you could choose ENEMY assuming no pvp is allowed at the table and then do self in range
having issues getting custom ac formula to work, keep getting "The provided AC formula could not be evaluated." error
without checking, I think its @attributes.str.mod or @abilities.str.mod
yea tried that too
what does the first tab look like on this ae
the pin is in dnd5e not here
in my pin here theres a warning about editing owned items active effects, so lets see what the actors effect tab shows
maybe you have hit one of the abnormalities about editing owned items
Why is there like 4 different files with the same name lol
if you insist on editing owned items, always double check the actors effect tab as sometimes the ae won't be there at all, or there will be 2 and one is bugged
I tried fixing that line and I seemingly can't get the premade items with those flags to work, but might just be other stuff lol
I haven't dived into DAE shenanigans that much. Different systems someting something ? 🤷
I'm gonna attribute 4 of the same files to module creep, dae is pretty dang old in foundry years
ah, needed the ac.formula to be an override, not custom, thought the "custom formula" in ac.calc was hinting at doing that :/
I believe it has the same issue with the bonusDamaveMacros not working with ItemMacro
oh shit can't believe I missed that, I'm gonna go lash myself with a whip now
Hey moto is the recommended way to update the item itself and then replace it on the actor?
I do still get the same "no macro named ItemMacro can be found" error from, say, Branding Smite, so that didn't seem to fix it, but unsure if that's the import error and it's supposed to say ItemMacro.something instead in those effect values
... I meant hunter's mark there
What is the key for that one?
that is in my pin
the sneak attack pin message at the bottom
Yeah that will probably do it
I know, I helped someone else solve it, but I still get the error even fixing it
oh actually bugbears right make sure its the same thing
do you have 2 items by the same name?
You might need the Item's uuid
ItemMacro.Actor.xxxx.Item.yyyy
No, I'm just testing the typo fix for fun and to see if there was any change
Let me check
Cause it might not be one the Actor it tries to find it on
I don't think anyones sussed out yet if theres further repercussions to that edit
yup
krig tried the typo fix I think
doesn't look like it's fixing anything I mean
yeah 😛
its fixing the update key not the sneak attack thing
isn't the sneak attack thing a midi thing?
I just took a look, will try that in a bit
Yes there is an issue already by Mr Primate
gotcha
I wish that warning message told me who is trying to execute that bloody ItemMacro, no matter what I fill in the effect fields on Hunter's Mark ver x.23, it tells me no item macro found for ItemMacro
But does it have an Itemmacro then on the Hunter's Mark item?
~~Maybe ~~ Watch for unlinked tokens
It do, and I tried the aforementioned uuid fix/name fix. Maybe that's just a separate issue entirely, is there any sample item with the onUpdateTarget flag? Only found source so far
hmmm I don't remember.
let me get one
(most of the items I've made I don't even remember them 😄 )
@flat gazelle so if you make the attack a 20 ft radius one with a Save set, it should pretty much automate what you want to do
So I put that attack/saving throw on the actor that gets summoned with the hunger of hadar (HoH)/maddening darkness (MD) spell right?
This way I would get the pc's save dc, could specify "half dmg on save" for MD and "no dmg on save" for HoH.
Then I either give the token something like blindsight so my player can do the damage on the enemy turns start, or I do it myself, right? 🤔
Not exactly sure on the specifics of your workflow.
Best bet would be the Spell to be creating an Item on the caster, which would do the attack as needed
And being on the actor will grab the correct rollData for saveDC etc
That way your player will be able to use it.
Easiest way to do this is by creating the exact attack Item as you need it in the sidebar
Then on the spell that creates it (alongside the darkness PV effect etc), create a DAE with a key for macro.createItem and literally drag and drop the created Item on the Effect Value field
The spell should have a target of Self in the 3rd box
oh I see, that makes sense
I am not sure if I am overloading you with info right now, but it should be easily doable if you get the hang of it
no I think I am getting it, thanks a lot for your help. This gives me a whole other direction to think and try to do this
this is useful imagery for how to utilize macro.createitem but is an unrelated use case:
#1010273821401555087 message
MidiSRD module has a few such examples (and I need to get back to updating that now... 👋 )
(its also a dope way to handle magic items that are unidentified)
tell me more 👀
ohh, I just had to read
the magic item is shared in the post you can download and import it
then just follow the gif and the text instructions. I never bothered to figure out the new macro.creatitemusemacro key so it lacks the auto equip/attune functionality
unless one of the other two wanna sus out what to add to it I'll reshare it then
I also don't know if permenant can be before the uuid link on the value
that could make it simpler too
thats pretty nice, thanks for sharing!
it basically performs a bait and switch when the player attunes to the mystery item I shared if you link it right
you can use that item as the master copy and just drag and drop multiple items everytime you want to do the bait and switch with new mystery items in your campaign
but I shared it to you mostly for the gif showing how to populate a effect value for macro.createItem
most people don't realize you can drag and drop into those now
yeah if thatlonelybugbear didn't just tell me, I would have never even thought it possibe.
And as my players like to attune to most everything that they find, the mistery item will be lots of fun
There is a much better proper way I just don't know how to write the macro to auto attune/equip. When items are added via macro.createItem they are added not equipped/attuned. You'd need a macro or to prestore the item equipped/attuned, and if you look at virtually every locked premade compendium they aren't pre equipped/attuned so you'd have to make a new compendium or find someone to write the simple macro. Pretty sure tposney added the new macro.createItem key purely to solve this but I'm a dingus and haven't sused it out yet
If that makes you a dingus I fear what that makes me 😂
Still it is very appreciated
you don't know about it, I do, so thats what makes me a dingus
really I'm just lazy
I already have auto equip in another macro
I wonder if I could write spoof descriptions for CPR features and items and that'd be allowed
Like Honest trailers style
Just get ChatGPT to rewrite it using mildly different wording
oh my point isn't to circumvent copyright so much as to entertain what we all don't really need on the items 9/10 of the time anyway
ah, nice
Kinda how Honest Trailers does things on youtube
just jokes about the feature instead of actually you know informative
that would be awesome
I'm probably not funny enough to pull it off
Or you could go MacDonalds' Coming to America style and reword it lol
I just asked ChatGPT to rewrite Crusher feat in a comedic style:
Greetings, oh mighty warrior! You are a true master in the art of crushing your foes! Behold the wondrous benefits that come with this skill:
Firstly, you can beef up your muscles or constitution by one point, but don't get too carried away, there's a limit of 20, otherwise, you might just explode or something.
Secondly, whenever you smack an enemy with a bludgeoning attack, you can move them five feet away from you, kinda like playing Whack-a-Mole, but with people.
Lastly, if you score a critical hit with a bludgeoning attack, you get to laugh maniacally and any attacks against that poor, unfortunate soul will be made with advantage until your next turn. It's like you've marked them for destruction or maybe just really bad luck.
So go forth, oh fearsome warrior, and crush your enemies with all the gusto of a toddler smashing playdough!
I even said it didn't need to be rules accurate... but it seems to be anyway lol
omfg, wotc is in trouble when this takes off
I think we just opened a can of worms that the foundry staff doesn't wanna deal with accidentally
Yahoo finance thinks this kinda AI is gonna screw up 80% of jobs in some form or other so WotC can join the party
I'm gonna get told off for veering off topic so will keep this quick but I just asked ChatGPT to suggest a way to string all the official adventure modules together based on party level and a mix of genres. Then I asked it to suggest ways to beef up certain modules to allow for higher level play. Then I asked it specifically to make one puzzle more challenging from one of the adventures and it selected one from Chapter Two of Out of the Abyss and gave me solid ways to improve it. All without me giving it any info whatsoever... it didn't skip a beat
that is both awesome and horrifying
it's a lazy GM's best new friend
I wonder if the DM really is obsolete
not quite, but when you can feed it a whole adventure (not possible with free version, yet) and ask it to DM for you it'll do a serviceable job already
I've already been hitting it with obscure rules questions, which it does get wrong sometimes but it's learning from mistakes
I honestly am very tempted to get it just for reprinting all the shitty adventure books that don't include blurbs to read
Dotmm notoriously doesn't have it and thats why the companion is so popular, it adds them
Just sign in with a google account or whatever and start using it, you'll get lots of mileage just from the free version
do you think it can replace a descryb account?
I haven't tried descryb but I'd be surprised if it couldn't, with the right wording of your questions
in fact, that's prob what descryb is using behind the scenes
I mean you can just feed it info and it will rephrase it elegantly right?
100%, it's better at prose than most humans
Honestly I think descryb does use it
also get it to write songs, poems, riddles... whatever you need
what I pasted above is totally unedited and my question was this:
"rewrite the below but make it comedic and a bit silly... doesn't need to be rules accurate"
(then pasted in Crusher feat desc)
is there a midi/dae flag for "attacks against you have disadvantage"? or effectively "dodge"?
nvm, found it: flags.midi-qol.grants.disadvantage.attack.all
you know about the pinned spreadsheet?
when in doubt, plagerize, and in this case plagerize dfreds CE's
nope :(, sorry and thx
All good, was just checking – it's very handy
can you add a +2 to one stat using midi? like +2 dex
you don't need midi/dae for it but yes you can
yeah i noticed it
look at the gauntlets of ogre strength in midi srd
wait bad example, the ioun stones are better
hmmm can you add two effects on an item, one passive and one active?i created two effects but the passive one gets deleted when the active one gets applied
Yep each ae has its own settings
Mace of Disruption I think a sample item dexample.
hmm dunno what im doing wrong
this is the passive
this is the active
they disable each other
those are two keys on one ae, not 2 ae's Sorry phoning is hard
someone might copy/paste why you can't do hp changes in active effects, but just understand you can't use this key for temp hp, it must be a macro
otherwise everytime that actor gets an update, they have 40 new temp hp
oh i deleted that for checking and it still replaces each effect
can you share the literal item you are trying to make as this is all problematic and doesn't make much sense to make
its homebrew lemme translate it:
+2 CON
- You gain a shield of 20 temp hp
When you activate the item you earn +3 and 40 temp hp for 5 rounds
hmm maybe i can add a spell
its there a flag for adding an effect like "max healing for two rounds"?
yeah, its probably not in that pin, its brand spankin new
just type .max in dae and it will give you suggestions
that will have the owner of that ae max healing, if you want the recipient to be max healed then you want grant max heal
@short aurora So I had another go with the Prismatic Dragon Staff you made and I realised what happened last time. Thought you would be interested, in case you ever use/share the code anywhere.
When using the weapon for a single damage type attack, I get 2 popups:
- 'Use available resource?'
- 'Use available resource?' and 'Place template?'
If I say yes to the second resource prompt, the staff will not perform any action (resource consumption will depend on the 1st prompt, if I'm not mistaken - will confirm when the host is online).
I also had a question about the macro. I read through it, but I can't seem to find the function. Is there a way to replace the "Yes/No" options with my own text? This way I could make it a "Descriptive text" + "Use the full power of the staff" vs "Single charge attack" type of choice - pardon the uninspired example.
Does this exist and I'm blind or would it require rewriting? In which case, I would just stick to the existing version.
that sounds more like using two rollers is it a macro?
Yes, it's macro but I don't quite understand the working of it. Something about cloning, I think? 😄
Krig created it from scratch, at times using some borrowed elements.
IMHO, if you use Stealthy Module with midiqol, you should set it to use Dfreds CE for both spot and hidden and for Hidden CE I recommend tweaking it to add these additional special durations:
Also remove the 12 second duration on it as I feel its annoying when it ends very quickly when you intend it to be a banked roll for exploration:
Did you add a resource to the staff? That would cause that behaviour. Since we're cloning the item and adding specific stuff, if you add a resource to the staff, the cloned staff now also has a resource, but I bet Foundry konks out on being able to change that resource 'cause the item's not on anyone.
The dialog is described at the very tippy top, but I use dialog.confirm which is hardcoded yes/no. You can create your own dialog and render that instead, Freeze got an excellent batch of examples here https://gitlab.com/Freeze020/foundry-vtt-scripts/-/blob/master/api-examples/dialog.js.
// Pop up a dialog to figure out if we're using Alpha Strike or shotgunBreath as I have dubbed it in code
let shotgunBreath = await Dialog.confirm({
title: 'Prismatic Dragon Staff',
content: `<p>Unleash the staff's true power?</p>`,
});```
@short aurora Thank you for the share, I'll have a play. I don't recall adding a resource myself, but I'll look again when the server is up : )
Considering it's prompting to use an available resource, I'm feeling lucky. :p A fix for the resource usage was easy, though, if not unsexy. I can't think of a way to not generate two pop ups. I updated the item accordingly if you want to redownload/reimport https://raw.githubusercontent.com/Krigsmaskine/sturdy-enigma/main/homebrew/items/weapons/fvtt-Item-prismatic-dragon-staff.json
Do you have the actual macro some place that I can take a look.
You should be able to change the Item preItemRoll to not trigger the first consumption dialog
That's the one that counts tho
I might be confused, cause I remember reading about a second dialog poping up for template and resource consumption again
Yup, I clone the functionally inert item and add stuff to it to actually do stuff. I didn't account for someone to add charges though, so;
- the inert item asks for resource consumption, this is the one on the character sheet. We want this one.
- the cloned item (which does a cone shaped saving throw thing) then also asked for resource consumption and for template placement. The resource consumption on the second would fail, I assume because it doesn't exist on a character.
I changed the clone to null out resource consumption, but it will still need to ask for template placement, so 2 prompts
I think my approach is wrong for only having 1 item usage prompt, and also sounds like a pain
So the template placement is wanted.
Yup, and I think the resource consumption, too. It's not in the og item, so it was added
And this is an onUse macro.
You could cancel the whole resource comsumption dialog preItemRoll and add an optional resource consumption after the roll is finished
Just readjusting the uses left after it's rolled
I am sooooo tempted to move to CPR auras and disable active auras+advanced macros to drop back down below 70 modules
midi srd definitely isn't going to require advanced macros right?
yeah
I bet this is meant to be a variable resource item; the function is to either use the staff normally and roll 1d5 to trigger 1 of 5 elemental breaths with varying save DC, save type and damage type or get them all at once. I know which I'd pick all the time. :p
but that's out of the og specs
Neither CPR or midi SRD parses arguments to macros? I thought args was still dependent on Advanced Macros for DAE and whatnot
Tposney has moved away from Advanced Macros for quite some time now
Ooh, fair play
but to be fair he doesn't have a secretary so some of his documentation might be lagging behind
I actually think I can drop Simbuls entirely
I have a temp HP "function" macro that might need a revisit then, if DAE can parse arguments on its' own, I am uncertain what I need AM for
qq light spell is meant to be only cast on one object at any time right?
til he fixes the cover calculator log issue, that was the only thing I used of his
if you recast it drops previous, correct?
yeah but for us we target creatures
when its set to object I don't think midi likes that
but it definitely needs the friends fail checkbox
Just added it in MidiSRD as a creature target type (local dev branch 😄 )
every object is now an actor
yeah that would be fine
I just posted a suggest entry for you
thoyugh after thinking about it, maybe it should be in CPR instead?
the only thing I use from creature aide is the legendary actions and lair action prompt, and I think I can live without it, I use midi for regen and CPR handles Undead fortitude hmmmm
oh shit recharge is something I gotta have so nm
( @fringe brook ) Although this was implemented in the dnd5e drag ruler integration for a short while (I think, although maybe it was just a dev version) I had to unfortunately remove it as it had some glaring issues I could not fix within a reasonable time frame. It will hopefully be back at some point though. The condition based movement that is implemented right now is only for active conditions.
Have you used the hidden doors in Stealthy?
@inner mulch MidiQOL has Uncanny Dodge in its Sample Items Compendium
but does it work automaticallt
Hello. I am trying to use the Convenient effects for flanking, the problem is when I put the effect onto someone, when they then get targeted the effect goes away and I have no idea why
It breaks when you use them all at once 😄
I just saw you sent me another code, I'll have a look now. Again - thanks so much.
Seems it works like a charm! You're amazing!
If I'm using Let me roll that for you to prompt players about saves, is there any way for me to see who hasn't made a roll yet, and/or set up some sort of timeout where it's rolled for them if they're too slow?
heya- i'm trying to automate this -- Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.-- by looking at @scarlet gale stench monster actions... it's slightly different, as there's no immune aspect to it. But I can't for the life of me figure this out. I suspect there is a stupidly easy way to do this, and I'm just overcomplicating it.
Take a look at the Gibbering Mouther's gibbering feature. It's a pretty simple way to do stuff like that.
thanks! I'll check it out.
We have a sword that can cast spells. I'd like to give it charges. Does anyone know how to do that? I'm using items with spells and midiqol. I can give the sword charges and spells, but I'm not sure how to get the spells to use up the charges
I think you give the sword charges and then edit each spell to use that weapon charge specifically?
unless it's a martial sword in which case that's a bit awkward
... martial as in swung during combat
Oh hello Philip !
Just answering here as well for future reference 😉
how do I get the token document in a dae item macro? if I've got const lastArg = args[args.length-1]; let targetToken = lastArg.tokenUuid;?
nvm!
I don't use that feature of stealthy
@violet meadow how you doing? Moto just advised me that you have an improved Light cantrip in the works that only lets you have one instance running at a time 🙌
Just wondering if it also lets the caster select a light color?
I had one working I'd frankensteined myself but it broke with a recent DFreds update
oh one thing I know is that he doesn't wanna use ATE keys even though ATE is finally pristine so he'll probably insist on macros to change the light
Kaelad's test version of ATE is smooth as silk now, no bugs anymore
Hmm, can't you call up the color picker by macro? 🤔
As long as we still end up with AEs that people can see duration on and delete if needed 👀
VAE FTW
I prefer ate keys over macros
I'm excited to hopefully not see any more 'player lacks permission to update...' errors with the new ATE
Colorpicker you say 🤔
Back to it 😄
can someone explain these aa bit better to me please?
@violet meadow Do you want my, and by my, I mean fotoply's Lesser Restoration macro?
if(game.user.targets.size !== 1 ){
ui.notifications.warn("You must have one token targeted.");
return;
}
let VALID_EFFECT_LABELS = ["Blinded", "Deafened", "Paralyzed", "Poisoned"];
let [targetedToken] = game.user.targets.values();
let availableValidEffects = targetedToken.actor.effects
.filter(e => VALID_EFFECT_LABELS.includes(e.label))
if(availableValidEffects.length < 1){
ui.notifications.warn("No conditions exist on this creature which are removeable by Lesser Restoration.");
return;
}
let dialogButtons = availableValidEffects
.map(e => Object({
label: e.label,
callback: () => {e.delete();}
}))
let dialog = new Dialog({
title: "Lesser Resoration Condition Selection",
content: ``,
buttons: dialogButtons
})
dialog.render(true);
which is also my favorite kind of dialog format
I should add Lesser Restoration too 😩 😄
For now I am messing with Brooch of Shielding and coming across some MidIQOL issues.
but the effect is not getting deleted properly ^#%@*&^%@
is it done like this?
That macro name in the onUse Macros field wont do it
This is why I like using hooks for stuff like that. Would be trivial to check for an effect called brooch of shielding and empty the damage roll if it's detected to be a magic missile.
It's using isHit
but it won't get deleted with a special duration of 1Hit... timing issue or something. investigating
what do you mean?
its the item id for the macro
You need the macro name not an ID in there, if that'w what this is
ah
...script???
It's a script macro, they showed earlier
I am not a fan of using on use system folder macros in on use fields unless my arm is twisted
because it will not transfer between worlds
macros compendium 😄
and what method does transfer between worlds
Item Macro
?is that a module
or Effect macro but in this case Item macro:
read my pin here about Item macro module after you install it
Midi requires Item Macro to have its "Character sheet hooks" feature set to unchecked in order for on use macros to work right.
where/how do i find this pin?
you can either keep reading to the item macro part, or scorll up a few messages and read the part I just pasted in alone
ok all boxes are un-checked.
the one that takes the word out of the top bar is useful fwiw
if you have top bar clutter
has someone made an automated wand of wonder yet?
if you have Item Macro click the button on the top bar to paste the macro there then replicate what I did
I really want to believe that the wild magic surge modules all handle that, cause like...why not lol.
done, is that all i have to do? how does it know if theres a token targeted?
Holy smokes that's a lot of effects
it tells you theres no token selected due to how the macro is written fwiw
so if i share my world data with someone they will also get the attached macro?
if your item looks exactly like mine, yes.
if you never changed the on use field to ItemMacro, no
its more about being able to export an actor or the spell and then import to another world where item macro shines
cool got any other spell item macros? is there a database?
ItemMacro
(XD way off topic of what i thought id be doing after the updating) - Soul Essence how too..
Yeah thats gonna require some kind guru's help. The only thing I can think of is to plagerize a vampiric touch macro
or plagerize a stat drain macro
Soul Essence is gain charges on an item equal to the necrotic damage you deal
wait no thats Harvest, Soul Essence is the currency isn't it?
plagerize from who?
To the guru's peeping oin on this, basically he has a class that is like Ki, but he gains his points by dealing damage with his main cantrip, and then all his spells require X charges of the same "ki" points, only Ki is Soul Essence
So he needs a macro that converts the midi damage of Harvest to charges of Soul Essence
however, if the spells can be upcasted thats gonna be complicated AF
if the upcasting takes incremental charges
if possible it cant add overkill damage 🙃 , but thats not a ultimatum
I thought it looked alot like the guys here who made HOly Power items, maybe one of them is peeping in and can share their work from a few weeks ago
no upcast
I feel like the holy power homebrew was probably dmsguild stuff from the same author as your necromancer
thats just too much bs Fkery
I would probably take a look at maybe CPR's shadow attack or one of the vampiric touch macros from Mr. Primate or Chris
but if youdon't know how to write js, or plagerize js, you really shouldn't do homebrew in midiqol
are those item macros? is there a database somewhere?
Sources of premade stuff for Midiqol:
Midi Sample Items Compendium(comes with the module)
Midi SRD's compendiums
https://foundryvtt.com/packages/midi-srd
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
im learning JS taking classes 🙂
If you have CPR installed he has a ton of stuff in your system macros folder you can peep in on
i dont know what that is but im about to find out
CPR = Chris' Premade Module
where / how do you find all this - and thankyou
I just pasted all the premades in the link post just above
some of those links are modules you install, others are links to githubs
right i get that, what im asking is how you knew about all those and where you found that list
I live and breath this channel
you dropped that list like it was nothing,
its a copy/paste
lol
It can't be pinned I don't think cause it references github or something
I could have it pasted into the wiki but /shrug
nobody reads the wiki(don't tell bugbear) /s
I read the wiki
lol i didnt think about a wiki for this existing, or i would have, the wiki covers details like this thats fuckin lit 🔥
its relatively young but the wiki has important bits worth looking at, he has activation conditions and then a bunch of cool item concepts
though I get the feeling most of the item ideas get transferred into CPR/Midi srd lol
@vast bane is Midi SRD module the same as Midi SRD's compendiums?
if you have everything, then your awesome compendiums will look like this:
@scarlet gale
const otherItem = actor.items.getName("Soul Essence");
const {value, max} = otherItem.getRollData().item.uses;
console.log(value, max)
const {total} = args[0].damageTotal
console.log(total)
await otherItem.update({"system.uses": {value: value + total}});
You think this'd work for Nightpresider's Harvest request? He needs his cantrip to add X charges to an item where X is the damage dealt out by Harvest.
You cannot destructure the args[0].damageTotal
const otherItem = actor.items.getName("Soul Essence");
const {value, max} = otherItem.getRollData().item.uses;
const total = args[0].damageList[0].appliedDamage;
await otherItem.update({"system.uses": {value: Math.min(max, value + total)}});
ah, I had no clue what the {} were doing my b
You could do js const {damageTotal} = args[0]; and then use damageTotal instad of total
@soft ravine
Also maybe it would be better to get the applied damage
Not sure if the damageTotal is the applied 🤔
I think thats actually what I thought that was
IIRC damage total isn't the applied damage
can you edit your message so he sees it better?
You'll likely want to do an undefined check for the damageList
Assuming this is an actor on use macro
ah gotcha
it only happens wth a specific cantrip
Is the cantrip the same one getting the item update?
no
its oddly really similar to how those two users last week that were asking how to automate holy power
its a class that has its leveled spells enhanced by a currency that is gained by cantrips
I don't think I'm gonna be able to help him with the leveled spells macros as those are enhanced based on the amount of soul essence he has on his item
it'd be akin to how Magic Items Module handles upcasting based on charges
@dense vessel
use DAE's auto complete and look at the grants keys
I looked at those before coming to discord for help, and what I still wasn't seeing is how you would set up the effect to only impose the disadvantage on a specific creature type (in this case, Undead). That's what I'm mainly trying to understand
I didn't think that far ahead but you can use activation conditions in effect values for most boolean midi flags
I'll hope bugbear stops me when I say that I'm pretty sure the grants flags are allowed to take them
What are they trying to make?
I feel like grants wouldn't work here. Not certain.
yeah, I think the grants keys might be the exception or you need to use reverse evaluation, like target.yada yada yada
you could have the item give the wearer a 0 cost reaction /shrug
or if you don't fast forward, a grant message key
aka advantage reminder grant message key
I'd just wait for bugbear to chime in
we do fast forward :/
Assuming evaluations work on grants keys it should be possible
I second this lol @violet meadow
otherwise the new actor on use thing may be able to do it
i'm making actors for summoned creatures (abberant spirit) is there an easy way for abberant spirit actor A to point to the ranged spell attack modifier of pc B, for determining bonus to hit?
Far easier to have the macro that creates the summon set that stuff when it's created
warpgate macros for that
if ever there is a candidate for warpgating summons, its tashas spells
I have a really ugly macro I reuse for EVERY tashas spell reshaping it to fit each one if you want it but its...ugly