#MidiQOL
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Yes, but I have no idea when that's coming out.
Dnd's not doing anything till foundry 11 is stable and out so a while
So I'll crack on then, for now. It's also a good learning experience for me, so I don't mind.
I can change it over when the new features come out.
I don't think what Moto is talking about will be relevent
If you're trying to add features only while an effect exists, Warpgate is the way to go
Effect Macro also pairs pretty well with it if you don't want to mess with DAE on/off junk
DAE's on/off junk, as you put it, seems really intuitive to me. It calls when it starts, and again when it ends, and it tells you if its starting or ending.
I take it Effect Macro allows you to tie a macro directly to an effect?
It would also need an off-call of some sort though so it must also have an off in there somewhere.
Em has some dope hooks too, I use it more than dae
I find it easier to deal with, you're not stuck making a specific effect value that runs an item macro
Instead you can just set the macro on the effect
The turn start stuff is pretty cool.
For example, I'm pretty happy with how simple Dragon's Breath is with it: https://github.com/chrisk123999/chris-premades/blob/master/scripts/macros/spells/dragonsBreath.js
And then the effect is just empty aside from the macro?
Yep
Is it compatible with DAE, or is it a pick-your-poison kind of deal?
Yes it is
plus if it doesn't have much midi in it, you can sneak into #macro-polo for help
And the macro is stored on the effect itself, so it doesn't need a separate macro compendium?
Correct
thats the best part of it honestly
it allows you to create self contained premades
Technically, you can store DAE macros in an item macro
That's the same for using Item Macros though.
yeah but then thats 3 modules to store
Which is my architecture currently.
but only 2 for the user
you technically only need Item Macro to edit macros and add them
Was just giving options
the flag and data is there on the item for a user without Item Macro midi/dae will pick it up even without Item Macro instaled
which is why Item Macro is not a hard dependency for midi or dae
Midi will actually pull v9 item macro data too if you have an item that has an old item macro stored in it's flags
That was fun to find out
DDB importer places the item macros in the v9 flag and v10 flag
that was probably because of midi srd's questionable future during v10 launch I bet
I quite like the on-turn-start hook from Effect Macro, and the ability to fine-tune when the macro runs on a case-by-case basis, so I'll definitely look into it.
It sounds like it operates just like Item Macros, but with a different call and data structure.
yea pretty much
The triggers is where it gets nice
I find myself using the per turn and per every turn trigger pretty often
And effect deletion for warpgate mutations
I did only just get Enlarge/Reduce fully working, for the fourth time, last night, and now it need changing again, as it can be done from the effect itself... Not sure if I should be amused or exasperated. Let's go with both... Insert exasperated amused smile here.
yeah dfred does it through an ae
It sounds perfect for a rogue's sneak attack damage, as that's only once per turn.
not quite for that
it doesn't, nor ever will, have anything related to editing rolls
That's best done with midi on use macros
Oh.
But can't the macro enable or disable the effect, thus editing the roll?
I guess
That's true.
Seems like a round about way to do it
Indeed. midi covers on use stuff well.
sneak attack in the sample items if you haven't already found it
I've not looked.
I decided to start this project off with the races, in book order, so I've only done Dwarves and Elves, up to and not yet including drow.
Now make it work for a hex grid ๐ haha
I was about to start on drow when I was informed that I should change my architecture.
So you're like trying to have an effect change up an actor when it's on right?
Don't tempt me.
Yes. Drag on the race feature, and fully autopopulate and then de-populate when it's pulled off.
You could do that with hooks
Size, base walking speed, darkvision, the works.
I've always been tempted to make a hook to randomize my commoner token with a selection of race features
I am, I use hexgrid and im curiopus as to how that would work๐คฃ
hook on token creation and search for a specific feature name
or flag
and if it exists, delete the feature and add some new ones
This is the key reason I want it. I like using humanoid combatants, but being uynable to automatically use racial features in Roll20 made that very boring.
Now thats interesting, could it be possible to link that with token pictures of the correct race?`So you dont have a wildcard Dwarf with aasimar traits xD
If you had tokens for it, absolutely.
Pretty easily
hooking token creation, then look for a flag / feature on the actor. Roll for the random race features as well as changing the token image
This still means making all the race features though. Dragging on a token would find a race-wildcard and swap it with the actual race feature, but I still need to make the race and subrace features first.
Can all be done in the same place
I know nothing of this stuff so When I read all this about hooks and flags I understand next to nothing. ๐
throw the features into a compendium and just add them via a macro
Not if I also want my players to be able to quickly setup by dragging from the compendium.
Yes. We're saying the same thing, just in different ways, and getting confused.
I'm currently making the race features, so that they can then be used both manually, and using hooks, later on.
So, grab Effect Macros.
Have feature (without Item Macro) add effect (with Effect Macro).
Effect Macro modifies character sheet and prototype token using warpgate mutate for easy reversibility.
Is that workflow correct?
I think so
Effect creation, do the mutation stuff
At any rate, 4 am and it's time for me to sleep
Sure. Goodnight, and thanks for the help.
Does On Effect Toggle (on or off) also include when it's first made and set to on or off?
I need this Macro to trigger when the effect is added, enabled, disabled, or removed.
Is it possible to remake this feature for an effect that has a save?
Im using a creature with an ability called "Call of the Blood" but unlike a vampires bite its a save rather than an attack roll.
"The vampire targets one humanoid it can see within 60 feet. The target must be injured than its normal maximum hit points). The targetโs blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt"
I thought id look through the macro and change a few things but man am I bad at this.
Wouldn't an activation condition work for that?
Alternatively, can I have multiple activation conditions target a single shared macro, rather than a macro per activation condition?
Here I spend 10 mins making stuff and yall just--
I did actually use the hook as intended
Are you calling the macro when an feature is used?
Such as when the player clicks on a roll button?
That's a yes. The Vampire is using the feature against the target, if I read your earlier comment correctly.
Well yes, when the ability is used it calls for the macro. So its an On Use macro.
Heads up, I know nothing of how to properly do these things (Macros). I know 0.
Well ye, but now I want to switch it for a save but I dont even know where to start or what to use
At the bottom of the details panel for the feature, you can add the on use macro.
That I have, the macro I used works. Some lovely people here helped me with it. However I want an alternative version for saves but I dont know what needs to be changed
Was it ezpz?
11 lines lol
Under where the on-use macro is defined, there is toggle that reads: Activation Condition true for effect activation
Just went for looking for a specific flag on the effect
No, that trigger is called only when the effect is updated, not created.
If you tick that box, then you can put a small macro in the activation conditions box in Feature Usage.
It will only call the on-use macro if the codition equates to true, and you can have the condition be that the target failed the save.
That makes it real easy yeah
Yes, but how do I make the condition "if the target passes a save"? xD
or rather
wait...
hmm
You can put the "on" trigger in the 'never automatically' part, then call the never-trigger in 'toggle on' and 'on create' if you don't want to duplicate code
I saw an example of it in here yesterday, but I don't recall it. SOrry. Someone else will have to re-post it for you.
I need to test something
Unless I'm mistaken that checkbox is for active effects not macros, if your macro is a dae or effect macro, then that will work
Lol. Maybe I need to learn more before I try and help folks out ๐
the macro likely calls the attack roll, and replace that with save
probably something like this.save instead of this.attackTotal
And I can point the disbale to the delete version?
https://github.com/chrisk123999/chris-premades/blob/master/scripts/vae.js#L23
I do need to clean up the top part of this. I feel like I'm stumbling around too much making sure the origin is what I want
I'd personally go through Chris' macros he has a few vampire like abilities
My stuff has become increasingly harder to simply copy and paste into an item macro nowadays
Sure, can do that too.
I've noticed lol
How do I point the one at the other?
I've got placeholders in place for create and delete.
So what goes in the toggle on to point it to the create?
๐ญ Ye looking at Chris stuff, I understand nothing. I think Ill have to give up on this ๐ฅฒ
Why name instead of id?
What does the top part do? Move Effects Panel descriptions to VAE?
May be easier to butcher this into what you want
Name is literally the name of the item on the sheet to look for lol
The top part will add the CE description or the item description
You'd never be able to figure out what this item macro does unless you use all my dependencies as well as my personal module lol
async function FLAMING_SPHERE(item, speaker, actor, token, character, event, args) {
if (!_getDependencies(DEPEND.WG, DEPEND.CN, DEPEND.EM)) return item.use();
const isConc = CN.isActorConcentratingOnItem(actor, item);
if (isConc) return CN.redisplayCard(actor, item);
const use = await item.use();
if (!use) return;
const updates = {token: {name: `${actor.name.split(" ")[0]}'s Flaming Sphere`}}
const options = {crosshairs: {drawIcon: false, icon: "icons/svg/dice-target.svg", interval: -1}};
// then spawn the actor:
await actor.sheet?.minimize();
const [spawn] = await _spawnHelper("Flaming Sphere", updates, {}, options);
await actor.sheet?.maximize();
const effect = CN.isActorConcentratingOnItem(actor, item);
if (!spawn) return effect.delete();
return _addTokenDismissalToEffect(effect, spawn);
}
why not save the id instead?
Safer, I feel
I guess. But it's an item added by a warpgate mutation. Would be easy enough to change
I was actually looking at your stuff recently
I came to the same conclusion
I have placeholder On Effect Creation and and On Effect Deletion macros.
What do I put in the On Effect Toggle (on) and On Effect Toggle (off) macros to instead call the above macros respectively?
Oh no. My secret shame.
effect.callMacro("onCreate");
In fact, can an item macro on a feature be called when the feature is added or removed? That would remove the need for an effect eniterely.
It's not people are going to enable and disable their race.
I take effect is the argument that the macros receive?
That's why I mentioned hooks earlier
Ah, I thought you meant that for changing the race, not for calling the macro.
Because that sounds like by far the best solution.
Nah, was the first
It would just be one macro, because i could call the item macro, and not have any effects.
Imo you're trying to do a module level thing with macros
I'm trying to compendize stuff in a compact, self contained way. I'm also learning from scratch, having started only four days ago.
So potentially, yeah, but I don't actually know that.
You're implementing races...?
Yes, but using Item and Effect Macros, becuase it didn't occure to me to create my own module that directly implements races as a thing.
It can't even be done as a module
I wouldn't have even the slightest clue where to start with that, as this is also my first four days working with JavaScript.
Not if you want it to be its own item type ("race")
So macros will do the trick just fine then..?
Making the features for the race will do fine for now. I do the same.
So, how do I create a feature that calls it's own Item Macro when added to or removed from an actor, without using an AE?
Hook item creation honestly
it's not a base feature of the Item Macro module.
I guess it would have to add an AE, register the hook for the on-delete macro, then delete the AE?
Would that work?
Seems like extra steps
Item creation creates an effect which calls the effect macro which calls the item macro...
I'd need a lot of explanation and guidance on this one.
What's the end goal? Add a proficiency or something or
The effect can call the itemMacro directly, you don't need an effect macro for that.
You still have an excessive amount of steps.
What even if the point? Seems like you're doing a lot of work for just a 2 second drag out of compendium thing
I'm reminded of the time someone wanted a hotbar macro to create an item with an effect so they could make an effect with a DAE macro...
I'll use Dwarf and SCAG's Duergar as an example.
Dwarf: ASI, Size to small, token scale to 0.8, walking speed to 25 ft, resistance to poison, feature for advantage on saving throws against poison, darkvision to 60 ft, token vision mode changed and range to 60 ft., etc.
Duergar: extends darkvision to 120ft, advnatage Vs charms and illusions, innate spellcasting, ASI.
Right. You want to update some actor traits with 1 click, basically.
And that's why I use the ddb importer lol
or what's it called
Hero Creation Tool?
I have it all setup using AEs at the moment, and that works fine, but people told me AEs are computationally a problem with high automation games, and to change the races to a Macro.
That's what I'm working on now.
I'm just trying to figure out the best way to call that macro.
If you're in the hundreds, sure. For high automation? Unsure. Likely fewer before it comes a problem.
Why not just make the item macro just do that when you click it?
Or a regular macro
That too
This is very far from midi territory anyhow
Yep
Because if a player wants to ping their race to chat for any reason, i don't wan tthe macro re-running, and I don't yet know how to add a flag to prevent that from happening.
Regular macro then
You just want a blank item with a description (the race), and a single macro to update all the traits
And I don't wan to have to add another click to two-dozen soldiers to set their race for one encounter.
Ah there we are, it's for NPCs too
But I also want it to be automatically removed when the feature is.
but it's a race. ๐ค
Yes, I've said this repeatedly also.
Sure.
Hell of a project. Good luck. I'd just wait for 2.2.0, which will do all this for you.
So I might as well have it auto-remove what it needs to.
I know, and thanks.
All I want to know right now is this:
What is the most computationally efficient way to call the macro on item creation and deletion, without leaving an AE on the sheet?
How would I use a hook on Item creation?
Hook item creation honestly
I'm assuming this could also hook Item Destruction, but I have no idea how.
Hey guys, just found this Assassinate script Bugbear kindly provided.
The advantage function seems to work the way it should, but I can't get the crits to trigger on Surprised targets.
Here's how I have the status set up (via CE).
Can you tell what I'm doing wrong?
So I see no effective Command Spell Automation in the premades, I want to share mine:
Very simple, heres the on deletion macro:
ChatMessage.create({content:`The command must be followed now.`})
that was a very janky assassinate premade, I personally elected not to use it, its hard to pull that off cause the surprised condition is DM fiat
I see. Well, it does the advantage thing right, at least, so I may hold onto it for that alone at least.
Do you know if a better version ever came up anywhere?
I think you are meant to toggle the surprised conditions on them all
Not sure what you mean. Currently testing it on a singular target and it doesn't trigger the auto-crit either way.
But I guess instead I could make it a single-turn active effect for the rogue to toggle.
Final question in here about this then.
Have I simply been misinformed on the use of AEs?
Should I just continue with them as I have been, with races adding AEs to make the changes, or control the macros, and ignore the supposed downside?
It sounds like I might have been...
Right, hour of time wasted, because it sounds like I was told to fix a problem that didn't exist.
I can just use effect and/or item macros and carry on almost as I am, just trying to condense the effects into a single macro call instead of lots of fields.
Thank you all for your help.
Can I use an actor's prototype token as the target for a warpgate mutate?
It is part of the actor data, so yes.
AEs for temp stuff. Permanent changes for permanent stuff. That's the rule of thumb.
Guidance could also be done with babbity-boobity.
Are you sure? Usually babs doesn't handle the "You can see the roll before choosing to use it" ones
yeah, I recall before talking about babs and how the optional.name is better for that very specific type of bonus
so bardic and guidance are optional name and then bless and other things can be bab
But the permanent stuff has to be applied in some way. An AE is the shortest, simplest path to a reversible permanent macro being called at the right times.
So I still need the feature to add an AE, even if only to run the permanent macro. Unless I try and figure out hooks, is that correct?
Bless is just a regular effect, zero modules, but yeah.
I couldnt even get that to start as is ๐คฃ
Resistance is the same as guidance above but save key instead of check/skill
Sure. Because you don't want to edit the sheet and just toggle stuff normally, then that is what you need to do.
Since we haveyou here Zhell, are the race items coming in 2.2?
There is a PR.
I am going to say, "Almost certainly."
More likely than backpacks, that's for sure.
Check this for advantage before the first turn of the actor
https://github.com/thatlonelybugbear/FoundryMacros/wiki/Item-Ideas#gavel-of-the-venn-rune---arbiters-shield
Change the key to advantage all attacks
And then also add a check for target surprised to trigger critical
The macro should not be needed any more
Actually, the advantage works in your old script. And I think I'll keep it as is and mage it a toggleable bonus on player side.
But let me have a look.
Much easier
As a passive effect on the assassin
I cannot help with that more now as I am out and about
Oh no, no worries. This is great help already, I appreciate that.
I think I have everything I need for this now : )
Guidance Cantrip (Also no good premade available from the usual locations so here it is):
Reposted due to...issues ๐
The magic items module is really very good. Any problems when using midi are probably midis rather than magic items. If you are having a problem let me know the item you are trying to use and I'll have a look. Latest release of midi fixes a measured template bug, but there could be others.
A noteable common problem is that it MIM's don't get picked up in the reaction prompt but I haven't seen that problem lately so maybe you fixed it or maybe its still an issue.
Have not changed anything recently, there is a flag to pick magic items in reactions, but have not played with it recently. As far as I know it should work, but it is an edge case.
That looks just like how the DDB one works
Unfortunately it looks like it the conc sticks around for a minute even after the bonus is used
Yes but I never have conc auto end in midi cause automation never works 100% of the time and reconc'ing is a PITA
Fair
I just checked it and it looks like we're seeing the correct DSN dice now, although the d20 is rolled after you already know the result
I don't think the CPR/DF manual rolls issue has been solved yet with midi, I haven't even written the DF manual rolls one
I don't think Chris has writtten the CPR one yet either
Combat Wildshape (Moon Druid feature but this is best handled as a spell)(Remove the X in the formula if you don't play with healing explosion house rule)
It's just about always possible with enough macros, I think the approach of this feature should differ in execution though. Where is this feature from? I'm getting a little deja vu. I can have a look later, if you haven't figured out a solution til then.
The feature is from a Kobold Press creature called Vampire Warlock.
Well im a bust, iv been trying to read Chris premade macros and make a Frankenstein code. Ye, I can't ๐ I can't deduced what anything does.
And ye, everything probably is possible with enough macros๐
But it feels like it shouldn't be so hard to switch a save and attack hit. But hey, I know nothing.
then don't fight it, change the ability to use attack roll
Args does have a failed save array you can exchange for the target, yeah. The original macro just has a few other things related to attacks you'll have to remove too
So time to remove the right things without destroying the whole thing
๐ญ
@umbral basin How do you handle saving throws in your game? Changes how much can be automated or how it should
That's the big difference between attack rolls and anything contested, need 2 peoples input, and why it's not just swapping 1:1 usually
Anyone know how to pull a userID out of the owner of an effect?
const poisonedUser =
await KFC.executeAsGM("drug", 'poisonedUser, 2)
Im not home atm so can't double check.
But I'm using full automation with a bunch of modules
I think its Midi that does it?๐ค
But basically iv set it to automate as much as possible. Effects happen and the game rolls for the Players
Try this, put the damage in the feature that prompts the saving throw.
async function wait(ms) {return new Promise(resolve => {setTimeout(resolve, ms);});}
if (args[0].failedSaves.length === 0 && (args[0].failedSaves[0].value.actor.system.attributes.hp.value >= args[0].failedSaves[0].value.actor.system.attributes.hp.max)) return {};
const tokenD = canvas.tokens.get(args[0].tokenId);
const actorD = game.actors.get(args[0].actor._id);
const target = canvas.tokens.get(args[0].failedSaves[0].id);
const itemD = args[0].item;
const gameRound = game.combat ? game.combat.round : 0;
const halfDamageHealing = Math.floor(args[0].damageTotal / 2);
await MidiQOL.applyTokenDamage([{damage: halfDamageHealing, type: "healing"}], halfDamageHealing, new Set([tokenD]), itemD, new Set());
const effectData = {
label: "Call the Blood Drain",
icon: "icons/skills/wounds/blood-drip-droplet-red.webp",
origin: args[0].uuid,
changes: [{
"key": "system.attributes.hp.max",
"value": `-${args[0].damageTotal}`,
"mode": 2,
"priority": 20
}],
disabled: false,
duration: { seconds: 86400, startRound: gameRound, startTime: game.time.worldTime },
flags: {
dae: {
specialDuration: ['longRest']
}
}
};
await MidiQOL.socket().executeAsGM("createEffects", { actorUuid: target.actor.uuid, effects: [effectData] });
const updateHP = target.actor.system.attributes.hp.max;
const the_message = `<p>${tokenD.name} drains ${target.name} of ${args[0].damageTotal} pts from their maximum Hit Point value!</p><p>${target.name} now has Maximum Hit Point maximum of ${updateHP}.</p><br><p><b>If it reaches O, they die!!</b></p><br><p> ${tokenD.name} regains ${args[0].damageTotal} Hit Points back!</p>`;
await wait(600);
ChatMessage.create({
user: game.user.id,
speaker: ChatMessage.getSpeaker({ actorD: actorD }),
content: the_message,
type: CONST.CHAT_MESSAGE_TYPES.EMOTE
});```
Poisoned Condition with Kandashi's Fluid Canvas fork shared in jb2a's discord:
(Requires Warpgate, Fluid Canvas, Effect Macro, Dfreds CE)
const poisonedUser = warpgate.util.firstOwner(token)?.id
await KFC.executeAsGM("drug", [poisonedUser], 1)
Ima try this the moment i get home!
Does anyone have a macro that adds a certain amount of gold or platinum?
there are modules that make math easier for money, I personally also use Item Delete Check cause it shows you all money changes
yes!
I'm trying to make an item as a from of currency that's worth 100 platinum, that, when used, consumes the item and gives you 100 platinum coins.
The actor has a currency section in it's data. Just actor.update it
My players don't have permission to update their sheets using this ItemMacro.
const playerActors = game.users.filter(u => !u.isGM).map(u => u.character).filter(a => a);
const value = 100
const updates = playerActors.map(actor=> {
const newplat = value + actor.system.currency.pp;
return {_id: actor.id, "system.currency.pp": newplat};
});
await Actor.updateDocuments(updates);
AudioHelper.play({src: "/Sounds/Interface/LootCoinSmall.ogg", volume: 1, autoplay: true, loop: false}, false);```
_anything is very often bad to use in macros
your problem is that its probably not targetting their sheet
Wild guess
Erch
Are you trying to update the other players' inventory at the same time? That needs to be a GM macro
Why are you going through so many hoops to get the actor?
Else it's just something like
const currentMoney = character.system.currency.pp;
await character.update({"system.currency.pp": currentMoney + 100});
AudioHelper.play({src: "/Sounds/Interface/LootCoinSmall.ogg", volume: 1, autoplay: true, loop: false}, false);```
this.actor if this this an on use macro
character isn't reserved in on use macros? Never actually tried, good to know
I'm trying to allow the players to update their own inventories using the consumable this ItemMacro is supposed to be in.
Unless the intention was to automatically divvy it, try something along the macro above, yeah. I helped someone make something similar and we defined the amount to be added by the price of the item, if you don't want to change it in the macro each time you make a different amount
I'm workin on some soundeffects for Midi, but it just doint make any sounds.
found it
I'm using midiQOL's attack advantage flag but it dosn't appear to be giving the attack advantage
nvm i figured it out
hmm it doesnt work the ATL flag for true sight
it doesnt add anything
when using the effect
did you check that?
yep
I just got home and tested it, wow you work magic!
Hey im having trouble with hex applying damage when casting rather than when attacking a creature with another spell like eldritch blast. im using midi qol, dae
Chris's Premades (CPR) (https://foundryvtt.com/packages/chris-premades) is a module you can install to get a bunch of compendiums filled with automated stuff - Hex seems to be included, which should work straight out of the box but I haven't tested it myself.
Alternatively, perhaps having a look at the Hunter's Mark spell in the MidiQOL Sample Items compendium could help? You already have that, as it comes with MidiQOL. There's a lot of automated items in there as well.
Unless you went out of your way to find an automation for it, it likely just has the damage part filled in on the spell.
i did see that the damage part is filled in
I cant get CPR to work it says i have issues with dependencies but i got them all installed and activated
Make sure your Foundry and DND version are up to date
Then make sure the dependencies are up to date
My bet is on your Midi being one version behind, that was my issue earlier today
CPR demands 10.0.36
yep that was it i had just updated everything yesterday and did not check before i got back on to day
but im not seeing the compendium for cpr
As long as it's enabled, just searching cpr should find it for you, there's about a dozen
Ok i figured it out and everything is working now seriously thanks for all the help i have been trying to figure this out all day!
A follow up question on something I just noticed. If multiple creatures are targeted by the drain such as with an Aoe ability. Would it be possible to have the creature using the ability Ignore itself from taking damage? And to drain hit points equal to half of the combined damage taken?๐ค
Ex
"Creatures within the area must make a Wisdom saving throw DC 15. On a failed save, a creature takes 4d8 necrotic damage. On a successful save, the creature takes half as much damage. This ability has no effect on undead or constructs.
You regain hit points equal to half the sum of the necrotic damage dealt."
What kind of AOE? Like something centered on the caster?
A radius around the caster. Etc Spiritual Guardians but instantaneous.
Put Special in the third range box to exclude the caster from features like that. You'll also need to tick a checkbox for half save somewhere. For the macro, it needs to be adjusted to run individually per target with the effect application, the healing is already half of the damage total. I'm not your man for that job though, I'm tapped out.
Run individually per target? Sounds complicated๐
Well Its not something I know how to do or can try to look into right now. I need sleep, its geting late here.
I really appreciate all the help you have given me these two days bows down
I have to say it didn't work when my Warlock used Shatter on multiple enemies.
Hex?
Hex spell requires an attack roll RAW
this is wrong btw, @hasty jackal if you want standard item effect transfer you must set it up in the item details for target/range and NOTHING should be checked in the first tab of the ae, those two self ae checkboxes are for abnormal effect transfers, like weapons that target and apply ae's to targets, while also applying something to self, so that is why it wasn't working.
Hey guys, I'm trying to create the Blindsense feature for a Rogue. Is this effect correctly set up? For some reason it doesn't grant the sense.
Blindsense: Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Thank you, Moto.
you need Active token effects for that cheat sheet
Yes, got it, it works now : )
if this right for using a guarantee critical for the person that used the effect?
Should be, yes. The alternative, grants.cricital.xxx would be placed on the target, which in turn would grant any attacker a guaranteed crit.
that will need to be applied before you roll the attack, if its on the attack it will arrive too late
yeah its before the attack
if i add this and the range one it should cancel itself after one attack right?
Is there an attribute key that would allow an attack to ignore cover? (Sharpshooter)
All in the readme ๐
I'm sorry. I've read these so many times, I tend to assume something's not there if I don't remember... Thanks Bugbear...
Hi guys, I'm having an issue where players are frustrated by having to use target to check attack rolls for hits and select to apply damage. They would like it to be be same where they use EITHER target OR select for both damage and attack roll checking. Is there a way to do this?
can i ask something about ATL here?idk if its the place
how can i configure the torch from ATL compendium to work as a portable light?
Hello again, new question lol. I'm trying to determine how to apply a temporary damage boost that lasts for a set amount of time, but also gives a different effect. Effectively identical to the Fallen Aasimar's Necrotic Shroud; it forces a save from nearby creatures other than itself, but also grants the aasimar themself a 'transformation' that once per turn lets them deal extra damage.
If these aren't achievable within the same feature, then is there a way to maybe prompt the player each time they roll damage like "necrotic shroud extra damage?" like how reactions pop up with certain module settings?
Not that I am aware, but why are they unselecting their token? That should remain selected so they only worry about targets
Yes and yes, the 'full' automation of this would probably be using a feature that creates a 'temporary' feature that works like Sneak Attack.
For the module with just a reminder, check out Advantage Reminder.
What is a portable light in this case? A light source?
I don't even have a compendium from that module, Active Token Lighting/Active Token Effects, right? If you use DFred's Convenient Effects, they've already made the Torch effect for you, else make an item with an effect with these keys and have the item apply the effects to the token however you wish
yeah ATE and thanks
The ATE/ATL compendium has items for if you intend on micromanaging oil/torches but they are not made with midi in mind and are...weird.
IF you are going to micromanage the copper's worth of materials for lighting, just use LightsHUD ATE module
smoother interface that doesn't step on midi
yeah i was searching for a module that replaces "Torch" for a more general one that adds lights
like lantern and stuff
If you want to micromanage resources, LightsHUD, if you don't want to make your players tediously manage 0.001% of their income in items, just use DfredsCE+Active Token Effects and make the lightsources status markers with dfreds
the dfreds CE status markers will actually manage the durations well, my players have had to use torches on the sixth floor of dotmm this month and they've been on it a total of 4 hours and the dfreds CE torches have expired a few times
Since each player can buy a city state on the faerun coast with their income, I don't knitpick how many torches they have however ๐
yeah found htem
thanks
but how can i pick them?lol i cant import them as effects on a item
what method are you trying for?
micromanage or just wnat the players to be able to toggle lights on and off?
whoa, just realizing dfreds 4.0 has broken my cool lantern automation ๐ฆ
If all you want is for your players to be able to turn on lights themselves, then you can just right click the lights in dfreds CE and make them status icons:
I recommend duplicating them as custom like I did and renaming them so they are together in the list.
yeah and i was just trying to add them illumination by players, dont want to micromanage every single copper piece they spend
if you have dfreds CE set to replace, and if you have active token effects, duplicate all the ce's in equipment as custom, rename them so they order together in the list, and then right click them in custom and choose toggle status icon, then youhave to refresh your client for any status marker changes
If you did it right they should get a lil person icon on them:
Moto taught me you actually kinda can - put the item on an actor, edit the item and drag the DFred's CE onto the effect tab and you copy it onto it, then you can drag the item back to the sidebar/compendium/wherever and you "imported"
@marsh ferry Why are the light items in dfreds toggling each other off now? They did not do this in 3.1.1? Now when a player tries to mimick lowering the hood on their lantern which is already on, it shuts off the light instead of changes to lantern low.
@short aurora do you have dfreds CE and the old ATE not the alpha that kaelad shared to a select few?
It is dealing damage to selected tokens instead of targeted tokens.
This results in them damaging themselves.
you are not using midiqol to apply damage
show me the button you press to apply damage
that will tell us what naughty module or naughty setting you have on
THIS is midiqol:
if you have auto on, then all you have to do is see this, if you have manual damage on, then the damage doesn't apply till the DM or owning user clicks the checkmark in the lower card.
that button does not require anything targeted nor selected, the button just literally works, it knows what token its going to update and remembers it forever, you could scroll up an hour later and press the apply/undo button and as long as that actor exists on the map it will get edited.
done
those are the legacy buttons
if you want damage application managed by midi, then you need to turn on damage for midi, those buttons are the fallback for using core application
when you use merged cards the right click core damage applier breaks so he added those fallback buttons to compensate
I see. So I should switch to auto damage?
Your problem is you have THIS setting set to "No"
its not auto damage
you just have midi off for damage
midi has varying levels of automation for damage, shown in my drop down above
you can do NO + card and will be good
but NO alone, shuts off midi
Yes alone is a ridiculous setting don't use that one ๐
I do Yes + card cause undo/apply is useful for mistakes, No+Card is the setting you'd want if your table doesn't like the game doing damage changes for you
the last drop down is what you do when your players hate it, but you love it
I personally leave the legacy buttons on incase I have to manually do damage on a miss that was suppose to be a hit
but leaving those on after your table was use to them will be a growing pains experience as they will use those instead of the damage card button at first
Not strictly related but, do you know of any modules which let me change the resistance/vulnerability calculation to something like 4e/pf2e where it is a flat decrease or increase to damage rather than a multiplier?
one thing to understand about that damage card is that theres two cards but the DM only sees the DM one and the players only see the player one
there are damage reduction flags in midi, that have .DR. in their key you can use for flat reductions
in the pin above theres an explanation on DR vs dr flags as alot of people mix the two types of flags up
Is there also an explanation of how to adjust the flags and such in the pins?
they aren't global sadly but you can shut off damage resistance and then only use reduction flags if you want
the readme for midi will have a passing shot at each key
midi one is damage reduction, other is resistance. Midi one would be ADD or Custom and then an integer, it can also take attributes like for deflect missiles/stones endurance.
Changing the default behaviour of how midi treats damage resistance is scripting territory, in the core system it's just for info, as far as I know
its gonna be tedious to overhaul those settings on everything though, you'd want to start by shutting off damage resistance altogether in the midi settings by changing the multiplier from 0.5 to 0.0 or is it 1.0
theres a setting to shutit off in damage
oh shit you are right, thats for saves not damage resistance
nope I'm on the right path:
change resistance to 1.0
then you have to tediously add DR keys wherever the old resistance was in your worlds items/actors
So it might be better to just turn off apply damage and immunities and manually add or reduce the damage on the token actor when appropriate
I don't think immunity needs to be touched does it?
Ah right. True that.
Yes.
You could also request tposney (the developer) to add in the feature, make that field just take integers/flat reductions, although I have not peeked long enough at the code to see how feasible that is
oh good point I haven't looked at optional rules maybe its there already
They're pretty kind at adding house rules although I am uncertain if it's their own or by request :p
no optional rule there, but hes added like 2 in the last few months so he does take feature suggestions
Oh cool! Maybe I will! Is there a preferred manner to leave a request?
midiqol's github, make an issue
Awesome!
https://gitlab.com/tposney/midi-qol/-/issues requires an account
(free to create but just a headsup)
Yes I have a GitHub account I can use. Thanks!
You're all awesome. Now if only I could get merchantsheet working I'd be set.
merchantsheet is dead in v10
Is that why it isn't working?
Item piles and Monks enhanced journal
item piles uses actors for the base of storage, and MEJ uses journals
Do you have one you recommend over the other?
I use both but technically just MEJ for merchants and loot
but I'm the exception item piles is vastly more popular I think
I only use item piles in my world for the tables it comes with and the give an item feature
Uhg. You're amazing. I've been using roll20 for years and the set up for Foundry is different enough that I find myself getting stuck by some things occasionally in the switch over.
even though the CE's are not the same name, it would appear that the light items in CE are set to not stack together somehow. If you set them to stacking they will again work with each other
I think its because they have the same origin, but they aren't the same name so I'm confused on that one
main use case for them stacking is the lantern and lantern low items so that you can mimick turning the lantern hood down
I forgot to answer you earlier, I think I do have the "outdated" modules you asked about and I can have multiple lantern effects on, but what do you mean with this sentence? Isn't it the same effect as one replacing the other, you just don't have two effects?
The end result is the same and I don't think animations happen? I can't see any at least
in dfreds 3.1, you could have lanter on, and if you applied lantern down, the lighting would change to lantern down, I think the new dfreds is somehow toggling them based off origin now. So if you want to use the lantern down/up dfreds CE's you have to change them to allow stacking
somehow they count as the same effect /shrug
I thought the stacking thing only applied to things with the same name
I think its an intended behavior cause dfred aadded the ability to apply constantly if the drop down is set to stacking allowed instead of a toggle I think
thats actually I feature I asked for a really long time ago so its biting me in the rump
So bottom line the equipment items in dfreds CE need to have their defaults set to stacking allowed if you want to mimick lantern up/down
atleast just the two lantern ones
I'm trying to set up a temporary effect that applies immunity to lightning and thunder damage (among other things) but I can't find the flag for immunity.
.di. and dae should auto complete
Hey guys, is there a way for me to do thus with midi or a CPR a can use for this?
I know there are a few that heal, but is there one for temp hp? Would it be easy to change the heal for temp hp?
I think the activation condition may be evaluated more than once in certain cases. So yes, that would be a problem. I'll have a look and see when it is evaluated and if I can cache the result of the evaluation, rather than recalculating.
You'll need to have an item macro to do it - look at the midi sample items compendium for the sword of life stealing that does the same sort of thing.
I'm gonna take a look at it. Thanks!
function checkTrait(type, trait) {
return args[0].hitTargets[0].actor?.system.traits[type]?.value.has(trait);
}
if (args[0].hitTargets.length != 1) return;
let damage = Math.floor(args[0].damageTotal / 2);
let hasImmunity = checkTrait('di', 'necrotic');
if (hasImmunity) return;
let hasResistance = checkTrait('dr', 'necrotic');
if (hasResistance) damage = Math.floor(damage / 2);
if (damage != 0) {
let sourceToken = args[0].workflow.token.document;
await MidiQOL.applyTokenDamage([{
damage: damage,
type: 'temphp'
}], damage, new Set([sourceToken]), null, null);
}
Its not perfect but its exactly what you want except the damage type is different
and I halve the amount they gain back
Hey! Quick question: where in the Midi Settings is the option to turn off range checking? Went over it three times but couldn't find it. ๐
are you trying to play gridless?
I tried the same, its just not gonna work in automated builds
maybe this ?
the range check is the least of the problems
flanking will also be broken
along with find nearby I think too
How could I not see this three times in a row. ๐คฆโโ๏ธ Thank you!
flanking isnt really an issue, but yes the game is gridless.
Open to requests for things to include in Midi SRD.
Off work this week and lots of time to finally do this
For those of you interested in requesting things for Midi SRD:
https://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf
Do him the favor of making sure its actually srd 8)
Are you going to release a version todayish or should I base my suggestions on whats in it right now?
Thank you very much!! It works great
Monday evening GMT probably the initial version with things I have already build, but doesnโt actually matter.
Shoot for the stars ๐
Now, since I have to check for the resistances and/or immunities, how can I check for dr/di for non-magical damage and the specifc type of damage? Piercing in this case
I think theres been a better way to handle it since that was made
I wanna say it was something about damageApplied
Chris or bugbear would probably know
or search here it was in the last two days
appliedDamage
if (args[0].hitTargets.length != 1) return;
const damage = args[0].damageList[0].appliedDamage
if (damage != 0) {
let sourceToken = args[0].workflow.token.document;
await MidiQOL.applyTokenDamage([{
damage: damage,
type: 'temphp'
}], damage, new Set([sourceToken]), null, null);
}
this will have a side effect of including damage riders
added back in target check cause why not
kinda freaky that I can write a macro
@violet meadow lifestealing items are a big ask here, maybe add my lil macro here to the item ideas?
As you can see I don't understand a lot about writing macros, but if you don't mind, can you explain to me what are damage riders?
So ye, today I had zero progress. I think I managed to make the macro worse xD I got rid of the Max HP drain but the rest was such a mess I just deleted it.
How did you learn to do all this?
when a rogue pokes with a dagger they do 1d4+ their mod to the bad guy, if they sneak attack, thats a damage rider, same with divine smite for paladins
Got it
Should probably start adding items, other than activation conditions or flags evaluation. Will do when I can as I am out now!
If itโs not a bother, create an issue so I wonโt forget it
My game day is today so I may not contribute anything till Monday/tuesday
Yeah no worries. I might open an issue for feature suggestions to keep them contained
an issue template could be a good idea too
so you can easily find them
I actually couldn't find a issue template for the wiki so I did a generic one to bugbears account
butfor midi srd I can easily issue report
Yeah I should create a template too. Added to the list
maybe you and chris should team up and make a new external hangout hub, CPR is already crackin with folks hehe
more active than gearheads
Is there a CPR discord?
Hello JS sorcerers, do you know of any macros existing that would allow me to replicate the "increase radius every minute" functionality of the Eversmoking Bottle?
When you use an action to remove the stopper, a cloud of thick smoke pours out in a **60-foot radius **from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.
As for the "heavily obscured" bit, I assume ATL.light set to negative value will work, right?
Though I just realised it's not very Midi-related, sorry.
didn't someone write this?
I wanna say Janner?
sequencer can do this I think with the animation
I would gladly try to resurrect gearheads or promote them more! Open to suggestions.
I think the more discords the more difficult it is to keep up to date with stuff
I kinda think CPR has got a solid setup fwiw
I'm biased though cause I think discord gets laggier the more servers you are connected to, so I try to keep mine to a minimum
Maybe if you're on a toaster
That sounds like a template update once a minute
Yeah, I was using about time for that one
Ever smoking botle is on page 220 of the 5.1 srd
Is Tim Posney on GitLab you, Bugbear?
tposney is Tim
all of his modules are on gitlab
Me I am but a lonely bug bear
yours is github isn't it?
Yes
I can always tell cause gitlab is bright white lol
one thing I haven't figured out with gitlab is what they call forks and if they track that stuff
I think I've been to your GitHub a few times, Bugbear. I need to start bookmarking that stuff, instead of only finding it by accident while Googling stuff ๐
if you manage modules and click the top right ^ button you can see the github/gitlab pages in each module entry
it would seem github is a more popular platform
Forks are forks
was trying to find a possible fork for something the other day and they used gitlab and I just couldn't sus out where the links would be
Not sure if GitLab tracks forks as well as GitHub
thats my thought too, just couldn't find a link but also there aren't that many gitlab projects for foundry
Front page https://gitlab.com/tposney/midi-qol/-/forks
On the right of the title
Are you signed in?
yeppers
Trying to find that Eversmoking Bottle among your things, do you know what repository this may sit in (I can't search for keywords from outside a repository, can I?)
it'd likely be here, I remember someone asking for it a while back
If you re asking me, I donโt have it online
I searched for mentions, but they weren't really met with much of response in terms of how to make it spread every minute.
Ah, I see.
I know sequencer can have its animation grow over time, if you don't mind it just being an animation I think sequencer alone can solve this
or a template macro on round start it increases
and if you tether the animation to the template it should grow with it maybe
Do you know of an item I could steal this from?
Sounds like a solid solution โ yeah for combat
if you are familiar with effect macro I kinda feel template macro is similar to it
Well, I was hoping it would actually affect vision, rather than just overlay an animation - if that's what you mean.
every turn trigger for template macro, check the round and compare it to previously stored flag with the round number, if it's larger update the template
I think I'd rather have to edit the spread manually, than automate it and just have to "imagine" we can't see anything.
having it block vision will a be a bit more work
I'm not a fan of modding the players vision when only the characters should be
Despite the amount of macros you guys helped me with, I can't even begin to hope to write one myself.
its really easy honestly
active auras already has a semi fucntional darkness
just yoink it and repurpose after fixing it
I'll have a look at that.
does ammo apply its effects to attacks that consume it?
My darkness spell setup:
if (!game.modules.get("advanced-macros")?.active) { ui.notifications.error("Advanced Macros is not enabled"); return }
if(args[0].tag === "OnUse"){
AAhelpers.applyTemplate(args)
}
take the same macro put it in the bottle, setup its item similar to this
Side note, because I just saw the icon, do you guys have a sound FX library you'd recommend?
Thank you, let me try this now.
this is active auras though, which is problematic for some folks, I don't mind the module as long as you use it lightly
dnd5e animations by mrvaux is the best
It would be the first time I'm using it, but I have it installed.
pro tip for dnd5e animations its a different kind of module than normal, you only need to enable it the first time you install it and update it and then shut it off after it rewrites your automated animations auto recogs
but it has a massive amount of sounds that are a compliment to jb2a
So you activate it after install and then deactivate again?
once its done its thing on first launch
all it really does is setup your automatd animations auto recog file
you will get a giant window pop up, you say yes, once its done, you can disable it, don't uninstall cause you still need the assets to be in your data folder
Understood!
and everytimeyou update it re-enable it cause he sets more stuff up as he updates
Makes sense. Thanks.
its basically the sound version of jb2a really
If you're using my module there is some stuff you should remove from the autoreg after
I am, actually.
Such as chain lightning
I've avoided that by not updating the teleport premades lol
I assume themidi srd misty step and your teleport premades all would conflict with AA's misty step
anything of mine that is doing a teleport is just the AA teleport
@scarlet gale When I roll damage with a character affected by the Ray of Enfeeblement, the damage is not applied on the target.
There an error in console?
I'll look into it
Thanks ๐
ah
I dropped a T
edit the effect on the spell and add a t right before the comma
I'll have it fixed in my next update
Thanks!!
So the Darkness gets cast correctly (thank you), but leaving the radius of the spell does not remove blindness ๐ค
Now that I think about it... Why am I setting an Active Aura for this if the spell has its own sphere radius already? (I set the bottle as magic item holding the smoke spell).
my first thought is that you or I forgot to do the no midi check in it
yep thats what I get for using my compendium version
I think to fix that you need to put "false" in the activation condition
I must have not saved my master copy
also do effect activaton true required at the bottom:
I think I set it to only trigger once per turn cause at the time I thought that would improve live play
Anyone have any idea how this can happen?
I don't even know what that effect is
Hm... So exiting it works (although after the Ativation Condition change, single cast creates 3 status icons on all tokens (4 on caster)), but re-entering doesn't reapply the effect.
I assume that's not going to be doable? Or maybe removing "trigger once per turn" could help? I'll try that in case.
this will have the same issue that darkness does if you're applying blinded to people in it
that shouldn't happpen but theres a longstanding bug where the first time you apply an effect via dae/midi in a world that single client sees duplicate ae's but they aren't real
If the target and actor both can't see each other it's a regular roll
Attacker can't see target, and the target can't see the attacker: So the attack is advantage and disadvantage
I wouldn't bother with an active aura on the template
if you have a darkness icon showing too, that is caused by you having a force show value
it worked pretty solid for me on two floors full of drow in dotmm. Active auras is ok if you use it lightly
Thing is, they can't see each other, therefore they can't really attack much, right? It's complete darkness, unless you're able to sense creatures without sight.
RAW, unless they hide you can still target them fine
attacking is not based on sight, op attack is
there are other senses you can use to target and make attack rolls with
You can hear them for example
this is primarily why I say you shouldn't inhibit the players vision, instead inhibit the characters
I see. So would the "Blinded" condition not be a great way to go about this in Foundry, do you think? Since now the covered tokens can't see anything at all.
since I don't use core blind/invisible my active auras darkness is great
yep
but if you have core blinded, you got problems ;p
I see what you mean now.
Chris added the fix in CPR as an optional setting fyi
Yes, I think I saw this.
I do prefer to do the blinded cause I give blindsight creatures immunity to blinded and then they work well in darkness
too obscure for most cases IMO
I wanna say it was a darkmantle fight I think that it played really well in
Hm... May have to re-thing. I know that pre-Foundry, we tended to operate on hearing.
pretty sure it was darkmantles
I was thinking how to replicate that. Maybe tremorsense, for visual fix?
honestly if you kill the core vision features life is alot simpler
Don't they "sense invisibility" by default?
I actually detest those changes they just don't fit well in dnd5e, the blindsight is awful, you can't see the map while you have them selected and as the DM you walk through walls by accident
Core vision changes don't follow RAW rules for targeting
It pretty much treats all invisible creatures as also being hidden
while that's not automatically the case
they needed to add the highlight to walls too for blindsight then it'd be functional
yeah with CPR's optional rule for invislbe/blinded, if you have stealthy installed it plays reall well together
(I'm biased cause I had it setup already before he added it lol)
Stealthy? Is that teh full name of a module?
yes, stealthy is sooo coool
watch the zombie on the right:
the two people who could see saw it two different ways
the first dwarf has truesight and no active perception, the last dwarf had a perception roll active that beat the zombies stealth
everyone else had perceptions that couldn't beat it
default settings for stealthy I found kinda lacking so I removed the durations on the CE's
caues I like to prep my encounters stealth/perceptions on the monsters and as the live session plays out the prep wore off
so instead of having 12 second durations I gave them unlimited durations, added force show, and then put these special durations on spot/hidden:
Damn, this is starting to look really complex ๐
eh its not that bad
But it does look like a really cool feature.
Moto does a bunch of homebrew stuff, feel free to ignore what he's doing
you don't have to do what I do, its just hwat I found was problematic for my own table
and just use stealthy as-is
๐
when I prep my live sessions I have the most likely encounters laready down on the map, and they have hides set, and if the durations are 12 seconds, they wear off too soon /shrug I didn't like that so I changed it so they can never expire by time
Hm. Okay, so now I'm just thinking how this could be implemented to the Eversmoking Bottle, since the units aren't really hidden as per RAW. Perhaps we treated the mechanic a bit too literally while playing full manual on R20.
Unrelated, hexblade curse bonus damage works on non attack rolls too right?
thats why I said it should just be a smoke sequencer animation
all it is is heavily obscured area
yea, just give it an animation and call it a day
I do the same with the darkness spell (mostly)
Attack rolls, saving throws, AC, checks, and damage rolls.
I normally would but my issue was my last use of darkness was a darkmantle creature which is...special for darkness
So just a thought (though I will also try the animation route you mentioned)... Does ATL.light work with negative values?
not as nice as you'd expect, perfect vision is a better route for killing light in an area, OR the v9 darkness spell lol
Just that I recall struggling with figuring out how the Sequencer works. I'm probably being really thick.
v9 midi srd darkness was a walled off circle with light blocking walkable walls
but we're back in the territory of modding the players vision instead of the characters
how long do you want your player turns to get ๐
I feel like you're overcomplicating it
my god you guys should have seen the first invisible stalker on floor X of dotmm, it was soooo painful lol cause I hadn't modded the invisible trait and nobody could target it and MCD's targeting in the tracker was broken
Use automated animations to attach an animation to the template
I quite likely am overcomplicating it. I was hoping for some visually impacting way of implementing that item ๐
and call it a day
Roger.
Ouch ๐
I think there is a good smoke animation
I think its actually fog clouds animation but grey
you might even be able to score help with the sequencer or find someone with it already for slowly expanding animations
Okay, I'll play with the Sequencer approach. Really appreciate your time.
I started and never finished some Javascript courses, else I just asked for help for specific foundry things here or googled
A whole lot of console.log(args) and console.log(this) so I could see what Midi was playing with as well
I have a testing goblin that I just keep console.log(this) on it's item macro lol
I tried to do that in effect macro, didn't work as I thought it would
EM doesn't use stuff like this lol
Pretty sure EM actually does have a this
I have an Args macro with that I just slot into my items to test. Maybe I should just have an actor with that as an actor macro instead, I haven't really played much with those
I've got an issue with the Christ's Premades Hunter's Mark; basically, it's rolling the weapon damage twice. After the hit is registered, I click roll damage, and it rolls the weapon damage alone (no hunter's mark). Then it rolls the weapon damage again (including hunter's mark this time). Do I have something set up wrong?
Are you using dice so nice?
doyou have any of the modules in the pins installed with midi?
Yes, I am.
That too, do you have any conflicting modules
My first thought was 2 rollers issue
Screenshot your chat card
That looks correct
isn't the 1d6 hunters mark?
yea
whats the other roll look like?
Yep, the end result is fine, I just don't want my player to roll an 8 for the first weapon damage roll and a 1 for the second and get bummed when the first one is ignored.
OHHHHH yep dsn
@gilded yacht Any chance you could look at dice so nice and how it interacts with workflow.setDamageRoll
I thought you were saying you had two roll cards, you mean two rolls in dsn
It has one roll (that gets ignored)
Yep, this, sorry for any confusion.
I will write up the df manual rolls version of this problem monday for tposney to look at fwiw if you don't do the dsn one
As it stands, not much I can do for it. I'm like 90% sure this needs to be looked at from midi-qol
Pretty much anything that uses this.setDamageRoll re-rolls the whole formula to add the new bonus damage
its not just dsn, its gotta be midi, cause it affects df manual rolls too
so hex, hunters mark, etc
The midi-SRD implementation of Hunter's Mark doesn't have the issue, so I'm using that for now.
Different ways of handling things
Yep yep.
I throw everything into the primary damage roll
I avoid using the bonus damage thing since it makes it harder for features to interact with it
I am also using Manual Rolls for what that's worth.
for manual rolls, with midi doing the roller, exploding dice don't get requested by df manual rolls, but only in midi, the core roller handles it fine
Not sure about other rerolling options in midi but exploding dice definitely don't trigger another df manual rolls pull
I'm not using any rules that do exploding dice so I shouldn't run into the problem much at least.
its totally homebrew for me
Yep yep.
my table rarely has to deal with it, the only manual roller is a wizard so only when he drinks pots or rolls hit dice
I play with a house rule that all healing can explode, roll another die if the max is rolled
Slight ramble, I want to make a function for all the many features that does x based on damage dealt. Is Midi's workflow so I can "just" hook once to a damage applied step, to retrieve the actual damage received by a target, and that would still account for reactions being able to intervene?
preDamageApplication hook will be right before it farms the damage off to the GM client
In reality, you should just do postActiveEffects most likely
Are resistances and immunities included there already? I am trying to log it, but midi with all hooks on takes a little to parse
it's the same workflow
Can you retrieve the damage actually dealt in the workflow?
._. much easier
workflow.damageList
will have an array with the data you need
appliedDamage is what you want to look at
I would do this after active effects to avoid issues of other modules and macros (such as mine) editing the damage in preDamageApplication
its in the macro I just made for a user earlier
Yeah, that's exactly what I'm hoping to avoid. Helping with all them vampiric suck features made me realize I should just make a function and reuse it for these things, I just want to make as comprehensive as possible "catch all" for modifying the damage so I hopefully get a factual end result
if (args[0].hitTargets.length != 1) return;
const damage = args[0].damageList[0].appliedDamage
if (damage != 0) {
let sourceToken = args[0].workflow.token.document;
await MidiQOL.applyTokenDamage([{
damage: damage,
type: 'temphp'
}], damage, new Set([sourceToken]), null, null);
}
applied damage should be what you want
damageDetail specifically for some of them, but a great start, thanks both
Is it possible to conditionalize reactions? Like, quintessential example, Absorb Elements; is it possible to make it only pop up if the damage's type is actually valid?
Not currently
A lot of things can just be set to reaction manual
for things like featherfall
and other reactions that don't really effect combat
@dark canopy Is there a syntax for warpgate deleting an active effect as part of a mutation?
It is just what you need though ๐
I have no education in this, nor do I have any clue what I am doing.
Basically trying to read the script and guess what it does and if its safe to change/remove.
99% Of the time I just break it.
Having no base knowledge sucks, it's really like trying to speak another language
yup! check the documentation for the embedded property of the Shorthand type: https://trioderegion.github.io/warpgate/global.html#Shorthand
Sorry guys, one more question - how do you automate casting Light on empty spaces. Let's say a character wanted to cast light on an object in a room, but that object isn't actually represented within the scene in Foundry.
So far I can only cast light on other tokens, but I'm guessing there should be a way to create a light source via spells, right? Is it complicated?
needs the lightData updated for v10, but I use this to handle both: https://github.com/trioderegion/fvtt-macros/blob/legacy/v9/honeybadger-macros/abilities/dnd5e/Light.js
needs a default NPC actor named "Default" to spawn if casting not on a token
summon an invisible actor with the light setup
Thank you both.
I wouldn't do that though
I'd just use midi srds light cantrip and handle the abnormal castings of it manually with a dropped token
What's wrong about the summon (or the link provided by Badger, not sure if that's the same thing yet)?
basically that, just detects whether to spawn or modify the target
it'd be one hell of a macro write
not really
I'll play with the link provided, see if it works for me : ) Thanks again!
it will need a few lines updated for v10, just keep that in mind (if you do update it, please lemme know ๐ )
Ha, that's likely beyond the scope of my capabilities, but I'll see how it goes ๐
you'll also need to change the filepath if you don't have the patreon of jb2a
Whenever I use a spell with concentration, it seems to count the concentration time in real life seconds, even when I try to tell it to go by combat rounds. Would anyone know what might fix that?
Check your times up setting
Is that something a GM has to do? I'm not seeing that
Gotcha, whenever he's sober I'll tell him to do that, ty
effect.callMacro(type, context);
ยฏ_(ใ)_/ยฏ
(I didn't actually check)
How do you feel about macros? ๐
I'm a programmer at my day job, so I'm fine with the abstract idea of them, but I'm not super familiar with Foundry's (or midi's) APIs and best practices.
@tardy root (@item.level)d6
If it doesn't work, you might have to do the DAE trick and surround @item.level with double-brackets to force it to resolve when transferring. i.e. ([[@item.level]])d6
That did it, thank you so much! Had the parenthesis in the wrong spot for what I was trying!
Is there any reason an ItemMacro executed by midi's OnUse Macro field would be being called twice? I'm testing Zhell's macro for Harness Divine Power and it works, but it works twice ๐ค
What is the macro?
Keep in mind that Zhell doesn't make scripts for midi-qol, so it's unlikely to be working as intended.
I'm not worried about midi doing anything except executing the macro when the feature gets used.
With the exception of being a v9 script, I don't see anything obvious.
Screenshot the on use section of your feature
When I just click the "excecute macro" button from the Item Macro menu, it works fine.
It's likely the item.roll() part
Yep, commenting that part out makes it work as expected; I know you didn't write it, but do you think that could cause any issues I'm not anticipating?
Not sure why it's there, likely based on having item macro doing the macro and not midi
Needs to be updated to v10
that's about it
I'm guessing it was there just to display a chat card
Is there any documentation re: what's deprecated and would need to be updated for v10? I'm comfortable doing that myself.
anything that has data.data becomes system anything that's just data gets removed
learning tonight that the Heartbeat module is probably getting added to the list, its throwing a thousand midiqol/heartbeat errors in console with everything I do in midi in a live session
What does that module do?
graphic animations on the screen when tokens take damage and gain health
tons of "not defined" errors with document
after restarting the server in our break atm I get one error in the console but I think its benign:
I don't use your auras so I think its benign
i wonder if you can create the rakshasa partial magic immunity using midi
I think that kinda thing would require a custom macro for the creature
yeah i guess, i was just wondering
I already have a v10 version on my repo.
Don't use with midi tho.
Using an item triggers consumption of resources and limited uses.
What's the description of that?
Iirc, anything below level 6 spells have no effect, all other spells the creature gets advantage on the save
But it's also 5 AM and I haven't slept so could be wrong
I remember sharing such a macro
Heya,
I dont know if this is the right spot to ask, or even if what I'm asking is possible. But im trying to have a custom spell apply its effects to both the caster and their target, but without the caster needed to be targetted.
Think like 5e healing word, affecting a target, but also the caster automatically
if its healing it can't be in an ae unless its a dae execute.macro
but if you want an ae that doesn't mod hp to apply to both that would be one of the use cases for those two self roll ae checkboxes in the first tab
the one that says also roll self if something something
but you can't mod hp in ae's
that was just shared here lol we really need to get this in the wiki
let me find it
if its heal target and heal self for same amount....um we'll need bugbear or chris to tell us if damageApplied can count for healing too
if its damage target and heal self that macro is perfect for it
thats an on use macro
Oh I totally forgot another bug last night. Whenever my players or npcs used the parry reaction it would remove an effect from the themselves
ok I think I'm pretty confident this is actually the new dfreds doing this, dfred seems to have a strange setting now where anything with overlapping keys are toggled off if stacking isn't allowed
Is anyone available to test DAE 25/Midi36, I think I found a gamebreaking bug
Steps:
- Drag out 2 starter heroes, preferrably the ranger and bard
- Give the bard a dfreds CE of the spell shield.
- in combat, attack the bard with the ranger, does the shield expire?
Noob question how do i make totem barbarian's rage resistances with MID QOL and DAE?
How is it different than regular rage resistance?
regular rage is only for slashing,bludgeoning,piercing while Bear's is all except for psycich. Totem Spirit PHB
Create an AE with system.traits.dr.value | Add | and select all the options you need (1 key per resistance) (my screenshot is v9)
edit the existing midi sample item rage and add the keys for the rest of them
supers image is v9, yours wil say system instead of data
there is definitely something going on with active effects in midi 36 and dae 25, its almost like keys can no longer stack
If there's a case where pc has immunity to a damage type. is there a hierarchy to automation? Does a resistance and immunities conflict?
they do not conflict, but its easy to mix up the DR keys with the dr keys
DR is damage reduction, dr is damage resistance
For some reason my reactions are removing any other active effects that have the same key as the reaction, noteably if I have 2 ac bonus ae's. One for parry and the other from something else. When I am attacked and I parry, it removes the first ae and applies parry alone. When I go in and change the ae's to not stack by name, they suddenly work together, this has not been how this works for ages and can only sus out that midi/dae are all thats changed.
Its the reaction dfreds CE causing all of this
do you guys know if I need to somehow register a module with dae in order to be able to set a flag from and active effect?
because I've successfully set flags at world scope and dae scope, but in trying to set one for my own module, it isn't working
yes submit an issue to dae's gitlab
oh
wait do you mean so they auto complete?
that seems a bit much for my measly module
no - don't care about autocoplete
just being able to set it at all
thats beyond me hopefully one of the other guys sees it
and setting it directly via the console works fine:
await actor.setFlag('w15ps-srd', 'roundRobin', 1)
await actor.getFlag('w15ps-srd', 'roundRobin')
1
did you try add?
I'm modeling it directly off of the midi-qol sample 'Auto Sneak Attack' which works fine, so I think custom is right
Use overwrite
and if I change the scope to dae it works
Custom doesn't work for whatever reason for stuff like that
thank you!
also needs different syntax in the effect
Setting it with the flag and value in the 'Effect Value' field gives:
it needs to be set with:
which makes sense, I just think dae must have some 'magic' for its space
anyway - solved. Thanks!
is there a midiQOL / system flag for applying the prone condition?
install dfreds CE and set it to manage your active effects
How do i create a trigger for being grappled? Context: Racial Feature Poisonous skin "Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute."
damn, alright i'll do that, thanks
Someone showed me a good way to make unidentified items, that once attuned the item will populate in their inventory. I was wondering if anyone knows how it works?
I think @vast bane has an example where they use Warp Gate to mutate an item from unidentified to identified?
(and vice versa)
Oh that would be cool
no
its all dae/midi
More fitting for the channel anyhow
#1010273821401555087 message try this @tepid dock
Unidentified Magic Item prefab:
Drag and drop your magic item to the effect value and then once it populates the id, put , permanent at the end of the effect value. Save this as a master copy and use duplicates of it.
the players need to attune to the item for it to identify
I made it a weapon so that just incase a player uses it as a base weapon you can edit its stats and let it happen
Is there a way for the icon to not be visible while on the token?
what icon?
The active effect icon
it will show in the active effect tab no matter what, you can hide that tab with tidy5e
you could also cheekily rename it to something benign like "freedom of movement" or bless too lol
once they attune it will auto delete itself and give the magic item
Ye no worries, I was using item piles so I would give the "Unidentified Item" to the enemy so when they die, its lootable. So if its on an enemy the whole encounter, the players are more likely to attempt to kill those enemies.
Because theyll learn what the icon is. its fine, I can find another way around it still using this. But thanks!
Is there a way to automate sneak attack when you roll with advantage?
Try removing the duration on the active effect, it needs to be both equipped and attuned by an actor to trigger the effect anyway
Unsure if that works with monsters/unlinked tokens
I know if you have Midi-QoL there is a prefabbed item in the Items list under the compendium of "Midi-QoL Sample Items" which has a built in macro for it. But thats all I got.
Ive just added it but not sure how to use it
Ive dragged it to my players sheet
it shouldn't show on enemy if setup right
the ae should be unavailable
the unidentified items effect only shows up for about 2 milliseconds on any token before it is deleted
while it is on your npcs just don't attune to it ๐
Auto sneak is the full auto sneak that is kinda shitty if your rogue 2 weapon fights
and auto sneak requires the regular prefab sneak too
you must drag both sneak attack items that don't say swashbuckler to the rogue from midi sample items
you also should be on dae 25 and midi 36
Is this a setting somewhere? Because I continually see this, regardless of combat, or how many rounds.
What does this mean sorry?
Looks like you have a duration on the effect, making it show up as a passive one
Ive got those now but its still not working
Nevermind, It was because i was constantly testing it outside of turn order
you attuned to the item
that is most definitely not the right item then
no wait
you are using the one that Krig shared
mine is the right one
the one that krig shared was when I was building it and it was broken
are you on midi 36 and dae 25?
also are any of the modules in the pin by me installed?
Yes im on those versions. Its ok its working now, I'd basically used sneak attack that turn so wasnt letting me do it again
let i = 0
while (!token.actor.items.getName("Adamantine Breastplate") && i < 3000) {
console.log("Waiting for new item to be created, if needed!")
await warpgate.wait(250)
i += 250
}
const item = token.actor.items.getName("Adamantine Breastplate")
item.update({'system.equipped':true});
if (item.system.attunement == 1){
item.update({'system.attunement': 2});
};
console.log(origin);
origin.delete();
@tepid dock
I think you have the wrong import, krig shared an incomplete one right before me
I used this one, and all my screens look correct compared to yours.
this magic item concept is not meant to be attuned immediately, you just drag it to a character, when they spend a short rest with the item then they attune/equip
show me the details of the item on the wolf
the details of the item
there is literally no way that ae can be visible
the macro literally deletes it
show me the effect macro
if that effect macro is my macro, then your item makes no logical sense
it says requires attunement, you aren't equipping and you aren't attuned and the ae is on the actor
that makes no sense
I implore any other pro to look at those images and explain how that can happen lol
Does it have to do with my AE or Midi settings?
the item is requires attunement and isn't equipped, you have transfer on equip checked
that item makes no sense
So when the item is transferred the effect should not show the icon, correct?
show the actors effect tab
yeah
you got a weird module going on
either vae or dfreds effect pannel is bein screwy
you have show unavailable on in a module that does that
if you have vae, its this first checkbox, you have it unchecked:
if you have dfreds effect panel I have no idea if he has a setting for it
That's not even a disabled effect, I believe VAE means inactive on that account
It's something else
confirmed, vae wth that unchecked shows it
this might be a vae bug
nope not that setting
Keep in mind, I do NOT have VAE
I bet you this is midi 36/dae 25 shennanigans
You have another module, then
Unavailable item's effect icon shown?
yup
Hmmm effect details tab screenshot?
Is there a quick way to remove the "Empowered" effect from my druids quaterstaff after casting Shillelagh?
Is both Games and Moto encountering the same issue?
end the shilleleigh buff
With only that item?
its that specific item in both our worlds
I did that and the weapon stayed empowered
Console errors check
I thought that was fixed 0_o
Also which shillelagh spell is that ? I mean from which module?
Midiqol sample items
And version of MidiQOL you are on?
its the duration
I'm pretty certain its either dae or midi
just got the mace of disrutpion from midi samples to have the same bug
put a duration of 90000 in the sample item for mace of disruption
Duration fromDAE config or item?
I just went and got Dfreds effects panel and disabling it from there actually removed it