#MidiQOL
1 messages · Page 101 of 1
Nani!/
delete all that fluff out and it should work fine
Hrm still happening
did you edit the true item
["fey"].includes(raceOrType) if i want to add another race
what should i use?
["fey","celestial"].includes(raceOrType)
or how?
["fey","undead"]
Yes I edited the true item
but I think you need to capitalize them?
drag the item to the sidebar that you edited and send it to me in a dm after you right click it and export data
to be 1000% clear, you do not have any of the modules I asked you to clear right?
1000%
Well concentration notifier is inactive, should I uninstall as well?
Wait
is Dice Tooltip - DnD5e the same as "Dice Tooltips"?
Its safe to say ability checks trully are fubar lol
might also be related to how it's targeting self
bc usually the target has to fail a save to get the effect applied
What version of foundry, dnd5e, midiqol, and dae are you on, you gave me a corrupted item
Foundry version 10, build 291
DnD5e 2.1.5
midiqol and dae should be latest
10.0.25 (dae) and 10.0.36 (qol)?
trying to think of a saving through spell that applies an ae
something that gives frightened?
Fear?
or well that's failing, unless there's an effect that makes you immune to frighten for 24 hours
like the vampiric gaze
Activation condition maybe?
Ah
¯_(ツ)_/¯
how would you get the roll of an item in a macro?
in the On Use Macros field?
I'd think a macro
👀
This is what it must feeling like in Warhammer 40,000 to get help from an Adeptus Mechanicus 😄
With you being the only one who knows what's going on.
god damn it diceRoll is the dice face
preItemRoll?
I got nothin, you have to wait for bugbear I guess
Just log out this as an item macro
Anything there is available
I still don't think an activation condition will work here
yeah I think they fight each other
the roll is a failure if you succeed
midi doesn't do ability checks
Yeah I'm punting, look for bugbear when hes around he might be able to feed you something. This item isn't an item macro setup so to do an on use macro would be beyond me too
Thanks for trying though 🙂 I'm sure we'll crack this eventually.
I went through that whole logged workflow and could not find a dang thing about rolls
Not sure if this is the right spot, but anyone know how to use Recovery Formula on an item sheet? I've got an item with 4 charges, 1 charge should come back every long rest so trying to figure out how to implement that
@vast bane have been thinking about DM’s inspiration and how to make it a bit simpler for our table… they struggle to find where to uncheck it, and you actually can’t if you’re making death saves with Tidy 5E. It would be cool if there was a link in the roll dialog, maybe AR - that if clicked burns your inspiration. But it should only be present if there is inspiration to burn. Sound doable? Or is there a better idea?
I don't bother with automating that, its so rare, when I give it to my players they hoard it and use it once maybe every month
Haha all good. We get it most sessions
Have you done anything like that in Advantage Reminder though? Not sure what it’s capable of.
Advantage Reminder sounds like it was built to remind you about Inspiration lol
I already have it as an advantage reminder
Is there a way to have the reminder only if you have it available? Otherwise it’s just salt in the wound
do you mean trying to tie it to MTB/Tidy5e?
my players rarely look at the tidy5e sheet and I don't track it on MTB, but I suppose you could do an effect macro for on creation and on deletion that clear those two modules flags out
Well it’s a dnd5e checkbox, assume tidy and MTB just mirror that
Bc if you untick it in core sheet it goes everywhere
figure out what the flag is then you can just use effect macro on deletion/on creation but you have to manually remove the ae, advantage reminder doesn't end it in one click
Having it showing in MTB saved our bacon last week, it would have been TPK but we saw the rogue still had inspiration to burn on their last attack
Ok sweet thanks. I’ll give it a go
how can i create an effect that adds 1 slot of attunement?
like the artificier skill
found it nvm
Does RSR supported by Midi-QoL, or still don't?
still don't
You should not expect this to ever happen.
Hi!
I would like to apply attack damage on hit and force a save (optionally applying Poisoned condition on failed save).
Basic configuration taken from spider Bite just applies save to attack damage halving it on successful save.
Is there a way to implement additional save on attack hit?
I'm sorry but does the spider not pull off what you want? its probably your importer or SRD version breaking thats the problem.
Check the box for full dam save at the bottom, and check the box for effect evaluation true or whatever towards the bottom also, clear the activation condition field on the item.
add the poisoned condition as an effect on the item, clear all the boxes out in the first tab of the ae, for the key you can either do statusEffect or macro.ce(or if you are cub user, macro.cub). If you utilize CPR, you should be using dfreds CE
All checkboxes are off
if they can save it off every turn you need to make an overtime effect
then that is your problem
check the box for full dam save, check the box for activation condition true required for effect activation. Then add an active effect to the item in the effect tab and give it a key that is macro.ce or statusEffect and find your poisoned condition.
(if you are a cub user replace CE with CUB)
What is full dam save exactly?
so that it doesn't halve the weapon damage when the save is succeeded
by default it will halve the damage of the workflow on successful save
@gilded yacht
* If the only damage type done on an attack is "none" do not display an apply damage card.
Did you mean to do this for No Damage? Doesn't none make the item do pure damage or in damage bonus cases weapon damage?
I think None is a new thing with dnd5e 2.1 where the old option was just blank Nm I think I understand what you did.
That seems to do the job, thanks a lot!
Now to determine what broke everything
if you can give me more context I'm here to help
The only thing that comes to mind is recent system update. Looks like everything in "Monsters" compendium have these checkboxes unchecked.
dnd 2.1.5
midi 10.0.35
what is this monsters compendium, nobody provides a monster compendium that is 100% midi compliant
CPR offers monster features that are, and ddbi will integrate those features as well, but you still have to manage the creature setups for midi specifically
Understood
Updated the spells atlas wiki with the new Power Word Stun listing for midiqol
so, with the update of mid and DAE this a.m., how necessary is Advanced Macros anymore?
Very necessary if you use active auras
and by that extension ddbi
I spotted quite a few active aura implementations in ddbi items
this was the better magic item module you suggested right? https://github.com/ElfFriend-DnD/foundryvtt-items-with-spells-5e
tposney is specifically hunting down MIM bugs so I would reverse my statements on whether to use Items with Spells over MIM now
is tposney the person behind Magic Items?
Items with Spells is far less likely to break with patches, but MiM is getting special treatment from midi so I'd call it safe to keep using in midi
He's the author of dae and midi
by fixing mim bugs, fixing them on the midi/dae side of things? I dont think I see any updates more recent in MIM
some modules just work 😉
oh my 😄
most of the outstanding issues are people with conflicted rollers
conflicted rollers?
I dunno, I'm personally using items with spells, I don't see a need to use MIM, but if you don't like the wonky upcasting with items with spells MIM might be a great alternative.
I dunno yet, the campaign i'm running is still low level
is there a way to get a macro to actually roll my 3D dice?
a well setup macro should do that so yes.
Is there a way to start concentration via macro
Apparently "item" is not defined in my test macro that's attached to a Feature:
console.log(item);
Check the docs for midi's arguments. That sounds like an item macro helper variable, not midi
Item Macro does not function in its intended way when Midi is involved.
Yeah I asked in the Macro Polo channel and they told me to come here
Attached to a feature probably means you want to pilfer through args instead
or this
Is there a tutorial for how args works? I think I saw that for Magic Weapon
What are you trying to make, exactly? Just a feature that has concentration?
WELL
What I'd like is to make a magic weapon, i.e a sword, that the user has to pass a charisma check to activate; which grants +1 while concentrating.
Activation Conditions me and Moto were checking out yesterday and it was a no go, saves don't work that way
and the conclusion seems to me that maybe it needs to be a macro so I'm trying to figure those out one small step at a time
Okay, so Concentration stuff for midi; https://gitlab.com/tposney/midi-qol#concentration-checks
From what I can read, you can just write Concentration in activation conditions of your item and it will do that for you. Is this the only feature of the sword?
Or well, the item, I'm assuming you have it as a separate feature and not part of the actual sword
because pain
I'm working on it as a separate feature now, it was a part of the actual sword originally.
the problem is that they need to pass a check
There's also straight up a function actually, MidiQOL.addConcentration(actor, concentrationData)
MidiQOL being a key word in the macro language?
They're functions added by MidiQOL
What about actor and concentrationData, how do I pass those in/define them?
actor is presumably just an actor document, so for instance game.actors.getName("Alphonse") will give you an actor document. What concentrationData expects though I'll have to check
Right so this is where I tend to come back to this question, I'd prefer at least for Best Practices software programmer brownie points that the macro automatically gets the actor via the fact the feature is attached to the actor
Then you want args. Specifically, args[0].actor.
gotcha thanks
For concentrationData;
MidiQOL.addConcentration(actor, {item: Item, targets: Set<Token>,templateUuid: string});
would something like this be the right direction:
let tactor = game.actors.getName(args[0])
let charisma = tactor.system.abilities.cha.mod;
let roll = (await new Roll(`1d20 + ${charisma}`).roll({async: true}))
roll.toMessage();
let RollResult = roll.total;
// Maybe I can also get this DC from somewhere?
if (RollResult > 13) {
// Add Concentration
MidiQOL.addConcentration(tactor, {item: Item, targets: Set<Token>,templateUuid: string});
// Add the bonuses to the token here?
} else {
console.log("Failure");
}
Does "Item" come from Midi or do I need to getthat also from args?
should I also be doing anything with templateUuid/string?
Pause for a moment before we continue; please save that macro elsewhere for now and replace its' entire content with just console.log(args) then take a look in console for what it's serving you.
Most of the stuff you're defining in the macro is already in there, depending how the item using the macro is set up, it may all be in there :p For instance, tactor IS args[0].actor in your case. You don't need to get it.
Wait, the console is telling me args[0] is just a string, "on" though?
Ah, see, important stuff - that tells me this is an active effect running your macro.
Ahah
Peek at args[1] for what that provides for you, then
I see, ActorId, actorUuid, efData, effectId, origin, tokenId, tokenUuid
Yeah, this workflow feels backwards though, did you intend to add the +1 effect and then delete it, if they failed?
I am not married to a particular workflow 🙂
I just want to add a +1 effect if they pass the check (and consequently begin concentrating on the effect)
and ofc if the concentration breaks or the duration expires they lose the effect
Honestly maybe it's not so backwards at all. Without this macro, do you essentially already have an item that applies the effect to the user?
It just depends how you want to do it. We can continue what it seems like you've set up and instead of creating Concentration by macro, we can just tick a checkbox on the feature, Midi supports that already. Then the "fail" state is just deleting Concentration, which will delete the effect.
That could work
I gotta get some food and then I gotta do an errand but thanks for your help its been very helpful in helping me learn how to make macros and see/test what I'm doing, and hopefully you're still available when I'm back. 🙂
No problem, ask the chat when you're going to work on it next and we'll see who can jump in
I get an error in the new midi with this macro where I didn't before, or I assume I didn't cause I would have solved this right away:
The macro behaves just fine so I dunno why it said it was undefined?
nope found the error disregard
item at the bottom is meant to be item2
The fix for suspended effects with midi and effect macro is definitely working awesomesauce 😉
If anyone has a player with shieldmaster and dual wielder feats, you'll definitely wanna try out my combo automation for them hehe.
Can you remind me the issue you're trying to circumvent?
in my shieldmaster/dual wielder toggle I needed a way to prevent them from ever being suspended somehow, so I effect macroed an on toggle off to delete the effect, it now works with newest dae/midi
I think there is a problem with the incapacitated thing again in midi
only its gone weirder:
There is no incapacitated on him.
anyone know what line I need to // to remove the warning?
oh I think the problem is that its checking ANY ce's not just incapaciated
once I removed the blinded, the prompt stopped happening
hmmm, now I can't reproduce dag gammit
Here is what I did to fix Janky third party reaction auras giving it to the source actor too: Find an active effect that is always on and add the following effect macro to on turn start, on turn end, on combat start, on combat end:
let itemName3 = "Name of Janky Third Party Reaction Item";
let item3 = actor.items.find(i => i.name === itemName3);
if (item3) { // Check if the item was found
item3.delete()
}
afaik, the aura applying to source actor even though active auras has a setting for it is caused by midiqol
Hello. I tried searching for it but there are way too many results.
Is there a way to automate sneak attack?
What I mean by that is that is it possible to make it so it activates only once per turn even if I have multiple attacks?
Also, is it possible to make it so it only activates when the conditions are met i.e. you either have advantage on your attack or an ally within 5 ft of the target ?
Sneak attack has two levels of automation in midiqol's sample item compendium for sure, and midi srd/CPR probably have premades for it also:
Sources of premade stuff for Midiqol:
Modules:
Midi Sample Items Compendium(comes with the module)
Midi SRD's compendiums
https://foundryvtt.com/packages/midi-srd
Chris' Module form of his macros:(CPR)
https://foundryvtt.com/packages/chris-premades
Dfred's Convenient Effects:
https://foundryvtt.com/packages/dfreds-convenient-effects
MrPrimate's D&D Beyond Importer:
https://foundryvtt.com/packages/ddb-importer
w15ps's Module
https://foundryvtt.com/packages/w15ps-srd
Macros:
Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros
Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros
Wiki:
Activation condition and other useful info:
https://github.com/thatlonelybugbear/FoundryMacros/wiki
sorry im kinda new to this, the server is not mine and I cant add my own compenium etc.
Is there a way to do it as a player?
Midi-Qol has a sample item for sneak attack
Just add that one out of the compendium, you can also grab the auto sneak attack as well if you want it to automatically apply without having to use a dialogue
ok I found the auto sneak attack one, and it says that as long as I have it on my actor it will add it automatically. I have tested it just now and it doesnt work. Do I have to activly be in a combat encounter for it to work?
you also probably should point the DM in this direction so that you can pull off what you are looking for, players rarely have the settings and permissions to tweak as much as the DM
You also need the regular sneak attack one
auto sneak is not what you want, you want regular sneak attack
auto sneak implies the rogue only attacks once per turn
auto sneak just always does the first target hit on a turn
Regular sneak will prompt on each attack, auto sneak will always fire on the first attack
as someone who DM's for a rogue with 2 weapon style, they prefer manual prompt over auto cause sometimes you want to try to finish a guy off without sneak
autosneak=always first hit, manual=each attack you are prompted if you want to use it, if you use it, the rest of the attacks that turn don't get prompted
autosneak requires both of them on the actor fyi
Honestly you really should get your DM to do this stuff, there is no way a player permissions person can really even test any of this.
ok I removed the auto sneak attack and added the manual one
unfortunatelly my DM will in now way do any of this so im on my own
He'll prolly get upset if you go to play and your sheets all broken, best to do as they ask
I have added the regular sneak attack feature, but when I attack there is no prompt. is there something I am not doing?
the only way to check for you is if you had DM permissions, we need a combat encounter started, we need to see the list of the modules the DM has enabled, yada yada yada
we need attribution turned on in midiqol, all DM stuff
just use the base sneak attack and manually fire it if you had advantage or an ally sadly. or find a table with a DM who loves midiqol
My spidey sense wild guess is that you don't have advantage or an ally nearby. all things that only a Dm can solve
today playing a session I got these strange errors.... i have midi 10.0.37
what module is filters and hooks from
all the DM has to do is drag midi-qol's sneak attacks to your character sheet. If he/she isn't willing to do that, there isn't much you can do.
we really need more context though
the player can do that, their problem is one of these:
There is a disadvantage or lack of advantage involved
Their flag is unset and combat start will set it
They have more than one item on the actor or an effect messing things up
all things the Dm has to be here to troubleshoot
oh forgot:
The Dm is loose with disposition assignments and allies are really hostile
if item macro is being called there, that means character sheet hooks are on in item macro I think
which could also explain actor not being defined in the right hand one
(bringing it from another chat) Anyone has/knows of a macro to automate the class feature Assassinate (DnD5e)? I don't mean the critical damage on surprised targets, just the advantage against creatures that haven't acted yet. Trying to automate that, but I don't think I have enough programming knowledge to do that.
I was tempted to answer you in that channel but I didn't wanna get hit with a chair
Bugbear tried to automate assassinate but its...kinda painful to use. My only thought is to leverage effect macro in a janky way, turn on always advantage on combat start, and turn it off at end of that actors turn, but any turns remaining that round before the actor acts would be weird if the rogue somehow got another attack.
Strange errors doing what?
How do you turn Arbiter's Shield around to work on everyone else but you?
Ah, you apply the effect when attacking? ... I'd probably do a world script
just advantage on yourself
make a surprised condition and apply it manually to the combat encounter
have the evaluation look for if the attackers name is X
How would that work? You need the target's turn
wait a minute
Round 1, rogue's turn is 3, possible target is 2 and 4, one of those is Assassinateable
that's a word now
if round 1, if turn=less than or equal to actors turn
Its messy no matter how you do it, I think the surprised condition could really pull it off
Your custom script filter in babonus has an error.
key: flags.midi-qol.advantage.attack.all
mode: Custom
value: game.combat?.round === 1 && game.combat.turn < Object.entries(game.combat.turns).find(i=>i[1].tokenId === game.user.targets?.first().id)[0]
Can test the logic but should be fine, right?
he also gets it on his turn
is that checking for all turns less than his?
Wow thought here:
Why not world script a surprised condition that wears off after the first turn in combat they have
surprised is actually a condition, most people call it surprised rounds but its actually a condition
Checks, 1st combat round AND the current turn is earlier than the target's turn
don't they also always critical
so use it for the iscritical too?
You can put that in, but was not what it was asked 🤷
would both keys take an evaluation like that?
not grants, but else gucci
I thought for sure you were coming in here to throw a chair at me:
The bugbears so good he can pull off an answer on mobile on the subway
#1010273821401555087 message This one works, in case it got lost
Assassin Rogue feature: Assassinate
Key: flags.midi-qol.advantage.attack.all
Mode: Custom
Effect Value: game.combat?.round === 1 && game.combat.turn < Object.entries(game.combat.turns).find(i=>i[1].tokenId === game.user.targets?.first().id)[0]
@violet meadow made this
(So its searchable in the future)
is it all attack types?
I added an issue to your git to add it to item ideas incase you forget later
the attack must use a finesse or ranged weapon
actually assassinate is any attack roll, sneak attack is finesse or ranged
what happens if you swing a weapon outside of combat will it throw a red error that combat rounds are undefined?
The questionmark takes care of it as the first condition returns undefined
is game.combat?. defined? If not bail out
(The moment when you passively read through the channel to soak up as much knowledge as possible, hoping it will rub off on you even though you don't know crap compared to the regulars here, and you come across a question from another user and think to yourself that maybe it could be solved this way or that, but surely it must be more complicated than that, and then later a @violet meadow confirms to you that you indeed had the right idea.... ☺️ )
Do you have a manual version of this Unwavering Mark, too? Like something I can just plop on the target?
this is literally something someone has made already lol
Someone asked for this, I gave them my chill touch revamp macro, and they turned it into an actor on use instead of item on use at some point in the past month
I wanna say Krig helped them make it?
life stealing is a very common ask here
so how can i make it?lol i think its a passive item or a feature
Oh boy, all damage, that's... Fun!
I think it'd have to be worldscript territory for all damage, and you have to use/hook Midi's damage application The trigger actually just the same as Hexblade's Curse without weapon attack
I think my mind has somehow blocked that function and just goes "worldscripts" every time, this is like the third time in a row I forget that.
I have a version fully automated version of Unwavering Mark, the only thing missing is probably a chat message saying an enemy triggered the special attack. Also there is one case where the effect must be removed manually, if the marker dies or is incapacitated
I know someone already made a half damage as temp hp actor on use here. Just a matter of finding it. prolly search this channel for the midi function for applyTokenDamage
Can you make an ActiveEffect/item make an actor "gain" an on use macro or would they need to create it separately?
hate how you can't search stuff inside of code
you'll probably want to set a line that halves the damage
hmm
put it in the item macro of that feature, and then do what bugbear just linked in an image on the features ae
this will fire the macro after active effects on all workflows from that actor
its called leech charm
ItemMacro.Leech Charm,postActiveEffects
assuming you name the feature that way, and assuming you have and understand the step involving item macro
nope, im dumb on creating macros lol...
if the item is an actual ITEM as in trinket, make sure its equipped and attuned if thats a thing
someone here could literally make the item and give it to you if they were in their game, I'm not sadly, its all been handed to you minus the line to halve the applied damage
yeah its an item
that can actually be good, that means they only benefit from the effect if they equip the trinket
as the actor on use will be transfer on equip
Hey all :) Could somebody tell me what it is I'm doing wrong with "flags.midi-qol.advantage.skill" in particular for perception, but I don't think that matters? I'm not sure what change mode or effect value to pop in to make it actually grant advantage on the rolled skill
.prc
change mode will be custom and effect value is 1.
assuming your quoted key is accurately spelled
Oh, "per" was performance, wasn't it? Dumb mistake
or persuasion
Right, I didn't even think about those. That's what was wrong, thank you!
my cheat sheet in the wiki can actually help you sus out tposney's shortcuts for skills oddly enough
okay im gonna ask on macropolo maybe someone already did a life steal macro
cause I do the shorthands in the dc section
You know what the worst part is? I was looking at it and just assumed "per" would be perception lmao
bruh its right there lol all you have to do is put it together, paste it into item macro, put an effect on the item that is transfer on equip, follow what bugbear posted and you are done
macro polo won't touch an args macro with a 10 foot pole
oh okay
I'll head down to the man cave in about 30 minutes if someone hasn't given you the halved damage line yet
let damageTotal = 0;
args[0].damageList.forEach((damagedToken) => {
damageTotal += damagedToken.appliedDamage;
});
damageTotal = Math.floor(damageTotal/2);
if (damageTotal > 0) {
await args[0].actor.applyTempHP(damageTotal);
};```
as an Actor On Use Macro
this won't generate a card, but that may be ok?
Can anyone help me set up great waepon master real quick before my session? I am trying to make it be a reaction that pops up on an attack roll, but I don't know how to specify that in the activation condition
it'll generate a DM card
If you want a card, it needs more, but that's the function
oh shit I didn't even think of the fact it could do aoe damage, good catch Krig
@short aurora thanks
@hasty jackal Do you have item macro module?
yep
make the Leech Charm Feature, paste Krigs macro into the item macro field you get when you click on item macro on the top bar of the feature
Is it always on?
or is it activated
if its always on, make a new active effect on the Leech Charm feature, set the first tab check box to transfer on equip. Then in the third tab, mirror what bugbears image above had. Make sure you use YOUR item name not his.
always on
should be able to take my copy/paste above of the effect value
would math.floor go to 0 if the damage was 1?
I doubt the actor will ever do 1 damage
See you guys in 3 weeks when the next person asks for life steal lol
I think that one genuinely deserves a spot on the wiki in item ideas
hmm it doesnt go up lol it gets stuck on 5 temp hp
It should only go up if you get more than 5 temp HP in one application
temp hp doesn't stack
per rules as written, whenever you gain temp hp, you get the higher of the two values
I was looking for a manual version where it can be reapplied and there's no error blocking its reapplciation. According to my cavalier player, it falls off before its supposed to?
could that be a prior midi version bug?
in the last dae/midi there was an issue with special durations and an issue with CE's being weird with other ae's ending things sooner than expected
I retested it before sharing it and I did not see a problem. Do you have more details on the problem? Is it just a problem with the duration that ends before the end of turn of the cavalier?
does someone has a wall of fire spell ready to use?lol....
Walls are imo not automateable
maybe if it let you place tiny square templates to represent all of its space
macro territory cause dnd5e doesn't let you use dice equations in the consumption field
i should configure it as a weapon i guess
Actually, you decide if you keep the ones you have or take the new ones.
(This is relevant for Armor of Agathys, for example).
and if anyones curious how to make that work in midi, its as simple as hitting the undo button
can you create an item that gives players a long rest?i know its a weird question lol....
gives all the players a long rest?
you can do just about anything in a macro so yes, that'd probably be possible to get help from macro polo for too if its not that specific actor
okay gonna ask
welp got the macro but the potion doesnt consume itself for some weird reason
yeah its working
in item details theres a box to check for destroy on empty, honestly I prefer not to use that, but set a charge of 1/1 charges
if you want to have it destroy itself check the box below that for destroy on empty, make sure you save a copy of the item cause if its destroy on empty it will literally poof and you won't have an original
in the items effect's duration tab, add a special duration of long rest
then test to see if it removes itself when it applies the long rest to the actor
you could totally do this as an on use item macro too, but its late at night and I dunno how to set the args actor like the other guys do.
Effect Macro is just simpler when it doesn't have to do with combat
yeah np it worked as i wanted and it seems is a limitation of the system about potions needing charges to delete
i checked the SRD potions and they used charges too
it can't be empty if it doesn't have a contents to fill and empty
worked with one second
we don't need to open that can of worms for tposney or zhell lol
if you really want an instant effect, wait for one of the smarter folks to be on and ask them how to make zhells marcro work in a midi on use
alternatively try to find a midi on use that does a simple thing to a single target and you'll likely find a tokenActor or targetActor defined with args that you can coopy paste off of
easiest ones to fish stuff out of are the sample items cause tposney doesn't put his macros behind the modules files
show me the line that is defining an actor or token
you could also just scroll up in here till you find one
gonna have to add an if filter for target count or force 1 blank creature in target settings of the item
whats the line for actor?lol....sorry its like my second time using macros
I' m not near a foundry session to check for you
welp i can wait maybe someone more intelligent than me can find a way to make it work
i know this is a DAE i guess but i dont remember how to set the effect to character instead of target
okay is just invisible with extra steps
except the last part
on the dae/ae, first tab should have no boxes checked
then start adding all the keys for advantage, attack/ability/save
sadly its gonna need a macro to do the second dae
gonna need to add a synthetic ae afterwards.
emboldening bond has an example of adding an ae in its item macro but I dunno how to adapt it to this
If I had to make this, I'd totally do what you are doing now, then put the synthetic ae on the first ae's expiration set as an effect macro for on deletion, fire the new ae on same actor
could probably export the item and yoink out the parts of the item that have the ae and its keys in it and work from there but you don't know how to write stuff so I dunno how much would need adjustment
oh thats an idea, apply it suspended
have the second ae set as suspended on the actual spell so it is on the actor suspended the whole time. Then an effect macro on the other ae's deletion/expiration that unsuspends the ae, and when it expires have it suspend again instead of expire by time
you know how to make that macro?lol
if I were at my puter with foundry I would maybe but I won't be for another few hours
okay can you tell me tomorrow?
Anyone have an idea why my 3d dice aren't rolling? I am able to have 3d dice roll manually through chat and dice tray. But when I roll through clicking an attack on an npc my dice do not show up. I use midiqol to prompt auto rolls from me
if ya gotta wait anyway, I'd wait for one of the js writers to show up like bugbear, krig, or chris
sure ill ask tomorrow then
there are 2 settings in Dice so nice that need to be set for the DM's dice to work and for untethered dice to work with it
they are next to each other outside the DSN button settings
im sorry where is this? i see enable 3d dice for inline and tables?
literally right next to the inline rolls is the dm one
either above or below it
and your monsters dice are not rolling?
ya
what are you literally clicking on the sheet to roll the attacks and damage
just clicking on like item or feature in the sheet. Clicking the item portrait and then midiqol prompts me to you know add advan or disadvan any situational bonuses
I see way dead modules in your mod list there, what is your:
Foundry build and version
Dnd5e system version number
DSN version number
Midiqol Version Number
Socketlib Version number
libwrapper version number.
Also make sure you have none of these:
Version 10
291
DND 5e 2.1.5
Midi: 10.0.37
socketlib 1.0.12
lib: 1.12.12.0
have you restarted your server or cleared your cache since this problem started?
ya did both and still nothing
any of the above modules installed?
nope
start utilizing find the culprit and find out if its a module conflict, turn on just DSN and if it has any dependencies
How do I get MIDI to work with CUB Enhanced Conditions, been trying to and it does not seem to work. It does not have it listed that it won't work, so I was wondering.
I'd personally advise using dfreds CE instead
Any particular reason why?
as I am using CUB as I have multiple unique conditions I have added
dfreds Ce and midiqol have collaborated feature synergy and dfreds CE has a ton of premade dnd5e effects
on top of that if you ever intend on going the route of installing the premade modules, CPR heavily emphasis' Dfreds CE as its how it does conditional resistance
CE is just better known around these parts.
there are 76 premade spells in dfreds CE alone, not counting non spell ce's
At any rate, what part isn't working with CUB?
Are you trying to use macro.CUB? or something else?
I flag somone invisible, midi does not make them invisible
That's not midi
Answered in #dnd5e
Same for blind
Ah gotcha
This was a different question than the other one I asked
It's likely CUB isn't changing the config thing that lets foundry know what blinded and invisible conditions are.
its MIDI-QOL effects not proc-ing on CUB effects
If it works anything like CE does
midi doesn't do that
that is dnd5e core
midi doesn't hide invisible tokens nor change the detection mode
Yep
the problem is in cub, and dfreds doesn't have that problem fwiw 😉
Imo whatever that setting is, is a smart setting cause I don't want my blind or invisible to be like that lol, thank CPR for fixing dfreds for it
This is all I get for CE
Out of sheer curiosity, what is the upset face icon in the bottom right?
Faction Border, lets you have "teams" inside of foundry
You have CUB and CE, it's likely CE is changing it to it's own effects.
But the CUB ones are being applied
god do midi users who use cub have to make all the keys on the default status effects?
if you already have both modules, yeet cub
make the 5 you made in dfreds and enjoy the 100+ premades in dfreds CE
Dfreds Convenient effects, you have it installed
you already have a booboo having both installed and managing ae's
how can i copy a custom dfred effect to an item?
im trying to copy the enlarge/reduce one but i cant
midi SRD and ddbi have enlarge reduce items
CPR also has it
thanks
I have one for the potions
hmmmm, guess you just did duergar?
yea
If DDB stuff works as-is I generally don't remake it
Unless I need to change it to work with my priority queue system in my module
May want to update that 😉
only has spells so far, and I my bar is very low for what constitutes premade automations
whats missing?
hmm i still wonder, you cant just grab something from dfreds right?
I haven't updated CPR or midi srd in a week but your stuff auto updates via a script
I don't even have to look at midi srd or cpr, I run a script that max made that checks your compendiums and then checks em off
Oh interesting
I updated the new midi sample items
Does it check all the compendiums?
Or just the spell one?
Because there are a lot of monster features that share names and could get in the way
he hasn't made me the others yet lol, but I will repurpose it for them when I work on those
the macro points at a singular compendium at a time
so monster features shouldn't get in the way
I just have to worry about midi samples, ddbi, and w15ps's modules for manual updating. Mainly cause I can't install w15's cause it requires a later patreon than I have for jb2a
DDBi I hope he posts when he adds stuff otherwise thats gonna be rough lol
hmmm seems like i cant just grab that effect or any effect from dfreds
Only now I had the time to check bugbear's assassinate, and it seems pure genius. It never crossed my mind to use midi-qol key flags. I was cracking my head trying to create an array with actors that hadn't acted yet, and his solution was waaaay simpler. Thank you veeery much, guys!
you can do that but you shouldn't need to, are you trying to repurpose enlarge/reduce?
what are you trying to make
the problem with dragging ce's is I dunno if nested carry with it
How do I add custom conditions to this:
can you define what you call a custom condition?
Example: The Impared condition is not in the core set for CE and I want to add one to this list, is there an easy way to do so?
ok first thing you probably want to make sure of is that dfreds CE is set to replace status conditions and then turn off enhanced conditions in cub
looks like replace is already done?
if replace is set, then right click impared and toggle status icon, and then restart your browser/app
everytime you right click a CE in that left hand menu and add it as a status icon, you have to restart the browser for changes to take in the token huds
@vast bane i was just checking other effects but i cant grab them lol even the ones i made
you need to back up and tell us what you are trying to make, why reinvent the wheel
CE's can be dragged from the CE menu to an OWNED item's effect tab or an actors effect tab, owned items are items on actors
but you really shouldn't need to normally
ooh i see, sorry i kinda forgot that
well done i was just checking since i already used the enlarge/reduce from Midi
hmm im still thinking about this
the second part
Chris is around here he might have a better answer
should i tag him?or just wait?
first half is pretty simple effect transfer, macro would be when args off right?
my only part I didn't know was how to write an ae in a macro, was thinkin emboldening bond had an example in its item macro
just have it as an effect macro on deletion on the first ae
A ton of my macros do it
Just a matter of embedding the effect data in the macro and using the midi function to apply it
or if it's on yourself, don't even need the midi GM function
I also thought to avoid the gm function to have the ae suspended and transfer on equip since its self/self, then the effect macro just has to toggle on and off no need to make it
then its just a matter of the on deletion time warp macro getting the name desynchronize and unsuspending it, then after X seconds suspending it again
you could also make desynchronize a ce, and apply it on deletion of time warp...
wow thats actually alot easier isn't it chris?
i guess thats way easier
ehh
a simple dfreds CE command, effect macro gives us actor, so when dfreds function wants a uuid, we just do actor.uuid?
for you yeah, but Araxiel has done 2 macros with us writing them for them
I'm not at my pc with the foundry session so I can't take a stab at it but if I were, I'd just peel apart emboldening bond and try to piece one together with the formatting in that item macro
if you wanted to do it quick and dirty could do a CE
then have effect macro apply the CE
I do like em janky lol
so hows the macro that i should add to time warp?i created the CE
just edited an exhaustion level 3 effect
It will only get lastArg, in the current scheme there's no good way to pass other arguments - but will have a look.
there is a compendium that comes with dfreds that is a macro compendium
it will have the function you want to run, its just a matter of giving it the uuid you need, which I'm pretty sure is actor.uuid if you run the function in effect macro
Would be a matter of using the CE API (documentation here: https://github.com/DFreds/dfreds-convenient-effects/wiki/Developer-Guide) to add it.
I've honestly just been leveraging effect macro still for mine, cause its on the ae that gives the item, so I don't have to disturb the other items automation if theres any
await game.dfreds.effectInterface.addEffect(
{
'effectName': name,
'uuid': actor.uuid,
'origin': origin,
'overlay': overlay
}
);```
would need to fill in part of that
change overlay to false, origin to the spell item uuid
etc
like this?
don't do toggle off
do deleted
await game.dfreds.effectInterface.addEffect(
{
'effectName': "Change This",
'uuid': actor.uuid,
'origin': origin.uuid,
'overlay': false
}
);```
I think this should do it
as an effect macro
Changing the change this part
to whatever the CE is called
Is there a duration set in Time Warp?
yeah 60 seconds but its concentration
oh
does the end effect also requires concentration?
I would think not
similar to haste wearing off right?
it shouldn't cause that'd be broken
you don't concentrate on the detrimental end of haste
cause rules as written you can drop conc at any time, that'd be broken if you could drop the detrimental
It appears that someone who shall remain nameless disabled it.
let me guess, making the detrimental not drop if you break concentration is hard lol
it works but when i remove concentration the detrimental gets deleted
really wow
OH
you tied the origin
I bet if you broke the origin link it'd not be conced
are you sure you just don't have auto end conc on?
otherwise, I'm really impressed midi kept it going
Effect macro is a great way to do some of these. Only problem I have is that you need a macro for create/toggle on and one for delete/toggle off, but it's a very neat way to do things. I think there are lots of cases where it's a much simpler way since you don't need to have a big macro that has lots of if statements to choose what's happening.
I couldn't access lastArg when I last tried. I haven't with the new updates yet.
I had a macro just execute console.log(args) on the created item and it just returned args undefined 🤔
Put it in "never" and have the two others call that with a one-liner.
Seems to work in the two new versions fwiw
Nice. Thanks for checking!
No more excuses for not updating MidiSRD anymore then 😅
Hmmm wait, do you link the Item from the sidebar and that Item has an ItemMacro console.log(args)?
Item Creator has an effect with macro.createItemRunMacro with the uuid of Created Item that has an ItemMacro with that, yeah
well I am missing something then cause it's not working for me 🤔
It runs the macro, but returns args undefined
Ignore that the macro is called Tester, the Created Item used to be called that
So left is the item creator and its' effect, right is the item it creates and its' ItemMacro. Why I even showed the details of created item makes no sense actually >_> It's just a completely new Feature item with an ItemMacro in it
Yeah exactly! Let me see if I can find a potential culprit 🤔
If the item creator is equipment, remember to equip/attune/yadda yadda, that has tripped me a few times since DnD5e creates the item as not-equipped
OK. @gilded yacht the macro.createItemRunMacro needs Advanced Macros active, otherwise the args are undefined 🤔
That should be phrased more like a question, but still 😅
Can you try disabling AM quickly?
Yup, repro, I hadn't disabled AM in that world yet and I GUESS NOW I CAN'T 🥹
Your screenshot with the Tester macro got me thinking 😉
Oh right, those buttons are AM, guess I'll have to keep AM regardless. 🤔
To be honest I am not using it anymore in my workflows 🤷
I have a reward macro that I was too lazy efficient in making that needs to display a dialog for other users, so I just made it display for the user who ran the macro and use AM's "Execute macro for specific user" to determine who. I got a few args passing macros, too, come to think of it.
I tend to use MidiQOL's execute as user socket
I sorta made a loot macro myself but it's Helena's
but I made it all GM based.. players get a prompt to roll from lmtf
then gives the players a table of what they rolled vs what they can pick
Was having a look at it tonight. It should not be undefined, but I'll rewrite it to use the new v11 args compatible args and test.
Hey there! How do I use the On Use Macros / make a token fall prone if it fails a saving throw from a custom item. Using Convenient Effects
Don't need a macro for that.
Create a DAE on the Item, using the DAE config button on the title bar.
Select Prone from the dropdown list and click the + sign.
Then, set a Saving throw for the Item.
So, I keep falling trap of the "Asking before I try sh... out", so I just found out that by dragging and dropping a Convenient Effect into the Effects Tab of an Item, it will automatically create a Temporary Effect and apply it when the item is rolled (and in this case, the saving throw is failed)
but thank you very much!
Follow up question, is there a way to make an item either do damage, or grapple a creature? (as per the Vampire stat block, for example)
Sorry poor words by me, I should have said if the only damage type is "midi-none" (the thing you use for sleep spells etc).
Can you share the description of that Item? Not sure how it's worded
Unarmed Strike (Vampire Form Only).Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Well, easiest solution is to make a secondary Item for that attack, which will apply a Grappled condition on the target.
Less easy solution a macro to pop a dialog to choose which type of "damage" to use and re configure the rolled Item on the fly to either damage or grapple
But I would go for 2 Items to save some trouble 😉
in this case, I think the even easier solution would just be to not deal any damage, and just use a Convenient Effect Macro lol
This way i can still decide after rolling (and maybe even after rolling the damage just to be nice to my players)
Yeah that too. It all depends on your specific MidiQOL automation settings. If you get to click to roll for Damage and you are not auto rolling this, its even easier to let the users apply a condition instead of damage rolling, if you set the Item like that
True...
I am pretty much only checking for hits with my automation, and making NPCs automatically roll saves, but I am letting my players do everything else (they feel like they are playing a videogame if everything is completely automated on their side)
Totally fair. Each table is unique!
you could see vast improvement in your game experience if you just yeeeted midiqol and got attack checks for dnd5e instead. Much lighter and does what you need without all the extra hooks and flag mumbo jumbo firing needlessly in the background slowing down your gameplay.
Anyone able to help me out here? Just picked up Foundry VTT, been trying to use the sequencer stuff and JB2A to get some animation going and it says to check the "On use macro" check box in the details of a spell, but there's no check box for this:
Anyone able to help me find what's missing to make it turn on?
Says a setting under the workflow settings > workflow and I'd find a box to turn this on, but its not there either:
It's in Misc now, showing a little bit of outdated with the guide you're following. That said, you're kinda jumping in the deep end for Midi, if all you want is animations. What guide are you following?
Midi can be a full automation suite for dnd5e, so it has a lot of options and a deep learning curve, it should not be one of the first things you add if you're fresh Foundry. Honestly, playing Foundry without any modules first is recommended.
I think that's specifically a tutorial for macro users that already uses Midi, if you'd like to see an example of animations with Sequencer being used in an easier way, check out the modules Automated Animations or dnd5e Animations
oops, clicked enter 2 fast
lol alrighty
Else just stay clear of examples with Midi, as long as you don't use Midi for your regular game. Getting Midi for this is like getting a new computer for its' calculator.
lol yeah didn't mean to jump down the midi rabbit hole, was more so like "okay this says to check this box" okay... "where's the box?"... why am I not seeing a check box? Check things over... hrmmm okay. Yeah soon as you pointed out where it got moved to I have the spell and its animation working now.
Yeah, and for this tutorial, Midi is being used to fill out the details of the who, what and where, and to deduce whether it was a hit or a miss, but all of that is only relevant if you use Midi. The modules I mentioned before provides examples already and a UI to create new ones, else it's better following the example of "Sample Macros" instead of Advanced Tutorials in there
https://fantasycomputer.works/FoundryVTT-Sequencer/#/sample-macros shows how you would normally get details
Good to know, I'll try out those mods, thank you!!
the problem with community made tutorials is they do not age well.
Nowadays you can get 99% of the way there by simply installing Sequencer, Jb2a animations patreon, Automated Animations, and then once those have been installed and enabled, then go install dnd5e animations module and follow its prompts when its first installed. 99% of animations should be toatlly setup without the need to go down the rabbithole of making a thousand sequencer macros.
leave the on use macros for the real magic, automation, not animation.
i forgot what i needed to ask about the long rest item... i think it was about making it an item macro?dammit i forgot
you needed a way to define the targetActor with midiqol in an item macro
I'm at my pc now so I probably could sus that out now
however, if you do it as an on use macro, you need to execute the long rest as a GM and that part I would not know how to do
yeah i was given a macro that created the long rest on the player that uses the potion
not really
I gave you an effect macro method that circumvents the need to figure out how to long rest another person as a player
because midi applies the effect as the Gm to the other player, once the effect is on the other player it has permissions to fire the rest command as the effect on the actor
if your potion is a self/self potion you can use exactly what zhell originally gave you in the item macro and make it a midi on use, if its not self/self then you must define targetActor
Personally I'd just use the effect macro method, its pretty clean as is
places a very short duration effect on the target that long rests them, I still think a special duration of a long rest should work and is likely just a byproduct of you setting the item up wrong though.
its self self so no issues
btw how can i disable pasive effects on tokens?
i mean the passive to not show on the token
nvm...got my answer
if i want an item to give a feature like parry, is macro right?
only usable when the item is equipped
or i can just create a spell and stop giving myself headaches
and i have another question, if i want to make this ability
Rend: When you impact 3 or more items an enemy you can use your bonus action to rend the arrows from the target, causing 1d6 force damage per arrow removed
thats impossible or really hard to make right?
Parry is the exact same concept as the shield spell in midi srd, only its 2 ac instead of 5, and it expires with a special duration of 1 reaction
so no, its not a macro
personally 99% of parry's will be npcs, so you should make it a dfreds CE
and then all your various npcs just need to have their parry item setup as a reaction damaged and self/self for target/range and midi+dfreds should take care of the rest
passive effects don't show on tokens when the force show field is empty in the first tab and theres no duration set on the effect, alternatively you can have it not show by clearing its effect icon field in the first tab
Rend stuff is all macro territory, knowing your skill level with making things, I'd honestly avoid making that much homebrew till you have a stronger grasp on midiqol and javascript
I was once in your shoes and technically still are. You can easily plagerize once you start to understand what some of the stuff is doing, and chat GPT, while technically on a year delay in learning foundry's code, can help you understand things better if you ask it the right stuff, its especially useful when you get the cryptic answers/hints from this discord about your macros on what to do, as it understands what the experts are usually saying.
Just don't use it to write whole macros lol
Its also really good at finding your syntax errors for you
Hey, i'm having a little bug issue with Midi, it's rolling all of my players' attack rolls with disadvantage despite conditionals, and all of the npc enemies with advantage. Any insight?
PC
NPC
You have Midi set up to handle advantage/disadvantage from Hidden/Invisible attackers yet the involved tokens don't have visions setup correctly, either disable that under Rules or set up their vision
its usually wise to turn on attribution tooltip in the misc tab or something in midiqol if you are gonna be utilizing all those optional mechanics rules. Since most of them add flags without an active effect
making a macro for an ability that uses a dice instead of a resource is hard?
or maybe someone already did that macro
My advice when coming here is to always lead with the description of the item cause its really hard to answer this sort of thing without complete context
is it the rend thing?
thats kinda shitty compared to paladins but then again everything is shitty compared to paladins lol.
I wouldn't be able to help you with that one, I'd also not run that at my table
kk maybe ill have to wait hope someone else has a macro for something like that
How have I been running foundry for 6 months and only just now see that a module like 5e animations exists 🤌
because its at best 1.5 months old
Mmm, makes more sense then
Hey yall run into a issue in my game recently. I have MIDI QOL Set to pop up for people who forget to target the monster BUT for some reason they cant CLICK to select it when the pop up happens. They have to press T while hovering over the target. Is this a option somewhere?
t is the normal way to select targets in the game. I don't know of any other way other than right clicking then clicking the target option there
or double right clicking if you don't have token editing permissions
Well the issue is the left click select works just find in my other game?
Same module, same settings, DND 5e yes
I have no idea how you are able to do that, I've never even heard of a target module that would override stuff like that
how would they target themselves 0_o
either way this isn't a midi issue, you might wanna ask in #dnd5e though I suspect they'll move you to #513918036919713802
midi doesn't touch targetting
sigh, yes, you can choose to target after you roll, thats not about targetting though
the keys for targetting are set in configure controls, maybe one world has the key different than your other one, either way the setting is in core, not midiqol
But once the prompt to Select Target pops up you should be able to left click to just target something without pressing T
I guess I can peek in some other modules but idk what would cause it
if you want that key to be it, then change it in configure controls
settings sidebar>configure CONTROLS not configure settings
No I dont want it to be that, Im saying it was DOING that orignially. And still does in one game but not the other.
I dont really know how to explain without visual aid
how bout you launch that game and look at what target hotkey is, if its left mouse, and you rother world is t, then that is why your worlds are different
They are both T. I checked
No matter what, its a key control, so its not going to be in module settings, its going to be in configure controls
compare modules and see what is different between the worlds /shrug, I've no idea how left click could be target, its how you open sheets and would be obnoxious for the DM
pretty sure the core target keys are T when hovering or double right left click
It only targets something when the Late Targeting window pops up. Like its suppose to
Normal targeting is still T
Will remove the dependency in next release do DAE.
Ill try and see if there are different things but I havent been able to find any.
I need a break maybe. Im getting a headache
did you set both late targetting settings in midiqol?
theres a DM setting and a client setting
DM setting is inside the workflow in both player/dm tabs, the clientside setting for everyone is in the main midi settings
the player client would need to set their late targetting
Ive copied setting for setting on the games, yea. Ill check the player settings to see if somethign is up
do you mean double left click?
cause its probably cause the person trying to target has permissions to open the sheet of the target
or observer
Nope. Just 1 click
does the player have observer permissions to the target?
no matter how you cut it, left click to target is awful to have for target
They dont and normally yes but as I said it only does it when the Late Target prompt appears.
Just like if you have argon hud, it asks you to left click to target a creature with your attack
Idk, I need to stop. Im in tears, tummy hurts, and Im just... having not a good night.
Ill look into the things. Thanks for the input tho
any ideas on how to have this kind of thing proc? for any melee weapon attack or ranged weapon attack or even on a particular weapon item
Weapon Damage Types Critical Modifier: upon gaining a crit with a weapon it will automatically do the following:
Bludgeoning: On a critical hit, the target is knocked 5ft in a direction of your choice and falls Prone(STATUS).
Slashing: On a critical hit, the target gains the Bleeding (STATUS) condition.
Piercing: On a critical hit, the target becomes Impaired(STATUS) until the end of your next turn
can you make an active effect that changes tokens when using one spell? i know its a macro and my player tried to do it but the guides are from 2022
so the macro doesnt work
There is a thing that spells gives my player disadvantages every roll on every spell.
Anyone knows how to solve it?
Try turning on advantage attribution in the midi settings
It's very likely they don't have vision settings set
Should show up as hidden or something I think
you mean this? https://i.imgur.com/LiBUajD.png
That looks correct at least
Try turning on the setting pictured here and see what it says the reason is: <#1010273821401555087 message>
Is the caster next to an enemy?
yes
10 ft
but happens at125 ft too
or 30 ish
What does clicking the dice roll show you with advantage attribution on? The 2d20kl + 3 + 2 from your eldritch blast for instance
Right, to use advantage attribution, you need to use merge card, can you toggle that on and roll again? You can turn it off after we find the issue
If you enable that merged card setting and roll the attack again, you should be able to click the dice roll and it will tell you why
.
hmm?
They're next to an enemy
they r not
they r next to an ally
the token was next to an friendly
but it was on hostille
fixed!
you need to edit all the player tokens and other player controlled tokens and make sure their prototype and existing tokens are set to friendly, the player ownership can cover up a hostile tokens color. I believe this is what happened to you here.
With an active effect on the feature having a flag flags.midi-qol.onUseMacroName set to call an item macro on the feature or a world macro on the postActiveEffects phase.
flags.midi-qol.onUseMacroName / Custom / ItemMacro.{feature name},postActiveEffects
In the macro you will need to check the type of action and apply the penalties corresponding to the attack and damage type.
There is a macro somewhere to push token, it was posted in here or in macro-polo. For the status you could define custom one in CE and use its api to add them to the target.
Just realised that I need to make some small changes in some MidiSRD spells to make sure they align with the latest MidiQOL args changes 😄
I was being lazy not using if / else statements to differentiate properly between OnUse and on/off and now the args.at(-1) might break
I had some surprise also in some of my macros, ideally we should adapt to an object instead of an array, but this a bigger change…
Sounds like a necessary step sooner than later 😅
I think it would be better to wait for the DAE update and probably after V11 is out to make sure there is no other adjustments before changing the code for an object …
what do you intend on changing about the token? 9 out of 10 times the answer is active token effects keys
@vast bane another image, on the same folder i asked on macropolo and it seems is something from Midi
The names are PCa for example
So i've got a question, anyone knows any way to limit the stacking effects to a certain number?
Example: I have a weapon i want to give my players, where every time they hit with an attack, if the target fails a save they gain a +1 to their next attack rolls. I want this effect to only stack up to 7 times.
Any way to achieve this?
also i found this macro but i just dont get it
// Allows swapping between two different .png images.
// Token sides should have "a" and "b" at the end of the name like "name-a.png" and "name-b.png".
// If you have a different ending, change aName and bName respectively.
// Author: Phenomen
// IMPORTANT. These two values MUST be the same length.
let aName = 'a.png'
let bName = 'b.png'
let tok = canvas.tokens.controlled[0];
let img = tok.data.img;
var currentSide = img[img.length - aName.length];
img = img.slice(0,-Math.abs(aName.length)) + (currentSide == 'a' ? bName: aName);
tok.document.update({ img });
Can anyone help with the following issue. I have a player who wants to combine the use of fog cloud and blindfighting to his advantage. Id like to automate this in Foundry, but cant get the advantage system to work correctly. Basically I cant work out how to negate the disadvantage given by attacking an invisible target even though blindfighting provides see invisible which should negate this.
Does anyone have a cooldown macro that can be added to abilities?
Use ability, disables ability, X time later reactivates ability.
I have DAE and Midiqol if that helps.
I have a bunch of abilities that function via cooldowns and I want to know if there is a way to automate it instead of writing it down all the time ;D
You can create a DAE on the ability, check the apply to self when the item is rolled, give it a specific duration, and a macro.itemMacro execute of ```js
const sourceItem = fromUuidSync(args.at(-1).origin);
const { value, max } = sourceItem.system.uses;
if (args[0] === "off") await sourceItem.update({'system.uses.value':Math.min(value + 1, max)});
:o
Pog
Thank you!
On the phone so test it 😁
Probably needs just 1 use right? No need to add one just update it to have 1 use 🤷♂️
small edit
Doesn't seem to do anything?
Any errors in console?
"No macro found for item Cold Breath"
It is a monster feature if that has anything to do with it?
hmm cant find a macro for polymorph or something for polymorph
its a system function -- drag an NPC onto another actor sheet
(may need to enable polymorph in the system options)
sorry i explained myself poorly, im trying to create an automatic token swap on casting a spell like disguise self or enlarge reduce
You will need to paste that script in the itemMacro of the feature you use.
Not in the sidebar, but actually on the character sheet you open from the token selected on the map, in case it's an unlinked token
Pardon?
I found an alternative though, when the ability is used, it creates a temporary effect. I only give another charge to the ability when the effect isn't there (expired)
Though thank you for helping (even if I am the densest person here)
Well that is pretty much the decoded version of my message 😁 👍
swapping images is insanely simple with either the module token variant art, or active token effects. ATE lets you put an ae on an actor and while its on, they are set to that image, whne it shuts off they revert to their default image
give the blind fighter a detection mode of see all within x feet or sense all
store all the beasts in a sidebar folder. Drag them out or make a warpgate macro that summons them to the polymorphed target location and hides the target.
lemme reexplain myself, its a spell that produces a token change and when the spell ends the token gets reverted, pretty much an effect for disguise self and stuff like that
Make an active effect on the item that changes their image:
ATL.texture.src |Custom maybe? |Filepathtoimage
Personally for my player whose a shape changer, I gave them a folder where they upload 1000 token images to, and they just use tva manually instead. Cause it is tedious as fuck to make a macro for that many images. TVA is totally useable in that case.
what I just typed is literally what you are looking for, I'm not at my session to test what mode ATL uses so if custom doesn't work try override
the disguise self ae in dfreds CE is blank, and you can att the atl key to that if its indeed disguise self
to get the filepath just use the filebrowser and browse to it, and then copy and paste the path so it replaces the spaces with %20
I'll be in my mancave in about 10 minutes if this hasn't been enough to get you situated
Is there a version of the Aid spell that is automated? I'm using the one from Midi SRD Spells, but it isn't giving the hp
Does it usually?
its likely you already have warpgate, so, if you are running a macro for this, its a simple
await warpgate.mutate(token.document, {token: {'texture.src': newPathString}})
and revert to swap back
wheres the list of modules that break foundry I cant find IT!! 🙂
auto complete with dae and ATE/ATL is very dangerous in that the v10 release changed its keys, and tposney and kaelad haven't really nailed down what ones are real and what ones are broken. Beware when using them, I literally gave you the key you should use fwiw. ATL.texture.src is definitely the right key, if it doesn't auto complete it was forgotten in the changes.
not all keys auto complete in dae, its a matter of tim and the mod author coordinating the database of them
in the pins, the wiki link, a link with my name in it
(inside the wiki)
thanks!!
@hasty jackal
right I m a terrible old bloke ive looked thru the pins and it wont scroll past a few !!
texture.src apparently doesn't auto complete its a key that tposney and kaelad haven't updated for v10 yet, its totally there just manually enter it
Its literally the first pin
can't snippet the full list cause its longer than the screen
okay it changes the image but for some reason doesnt recognize the path that i put on the image
so is just uses the default "no file" token
When you go to change a token image, you access the filebrowser, and when you go to the folder and select it, before you close the filebrowser, the bottom of that window has the converted filepath where it replaces spaces with %20. That is the filepath you need
no way
okay
see now im looking for moto janky not he honey badger lol
thanks bro "" its a wonder i got foundry working in the first place ]
worked
Active Token Effects in the current public version has a bug with all of its keys when they are applied to wildcard image tokens so if you run into this issue, join kandashi's discord and grab the alpha release of Active Token Effects released in its channel by Kaelad. Its suppose to drop any day now and I use it in my world and it is a very awesome version of ate.
I think it hasn't released publicly cause hes waiting for a few other authors to buy into his merge requests with it
Grab that for now
they probably are using dfreds Ce and not realizing it
dfreds CE is the one that doesn't do the hp heal too. They must not have the box checked on midi srd's version to stop ce
I think I have used a flag in the shared one to not apply DFreds CE
Or at least the proper set up would be
they probably have the old one or they have their mnidi setup to do ce before ae
the only version of aid that doesn't do the heal too is dfreds CE, I'm disgusted that I know this lol, wiki things
I downloaded that, but I don't know what to do with it
Ok, I went into Midi Qol and set it to apply AE before CE and everything works now
thank you for the roundabout advice!
the version bugbear mentioned is the best version of aid, since the old midi srd version didn't target tempmax while the new one does
your setting change however was always the first step as that would have broken a ton of things
how do i use the version he gave me?
make a blank spell in the side bar and import that file in his post
and is it the same as the one now in midi srd?
he shared a json of a spell to you, download it and imiport it on top of a blank spell in the sidebar by right clicking the blank spell and choosing import data
ok
no its not the same as your current midi srd cause bugbears hyping up a big release of midi srd and hasn't actually dropped it yet and we're all bursting with anticipation 8)
nice!
Been slammed with work for the last couple weeks. Any crazy new developments lately?
Also, any DAE/Midi or other issues to where I shouldn't update? Or are currently releases solid?
CPR+Midi SRD+DDBI=easy life for DM's hosting traditional 5e in midiqol
Yeah, they've been handy lately. One of my players prepared Blink and it just... worked
which was nice
Ah, you weren't responding to me just there lol
I'm trying to get this ability to prompt a saving throw in order to not be restrained, but its not doing that and its also not rolling the damage when I use it
show me what the attack looks like in chat
does your target have acid immunity?
do you have templates set by another module to auto delete?
thats problematic
they do not have acid immunity
are you not automating attacks and damage in midiqol?
I am
then why does your damage button show up? its as if you never placed the template or have auto roll off?
lets back up cause I see a bunch of problems:
Clear these 3 hurdles first:
oh wait it disabled the saving throws when I updated it
and its not rolling dmg still
ahh
the first and third point in my image are relevant to your attack
automated animations
set the animation to not delete the template
lol, Chris has been busy. There's like 30 updates since I last updated
barring that it would seem that either you have a naughty roller module installed or you are not automating in midiqol when you thought you were, specifically auto roll attacks and damage are set to off
disabling the automated animations fixed it
your problem is the animation kills the template probably. its a setting in aa
@vast bane worked perfect
now how do I make the affect apply restrained on failed save?
@vast bane it doesnt work for enlarge/reduce the token swap
only for disguise self
i guess is due to being nested
Can warpgate modify the calling item?
For instance if I did a pre-roll macro, could I have a player select properties, then have warpgate update those properties on the calling item, and continue the workflow with the new properties?
Why are you doing enlarge reduce like that?
just add the custom image ae key to the existing midi srd enlarge reduce
Add your ATL.texture.src key to midi srd's enlarge reduce here:
alternatively you could make it from scratch not using a macro, just use 3 ATL keys
ATL.height ATL.width and ATL.texture.src
(stop using dfreds CE version of enlarge reduce too)
The nested CE's are not yet fully integrated with midiqol, likely won't ever be.
Install Chris Premades, Dndbeyond importer, Dfreds CE, and Midi SRD modules and your life will be 10x easier
only use Dfreds CE's as a last resort.
okay
most of my dfreds CE's only exist cause the function he gives us allows us to do cool stuff. Otherwise i rarely use midi application of ce's
I think freedom of movement is the only midi+CE I do in my world
If I recall correctly, dfreds/midi still hasn't fixed upcasting with CE's. It broke with 4.0 release of dfreds and hasn't been fixed yet so its really risky to rely on an auto detect CE of a spell that would normally upcast
i know this is a macro but can you check if this is right?lol... is for rend a player made it for his atavist but it doesnt work for some reason
let actor = game.user.character;
let level = actor.data.data.details.level;
let rendDice = 1;
if (level >= 7) {
rendDice = 2;
}
if (level >= 14) {
rendDice = 3;
}
if (level >= 20) {
rendDice = 4;
}
let rendRoll = new Roll(${rendDice}d6).roll();
let rendTotal = rendRoll.total;
let newHp = actor.data.data.attributes.hp.value - rendTotal;
actor.update({"data.attributes.hp.value": newHp});
ChatMessage.create({
content: You rended yourself for ${rendTotal} hit points of damage.
});
});
data.data=system now
that macro will not work with midiqol
you should just make a scale value for rend half that macro would be unneeded, if not all of it
When I use the DDBI I get tons of messages saying the directory does not exist. I don't know if things are not getting imported/updated unless it's a character sheet usually. Is this something I should be worried about?
probably best to show the error, and also to maybe ask that on his discord
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ty
so the macro is wrong? ill tell him to use the average i guess
or maybe ask on macro polo, hope they dont try to kill me
go to dnd5e faq and watch the video by alaustin about making scale values
most of that macro is constructing a scale value from scratch when dnd5e 1.6.3+ gives us a way to set them up
although....theres something to be said for the sneak attack and rage premades never breaking while bardic inspiration always does for people....and its cause sneak attack and rage construct the scale in the macro while bardic tells everyone to make a scale value in the class lol.
This'd be a great entry in the faq on CPR if it isn't there yet
i guess the atavist is kinda popular, maybe CPR will someday create the features for it, i saw a few questions about it on Macropolo
the only homebrew he's done so far is the Blood Hunter, I dunno if its cause he hosts for one or because its free in ddbi.
actually hes done plenty of house rules too
he literally did my worlds house rules lol
okay this class has scale value is this right?
I wonder if the blood hunters rites are a similar mechanic you can plagerize off of
right
I only know the bits from campaign 2 of critical role for blood hunters
its hard to find CPR's stuff in his module, you might want to join his discord and see if he, or one of the helpers can point you towards them
I have a devil of a time finding his stuff, Midi srd is a lil easier to find things in
well is that the scale value?
if you want to see a scale value setup, drag out the starter bard, he has one set in the class item for bardic inspiration
but alaustin's tutorial videos in the dnd5e faq show you directly how to make a scale value
just gotta find which one, it will be in the video on how to make a class item
oh i see
once you have the scale setup, then you can just plop it into an items damage formula
All my stuff is literally in compendiums, how are they hard to find?
I'm referring to the macros behind the scenes
He's trying to make a class that has similarities to blood hunter so I suggested maybe peaking at how you do your crimson rites
https://github.com/chrisk123999/chris-premades/tree/master/scripts/macros They're all in one folder
scales are core, I don't do anything fancy
You use ATL keys in crimson rites but don't have ATE as a dependency.
ATE is optional