#Moto's reaction troubleshooting
1 messages Β· Page 1 of 1 (latest)
Oh?
The Fire Shield in the Gearheads uses the same concept
@hallow goblet melee attacks only?
One of my players is playing a homebrew race (Plant people kind of deal) and one of their traits is that their thorns deals some damage to melee attackers unless they succeed a con save. Is there a way to set up an aura / buff / effect on this player that is permanent and will cause attacking monsters to be forced to make a con save automatically each time? I already have some MidiQOL properties set up so when players casts spells with DC's on my NPCs / enemies, they auto-rolls those saves. But yeah, can something be done to make this easier as both me and the player tend to forget this perk is a thing
Yeah, only melee attacks
What would the damage be?
Small issue with what happens with attackers that have reach. Should they be included or only if you attack from 5ft away?
Both the player and I agreed that its only 5 feet away attacks that count as MOST reach attacks in this campaign is "Pokes with a weapon" and less "Close to physical contact"
What's the feature name?
Prickly Bodies
ok so reaction processing must be on from midi
there is a 'before damage application' activation but that's probably not worth pursuing
np, ok so it works as is fine, but it is now firing after the player damages, it, so possibly there could be an issue if the actor is dead when its macro is firing? As for the 0 reaction test, that doesn't work, it still applies
bummer
Oh man that's so fricking cool
but its ok, the auto reaction removal solves the issue, just not perfect
@gusty crane is the reaction effect deletion ok now?
yes, gonna test to see if the snake dying messes things up
I mean, weird stuff happens, but nothing bad. somehow this macro prevents the auto defeat mechanics my modules have going, the snake is sitting there at 0 health and he did his return damage just fine
So it wouldn't work as a regular reaction (on hit) and before damage application trigger? Just curious
Let me know what you want to change and stuff, so I can take another look
we could check for having hp
it does, but you have to sit there staring at the second prompt for it to time out
but if you attack and kill it, still damage should happen RAW and stuff
Well that's pretty much RAW in a roundabout way right?
I'm fine with how the macro is right now, the only people who are going to notice the discrepency are folks with auto defeat on somewhere
and even then, just click dead status and call it a day
auto defeat from Midi would do it I think
though, it will happen 100% of the time unless you TPK the players, cause eventually every npc dies hehe
I'm using monks cause monks does the pretty lil blood splatter
OK so you can put a counter flag on the token, check rounds and after some rounds the reaction will be no more π
keep hacking at it and no damage reactive done π
It works on Moil, but I need to enable player reactions so will leave it as is and I'll activate it manually
As I don't want to enable player reaction tracking
Or make the player suffer psychic damage every time you have to watch the timeout
You can let them have reactions on but not have tracking
Ohh I'll check that setting, I don't want them promoted every time is all
you can also not have it on for items, which is where my ire comes from(balloon pack)
But they probably will need to set a lot of their reactions to Reaction Manual
OK, as I cannot follow the thread 100% now, if you want something specific, ping me with the ask and I can take a look.
I'm 1000% fine with how it is now, thanks for all the work on it!
Time to bust out the Remorhaz thanks again @rustic cradle
My first player kill on my current campaign was from a Remorhaz, just by the fire damage... It could not hit cause I was rolling like sh#@, but they wanted to melee it... π€·
Ya'll might be interested in this message: #macro-polo message
Only time our lot encountered one it was summoned, the bard survived being swallowed by 2hp and the sorc 1hp π
True I keep forgetting that even though I do dabble there...
Our ranger dropped ensarning recently π©
Really wierd stuff, so I get that you said midi can handle the dead, and thats actually very true, but I'm realizing now that there is something strange about how monks handles his various dead options, I tried to dead the token via alwayshp module and it wouldn't kill it, I had to go to the status markers and manually put dead on
once I manually put the dead status on then monks took back over
That's not a bad way to prevent people from taking one look in here and running a mile
no errors anywhere, just weird
Not really my concern lol
I always lose track of what channel I'm in, halfway through I was like...should I move to macro?
Hell, it wasn't even my macro ;p the only creature I am likely going to need it for is a druid summons if she casts conjure elementals
It's generally not a big deal if it ain't #core-how-to and there isn't too much going on
Don't quote me on that though lol
yeah, but I've come back from a work call, and seen a channel blown up with 150 messages and just ignored it and dropped to current lol, feel guilty is all
Anywho I am going to set the thread to auto archive in an hour, you can reopen it as usual by just searching it up and typing in it again
other thing I feel awkward about here is posting images, specially just silly ones and not mechanically necessary
bedtime for me... looking forward to casting Moil next π thanks team
what if you gave the fire form creature an active aura of 5 feet that applied a special macro buff on creatures around it, so that any melee weapon attack they did to creatures that had the item "fire form" then they would take X damage for each melee hit?
Cos it's not an aura (in the Salamanders case) it only affects itself
Exactly
thats the whole point of "whenever you attack a creature with fiery form"
you can only ever have the buff if you are within X feet of a creature with it, and you can only activate it if the creature you attack has the item fiery form
that technically mimics the feature
then you just make an item macro that rolls 1d6 fire damage if the condition is met, and the players won't have the active effect unless they are within the salamander or whatevers aura radius
basically doing what we did in the first place, repurposing a different thing to mimic what we need, in the the other macros case we used midi's reaction flags, in this case we'll use active aura
Hey that would need another module... You said NOOOOOO π
LOL
wouldn't it just use active auras and dae?
cause you can bypass item macro cause dae has something in its arsenal?
or I guess it bypasses midi actually
What I would do is use Active Auras to Warp Gate mutate creatures inside the radius to have an Actor onUse macro, that checks if they are attacking the creature with a mwak/msak and if yes each time they "roll" a right kind of item they get damaged
maybe also add touch spells to it though I honestly can't think of any touch spell use case that isn't already msak
if you are mutating does that mean you are adding warpgate to this π
If you aren't using warpgate you are doing it wrong π /s
Why make it hard on yourself
Is warpgate the Kevin Bacon of Foundry?
Brain dead atm. Warp Gate CAN mutate synthetic actor flags right?
Warpgate takes a token document and can mutate anything associated with said token including the potentially synthetic actor and its flags yes
do macros posted in these show up in a general search? (threads)
Time to turn Active Auras back on...
Searching in a channel also searches its threads yes
Eh, we'd still have to include midi wouldn't we? Cause of auto damage application?
its so hard to have a macro just use a few modules lol
The thinhs of note is the Actor onUse from MidiQOL not the damage application. Whenever you roll something from the actor under the influence of the Active Aura of the monster you will need to check if it is an attack against the creature and if yes, deal damage
Cause it can happen more than once per round or whatever.
almost there
if this works, this'll probably save tposney a headache
is the reactive fire damage applied even if you don't hit the target? No right?
If you walk past and don't touch it, no damage is apllied
depends on the ability's wording but I think its hits only
I know fireform and heat body was hits
but technically a strict ruling, misses don't mean you don't touch them
Two parts, to be used with MidiQOL/DAE, Active Auras, Warp Gate. Can be used as a base for features like fire form, lightning form, heat body
This is a **script **macro. Create a script macro named Reactive Damage in your macros folder and copy paste the following: ```js
//name me Reactive Damage and if I am working the logs are not needed. testing phase
console.log(args)
if(!args[0].hitTargets.length) {
console.log("miss")
return;
}
else console.log("hit")
if(!["mwak","msak"].some(value=>args[0].item.data.actionType.includes(value))) {
console.log("not melee")
return;
}
else {
const dmgType = "fire"; //change damage type;
const dmgAmount = "5"; //change damage amount, can include a dice formula, in "";
const damage = await new Roll(${dmgAmount}).evaluate({async:true});
await MidiQOL.applyTokenDamage( [{type: ${dmgType}, damage: damage.total}], damage.total, new Set([token]), null, new Set(), {} );
}
And an Item on the monster. IMPORT the .json and drag drop on the character sheet.
When dragging the item on the creature you want for the first time, make sure that the creature is not mutated by the effect and if it is click the revert button on its character sheet's title bar
reuploaded
Can you explain what the first one is again to me?
wait I think I get it, click an empty button?
Create a script macro. Copy paste that in
make sure its a script
OK this way is much yummier π
does anything need to be changed in the bottom macro or is it generic for all of the different types?
nah, as far as the triggering user can mutate the tokens in question everything should be fine.
That means that a GM is OK to use that
oh wait the bottom is an item import lol
Made it easier to read π
working perfectly but forgot to edit values in the macro for it
What did I do?
My first assumption here is that its cause i didn't put parenthesis around 1d6?
quotes not parenthesis
//name me Reactive Damage and if I am working the logs are not needed. testing phase
console.log(args)
if(!args[0].hitTargets.length) {
console.log("miss")
return;
}
else console.log("hit")
if(!["mwak","msak"].some(value=>args[0].item.data.actionType.includes(value))) {
console.log("not melee")
return;
}
else {
const dmgType = "fire"; //change damage type;
const dmgAmount = 1d6; //change damage amount, can include a dice formula, in "";
const damage = await new Roll(`${dmgAmount}`).evaluate({async:true});
await MidiQOL.applyTokenDamage( [{type: `${dmgType}`, damage: damage.total}], damage.total, new Set([token]), null, new Set(), {} );
}
well there wasn't one in the original ;p
Yeah when you first mentioned it I went back and changed it in the original
yep everything good with quotes, can the original not take the "5"?
ok
I bet we could also hide the aura from view too eh?
I think theres a way to hide the aura icons
yeah you have force true
There is but I want to see it, to know that something is up
In the DAE of the item, you can delete the true
Look at the attacking actor.
oooh I didn't look at the one on the player
When they go out of the aura that goes away.
This one is the warp gate mutation trigger
It should be excluding the source actor, but there might be an issue in Active Auras re this
yeah there is a wonkiness with Active auras and the owner
Can you check on the source actor if there is a Revert on the title bar as well?
sometimes the pally aura tokenmagic effect applies to him and others it doesn't
there is
I'm afraid to press it, will it cause a black hole?
will I end up in the astral sea?
press it baby
you need it actually to NOT have the Actor onUse macro on the source actor
This is something that must be checked
can't auto press it somehow?
have to double check how to exlude the source Actor from the execution of the warpgate mutation
seemed to work with it not pressed
If you do it once though you should be fine
If you attacked another creature with the monster, the monster would be damaged as well π
hmmmm, so basically put this on the main actor not an instance on the canvas
or else I have to press it on all the lil buggers
Shit, that kinda makes me wonder if thats intended lol
Yeah you need some sort of double checking that it is good to go
Nah it should exclude source the Aura. It seems to not be able to do that or something. Will check during the weekend
its built into the attack on the other end nm
I meant more in the rules as written aspect, cause technically they are touching when the snake smacks em
but the snake has an extra 1d6 in its attack
Armor of Agathys is doable as well, but as it mutates unowned tokenDocs, there might need some shenanigans
I don't have any warlocks, though I do have a Warlock of the Fey adventuring npc the party interacts with alot as a rival
and check temp hp existence and and do damage according to them... pfff, maybe tomorrow with a nice iced coffee π
lol this is sweet though, Lukas gonna wake up in the morning to a new toy
Gonna at @pastel bluff so they are aware we revisited it and got a new macro above. Also can you edit your post with the key words like fire form, lightning form, heat body?
What have I missed? A generic Reactive Damage macro?
a very smooth one that does less hacking away at midi
active auras, warpgate, DAE, I believe
Good job I use all of those then
Qq: how do I remove the icon? I don't WANT my pcs to know there's an evil aura of doom π
Go into the DAE of the source actor, the A-A one, and in the first tab delete the true entry
They mean active auras not automated animations >_<
shakes fist at module abbreviations
AA is active auras, A-A is Automated anims πbut I'll remove the true
When you drag it out onto the main actor sheet, before you start makin the canvas duplicates, click "revert" or whatever the word was at the top taskbar of the character sheet, THEN drag out all the duplicates you want onto the battlemap
Revert or retro, I forget what the button said
otherwise it'll do damage back the other way too
Unless @rustic cradle figured out how to make it ignore the actor
My warlock can be a reactive damaging monster π
Mine too when we get back to those characters
Might need to bring Kandashi in for that. I will take a look on what Active Auras do when setting the effect and why the caster is not excluded. Not sure if there is some flag supposed to be in place or whatnot
I just need to remember to not have it enabled when moil isn't up
You can enable it as a spell with target self and duration and stuff Tyreal
oh looking at it, it looks way different than I've ever seen, setting it with action cost would probably break it right?
It has transfer on actor on item equip set to on?
Yes
As is rn
Does it behave ok if you unselect that and make it a self target spell with a duration?
mines already pressed that button, need to remember where I imported the first one to
I'll look when I get a minute, probably easier to turn the aura off for me π
hah, this is what I get for leaving work on a friday fast, I left something on that messin stuff up
I thoguht at first that it worked, but then I realized that they have fire immunity
so its damaging them.....technically
lol that is a really funny good point about this whole dilemma
it doesn't matter if they damage themselves, atleast the ones I'm testing with, they are immune to it lol
obv not all of the creatures like this will have immunity
Pack Tactics anyone? Needs MidiQOL/DAE/ItemMacro.
Create a feature with a DAE. The DAE needs:
a. Transfer Effect to Actor on Item Equip CHECKED.
b. flags.midi-qol.onUseMacroName | Custom | ItemMacro.Feature Name,preAttackRoll and change the Feature Name to the actual name of the feature you created.
In the ItemMacro copy paste the following snippet: ```js
if (args[0].macroPass === "preAttackRoll") {
if(!token || args[0].targets.length < 1) return;
const target = args[0].targets[0].object;
const creatures = MidiQOL.findNearby(CONST.TOKEN_DISPOSITIONS.HOSTILE,target,5);
const validCreatures = arrayRemove(creatures, token);
const workflow = await MidiQOL.Workflow.getWorkflow(args[0].uuid);
if(validCreatures.length === 0 || validCreatures.filter(t=>t.actor.effects.find(i=>i.data.label === "Incapacitated")).length === validCreatures.length) return;
else setProperty(workflow, 'advantage', true);
}
function arrayRemove(arr, value) {
return arr.filter(function(ele){
return ele != value;
});
}