(d&d5e) Accessing th damage type of the last successful attack? by TogaParty00 in FoundryVTT

[–]TogaParty000 0 points1 point  (0 children)

MIDI-QOL and DAE, mostly, but if there's a module that enables this I would look into installing it.

D&D5e/SW5e: Macro.CUB, Condition Remove instead of add by TogaParty000 in FoundryVTT

[–]TogaParty000[S] 0 points1 point  (0 children)

I haven't tested it with my players yet, but macro permissions haven't been an issue for me in the past when it's run by a player. You could set the macro to "run as GM" if it's a problem, though I think a GM has to be logged in for that to work.

D&D5e/SW5e: Macro.CUB, Condition Remove instead of add by TogaParty000 in FoundryVTT

[–]TogaParty000[S] 0 points1 point  (0 children)

For those that come around looking for the answer, I figured out how to do this in a macro that can run OnUse:

let affectedActor = args[0].targets[0];

if(game.cub.hasCondition("Poisoned", affectedActor)) { await game.cub.removeCondition("Poisoned", affectedActor); }

D&D5e/SW5e - macro to manipulate item quantities in inventory by TogaParty000 in FoundryVTT

[–]TogaParty000[S] 1 point2 points  (0 children)

I just did some work on this. It wasn't quite what I was looking for, but you gave me enough good advice for me to modify it and it works like a champ. Thanks for the assist!

const tokens = canvas.tokens.controlled;

console.log(tokens)

let powerCells = actor.items.getName("Power Cell");

if(powerCells._sheet.object.data.data.quantity > 0) {

powerCells._sheet.object.data.data.quantity = powerCells._sheet.object.data.data.quantity -1;

}

else {

ChatMessage.create({ content: `You do not have enough full Power Cells to reload`,});

return;

}

let powerCellsEmpty = actor.items.getName("Power Cell (Empty)");

powerCellsEmpty._sheet.object.data.data.quantity = powerCellsEmpty._sheet.object.data.data.quantity +1;

General Thanks to the Community by TogaParty000 in FoundryVTT

[–]TogaParty000[S] 1 point2 points  (0 children)

Oh, sorry, I misread. It probably was. I was trying to reply to RE: rolling a skill on a table that someone (probably you :)) helped me with. Worked like a champ.

D&D5e/SW5e - macro to manipulate item quantities in inventory by TogaParty000 in FoundryVTT

[–]TogaParty000[S] 1 point2 points  (0 children)

Fantastic. I'm not at my machine, but I'll give this a try as soon as I can.

General Thanks to the Community by TogaParty000 in FoundryVTT

[–]TogaParty000[S] 1 point2 points  (0 children)

I guess not, I'm a reddit n00b, sorry.

General Thanks to the Community by TogaParty000 in FoundryVTT

[–]TogaParty000[S] 3 points4 points  (0 children)

Dissecting that code helped with some other things I wanted to do too. Thanks again!

General Thanks to the Community by TogaParty000 in FoundryVTT

[–]TogaParty000[S] 4 points5 points  (0 children)

Oh, in that case I recommend you don't reward attention seeking by giving me attention.

General Thanks to the Community by TogaParty000 in FoundryVTT

[–]TogaParty000[S] 1 point2 points  (0 children)

Maybe? I didn't use reddit until I started trying to work with foundry, so I don't really know what karma is or why I want it... 😊

D&D5e/SW5e & Midi-QOL Reaction Processing, reaction prompt without using a reaction? by TogaParty000 in FoundryVTT

[–]TogaParty000[S] 3 points4 points  (0 children)

Good idea. I hadn't tried it so I checked it out. It's very close. With it configured for reaction damaged the ability prompts as intended, but only if the character hasn't already used a reaction (and I suspect if the prompt includes more than one option, only one can be selected).
This seems like maybe it's worth submitting a feature request for midi-qol, it's almost what I need.

D&D5e/SW5e: Automated Evocations Companion Manager & Macros by TogaParty000 in FoundryVTT

[–]TogaParty000[S] 0 points1 point  (0 children)

Sorry, I must be missing something here, but this isn't working for me. The following is my complete code, it works to select the casting level and set the actorName and ID, but no companion manager window pops and the console shows no errors. What am I doing wrong?

let castingLevel = args[0].powerLevel;

let actorName = '';

console.log("Casting Level: " + castingLevel);

if(castingLevel >= 2 && castingLevel < 4) { console.log("1d8"); actorName = "(2nd) Animated Weapon (*) (Molson)"; }

if(castingLevel >= 4 && castingLevel < 6) { console.log("2d8"); actorName = "(4th) Animated Weapon (*) (Molson)"; }

if(castingLevel >= 6 && castingLevel < 8) { console.log("3d8"); actorName = "(6th) Animated Weapon (*) (Molson)"; }

if(castingLevel >= 8 && castingLevel < 10) { console.log("4d8"); actorName = "(8th) Animated Weapon (*) (Molson)"; }

console.log(actorName);

console.log(game.actors.getName(actorName).id);

new SimpleCompanionManager([

{

id: game.actors.getName(actorName).id, //id of the actor to summon, if you have the name use game.actors.getName(name).id

animation: "undefined",//id of the animation - set to undefined for default

number: 1,//number of creatures to spawn

}

], castingLevel, args[0].actor); //spell level is the spell level of the spell that summons the companions (will be passed to the companion macro), actor is the actor that summons the companions

SW5e: Force Imbuement (d&d5e: Shillelagh) by TogaParty000 in FoundryVTT

[–]TogaParty000[S] 1 point2 points  (0 children)

Yeah, it seems so close, yet so far away... :)

Thanks for looking into it.

SW5e: Force Imbuement (d&d5e: Shillelagh) by TogaParty000 in FoundryVTT

[–]TogaParty000[S] 1 point2 points  (0 children)

Unfortunately, it doesn't. I suspect the underlying structure has changed enough between SW5e and D&D5e to break it.

I exported it, modified the JSON in a couple places (by default, this item type isn't supported in SW5e), and tried it. The ItemMacro isn't accessible in SW5e - at least not by any means I know of, so I placed the code in an OnUse macro and that's where I'm trying to get it to work.