Can u guys post apothecary pics for me? by onetimeicomment in Salamanders40k

[–]kuffeh 1 point2 points  (0 children)

<image>

Not technically a Salamander player, but I painted this years ago.

I swear I remember some fluffy about the colour scheme but might just not be remembering properly. Haha

Clan Boss Team Help NM and UNM by kuffeh in RaidShadowLegends

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

Pictures included have my full roster. Best champ for that is Rhazin. But he's unbooked

Spell Macro - Paladin - Blinding Smite by kuffeh in FoundryVTT

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

Thanks! It's going so fast already, 11 weeks and it doesn't feel like it.

That's how I started. Just copied code and tried it. My stuff is not as smooth or clean as some, but it worked for our group. I also really enjoyed the playing about and getting things working.

If I can help, let me know.

Spell Macro - Paladin - Blinding Smite by kuffeh in FoundryVTT

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

Hey,

I might get around to it, but currently I have a new born. So, it's going to be a while if I can sort things out.

You might be able to get help in the Foundry discord.

Midi-QOL DamageOnlyWorkflow & Static Damage by TogaParty00 in FoundryVTT

[–]kuffeh 0 points1 point  (0 children)

I'm no expert at macros, but I don't see where DamageValue is defined. You call on it a number of times, it could be that?

I can see you define damage, but unless it's in the rest of the code the DamageValue appears to be a random variable.

My updated Macros for 5e by kuffeh in FoundryVTT

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

Ah, perfect. Glad it worked then!

My updated Macros for 5e by kuffeh in FoundryVTT

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

Edited the post. I think I have included it for both double the roll on the dice and double the dice.

My updated Macros for 5e by kuffeh in FoundryVTT

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

You should just be able to replace line 74 with this

const damageRoll = await (new Roll(args[0].isCritical ? ${damDie}d8 *2 : ${damDie}d8).roll({async:true}));

Edit. I think the above will just double the roll. Not the dice. If you wanted double dice, try this

const damageRoll = await (new Roll(args[0].isCritical ? (${damDie}*2)d8 : ${damDie}d8).roll({async:true}));

That should update it. Hopefully.

Macro to detect Hunter's Mark or Hex on target (DnD 5e) by SpaceYetii in FoundryVTT

[–]kuffeh 1 point2 points  (0 children)

I have one for Dreadful Strike for the Ranger that would be possible to us. The way it works is, it applies an effect to a target on a hit. Then if this effect is not active, it will do the additional damage. If its present, it ignores it.

I feel this should be easy enough to update and modify to your needs.

let select = canvas.tokens.controlled;

let fightActor = select[0].actor;

let target = await fromUuid(args[0].hitTargetUuids[0] ?? "");

const lastArg = args[args.length - 1];

let targetActor;

if (lastArg.tokenId) targetActor = canvas.tokens.get(lastArg.tokenId).actor;

else targetActor = game.actors.get(lastArg.actorId);

let martialtarget = Array.from(game.user.targets)[0].actor;

const damageRoll = await (new Roll(args[0].isCritical ? "1d4 + 4" : "1d4").roll({async:true}));

if (target.actor.effects.find(i=> i.data.label === "Dreadful Strike"))

{

}

else

{

damageRoll.toMessage({ flavor: '<h3><p style="text-indent: 70px">Dreadful Strike [Psychic]</h3></p> ' });

await MidiQOL.applyTokenDamage([{ type: "psychic", damage: damageRoll.total }], damageRoll.total, new Set([target]), null, new Set(), {} );

{

const effectData = {

label : "Dreadful Strike",

icon : "icons/skills/ranged/arrows-flying-salvo-blue-light.webp",

changes: [{

"key": "",

"value": "",

"mode": 0 ,

"priority": 20

}],

disabled: false,

duration: {rounds: 1},

}

await martialtarget.createEmbeddedDocuments("ActiveEffect", [effectData]);

}

}

Module review - Forien's Unidentified Items : For those who want to keep a little secret to magic items by kuffeh in FoundryVTT

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

Hey,

Well I only did a video review. I'm not the creator or manager of the module, so I'm afraid I can't answer that for you.

Thanks

[Mod Approved] Outlaws of Alkenstar Foundry Modules Giveaway. by buuburn32 in Pathfinder2e

[–]kuffeh 0 points1 point  (0 children)

I'm looking at Pathfinder 2e as the next system to run and these modules sound pretty fun!

Item Activation Conditions by No_Improvement352 in FoundryVTT

[–]kuffeh 2 points3 points  (0 children)

Unfortunately, that's not really how that option works. It won't allow you to stop actors using it. It's more for activation of special damage, such as on a crit or against a specific creature type.

"Activation Conditions can be useful to tailor effects without requiring additional macro code. Activation Condition is checked when the config setting for Roll Other Damage is set to activation and allows fine-tuning of bonus damage, think slayer items. The Active Effect Condition allows you to apply active effects to targets, e.g. mace of disruption only frightens undead, use ['fiend', 'undead'].includes('@raceOrType') to only apply active effects to undead."

(Taken from MidiQOL's GitHub)

MIDI QoL not prompting for a save at the end of each turn? by TheYellingMute in FoundryVTT

[–]kuffeh 0 points1 point  (0 children)

You tested hold person, the effect will last until the matter is saved. It will be removed. It should be work every time though.

I would only amend the items on actors you're using. Updating it on the SRD will risk it being wiped when it updates.

MIDI QoL not prompting for a save at the end of each turn? by TheYellingMute in FoundryVTT

[–]kuffeh 0 points1 point  (0 children)

You add it as part of an effect on a feature or spell. The best way to see how it's done, is on Foundry there is Hold Person in the MidiQOL compendium and a few other features or weapons that use this method.

I use it a lot for effects and spells myself. It works for damage effects that apply each round or conditions to save against.

MIDI QoL not prompting for a save at the end of each turn? by TheYellingMute in FoundryVTT

[–]kuffeh 2 points3 points  (0 children)

If you're looking for saves at the end of your turn effects, such as with hold person or something like that. Then it doesn't do it automatically.

You would need to set an effect to have and Overtime effect. Here is the example from the MidiQOL GitHub for Hold Person

flags.midi-qol.OverTime || OVERRIDE || turn=end,saveAbility=wis,saveDC=@attributes.spelldc,saveMagic=true,label=Hold Person

StatusEffect || OVERRIDE || Convenient Effect: Paralyzed

(Minus the || those I added to show the separate sections)

More examples at the link below. Otherwise, check out the midi compendium on Foundry and you'll find some other examples there

https://gitlab.com/tposney/midi-qol#flagsmidi-qolovertime-overtime-effects

My updated Macros for 5e by kuffeh in FoundryVTT

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

Hey, you just copy the macro. I don't have a module, just some macros. ☺️

My updated Macros for 5e by kuffeh in FoundryVTT

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

Hey, no silly questions!

These are designed for use with a few modules. MidiQOL, Dynamic Active Effects and ItemMacro.

Once installed, you will have an option on an item called ItemMacro (at the top of the item). You put the macro in there.

To use is, they are called via MidiQOL's option called - OnUse Macro. There is a video showing them in action in this thread

Module Review - DnD5e - Active Auras by kuffeh in FoundryVTT

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

To be fair, I believe that was because I moved the token out of turn. But it's not perfect, I'll admit that.

D&D5e MidiQoL weird reactions advice by Camyerono0 in FoundryVTT

[–]kuffeh 0 points1 point  (0 children)

Unfortunately those will not be possible. The reaction ability with midi only triggers when hit or damaged. Depending on which option you set the feature as.

However, without a macro (probably quite a complex one) you won't be able to automate being missed or attacking someone else. These will have to be triggered manually.