#MidiQOL

1 messages Β· Page 16 of 1

violet meadow
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Its an OverTime effect on the target

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It should be returning an extra damage bonus too though

feral kestrel
#

Didn't work 😦

violet meadow
#

Damn it. Change the target to 1Creature

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The description is a bit messed up

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It needs to create the effect on the target actor.

feral kestrel
#

Applied it to the target though. Doesnt apply damage.

violet meadow
#

The effect should be on the target to damage them every round

feral kestrel
#

Then the target takes 1d6 each subsequent round

violet meadow
#

Give me a few to rewrite it No need for a rewrite actually.

violet meadow
#

Sorry got caught up. No time now, I will ping when I can πŸ˜Άβ€πŸŒ«οΈ

#

@feral kestrel can you export the spell and send it too me?
You shouldn't be needing the onUse Macro field at all.

feral kestrel
#

Should I be using the 'Item Macro' tab at the top here? Because I havnt.

vast bane
#

Where did you put the macro?

feral kestrel
#

Thanks team.

vast bane
#

It is though, isn't it in the 3 steps?

#

put the macro in Item Macro(the whole point of requiring that module) and then set the on use to ItemMacro but you may have been told to change things that were probably done cause everyone was assuming you had an item macro slotted, so beware, follow the original instructions first, then come back if things don't work.

feral kestrel
vast bane
#

Those 3 steps in the beginning of the macro bud, make sure you have those modules installed, and utilize them for the setup

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The macro is probably utilizing itemmacro features that a folder macro would not work with for starters, so put the whole macro in ItemMacro on the item, then setup the ae as the macro instructions state, then try to use the item properly(in combat cause overtime is a combat only thing)

#

That macro will fail if you do not have the token selected fyi.

#

should probably have a better way of getting the spell dc, why is that macro not using args for that?

#

Why am I able to tell that too, oh my god I am getting smaht.

tardy flare
#

Continuing here from the Pack Tactics script.

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I've made the changes

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I'm also running CE

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I can see the feature getting added and removed again

violet meadow
#

Give it to all creatures that need to be part of the Pack πŸ˜„

#

Build-a-bonus is now a recommended MidiQOL module πŸ˜‰ πŸ‘

tardy flare
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Still only rolling once dice πŸ˜„

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I have 2 warriors with the imported item added

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I also ran Pack Tactics first just to make sure

violet meadow
#

Are they set to Hostile and the target Friendly?

tardy flare
#

Target is also hostile

violet meadow
#

If they are all hostile it will not differentiate!

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Make the target Friendly

tardy flare
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That's it! πŸ˜„

#

Thanks for the continued effort !! πŸ˜„

violet meadow
#

If you want to not bind it to disposition it is doable

tardy flare
#

That's okay

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Normally my vikings are friendly

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I'll alter the macro to check for Friendly instead of hostile

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that should work I'm assuming

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Guess I was a little to quick to say that xD

violet meadow
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The only thing that matters as is, it for the disposition to be different.
Source can be Hostile or Friendly
Target should be Friendly or Hostile (respect the opposites πŸ˜„ )

tardy flare
#

Yes, target is now hostile

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I don't need to change the Macro to friendly for it to work as you said

violet meadow
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So the source and their Pack need to be Friendly

tardy flare
#

perfectly working now

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Truly amazing! πŸ˜„

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I wish I could program like this πŸ˜„

violet meadow
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This is me just playing (and learning) with tools others provide! The community developers are the ones to be truly praised πŸ™

kind cape
naive zenith
long fiber
#

I did some testing last night. It works great for applying effects to targets. However, my goal was to trigger a feature that's already on the target actor. BUT I was hoping you could confirm that the following would work with any of the condition you provided:

Hooks.on("midi-qol.RollComplete", function (workflow) {
if(!workflow.isCritical) return;

let specialCritItem = game.actors.getName("Special crit actor").items.getName("Special crit");
MidiQOL.completeItemRoll(specialCritItem);

});

*as a global script

violet meadow
#

Now you do say if the workflow.isCritical get that item and roll

long fiber
kind cape
violet meadow
#

You could also do that by going through the workflow that the Hook provides and checking if all these conditions apply and if yes, add the effect!

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Just type in console (without a world script) ```js
Hooks.on("midi-qol.RollComplete", (workflow) => {
console.log(workflow)
})

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make the roll, check the log for all the workflow data

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Then you can start building your checks

stone forge
#

Quick question... Are these settings I'm configuring MidiQOL settings or are they already configurable in vanilla?

spice kraken
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This is from Active Auras (which is NOT v10 ready)

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This is core (in terms of the flag but the menu is DAE)

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This has DAE and some other modules' fields

violet meadow
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Yeah Active Auras and DAE menus (which provides the auto completion in the AE and the priority tab and other additions all around to the core AE window)

long fiber
violet meadow
long fiber
violet meadow
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Press enter

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When you roll an item

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In this case the last message is what you want. Click on the workflow and rejoice πŸ˜„

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You can format the console.log("Check me me me:", workflow) to find it easier in the logs

long fiber
vast bane
naive zenith
#

Heh. Well them Macros aint going to fix themselves, that's for sure.

vast bane
#

Also the fact that any solution to the above would take too much time and cause an unwanted/unneeded disruption of our weekly campaign for no visible difference ultimately as v9 and v10 to the end point user, is not that big of a change.

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I've now got a v10 build up, to test, and I just cannot fathom why anybody is on it running live games with midi. Unless you have bugbear on speed dial, that shit is broken man. Automation requires a degree in computer language in v10. No compendiums of items, tons of broken macros, even worse broken icons. But what burns the most is all those fancy macros I wasted more time than I wanna admit to get to work in v9 would need another go at it to get them v10 ready, I trully do not think I will ever update to v10. I will stay on v9, and maybe start the next campaign in v11. Then theres all the bestiary creatures I've built up in v9 automation that will suddenly break in v10....my god what a mess. Not a very good system of updating imo. I understand now why folks would show up on old dnd5e and foundry versions running better rolls. Its cause the entire process of updating is a nightmare. You find a nice stable setup your table likes, and you stay on it.

dark canopy
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loose macros are just about the worst technical debt you can create in Foundry when it comes to core version upgrades

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kandashi's Midi SRD is a great way to approach it

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i.e. exposing packaged functions to macros

vast bane
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Yeah, I tried to cheat the system and brought it over in my own world compendium but the lack of active auras killed that idea

spice kraken
#

BaB has auras

naive zenith
#

Macros. you mean to automate the game to the ends of the world? Yeah. I can see that being an issue for some.

vast bane
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I mean, it all works in v9 so, guess I'll watch from the sidelines how this v10 thing goes about.

spice kraken
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Personally that's why I don't go full automation and don't use macros too much. My automation is mostly limited to AEs

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I don't mind the little bit of manual work we need here and there

vast bane
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I don't use full automation, I don't fast forward and use advantaage reminder the most, more than midi srd really. But all my summons ran off warpgate and midi shenanigans, the warpgate parts work, not so much the midi stuff

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but thats fine, I am not going to waste my 3 hours today on v10 shenanigans. I gotta prep the whole of skullport

opaque current
#

I mean, Midi works great in v10. Most of the Midi SRD still works too - unless it involves macros. Compendium icons can be migrated with a macro too.

#

Middling automation and minimal macro usage for the win

vast bane
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which surprisingly, alot do use aa

opaque current
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They all have PRs that seem to function as intended.

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My usage of them is limited enough that I can go without though.

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I don't think I'm actually using ATE or AA at all at the moment.

vast bane
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I don't have time to update I guess πŸ˜‰

long fiber
# violet meadow Press F12 to open console and copy paste the code in there

Before I go and break things: do I just use that code in the console or do I add the second half as well?

This:
Hooks.on("midi-qol.RollComplete", (workflow) => { console.log(workflow) })

OR

This: (or some other derivative of this that is properly written because IDK)

Hooks.on("midi-qol.RollComplete", (workflow) => { console.log(workflow) }) {
if(!workflow.isCritical) return;

let specialCritItem = game.actors.getName("Special crit actor").items.getName("Special crit");
MidiQOL.completeItemRoll(specialCritItem);

});

violet meadow
#

I suggested you use only this to check the workflow data better ```js
Hooks.on("midi-qol.RollComplete", (workflow) => {
console.log(workflow)
//let specialCritItem = game.actors.getName("Special crit actor").items.getName("Special crit");
//await MidiQOL.completeItemRoll(specialCritItem);
});

#

Delete the // to get the rest back in action πŸ˜„

long fiber
violet meadow
#

Just reload and it poofs

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If you want to be able to delete the specific hook at some point you could do js const hookID = Hooks.on("midi-qol.RollComplete", (workflow) => { console.log(workflow) //let specialCritItem = game.actors.getName("Special crit actor").items.getName("Special crit"); //await MidiQOL.completeItemRoll(specialCritItem); }); and then ```js
Hooks.off("midi-qol.RollComplete", hookID)

In console this works fine. If you need to do that in a macro, you will need to "store" that hookID someplace
long fiber
molten solar
violet meadow
#

even a await game.user.setFlag('world', 'hookName', hookID) could work

spice kraken
# molten solar

Just for my future reference, is data.data > system the only change? I thought there was something with _id > id or something like that as well.

Also what would the purpose of mod be here?

violet meadow
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mod is just to showcase the number associated

molten solar
#

and placeables' images are in texture.src instead of img. Really, for most users that is all you have to care about.

violet meadow
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and the Layer thingy

molten solar
#

Sure. And there is no fore- and background tiles layer.

violet meadow
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_id > id was a v8 to v9 thing

molten solar
#

There is still both

vast bane
#

can you type all of those in one post for reference sake?

long fiber
violet meadow
long fiber
# violet meadow It is just a line of script that you can use to create the flag. Then when you n...

Checking my understanding: The following will define the "hookID" which I can change to any name

const hookID = Hooks.on("midi-qol.RollComplete", (workflow) => {
console.log(workflow)
//let specialCritItem = game.actors.getName("Special crit actor").items.getName("Special crit");
//await MidiQOL.completeItemRoll(specialCritItem);
});

Would I also run this in the same script?

await game.user.setFlag('world', 'hookName', hookID)

violet meadow
#

Yeap in the same

#

Hmm well that might be a bit tricky though regarding when/how you activate the Hook.
Might be better to ask quickly in #macro-polo for the best solution. Not regarding the actual MidiQOL Hook, but how/where to set that Flag when you are using a world script

If you do that as the GM from the console it will be OK

molten solar
#

It does not have to be a number. It can be the function itself.

sullen osprey
grave robin
#

Hi all

violet meadow
grave robin
#

Hey folks, I have Midi-QoL and was wondering how I get this weapon to automate +1 damage/attack to a specific type of monster?

violet meadow
sullen osprey
violet meadow
grave robin
vast sierra
kind cape
violet meadow
grave robin
violet meadow
kind cape
#

Huh, I thought it had that πŸ€”

molten solar
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Target conditions, not target creature types.

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Best you can convince me to do is a secondary set of comparison fields, using the target's roll data.

violet meadow
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Though I was just trying to do that

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Well it probably needs some MidiQOL integration. Get the args from Midi rolls and off to the races 🀯 πŸ˜„

molten solar
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I'll purposefully break compatibility before I do that.

violet meadow
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I will make a module for that murderkitty

molten solar
#

will you tho

sly goblet
#

hoy hoy, flag question

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is there a flag I can set for "adds 1d4 to the next attack roll against this target" ?

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I have an effect set up to apply properly, get removed properly, it's animated properly, but looking if there's some flag that means "the next person to attack this target gets X automatically applied to its attack" and then if that flag can be adding a d4

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here's what I've got so far but it isn't doing it

violet meadow
sly goblet
#

so like this?

violet meadow
#

Never used that one but try it out 🀷

sly goblet
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still not adding it in

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also- is there a tag that lets you ignore having disadvantage or automatically removes it from your attack?

vast bane
# sly goblet so like this?

typically you want to put a + in front of all effect values but I know dae typically covers that in midi flags set with custom, but its worth a try

violet meadow
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I don't think it works right now

sly goblet
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still no dice

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not the biggest issue in the world, the marker and the dialogue is enough indicator for people to manually type in the bonus 1d4 when it pops up, but just wanted to see if I could automate

spice kraken
#

use the grants and mwak/msak/rwak/rsak

sly goblet
feral kestrel
feral kestrel
#

Getting this in the console, no other errors though

vast bane
#

you didn't put it in the item then

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click on Item Macro at the top of Searing Smite's spell

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the spell ON the paladin

feral kestrel
vast bane
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The paladin

spice kraken
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I'm sure it's working

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This is one of those things that doesn't show up in the roll

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I rolled a 25 but the extra 1d4 is added in the hit detection (in this case I rolled a 2)

vast bane
#

it wil show if you turn it on in dae

sly goblet
#

how would I go about doing that?

spice kraken
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When you attack, what do you see in chat

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Can you show us

vast bane
sly goblet
#

awesome, testing

vast bane
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by default, dae does not display the inline rolls results, instead it shows up as just an integer modifier

spice kraken
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Doesn't look like it

vast bane
#

it shows up before or after that merge card

spice kraken
#

Not according to my card

vast bane
#

are you on v9 or v10?

spice kraken
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v9

sly goblet
feral kestrel
sly goblet
#

does yours look different than this?

spice kraken
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I just did mwak in my test

spice kraken
#

But can you show us an attack roll with that AE active?

vast bane
# feral kestrel No luck.

send me the item, drag it OFF the paladin to the sidebar and send me specifically that spell that you just dragged, not a copy in your sidebar, right click it and export

sly goblet
spice kraken
#

It's working

sly goblet
#

okay so it's working now, but not like..... working

#

it doesn't show the total to the player, only the GM, and the d4 isn't shown rolling or adding to the total

spice kraken
#

What do you mean?

sly goblet
#

but it does appear to be adding it

spice kraken
#

That's how the grants flag works

sly goblet
#

oh

spice kraken
#

Some other flags are like that too. I just don't remember which

sly goblet
#

welp! okay. I really appreciate the help, even if it seems like I can't get this to do what I really want it to do

spice kraken
#

At the end of the day it is working so you're fine

#

Do you need help with the expiration?

sly goblet
#

nope, it goes away after a round or when they're next attacked, like it should

vast bane
# feral kestrel No luck.

I don't know why, but you seem to fail to understand how to insert an item macro into an item. The item you sent me has no macro there.

#

you are suppose to cut and paste the macro into that items Item macro slot

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its a button you press on the taskbar:

#

that should open a window, and then you paste the macro in, and SAVE

spring dove
#

Hey, can someone remind me what the flag was for ignoring disadvantage to ranged attacks because of long range

vast bane
#

@feral kestrel I don't know where you got this macro, but I called out errors before with it, I just set it up myself to work, and it is NOT working. Theres a whole lot of wrongness with the macro.

#

I would seek out the author and ask them what is up with it. or paste it here and maybe one of the kind macro fella's might take up the cause, personally, I think all the smite spells are a waste of spell slots for paladins and thankfully my paladin agrees and never uses them.

#

specifically the macro throws a null error and attempts to apply it all to the paladin instead of apply to the next attack, probably an issue of versions/dae/midi patches.

feral kestrel
#
// Card settings - Target & range: Self
// DAE settings - [1] flags.dnd5e.DamageBonusMacro / Custom / ItemMacro.Searing Smite [2] flags.midi-qol.brandingSmite.level / Override / @item.level


if (!["mwak","rwak"].includes(args[0].item.data.actionType)) return {}; 
if (args[0].hitTargetUuids.length === 0) return {}; 

let selected = await MidiQOL.MQfromActorUuid(args[0].actorUuid); 
let DC = selected.data.data.attributes.spelldc;

for (let tokenUuid of args[0].hitTargetUuids) {
    const target = await fromUuid(tokenUuid);
    const targetActor = target.actor;
  
         const effectData = {
        label: "Searing Smite", 
        icon: "icons/skills/melee/strike-sword-steel-yellow.webp",
        changes: [
          {key: "flags.midi-qol.OverTime", mode: 0, value: `"turn=start,saveAbility=con,saveDC=${DC},damageRoll=1d6,damageType=fire,label=Searing Smite" `, priority: 20}, 
                ],
  
        origin: "Searing Smite", 
        disabled: false,
        icon: "icons/skills/melee/strike-sword-steel-yellow.webp",
        label: "Searing Smite"
      }
      await MidiQOL.socket().executeAsGM("createEffects", { actorUuid: targetActor.uuid, effects: [effectData] });
      await ChatMessage.create({content: `${target.name} is set on fire and begins to burn!`});
} 
Hooks.once("midi-qol.RollComplete", (workflow) => {
    console.log("Deleting concentration")
    const effect = MidiQOL.getConcentrationEffect(actor);
    if (effect) effect.delete();
    return true;
})

const spellLevel = actor.data.flags["midi-qol"].brandingSmite.level;
return{damageRoll: `${spellLevel}d6[fire]`, flavor: "Searing Smite"}```
molten solar
#

Why is the origin a string...

spice kraken
#

I would just make this a basic OT effect honestly

vast bane
#

Why is the selected token randomly called when its been using args for most the macro?

molten solar
#

Origins are uuids. stress

vast bane
#

yeah thats my thought Super

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it seems like this would be a perfect plain old damage bonus item

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no macro required right?

spice kraken
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Yeah, feature with 2 AE's. One applying to target, one to source

vast bane
#

expires after the next attack

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why two though?

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wait I might be mixing up smite spells

spice kraken
#

extra 1d6 fire on next attack is one. dot is the other

feral kestrel
#

Not sure why it didnt come through in the export

molten solar
#

This is some basic Effect Macro shenanigans.

vast bane
#

do item macros not transfer with export data guys?

feral kestrel
molten solar
spice kraken
#

Usually the simpler solution is the way to go imo

vast bane
#

did Tim fix the bug where roll self would apply to all ae's on the item?

spice kraken
#

I've not had issues on v9

violet meadow
#

This is an overtime effect

spice kraken
#

Just check the box in the AE

vast bane
#

I thought there was a bug where if you set roll self, it did it for all ae's

violet meadow
#

And another for the initial damage

vast bane
#

that is where the self roll comes in I think

molten solar
#

Have you considered the initial damage?

vast bane
#

I don't think any of this needs to be in a macro

#

just literally 2 seperate ae's, one set to transfer to target and the other set to roll to self

violet meadow
#

Initial damage happens at some point not when you use the spell

vast bane
#

special expiry to expire after the next attack hit

#

good news is once you set this one up, you should be able to nail the other two for that pally, they just have other ae's

feral kestrel
spice kraken
#

Yeah, so call the feature when targeting the enemy. 1 AE applied to enemy that is the OT, one applied to self which is the damage bonus which expires on attack

vast bane
#

you will need to have literally 2 ae's, not 2 keys flags, two ae's

violet meadow
#

Get the sample item from midi about branding smite

#

It is based on that one

vast bane
#

the one that boosts your damage, neeeds to have a special box checked in the first tab to roll self

#

gaaaaah theres a smite sample item, shit just copy that mama jama

#

How did I miss that one

#

its not in sample items...

#

Bugbear is that a v10 thing?

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-_- its in the wrong compendium folder in the sample items:

#

I dunno, that branding smite looks an awful lot like the one he just tried to get to work...

molten solar
#

So like, which part is difficult here? The transfer of effects?

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Cus the initial damage bonus is core, and the DoT is a 3-line Effect Macro...

vast bane
#

its all possible within dae no macro required

#

for that one specifically, for branding smite its an ATE flag ae

molten solar
#

Why yall strugglin' then /s

vast bane
#

its not my spell and they came to us with a flawed macro /shrug

#

+(@item.level)d6 is the way to do scaled spell damage right?

molten solar
#

Core, yep

vast bane
#

I really need to make a postit for overtime options

feral kestrel
#

In DAE, what attribute keys am I putting in DAE?

vast bane
#

I'm 90% done making it for you standby

spice kraken
feral kestrel
vast bane
#

But your mistake is 2 fold

#

you do not seem to have an item macro in the item you sent me, which leads me to believe you don't seem to have that basic step figured out

#

Your original had the item macro in the file, but it was not displaying in my import weird, I just looked at your actual file and I see the item macro in there

#

but all your problem was, was you had the item details set to impose a save(on self)

#

which would halt the whole process, specially if you dont use MTB or LMRTFY as it would not complete till a con save was made by the origin actor

#

beware of my export, when I took your item and imported it, Item Macro was empty, I suspect the same will be true for mine to you.

feral kestrel
vast bane
#

I have that in mine, I actually think I know why it fails to import right, you are on an old dnd5e and foundry version

#

thats 2 foundry versions ago and isn't 1.6.2 the version with the bad tie breaker bug?

#

you don't need to update if you don't want to, and always backup before updates, but you are on older versions fyi

feral kestrel
spice kraken
#

Backup beforehand

vast bane
#

backup first bud

spice kraken
#

This is the most up to date v9 version

vast bane
#

Also your issue isn't gamebreaking, I'd only suggest updating when stuff breaks.

#

although, 280 does have some security patching so there is that

#

either 1.6.1 or 1.6.2 was a really fast version cause they forgot a + symbol or something in tie breakers

feral kestrel
spice kraken
#

Well did you backup first?

vast bane
#

Its not too bad of a jump

#

couple modules may need a new update

vast bane
vast bane
#

cause that would hurt lol

spice kraken
#

Don't forget to update dnd too

violet meadow
#

all sorted then?

feral kestrel
# violet meadow all sorted then?

for the original query, Yes @vast bane was very helpful . Turns out the core isometric module I was running on is only compatible with 9.254, which is deprecated on Forge.

#

Might have to figure out self hosting :/

violet meadow
vast bane
#

I don't know how forge works but if I was local I'd just step down in versions if it was gamebreaking

#

does forge not let you atleast try to run a module with a yellow flag?

molten solar
#

Oh they 100% do

fallen token
#

Midi and RSR are not compatible, right? asking for a friend (on another Discord server)

violet meadow
#

Not yet at least. There is an issue by tposney to track compatibility, but for now nope

vast bane
#

if a creature is hostile, then all its allies are hostile right?

spice kraken
#

Yes? You can test easily with 3 tokens. 2 hostile (one of which the auto target ranged is on or AA) and 1 ally or whatever it is

coarse mesa
#

That does raise an interesting point, though. Can you have two or more NPC parties that are hostile to each other, that are also hostile to the players? I'm guessing everything would fall apart if they were using Spirit Guardians etc

feral kestrel
vast bane
#

I know item macros work in magic items cause I have one in my lesser restoration. If you use the item that is properly setup, and drag it onto the item does it not work?

feral kestrel
vast bane
#

what is the error in the log?

feral kestrel
vast bane
#

I just dropped it into a magic item and it worked

feral kestrel
vast bane
#

you keep using the wrong searing smite

#

you need to find that empty item macro version and get rid of it hehe

#

if the version in his spellbook is working, find all other searing smites in the sidebar and delete them, then drag his version to the side bar, then drag that one to the magic item(it doesn't let you drag from him to the item)

#

also, does anyone know how to make the ae in his macro show on the target? I kinda hate that its not displaying the icon personally. #1010273821401555087 message

#

yeah its applying as a permenant passive effect so its not displaying on target

feral kestrel
#

Adding the spell as a 1st level makes it work though

feral kestrel
#

Create new item > right click import > imported your version.

vast bane
#

oh you mean my import or an importer?

#

so you still have it in the sidebar right?

#

click on it and look at the item macro in it

feral kestrel
#

I deleted all version

vast bane
#

make a new item, and use MY import, not yours, cause yours didn't have one

#

mine has a (1) in it

feral kestrel
vast bane
#

ok, now drag that to the magic item drop box

#

are you using items with spells or Magic Item Module actually?

#

cause I'm testing with Magic Item Module

feral kestrel
vast bane
#

and it still says no item macro?

feral kestrel
#

The error message, yep

vast bane
#

ok, midi qol, dae, and item macro versions please?

#

I don't think it would display that error if not in combat, but the spell kinda needs combat to be active to function right fyi

#

I'm on 0.9.83 for midi and 1.6.0 for Item Macro and its working for me

#

dae is 10.32

#

I have no idea if I'm current, but it works with my versions

#

My magic items module is same as yours

#

To be clear though, my import and yours are named exactly the same cept mine has a (1) in its name.

#

and yours very definitely imports to foundr 280/dnd5e 1.6.3 without the item macro(even though its in the json).

feral kestrel
#

Im behind on midi and DAE. ill update and test

vast bane
#

I'm probably not current, I only update when something breaks

#

shouldn't be an issue for you however

#

newer is better

feral kestrel
vast bane
#

All you need to do is make sure you do not mix it up with anything else, drag the functional searing smite in the paladins spellbook to the item sidebar, then drag the searing smite from that sidebar into the drop box area of the magic item

#

Do you have dnd beyond importer module active?

feral kestrel
feral kestrel
vast bane
#

show me the details of the magic item

feral kestrel
#

(from the Items Directory)

vast bane
#

thats not the magic item

#

It would look something like this

feral kestrel
#

my b

vast bane
#

ok DC is probably going to break it

#

cause the item macro calls the casters DC

#

it calls the selected dc lol

#

you could probably edit the item macros entry for spelldc and just put the raw dc number

#

but regardless, click on searing smite there

#

right in that window

#

check if it has an item macro, and that its details says On use macros yada yada ItemMacro at the bottom

#

I'm pretty sure your problem was probably that the item already existed...via an import and importers always screw things up like this

#

if you want its DC to be different than the selected token on cast, you need to change the selected.data.data line in the item macro to just be 16

feral kestrel
# feral kestrel

Spells cant be activated from here. Has to be from Spellbook tab in character sheet.

vast bane
#

I want you to edit it, click the spell searing smite in that window

#

you aren't casting it, you are checking to make sure its legit

#

its probably a dndbeyond imported version

#

to be clear, you are in the armblade of living steels details tab, scrolling to the bottom and clicking on the actual words Seering Smite, which then opens that spells details

feral kestrel
vast bane
#

I don't want you to edit the sidebar spell, nor the paladins spell, I want that spell, on that item

#

click on Searing smite in that item and show me the details of THAT version of searing smite

#

incase you aren't realizing this, when you created the spell, it was just one instance of the spell, every other instance of searing smite needs to be deleted and replaced with the version you imported from me, its not a universal import. And you need to stop your importer from overwriting stuff when its turned on too.

feral kestrel
#

ive highlighted in red, what I've clicked on

vast bane
#

click on item macro in that specific left hand window, is there a macro in it?

#

the item macro at tthe top

feral kestrel
#

Yep

vast bane
#

show me the item in the spellbook that you roll to cast the spell

feral kestrel
vast bane
#

start a combat, roll initiative, and cast that spell

feral kestrel
#

No dice. I've made sure to be in combat this whole time

vast bane
#

its probably throwing an error because its not a paladin

#

I got nothing then, it works if a paladin has the item, but your error is totally unbelievable. Its saying no item macro right?

#

I can't replicate your error, the only other thing I can suggest now is to find the culprit, start with midi/dae/item macro installed, and keep going till it breaks.

feral kestrel
vast bane
#

give him 1 level of paladin /shrug

#

or put the item on one of the starter heroes that dnd5e gives us thats a paladin

#

Put it on good ol Krusk the Half Orc Paladin from the starter set and see if hes able to smite with it

feral kestrel
#

The imported Branding Smite works

feral kestrel
vast bane
#

dnd5e gives us a starter set of actors in a compendium, use Krusk from that compendium hes a pally

scarlet gale
vast bane
#

Its probably just a bad import, I always say, don't use the importers, make them from scratch

#

my item made from scratch works, his is an imported one

scarlet gale
#

At a minimum the DC can be hard set in the item

vast bane
#

its an item macro, the dc is selected.data.data.spelldc or something

scarlet gale
#

Yea, fresh item the best bet

feral kestrel
scarlet gale
#

You can just swap out the line in the macro

feral kestrel
#

Sorry thats for searing smite

#

not the armblade

scarlet gale
#

DC = whatever;

feral kestrel
#

ill test that

vast bane
#

but his error is no Item Macro when he clearly has one

scarlet gale
#

This on V10?

vast bane
#

v9

#

its in a magic item, it works on my end, in a magic item module item, but his, it is throwing that error

#

I'd try find the culprit first, just run dae/midi/magic items module and see if it works

#

then you know the problem is a module

vast bane
#

also you could have those werid settings on in item macro right? doesn't hat mess with midi somewhat?

#

Make sure nothing is checked in Item Macros settings:

#

Usually only happens if you install item macro before midi

feral kestrel
vast bane
#

check your item macro settings, they should all be unchecked

feral kestrel
#

Yeah theyre all unchecked

#

How strange.

vast bane
#

I can't even get the item to go on a fighter

#

but I think the problem is the bug where magic item module sometimes needs a page refresh, and I'm elbows deep into a prep of a floor in dotmm and don't wanna refresh yet

feral kestrel
#

Same error with the branding smite import

vast bane
#

oh you know what? I bet it works for me because I'm using a paladin with those spells in his spellbook

#

drag the items to his spellbook, the proper ones

#

even though he has the item

#

just make sure he knows to only use the magic item versions

#

if someone smarter than me wants to try and see if its ok to use a folder macro instead of item macro that could work too

feral kestrel
#

My guess is my Magic Item - Item macro cant find the Searing Spell Macro

vast bane
#

Cleaner to keep your macros stored on the item

feral kestrel
#

downside is I cant upcast spells

vast bane
#

thats the core way of doing it honestly, but you can't upcast if you use the core way

#

just put the spells in the spellbook and talk to your player about it

#

the magic item should work the second the spells exist in the spellbook also

#

Its trying to find a spell with an item macro with the name of that spell, magic item spells are not actually spells

#

so it can't reference its own item macro apparently

celest bluff
tardy flare
violet meadow
tardy flare
#

You're amazing :d

violet meadow
#

Add as a first line (in the macro stored on the ItemMacro of the Pack Tactics feature) ~~ ```js
if(!["mwak", "msak"].includes(args[0].item?.getRollData().item.actionType)) return;

tardy flare
#

I'll try it out!

#

Like this?

#

It's not rolling anymore now xD

violet meadow
#
if(!["mwak", "msak"].includes(args[0].item?.data.data.actionType)) return; //or for v10 system instead of data.data
tardy flare
#

Perfect!

#

using System worked!

#

Is there a way I can quickly update the macro to all my minions on the screen?

#

I can update token in compendium, but then I'd still need to copy it over

#

not to worry as it's just a small inconvenience and I'm already happy with the update! πŸ˜„

violet meadow
#

Do you have the new Item in the sidebar?

#

Is the only one with that name?

tardy flare
#

unfortunately not πŸ˜„

#

All my vikings have it

#

though they all have the word Viking in it

#

all actors

violet meadow
#

So the item on your Vikings is called Viking Pact Tactics?

tardy flare
#

It's called Pack Tactics as by your latest import

#

But I'd call it Shieldwall

#

but the naming details aren't as important to me

violet meadow
#

Its not that. The naming details are important for a macro that will try to delete all relevant items from the actors and create the new one (or update them to match the new one)

tardy flare
#

wouldn't this button update world macro's work?

violet meadow
#

Could do if they are named the same

#

I think

tardy flare
#

They are named the same but unfortunaly it doens't work xD

violet meadow
#

Well I think it bugs out

tardy flare
#

no worries, I'll update manually, shouldn't take me more than 10 minutes

#

Thank you so much for the fix!

#

It seems I called to early, it works for the bow

#

but the advantage for melee attacks no longer does

#

Correction, it does

#

Wait, I'll need to do some testing. I'll stop bantering and make sure there is some actual good info here

violet meadow
#

Make sure that the Dispositions of the tokens are set properly

#

And if you change the name of the Pack Tactics on the character sheet make sure that you go to the DAE of the feature and match the name there:

#

In the Effect Value make sure that ItemMacro.new name of the feature, preAttackRoll

winter silo
#

How do I use this flag that makes a condition remove itself at the start of the next turn?

violet meadow
winter silo
violet meadow
#

Yeap

winter silo
#

alrighty thanks

winter silo
#

Is there a flag thats basically "when someone with this active effect is attacked, that attack deals an additional 1d8 damage"

vast bane
#

or bugbears fiery shield

#

I just used advantage reminder and called it a day, automation lite

#

when they cast the spell, all their damage popouts get the button, they sus out if they should click it or not

#

not compatible with fast forward obviously

winter silo
#

I'm trying to make a condition that, when it ends, damages the player for 1d8 damage

#

the condition ends when you're attacked, so I was just tryna be abit lazy and add a 1d8 onto the attack

violet meadow
winter silo
#

Alrighty. Do you know the macro for that?

vast bane
#

if you aren't automating damage, its as easy as /roll 1d8[flavor]

#

well, that is if effect macros works with chat macros

molten solar
#

What's a chat macro

#
const roll = await new Roll("1d8").evaluate({async: true});
await roll.toMessage({flavor: "Ouchies."});
await actor.applyDamage(roll.total);
return effect.delete();
#

Oh guess you don't need the last line

winter silo
#

awesome. thanks zhell

violet meadow
#

If in v10 and using DSN add this to make the damaging part wait for the roll to finish. ```js
const msg = await roll.toMessage({flavor: "Ouchies."});
await game.dice3d?.waitFor3DAnimationByMessageID(msg.id)

chrome gale
#

Is there an "easy" way to add +1 damage to only touch-based spells?

#

The closest I can find is 'melee spell attack' but I'm just trying to think if that will cause conflicts, and my brain isn't coming up with an answer

dark canopy
#

@molten solar is this something build a bonus can handle?

molten solar
#

Huh.

#

"Touch" is in the spell's roll data, right?

#

Have you set the Target or the Range to 'Touch'?

chrome gale
#

I don't know, there is a range option of 'touch' on shocking grasp which is the spell im looking at

molten solar
#

πŸ‘

chrome gale
#

but its not in the dae effects list

#

The item I'm making is a gauntlet, that gives +1 damage to all 'touch' spells

#

(for now anyway, it'll be an upgradeable item, so I just want to be able to quickly edit the effect when it grows)

#

atm I just have it as

molten solar
chrome gale
chrome gale
molten solar
#

Build-a-Bonus.

spice kraken
#

Msak would be the right key for touch spell attacks

chrome gale
molten solar
#

Thorn whip?

spice kraken
#

I think it might negatively apply to cure wounds but idk. You can easily check

chrome gale
molten solar
#

Correct

chrome gale
#

but that's fine, I can make it the janky way for now, and make a note to use build-a-bonus when I update (which will probably be next week anyway)

molten solar
#

or even attack types

chrome gale
#

I may even want it to work on healing (if its a touch heal)

molten solar
#

A module of many names.

chrome gale
#

but +1 heal obvs not +1 damage

molten solar
#

It's all just "damage rolls" as far as Foundry and babonus is concerned.

chrome gale
#

but it sounds like I can stack it so its like "if damage do +1, if healing do -1"

spice kraken
#

But how does midi interpret that since we are in its channel

molten solar
#

dunno. does midi recommend babonus?

spice kraken
#

I think it's most recent update it does

molten solar
#

πŸ™‚

chrome gale
#

most likely I'll leave this for a week, and come back here and say "I've updated to v10, and am now trying to get this gauntlet working"

#

not point getting an answer now cos I'll have lost it by the time I can use it lol

molten solar
#

The two are completely compatible. People (not me) tested it. All the features work with zero errors with Midi. Far as I am told.

spice kraken
molten solar
#

(I know)

#

(I was being facetious)

spice kraken
#

And I'm being pedantic (haha)

violet meadow
#

(get a room)

#

So for Pack Tactics in latest MidiQOL v10.0.15 you need no macro

#

I like the way things are going!

#

Just a DAE flags.midi-qol.advantage.attack.mwak | CUSTOM | findNearby(-1, tokenUuid, 5, 0).length > 0

dark canopy
#

now just need a few wrappers for common arguments and its looking real nice

molten solar
#

But does that support using the CONSTs? /s

dark canopy
#

it looks like its evaluated directly, so i bet so

molten solar
#

Assuming that -1 is for token dispositions.

violet meadow
#

It does. But it makes some calc behind the scenes

long fiber
#

V9: I am using Midi and I have the setting to remove the "Attack" button from chat and rolls to fast forward for attack rolls, but one of my players tokens is prompting the attack button and not fast forwarding but the other are. Any insights?

violet meadow
#

-1 ends up being opposite disposition to the sourceToken afaik

violet meadow
#

So you player needs to select Fast Forwards Rolls

long fiber
#

ah

long fiber
#

Interesting

#

Well I had an affect that was modifying all attack bonuses rather than using the flag.midi-qol... . Apparently that suspends the workflow???

violet meadow
#

flag.midi-qol.DR.rwak Damage Reduction?

#

What was the effect?

#

And if it suspends the workflow it might be erroring out. Check console

#

Likely it cannot be evaluated or something

long fiber
long fiber
#

you have to separate them into rwak, rsak, mwak, msak

violet meadow
#

might be v9 specific

#

What was the actual effect? key,mode,value?

long fiber
violet meadow
#

with data instead of system for v9

long fiber
# violet meadow

I think I figured it out. Much simpler than I thought. Sometimes, when you put a minus sign, you have to also put a value with it. embarassing

long fiber
# violet meadow

Related question: is there a way to affect all saves like you can all attacks?

violet meadow
#

data.bonuses.abilities.save I think

dusky citrus
#

Hey everyone. Hope you're all doing fine. I have a problem here and I'm almost positive it's Midi that is causing it.
It's something that, to my understanding, was working recently ago, and should be fairly simple?
Essentially, it seems like it isn't recognizing multiplication formulas.
For example, I have a simple 50 * 2 formula that should result in 100 damage, and even though the calculation goes through, it's applying 52 damage.

So it seems it's understanding the " * " as "+".

Anyone knows what could be happening?

naive zenith
#

It would appear you need to wrap the formula in parenthesis to work, (50 * 2). Not sure if that is intentional.

dusky citrus
#

It surely didn't need to be the case before.

#

But it seems to be working with that adjustment.

naive zenith
#

You could open an issue on the module gitlab, see if it's a bug or intentional.

dusky citrus
#

Thanks for the tip.

celest bluff
manic tendon
#

How do I set up half damage on save for additional damage? (Specifically looking at the Giant Scorpion's sting attack which does 1d10 + Str damage on hit, +4d10 poison damage, half on con save)

#

Do I put the 4d10 in "Versatile Damage"?

violet meadow
manic tendon
#

Thanks, will do πŸ‘

vernal palm
#

I have a completely newbie question. I've tried to figure it out from previous comments, but I can't. Can someone explain from ground up how to get "Lay on Hands" to work? Thank you. (If there is a web page or video explaining it for v.10, please point it out to me.)

violet meadow
#

No video that I can think off, but there is a small how to in the description of the sample item iirc

violet meadow
tawdry blade
#

Hey not sure if this is entirely midi but i'll put it here. So how can we configure a spell that uses a template to target only enemies if we have auto targeting enabled in midi? (i am sure this is something that has been answered before but the log is a mess to go through πŸ˜› )

tawdry blade
violet meadow
#

Right now it's a bit tedious, but you can also try with late targeting

#

There was an issue to make late targeting work only if you have no other targets selected and the item has targets defined

#

I am not sure now if it was already implemented or not for v10

tawdry blade
#

late targeting is not working for template items unfortunately

violet meadow
#

are you on v10?

tawdry blade
#

yup

violet meadow
#

Let me foul around a bit to check some things πŸ˜„

tawdry blade
#

it is also explained in the config as well

violet meadow
#

Indeed. I was going off memory here. I will be on my PC in a lil bit πŸ˜„

fathom socket
#

I'd like to repeat a spell via onUse Macro but my coding is quite limited can someone help with the code?

var times = 9;
for(var i = 0; i < times; i++){
    item.use({
      createMeasuredTemplate: true,
      consumeQuantity: false,
      consumeRecharge: false,
      consumeResource: false,
      consumeSpellLevel: false,
      consumeSpellSlot: false,
      consumeUsage: false
    }, { configureDialog: false });
}

when i use the spell from the macrobar it places template ten times in the same spot

violet meadow
#

Or do you just want to place 10 templates down?

#

You would also need to await the item.use and better use await MidiQOL.completeItemRoll() for MidiQOL

#

check the readme

fathom socket
#

the item is the fire storm spell, i imagine it creating a template handle the damageroll then create the next until ten templates are placed

#

could be handled with a spell that has ten individual templates to target, if thats possible

violet meadow
#

That would be a bit tedious for 10 targets. Hmm let me check something

fathom socket
#

thanks for your time

neon adder
#

Is there anyway to examine the damage that causes an effect to be removed when the "isDamaged" specialDuration condition is triggered?

I'm trying to teach a doOff function to take specific action when isDamaged is true. It should do nothing with other reasons for removal cause the effect to end.

molten solar
violet meadow
#

yeap

molten solar
#

dnd5e.templates.fromItem or something like that, idk

violet meadow
#

game.dnd5e.canvas.AbilityTemplate(templateData) was the one I knew.

#

checking now

#

you might need to make it a proper doc. Anyways its coming along but my testing instance is having some connectivity issues...

molten solar
#

dnd5e.canvas.AbilityTemplate.fromItem(item)

wind fossil
#

the 10.0.15 notes mention that the sample item compendium's items aura effects now assume BaBo, but I guess this is not quite the case yet as no sample item has a version higher than 10.0.13? Specifically I'm wondering if Spirit Guardians is doable via BaBo

molten solar
#

The hell is "babo"

violet meadow
#

@fathom socket Initial try for Fire Storm spell. Get the SRD Fire Storm spell.
Assumes that you auto target when placing templates with MidiQol or compatible template modules.

Needs Warpgate, MidiQOL and ItemMacro (the warpgate crosshair should target the top left corner of the template to be placed).
Also needs Walled Templates to use its auto-target functionality of drawn templates!
(DF Templates Enhancements is not currently v10 compat, but soon it could also do it)

Create a onUse Macro ItemMacro | Only called once a template is placed
ItemMacro code:

#
const { workflow:{item}, templateUuid, macroPass } = args[0];
    if (macroPass === "templatePlaced") {
        const templateinitial = fromUuidSync(args[0].templateUuid);
        const templateData = templateinitial.toObject();
        let targets = MidiQOL.selectTargetsForTemplate(templateinitial.object)
        const getTargetsIds = await nameMe();
        game.user.updateTokenTargets(getTargetsIds);

        async function nameMe() {
            for (let i=1; i<10; i++) {
                const result = await Dialog.confirm({
                    title: "Fire Storm templates placement",
                    content: `Do you want to place template number ${i+1} out of 10`,
                    rejectClose:false
                });
                if (!result) break;
                const {x,y,cancelled} = await warpgate.crosshairs.show()
                if (cancelled) break;
                templateData.x = x;
                templateData.y = y;
                if (!templateData) break;
                const [template] = await canvas.scene.createEmbeddedDocuments("MeasuredTemplate", [templateData])
                targets = targets.concat(MidiQOL.selectTargetsForTemplate(template.object));
            }
            return targets.map(i=>i.id);
        }
    }
wind fossil
#

@molten solar I see people calling it BAB and all I can think of is Base Attack Bonus

molten solar
#

What's wrong with babonus? πŸ˜” It's fun to say.

violet meadow
molten solar
dark canopy
#

you cannot, no

#

its thrown off into a callback handler

violet meadow
#

i didn't find another way 🀷

molten solar
#

I just did it

#

🀷

#
const item = token.actor.items.getName("Item");
for(let i=0; i < 5; i++) {
  const template = dnd5e.canvas.AbilityTemplate.fromItem(item);
  await template.drawPreview()
}
violet meadow
#

@tawdry blade a way to place more templates for spells like Fire Storm etc a couple of messages up

violet meadow
dark canopy
molten solar
#

no

dark canopy
#

fair enough

molten solar
#

Isn't that what you use in WG?

dark canopy
#

i had to implement my own system in WG because I didnt have a function like that that I could find at the time

#

possible it was simply overlooked....but i dug pretty hard

violet meadow
#

hmm ok there was an issue with tokenmagic probably that was crying for proper _id

molten solar
#

I am 100% sure both Freeze and I have written macros with drawPreview in macro-polo a long time ago

dark canopy
#

oh, maybe it was because it was a dnd5e only function

#

so it wasnt explored at all

#

i dunno, but now we know, or are reminded

molten solar
#

The templates will also have the item's uuid in its flags (core in v2.0.0+), bug

violet meadow
#
ability-template.mjs:36      
       Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'system')
molten solar
#

Works for me 🀷

violet meadow
molten solar
#

Works as hotbar macro, too

dark canopy
#

serialization

violet meadow
#

hmmm

molten solar
#

just don't do that /s

violet meadow
#

Anyway, works for now. I will take another look soon as I get my main PC back online.

molten solar
#

Does seem like you need to try/catch the templates, otherwise the first aborted one ends the chain

#
const item = /* ... */
for(let i = 0; i < 10; i++) {
  const template = dnd5e.canvas.AbilityTemplate.fromItem(item);
  try { await template.drawPreview(); }
  catch {}
}
violet meadow
#

It should end the chain though no? You might not need more 🀷

molten solar
#

I was thinking about misclicks, but sure

#

It produces an error which ends the entire macro. If the loop is all you need, and nothing afterwards, then sure

violet meadow
#

I see, ✍️

molten solar
#

Bug with the system I think. Happens with regular use of an item, too.

vast sierra
modern badger
#

Is there a way to program this with MidiQOL?

#

I dont remember there being a way to check for number of attacks

molten solar
#

World script on dnd5e.rollAttack? Effect Macro to keep track of the number and prompt the save? πŸ€”

violet meadow
#

oh the ideas. You can do it, but it might be a pain

#

Get an effect to create an onUse Actor macro on the target (warpgate it on the actor). This one will put a flag after each attack in the same round. If that hits the threshold (more than 1) boom

stone forge
vast bane
# modern badger

Did you by chance watch critical role last night and decide to make a chetney clone lol?

#

the automation suggestions wouldn't work if the creature has legendaries, they'd probably cause false positives

#

like in last nights episode

#

since the effect only does stuff on their turn, its duration should be set to the end of targets turn, not sources next turn to avoid that

violet meadow
#

You have a condition on the target creature. If during its turn it attacks more than once, takes 1d8 necrotic damage

#

Is that not the gist of it?

#

You will be flagging the attacks the creature makes during its own turn

#

Reactions and/or legendary actions should not count judging by the description 🀷

chrome gale
#

odd problem - all my gm rolls seem to be hidden from players at the moment, and I can't see why? I don't recall changing the setting, and I can't find it in the options

violet meadow
modern badger
#

but thanks for implying Chetney did something awesome, looking forward to it >:3

modern badger
violet meadow
#

TL;DR it sounds possible

modern badger
#

I got it 'til warpgate on the actor

violet meadow
#

Might give it a shot

modern badger
#

doesn't warpgate summon tokens?

violet meadow
#

just the tip of the iceberg

modern badger
#

I gotta learn how to code

violet meadow
modern badger
#

:ooo

vast bane
# modern badger I have no idea what this means lmao

if you have a hard time remembering things but also don't want to go through all the hassle of macros, if you turn off fast forward, the module advantage reminder can solve just about everything in that department

modern badger
#

ughhh but no fast forward

vast bane
#

for bloated agony I would apply an ae that puts a message that is a document link to a self harm damage entry in the attack popout for their attacks until the next turn.

modern badger
#

pain

#

o3o

#

how do you link stuff with an ae

vast bane
#

advantage reminder

#

but again, fast forward must be off for that module

#

otherwise, have fun getting a bunch macros made that will break in v11 πŸ˜‰

modern badger
#

thank god the Defensive Flourish Macro didn't break

molten solar
#

Macros won't break in v11. 😩

#

There's not a third document refactor coming, christ on a cracker.

violet meadow
#

I foresee riots. We want SYSTEM

#

@modern badger which actions do you want to be counted as attack? eg mwak, msak, rwak, rsak?
What else?

scarlet gale
#

Have the macro give them an effect that goes away at the beginning of their turn. Check if that exists then do the self damage if so

violet meadow
#

Just a MidiQOL.applyTokenDamage() would do it after a check during the onUse Actor macro for no of attacks

modern badger
#

Is there one for nat weapons?

violet meadow
violet meadow
vagrant wharf
#

does midi have something for armor of hexes

violet meadow
#

@modern badger For v9, create a feature that targets a creature and on that, a DAE with the Special Duration you want: Turn End: Expires at the end of the source actor's next turn (in combat)
and an effect of flags.midi-qol.onUseMacroName | Custom | BloatedAgony,postActiveEffects.

Then create a script macro in your hotbar or the macros folder named BloatedAgony. If you choose another name, make sure it matches the BloatedAgony,postActiveEffects above.

In the macro paste this: ```js
if (!game.combat || !["mwak", "msak", "rwak", "rsak"].includes(args[0].item.data.data.actionType)) return; //for v10 replace <data.data> with <system>

const CheckTokenId = game.combat.current.tokenId;
if (token.id !== CheckTokenId) return;

const combatTime = ${game.combat.id}-${game.combat.round + game.combat.turn /100};
const lastTime = token.actor.getFlag('midi-qol','bloatedagony.lastTime');
const attacksMade = token.actor.getFlag('midi-qol','bloatedagony.madeAttack');
if (lastTime === combatTime && !!attacksMade) {
const roll = await new Roll('1d8[necrotic]').evaluate({async:true})
await roll.toMessage({flavor:"<p><b>Bloated Agony:</b></p> You attacked more than once during your turn! Just don't!"});
await MidiQOL.applyTokenDamage([{ damage: roll.total, type: "necrotic" }], roll.total, new Set([token]), null, new Set());
}
else await token.actor.setFlag('midi-qol', 'bloatedagony', {'lastTime':combatTime, 'madeAttack':true});

Let me know if it works (in combat only).
This does NOT include the `Amplify` of the same ability.
violet meadow
#

hmm though crit would go through

gilded yacht
#

Heads up - 10.0.15 includes an experimental change to reset the adv/disadv key state whenever a roll if completed. This means that holding advantage and clicking the item will result in ONLY the first click being done at advantage, the second and subsequent clicks will be rolled normally. I will reverse this change in 10.0.16 since it's a bit annoying for players that want to do all of their attacks one after another.

vagrant wharf
violet meadow
#

@gilded yacht just double checking. When you create a DAE which is transferable to another token, the only way to call a flags.midi-qol.onUseMacroName is still by eg Macro_Name,macroPass or ItemMacro.<itemUuid>,macroPass?

#

(And compendium link)

scarlet gale
violet meadow
#

Indeed. I was not sure if that would cancel the attack but probably would

#

I had even used that in the past... πŸ˜Άβ€πŸŒ«οΈ

chrome gale
#

plus the roll we noticed it on was initiative, my initiative rolls were hidden

#

which isn't mentioned here

violet meadow
#

Check the Dice So nice settings

scarlet gale
violet meadow
chrome gale
scarlet gale
#

Armor of hexes could also be done with a world script and midi hooks if you don't want it to function as a reaction

chrome gale
#

so thats a step backwards

#

ill try ftc

violet meadow
chrome gale
#

that turns off 3d dice for everyone during initiative

#

nothing to do with making the roll blind

vagrant wharf
#

I'm not a programmer

vast bane
scarlet gale
#

Reaction your best bet then

vast bane
#

I got like 30 modules trying to do something when I hit begin combat, that'd slim down the hiccup immensely

violet meadow
chrome gale
#

ok so it still does it even with all modules off so it must be a core setting somewhere

violet meadow
#

Wild guess: Did you ever use a world script to make the initiative rolls hidden?

chrome gale
#

not as far as im aware

#

and it sounds like it would be hard to do something like that by accident

violet meadow
#

yeah yeah nvm πŸ˜„

chrome gale
#

I turned off every module, including dice so nice (so no dice but I can see the sidebar)

#

and dm initiative is still a hidden roll

#

but... there's no core setting for it that I can find

#

soooooo

vast bane
#

modules hide initiative don't they?

#

oh nm you already ruled out modules

chrome gale
#

I found it

#

It was obvious

#

but also not something I ever remember changing lol

vast bane
#

the drop down above chat input 0_0

chrome gale
#

yupp

vast bane
#

oof

chrome gale
#

which I've never touched

#

but I just happened to think of it and saw it was on 'self roll'

vast bane
#

I've done worse, don't worry you are among friends!

violet meadow
#

@vagrant wharf Armor of Hexes. Needs MidiQOL option to trigger reactions.

Create the feature with:
Action Cost: 1 Reaction,
Target: blank | blank | Self,
Range: blank | blank | Self.
Action Type: Other
midi macro onUse: ItemMacro | After Active Effects or if you are not using ItemMacro module Name of the script macro you created | After Active Effects

In the ItemMacro or the script macro you created, paste this: ```js
const roll = await new Roll('1d6').evaluate({async:true})
const msg = await roll.toMessage({flavor: Armor of Hexes reaction roll. The result is ${roll.total}})

/*if on v10 and using Dice So Nice delete the // from the line below if you want to wait for the 1d6 roll to finish first and then continue */
//await game.dice3d?.waitFor3DAnimationByMessageID(msg.id)

if (roll.total >= 4) {
const effectData = {
"label": "Armor of Hexes",
"icon": "icons/equipment/shield/heater-crystal-blue.webp",
"duration": {
"startTime": game.time.worldTime,
},
"disabled": false,
"changes": [
{
"key": "data.attributes.ac.bonus", //change <data> to <system> for v10
"mode": 2,
"value": "+99",
"priority": 20
},
{
"key": "flags.midi-qol.noCritical.all",
"mode": 0,
"value": "1",
"priority": 20
}
],
"tint": null,
"transfer": false,
"flags": {
"dae": {
"transfer": false,
"specialDuration": [
"isAttacked"
],
"stackable": "multi",
"macroRepeat": "none"
},
"core": {
"statusId": ""
},
}
}
await MidiQOL.socket().executeAsGM("createEffects", { actorUuid: token.actor.uuid, effects: [effectData] });
}

#

Hmm if you are on v9 Foundry, you might need to change the icon path 🀷

molten solar
#

Doubt that. The migration happened long ago.

vagrant wharf
chrome gale
#

Do 'on use macros' no longer work to trigger item macros?

#

Is the midi way to use the dae effect field?

vast bane
chrome gale
vast bane
#

That might be your issue, is that right guys?

coarse mesa
#

@vast bane how’s your v10 experiment going?

vast bane
#

not a single moment spent, I decided to go out for dinner instead of do my v10 experimentation lol.

#

maybe next friday(but not really)

coarse mesa
#

I just did a test migration and it seemed to go pretty well although for some reason midi and dae and tidy5e disappeared and I had to reinstall them

vast bane
#

macros, icons, and lack of pizazz to sell me on the update is why I haven't taken the plunge. Its just a clerical upgrade

coarse mesa
#

All my icons seemed to be ok, that I saw anyway. I did notice About Face seems a lot slower due to the new transition animations… makes the game feel sluggish

vast bane
#

@chrome gale I'd probably go with something more midi centric then that example given for thorn whip, but I also didn't automate my thorn whip. I tried to use that macro but the inability to write macros is rough. I'm tempted to suggest looking at the crusher macro that bugbear made, but again, all this crap is macro heavy, I'm too burned by macros right now.

violet meadow
#

That crusher macro is all warpgate stuff, some close to what was linked in #dnd5e

vast bane
#

most of the warpgate macros wiki are great with midi examples, but that one had no midi interaction and I got lost.

#

My barbarian loves the crusher feat macro you hooked us up with bugbear

violet meadow
#

Oh I need to change it a bit more. I want to re-trigger the crosshair if you click on an invalid move, and for my table to link the move to an invalid space (where another token is) with a trigger of a dex/str save or contested athletics to see what happens

chrome gale
#

the thorn whip "pull 10ft" one seems to work, however it doesn't pull 10ft, instead it lets you move them in any direction (so you can pull or push or slide them sideways)

violet meadow
chrome gale
#

which is still usable, just seems more complex than strictly needed

#

fair enough, I'll probably just leave it, there's a couple spells I know which use similar effects, I'll just remember to make sure they move the target the right direction

#

it works well enough for my purposes

vast bane
#

also I don't think thornwhip is like lightning lure like that macro implies

#

unless I'm misremembering it, thornwhip can originate from anywhere within 30ft of the caster

violet meadow
#

Having said that, I have a modified macro from theripper originally that does a mean knockback or pull or whatever you want it to do

vast bane
#

so its 10ft in specific directions

chrome gale
molten solar
# vast bane so its 10ft in specific directions
Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
violet meadow
#

I use it for a big boss, which does a Scorpio come here move to all tokens around and then makes one attack to each when they are all pulled to melee range.

chrome gale
vast bane
#

possibly mistaking it with a pathfinder spell my bad

violet meadow
vast bane
#

Man a roper automation pull would be scary as fuck and awesome

#

Roper, the original Scorpion

chrome gale
violet meadow
chrome gale
#

always the way

#

no huge rush, I may make a note to myself though in my 'dnd dm list of stuff to do' to remind me to message you in a few days and ask

#

which I'll probably get to in a couple weeks lmao

chrome gale
#

I forget - is there a way to set up a template spell which is meant to originate from your position, so the cone should always start from you, to throw an error if you try and place the cone somewhere else?

#

I tried 'range - self' and 'range - special' (I had a vague recollection that 'special' was used for something like this) but it doesn't seem to prevent anything. It may just be that it's not possible

dark canopy
#

So I left it up to the user, rather than assuming what they want

chrome gale
#

and I also am not likely to remember all of everyones rules lol

#

though usually I just move along, as its not a big deal in any case

dark canopy
#

Ya, just letting you know what the intention was

gilded yacht
short aurora
# modern badger

That's Blood Hunter, right? I believe @celest bluff did a lot of automation on that class, maybe they can pitch in how?

celest bluff
modern badger
#

gonna give it another try maybe I punched in something wrong

vast bane
#

There is a data.data entry in that macro fwiw.

celest bluff
digital lagoon
#

Hi, please could somebody help me with this error?

#

Latest foundry Version, V10

#

I cannot use some items on characters for some reason

celest bluff
#

why not go from the canvas token up?

#

rather than the actor

#

meh data.attributes.movement.all 0 just isn't working ~_~

manic tendon
#

Could anyone please help me modify a weapon?
I'd like to have the weapon's attacks always be made at advantage (as an effect, so it can be toggled on and off).
There's a part 2, but that seems like the easier of the two so I'll start with that.

violet meadow
#

Any errors?

celest bluff
#

I just updated my blood hunter set 1 to v10 compatibility

#

Bloated Agony was fun

violet meadow
# gilded yacht You can also use macro.execute and macro.itemMacro which is the DAE way of calli...

I didn't emphasize the actual question properly πŸ˜…

From midi v10.0.13 release notes

Sample items updated to use dae 10.0.9 feature where ItemMacro (as a flag value - e.g. damage bonus macros) does not need to specify a name, on application of the effect (passive or active) ItemMacro will be mapped to ItemMacro.<item.uuid> which will fetch the correct macro rather than a name match. (Hunter's Mark and Sneak Attack)

That is not something that can be done for a transferable DAE with flags.midi-qol.onUseMacroName | Custom | ItemMacro,postActiveEffects for example.

Using ItemMacro as the effect value will not be linked automatically back to the source actor's Item for the ItemMacro needed.

celest bluff
short aurora
celest bluff
#

You get weird delayed issues with MidiQOL.completeItemRoll(item, options)?

#

Like it rolls the main item attack, but then doesn't process the damage until MidiQOL.completeItemRoll(item, options) is completed

#

if you run it with another workflow

violet meadow
#

Hmm nothing comes to mind rn. V10?

celest bluff
#

happens in either version

#

Was testing a build of Hail of Thorns with it

#

after you hit the button damage, then it resolves the top damage

violet meadow
celest bluff
#

damage bonus

short aurora
#

Wouldn't a macro with like overTime work better with hail of thorns

#

getNearby then overTime somethingsomething

celest bluff
#

nah

violet meadow
celest bluff
#

I have a simple build for it which works, but figured I'd try this new method

#

yeah may need to filter

celest bluff
violet meadow
celest bluff
#

Overtime used to have this same problem when it first came out

long fiber
#

V9: Using Midi/DAE/CE, how would I double an actor's damage output based on an applied effect?

coarse ridge
#

Is there a setting I missed to make tools automatically roll like attack rolls?

modern badger
#

ok @celest bluff what's your kit? Is it a module ;3;

#

also thankslonelybugbear I'll try it a bit l8r and get back to u

vast bane
#

you can also use T to do the opposite of any particular rolls default method

junior geyser
#

Good day my friends. I noticed midi-qol has disappeared from my list of modules so I went to re-install it through foundry's module installer and got this error message:

#

Is there something I can do to fix this?

vast sierra
#

Midi SRD is not v10 compatible

junior geyser
#

Ahhh. Thanks!

vast bane
#

but alot of stuff in midi srd needs some love to work in v10

#

alot of it relies on 2 other kandashi modules that may or may not work with PR's and a bunch of macros with v9 syntax in them that I'm sure someone here would gladly convert for you.

junior geyser
#

If people are willing to convert them, then could that be done to the manifest for a v10 beta?

vast bane
opaque current
#

His modules basically all have PRs that you can use

vast bane
#

yeah but I think midi srd is a lil more weird than usual modules, since each individual bit inside of the compendiums has a 1 in 3 chance of needing a fix to it

#

some work totally fine though

celest bluff
modern badger
#

pog!

chrome gale
#

I have an item macro (which works) on an item which has an attack roll to hit, and then an enemy saving throw to resist a grapple. I only want the item macro to fire if the enemy is hit but fails the grapple. However at the moment it's just firing all the time.
I assume I need some kind of IF/ELSE at the start, but I'm not sure what it would look for data-wise

kind cape
#

(5e mechanics wise)

chrome gale
#

the macro pulls the target closer

#

its only meant to do it if the attack succeeds

#

atm it does it even if it misses

kind cape
#

Should just be enough to set it to only fire on the post-attack roll phase πŸ€”

chrome gale
#

my onuse is currently set to 'after active effects'

kind cape
#

Try and set it to "after saving throws"

#

Also what does your Item Macro settings look like?

kind cape
#

Yeah that one should be off

chrome gale
#

thats now off, and the onuse is changed to after save

#

made zero difference

kind cape
#

πŸ€”

stone forge
#

After failing to get an Aura Effect to work properly on a v10 weapon, I've been told I am best using an ItemMacro to give Poison Resistance to every creature within 5 ft of the wielder, whenever they fire an arrow from their bow.

Could anyone please possibly help with what such a macro would look like? Macro Polo sent me here and, although I have tried to get my head around it, I have no clue what I'm doing writing scripts.

#

(I'm using MidiQOL, obviously)

chrome gale
#

Weirdly, it's also not applying the CE grapple effect from DAE. Which should be a totally separate issue, but its weird that this one item has two broken things

scarlet gale
#

Why not have the macro check if they saved?

chrome gale
scarlet gale
#

Oh lol

#

In the args there is a list of saved targets, I'm not at my PC to check the exact name of it

#

Throw in a console.log(args); Look in the console at the data structure.

#

(in the item macro)

chrome gale
#

First I'm trying to figure out why it's not applying the grapple condition

#

It works on another weapon, which inflicts blinded

#

and I've set this up the same way

#

jackie chan confused face

scarlet gale
#

Check the details of the effect

drowsy dirge
#

I'm having difficulty understanding how use the "Called before item is rolled (*)" for On Use Macros. I've looked online with not musch success for the answer I'm looking for.
My aim is to have the item not be rolled to chat if certain criteria isn't met. Is this something that is solved by adding some lines in the macro or am I missing something else? My scripting experience is very little I'm afraid so it might take a bit for me to understand.

scarlet gale
#

See if you accidentally checked something

drowsy dirge
scarlet gale
#

That's the specific documentation for it.

drowsy dirge
#

async function main(){
const actor = game.actors.get('Actor ID'); 

if(actor.data.data.resources.primary.value == 0){
    ui.notifications.error(`${actor.data.name} has no more resource`);
    return;
}

let newResource = actor.data.data.resources.primary.value - 2
  if(newResource < 0){
    ui.notifications.error(`${actor.data.name} does not have enough resource`);
    return;
  }

  await actor.update({"data.resources.primary.value": newResource});
  ui.notifications.info(`${actor.data.name} spent 2 resource`)
}```
this is what I got for the macro but I don't quite understand the documentation and how it is implemented in this. I've very much a learn by seeing type and not having a close example makes it challenging
scarlet gale
#

Or are you trying to make the item not do anything at all?

#

Because that would just be in the item macro

#

That looks like it's just trying to use more than one resource for its usage.

drowsy dirge
#

it is, the intent is that if there is not enough of the resource to use then i'd like the item to not roll to chat. if there is enough then it will spend the resources and then roll to chat

scarlet gale
#

If this for an item macro on a spell, item, or feature?

chrome gale
#

Ok I can get this exact effect working on a spell, but when I try and get it to work from a weapon it... does nothing? I've tried everything I can think of, the target will just not get grappled

drowsy dirge
chrome gale
scarlet gale
#

Resource consumption on the details of the item

scarlet gale
drowsy dirge
#

this issue if that the resource is tracked on a different actor. two actors use the same resource pool and instead of trying to write code to mirror resources on two actors i've been able to have one actor have the resource pool and the other can spend those resources with that macro i posted above

scarlet gale
#

Your 4th line need the ID set

#

Or change it to game.actors.getName("Name Here")

drowsy dirge
chrome gale
#

I assume that's a bug, or it's just badly worded

scarlet gale
scarlet gale
#

The one you posted line 4

#

That should be the ID of the actor

chrome gale
#

I'm looking for the saving-throw flag in the console

#

but... I mean could you narrow it down at all from memory? Cos I'm like 20-levels deep atm and nothing is looking close

drowsy dirge
#

I already have, I changed the ID to "Actor ID" just to show I put the jumble of letters and numbers that make it up. with the right ID in the macro I'm already able to spend the resources from the pool no matter which actors I have selected

scarlet gale
drowsy dirge
chrome gale
scarlet gale
molten solar
#

Your choice is between a redirect or an "idfk," pick your poison lmao

chrome gale
stone forge
#

Settings/Midi-QOL/Workflow/#Damage says this about 'Other Damage' πŸ‘‡πŸ»

#

I want to set an activation condition for the other damage (1d8) on a weapon to only go off if creatureType=undead (I think that is the correct code right?)

But where on earth do I input that activation condition? πŸ€·πŸ»β€β™‚οΈ

scarlet gale
#

Something like that

#

Not at PC to actually look

#

It'll be a list of targets that failed the save

chrome gale
scarlet gale
#

Sounds right

chrome gale
#

ok so that gets me the id of the target if they fail the save, how do I compare that to...anything?
Actually I guess as it's a single target attack it doesn't need to be compared, I just need to check that it's not empty? Way more janky but probably simpler

molten solar
#

When the issue is using Midi to cancel the use of an item, it is a Midi issue, not a macro issue. No reason to redirect to #macro-polo.
What you fine fellas have to figure out is how to get Midi to cancel the use/roll of an item.

#

@drowsy dirge