#MidiQOL
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TM is in fact pretty lightweight in comparison. It doesn't update multiple actors every time you move
but you do it, its demonstrably a heavy DB updating module
this was in reference to attaching doors to the edges for DoorMacro triggers
I just want a sheet that puts the biography, or a lil description field below special traits/onuse macros on the front of npc sheets
AA adds/deletes effects all the time, right?
and scans on move
Yeah don't do that lmao
You could
but do not.
I hate having to have my roleplay notes in weird places instead of at a glance on the sheet
this would be the tiniest worldscript/module
Hey I just wanted to try. Not that I will put it in a production world ๐
what do you guys do for your voice/rp details of npcs?
Practice an accent in the shower.
what's that ๐
no I mean for reference guide
map pins or bio
like in person I use index cards, here, I go to the bio tab
Got a quick-reference document in another window
Well the things #1010273821401555087 can do are endless it seems !! ๐
Yeah; it can use all my modules for example.
I wonder what the stats are for this sub channel vs the other main channels lol
40% warpgate, 50% zhell, 10% "how do I show my item's description"
while considering this is really a quarentine channel if anything
This works better than the forum channels like the new #1037064665718587392 imo
my one gripe is that you can't search JUST in #1010273821401555087 , you have to search the whole of dnd5e
unless theres an option I'm missing in the search field
Anyone know of a way to make Spirit Guardians work as intended? Ie not target allies, save prompts at enemy turns and that's also when damage would actually go off.
in v9, use the midi sample item, in v10, install the active auras fork from mrprimate and repeat v9 step
Thanks, where do I find the midi sample item?
MidiQOL sample Items compendium
I think I'm installing it wrong... I've downloaded the latest release, put it into a folder called active-auras, and then restarted foundry, but it won't add to the list. Do I install Kandashi's version and then overrwrite what is there with this fork?
Are we talking about Active Auras v10?
If yes, install manually this version https://github.com/MrPrimate/Active-Auras/releases/download/v0.4.23/module.json from the (unofficial) Mr Primates AA fork
Weird, I did that and it said there was no manifest. Tried it again when you pasted it, still didn't work, then tried it again and it worked
third time's a char,
charm*
ty
for me I have to use the raw links
Okay great it's working. Now that I know that item tab exists I am playing with it. Aura of Protection seems to work, but for some reason whenever it falls off it throws a missing key error (though it is applying and falling off properly) any way to suppress the error?
do you mean the embedded document error thing
I see it all the time when outside combat
It will keep happening every now and then. As we were discussing earlier, so many database interactions with AA that is bound to get de-synced at points
its kinda why they suggest not to use outside combat
Reload to get rid of it
Okay so it is a "just happens and live with it" thing.
oh is that a v10 problem? in v9 I just let it fade,
It will keep harassing you that the key does not exist
use babonus version of aura
you will see it alot less often if you turn off movement animation ๐ง
I think its caused by movement while many clients are connected maybe?
or a slow host?
I don't even see that problem anymore I don't think
i used bab, still happened and it actually double applied the aura to one of the tokens
probably slow host, using a small vps
it seems like it just never has to calculate the inbetween squares when movement is skipped
I think you had both on by accident if you had bab going?
bab doesn't show visual references does it bugbear?
You don't need an Active Aura defined for Babonus
(again, babonus has no runtime cost)
bab is the alternative to active auras, not meant to be used with it
ah
but I think bab doesn't have a visual reference
if you use active auras for the visual referenc,e you might as well just use active auras only then lol
You mean to create an icon on affected tokens?
yeah
Yeah that is a db transaction right there ๐
its the main reason why I'll probably still use active auras, but mostly also cause I'll strive to trim modules and active auras+midi+midi srd is just simpler for a bloke like me than rebuilding everything again in bab/effect macro
I would create an "aura" with the Token Auras module to indicate radius
Why?
They are two entirely different modules.
True. Different cases. Both usable and unique in their own way
I'm sure there are ways to use them differently but in his specific case, it defeated the purpose and caused problems
With a bit of overlap in specific usecases
I can live with the fading out, just seeing if there was an easy way to make it say goodbye permanently
Down to "user error" (no offence Puggahz just making a point) to use both "Auras" at the same time
None taken, didn't even know what BAB was so I was just dragging things and hoping they worked
There are, they are entirely different modules. Babonus is very much not "the alternative to AA". I'd prefer if you didn't spread misinformation like this in the future.
This is #1010273821401555087 the user was having trouble using aura of protection right. We discovered they were using babonus and active auras together generating a feedback loop. I have no idea what your comments here are about, but it sounds like your problem was something I never did, so I think we are good.
โฎ๏ธ and ๐ฒ
my point is that he didn't scroll up to see what we were talking about, he took my comment out of context.
Heyo, need a little help figuring out how to do a life steal effect. I'm basically modeling it off of the Longsword of Life Stealing from the MidiQOL sample compendium, but that sample item isn't working, and I'm not sure why. Basically the attack uses the Other damage field to deal necrotic, and then heals the source actor for the necrotic damage dealt (as well as increases resources.primary.value by 1 (or 3 if it reduces a humanoid target to 0 hit points) but i can live with doing that manually). Item description posted below for reference
The sample Item needs to be equipped and attuned to iirc
I'm trying to adapt it to a feature, as those don't have equipping/attunement. Would it just work if I straight up paste the ItemMacro into the feature and set it up the same way, even with it calling for attunement?
its got a check for attunement somewhere in it
Need to change some filters as it checks -- yeah as Moto said
I'm still having a hard time understanding ๐ , this is how i have it setup so far
as it is, it isn't applying the healing
Is the "GM Inspiration" feature included in the Midi Sample Items compendium working?
To be clear when I say working, I mean does it prompt the user to choose whether to use their gm inspiration on a roll, like bardic inspiration does?
It also seems to have an item macro set up to delete the item from your sheet and I'm not sure why
yeah its right there in the first meaty item macro line
hey guys, I'm trying to create a macro for the blood hunter class where you can choose a weapon, and after it's chosen the weapon deals extra damage until the buff on the player expires. the midi magic weapon macro used to work, but in v10 it seems it doesn't. is there a new way to do this? thanks in advance
gotta trim off the attunement part of that
if you are on v10, I believe bab is a great module for weapon specific modifiers
Build a Bonus
is the magic weapon a midi srd premade?
its the old premade one
i think the new one doesnt have the macro stored on the item
k
so like this? How would I go about changing it from adding to hp.temp to hp.value instead?
isn't there a vampiric touch in midi sample in v10?
I swear theres one somewhere that someone made
I'm elbows deep in my v9 build so I can't check for you
i don't see one here, but thank you for the help regardless
try searching here, I know for a fact bugbear asked me for my old weird life transferrance macro for something like what you wanted, and wound up makin something for someone in v10 that was very lifestealish like. Its gonna be something posted by the user Thatlonelybugbear in #dnd5e (technically this channel but you can't search sub channels so use the master dnd5e in the search. I forget what item they were making but I think it may have been vampiric touch.
alrighty, thanks!
I posted my item macro for it awhile back
Sounds about right
I have the reverse of it, life transferance
V9 however, you'll want to change a few references to system
I don't think hes making vampiric touch so much though, he just wants a lifesteal feature
Can be easily edited to do that
yeah
hitTargets.length need to be changed to hitTargets.size too
args[0].hitTargets.length is OK.
But workflow.hitTargets.size if not mistaken, right?
I got it working in v9 with a bit of the old and a bit of the new... thank goodness for github history ๐
(do tposney and mr primate know you're running a superior version now?)
you probably only needed to replace all instances of system with data.data
almost
since all it really does is muck about with spell slots and item uses
i mean that's just a given
These bits were a wee bit different in the v10 version ```js
await actor.update({"data.spells": spells});
await item.update({"data.uses.value": Math.clamped(spvalue - conversion_map[level], 0, spmax)});
BTW your macro shuts down the whole coffeelock shenanigans but that's ok as I'm not into that loophole
sure, I changed it up a bit, general code improvements, but that snippet there would just be a swap of data and system
while in there I noticed your Eyes of Night... 120' ๐
player and I agreed that there was zero reason for 300ft
the twisanct is also nerfed to 15ft
yeah WotC really asleep at the wheel during that playtest
I need to ban all books out in the last (almost) two years... talking about imbalance ๐
I found it, and it worked!! Thanks a ton for pointing me in that direction
balance is a myth, the second your players get 6th level spells shit gets crazy anyway. Embrace the chaos and drop a Thunder of Dragons on the party and call it a day.
Sorry to bug you again, but is there a way to make this damage workflow and actor.update only happen if the attack hits? The effect is tied to an attack, and I have no idea how to make these two things only happen if the attack hits
you should ping @violet meadow for those questions, I'm just a newb with macro stuff.
Why not just have the item or feature do the damage and just read what it does?
Just add as a first line if (!args[0].hitTargets.length) return;
Next release of DAE will have an optional ",permanent" for the item uuid spec. When present the item won't get deleted.
so what would a warpgate integration look like? I'm not at all averse to the idea.
Thank you!!
hey, just a quick note (movie intermission). With the idea of a createItem "operator", i could imagine similar wrappings of warpgate (if you so desired). Things like "applyMutation" or "removeMutation". Just a little baby thought
though...it being token centric is a little troublesome....im considering opening it up to actor only mutations before the v2 rework
if this is interesting, maybe its worth pursuing
when I set a DAE effect with a preset condition, does it actually apply the condition? or do I need to add the effects that are stated in the condition
It should apply all the "effect changes" if it's a preset and it points to that status effect
where does midi pull it's preset conditions though?
because I assume editing the condition that I make on this specific spell will only change it for this spell
DFreds CE and MidiQOL work really well together
i have Dfreds
Go to DFreds CE as a GM and change the settings to Replace the default conditions with the DFreds ones.
the modify status effects setting?
ok awesome that's working perfectly with poison
so I imagine all of the dfred effects it has listed are all automated then? are can be assumed to be?
All the Statuses that you can put on a DAE are.
You can create your own DFreds CE and right click on them, set as Status Effect (needs a reload) and these will also get picked up by MidiQOL
oh wow that's amazing. so i can create custom conditions that I don't even have to worry about integrating
Pretty much yes
For example I created Disarmed, right click, Toggle Status Effect (will reload) and then you can use it in DAE
wait so how do you make it initially?
omg how did I not see this menu before!
and hitting toggle status effect places it on whoever you're targeting or?
You will need to be able to transfer effects to targets
MidiQOL settings => Workflow settings => Workflow tab
You need to Auto apply item effects and Convenient Effects
oh wow it overrides stuff i already made too
I guess if I don't want it to override I need to do apply item effects, if absent apply CE
Yeah you will need to play a bit around with these options to find what you are comfortable with.
If you auto apply CE, you will find a checkbox in any item's details tab towards the bottom, Do not apply convenient effects
yeah tbh I think I'm throwing myself in too deep when I shouldn't have. I'm trying to get animations, sound effects, and automation done on all spells and it's forcing me to get acquainted with pretty much all of my modules all at once
Can toggle it per item too if need be
Oh yes take it one step at a time, to better realise your needs and what can be done with different modules
@gilded yacht If I do something like that ```js
Hooks.once("midi-qol.preDamageRoll", (workflow) => {
return false;
});
I'm trying to make ammunition which has 'elemental' damage effects (so 'shock arrow' does 1d6 lightning, for example) but it doesn't seem to work? It always uses the damage type of the weapon, and not the ammo
the weapon does 0 damage, and its damage type is 'none', but the damage roll is still not lightning (it's instead ...() I think ... )
is there a way around this
I thought maybe using the Other field might be an answer... but midi seems to completely ignore the Other field on ammunition
Can probably be done with an item macro on the weapon
Or a worldscript if you want it to work on everything without having to add it to specific weapons
I mean it'll only be on one or two weapons so thats not an issue
but it'll need to work with however many different special ammos I end up inventing for it
Do you want it to fully replace the damage type? Or just add extra damage of that type?
well the weapon does zero damage
innately
the damage and special effects are all on the ammo
Does it apply the special effect of the ammo?
the ammos vary. Some do elemental damage, some do special effects, some do both
hmm
Swapping damage type is one thing
ok cool, looks like it does apply the active effect from the ammo
you can put a damage tag on the ammo's damage
hmm I may have solved it... jankily. If I make the weapon do 0 damage, and put the psychic damage in the ammo 'other' field, it seems to actually work
I already had this, but midi completely wouldn't see or roll the 'other' field. But I got it working now, by making the weapon roll "0 damage" instead of no damage. So it's a little jank
yea, its remarkably hard to get the actual damage type to come through from ammo
among other things
if you have a cleaner method I'm happy to try it
if you remove the damage formula entirely, likie the field, it should stop throwing the error
Tried that, theres no error, it just doesnt roll any damage or anything at all from the ammo
just does the attack and then stops
Whipping up a quick item macro to just hot swap out the damage type with that from the ammo
Should be fairly simple
Simple is what I like to hear
I can cope with simple lol
oh, for my archer build I just make a bunch of bows that do the unique effects and have them have charges on the items and the player just picks their ammo by rolling the right bow
yeh I considered that, but I prefer the "one bow, many ammos" as it's more... correct?
It would just bug me
As with many things, noone else would probably even notice the difference
but -I'd- know
I'm not a fan of always prompt attacks
what do you mean?
let ammoItemUuid = args[0].item.system.consume.target;
if (!ammoItemUuid) return;
let actor = args[0].actor;
let ammoItem = await actor.items.get(ammoItemUuid);
let workflow = await MidiQOL.Workflow.getWorkflow(args[0].uuid);
let damageFormula = ammoItem.system.damage.parts[0][0];
if (!damageFormula) return;
workflow.damageRoll = await new Roll(damageFormula).roll({async: true});
workflow.damageTotal = workflow.damageRoll.total;
workflow.damageRollHTML = await workflow.damageRoll.render();```
Bit dirty
But it works
Should be a "After Damage Roll" Item Macro
@chrome gale
hmm I roll damage, and it rolls the d4 dice from the ammo... but doesn't put anything in the card
I've clicked damage, a d4 rolled, but nothing then happened. So I assume it's hitting a wall somewhere
Any error in console?
VM4582:4 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'consume')
[Detected 1 package: midi-qol]
at eval (eval at callMacro (workflow.js:1446), <anonymous>:4:42)
at Workflow.eval (eval at callMacro (workflow.js:1446), <anonymous>:14:4)
at Workflow.callMacro (workflow.js:1447)
at Workflow.callMacros (workflow.js:1373)
at Workflow._next (workflow.js:547)
at async Workflow.next (workflow.js:261)
Hi all, I've got this bit of code in a macro that finds nearby allies, but it does not include the token itself in this. Is there any way to modify this so that it finds the token plus its allies? using it in a Fiery Teleportation spell so need it to be able to identify the caster and the allies.
let friendlies = MidiQOL.findNearby(CONST.TOKEN_DISPOSITIONS.FRIENDLY, tokenD, 7.5, null);```
You on v10 or v9?
oh im still on v9 at present, is this a thing that'll work in v10? I'll be migrating after the next session probably
ok thats fine as I have my janky workaround that'lll work for this session
it's an easy swap
I think it should just be as simple as changing .system to .data.data
Might just be a single .data
If this is in an item macro, you already know the caster, you can just add it to the returned set or array
if I do this I may forget how to change it back lol, so I'll just save it as (v10) copy in my item list and sort it next week ๐ thanks
Yes it is part of an item macro. This was a macro that someone wrote for me so am not sure how to do what you say. Am running v10 at the moment, if that matters.
Can you throw a console.log(friendlies); after that line and expand it? Then screenshot it?
It's either returning an array or set
I 'think' this is what you're after. Brother Silas was the friendly next to the caster. My macro fired and teleported Silas but didn't teleport the caster itself as it wasn't being found / identified as a friendly.
Ok cool
it's just an array
add the following:
friendlies.push(token);```
After that line
actually hold on
let me double check that token works there
ok
Think it works, just tried it and now the caster is teleporting as well.
And the console.log now shows this:
where 0 is Brother Silas and 1 is the caster. You're a legend, thank you so much.
I am trying to make an active effect completely inside of an item macro, however I do not know how to make it apply to target in this macro and I do not know how to fill in the flag and effect value in this macro. Here is what I got so far:
const specialSauce = min(floor((@item.level - 1) / 2), 3)
const effectData = {
label: args[0].item.name,
icon: args[0].item.img,
duration: {seconds:3600},
flags: {core: {statusId: }}
}
await token.actor.createEmbeddedDocuments("ActiveEffect", [effectData]);
And here is what I want the ae to look like:
also will that work, @item.level or do I have to do args there?
Easiest way is to just make the effect on a item or feature then just export it and copy out the effect data
how would I make it apply to target in the macro?
I'm about to start my D&D game, but there should be tons of examples of people adding an effect to a token floating around or in #macro-polo .
A quick and dirty way is to just make it a DFreds Convenient Effects
Then use it's API methods to apply it
I actually discovered that advantage reminder is versatile enough to take the complex math, with a few hiccups gonna ask in dnd5e for help on how to fix it
No that's not intended. I'll have a look.
Definitely should work - dm me the ammo you have created and I'll have a look
Midi checks if the item has damage and if not does not try and roll damage at all - so if there is no damage it does not try and roll the ammo damage. But ammo damage with a type (not just the other field) is supposed to work.
What you want to do is supposed to work (and does in my game) so something odd is going on.
There is a problem with ammo damage that I'll have a look at. For the moment put the damage formula for the ammo as 1d10[acid] even if the damage type drop down is set to Acid (or whatever you are trying to set it to) - for some reason midi is ignoring the ammo damage type, which I'll have to have a look at.
I have a dae.delete.Uuid with an Effect Value of Actor.KwhQFsSncAEpnXdN.Item.uWUPD3RSS5Nob1tR from a feature that I draged in Effect Value from the actor. How can I change "Actor.KwhQFsSncAEpnXdN.Item.uWUPD3RSS5Nob1tR" so that it will delete the feature every time?
in my experience this problem is because you have more than one module deleting templates earlier than midi can and midi just sits there like the travolta meme unsure what to do with things. Its almost always automated animations thats doing the deletion. And if you wanted to get efficiently technical here, you should want midi to handle auto deletion of templates because midi is 1 setting that controls all, and automated animations is each individual animations settings which is a pain in the ass no matter what way you go, but technically midi is the better setting to go with.
Also in v9 you can't turn that setting off in midi I don't think, so you have to turn off aa's checkboxes on all the animations.
hmm, I can't remember if its midi or dae now
I'm having trouble imagining what the effect UI would look like for players.
I use v10. My problem is I have a item that create a feature with heal proprieties. That feature (feat) has an Active Effect with Atribute Key: flags.dae.deleteUuid and Effect Value with the feat id (Actor.KwhQFsSncAEpnXdN.Item.uWUPD3RSS5Nob1tR) so every time the feat is created from that item this Effect Value is different. How do I know what the feat id is that when his Active Effects duration expire it will delete it? Is this make sense? ๐
Normally this flag should be added programmatically, by a macro, otherwise like you said you cannot specify the proper uuid.
For a barbarian feature that added effects to rage, I did something similar, from the feature macro I got the effect for Rage and added the dae.deleteUuid with the uuid of the effect from the extra feature. So that when the rage effect ends or is deleted, the extra effect is also deleted
@gilded yacht A small error in your last DAE version for actorUpdate, typo in executeAsGM, you wrote execuateAsGM.
Also would it be preferable to verify if the current user can update the actor before sending the request to the GM?
Last point, the registered socket name is โ_updateActorโ but all your other registered socket names do not start with an _, normally you only used that for the name of the function that is called.
Create the effect as you want it exactly on a test actor manually, preferably linked and with a token on the scene (or select a token and create the AE on that one).
Select the actor's token and open console.
Type ```js
_token.actor.effects.find(eff=>eff.data.label === "Name of the effect you created").toObject() //v9. For v10 to be future proof remove the .data
The structure of the logged effect is what you need more or less when you create it in a macro
Or get Developer Tools module. It can add a nifty shortcut on the title bar of every document, which when pressed will print it on the console.
Are we talking about creating something like a DAE macro execute call, like macro.applyMutation MacroName?
One would still need to create a warp gate macro with a revert callback included somehow
Maybe something like the way you drag an item on a createItem could work for macro IDs too, instead of only names ๐คท
same, just a little baby thought that needs nurturing
Hello again, my party has leveled up which means..more spells for me to figure out ๐
First up I am working on Sleep. I have a version thats working well with DAE, the only bit I am hoping to improve is it automatically applies the effect to the caster if they are in the radius. Any way to exclude them?
Use Special in the 3rd box of Range in the Sleep item Details Tab
Unless you are homebrewing the spell, it can affect the caster and allies, and it affects the lowest hp person first, and then works up from there.
I was unaware of a functional color spray/sleep automation, I thought it was impossible because of how they work
Does this work correctly in v10, automatically automating the Sleep spell? ๐ฎ
@violet meadow worked perfectly thanks! @vast bane good point, i guess I wont implement the change but good to know how
I don't see the item as automated?
@manic tendon I dont have the whole HP application part working, but it does roll (no damage) and apply a convenient effect i dulicated from Unconscious. After that I have to remove it from creatures not affected
on to Spiritual Weapon. The Midi-SRD one is blowing up on me big time, everyone on the whole board is getting 2 spiritual weapons
There are fully automated sleep spells roaming around. I will check to see if I have something later
Is it Oprah's Spiritual Weapon?
there is a midi sample item spiritual weapon that should be 10x better than midi srd's
So first I tried one from "Midi SRD Spells", it was not working for me. Next I tried "MidiQOL Sample Items" version called "Spirital Weapon MQ10.0.13 + Warpgate". After I installed warpgate and created an Actor called Spiritual Weapon, it seems to be working
It creates the Actor anyway, still have to figure out how to control it in combat by the player
if the player spawns the weapon, they should be granted control of it
unless it is a linked actor that they do not have permission to
I spoke too soon, the GM account test worked by switching over to a player throws an error ๐ฆ foundry.js:58721 User tester lacks permission to create Token [Z2o1smuI4EYNiIwA] in parent Scene [ThMZGQza4wkkH1jJ]
the user needs permission to create tokens
Hmmm which MidiSRD version are you on?
I tried installing this one https://github.com/thatlonelybugbear/midi-srd/releases/tag/10.0.3
this worked
OK. Do you happen to have the Automated Evocations - Companion Manager module?
Not at all. I just found an incompatibility or rather an issue with the Automated Companion setting of that module
oh ok. looks like an interesting module but ill leave it alone for now
And are you sure that you are using the Spiritual Weapon from Midi SRD?
In the ItemMacro of it, you should only see a MidiMacros.spiritualWeapon(args) line
Do you use DFreds CE?
If yes, then MidiQOL might be applying automatically the DFreds CE Spiritual Weapon effect too.
So make sure that you go into the spell's details page and near the bottom check the Do not apply convenient effects checkbox
ok let me try that. I do use DFreds CE
I will be pushing an update, on the unofficial forked version, to make Shillelagh always check the spellcasting ability against caster's STR and automatically using the highest mod for the weapon's attack (probably need to make a case of the caster being also a monk and thus using STR or DEX โ๏ธ )
-- heck I will just be checking the @mod of the original weapon or something. Edge cases make my head ache
So if anyone has any more issues, let me know ๐
Ok, once i removed DFred's CE the MidiSRD version works now (I think?). It spawns a weapon in the player inventory and allows them to place a rectangle template. Removing the temporary effect removes the template, so that all seems really good and doesnt require another actor. I did run into the problem that I had to increase the weapon range to attack since the spiritual weapon range of 5 feet blocks an attack from being made.
Ah yes, probably the range needs to be cleared from the attack.
I see this macro that I assume is powering the weapon?
The macro is available to check, if you open the console and type MidiMacros.spiritualWeapon and press enter
Your attachment shows the DAE call to execute a macro, which is stored as an ItemMacro on the item, passing as extra arguments the level that the spell is cast at and the spellcasting modifier of the caster
Note to self: Might be better to use the castData to get the item.level instead passing it as extra parameters ๐ค
Can I edit that macro to have a larger range? i see it but have never edited something on the console
I thought about that also for other spells but, getting the castData is a little complicated, you need to go through the actorโs effects check if it has a castData flag and verify that the itemUuid is the one for the spell for which the macro executesโฆ
Unless there is a simpler method?
give me 5 and I will push an update. Otherwise you ll need to do into the module's files and change it manually
Indeed. I was only thinking about it in the context of making it more contained. Like no need to have the item from Midi SRD. Just put the macro call in a DAE macro call and be done with it.
Still debating if it's worth it or not though ๐คท
oh thats great, thanks ๐ I might need to dig in anyway though, as my next task is Flaming Sphere, which is very similar to spritual weapon I think
When midi rolls saves and ability checks, how do I get it to roll the 3D dice?
So the weapon need to have a damage (even if its zero) but the ammo damage is meant to be working from the damage field, the other field isn't required? I'll dm the items I have when I'm at my pc in a bit
install dice so nice
I've got it and the disable 3D dice on NPC rolls isn't checked
what about that other one next to it?
if you want the DM's rolls to work both those need to be set right, they are next to each other in dsn's settings
if you mean Enable 3D dice on Inline rolls then it is checked
let me reload just in case
and if it still doesn't work, disable all but dsn and see if the dice roll, then enable socketlib/libwrapper/midiqol and see if a midi roll shows dice, then you know its a problem with modules
if the roll you are trying to do is a custom macro, then that is a whole nother problem unrelated to modules
that you should share the macro here for so that someone can fix you
thoguh, its probably broken cause its not a midi macro
reloading seems to have worked. was probably the dsn settings
@violet meadow installed the update, once I turned off convenient effects again it works perfectly. Quick question, after combat is it expected that I would remove the temporary effect to dismiss the weapon?
It should also be auto deleted when the duration expires iirc
But yes as things now are, you need to delete the effect after combat ends.
Could make a case for specific spells deleting their effects when combat ends
i could see it going either way, sometimes a player might ask to maintain it as long as possible
I will also check if I can flag spells like these to disable DFreds CE when created by default
Yeah safest choice would be for me to just let it expire based on duration
if they are paranoid about another combat starting, or they want to immediately attack something else (I have done this myself, hehe)
soo to duplicate the very nice spiritual weapon for flame sphere..do i need to roll up my sleeves and dig into code?
I would really use the ones from the MidiQOL sample items compendium
Does this include a working sleep spell with a macro?
Or should I hunt for one?
Also, when I try to update it, it gives me this error
i did an uninstall and reinstall
5E - I'm starting to work on a couple of damage shield type spells, and I seem to remember a feature that temporarily added a cantrip to the users list. Any ideas on what that was, or an example on how to do that? I'm thinking that adding a cantrip with a special activation cost would allow the user to apply damage to anyone who hit them, as many times as needed during a round. If anyone has a better solution I'm all ears.
Does anyone know where I can find an example macro for this gif found on the Sequencer wiki?
https://raw.githubusercontent.com/fantasycalendar/FoundryVTT-Sequencer/master/images/Animation2.gif
Isn't that just a teleport setup using Automated Animations?
Nevermind, its right on the GH page
Scroll down to the first advanced example @covert mason
Doesn't seem to teleport the token when I click on a location to teleport to
let position = await warpgate.crosshairs.show({
size: 1,
tag: randomID(),
label: "Teleport to",
drawOutline: false,
drawIcon: false
}, { show: async (crosshair) => {
new Sequence()
.effect()
.from(token)
.attachTo(crosshair)
.persist()
.opacity(0.5)
.play();
}})
new Sequence()
.effect()
.file("jb2a.chain_lightning.primary.blue")
.atLocation(token)
.wait(300)
.effect()
.from(token)
.fadeIn(50)
.duration(550)
.fadeOut(250)
.filter("Blur")
.elevation(0)
.effect()
.file("jb2a.chain_lightning.secondary.blue")
.atLocation(token)
.stretchTo(position)
.elevation(0)
.wait(100)
.animation()
.on(tokenD)
.teleportTo(position)
.snapToGrid()
.waitUntilFinished()
.effect()
.file("jb2a.static_electricity.03.blue")
.atLocation(token)
.scaleToObject()
.sound()
.file("/Sounds/Combat/Lightning_%26_Thunder/FX_Spell_Energy_Electrical*.ogg")
.fadeInAudio(500)
.fadeOutAudio(500)
.play();```
Just to confirm, you are on V10 right?
V9
Ah, elevation is a V10 thing, try and replace it with .belowTokens()
(There are 2 places where it needs to be replaced)
let position = await warpgate.crosshairs.show({
size: 1,
tag: randomID(),
label: "Teleport to",
drawOutline: false,
drawIcon: false
}, { show: async (crosshair) => {
new Sequence()
.effect()
.from(token)
.attachTo(crosshair)
.persist()
.opacity(0.5)
.play();
}})
new Sequence()
.effect()
.file("jb2a.chain_lightning.primary.blue")
.atLocation(token)
.wait(300)
.effect()
.from(token)
.fadeIn(50)
.duration(550)
.fadeOut(250)
.filter("Blur")
.belowTokens()
.effect()
.file("jb2a.chain_lightning.secondary.blue")
.atLocation(token)
.stretchTo(position)
.belowTokens()
.wait(100)
.animation()
.on(tokenD)
.teleportTo(position)
.snapToGrid()
.waitUntilFinished()
.effect()
.file("jb2a.static_electricity.03.blue")
.atLocation(token)
.scaleToObject()
.sound()
.file("https://assets.forge-vtt.com/6148732b96e0aff7127b447b/Sounds/Combat/Lightning_Thunder/FX_Spell_Energy_Electrical_Impact*.ogg")
.fadeInAudio(500)
.fadeOutAudio(500)
.play();```
Wait, why is there a single reference to tokenD and the rest are for just token ๐ค
C/p errors
Ah, yup, that was the issue. 
let tokenD = canvas.tokens.controlled[0];
let position = await warpgate.crosshairs.show({
size: 1,
tag: randomID(),
label: "Teleport to",
drawOutline: false,
drawIcon: false
}, { show: async (crosshair) => {
new Sequence()
ETC...```
Not ideal, just use token as you do in the rest of the script
Oh
No, there isn't one in the Midi SRD spells.
For the manifest, I had created a temporary one to get it going.
Can you try installing again using https://raw.githubusercontent.com/thatlonelybugbear/midi-srd/master/module.json
Might you have a sleep spell that's automated correctly handy?
Will take a look. I cannot access Foundry right now
Much thanks
I think I have one from v8 and updated it to v9, but by now the group hasn't much use of that sleep spell (high lvl) and got ... misplaced ๐
Integrate your dndbeyond.com content into Foundry virtual tabletop - ddb-importer/sleep.js at main ยท MrPrimate/ddb-importer
I actually gave that a try and wasn't able to get it to work. I set the code as the item macro, then put ItemMacro AfterTargetingCompleted as the on use macro, and it didn't function.
What would be a good use case for the new "preTargeting" feature in Midi?
Is this for something like changing the item data before it's looked at? Or potentially swapping it?
I know a couple of us were thinking along the lines of creating a JB2A ring or the like that appears during late targeting so you can see the range (bit like the Misty Step anim)
It could have been used to change the range for spell sniper or sharpshooter before the flag were addedโฆ but now it could be used to change things that are validated before the pre item roll pass
Hello All! ๐ Happy Saturday.
Has anyone figured out how, in DnD 5e, v9, using MidiQol and Custom Effects, to create a temporary effect for Sacred Weapon such that it is LIMITED to a single weapon?
I can get the attack roll and the lighting without problem, but I can't figure out how to limit it to a specific weapon.
warpgate mutate the weapon you choose
Create a DAE macro.itemMacro on the Channel Divinity: Sacred Weapon feature.
Macro: ```js
/***************************************************************************
- DAE macro.execute or macro.itemMacro, *Warpgate needed, v9 Foundry macro *
- For v10 change the lines indicated in the body of the macro below. *
***************************************************************************/
const tokenD = canvas.tokens.get(args.at(-1).tokenId);
const weapons = tokenD.actor.itemTypes.weapon;
if (args[0] === "on") {
const data = {buttons: weapons.map(i => ({label: i.data.name, value: i.data.name})), title: "โ๏ธ Choose your Sacred Weapon:"}
//for v10: replace the line above with the following one:
//const data = {buttons: weapons.map(i => ({label: i.name, value: i.name})), title: "โ๏ธ Choose your Sacred Weapon:"}
const mutationVal = await warpgate.buttonDialog(data, 'column')
const updates = {
embedded: {
Item: {
[${mutationVal}]: {
"name":Sacred Weapon: ${mutationVal},
"data": { //for v10: change the data on this line to system. This MUST be changed, otherwise the warpgate.revert will break.
"attackBonus": "@abilities.cha.mod",
"properties": {
"mgc": "true"
}
}
}
}
}
}
const options = {
name: 'Empowered Sacred Weapon'
}
await warpgate.mutate(tokenD.document, updates, {}, options);
}
if (args[0] === "off") await warpgate.revert(tokenD.document, 'Empowered Sacred Weapon');
Should still be working hopefully
Many thanks, thelonelybugbear. I suck at macros - I hope I don't blow the place up! LOL
I have the feature configured correctly... I think ... but the macro is throwing some syntax errors.
Are these normal?
Don't mind the editor's "errors", except if its something like missing brackets etc
oik
I must have botched it...
I'm afraid I don't understand...
I'm not sure how to get DAE to call on a macro.
I'll try to look that up, but I'm not sure what you're referencing to.
DMing you
Thank you!
Are people using macro editor on v10? It doesnโt seem to work on my item macros but works fine for my hot bar macros.
(Going to set up that Sacred Weapon macro later)
I use Monaco Editor
There is small bug in Item Macro module. Way to fix https://github.com/Kekilla0/Item-Macro/pull/55 (which I see hasn't yet been merged)
It would reopen a new ItemMacro in the same window, making a mess without the fix!
Oh yeah Iโve lost a bit of work that way lol
Ok thanks, Iโll use Monaco Editor for a while then. Thanks.
Not sure if that PR is the issue Iโm seeing. Mine doesnโt change the formatting at all, just looks like the standard editor even though Iโve changed that macro sheet to use the Ace Macro Editor. Will user Monaco.
Thanks for the heads up. Yes, it would be better to conform permission before updating. I chose _updateActor on purpose as it is not really meant to be available to user macros.
Anyone have any tips on how to implement this? V9.Starting at 3rd level, whenever your hit points are less than half your maximum, you have resistance to bludgeoning, piercing, and slashing damage.
Are you using convenient effects?
Yes.
anyone know why I still need to target tokens to use inventory weapons even though I set "require targets to be selected: never" in midi? Checking range is also disabled
Forge, foundry v10 build 288, disabled all modules except the ones needed for midi, midi SRD and DAE.
Wait, idky I thought this was to be for all people and not a specific feature. You can mess around activation condition or something like that (been a minute since I launched foundry) and utilize @attributes.hp.value < (@attributes.hp.max / 2)
As you are using DFreds CE, duplicate its Wounded condition and edit it to give the resistances you want.
Then, if the MidiQOL setting for wounded to be applied automatically when <50% hp, it should be working as intended
Ah it's not for everyone 
You would need to create a DAE onUpdateTarget, which monitors hp and triggers a macro when less than 50% hp
I will share an example when I am back at my desk
@gilded yacht do you think it would be possible to provide the castData to the macro data that is passed as args[0]?
It would be easier for macros to get the cast level, especially for macros that are not onUse macros on an item. It could be useful for damage bonus macros and actor onUse macros.
The question is more how to match a castData and a macroโฆ
For an item macro, it could be matching the itemUuid with the one from an effect castData.itemUuid?
For world macro it would be trickier. Maybe find from which effect comes the macro call and match itโs origin with the an effect castData.itemUuid?
- Create a DFreds Convenient Effect which will give the resistances you need.
- Create a Foundry feature for the ability.
- On the feature create a DAE and make it to
Transfer to Actor on Item equip
The DAE will also need an effect ofmacro.itemMacro | Custom | ItemMacro.Name of the feature you createdormacro.execute | Custom | Name of a script macro you create in your Macro Folder - The ItemMacro or script macro should be the following (for v9 Foundry): ```js
const lastArg = args.at(-1);
const targetActor = fromUuidSync(lastArg.tokenUuid).actor;
if (args[0] === "on") {
let flagValue = foundry.utils.getProperty(targetActor, "flags.dae.onUpdateTarget") ?? [];
const onUpdateData = {
filter: "data.attributes.hp.value",
sourceTokenUuid: lastArg.tokenUuid,
targetTokenUuid: lastArg.tokenUuid,
sourceActorUuid: lastArg.actorUuid,
origin: lastArg.origin,
macroName: "ItemMacro",
flagName: "Resistances_based_on_HP"
};
flagValue.push(onUpdateData);
await targetActor.setFlag("dae", "onUpdateTarget", flagValue);
} else if (args[0] === "off") {
const flagValue = (foundry.utils.getProperty(targetActor, "flags.dae.onUpdateTarget") ?? []).filter(onUpdateData => onUpdateData.flagName !== "Resistances_based_on_HP");
await targetActor.setFlag("dae", "onUpdateTarget", flagValue);
} else if (lastArg.tag === "onUpdateTarget") {
const hasEffect = targetActor.effects.find(eff=>eff.getFlag('core','statusId')==="Convenient Effect: Prone");
if (lastArg.updates.data.data.attributes.hp.value < targetActor.data.data.attributes.hp.max/2 && !hasEffect) {
await game.dfreds.effectInterface.addEffect({effectName:"Prone", uuid:targetActor.uuid});
}
else if (lastArg.updates.data.data.attributes.hp.value >= targetActor.data.data.attributes.hp.max/2 && hasEffect) {
await game.dfreds.effectInterface.removeEffect({effectName:"Prone", uuid:targetActor.uuid});
}
}
Note. Change the Name in these lines to match the DFreds CE you created. ```js
//here
const hasEffect = targetActor.effects.find(eff=>eff.getFlag('core','statusId')==="Convenient Effect: Prone");
//and here
await game.dfreds.effectInterface.addEffect({effectName:"Prone", uuid:targetActor.uuid});
//and here
await game.dfreds.effectInterface.removeEffect({effectName:"Prone", uuid:targetActor.uuid});
So if you name it Resistances when hp less than half replace Prone with all that
Another usecase for createitem: Potion of Firebreath, but I dunno how to make it wearoff after 3 uses
probably have the attack use 3 charges and just have it fade on time
3 of 3 limited uses. Destroy on empty. Boom done
yeah but the actual ae would be weird right, just have that wear off after like 10 minutes or something
should add that to midi srd, if its an srd item
We had a potion of fire breath ingame last night and thats what prompted me with the idea
You have the DAE createItem with a duration of 1 hour.
The created item will have 3 charges under limited uses.
onUse macro After Active Effects on the item, which will```
if item uses are 0 then Hooks.once midi-qol rollItem complete, delete the effect
I don't think its a SRD included Item though
I think you are allowed to if you keep the description blank but I understand if you don't wanna do that
@violet meadow Why do you create the onUpdateTarget in a dae macro instead of adding directly an onUpdateTarget flag in the effect?
When tposney chimed in on setting up premades, did folks make that idea happen, is the midi srd that step, or is it other stuff? I know Mrprimate has a ton of premade stuff in dndbeyond.
It wasn't firing properly if I use that on a Transfer to actor on item equip
you need to roll once the item and make it apply on self instead
I should try that again to check if it was malformed, but this works for sure so ๐คท
Maybe we should tell Tim about itโฆ donโt know if it could be fix easily
I think I had asked at some point, but with the workaround I actually forgot to chase it up ๐ค
For sure I hadn't created an issue on the repo.
Will doublle check though before
Thanksgiving is my official change over to v10 ๐ซฆ
I found what I was referring to. <#macro-polo message>
And Tim's answer a couple of messages below.
Just to ask about it explicitly and make sure I got it right.
@gilded yacht If you want to create a flags.dae.onUpdateTarget for a passive effect that is supposed to be transferred on actor on item equip, the way that works for me is shown here: <#1010273821401555087 message>
During the on phase create the flag on the actor in a macro.
If I, instead, try to add directly an effect key flags.dae.onUpdateTarget, I cannot structure the Effect Value properly for DAE to pick it up correctly.
hey all-- my cover calculation with midi and levels-autocover seems off. Tokens that are in the line of fire are providing +5 (three-quarters cover) when they should be only +2 (half-cover.) I
I'm seeing the following console messages:
hm. that's not very helpful.
that's what i'm seeing.
Anyone have an issue where Midi is triggering an AE via CE but the effect is different (has no duration or effects, actually) than if I were to activate it directly from CE? The CE log message between the two workflows are slightly different so I suspect the code paths are different. Any ideas on this?
You probably have created a duplicate effect of the original one of a Custom one with the same name and this is always getting picked up by MidiQOL.
Check you Custom folder in DFreds CE
Have you tried with only the relevant modules to see if this is not some other module interference?
If yes maybe create an issue in the repository.
If there is one, the UI is not showing it. Do you know where on the file system these are created? This happens for more than just one spell
What do you have selected in the Midi settings => Workflow Settings => workflow tab, under Auto Apply CE ?
Do the items that have this behaviour when rolled have any DAE on them?
I think it would be wise to clear the usual suspect, @main meadow do you have Combat Utility Belt installed?
"apply CE if not there from the item." However, I stripped everything from the spell to make sure this was not the issue
no CUB
does the item have an active effect on it?
no. i stripped all that.
ok, on the actual canvas actor, or on a sidebar actor, confirm the sheet of the guy on the canvas, this is a thing, so if you are unaware of unlinked actors weirdness say so
it doesn't even apply the duration in the spell correctly....
There are the two messages in the log (first is from Midi):
dfreds-convenient-effects | Added effect Fire Shield to Akra (Dragonborn Cleric) - EMVX1eklHJELYlSV dfreds-convenient-effects | Added effect Fire Shield (Cold Resistance) to Akra (Dragonborn Cleric) - EMVX1eklHJELYlSV
double click the token on the canvas of the dude with the spell, then edit that item and show us the details tab in its entirety and the active effect tab
oh its a nested
its probably just broken cause of ate
do you have the ate fork?
and are you on v10?
I honestly recommend using the premade in midi/somewhere here rather than dfreds version
ATE fork, yes. and am on v10. This was my 'hell week' of trying to get it all working.
its probably fubarred in dfreds, we can't edit his nested ae's unless you go into his code
find the fireshield, likely made by bugbear honestly, and use that instead
can you show an image of the tokens?
I am actually not too sure where bugbear would put his creations. is there some module with a compedium?
fire shield has a light component I believe, so that could really screw up in v10 due to how ATE is experimental atm
pure guess here not on v10 myself but this looks to be his:
#1010273821401555087 message
ah. even without ATE it still doesn't work.
check your versions
foundry, dnd5e, midi, dae, effect macro, and dfreds CE, do NOT assume you are up to date if you hit the update button, confirm on thier sites whether you have the newest or say your verisons here
v10 loves to fool users into thinking you have v10 compliant modules installed when you don't
ah. will do. updates are buggy these days?
depends on the authors, midi was one of the modules that had its manifests setup right but a bunch of authors had issues and now those manifests tend to be the ones that fail to update to v10 using the update button
Hmm. I hadn't installed effect macro. never heard of that one. That's a new requirement?
all else was up to date correctly
if you use bugbears version above it is
EM is like a new meta for premade stuff in midi cause it lets you store the macros in the ae instead of relying on folder macros
Hmmm I might have mistakenly added Effect Macro, instead of Item Macro
Need to check this ๐
Probably that version is with Effect Macro though ๐ค
oh well. In any case, I guess it isn't too hard to just trigger the effect from CE in these weird cases. Am I the only one that has this issue that you all have seen?
What is the DFreds CE version?
3.0.2
In any case, this was the least of my problems. I was floored when my compendiums had all their images broken.
Ask in #macro-polo for the packs migration script
ah cool.
Thanks
I just went the opposite way, I am moving pathfinder and dnd5e's icons to my data structure to avoid this issue going forward, I know its duplicate work, but now I don't have to have pathfinder installed lol.
Do you have lots of custom convenient effects made? You can export them and then I would reset the module just to be safe.
does dfreds have a migration setup for v10?
No need to do anything. Just update and it works ๐คท
what version of ATE do you have installed?
This is what I have. Arrow is the targeting path:
that's triggering a +5 to AC
oh, right, not Helpers/Simbuls cover calc
With workflow.setDamageRoll, can you update the damage roll in preDamageRollComplete? I'm getting an updated chat card, but the damage dealt is the original damage
Now it started working? Wat. The target had no resistances, but resaving its resistances fixed it? 
i had the fork, but it's turned off now
Hi all, i'm looking at setting 'Produce Flame' using the new createitem function. I'm able to create the 'throw flame' item but as is a one-use attack how do I get it to be destroyed after the use? Do I need to tie it to a DAE macro args[0] on / off type active effect?
the janky way is to have the throw item have 1 charge, destroy on empty, and then have the ae's duration be like 18 seconds
hmmm ok, I'll have a think if this is how I want to proceed. Thanks.
bugbear replied to me above with how to make charges kill the ae too but he was loose with instructions
Figured this out - the attack had a save, which automatically halved the damage - and I figured out that you cannot change the formula of a roll to multiply the roll after the fact
Also figured this out, I was doing rollData.formula = "(" + rollData.formula + ")*2", which MidiQOL translated to formula + 2, while the roll displays correctly. @gilded yacht is this a bug, you think?
rollData.formula = rollData.formula + "+" + rollData.formula; works
@steel apex I will share a sample item when I have some time.
You need to delete the spell effect when the charges are all used up, correct?
I feel like this use case can get repeated for many items in dnd5e honestly so yeah a sample item would probably do us all some good.
You could use the midi-qol properties checkboxes, at the bottom to give the item full damage on save
Yes, thank you very much that would be great.
So if you use the flags.midi-qol.optional flags with reroll as the parameter it sends a private to GM message with both rolls even for rolls that are blind to GM. Is it possible to disable that?
Okie dokie - another channel to get to know the experts in! More new friends.
I would like to have my attack & damage rolls be automatic and an option for the damage for the players. Is there a way to do that in Midi QoL?
Beginner question - probably a painfully obvious mistake. Have an enemy actor with a ability that grants a DAE. The DAE duration is dynamically set by a macro. Seems like no matter what I set the duration to, the DAE always disappears after the first round. Any idea why?
its possible but your wording is confusing so clarify what you want. Damage is easily managed, its in the workflow button/workflow tab in the Damage section.
I did find that now. It was a bit easier than I expected. It was just a check box. I'm stupid at times. (Intimidated by computers would be more accurate). Thanks @vast bane
Is there anyway to make the "Mace & attack/damage" in one box instead of having the mace separate?
I don't know where it is in v10's settings cause I'm still on v9, but theres two options in midi, one is merge card, and the other is like reduce formatting or something I forget, but they are next to each other and in v9 they are very close to the top of a tab
Merge ok thanks
I will say, you need to turn off whatever module is combining those cards
I don't have anything combining the cards
DF Chat Enhancements I thinkโฆ I use it with merge cards just fine
it was the cause for a bug with cub/midi name hiding. I already sent them a DM how to fix that
though I've lived so long on an old version of cub now that I don't even know if its still a problem lol
I found a Quick set up and thoght that would be the trick.... now nothing rolls
I had to reset default
if nothing rolls then you got module conflicts, you know not to cross the streams right?
No better rolls for 5e, no minimal roll enhancements, no ready set roll, no fast rolls by default, no roll groups
I'm crying atm
install find the culprit, its a very easy tool that makes finding bad modules simple
I don't have any rolling modules besides Midi. I only had better rolls until I stepped to v10.
I have that module, running it now
DF chat enhancements is another possible culprit but also whats causing the unique image modifications in your snippet
cause thats not core
the marble coloring
what does cha tlook like when you roll a basic attack from the starter heroes
you probably just have no target and "require targets" turned on if nothing is happening and no errors are around
Ok, I just turned Attack back on after the hard reset and its giving me exactly what I want.
Sooooo I must have had something else punched in some place that was making life a challenge. Thanks @vast bane
@violet meadow โ no rush at all but I'm finally getting around to making a Sickening Radiance, taking advantage of that snippet you gave me for exhaustion. I thought I'd use Cloudkill as a base or maybe Spirit Guardians... but I have yet to find a premade that successfully applies damage on turn start OR if you enter on any turn as it should work RAW. The old When a creature moves into the spellโs area for the first time on a turn or starts its turn there โ I even looked at Moonbeam and that isn't working properly. Cloudkill seemed the most promising but it wasn't quite right โ was applying at end of turn and when I tried to fix it, it started rolling damage twice. Surely there must be something around I can cannibalize? I'm still on v9 sorry but maybe could retrofit something from v10 if it exists
MidiQOL sample spirit guardians is the best premade example of this.
It should be working as intended.
I don't remember if I have a sickening radiance ready. I remember working on that ๐ค
I will take a look tomorrow!
Thankies! I might dig around for a more recent Spirit Guardians. The midi sample one I'm using doesn't trigger damage if it's not the target's turn (which is not how the spell works)
I tried fiddling with it and it stopped working altogether... eek
The spell states when you start your turn in the aura, no?
it's one of those:
when the creature enters the area for the first time on a turn or starts its turn there
spells, which should trigger damage on anyone's turn... like if you push them into the aura... then they get hit again on start of their turn
Ah you mean forced movements!
nods
Thanks โ I was certain things were working ok but didn't really check closely enough as I'm not DM. We've been robbed of some damage lol
Just some thoughts before turning in for the night.
The out of turn damage is blocked right now by default, as the macro would otherwise trigger damage if the caster just moves towards a creature and puts that creature in range.
Having the item be single use is the easiest (and in my view non-janky way) to do it - make it a consumeable. Give the effect a duration of ten minutes and flags don't stack by name/origin.
So there might need to be a check for position update out of turn on the target token
Yeah that makes sense for Spirit Guardians I guess... but Sickening Radiance isn't moving so that should be ok
Ok Iโll have a play around with that tonight, thanks.
The issue was mainly that the spell's effect that creates the item would remain if the item is destroyed on empty
So I was suggesting a macro on use that would delete the origin effect, if uses go to 0
Effect macro on creation would work for sickening radiance if you're using a template aura
There are a handful of very common spells that use this mechanic so having it work for one would benefit the others I'd imagine
But if the answer is Template Macro, we can wait!
Ok, did not see that part of the discussion. I wonder if there's a way to avoid that.
So there are two cases, when applid via DAE (macro.execute, macro.ItemMacro), in that case the effect data passed in last arg already includes the castData. For onUseMacros I'll add the castData to args[0] explicitly, although all of the information is already in the workflow. Will go out in next release.
What other spells do you think need a good template macro rewrite?
A generic on use macro included on the item to be created would make it go away easily (check if uses are 0 after active Effects and then hook on roll complete to delete the origin effect).
Not sure if a case for midi handling that internally is worth considering
A sample item could be enough ๐ค
I was wondering about the delete item flag which allows "thing" to be deleted when an effect is removed - might be possible to hack it up with that on the produce flame item - but not really looked into it.
Potentially cloudkill, moonbeam, black tentacles, forbiddance, blade barrier, sleet stormโฆ these all use this mechanic
Also I saw today that the whole workflow is passed in args[0]. I hadn't seen that before so I guess the last update?
Would be interesting to see if I can get an overtime effect to manually trigger on template enter
10 mins yeah, I was just searching by that phrase
Hallow does too lol
I keep pushing back the template macro trials ๐
I need to make more stuff for it lol
I spent some really needed time for my campaign prep instead ๐คฃ
I really want to setup an automated forcecage
Add cloud of daggers
Whirlwind uses that mechanic too (Iโve never cast it), also Healing Spirit and Ravenous Void
I thought MrPrimate had a working cloudkill at some point on v9?
There is one yes
The active auras one works iirc
Lots of aa template stuff can be made in a better way with template macros
Pretty sure itโs just the midi sample one, which mostly works
The .23 version of AA is pretty stable for v10
Not as far as I could see.
Itโs a hard thing to test until game night and someone is using Starlink lol
Iโve been testing out aura of protection and not seeing any duplication.
Right
the dupes usually show up when you are ina live session not testing
its the netcode and lag that causes them
Everything always works great with it until a toaster player joins
Aura of protection is a babonus thingy for me
Personally I'd gladly endure a few dupe errors than have to rebuild everything from scratch aa scratched many itches, and I'm fine with its flaws
Why canโt the server just decide who gets what
Not sure even tried BABonus, already got too many modules / macros for my non-coder brain to manage.
From what I've seen the GM sees it fine
But rolls are done locally
So the client uses the duplicated effects
Template auras in v9 are so bad
Clients keep seeing the effect on themselves while outside the template
I've never seen the duplicates affect things like that, I only see the visual duplicates. Even then you can just reduce the mod and deal with it manually in those 1 out of 100 times I imagine
better than remaking everything
I use AA for complicated darkness spell automation
And I'll be happy when I can update to v10 for my game
So I can just apply the effects differently
oh definitely darkness is broken in v9, I am on the drow floors in dotmm right now, every drow is required to cast it in every combat lol, and it fails to remove the blindness
when everyone walks out they retain the debuff
Yep
but heres the rub on it though...its better than having to make one from scratch
I don't mind
I have tons of my own automations
Got tired of cobling together other people's work and not understanding it
We see Twilight Sanctuary go awry pretty often and grant temp hp multiple timesโฆ not the end of the world as they donโt stack anyway. Spirit Guardians with fast damage can be dangerous tho
I should update mine to give the option of no healing
To be honest even though I have used the fully automated spirit guardians, I reverted back to using one that applies movement de buff and creates an attack item in the caster's inventory. And it's their responsibility to use it when needed.
They feel happier with that too
Although I'm also just tempted to use token attacher to attach a template and use templates macros for effect application
I want to try this next time Iโm on v10
Yeah I saw that!
Has Z released TM yet?
Don't think so
We need to break more stuff
TM?
Template macros
Token Macro?
Ohhh don't give Zhell ideas
Ah. lol. I was sure it was something macro related
Back to the other topic
Think it would be hard manually trigger a configured overtime flag?
On enter or something?
Yea
I remember something in midi readme. Let me check
On enter template have midi runs it's own function
Search for MidiQOL.doOvertimeEffect
It says that the OT doesn't even need to be on the actor
I haven't used it before. But I feel I should try it
My plan is to add the effect on template enter then figure out if it can be manually triggered
Or just do a one time initial save otherwise
Yeah I think this should do it
I think we might need to go with this play until we shift to v10 and TM... same deal for Sickening Radiance. I don't think I'll even bother with creating the attack item temporarily... I'll just shove a permanent item in their inventory so it can sit on their hotbar
I've just always used the ddb importer one for spirit guardians I haven't noticed anything broken with it
Pretty sure it's just an AA with an overtime effect
Is there a warlock in your party pushing enemies into it?
No lol
Yeah we have a lot of forced movement going on this campaign
its easy to fix if you ban warlocks at the table muahahaha
Doesn't it only trigger on their turn?
Telekinetic in Tasha's gives a bonus action shove too
Nah when entering on 'a' turn
Make an effect macro on creation for it
Midi SRD had a spirit guardians which creates the item
It's even mentioned in the Sage Advice as a good tactic, they get hit again when their turn rolls around
And manually trigger the overtime effect
When I get home I'll look at that
Because I probably need this too lol
If the party uses teamwork (thorn whip, repelling blast, telekinetic, shoving, etc) these kind of AoEs can be really good bang for buck
Next project is Babonus Macro ๐
Could sudo replace AA with that, assuming it works with the auras part
I'm considering something like a custom script (sync) that you can add like any other filter that either returns true or false
But just considering it, for now. I'm in the middle of... a bit of a different update to it.
Hi all.
Does anyone know if its possible to restrict the damage automated by Midi-qol? I'm thinking in the lines of using a DAE or something akin, together with Midi-qol, or making Midi-qol disregard a specific token type from the automatic damage appliance.
What I'm looking for is a way to make minions which takes 2 hits to kill. With the damage automating they just die outright as it is now.
Does anyone know how i should approach this?
Could have a world script workflow edit the damage
Check if the target has a specific feature or effect then reduce the damage if so
I can think of a very hacky way to do it... Using two AEs that expire on hit and giving them 1000 HP โ but I'm sure someone here will suggest a better way
That's not a bad idea
Or AE with immunity to damage that expires after a "hit even if no damage was applied" - and give them 1 hp
Only issue with that is if the minion has any self-target abilities
Yeah - that would be a problem. Other way is to make a world script macro that checks minions before hit - if it's "max" then do nothing if it's <max then apply active effect with macro.actorUpdate that changes their hp to 0
This sounds neat, however, quite beyond my capabilities.
I have yet to understand how to code macros, I've tried, but the logic eludes me.
That is actually a nice hacky way of dealing with the problem!
Actually with Effect Macro you could have a trigger when the AE ends? So give the minion 1000 HP and an AE with an effect macro that sets the minion to 1HP on expiry
(Unsure if EM works with DAE special expiry in this way)
It should work fine
I've done weird effect macros that do things when the effects end from DAE
Is there a way to make an AOE damage roll not target oneself?
For Target you want blank, blank, special
Uh I was just quoting Moto so quite possibly lol. And no those are for self centered bursts sorry. Not sure if you can make a template ignore yourself, just allies
So like this? It actually doesn't even post anything in chat anymore ๐
Ah, found it!
Thanks guys
Lol sorry, I should have checked myself
I couldnโt get it to work in v9 but v10 seems fine, and yeah even with a template ๐
I've made my minions a bit different, but I can rework my macro later. Yours is way simpler :)
1 real HP and 500 temp HP that get dismissed on hit ๐ง
have two ae's that give 1000 and 500 temp hp. Put a fresh minion with the 1000 one on. Then on hit, it auto removes, and use Effect macros on delete to auto apply the 500 one so it looks like the hit did 50% damage. And the bars will be blue instead of green to signify minion status
when the second ae fades on delete, auto dead via effect macro.
However some edge cases would break this idea, mace of disruption on undead/fiend minions would auto kill on the first hit if they fail the save.
you could also just give all minions 1000 hitpoints and call it a day, manually 50% them and then manually dead them after the second hit.
I like the simplicity of an AE with a huge temp hp pool that disappears on hit. Second hit kills. 
yeah
It sort of feels like the concentration handling - when all dependent effects/templates are removed - remove concentration, but in this case when all dependent items are removed remove the source effect. It's probably quite easy to do.
I'm going to be travelling for the next week with limited computer access so probably won't be doing much work while away.
I will take a look! Sounds easy enough ๐
Have fun!
Mace of disruption should probably have a macro to destroy the undead upon hit. So I imagine the HP boost AE wouldn't change anything, as the weapon should just update the target's hp to 0 ๐คท
if we did the temp hp thing, and the hp was 1 hp, then every time a mace hits a creature it would auto dead on failed save, however, last session now that I think about it, in the v9 mace, it was not auto deading failed saved fiends, only the undead had it happen.
so you'd have to do more than 25 pure hp just for th eedge case of a mace of disruption hitting an undead minion
unless the temp hp count towards the check on the mace of disruption, I assume it doesn't but who knows
Was that the MidiQOL sample mace?
yeah from v9, I double checked the monsters, they were barlgura's. They definitely had the preset fiend, but they had flavor of Demon that I think might throw it off I dunno, hes definitely auto deaded undead with it for sure.
theres also the annoying thing that all creatures get the saving throw but thats something we live with
if (damageItem.newHP <= 25 && args[0].failedSaveUuids.includes(damageItem.tokenUuid))
I hadn't actually checked the Mace of Disruption before ๐
my pally player has one so its his primary weapon
Whoever uses Minions in their campaign, I would suggest creating a flag on the actors that represent them and then add some check in weapons like Mace of disruption. When such a flag is present on the target, change the behaviour accordingly.
It could also be just a Tag from Tagger module
I get this error when i activate the Option "Remove Template" in AA Auto recognition:
I think it should be stated going forward that you should probably let midi handle template deletion. Specially if you are going to utilize midi automation. I have asked a few times if its possible for a macro that streamlines disabling that checkbox in all of our auto recognitions, haven't gotten a response yet.
This is a fight between MidiQOL and AA template removal. You are on v9 still, correct?
no v10
Hmm which v10 MidiQOL version?
(also uncheck the MidiQOL box for auto template deletion and try again).
could it be a midi srd item though?
no its homebrew
you could just simply turn off template removal from AA
thats my momentary workaround
was already toggled off
it shouldn't affect anything honestly and midi's setting is global while aa's is each individual item so its probably better to use midi
So this has to do with the cover calculations it seems.
can i deactivate the cover calculation since i do not use that rule?
Try without
was also toggled of already
@gilded yacht if you are still around ๐
There seems to be a need for some optional chaining in the workflow.js:2348 and const position = duplicate(template.center); as it seems that it's not present in this case ๐ค
So when does this error trigger exactly @fathom socket ?
it triggers after the saving throws, when the damage should be applied
When casting a spell like Fireball?
in my particular case it was a NPC feature like fireball with a saving throw and a placeable template
Guys! Any alternative to SIFT (Spells, Items, and Features Toolkit) for v10 to keep track of who owns what template?
is't that dealt with by the color of the template?
Well, I guess ๐ SIFT also kept track of the duration of the template... anything for that?
(Also I have 6 players and infinite colors are not enough hehe)
Midi would handle that now, it deletes them when the template is suppose to if you have it on
Yes. And I'm using it. I'm just looking for a module that gives templates a tooltip to look up that info at once: who owns it, how much time remaining... but I guess that doesn't exist now or you would've told me ๐ Thanks!
when a player casts a template duration spell in midi on v10, they get an active effect linked to the template on them, that if you have dfreds effect panel, you can track its duration left there, as for whose the template is, I guess i never had to worry about this, I host for up to 8 players on some sessions and have no issues differentiating the color of a template.
One thing that SIFT did, if I remember correctly was autohiding templates when not hovering over them, this made the canvas look neat; now to get that effect I usually drop the template if I have a suitable replacement with Automated Animations, and when I drop the template it disappears as an effect that midi can track.
I think thats gonna mess up midis new features if you have something killing the templates early, specially if you are using placed aura effects from active auras
Right. I'm not using active auras; I always found it more trouble than it's worth ๐
But thanks for the info!
What is the syntax to add charisma mod to initiative in the effect value?
you can get those from the post by Cole in #dnd5e pins. Make sure you put a plus in front of the value.
Thanks!
Also from DAE: https://gitlab.com/tposney/dae/-/tree/v10#initiative
@violet meadow my crazy summon macro you helped make a long time ago, for some reason I'm confused whether its suppose to fire before the item rolls or all or after active effects. I am pretty sure its abnormal cause you have a prompt for an item in inventory or the spell fails. Heres the macro, what is the on use suppose to be?
I've reusd this macro for a bunch of items and they all have different on use drop downs lol, I see some that are all and some that are after active effect and one that is before the item rolls
they all seem to work and all I'm doing is changing the warpgate lines and the summon actor in them
So the macro has calls to different macroPasses.
Like preItemRoll,postActiveEffects in this example.
Easiest way to deal with that is with an macro | All onUse call
thats what I thought
Either that, or you create one entry for each macroPass in the macro
I'll do all
any idea what my issue in macro polo is before any of them chime in? I keep getting a warpgate error and I don't know whats mismatched its only suppose to be update.
Haven't check that. Let me see
Hi folks, looking into setting this up for the first time. Does this module work with beyond20 or does it need to be the module used for rolls?
What is beyond20 and what does it do?
I don't think it does, I think that module is the thing where they roll from beyond 20 sheets on dndbeyond
is that even still a thing in foundry?
thats the one, apparently. I've had a few false starts setting this up over the years
its funny because its named beyond20 cause its meant for roll20 integration lol
assuming id be better dropping that module then ๐
well that'd be something you'd probably wanna ask mrprimate on his discord hes the dndbeyond guru, hes quite active in making stuff midi compatibile and such
is there really a beyond20 module?
beyond20 companion module
there is, but its dead, no v10 support
you aren't on v10 yet
oh wait yeah you are, why is that 1.5 and the official site says 1.4 is newest lol
i should be
Personally I never do that. I create everything in Foundry. Less headaches
ill go ahead on that basis then, keep everything on the one screen
pretty sure it constructs its own rolls, so its technically another roller
you could visit mrprimates discord, he offers dndbeyond importer modules and hes also an active guy helping out the midi community with a few modules
Yeah it doesn't sound that it would be compatible if it creates its own roll
I'll definitely have a look at it and see whats what, using his importer tool already by the look of it
as for setting up midi, what version of foundry and dnd5e are you on?
v10 build 228 and version 2.0.3 for 5e
Notoriously incompatible with most modules, bet it doesn't even work with RG.
in roll20 it literally worked by infusing its own constructed roll templates, I assume the same for foundry
Yes.
288?
if you are on v10, you'll probably wanna pickup the 3 forks, ATE, AA, and midi srd. Does anyone have a quick link before I go digging?
make sure your modules are all set, no other rollers installed
search for Roll in your module settings and any module with roll in the name has a high chance of being naughty
but don't blindly uninstall, post the name here and we'll say if its ok with midi
no rollers,. I honestly dont have much on there, havent really managed to get foundry set up properly before with modules. pretty much a fresh start here
so midi has effect transfer automation, auto rolling, fast forwarding rolls, and a whole bunch of other stuff
I don't know what v10's settings look like so I don't think I should be the one to guide you
you basically need to go through midis settings, anything you don't understand ask here
<#1015545228985368606 message>
For the links to v10 updates of Kandashi mods
Thanks, I will do, just working through the read me now.
no access to this channel, do I need to be invited?
cheers!
So the midi-qol.RollComplete hook only runs on the client that initiated the roll - is there any way for the GM to force it to run on their side, too? Or would I have to rely on sockets for this?
If so, is it possible to get a workflow by ID?
It is possible to get a workflow by Id, but a workflow only exist on the client that initiated the item useโฆ
If you want to excecute something on the GM client, you will have to use sockets, and pass all the parameters that will be needed on the GM client to be able to do what you want to accomplish.
What are you trying to accomplish?
I have automated a oneshot that has a point based system and I was leveraging Midi's automation to add points based on the creatures killed or buildings destroyed
Using sockets here is easy enough, just tedious
Where are those points stored? There are some socket call already exposed either in DAE or midi-qol that you could maybe reuse?
I store them in the flags of a journal page
I had the foresight to add a manual way to add points
but it would have been nice to have that automatically handled
It was the first run, bound to run into issues that way
I donโt think there is already one to update a journal pageโฆ
Yeah, I've got the flow working, I just didn't realize the hooks were client side
Once I mitigate that, I'll be golden
Maybe with advanced macro run as GM? Which you could call from the hook?
Ok so I needed to make two items on a warpgate summons cause they have different damage types. I differentiated them with parenthesis and commas in their name, and apparently midi is angry....
embedded: {Item: {
"Multiattack":{name: `Multiattack (${Math.floor(level/2)} attacks)`},
"Slam(Fire)": {
'data.damage.parts' : [[`1d10 + 4 + ${level}[fire]`]],
'data.attackBonus' : `- @mod - @prof + ${summonerAttack}`,
},
"Slam(Earth, Air, Water)": {
'data.damage.parts' : [[`1d10 + 4 + ${level}[bludgeoning]`]],
'data.attackBonus' : `- @mod - @prof + ${summonerAttack}`,
}}```
I don't see any rogue ) anywhere in this macro
can I somehow discern what line is the problem with this error code?
is it the commas in the name?
You are missing a closing } in the end
I've tried getting sockets to work in world scripts before, ended up being too much of a hassle. I just went with using advanced macros and using helper macros set to run as GM.
I was trying to keep it to just the area I have been editing
I don't see why anywhere else would break, cause I only edited the embedded stuff in the pasted macro above
const [spawnedCreature] = await warpgate.spawn(shape, {
token: {alpha: 1.0},
actor: {
"data.attributes.ac.flat": level + 11,
"data.attributes.hp": {value: 10 + 10 * (level), max: 10 + 10 * (level)}
},
embedded: {Item: {
"Multiattack":{name: `Multiattack (${Math.floor(level/2)} attacks)`},
"Slam 2": {
'data.damage.parts' : [[`1d10 + 4 + ${level}[fire]`]],
'data.attackBonus' : `- @mod - @prof + ${summonerAttack}`,
},
"Slam 1": {
'data.damage.parts' : [[`1d10 + 4 + ${level}[bludgeoning]`]],
'data.attackBonus' : `- @mod - @prof + ${summonerAttack}`,
}}
}
});
Replace the relevant part. You were missing a }
Yeah, figured as much
I'm just now seeing that missing bracket now as I loaded it into an editor
I honestly thought the second bracket on the line above was it
Better spacing for format helps with readability!
Is it possible for a Reaction Damage ability to modify the amount of damage dealt? Trying to implement Stone's Endurance (Reaction: Reduce damage by d12 + ConMod)
it started out neat and cllean, but it got messy the second the shit hit the fan lol
does anyone know of a working 'eldritch blast' automated setup for the multiple beams? (I know of ASE but it has issues)
Regarding my answer in #dnd5e, a similar conversation with tposney <#1010273821401555087 message>
I mean you could automate it with a macro onUse. Create a scale for how many attacks, read that in the preItemRoll, roll once, Hooks on midiCompleteRoll, create a loop for the rest rolls @scale -1 re-trigger a second roll with MidiQOL.completeItemRoll(item) and again and again. But make sure that you Hook correctly cause it could loop forever and ever ๐ค
Hey bugbear, does that error code say what line in my macro would of had the error?
I fixed it and all, I just wanna know how you knew
Copy pasted in VScode and it kinda indicates the missing stuff easier
I feel like this is an unnecessary comma right? thats why its red in the sidebar?
right after summonerAttack?
oh dufus me, it just means my cursor is there
Is there any sleep macro that works on v10? I've tried so many at this point, and I'm either an utter idiot, or none of them work
I don't think its really possible to do color spray/sleep
it is if you read the spell wrong though lol
they are really awful spells except in the really low levels
I've seen people reportedly having a macro that does what the spell entails, giving a condition to creatures in ascending order of hp
I've just never had it work for myself
tried this one already, no luck
Does it give you an error?
iirc, it just applied the effect to everything
Just tested it on my local copy, seems to be working as intended for me.
Midi-Qol On use Macro
like this, right?
Mine's an item macro, but should that shouldn't stop it from working
dfreds!
Do you have a convenient effect called sleep? Uncheck that box
that checkbox will only be there if he does, and its even checked as well
that is why its applying to all targets
now the effect does nothing
for reference, the only status effects i have enabled are the CUB ones
could that be it?
like, they're trying to use status effects that aren't there, and I'd have to rename the ones in the macro to the CUB ones so they work?
oh boy, you have dfreds and cub managing things
you should probably fix that at some point
Having both is probably messing you up
but you probably misspelled the item on use
if they are toggling on and then immediately off, its cause you have both those modules, if NOTHING is happening, its probably because you didn't set the on use macro right
or you forgot to paste the macro into itemmacro
Looks like he has it as a hotbar macro
yeah but if its a folder macro, did they name it that?
or is it named "New Macro"
are you on v9 or v10
v10, and the macro is in itemmacro
so then ItemMacro should be where SleepEffect was
yep, that's how it is
any errors, show us chat output when you roll it
what module is the macro using dfreds or cub?
the macro says it uses dfreds
show us the chat output when the item rolls
and are the targets in the aoe immune to sleep?
So, I have an item with an ItemMacro, which creates a Dialogue, intended to let the user chose one out of two options for the item. This all works exactly as intended, apart from the fact that whether it's me as GM or the player using the item, the dialogue is sent to me as a GM. I asked in #macro-polo but they believed it to be Midi-related, so they told me to go here instead. Still running v9 of Foundry.
the midi damage box shows the test token has 5 hp
i have the damage set to no damage
any errors?
Could you screenshot your full details tab for the spell?
is the test token immune to Unconscious?
mouse over the test tokens image in the damage card to see his immunities
nope
whats the yellow error about the template above
oh wait a minute...what is your midi version
10.0.21
10.0.13
2.0.3
respectively
Could you screenshot your spell details tab in full?
hmmm
hes got ase installed in v10
thats probably the culprit for the template thing yeah?
you should disable all your incompatible modules, and go through them and see if its just a manual update issue
I kept it on since the summoning thing still works, and that's useful to me lol. Though after turning it off, the macro still doesn't work
turn off everything but the minimum
what's that?
you need to troubleshoot your modules, usually one installs find the culprit module and runs that
you really should go through your modules and manually check them all for v10's and any without v10's you should not run, ASE is one of those modules that is gonna break many others
the macro still isn't working with just those 4 installed
idk, at this point it seems like more trouble than it's worth ๐
plus i've got a lot of prep to do, but thanks for the help regardless
Do you have auto-roll damage off?
no
is the macro even in the item macro?
What happens if you press the damage (fast) button?
I don't have that on my setup, so I think it may be waiting for the workflow to finish.
its a setting to not remove the buttons
it just reposts the last two lines
Yeah, it just doesn't work
can you show me the front page of the test tokens sheet?
what race is he
I so asked this earlier lol
I checked for it having a condition immunity to unconscious like you asked, but didn't think to check creature type
I forgot I even changed it to undead to test something else a while ago
anyways, thank you both for helping me out, despite my clear lack of perceptive skills
๐
I actually have 3 dummies on the landing page, and I purposely have the non undead one have a zombie token and the undead ones don't
that might help me in future
I mean, kudos to whoever for sleep not working on undead tho ๐
Just quickly logging it here. Does anyone have any issues with concentration deletion from unlinked tokens not dropping effects, with MidiQOL 10.0.21?
@coarse mesa can you quickly check this Spirit Guardians on v9 for the forced movement part? (replace the ItemMacro of the one from MidiQOL sample items with the attached one)
Its proof of concept phase. You need to attack a target whose turn is NOT the current one and not in the Aura's radius.
Afterwards move the targeted token in the Aura.
Does this do it?
Dude! That works perfectly..... I think you've nailed it
Damage triggered if:
- they start their turn there
- they walk in on their turn
- they get pushed in on another turn
No damage if you walk it onto them
OK glad to hear that. Let me know if you come across any issues. I will take another look over the next few days!
I expect that there should be a way to break that message check I used ๐
Thanks โ this is sensational
@vast bane For the macro.createItem to auto-delete when item uses hit 0. ItemMacro | After Active Effects on the Item in the sidebar. ```js
if (args[0].item.system.uses.value === 0) {
const hasEffects = token.actor.effects.filter(eff=>eff.flags.dae.itemsToDelete)
for (let hasEffect of hasEffects) {
if (hasEffect.flags.dae["itemsToDelete"].includes(args[0].item.uuid)){
console.log("Found it:", hasEffect)
await hasEffect.delete()
}
else console.log("Not found:", hasEffect)
}
}
Might break with your settings though ๐ค
This should be OK, ItemMacro | Called before the Item is rolled (use it only if the other one is not working correctly)```js
if (args[0].item.system.uses.value === 1) {
Hooks.once("midi-qol.RollComplete", async (workflow) => {
const hasEffects = token.actor.effects.filter(eff=>eff.flags.dae.itemsToDelete)
for (let hasEffect of hasEffects) {
if (hasEffect.flags.dae["itemsToDelete"].includes(args[0].item.uuid)){
console.log("Found it:", hasEffect)
await hasEffect.delete()
}
else console.log("Not found:", hasEffect)
}
})
}
Also it seems that item is predefined for the onUse MidiQOL macros nowadays (probably v10 ๐ค which means item === args[0].item)
@molten solar js let tokens = game.modules.get("templatemacro").api.findContained(template);
Getting an error when I'm trying to do this during "When Created"
Also, your new release doesn't download right.
Looks like it's not working for any of the events.
Unless I'm using it wrong?
Changing it to template.document didn't seem to make it work either.
In other news, here's my progress on making a Cloudkill spell with template macros:
Still need to make a way to have the enter damage only trigger on enter once per turn. As well as clearing out the effects when the template is moved as well as when it's deleted.
Would be nice to have template macros have the cast information available, but it's not the end of the world to have the itemmacro just flag the template with the needed data.
What version of foundry would you guys recommend using with this? was considering using 9.280. Seems like there are still a lot of other modules needing updated to V10
Using what?
I'm on v9, but plan on updating to v10 over thanksgiving day weekend. The biggest hitch in v10 automation is the lack of a supported active auras and active token effects, but between Kaelad and MrPrimate, they have helped update the two modules so that people with built out v9's its less painful of a move.