#MidiQOL

1 messages · Page 38 of 1

strong yew
#

The one I have doesn't give a save on taking damage

vast bane
#

I think he has 2 of those in midi sample items, one covers the damage I believe

#

I haven't looked at them in a while

strong yew
#

odd, I can't actually download midi SRD

#

errors out

#

even tried doing it manually and it still doesn't show up

scarlet gale
#

You need the forked V10 version of the SRD

#

Hideous Laughter shouldn't need a macro. It can be done with a overtime effect.

#

oh actually

#

the on taking damage part does

vast bane
#

I think its in the midi sample items, I think the macro version checks the on hit saves

#

just search here for thatlonelybugbear + midi srd

#

thats how you get the v10 fork

strong yew
#

Ah, it's bugbears

vast bane
#

tashas caustic brew won'tt be in it

#

that has to be created, its not srd

strong yew
#

I already have caustic brew working

#

just doesn't go right into the template

#

just seemed like an overtime effect to me unless I misread it

vast bane
#

that has to be something in your build

strong yew
#

Yeah it's just strange it's only with a couple spells

scarlet gale
#

You don't accidently have ASE installed do you?

vast bane
scarlet gale
#

ASE installed on V10 breaks template stuff

vast bane
#

mine is different than yours fyi

#

in range/target

scarlet gale
#

(and doesn't work)

vast bane
#

you have special in one of the boxes, special is very very odd and has strange code in midiqol to do things for aoe targetting, that could be throwing midi off

#

do all of the spells have special in the drop down?

#

that are having problems?

strong yew
strong yew
vast bane
#

I tried it on my end, I still deploy templates with special set, you gotta have a module conflict or a latent macro in something like automated animations interfering

strong yew
#

Woah, midi srd is packed with stuff

#

damn

vast bane
#

hes slowly workingon them, bare with him on things, if you catch any that need some bandaids report them to bugbear.

#

the item macros on use are all stored in the modules folder

#

also some of the concepts are not favorable to me, like the darkness in midi srd is the walls darkness method instead of active auras version where it places blindnesses.

#

probably not a good spell to use with simbuls cover calculator

vast bane
#

also try turning off autoconsume in midiqol

#

see if the box for templates is there

strong yew
#

I think I saw somewhere that special makes it to where the caster isn't targeted on a placement, or am I making that up?

#

Nope just tested it, so at least that's useful

vast bane
#

suppose if your table allows that metagaming of templates sure, but I perosnally do not allow spells with an origin of the caster to not include the caster, the most noteable abuse of it is thunderwaves in reverse.

#

also tashas is all creatures, so it should hit the caster in that case

strong yew
#

Doesn't it start from the caster?

vast bane
coarse mesa
vast bane
# coarse mesa You have Tasha’s Caustic Brew hit the caster??

I do not, but technically speaking it does not say only enemies, it says all creatures in it. He was the one putting the caster in the template I think. I personally do the image above. (the npc has an animation around it, thats not the border of the token)

#

so a use case where a wizard could hit themselves with tashas caustic brew, is if they deployed it from their familiar

#

so that is why you don't put special in there

#

(and why templates line templates shouldn't be anchored to the caster)

coarse mesa
#

Gotcha. Don’t origins always have to be a grid intersection?

vast bane
#

not that I'm aware of, if that were true then a 5ft line would never hit anything

#

per grid rules atleast, but vtt users usually throw out grid rules

coarse mesa
#

I thought one of the modules made it that way based on RAW… and thus a 5ft wide line actually hits creatures on either side of that line (so two squares wide). But now I need to find out if that is actually RAW

#

Ok so yeah DMG says point of origin is always a grid intersection. But Xanathar’s offers a different approach (more like your image above)

#

In other words, however you want it to work 🤷‍♂️

strong yew
#

Can't familiars only cast touch spells?

vast bane
#

Ah HAH! Manifest mind feature for scribes wizard is what I was thinking of

#

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

coarse mesa
#

Trickery Domain lets you do that too, but as much as you want

vast bane
#

Could I get one of you totally super awesome midi macro gurus to write, what I think is an insanely easy macro for me? I actually think it could just be an effect macro. I want a macro to fire as the ae applies to the actor, and have it unequip ALL equippable items on the actor. armor, weapons, trinkets, everything, unequips.

scarlet gale
#

Like forever? Or do you want it to be easily undone (such as with a warpgate mutation)?

vast bane
#

I don't see a need to undo it, so yeah, permenant

#

The same AE is also applying macro.createitem to give them their armor, shield, and loadout of weapons

scarlet gale
#

Does the macro.createitem give it to them equipped?

#

I was pretty sure it just did it however you have it set in the items directory or compendium

vast bane
#

yes it does, and I'm banking on the fact that macro.createitem is delayed and laggy to not worry about the unequip, but I suppose I could run the macro before the item rolls also

#

macro.createitem does have the bug where you need to preflag the items as equipped/attuned in order for them to work right when they are added to sheets fyi

rough prism
#

my players found out that when using midi qol automation, they can no longer upcast spells (because no level select dialog appears). how can we go back to allow selecting spell levels?

vast bane
scarlet gale
vast bane
#

alternatively if you just want to hold a key down to get it to show up, hold down T when you cast the spell

#

The T key shortcut will toggle the opposite of what you have setup in your player/dm setting tabs I think

#

cause when I do it, I get fast forwarded, and I'm a full manual midi user

rough prism
#

ah! thank you! but T is used for targeting so I think it will be confusing

vast bane
#

personally I use chris' setting

rough prism
#

maybe there is a way to change it! also, do shift/ctrl keys to apply advantage/disadvantage work when fast forwarding?

vast bane
#

I believe so, but there may be a conflict, check the keybindings for midi

scarlet gale
#

There is a keybindings config

#

I just always leave mine on don't auto consume

coarse mesa
#

@vast bane did you find a way to make an AE go poof when temp HP run out? About to set up Symbiotic Entity

vast bane
#

My request was for asking how hard it would be to make, and they listed off stuff that caused my eyes to gloss over with confusion, so we handle that manually at my table 😉

coarse mesa
#

Could babonus add the bonus only when you have those temp hp 🤔

vast bane
#

its also hard to tell if the druid gets a larger temp hp heal somehow too

#

I think Chris had said that cause of the inability to tell if the temp hp is from the ability or from something else like heroism, its hard to properly shut it off

coarse mesa
vast bane
#

I did automate most of the rest of it though

coarse mesa
#

Damage toggle is easy enough I guess

vast bane
#

I found that the damage toggle was too complex for a macro I could write, so it got offloaded to my faithful advantage reminder stuff

scarlet gale
#

It wouldn't be too hard to turn it off when temp HP runs out

#

The issue is that temp HP can come from anywhere

coarse mesa
#

Effect Macro?

vast bane
#

oh my god also guys look, I used macro.createitem for it

coarse mesa
#

I would make sure no one gave me temp hp if I had SE running

scarlet gale
#

So if someone gets more Temp HP from another way there wouldn't be any way to tell that it should have shut off

vast bane
#

thats cause shes level 10

#

at level 10 she gets spreading spores feature, so I add it as a createitem

#

I forgot I set that up, I love how it works too

coarse mesa
#

In fact I would like to be immune to temp HP “damage” while SE is running

vast bane
#

active auras aa helpers item macro fyi

#

OH error in the image beware!!!

#

forgot I had to fix that

#

the dreaded capital T

coarse mesa
#

True

vast bane
#

thanks I would have missed that for sunday, I caught it last week but forgot to write it down

#

yeah saveMagic=True should be true

#

and the error message was quite accurate in helping me find it

#

also thats a homebrew ruling, magic resistance is a dm decision if it applies to nonspells

#

I am really lovin this macro.createitem key

#

its like advantage reminder, its automation-lite stuff that make me feel smarter than I actually am lol cause I don't need to know macro stuff

#

theres actually 2 things we need to automate with ending symbiotic entity @scarlet gale

#

we also need to wipe the temp hp when the druid purpose chooses to drop it

#

that could be an on delete effect macro right?

scarlet gale
#

yea

vast bane
#

prolly a 1 or 2 liner

scarlet gale
#

I'm modifying my Armor Of Agathys world script to help with removing the effect

#
Hooks.on('midi-qol.RollComplete', async workflow => {
    if (workflow.hitTargets.size != 1) return;
    let targetToken = workflow.targets.first();
    if (!targetToken) return;
    let targetActor = targetToken.actor;
    if (!targetActor) return;
    let targetEffect = targetActor.effects.find(eff => eff.label === 'Symbiotic Entity');
    if (!targetEffect) return;
    let tempHP = targetActor.system.attributes.hp.temp;
    if (tempHP != 0) return;
    MidiQOL.socket().executeAsGM("removeEffects", {'actorUuid': targetActor.uuid, effects: [targetEffect.id]});
});```

Add as a world script with world scripter.
#

Will remove the effect if the target has an effect called "Symbiotic Entity" and they're out of temp hp.

coarse mesa
#

I can think of a really janky way to do it without a world script. AE that has an on damage taken special duration… EM on AE delete that checks temp hp and reapplies the AE if you still have some 😂

scarlet gale
#

¯_(ツ)_/¯

#

I just had this on hand

coarse mesa
#

Yours is way better

scarlet gale
#

I do a similar thing for AoA

#
Hooks.on('midi-qol.preDamageRoll', async workflow => {
    if (workflow.hitTargets.size != 1) return;
    let targetToken = workflow.targets.first();
    if (!targetToken) return;
    let targetActor = targetToken.actor;
    if (!targetActor) return;
    let attackType = workflow.item.system.actionType;
    if (!(attackType === 'mwak' || attackType === 'msak')) return;
    let targetEffect = targetActor.effects.find(eff => eff.label === 'Armor of Agathys');
    if (!targetEffect) return;
    let damage = targetActor.flags.world?.spell?.aoa;
    if (!damage) return;
    let tempHP = targetActor.system.attributes.hp.temp;
    if (tempHP === 0) return;
    await MidiQOL.applyTokenDamage(
        [
            {
                damage: damage,
                type: 'cold'
            }
        ],
        damage,
        new Set([workflow.token]),
        null,
        null
    );
});
vast bane
#

I swear there was a right click to move to worldscripter option in v9, but I don't see it in v10 when making a macro and saving it anymore

coarse mesa
#

I just shy away from world scripts as just another thing to keep track of

vast bane
#

worldscripter bud, it really is great

coarse mesa
#

Yeah I have it

vast bane
#

it puts them all in one place, and find the culprit will turn off world scripter and thats good cause sometimes a world script can be the culprit

scarlet gale
#

The error will normally say if it includes the module world script

#

That's how you know you messed up with it

violet meadow
#

I have written one

Hmm 100 more messages in between yay 😁

vast bane
#

either of you able to write a item macro that runs before the item rolls to unequip all items on the actor rolling?

#

armor, weapons, trinkets, everything

violet meadow
#

Yeah

coarse mesa
#

If only an AE could inject a temporary world script… so you can keep everything on the item

scarlet gale
#

Well

violet meadow
#

On my phone, back on desk in a bit

scarlet gale
#

You don't always need a world script

vast bane
#

does that world script rely on midi workflows chris?

scarlet gale
#

A lot of stuff can be done via a flags.midi-qol.onUseMacroName CUSTOM macroName,macroPass

coarse mesa
#

true

vast bane
scarlet gale
vast bane
#

k I was testing it by just removing the temp hp on the actors sheet, I should probably hit her with an attack

scarlet gale
#

Although the AoA world script you'll want to set the AoA script to flag the actor it's on

#

Zero testing btw

#

so let me know if it doesn't work lol

#

yea

vast bane
#

that key is not doing anything

scarlet gale
#

need to fix one line

vast bane
#

errr script

scarlet gale
#

hold on

#
Hooks.on('midi-qol.RollComplete', async workflow => {
    if (workflow.hitTargets.size != 1) return;
    let targetToken = workflow.targets.first();
    if (!targetToken) return;
    let targetActor = targetToken.actor;
    if (!targetActor) return;
    let targetEffect = targetActor.effects.find(eff => eff.label === 'Symbiotic Entity');
    if (!targetEffect) return;
    let tempHP = targetActor.system.attributes.hp.temp;
    if (tempHP != 0) return;
    MidiQOL.socket().executeAsGM("removeEffects", {'actorUuid': targetActor.uuid, effects: [targetEffect.id]});
});
#

Also, edit eff.label === 'Symbiotic Entity' to be whatever the effect name is

#

Also make sure you reload your page after adding a world scripter macro

vast bane
#

yeah it is spelled right

scarlet gale
#

I changed the last line btw

vast bane
#

trying with latest now

#

my home network is going to reboot here within minutes per a schedule thing so I won't be able to test if I can't get in right now lol

#

smoothshader, that sounds like a musical band

#

whoever made that file is fucking awesome

scarlet gale
#

Not my error

vast bane
#

my first thought is ATE because I have an ate key

#

in it

#

how do I find who owns that file?

scarlet gale
#

Click on the top right little thing

#

where it says SmoothShader.ts

#

It'll open up the script in your dev tools

vast bane
#

I think its a core file

scarlet gale
#

It should have the path to the file somewhere

vast bane
scarlet gale
#

at the top somewhere

coarse mesa
#

Pixi stuff?

scarlet gale
#

Pixi means it's likely core

#

If you hover over SmoothShader.ts on the top tab, it'll show you the path

vast bane
#

should I be going to the core troubleshoot for that ya think?

#

the error is literally in the version number lol

scarlet gale
#

I mean

#

see if it happens again

vast bane
#

yeah, it was the ATE key, to revert to another token image, cause when I rebooted, she reverted on load

#

no error this time, could just be slow server performance

scarlet gale
#

The world script working?

vast bane
#

yep, perfectly

scarlet gale
#

I bet it can be done with some DAE flags

#

But I've never messed with any of the actor update ones

vast bane
#

my wishlist now from you awesome guru's is the unequip all macro on an item macro before the item rolls, and then an effect macro on delete that clears the temp hp of the actor the ae is on(for symbiotic)

coarse mesa
#

I’d yoink that second part

violet meadow
#

unequip

vast bane
#

not poof, unequip

#

its for my loadout system, the macro.createitem stuff adds armor, but the humanoids will have preequipped armor that get in the way

#

same with shields

#

oh wait, this might not work shit

#

I don't use items in this system

#

they are dfreds macros

#

so um....it would need to be a folder macro referencing the selected token actor

#

NOT proto actor

#

Canvas actor?

coarse mesa
#

You can put EMs on CEs

violet meadow
#

What items types?

vast bane
#

I can't though because I don't trust that it will ignore the created equipped items

violet meadow
#

whatever can be equipped?

vast bane
#

Lukas the problem with an EM is that the same EM is adding pre-equpped new stuff, and I worry the EM will hit them too

scarlet gale
#
actor.update({'system.attributes.hp.temp': 0});

Should be literally all you need on a on effect delete effect macro.

coarse mesa
vast bane
#

they do take seconds to add to sheets so they may never get touched by the on creation Em method, but also, I'm activating these by dfreds with a folder macro on my hotbar, so I could just put this into those instead

violet meadow
#

@vast bane all equipped item will become unequipped

const updates = token.actor.items.filter(it=>!!it.system.equipped).map(i=> {
    return { '_id':i.id, 'system.equipped':false }})
await token.actor.updateEmbeddedDocuments("Item", updates)
vast bane
#

If anyones curious what I'm doing, I'm making my humanoids have random equipment

coarse mesa
scarlet gale
#

Oh that's interesting

vast bane
#

I really like the idea that random humanoid bands of folks have differeing equipment

scarlet gale
#

I have plans to make a commoner-like token that gets randomly selected race features

vast bane
#

I know Honeybadger is making something like it for a module

vast bane
#

however, my home network is now inaccessible for 30 minutes so I can't test bugbears macro 😦

scarlet gale
#

Your setup must be quite odd

vast bane
#

I got fed up with all my various tasks running all over the time of day so I went in and scheduled everything for now on my machines lol

#

I'm not actually home right now

#

I'm in a cubicle bored out of my mind

#

I'll test it in about 25ish minutes bugbear thank you for making it though

violet meadow
#

Too be honest Moto, at this point there is no need to use the macro.createItem DAE to do what you want.
You will have all the items ready anyways

#

Its really easy to do it in a macro 😄

vast bane
#

what do you mean?

violet meadow
#

Delete standard items, create yours on the selected token

vast bane
#

you mean the macros can create all the items?

scarlet gale
#

yep

vast bane
#

the point of macro.createitem is cause I can't even write myself out of a paperbag with js

#

I just asked for a 20 character 1 line macro, thats how dense I am ;p

violet meadow
#

But you can easily learn and copy paste

#

Just needs a blueprint 😄

coarse mesa
#

Assume you’ll just need to edit item names in the macro @vast bane

vast bane
#

I think that was in reference to wanting the offswitch in the item instead of worldscripter z

scarlet gale
#

I only got into Javascript because I got tired of clobbering everyone else's macros

vast bane
#

I'm waiting with baited breath for a fix for the unavailable bug with macro.createitem cause then I'm gonna share the Unidentified Item concept I have waiting in the wings.

scarlet gale
#

Oh actually

vast bane
#

its broken right now cause unavailable to active fails to register the createitem macro

coarse mesa
vast bane
#

itemsactive effects are unavailable when they are not attuned

scarlet gale
#

@molten solar Is a onDamaged event for Effect macros a crazy ask?

molten solar
#

Do you have such a hook

vast bane
#

It may be on a particular modules flag list yes

molten solar
#

in that case--

vast bane
#

I'm gonna say SchmidiQol

coarse mesa
#

Get out of this thread

vast bane
#

I'm just joking I have no idea if it is

scarlet gale
vast bane
#

Zhell I posted a bug with EM in module troubleshooting, very tiny one, more of a user conflict lol?

scarlet gale
molten solar
vast bane
#

Module Macro?

molten solar
vast bane
# molten solar In a shocking turn of events, you're no doubt surprised to learn I have that cha...

@molten solar tiny lil nuance hiccup with Effect macro. If you create an active effect, set its Effect Label, edit a description(dfreds CE feature), edit the force display field, and then add a an effect macro, paste the macro and hit save in that tiny popout window, it reverts ALL the text fields in that first tab of the active effect back to the default new state losing any work, not sure if this is fixable, just pointing out the weirdness of that save button on the main window.
this is if you don't hit submit changes on the main window first to save that first tabs info(it never closes but you clearly see your save button revert its changes.)
oh another field that reverts is the Effect icon field, another text input field, the others don't seem to revert to me.

#

I was sorta doing some repetitive tasks of making a bunch of macros active effects that had an effect macro in them, so I would go down that first tab of the AE, and add your thing last, and have to redo them all till I learned to do yours first

molten solar
#

Right. Yeah because the Effect Config is an app tied to the ActiveEffect, any updates to the effect re-renders the config.

#

Setting a macro using EM (which sets a flag) is an update to the effect, and thus re-renders all its apps.

vast bane
#

yeah to work around it I would just do the EM entry first, THEN do all the text

molten solar
#

Nothing that can really be done about that.

coarse mesa
#

Just cache the whole form and feed it back in 🤷‍♂️

violet meadow
#

Does it open all different windows if you edit one of the many effect macro triggers on an AE for anyone else?

#

I mean Effect Macro windows for each trigger and I don't know why I ask here 😄
But probably enough people that use EM are around 😛

coarse mesa
scarlet gale
#

Could always start a Zhell's modules thread

molten solar
violet meadow
#

Ah OK

molten solar
#

The actor sheet's special traits and proficiency selectors have a similar issue

#

... yeah ok I found it.

digital lagoon
#

Does anyone have a working crossbow expert feature? I was unable to find it in the SRD compendia or the midi-SRD compendia and I have a player who has and leans heavily on the feat, and without a way of working it into the automation it basically forces us to stop and adjust everything manually on all of his turns

vast bane
#

there is only 1 feat in the srd

digital lagoon
#

Yeah, disadvantage and ignoring cover are the two big issues. With a hand crossbow’s range the disadvantage comes up a lot

vast bane
#

just remove his ranges

digital lagoon
#

🤦🏼‍♂️

#

Of course.

violet meadow
#

flags.midi-qol.ignoreNearbyFoes - when set cancels ranged attack disadvantage from a nearby enemy. Useful for Crossbow Expert feat.

vast bane
#

the cover thing, I genuinely cannot get simbuls and midi to work together, I dunno what I'm doin wrong

digital lagoon
#

Yeah honestly I’m probably going to turn off cover calculations completely because it hasn’t worked with levels or simbuls, and if I can get the disadvantage ignored which… y’all just gave me the solutions for, that will do the trick

#

Thank you

violet meadow
#

Try this for cover

vast bane
digital lagoon
rough prism
#

is there a flag to make an actor immune to spells from a specific school of magic?

violet meadow
vast bane
#

k thanks testing now

violet meadow
#

You probably are looking into macro and world scripts territory

vast bane
#

I can't think of a feature that does it thats published, divination spells don't do damage so the amulet of proof against detection wouldn't be a use case

#

man, I wish I could just drag a whole compendium folder into the macro.createitem value field

rough prism
#

I thought it was a bit far fetched although I seemed to recall seeing something similar on the docs. No big deal anyway

violet meadow
#

There is the sculpt spell for evocation mentioned in the docs, but other than that I don't remember anything from the top of my head

vast bane
#

omg bugbear that macro is so awesome thanks

#

what makes it even cooler is how the macro is actually a toggle, but your macro doesn't matter if its pressed again cause the items poof anyway lol

#

who was that user who was trying to do loadouts too?

#

Hopefully they see this:

#

Lets say I have a bad imported monster stat block, hes got armor, or maybe he doesn't. His ac calc is set to flat, I need it to be set so that when armor is equipped it does something. What sort of macro do I need to add to this sweet sweet goodness you already made for me @violet meadow I actually don't even think its a macro, can I add a key to him? a system key?

violet meadow
vast bane
#

hmmmm ok I can add that to the macro, my question to you is, is there any tangible difference or value in making it an ae key since this macro is already adding an ae as well

violet meadow
#

I imagine the macro is "faster" as it doesn't create an AE which then updates the actor

vast bane
#

there won't be any wonky problems if the ac calc is already default right?

violet meadow
#

You could make sure that you update only if it isn't ```js
if (token.actor.system.attributes.ac.calc !== "default") await token.actor.update({"system.attributes.ac.calc":"default"})

vast bane
#

Do you have any preference whether that would be 1, 2 or 3 in the functions I'm now running, 1 being your macro above, 2 being the dfreds apply AE macro

#

aka does it matter where it goes

violet meadow
#

Nah I don't see why it would matter.

vast bane
#

works perfectly

#

now my next task is to get a dialogue prompt made so that it promtps me to choose which dfreds CE to apply out of a list

#
const updates = token.actor.items.filter(it=>!!it.system.equipped).map(i=> {
    return { '_id':i.id, 'system.equipped':false }})
await token.actor.updateEmbeddedDocuments("Item", updates)
if (token.actor.system.attributes.ac.calc !== "default") await token.actor.update({"system.attributes.ac.calc":"default"})
game.dfreds.effectInterface.toggleEffect("Load Out - Something and Board")

So I know that the const that I define will go in the "" in the final line. Just need to find a clean options prompt, I think I'm gonna use fotoply's lesser restoration method, I really like the whack a mole buttons.

molten solar
violet meadow
#

So you don't need the check Moto.

vast bane
#

k, how would I make the buttons when pressed/chosen, save as a const value?

let dialog = new Dialog({
    title: "Load Out Menu",
    content: ``,
    buttons: ["One", "Two", "Three", "Four"];
})

dialog.render(true);

I'm guessing a line like const choice = buttons?

scarlet gale
#

That won't really change much

#

const just means it'll yell at you later if you accidently try to define it again

vast bane
#

I'm trying to make it so I don't have to make 8 loadouts, I want to replace the final line of my macro above with this dialogue choice

#

So the 5th line of my above macro, has "Load Out - Something and Board". I want to replace that with a um, variable? and have that variable get picked by my dialogue

scarlet gale
#

I think you're essentially trying to do a switch

vast bane
#

Just trying to consolidate 8 macro bar buttons into 1 really cause they all are identical except for that last entry

scarlet gale
#

Make it a switch where the option is picked from the dialog

vast bane
#

in the switch example it does Date().getDay(). Would I replace that with the last line of my above macro, not the dialogue the other macro? and leave the loadout part empty and just do game.dfreds.effectInterface.toggleEffect()?

scarlet gale
#

You would want something like:

switch (dialog) {
  case 'One':
    //something here
    break;
  case 'Two':
    //something else here
    break;
}```
#

assuming dialog what gets returned when you select something

vast bane
#

work stuff, putting a pin in this for now thanks so far though!

violet meadow
#

@vast bane would you like something faster? ```js
const items = ["Battleaxe","Shield +1","Arrow:60"] //put quantities as shown in the example of the Arrows.
//The items included above will match all to items in the Items (SRD) compendium and create them on the selected token.

const updates = token.actor.items.filter(it=>!!it.system.equipped).map(i=> {
return { '_id':i.id, 'system.equipped':false }})
await token.actor.updateEmbeddedDocuments("Item", updates)
await token.actor.update({"system.attributes.ac.calc":"default"})

const packedItems = game.packs.get("dnd5e.items")
let itemsCreated=[];
for (let item of items) {
let quantity=false;
if (item.includes(":")) {
quantity=item.split(":")[1]
item = item.split(":")[0]
}
const id = packedItems.index.getName(item)._id;
const unpackedItem = (await packedItems.getDocument(id)).toObject()
unpackedItem.system.equipped=true;
if (quantity) unpackedItem.system.quantity=quantity;
itemsCreated.push(unpackedItem)
}
await token.actor.createEmbeddedDocuments("Item",itemsCreated)

molten solar
#

const id = packedItems.index.getName(item)._id 🙂

violet meadow
#

Yeah it always gets me...

#

You can create a dialog with cases of different items to be included.
You can even move them to a compendium you want and randomize selection 🤷

vast bane
#

No idea what that is but I'm just tryin to get a dialogue

vast bane
# violet meadow <@206716788929593344> would you like something faster? ```js const items = ["Bat...

It looks like your macro here is trying to replicate what I made, my question to you is does your macro account for the weirdness of needing to equip or does the macro not suffer that problem? with macro.createitem the items come from the srd but are unequipped for some reason. So I have to make another compendium where all the items come preflagged with proficient and equipped. However it also does not look like you have a dialog setup in your macro which is the only part I'm missing so far.

#

I also intend on making loadouts for a caster too

violet meadow
#

I can write a dialog later when I am on my PC, but you will be able to find many examples in the #macro-polo

vast bane
#

yeah I am working on just populating the dfreds CE's now. I don't really care so much about the speed of the adding of them, so much as the ability to understand what and how to make them, and macros are my weak spot so I'll stick to macro.createitem hehe

#

Plus I like that I can see what each monster has for kits

#

Was it @coarse mesa that was trying to populate combatbooster history buttons without actually having rolled them yet?

undone sorrel
#

Having a really weird problem. Have an effect which uses flags.midi-qol.OnUseMacroName to call a global macro with macroName, preambleComplete as the params.

It works perfectly fine when applied from a feature (and as a convenient effect) but when applied directly from a weapon something weird happens:

It tries to find a macro called "preambleComplete", gives a warning that no such macro exists and fails to execute the named macro on the specified macroPass? Any ideas as to what's going on?

scarlet gale
vast bane
#

I don't write macros lol. macro.createitem does the job and I can quickly edit and change things in a simpler way. my problem is just that I still haven't figured out how to use dialogs but I've moved onto other stuff for the day now sadly

vast bane
#

although, lines 7-15 in your macro look pretty dang slick to me

scarlet gale
#

I wouldn't mind testing it to see if I can reproduce that issue.

scarlet gale
vast bane
#

yeah got excited too early, like the other dialogs its a rabbit hole I get lost in

scarlet gale
#

I use advanced macros to call another macro that does the heavy lifting for making a dialog

undone sorrel
scarlet gale
#

So item and the called macro

vast bane
#

I think I'm just gonna burn a hotbar lol

#

this is probably my biggest gripe with foundry vtt vs roll20

scarlet gale
#

I've stopped using the macro hotbar lol

#

Sidebar Macros has solved my sanity

vast bane
#

the fact that it stilll cannot give us a dialog that a basic human being can write, whereas roll20 its as simple as ?{what?}

scarlet gale
#

If you make dialogs a lot

vast bane
#

foundry vtt is 30 lines of code instead lol

scarlet gale
#

Just throw my helper macro into a hobar macro somewhere

vast bane
#

that might as well be written in russian or mandarin

scarlet gale
#

Your weapon has add instead of custom.

#

That may be part of it

undone sorrel
#

if I missed something that simple I'm going to end myself

scarlet gale
#

That fix it?

undone sorrel
#

yes 🤦

#

someone else pointed this out to me and I just didn't double check that they did the setup properly

#

thanks Chris

dark canopy
heavy elm
#

Hello everyone. Looking for help with linking effect to concentration. Got through some examples (like Hunters Mark macro or Midi changelog) that I was able to find, however, still having issues with it.

So, long story short:
I have a spell with concentration, that puts effect (effect1) on the caster. On hit, another effect (effect2) is created on target (previous one is removed, if that matters). I need to link effect2 to the concentration on caster. The way to go looks like this (borrowed from Midi changelog):

let cd = getProperty(casterToken.actor.data, "flags.midi-qol.concentration-data.targets");
let targets = duplicate(cd.targets || []);
targets.push({actorUuid: casterToken.actor.uuid, tokenUuid: targetToken.document.uuid});
await casterToken.actor.update({'flags.midi-qol.concentration-data.targets': targets});

await applyActiveEffect(targetToken, item, spellOptions);

applyActiveEffect applies new effect to the target. Effect origin is item uuid.
However, removing concentration does not removes event2
It seems, that I missing something with concentration link. Spend few hours to find any examples and ended up writing here.

concentration-data looks like this:

targets: Array(1)
0: {actorUuid: 'Actor.LIx4Jg32cvsw9A8a', tokenUuid: 'Scene.v7scS2dwgbN0n9H6.Token.4JBwrjfogQ6K0quj'}
uuid: "Actor.LIx4Jg32cvsw9A8a.Item.VxbfTFWeZpzGRbhb"

effect data looks like this:

changes: [{…}]
disabled: false
duration: {startTime: 713915842, seconds: null, rounds: 10, turns: null, startRound: null, …}
flags: {core: {…}, dae: {…}, times-up: {…}}
icon: "icons/magic/fire/dagger-rune-enchant-flame-orange.webp"
isSuppressed: false
label: "Searing Smite (WIP)"
origin: "Actor.LIx4Jg32cvsw9A8a.Item.VxbfTFWeZpzGRbhb"

Yap, im trying to automate Searing Smite.

violet meadow
#

I do update the concentration data in there, changing the target's tokenUuid

vast bane
#

isn't there a midi sample item for the spell smites?

#

can't you just cut and paste his version he made for all the various ones?

violet meadow
#

Probably yes. There isn't a premade Searing Smite, but should be easy to do, by adding an OverTime effect for the every round fire damage

scarlet gale
#

It's just a matter of having the effect on the target use the concentration from the spell. Since it looks like they want to keep it self cast

#

Then "move" on hit

heavy elm
violet meadow
#

There are some issues right now with effects and deletion of them with MidiQOL 10.0.22

heavy elm
#

Yes, sample macro does the job, initial goal was to understand how to link effects to concentrations. Searing Smite is just an example this time

vast bane
#

yeah it was branding smite thats premade

heavy elm
vast bane
#

cause the whole point of that spell is to hit an invisible creature, and then for the remaining minute, they are visible as you concentrate

#

Sorry its the end of my friday I can't read well, I get what you said now

heavy elm
vast bane
#

if a spell does not say when it ends, then it ends when the duration or concentration ends

#

the hit does not define its end, the hit is a singular aspect of the spells feature set

stoic seal
#

Quick question but Visual Active Effects works in tandem with DFred Convenient effects, right?

molten solar
#

It uses its own flags for the text contents, but falls back to what CE has if there isn't any.

stoic seal
#

Great!

heavy elm
unique cape
#

Is there a way to make the damage section less descriptive with MidiQOL?
Just a small annoyance: I added level scaling to Magic Missile spell . When upcast to 3rd level and without MidiQOL, 1d4 + @item.level - 1 would show 2d4 + 3 - 1. If I add brackets like so 1d4 + (@item.level - 1), it is displayed as a simple 2d4 + 2.
But with MidiQOL it now shows the brackets, 2d4 + (3 - 1)

inland fossil
#

Alright, after tons of testing on my firearms, if I remove the resource consumption off of the weapon AA works just fine. If i leave it on there (as it has been for weeks and worked just fine) then the guns do not make shooting sounds, or animations. I can change the animations to the ammo itself and it will make sounds and effects, but the weapons wont unless I remove ammo from them as a resource to consume. This is both for auto use resourece and do not auto use resource. Here is another kicker, If I remove the ammo and replace it with item, it will use the item I selected and do all the effects and animations.....Anyone able to figure this out thanks a ton

coarse mesa
strong yew
#

Is there a way to get the card details still output, but maybe minimized more to this size

#

with like a dropdown to expand the effect if I wanted to check it, but like by default more compact?

honest wave
#

Yo, for some reason even when my players have been targetting a creature it still targets themselve

#

sany idea why?

vague relic
#

Feeling dumb rn, why am I getting an undefined error for _actor when that's literally the path? I'm getting the same error if I just put actor instead of _actor

molten solar
#

hitTargets[0].actor

vague relic
#

that doesn't work either though

#

oh wait, yes it does, i see where i fucked up

#

I put data.targetToken which is already defined as data.hitTargets

#

me dum, sorry lol

coarse mesa
unique cape
strong yew
#

also, how do I get rid of these

#

I checked midi, DAE, and Dfreds but didn't find anything I could toggle to remove the notifications

coarse mesa
strong yew
#

Ah, you know I think it's just in a weird setting. Is it Chat Message Permission?

#

Yeah that's it, just wouldn't have thought to look there

coarse mesa
#

I wish you could set it on a per CE basis, the condition ones are useful

strong yew
#

Yeah, one of my players cast darkness on like a group of 4 the other night

#

and then they were impressed that it only made them blind while they were in it

unique cape
#

I figured out my issue - @item.level doesn't like when "-" is right next to it. This took a while

strong yew
#

so they toggled in and out a bunch of times

#

and spammed like 60 effects messages in my chat in seconds lol

coarse mesa
strong yew
#

Might look into it, but I think none is fine for me for now

#

Also think I might switch to Babonus for Hex/Hunter's mark and the like

coarse mesa
#

We find it useful for putting the condition description in chat as a reminder to everyone (for things like paralysed)... but you can still get at those using DFreds Effects Panel

strong yew
#

Yeah I have the effects panel

#

So my warlock got hex via fey touched, so it shows up twice in his spell list. Once for the feat usage, once for him to cast with pact slots

#

and my hex is based off the Hunter's mark midi one just altered

#

So he has 2 passive effects for hex since the item appears twice

#

causing it to roll twice

coarse mesa
#

it shouldn't roll twice 🤔

#

I have a lot of spells that are 1/day from feats and also in prepared

strong yew
#

Doesn't it make two BonusDamage macro calls if they're both there?

coarse mesa
#

the passive effect should only be there while concentrating

#

so you'd only have one at a time

#

in fact, it shouldn't be passive, it should have a duration

#

I'm guessing that's your issue

strong yew
#

The one from midi is set up with a temp and passive

coarse mesa
#

The Passive will switch to Temporary on cast though? When a duration is applied

#

I haven't tried the v10 one yet though

#

Maybe Tim got rid of the duration

strong yew
#

it does switch to temp after cast yeah

#

But then I get this

#

Basically this is the same as the hunter's mark macro, just names changed is all

coarse mesa
#

your caster should only have one AE on them for this spell, is that the case?

strong yew
#

yeah

coarse mesa
#

that... seems like a bug

#

and HM does the same?

#

I'll test that HM now

strong yew
#

I'll set it up on an actor

coarse mesa
strong yew
#

You have the spell on them twice?

coarse mesa
#

no

strong yew
#

I have it once in at will, once in pact

coarse mesa
#

ok will try that

#

you're right lol

#

wtf

#

why should that even matter?

strong yew
#

yeah strange edge case I wouldn't have considered

#

but my warlock took hex this way so it's on his list twice

coarse mesa
#

yeah not unusual

#

same with HM, you can also get with Fey Touched

#

@gilded yacht if you have a spell in your list twice (eg one for at-will 1/day and one prepared), the bonus damage is rolling twice for Hunters Mark 10.0.13

strong yew
#

I also tried this with the most recent hunter's mark that was posted here in the discord

#

not a huge difference between the two macros, so I'm sure it's the same thing

coarse mesa
#

guessing it checks if it's on your sheet for some reason before applying the bonus?

#

It would be better if you could have the 1/day and then slot use on the same item… but I don’t think that’s possible

sudden crane
coarse mesa
#

I should check if scrolls make it worse, I use Hex scrolls a lot for when I run out of slots

strong yew
#

lol, I'm cooking some real stupid macro over here

#

if I get it working, I'll post it so someone smarter than me can tell me why it's a bad idea lol

gilded yacht
strong yew
#

So, for the possibly stupid idea. So if the only thing we need for hex/huntersmark/favoredfoe is to call the itemmacro for the damage bonus, to verify the target we're hitting is who we cast it on, and to have all of that clean itself up when concentration drops, why not just update the concentration effect with some flags and add the bonusdamage call. When concentration drops, it all gets cleaned up alongside it.

#
try {
    if (args[0].macroPass === "DamageBonus") {
        if (args[0].hitTargets.length > 0) {
            let mark = token.actor.effects.find(e => e.label === "Concentrating").getFlag('world', 'hexTarget');
            console.log(mark);
            console.log(args[0].hitTargets[0].id);
            if (mark === args[0].hitTargets[0].id){
                // Use same roll options as the one from the damageRoll
                const dmgOptions = args[0].damageRoll?.options ? duplicate(args[0].damageRoll.options) : {};
                dmgOptions.critical = args[0].isCritical;
                delete dmgOptions.configured;
                delete dmgOptions.flavor;
                // Construct a DamageRoll to compute critical damage using the appropriate defined method and use the resulting formula
                const damageBonusResult = new CONFIG.Dice.DamageRoll("1d6[necrotic]", args[0].rollData, dmgOptions);
                return {damageRoll: damageBonusResult.formula, flavor: 'Hex Damage'};
            }
        }
        return {};
    } else if (args[0].macroPass === "postActiveEffects"){
    const effect = token.actor.effects.find(e => e.label === "Concentrating");
    let changes = foundry.utils.duplicate(effect.changes);
    changes[0] = {
        "key": "flags.dnd5e.DamageBonusMacro",
        "value": "ItemMacro.Hex",
        "mode": 0,
        "priority": 20
    }
    await effect.update({changes});
    effect.setFlag('world', 'hexTarget', args[0].hitTargets[0].id);
    }
} catch (err) {
        console.error(`${args[0].itemData.name} - Hex`, err);
        return {}
}
#

This worked when I tested it just now, and works even with multiple of the same spell since it's not a passive effect and only active while concentration is up

#

Don't technically need any AE at all for this to work, but can use dfreds or just a blank one to mark the enemy visually for hex

coarse mesa
#

I'm no coder but I like the thinking behind this... let's give concentration something proper to do

vast bane
strong yew
#

Yeah, I had the thought when working on moonbeam and getting frustrated about all the effects I was tracking

gilded yacht
strong yew
#

It seems to work ok, but there could be something I'm missing about why this won't work since I'm still relatively new to all this

coarse mesa
strong yew
#

yep that seems to do it

strong yew
coarse mesa
strong yew
#

I think the one I was using for that was posted by tposney. Basically looked for the conditions of the token you cast it on being dead or removed, then duplicated the existing concentration effect to the new cast of it

#

so it preserved the duration

vast bane
#

@gilded yacht There is an issue with macro.createitem posted already related to the fact that when you attach an ae to an attuneable item, it becomes "Unavailable", and when you attune it becomes passive, this exact scenario seems to confuse the key for macro.createitem and fails to have the key function. If we could get this issue fixed, we could finally have an answer to the "unidentified item" dilemma in dnd5e cause I have a really genius idea for that key to setup unidentified items. It is number 1 in this issue:
https://gitlab.com/tposney/dae/-/issues/351

strong yew
#

It still popped up with the "end concentration?" dialogue but skipped the consume resource dialogue

coarse mesa
# strong yew so it preserved the duration

This seems super promising... I do like Crymic's hex tho because it gives a dropdown for the debuff when you cast (and has fancy sequencer effects).. this might be enough to push me across though

strong yew
#

I think Chris was working on a way to avoid the "end concentration" part

strong yew
#

before I got into the itemmacro stuff

#

or, Convenient Effect I guess would be what it would be called

coarse mesa
strong yew
#

yeah

coarse mesa
#

Ah so would be wiped on update?

strong yew
#

It would yeah. I considered just taking this out of there though and just putting it all in the item macro

coarse mesa
#

I wonder if DFreds would be up for making it part of the default CE list my bad, Hex isn't SRD 😔

strong yew
#

My implementation is super messy. I think if I read the DAE stuff right, I could've just put disadv on a skill like STR DEX and the like and it applies that to any skill that uses that for the check

#

in mine, I actually just put in all the individual skills lol

#

I gotta go back and clean it up, but ultimately, it does what it needss too do

coarse mesa
coarse mesa
#

Oh I guess with the 10.0.13 implementation you still end up with the 'Marked' AE on the caster...which seems a bit odd tbh

#

why is that?

#

Shouldn’t the caster’s AE be the ‘Hunter’s Mark’ one?

strong yew
#

Oh is this with mine? You don't actually need any AE set on the spell for mine to work

#

You can have the same setup as the midi one and just empty out the values of the AE for it to show up visually the same though

#

Though I had some ideas just now on how to include the stuff I made in CE with the macro cast

coarse mesa
#

Sweet yeah, but I was also wondering why tposneys one has the caster being ‘Marked’ 🤔

#

I’ll probably rename it anyway since we have a ranger and a vengeance paladin both using it in our party

strong yew
#

Careful renaming it as I'm pretty sure it's used for some validation in the macro

#

make sure you rename it there too

gilded yacht
gilded yacht
vast bane
#

So my usecase to create the awesome "Unidentified Item" premade for fast reuse for all magic items in a campaign, is to create a compendium of just the items, with the macro.createitem ae on them, all of them are requries attunement. The key is incomplete, still waiting for the drag and drop of the magic item. So every possible item type is premade. Then you just drag out a master copy from that compendium that is "unidentified longsword" and then drag say..."Longsword of Dragon Slaying" into the key on that dragged out Unidentified item(and add the perminent flag). Then when the player attunes, tada, identified(delete the original unidentified item then).

coarse mesa
vast bane
#

And ou can just share the whole compendium here or anywhere because the compendium is just generic non descript unidentified items templates, no uniqueness to them.

#

the uniquenss comes when you complete the key

coarse mesa
#

Like, it would prepend ‘Unidentified’ to all item names and set the attunement, add the AE?

vast bane
#

no not at all

#

theres like 20 item types right?

#

create 20 generic ass unidentified items with benign descriptions that require attunement, put em in a compendium for safe storage so you don't accidentally delete them. Whenever you have to hand out a magic item of a type, go to that compendium and set a copy of that type up

#

no macros needed, no stress emojis

#

super simple unidentified item mechanic

coarse mesa
#

Dunno why Z is stressed, he could do it with only a mild inconvenience

vast bane
#

the only step that is unique in the process is the drag and drop of the item into the blank effect value of the premade Unidentified item

#

the only reason why I haven't showcased this concept yet is because macro.createitem doesn't activate right when the ae is "unavailable" which only occurs when an item is attuneable. It will work if you toggle it between suspended/passive, but theres something special about the "unavailable" condition for ae's that is confusing that new dae key

coarse mesa
#

So you wouldn’t break it down to Unidentified Dagger, Unidentified Leather Armor etc? I’d be keen for that if some madlad did make a macro for all SRD nonmagical items

sudden crane
vast bane
vast bane
#

heres the genius of it, that I think is cool, I was gonna actually make the "unidentified version" of all magic items, give them unique descriptions and everything. Thats what I was kinda hinting at with the sharing of the compendium.

molten solar
#

But why do you need an effect to create them.

vast bane
#

yeah you could go really generic, but since theres no copyright issue with describing what an item looks like, you could really get a cool unidentified item template compendium built to share

vast bane
molten solar
#

Are you gonna sell it?

vast bane
#

nope, I was gonna just share my unidentified compendium

molten solar
#

You can share one macro with a simple dialog I'm sure.

vast bane
#

Its just blank items with descriptions of what I think various magic items would look like

coarse mesa
#

I do like the idea of an unidentified item sitting in their inventory until they equip or attune it

vast bane
#

A vial of red glimmering liquid.

coarse mesa
#

Then ‘poof’ you have the effects of a belt of dwarvenkind etc

vast bane
#

An ornate scimitar with a dragon depicted on its hilt.

#

theres no effects in the unidentified item or features, you just drag out the compendium item with the cool description, find your actual sword of dragonslaying, and drag it into the efect value of the incomplete macro.createitem ae, and then bam, unidentified item ready to use

#

no programming degree, no work, its a simple drag and drop.

#

oh, have to add the perminent key, thats the one catch

#

so after the drag and drop, add perminent in the effect value

coarse mesa
#

This it potentially a bit more straightforward than what is about to happen with dnd5e where the DM needs to go in and edit the item to make it secret

vast bane
#

Oh I had no idea dnd5e was finally doin that stuff

molten solar
#

A PR has been in the ether for a good few months now.

coarse mesa
#

The ultimate would be if you just dragged a magic sword anywhere on the longsword item sheet

#

A bit like how wild shape works

vast bane
#

the only loose end in this whole concept is that the unidentified item is still there, so someone/something has to delete it after the macro.createitem fires properly,.

coarse mesa
#

EM could delete it?

vast bane
#

Oh, and you'd probably have to copy your magic items compendium if its locked, cause you'd want the item to arrive prechecked for proficient, equipped, and attuned

molten solar
vast bane
#

cause the macro.createitem method doesn't perform the same task as drag and drop into inventory, it doesn't equip/proficient them

coarse mesa
molten solar
#

No, it'd be insanely difficult.

#

It would be like... 10 characters.

vast bane
#

to be fair, 10 characters is prety hard for me lol

coarse mesa
#

He’s messing with us Moto

vast bane
#

probably a wait line

#

like wait 3000 deletesomething

molten solar
#

origin.delete() lol

#

The item that created the effect is already declared in the macros.

vast bane
#

yeah but we'd have to set a delay in it, can we do wait 3000 origin.delete()?

molten solar
#

Why?

vast bane
#

cause its activating and doing something that has a slight delay on its own of like 1-2 seconds, and we need it to complete before its deleted

molten solar
#

Why?

vast bane
molten solar
#

A script doesn't stop existing...

coarse mesa
#

Moto wants to be able to drag the item into the DAE createItem value, rather than put the item ID into a macro

molten solar
vast bane
#

to be fair my servers slow as dirt

#

I watch others use foundry and its very performative, I dunno whats wrong with my server

vast bane
#

the effect being deleted as its still finding and creating the item might cause a hiccup but we'll see

#

maybe it works as is

molten solar
#

is DAE ignoring the scripts for 3000ms or something?

coarse mesa
#

Try it and find out Moto

vast bane
#

nah I think its just got a delay cause my pc is slow, you guys tell me, I personally think my server is just slow

#

I can't, we are waiting for the next dae version

#

attuning items is broken with the key atm

molten solar
#

It should be 0 seconds. So yes, it's slow.

#

But it's probably a thousand hooks from modules.

coarse mesa
#

See who wins between DAE and EM ⚔️

vast bane
#

yeah I even installed fresh with the update, but the world came over so I'm sure I got a ton of useless data on actors

#

but also the device thats hosting the instance only has 4gb of ram(embarassed)

#

its a throw away device that I repurposed for hosting

molten solar
#

Ugh, I do need to go see how the system creates equipped, attunement, and proficient on items when they are created. iirc it's annoying to replicate.

coarse mesa
#

My brain thought EM would delete the item faster than DAE could create the item, but if they both run that’s awesome

vast bane
#

for my loadout system, I'm using that same ae that gives the items, with your visual active effects module, and I'm gonna have buttons to attack with said weapons in the description.

#

cause one of the downsides to combatbooster is that the history is generated based off the proto actor, and with loadouts the proto actor never has the items

#

so I have to find another way to use quick attacks for the random npcs

#

without opening their sheets

molten solar
#

I just use a macro programming degree for that.

coarse mesa
#

You can have buttons in the description on the VAE icons??

molten solar
vast bane
#

its enriched text so you can drag document links to it

#

sorry, Drag Programming degrees to it

molten solar
coarse mesa
#

Goodbye DFreds EP 👋

vast bane
#

that looks so good Zhell

molten solar
#

The effects have editors attached so users can easily modify the displayed text.

molten solar
#

I just cranked the css up to 11 and then took it from there

coarse mesa
#

It prob won’t look that clean with midi instead of CN tho

molten solar
#

Nah. This is a concentration effect, and it's CN creating the default contents and the buttons.

#

The collapsible is VAE though.

coarse mesa
#

It’s actually dope having just one icon for concentrating on a spell

#

Rather than the spell and the conc statuseffect

molten solar
#

What?

#

Why would you have two

coarse mesa
#

Most spells we use have AEs that pop an icon on you, but you get the conc xray head icon too

molten solar
#

Which of those two actually do anything?

coarse mesa
#

The conc is really just there so you can end concentration afaik, or to remind you that you are. If you choose to end it the associated AEs will go too

molten solar
#

Well that's a choice. Why not just put all the data in one effect. I store everything in there, from duration to the entirety of the spell's data.

#

With a status id, of course.

coarse mesa
#

Yeah not too dissimilar to @strong yew’s approach to Hex above

scarlet gale
#

Not every spell you use will have another icon.

#

Most of the time it's just the concentration icon.

vast bane
#

its spells with templates that usually have 2

#

and that can be turned off in midi

coarse mesa
molten solar
#

So the conc effect to denote concentration, and if the spell needs to ... retain some knowledge, there's a second effect?

vast bane
#

Lukas you are on v9 still aren't you?

coarse mesa
#

I’m dabbling in v10

vast bane
#

yeah its mandatory, in v10 you can switch off the template thing

coarse mesa
#

@molten solar in your game is the token HUD concentration icon used at all?

molten solar
#

... there isn't one.

#

So uh, no.

coarse mesa
#

ZhellVTT

molten solar
#

Smoothest games around

coarse mesa
#

It’s amazing you can even converse with us mortals

coarse mesa
vast bane
#

I think he detaches from conc for various behind the scenes features like ending conc if the effect stops on targets, and also to end the template down on the map for spells with templates.

#

kinda like how macro.ce/cub do an extra icon too

molten solar
#

Shouldn't be needed, really. If you want to store more data for later, you can update the effect (use flags).

#

I sometimes update the conc effect to give it an EM

#

or a Sequence, using .tieToDocument() 🙂

violet meadow
#

Hey now I can do it too

#

I will make it pretty and share.

coarse mesa
#

Don’t look Zhell

#

TWO icons, one spell

strong yew
#

lol

violet meadow
#

Though it needs a macro and a world script

strong yew
#

Where do I get this call lightning

molten solar
#

Heresy. Clutter.

violet meadow
coarse mesa
violet meadow
#

Hey its that or a module... 🤷

molten solar
#

Just install CN. 😎

violet meadow
#

See a module

coarse mesa
#

We’re in the midi channel. Is CN midi-compatible?

scarlet gale
#

Would be duplicating what midi already does

coarse mesa
#

But can they work together as friends?

violet meadow
#

Just for the kicks of it I would test with MidiQOL concentration off and CN to see what I can break

molten solar
#

It's not incompatible, but...

scarlet gale
#

I feel like that would just make using midi more clunky

molten solar
#

Of course

scarlet gale
#

Since removing midi concentration removes the effects tied to it

violet meadow
#

Yeah I am just messing around! I wouldn't suggest that to anyone 😄

#

Now I have 4 ways (+1 with a macro) to roll the attack item that Call Lightning creates on the caster.
I guess my players will be finally happy with the options 🤷 🤣

molten solar
#

5: don't make an item.

violet meadow
#

They want to click nice icons, not much I can do

molten solar
#

I don't follow.

violet meadow
#

The want the item on the inventory to be able to use it either from the Character sheet or Token Action HUD or Illandril's quick actions or VAE

coarse mesa
molten solar
#

Yeah but why can't they use the same item? The spell?

violet meadow
#

The spell creates the cloud/storm effect. The damage is a different thingy

coarse mesa
#

Oh Zhell you sweet summer child. Midi don’t work like that

violet meadow
#

It can, but 🤷

scarlet gale
#

I'm sure you could warpgate the spell to make it act like that

molten solar
#

You can't make one item do multiple things? 🤔

strong yew
#

Is there a way to remap what the values are in a select on the warpgate men?

#

      const results = await warpgate.menu({
        inputs: [{
          label: 'label',
          type: 'select',
          options: ['Option1','Option2', 'Option3'],
          value: {Option1: somethinelse, Option2: etc, Option3: etc}
        }
#

something like this

#

where the options are selectable, but the value of the options are something else?

molten solar
strong yew
#

That's a good point

#

you guys are just so trustworthy

coarse mesa
#

HB is in here 😶‍🌫️

scarlet gale
#

Dunno how this is any different then talking about Zhells stuff in here lol

molten solar
#

Oops!

vast bane
dark canopy
vast bane
#

I already have my items made I just need to learn how to make the attack in the description of VAE

#

I'm guessing its a macro that gets the name of the item and then rolls it

#

cause you can't do a uuid right?

violet meadow
#

To add a description of the details of the item is easy. To make usable buttons for attacks etc is more of a PITA

molten solar
molten solar
#

<a data-uuid="uuid of item goes here" data-type="attack">This is an attack button</a>

#

and just a listener that gets the uuid and type and does the thing

vast bane
#

I don't think you can get the uuid for us zhell

#

the item doesn't exist yet when the ae is made

violet meadow
#

No its fine.

molten solar
#

Give it a flag or something then

violet meadow
#

I have it as such Moto

scarlet gale
#

It's running after the AE, so it does

vast bane
#

can't you just do something like
get item with name X
roll X

#

cause you can't see the description if you don't have the token selected, selected is assumed

molten solar
#

No, actually

violet meadow
#

I do all that in an Effect Macro on Effect Creation

molten solar
#

VAE defaults to your assigned character.

violet meadow
#

And a world script for the listeners

molten solar
#

But also, if these buttons are in the effects... you can get the effects.

#

and thus the effect's owner

#

and so on

violet meadow
#

Main concept is something like ```js
const content = fromUuidSync(effect.origin).system.description.value;
const buttons = await TextEditor.enrichHTML(updateVAE(item),{async:true});
await effect.update({"flags.visual-active-effects":{data:{content, intro:buttons}}});

molten solar
#

setFlag pitchfork

violet meadow
#

True, I was mass updating some other stuff on the effect too and copied that part only

vast bane
#

I dunno how any of that works, but all I want is quick attack buttons, so I'm gonna take the temporary items, drag them to the hotbar from the sheet, take that macro and drag it to chat, cut and paste that thing in chat into the description of the active effect to create my own little human centipede style macro setup, and since its all done by the GM and never touched by a player, I hope it all works...if it doesn't, oh well.

molten solar
#

I'm sure you could make a single macro, like the one I use for multiattack, and just paste it into the effect descriptions

#

I can probably do that right now...

vast bane
#

so I had assigned the default item pile to myself just for giggles with the party, and over time I have also accidentally clicke dfreds CE's with nothing selected, and that whole time, all of those have applied to the default item pile, so when I enabled Visual Active Effects for the first time just now, I'm just now realizing it had 20 active effects on it

coarse mesa
#

That item pile is now the BBEG

vast bane
#

wow, my idea actually works guys

#

My Middle name is Janky

coarse mesa
#

Pics?

vast bane
#

so you apply the loadout, the bugbear gets the longsword, you drag the longsword to the hotbar, then you drag the hotbar button to the chat, then you ctrl c chat and paste it into the description of the original dfreds CE and BAM

#

So Janky I love it

#

probably not something thats gonna work for player stuff, but it seems to work for me!

#

I just thought of another cool thing to do with visual active effects

#

toggle the hooded lantern between hood and not

#

obviously this would be an ATE thing

coarse mesa
# vast bane

Nice! Is there a “dark mode” CSS for those inline links? If so, @molten solar should use it

vast bane
#

I pondred CSS but ultimately I'm just too inept for figuring that stuff out

coarse mesa
#

It’s looking legit tho

#

Is there a way to keep an AE a passive and have it show up there, without having all passives turned on? I know force display on token does it but then it’s not a passive toggle right?

vast bane
#

where is the description edited on ae's that aren't dfreds ces?

coarse mesa
vast bane
#

I dunno how to edit the description of aura of vitality lol

coarse mesa
#

I think that’s what we need CN for 😔

#

CN or CE are your options for those descriptions

vast bane
#

could we get that from dae in a feature request?

#

can I install CN but not have it manage concentration? and get the feature?

#

actually the real question would be, can I make it a dfreds ce? This is the key:

coarse mesa
#

Oh, looking at the VAE page, you put them in with a macro

violet meadow
#

On Effect Creation as an Effect Macro```js
const content = fromUuidSync(effect.origin).system.description.value;
await effect.setFlag("visual-active-effects", "data", {content});

vast bane
#

ok but where does the actual stuff go in that macro?

#

or does that create the field on the ae?

#

If I wanted the description to have a pasted document link in it, where would that go in the macro bugbear?

strong yew
#

Got Hex disadvantage application working in the item macro

violet meadow
#

I have a Hex working if you want it at any point

violet meadow
strong yew
#

Is it an adjusted one of the hunter's mark macro?

vast bane
#

I suppose I could also just create a dfreds ce that is just generic

#

Always go full janky I always say

strong yew
#

don't have the swapping on death in there yet

coarse mesa
#

Nice, thanks!

strong yew
#

lol let me reupload

#

had a bunch of straggler stuff at the bottom

#

Just requires a post active effects call atm

#

and a dummy AE with nothing on it to apply to the enemy called "Hex"

violet meadow
#

@vast bane the macro in an EM on Effect Creation will add the description of the effect's origin (item) to the VAE

#

a small edit fyi from the original posted

coarse mesa
coarse mesa
strong yew
#

I feel like there should be a better way to do it

violet meadow
strong yew
#

huh, yeah very similar

#

reminds me I need to add the spell level durations in there actually

violet meadow
#

Need to touch it up a bit

vast bane
#

omg this works for players somehow, wait maybe its client based, we'll see in our next session lol

#

This ones a warpgate creation, not even createitem

violet meadow
#

Why do you want to do that though? Just to have only one effect on the token?

vast bane
#

I think you want it now though, if you plan to use VAE like we're fiddling

#

I like the extra ae icon cause it kinda tells me WHAT is paralyzing something, oh its hold person ok.

violet meadow
#

Probably missing some context from the initial conversation

#

Double spells with the damageBonus as active effect

#

ok

strong yew
#

Yeah initially started looking cause of the double bonus

#

but also just less effects on the screen

coarse mesa
strong yew
#

Well, actually I can just create the effect on the target rather than applying one and updating it

#

that's probably more sensible tbh

violet meadow
#

So you would better tie in VAE a description of the origin item applying it 😄
(context: if only a concentration effect is applied on the token)

coarse mesa
#

So we’re all going full VAE then? I’d better break out Custom CSS to deal with those gigantic headings and corner radii cracks knuckles

violet meadow
#

I actually most of the time roll the items to get the DamageBonus going, as an effect applied to Self and that solves it as Elwin suggested

#

CN styles.css ftw 😄

vast bane
#

I don't mind the looks, the only thing thats ugly in mine is the document link but 99% of them will only be seen by me so I can live with it

coarse mesa
vast bane
#

I'd definitely use it. I get by with the macro though fwiw, its not perfect but it gets the job done.

coarse mesa
#

Yeah could do the same, just hoping to skip that step… and I’m sure it would make VAE more approachable and useful for the unwashed masses

vast bane
#

the neat thing about the macro is you can then utilize the descriptions editor for some formatting so its not all html code like it would be in the dfreds field

molten solar
molten solar
molten solar
halcyon umbra
#

hi, I was redirected to here and need some help, args[0] is undefined whenever I try to run a macro, and I was told to execute the macro with midi, but I don't know how to do that. I have midi-qol installed and it's an item macro.

#

also I tried importing and running the sample Absorb Elements spell and the same thing happened

#

where args[0] is undefined

violet meadow
halcyon umbra
#

I clicked execute Macro

violet meadow
#

and you are using arguments supplied by MidiQOL when you execute a macro using one of its macro execution methods

#

So when you use the Item Macro the normal way (clicking the Execute Macro button), the args[0] will not be populated

#

You will need a totally different setup

halcyon umbra
#

I see

violet meadow
#

You probably will get away with using item.system.level instead of args[0].spellLevel

halcyon umbra
#

I tried item.level and now it outputs NaN
damageDie = 1 + math.floor((item.level-3)/2);

molten solar
#

const damageDie = 1 + Math.floor((item.system.level - 3)/2);

violet meadow
#

Damn the system

molten solar
#

fight the power

#

Coincidentally, this is what a pure non-midi macro would do. Guess this convo came full circle.

halcyon umbra
#

huh so let breaks it and const fixes it. huh

halcyon umbra
#

oh wait

#

my brain

#

it did not see the .system that was put in the middle

#

makes sense now

violet meadow
halcyon umbra
#

I'm still quite new to foundryVtt macros so I dunno where to find most resources and stuff

molten solar
#

You've jumped right into the deep end with Midi and macros then

#

Most of it is just javascript though, and slap on the foundry api and some document structures.

halcyon umbra
#

that I did indeed. When I initially started I was like "I'm a c++ programmer and have done some Javascript before, this'll be fiiiine" and now I'm like "there's no autocomplete and I have no idea about the structure of any of this"

molten solar
#

The console has autocomplete. 🙂

halcyon umbra
#

IT DOES?

#

thank you

molten solar
#

Can use it to see the structure of items, too.

halcyon umbra
#

so much

violet meadow
#

and you could load the foundry.js in your vscode (or whatever) enviroment to get some autocompletion out of the Foundry app or client 🤷

halcyon umbra
#

ooh oki

hazy urchin
#

if i have it set to auto roll dm attacks, how can i roll adv/dis for situational attacks?

minor geyser
#

Hello, I am having an issue in my game with one of my players in that it keeps saying his token's attack is blocked by a wall. This is 5e but I think this is a foundry issue. There are no walls on this sheet

#

None of the other plauers have this issue

molten solar
#

Well I can tell you it's not a Foundry issue cus Foundry doesn't know what an "attack" is.

minor geyser
#

sorry that was a copy paste and didn't meant to send that part

violet meadow
#

Maybe a secondary forgotten token of the same linked actor is behind a wall 🤷

narrow saddle
#

Is this flags.midi-qol.disadvantage.ability.all supposed to affect the characters Saving Throw? Because it is in my game at the moment. If you want to apply disadvantage to ability checks but not saving throws, do you have to put an attribute key in for each ability?

#

Found it, it’s flags.midi-qol.disadvantage.ability.check.all 🙂

#

You can stand down, crisis over……

jagged lynx
#

Anyone got knowledge how to add an effect or something that means I can get my barbarian player to be able to add the effect for fury easily?

#

I'm not great with the coding side, I'm sorry

finite delta
#

Hi, is there a way to turn off the "resource consumption" confirmation window that pops up for features under active abilities? I have a Lay on Hands macro applied to the Lay on Hands feature (through Item Macro) and I want to disable the prompt that asks if you want to consume the resource, as the resource consumption is already handled by Item Macro.

I am using Foundry V9, MIDI, Item Macro and the required modules, plus some other ones which should not interfere this.

Source for the macro (from a previous release): https://github.com/foundry-vtt-community/macros

The macro I am using:

GitHub

FVTT Community Macros - 📝 Contribute macros or download them as a module! 📝 - GitHub - foundry-vtt-community/macros: FVTT Community Macros - 📝 Contribute macros or download them as a module! 📝

vast bane
finite delta
vast bane
finite delta
#

ah is it more premade stuff? I'll defs have a look then!

coarse mesa
# molten solar

VAE is the greatest thing since sliced bread. I can’t believe no one told me about it earlier 😑 Look how cute and small Z’s AE config window is too compared to us midi heathens

#

I also notice in ZhellVTT the HP on your char sheet change color

vast bane
#

I genuinely didn't notice that icon because I think its the same icon as Melvins lol

dark canopy
#

😆 close, but that's a pen, not a paintbrush

coarse mesa
#

At first I just thought it was the DAE wrench

vast bane
#

lol

dark canopy
#

oh, i had to zoom in too, lol

vast bane
#

I do like that editor though btw Zhell.

manic tendon
#

Is there an effect that changes the fumble threshold on attacks?

vast bane
manic tendon
#

For the next attack, anyway nod

vast bane
#

bab might be able to handle that for a specific item, just guessing though

manic tendon
#

That's a good idea, let me check out if it can do that on a disconnected effect

vast bane
#

I can't find a fumble threshold but I have to believe there is one cause its in the items

coarse mesa
#

I do seem to remember Zhell being asked to let babonus filter to just the weapon it’s on, he seemed amenable to that

manic tendon
#

Hopefully +1 works there

vast bane
#

oh its actually a midi feature not dnd5e

#

I feel like zhell would have used the same theme as dnd5e there, so you'd want 2?

#

if you want a weapon to crit on 19, you do 19 I believe

manic tendon
vast bane
#

nah theres a fumble field in the bottom of every item in midi's section of the item

#

isn't there something you can do to click on the web elements to see what the flag is?

coarse mesa
#

if there’s a flag it should come up in DAE autocomplete?

vast bane
#

if theres a flag for it, he didn't publish it, its no where in his documentation

coarse mesa
#

the fumble thing is only a few months old, might be in release notes

manic tendon
#

Is there a way to get BAB to give +1 die of damage, instead of a specific amount?

vast bane
coarse mesa
#

there has to be a roll formula for that

dark canopy
#

use scale values

#

with a die size scale value

vast bane
#

for me I was trying to resolve if a bugbear recieved my loadout system cause bugbears deal an extra damage die

#

So I went janky 8)

manic tendon
#

No, doesn't look like BAB does fumble thresholds 😕

#

@molten solar Any idea? Might I be doing it wrong?
(Set it at 15 for testing purposes, also tried +15)

vast bane
#

maybe try 1-15?

#

according to the readme those fields take roll data, integers, or dice expressions.

manic tendon
#

Nope, didn't work either T-T

vast bane
#

is there a dice equation for fumble?

manic tendon
#

Not that I know? I'll try 15d1

vast bane
#

cs is critical, whats fumble?

#

1d20cs>19 or whatever is how you change critical thresholds in avrae, whats the fumble one

dark canopy
#

cs is count successes

manic tendon
#

FWIW, this ability increases damage done, but also increases the fumble chance, in which case Something Bad happens

vast bane
#

I don't know how to inspect midi for a way to get a fumble flag, I have to assume if theres a field there, that it can be done either in a macro or with an ae

manic tendon
#

If it could be done through an active effect, that would be wonderful

dark canopy
#

fumble should evaluate to an integer value which will be clamped to [1,20]

#

so, if "20" doesnt cause all attacks to fumble, midi is getting in the way most likely

manic tendon
#

Ah nod

coarse mesa
#

It does say range, not threshold so it might be 1-2 but that seems odd

dark canopy
#

its a number, not any kind of range expression

#

follows the same derivation as crit range

coarse mesa
# violet meadow

Would you kindly share a peek behind the curtain of how you set up that damage button? I’m interested in the CSS and the roll 😆

vast bane
#

readme specifically says integer, roll data, or dice expression for those fields

#

1-2 would be 1 minus 2

dark canopy
#

which need to evaluate to an integer, yea, and that is correct -- the expression is handed to the roll system for eval

vast bane
#

I bet its just a midi thing issue, it was always a happy accident that bab worked with midi

jagged lynx
#

I have midiqol installed, when an actor equips an item, it adds the effects to the passive effects areas, but the token magic fx doesn't add itself, do you have any ideas?

vast bane
#

some strangeness in those images

jagged lynx
#

That's literally the last part

#

So what's the strange part?

vast bane
#

first off it looks like you are pulling from a module that doesn't work well with midi if they are putting effects as inactive

#

midi does not like inactive effects, it does transferral so it prefers for them to be deleted when inactive

jagged lynx
#

Well I'm using DAE

vast bane
#

what system, foundry build, midi qol, and dae versions are you on?

jagged lynx
#

5e, f 10.290, latest and latest

vast bane
#

latest is not a good answer but regardless, the answers probably in the details tab for you

jagged lynx
vast bane
#

and move the active effect to the passive field and if you see any other items with them set inactive , turn them all passive

#

manage modules window shows the versions of your modules

jagged lynx
#

I've added that dfreds thing you said to add also

#

ok, i'll go check the versions

vast bane
#

the solution to your problem is to go to the details tab of the last image you posted and check the box for transfer to actor on item equip:

jagged lynx
vast bane
#

but you must not have items with inactive effects, thats a core thing, midi hates that

jagged lynx
#

already on

#

but

vast bane
#

the problem is the ae is in the inactive state

jagged lynx
#

I think thats fucking it up no?

vast bane
#

yep

#

wherever you got that from, probably isn't a midi friendly compendium module

jagged lynx
#

nah that's still not working

dark canopy
#

the effect needs a non-zero duration for it to be temporary

vast bane
#

looks like it is to me?

jagged lynx
#

it's not showing this

vast bane
#

go to the details tab and put any character in the "force show" box

jagged lynx
#

the token magic effect

vast bane
#

show us the effects tab of the active effect

jagged lynx
vast bane
#

click edit

jagged lynx
vast bane
#

to the left of your red trash barrrel

jagged lynx
#

also when I put that other thing on the "anything" it puts it as a temporary effect, which then deletes itself

dark canopy
#

(non zero duration)

jagged lynx
vast bane
#

force show should not auto delete it

dark canopy
#

put 9999 in the rounds field

jagged lynx
vast bane
#

thats not a thing in midi

#

oh wait yeah it is holy shit

#

its just removing the icon not the effects

dark canopy
#

non-zero duration classifies as a temporary effect

vast bane
#

the effects still work, its just moving it to passive

jagged lynx
dark canopy
#

just explaining the display vs passive effect

jagged lynx
#

now when equiping and unequiping it, it doesn't move to passive now

dark canopy
#

are you editing this on the actor directly?

#

if so, dont, modify on sidebar and add to actor

vast bane
#

remove the character from that field

jagged lynx
vast bane
#

may I ask, is this an item that gives rage, or are you trying to add rage to a barbarian?

#

cause theres a few problems with those keys as well

jagged lynx
#

It gives rage, i couldn't work out that other thing and tbh this is easier for my player

vast bane
#

thats a pretty crazy damage increase for an item

molten solar