#MidiQOL
1 messages · Page 38 of 1
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
odd, I can't actually download midi SRD
errors out
even tried doing it manually and it still doesn't show up
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
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
Ah, it's bugbears
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
that has to be something in your build
Yeah it's just strange it's only with a couple spells
You don't accidently have ASE installed do you?
ASE installed on V10 breaks template stuff
(and doesn't work)
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?
Nah, I looked at it but saw it wasn't updated for v10
I'll check
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
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
does the source actor have a token on the scene? is there a chance of a linked/unlinked issue misleading you to a yes with this question?
also try turning off autoconsume in midiqol
see if the box for templates is there
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
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
Doesn't it start from the caster?
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)
Gotcha. Don’t origins always have to be a grid intersection?
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
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 🤷♂️
Can't familiars only cast touch spells?
When theorycrafting goes horribly wrong! woops.
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.
Trickery Domain lets you do that too, but as much as you want
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.
Like forever? Or do you want it to be easily undone (such as with a warpgate mutation)?
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
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
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
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?
midi module settings>workflow button>player and DM tabs, the "no auto consume" or whatever drop down, you probably have it set differently
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
ah! thank you! but T is used for targeting so I think it will be confusing
it also works for toggling the midi roller
personally I use chris' setting
maybe there is a way to change it! also, do shift/ctrl keys to apply advantage/disadvantage work when fast forwarding?
I believe so, but there may be a conflict, check the keybindings for midi
@vast bane did you find a way to make an AE go poof when temp HP run out? About to set up Symbiotic Entity
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 😉
Could babonus add the bonus only when you have those temp hp 🤔
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
I would prob prefer to manually fix that, as it would happen less than using the feature
Ah makes sense
I did automate most of the rest of it though
Damage toggle is easy enough I guess
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
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
Effect Macro?
oh my god also guys look, I used macro.createitem for it
I would make sure no one gave me temp hp if I had SE running
So if someone gets more Temp HP from another way there wouldn't be any way to tell that it should have shut off
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
In fact I would like to be immune to temp HP “damage” while SE is running
active auras aa helpers item macro fyi
OH error in the image beware!!!
forgot I had to fix that
the dreaded capital T
True
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?
yea
prolly a 1 or 2 liner
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.
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 😂
Yours is way better
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
);
});
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
I just shy away from world scripts as just another thing to keep track of
worldscripter bud, it really is great
Yeah I have it
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
The error will normally say if it includes the module world script
That's how you know you messed up with it
I have written one
Hmm 100 more messages in between yay 😁
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
Yeah
If only an AE could inject a temporary world script… so you can keep everything on the item
Well
On my phone, back on desk in a bit
You don't always need a world script
does that world script rely on midi workflows chris?
A lot of stuff can be done via a flags.midi-qol.onUseMacroName CUSTOM macroName,macroPass
true
some of the stuff that key does, requires fast forward 😦
Both of them I posted do
k I was testing it by just removing the temp hp on the actors sheet, I should probably hit her with an attack
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
that key is not doing anything
need to fix one line
errr script
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
yeah it is spelled right
I changed the last line btw
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
Not my error
my first thought is ATE because I have an ate key
in it
how do I find who owns that file?
Click on the top right little thing
where it says SmoothShader.ts
It'll open up the script in your dev tools
I think its a core file
It should have the path to the file somewhere
at the top somewhere
Pixi stuff?
Pixi means it's likely core
If you hover over SmoothShader.ts on the top tab, it'll show you the path
should I be going to the core troubleshoot for that ya think?
the error is literally in the version number lol
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
The world script working?
yep, perfectly
I bet it can be done with some DAE flags
But I've never messed with any of the actor update ones
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)
I’d yoink that second part
so all items poof?
unequip
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?
You can put EMs on CEs
What items types?
I can't though because I don't trust that it will ignore the created equipped items
whatever can be equipped?
honestly all, but armor and weapons and shields for sure
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
actor.update({'system.attributes.hp.temp': 0});
Should be literally all you need on a on effect delete effect macro.
this works perfectly
If the same EM is removing equipment and adding you can just await the removal?
the adding is in the macro.createitem key on the ae
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
@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)
If anyones curious what I'm doing, I'm making my humanoids have random equipment
That’s way easier, do the removal in the hotbar macro, a lil wait, then trigger the CE
Oh that's interesting
I really like the idea that random humanoid bands of folks have differeing equipment
I have plans to make a commoner-like token that gets randomly selected race features
I know Honeybadger is making something like it for a module
thats my plan
however, my home network is now inaccessible for 30 minutes so I can't test bugbears macro 😦
Your setup must be quite odd
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
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 😄
what do you mean?
Delete standard items, create yours on the selected token
you mean the macros can create all the items?
yep
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
... do you mean Effect Macro.
Assume you’ll just need to edit item names in the macro @vast bane
I think that was in reference to wanting the offswitch in the item instead of worldscripter z
I only got into Javascript because I got tired of clobbering everyone else's macros
Same difference
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.
Oh actually
its broken right now cause unavailable to active fails to register the createitem macro
An EM can hook on damage taken?
itemsactive effects are unavailable when they are not attuned
@molten solar Is a onDamaged event for Effect macros a crazy ask?
Do you have such a hook
It may be on a particular modules flag list yes
in that case--
I'm gonna say SchmidiQol
Get out of this thread
I'm just joking I have no idea if it is
Looks like it's just updateActor
Zhell I posted a bug with EM in module troubleshooting, very tiny one, more of a user conflict lol?
Yeah I figured. I do the same in CN.
MIT license. OC please steal.
Module Macro?
In a shocking turn of events, you're no doubt surprised to learn I have that channel muted. I don't look at the module channels unless pinged.
@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
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.
yeah to work around it I would just do the EM entry first, THEN do all the text
Nothing that can really be done about that.
Just cache the whole form and feed it back in 🤷♂️
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 😛
Could your button do a pseudo submit so the form data is saved?
Could always start a Zhell's modules thread
Occasionally. I still don't know what causes it.
Ah OK
The actor sheet's special traits and proficiency selectors have a similar issue
... yeah ok I found it.
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
the disadvantage part?
there is only 1 feat in the srd
Yeah, disadvantage and ignoring cover are the two big issues. With a hand crossbow’s range the disadvantage comes up a lot
just remove his ranges
flags.midi-qol.ignoreNearbyFoes - when set cancels ranged attack disadvantage from a nearby enemy. Useful for Crossbow Expert feat.
the cover thing, I genuinely cannot get simbuls and midi to work together, I dunno what I'm doin wrong
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
If I wanted something to run after this macro, would I put a wait in front of the next new macros line, do I put a numerical value in?
Will check it out! Thanks again! (Ps also props again for the crit effect help last night. My Paladin freaked when he critted with his new maul last night and the enemy got stunned for a round)
is there a flag to make an actor immune to spells from a specific school of magic?
Whatever comes after this, will run when the async function finishes, so after the update to unequip items has happened
k thanks testing now
That is genuinely something I hadn't encountered before. I don't think MidiQOL has something predefined for this.
You probably are looking into macro and world scripts territory
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
I thought it was a bit far fetched although I seemed to recall seeing something similar on the docs. No big deal anyway
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
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?
Probably making sure that the token has the 'default' as armor calculation method would do it ```js
await token.actor.update({"system.attributes.ac.calc":"default"})
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
I imagine the macro is "faster" as it doesn't create an AE which then updates the actor
there won't be any wonky problems if the ac calc is already default right?
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"})
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
Nah I don't see why it would matter.
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.
Foundry is smart enough to not update at all if there is nothing to update.
So you don't need the check Moto.
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?
That won't really change much
const just means it'll yell at you later if you accidently try to define it again
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
I think you're essentially trying to do a switch
Just trying to consolidate 8 macro bar buttons into 1 really cause they all are identical except for that last entry
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()?
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
work stuff, putting a pin in this for now thanks so far though!
@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)
const id = packedItems.index.getName(item)._id 🙂
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 🤷
No idea what that is but I'm just tryin to get a dialogue
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
no dialog included. Try it out and you will see that it is almost instant and items will be equipped afterwards
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
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?
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?
You might have interest in butchering my Dragon's Vessel macro. It uses warpgate to put an item onto an actor (from a compendium). You could pretty easily change it for your purposes.
https://github.com/chrisk123999/foundry-macros/blob/main/Items/Dragon Vessel/Chris-DragonVessel.js
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
Do you have an item export?
although, lines 7-15 in your macro look pretty dang slick to me
I wouldn't mind testing it to see if I can reproduce that issue.
I kinda cheat a bit
yeah got excited too early, like the other dialogs its a rabbit hole I get lost in
I use advanced macros to call another macro that does the heavy lifting for making a dialog
yeah I can export, how much do you want? The weapon, feature and macro? and should I dm it?
Just whatever is needed to run it
So item and the called macro
Lines 1-3 just call this macro: https://github.com/chrisk123999/foundry-macros/blob/main/Macros/Utility/Warpgate Menu Helper/Chris-WarpgateMenuHelper.js
Feed in a title and an array of options, it does the rest
I think I'm just gonna burn a hotbar lol
this is probably my biggest gripe with foundry vtt vs roll20
the fact that it stilll cannot give us a dialog that a basic human being can write, whereas roll20 its as simple as ?{what?}
If you make dialogs a lot
foundry vtt is 30 lines of code instead lol
Just throw my helper macro into a hobar macro somewhere
that might as well be written in russian or mandarin
macro: https://raw.githubusercontent.com/poketch/Foundry/main/Ghostwheel/v10/goading-attack/fvtt-Macro-marked.json
working item: https://raw.githubusercontent.com/poketch/Foundry/main/Ghostwheel/v10/goading-attack/fvtt-Item-goading-attack.json
broken item: https://raw.githubusercontent.com/poketch/Foundry/main/Ghostwheel/v10/Misc/fvtt-Item-cestus.json
Give me a moment to import and test
Your weapon has add instead of custom.
That may be part of it
if I missed something that simple I'm going to end myself
That fix it?
yes 🤦
someone else pointed this out to me and I just didn't double check that they did the setup properly
thanks Chris
not as a module, i dumped a NPC randomizer script somewhere around here...
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.
take a quick look here: #1010273821401555087 message
I do update the concentration data in there, changing the target's tokenUuid
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?
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
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
Was looking into your macro, yes. Will take a look again, thank you very much for it.
There are some issues right now with effects and deletion of them with MidiQOL 10.0.22
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
yeah it was branding smite thats premade
Just to be clear, Branding Smite (premade item) secondary effect is not tied to concentration, which is removed once smite triggers
Are you saying the premade is wrong, or are you saying that the spell concentration ends on hit?
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
I'm not 100% sure on should effect on the target persist without concentration or not. RAW, I guess, it shouldn't.
Same Friday problem for me. Can get through thatlonelybugbear's macro, have no idea why. Just copy pasting was never my thing
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
Quick question but Visual Active Effects works in tandem with DFred Convenient effects, right?
It uses its own flags for the text contents, but falls back to what CE has if there isn't any.
Great!
In case somebody will hit the same wall: apparently, removing effect on concentration uses something in effect data. Easiest way to fix it is to copy effect from the spell and change what is needed (duration, changes etc)
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)
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
Not me. Though I did devise a macro (with z’s help) that will replace your fifth macro bar with attacks etc from the selected token. So the GM can have easy access to a creature’s goodies. An Argon Lite, almost
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?
Yo, for some reason even when my players have been targetting a creature it still targets themselve
sany idea why?
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
hitTargets[0].actor
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
Custom CSS module is your best friend for this kind of thing. I’ve done subtle tweaks to several card types. Just checking, you don’t have descriptions expanded by default do you?
Weird. Now I have another issue. Sometimes @item.level works and sometimes it stops working
I'll check this out thanks
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
Those come from DFreds iirc, hang on I’ll check
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
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
I figured out my issue - @item.level doesn't like when "-" is right next to it. This took a while
so they toggled in and out a bunch of times
and spammed like 60 effects messages in my chat in seconds lol
You might be able to find a way to toggle that setting on/off with a macro
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
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
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
it shouldn't roll twice 🤔
I have a lot of spells that are 1/day from feats and also in prepared
Doesn't it make two BonusDamage macro calls if they're both there?
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
The one from midi is set up with a temp and passive
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
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
your caster should only have one AE on them for this spell, is that the case?
yeah
You have the spell on them twice?
no
I have it once in at will, once in pact
yeah strange edge case I wouldn't have considered
but my warlock took hex this way so it's on his list twice
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
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
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
The effect that contains the damage bonus macro flag is a permanent effect so active even when the spell has not been cast. So if you have the spell twice in you sheet, it’s normal the damage bonus is added twice….
I should check if scrolls make it worse, I use Hex scrolls a lot for when I run out of slots
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
You're right - that's what's causing it. I confess I never considered having the spell twice. The solution would be to have the damage bonus only applied when the item is used. I'll have a look at that.
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
I'm no coder but I like the thinking behind this... let's give concentration something proper to do
I'm gonna use visual active effects module and my loadout system deploys an active effect as its core vehicle, I'm gonna put document links in the ae's description for the very items the ae creates as my method of easy attack buttons
Yeah, I had the thought when working on moonbeam and getting frustrated about all the effects I was tracking
If you change the effect to have "Effects do not stack by name" I think the problem should go away
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
How would you transfer the hex?
yep that seems to do it
on item roll it could update the hex target flag
but then you reset the duration? maybe if it just created a temporary 'transfer hex' item
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
@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
It still popped up with the "end concentration?" dialogue but skipped the consume resource dialogue
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
I think Chris was working on a way to avoid the "end concentration" part
lol I actually created a custom dfreds effect that has a fancy dropdown that applies all the effects too
before I got into the itemmacro stuff
or, Convenient Effect I guess would be what it would be called
Is this a nested CE?
yeah
Ah so would be wiped on update?
It would yeah. I considered just taking this out of there though and just putting it all in the item macro
I wonder if DFreds would be up for making it part of the default CE list my bad, Hex isn't SRD 😔
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
This does indeed fix it, thanks!
It would be cool if this could also change the name of the effect to 'Concentrating on Hex', but that would probably break stuff. Maybe if it changed the icon? Just because you won't have a Hex AE icon anymore right
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?
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
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
Careful renaming it as I'm pretty sure it's used for some validation in the macro
make sure you rename it there too
Had a look at this. I think I found the issue - release later today
You are a true wizard!
The only reason is that Hunter's Mark was already taken.
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).
No biggie, just there are two AEs on the spell and my pea sized brain expected the Hunter’s Mark one to go on the caster and Marked to go on the target
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
So you’d get a macro to update a whole compendium for this setup?
Like, it would prepend ‘Unidentified’ to all item names and set the attunement, add the AE?
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
Dunno why Z is stressed, he could do it with only a mild inconvenience
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
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
I tried it, but it seems that is causes a problem with the onUpdateTarget flag…
I unchecked the transfer on actor and check the apply to self instead
I was just gonna build them up over time as I award stuff honestly
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.
But why do you need an effect to create them.
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
because the random end point user is not a javascript writer
Are you gonna sell it?
nope, I was gonna just share my unidentified compendium
You can share one macro with a simple dialog I'm sure.
Its just blank items with descriptions of what I think various magic items would look like
I do like the idea of an unidentified item sitting in their inventory until they equip or attune it
A vial of red glimmering liquid.
Then ‘poof’ you have the effects of a belt of dwarvenkind etc
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
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
Oh I had no idea dnd5e was finally doin that stuff
A PR has been in the ether for a good few months now.
The ultimate would be if you just dragged a magic sword anywhere on the longsword item sheet
A bit like how wild shape works
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,.
EM could delete it?
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
No, you'd need a programming degree.
cause the macro.createitem method doesn't perform the same task as drag and drop into inventory, it doesn't equip/proficient them
EM could delete an item a few seconds after you equip it?
to be fair, 10 characters is prety hard for me lol
He’s messing with us Moto
origin.delete() lol
The item that created the effect is already declared in the macros.
yeah but we'd have to set a delay in it, can we do wait 3000 origin.delete()?
Why?
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
Why?
A script doesn't stop existing...
Moto wants to be able to drag the item into the DAE createItem value, rather than put the item ID into a macro
to be fair my servers slow as dirt
I watch others use foundry and its very performative, I dunno whats wrong with my server
I don't see the issue.
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
is DAE ignoring the scripts for 3000ms or something?
Try it and find out Moto
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
It should be 0 seconds. So yes, it's slow.
But it's probably a thousand hooks from modules.
See who wins between DAE and EM ⚔️
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
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.
My brain thought EM would delete the item faster than DAE could create the item, but if they both run that’s awesome
If hooks run, hooks run.
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
I just use a macro programming degree for that.
You can have buttons in the description on the VAE icons??
OH BOY LEMME SHOW YOU
its enriched text so you can drag document links to it
sorry, Drag Programming degrees to it
Goodbye DFreds EP 👋
that looks so good Zhell
The effects have editors attached so users can easily modify the displayed text.
Let's not forget that VAE is born out of EP
I just cranked the css up to 11 and then took it from there
It prob won’t look that clean with midi instead of CN tho
Nah. This is a concentration effect, and it's CN creating the default contents and the buttons.
The collapsible is VAE though.
It’s actually dope having just one icon for concentrating on a spell
Rather than the spell and the conc statuseffect
Most spells we use have AEs that pop an icon on you, but you get the conc xray head icon too
Which of those two actually do anything?
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
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.
Yeah not too dissimilar to @strong yew’s approach to Hex above
Not every spell you use will have another icon.
Most of the time it's just the concentration icon.
Not in our case lol
So the conc effect to denote concentration, and if the spell needs to ... retain some knowledge, there's a second effect?
Lukas you are on v9 still aren't you?
For our main game yeah
I’m dabbling in v10
yeah its mandatory, in v10 you can switch off the template thing
@molten solar in your game is the token HUD concentration icon used at all?
ZhellVTT
Smoothest games around
It’s amazing you can even converse with us mortals
To be fair, a lot of spells have AEs, or CEs and those give icons, which yes you can hide… but it’s nice knowing what you have going
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
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() 🙂
lol
Though it needs a macro and a world script
Where do I get this call lightning
Heresy. Clutter.
Coming in #1010273821401555087 soon ™️
Of course it needs a world script 😑
Hey its that or a module... 🤷
Just install CN. 😎
See a module
We’re in the midi channel. Is CN midi-compatible?
Would be duplicating what midi already does
But can they work together as friends?
Just for the kicks of it I would test with MidiQOL concentration off and CN to see what I can break
It's not incompatible, but...
I feel like that would just make using midi more clunky
Of course
Since removing midi concentration removes the effects tied to it
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 🤷 🤣
5: don't make an item.
They want to click nice icons, not much I can do
I don't follow.
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
Just make anything they click on the canvas get hit with a lightning strike
Yeah but why can't they use the same item? The spell?
The spell creates the cloud/storm effect. The damage is a different thingy
Oh Zhell you sweet summer child. Midi don’t work like that
It can, but 🤷
I'm sure you could warpgate the spell to make it act like that
You can't make one item do multiple things? 🤔
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?
HB is in here 😶🌫️
Dunno how this is any different then talking about Zhells stuff in here lol
Oops!
thats the template icon, in v9 its mandatory, in v10 you can turn it off
i think about this as i fall asleep at night, actually -- i think #macro-polo is the most appropriate, if only for cultural reasons
I'm just curious about the macro in that link
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?
To add a description of the details of the item is easy. To make usable buttons for attacks etc is more of a PITA
You think of strange things at night but I'm glad you have a hobby.
Eh...
<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
I don't think you can get the uuid for us zhell
the item doesn't exist yet when the ae is made
No its fine.
Give it a flag or something then
I have it as such Moto
It's running after the AE, so it does
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
No, actually
I do all that in an Effect Macro on Effect Creation
VAE defaults to your assigned character.
And a world script for the listeners
But also, if these buttons are in the effects... you can get the effects.
and thus the effect's owner
and so on
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}}});
setFlag 
True, I was mass updating some other stuff on the effect too and copied that part only
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.
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...
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
That item pile is now the BBEG
Pics?
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
Nice! Is there a “dark mode” CSS for those inline links? If so, @molten solar should use it
I pondred CSS but ultimately I'm just too inept for figuring that stuff out
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?
where is the description edited on ae's that aren't dfreds ces?
There isn’t one. It’s a DFred’s invention
I dunno how to edit the description of aura of vitality lol
I think that’s what we need CN for 😔
CN or CE are your options for those descriptions
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:
On Effect Creation as an Effect Macro```js
const content = fromUuidSync(effect.origin).system.description.value;
await effect.setFlag("visual-active-effects", "data", {content});
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?
Got Hex disadvantage application working in the item macro
I have a Hex working if you want it at any point
will be back in 5
Is it an adjusted one of the hunter's mark macro?
I suppose I could also just create a dfreds ce that is just generic
Always go full janky I always say
don't have the swapping on death in there yet
Nice, thanks!
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"
@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
@violet meadow did you see this approach? You’d be one to know any pitfalls? <#1010273821401555087 message>
If you called the dummy AE something unique like “Bob’s Hex”, you could move it around easily enough with another item right? And the original spell could pick that up, retain duration etc?
I feel like there should be a better way to do it
That is a Hex I had made some time ago: <#macro-polo message>
huh, yeah very similar
reminds me I need to add the spell level durations in there actually
Need to touch it up a bit
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
Yeah that would work for features with concentration as far as I can think now
Why do you want to do that though? Just to have only one effect on the token?
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.
Probably missing some context from the initial conversation
Double spells with the damageBonus as active effect
ok
Yeah initially started looking cause of the double bonus
but also just less effects on the screen
At first it seemed less fiddly and made sense to me. But then I’d need to add an empty AE for the icon anyway so 🤷♂️
Well, actually I can just create the effect on the target rather than applying one and updating it
that's probably more sensible tbh
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)
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
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 😄
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
Do you think it would be useful if VAE had an input field on the AE config (like DFred does) for the description? I’m thinking about filing an official request with the VAE dev. Just something to make things a bit easier for the layperson 🤏
I'd definitely use it. I get by with the macro though fwiw, its not perfect but it gets the job done.
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
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
Will check that out
nah
check the effect's editor. There is a force include option.
it's in the header of the effects
There is a setting to adjust the icon and font size.
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
Do you click on execute Macro or you do you roll the item to get the macro to fire?
I clicked execute Macro
Yeah that's not how MidiQOL works
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
I see
You probably will get away with using item.system.level instead of args[0].spellLevel
I tried item.level and now it outputs NaN
damageDie = 1 + math.floor((item.level-3)/2);
const damageDie = 1 + Math.floor((item.system.level - 3)/2);
Damn the system
fight the power
Coincidentally, this is what a pure non-midi macro would do. Guess this convo came full circle.
huh so let breaks it and const fixes it. huh
lmao
oh wait
my brain
it did not see the .system that was put in the middle
makes sense now
yeah I saw the macro polo convo and I was like that doesnt sound you want to do that with Midi
I'm still quite new to foundryVtt macros so I dunno where to find most resources and stuff
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.
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"
The console has autocomplete. 🙂
Can use it to see the structure of items, too.
so much
and you could load the foundry.js in your vscode (or whatever) enviroment to get some autocompletion out of the Foundry app or client 🤷
ooh oki
if i have it set to auto roll dm attacks, how can i roll adv/dis for situational attacks?
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
Well I can tell you it's not a Foundry issue cus Foundry doesn't know what an "attack" is.
sorry that was a copy paste and didn't meant to send that part
And there are no walls on the Active Scene?
Maybe a secondary forgotten token of the same linked actor is behind a wall 🤷
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……
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
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:
Use the midi sample item for lay on hands.
Ah thank you! I didn't realise there was a premade macro
If you are on v9, you may want to install midi SRD to for more premade goodies
ah is it more premade stuff? I'll defs have a look then!
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
I genuinely didn't notice that icon because I think its the same icon as Melvins lol
😆 close, but that's a pen, not a paintbrush
At first I just thought it was the DAE wrench
oh, i had to zoom in too, lol
I do like that editor though btw Zhell.
Is there an effect that changes the fumble threshold on attacks?
active effects can't mod items, are you sure you want everything to have that?
For the next attack, anyway nod
bab might be able to handle that for a specific item, just guessing though
That's a good idea, let me check out if it can do that on a disconnected effect
I can't find a fumble threshold but I have to believe there is one cause its in the items
I do seem to remember Zhell being asked to let babonus filter to just the weapon it’s on, he seemed amenable to that
Hopefully +1 works there
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
Did you find a midi fumble flag?
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?
if there’s a flag it should come up in DAE autocomplete?
if theres a flag for it, he didn't publish it, its no where in his documentation
the fumble thing is only a few months old, might be in release notes
Is there a way to get BAB to give +1 die of damage, instead of a specific amount?
I just had to handle this in my world, and I wracked my brain till I just settled on an advantage reminder lol
there has to be a roll formula for that
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)
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)
maybe try 1-15?
according to the readme those fields take roll data, integers, or dice expressions.
Nope, didn't work either T-T
is there a dice equation for fumble?
Not that I know? I'll try 15d1
cs is critical, whats fumble?
1d20cs>19 or whatever is how you change critical thresholds in avrae, whats the fumble one
cs is count successes
Nope, didn't work
Also tried +15d1 and that didn't work either
FWIW, this ability increases damage done, but also increases the fumble chance, in which case Something Bad happens
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
If it could be done through an active effect, that would be wonderful
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
Ah nod
It does say range, not threshold so it might be 1-2 but that seems odd
its a number, not any kind of range expression
follows the same derivation as crit range
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 😆
readme specifically says integer, roll data, or dice expression for those fields
1-2 would be 1 minus 2
which need to evaluate to an integer, yea, and that is correct -- the expression is handed to the roll system for eval
I bet its just a midi thing issue, it was always a happy accident that bab worked with midi
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?
some strangeness in those images
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
Well I'm using DAE
what system, foundry build, midi qol, and dae versions are you on?
5e, f 10.290, latest and latest
latest is not a good answer but regardless, the answers probably in the details tab for you
Well I can't update it whatever version that is lol
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
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:
but you must not have items with inactive effects, thats a core thing, midi hates that
the problem is the ae is in the inactive state
I think thats fucking it up no?
the effect needs a non-zero duration for it to be temporary
looks like it is to me?
it's not showing this
go to the details tab and put any character in the "force show" box
click edit
to the left of your red trash barrrel
also when I put that other thing on the "anything" it puts it as a temporary effect, which then deletes itself
(non zero duration)
force show should not auto delete it
put 9999 in the rounds field
no but when the effects ends on a temporary effect it does
thats not a thing in midi
oh wait yeah it is holy shit
its just removing the icon not the effects
non-zero duration classifies as a temporary effect
the effects still work, its just moving it to passive
just explaining the display vs passive effect
now when equiping and unequiping it, it doesn't move to passive now
are you editing this on the actor directly?
if so, dont, modify on sidebar and add to actor
remove the character from that field
all effects except the token magic effects
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
It gives rage, i couldn't work out that other thing and tbh this is easier for my player
thats a pretty crazy damage increase for an item
Mouse over the Fumble Range label to actually see what it does.