#MidiQOL

1 messages · Page 45 of 1

vast bane
#

I could see a macro.createitem strategy for it, where radiant consumption is a feature that when rolled, creates another feature that has the damage feature, the original ae has an effect macro that rolls the new temp item at end of turn.

#

then the only macro you need is a simple one liner that zhell probably has written 1000times

scarlet gale
#
actor.items.getName('Item name Here').roll()```
#

As an effect macro end of turn

vast bane
#

FeatureA is the createitem key with an effect macro at end of turn using chris' above macro. The created item is the aoe damage feature and have its name be in the above macro.

#

make sure you put your createitem feature somewhere safe where it won't get messed with, like a compendium storage spot cause the ae will fail if you ever dleete the original

#

is there a scale to radiant consumption?

uncut rampart
#

Half your level in damage

vast bane
#

ok thats easy enough to do in the formula on the temp item

#

if you run into snags just snippet what you got and we'll correct your course

#

Just understand any items created with macro.createitem have to be protected/stored somewhere that you wont' delete them cause the original has to exist

#

I store them in a well foldered compendium myself

scarlet gale
#

Same

vast bane
#

This is my scorching ray example, the trick is that you haev to literally drag the temp item onto the effect value

uncut rampart
#

Is there a reason not to have the damage over time effect run the macro?

scarlet gale
#

It's not something you'd want to be an overtime

vast bane
#

its also not technically a damage over time

#

its a pulse

#

You'd have to either macro the heck out of the damage or rely on active auras, which I am a fan of, but I would not lean on it that badly

#

wow, I actually think you can pull off stuff like sneak attack and divine fury with this concept, lil messy but totally possible for the one-a-turns

scarlet gale
#

Ehh

vast bane
#

also not really necssary since midi already gives us it

scarlet gale
#

Sneak attack is far better off being done with an actor on use macro

#

So its' part of the workflow and you get correct concentration checks

vast bane
#

I'm more thinking of the generic monster version than a rogues, for sure players need the special treatments

scarlet gale
#

Why not just edit the one line in sneak attack to use the CR level

vast bane
#

Just drop the dfreds on the rogue monster and suddenly they can sneak once per turn

#

isn't it more than one line, doesn't it throw the macro if you don't remove the check for rogue?

scarlet gale
#

nah, it's literally one line that checks for rogue levels

vast bane
#

I thought I saw an if in there

scarlet gale
#
const rogueLevels = actor.getRollData().classes.rogue?.levels;

Just swap everything after the = to the amount of rogue levels you want the creature to have.

plain bane
#

Hello,
How do I change the value of sorcery points using midiqol?

vast bane
#

is it a resource or a feature?

plain bane
#

festure

vast bane
#

with dae/midi you can actually utilize a resource if you so chose

scarlet gale
#

If this is for in a macro

vast bane
#

are you trying to use a feature for the sorcery feat that adds 2?

#

I'd personally just directly edit the sheet

#

I think that would suffer from the same issue as editing hp with ae's

scarlet gale
#

@uncut rampart What version of Aasimar is this for? The old one or new one?

vast bane
# plain bane yes

Actually I think if you just edit the max field, it should work, just have it be the features charges+2

vast bane
# plain bane yes

since its permenant I'd just directly edit, all the fancy stuff would be just to perform fance stuffy, soemtimes its just as simple as editing a field once

#

unless your sorcery points are a scale value, then add a +2 after it

#

I do that for my barbs rage cause I gave them a feature that lets them have 1 more per day

vast bane
#

@scale.barbarian.rages+1 this is what I put in the max field of my barb who got a feature giving 1 more charge. @plain bane

plain bane
#

tnks for help

vast bane
#

because you have dae/midi you could also make it a resource pool if the player wished for it, cause DAE can modify the pool with scale values, nifty trick I learned recently

plain bane
vast bane
#

Give it time you'll catch on.

scarlet gale
#
let damageTargets = MidiQOL.findNearby(null, token, 10);
damageTargets.push(token);
let damageValue = actor.system.details.level / 2;
let damageType = 'radiant';
await MidiQOL.applyTokenDamage(
    [
        {
            damage: damageValue,
            type: damageType
        }
    ],
    damageValue,
    new Set(damageTargets),
    null,
    null
);

Effect Macros Turn End

#

No need for fancy items or whatever

#

@uncut rampart

uncut rampart
#

Thank you!

vast bane
#

I think it includes the aasimar if its the volo version

scarlet gale
#

That's what line 2 is for.

#

findNearby doesn't include yourself so I just manually add it to the array

vast bane
#

oh and I take it effect macro predefines token?

scarlet gale
#

Yep

#

And actor

vast bane
#

I'm startin to learn, feels fun

scarlet gale
#

If you wanted to get really fancy

#

the origin is also included

#

So if you have an effect with a orgin set to it's item

#

(such as when midi applies effects)

#

You can grab spell dcs and stuff that way

uncut rampart
#

Ok, so a major question I've been having with MidiQOL is... how the heck do reactions work?

vast bane
#

put reaction manual for the stuff like feather fall that will never happen in combat with midi

#

or put all of a constantly afk players reactions on manual if you are fed up with waiting lol

rancid tide
#

does anybody know a way to track days for the uses on a feature (like, you can use this feature once every 7 days)?

scarlet gale
#

Could just set it to charges

#

I'm sure there's a way to use the simple calendar API if you wanted to complicate it more

vast bane
#

in dotmm the portals recharge after X days, I actually track this on simple calendar

#

if its a feature on an actor, just have it cost the same amount of charges as the days to recover and have it recovery 1 charge per day

scarlet gale
#

Oh that's not a bad idea

vast bane
#

Thats my one for the week

rancid tide
#

Mhm you gave me an idea thanks a lot

vast bane
#

it can't be used can it?

#

unless they uncheck the resource

scarlet gale
#

yea

vast bane
#

it will say not enough charges

scarlet gale
#

That should solve it

rancid tide
vast bane
#

Yep, drop a spell slot down to 0 and try to cast

rancid tide
#

Never used charges ahah

vast bane
#

it should only be successful if you uncheck the resource consumption

#

and I don't think theres a solution for that at all, nor should there, I dunno about you guys but I do that all the time with monsters without slots

rancid tide
#

So if I go to Limited Uses and put 0 of 7 per charge and recharge 1 per day, it won't work until it hits 7?

scarlet gale
#

yep

#

well make sure the use cost is 7

rancid tide
#

Where do I set the cost?

vast bane
#

Resource consumption hmmm

#

it'd have to be 2 items?

#

cause there is no cost in charges right, its just 1

#

you'd have to make Item A just be the resource. Then Item B have a consumption cost of 7 of Item A's charges

rancid tide
#

I think I can save myself by using a macro to check if the uses.value is at 7 then use the thing

#

How do I set up the thing to recharge only 1 per long rest or day?

vast bane
#

I think I'm gonna use this strategy for divine intervention

scarlet gale
#

I have a module that let's me just set the cost to be higher than 1

rancid tide
#

I'm making a module so less module dependent I am the better

scarlet gale
#

Ah

rancid tide
#

surely useful tho

vast bane
#

Midiqol, where every premade requires 11 modules

#

or midi and 3 of zhells modules

rancid tide
#

true but in my defence without midi this thing wouldn't be possible ahah

uncut rampart
#

Ok so I know there is a way to enforce advantage and disadvantage but it there a way to enforce a second roll that must then be taken regardless if its higher or lower?

covert mason
#

I don't understand. From the logs it seems to be executing the dialogue and chat messages, but It's just not spawning anything. fukken I can't pinpoint why it's not doing it.

rough prism
#

Is it perhaps possible to dynamically add a saving throw and an effect transfer to a workflow within one of its hooks, eg the pre attack hook?

violet meadow
scarlet gale
#

I don't suppose anyone here has a good javelin of lightning automation?

#

Having a template and an attack seems pretty messy.

opaque current
#

I would just make a 2nd item tbh

scarlet gale
#

My dirty solution is to just warpgate the item after being used

#

Having the 2nd usage have you pick the targets

vast bane
#

freezes ice knife comes to mind

scarlet gale
#

I do want to come up with a proper one click solution

vast bane
#

Synthetic item in the item macro that fires in tandem with the attack rol

violet meadow
#

I need to take a look for mine. Actually search for it.
Starting tomorrow I am off work and will start working on different stuff 😅
I might even tidy up my git

scarlet gale
#

I've started making my own

chrome gale
#

I have this macro (which does its job) but in one case I need to apply an effect to 'self' while also pushing the enemy away, which won't work using the normal targetting options. So I assume the best/only way is to remain targetting an enemy and add a line to the macro to cast a DFConditionalEffect onto self?

scarlet gale
#

Bit confused what's going on here. You still want to push them, but also have a self effect?

chrome gale
scarlet gale
#

You can check a box in the effect to target self instead of target

plain bane
#

help plz
I can't make this macro work, I already followed your guidance, I have all the modules you ask for but it doesn't work?
or your configuration does not cause it to give a darkness effect and it just creates the option of attaching darkness to the token, I thought it would create an area where any token that entered it would gain a darkness effect, but I think it was not Is this the intention or am I not knowing how to configure it

scarlet gale
chrome gale
scarlet gale
scarlet gale
#

Then reload your page?

chrome gale
scarlet gale
scarlet gale
#

Did you add the item macro to your darkness spell?

#

And remove any other automations that may have previously been there?

#

There won't be any effect icons on anyone in the darkness btw. It modifies the workflow in hooks without using any effects.

plain bane
scarlet gale
#

Ok so

#

Next up is to test it I guess

#

keep in mind that it follows raw rules

#

So unless you have a creature with devil's sight or something

#

targets inside of it should be regular roles, not advantage or disadvantage

#

You can tell the macro is working right if you see a console message saying "Source see target:" and "Target see source"

#

After making an attack

plain bane
scarlet gale
#

Do either targets have devil's sight?

#

If not, neither can see each other

plain bane
scarlet gale
#

The source gains advantage from being unseen, but then also gets disadvantage from not being able to see the target.

#

So that's a correct roll

#

If the console is showing my message about seeing each other, it's working as intended

plain bane
#

I understood

plain bane
scarlet gale
#

Yea, it's a confusing 5e mechanic

#

The darkness spell automation was made for my need to handle players and monsters with Devil's sight.

plain bane
scarlet gale
#

Yep

#

Or tremorsense or blindsense

vast bane
#

its honestly probably not worth automating unless you got a warlock lol

#

dm npcs can be dealt with by the dm

#

slap a darkness animation down and call it a day

scarlet gale
#

Pretty much

#

I have AA replace the template with an animated darkness thing

#

And for parties without devil's sight, that's all you'll likely ever need

plain bane
vast bane
#

do you infact have a warlock player?

scarlet gale
#

It won't autofill

vast bane
#

dae's auto complete only works for flags that the authors have registered with tposney I believe so random made up flags won't auto complete

covert mason
#

Is there a formula that's capable to utilizing the scaling number of rages as per the rage table?

spice kraken
#

Just create a scale value and put it in the max field

covert mason
spice kraken
#

no

#

You need to make a scale value for the rage specifically

#

So in the max field I will put @scale.shadowassassin.sneak_attack in this example

covert mason
spice kraken
#

Can you show the rage advancement tab for me?

covert mason
#

I'm not quite sure where to find that. Is this a new thing to v10?

spice kraken
#

No. dnd 1.6

#

Features tab > edit class > advancement

covert mason
#

Ah, there's no rage advancement there. That must be why. 😂

spice kraken
#

Click the + > Scale Value > and change things there accordingly

#

Then in the bottom of Identifier use that @ name exactly

#

Cause prior to 1.6 you'd basically have to use this (putting for reference but don't use it cause you won't learn anything)

@classes.barbarian.levels > 19 ? 99 : @classes.barbarian.levels > 16 ? 6 : @classes.barbarian.levels > 11 ? 5 : @classes.barbarian.levels > 5 ? 4 : @classes.barbarian.levels > 2 ? 3 : 2```
#

Also, this is all #dnd5e and not midi

vast bane
#

its barbarian

#

just replace with the srd which has it made already

spice kraken
#

But then they're not learning!

vast bane
#

think they were the ones with the psionics scale yesterday so they know that stuff

uncut rampart
#

How would I go about automating this if at all?

scarlet gale
#

Active Aura with an effect macro tied to it possibly

vast bane
#

nah you don't automate that

#

you automate the other feature

#

the aura is always there, its how you frighten them that needs to be adjusted

#

so the channel divinity and if the pally gets any fear spells or if the DM is favorable and allows for intimidation to cause frightened

#

just simply modify that paladins frighted stuff to check for distance and restrain or reduce movement to 0

#

And deal psychic damage

uncut rampart
#

I see

covert mason
#

These examples have been awesome, and I've gotten a lot of use out of them. Just one question, if I wanted the item to trigger on effect creation, is this how I'd format this code in the "On Effect Creation" macro?

const itemData = game.items.getName("Burst of Radiance").toObject();
return effect.setFlag("effectmacro", "itemData", itemData);
const itemData = effect.getFlag("effectmacro", "itemData");
return new Item.implementation(itemData, {parent: actor}).use({}, {flags: {dnd5e: {itemData}}});```
molten solar
#

Two macros

#

Ah, without storing for later?

#

Just one immediate use and nothing else?

covert mason
#

Aye, pretty much.
Oh, and also adding an item called "Fiery Fists"

#

There was that previous one used for the Astral Fists

const objects = ["Fiery Fists","Primordial Eruption"].map(n => {
  const obj = game.items.getName(n);
  return obj.toObject();
});
const created = await actor.createEmbeddedDocuments("Item", objects);
await effect.setFlag("world", "createdIds", created.map(i => i.id));
ui.notifications.info("Fiery Fists added to your inventory");
await created.find(c => c.name === "Primordial Eruption").roll();```
But that also adds the Primordial Eruption, and the example you posted of the one that uses it directly from the directory is much neater and adds less clutter to the inventory, which is great
molten solar
#
const item = game.items.getName("Burst of Radiance");
const data = game.items.fromCompendium(item);
const fake = new Item.implementation(data, {parent: actor});
return fake.use({}, {"flags.dnd5e.itemData": data});
#

Using an ephemeral item probably won't get more correct than this

#

Well I suppose you could store the real item in a compendium and get it by uuid... that's the only thing that'd be more correct to do...

covert mason
# molten solar ```js const item = game.items.getName("Burst of Radiance"); const data = game.it...

And so if I wanted to also add some fiery fists, I'd go-

const objects = ["Fiery Fists"].map(n => {
  const obj = game.items.getName(n);
  return obj.toObject();
});
const created = await actor.createEmbeddedDocuments("Item", objects);
await effect.setFlag("world", "createdIds", created.map(i => i.id));
const item = game.items.getName("Priordial Eruption");
const data = game.items.fromCompendium(item);
const fake = new Item.implementation(data, {parent: actor});
return fake.use({}, {"flags.dnd5e.itemData": data});
ui.notifications.info("Fiery Fists added to your inventory");```
And when the effect wears off, take away the Fiery Fists:
```js
const deleteIds = effect.getFlag("world", "createdIds").filter(i => {
  return !!actor.items.get(i);
});
await actor.deleteEmbeddedDocuments("Item", deleteIds);

ui.notifications.info("Fiery Fists removed from your inventory");```
scarlet gale
#

Are you trying to make an item show up for a short time in an inventory?

#

Or feature list

molten solar
#

The 'Burst of Radiance' will never show up 🙂

covert mason
#

Trying to make an active effect that spawns an item called 'fiery fists' in the inventory, while activating an explosion feature in the item directory.

#

BOOM, transformation. You now have fire fists!

scarlet gale
#

macro.createItem from DAE

covert mason
#

Can that also remove items after the effect is over?

scarlet gale
#

Yep, it handles all of that

covert mason
#

Oh sweet!

scarlet gale
#

Just drag the ID into the value field

#

It can even be an item from a compendium

covert mason
molten solar
#

Same end result, yeah

scarlet gale
scarlet gale
#

Template macros was only used because of it's API for tokens in a template lol

errant cosmos
#

Has anyone built a Holy Symbol of Ravenkind (from Curse of Strahd) which utilizes DAE/Midi-QOL/etc?

scarlet gale
#

That should be pretty doable with the Magic Items module.

#

Just make each function it's own feature on it that uses charges.

errant cosmos
#

I'm looking at Magic Items, I just installed it and am starting to use it. It looks like a really easy way to make an Item which casts Spells and gives you access to Feats. However, the abilities of the amulet are all a little tweaked:

  • instead of "Hold Monster" it can only "Hold Vampires"
  • instead of giving you Turn Undead, it grants Disadvantage to monsters saving from your existing Turn Undead action
  • the last one looks like a fairly straightforward "Daylight" spell, but it might have a different range, duration, and other specific parameters.
scarlet gale
#

You can make a custom version of hold monster and rename it to Hold Vampires. As for the disadvantage on turn undead, you'd likely need a macro for that if you want it to be fully automated.

pine forum
#

Automated cover module/settings recommendations that work well with midi?
Only just started playing with simbul's cover calculator and running into some hiccups

  • terrain walls the players can see past are being treated as full cover (don't know if there's an option to control this)
  • manual mode clears a cover setting after each attack
  • auto mode re-calcs and undoes any manual adjustments before each attack
scarlet gale
#

Terrain walls are supposed to be full cover.

#

They're just so you can see the background art beyond the wall

pine forum
#

ah, i see the module adds the cover properties inside a wall's options. that I was unaware of

thorny solar
scarlet gale
#

It's an item macro, I don't have it set like that in the screenshot because I don't like to embed my macros into my items.

#

Updated

coarse mesa
#

You can press R to check cover for a hovered enemy before you roll the attack

rough prism
coarse mesa
#

Wonder what I'm doing wrong... I set it up on Bardic Inspiration per your screen shot above, but this is what I'm getting x3 when I make an attack, and a bunch more after the roll

#

Do I need to do something on the Details tab?

violet meadow
gilded yacht
#

There's a item property for that.

#

Should be possible. Instead of/as well as no full cover>

#

In fact changing rounds to seconds is supposed to happen already. If you have a sample item that does not do it, dm it to me so I can play

#

dfreds does not pass the metadata that midi provides, so it is not accessible within the effect. If you want to access things like spell level you'll have to use an active effect, not a CE.

scarlet gale
coarse mesa
#

(That's just part of one activation)

scarlet gale
#

Was hoping it would give a line number lol

coarse mesa
scarlet gale
#

Found the error

#

I forgot a comma

#

My personal copy of it I don't have the embedded helper functions because I use a worldscript to handle it.

coarse mesa
#

commas eh

scarlet gale
#

So the ones I share, I've started adding them as their own function at the top to make it easier to share.

coarse mesa
#

new error

#

the inspired actor can't roll an attack/spell now

scarlet gale
#

You need a scale set

#

for how large the bardic inspiration dice is

#

actually hold on

#

I may have flubbed that check

coarse mesa
#

oh don't bards get that automatically?

scarlet gale
#

I think I'm checking the actor, instead of the origin actor

#

hold on

coarse mesa
#

ah

scarlet gale
#

This is what I get for testing by using the inspiration on the bard lol

coarse mesa
#

only very specific bards inspire themselves lol

#

very selfish bards

#

I'll catch up on this tomorrow, thanks Chris

scarlet gale
#

sounds good, I'm wrapping up debugging it

violet meadow
# gilded yacht In fact changing rounds to seconds is supposed to happen already. If you have a ...

OK so I went back and retested some more.

When the remaining duration in combat is less than 1 Round, eg 3 Turns and you End Combat, then and only then the Duration changes to None.
I would say that this has no impact in game, I was just confused as to when it was happening and I incorrectly associated it to concentration spell vs non concentration spell.

The issue that remains though and I might need to retest changing some settings, is:

  • If you cast a spell with a Duration in combat and you end that combat, the Templates or Effects associated with the spell will not be deleted when the duration expires in "real" time.
rough prism
dark canopy
scarlet gale
#

Accessing roll.formula was getting a formula with all of the damage flavors next to every number

covert mason
#

I'm trying to automate my artillerist artificer's 'explosive cannon' feature. Each of their cannons have an explosion ability on them.

As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.```
Is there a way I can make the "Explosive Cannon" ability trigger that feature on the cannons, simply by targeting them and using it?
dark canopy
scarlet gale
#

Just have it as a feature on the cannon?

kind cape
dark canopy
#

have the feature dismiss its owner token 🧠

covert mason
#

Aye, fair enough. I was thinking more of a QoL thing, but that works too 🔼

scarlet gale
#

Doing another roll then pushing all but the first terms onto the original roll does work at least.

covert mason
#

Speaking of Eldritch Cannons, here's what I have so far in terms of trying to summon one. I repurposed the Spiritual Badger example from Warpgate, and took a look at an earlier example: #macro-polo message

It's telling me that cannon has already been declared, but the only place I see it being declared is:

const cannon = await warpgate.buttonDialog(buttonData);```

Am I missing something here?
violet meadow
# covert mason Speaking of Eldritch Cannons, here's what I have so far in terms of trying to su...

You do probably by mistake here ```js
let updates = {
token: {"displayName": CONST.TOKEN_DISPLAY_MODES.HOVER},
actor: {
'system.attributes.ac.flat' : 18,
'system.attributes.hp' : {value:summonerLvl5, max: summonerLvl5},
},
embedded: {
Item: {
"Force Ballista": {
'system.attackBonus': - @mod - @prof + ${summonerAttack},
},
"Flamethrower": {
'system.DC': ${summonerDc}
},
"Protector": {
'system.damage.parts': 1d8 + ${summonerInt}
}
}
}
}, cannon);

`let updates, cannon`  essentially and the `)` is also wrong
#

Try using an external IDE, which will make your life much easier. Like VSCode

#

It indicated the mistake at once 😛

covert mason
# violet meadow You do probably by mistake here ```js let updates = { token: {"displayName": CON...

So it should be

let updates = {
token: {"displayName": CONST.TOKEN_DISPLAY_MODES.HOVER},
actor: {
    'system.attributes.ac.flat' : 18,
    'system.attributes.hp' : {value:summonerLvl*5, max: summonerLvl*5},
  },
  embedded: {
    Item: {
      "Force Ballista": {
        'system.attackBonus': `- @mod - @prof + ${summonerAttack}`,
      },
      "Flamethrower": {
        'system.DC': `${summonerDc}`
      },
      "Protector": {
        'system.damage.parts': `1d8 + ${summonerInt}`
      }
    }
  }
};```
?
violet meadow
#

Just delete the , cannon as you declare it elsewhere

covert mason
violet meadow
covert mason
#

Oh, looks like I missed that 😅

violet meadow
#

If you click on that error stack on the link, it would open up the Sources in console, showing the actual error

covert mason
#

Sweet! I didn't know about that

#

Looks like it's also highlighting this error

violet meadow
#

Whenever you see VMxxx:y it indicates a user macro and the :y is the line

covert mason
#

Might be levels, not level

violet meadow
#

Nope it highlights the error too. Its trying to read artificer in actor.system.classes and it doesn't find it

covert mason
#

Hmm, but there is a class item on the actor

violet meadow
#

There is, but its not there 😄

#

Use actor.getRollData().classes.artificer instead

#

Always log in console what you are trying to find out

#

Select the token and type in console _token.actor.system

#

Then the same with _token.actor.getRollData()

covert mason
#

So it looks like it's actor.system.details.level, though I'm seeing originalClass with an id there. Bunch-a numbers.

violet meadow
#

The classes cannot be found in system

#

Check in actor.classes

#

Best go through the RollData

covert mason
#

Oh, there it is 😅

#

Okay, so actor.getRollData().classes.artificer worked! It summoned a cannon! Only trouble now is they're spawning with 0/0 health

violet meadow
#

Just give some HP on the sidebar actor

covert mason
#

Hmm, and they don't appear to be having thheir other abilities deleted depending on which cannon is spawned.

#

Ah, let me unlink it. That might help.

#

Nope, that didn't work

violet meadow
#

Yeah I am not sure right now about the correct syntax. Maybe quickly ask in #macro-polo.
I am trying to resolve some issues with connectivity to my Foundry server @:&#^*&R^%^#%& 😩

harsh bridge
#

Evening all. just wondered if i could pick some brains im running the latest V10. I have full auto selected in Midi qol but damage is not being delivered by template spells. are there any reasons that anyone can think of why not?

scarlet gale
#

Have you tested with just the basic set of modules required for midi?

harsh bridge
#

i have not but can easily try that ill give it a go

vast bane
harsh bridge
#

mate you legend i have had better rolls running

#

thank you

coarse mesa
vast bane
#

I got it on copy paste

coarse mesa
#

Someone give Moto a badge for midi community helper

scarlet gale
#

Didn't we used to have a picture for that? Or is it too out of date now?

coarse mesa
#

@scarlet gale I’ll test your Inspiration later today. Does what HB was saying have any bearing? I’ll be testing with Emboldening Bond and Sneak Attack 👀

scarlet gale
#

Ehh, it won't break anything.

#

I just missed a function I could have used instead of doing it my own way.

#

Magical Inspiration only applies to spells, so it shouldn't prompt for an attack that has sneak attack.

#

Unless you somehow have sneak attack on a spell attack roll.

coarse mesa
#

I just meant in the context of regular bardic inspiration since it still covers that

scarlet gale
#

oh true

covert mason
#

I'm attempting to automatically advance an artificer's magic item attunement slots via DAE, but I can't seem to figure out the attributes to do so. Am I doing something wrong here?

vast bane
scarlet gale
#

Yea, pretty sure that's just tidy

covert mason
#

Oh. Welp

scarlet gale
#

I'm sure it's a flag or something

vast bane
#

tidy probably just isn't reading the official key

molten solar
#

The core sheet does not show it, but it does exist.

#

It's highly likely you simply can't use scale values there, even with DAE.

vast bane
#

if it changes the value, then it probably would change the artificer stuff, its probably just tidy thats having the stroke

#

I'd check the value in the rolldata or whatever in the console, instead of judging it by tidy's frontpage

spice kraken
covert mason
spice kraken
#

I'll show

vast bane
#

Tidy's kinda lagging behind in v10 I think

covert mason
#

Wait really?

scarlet gale
#

Tidy stores it somewhere

#

It can't not have a flag

spice kraken
#

I mean nothing restricts you going over. But using the scale value just shows 0

covert mason
#

Ah, i stand corrected. *"We don't know what Tidyshee's attunement flag is"

spice kraken
#

Normal

vast bane
#

can't you get it by inspecting the web element?

spice kraken
vast bane
#

or using rippers module that detects that stuff

scarlet gale
spice kraken
scarlet gale
#

It's literally just the flags object

covert mason
spice kraken
covert mason
#

Testing it out now

spice kraken
#

This is basically scale values before 1.6

covert mason
#

Well I'll be damned

#

It works!

#

Nicely done, thank you!

spice kraken
#

np

vast bane
#

I wonder what throws it off

spice kraken
#

Some fields just don't take scale values

#

When I come across those I just go back to that method above

molten solar
opaque current
#

@covert mason @spice kraken You guys overcomplicate everything

#

It's literally this easy

spice kraken
#

Yeah, but that doesn't scale on level up

#

I based the values from their picture here

opaque current
#

New feature at level 14 = new AE

vast bane
#

you could also make it not upgrade, but add "+1"

#

I like super's way though

#

one ae, just a lil long

opaque current
#

Yeah I did have it as +1 at first. The AE name is "+1 attunement"

#

Also looking at the advancement set up on the class, that is incredibly high effort.

#

I just pasted the class progression stuff into the details tab, don't see much benefit to having it all mapped into advancement except the major features

#

Certainly is comprehensive

covert mason
#

I went and plopped this in the worldscripter folder, restarted the server, put the spell on an NPC, went into combat, cast it, and there appears to be no temp HP applied, nor any retaliatory damage when struck.
Am I doing something wrong?

covert mason
#

It's a script

scarlet gale
#

@covert mason

#

Also, if you're using the worldscripter module you only need to refresh your page. You don't need to restart the server when adding a new macro to it's compendium.

coarse mesa
#

My only slight niggle is the header on the extra dice card:

#

Is that something that can be fixed easily?

#

nvm that only happens if the GM is doing the rolling

scarlet gale
#

Oh that's weird. It doesn't do that for me when I roll as gm.

coarse mesa
#

I may have one or three chat mods getting in the way

chrome gale
#

Is there perhaps a way so that, when an effect expires, it causes/triggers another effect?

I want to make it so that when an effect expires it causes a level of exhaustion (so in this case it would be a dfCE)

Just thought I'd ask

coarse mesa
chrome gale
#

Interesting. I'll keep it in mind thanks

gilded yacht
#

There seems to be a bug in times-up and concentration expiry. Fix in the next release.

rancid tide
#

Is there a way to modify (in any way whatsoever) with a macro a dice roll coming from a preItemRoll macro?

#

Because I have a feature that rolls an additional damage die when you roll max value from the damage die, problem is that that includes damage bonuses too, and I have a macro (preItemRoll) that adds a die to some damage rolls, but idk how to make it work with it.

scarlet gale
#

You can run postDamageRoll and use setDamageRoll to do that most likely.

brittle pewter
#

I've recently started using Midi to try and help automate things at my table; but I'm not seeing a way to set barbarian rage to give the bonus damage and resistances for it's duration. I just get an error about "Managing active effects within owned objects is not possible in this update"
Would anybody be able to help?

scarlet gale
brittle pewter
#

Most recent

dark canopy
#

put the item in the sidebar and edit from there

#

the warning says that you cannot edit AEs on owned items -- owned items are items held by an actor

rancid tide
#

I'll test it, thank you

brittle pewter
#

Thank you, I'll give that a try when I get a moment.

scarlet gale
#

this.damageRoll._formula will have the complete damage formula including any thing added onto it.

rancid tide
scarlet gale
#

It's the same as doing args[0].workflow.damageRoll._formula

rancid tide
#

okay ty so much

covert mason
scarlet gale
#

IIRC that spell has been acting up on recent versions of Midi, let me double check my setup.

#

Actually, seems to be working for me.

#

Let me screenshot how it's setup

#

It's an itemMacro run after active effects

covert mason
#

Could you do an item export?

scarlet gale
#

Does your console have any errors?

covert mason
scarlet gale
#

That would be why it's not working

#

I wouldn't know how to troubleshoot that, you're best looking for help on the DDB importer Discord.

modern badger
#

how the hell do u automate savage attacker? .3.

opaque current
rancid tide
harsh cairn
#

ok i gave it my best shot but i'm not sure how to make it actually call the macro. i have an effect on the armor with flags.dae.onUpdateTarget | CUSTOM | Checking Health,testMacro, data.attributes.hp.value,,. (i'm not sure if i need anything for those last two fields. the documentation seems to imply it's optional, but i get an error when i don't include at least the commas). is there a certain place the macro needs to be? i've tried making it an item macro as well

scarlet gale
rancid tide
#

When I run the macro

#

I've made a mistake, I thought the the macro I want to reroll the die from was a preItemRoll but its DamageBonusMacro, so idk if it is possible, any tips?

rancid tide
#

Okay maybe I found a way but setDamageRoll doesn't work because the damage roll already happened, is there a way to return a damage bonus without using DamageBonusMacro?
Right now I'm using flags.midi-qol.onUseMacroName with postActiveEffects

scarlet gale
#

You would want it to run on postDamageRoll

#

My example from above applies 1d6 extra damage without using a damage bonus macro.

rancid tide
scarlet gale
#

That's odd

#

I've never messed with that, so I'm unfamiliar

rancid tide
#

Mhm I can test it again maybe I missed something

scarlet gale
#

damageBonus is apparently a pass

#

If I'm reading the documentation right

rancid tide
scarlet gale
#

Try damageBonus instead of postDamageRoll

#

I don't know if it'll actually work

#

You probably will need to update whatever is doing a bonus damage to just instead add it to the formula

rancid tide
rancid tide
scarlet gale
#

If you have something else applying a bonus damage roll and want to include that in your check you may just want to rework the bonus damage to just be part of the regular damage roll via setDamageRoll

rancid tide
#

Mhm yeah true

kind cape
#

Heads up, IIRC the DamageBonus step is with a capital D, unlike all the other steps 🙃

violet meadow
coarse mesa
scarlet gale
#

It might

#

The module is tiny lol

scarlet gale
#

Looks like it's just adding functions to Math.

violet meadow
#

Oh I just wanna try them now

hot flower
#

anyone have a suggestion on how to automate this? A [Creature X] has a caustic blood like fluid that flows beneath its carapace. A creature that deals bludgeoning, piercing, or slashing damage to the [creature] while standing within 5 feet of it must make a DC 15 Dexterity saving throw, taking 14 (4d6) acid damage on a failed saving throw, or half as much acid damage on a successful one. Additionally any creature that failed its save takes half as much damage on the following round.

scarlet gale
#

AA to apply an effect with an on use macro

violet meadow
#

I have a couple of reactive damage macros around

scarlet gale
#

You'll need to do some extra stuff for the turn after damage, but that's not too crazy

hot flower
#

ah, yes! I remember the reactyive fire damage now.

violet meadow
#

And an OT for after

kind cape
vast bane
#

For the first time ever I decided to try a ctrl/alt key for my setup and am just now realizing...that they don't work when you aren't fast forwarding? That seems weird yeah?

#

so midi takes away the core advantage/disadvantage keys?

scarlet gale
#

@covert mason I'll go screenshot it for ya

covert mason
scarlet gale
#

Rest of it looks pretty standard

vast bane
#

what needs to be automated with witchbolt?

covert mason
dark canopy
#

lets try not to split convos between here and #macro-polo

covert mason
#

Oh, just this.

dark canopy
#

(or clearly indicate when the thread has relocated)

scarlet gale
#

I moved it over here cause it was midi related

vast bane
#

witch bolt is a direct damage spell with a very minor overtime damage effect, is the macro for the really sexy lightning lure effect?

#

Cause thats on my wishlist, but its pretty far down!

scarlet gale
#

ASE had a pretty cool automation for it

#

I actually haven't ever used the DDB version of the macro for it

vast bane
#

Badger has a non midi version of it that looks really cool in the wiki but I could never figure out the midifiication of it

#

the damage doesn't scale in the OT effect so whats the macro doing?

scarlet gale
#

I bet a bunch of the ASE spells can be updated to work without ASE.

#

It shouldn't scale

#

Upcasting only changes the initial cast

#

Not any over the damage after

#

No fancy effect for this, but it does at least look like it's checking if they stay in range and isn't beyond full cover

#

it also prompts each turn to continue the effect

dark canopy
vast bane
#

ooooh good point forgot about the range

vast bane
dark canopy
#

ah, the tether portion

vast bane
#

afaik they are instant effects and don't persist but the macro seemed to keep the two tokens tethered and I loved that effect

dark canopy
#

it shouldnt have 😅

#

it was a tether, then reposition, then check distance and end animation with a boom

vast bane
#

could have been a byproduct of my fiddling with midi with it

dark canopy
#

at any rate, its a good one, so im happy to answer questions about it

vast bane
#

with witchbolt and that tether effect and the jb2a lightning rays, that could make for a very cool looking macro

covert mason
scarlet gale
covert mason
#

ASE was the one module that prevented me from moving over to v10, but in the end I just took the plunge.

scarlet gale
#

And swap some .data to .system

#

The only ASE spell I ever got working for me in v10 was Chaos Bolt, and that's because I found the original non ASE version of the macro and was able to manually update that.

violet meadow
#

I was really happy when I made my Chaos Bolt one! 😁

scarlet gale
#

The one from Wasp (that got added to ASE) was super nice. It handles all the bounces and animations.

coarse mesa
#

@scarlet gale I really like how your Magical Inspiration lets you see the DSN attack roll before asking if you want to add the inspiration bonus. Makes me wonder if the same could work for the skill/save/ability rolls… or just wait and hope tposney fixes how optional bonuses work 🤔

scarlet gale
#

Only if workflows trigger for checks

#

(they don't)

#

If it's showing the DSN first, that's purely accidental lol

coarse mesa
#

It’s great, not seeing a roll is so jarring

scarlet gale
#

Does it show the bonus roll too?

#

After you select to use it?

coarse mesa
#

Pretty sure, hang on

scarlet gale
#

That would be pretty surprising, unless DSN is hooking all rolls made

coarse mesa
#

Nah it doesn’t… 😔

scarlet gale
#

I bet I could get it to

#

There an API doc?

coarse mesa
#

We do get extra DSN dice on bonus damage like sneak attack

#

With the regular midi optional bonuses you miss the d20 base roll, but you see the bonus dice (eg the d6 for regular bardic inspiration)

kind cape
#

That should do it

#

Might have to pass another argument to make it synchronized

scarlet gale
#

I don't think you'd want this one to be?

#

Since it's getting roll after the fact?

#

Does that function need to be awaited?

coarse mesa
#

nice work, thanks

scarlet gale
#

Do the rolls for magical inspiration show up?

#

That one has a chat card so it might get autodetected

coarse mesa
#

will test, pretty sure it did yesterday

#

yep, that works great

scarlet gale
#

nice

#

At least that module made it easy to do

coarse mesa
#

I really hope Tim can get it going for optional bonuses, that would fix the rest of Bardic Inspiration and also Emboldening Bond... which is like half of our d20 rolls now

scarlet gale
#

What's not working with it?

#

Because multiple optional bonuses work fine for me

#

It should have a button for each optional bonus when multiple are detected

#

Assuming you made sure to change NAME to something else for each one.

coarse mesa
#

Emboldening Bond is like bless but you only get it on one roll a round at your option... so it's an optional bonus roll.... so you don't get to see the base d20 roll, the dialog just pops straight up with the result

#

it works, you just don't see the first roll.... your MI gives me hope that it's possible though

scarlet gale
#

Looks fine to me?

#

Unless you mean in the chat.

coarse mesa
#

yeah that's what you see, but no d20 DSN roll, right

scarlet gale
#

It wouldn't be too hard to make emboldening bond work like how my magical inspiration does.

coarse mesa
#

when you get used to DSN and everyone on the table is watching, it feels broken to just have that pop up

#

from the rest of the table's perspective it looks like you're rolling a d4 for an attack haha

scarlet gale
#

Interesting

#

I think that's because the chat message just does the old total plus the bonus

coarse mesa
#

especially when you normally have extra FX on natural 20s or 1s with DSN

scarlet gale
#

While my macro I'm editing the dice roll to keep the old roll data plus the new stuff

#

DSN just sees the flat total with no dice

coarse mesa
#

I've raised an issue on the midi git, hopefully Tim will find a way to fix it for all optional rolls, rather than rework everything else to work around it

#

(he's aware of it too)

scarlet gale
#

Yea, ideally optional bonus rolls should be formatted better

covert mason
#

How do I spawn this Floating Disk from a compendium?

const spawnedCreature = await warpgate.spawn("Floating Disk", { token: { alpha: 0 }});

new Sequence()
  .effect()
    .file("jb2a.template_circle.out_pulse.02.burst.purplepink")
    .atLocation(spawnedCreature[0])
  .wait(300)
  .animation()
    .on(spawnedCreature[0])
    .opacity(1.0)
  .sound()
    .file("/Sounds/Combat/Arcane_Thrum.ogg")
    .startTime(200)
    .fadeInAudio(500)
    .fadeOutAudio(500)
.play()```
scarlet gale
#

Is that the full macro?

covert mason
#

It is 😅

scarlet gale
#

I think you need an actor named Floating Disk

covert mason
#

I do have one, yes, but i'm wonderingg how to spawn it from a compendium instead of my item's directory.

#

If that's at all possible

scarlet gale
#

You'd have to use the token data instead of the actor name

violet meadow
#

Was there an example of that in warpgate wiki? Was it the summon minor elementals or something?

scarlet gale
#

You'd have to mess with loading a compendium and fetching the actor data presumably

#

Not hard to do, just less easy then having the actor name

#

Personally, I wouldn't even bother with a spawn for that spell.

#

Nobody is casting that in combat

#

And walking multiple tokens around the scene gets really old pretty fast

violet meadow
#

Ah the floating disk 🤣

covert mason
#

Aye, fair

scarlet gale
#

from a player perspective

violet meadow
#

I was like elementals?🤔 😅

coarse mesa
#

I could dig having a disk following though out of combat, if it was an Item Pile with Follow Me, it would be cool

#

We almost never use that spell though, even though it's a ritual... the duration and carry weight just aren't enough to make it worthwhile 😔

scarlet gale
#

I've only ever seen it used after raiding a dragon hoard

#

No reason not to have it as a Wizard tho

#

Since it's ritual

coarse mesa
#

(This is coming from someone who likes having a lantern floating around with Follow Me though... my warlock casts Mage Hand a lot)... it's technically telekinetic feat so doesn't feel so spammy... and yep bullseye lanterns > driftglobe... looks damn cool having a light sweeping around. Our gloomstalker and twilight cleric both hate it though, half the fun

covert mason
#

making it an item pile container would be useful blobthinkingglare

clear kernel
#

I was just told in macro polo that this functionality, dragging an item from a character sheet to a hotbar and having it attack automatically, is a midiQOL thing? is that right?

scarlet gale
#

Having it do the attack is midi-qol.

clear kernel
#

neat! Is there a way to specify that the attack be done with disadvantage?

#

through the macro bit?

molten solar
#

That macro takes no options.

clear kernel
#

gotcha

scarlet gale
#

Not that way.

#

Easy solution, turn off fast rolls

#

or hold down control when clicking it

clear kernel
#

basically I'm trying to automate a multi-attack where the second attack is rolled with disadvantage

scarlet gale
#

async MidiQOL.completeItemUse(item, config, options) Can do that

clear kernel
#

oh that's fantastic, I'll look into that!

#

I appreciate your help! 🙂

harsh cairn
chrome gale
#
// Get rolltable result item

const table = game.tables.getName("Soul Magic Surge Test");
const {results} = await table.draw({displayChat: false});
const itemId = results[0].documentId;
const item = game.items.get(itemId);
const itemData = item.toObject();

// confirm use of item.
const content = await TextEditor.enrichHTML(`<p>Use ${item.name}?</p> <p><em>${item.data.data.description.value}</em></p>`, {async: true});

await Dialog.prompt({
    content: content,
  
  callback: async () => {

    // Get source token (for effects that need a focus point)
const selectToken = canvas.tokens.controlled;
let dummy;
if (selectToken.length === 0) {
    dummy = game.actors.getName("Soul Magic");
} else {
    dummy = canvas.tokens.controlled[0].actor;
}

    const [created] = await dummy.createEmbeddedDocuments("Item", [itemData]);
    const message = await created.roll();
    await message.setFlag("dnd5e", "itemData", created.toObject());
    return created.delete();
  },
  label: "Apply Surge Effects!",
rejectClose: false
});

Ok so I'm having some issues with this, and I can't quite see why, as it's very hit and miss. It works fine with some spells, and totally fails with others. The spell I'm currently struggling with is one with an active-aura, but it seems to apply the effect and then immediately remove it.

#

The active aura seems to be unrelated to the problem, as it happens if it's not an aura too (just tested) the issue seems to be with the effect not sticking

vast bane
chrome gale
#

that was my first thought, but from what I can tell they're not from something I'm personally doing, they're in a module?

Plus the same errors come up if I cast the spell normally, and it works then.

vast bane
#

is the aura setup to not transfer effects via midi?

molten solar
#

If this macro is just to roll an item once and then delete it, it can be simplified greatly, assuming v10

#

(Moto is right, however; clean up your compat issues, that's the first troubleshooting step.)

vast bane
#

the status effect toggling on and off, is the effect added via dfreds CE?

#

either via macro.ce or just a flat macro using dfreds stuff?

chrome gale
molten solar
#

Yes

chrome gale
molten solar
#

You disable the module.

vast bane
#

you are pressing a macro, the compats will be in that macro

#

either you are using data instead of system somewhere or its a macro launching stuff from a v9 module

molten solar
vast bane
#

Hmmm, what are your versions Nirin? Are you actually using midi?

chrome gale
molten solar
#

The warnings are not created by the macro.

vast bane
#

well the macro above has data.data

molten solar
#

Beyond that single one

vast bane
#

that could be handing things off down the chain?

molten solar
#

Nah, doesn't work like that.

chrome gale
molten solar
#

It's a module that hooks onto effects being created/deleted.

#

Quite clearly.

#

You can literally just click that file name "concentration" in the warning and see what module it's living in

vast bane
#

with a midi build its either midi or CuB and if its Cub thats naughty

molten solar
#

lemme check what I named the files in CN lol

chrome gale
#

its midi that I'm using

vast bane
#

what version number of midi and foundry build are you on?

chrome gale
#

10.291
10.0.23

scarlet gale
#

I would double check that the module is actually disabled

vast bane
#

oh well there ya go

#

ASE shoulod not be in v10

molten solar
#

A module you do not have installed cannot give you warnings. So you do have it installed and enabled.

vast bane
#

Zhell thanks for teachin me a lil somfin. I didn't realize you could click those and learn the module

#

but fixing that data.data is a pretty simple clear of atleast 1 warning

chrome gale
#

It's wierd though as none of these spells use ASE at all

#

what do I change the data.data to?

molten solar
#

system

chrome gale
#

system.system? or just one

molten solar
#

one

scarlet gale
#

ASE has some hooks for what it does

molten solar
#

You don't know what ASE looks at. It's no doubt looking through all effects and their internal data no matter what, who knows.

scarlet gale
#

There is zero point having it enabled at all in v10.

vast bane
#

and when its finally made in v10, it replaces the v9 anyway so just uninstall it

#

Does anyone have a careful sorcerer or an evocation wizard in v10 midi?

#

Last two sessions the player I have, has had major issues with fireballs not correctly working. Everytime he tries to do it, it just ignores the template and nukes the hell out of the pretargets

#

when I did it, it behaved as if there was no flag on him

scarlet gale
#

Are you using DF template enhancements?

vast bane
#

and he definitely has it

vast bane
#

I still though, cannot rule out user error cause hes kinda not very compute literate, I can't replicate his issue, I can only report that I couldn't get the pretargets to work

scarlet gale
#

Do you have templates auto target tokens set to always in DF?

#

I was getting that same issue until I turned that setting on

#

I was previously using the toggle setting

#

If that doesn't fix it, I'd just run find the culprit until you figure out what's messing with your targeting

chrome gale
#

ok so ASE is now completely uninstalled, and that concentration error is gone. I also managed to get rid of another one by changing .roll to .use. So no more errors.

Unfortunately it still doesn't actually work lol

vast bane
#

do you have CUB and Dfreds?

#

is the effect in the video an active aura?

chrome gale
#

Someone pointed out that the line

return created.delete();

Which I think was meant to tidy up a temporary created spell, is also causing the effect to be removed. Which does seem to be what's happening.

vast bane
#

there ya go

chrome gale
#

So the question becomes... is there a way to do this without deleting the effect?

chrome gale
#

wondering if I instead had the spell apply a dfredCE.... if that would also be deleted when the spell does

scarlet gale
#

What are you even trying to do here?

vast bane
#

Yeah I don't follow whats being done

#

but I got Effect Macro on the tip of my tongue for advice cause its got yummy hooks to use

chrome gale
scarlet gale
#

For what purpose?

#

Also, it seems like it's doing it in a weird way

vast bane
#

isn't that totally Zhells forte, he loves to make synthetic items

chrome gale
#

automated wild magic surges, in this case

vast bane
#

problem with dfreds CE is you gonna have a bajillion surge effects taking up all that space

chrome gale
#

when a surge happens, it rolls on the table, grabs the spell, casts it and applies effects.

vast bane
#

Lets see if zhell returns, I know he does alot of stuff like that where he casts spells from compendiums

chrome gale
#

except it currently only works for spells. the effects are being a pain

#

Well yeh the end-goal was to instead have the spells in a compendium, but until I have a finished list I'm doing them from the sidebar (they're in a folder so its tidy)

scarlet gale
#

Is this the regular wild magic table or some homebrew one?

chrome gale
#

Using DFCE would be fine but yeh would be a shame as it would be messier

vast bane
#

I have a macro.createitem idea but its janky like my middle name

chrome gale
clear kernel
#

I don't know if this is a here question or a macro polo question, but this macro doesn't apply the remove condition properly, is there something I'm doing wrong?

#

game.cub.applyCondition("Disadvantage");
dnd5e.documents.macro.rollItem("Scimitar");
game.cub.removeCondition("Disadvantage");

vast bane
#

are you actually using cub in midi?

clear kernel
#

I am very stupid in most areas

#

yah

#

the disadvantage/advantage work as intended in one liners

#

like a macro that's only game.cub.removeCondition("Disadvantage"); works as intended

scarlet gale
#

Might need to await them

clear kernel
#

but something about the combination

#

like it's going too fast or something

vast bane
#

it looks like you are trying to do 3 things that require time, while a macro does them immediately

clear kernel
#

gotcha

vast bane
#

but also, if youa re in midi why are you using a condition called Disadvantage?

clear kernel
#

mostly the aforementioned stupidity

scarlet gale
#

You should just be passing the disadvantage event to the midi complete item roll function

vast bane
#

what is causing the disadvantage

#

is it underwater?

scarlet gale
#

IIRC they were trying to do a multiattack feature where the 2nd attack is at disadvantage

clear kernel
#

I mostly have no idea what I'm doing, but I'm trying to learn macro stuff from scratch as I go.

#

yah, what Chris said

#

I was linked a method to do it but it requires a level of macro-ing I don't think I'm able to do

scarlet gale
#

Personally I'd just manually roll each attack lol

clear kernel
#

so I fiddled around with the cub conditions

vast bane
#

make a second weapon that applies disadvantage to the next attack on the roll

#

I honestly don't think multiattack macros work in midi, what if you change targets?

#

I have a dual wielding player that I just give them their offhand weapons and primary weapon attacks for each weapon. And the offhands are modded accordingly

clear kernel
#

I suppose I might have to do that

vast bane
#

The player then setup his hotbars to have one be his primary stuff and the other his secondary

chrome gale
#

Yeh I do the same with one of my players. Two weapon items in the list

clear kernel
#

I'm just looking for ways to speed up monster attacks, my players like to take time with their own stuff but say the monsters turns take too long

chrome gale
#

Hammer and Hammer (offhand)

vast bane
#

Combat Booster

scarlet gale
#

You're going to wind up wasting attacks if you just blindly roll them in a row

vast bane
#

Combat Booster is THE best tool I use as a dm with many monsters

#

it has a history of attacks on the token hud so you can just go through and bam bam bam

scarlet gale
#

yep

clear kernel
#

oh I'll look into that

#

I appreciate all the advice!

scarlet gale
#

Or just drag the monster abilities to your hotbar

#

and have it read to go before the game

vast bane
#

also token action hud is good too

chrome gale
vast bane
#

I wouldn't so much worry about speeding up your combat, so much as worry about entertaining the players with THE combat. A combat can be long as hell, as long as its really fun/funny

clear kernel
#

token action hud looks fantastic! I think that might be my solution

vast bane
#

A way that I like to spice up combat, is another Ripper module, Maxwells Malicious Maladies. You don't have to run it for real, just have it fire, and use its messages for inspiration to describe what happens to the monsters and the players

#

also, I told my players its 100% optional and just there for the flavor, and all my players started actually using and following the restrictions of their wounds, evne though they were anti fumble tables, they actually like the module. Course they water down some of the wounds lol.

marsh crescent
#

Action Pack is another option along the lines of Token Action HUD.

vast bane
#

action pack takes up too much real estate

clear kernel
#

oh I like that, that's good

marsh crescent
#

I put the icons on small and it works pretty well for me. I keep both so my players have the option.

vast bane
#

if you do try out maxwells, beware that df manual rolls and maxwells have a tiny issue working together

#

I use character action list+Token action hud for sorted action economy. but for monsters nothing beats combat booster history buttons cause they are super tiny and if your modules already yoink you to the current combatant its so simple to right click and get the buttons

clear kernel
#

I think the combat nyoinking is a combat utility belt thing?

#

that's been real helpful

chrome gale
vast bane
#

I'd put it all in the macro, and instead of rolling a table, have the macro return a random choice of 100 uuid's that you have stored in a compendium

scarlet gale
#

Yea... Having a roll table seems like extra work

vast bane
#

wait, is this wildmagic surge?

scarlet gale
#

Yep

vast bane
#

why not just use the module

scarlet gale
#

Pretty sure there is a module that rolls it for you

vast bane
#

I use it for the wild rations my players found in undermountain

marsh crescent
#

Going to use it for undermountain as well for an entire level.

chrome gale
#

I already use it. The dev added the option that triggers a macro for me, for this specific use case haha.

scarlet gale
chrome gale
#

Oh I've never even heard of that one, the only ones I'd seen before are wildmagic5e and ... I think it was in one of Monks as well as a sub-option

#

yeh, Simbuls is a spinoff of the one from 'little helpers'

#

it works fine, but it's pretty limited, its just for basic surges

#

wildmagic5e is much more in depth, and has all the different surge variants.

scarlet gale
#

Personally, if I actually had a player that picked wild magic I would probably just warpgate the features onto the player when needed.

#

Grab the spells from a compendium then mutate onto the token when needed

chrome gale
#

I assume that would have the same problem though

vast bane
#

👀 macro.createitem

scarlet gale
#

Not really

chrome gale
#

in that you have to delete the spell from their list at some point, and when you do the effect gets deleted too

vast bane
#

roll the table, get the UUID of the result, and have the effect value of the macro.createitem edited in the effect macro before its applied

scarlet gale
#

I do it all the time, I just have an effect that does a revert upon a long rest

vast bane
#

I just use simbuls to automate my sruges they are just weird flavor surges cause noone is a sorcerer

chrome gale
#

I looked at dfce and its implied its possible, but I couldn't find any examples so there's no way I could do it

scarlet gale
#

You could just make them as CE then use it's API to apply it

#

If you're having some surges only be effects

chrome gale
#

if I cant find a tidier solution. Will mean it wont work as a compendium though

scarlet gale
#

Could just have the effect embedded into the macro

chrome gale
scarlet gale
#

I've started doing that ever since v10

chrome gale
scarlet gale
#

Make an effect on a linked character

#

export it to json

#

search for the effect name

#

That has the exact formatting you need for the effect

chrome gale
#

ahhhhhhhhhhhhh clever

scarlet gale
#

You can normally cut out quite a bit

#

Including all the flags

#

Although you may way to keep the DAE ones if you have a special duration set

chrome gale
#

oh sorry

#

I meant 'flags' down on line.... 66

#

I didn't notice it was there more than once lol

scarlet gale
#

This looks like you exported an item

chrome gale
#

yeh I did, sorry did that matter? I was only after the 'effect' and I thought it would be set up the same on both

scarlet gale
#

Probably will still work

chrome gale
#

did you happen to have an example of the macro you'd use to actually apply this?

scarlet gale
#

Apply an effect?

#

Also, you'd want from line 6 to 64 from this item

#

You'd also likely want to trim out some stuff like _id

#

and the effect flags

chrome gale
#

ok so I can see what lines 58-77 do (for me), a lot of the stuff before that seems specific to what you were doing?

Also 'olive oil' and 'mead' ... thats a hell of a party you're setting up lol

scarlet gale
#

In this example I'm making an effect with an embedded effect macro to remove a mutation once the character takes a long rest

#

Dragon Vessel item from FIzban's

chrome gale
#

ahh cool

scarlet gale
#

I'm also grabbing the itemdata from a compendium and setting it up as a warpgate mutation in here as well

#

You may find that useful for what you're doing

chrome gale
#

omg

#

I just kinda guessed at what was needed

#

and it... worked?

#

lol it actually worked fine

chrome gale
scarlet gale
#

You can type game.packs into your console to see all your compendiums.

chrome gale
#

yeh I'll save your link somewhere with a note saying why I'm saving it, so that when I do want to store all the surges into a compendium I can alter the surge macro to look for them there instead of the sidebar

scarlet gale
#

My macro is a bit weird because some of my items are split between different compendiums

#

Like the healing potion works fine as a regular import from the DDB importer, but the potion of fire breath is one I setup myself

chrome gale
#

let itemData = packItems.find(item => item.name === selected);

seems to be the line I would need? As the spells would all be in the same compendium so that can be a fixed value

scarlet gale
#

yea

#

change selected to the string name of the item

#

Keep in mind that the compendium needs to be loaded

#

So line 40 does that

chrome gale
#

I wont need that for quite a while probably so I'll just leave it as notes for now and come back to it

uncut depot
#

How does "flags.midi-qol.grants.critical.range" attribute key work? I want to increase the critical range of the effect to 19-20

vast bane
#

so if its 19-20, you put 19

#

also welcome to the dark side, now drag and drop the midi sample item for bardic inspiration 😉

vast bane
# chrome gale I wont need that for quite a while probably so I'll just leave it as notes for n...

I don't really know what to do with the surge idea, personally I would just use simbuls and halfass it. If I had to automate it, I'd probably get someone to write a macro that lists off all 50ish surge items and have the macro randomly pick one, and then insert its UUID into an active effect on the surge item on the actor and then attune it, so that the actor gets it via createitem, then run it/roll it and then on completion delete the active effect or untoggle the effect.

#

Chris probably has a better idea than createitem, I use createitem cause I can't write macros

chrome gale
vast bane
#

supposedly warpgate can get it done easier

chrome gale
#

so far its working well

#

warpgate would probably do the job too but I don't know how that works haha

dark canopy
chrome gale
#

I'm sure simbuls is fine, but the dev for the module I use added in the extra variants and features I needed to get this all working so I really can't complain

dark canopy
#

cool cool, just making sure that option was known 🙂

#

when i see: roll a table, to get an item, to get an ae, to execute a macro, to create an item with an ae (or whatever, heh), I get twitchy

chrome gale
dark canopy
#

and thats all that matters

coarse mesa
#

Merry xmas, Midi friends (and Zhell)! Hope you all have a fantastic day and enjoy yourselves ChristmasDance

opaque current
#

Damn what time zone this dude at

uncut depot
sudden crane
coarse mesa
violet meadow
#

I haven't tried it yet.

scarlet gale
clear kernel
#

hmm, what channel would I ask questions related to DAE in?

spice kraken
#

Depends if it involves midi flags or not. If yes, here, otherwise #dnd5e is fine

clear kernel
#

hmm, I'm not 100% sure if it will or not. I'll try in dnd5e first. Appreciate it! 🙂

vast bane
#

having SC will stop your active effects from expiring the traditional way till you start utilizing the calendar

#

Its ok to have them both but our advice is dependent on if they exist or not

clear kernel
#

I do have simple calendar, yeah, but I don't have times up

vast bane
#

grab times up its a very lite module and it adds alot more special duration choices

clear kernel
#

I hadn't thought to try with times up, that might help!

#

oh! fantastic

vast bane
#

but can you show me the actual book thing you are trying to make so we can more clearly show you how to do it?

clear kernel
#

ok I'll absolutely try that

#

sure

clear kernel
#

I appreciate your help, btw, I feel like I've been asking nothing but dumb questions the past few days

vast bane
clear kernel
#

so basically I have a frog who on its first hit will grapple an enemy, and on its second hit, it restrains and blinds it, and the grapple condition is removed

#

I can get all the effects added no problem

#

but I'd like to get the grapple condition removed automatically on the second hit

#

from both frog and target

molten solar
vast bane
#

My main reasoning is just that I already have 66 modules, I'm still trying to trim down, feels like too much overlap

#

but I thought the same way about dae/effect macro and look where that wound up lol

clear kernel
#

ok fantastic, I'll look into that!

vast bane
#

I'd make the second swallowed thing a dfreds CE, and then have the effect macro of the first grapple check on hit to apply dfreds

#

oh wait em probably doesn't check hits eh?

scarlet gale
#

Item macro on the feature

violet meadow
clear kernel
#

ok, I'll look more into macros then. timesup has a bunch of stuff I'll absolutely get good use out of later, but I didn't see anything in its expanded list for "when target is hit by specific attack"

violet meadow
#

There isn't against a specific attack.

vast bane
#

times up is basically install and forget

clear kernel
#

gotcha

violet meadow
#

More of a blanket condition: if hit or similar

clear kernel
#

I don't know if it's a module incompatibility or something, but setting up OnUse with a real simple macro like after damage roll >

game.cub.removeCondition("Grappled");

doesn't seem to consistently work

vast bane
#

Not a fan of the module myself, if you have the full midi suite dfreds is just superior

violet meadow
#

How do you set it up?

clear kernel
#

it's real basic but:

#

^that's the entirety of the macro, I didn't cut off the bottom

vast bane
#

what is the item?

#

what rolls that removes it

clear kernel
vast bane
#

pretty sure that macro implies selected?

clear kernel
vast bane
#

that item has no targets setup nor range

violet meadow
#

I am not sure about the CUB API

clear kernel
#

oh god

violet meadow
#

Do you need a token selected?

clear kernel
#

you're right

vast bane
#

Disable cub and install dfreds CE

violet meadow
#

Designate the target probably

vast bane
#

its identical to dfreds apply

#

all of this is gonna have to be in a macro, if its not, then you could literally pull this off way simpler with dffreds CE

violet meadow
#

Yeah the macro doesn't define which token the CUB call should be executed upon

clear kernel
vast bane
#

it won't matter cause the macro command is assuming selected

#

not targeted

#

you could totally hack this and check the box for toggle at the bottom and put grapple and the swallow stuff in the swallow items AE's

#

this would totally live up to my middle name

clear kernel
#

well in this case I'm trying to remove from selected, the frog should no longer have grappled when it swallows the thing?

#

lol

vast bane
#

nah seriously check the box for toggle effect at the bottom of the swallow item, and then have swallow Grapple, restrain, and blind.

#

It should toggle the grapple right bugbear?

clear kernel
#

I liked dfreds a lot but I've got so much other stuff that I made that relies on CUB I'd be terrified to switch

vast bane
#

dfreds will come with probably way more than you have made

#

dfreds CE has alot of synergy with midi and also most of us have premades that we share that all utilize dfreds.

#

Midi will outright just apply a dfreds CE if its name matches the item automatically

clear kernel
#

ah, ok! I'll look into it

#

results of toggle:

#

many grapples

vast bane
#

show us the effect on both the first item and the swallow

#

are they the same thing?

clear kernel
#

first item grapples:

vast bane
#

oh you have cub, so just change the keys in both of them to macro.cub instead of statusEffect

#

we wanted the effects tab

#

the top one is wrong btw, its applying to self

clear kernel
#

ah gotcha

#

like so?

vast bane
#

if you go two parter on this, you could just use cub or dfreds CE's macro syntax to effect macro a remove grappled on effect creation.

violet meadow
vast bane
clear kernel
#

that's how I'd set it up yah, grappled condition for both

#

maybe that's not right for 5e? iunno!

vast bane
#

oooooooh

#

I'm gettin an itchy Janky feeling then lol

clear kernel
#

haha

vast bane
#

add macro.createitem a swallow attack that only shows up when they have grappled someone

#

have that swallow attack remove grapple from both in the effect macro when it applies/creates

vast bane
clear kernel
#

ok!

vast bane
#

If you aren't well versed in macro/js then you pretty much have to create a two item solution and I can totally tell you what to put in the effect macro on the second one if you have dfreds CE, I don't know cub unfortunately but if those two toggle then you don't need the macro

scarlet gale
#
game.dfreds.effectInterface.removeEffect(
            {
                'effectName': 'CE name',
                'uuid': targetActor.uuid
            }
        );
clear kernel
#

I'm super super new to macroing stuff, unfortunately

vast bane
#

I'm curious if either dfreds or cub will toggle innately if you use their macro.whatever in the ae

clear kernel
#

the toggle didn't seem to work, unfortunately!

#

ok I'll download dfred's and see if that works. Appreciate all this!

scarlet gale
#

You'll want to get the target actor with let targetActor = this.targets.first().actor

vast bane
#

its important you understand that they can't really coexist, if you have both cub and dfreds you have to turn off the condition lab/enhanced conditions

#

and dfreds needs a lil setup in its settings to have it take over conditions by default

clear kernel
#

is there a reason, as an aside, that the on use macro isn't working?

#

the macro seems to work as intended if I trigger it manually

scarlet gale
#

That only works on the selected token

vast bane
scarlet gale
#

You'll likely need a different function, but I'm not familiar with the CUB api

clear kernel
#

ok, gotcha

#

sounds like CUB is the issue overall

vast bane
#

you should be able to find its api and do something like what chris did for dfreds, but none of us use cub s we don't know

scarlet gale
#

Not really

clear kernel
#

well

#

sounds like I'M the issue haha

vast bane
#

its just that its not what we use

clear kernel
#

ah I see

scarlet gale
#

CE just integrates better with midi imo

#

So most of us go that route

clear kernel
#

gotcha

vast bane
#

I have both but I don't use cubs conditions

#

I use its name hiding features only

violet meadow
#

I haven't used CUB for so long

vast bane
#

Bugbear going and digging out the cub answer ;p

#

That deserves the meme

#

Vroom Vroom:

violet meadow
#

If it works only -- too late now 😁

clear kernel
#

oh wow

#

yeah that's not something I ever would have been able to muddle out haha

#

lessee, like so game.cub.removeCondition("Grappled",[args[0].hitTargets[0], token]);

violet meadow
#

It might work 😅 not sure if I remember that correctly

clear kernel
#

it's giving me a syntax error, lemme make sure I put it in right

violet meadow
#

The error should be helpful

#

Oh do you have ItemMacro module enabled in your world?

clear kernel
#

oh! no, I don't

vast bane
#

Tell tale sign of that issue is the error calls out Itemacro in the error

violet meadow
#

Cannot read the args[0]