#MidiQOL

1 messages · Page 62 of 1

violet meadow
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Moto do you have it? Need to cook 😄

vast bane
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I gotta go pick my daughter up from school but I should be back in 30ish minutes

indigo axle
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still new to all this so getting a grasp on the right thing to do to get it working

vast bane
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its probably the [additional] thats stopping the damage

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it is very naughty to use custom flavors with midi

indigo axle
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ok

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so take that out ?

vast bane
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sure but I also can't talk for 30 mins

indigo axle
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ill be here ... take care of what ya need to do mate

keen remnant
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All up to newest, i usually update every time before i launch.

violet meadow
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Check if there are multiple similar effects on the actors

keen remnant
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Idk man, does this every time

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Also Checked "Friends Save" just to lessen probable chaos. But the core problem isnt fixed.

vast bane
keen remnant
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10.0.27 For Midi
10.0.18 DAE
2.1.4 5E

vast bane
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also midi has a ver very late build requirement now so you could be on 284 and then your newest midi is not the newest midi

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afaik the only bug in dae duplicates equipped effects

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SG is a transfer effect, so unsure if it adversely effects it

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drag out midi sample item version of SG

keen remnant
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{"type":"Item","uuid":"Item.EI3KFIzdk9UUaOP1"} ??

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i guess

vast bane
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pretty sure theres no way you are using it in your current example cause the sample item doesn't target self

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OH

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are you casting SG via an npc?

keen remnant
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ye

vast bane
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that would do it

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in v9 a fix was had long ago, I doubt it carried over to v10

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don't use it on npcs till someone figures out how to fix it again

keen remnant
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xD

indigo axle
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so it seems i have the part to roll 3d8 total against giants fixed. now only other issue is throwing 2d8 when weapon is used at range. how many activation conditions can i have and customize the damage off of those ?

vast bane
indigo axle
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ok.

vast bane
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I have a similar magic item called Azuredge that I made via macro.createitem

violet meadow
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I will test later if I don’t forget

vast bane
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but the v10 one is an all new macro so I dunno

vast bane
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when you have a magic item that has 2 other item features, you can use macro.createItem and link the other items in it(you can drag and drop items into the effect value)

violet meadow
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(Lol I had made that go through shield effects)

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Azuredge fate

vast bane
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I want that automated but just mulliganed and used AR

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Advantage reminder is my answer for everything lol

keen remnant
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Yeah the player version works great, but could i not make an itemcopy of the item and hand it to the NPCs that have the "wierd npc version" of the spell?

vast bane
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like a stacking change or something or something in the aura effect

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I doubt its the same issue cause the macros all new

keen remnant
vast bane
keen remnant
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Player version, that works

vast bane
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thats not midi sample items unless you changed its icon

indigo axle
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@vast bane is thare a tutorial on how to do that lol.. still learning the systems so no idea how to get that done

keen remnant
vast bane
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its an active effect that when its active on an actor, the items appear in their inventory

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and azuredge is requires attunement and a weapon, so ae's on it only appear if you equip/attune

keen remnant
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sooo, copying that player based spell to npcs should fix it?

vast bane
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When you drag an item to the effect value, it needs to stay where it was dragged from

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so make a special compendium:

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and drag it from the compendium

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this way the items never deleted

indigo axle
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hmm ok will work it out .. thank you

vast bane
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My guess is they are not using midi sample items(which is true cause their icons are different)

keen remnant
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Ye worked

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just need to redo animationrigging now

vast bane
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once you have the midi sample item, spirit guardians respects dispositions so if the DM is not doing them right then the wrong people get affected

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A red border has cast it, only green and blue are affected by it

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if a green/blue had cast it, only red are affected by it

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I believe the problem in v9 was that it wasn't respecting dispositions

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it was assuming only players casted it

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the most common issue with dispositions is player controlled npcs cause the player setting overrides to green, but the disposition will still show as hostile

keen remnant
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Welp why would the animation not work if it is recognized and active?

vast bane
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ctrl F5

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wasn't there something about global recog with sg?

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I swear there was something

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I personally do NOT have a global recog for SG

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and I know its in there by default, so something told me to delete it

keen remnant
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How did you make it work

vast bane
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you also still don't have the sample item right

vast bane
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icons different

keen remnant
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do do have it

vast bane
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did you edit the ae?

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why is your ae icon different?

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either that, or did tposney change the icon in later versions of midiqol guys?

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I'm on 10.0.24

keen remnant
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idk man

vast bane
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DM me the first tab of that ae

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can you show me the effect tab of the midi sample item in the midi sample items compendium?

keen remnant
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Never seen the tab, probably being blind

vast bane
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unless you are editing the sample item, you still are not using midi sample items

vast bane
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Unless a later version of midi tim decided to change the active effects icon

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I highly doubt in his busy life he decided to change it though lol

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the reason why you want the sample item is because the sample item has an item macro

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you can duplicate its active effect but its referencing an item macro

keen remnant
vast bane
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I think its even referencing the compendium item macro

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compendium tab

keen remnant
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Not blue for me ;Z

vast bane
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that looks like the items sidebar

keen remnant
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oh

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ye

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never been in that tab before tbh

vast bane
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its where all the magic is

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and its where all your items sidebar shit should be lol

keen remnant
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i can tell

vast bane
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cause filling your item sidebar with 10000 data items is quite the haul

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compendiums are less of a drag on the server load

keen remnant
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my 64 gig of ram can handle most

vast bane
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your players won't have that

keen remnant
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contrary to your belief im fine but getting off topic

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foundem

vast bane
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delete the one on the actor, drag the spirit guardians from that compendium over

keen remnant
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Delete the one referenced in the spell, and replace with midi?

vast bane
vast bane
keen remnant
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Ahhh

vast bane
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you can rename it

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well, rename it by removing the version, but you want it to stay the same if you want it to play the auto recog

keen remnant
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time to import and rerefference alot

hot flower
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howdy all-- i'm trying to automate Lighting Arrow, which has this description: The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.The piece of ammunition or weapon then returns to its normal form.

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I

spice kraken
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I would make a specific item/spell for that

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And just steal the ice knife macro and change wherever it needs changing

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in terms of damage

hot flower
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just have the spell create an item with the effect?

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that sounds MUCH easier than what I was originally thinking. LOL

vast bane
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its basically the pally smites but for ranger

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you could probably replicate it off the sample item

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I think if I was automating it, I'd make the lightning arrow item, have it be a created item, and the spell places a self buff on the actor that is an advantage reminder for damage dealt by a ranged weapon. that has a macro document link to expend the created arrow, and have the arrow delete on empty.

violet meadow
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I believe in you callbritton. You can automate it !

hot flower
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lol. thanks.

scarlet gale
hot flower
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is there an examnple of that on use flag macro I might refer to?

vast bane
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the most noteable similar premade is the smite in sample items

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Branding Smite

hot flower
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cool thanks

vast bane
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not sure if thats what Chris is referring to though

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cause your item swaps out the damage while branding smite just adds to it

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You could just make the item, and the ranger can just not complete the attack workflow and fire the item if they hit(if you don't fast forward damage)

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or rather auto roll damage

scarlet gale
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A lot of my items on my GitHub do this

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Also wouldn't need the multiple macro passes.

odd sable
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I know the Activation Condition field can be used to specify target creature types, can I use that to have a Template effect, where only creatures of the right type under the Template are affected, or does it only work for an ability that targets a specific creature?

violet meadow
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In v10 Activation conditions should evaluate against each target individually, at least for arguments found in the actors rollData

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So it should be fine

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What are you trying to do.

hot flower
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i think i've just about got this working. But the spell level scaling is bedeviling me. It goes up by 1d8 for every spell level above 3rd, so the created item will have a higher damage if it's cast at 4th level.

I'm trying to create this in the embedded item. I have the spell level that it's cast at in item, but I can't seem to get the damage part embedded correctly.

                        damage: {
                            parts: [
                                [ `${item}+1` + "d8", "lightning" ] // ["Formula", "acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder, healing, temphp"]
                            ],
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that gives me 4+1d8 in the damage field of the created item. It should be 5d8

odd sable
hot flower
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oh, wait. I guess I can just define damage die as let damageDie = item + 1 up higjh...

scarlet gale
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You can make the item normally then look at it's object in console to get the exact format

violet meadow
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It should work

odd sable
# violet meadow It should work

Cheers, the checkbox to only apply effects on activation was what I was missing! Follow-up question, is there a simple way to not force a saving-throw on all the non-constructs in the area, or would that require a much more complicated setup / item-macro?

hot flower
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ok. i'm not understanding why this is not adding the item macro to the created item:

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it's exactly the same data structure as the json of the item I created, which works fine if it's just dragged to the char sheert

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the item macro is wrapped in a flags section, just like in the json.

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(also, fyi, i think the item macro key is misspelled. it's itemacro when maybe it should be itemmacro?)

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ah, i think i figured it out. flags goes outside the system section.

strong yew
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Ah, sorry, last month has been killer on work so I haven't even been able to keep up with anything else

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Did you get this solved?

thorny solar
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I did eventually, yes. Just gave the Ranger Hunter's Mark as a non concentration spell.

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Which, I suppose still works as intended.

sullen quest
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Question regarding Midi QOL: if I am using a house rule that states crits are max base damage and then to roll crit damage (rapier + sneak attack +4 : 1d8+4+2d6 > 8+4+12+1d8+2d6), which critical damage option do I choose?

violet meadow
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I will share when I am back at my desk

violet meadow
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I think. It will be the other way around but still should be the same

sullen quest
indigo axle
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@vast bane I tried creating that item effect . and saddly failed got an error when using the item so for the time being i created a second item with the right properties my player will just have to switch to it with the combat hud to use it .

lime walrus
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messed around a bit and modified damage buttons

naive zenith
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That's quite sleek.

lime walrus
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the changes to css are a bit hacky but they work so 😂

indigo axle
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for activation condition - i want the other roll to activate when target is ranged ... how would i do this ?

vast bane
vast bane
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unless you want both to roll

indigo axle
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hmm ok

vast bane
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I showed you how to make the second item what was the error?>

indigo axle
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went by to quickly and i did not get a chance to check console before it crashed had to relaunch my world to access the character sheet lol

vast bane
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that sounds nothing like a simple dae key lol

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how many modules do you have installed

indigo axle
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33

vast bane
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The process is quite simple,

  1. Create both items in the side bar
  2. Create the macro.createitem key on primary item set to apply on equip
  3. Move second item to special compendium
  4. Drag from compendium to the effect value of the macro.createitem key on the first item.
  5. Move the first item to an actor, equip and attune and tada two items.
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and if all you want is to be able to use the ranged thing and don't care about the appearance/jankiness, then just drag both items to the sheet and call it a day

indigo axle
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this is the weapon that is giving me the headache You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. but ill try again

vast bane
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you can create the two seperate items very easily

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all I'm offering is a way to link them so that the second item only shows up when the player has it equipped

indigo axle
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Understandable .. I just made two weapons and let them know they will have to use the second one as regular thrown and the first one against ginats . unless i write a macro for it which im still learning as most macros are outdated vs the new midi heh

vast bane
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the giants thing is an activation condition you can put on both items

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you don't want a macro on one item, players typically hate prompts in their martial attacks thats why RSR is so popular

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if its one item they would likely constantly get prompted for "do you want to use X"

indigo axle
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understandable

lime walrus
hot flower
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ok. this is very weird. I'm still working on the lightning arrow macro (referenced above) and I'm getting this from my args ...

scarlet gale
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@gilded yacht Any chance you could make the "Magic Damage" midi-qol fields work with magical resistance when it's set on an item that's set as a feature?

hot flower
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ok. found it was the way I was calling the item macro in DAE. I needed to call it as @item.level instead of just @item.

scarlet gale
hot flower
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secondly, is there an easier way to get the nearby AOE targets. This is the code I'm working atm: ```js
const aoeTargets = await canvas.tokens.placeables.filter((placeable) =>
canvas.grid.measureDistance(target, placeable) <= 14.5 &&
!canvas.walls.checkCollision(new Ray(target.center, placeable.center), {mode: "any", type: "light"})
).map((placeable) => placeable.document.uuid);

vast bane
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theres a findnearbytargets function for midi

scarlet gale
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Oh yea

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edit line one of Chris-LightningArrow.js

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to have your compendium key for storing spell features

scarlet gale
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Getting a crit with this spell would actually be crazy

hot flower
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yeah, it's VERY high damage.

scarlet gale
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3rd level for that one

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60 damage essentially

hot flower
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give me a second and I'll send you the git for mine.

scarlet gale
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Feel free to just plagiarize mine.

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90% of it was just copying and pasting stuff from other stuff I've made

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Not SRD spell, remove the description.

hot flower
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plus, i can use AA to drop some nifty lighting effects on the arrow... working on a sequence for the explosion... probbaly will recreate the chain lighting look

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so, as written, it doesn't do the normal damage AND the lightning damage. so, you're adding an exta d8 onto the damage roll, @scarlet gale (if you're using a longbow, for example.)

scarlet gale
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I went with the ruling for the spell.

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Easy enough to edit out if you don't want it.

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But I'd handle it the same way shadow blade is handled.

hot flower
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cool, cool. I like it.

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thanks for taking a crack at it.

scarlet gale
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It handles the half damage on miss

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as well

hot flower
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yup yup.

scarlet gale
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I may adjust it slightly to make sure it can't roll a fumble

hot flower
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works nicely

scarlet gale
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since that winds up not doing the damage part

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since midi just yeets the workflow after a fumble :/

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Thankfully this spell was 90% copying other stuff I've done and 5% making some standardized functions I should have made before.

scarlet gale
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It shouldn't be doing the normal damage.

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It should just replace the whole damage roll with it's own.

hot flower
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right.

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it's just adding it to the normal damage when I run it.

scarlet gale
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Did you set the postDamageRoll part right in the DAE value?

hot flower
scarlet gale
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And the normal damage is still going through?

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That's very odd

hot flower
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yeah

scarlet gale
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do you have any other roller modules

hot flower
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just midi

scarlet gale
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screenshot the damage card?

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The only thing that I can think is doing that would be another macro / worldscript that's also doing a setDamageRoll function after this.

hot flower
scarlet gale
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oh

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did you remove the scaling?

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in the spell

hot flower
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ah, that did it

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thanks for being so patienT!

scarlet gale
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All good

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I always wind up doing that to myself when I use a ddb imported spell initially

hot flower
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ok, so sorry for more questions: on the midi findNearby, on the dispositionValue parameter, can I just put in null so it finds everyone?

scarlet gale
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yea

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I wrapped that function with my own helper function in my own macros to make more sense for myself

hot flower
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ah, i see that now in line 41

scarlet gale
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In my own foundry setup I don't actually have the top section. I just have all my functions in a worldscript

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Line 2-67 aren't needed when it's done that way.

hot flower
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nice.

vast bane
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You are a wizard I tell ya, a wizard!

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Should the item be a generic item or what exactly should the item look like?

vast bane
scarlet gale
vast bane
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oooooh hang on noticing I don't have the item macro set to after active effect

scarlet gale
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shouldn't be active effect actually

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let me double check

vast bane
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its working now

scarlet gale
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Before damage application

vast bane
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my item had an old macro that required preamblesomething

scarlet gale
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is the correct run time for the item macro

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Change it to before damage application if you want allies to not get hurt by the spell

vast bane
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k yep that is solving that too

scarlet gale
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Just edited my original message to include that tidbit.

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Any other spells you've been eyeballing?

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I didn't have my game this week so I'm just killing time making spells here

vast bane
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Um, I just spent the night worldbuilding with my teachers pet player so I'm kinda elbow deep in the wrong stuff for checking that

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Mass cure wounds could probably utilize your cool target choice menu

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same with mass healing word

coarse mesa
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An elegant way to do Psi-Bolstered Knack for Psiblades would be super useful for us… not sure if remotely possible tho

vast bane
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The way I'm handling them right now is I just have them as direct heals and the players pick their targets

scarlet gale
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hmm

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it's because each target needs it's own roll right?

vast bane
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Mass Cure wounds is a template placement and then X targets in the template. For Mass Healing word its X targets within range

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no they both are simaltaneous effects so should only be 1 roll

scarlet gale
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I'd just not have the template

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And do manual targeting

vast bane
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yeah thats what I'm doing

scarlet gale
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But it would be simple enough to do

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Although I've have to make another dialog box for checkboxes instead

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But that would be useful in more than one place

vast bane
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theres nuance in the mass cure wounds since the origin point is picked by the caster instead of like mass healing word where the caster is the origin

scarlet gale
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sounds fun

vast bane
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bonsu points that they are SRD spells too I believe

coarse mesa
vast bane
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all the druids wildshapes keep having to be overridden to show up

scarlet gale
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I don't have any druids at the moment

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Thankfully

vast bane
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I feel the same way about warlocks lol

scarlet gale
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I only play warlocks when I get to to be a player

indigo axle
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so where would i start looking when a spell is not ending .. i have an imported wizard and i cast her witch bolt and its like permenant i cant stop it lol

vast bane
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I love the warlock blocks in monsters of the multiverse

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I love all the humanoids honestly I think thats one of the best books they have ever written

vast bane
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If I recall, it only ends if they lose conc or move a distance and I don't think anyones made it that well?

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theres no save in the overtime so it ends when the DM ends it

indigo axle
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how would i end it as gm

vast bane
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end the casters concentration

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or just end the ae on the target

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aka delete it, I personally have a macro that I use to delete AE's on selected tokens

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you can also do it with VAE/dfreds panel

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Has anyone confirmed the new DAE fixes the duplicate effects?

indigo axle
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i have dfreds installed not sure how to bring up the panel heh

vast bane
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but midi meta we usually recommend Visual Active Effects instead due to some cool features it has that some of us do fancy things with

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on v9 its dfreds Effect panel, v10 VAE

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Zhell gives us a description editor that we can do fun stuff with

indigo axle
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ok ill make the change

scarlet gale
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You can just delete the witchbolt effect out of the actor sheet effects tab.

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You don't NEED VAE to do that

indigo axle
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perhaps but VAE just made it way easier to disable it

scarlet gale
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Instead of VAE.

indigo axle
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now to work out my world size template for fireball ...

scarlet gale
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If you want an alternative option

indigo axle
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thanks will take a look so many options ...

vast bane
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the thing I like about vae is you can use enriched text in the descriptions

indigo axle
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is ther a way to change the default size of spell templates ..... fireball is like a world ending size

scarlet gale
#

Is your scale set on your scene?

indigo axle
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its the default foundry VTT landing scene .

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Havent created my own yet

scarlet gale
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Make a new scene with a proper scale set on the scene.

vast bane
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I genuinely had no idea there was a default landing page in foundry

scarlet gale
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Came out in v9 I think?

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Maybe v10

vast bane
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ah so us with our old worlds don't get to see it gotcha

scarlet gale
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Yea

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Do you ever find players trying to use mass cure wounds on a clump of more than 6 friendlies?

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(ignoring enemies in the area for this question)

violet meadow
violet meadow
vast bane
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the steed is usually dead by noon each day, the familiar usually bites it once or twice a day, and I've allowed the rat to make death saves and hasn't been deleted yet

scarlet gale
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It won't show the dialogue if there are 6 or less valid targets.

coarse mesa
scarlet gale
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Remove any damage formula or scaling you have on the spell.

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I don't think there's anything to do for mass healing word.

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Having the dialogue would just take more time then actually selecting the targets in that one I think.

vast bane
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Seems to work fine with it set to after targeting complete

scarlet gale
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After active effects

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It doesn't need to mess with any damge stuff

vast bane
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I also edited it cause our table has an exploding heals rule so I found the d8 entry and added an x after

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Looks great though

scarlet gale
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fair

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oh yea

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that reminds me

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async function getItemFromCompendium(key, name, ignoreNotFound) {
    let gamePack = game.packs.get(key);
    if (!gamePack) {
        ui.notifications.warn('Invalid compendium specified!');
        return false;
    }
    let packItems = await gamePack.getDocuments();
    let itemData = packItems.find(item => item.name === name);
    if (!itemData) {
        if (!ignoreNotFound) ui.notifications.warn('Item not found in specified compendium! Check spelling?');
        return false;
    }
    return itemData.toObject();
}```
Made this today.
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Will return an item from a compendium similar to how macro.createItem does

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you can do await fromUuid but this lets you search for it by name

vast bane
scarlet gale
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I should just make you a function to get a spell from a compendium by name and warpgate it onto the target all in one go for you

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So you stop doing those janky item.update to macro.createItem things

gilded yacht
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Latest version of DAE is meant to fix the autocompletes

gilded yacht
dark canopy
vast bane
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its not an item though, its a feature right

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just to make sure we're all on the same page with the term item

scarlet gale
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Yea

vast bane
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@violet meadow Rarity colors update fixed the sidebar issue thanks bud!

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Line 14 of Midi sample items LOH
if (!consumeTarget || consumeTarget === "") consumeTarget = 'resources.primary.value';

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would this need the fix they are talking about in dnd5e?

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@violet meadow I just noticed that MASIF has a circle of mortality setup, which is the max heal thing. He seems to 0 out the heal roll and then take the roll and do max face*amount of dice+ modifier

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he uses an actor on use for it

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I wonder if I could somehow plagerize this circle of mortality, and replace the check on target for 0 hp, with a flag, like "yada yada beacon of hope" and then it will apply a max heal if anyone has beacon of hope on them

scarlet gale
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Would be pretty simple

vast bane
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I haven't actually checked if his works but all his stuff has been solid checking now

scarlet gale
#

I have a have something like this already for a pact of the chain warlock

violet meadow
vast bane
#

I think MASIF is working, the problem is my exploding heals are confusing the hell out of it lol

scarlet gale
#

What's that?

vast bane
#

More Automated spells items and features, hes got a circle of mortality feature

#

its pretty dang slick

#

it takes the roll, and then adds the remainder so it always totals the max possible

#

4d4+5:

#

only issue is exploding dice get weird but I kinda like how weird it gets lol

scarlet gale
#

I'd just reconstruct the roll

vast bane
#

Well his method, rolls the dice so when you have exploding on, it adds the explosions on top

scarlet gale
#

Interesting

vast bane
#

so in a way it rewards my tables house rule even when the dice ar emaxed

#

I think I just need to change the trigger from the 0 hp to an effect called "Beacon of Hope"

scarlet gale
#

Probably

vast bane
#

I guess I actually need a check like this:
if (targetActor.system.attributes.hp.value != 0) return;

#

hes not checking if they have 0, hes checking if they don't have 0

#

so I need a check for if they Don't have an effec called Beacon of Hope

#

but then what happens if theres more than one target hmmm

#

eh I don't care

#

having a hard time finding an effect check macro

#

thoguht dfreds macros would have it but no beuno

scarlet gale
#

You trying to find if the effect is on the target?

vast bane
#

I know its like i_effect label but I can't find any examples, I really wish code was searchable here

#

but stuff in js code doesn't get parsed

scarlet gale
#
let effect = targetActor.effects.find(eff => eff.label === 'name');
if (!effect) return;```
vast bane
#

can effect be defined or is it like actor/token where its protected in v10?

violet meadow
#

it can

vast bane
#

let effect = targetActor.effects.find(eff => eff.label === '"Beacon of Hope"');
Should it have quotes and single quotes?

scarlet gale
#

No

#

I just use single quotes as a habit

#

Beacon of hope would be easier to do as a world script that modifies the damage details like I do in wither and bloom.

vast bane
#

Ok so I have properly adapted the circle of mortality to apply to anyone with beacon of hope, my problem is that the cleric in the party also has literally "Circle of Mortality" so when he heals, it duplicates somehow...and I dont know why

#

the target wasn't at 0 hp so the circle of mortality actor on use should not have fired alongside it

violet meadow
#

What's your check for hp === 0?

vast bane
#

This is my jerry rigged on for beacon of hope

if (args[0].macroPass === "postDamageRoll") {
    const workflow = MidiQOL.Workflow.getWorkflow(args[0].itemUuid);
    let targetTokenUuid = args[0].hitTargetUuids[0];
    let targetToken = await fromUuid(targetTokenUuid);
    let targetActor = targetToken.actor;
    let effect = targetActor.effects.find(eff => eff.label === 'Beacon of Hope');

    // if Target HP > 0 return 
    //if (targetActor.system.attributes.hp.value != 0) return;
    
    //If no Beacon of Hope
    if (!effect) return;

    // check to make sure only one target is selected
    if ((args[0].targetUuids.length < 1) || (args[0].targetUuids.length > 1)) {
        ui.notifications.error("You need to select a single target.");
        return;
    }

    // compute maximum healing for the spell cast
    let healingRollMax = 0;
    for (let i = 0; i < workflow.damageRoll.terms.length; i++)
        if (workflow.damageRoll.terms[i]?.faces) healingRollMax = healingRollMax + (workflow.damageRoll.terms[i].faces * workflow.damageRoll.terms[i].number);
        else if (workflow.damageRoll.terms[i]?.number) healingRollMax = healingRollMax + workflow.damageRoll.terms[i].number;
    let bonusHealing = (healingRollMax - workflow.damageRoll.total);
    await setProperty(workflow, "BonusHealing", bonusHealing);

    return;

} else if (args[0].tag === "DamageBonus") {
    const workflow = MidiQOL.Workflow.getWorkflow(args[0].itemUuid);
    const actorUuid = workflow.tokenUuid;
    const actorToken = canvas.tokens.get(workflow.tokenId);
    let bonusHealing = await getProperty(workflow, "BonusHealing");

    // Bonus Healing
    if (bonusHealing > 0) {
        await setProperty(workflow, "BonusHealing", 0);
        return { damageRoll: `${bonusHealing}[healing]`, flavor: "Circle of Mortality Bonus Healing" };
    } else return;
}
#

the circle of mortality is the same macro but with line 6 missing and the escaped line for hp check unescaped

violet meadow
#

You stop execution for when you are on 0 in the postDamageRoll hook, but not for the DamageBonus

#

So you will get 2 DamageBonuses

vast bane
#

they are setup as actor on use, ALL

#

is there a way to stop them from firing the damage bonus?

#

is it as simple as adding the check again in the damage bonus entry

violet meadow
#

yes

#

And also you dont need All

#

Just After DamageRoll

vast bane
#

do I need to define the effect again in the damagebonus section?

#

since it looks like its all finished and wrapped

violet meadow
#
const workflow = MidiQOL.Workflow.getWorkflow(args[0].itemUuid);
const targetTokenUuid = args[0].hitTargetUuids[0];
const targetToken = await fromUuid(targetTokenUuid);
const targetActor = targetToken.actor;
const effect = targetActor.effects.find(eff => eff.label === 'Beacon of Hope');

if (args[0].macroPass === "postDamageRoll") {
//blablablabalb
}
else if (args[0].tag === "DamageBonus") {
//blueblueblue
}
#

You then can use effect in both conditionals

#

Do not redeclare the same variables inside the conditionals

vast bane
#

I see what you are saying, so pull all the const outside the functions yeah?

#

hes got them all in their own

#

what about "let"

violet meadow
#

This should stay as is let healingRollMax = 0;

#

you're changing its value later on, that's why 😉

#

the rest are constants from a quick ckeck

vast bane
#

let bonusHealing = (healingRollMax - workflow.damageRoll.total);

#

this one feels like it should stay

violet meadow
#

Break it down. Why should it?

vast bane
#

my thought is cause its only called in that function?

solid walrus
#

I want to implement the effect of a "cloak if displacement":
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you.
Any tips which midi-qol flag I need to put in the Active Effect?

vast bane
#

I think I did something like this with displacer beasts

violet meadow
#

I've set it up and shared around here iirc.

vast bane
#

What I did for it, was I used an effect macro and recharge

#

no not recharge, just it wears off after x things

solid walrus
# violet meadow

That looks exactly like what I was looking for. Do you have the duration tab and such as well?

vast bane
#

Displacement looks like bugbears

solid walrus
#

@vast bane I am not sure I understand all the stuff you are doing here?=

vast bane
#

if its like the displacer beast it should wear off for the round after the first hit

#

once you are damaged you should lose the effect right? and you regain it at end of your turn?

solid walrus
#

yes

vast bane
#

I have two effects on the feature/item

#

one is temporary that fires when the item is rolled

#

the other is passive and always on, and when the owners turn ends, it rolls the item automatically to set it

solid walrus
#

Yet I dont seem, to have some of your options. I am still on v9

vast bane
#

Effect macro is v9 capable, not sure if the end of turn flag is in v9 though

#

I think you could also pull this off with an item macro and dae/times up

solid walrus
#

the "on combat turn ending" stuff does not exist for me

vast bane
#

have the second passive ae reference macro.itemacro but I don't know the syntax to use the item in item macro, effect macro makes it real easy

#

install the module Effect macro

violet meadow
#
const lastArg = args.at(-1);
const uuid = lastArg.tokenUuid;
const hasEffectApplied = game.dfreds.effectInterface.hasEffectApplied('Displacement cloaking', uuid);
if (args[0]==="on" || args[0]==="each") {
    if (hasEffectApplied) return;
    else return await game.dfreds.effectInterface.addEffect({ effectName: 'Displacement cloaking', uuid });
}
else if (args[0]==="off") {
    if (!hasEffectApplied) return;
    else return await game.dfreds.effectInterface.removeEffect({ effectName: 'Displacement cloaking', uuid });
}

For an ItemMacro that adds once a DFreds Effect called Displacement cloaking

vast bane
#

and then they could use times up feature right?

#

the thing in duration that runs a macro at turns end

solid walrus
#

Sorry guys you lost me there

violet meadow
#

exactly

solid walrus
#

I couldnt follow you guys down that rabbit hole tbh

vast bane
#

ok if you haven't installed effect macro yet, do you have times up installed?

#

you need either module to automate your displacement effect

violet meadow
#

Follow a couple of messages below too

vast bane
#

I think you are missing the special durations though

solid walrus
#

I have times up installed

vast bane
#

I thought that was times up?

violet meadow
solid walrus
#

my bad

solid walrus
violet meadow
#

So do you have it then? The macro repeat?

solid walrus
#

Yes. I looked for it on the wrong tab

vast bane
#

You know zhells gonna catch on that my macro is 8 characters and yours is a paragraph hehe

solid walrus
#

I dont have this:

vast bane
#

they are two ways to skin the cat

solid walrus
violet meadow
#

Either all steps from the link above or you will need an extra module called Effect Macro for what Moto did

solid walrus
#

this is what I have right now

violet meadow
vast bane
# solid walrus

is your dae up to the newest v9? or are we looking at the efect on the actor?

vast bane
#

wasn't there atleast 1 of the self checkboxes in v9?

solid walrus
vast bane
#

should probably make sure they have dfreds

solid walrus
#

I do not have dfreds because it has same nasty overlaps with CUB

vast bane
#

are you using cub or dfreds to manage your aes?

#

oof a cub user

#

I'm sure cub has a macro too

#

at this point mines lookin alot simpler for him though lol

solid walrus
#

Well, when I set this game up, there was no dfreds and cub wasnt yet abandoned

#

This campaign has been running for almost 2 years with weekly play. You can imagine the scope

#

So I am confused: did I do something wrong? What do I need to change/adapt? What is missing?

vast bane
#

I think bugbears fishing out the cub macro

#

However it means you need to go makd the displacement in cubs menu

solid walrus
#

Ohh damn.

vast bane
#

the actual effect on the item is basically just going to be a macro.itemmacro key

solid walrus
#

So tell me: should I swap from cub to dfreds? I have basically no custom setup in cub, but I like the way I can assign status effects easily

vast bane
#

mid campaign, no

#

oh if no custom setup in cub, then yes

#

dfreds and midi are like peanut butter and jelly man

#

but bugbears been typin for 5 minutes lets see what he has to say lol

solid walrus
vast bane
#

I think hes making you the cub version

#

either way theres no 3 ways to pull it off

violet meadow
# solid walrus Nope
const lastArg = args.at(-1);
const uuid = lastArg.tokenUuid;
const tokenActor = (await fromUuid(uuid)).actor;
const hasEffectApplied = tokenActor.effects.find(eff=>eff.data.label === "Displacement Cloaking");
if (args[0]==="on" || args[0]==="each") {
    if (hasEffectApplied) return;
    else {
        const effectData = {
            changes: [
                {key:"flags.midi-qol.grants.disadvantage.attack.all", mode: CONST.ACTIVE_EFFECT_MODES.CUSTOM, value: 1},
                {key: "macro.tokenMagic", mode: CONST.ACTIVE_EFFECT_MODES.CUSTOM, calue: "distortion"}
            ],
            label: "Displacement Cloaking",
            icon: "icons/equipment/back/cloak-collared-blue-iron.webp",
            duration: {startTime: game.time.worldTime},
            flags: {
              dae:{specialDuration:["isHit"]},
              core:{statusId:"displacement"}
            }
        };
    return await tokenActor.createEmbeddedDocuments("ActiveEffect", [effectData]);
    }
}
else if (args[0]==="off") {
    if (!hasEffectApplied) return;
    else return await tokenActor.deleteEmbeddedDocuments("ActiveEffect", [hasEffectApplied.id]);
}
#

Just put that in the ItemMacro

vast bane
#

I did is damaged, I dunno why

solid walrus
violet meadow
#

In combat

#

I got to run now

vast bane
#

yeah you have the right one, I dunno why I did damaged

solid walrus
#

What do I need to put in the effects?

solid walrus
violet meadow
#

And in the Cloak of Displacement Item, put that macro in the ITemMacro

vast bane
#

for the active effect on the actual item, I believe its macro.itemmacro and then make sure it has end of turn run macro in duration tab

#

the active effect should be apply on equip

violet meadow
#

macro.itemMacro

vast bane
#

make sure you clear out the other stuff you had on it

#

you had 2 other keys in it

#

those are now handled in his macro

solid walrus
#

This is what I have now

vast bane
#

you also do NOT want any special durations set

solid walrus
vast bane
#

hmmm does it even need an effect value?

#

I suppose it can't hurt to put its name in

#

I think the drop down is suppose to be end of turn, I don't have that item, I only have the actual displacer beast to go by

solid walrus
#

I set the start of turn because that is how it was in his link

violet meadow
#

Looks good

vast bane
#

yep just now finding it in the dmg, you guys are right, the beast is end of turn, the item is start

solid walrus
#

So I gave my player the item

violet meadow
#

And it should create the effect

solid walrus
#

and they have the effect in dae, but it has no effect and no Icaon on the actor

vast bane
#

just make sure they don't have any rogue loose ae's from editing owned items, in v9 it was relaly messy

#

thats cause bugbear used v10 paths

solid walrus
violet meadow
#

It has no duration

#

💪 v9...

vast bane
#

to be fair its v9 and hes not superman

#

👀 Effect Macro

solid walrus
#

it also seems to work although the character is not attuned to the item, which is not too bad but I noticed that

vast bane
#

or a very old dae issue

violet meadow
#

Grab the macro again

#

edited

vast bane
#

pretty certain you aren't on the newest v9 dae cause I know there was a self roll checkbox. But you shouldn't update when running in legacy mode unless you are forced to

violet meadow
#

if no effect icon is shown, get an icon you like and change the icon: "..." to the one you want

#

👋

rancid tide
#

Anybody else getting this error for basically everything since the new midi's update? (midi: version 10.0.28, foundry: version 10, 5e: version 2.1.4)

solid walrus
vast bane
violet meadow
rancid tide
solid walrus
vast bane
#

aka it could be a perfect vision fault not midi

#

most of it looks like Perfect Vision atleast

violet meadow
vast bane
#

@solid walrus he edited the original macro reupdate it with the new set

rancid tide
vast bane
#

I think maybe tim left a debugger on also in midi?

rancid tide
#

How do I rollback to the previous update?

vast bane
#

do you need to rollback PV or midi?

rancid tide
#

midi

vast bane
#

I would make sure thats not pv cause it looks mostly pv

solid walrus
#

Ohh thanks I missed that. It seems to work partially. Yet I get this error

vast bane
rancid tide
vast bane
#

dnd5ehelpers, we miss you so much

dark canopy
#

helpers is dead in v10

solid walrus
#

I also dont have the "Displacement cloaking" effect at all

vast bane
vast bane
rancid tide
dark canopy
#

god speed 🙏

solid walrus
vast bane
rancid tide
solid walrus
#

Wow. My Ingame macro editor is so busted.. I cant even see which line I am editing

vast bane
#

we're all on later versions but I believe that was a bug with advanced macros theres a checkbox somewhere in its settings that would enhance it

solid walrus
vast bane
#

or was it item macro....I can't remember now does anyone remember the funky macro graphics?

#

yeah that

solid walrus
#

So. Iassume the issue I am running into is with the distorted effect, right?

vast bane
#

I might suggest updating dnd5ehelpers and tokenmagicfx

rancid tide
vast bane
#

do NOT hit update all

vast bane
#

yeah its the first pin here

dark canopy
#

latest version of Helpers is 4.2.0

vast bane
#

@rancid tide make sure you download 10.0 and not 0.10

solid walrus
#

does this look correct @vast bane ?

vast bane
#

Hes busy now but it looks good to me

#

you should start combat with that player and a monster

#

then hit him with the monster

#

test it out

#

advance through a few turns

#

My guess is the dnd5ehelpers error is cause you are in legacy mode for a ton of modules

rancid tide
vast bane
#

we're on the 10.0 branch

rancid tide
#

Ahh sorry I've misread

solid walrus
# vast bane advance through a few turns

It seems to be working. I dont see any "effect" like distortion on the character but I dont care about that too much. It gives disadvantage and gets removed as planned. Thanks a lot!

vast bane
#

if you download the wrong one it'll just yell at you and say you need a better version anyway

rancid tide
vast bane
#

pretty sure they are all zips of the folder and all

#

so if you go in and delete the module/midi folder(don't delete midi srd) then you can just go into the zip and ctrl C and ctrl V the folder and all right into modules

#

I guess you could also just ctrl c and ctrl v over the old one but I always just clear it

solid walrus
#

My only remaining, minor issue, is that it also works if the owner of the item is not attuned to it but I assume I can work around that manually

rancid tide
vast bane
rancid tide
#

Like the workflow options I've setup and all that

vast bane
#

its fine its just a quiet buff

vast bane
#

whenever you update a module it literally deletes the folder and reinstalls it anyway

#

you wouldn't be doing anything different

rancid tide
#

okay cool ty, just to make sure, I have to go to the user data's modules folder?

vast bane
#

to be clear, I'm saying delete the midiqol folder in modules

#

if you back out to configuration tab in main menu it tells you where your data folder is locally

#

modules is usually right in Data

#

aka root

rancid tide
#

yes I see the module's folder

vast bane
#

you should have 1-2 folders named midi, ones srd the others what you are looking for

rancid tide
#

I just have midi-qol

#

juuustttt to be sure sure I'll back it up

#

You never know

vast bane
#

@violet meadow We got sidetracked with helping others but just wanted to let you know that the help on the beacon of hope/circle of mortality worked perfectly thank you.

#

I actually think the beacon of hope should be a world script instead of an actor on use

#

but for now I'm putting it on all the players

rancid tide
#

Okay it worked, ty!

hot flower
#

hi, @scarlet gale not sure if I've set something up wrong on the Lightning Arrow, but it's not applying the half damage on a miss. It just misses and that's it. All things stop. No error messages in console.

solid walrus
#

Is there a list of midi-qol flags I can look up somwhere?

violet meadow
#

Also I would toggle off and again on the effect on the actor for the displacement

#

Do you have token magic module?

solid walrus
#

I have token magic fx if thats what you mean

violet meadow
solid walrus
vast bane
#

hes definitely not on the last stable of dae for v9

violet meadow
#

My memory of v9 fades more and more by the day 😁

vast bane
#

yeah i was on it later than you I still got my memory

solid walrus
#

Is there a non-macro way to apply an active effect to a target of a spell?

vast bane
#

Chris probably has his item setup right and didn't share that in the config

#

the first 3 checkboxes I think deal with that

dark canopy
vast bane
#

he put everything in the macro, I think, because he didn't know cub's api anymore nor v9 stuff so he went the saferoute

#

and put it all in a macro for you

solid walrus
#

Sorry I am a total noob on this

#

So I can give an action an active effect and that effect will be given to everyone hit, if I dont have any of the checkboxes set?

vast bane
#

Its important to understand that that settings "item" refers to foundry's definition of item, not dnd5es' so it means any thing, spell, feature, item, trinket, tool

#

weapons

#

weapons have the aditional feature where they only apply if they hit

solid walrus
#

thanks!

vast bane
#

and if a save is present on the item too then the effect usually only applies if the save is failed

#

An item with this setup will apply any ae's with no checkboxes in its first tab, to the actual user:

solid walrus
#

Thanks guys!

#

I will give it a try

vast bane
#

Its also worth pointing out that on v9 you also should have access to midi SRD and More automated spells, items, and features modules which are compendiums full of premade stuff. Also midi has its own sample items compendium as well.

solid walrus
narrow saddle
#

Is there an option in Midi, and if not in Midi elsewhere to stop the card appearing in the players chat window when an enemy rolls to hit/damage?

I have got close, as in making the rolls secret but the player gets a card still that just says Attack Rolled and Damage Rolled, which seems to be a waste of chat space. 🙂

vast bane
#

the players chaser card is meant to show them if their damage applied fully or not

#

you can check a box to have it only show when theres a difference

narrow saddle
vast bane
#

Midi does not work with:

Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Multiattack 5e

Advanced Spell Effects module is in beta in v10 and often the culprit of things...

narrow saddle
vast bane
#

what are you trying to achieve, do you not want them to see something?

narrow saddle
#

The only module I am using at the moment for testing is from the above list is Midi. Half of those I haven't heard of.

vast bane
#

what about a normal midi attack are you trying to remove

narrow saddle
vast bane
#

do you want them to see it?

narrow saddle
#

Then when the attack does damage the card appears for them to take tick the box and take the damage.

vast bane
#

like are you trying to fix your midi or are you trying to roll and tell them the results?

narrow saddle
#

I do not want them to see the rolls, as if I am rolling behind a DMS.

vast bane
#

then why are you showing your rolls

#

set the drop down to private

narrow saddle
#

The rolls have ?'s so they can't see the number.

vast bane
narrow saddle
#

It is for fun

narrow saddle
#

If it can't be done it is not a problem.

vast bane
#

thats all I got for ya

narrow saddle
#

And I appreciate your help 🙂

signal kettle
#

hey guys, is midiQOL playing nice with the newest dnd version now?

#

didn't update my modules since they released the major update for 5e as I was warned it might break things

vast bane
#

plus the newest midi seems to be a bust as well

#

2.0.3 dnd5e and 10.0.23 midi/10.0.14 dae sem to be the most stable

hot flower
#

why is it a bust?

#

could it be why this lightning arrow is not applying half-damage on a miss?

#

is this new?

violet meadow
#

(ASE?)

hot flower
#

ah, ha. hmm.

vast bane
#

Midi does not work with:

Ready Set Roll
Better Rolls for 5e
Roll Groups
Fast Rolling by Default
Fast Rolls or Quick Rolls
Dice Tooltips
Taragnor's Gm Paranoia
WIRE(Whistler's Item Rolls Extended)
Minimal Roll Enhancements
Retroactive Advantage/Disadvantage
Max Crit
Multiattack 5e

Advanced Spell Effects module is in beta in v10 and often the culprit of things...

hot flower
#

speaking of WIRE, i wonder if it will take off. I'm SO invested in Midi...

vast bane
#

If we learned anything from active auras/ate in v10, its that we should diversify our module choices

#

so that if tim ever goes on hiatus theres a wire to fall back to

compact monolith
#

I have this passive effect on my moonbeam using the flags.midi-qol.OverTime Attribute Key. 'turn=start, saveAbility=con, saveDC=@attributes.spelldc, saveDamage=halfdamage, rollType=save, saveMagic=true, damageBeforeSave=false, damageRoll=(@item.level)d10, damageType=radiant'

When the attribute is applied to the token effected by Moonbeam on the start of the turn it automatically rolls the damage. Is there a setting I am missing that can control this. I would like my player to roll the damage?

vast bane
#

thats a bad setup

#

I don't think moonbeam is an overtime effect

weary rune
#

Does "Chat message flavour" accept any arguments? trying to get it to mention the target name

vast bane
#

wait do you mean macro chat message or the chat message field on items?

vast bane
compact monolith
vast bane
#

I don't think you can manually contro overtime rolls

compact monolith
#

Ok...I appreciate the response

coarse mesa
#

Considering they also get hit by moonbeam if they enter the AoE when it's not their turn (forced movement) – having a button for damage in a VAE is the way

vast bane
#

I don't do an overtime for it, I used a macro.createitem and they manage it manually

coarse mesa
vast bane
#

I personally don't like that, but I couldn't get the forced movement to work so figured why bother

#

anytime the player rolls it adds to the rounds duration cause players half attentive

compact monolith
#

I am new and learning this so what did you mean by *having a button for damage in a VAE *?

vast bane
#

this is a crude version of lukas' suggestion

#

then while the druid has moonbeam active they have a self buff on them that if they mouse over it in visual active effects, they can just click the damage button there

#

(they could just click the item in their sheet/token action hud too.)

compact monolith
#

Any examples of how to do this anywhere?

vast bane
#

You'll want someone elses suggestion cause I do it ugly

#

I cast the spell, I get the temp item, then I drag the temp item to the macro bar, and then drag that button to chat to get the document link and then retrofit it into the description field of VAE for the self buff

#

Theres a much smarter way to do it but I suck at macros

compact monolith
#

Is VAE a module?

vast bane
#

yeppers, Visual Active effects, you don't need it per se

#

you could just create the temp item on the moonbeam actor too

#

oh my moon beam is not NoTarget, thats a catch

coarse mesa
#

This feels like a strong release of midi – Tim mopping up some remaining niggles... what's going to come along and blow everything up again now? v11?

#

I might actually upgrade to dnd5e 2.1.4 now 😱

vast bane
#

someone already reported a bug with it

#

its DAE we're waiting on, least I am

#

the duplicate equipped ae's is what I'm waiting to be fixed

coarse mesa
vast bane
#

nope its been in since 2.1.2

#

only dae that doesn't have it is 10.0.14 and earlier

coarse mesa
#

that sounds major... we have tons of passive ae's on equipment

coral dove
#

Did anyone manage to make the Death Ward effect work?

vast bane
#

I think its on equipment not all items

vast bane
royal dragon
#

DAE 10.0.19

GitHub

Contribute to kandashi/Active-Token-Lighting development by creating an account on GitHub.

#

Not sure if that addresses the problem you mentioned or not

vast bane
#

I posted issues with duplicated created items

#

the top most issue on dae's git is what I speak of that hasn't been fixed yet I think

royal dragon
#

I'll go read it

coral dove
#

I have a homebrew orc-ish character with death ward so I'm gonna have to find a way to make just one of those trigger each time

vast bane
#

Death ward is an effect macro:
On deletion:

if (actor.system.attributes.hp.value != 0) return;
actor.update({'system.attributes.hp.value': 1});
await game.dfreds.effectInterface.removeEffect(
            {
                'effectName': 'Prone',
                'uuid': actor.uuid
            }
        );
#

(special duration is important)

vast bane
#

This might break concentration

coral dove
#

It has the issues of setting character to 1 if the effect expires 'naturally'

#

Or you manually delete the effect

vast bane
#

the first line is fine

#

the first line prevents that

coral dove
#

Somehow it always checks true

vast bane
#

if the actors hp are above 0 when the ae ends, then nothing happens

#

works fine for me

coral dove
#

It seems like the macro executes before the damage is actually applied

#
await game.dfreds.effectInterface.removeEffect(
            {
                'effectName': 'Prone',
                'uuid': actor.uuid
            }
        ); ```
molten solar
#

This is an entirely different macro.

#

Use moto's.

coral dove
#

I did

#

Won't work

vast bane
#

the one you just shared is not mine

coral dove
#

Yes I know, I tried fiddling around because yours won't work on my instance

#

Idk if it's version issues

#

It executes before the damage actually applies it seems

molten solar
#

Do you have EM...?

coral dove
#

Yes

vast bane
#

Does it have to have === instead of = zhell?

molten solar
#

The EM script will run when the effect is deleted. No ifs, ands, or buts.

vast bane
#

and the first line will cancel the effect

molten solar
#

Yep. It's completely solid.

coral dove
#

This is what happens

#

Still end up with character dying

molten solar
#

Only thing you could add is await before the update, but even so, you are applying damage before the effect is deleted. (Surely?)

coral dove
#

If I put a console before return, it prints

vast bane
coral dove
#

Not sure if it's a module option doing that

molten solar
#

I mean

#

it 100% is, there's at least 20 of them involved

coral dove
vast bane
coral dove
#

It's there

#

It fires

#

But somehow returns true on the IF

vast bane
#

show me what the attack looks like in chat

#

and you are sure its not an issue where you modified the sidebar actor and not the canvas actor?

molten solar
#

you got something else setting the hp to non-zero faster than the effect can be deleted.

coral dove
vast bane
#

My thought was just another roller

#

try it with the minimum modules

coral dove
#

Active modules

vast bane
#

uninstall "DAE SRD"

#

I dunno

#

whats in the effect

#

do you have something in the effect?

#

show me the bottom of death wards details tab

#

of the item/spell

coral dove
molten solar
#

How many sheet modules do you have

coral dove
molten solar
#

Humour me, will you

coral dove
#

It's bound to happen in an 8-players party

vast bane
#

The only thing left that it could be, is a dnd5e 2.1.x bug or you aren't casting the spell you setup with my stuff

coral dove
#

(It's not that)

molten solar
#

Your above screenshot is an effect on an item. What does the effect look like when it is actually transferred?

vast bane
#

Actually I'm trying it now myself and it is indeed not working

#

it works when the first line is gone

violet meadow
#

That won't do

vast bane
#

the hp check is causing it to not fire

coral dove
#

Weird thing is, sometimes it doesn't roll the damage

violet meadow
#

Actor will always be updated before

coral dove
#

Unless I click on chat message

vast bane
#

we need to move it to an item macro and work with midi

coral dove
#

Never did that before working this out

molten solar
#

🍃

violet meadow
#

I am getting ready for my session

#

I had the same issue when trying different stuff for the orcish whatever

molten solar
vast bane
#

Honestly, I'm jut gonna run without the first line till i can get it fixed, the likelihood that you expire a death ward the long way is so slim and its so obvious when it happens you can fix it

#

yeah we gotta have the macro in midi workflows so in an on use

violet meadow
#

You will need to cancel the pre update and do your stuff

vast bane
#

yeah I bet you one of the guys has it setup right

#

if not chris/bugbear, Mr.primate has it

#

but if we just don't check hp it works

violet meadow
#

Will play later tonight!

coral dove
#

Thanks for the support as always

vast bane
#

yeah everything is fine if you remove the first line for now

#

This is Mr.Primates Aura of Life macro:

if (!game.combat) return;
const lastArg = args[args.length - 1];

if (args[0] === "each") {
  const targetActor = lastArg.actor;
  if (targetActor.system.attributes.hp.value === 0) {
    await targetActor.update({ "system.attributes.hp.value": 1 });
    ui.notifications.info(`${targetActor.name} has been revived to 1 HP.`);
    ChatMessage.create({ content: `${targetActor.name} has been revived to 1 HP by Aura of Life.` });
  }
}
coarse mesa
#

so it's checking if hp is zero, rather than ignoring if hp is not zero

vast bane
#

it revives at start of turn I believe

#

whereas death ward revives when you drop to 0

coarse mesa
#

but in theory it should be redundant in that death ward script anyway since the EM only fires if you're on 0 anyway right

vast bane
#

its cause we aren't working within midi's workflow I believe, so if we can mirror the same thing but run it in the right spot during the workflow that knocks them out, then it will be fine

#

so we basically need one of bugbears args on/off macros where it modifies the workflow

#

kinda how aura of life is above

#

the code in effect macro was not utilizing midi

coarse mesa
#

but it shouldn't matter, all it's doing is triggering when the actor hits zero hp – no matter what the cause... what if the GM is adjusting hp manually

#

better just to leave it as-is imo

#

let EM decide when it should run

vast bane
#

pretty sure it'll still run with a manual

#

cause you can literally leave in the effect macro

#

or better wouldbe to just put a check in for manual hp

#

I personally probably won't bother, the only problem with it now is that if the effect lasts 8 hours and never pops, then the actor drops to 1 hp...not a big deal to me

#

oooh

#

I got an idea

#

what if we don't check hp, but instead check duration of ae

#

if duration isn't 0 return

#

if duration is >1 return 0

coarse mesa
#

I wonder if changing it so it's checking if hp > 1 rather than != 0 would fix it

vast bane
#

nah its cause the effect is killed before the token is updated

coarse mesa
#

ah ok

vast bane
#

I think I'm onto the right idea if we wanted to keep the effect macro route

#

check the duration not the hp values

scarlet gale
#

The half damage isn't a checkbox on the item. It's part of the macro.

coral dove
#

I give up. Even without the IF, sometimes it just won't work

vast bane
hot flower
vast bane
#

I think we can automate it if we check the druation instead of hp

coral dove
vast bane
#

if the duration is greater than 1, then return

#

I just don't know the syntax

#

no rush to get fixed, the likelihood that a death ward lasts 8 hours in an adventuring day is prety slim

coarse mesa
#

It would need to be if duration > 1, continue

vast bane
#

thats why I shouldn't do the macros

#

actually I'm right

coarse mesa
#

(not return)... but yeah idk the syntax either... I think you use this to refer to the AE itself but I haven't dabbled in EM enough to know for sure

vast bane
#

you want the check to stop if above 1

#

if above 1, return

#

I don't think theres a continue function like that, just cancels

coarse mesa
#

no because it will never set your HP to 1 then if you have a duration

vast bane
#

right but you are going the wrong way

#

the macro line is telling it to cancel not continue

#

If duration is more than 1, return aka stop

coarse mesa
#

exactly your way will always kill it, you'll never get the hp update

vast bane
#

no it won't

#

the macro will fire whenever the effect is deleted

#

the effect has a special duration for if they drop to 0 hp

#

we want the macro fire off only the special duration ending

coarse mesa
#

it'll fire at 0, see if there's any duration (yep!) and not do anything

vast bane
#

ah shit, I hate macros

#

now I'm all confused

coarse mesa
#

unless the AE being deleted means there is no duration... I'm not sure when that hook actually fires

vast bane
#

if the duration is less than 1 return

coarse mesa
#

it might have to be != 0

vast bane
#

no I want it to be 0

#

! means not zero

#

or 0 or lower if lower means negative cause I know ae's can go negative

#

we want it to not fire when the duration expires naturally

coarse mesa
#

if you want it to be 0 then why say > 1 lol

vast bane
#

we only want the macro to fire when the speciald uration triggers

#

cause I'm on the end of my day and my brain is mush

#

so instead of checking hp, we check if the duration is at 0 or negative, if so, return

molten solar
#

You have, of course, already done a console.log(actor.system.attributes.hp.value) to verify what the HP is at the time of EM execution. Right? RIGHT?

coarse mesa
#

gtfo

vast bane
#

I can do that actually

vast bane
#

I don't want to go args route

coarse mesa
#

EM is perfect for this

molten solar
#

Yes. Yes it is.

vast bane
#
console.log(actor.system.attributes.hp.value)
actor.update({'system.attributes.hp.value': 1});
await game.dfreds.effectInterface.removeEffect(
            {
                'effectName': 'Prone',
                'uuid': actor.uuid
            }
        );

?

molten solar
#

I'd keep the if statement, but sure

vast bane
#

I gotta go find it

coarse mesa
#

I actually use console.error() now so I can see it easily lol

molten solar
#
if(actor.system.attributes.hp.value > 0) return;
vast bane
#
if (actor.system.attributes.hp.value != 0) return;
console.log(actor.system.attributes.hp.value)
actor.update({'system.attributes.hp.value': 1});
await game.dfreds.effectInterface.removeEffect(
            {
                'effectName': 'Prone',
                'uuid': actor.uuid
            }
        );
coarse mesa
#

there's a significant difference between > 0 and != 0

vast bane
#

what is it I'm looking for in this console log

molten solar
#

Put it before the if

#

then ensure the value that is logged is actually 0 or lower - on every occasion where you expect to have the hp set to 1

#

and vice versa

vast bane
#

it was not 1

#

it was 12

robust vault
#

heyyy Moto, how do you get that fade 75% and bloodsplat on the token with monk little? what is the config?

vast bane
#

what if we waited it?

coarse mesa
vast bane
#

no the midi workflow and how it removes the ae is whats the problem

#

em is set to apply when the effect is deleted

#

the problem is times up's trigger and how midi handles things is out of order, it expects me to be using args and working within the workflow

coarse mesa
#

oh I thought it was set to apply when creature hits zero hp... why not use that?

vast bane
#

thats what its set to, but we're checking for hp count and cancelling the macro and its apparently not at 0 yet

#

when the effect is removed

coarse mesa
#

so EM is set to apply when creature hits zero, but the creature is at 12?

vast bane
#

my theory is to just test duration instead OR put a pause in

#

no EM isn't set to anything

molten solar
vast bane
#

the effect is set through times up to end when the npc has zero hp in the midi workflow

#

I say we just get a If duration 0 return line in there instead of checking hp

#

the macro works perfectly without any check, the problem and why we put the hp check in, was cause when the effect ends naturally it drops the guys health to 1 hp

molten solar
#

Gotta say, this sounds oddly like a race condition. You got multiple things modifying the hp when they reach 0?

vast bane
#

yeah the effect macro and the attack

coarse mesa
#

yeah... why have it also set to expire on 0 with DAE? let EM do the work

vast bane
#

I don't think EM has an expire if zero