#MidiQOL
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Theres also protection from evil and good
which has a non condition example in it(Possession)
Parsing item descriptions might be another way to do it, but I wanted to see if there was a guide someplace that has these written down, to see what I would be working with
Why not just look at the effect data?
Dwarven Resilience and Protection from Poison.
There's like 3 ways people apply conditions.
macro.ce, StatusEffect, and CUB
Just plainly, if Elf roll against Charm with advantage
That's what I mean tho
custom lineage gonna fuck with that
I'm all for improvements but fwiw, I just use advantage reminder for all of those use cases
obviously you fast forward folks can't benefit
I worldscripted it. I slap a quick effect on the targets if they have the right flag on the actor.
I couldn't figure out a way to get remote targets to a have advantage directly in the workflow.
I use both statusEffect and Macro.ce cause you can cheese the 2 effect thing if you use them both
in overtimes
one I even use macro.cub for 3 effects
macro.ce just needs to work better with multiple conditions
have we issued that to tim?
Pretty sure that's CE
How deep are we talking, like Rage giving advantage on Str saves?
not tim's module
Its probably dae
No
It's literally CE
I'm basing it on the fact that kaelad said he has no idea how to make his ATL keys do the drop downs dae does, and thought tim did it for them
macro.ce is used to apply convent effects. Why would DAE be doing that?
I dunno I'm way beyond my depth, but on a side note, has anyone checked to see if the ATL keys got the dae drop down lovin?
like detection modes in the newest dae?
They did, but I haven't tested them myself
kinda how we get a drop down for status markers
nope
for the detection mode keys maybe
Just checked, it's actually not CE adding macro.ce
It is DAE
it also apparently has macro.CUB
I'm peeping that red 'fail' in your chat log... mine isn't doing that (I must have overridden it somehow)
for overtime effects cause of that stupid limitation
I still think having a custom trait or flag on the actor is better then a list of features.
Since that would help with supporting homebrew
You will be able to create your own
I kinda like how magic resistance is done
we just all need to have a uniform agreement on how to handle it
In reality
if we parse items for conditions, shame on any item with charm in its name lol
Nope, disabled custom CSS and mine is still black, is that a custom thing you've done Bugbear?
the 5e system needs to have a condition resistance trait
No idea why it doesn't exist already
I have to say this is not supposed to be discussed here π
More of a Dnd5e thingy which should be working with core and no effects with flags etc, but will be working with MidiQOL too π
It was just that I saw an opportunity to ask about here π
This channel is hardly midi exclusive
Would be better named full automation
or something along those lines
Then we'd wind up with Wire, which I don't mind honestly and the mods would prefer it too lol
WIRE isn't full auto... yet
I don't really mind the other rollers, it'd actually be good to know how the others work some
if other rollers/automation modules cause as much troubleshooting traffic as midi does, then of course we'll consider it π
WIRE needs a few gurus adding premades then it'll really take off... as far as I can tell Whistler is pretty much doing everything rn
Minor Detrimental Properties from the DMG also can give disadvantage on certain conditions too @violet meadow
If you care for also handling disadvantage
instruments of the bards impose disadvantage on charm saves
Are we talking spells too? Must be plenty of those
Does it?
Oh wow it does
I have a player that hasn't been making use of that
they have to use the instrument as their focus for the spell
Doubt any bard wouldn't be if they had that item
So I guess if the Item has a "proper" description I can check that for some keywords and play around it.
I'd rather see an array of checkboxes on the item, I know spammy, but similar to midi's lower boxes and cores upper boxes
That would be in the module's settings
Or just add a new type of trait
If that's possible
Unless you mean for the spell / item
I wouldn't want to override or change system behaviour if I can help it
Isn't that what flags are generally for then?
Add a button or dialog or whatever for the item / spell to check what conditions are tied to it.
Description parsing can get messy
So for a quick reference, what I am doing now (all synchronous)
- Getting the Item rolled from the chatMessages.
- Check the Item type against a "database"
- Add relevant advantage/disadvantage on the roll to be had, based on some select Items being present on the Actor that needs to make the roll.
No need for AEs, flags, asynchronous events and database interactions.
I don't think reading a flag needs to be asynchronous.
Nope, but somehow you need to set that Flag at some point
Might be easier and will revisit at some point. But I wanted to avoid such interactions with the Actors
No specific module data on them π€·
If you're aiming for small module footprint I suppose
So users could add to this database, a bit like A-A?
They should be able at some point to create their own expressions for when (dis)advantage should be applied more or less.
eg. Advantage on Attacks with Long sword against Leather Armor
There is an issue for it
Vow of Enmity, advantage on attacks against a status effect on an actor
So you're making "babvantage".
Yeah
Boy really saw me saying eff off on adding anything to do with advantage in bab and made a module out of spite.
Nice.
Advantage Macro basically
Save me a trip down the rabbit hole and add it already
Nah
But
There is a chance I can add bonuses that rely on adv or disadvantage.
Like a +1d4 bonus that applies only when rolling with advantage.
etc
Will have to wait and see how 2.2.x pans out.
Is that an actual 5e thing? π€
But still why not π
I do not care if it is or isn't. I wanna make dumb shit and not worry about players forgetting or the bonuses being cumbersome. That's the point of bab.
Well I am playing around until this becomes relevant https://github.com/foundryvtt/dnd5e/issues/809
That issue appears to me like it's not ever going to get touched
Quick Question, do you know of a way to make limited magic immunity work? IΒ΄m currently trying to wrap my head around that, but im a brick in syntax.
So To be specific i talk about immunity under Spell Lv xyz
@violet meadow Nature's Ward in midi sample items would be another example of advantage conditionals.
Along with deleting any effect it creates
Example
can you make a reaction that just cancels the workflow?
Active Aura unlimited radius, creating an Actor onUse. PreItemRoll checking item to be rolled against that
If you do this, make sure your setup is using very little in the way of active auras other than that or it will get messy
Active Auras is great if used sparsely
Could also make a legendary resistance like item that super saves and makes ac 999
Well that does nothing against 1/2 damage on save type spells
would need magic to prevent natural 20
the legendary resistance item makes you take nothing from a save effect
counterspell isn't a thing that I've seen, if you got it share it!
spell level is in the workflow
Noted. That's not dis/advantage though, but straight up success vs Charmed or Frightened from Feys or Elementals
Having said that, whatever you happen upon, share it via DMs to find them easier π
@vast bane In DAE 10.0.21 when it comes out
macro.createItemRunMacro behaves the same as macro.createItem, but in addition when the item is created on the actor, DAE will run the item's Item Macro with args[0] set to "onCreate", allowing you to save the uuid of the created item (passed in lastArg) somewhere for future reference.
that would basically let us put what we're putting in the effect macro on the stored item's item macro?
Sounds about right
I need him to let us put more than one item in one key lol
if possible
Shield your eyes if you don't like database abuse:
But why!
Wyld
Lets you setup an archetype spellbook on the fly
Yeah but still this SHOULD be done with a batch createEmbeddedDocument
I have a generic loadout for Tier 1, 2, 3, and 4 healers
Oh Zhell has already insisted I do that, but I suck at macros, he even gave me a template
but I suck that bad at macros
I wonder if a background item could be made to do this?
does dnd5e auto give items?
actually...npcs can't get abackgrounds right?
You can have an Item. Transfer Effect to Actor on Equip. DAE macro execute, create all linked Items on Actor
can I create using the uuid?
there a way to instead use the name found in a compendium just incase I delete/and add a new of a spell?
these are also the reasons your server is so laggy π
so far its only been used once
(and the actors with hundreds of items...etc etc)
I can't control the players hoarding but I agree items are getting out of hand on the players
I also have the RAM I just haven't installed it yet, its a laptop and its a project to do
just pointing it out -- it all adds up
yeah I honestly have put a pause on the loadouts after a previous discussion from Zhell when he gave me the macro
but either way, I think being able to put the create items in the same key could be an improvement if possible:
You can get the Items by name from a compendium if that's what you need
alot of items wind up with more than one item on attunement when using my magic item idea with it
I gota say though, I really really wish we could get an "Items with Items" module or extension of Items with Spells
You have it with the new DAE thingy
doesΒ΄t Magic Items Module do exactly that
MIM is very very finicky to the point of not useable with midi
Items with Spells is superior
I imagine with macro.createItemRunMacro you can have a spellbook created in an instant!
I look forward to bothering you about that when it comes out!
Unfortunately I can't touch any of the new dae's till my test build shows the battlemaster not being broken in 2.1.x
When the spellbook Item gets created, the itemMacro will be executed and the rest of the spells created!
the duplication of ae's is whats keepin me back
Or at least that's what I believe can happen π
Solved in the .21 too it seems like (not out yet)
Duplication bug appears already fixed?
flags.midi-qol.grants.critical.range I assume this is used to increase the critical threshold of a player, but can anyone tell me what options to select or what the effect value would look like?
grants would make it so other people would have better crit chances against the source actor
Explain exactly what you're trying to do first so I try and give an accurate answer
Sure and thanks! I would like to make a feature that will give a crit threshold of 19 for 10 rounds
For what kind of attacks. Everything to everyone?
Every melee attack from the weilder of the feature to anything else
flags.midi-qol.critical.mwak | Custom | 19
Awesome! Thanks
Where would check to confirm it worked? The special attributes?
Make an attack
Definitely not
Ahhhh ok
And that would be for a permanent change
No
^
^
I did Grants
You don't want that
You want the feature to target self
and use the key I said
If you use grant and say put that on a goblin, everyone and their grandmother would crit on a 19
Right, yea that was my bad, I misread.
But now everything is critting
regardless of 2 or 19
Show me the effect tab of both the actor and the target
Now show me the chat
And test attacking again?
Yea removing the effect drops the constant crit, and the new test actor and test enemy are attacking normally
yeee no worries
THIS WORKED! Thanks
Trying out midi qol first time, find it amazing...but just started and have the first problems... Bardic inspiration does dmg to my target (beyond import) and when my target attack, it has to use bardic inspiration (no choice) and when i apply it, i roll the attack with d20 too ^^
When you say beyond import you mean you're using the ddb importer?
True that ^^
Check that you have the generate effects settings turned on.
If you do, I would try getting assistance on the ddb importer Discord.
As the default import for inspiration should work correctly.
Where do you find those generate effects? In midi settings ?
In the ddb importer settings
Ok will try that when i'm at home... But that doesnt solve the d20 damage problem right?
Can you choose when to apply bardic inspiration ? If so theres a problem with my settings it seems
Hm yeah i think i will create a bard first without ddb, then i get i can be shure its an ddb problem
if your bardic is dealing damage you have a bad item, from either using dnd5e srd or a bad importer. Or you have a roller conflict. Midiqol will see "no damage" as no damage and not deal it.
When i use "another" bardic inspiration player gets no damage, but he still cant choose if he uses the inspiration and still rolls the damage with d20
Um, why would the bardic need to be damage?
Subclass
Lets back up, where are you getting the bardic inspiration item, and where are you getting the bardic inspiration automation?
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..
Under features from character sheet...it seems the importet spell uses the 1d6 as damage against the target player
imported, so this sounds like ddb importer, what is the subclass
No subclass yet, level 2 bard...
ok I'm lost here, you have said that the bardic inspiration should be adding damage
what in bardic does this cause thats not rules as written
I have none of these mods, not sure about advanced spell effects
bardic adds a dice roll on top of d20's either an attack, ability check, or save
the bardic from midi sample items deals "no damage" damage and should not be applying unles you have module conflicts or are not using the sample item
Yeah but it rolls hit and damage with d20, do i have to use bardic inspiration from midi? π€
can you show me this
show me chat
do you just mean that you have midi's full auto on and are just including bardic as a side comment?
This is the midi sample item on the starter bard hero with my own midi settings:
when someone has bardic buff on them, they are always prompted if they want to use it on their d20 rolls
did you accidentally drag out the valor bard bardic?
if your bard is not a valor bard, you should not be using the valor bard bardic
(which adds to damage)
If doing this doesn't fix it, then I need to see what your bardic looks like in chat
I'm at work now sorry, cant show, no valor bard but like in your screen (lower part) 2 times d20 roll
the first roll is a roll, and what you had rolled, the second is a fake roll adding the bardic onto it.
Valor bardic does the same but adds to damage
The point is, mine are both rolled with d20... Will get you some screensjots when im at home
sounds like a bad import
Thanks for your help btw, can you show me how you choose if he applies the d6? Or isn't this even possible?
every d20 roll prompts you with this:
While you have the bardic buff on you
(if you are using the right bardic item in midi sample items)
And if you dont wanna it to apply you click x?
Ah probably missed something as I was away πΆβπ«οΈ
I was sure that I saw something about that and .21 version π€·
.20 should have squashed them
can i use the actors max health as a variable in an active effects Effect Value?
I think you can by replacing the system with @
Similar to how I do this:
you would obviously need DAE to do this
you can find the path by selecting an actor on the canvas and typing _token.actor
uh nice that helped thank you
@vast banethis is the problem i think... will report it on dndimporter discord... strange thing is, even after i reimport it (deleted char, made a new import) it still remains the same
I don't understand why you are importing it, and that doesn't matter, you don't click that
you are in the midiqol channel, so that means you have midi, go to the compendium tab, and drag out bardic inspiration from the compendium "Midi Sample Items"
i just importet the whole charakter from beyond ... ^^ copy and paste link from beyond website... strange thing is, in midi sample items there is no bardic inspiration without valor O_O
that is showing because there is a damage formula in the item
delete it and go get the sample items
its 1d6[no damage] and likely the same as the srd bardic right?
in the srd bardic there is no 1d6 dmg in the red circle π
If you are a midi user please find this compendium, it has the best bardic inspiration:
You will want to do this with honestly, the majority of your imports
oh got it wrong... there is... bardic inspiration DND2.0.2 MQ10.0.10 ^^
is that the right one?
yes delete the old one too
Now you are home, heres the list:
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...
have none of those... but with midi bardic the first part works, no damage for my rogue ^^
Bardic has nothing to do with damage
but if my rogue attacks i get this... delete shortsword too?
You missed
(with a natural 1)
shure but notice the lower part ^^
that is your bardic
you put a bardic on a natural 1
you rolled a 1, plus 3 and plus 2, and you rolled a 1 in the bardic
for a total of 7, and no matter what the ac is, a natural 1 misses
so all 3 are hit rolls?
oh...
allright pretty new to foundry sorry i wasted your time but i got a lot smarter π thanks very much case closed π
no problem, it looks like your importer settings are set to vanilla, you likely won't want to use them much. Midi SRD and midi sample items will have more accurate items, the vanilla items have suspended effects that will break midi
how can i adjust them to ... non vanilla? π
I don't use the importer. But usually midi users use Midi srd, dfreds CE, and midi sample items as well as a bunch of premades people share here
Sources of premade stuff for Midiqol:
Midi Sample Items Compendium(comes with the module)
Midi SRD's compendiums
https://raw.githubusercontent.com/thatlonelybugbear/midi-srd/master/module.json
More Automated Spells Items and Features compendiums
https://foundryvtt.com/packages/more-automated-spells-items-and-feats
Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros
Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros
i was just saying, i got no midi SRD Compendium π
the link here you have to manually install in the manual field at the bottom of the addons menu
but will get it there...
macros are gonna be a lil rough to learn how to setup
Specially as a new user
but all the premade items from midi samples and srd you will have to do them like you just did bardic
delete the default, and drag out the special one
Mr.Primates ddb importer should do that somewhat for most items if you got the right settings but I don't use it so I don't know how to help you
hmm so i will just have to test it and if some spells/items behave strange, swap it out at least
most spells will just be spell cards and maybe a simple damage roll
unless you utilize the compendiums
@vast bane so the MASIF is what I want I would presume? π
nope
midi does that out of the box
set the save on the item
then click the wrench at the top of the item and add a condition
for a simple one
also check the box I showed here
"Activation condition true required for efect activation"
MASIF is for premade items though
I think you should say what you wanna make before you go make it from scratch, it may already exist somewhere
For now, I just wanna automate sapping sting and it throwing the enemy prone if they fail.
set the save on the item, check the box, click the wrench, change NEW in the drop down to Prone and click +
dfreds CE setup properly makes alot of condition shenanigans simpler btw
I mean it adds the prone condition to the token, but it doesnt recognize it as the prone condition? I guess?
heh, I don't actually see a problem with that to be honest
You could make it a toggle, but then it'd be wieird where your hit picks them up
You could put an activation condition in, but ultimately a singular attempt to remove prone, will remove all of them so it doesn't really matter
did you really attack 4 times or is this the duplication bug I was told is fixed?
The problem is that that makes it kind of clunky to remove. Go into the sheet and delete or toggle by hand there vs just toggling the condition in the token menu.
4 fails and each applied prone
It the Prone condition added on the actor, created by a module?
That would be DAE in this case.
No I mean do you have DFreds CE or CUB?
Dont have DFreds and am not sure what CUB is.
Combat Utility Belt
neither
@violet meadow actually statuseffect does it too
since when is the wrench messed up wtf?
if you click prone in the wrench you get that mess hes got
if you make the prone manually with statusEffect, macro.ce, or macro.cub, it doesn't cause what he has
Si senor.
you should install dfreds CE and set it up to replace core status markers
your a midi user, you want fancy conditions with automation
ok
but that wrench is broken imo
it wasnt me, i swear. π
It should use the 3 keys, not the whole prone
Yeah the DAE dropdown menu probably is creating a "different" effect
I don't see a point in using the wrench shortcuts if they break like that
Sounds like a bug π€
@violet meadow Do you know what the workflow would be if you want to only have a spell effect apply if the spell cast on you is level 6 and up?
Is this ok?
Make it name
this could be whats causing it I dunno what these do ever lol
There isn't an origin when you create it manually so that's the issue probably
π€
This does negate effectstacking if two effects are made by the same item/feature
I always forget that. I think Name should be the default but not sure of what/if anything else fails with that
to be fair, dfred vanilla is a toggle system so he prolly didn't realize it
I think I'm gonna just write an issue on his git
did you get situated with dfreds CE?
Is that against a specific target only?
I would do that in a World Script. Try this```js
Hooks.on("midi-qol.preTargeting", (workflow) => {
const itemNameToCheck = "Lesser Magic Immunity";
if (workflow.item.type !== "spell" || workflow.item.system.level >= 6 || !workflow.targets.some(t=>t.actor.items.getName(itemNameToCheck))) return;
else {
//ui.notifications.warn("The spell fails to affect some of the initial targets")
return game.user.updateTokenTargets(workflow.targets.filter(t=>!t.actor.items.getName(itemNameToCheck)).map(t=>t.id))
}
})
oh wait
I didn't make the whole thing...
Do you have a specific Target in mind?
ItΒ΄s magic immunity for the creature bearing the trait.
Name of the Trait?
I mean i can make it Any but "Lesser Magic Immunity" currently
funny the creature is a cat, bruhh
Try the edited one quickly @keen remnant
ye sec
Its gonna mess up aoe spells
Should just untarget them π€·
oooh ok
Not sure about the timing in the workflow, but that is the quick test for π
Welp it does skip through Lres and just gives a save now xD
didnt work, also quick question if i set it up wrong
how is it supposed to work, yoursided
Split sec
sure
Get the edited once more. Open console and paste it in. Hit enter
Actually reload before doing that
This is meant as a World SCript
yes
Had to shop before everything closes but taking a look, this is prolly what I want, right?
let me realod
Yeah that needs to be replace
if you want that wrench to work as we all thought it would, you need to edit the default dfreds conditions and change the drop down on the first tab to by name instead of source
seems good
LEts Try
you can put that hook in worldscripter module
Yeah, after we confirm working order. I cannot test it now.
It the Item called "Lesser Magic Immunity" case sensitive?
OK I will test in a bit
I read it like 5 times now but I fear I dont get it. π
If you want the quick condition adds from the wrench button to work as we want them to where they don't stack, you need to right click all the conditions in dfreds CE's window and duplicate them as custom
I trying to activate a reaction on the damage type of the attack. Can someone help me with what this should be.
"Reaction on damaged" most likely?
Then find them in the custom folder, edit it, and in the first tab change this drop down to by name instead of origin
reactions are not that specific
you can set the reaction to reaction or reaction damaged and it will prompt in every attack against that actor
OK a condition would be nice.
I don't really know what you are saying
Where would I find this windows? Was looking in the settings and the compendium. π
oh.
anytime you change a status markers settings, you need a full reboot of your browser or app
you can do the changes all at once and reboot after toofwiw
Recently made two new Status Effects, one makes you not heal until a heal-spell or potion is consumed and the other is basically breaks casting capability condition, aka all casted spells by the creature autofail.
@keen remnant ```js
Hooks.on("midi-qol.preTargeting", (workflow) => {
const itemNameToCheck = "Lesser Magic Immunity";
if (workflow.item.type !== "spell" || workflow.item.system.level >= 6 || !workflow.targets.some(t=>t.actor.items.getName(itemNameToCheck))) return;
else {
//ui.notifications.warn("The spell fails to affect some of the initial targets")
return game.user.updateTokenTargets(workflow.targets.filter(t=>!t.actor.items.getName(itemNameToCheck)).map(t=>t.id))
}
})
Is the old one doing anything, to mess with it?
no error
nope, idk why
now when the creature fails it prompts me to Lres, and another Lres window
Is the creature an unlinked token and have you changed the name of the Item/Feature only on the sidebar maybe?
? sry cant follow
The checkbox underneath is the one we need π
OK so the token on the canvas, does it have the Item? The Lesser Magic Immunity one?>
yes
OK do you cast the spell from the same client that you ran the script in its console?
Is Bane the Item from the Spells (SRD) compendium?
Think so
Cant seem to get it to work...
Replaced most with the MIDI versions (wherever possible/available)
Including Bane
yeah
Reload
paste
tried
can do it again @violet meadow
It doesn't work the way you think this does.. It meant for when applying active effects via DAE. When clicking through the conditions buttons it will always apply it
Guys, if I configure an AE without a duration, it's normal it last only for 1 turn?
depends on the applying effect
fireball is instant so if it applied AE they dont last
based on the Duration set beforehand and the Base time set in the AE
tied to nothing with no time indicator
exactly
that should stay unless otherwise removed
well, it's not
any special durations set?
it last only 1 turn
How long is it supposed to last by default?
No duration should be a passive
It's just this
AC Bonus?
If it's a temporary effect, set a duration
Don't have a duration
then set -1? in duration
It last until the player wants do last
Then make sure to set to transfer equipped checked
It's an ability, not a item
yes
They rolled and then the effect stays as long as they want
I also wouldn't suggest making ac bonus ae, they tend to slow down interactions with that actor
The point is: it's normal the effect last only 1 turn when there's nothing set on duration?
π€ but ac.bonus is exactly for AEs to give ac bonuses...
I mean, the normal would be that the effect last "forever", right?
yeah...
Like what?
It does have to calculate everything each time an attack is made. Just saying
you didn't refresh your client did you?
AC is prepped in derived data and unless the actor data is modified, its static
now, yes, if you use AEs for anything and everything, eventually, things will slow down -- but ac bonuses are well suited for AEs
I never have problems with that and I alwals use ac.bonus
You should refresh your client and probably redo the wrench steps to get a new prone on the item. Just incase though I don't think that matters.
I would define the turn info in the Dae config. When should it expire? You can also use times up to set an expiry
just put a value in force show and call it a day ignore the duration tab completely
1- There's an ability of a player that it roll to give +2 AC bonus to a allied who is 5 ft from him. Until it stays 5 ft of that allied, the AC bonus will stay.
2- The player will roll the ability to the allied and the bonus will applied and only expire when the player stays more than 5 ft from the allied.
Nope, it last only 1 turn
Aura, then yeah set no duration.
you must have a duration set in details
i didn't use Aura
But you won't get an icon unless set to override it
it's not configure
show me the item details
that reads like an aura
every single dfreds CE utilizes this, so it can't not work
there's nothing
wrong duration
It's not an aura!
There's no duration!
Unless you activate it to give each player the bonus once then it set for 1 minute
can you show me the items details please
The bonus will stay like, forever
thats what you want right?
Then set no duration, it'll be a permanent passive
It's in portuguese
Thats the problem... it doesn't!
yes it does, DAE takes the items duration and applies it to the effects duration
But i didn't set a duration...
its right there in your image lol
what?
Then set the duration 100 days or whatever
clear "instantaneous"
it never does that before
Yeah instant get rid of it
DAE will take what you have there and apply it to the ae
Jesus Christ... it's exactly that...
its actually a really good QOL feature, but it got in your way
Don't use instant
if you want a forever AE to show as a buff icon, the clip I showed above for FORCE SHOW just needs something in it
If I have an duration set on AE and a different one in item, what happens?
yes, thank you!
Fireball in instant. Bonus of 1 turn is not instant
what would be the point of the duration on the item if not for an ae?
Also I'm pretty sure a manual duration in the ae is taken precident
but don't quote me on that
To be more easy for players to look at the item/feature and see how long it last?
I honestly can't think of any case where a player will try to say that his fireball happens every turn forever if the instant isn't there
Unless you host for lawyers π
If you pick a player that never playes RPG?
then just tell em why
That only wants to learn?
Dunno if it's still the case, instant will add an icon on those affected by templates
Yes
or do what cyrmic said and add a 999999 duration to it
I am in a table with 2 people who never played RPG
If you have the template removal for AEs on at least it will create one on the caster
They know nothing about it
Good you get to mold two fresh minds
And if they read a thing, they will assume that thing is that thing they read
Whatever, the problem was solved because of you guys
Thanks
we can't account for every single interaction with a new player or experienced player, if you want the item to behave accurately I guess you could turn off midi and go play full manual then you can manage the durations that way
I learn a little more today
but I'm pretty sure you can set a duration of 999999 on an instant effect
Hell I just did that actually
the force show should bypass dae's duration thing, it does in my world
DAE used to apply icons for any targeted items if instant was define as the duration. Was pretty annoying.
So you'd end up with weapon icons on targets. Bunch of stuff in the SRD or d&d beyond importer used to bring items with it predefined.
If the effects duration is more than the items, the higher takes precident
I've got a feature that uses a DAE transfer-on-equip effect with an ItemMacro (the purpose is Heated Body on a Salamander that will apply damage to melee attackers via a hook). When I put this feature on an NPC, I find I have to disable/re-enable the effect on each unlinked token to get the macro to apply. Am I correct in guessing the feature applied the initial effect to the prototype token and is just copying the state to each instance? If so, what is the recommended way to do this kind of thing?
Is that a DAE for flags.midi-qol.onUseMacroName
No, just macro.ItemMacro
Ah hmm I imagine that you need to do that once per instance. The Hook needs to be registered
you could make it a free reaction
I would create a World Script and make it so that when a target with that Feature is damaged, the attacker is getting damaged
No need creating a DAE on each token etc
I have my own custom module so that is doable
yeah or a World Script should suffice π€·
But this is what I am doing more or less. eg Fire Shield, Heated Body etc
Have a world script testing if the target has specific Items and dealing reactive damage to attackers
Seems like good advice to get this out of DAE. I'll be doing it in my module but same difference. Thanks.
Out of DAE, but still utilizing MidiQOL hooks so as to be sure they are async, as this might matter when using ApplyTokenDamage or other async functions π€·
π
Does someone has a working Sanctuary spell example I could copy from ?
Do you fast forward?
What do you mean ?
Do you see these popouts when you attack?
aka fast forward
https://github.com/chrisk123999/foundry-macros/blob/main/Spells/Sanctuary/Chris-SanctuaryWorld.js
Worldscript. Use the worldscripter module for easy installation.
No I don't. they are being rolled automatically
then chris' method is the way to go
So this a macro that would be activated from the Cleric macro bar ?
Add as a world script, I personally use world scripter (a module) to do this.
World scripts can be made into a macro and dragged to world scripter modules compendium
Does anyone know is it possible to count Spell Sniper feat using Simbuls Cover Calculator and Midi Calculate Cover section?
Will check it out Thanks
spell sniper has a key in midi
I have used a few of your stuff. Thanks a lot. Also thanks to this wonderful community π π
Actually its core, before Zhell comes and yells at me:
kind of hotkey you mean?
This kind
boolean effect value
0 no, 1 yes
this probably means its in special traits
don't use an ae for this, just check the box
special traits are in the front tab of the sheet, I have an enhanced image of it:
On the character sheet just check the special trait called Spell Sniper.
@vast bane You have a player with Death Ward right?
Death Ward was surprisingly easy to setup as a world script: https://github.com/chrisk123999/foundry-macros/blob/main/Spells/Death Ward/Chris-DeathWardWorld.js
This will only catch automatic damage application from midi. But 99% of the time that should be fine.
Sorry Chris, I'm still having issues with the Sanctuary, once I have the Macro/world script setup, should I reference it somewhere in the spell item ?
Just make sure the spell applies DAE with nothing in it
Also after you add a script to the world scripter compendium you need to reload your page for it to take effect.
Awesome, it works. So world script are like Macros that are running in the background by default, waiting for a condition to be satisfied ?
It's functionally identical to how modules work. Its listens on the specified hook.
In this case I have it listening on a specific midi hook.
Doing something similar for Relentless Endurance with core Hooks
case "gnome": //should discount Autognome from AAG.
return [{description: "Gnome Cunning", modifier: "advantage", rollType: "save", abilities: [CONFIG.DND5E.abilityAbbreviations.cha, CONFIG.DND5E.abilityAbbreviations.int, CONFIG.DND5E.abilityAbbreviations.wis], versus: ["spells"]}];
case "half-orc":
return [{description: "Relentless Endurance", modifier: "1", rollType: "damaged", versus: ["all"]}];
So many cases
My next task is trying to think of a clever way to setup a ring of spell storing. I have a pretty good idea how I want to make it work but I can't figure out how to handle upcasted spells. Since I think atwill / innate spells are always cast at their lowest levels.
I suppose I can add a small item macro to the saved spell to change the cast level on use?
You trying to cut out midi or something?
Nope. But to give core roller some luv π
So the issue is the recasting?
My current plan is to have a dialogue have you select the spell then it'll remove the spell slot and re-create the spell as a one use spell.
I don't exactly remember how it works. Stores the spell at whatever level it was cast and release when needed?
Yea
I can copy the spell easily enough, but forcing it to be cast at a specific level while also being a innate or at will spell is the tricky part.
Since I plan on making it a use once then get deleted spell.
Does one of the early midi on use things allow you to change the cast level?
Then it's just a matter adding my own item macro to the spell to switch the spell level on use.
Interesting!
you can edit the spells base level in a macro
But then the scaling would go from the new base level?
I need it to think it's upcasted I think
Too many Aperol Spritzs to think clearly, but let's see π€
I feel like I can place a new flag on the spell then add a on use macro to it that calls a world macro to read the flag and change it to be upcast.
Currently messing with that now
Store the initial level cast from the castData in a flag.
Hooks.on("dnd5e.preUseItem", (item,config,options) => {
//make sure that the item is correct and lets say you have a flag on the item with the original castLevel.
config.needsConfiguration = false;
options.configureDialog = false;
config.consumeSpellLevel = item.getFlag('world','originalCastLevel');
config.consumeSpellSlot = false;
})
Might work π€·
yeah works for upcasting with MidiQOL
Also I covet that Utilize Item Hooks button in the MidiQOL settings π
I wonder what it could do at some point
Here we go
12th level Fireball π
nice
Dnd5e Hooks β€οΈ
By the way, you can do the same thing in the preItemRoll on use macro of midi, the config can be referenced in workflow.config and options in workflow.options
That may be the route I go. Hooks are nice, but doing it directly in the preItemRoll seems less prone to break.
setProperty is a bit overkill, it's really just if you want to nest deeper
I know. I like the structure so as to remember things
mergeObject then π
Dont remind me. I have to refactor everything
One full refactor per update, them's the rules
heyy zhell, do you know how roll group and bab can interfere with midi?
I don't abuse both, but they seem to work very friendly with midi.
maybe, roll group might encounter a problem if you go by fast foward damage....
with the current configuration I have, they behave quite friendly.... I use fast foward only for attack rolls. π
Interesting.... you mean we can have the best of both worlds?
I have the trident working perfectly (midi, roll group and bab)
I have several items, feats using bab, and some weapons using roll group.
only fast fowarding attack rolls.....
but it goes like a charm
as GM, with midi I have automated npc damage.... and we use fast foward on attack rolls only.... otherwise bab and roll group behave as expected
Why are you using two rollers?
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...
What they're saying is, it does seem to work ok with RG
I would assume so you can choose from a bunch of different damage rolls on one attack, even if you're using midi?
@robust vault can you show us a screen shot of the chat card for the RG attack you're using?
I use midi for all the advantages it has, and group roll because it gives me the ability to roll damage separately, which I can't currently do with midi.....
imagine a weapon that in certain conditions does extra damage.... you don't want midi to automatically roll that damage.... this is where group roll comes in.
you can do that with midi though 0_o
sure
to a degree... RG will let you have seven different damage rolls if you want
hol up though, I'm with you here, when you roll damage, is it midi?
cause I don't fast forward and being able to use RG would be pretty cool I think
is it midi in all options, or only in the main damage button?
does it trigger reactions?
and does it still apply AEs, if it should
I wanna see an alternate damage workflow
cause arguably its the damage end you want midi working on
Effect transferral is kinda important
Can we see a damage workflow with a secondary formula?
a merge card with two different damage buttons π²
yep...
when you fire both damages, they are automatically applied.... in my case to npc only
why would you fire both?
we may have been living a lie.... unless something recent has made it start working?
I still don't see what its doing that midi doesn't already do
(until Z finds a way to prevent it)
depends on the condition, sometimes want to roll one, or both
that sounds like holding down V
is the poison damage if they fail a save?
and why aren't you showing the damage workflow lol?
(I don't actively monitor this thread.)
If it works, that could be great... just have a bunch of different buttons for things that have lots of damage options (eg. chromatic orb)
I know there are other ways but this would be simpler
yep.... the saving throw obviously does not jump to chat....
Yeah I'd love to see its take on chromatic orb but I also wanna see it work with all of midi's features like check hits and damage application
Why would you use RG then, if midi automates that?
If you put the poison damage in the other formula, then midi automates the save and then fires the poison damage
RG just does some tomfoolery, and then rolls damage with a slightly modified version of the original item in memory
It all results in the core system rollDamage method
I'll try it when I go to fiddle with dae 21 later this week
I suspect its not actually handling midi's di/dv/dr and such
Couldn't tell you. Uses core method. All I know.
Like, it's not "similar" or "close enough" or "manually constructed to be identical but not mechanically calling all the same stuff in the system"
It literally rolls damage.
midi might be none the wiser
So if it doesn't work, that is of course on midi. π
look at that! midi and RG living in harmony
(I can't read Midian, what does it say?)
in this case there is a problem, the saving throw should only occur when the poison damage is done. Well, you can probably handle this manually.
its not though, its two damage instances to do something that midi does in one automatically
no its not lol, that is the exact reason why we said no mre or rg
Oh now I do wonder π€
it breaks the damage up and breaks the workflow
yep, the only problem comes if you want a save with only one dmg
RG isn't supposed to let you roll two things. It's supposed to let you choose what you wanna roll between any arbitrary number of things.
So it could be used for Chromatic orb
Like, I dunno. Versatile - but you have 5 different dice.
cause the secondary formulas fire a midi workflow
RG is like Versatile+
exactly
so basically in a midi build it'd be an easy way to do chromatic orb. But thats already offered for free by automation modules/macros
i can roll between 2 different dmg
thats what V is for in midi
one, or both
or the other, then the first.
Other is hijacked by midi
it's just good to know the option is there... thanks @robust vault
it is true that when there is a saving throw is fired in either of the 2 dmg.... I can't choose where to fire.
or the third, the first, then the second, fourth, then fifth, and seventh, seventh, seventh, seventh, seventh--
maybe also the drake warden companion
and absorb elements but absorb is a midi sample item
but having so many broken up workflow damages would kill concentration automation
no fast foward dmg
we don't FF damage anyway
you can go fast fowarding but only attack rolls
(as for bab, it's compatible with midi, but the optional bonuses will not work if you have removed the attack/damage/throw roll configs)
I just don't see a use case.
Don't need to.
I'm keeping it on the list
with concentration there may be a problem, certainly...
if you had a scribes wizard it would be very handy
For a less automated workflow it might be a good combo
but your example is automatic in midi if you'd just turn off rg
You obviously don't have to install it, Moto. Neither do you Lukas, you have enough mo-- oh there he goes.
The debate was whether it belonged on the list
I won't. I hear you Zhell. I SEE you
if you don't automate concentration, it can be a super combo.
Put concentration notifier then in the mix π
Does it even transfer effects?
Not made to be compatible. Likely won't even consider PRs for compatibility. Any compatibility is a coincidence, as the module page says. Keep it on the list. π
and does it transfer the effects for each damage
Moto keeps that list on Ctrl-V... he fired it off earlier at the slightest hint of RG
I'm hoping core will find a way to work compat warnings into the module installer but not holding my breath
(the installer is getting an overhaul in v11)
Module management+ does offer some infrastructure for that in the meantime
I also now have this one on copy/paste:
Sources of premade stuff for Midiqol:
Midi Sample Items Compendium(comes with the module)
Midi SRD's compendiums
https://raw.githubusercontent.com/thatlonelybugbear/midi-srd/master/module.json
More Automated Spells Items and Features compendiums
https://foundryvtt.com/packages/more-automated-spells-items-and-feats
Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros
Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros
Yeah but no one uses it except MM+ lol
... add some <> to that copy pasta
will that get rid of the thingies that I have to x
Yes
around each url?
Yes
solved the saving throw issue, just put in the item field chat message flavor the warning
I do...
now the workflow works... and no problem with the save.... do manually
I think Lukas meant other nmodules don't interact with that infrastructure π€·ββοΈ
Ah
For a second there I thought Chris was making modules
Or at least not enough
If it wasn't for making non-srd stuff I would throw my stuff into a module
I like the term nodules
(another note in the to-do list)
They haven't slapped MASIF yet and hes got the whole battlemaster subclass made(no descriptions)
Yeah I don't see any reason you can't publish a script for something non-SRD.
Kandashi has done that, automated all wizard classes, right?
Yeah, just use the name and give setup instructions.
Yeah MASIF uses the description as a setup instructions window only
Guess I'll have to look into it some time
No pressure
The module requirements will be a mile long. Since I pretty heavily lean on Midi, DAE, Warpgate, Effect Macros, and Template Macros.
Wouldn't need to worry about world scripter at least, since that would just be handled in the module instead.
Making progress. I'm overcomplicating it a bit by storing the spell data on the ring as well so the item can be transferred between actors and keep the stored spells.
Where can I find what can be set for config?
Like what else exists beyond "consumeSpellLevel"
Using the console to log the hook will also show this
Yeah logging the (...args) of the Hook is my go to
get at it with the debugger π
They give you the ability to customise colors in Tidy5E and this is what happens......
Default colors. Β―_(γ)_/Β―
OK you're off the hook... I did ask for a transparency option on those colors and they obliged (maybe I'm partly to blame for the defaults being mangled π€ )
I have a ring of spell storing in my treasure list for an upcoming encounter. I hope you get this working! π
I'm wrapping it up right now. Currently working on a way to remove the added spells after they've been cast, but not until the concentration is over (if it has it).
Anyone know if Midi doesn't like it when you delete a spell but still have a target with an effect referencing it's uuid out in the field?
Trying to decide if I should push off deleting used spells until the next rest, or if it's safe to yeet it after being used.
Was I @'d here?
briefly. someone posted and deleted
not sure. I don't think that this would break anything
Sounds like another effect with the same name but another origin would double up at most π
π€
I think I have it finished. Going to give it a proper test run during my game today then post the macro after assuming it doesn't bug out.
Aaaah, redoing the DAE step is what did it! Thank you!! π€
Midi (or something else) deletes the effect if the original item goes away.
Ohhh so it does!
@gilded yacht π
Is this how it's supposed to work?
If you delete the Item that created an effect and/or template from the source Actor, then anything associated with that Item is deleted as well (concentration, templates, transferred effects).
That feels very D&D tbh. Destroy the item and all the nasty effects dissipate
I figured a way to work around it. Made an effect to handle the deletion of the spell when it's safe to.
All that's left is using the attack modifier of the original caster.
Less easy to do then the DC since I don't think there isn't a flat overwrite.
If the origin Item is not a spell I would totally agree π€·
I will offer my fav solution as you would expect from me by now π ```js
Hooks.on("dnd5e.preRollAttack", (item, config)=> {
//check item is the stored one and get the Flag
const originalAttackBonus = item.getFlag('world','originalAB')
config.parts = [originalAttackBonus]
})
Well
I need to use the original actor's stats as well.
Spellcasting ability modifier + bonuses
Do you let the original caster, cast it before "storing" it?
Nah
Didn't want to deal with needing targets and things
I have it manually going through the hoops of selecting a spell and taking away a spell slot if relevant
I just need to do the math on what an attack roll modier would be then store it
Ah sorry, its storing. Not like a reaction when another spell is cast
Currently my plan is to calculate what the bonus to hit would be. Then on the new item, overwrite the attack roll with the correct formula during preAttackRoll
OK here it goes: ```js
token.actor.items.getName("Chill Touch").getAttackToHit()
Get into the parts and you've got what you need (if you set the parts in a flag as they are, then the aforementioned Hook will deal with it easily)
The same for .getDerivedDamageLabel() is helpful as well
It's showing @mod + @prof
I would need to calculate that wouldn't I?
Cause if I just pass the parts
Wouldn't it use user's stats instead of the caster?
True. Would it be a fair assumption that in all cases the @mod and @prof will be included in the parts?! π€
You can get them from the rollData and replace them
yea
Surely there is a function somewhere that does the trouble of evaluating this stuff?
You might be able to do a MidiQOL dummyworkflow and get it
simulateAttack or something
lol
const parts = theStuff;
const formula = Roll.replaceFormulaData(parts.join(" + "), someDudesRollData);
Pay attention to @mod tho
What about it?
Just make sure its in the roll data
you can invoke "others" rollData
OK here goes another way π ```js
const t = await new MidiQOL.DummyWorkflow(token.actor, token.actor.items.getName("Chill Touch"), token, new Set([token])).simulateAttack(token);
Then `t.attackRoll.formula.split("1d20 + ")[1]` should get it
Was checking in console, but you get the idea
yea
Just put new Set([token]) instead of game.user.targets to make sure that it has a "valid" target
Got it working with that
Well now more coffee...
thanks
@fringe crag ItemMacro for the DAE macro.itemMacro ```js
const ragingTokenDoc = fromUuidSync(args.at(-1).tokenUuid)
if (args[0] === "on") await ragingTokenDoc.update({"texture.src":"path to the WereWolf Token Image"})
if (args[0] === "off") await ragingTokenDoc.update({"texture.src":"path to the Original Token Image"})
i am very new to programming such stuff. Where Do I put this? :/
There is a button on the character sheet title bar called ItemMacro
and the code into the larger one where 1 stands for the other?
ah up there sorry. One sec.
Make sure that in the Item Macro module settings this checkbox is NOT checked
Target put Self instead of None
it works fantastic!
Thank you very much!
@violet meadow I cant put Items in my character sheet now. may I have done something wrong?
Hey hey. The Toll the Dead macro isn't working properly so I fixed it. (with help from @violet meadow)
The fixed Toll the Dead macro if anyone is interested:
if (args[0].macroPass !== "preDamageRoll") return;
const target = await fromUuid(args[0].targetUuids[0]);
const needsD12 = target.actor.system.attributes.hp.value < target.actor.system.attributes.hp.max;
const theItem = await fromUuid(args[0].uuid);
let formula = theItem.system.damage.parts[0][0];
let scaling = theItem.system.scaling.formula;
if (needsD12) formula = formula.replace("d8", "d12");
else formula = formula.replace("d12", "d8");
if (needsD12) scaling = scaling.replace("d8", "d12");
else scaling = scaling.replace("d12", "d8");
theItem.system.damage.parts[0][0] = formula;
theItem.system.scaling.formula = scaling;```
This also replaces the dice in the level scaling field and not just hte dice in the damage formula.
Hmm what? π€
Are you the GM? A player?
Im the GM. Works for every sheet except for the one in altered with the macro. Seems strange but I cant find any connection. Maybe i have to recreate the character ...
I copied the sheet and deleted the original and the copy works fine now
strange
Open the console (F12) and check for any red errors if this happens again
@wicked geyser what version of MidiQOL do you have?
10.0.27
MidiQOL sample Items now have the Toll the Dead 10.0.13, which should correctly deal with that π€·
const version = "10.0.10";
try {
if (args[0].macroPass === "preDamageRoll") {
const target = await fromUuid(args[0].targetUuids[0]);
const needsD12 = target.actor.system.attributes.hp.value < target.actor.system.attributes.hp.max;
const theItem = await fromUuid(args[0].uuid);
let formula = theItem.system.damage.parts[0][0];
let scalingFormula = theItem.system.scaling.formula;
if (needsD12) {
formula = formula.replace("d8", "d12");
if (scalingFormula) scalingFormula = scalingFormula.replace("d8", "d12");
}
else {
formula = formula.replace("d12", "d8");
if (scalingFormula) scalingFormula = scalingFormula.replace("d12", "d8");
}
theItem.system.scaling.formula = scalingFormula;
theItem.system.damage.parts[0][0] = formula;
}
} catch (err) {
console.error(`${args[0].itemData.name} - Toll The Dead ${version}`, err);
}
weird. Maybe another module overwrote it. I'll look into this. It was an easy enough fix regardless.
Yeah indeed.
If I wanted to automate the crimson rite damage buff. I can do it via Item.macro aswell?
If you care for it, I have a lot of Blood Hunter stuff automated.
On use item macro. Requires Warpgate, Effect Macros, Midi-Qol, and DAE.
got all of that.
God I should have studied IT stuff. I'll try to set it up. Thanks!
I have it pre-setup to work with what the ddb importer gives you. You may need to check your blood hunter class scales if you didn't use the ddb importer to generate it.
If anyone is feeling adventurous I've just uploaded my Ring of Spell storing automation: https://github.com/chrisk123999/foundry-macros/tree/main/Items/Ring of Spell Storing
The dialogue for selecting the spell is a bit bad, but I didn't want to even try to figure out how to make a custom one that looks better.
Get Lukas on that ;p
DO I have to change some parts depending on the rite I use or can I just copy paste?
Just copy and paste, nothing to change.
On Use macro for the "Crimson Rite" feature. It should prompt you to select a weapon and rite (if you have more than one).
I didnt have the Effect Macro module. I'll check again
Effect Macro is a really great tool if you are gonna go all the way down the automation rabbit hole
yea after setting up the bloodhunter. I'm getting ideas for a lot of other stuff, but since I cant code it's a hopeless dream haha
Make sure the target is also set to self on the feature, not sure what it default imports as.
I usually manage to pull off my solo attempts at automation by finding something similar
usually I just pick Chris, fotoply, and bugbears brains though
await this.item.setFlag('world', 'item.ross.storedSpells', []);
await this.item.setFlag('world', 'item.ross.spellSlots', 0);
await this.item.setFlag('world', 'item.ross.showSpells', true);
``` should be the same like ```js
await this.item.setFlag('world', 'item.ross', {'storedSpells': [], 'spellSlots': 0, 'showSpells': true});
``` to do this in 1 db transaction.
doesnt work. Does it only work if I used the DDB importer?
It might be dipping out if it can't find a blood hunter scale.
It's likely not finding the right features and just exiting out during my feature check parts.
I have some hard-coded names in the macro for features.
Can it be the icon? because there is a lot of 'icon': 'icons/skills/melee/strike-sword-blood-red.webp', in it
nah
if (!damageType) damageType = await chris.dialog('What Crimson Rite?', riteMenu);
if (!damageType) return;
u mean something like this?
Sanity check, do you have any weapons equipped?
yea I found it. But I have a hard time to see what Time what message is from
thats all I get
No errors then
And you're sure you have warpgate?
Do you get a dialogue when you roll the feature?
are you trying to use it on an npc?
Oh, do you have a token on the map
Warpgate 100% needs a token on the field to work
I should really add a check in for that
Sent you a DM if you didn't see it.
As an aside, there's nothing limiting you to use your crimson rite only once btw.
You can keep doing it for as many weapons you're holding.
As well re-do it if you drop the weapon and have to pick it back up.
You never put ItemMacro in the on use field.
oh have to redo that