#MidiQOL

1 messages Β· Page 66 of 1

queen raptor
#

Midi is now referencing the custom Concentrating effect; thank you!

vast bane
#

Theres also protection from evil and good

#

which has a non condition example in it(Possession)

violet meadow
#

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

scarlet gale
#

Why not just look at the effect data?

vast bane
#

Dwarven Resilience and Protection from Poison.

scarlet gale
#

There's like 3 ways people apply conditions.

violet meadow
#

There are not gonna be any effects

#

No conditions, no flags nothing πŸ˜„

scarlet gale
#

macro.ce, StatusEffect, and CUB

violet meadow
#

Just plainly, if Elf roll against Charm with advantage

scarlet gale
#

That's what I mean tho

vast bane
#

custom lineage gonna fuck with that

scarlet gale
#

Check the item that's being used for what effect data it has

#

Then parse that

vast bane
#

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

scarlet gale
#

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.

vast bane
#

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

scarlet gale
#

macro.ce just needs to work better with multiple conditions

vast bane
#

have we issued that to tim?

scarlet gale
#

Pretty sure that's CE

coarse mesa
#

How deep are we talking, like Rage giving advantage on Str saves?

scarlet gale
#

not tim's module

vast bane
#

Its probably dae

scarlet gale
#

No

violet meadow
scarlet gale
#

It's literally CE

vast bane
#

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

scarlet gale
#

macro.ce is used to apply convent effects. Why would DAE be doing that?

vast bane
#

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?

coarse mesa
vast bane
#

kinda how we get a drop down for status markers

violet meadow
vast bane
#

no I mean it changes the effect value to a drop down

#

like macro.ce and status effect

violet meadow
#

nope

vast bane
#

for the detection mode keys maybe

scarlet gale
#

Just checked, it's actually not CE adding macro.ce

#

It is DAE

#

it also apparently has macro.CUB

vast bane
#

yeah I use macro.cub too

#

purely for a few poisons that do 3 conditions

coarse mesa
# violet meadow

I'm peeping that red 'fail' in your chat log... mine isn't doing that (I must have overridden it somehow)

vast bane
#

for overtime effects cause of that stupid limitation

scarlet gale
#

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

violet meadow
#

You will be able to create your own

vast bane
#

we just all need to have a uniform agreement on how to handle it

scarlet gale
#

In reality

vast bane
#

if we parse items for conditions, shame on any item with charm in its name lol

coarse mesa
scarlet gale
#

the 5e system needs to have a condition resistance trait

#

No idea why it doesn't exist already

violet meadow
#

I have to say this is not supposed to be discussed here πŸ˜…
More of a Dnd5e thingy which should be working with core and no effects with flags etc, but will be working with MidiQOL too πŸ˜„

#

It was just that I saw an opportunity to ask about here πŸ˜›

scarlet gale
#

This channel is hardly midi exclusive

#

Would be better named full automation

#

or something along those lines

vast bane
#

Then we'd wind up with Wire, which I don't mind honestly and the mods would prefer it too lol

coarse mesa
#

WIRE isn't full auto... yet

vast bane
#

I don't really mind the other rollers, it'd actually be good to know how the others work some

dark canopy
#

if other rollers/automation modules cause as much troubleshooting traffic as midi does, then of course we'll consider it πŸ‘

coarse mesa
#

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

scarlet gale
#

Minor Detrimental Properties from the DMG also can give disadvantage on certain conditions too @violet meadow

#

If you care for also handling disadvantage

vast bane
#

instruments of the bards impose disadvantage on charm saves

coarse mesa
#

Are we talking spells too? Must be plenty of those

vast bane
#

I listed two so far

#

protection from poison and protection from evil and good

scarlet gale
#

Oh wow it does

#

I have a player that hasn't been making use of that

vast bane
#

they have to use the instrument as their focus for the spell

scarlet gale
#

Doubt any bard wouldn't be if they had that item

violet meadow
#

So I guess if the Item has a "proper" description I can check that for some keywords and play around it.

vast bane
#

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

violet meadow
#

That would be in the module's settings

vast bane
#

or a button, that opens the checkboxes window

#

like when you click traits

scarlet gale
#

Or just add a new type of trait

#

If that's possible

#

Unless you mean for the spell / item

violet meadow
#

I wouldn't want to override or change system behaviour if I can help it

scarlet gale
#

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

violet meadow
#

So for a quick reference, what I am doing now (all synchronous)

  1. Getting the Item rolled from the chatMessages.
  2. Check the Item type against a "database"
  3. 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.

scarlet gale
#

I don't think reading a flag needs to be asynchronous.

violet meadow
#

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 🀷

scarlet gale
#

If you're aiming for small module footprint I suppose

coarse mesa
violet meadow
#

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

molten solar
vast bane
#

Vow of Enmity, advantage on attacks against a status effect on an actor

molten solar
vast bane
#

vanilla rangers favored enemy too

#

wait thats more of a baboni thing

molten solar
#

Boy really saw me saying eff off on adding anything to do with advantage in bab and made a module out of spite.

#

Nice.

vast bane
#

Advantage Macro basically

violet meadow
molten solar
#

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.

violet meadow
#

Is that an actual 5e thing? πŸ€”
But still why not πŸ˜„

molten solar
violet meadow
molten solar
#

It'll be years

#

... or you can make a PR

scarlet gale
#

That issue appears to me like it's not ever going to get touched

keen remnant
#

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

scarlet gale
#

Like the spell not working?

#

For certain fiends and stuff

#

Undo button the easiest

vast bane
#

@violet meadow Nature's Ward in midi sample items would be another example of advantage conditionals.

scarlet gale
#

Along with deleting any effect it creates

vast bane
#

can you make a reaction that just cancels the workflow?

violet meadow
#

Active Aura unlimited radius, creating an Actor onUse. PreItemRoll checking item to be rolled against that

vast bane
#

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

keen remnant
#

Well that does nothing against 1/2 damage on save type spells

vast bane
#

would need magic to prevent natural 20

keen remnant
#

Can do di.all

#

and remove CE Effects manually

vast bane
#

the legendary resistance item makes you take nothing from a save effect

keen remnant
#

other option is auto roll counterspell

#

dont know how to check for spelllevel tho

vast bane
#

counterspell isn't a thing that I've seen, if you got it share it!

#

spell level is in the workflow

violet meadow
#

Having said that, whatever you happen upon, share it via DMs to find them easier πŸ˜‰

#

@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.

vast bane
#

that would basically let us put what we're putting in the effect macro on the stored item's item macro?

violet meadow
#

Sounds about right

vast bane
#

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:

violet meadow
#

But why!

keen remnant
#

Wyld

vast bane
#

Lets you setup an archetype spellbook on the fly

violet meadow
#

Yeah but still this SHOULD be done with a batch createEmbeddedDocument

vast bane
#

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?

violet meadow
#

You can have an Item. Transfer Effect to Actor on Equip. DAE macro execute, create all linked Items on Actor

vast bane
#

can I create using the uuid?

violet meadow
#

yes

#

well uuid not exactly. Actually scratch that, its a uuid in the compendium.

vast bane
#

there a way to instead use the name found in a compendium just incase I delete/and add a new of a spell?

dark canopy
vast bane
dark canopy
#

(and the actors with hundreds of items...etc etc)

vast bane
#

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

dark canopy
#

just pointing it out -- it all adds up

vast bane
#

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:

violet meadow
#

You can get the Items by name from a compendium if that's what you need

vast bane
#

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

violet meadow
#

You have it with the new DAE thingy

keen remnant
#

doesΒ΄t Magic Items Module do exactly that

vast bane
#

MIM is very very finicky to the point of not useable with midi

#

Items with Spells is superior

violet meadow
#

I imagine with macro.createItemRunMacro you can have a spellbook created in an instant!

vast bane
#

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

violet meadow
#

When the spellbook Item gets created, the itemMacro will be executed and the rest of the spells created!

vast bane
#

the duplication of ae's is whats keepin me back

violet meadow
#

Or at least that's what I believe can happen πŸ˜…

#

Solved in the .21 too it seems like (not out yet)

scarlet gale
#

Duplication bug appears already fixed?

tepid dock
#

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?

spice kraken
#

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

tepid dock
spice kraken
#

For what kind of attacks. Everything to everyone?

tepid dock
#

Every melee attack from the weilder of the feature to anything else

spice kraken
#

flags.midi-qol.critical.mwak | Custom | 19

tepid dock
#

Awesome! Thanks

spice kraken
#

And make the duration 10 rounds

#

Set it to 2 and test first

tepid dock
#

Where would check to confirm it worked? The special attributes?

spice kraken
#

Make an attack

tepid dock
#

ahh ok

#

Ok so it wont change here?

spice kraken
#

Definitely not

tepid dock
#

Ahhhh ok

spice kraken
#

And that would be for a permanent change

tepid dock
spice kraken
#

No

tepid dock
#

I did Grants

spice kraken
#

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

tepid dock
#

Right, yea that was my bad, I misread.

#

But now everything is critting

#

regardless of 2 or 19

spice kraken
#

Show me the effect tab of both the actor and the target

tepid dock
#

Target

spice kraken
#

Now show me the chat

tepid dock
spice kraken
#

Just to be safe, delete the effect on the source actor

#

And use 2 test actors

tepid dock
#

And test attacking again?

spice kraken
#

Yeah

#

On 2 completely new actors

#

Also don't attack with advantage

tepid dock
#

Yea removing the effect drops the constant crit, and the new test actor and test enemy are attacking normally

spice kraken
#

Ah, my bad

#

Wrong key
flags.dnd5e.weaponCriticalThreshold | Upgrade | 19

tepid dock
#

yeee no worries

tepid dock
sleek glacier
#

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 ^^

scarlet gale
sleek glacier
#

True that ^^

scarlet gale
#

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.

sleek glacier
#

Where do you find those generate effects? In midi settings ?

scarlet gale
#

In the ddb importer settings

sleek glacier
#

Ok will try that when i'm at home... But that doesnt solve the d20 damage problem right?

scarlet gale
#

Also on the character import window too

#

It should? My import works fine

sleek glacier
#

Can you choose when to apply bardic inspiration ? If so theres a problem with my settings it seems

scarlet gale
#

Yep

#

Check with the ddb importer Discord

#

They can help you troubleshoot it better

sleek glacier
#

Hm yeah i think i will create a bard first without ddb, then i get i can be shure its an ddb problem

vast bane
#

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.

sleek glacier
vast bane
tribal hill
#

Subclass

vast bane
#

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..

sleek glacier
vast bane
#

imported, so this sounds like ddb importer, what is the subclass

sleek glacier
#

No subclass yet, level 2 bard...

vast bane
#

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

sleek glacier
#

I have none of these mods, not sure about advanced spell effects

vast bane
#

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

sleek glacier
#

Yeah but it rolls hit and damage with d20, do i have to use bardic inspiration from midi? πŸ€”

vast bane
#

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

sleek glacier
#

I'm at work now sorry, cant show, no valor bard but like in your screen (lower part) 2 times d20 roll

vast bane
#

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

sleek glacier
#

The point is, mine are both rolled with d20... Will get you some screensjots when im at home

vast bane
#

sounds like a bad import

sleek glacier
vast bane
#

While you have the bardic buff on you

#

(if you are using the right bardic item in midi sample items)

sleek glacier
#

And if you dont wanna it to apply you click x?

violet meadow
vast bane
#

I think there was more than one duplication bug

#

there was definitely still one in 19

violet meadow
#

.20 should have squashed them

fathom socket
#

can i use the actors max health as a variable in an active effects Effect Value?

vast bane
#

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

fathom socket
#

uh nice that helped thank you

sleek glacier
#

@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

vast bane
#

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"

sleek glacier
#

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

dark canopy
vast bane
#

delete it and go get the sample items

#

its 1d6[no damage] and likely the same as the srd bardic right?

sleek glacier
#

in the srd bardic there is no 1d6 dmg in the red circle πŸ˜„

vast bane
#

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

sleek glacier
#

oh got it wrong... there is... bardic inspiration DND2.0.2 MQ10.0.10 ^^

#

is that the right one?

vast bane
#

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...

sleek glacier
#

have none of those... but with midi bardic the first part works, no damage for my rogue ^^

vast bane
sleek glacier
#

but if my rogue attacks i get this... delete shortsword too?

vast bane
#

(with a natural 1)

sleek glacier
#

shure but notice the lower part ^^

vast bane
#

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

sleek glacier
#

so all 3 are hit rolls?

vast bane
#

The whispered rolls are showing you the before and after bardic

#

yes

sleek glacier
#

oh...

#

allright pretty new to foundry sorry i wasted your time but i got a lot smarter πŸ˜„ thanks very much case closed πŸ˜„

vast bane
sleek glacier
#

how can i adjust them to ... non vanilla? πŸ˜„

vast bane
#

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

sleek glacier
#

i was just saying, i got no midi SRD Compendium πŸ˜„

vast bane
#

the link here you have to manually install in the manual field at the bottom of the addons menu

sleek glacier
#

but will get it there...

vast bane
#

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

sleek glacier
#

hmm so i will just have to test it and if some spells/items behave strange, swap it out at least

vast bane
#

most spells will just be spell cards and maybe a simple damage roll

#

unless you utilize the compendiums

velvet raptor
#

@vast bane so the MASIF is what I want I would presume? πŸ˜…

vast bane
#

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

vast bane
velvet raptor
#

For now, I just wanna automate sapping sting and it throwing the enemy prone if they fail.

vast bane
#

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

velvet raptor
#

I mean it adds the prone condition to the token, but it doesnt recognize it as the prone condition? I guess?

vast bane
#

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?

velvet raptor
#

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.

velvet raptor
violet meadow
#

It the Prone condition added on the actor, created by a module?

velvet raptor
#

That would be DAE in this case.

violet meadow
#

No I mean do you have DFreds CE or CUB?

velvet raptor
#

Dont have DFreds and am not sure what CUB is.

violet meadow
#

Combat Utility Belt

velvet raptor
#

neither

vast bane
#

@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

velvet raptor
#

Si senor.

vast bane
#

your a midi user, you want fancy conditions with automation

velvet raptor
#

ok

vast bane
#

but that wrench is broken imo

velvet raptor
#

it wasnt me, i swear. πŸ˜„

vast bane
#

It should use the 3 keys, not the whole prone

violet meadow
#

Yeah the DAE dropdown menu probably is creating a "different" effect

vast bane
#

I don't see a point in using the wrench shortcuts if they break like that

violet meadow
#

Sounds like a bug πŸ€”

vast bane
#

Hes probably on the newest, I'm on 14

#

so its been around a while

keen remnant
#

@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?

vast bane
violet meadow
#

Make it name

vast bane
#

this could be whats causing it I dunno what these do ever lol

violet meadow
#

There isn't an origin when you create it manually so that's the issue probably

keen remnant
vast bane
#

name fixes it

violet meadow
#

I always forget that. I think Name should be the default but not sure of what/if anything else fails with that

vast bane
#

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

vast bane
violet meadow
# keen remnant <@547736620649021450> Do you know what the workflow would be if you want to only...

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?

keen remnant
#

ItΒ΄s magic immunity for the creature bearing the trait.

violet meadow
#

Name of the Trait?

keen remnant
#

I mean i can make it Any but "Lesser Magic Immunity" currently

vast bane
#

Theres a cat with this ability

#

I forget its name

keen remnant
#

funny the creature is a cat, bruhh

violet meadow
#

Try the edited one quickly @keen remnant

keen remnant
#

ye sec

violet meadow
#

another edit

#

ffs...

#

I think now 🀞

vast bane
#

Its gonna mess up aoe spells

violet meadow
#

Should just untarget them 🀷

vast bane
#

oooh ok

violet meadow
#

Not sure about the timing in the workflow, but that is the quick test for πŸ˜„

keen remnant
#

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

violet meadow
#

Split sec

keen remnant
#

sure

violet meadow
#

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

keen remnant
#

by F12 Console? ok

#

ye

violet meadow
#

yes

velvet raptor
keen remnant
#

let me realod

keen remnant
vast bane
#

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

violet meadow
keen remnant
#

LEts Try

vast bane
#

you can put that hook in worldscripter module

violet meadow
#

Yeah, after we confirm working order. I cannot test it now.

keen remnant
#

Welp, not realy

#

Was at first level

violet meadow
#

It the Item called "Lesser Magic Immunity" case sensitive?

keen remnant
violet meadow
#

OK I will test in a bit

velvet raptor
vast bane
whole cobalt
#

I trying to activate a reaction on the damage type of the attack. Can someone help me with what this should be.

keen remnant
#

"Reaction on damaged" most likely?

vast bane
vast bane
#

you can set the reaction to reaction or reaction damaged and it will prompt in every attack against that actor

whole cobalt
vast bane
velvet raptor
velvet raptor
#

oh.

vast bane
#

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

keen remnant
#

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.

violet meadow
#

@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))
}
})

keen remnant
#

Is the old one doing anything, to mess with it?

violet meadow
#

If you want the warning remove the //

#

reload to yeet the old one

keen remnant
#

no error

#

nope, idk why

#

now when the creature fails it prompts me to Lres, and another Lres window

violet meadow
violet meadow
#

Is the Madison Occulti a linked or unlinked token?

keen remnant
#

you tell me

violet meadow
#

The checkbox underneath is the one we need πŸ˜„

keen remnant
#

unlinked i guess

#

aka not checked

violet meadow
#

OK so the token on the canvas, does it have the Item? The Lesser Magic Immunity one?>

keen remnant
#

yes

violet meadow
#

OK do you cast the spell from the same client that you ran the script in its console?

keen remnant
#

yes

#

all same client

violet meadow
#

Is Bane the Item from the Spells (SRD) compendium?

keen remnant
#

Think so

velvet raptor
keen remnant
#

Replaced most with the MIDI versions (wherever possible/available)

#

Including Bane

#

Reload

#

paste

#

tried

#

can do it again @violet meadow

celest bluff
dull sinew
#

Guys, if I configure an AE without a duration, it's normal it last only for 1 turn?

keen remnant
#

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

dull sinew
#

It's a AE that I am creating

#

And the AE don't have a duration

keen remnant
#

tied to nothing with no time indicator

dull sinew
keen remnant
#

that should stay unless otherwise removed

dull sinew
#

well, it's not

keen remnant
#

any special durations set?

dull sinew
#

it last only 1 turn

dull sinew
#

nothing

#

nada

#

zero

keen remnant
#

How long is it supposed to last by default?

celest bluff
#

No duration should be a passive

keen remnant
#

Then set a passive effect (with an item or Feature)

#

not a AE

dull sinew
#

It's just this

keen remnant
#

AC Bonus?

celest bluff
#

If it's a temporary effect, set a duration

dull sinew
keen remnant
#

then set -1? in duration

dull sinew
#

It last until the player wants do last

celest bluff
#

Then make sure to set to transfer equipped checked

keen remnant
#

Just make an item with flat +2 ac

#

and make it equipbased

dull sinew
keen remnant
#

yes

dull sinew
#

They rolled and then the effect stays as long as they want

celest bluff
#

I also wouldn't suggest making ac bonus ae, they tend to slow down interactions with that actor

dull sinew
#

The point is: it's normal the effect last only 1 turn when there's nothing set on duration?

dark canopy
#

πŸ€” but ac.bonus is exactly for AEs to give ac bonuses...

dull sinew
#

I mean, the normal would be that the effect last "forever", right?

celest bluff
#

It does have to calculate everything each time an attack is made. Just saying

vast bane
dark canopy
#

AC is prepped in derived data and unless the actor data is modified, its static

vast bane
dark canopy
#

now, yes, if you use AEs for anything and everything, eventually, things will slow down -- but ac bonuses are well suited for AEs

dull sinew
vast bane
celest bluff
#

I would define the turn info in the Dae config. When should it expire? You can also use times up to set an expiry

dull sinew
#

Thats the point! It doesn't expire!

#

Let me explain again

vast bane
#

just put a value in force show and call it a day ignore the duration tab completely

dull sinew
#

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.

vast bane
#

that forces it to be a passive temporary

dull sinew
celest bluff
#

Aura, then yeah set no duration.

vast bane
#

you must have a duration set in details

dull sinew
#

i didn't use Aura

celest bluff
#

But you won't get an icon unless set to override it

dull sinew
#

it's not configure

vast bane
#

show me the item details

celest bluff
#

that reads like an aura

vast bane
#

every single dfreds CE utilizes this, so it can't not work

dull sinew
vast bane
#

wrong duration

dull sinew
dull sinew
vast bane
celest bluff
#

Unless you activate it to give each player the bonus once then it set for 1 minute

dull sinew
#

I think you guys didn't understand...

#

There is NO duration

vast bane
#

can you show me the items details please

dull sinew
#

The bonus will stay like, forever

vast bane
#

thats what you want right?

celest bluff
#

Then set no duration, it'll be a permanent passive

dull sinew
#

It's in portuguese

vast bane
#

you have a duration set

#

it won't be forever if you set a duration

dull sinew
vast bane
#

yes it does, DAE takes the items duration and applies it to the effects duration

dull sinew
vast bane
#

its right there in your image lol

celest bluff
#

Then set the duration 100 days or whatever

vast bane
#

clear "instantaneous"

dull sinew
#

it never does that before

celest bluff
#

Yeah instant get rid of it

vast bane
#

DAE will take what you have there and apply it to the ae

dull sinew
#

Jesus Christ... it's exactly that...

vast bane
#

its actually a really good QOL feature, but it got in your way

celest bluff
#

Don't use instant

vast bane
#

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

dull sinew
#

If I have an duration set on AE and a different one in item, what happens?

violet meadow
#

Fireball in instant. Bonus of 1 turn is not instant

vast bane
#

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

dull sinew
vast bane
#

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 πŸ˜‰

dull sinew
#

If you pick a player that never playes RPG?

vast bane
#

then just tell em why

dull sinew
#

That only wants to learn?

celest bluff
#

Dunno if it's still the case, instant will add an icon on those affected by templates

vast bane
#

but also can you come up with that use case?

#

I can't

dull sinew
#

Yes

vast bane
#

or do what cyrmic said and add a 999999 duration to it

dull sinew
#

I am in a table with 2 people who never played RPG

violet meadow
dull sinew
#

They know nothing about it

vast bane
#

Good you get to mold two fresh minds

dull sinew
#

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

vast bane
#

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

dull sinew
#

I learn a little more today

vast bane
#

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

celest bluff
vast bane
celest bluff
#

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.

vast bane
#

If the effects duration is more than the items, the higher takes precident

opaque patrol
#

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?

violet meadow
opaque patrol
violet meadow
vast bane
#

you could make it a free reaction

violet meadow
#

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

opaque patrol
violet meadow
#

yeah or a World Script should suffice 🀷

#

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

opaque patrol
violet meadow
#

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 🀷

earnest loom
#

Does someone has a working Sanctuary spell example I could copy from ?

earnest loom
vast bane
#

aka fast forward

earnest loom
vast bane
#

then chris' method is the way to go

earnest loom
#

So this a macro that would be activated from the Cleric macro bar ?

scarlet gale
#

Add as a world script, I personally use world scripter (a module) to do this.

vast bane
idle stag
#

Does anyone know is it possible to count Spell Sniper feat using Simbuls Cover Calculator and Midi Calculate Cover section?

vast bane
#

spell sniper has a key in midi

earnest loom
vast bane
#

Actually its core, before Zhell comes and yells at me:

idle stag
vast bane
#

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:

idle stag
# vast bane

Sorry I don't understand where to look for.. Can you give a hint please

scarlet gale
#

On the character sheet just check the special trait called Spell Sniper.

scarlet gale
#

@vast bane You have a player with Death Ward right?

#

This will only catch automatic damage application from midi. But 99% of the time that should be fine.

earnest loom
#

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 ?

scarlet gale
#

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.

earnest loom
scarlet gale
#

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.

violet meadow
# scarlet gale Death Ward was surprisingly easy to setup as a world script: https://github.com/...

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

scarlet gale
#

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?

scarlet gale
violet meadow
violet meadow
scarlet gale
#

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.

violet meadow
#

I don't exactly remember how it works. Stores the spell at whatever level it was cast and release when needed?

scarlet gale
#

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.

violet meadow
#

Interesting!

vast bane
scarlet gale
#

But then the scaling would go from the new base level?

#

I need it to think it's upcasted I think

violet meadow
#

Too many Aperol Spritzs to think clearly, but let's see πŸ€”

scarlet gale
#

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

violet meadow
# scarlet gale I feel like I can place a new flag on the spell then add a on use macro to it th...

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 🀷

yeah works for upcasting with MidiQOL

violet meadow
#

Here we go

#

12th level Fireball πŸ˜„

scarlet gale
#

nice

violet meadow
#

Dnd5e Hooks ❀️

sudden crane
#

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

scarlet gale
molten solar
violet meadow
#

I know. I like the structure so as to remember things

molten solar
#

mergeObject then πŸ™‚

violet meadow
molten solar
robust vault
#

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. πŸ™‚

coarse mesa
#

Interesting.... you mean we can have the best of both worlds?

robust vault
#

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

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...

coarse mesa
#

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?

robust vault
# vast bane Why are you using two rollers?

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.

vast bane
#

you can do that with midi though 0_o

coarse mesa
#

to a degree... RG will let you have seven different damage rolls if you want

vast bane
#

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?

coarse mesa
#

and does it still apply AEs, if it should

vast bane
#

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?

coarse mesa
#

a merge card with two different damage buttons 😲

robust vault
vast bane
#

Lets see the workflow of the damage?

#

I don't see check hits

#

I suspect shennanigans

robust vault
#

when you fire both damages, they are automatically applied.... in my case to npc only

vast bane
#

why would you fire both?

coarse mesa
#

we may have been living a lie.... unless something recent has made it start working?

vast bane
#

I still don't see what its doing that midi doesn't already do

coarse mesa
#

(until Z finds a way to prevent it)

robust vault
#

depends on the condition, sometimes want to roll one, or both

vast bane
#

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?

molten solar
coarse mesa
#

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

robust vault
vast bane
#

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

molten solar
#

RG just does some tomfoolery, and then rolls damage with a slightly modified version of the original item in memory

vast bane
#

have you setup chromatic orb with RG and midi yet?

#

That'd be a great use case test

molten solar
#

It all results in the core system rollDamage method

vast bane
#

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

molten solar
#

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.

coarse mesa
#

midi might be none the wiser

molten solar
#

So if it doesn't work, that is of course on midi. 😎

robust vault
#

the workflow dmg

coarse mesa
#

look at that! midi and RG living in harmony

molten solar
#

(I can't read Midian, what does it say?)

robust vault
#

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.

vast bane
coarse mesa
#

it is working though

#

it's just not the midi-optimal way to do it

vast bane
#

no its not lol, that is the exact reason why we said no mre or rg

violet meadow
vast bane
#

it breaks the damage up and breaks the workflow

robust vault
molten solar
vast bane
#

So it could be used for Chromatic orb

molten solar
#

Like, I dunno. Versatile - but you have 5 different dice.

vast bane
#

cause the secondary formulas fire a midi workflow

coarse mesa
#

RG is like Versatile+

vast bane
#

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

robust vault
#

i can roll between 2 different dmg

vast bane
#

thats what V is for in midi

robust vault
#

one, or both

molten solar
#

or the other, then the first.

vast bane
#

Other is hijacked by midi

coarse mesa
#

it's just good to know the option is there... thanks @robust vault

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.

molten solar
#

or the third, the first, then the second, fourth, then fifth, and seventh, seventh, seventh, seventh, seventh--

vast bane
#

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

coarse mesa
#

we don't FF damage anyway

robust vault
#

you can go fast fowarding but only attack rolls

molten solar
#

(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)

vast bane
#

I just don't see a use case.

molten solar
#

Don't need to.

vast bane
#

I'm keeping it on the list

robust vault
coarse mesa
#

if you had a scribes wizard it would be very handy

violet meadow
#

For a less automated workflow it might be a good combo

vast bane
#

but your example is automatic in midi if you'd just turn off rg

molten solar
#

You obviously don't have to install it, Moto. Neither do you Lukas, you have enough mo-- oh there he goes.

vast bane
#

The debate was whether it belonged on the list

violet meadow
#

I won't. I hear you Zhell. I SEE you

robust vault
#

if you don't automate concentration, it can be a super combo.

violet meadow
#

Put concentration notifier then in the mix πŸ˜…

vast bane
#

Does it even transfer effects?

molten solar
vast bane
#

and does it transfer the effects for each damage

coarse mesa
#

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)

violet meadow
#

Module management+ does offer some infrastructure for that in the meantime

vast bane
#

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

coarse mesa
molten solar
#

... add some <> to that copy pasta

vast bane
molten solar
#

Yes

vast bane
#

around each url?

molten solar
#

Yes

robust vault
#

solved the saving throw issue, just put in the item field chat message flavor the warning

scarlet gale
robust vault
violet meadow
# scarlet gale I do...

I think Lukas meant other nmodules don't interact with that infrastructure πŸ€·β€β™‚οΈ

scarlet gale
#

Ah

coarse mesa
#

For a second there I thought Chris was making modules

violet meadow
#

Or at least not enough

scarlet gale
#

If it wasn't for making non-srd stuff I would throw my stuff into a module

violet meadow
#

(another note in the to-do list)

vast bane
molten solar
#

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?

violet meadow
#

Don't use specific text

#

He had yeah. As a premium module not listed I think

molten solar
#

Yeah, just use the name and give setup instructions.

vast bane
#

Yeah MASIF uses the description as a setup instructions window only

scarlet gale
#

Guess I'll have to look into it some time

vast bane
#

No pressure

scarlet gale
#

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.

scarlet gale
#

Like what else exists beyond "consumeSpellLevel"

violet meadow
#

Yeah logging the (...args) of the Hook is my go to

dark canopy
coarse mesa
scarlet gale
coarse mesa
#

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 🀏 )

sleek pulsar
scarlet gale
#

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.

spice kraken
#

Was I @'d here?

violet meadow
violet meadow
spice kraken
coarse mesa
#

Thought better of it

#

(wasn't me)

spice kraken
#

🧒

#

haha

scarlet gale
#

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.

velvet raptor
scarlet gale
violet meadow
#

@gilded yacht πŸ‘†
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).

coarse mesa
#

That feels very D&D tbh. Destroy the item and all the nasty effects dissipate

scarlet gale
#

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.

violet meadow
violet meadow
scarlet gale
#

Well

#

I need to use the original actor's stats as well.

#

Spellcasting ability modifier + bonuses

violet meadow
#

Do you let the original caster, cast it before "storing" it?

scarlet gale
#

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

violet meadow
#

Ah sorry, its storing. Not like a reaction when another spell is cast

scarlet gale
#

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

violet meadow
#

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)

scarlet gale
#

ah

#

much easier

violet meadow
#

The same for .getDerivedDamageLabel() is helpful as well

scarlet gale
#

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?

violet meadow
#

True. Would it be a fair assumption that in all cases the @mod and @prof will be included in the parts?! πŸ€”

#

You can get them from the rollData and replace them

scarlet gale
#

yea

#

Surely there is a function somewhere that does the trouble of evaluating this stuff?

violet meadow
#

You might be able to do a MidiQOL dummyworkflow and get it

#

simulateAttack or something

molten solar
#

lol

#
const parts = theStuff;
const formula = Roll.replaceFormulaData(parts.join(" + "), someDudesRollData);
#

Pay attention to @mod tho

scarlet gale
#

What about it?

molten solar
#

Just make sure its in the roll data

violet meadow
#

you can invoke "others" rollData

#

OK here goes another way πŸ˜„ ```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

scarlet gale
#

yea

violet meadow
#

Just put new Set([token]) instead of game.user.targets to make sure that it has a "valid" target

scarlet gale
#

Got it working with that

violet meadow
#

Well now more coffee...

scarlet gale
#

thanks

violet meadow
#

@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"})

fringe crag
#

i am very new to programming such stuff. Where Do I put this? :/

violet meadow
fringe crag
#

and the code into the larger one where 1 stands for the other?

violet meadow
#

Click ItemMacro

#

paste the code in there

fringe crag
#

ah up there sorry. One sec.

violet meadow
#

Make sure that in the Item Macro module settings this checkbox is NOT checked

#

Target put Self instead of None

fringe crag
#

it works fantastic!

#

Thank you very much!

#

@violet meadow I cant put Items in my character sheet now. may I have done something wrong?

wicked geyser
#

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.
violet meadow
#

Are you the GM? A player?

fringe crag
#

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

violet meadow
#

Open the console (F12) and check for any red errors if this happens again

#

@wicked geyser what version of MidiQOL do you have?

violet meadow
#

MidiQOL sample Items now have the Toll the Dead 10.0.13, which should correctly deal with that 🀷

#
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);
}
wicked geyser
#

weird. Maybe another module overwrote it. I'll look into this. It was an easy enough fix regardless.

violet meadow
#

Yeah indeed.

fringe crag
#

If I wanted to automate the crimson rite damage buff. I can do it via Item.macro aswell?

scarlet gale
#

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.

fringe crag
scarlet gale
#

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.

#

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.

vast bane
#

Get Lukas on that ;p

fringe crag
scarlet gale
#

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).

fringe crag
#

I didnt have the Effect Macro module. I'll check again

scarlet gale
vast bane
#

Effect Macro is a really great tool if you are gonna go all the way down the automation rabbit hole

fringe crag
#

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

scarlet gale
#

Make sure the target is also set to self on the feature, not sure what it default imports as.

vast bane
#

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

violet meadow
#
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.
fringe crag
scarlet gale
fringe crag
#

maybe I did something wrong when creating the class

scarlet gale
#

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.

fringe crag
#

looks right as far as I understand it

scarlet gale
#

Look for any spot that has a return

#

and see what's above it

fringe crag
#

Can it be the icon? because there is a lot of 'icon': 'icons/skills/melee/strike-sword-blood-red.webp', in it

scarlet gale
#

nah

fringe crag
#

if (!damageType) damageType = await chris.dialog('What Crimson Rite?', riteMenu);
if (!damageType) return;

#

u mean something like this?

scarlet gale
#

Sanity check, do you have any weapons equipped?

fringe crag
#

πŸ˜„

scarlet gale
#

Errors in console?

#

After using the feature specifically.

fringe crag
scarlet gale
#

Hide warnings

#

and try again

#

(click custom levels then uncheck warnings)

fringe crag
#

yea I found it. But I have a hard time to see what Time what message is from

#

thats all I get

scarlet gale
#

No errors then

#

And you're sure you have warpgate?

#

Do you get a dialogue when you roll the feature?

fringe crag
#

I get no dialogue.

#

but I dont have any Options

vast bane
#

are you trying to use it on an npc?

scarlet gale
#

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

fringe crag
scarlet gale
#

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.

fringe crag
#

oh have to redo that