#MidiQOL

1 messages · Page 91 of 1

vast bane
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Once you have the macro, and Item Macro module, the user just above here shared exactly what you need, simply replicate what they have shown in the image

#1010273821401555087 message

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Pro tip when looking at macros on github, use the copy raw button:

tulip dawn
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do i need to install ddb importer module ?

vast bane
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@fringe brook
Sources of premade stuff for Midiqol:

Midi Sample Items Compendium(comes with the module)

Midi SRD's compendiums
https://foundryvtt.com/packages/midi-srd

More Automated Spells Items and Features compendiums No longer available, merged into CPR
https://foundryvtt.com/packages/more-automated-spells-items-and-feats No longer available, merged into CPR

Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros

Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros

Chris' Module form of his macros:
https://foundryvtt.com/packages/chris-premades

Dfred's Convenient Effects:
https://foundryvtt.com/packages/dfreds-convenient-effects

Activation condition examples by ThatLonelyBugbear
https://github.com/thatlonelybugbear/FoundryMacros/wiki/MidiQOL-activation-conditions-examples

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click on the MrPrimate url here

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find booming blade in his spells folder

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once you click the copy raw button in the top right of the macro page, paste it into the item macro of Booming blade, then in the image above by the other helpful user here, replicate all the settings of the details tab of his booming blade item

scarlet gale
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the booming blade macro I think needs some setup on the DAE for it

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actually, apparently not

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It's just item macro run after active effects

vast bane
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yeah that looks like crymics isn't it?

fringe brook
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is there a way for players to "stand up" from prone?

fringe brook
vast bane
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ah you had me on that for a second Chris lol

scarlet gale
vast bane
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I'm lovin the Zealous presence addition btw

scarlet gale
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Such as prone

fringe brook
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will that take half their speed?

scarlet gale
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Only if you use the drag ruler suite

fringe brook
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wait, is there a limit on how far tokens can move during at urn?

vast bane
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Someone ridiculously made a macro.createItem for prone that was a special action that removed prone lol, but yeah just right click and remove the status

fringe brook
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hm i got the drag ruler

scarlet gale
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Drag ruler and drag ruler 5e integration

vast bane
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I actually don't do halve speed on stand up/mount, instead I do 10 movement speed flat, I feel it punishes fast characters too much

scarlet gale
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removing prone should remove half of the remaining speed left with drag ruler

fringe brook
scarlet gale
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just make sure you have condition based movement on I think

vast bane
fringe brook
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once i took off prone the character went back to 30ft movement

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but maybe it's limited if the person conntrolling it isnt the GM (me)

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will have to test with someone

vast bane
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are you in combat?

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cause movement speed technically only matters in combat

scarlet gale
fringe brook
vast bane
scarlet gale
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Was just curious

vast bane
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I kinda assumed you employed the mass cure wounds dialog for it

fringe brook
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but it's not a midiqol issue for sure 🙂

scarlet gale
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yea

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It'll only make the dialog if the range special feature returns more than 10 targets

vast bane
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I just don't automate that so have no positive input

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so much of midi has its tendrils in everything else its hard to judge when something should be in another channel half the time

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I actually kinda feel bad for WIRE, I feel it could benefit from being included over here as it lacks dedicated support like midi has.

fringe brook
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why is the damage halved 😄 because he saved the saving throw?

vast bane
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The aptly named "HALF DAM SAVE"

fringe brook
tulip dawn
vast bane
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cause when you need to check said box, you are always pissed off you forgot to

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so I always read it as Half Damn save lol

fringe brook
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no boxes are checked, which i feel like is right?

vast bane
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it isn't cause roll other automation neds it

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the importer probably needs an issue report for it fwiw

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if you didn't make that from scratch

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OR you imported it prior to midi/dae automation

fringe brook
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i mean ... both?

vast bane
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by default an item with a save in it will halve all damage unless you check a box to not

fringe brook
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so i checked half dam save and he still only takes half damage on a save

vast bane
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So I think you want "Full Dam Save"

fringe brook
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he should take full damage, the save is only for being knocked prone

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thank youuu

vast bane
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I deal with it all the time, I find those named perfectly for every time you wind up having to check em lol

fringe brook
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I feel like i must add the "prone" effect to the bite action too

vast bane
fringe brook
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dont worry, already done that

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but many enemies have bites T_T

vast bane
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if you don't have dfreds ce, you are midiqoling wrong

fringe brook
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and all of them need that

vast bane
# fringe brook

if you did it dfreds way it wouldn't need the ridiculous duration fwiw

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the force show field on the first tab can force it to temporary without a duration

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I perosnally put the name of the effect in the force show field, but technically there just needs to be ANYTHING in it

fringe brook
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what's dfred way?

vast bane
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Usucually something uniform

fringe brook
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way*

vast bane
fringe brook
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is convenient effects from dfred? 😮

dark canopy
fringe brook
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how do i get packtactics to work? it works for my winterwolf but not my normal wolf

vast bane
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I'm stubburn so I don't update my items to hte new way till the old way breaks lol

short aurora
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If you have a working one for your winter wolf, have you tried dragging that feature over to your normal wolf? Maybe MrPrimate's importer imported a fixed one

fringe brook
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yes they have the same feature

fringe brook
# vast bane

did it that way, but pulled it to temporary effects

vast bane
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you can only drag and drop to items that are owned, which will drive the dnd5e guys nuts that its editing owned items but thats just how dfreds CE works sadly

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it will fail to drag to sidebar items oddly

fringe brook
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well, it worked

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all i gotta find out how to do now is pack tactics

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on wolves. my one player will not survive a winterwolf

fringe brook
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ty

vast bane
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I'd share mine but its on its last leg in an old way of doing it, would not recommend it

fringe brook
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I'm adding a new player to my campaign today, that's where all my new questions come from and I'll have a little 1on1 sesh with him

vast bane
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I wonder if pack tactics would be worth automating like magic resistance is in midiqol, where midi picks up the item name and doesn't need to be messed with

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Magic Resistance never has to be setup unless its a temporary effect, if its permenant midiqol will just auto detect the presence of an item by the name and auto grant resistance to spells/magic

fringe brook
# vast bane

prone goes into temporary effects, not passive effects for me, which is why i have to add the duration n stuff

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i think?

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another issue: somehow i cant do advantage/disadvantage with Ctrl/Shift/Alt/whatever anymore

vast bane
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then you don't have to needlessly apply seconds/rounds/turns to the item to be tracked unnnecessarily since its just a fake temp condition

vast bane
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(or they had ready set roll enabled)

fringe brook
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😦 ok I am guity of all of these

vast bane
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since you recently mashed that update all button, my guess is you pushed yourself into the bad single branch of token action hud

fringe brook
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sooo I disable token action hud entirely?

vast bane
fringe brook
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btw it doenst work from the charactersheet either

vast bane
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or one of the other modules in the list

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what do you click on the character sheet to roll it, cause that standard/attack/damage button in the description is som eserioue weird shit that nobody should use

fringe brook
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where do i configure controls? i got none of the evil modules and disabled token action hud

vast bane
fringe brook
vast bane
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he split the module into peices and stopped updating the single branch, when you updated all you went to the last version of the single which has the broken key problem

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search for the dual setup modules outside if you want TAH to work again

fringe brook
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ok, got that

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still have my broken key(s)

vast bane
fringe brook
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is what im doin

vast bane
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disable all but socketlib, libwrapper, dae, and midi and try again

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If it stil doesn't work with just those 4, then its probably a problem in this button:

fringe brook
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i have a serious issue: cant get adv/disadv anymore

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not even prone gives the wolf advantage

vast bane
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oh god

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_< attribution god damn it lol

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I hate troubleshooting this one

fringe brook
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welp let's go, im doing find the culprit

vast bane
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no need

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I'm so adept at spotting this problem, here comes the copy paste

fringe brook
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uh

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i accidentally pressed escape while finding the culprit

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how do i turn on all my modules again?

vast bane
fringe brook
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or do i have to go back to guessing which ones were on?

vast bane
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Sigh Attribution

Turn on attribution in this setting:

fringe brook
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done

vast bane
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You can then click on the attack to expand it to see the flags associated and you are likely going to see this:

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ADV:hidden is your problem

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in my pin message here look for the message about hidden/vision settings

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and leave attribution on for now on so you can sus out that you have a disadvantage/advantage flag preventing advantage/disadvantage

fringe brook
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why it hidden tho

vast bane
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read the pin

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Midi now requires sight to be setup on all monsters or the players will get unseen attacker advantage. You can still toggle off vision check box, but range and detection settings must be present. You can shut this off in midi rules tab, second checkbox from the top.

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the dog has no vision setup and you don't have global illumination on

fringe brook
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ahg

vast bane
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also for the record

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both actors have that problem so if one is a playerk their vision is bad, or they are human

fringe brook
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fucks sake, we are playing in the dark and wolves apparently dont have darkvision

vast bane
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humanish

fringe brook
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so no matter how much advantage i force, it's counteracted by darkness

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neither wolf nor dragonborn see eachother

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T_T

vast bane
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correct, as it should

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technically midi was making things right here fwiw

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also nuanced thing, you don't have to have vision enabled, just setup:

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you can uncheck the top box if you prefer your monsters to have no vision settings turned on, midi actually reads the rest of it instead anyway

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I actually keep them checked though as I no longer have issues with performance hits when monsters have vision on

fringe brook
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can i do that for all monsters? or is that for each one seperate?

vast bane
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your problem is likely that both the dragonborn and the wolf have 0 vision range

fringe brook
vast bane
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you can get a macro that mass unchecks or checks that box

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the really cool thing is when you use stealthy andlightsources with this new midi automation

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some seriously fun stuff starts to play out in sessions

fringe brook
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nah, i guess it's all right this way... midiqol did everything right and i just forgot about vision rules

vast bane
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Stealthy is the new conditional visibility module for v10

vast bane
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the red haired dwarf that can see it has potion of truesight on, the dwarf at the bottom has a passive perception of 24 and the zombie has a stealth roll of 20

fringe brook
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will check after i play - thanks

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that is very cool actually. more automation is always better ...?

vast bane
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so now you can search here for "Sigh attribution" and get the copypaste for the very common hidden issue in midi lol

fringe brook
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I wouldnt even think of the words "Sigh attribution" tho

vast bane
vast bane
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you should update to the dual token action hud setup, the newest version is pretty slick

vast bane
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one nuanced issue is the settings are clientside so your players will have to resetup the settings since he didn't migrate settings

fringe brook
tulip dawn
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Ive tried to use the macro, but the atack its not usando the weapon atack formule neither the dmg , only the side effect ( 1d8 thunder)

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almost 2 hours on that i think i will do this manually

vast bane
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the process was literally laid out for you, you didn't need to spend 2 hours, i typed out the steps for you and someone shared the itemd etails all you had to do was follow the steps.

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Do you not have Item Macro installed?

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I'd send you the item myself in a Dm if I had it made but my wizard doesn't like either of those SCAG cantrips so I never made them.

tulip dawn
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yes i have and i tripple check on the posible conflicted modules

vast bane
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show us the item details tab of the spell

tulip dawn
vast bane
# tulip dawn

god that ui is attrocious, hit the minus key to the right of the damage formula to remove it

tulip dawn
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i put exactly like @random crescent

vast bane
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yeah the user was instructed to do the same but never did

tulip dawn
vast bane
violet meadow
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Prone statusEffect conditionals that should be working for mwak/msak up to 5ft away
and rwak/rsak more than 5 ft away.
flags.midi-qol.grants.advantage.attack.mwak | Custom | MidiQOL.getDistance(fromUuidSync(tokenUuid),game.user.targets.first()) <= 5
flags.midi-qol.grants.advantage.attack.msak | Custom | MidiQOL.getDistance(fromUuidSync(tokenUuid),game.user.targets.first()) <= 5

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flags.midi-qol.grants.advantage.attack.rwak | Custom | MidiQOL.getDistance(fromUuidSync(tokenUuid),game.user.targets.first()) > 5
flags.midi-qol.grants.advantage.attack.rsak | Custom | MidiQOL.getDistance(fromUuidSync(tokenUuid),game.user.targets.first()) > 5

vast bane
violet meadow
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Nope as far as I could see

vast bane
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wow ok thats gonna be a shock to my players lol

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I take it theres no all-attacks evaluation option?

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oh nm they are different

tulip dawn
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it works ,

vast bane
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midi very much does not like blank damage formulas, and the user you copied from put a 0 there to circumvent your issue

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but ultimately the correct advice is to remove the field

tulip dawn
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i deleted the thunder and ersality and thinks worked fine

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noted,

vast bane
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midi was likely throwing an error for the damage formula and then giving up on the rest of the stack causing the macro to never fire after active effects

tulip dawn
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uff , now i will try armor of agathys rsrs

vast bane
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AoA is best handled by installing CPR lol

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thats a complicated macro build

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it is technically doable on its own but theres serious instructions involved

tulip dawn
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i dont need all automatic only the effect on token and the temporary hp , the dmg part i can easily do manually

vast bane
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it doesn't get much easier than installing a module that lets you drag and drop it to a sheet and it just works fwiw. Downside is that CPR has like 10 depency modules to install

tulip dawn
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ty dude

stable aurora
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Hi there. I have this item macro that I cobbled together and it's working great except that the chat card is rolled as the GM, even if the player who owns targetActor is logged in and using the ability. I'd like to get it so that the player can see their damage roll, but not the save results. Do I need to add something for that?

const lastArg = args[args.length -1];
const tokenOrActor = await fromUuid(lastArg.actorUuid);
const targetActor = tokenOrActor.actor ? tokenOrActor.actor : tokenOrActor;
const saveDC = args[1]


if (args[0] === "on") {};

if (args[0] === "off") {

//locates wild magic imp
const imp= game.actors.get("J62onqKt6PuxBZxX").getActiveTokens()[0];


// notification if no imps found
if (imp == null){
ui.notifications.info("No imps found");
return;
}

//Creates spell effect
const areaSpellData = {
    _id: randomID(),
    type: "spell",
    name: `Wild Magic Imp Explosion`,
    img: 'icons/magic/fire/barrier-wall-explosion-orange.webp',
    system: {
      level: 0,
      chatFlavor: `The Wild Magic Imp explodes, dealing force damage each creature within 5 feet of it that fails a saving throw`,
      damage: { parts: [[`1d6[force]`, "force"]], versatile: "" },
      actionType: "save",
      save: { dc: saveDC, ability: "dex", scaling: "flat" },
      preparation: { mode: "atwill" },
      target: { type: "creature" },
    },
};
  

let areaSpell = new CONFIG.Item.documentClass(areaSpellData, {parent: targetActor});

//Targets creatures around the imp
let aoeTargets = MidiQOL.findNearby(null, imp, 5);

const options = {
        targetUuids: aoeTargets.map((t) => t.document.uuid),
        configureDialog: false,
};

await MidiQOL.completeItemUse(areaSpell, {}, options);

}```
violet meadow
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I guess the GM has created an imp with an AE, being deleted when the imp reached 0hp?

The off will be triggered on the imp owner’s client if I understood that correctly, which is still the GM

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You will need a midi socket to execute as a specific user

dark canopy
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!hp == true if hp = 0

violet meadow
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I might be missing something. I will check again later when I will not be on my phone

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The hp down to zero was just a guess on how the ability works 🤷

dark canopy
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yea, no comment on the functional accuracy

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just noticed that 0 == false comparison

violet meadow
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Yeah shouldn’t matter in this case, cause there should be a special expiration DAE call, if I guessed correctly

stable aurora
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The intended behavior is essentially the wild magic barbarian ability "An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action." In this case we're replacing the spirit with an imp. Player summons the imp using warpgate and gets an active effect on their character that expires at end of turn. When active effect expires it does the aoe

violet meadow
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Is advanced macros module involved? Maybe you have run as gym checked?

vast bane
stable aurora
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I do have advanced macros, the execute as GM box is unchecked

vast bane
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are we seeing the whole macro?

spice kraken
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Is there a sample item to handle pack tactics in v9?

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Hmm, wondering if an aura would be a solution

vast bane
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Its why I don't share it since its in the wiki in an easier format for v10

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and by my packtactics I mean bugbears first iteration of it

stable aurora
# vast bane are we seeing the whole macro?

This is the whole macro, just includes a sequencer effect and dismissing the imp

const lastArg = args[args.length -1];
const tokenOrActor = await fromUuid(lastArg.actorUuid);
const targetActor = tokenOrActor.actor ? tokenOrActor.actor : tokenOrActor;
const saveDC = args[1]


if (args[0] === "on") {};

if (args[0] === "off") {

//locates wild magic imp
const imp= game.actors.get("J62onqKt6PuxBZxX").getActiveTokens()[0];


// notification if no imps found
if (imp == null){
ui.notifications.info("No imps found");
return;
}

//Creates spell effect
const areaSpellData = {
    _id: randomID(),
    type: "spell",
    name: `Wild Magic Imp Explosion`,
    img: 'icons/magic/fire/barrier-wall-explosion-orange.webp',
    system: {
      level: 0,
      chatFlavor: `The Wild Magic Imp explodes, dealing force damage each creature within 5 feet of it that fails a saving throw`,
      damage: { parts: [[`1d6[force]`, "force"]], versatile: "" },
      actionType: "save",
      save: { dc: saveDC, ability: "dex", scaling: "flat" },
      preparation: { mode: "atwill" },
      target: { type: "creature" },
    },
};
  

let areaSpell = new CONFIG.Item.documentClass(areaSpellData, {parent: targetActor});

//Targets creatures around the imp
let aoeTargets = MidiQOL.findNearby(null, imp, 5);

const options = {
        targetUuids: aoeTargets.map((t) => t.document.uuid),
        configureDialog: false,
};

await MidiQOL.completeItemUse(areaSpell, {}, options);

//plays explosion effect
await new Sequence()
    .effect()
        .file("modules/jb2a_patreon/Library/Generic/Explosion/Explosion_04_Dark_Red_400x400.webm")
        .atLocation(imp)
        .aboveLighting()
    .play()

//removes imp token
warpgate.dismiss(imp.id);
}```
violet meadow
stable aurora
vast bane
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oh shit super, I never v10ified it:

if (args[0].macroPass === "preAttackRoll") {
    if(!token || args[0].targets.length < 1) return;
    const target = args[0].targets[0].object;
    const creatures = MidiQOL.findNearby(CONST.TOKEN_DISPOSITIONS.HOSTILE,target,5);
    const validCreatures = arrayRemove(creatures, token);
    const workflow = await MidiQOL.Workflow.getWorkflow(args[0].uuid);
    if(validCreatures.length === 0 || validCreatures.filter(t=>t.actor.effects.find(i=>i.data.label === "Incapacitated")).length === validCreatures.length) return;
    else setProperty(workflow, 'advantage', true);
}

function arrayRemove(arr, value) {
    return arr.filter(function(ele){
        return ele != value;
    });
}
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@spice kraken ⬆️

spice kraken
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Woohoo!

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I'll try it out after this meeting

vast bane
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I think this is a v9 macro

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I see datas in it so I clearly wasn't good at converting if anything

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also incase you don't notice the funny spelling, I did mispell it on purpose beware

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make sure the ae is transfer on equip on the pack tactics feature

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Before anyone attempts to replicate this in v10, the v10 one is simpler you don't need to go this route

feral briar
#

Does anyone know how to use the "also roll other" item property? I have been looking through the documentation but I'm not seeing it

vast bane
#

usually midi utilizes other as an optional like an activation condition or save damage

feral briar
#

I am trying to make a monster have two claw attacks that roll automatically after each other. In trying to figure out how to do that, I am looking in the Midi QOL Fields -> Midi-qol Item Properties, and see "also roll other" as a checkbox, and was thinking that might be what I wanted

vast bane
#

targets can change between rolls

wraith spade
#

Hi all, quick question about midis onUse macro function: Where do I get some information about the parameters it's called with? In tposneys documentation I didn't find anything other than functionName.bind(workflow)({ speaker, actor, token, character, item, args }) Are these all parameters or is this just a special workflow?

vast bane
#

Situationally, if you find yourself as the DM in a situation where you want to have 2 attacks target two different targets, and its the same item rolled for each, you can target both and roll, clear the target count from the item details(I do that with every item fyi I find target limits pointless and only get in the way)

#

by default midi will make a different roll for each attack, unless you have that setting different in midiqol

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this is a v10 feature only fyi

feral briar
# vast bane targets can change between rolls

Yeah, I had considered that possibility, but I was thinking since it wasn't a very intelligent monster, that I'd just let it slash out with both attacks at the same target always

#

But I can just manually roll twice I suppose. No big deal

vast bane
#

Does your attack look like this mostly?

spice kraken
vast bane
#

you don't even have to mod anything on the weapons

little ridge
#

ok im here

vast bane
#

as long as the ae is transfer on equip so its active, it will add the workflow to every attack

little ridge
#

i need help finding auto sneak attack and adding it to my characker

vast bane
# little ridge ok im here

The biggest mistake people make is not dragging both to the sheet, but also right now, theres a problem with multiple damagebonusmacros, its in the pins realated to sneak attack:

If your sneak attack or other flags.dnd5e.DamageBonusMacro keys are not working in midi 35/dae 23:
#1010273821401555087 message

#

You must drag auto sneak and normal sneak attack from midi sample items to a rogues sheet

spice kraken
little ridge
#

got it thanks

spice kraken
#

Cause I know you're no longer on v9

vast bane
#

I doubt that will work but yes you are right its an ae on the feature

spice kraken
#

I'll give it a shot (initial macro, not the import)

vast bane
#

if you can't get it to work, I do have a v9 install sitting somewhere gathering dust that likely has it

spice kraken
#

Haha, I'll let you know

#

It's not mandatory, just going for a bit more automation lately

vast bane
# little ridge got it thanks

the advice on multiple bonus macros you should only investigate if the first solution doesn't solve it...aka just dragging both auto sneak and regular sneak to the sheet

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typically that only happens when its a swashbuckler rogue trying to use them

feral briar
#

So so far I have been essentially duplicating the effects of the pre-existing prone or grapple effects in the effects of my features, but is there a way to just use the ones that already exist?

vast bane
feral briar
#

Like I made a monk ability that applies "prone" by going in and manually adding the disadvantage/advantage effects and calling it "prone" but it's still not the same

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I don't believe I am

vast bane
#

Ok if you don't ever intend on lining up with CPR which is a great premade module, then you can either press the wrench at the top of an item and add the prone that way, or use the keys statusEffect or macro.ce to produce the prone on the items effect

feral briar
#

I think it's just DAE? I don't really know which modules are giving me things

vast bane
#

CPR requires conditions to be applied via macro.ce

feral briar
#

When I do the wrench and add a prone, it doesn't have the disadvantage/advantage stuff in the effects

vast bane
feral briar
#

I have Dfreds CE

vast bane
#

once you sewt replace, most of the default conditions will be setup, and you can open dfreds menu and right click to set new ones as new status markers:

feral briar
#

It was set to ADD

vast bane
#

that means you were picking the first prone in the list which was not automated, you also probably had duplicate effects listed

feral briar
#

Yeah, there were duplicates

#

That looks like it fixed it

#

Thanks so much as always

vast bane
feral briar
#

Gotcha. I'll keep that in mind

spice kraken
#

Got it working, thanks @vast bane

vast bane
#

Credit to bugbear mostly, I was just the dingus who was using a v9 macro in v10 8)

#

but hey, atleast you know thats one you don't have to deal with changing when you update lol

#

I think it actualy works better and more accurately than the v10 one, or I think bugbear needs to edit the v10 one to account for Kobolds

#

the example on the wiki only does mwak, when kobolds have shortbows too

pure widget
#

I want to trigger an macro as flags.dnd5e.DamageBonusMacro. The name of the item should go into the Effect Value field, doesnt it? Like item.itemname? For now i only get midi-qol could not find macro item.itemname

vast bane
#

The author of midiqol is on an extended vacation and the latest version has a problem with that specific key that needs a nuanced fix by us till he fixes it when he gets back.

pure widget
#

Ahh alright, thank you!

vast bane
#

Also worth pointing out that most of us also should not be using DAE 24 due to a breakage in a common dae key, updatetoken key

#

that ones not easily fixable without tposney stepping in when he gets back.

pure widget
#

Okay, got it to work. Thank you!

analog phoenix
#

Anyone know why automated animations plays the animation on a miss even if the checkbox to use midi-qol is enabled?

proper robin
vast bane
analog phoenix
#

It does. Works if I say only play on damage roll

vast bane
#

did you install midi just for this?

analog phoenix
#

No, it’s usually like the first module I use haha, I have hit detection set to “check - all see result”

#

I’m fine with just using the play on damage roll option instead but thought it was weird. It’s worked before when I used it on version 9

vast bane
#

and are you using any of the modules in the first pin by me here

analog phoenix
#

Nope, just automated animations with midi from that list. I'll send a full list of modules and versions in a second.

white nest
#

Can someone please tell me if this will run the macro when the token that has the feature with this in it takes damage?

daring cobalt
#

Anyone familiar with applying custom DAE effects in a macro able to tell me what might be wrong with this?

let fellMark = new ActiveEffect({label: "Fell Onslaught Mark", icon: "icons/magic/fire/dagger-rune-enchant-flame-orange.webp", changes: [{value: "Fell Onslaught, ItemMacro", mode: CONST.ACTIVE_EFFECT_MODES.CUSTOM, priority: 20, key:"flags.dae.onUpdateTarget"}], duration: {seconds: 60}});

I'm getting an error that the details are incomplete, but I tried to base this line of code off another prebuilt item that seems to work fine. When executed, it makes an effect that looks like this, which seems right but doesn't function the way it would if I had entered the effect in manually

short aurora
daring cobalt
#

Difference is this mark is only applied on a hit, unlike hunter's mark

#

It was working when I applied the mark via dae ui on item use, but then I tried shifting it over to applying the effect on a hit and it fell apart

short aurora
#

The syntax is a little off then, I believe it's ItemMacro.itemName but I can't recall how to deal with spaces if at all - edit: apparently you just include it, so ItemMacro.Fell Onslaught

vast bane
#

cause thats the bad dae for that very specific key, and why the gurus are recommending everyone use dae 23 til tposney is off vacation

#

you can find the previous DAE's in DAE's github v10 repository

daring cobalt
#

In my list of modules it says 10.286, is that the same?

vast bane
#

if you are on 10.286 foundry vtt, you are borderline about to be versioned out of midiqol soon

#

but always backup before you update foundry builds

daring cobalt
#

Ah my DAE then must be 10.0.20

vast bane
daring cobalt
#

I stopped updated for a time because I hit a midi version that broke everything a few weeks back and so I rolled back and stopped updating for a bit

#

Probably lost track of time

short aurora
#

Kinda what you're supposed to do unless you want new features

vast bane
#

I need you to report your:

FOundry build
midiqol version
DAE version(if you were guessing)
socketlib
Libwrapper

short aurora
#

Find what works and stop

vast bane
#

the problem is that Jeflynn stopped in the bad batch of versions

#

there is a black hole of 6-8 versions of midiqol/dae that happened during dnd5e's messy 2.1 updates

short aurora
#

Did changing the syntax to the correct syntax do anything, JEF?

vast bane
#

Also, if they have dfreds 4.0 they must update to dae 23, midi 33 or midi 35

#

if they are on dnd5e 2.0.3, they must downgrade to dae 14, midi um...read the pins actually lol

daring cobalt
short aurora
#

Hmm, wait, what premade feature did you look at for this?

vast bane
vast bane
daring cobalt
#

dfeds CE- 4.0.3
midi - 10.0.29
DAE - 10.0.20
socket - 1.0.12
Librawrapper - 1.12.11.0

vast bane
#

what is your dnd5e version

daring cobalt
#

5e is 2.1.4

vast bane
#

every single non dependency version is on the worst version to stay on

#

because your dfreds is 4.0 you should be on midi 33 or midi 35, and dae 23

#

but your dfreds is on a bad version of 4.0+, update it to 4.1.2

short aurora
#

Ah, that flag is written differently, so the syntax I mentioned before was wrong, my bad. Can you snip the error here?

#

The correct syntax should be along what you wrote, except with maybe an attribute to keep an eye on?

analog phoenix
daring cobalt
#

If I understood correctly, I should manually update DAE though and not hit the update button

vast bane
#

the update keys in dae are dead in 24

#

23 is the only functional dae that works with dfreds 4

vast bane
vast bane
analog phoenix
vast bane
#

oh you have dae 24 installed fyi

analog phoenix
#

Should I manually install dae 23? Eaves dropped a little on the previous conversation

vast bane
#

its advised if you use premades like favored foe/hex/hunters mark/bonus action smites

#

let me fish out dae 23 for the two of ya

daring cobalt
#

Thanks! I was saving that for last, going through my others

vast bane
#

unlike midi's past versions he for some reason puts an oddball folder name in front inside this zip so beware

#

normally you can just cut and paste the main folder in the midi zips but this ones called "Dist" instead of dae's module folder name so you have to do some crafty cut and paste

daring cobalt
#

So would the best way to manually install a mod like this be to uninstall the previous version using the foundry UI, then drag and drop the new folder into the modules directory?

vast bane
#

in DAE's case, find its modules/dae folder, and delete its contents but leave its folder intact, and then take the stuff inside of DIST in the zip and paste it into dae's existing folder in modules/dae. For YOU since I don't know what you have installed, beware if you have that naughty dae SRD module installed as its similarly named

daring cobalt
#

I do see what you mean by the additional parent folder

#

Got it

vast bane
#

the other user showed me his module list so I know he doesn't have to worry about mixing up dae folders

#

when and if you ever do this for midi its alot simpler because he doesn't have that improper leading folder in the zip

daring cobalt
#

I did do that for midi once when I had to roll back a version previously, can't remember why it broke at the time

vast bane
#

the dnd5e 2.1 launch was alil rough on tposneys modules for a monthish

#

you had stopped right in the middle of that messiness fwiw

#

midi 29 is a dope safe version for if you have dfreds 3.0 fwiw but you were on 4 so yeah you needed an update

daring cobalt
#

Last question on this install, thanks again for all your effort. Since I manually installed dae just now, do I need to restart the server or just fire up the world?

vast bane
#

specially when you mess with folder structure

daring cobalt
#

Alright, gotta remind myself how to do that. Lol. Have had this running on my AWS linux server for nearly a year

scarlet gale
#

You don't need to restart your whole system, just kill node and start it back up

vast bane
#

sory I might have misunderstood the question I meant only restart the app

#

I self host but remotely connect to it so I treat "server" as the app on the other machine

scarlet gale
#

pm2 restart foundry If you followed the linux install guide

daring cobalt
#

Looks like the UI sees the new DAE version 23

scarlet gale
#

I just press up on my aws install lol

#

Since it's always the last command I've used

daring cobalt
#

Luckily I should be able to do that from now on lol.

#

Alright, let's see how much I broke with all these updates. An hour before game time, as is custom

vast bane
#

also make sure you lock dae 23 so you don't have to do it again, I assure you it will be an event when tposney returns and updates lol you won't miss when to unlock it

daring cobalt
#

Will do

#

Back to the original issue, @short aurora wanted to see the error, which is still happening:

#

That happens when it tries to execute the code from before, attempting to make or apply the new effect, I'm not sure.

scarlet gale
#

Looks like you didn't fill out the key right

#

It's telling you it's missing details

short aurora
#

The documentation says label, macro reference is all you need

#

rest is optional

vast bane
#

could this have anything to do with the same bug as sneak attack in the pins, should it not be calling itemMacro.something?

short aurora
#

No, thought the same, for that flag, that syntax is supposed to be gucci

vast bane
#

are there two items named Fell Onslaught?

#

does the actor have a rogue disabled Fell Onslaught ae?

daring cobalt
#

I'm sure this comes down to my implementation. trying to emulate Hunter's Mark and such: The attacking actor gets a AE called "Fell Onslaught" and if they hit, they apply the Fell Onslaught Mark, which allowed the original actor to start dealing extra damage.

#

I don't see any AEs that I didn't expect to be there

#

And there might technically two different Fell Onslaughts... The one in my folder structure and the instance one on the actor. I've been using the instanced actor sheet to test new ideas without messing up the one I have in the library

violet meadow
vast bane
#

doesn't defreds change the ID?

daring cobalt
#

I could share the rest if we were stuck, I didn't want to just jump to that, I'm sure I have a glaring flaw in the main function.

violet meadow
#

And what is fellMark in this case?

daring cobalt
#
let fellMark = new ActiveEffect({label: "Fell Onslaught Mark", icon: "icons/magic/fire/dagger-rune-enchant-flame-orange.webp", changes: [{value: "Fell Onslaught, ItemMacro", mode: CONST.ACTIVE_EFFECT_MODES.CUSTOM, priority: 20, key:"flags.dae.onUpdateTarget"}], duration: {seconds: 60}});
          

My attempt at creating a new active effect

violet meadow
#

If you create the onUpdateTarget AE programmatically you will need rhe east of the stuff added in

#

Check the sample items

#

Hmm wait I will find an example

#

Freaking phone makes life miserable on discord

daring cobalt
#

Thanks! The sample item I used only had those same values in it so I thought it would work

#

Oh

#

But it wasn't an onUpdateTarget item

violet meadow
#

If you have the AE on an item and that gets applied to a target, what you had is fine, cause DAE will pick up the slack

#

If you are creating the AE programmatically you will need to fill in the gaps

daring cobalt
#

I see, thanks for the info. What's the filter argument do in this case? In your example it's looking at hp, and I probably need to adjust for what mine will be doing

violet meadow
#

Probably empty if you are just checking if the flag is present or the targetUuid is the correct one

#

DAE 10.0.24 has an issue though with onUpdateTarget and onUpdateSource FYI

short aurora
#

What is the issue, actually?

#

I hear of it but never what it is

violet meadow
#

Don't work

#

😅

short aurora
#

Fair

daring cobalt
#

I took some advice to update to 23 lol

violet meadow
#

There is a typo

scarlet gale
#

I'm on 24... But I don't use that DAE key for anything

violet meadow
#

And I was meaning to create an MR

violet meadow
scarlet gale
#

Any idea what the typo line is?

violet meadow
#

onUpdteTarget

#

😅

scarlet gale
#

lol

violet meadow
#

Not sure it's fine afterwarda

#

Will be checking soon

violet meadow
daring cobalt
#

I'm probably going to have to give up on my plans for this item macro for a time, feeling like I tried to bit off more than i could chew here. Lol Been at it for a few hours. Oops

violet meadow
#

So it's the same like Hunters mark? Essentially?

#

But it gets applied on a hit?

#

Like favoured foe?

daring cobalt
#

Yeah just like the newer favored foe actually

#

But after casting a spell

#

Basically cast spell > if you hit with a weapon that turn then apply the mark.

#

Then you get to do more damage for a time

violet meadow
#

An example of Favored Foe

#

Probably not what you need exactly

daring cobalt
#

Nice thanks! I'll have to look at that and see if I can draw some inspiration on certain functionality it uses.

#

I won't give up yet!

#

(The my player probably changes his mind and never uses this spell)

violet meadow
#

(they do. They always do...)

daring cobalt
#

So in your favored foe, you have this right here:

changes: [
            { key: "flags.midi-qol.favoredFoe", mode: 5, value: targetUuid, priority: 20 }, // who is marked
            { key: "flags.dnd5e.DamageBonusMacro", mode: 0, value: `ItemMacro.${args[0].item.name}`, priority: 20 }
        ],

The favoredFoe midi flag, that's a custom flag of some sort right? And you're saving the id of the person targeted with it in the text box to use later? The I imagine down in the DamageBonus part of the item macro, you check to see if the target has that custom flag and id stored in it?

violet meadow
#

Exactly

#

The first key will just add a midi flag

#

with the target's uuid

daring cobalt
#

Ok cool, so in my case, I'll probably try to run that logic to apply the effect after an on hit detection in the itemmacro,

#
label: args[0].item.name

Is that label ultimately the name of the full effect? in case I wanted to customize it?

#

Wait of course it is, it's called "Effect Label" in the configure ui

vast bane
#

its more like a bonus action smite

violet meadow
#

Yeah the Effect label is just the item'a name in this case, but you can put whatever

daring cobalt
#

Something interesting in your macros too is the notation and use of the game time to not allow things to trigger multiple times a round, I haven't played with that much and I can see the appeal down the line. My players and I usually just track that restriction ourselves

scarlet gale
#

I've been storing that stuff on flags on the features. I'm curious how it's being done in midi srd

#

I should take a look at your code some time

violet meadow
#

There are a few ways to do that.
Limited uses and an AE which expires at the proper time, turn end or turn start or whatever which will trigger an args [0] off macro to give back the limited use

violet meadow
scarlet gale
#

ah

#

I also just noticed all your macros is in one big file

violet meadow
#

The new update with the changes is yet to come

#

Working on it now

#

It will have 1 js file per macro and all will be merged into a globalThis MidiMacros

scarlet gale
#

nice

violet meadow
#

The most boring part, typing the imports one by one...

scarlet gale
#

Depending on the editor you're using, you should just be able to start filling out the globalThis part and let it autocomplete the imports for you

#

That's what I've been doing

vast bane
#

Lovin your most recent additions Chris, its like you are snooping my party's prepared spells

daring cobalt
#

It works!

scarlet gale
#

I've just been clearing out my queue of requested stuff. I started with the ones from jbowens since they want to retire MASIF

vast bane
#

@violet meadow I didn't know how to issue report the wiki so I did one to your account generally did you get it?

violet meadow
scarlet gale
#

vs code here ¯_(ツ)_/¯

violet meadow
#

Yeah same

vast bane
#

I only caught it when I was sharing the v9 version

vocal umbra
#

thanks, I was happy to retire MASIF 🙂

daring cobalt
#

Mostly. Couple of odd errors that don't actually stop the functionality and I need to but some better practices in on the on hit stuff, but the core features work! Thanks moto, krig, chris, and lonelybugbear 😄

violet meadow
vast bane
#

@ MASIF

#

the battlemaster suite carried me long into v10

scarlet gale
#

I still can't believe I did all the battle master stuff in one night

vocal umbra
#

you are a machine!

vast bane
#

did you hit the tashas ones too?

scarlet gale
#

Yep

#

I have literally all of them

vast bane
#

Wow, you are a maniac

vocal umbra
#

I started with them and it took me over a month to learn javascript and write those... they were the first!

scarlet gale
violet meadow
vast bane
#

and they come with a shortbow

violet meadow
vast bane
#

and it says "all attack rolls"

#

atleast in my monster manual let me make sure there isn't an errata my MM is literally a decade old

scarlet gale
#

I still need to revisit the battle master stuff to figure out how to make them work with the feats that give maneuvers

vast bane
vocal umbra
#

problem with this work is Real Life (RL)... and burnout! which is why I think a coalition of folks working together on one module with all of the automations based on the same reusable codebase functions and the smallest set of standard modules is a good idea 🙂 HINT HINT... it shares the burden and flexes over real life while keeping everything going... especially for when big changes happen.

violet meadow
#

True dat

#

I have been battling with remaking the midiSRD compendiums to be based on the newer SRD 5.1 Items

vast bane
#

apparently I at some point homebrewed my foundry vtt kobold cause the actual monster manual says they use slings but mine uses a shortbow lol

vocal umbra
#

Chris, bugbear, moto, and mr primate should do just that... IMHO... cover it all monsters, skills, feats, classes, etc.

vast bane
#

I'm not a content creator, I'm a foolhardy helper

vocal umbra
#

heck if my life normalizes in a few months I have looks at the baseline that chris put down and have a few I would like to do as well.

scarlet gale
#

I'm sure my dependencies puts off a few people

vocal umbra
#

moto i have lurked her long enough to know you help a bunch, lots of things need making.

vast bane
#

Chris, Bugbear and MrPrimate do the hard stuff, I just volunteer to do the annoying part

#

I specialize in Janky!

#

My stuff is just good enough to pass the smell test

vocal umbra
#

anyway, just some thoughts form an old timer that leads big software teams for a living the past 30 years. 🙂

scarlet gale
#

I have put all my helper functions into globalThis so if anyone really wanted to they could copy the macros out of the files and adjust them to fit any homebrew chnages

#

It's just a matter of removing the imports and swapping chris to chrisPremades.helpers and queue to chrisPremades.queue.

vast bane
#

In campaign 3 I plan on giving the fighter maneuvers for free via a feat since the players rolled ridiculously for stats and will be getting Feats more than ASIs

vocal umbra
#

what are the dependencies anyway... midi, dae, times-up?

scarlet gale
#

For what module?

vast bane
#

Chris's dependencies is just a "Yes"

scarlet gale
#

midi srd is the standard DAE and midi.

vocal umbra
#

I am trying to prove the dependencies between all of your work are common and not overwhelming.

vast bane
#

I bet it holds the record for the most though

scarlet gale
#

And I think upcoming will need warpgate?

scarlet gale
#

I take it a step further with effect macro and template macro. And tack on build a bonus cause why not

vast bane
vocal umbra
#

oh warpgate another good one.

violet meadow
#

Simple Calendar I am pondering if it should be hard or not

vast bane
#

now you got me thinkin of those kobold sorcerers let me see if it matters to them I never added pack tactics to that lil bugger

vocal umbra
#

see dependencies are largely the same... 🙂 I used times-up instead of simple calendar for effect expiration.

vast bane
#

Yep both versions of the Kobold Scale Sorcerer would need attack.all instead of mwak/rwak

#

I can't think of a reason not to do attack.all so I think your wiki is perfect now

violet meadow
#

Ah DFreds is also a dependency hmmm

vast bane
#

chris' dependencies may seem like alot but most midi users are already using 3/4 of them anyway

#

I think only token attacher and template macro were the only new ones added when I installed

violet meadow
#

Yeah, my reasoning for holdin back on that, is that they might not be needed by all

vocal umbra
violet meadow
#

I am following the steps of Kandashi tbh

scarlet gale
#

It's complicated to work around not having macro.ce

vast bane
#

yeah the conditional advantage that cpr has is pretty dope but requires macro.ce

scarlet gale
#

well not just for that

#

I could change it to also search for more things

violet meadow
#

This will be done really easily in MiidQOL too really soon I believe

#

Its 2 lines change 😄

scarlet gale
#

I just like using macro.ce for overtime spells and monster features

vocal umbra
#

i bet tim would love to help with narrowing these down, he also has helper functions for DFreds or CUB... last I looked at his code.

#

macro.ce is convenient.

violet meadow
#

Yeah, I have been exposing some MidiQOL functions that are perfect for specific things on my personal module

scarlet gale
dark canopy
vast bane
#

I honestly don't understand how statusEffect works with immunities and what not

#

how does it stop the combining if a creatures immune to prone but not unconscious

vocal umbra
#

Anyway my interest is simple... combined efforts lower burden, help avoid burnout and RL, lower or combine dependancies to a manageable set and overall provide one option per automation so we don't get automation collisions and keep the automation game strong during large scale changes which happen when foundry, the DND module or new versions of DND come out... anyway that is all of my thoughts for the night... I get of at 5:30EST so see you all later. 🙂

vast bane
#

I see why he combines them, to maybe trim down ae spam on tokens, but macro.ce seems more informative and accurate

scarlet gale
#

Yea, I'd rather have a bunch of conditions on a token

vast bane
#

plus with modules like TVA you can auto hide ae's so that even if you have 20 ae's on a token, the art isn't disturbed

#

I also kinda like how macro.ce mimicks Concentration in midi where if you remove the main effect the conditions poof with it

violet meadow
#

I can see the appeal for exactly that reason. Too mnay AEs on the ART

#

For not that invested users, combining in one would make sense

vast bane
#

THe one thing I wish could be somehow combined is when you hit wrench and add prone, its statusEffect instead of macro.ce, wish that could be somehow optionally added

vast bane
#

I wonder if it has issues with that situation

violet meadow
#

Combining statusEffects when the Target is immune to one of the conditions, is breaking HARD

#

It will disable the whole lot 😄

vast bane
#

But also like..literally dnd rules wise, that would be really weird if something was immune to prone but not unconscious, but I guess beholders really do have that lol

scarlet gale
#

That would make sense for stuff like hypnotic pattern

#

Since you wouldn't want them to get Incapacitated if they're immune to Charmed.

vast bane
#

even more reason to stick to macro.ce

scarlet gale
#

But I'd not set it up that way anyways

#

and just let the DM remove the incapacitated

violet meadow
#

yeah but on the other hand incapacitated and prone would break for Hideous Laughter as I found out

vast bane
#

its kinda rare to have 2 condition'ers

violet meadow
#

if the target cannot be prone...

vast bane
#

doesn't midi do unconscious and prone on 0 hp for players

scarlet gale
#

I think that's CE doing that

vast bane
#

yeah now that I think about it I see both icons

#

@proper siren

Special in third range field, but beware of target setups like this, they can have adverse effects on levels maps and you need to have the second drop down in target section of workflow tab setup right for them to work also.

violet meadow
#

@scarlet gale DAESystem.js:314 for the spelling

vast bane
#

Also @proper siren if it only targets hostiles or the user can choose any creature in range, you could choose ENEMY assuming no pvp is allowed at the table and then do self in range

young owl
#

having issues getting custom ac formula to work, keep getting "The provided AC formula could not be evaluated." error

vast bane
young owl
#

yea tried that too

vast bane
#

but that is definitely the problem, the pins in #dnd5e by cole will tell you for sure

vast bane
young owl
#

who is cole? I don't see a pin by them

#

oh whoops, missed i am in midi now 😛

vast bane
vast bane
#

maybe you have hit one of the abnormalities about editing owned items

scarlet gale
vast bane
#

if you insist on editing owned items, always double check the actors effect tab as sometimes the ae won't be there at all, or there will be 2 and one is bugged

scarlet gale
#

Found the correct one

#

But still

short aurora
#

I tried fixing that line and I seemingly can't get the premade items with those flags to work, but might just be other stuff lol

violet meadow
vast bane
#

I'm gonna attribute 4 of the same files to module creep, dae is pretty dang old in foundry years

scarlet gale
#

Likely the case

#

legacy code and whatnot

young owl
#

ah, needed the ac.formula to be an override, not custom, thought the "custom formula" in ac.calc was hinting at doing that :/

violet meadow
vast bane
proper siren
short aurora
#

I do still get the same "no macro named ItemMacro can be found" error from, say, Branding Smite, so that didn't seem to fix it, but unsure if that's the import error and it's supposed to say ItemMacro.something instead in those effect values

#

... I meant hunter's mark there

violet meadow
#

What is the key for that one?

vast bane
#

the sneak attack pin message at the bottom

violet meadow
#

Yeah that will probably do it

short aurora
#

I know, I helped someone else solve it, but I still get the error even fixing it

vast bane
#

oh actually bugbears right make sure its the same thing

vast bane
violet meadow
#

ItemMacro.Actor.xxxx.Item.yyyy

short aurora
#

No, I'm just testing the typo fix for fun and to see if there was any change

#

Let me check

violet meadow
#

Cause it might not be one the Actor it tries to find it on

vast bane
#

I don't think anyones sussed out yet if theres further repercussions to that edit

violet meadow
#

Wait which edit?

#

the typo?

short aurora
#

yup

vast bane
#

krig tried the typo fix I think

violet meadow
#

Will not break anything

#

...more 😄

short aurora
#

doesn't look like it's fixing anything I mean

violet meadow
#

yeah 😛

vast bane
#

its fixing the update key not the sneak attack thing

#

isn't the sneak attack thing a midi thing?

violet meadow
#

I just took a look, will try that in a bit

violet meadow
vast bane
#

gotcha

short aurora
#

I wish that warning message told me who is trying to execute that bloody ItemMacro, no matter what I fill in the effect fields on Hunter's Mark ver x.23, it tells me no item macro found for ItemMacro

violet meadow
#

But does it have an Itemmacro then on the Hunter's Mark item?

#

~~Maybe ~~ Watch for unlinked tokens

short aurora
#

It do, and I tried the aforementioned uuid fix/name fix. Maybe that's just a separate issue entirely, is there any sample item with the onUpdateTarget flag? Only found source so far

violet meadow
#

hmmm I don't remember.

#

let me get one

#

(most of the items I've made I don't even remember them 😄 )

#

@flat gazelle so if you make the attack a 20 ft radius one with a Save set, it should pretty much automate what you want to do

flat gazelle
#

So I put that attack/saving throw on the actor that gets summoned with the hunger of hadar (HoH)/maddening darkness (MD) spell right?

This way I would get the pc's save dc, could specify "half dmg on save" for MD and "no dmg on save" for HoH.
Then I either give the token something like blindsight so my player can do the damage on the enemy turns start, or I do it myself, right? 🤔

violet meadow
#

Not exactly sure on the specifics of your workflow.

Best bet would be the Spell to be creating an Item on the caster, which would do the attack as needed

#

And being on the actor will grab the correct rollData for saveDC etc

#

That way your player will be able to use it.

#

Easiest way to do this is by creating the exact attack Item as you need it in the sidebar

#

Then on the spell that creates it (alongside the darkness PV effect etc), create a DAE with a key for macro.createItem and literally drag and drop the created Item on the Effect Value field

#

The spell should have a target of Self in the 3rd box

flat gazelle
#

oh I see, that makes sense

violet meadow
#

I am not sure if I am overloading you with info right now, but it should be easily doable if you get the hang of it

flat gazelle
#

no I think I am getting it, thanks a lot for your help. This gives me a whole other direction to think and try to do this

vast bane
violet meadow
#

MidiSRD module has a few such examples (and I need to get back to updating that now... 👋 )

vast bane
#

(its also a dope way to handle magic items that are unidentified)

flat gazelle
#

ohh, I just had to read

vast bane
#

the magic item is shared in the post you can download and import it

#

then just follow the gif and the text instructions. I never bothered to figure out the new macro.creatitemusemacro key so it lacks the auto equip/attune functionality

#

unless one of the other two wanna sus out what to add to it I'll reshare it then

#

I also don't know if permenant can be before the uuid link on the value

#

that could make it simpler too

flat gazelle
#

thats pretty nice, thanks for sharing!

vast bane
#

it basically performs a bait and switch when the player attunes to the mystery item I shared if you link it right

#

you can use that item as the master copy and just drag and drop multiple items everytime you want to do the bait and switch with new mystery items in your campaign

#

but I shared it to you mostly for the gif showing how to populate a effect value for macro.createItem

#

most people don't realize you can drag and drop into those now

flat gazelle
#

yeah if thatlonelybugbear didn't just tell me, I would have never even thought it possibe.

And as my players like to attune to most everything that they find, the mistery item will be lots of fun

vast bane
# flat gazelle yeah if thatlonelybugbear didn't just tell me, I would have never even thought i...

There is a much better proper way I just don't know how to write the macro to auto attune/equip. When items are added via macro.createItem they are added not equipped/attuned. You'd need a macro or to prestore the item equipped/attuned, and if you look at virtually every locked premade compendium they aren't pre equipped/attuned so you'd have to make a new compendium or find someone to write the simple macro. Pretty sure tposney added the new macro.createItem key purely to solve this but I'm a dingus and haven't sused it out yet

flat gazelle
#

If that makes you a dingus I fear what that makes me 😂
Still it is very appreciated

vast bane
#

really I'm just lazy

#

I already have auto equip in another macro

vast bane
#

I wonder if I could write spoof descriptions for CPR features and items and that'd be allowed

#

Like Honest trailers style

coarse mesa
#

Just get ChatGPT to rewrite it using mildly different wording

vast bane
#

oh my point isn't to circumvent copyright so much as to entertain what we all don't really need on the items 9/10 of the time anyway

coarse mesa
#

ah, nice

vast bane
#

Kinda how Honest Trailers does things on youtube

#

just jokes about the feature instead of actually you know informative

coarse mesa
#

that would be awesome

vast bane
#

I'm probably not funny enough to pull it off

#

Or you could go MacDonalds' Coming to America style and reword it lol

coarse mesa
# vast bane Or you could go MacDonalds' Coming to America style and reword it lol

I just asked ChatGPT to rewrite Crusher feat in a comedic style:

Greetings, oh mighty warrior! You are a true master in the art of crushing your foes! Behold the wondrous benefits that come with this skill:

Firstly, you can beef up your muscles or constitution by one point, but don't get too carried away, there's a limit of 20, otherwise, you might just explode or something.

Secondly, whenever you smack an enemy with a bludgeoning attack, you can move them five feet away from you, kinda like playing Whack-a-Mole, but with people.

Lastly, if you score a critical hit with a bludgeoning attack, you get to laugh maniacally and any attacks against that poor, unfortunate soul will be made with advantage until your next turn. It's like you've marked them for destruction or maybe just really bad luck.

So go forth, oh fearsome warrior, and crush your enemies with all the gusto of a toddler smashing playdough!

#

I even said it didn't need to be rules accurate... but it seems to be anyway lol

vast bane
#

omfg, wotc is in trouble when this takes off

#

I think we just opened a can of worms that the foundry staff doesn't wanna deal with accidentally

coarse mesa
#

Yahoo finance thinks this kinda AI is gonna screw up 80% of jobs in some form or other so WotC can join the party

coarse mesa
# vast bane I think we just opened a can of worms that the foundry staff doesn't wanna deal ...

I'm gonna get told off for veering off topic so will keep this quick but I just asked ChatGPT to suggest a way to string all the official adventure modules together based on party level and a mix of genres. Then I asked it to suggest ways to beef up certain modules to allow for higher level play. Then I asked it specifically to make one puzzle more challenging from one of the adventures and it selected one from Chapter Two of Out of the Abyss and gave me solid ways to improve it. All without me giving it any info whatsoever... it didn't skip a beat

vast bane
#

that is both awesome and horrifying

coarse mesa
#

it's a lazy GM's best new friend

vast bane
#

I wonder if the DM really is obsolete

coarse mesa
#

not quite, but when you can feed it a whole adventure (not possible with free version, yet) and ask it to DM for you it'll do a serviceable job already

#

I've already been hitting it with obscure rules questions, which it does get wrong sometimes but it's learning from mistakes

vast bane
#

I honestly am very tempted to get it just for reprinting all the shitty adventure books that don't include blurbs to read

#

Dotmm notoriously doesn't have it and thats why the companion is so popular, it adds them

coarse mesa
vast bane
#

do you think it can replace a descryb account?

coarse mesa
#

I haven't tried descryb but I'd be surprised if it couldn't, with the right wording of your questions

#

in fact, that's prob what descryb is using behind the scenes

vast bane
#

I mean you can just feed it info and it will rephrase it elegantly right?

coarse mesa
#

100%, it's better at prose than most humans

vast bane
#

Honestly I think descryb does use it

coarse mesa
#

also get it to write songs, poems, riddles... whatever you need

#

what I pasted above is totally unedited and my question was this:
"rewrite the below but make it comedic and a bit silly... doesn't need to be rules accurate"

#

(then pasted in Crusher feat desc)

young owl
#

is there a midi/dae flag for "attacks against you have disadvantage"? or effectively "dodge"?
nvm, found it: flags.midi-qol.grants.disadvantage.attack.all

coarse mesa
vast bane
young owl
coarse mesa
hasty jackal
#

can you add a +2 to one stat using midi? like +2 dex

vast bane
hasty jackal
#

yeah i noticed it

vast bane
#

look at the gauntlets of ogre strength in midi srd

#

wait bad example, the ioun stones are better

hasty jackal
#

hmmm can you add two effects on an item, one passive and one active?i created two effects but the passive one gets deleted when the active one gets applied

vast bane
#

Mace of Disruption I think a sample item dexample.

hasty jackal
#

hmm dunno what im doing wrong

#

this is the passive

#

this is the active

#

they disable each other

vast bane
# hasty jackal

those are two keys on one ae, not 2 ae's Sorry phoning is hard

vast bane
# hasty jackal

someone might copy/paste why you can't do hp changes in active effects, but just understand you can't use this key for temp hp, it must be a macro

#

otherwise everytime that actor gets an update, they have 40 new temp hp

hasty jackal
#

oh i deleted that for checking and it still replaces each effect

vast bane
#

can you share the literal item you are trying to make as this is all problematic and doesn't make much sense to make

hasty jackal
#

its homebrew lemme translate it:

+2 CON

  • You gain a shield of 20 temp hp
    When you activate the item you earn +3 and 40 temp hp for 5 rounds
vast bane
#

thats gonna be mostly macro territory

#

its also kinda op as hell

hasty jackal
#

hmm maybe i can add a spell

hasty jackal
#

its there a flag for adding an effect like "max healing for two rounds"?

vast bane
hasty jackal
#

found it

#

max.damage.heal custom 1

vast bane
#

just type .max in dae and it will give you suggestions

#

that will have the owner of that ae max healing, if you want the recipient to be max healed then you want grant max heal

wide crystal
#

@short aurora So I had another go with the Prismatic Dragon Staff you made and I realised what happened last time. Thought you would be interested, in case you ever use/share the code anywhere.

When using the weapon for a single damage type attack, I get 2 popups:

  1. 'Use available resource?'
  2. 'Use available resource?' and 'Place template?'

If I say yes to the second resource prompt, the staff will not perform any action (resource consumption will depend on the 1st prompt, if I'm not mistaken - will confirm when the host is online).

I also had a question about the macro. I read through it, but I can't seem to find the function. Is there a way to replace the "Yes/No" options with my own text? This way I could make it a "Descriptive text" + "Use the full power of the staff" vs "Single charge attack" type of choice - pardon the uninspired example.
Does this exist and I'm blind or would it require rewriting? In which case, I would just stick to the existing version.

vast bane
wide crystal
#

Yes, it's macro but I don't quite understand the working of it. Something about cloning, I think? 😄

#

Krig created it from scratch, at times using some borrowed elements.

vast bane
#

IMHO, if you use Stealthy Module with midiqol, you should set it to use Dfreds CE for both spot and hidden and for Hidden CE I recommend tweaking it to add these additional special durations:

Also remove the 12 second duration on it as I feel its annoying when it ends very quickly when you intend it to be a banked roll for exploration:

short aurora
# wide crystal <@181468222514528257> So I had another go with the Prismatic Dragon Staff you ma...

Did you add a resource to the staff? That would cause that behaviour. Since we're cloning the item and adding specific stuff, if you add a resource to the staff, the cloned staff now also has a resource, but I bet Foundry konks out on being able to change that resource 'cause the item's not on anyone.

The dialog is described at the very tippy top, but I use dialog.confirm which is hardcoded yes/no. You can create your own dialog and render that instead, Freeze got an excellent batch of examples here https://gitlab.com/Freeze020/foundry-vtt-scripts/-/blob/master/api-examples/dialog.js.

// Pop up a dialog to figure out if we're using Alpha Strike or shotgunBreath as I have dubbed it in code
let shotgunBreath = await Dialog.confirm({
    title: 'Prismatic Dragon Staff',
    content: `<p>Unleash the staff's true power?</p>`,
});```
wide crystal
#

@short aurora Thank you for the share, I'll have a play. I don't recall adding a resource myself, but I'll look again when the server is up : )

short aurora
violet meadow
short aurora
#

That's the one that counts tho

violet meadow
#

I might be confused, cause I remember reading about a second dialog poping up for template and resource consumption again

short aurora
#

Yup, I clone the functionally inert item and add stuff to it to actually do stuff. I didn't account for someone to add charges though, so;

  1. the inert item asks for resource consumption, this is the one on the character sheet. We want this one.
  2. the cloned item (which does a cone shaped saving throw thing) then also asked for resource consumption and for template placement. The resource consumption on the second would fail, I assume because it doesn't exist on a character.
#

I changed the clone to null out resource consumption, but it will still need to ask for template placement, so 2 prompts

violet meadow
#

So the template placement is wanted.

short aurora
#

Yup, and I think the resource consumption, too. It's not in the og item, so it was added

violet meadow
#

And this is an onUse macro.
You could cancel the whole resource comsumption dialog preItemRoll and add an optional resource consumption after the roll is finished

#

Just readjusting the uses left after it's rolled

vast bane
#

I am sooooo tempted to move to CPR auras and disable active auras+advanced macros to drop back down below 70 modules

#

midi srd definitely isn't going to require advanced macros right?

violet meadow
#

yeah

short aurora
# violet meadow Just readjusting the uses left after it's rolled

I bet this is meant to be a variable resource item; the function is to either use the staff normally and roll 1d5 to trigger 1 of 5 elemental breaths with varying save DC, save type and damage type or get them all at once. I know which I'd pick all the time. :p

#

but that's out of the og specs

#

Neither CPR or midi SRD parses arguments to macros? I thought args was still dependent on Advanced Macros for DAE and whatnot

violet meadow
#

Tposney has moved away from Advanced Macros for quite some time now

short aurora
#

Ooh, fair play

vast bane
#

but to be fair he doesn't have a secretary so some of his documentation might be lagging behind

#

I actually think I can drop Simbuls entirely

short aurora
#

I have a temp HP "function" macro that might need a revisit then, if DAE can parse arguments on its' own, I am uncertain what I need AM for

violet meadow
#

qq light spell is meant to be only cast on one object at any time right?

vast bane
#

til he fixes the cover calculator log issue, that was the only thing I used of his

violet meadow
#

if you recast it drops previous, correct?

vast bane
#

when its set to object I don't think midi likes that

#

but it definitely needs the friends fail checkbox

violet meadow
#

Just added it in MidiSRD as a creature target type (local dev branch 😄 )

short aurora
#

every object is now an actor

violet meadow
#

yeah that would be fine

vast bane
#

thoyugh after thinking about it, maybe it should be in CPR instead?

#

the only thing I use from creature aide is the legendary actions and lair action prompt, and I think I can live without it, I use midi for regen and CPR handles Undead fortitude hmmmm

#

oh shit recharge is something I gotta have so nm

uneven locust
# scarlet gale Only if you use the drag ruler suite

( @fringe brook ) Although this was implemented in the dnd5e drag ruler integration for a short while (I think, although maybe it was just a dev version) I had to unfortunately remove it as it had some glaring issues I could not fix within a reasonable time frame. It will hopefully be back at some point though. The condition based movement that is implemented right now is only for active conditions.

opaque patrol
violet meadow
#

@inner mulch MidiQOL has Uncanny Dodge in its Sample Items Compendium

inner mulch
#

but does it work automaticallt

violet meadow
#

As a Reaction

#

If used it will half the damage

deep yoke
#

Hello. I am trying to use the Convenient effects for flanking, the problem is when I put the effect onto someone, when they then get targeted the effect goes away and I have no idea why

wide crystal
#

I just saw you sent me another code, I'll have a look now. Again - thanks so much.

wide crystal
odd sable
#

If I'm using Let me roll that for you to prompt players about saves, is there any way for me to see who hasn't made a roll yet, and/or set up some sort of timeout where it's rolled for them if they're too slow?

hot flower
#

heya- i'm trying to automate this -- Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.-- by looking at @scarlet gale stench monster actions... it's slightly different, as there's no immune aspect to it. But I can't for the life of me figure this out. I suspect there is a stupidly easy way to do this, and I'm just overcomplicating it.

scarlet gale
hot flower
#

thanks! I'll check it out.

inland vortex
#

We have a sword that can cast spells. I'd like to give it charges. Does anyone know how to do that? I'm using items with spells and midiqol. I can give the sword charges and spells, but I'm not sure how to get the spells to use up the charges

short aurora
#

unless it's a martial sword in which case that's a bit awkward

#

... martial as in swung during combat

violet meadow
hot flower
#

how do I get the token document in a dae item macro? if I've got const lastArg = args[args.length-1]; let targetToken = lastArg.tokenUuid;?

#

nvm!

vast bane
coarse mesa
#

@violet meadow how you doing? Moto just advised me that you have an improved Light cantrip in the works that only lets you have one instance running at a time 🙌

#

Just wondering if it also lets the caster select a light color?

#

I had one working I'd frankensteined myself but it broke with a recent DFreds update

vast bane
#

oh one thing I know is that he doesn't wanna use ATE keys even though ATE is finally pristine so he'll probably insist on macros to change the light

#

Kaelad's test version of ATE is smooth as silk now, no bugs anymore

short aurora
#

Hmm, can't you call up the color picker by macro? 🤔

coarse mesa
#

VAE FTW

vast bane
#

I prefer ate keys over macros

coarse mesa
#

I'm excited to hopefully not see any more 'player lacks permission to update...' errors with the new ATE

violet meadow
#

Colorpicker you say 🤔
Back to it 😄

soft ravine
#

can someone explain these aa bit better to me please?

vast bane
#

@violet meadow Do you want my, and by my, I mean fotoply's Lesser Restoration macro?

#
if(game.user.targets.size !== 1 ){
    ui.notifications.warn("You must have one token targeted.");
    return;
}

let VALID_EFFECT_LABELS = ["Blinded", "Deafened", "Paralyzed", "Poisoned"];

let [targetedToken] = game.user.targets.values();

let availableValidEffects = targetedToken.actor.effects
    .filter(e => VALID_EFFECT_LABELS.includes(e.label))

if(availableValidEffects.length < 1){
    ui.notifications.warn("No conditions exist on this creature which are removeable by Lesser Restoration.");
    return;
}

let dialogButtons = availableValidEffects
    .map(e => Object({
        label: e.label,
        callback: () => {e.delete();}
    }))

let dialog = new Dialog({
    title: "Lesser Resoration Condition Selection",
    content: ``,
    buttons: dialogButtons
})

dialog.render(true);
#

which is also my favorite kind of dialog format

violet meadow
#

I should add Lesser Restoration too 😩 😄

#

For now I am messing with Brooch of Shielding and coming across some MidIQOL issues.

#

but the effect is not getting deleted properly ^#%@*&^%@

violet meadow
scarlet gale
violet meadow
#

but it won't get deleted with a special duration of 1Hit... timing issue or something. investigating

scarlet gale
#

ah

#

that's annoying

soft ravine
violet meadow
#

What is that ZDxxxxxx

soft ravine
violet meadow
#

You need the macro name not an ID in there, if that'w what this is

soft ravine
#

ah

violet meadow
#

ItemMacro to use the item's macro

#

name of the macro if it's in your macros folder

vast bane
#

is it....an item macro?

#

If its an ItemMacro then ItemMacro goes there

soft ravine
short aurora
#

It's a script macro, they showed earlier

vast bane
#

I am not a fan of using on use system folder macros in on use fields unless my arm is twisted

#

because it will not transfer between worlds

violet meadow
#

macros compendium 😄

soft ravine
vast bane
#

Item Macro

soft ravine
vast bane
#

or Effect macro but in this case Item macro:

#

read my pin here about Item macro module after you install it

#

Midi requires Item Macro to have its "Character sheet hooks" feature set to unchecked in order for on use macros to work right.

soft ravine
vast bane
#

but I also just copy'pasted the part above

soft ravine
#

lol i mean your pin

#

ive already checked this

vast bane
#

you can either keep reading to the item macro part, or scorll up a few messages and read the part I just pasted in alone

soft ravine
#

ok all boxes are un-checked.

vast bane
#

the one that takes the word out of the top bar is useful fwiw

#

if you have top bar clutter

inland vortex
#

has someone made an automated wand of wonder yet?

vast bane
#

if you have Item Macro click the button on the top bar to paste the macro there then replicate what I did

vast bane
soft ravine
short aurora
#

Holy smokes that's a lot of effects

vast bane
soft ravine
vast bane
#

if you never changed the on use field to ItemMacro, no

#

its more about being able to export an actor or the spell and then import to another world where item macro shines

soft ravine
soft ravine
#

(XD way off topic of what i thought id be doing after the updating) - Soul Essence how too..

vast bane
#

Yeah thats gonna require some kind guru's help. The only thing I can think of is to plagerize a vampiric touch macro

#

or plagerize a stat drain macro

#

Soul Essence is gain charges on an item equal to the necrotic damage you deal

#

wait no thats Harvest, Soul Essence is the currency isn't it?

soft ravine
#

plagerize from who?

vast bane
#

To the guru's peeping oin on this, basically he has a class that is like Ki, but he gains his points by dealing damage with his main cantrip, and then all his spells require X charges of the same "ki" points, only Ki is Soul Essence

#

So he needs a macro that converts the midi damage of Harvest to charges of Soul Essence

#

however, if the spells can be upcasted thats gonna be complicated AF

#

if the upcasting takes incremental charges

soft ravine
vast bane
#

I thought it looked alot like the guys here who made HOly Power items, maybe one of them is peeping in and can share their work from a few weeks ago

vast bane
#

I feel like the holy power homebrew was probably dmsguild stuff from the same author as your necromancer

soft ravine
vast bane
#

I would probably take a look at maybe CPR's shadow attack or one of the vampiric touch macros from Mr. Primate or Chris

#

but if youdon't know how to write js, or plagerize js, you really shouldn't do homebrew in midiqol

soft ravine
vast bane
#

Sources of premade stuff for Midiqol:

Midi Sample Items Compendium(comes with the module)

Midi SRD's compendiums
https://foundryvtt.com/packages/midi-srd

Mr.Primates premade macros:
https://github.com/MrPrimate/ddb-importer/tree/main/macros

Chris' Premade macros:
https://github.com/chrisk123999/foundry-macros

Chris' Module form of his macros:
https://foundryvtt.com/packages/chris-premades

Dfred's Convenient Effects:
https://foundryvtt.com/packages/dfreds-convenient-effects

Activation condition examples by ThatLonelyBugbear
https://github.com/thatlonelybugbear/FoundryMacros/wiki/MidiQOL-activation-conditions-examples

soft ravine
vast bane
#

If you have CPR installed he has a ton of stuff in your system macros folder you can peep in on

soft ravine
vast bane
#

CPR = Chris' Premade Module

soft ravine
vast bane
#

some of those links are modules you install, others are links to githubs

soft ravine
soft ravine
vast bane
soft ravine
#

lol

vast bane
#

It can't be pinned I don't think cause it references github or something

#

I could have it pasted into the wiki but /shrug

#

nobody reads the wiki(don't tell bugbear) /s

#

I read the wiki

soft ravine
vast bane
#

its relatively young but the wiki has important bits worth looking at, he has activation conditions and then a bunch of cool item concepts

#

though I get the feeling most of the item ideas get transferred into CPR/Midi srd lol

soft ravine
#

@vast bane is Midi SRD module the same as Midi SRD's compendiums?

vast bane
#

if you have everything, then your awesome compendiums will look like this:

vast bane
#

@scarlet gale

const otherItem = actor.items.getName("Soul Essence");
const {value, max} = otherItem.getRollData().item.uses;
console.log(value, max)
const {total} = args[0].damageTotal
console.log(total)
await otherItem.update({"system.uses": {value: value + total}});

You think this'd work for Nightpresider's Harvest request? He needs his cantrip to add X charges to an item where X is the damage dealt out by Harvest.

violet meadow
#
const otherItem = actor.items.getName("Soul Essence");
const {value, max} = otherItem.getRollData().item.uses;
const total = args[0].damageList[0].appliedDamage;
await otherItem.update({"system.uses": {value: Math.min(max, value + total)}});
vast bane
#

ah, I had no clue what the {} were doing my b

violet meadow
#

You could do js const {damageTotal} = args[0]; and then use damageTotal instad of total

vast bane
violet meadow
#

Also maybe it would be better to get the applied damage

#

Not sure if the damageTotal is the applied 🤔

vast bane
scarlet gale
#

IIRC damage total isn't the applied damage

violet meadow
#
const total = args[0].damageList[0].appliedDamage
#

I think that should cover it

vast bane
#

can you edit your message so he sees it better?

scarlet gale
#

You'll likely want to do an undefined check for the damageList

#

Assuming this is an actor on use macro

vast bane
#

incase he doesn't have require targets?

#

its an item on use

scarlet gale
#

ah gotcha

vast bane
#

it only happens wth a specific cantrip

scarlet gale
#

Is the cantrip the same one getting the item update?

vast bane
#

no

#

its oddly really similar to how those two users last week that were asking how to automate holy power

#

its a class that has its leveled spells enhanced by a currency that is gained by cantrips

#

I don't think I'm gonna be able to help him with the leveled spells macros as those are enhanced based on the amount of soul essence he has on his item

#

it'd be akin to how Magic Items Module handles upcasting based on charges

vast bane
#

@dense vessel

use DAE's auto complete and look at the grants keys

dense vessel
vast bane
#

I didn't think that far ahead but you can use activation conditions in effect values for most boolean midi flags

#

I'll hope bugbear stops me when I say that I'm pretty sure the grants flags are allowed to take them

scarlet gale
#

What are they trying to make?

vast bane
#

probably solveable with a simple evaluation

scarlet gale
#

I feel like grants wouldn't work here. Not certain.

vast bane
#

yeah, I think the grants keys might be the exception or you need to use reverse evaluation, like target.yada yada yada

#

you could have the item give the wearer a 0 cost reaction /shrug

#

or if you don't fast forward, a grant message key

#

aka advantage reminder grant message key

scarlet gale
#

I'd just wait for bugbear to chime in

dense vessel
#

we do fast forward :/

scarlet gale
#

Assuming evaluations work on grants keys it should be possible

vast bane
scarlet gale
#

otherwise the new actor on use thing may be able to do it

quasi needle
#

i'm making actors for summoned creatures (abberant spirit) is there an easy way for abberant spirit actor A to point to the ranged spell attack modifier of pc B, for determining bonus to hit?

scarlet gale
#

Far easier to have the macro that creates the summon set that stuff when it's created

vast bane
#

if ever there is a candidate for warpgating summons, its tashas spells

#

I have a really ugly macro I reuse for EVERY tashas spell reshaping it to fit each one if you want it but its...ugly