#MidiQOL

1 messages ยท Page 104 of 1

vast bane
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wait I'm on that, let me test it

queen raptor
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No worries, it's not exceedingly urgent - the reminder alone will keep me thinking about it, but it'd be nice to have it subtract Jeff's health automatically

vast bane
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which warding bond do you have?

queen raptor
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I did not even see there was one in Features ๐Ÿ‘€

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Because

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Well

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It's a spell lol

vast bane
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It doesn't work in 37 either but no error

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theres literally no damage transfer

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CPR does not have warding bond so midi samples is the only show in town, maybe try the simple one

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apparently its in DDBi and midi srd also

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Midi SRD one is broken:

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DDBi is a clone of it

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OH

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its broken for me cause I'm not on the new dae where the update keys were fixed

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but I'm afraid to update so I'll live with this

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Midi srd code thats offending:

queen raptor
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I'm on DAE 23 (I think because you recommended it ๐Ÿ˜… )

vast bane
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you are on the newest midi, and an old dae?

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I don't even know what the safe midi was with dae 23

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I'd update both to newest and try

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dae 24 was only broken cause tposney was on vaca, when he returned he fixed alot of its issues but there was an outstanding issue with a key that warding bond uses that is fixed in the newest dae

queen raptor
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Gotcha; I didn't know that DAE was safe to update again so I've been keeping it at what was recommended ๐Ÿ™‚

vast bane
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We're in a grey area for us civilians right now honestly

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my preferred method of tackling midi/dae is to stay on stable builds till I see very little breakage here lol

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but dae's update keys have been broken since dae 22 I think and dae's newest patch note says its back so /shrug

queen raptor
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I'll give it a look, my apologies if I've wasted your time

woven briar
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Midi-Qol has an option to "display if save had advantage/disadvantage" but it rolls automatically without giving me the choice of granting advantage/disadvantage. Can anyone tell me a spell or effect that would grant such an effect to a saving throw so I could test it?

queen raptor
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Midi 39 and DAE 27; neither Warding Bond from Midi SRD and from Midi Sample are applying damage to Jeff.

vast bane
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@woven briar In order for fast forward to work well in midi you must have a properly setup world for midiqol. Dfreds CE will replace the core conditions with midi automated ones for starters.

queen raptor
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Yes*

woven briar
vast bane
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pray one of the smarter folks catches your situation I've pinged him twice maybe he'll figure it out

queen raptor
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No worries, thank you for your time Moto.

vast bane
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(or add)

woven briar
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replace

vast bane
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give the test target paralyzed

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paralyzed will auto fail

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restrained is disadvantage on dex saves

woven briar
# vast bane is it a dex save?

the ability i have been testing is sacred flame but i was looking for any effect which grants advantage or disadvantage to a saving throw to test it

woven briar
vast bane
woven briar
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thank you

woven briar
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My question is how do I manually choose to apply advantage or disadvantage to a roll if it rolls automatically?

vast bane
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I don't fast forward but there are keybinds to do what you want, I think they are alt, shift, and ctrl

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I think fast forward is very bad if you don't have a properly setup world, I prefer the popouts but I'm a rare breed

woven briar
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so its a niche case lol

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thank you!

violet meadow
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@queen raptor and @vast bane try changing in the Warding Bond sample Item the line js MidiQOL.applyTokenDamage([{damage: oldHp - newHp, type: "none"}], oldHp - newHp, new Set([lastArg.sourceToken]), undefined, new Set(), { existingDamage: [], superSavers: new Set(), semiSuperSavers: new Set(), updateContext: {onUpdateCalled: true} }) to ```js
MidiQOL.applyTokenDamage([{damage: oldHp - newHp, type: "none"}], oldHp - newHp, new Set([lastArg.sourceToken]), fromUuidSync(lastArg.origin), new Set(), { existingDamage: [], superSavers: new Set(), semiSuperSavers: new Set(), updateContext: {onUpdateCalled: true} })

queen raptor
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Solved!

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Much thanks to the lonely fellow with the long arms ๐Ÿ›๐Ÿป

vast bane
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your midi srd warding bond also has issues fyi

violet meadow
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@gilded yacht Warding bond 10.0.13 triggers this error.
The above change to define the Item using fromUuidSync(lastArg.origin) in the applyTokenDamage method, seems to fix

Edit: seems to be an issue with applTokenDamage method, which now needs an Item provided or a workflow.

violet meadow
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I will update MidiSRD to match the MidiQOL sample Item, so anyone who uses it should grab that to be honest

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arghh but it might not work with all different settings in MidiQOL

vast bane
scarlet gale
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I can likely make a way to strip version numbers for the check

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Just been a low priority issue

kindred field
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Hello! I'm trying to configure an effect to trigger a macro when a target takes a particular type of damage. Is this the right place to ask? Is it technically possible?

hoary wagon
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Is there any flag I can check to make the crit double modifiers for a single PC?

vast bane
vast bane
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I think you can just put the modifiers in the crit damage field on the items can't you?

kindred field
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I do!

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I was reading through the Github page, I'm just not really sure how to set up the OnHit stuff

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Sorry, isHit

vast bane
hoary wagon
vast bane
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you can also pour through CPR and midi srd for ideas

kindred field
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Yeah, I was looking at that one, I'm not sure how to pull the damage type from the attack. I think it's the 'flavor' part of a damageRoll? Or is that the wrong direction, that's where you would put it when creating a new damageRoll via macro?

scarlet gale
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Most macros are run from the perspective of the attacker, generally this means needing a world script or a DAE actor update

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Or potentially the new on hit actor trigger

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What are you trying to actually do?

kindred field
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That makes sense, I'll outline it. The goal is basically that the character has an item that protects them from psychic damage, so it lowers the damage they take, but also any time they take psychic damage it gains a charge. They can then spend the charges to use the item. My thought was they would have an active effect on them, that when they get hit by an attack with psychic damage it checks for the damage type, and then runs the macro that adds the charge to the item

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I believe I have adding the charges via macro sorted, as well as the ability that will consume charges. Just not sure how to make the charge generator trigger automatically on getting hit

vast bane
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DR.psychic for the shielding of psychic damage

scarlet gale
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Actor on hit macro

kindred field
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Yeah, the shielding works on the effect

scarlet gale
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Will likely require warpgate too to avoid permission issues

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Depending on what client actually runs the macro

kindred field
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I guess it would be the player's client, since they'll be controlling that character? Not actually sure how that works, I've always just checked the Execute as GM box when writing macros that I use

scarlet gale
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Not a good idea

vast bane
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advanced macros is all but dead in midi

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its only lasting issue is its required for placed template active auras

kindred field
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Oh interesting, that's good to know, I wondered about that

vast bane
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if you execute a macro as a GM, it will use the GM's targets/selection if you don't feed it proper changes

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via advanced macros

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which is what that box check is

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midi has its own way to execute as GM

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but like chris said, warpgate is often better cause warpgates a rock solid base to work from

scarlet gale
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It's likely what you want

kindred field
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I do have Warpgate*, but have only used it a little bit, I'll look into it more

scarlet gale
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Trigger on is damaged, warpgate mutate the targets item to update its feature uses

vast bane
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I'm kinda leaning more towards warpgate now after badger said he keeps the shims in permenantly so that our macros don't have to worry about foundry changes

kindred field
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I've only used it for spawning in items, how would it apply to this sort of thing? Through the use of events/world scripts stuff?

violet meadow
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Probably a plain item update will do it too, instead of warpgate mutate.

charred bay
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I have two players with hunter's mark. I am trying to allow both to mark a target, but not really understanding stacking rules. Everything I try still seems to replace the first mark.

vast bane
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a creature can only be under the effects of one effect at a time of the same name raw

charred bay
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it has something to do with convenient effects i think

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i defined an effect for the spell, but it is still putting convenient effect

woven briar
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Is anyone available that I can ask a question

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The default for the heavy armor master effect said "non-physical"

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It wasn't applying the damage reduction like I was expecting so I messed with it and changed it to "physical" instead and then it worked. Is this a bug or did I mess with something I dont understand

vast bane
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Heavy armor master is non magical

woven briar
scarlet gale
vast bane
woven briar
vast bane
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Yes

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Was the monster published?

cinder tapir
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are there any keys that increase ability scores by a amount?

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trying to make a spell that will buff intellegence

vast bane
woven briar
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But when i change the attribute key from non-physical to physical it works like I would expect so I dont know if it just is programed to import incorrectly or if i messed something up by changing it

covert mason
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I'm trying to have a weapon's fire damage roll trigger an ability from the Item Directory. Is this how to do so?

const targetRolls = [4];
const results = args[0].damageRoll?.dice?.find(d=>d.flavor?.toLocaleLowerCase()==="fire")?.results.map(r=>r.result);
const res = results?.some(r=>targetRolls.includes(r));
if (res) await created.find(c => c.name === "Eruption").roll();```
violet meadow
charred bay
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anyone know about dffreds?

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or is there a channel for that?

violet meadow
covert mason
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Ah lel

violet meadow
charred bay
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i was trying to figure out if you could make convenient effects stack by origin

violet meadow
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I am off to bed so cannot help anyways, but probably Moto will ๐Ÿ˜›

scarlet gale
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If so a basic update would be fine

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I wasn't sure who was doing the execution

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Having access to the workflow made me think the attacker was doing the execution since sending the workflow data didn't seem like something that would be done

violet meadow
covert mason
vast bane
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or core?

charred bay
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yeah, i am working through it

vast bane
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you really asked in the wrong channel lol

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we're the guys who never know what is core or not

charred bay
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i am just going to use my own ActiveEffect and disable convenient

vast bane
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I've honestly felt that since the latest 4.0 dropped for dfreds that the whole stacking drop down has been fubarred

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the main problem with dfreds and that feature is that dfreds is a toggle, you need to make a macro to apply stacks of ce's

charred bay
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yeah, i elected just not to use the convenient effect

dark canopy
covert mason
# covert mason This doesn't seem to be triggering the Eruption ability. ```js const targetRol...

Perhaps something like this might work better?

const item = game.items.getName("Eruption");
const data = game.items.fromCompendium(item);
const fake = new Item.implementation(data, {parent: actor});
const targetRolls = [6];
const results = args[0].damageRoll?.dice?.find(d=>d.flavor?.toLocaleLowerCase()==="fire")?.results.map(r=>r.result);
const res = results?.some(r=>targetRolls.includes(r));
if (results.includes(targetRolls)) return fake.use({}, {"flags.dnd5e.itemData": data});```
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It's saying that Item is already declared though

cinder tapir
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is there a key to add flat damage on attacks?

vast bane
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it'd be the same thing as non flat damage 0_o

cinder tapir
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huh

vast bane
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do you mean throw out the damage formula and deal X instead?

cinder tapir
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On attacks yes

vast bane
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If so, macro territory

cinder tapir
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There is no key to just add damage to attack rolls?

vast bane
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you've made these already

cinder tapir
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I've only made over time ones!

vast bane
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just type .damage into dae's auto complete

cinder tapir
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I have no idea what that means

vast bane
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it can't be in the same item as the damage

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as active effects are added last in the stack

cinder tapir
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๐Ÿ˜ณ

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I honestly have no idea hwat you mean by type .damage

vast bane
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Makin me grumble as I walk down to the mancave

cinder tapir
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LOL

vast bane
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is the rwak.damage really not getting picked up in that?

cinder tapir
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NO

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wiat thats only ranged weapon damage?

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can it just be on all damage?

vast bane
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why are you not seeing auto completes?

cinder tapir
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I am

vast bane
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scroll and look for what you want

cinder tapir
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I'm not sure what these means honestly

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Haven't done any of these

vast bane
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try damage.all

scarlet gale
cinder tapir
vast bane
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lets back up, wtf is the description of the item you are trying to make

cinder tapir
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It is a buff

vast bane
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don't just say foundry terms

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description of the item

cinder tapir
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It is a spell that adds bonus damage to attacks

vast bane
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theres 4 attacks, spells, and features that get bonus damage

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rsak and msak

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system.bonuses.rsak.damage

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system.bonuses.msak.damage

cinder tapir
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The bottom one makes attacks hit better?

vast bane
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bless doesn't change damage at all

cinder tapir
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I assume its this

vast bane
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crusader mantle would be the ce to look at

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no its not that

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I just gave you your keys man

cinder tapir
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But I assume thats for

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magic and ranged attacks?

vast bane
cinder tapir
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I dont know

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what rsak

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and msak

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stands for.

vast bane
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ranged spell attack, melle spell attack

cinder tapir
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all of my spells are

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not either of those lol

vast bane
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that is literally an oxymoron

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"My spells are not spells"

scarlet gale
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Are you making Crusader's mantle?

vast bane
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his whole world is homebrew

scarlet gale
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Ah

dark canopy
scarlet gale
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Stuff like that may be easier with bab

vast bane
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I get the feeling he's conflating magic and spell

cinder tapir
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Believe it or not

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it was what I was looking for

vast bane
cinder tapir
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It adds bonus to the attack randomly.

vast bane
# cinder tapir

all damage will affect his weapons as well as save spells and feature spells

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that is not what you want, thats like using a nuclear bomb to kill a bug

cinder tapir
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There is no weapons

vast bane
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but there are spells and feature items yes?

cinder tapir
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just items that are spells

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thats it

vast bane
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then why are you using the all key

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just use rsak/msak lol

cinder tapir
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cuz its ALL damage.

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my spells are not ranged spell attacks or melle spell attacks

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but what your saying is that this will help saving throws as well?

vast bane
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and features

cinder tapir
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what is that

vast bane
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your spells ARE spells my god

cinder tapir
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yea

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o

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wait a minute

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I think it's starting to make sense

vast bane
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all damage would enhance a wizards dagger, toll the dead, firebolt, and fireball. Rsak would only affect firebolt

cinder tapir
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no I want it to be all damage

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The way I have it is how I want it

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I think!

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No matter if it's a dagger attack it's still a spell in my campaign

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like a mmorpg spell

vast bane
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Just want to do my daily statement that I really don't think you should be using midi

cinder tapir
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Man it's working so well so far

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for what I'm doing at least

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I mean I make a bunch of spells

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Its just some of the new stuff I haven't done yet I have to come here

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But now I know how to do this I won't have to ask again

vast bane
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if you are going to make a homebrew system you should map it out, it looks like you are making things one thing at a time not looking forward, the all damage key as an example. The constant making cantrips instead of items and features is another.

cinder tapir
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It may seem like that

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But thats not true

vast bane
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if you decide to leverage midi features involving spells suddenly all your cantrips that aren't cantrips have to be remade

cinder tapir
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If only you could comprehend my genius!

vast bane
cinder tapir
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When the buff ends on the last turn, it goes away but this shows up and concentration stays on till the end of the players round.

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Its working correctly besides keeping concentration for a extra turn with nothing concentrating

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So its not that big of a deal but I have no idea how to fix it if even possible.

vast bane
cinder tapir
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What lol

cinder tapir
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Read that whole page

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and it mentions nothing besides this

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which has nothing to do with my issue

vast bane
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that error message is a document was set to be deleted by two things and the second one has nothing to delete

cinder tapir
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Not sure what that means

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I mean

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If I knew the problem I'd just fix it.

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Also where in the link that you sent me

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says that?

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This thing?

vast bane
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It doesn't, I replied to "Its working correctly besides keeping concentration yada yada

cinder tapir
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I only have midiqol installed

vast bane
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I sent you the link so you'd confirm you don't have multiple concentrators as one deleting it before the others was a logical assumption with what little context you gave

cinder tapir
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So

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It is a issue with a moduel?

vast bane
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I really don't think we can solve this for you other than say the error is just ugly but not gamebreaking

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nobody would know unless you gave us more context and since its all 100% homebrew I doubt anyone could get the info needed. Share the item maybe?

cinder tapir
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Is it just happening randomly

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with 1 spell?

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Can I just remake it?

vast bane
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your actors are homebrew, your item rolls are homebrew, your macros are homebrew

vast bane
# cinder tapir Can I just remake it?

the error is benign but ugly. Its almost always associated with two modules fighting over the same document. Usually templates, concentration, or active effects, in midi here we'd be able to diagnose this by asking for what actors you are applying to and what published items you were using to try and reproduce it, but I personally don't want to bring homebrew to my worlds.

cinder tapir
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Its weird because other concentration effects work fine

vast bane
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both the concentration module entry and the template entry are meant to check against that exact error half the time from the wiki.

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I have no idea what your world is doing, I only mentioned concentration cause you said concentration was misbehaving

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it could be a template or it could be the active effect attached to concentration

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it could be something I can't even think of cause you are 4 days old and are fiddling with homebrew midi creation ๐Ÿ˜‰

cinder tapir
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I dont use that many, these are all I use for my whole game

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Will find the culprit be able to fix it?

vast bane
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you have the wrong token action hud other than that your module list looks fine to me

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only swade users should be using the old one still

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dnd5e uses the new dual setup with core and dnd5e versions of token action hud

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What is the point of combat tracker modules if you use combat carousel? doesn't CC make its own tracker?

cinder tapir
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combat tracker effect tooltips?

vast bane
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I don't use any of those modules but I thought CC was a combat tracker overhaul module

cinder tapir
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cc is?

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Combat caro?

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regardless concentration is being fucked up by something

vast bane
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when you get players in your world playing you will find with midi going that many modules touching the tracker and combat in general just add exponential slowdowns as everything has to go from player to dm to every other player

cinder tapir
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Just trying to figure out

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why my concentration isn;t working

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seems to just be this 1 spell I have no idea how to fix it so ill just delete it

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actually its doing it

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I have no idea

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So this means moduels are conflicting?

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Should i be using Effect Macro, Dfreds Convenient effects, and Dynamic effects using active effects?

scarlet gale
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Means something is trying to delete an already deleted effect

vast bane
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It usually means two things were told to do the same task on a document but one beat the other to the job

scarlet gale
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Potentially just a macro doing it

vast bane
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could be two user defind functions of the same module or core

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If it were a normal midi report, I'd immediately jump to concentration or templates

calm hemlock
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Roll advantage on an attack? No pop up comes up, is their a hotkey or something to use?

vast bane
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if you want a popup to come up turn off fast forward

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just like in core, you can use the keybinds for advantage/normal/disadvantage, I don't remember which ones are which but they are alt, ctrl, shift

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@cinder tapir what are your concentration settings set to in midiqol?

cinder tapir
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Who knows if this fixed it

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but it seems to be working for the moment

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It was set to never

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๐Ÿ˜ณ

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which makes no sense cuz the problem was moduels were conflicting but who knows

vast bane
#

I mean thats a module?

cinder tapir
#

but if it was set to never

vast bane
#

your embedded document was probably never related to concentration

cinder tapir
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then it should have never been doing it

vast bane
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it never was

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concentration gets the same duration as the ability or spell that its attached to

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your spell or ability had a special duration that fired and ended it early, never made the concentration outlast it

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makes total sense to me /shrug

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Never is actually the right setting there imo. You can undo damage, you can't undo concentration deletions

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better to manually delete

cinder tapir
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So that was the problem?

vast bane
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I'm pretty certain your embedded document was unrelated

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and probably just a lag fluke

cinder tapir
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I got no idea what that means

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but

vast bane
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at this point I know

cinder tapir
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It is working... for now.

vast bane
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it was working before too, you just saw a red warning and thought something was broke

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a red warning I...checks notes...said was "benign but ugly"

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I was never trying to solve the red warning I was just trying to fix your concentration lasting longer than you said it should, it didn't occur to me that you had used a special duration till now

cinder tapir
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I have no idea

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What I did to fix it tbh

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perhaps I didn't fix it

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It increases the users initiative and armor class by 1 lol?

vast bane
cinder tapir
#

๐Ÿ˜ณ

vast bane
#

the dex must have rolled a 1-3 and popped it up one to increase the modifier

cinder tapir
#

I should really play dnd before doing this

cinder tapir
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I really did not know that dex increases armor

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the more you know...

vast bane
#

it increases armor class not armor

cinder tapir
vast bane
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Armor class is a better term cause not every creature wears actual armor

cinder tapir
#

So for the system.abilities.dex.value is there a way to make it for all ability stats not just a specific one?

vast bane
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you can find this out yourself by fiddling with the auto complete can't you?

cinder tapir
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I tried system.abilities.all.value

vast bane
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is there an abilities.all.value?

cinder tapir
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but it didn't show up

vast bane
#

then the answer is probably no

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if your homebrew world gives proficiency to everything you could mod prof instead

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the other half of most rolls

celest bluff
cinder tapir
#

how do I open a console?

celest bluff
#

f12

cinder tapir
#

I am viewing the game as a player and I'm trying to do attacks, there rolling and saying there hitting but not applying damage.

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Is there a setting that I need to have turned on or something in midi

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Nvm

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๐Ÿ˜ณ

vast bane
#

Midi needs a dm

cinder tapir
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What do you mean by that

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I'm notcing when Im logged in as a player stuff is rolling but it's not doing anything

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O so I HAVE to be inside the game for it to even function

vast bane
cinder tapir
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I see

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So someone has to have the highest permissions to be the dm? Or is it only the owner?

vast bane
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I believe midi picks the first DM who logs in

slim summit
#

Hey, one simple question: I'm using this code on ItemMacro to fastforward damage, but I need to change the name on each item. There's a piece of code I could use (possibly using this) would be easier and I can just copy and paste?
token.actor.items.getName('Inspiration Temporary Healing').rollDamage({options: {fastForward: true}});

vast bane
#

its a foundry.utils command I know that

short aurora
slim summit
#

I thought the rollDamage options was that

short aurora
#

That's a macro, the module midi has settings to fast forward for you

vast bane
#

why don't you want fast forward on for all?

slim summit
#

You're saying in midi settings? I sometimes use some bonuses before attack roll and damage, like shield.

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At least I have some point of decision, before damage going through and concentration save is activated

vast bane
#

are you using midi?

slim summit
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yes

vast bane
#

cause you sound like you don't know what midi does

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midi will prompt reactions if you have the setting on

short aurora
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You can roll without applying damage or checking for hits. This macro would be for non midi users, really.

slim summit
#

I fastforward only attack rolls, not damage rolls

short aurora
#

What do you use midi for?

slim summit
#

fastforward attack rolls, not damage rolls, but when damage is rolled, then is auto applied

vast bane
#

you either don't know that midi prompts for reactions so you don't have to worry about that with fast forward, or you have it off

short aurora
#

They just use a very specific setup, that I don't understand. Where is the item macro you asked for help with just before?

slim summit
#

I tried to make some automation for reactions, but my players are just dumb, and if I show a button with "uncanny dodge" they'll click even when isn't a attack roll.

vast bane
#

0_o

#

they don't need a button, they get prompted for it

#

bottom line the macro is not midi friendly

slim summit
#

I know, but there is a way to prompt different buttons for damage types, or attack/save types, without going full macro?

vast bane
#

I wouldn't doubt it if you are using Itemacro instead of midi on use for it

vast bane
slim summit
#

lol

vast bane
#

you may have it installed, but its not the roller you are using

short aurora
#

Attack/save types? I don't quite follow. If you don't fast forward, you'll get the dialog that core normally has.

vast bane
slim summit
vast bane
#

that is not midi

#

isn't that a command for the core roller?

slim summit
#

sorry if I'm look rude, but I know what midi is

short aurora
#

Midi can run it, when I ask where, I mean how do you run that macro?

slim summit
#

ItemMacro. I just paste this code, but I do this on each item, cause I don't want all features with fastforward damage

#

Just on some items

vast bane
#

I suspect they are actually running the module item macro

#

midi with item macro hooks

slim summit
#

this is a module?

vast bane
slim summit
#

this is my setup for second wind

short aurora
#

It's Midi, it's fine. Use args[0]. Item

slim summit
# vast bane

funny to see this, I had already check this, but my Item Macro module is unchecked right now

vast bane
#

technically works if the person rolling is the owner or has them selected?

short aurora
#

await args[0].item.rollDamage...

slim summit
vast bane
#

what happens if they fire the item without anyone selected?

short aurora
#

I'm on phone so can't double check, you can console.log(args) to verify in console

#

Players need to very specifically unselect in most games so I bet they never ran into that issue, if you use my code, it should be fine even if not selected

slim summit
vast bane
#

yeah args should define the actor for them now

#

it'll work for the player but not the DM cause isn't token and actor selected OR assigned?

#

but Krigs code should work better

slim summit
#

no, it looks it works even unselectedd

vast bane
#

assuming args 0 is the source actor

slim summit
#

ahh, wait, I'll try with args[0]

vast bane
#

thats kinda weird, that would mean you are leveraging item macros helpers right?

slim summit
#

leveraging?

vast bane
#

who rolled DM?>

slim summit
#

yes

vast bane
#

try the args macro krig gave you, you did say that character sheet hooks is off right?

slim summit
#

yes

#

args[0].item.rollDamage({options: {fastForward: true}});
don't work

acoustic atlas
#

Can I restrict an action to only be used if another effect is activated

vast bane
#

whats the error in console?

#

its also suppose to be await yada yada I think

slim summit
slim summit
#

nope, same thing

vast bane
#

why not just do midiQOL complete item use?

slim summit
#

I didn't try that yet. I was thinking just a this.name was enough ๐Ÿ˜„

vast bane
acoustic atlas
#

Would that apply like a normal DAE?

vast bane
#

However if you stated your actual use case there may be a better solution

acoustic atlas
#

Armorer Artificer

vast bane
#

the armors abilties when they pick which armor type?

#

thats definitely a use case for macro.createItem

acoustic atlas
#

Since the armor model feature splits in two with the guardian and infiltrator, each with several effects and actions, I was hoping to create a guardian effect and a infiltrator effect and tie their respective actions to the given effect (eg. Thunder Gauntlets to Guardian)

vast bane
#

I personally found that the artificer I hosted for never changed their armor but maybe your guy will be different

acoustic atlas
#

At minimum, I want to know how it works under the hood

#

In any case, how would I apply, macro.createItem

vast bane
#

its a key, presumeably you already have an item for each armor type, add the keys to the features effect

acoustic atlas
#

Like this?

vast bane
#

you need to make all the features that would get added when they get the ae, and save them somewhere they won't get deleted

acoustic atlas
#

I've got all the features and classes etc in compendiums and am making sure I save the back ups (made that mistake before)

vast bane
#

looks good to me, they won't auto equip, theres a second key you could use but I don't really like that key, instead I just put an effect macro to equip the items

acoustic atlas
#

Teach me o wise one

vast bane
#
//If it needs to be attuned
if (item.system.attunement == 1){
  item.update({'system.attunement': 2});
};
#
let i = 0
while (!token.actor.items.getName("Name of Item") && i < 3000) {
    console.log("Waiting for new item to be created, if needed!")
    await warpgate.wait(250)
    i += 250
}

const item = token.actor.items.getName("Name of Item")
item.update({'system.equipped':true});
#

put the attunement at the bottom below this macro

#

if you are creating from a compendium the delay is probably needed.

#

this should be an effect macro on creation

acoustic atlas
#

Would this macro go on the item, the feature or the actor?

dark canopy
#

that delay hurts my soul, why isn't the item creation awaited before passing to the macro ๐Ÿ˜ฉ

vast bane
#

I don't remove things unless people tell me to

acoustic atlas
#

When say Item I mean Thunder Gauntlets in this case

vast bane
acoustic atlas
#

I do

#

A lot of this is new to me so I apologise for the hand holding

vast bane
#

my example is the wrong type, you want on creation

#

hol up

#

this is going on armor isn't it?

#

you do want on toggle on

#

cause armor with transfer on equip ae's will go unavailable till they equip them

slim summit
dark canopy
vast bane
#

hes not making it, I just used it as the easiest example of an effect macro

dark canopy
#

ya, just noting

acoustic atlas
#

Ok, just to confirm in this case, everything should be considered an item, with the effect being applied to the armor

#

Currently, I have armor model as a class feature, with guardian and inflitrator also as class features

vast bane
#

the effect should be transfer on equip on the armor, and there should be a bunch of macro.createitem keys cause isn't the armor linked to like a few items?

#

also it doesn't have to be a dnd5e item, it can be a foundry item

acoustic atlas
#

to just zero in on guardian, it has an effect that, when rolled, applies the effect which creates the thunder gauntlets

vast bane
#

aka feature, item, spell, whatever

#

you don't need to roll it to apply it, set the effect to transfer on equip cause guardian armor is armor right?

#

oh wait it can be applied to existing armor can't it?

#

god this class is annoying to make lol

acoustic atlas
#

Am I better off putting this one down and moving on then coming back later

#

I get the feeling I will be better off building this up again when I have a bit more undestanding of this

vast bane
#

is the armor not really armor and is just a feature?

#

I mean, isn't everything you turn to going to require you to make it anyway?

#

unless the rest of your players are champion fighters

acoustic atlas
#

Its not actually armor, its a class feature that I was hoping to apply

vast bane
#

then set it as a self/self on the item details and no boxes checked in first tab of the ae

acoustic atlas
vast bane
#

and then make X macro.createItem keys for each thing that they get with the armor

#

you can't stack multiple items in a macro.createitem key, must make a new key for each item

acoustic atlas
#

Nvm, go it

vast bane
#

I'd personally just make the guardian armor lol

#

past experience tells me the player will probably never use the other type

acoustic atlas
#

Is there a way to add the perfected armor features to those effects when the level cap comes in

vast bane
#

are you starting out at level 1 or higher?

acoustic atlas
#

I guess I could just have them added to the base feature upon level up but wanted to be a bit greedy

vast bane
#

level 15 to me feels like 2 foundry versions away if you are starting at level 1

acoustic atlas
#

This is less me building specifcally for a campaign and more building to learn the system and have these classes in my back pocket as I go on

vast bane
#

I'd not build far out stuff, you suck at building starting out, better to build on demand that way you don't have to constantly revisit stuff you made in advance

#

plus who knows what foundry 11 and dnd5e 2.2 does to whatever you make

acoustic atlas
#

True enough, but as I said, this is more about knowing what is under the hood now so as things change, I can face that in turn

#

If the thing that I make is broken later on, I'll address it as I need to address it

#

But I can at least have a baseline knowledge and experience to work theough

#

through

vast bane
#

you could make a second active effect that is added suspended and then do an if statement if they are level 15, enable the other ae

#

put the if statement in the effect macro of the original ae that gives the level 3 stuff

#

But if you are going down that road, and you knew how to write macros, you could also just put it all in an on use macro

acoustic atlas
#

Not use to writing macros, just gotten to the if statement before pausing. What would the statement for unsuspending the effect look like

#

This is what I meant regarding looking under the hood. My coding skills are barely existent so I can read java but coding it is a different discussion

vast bane
#

I dunno but if its still all in an effect macro, good news is its not midi related and you can get help in macro polo

acoustic atlas
#

Cheers

vast bane
#

anything you don't understand in macro polo just type out to chat GPT and it'll translate like you are 5 years old for you

#

Prolly don't ask it to write code though, its typically on a 2 year delay in foundry code

dark canopy
#

May. Depends.

digital lagoon
#

As a heads up, Chrisโ€™ Premades module has the armorer artificer armor automated beautifully and itโ€™s been working very well for the artificer player in my campaign. I know you want to work one up yourself to understand the system but if you want a place to look to see how others have accomplished it, thatโ€™d be a great (albeit dependency heavy) place to start.

burnt bison
#

hello! I have 2 questions! How do I call an onUse Macro only on a crit, and how do I make it so crits deal extra damage (like for brutal crit)?

digital lagoon
#

So whenever i try to do concentration, it doesn't stop concentrating when the duration becomes a negative number

#

Is it possible to make it so that active effects delete themselves when the duration becomes 0?

burnt bison
#

Hi All! I'm looking for a macro that gives a character resistance to all damage but radiant when above 50%hp, how do I go about it?
(system dnd5e 2.15, using dae and midiqol, if that's relevant)

static sparrow
#

Build-a-Bonus may be able to do that, no macro required.

#

Iโ€™m not sure if it can add resistance? But I think you can conditionalize the benefits based on HP like that.

#

Yeah it looks like itโ€™s just numerical bonuses to rolls, sorry qq

violet meadow
#

onUpdateTarget flags is the answer to that. There are some examples around here

toxic spruce
#

Is there a way to automate "Fighting Style: Thrown Weapon Fighting"? (when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll)?

burnt bison
#

guys, I'm having a big problem....
I have this macro with a flags.midi-qol.onUseMacroName effect, but it doesnt reach the debugger....:

const workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid)
debbuger;
const sourceActor = (Array.from(workflow.targets))[0]?.actor;
let hp = sourceActor.system.attributes.hp;
if (hp.value > hp.max/4)
{
    sourceActor.system.traits.dr.update(["acid", "bludgeoning", "cold", "fire", "force", "lightning", "necrotic", "piercing", "poison", "psychic", "radiant", "slashing", "thunder"])
    sourceActor.system.traits.dv.update([])
}
else
{
    sourceActor.system.traits.dv.update(["acid", "bludgeoning", "cold", "fire", "force", "lightning", "necrotic", "piercing", "poison", "psychic", "radiant", "slashing", "thunder"])
    sourceActor.system.traits.dr.update([])
}
#

i wrote debugger wrong didnt I?..... facepalmpicard

static sparrow
toxic spruce
#

Thank you, I was close - I was trying per item TYVM

#

(I was actually looking for BAB discord site) ๐Ÿ™‚

sudden crane
#

If you have only one mwak version, the you would probably need to change to mwak and add a distance check in the custom filter

toxic spruce
#

Nope, did now though ๐Ÿ™‚

vast bane
digital lagoon
#

Thx

cinder tapir
#

o hell nah I got that janky ass spell ๐Ÿ˜ญ

vast bane
#

It will still miss on 1's

#

just install df manual rolls if you want to test roll

#

also why does an attack roll heal?

cinder tapir
#

cuz the crit modifier isn't available on a normal heal

vast bane
#

When would it crit? nm I don't need to ask that.

cinder tapir
#

always

#

its a heal that always hits and crits

vast bane
#

if it always crits then just double the formula?

cinder tapir
#

but that would be no fun!

vast bane
#

it would be more accurate cause your healer is going to inevitably roll nat 1's

cinder tapir
#

so it will only fail when that happens?

#

Guess thats a new part of the spells description! ๐Ÿ˜„

#

Working as intented!

vast bane
#

you are unnecessarily adding an attack roll

#

just change the drop down to other or utility and add a damage formula that is 4d3

cinder tapir
#

but thats not the same!

#

its losing the double wisdom mod

vast bane
#

4d3 + @mod +@mod

sudden crane
# toxic spruce Nope, did now though ๐Ÿ™‚

If you would prefer to keep only one item mwak with the thrown property you could use this custom filter instead:

if (!item.system?.properties?.thr)
  return false;
let dist= MidiQOL.computeDistance(token, MidiQOL.Workflow.getWorkflow(item.uuid)?.hitTargets.first(), true);
if (dist > 5)
  return true;
else
  return false;
frail osprey
#

hey, @vast bane , I noticed you had some issues with Hideous Laughter about 2 months ago, and I'm having the exact same issue. I've read the conversation you had with bugbear back then, but I didn't find how you solved it. Can you lend me a hand? ๐Ÿ˜ฆ

#

I'm not even sure if I'm using the spell right

vast bane
vast bane
#

yeah v10 also has the problem

#

it seems to have no reference of the casters dc

#

๐Ÿ‘€

#

if you are using midi srd's here is the proper overtime:

turn=end,
saveDC=@attributes.spelldc,
saveAbility=wis,
label=Hideous Laughter
#

the savingThrow=true breaks it

#

that is the fix for the non macro version

#

Also the saveDc should be saveDC, that could be fixing it too, atleast the dc reference

#

in the non macro version the overtime also needs to be set to override instead of ADD

#

there is still an error with the macro, its not able to find the dc

cinder tapir
#

moto moto on that midiqol support grind

vast bane
#

@violet meadow midi srd's hideous laughter uses statusEffect, I'm guessing you want to hold out on making CE required for it, but it has adverse effects on spells like Hideous laughter as statusEffect combines conditions and you wind up with a missing effect to delete when the save is made on hideous laughter on success. Also The DC is not showing on the macro version, I suspect this might be a last args issue?

coarse mesa
cinder tapir
#

I just saw thats a thing why isn't he one

calm hemlock
#

Is their a way to see why somethings at disadvantage?

coarse mesa
vast bane
short aurora
#

I snatched it from bugbear's wiki, speaking of, @violet meadow can that be the image instead of the Discord link? If you go on the wiki "organically", getting navigated to Discord instead of just showing the answer is iffy

vast bane
#

the tables got me distracted over on my wiki so I forgot to do the rest of the moto post for him

#

class features in DDBI is a tough one to parse

short aurora
#

Did you manage to create the wiki for easy merge or is it still "by hand" that bugbear has to do it?

vast bane
#

The more I dive into DDBI, the more I feel it should be a mandatory install for midiqol lol

vast bane
coarse mesa
vast bane
#

I imported a twilight cleric with CPR/DDBI and oh my god the thing just WORKS

#

everything is perfect, but I think Chris went full boar on all the twilight features

coarse mesa
#

Probably one in his game

vast bane
#

Yeah, but you can't get the class features on their own you have to do a character import for the trully good stuff in DDBI

coarse mesa
#

Ya gotta use a fairy light ATL on twilight sanctuary tho, thatโ€™s just so perfect

vast bane
#

I'm just using one sheet and remaking it over and over to get each level 20 class/subclass combo

short aurora
#

Unfamiliar with the importer, but isn't the buy in still that you need to purchase all the material on dndbeyond itself to use it?

vast bane
#

You give ddbi your lil cookie thing and then it auto detects all the campaigns you are in

#

It will even take the combined content of everyone sharing into the campaign

#

however, its worth it just to use the DDBI for the srd stuff, cause dnd5e SRD is kinda not good for midi most of the time

#

also having descriptions for all the CPR stuff via ddbi makes things cleaner.

frail osprey
#

Tried Hideous Laughter from DDBI, but it also didn't work ๐Ÿ˜

vast bane
#

if you edit the one that exists you will see it has the keys for prone AND incapacitated in it. Generally speaking I think alot of us pros prefer macro.ce over statusEffect purely because of this feature

frail osprey
#

Yeah, I know, but I read somewhere someone saying it used unconscious instead of prone + incap

#

I see

vast bane
#

when it uses Asleep the user lacks dfreds CE or Combat Utility Belt

#

Midi srd could put a fallback condition in, but the reality is if you get Asleep as a condition option, you are midiqol'ing wrong

#

cause Asleep is not unconscious, its not even automated, why even bother with midi without automation ๐Ÿ˜‰

frail osprey
#

To be fair, the only automation I really need for this spell is the saving throw. Just telling my players "you can't act because of Hideous Laughter" is enough for them not to try anything.

#

I'll try the Midi SRD non macro with the fixes you posted

vast bane
#

Unconscious:

#

Asleep

frail osprey
#

Ah, I see now what you meant

vast bane
#

I think theres a third module that lets you edit the conditions but I forget its name, its not really a midi adjacent module, Settings Extended?

frail osprey
#

Now, since the macro version from Hideous Laughter isn't working properly, there's no easy way to automate the saving throw on damage received, is there? ๐Ÿ˜ฆ

vast bane
#

he actually has a next version of midi srd he's sitting on waiting to release he'll probably just give us that version

frail osprey
#

okie! Thanks for the help, Moto! You're great, as always.

vast bane
#

If you use CPR, you might want to edit the locked compendium so the macro version has no (macro) or you will constantly get the non macro version when you update the actor

#

or move the macro one to the ddbi override compendium or something

#

and take its name down to just the spell

frail osprey
#

will do! Thanks for the tip!

#

btw, once the macro version gets fixed, to use it, I must have also have it on my macrobar, right?

coarse mesa
vast bane
#

that is a byproduct of statusEffect and midiqol

coarse mesa
#

Slowly sliding awayโ€ฆ

vast bane
#

no its cause statusEffect combines effects, its prone

#

you can't actually get unconscious alone?

#

well technically...you can't stand up and be unconscious so Its sorta right?

coarse mesa
#

Itโ€™s probably still setting your movement to 0 with the one above? And half 0 is 0? If not maybe playing with priority would help

vast bane
#

I think its a byproduct of auto unconscious

coarse mesa
# vast bane I think its a byproduct of auto unconscious

I implemented my own script on player unconscious which auto prompts MTB death saves on your turn as our group is too useless to find how to do those otherwise. It was all going sweet until it prompted me again after my character was already dead from failing three last week. What a slap in the face ๐Ÿ˜‘

#

I need to have dead remove unconscious

vast bane
#

I genuinely do not get the point of automating rare events.

#

I've only dealt with exhaustion in chase encounters and those aren't real exhaustions. Death saves are just a dice tray d20 and move on.

coarse mesa
#

Itโ€™s not that rare for us. Folk go down almost every combat. Death is only a few times per campaign tho

#

I actually rolled a one and lost two saves. We would probably have forgotten that rule tbh

covert mason
#

This ItemMacro results in this:

const actor = game.actors.get(args[0].actor._id);
const [{spellLevel: level}] = args;
const levels = actor.system.details.level ?? actor.system.details.cr;
const spellcasting = actor.system.attributes.spellcasting;
const mod = actor.system.abilities[spellcasting].mod;
const prof = actor.system.attributes.prof;
const msattack = actor.system.bonuses.msak.attack;
const summonType = "Summoned Hand";

let updates = {
    token : {
        'name':`${summonType} of ${actor.name}`
    },
    actor: {
        'name' : `${summonType} of ${actor.name}`, 'system.details.cr': levels,
    },
    embedded: { Item: {
        "Hand Attack":{
            'system.attackBonus': `${msattack} + ${mod}`,
            'system.damage.parts': [[`1d4 + ${mod}`, 'force']]
        }
    }}
    
}

for(let i = 0; i < level; i++) {
  const [id] = await warpgate.spawn(summonType, updates) ?? [];
  if(!id) continue;
  const spawn = canvas.scene.tokens.get(id);
  await new Sequence()
  .sound().file("/Sounds/Combat/Holy/FX_Holy_Magic_Cast_Small_*.ogg")
  .effect().file("jb2a.explosion.purplepink.3").atLocation(spawn).scale(0.5)
  .wait(300)
  .animation().on(spawn).opacity(1)
  .play();
}```
It was working perfectly a couple of weeks ago.
coarse mesa
#

I donโ€™t think you need to declare actor ๐Ÿค”

scarlet gale
#

Pretty self explanatory, you already have actor declared

#

Advanced macros let's you get away with this I think

coarse mesa
#

Ah

scarlet gale
#

So if you removed that module, this can happen

covert mason
#

I've not removed it. Advanced Macros is still active

#

Which is odd

scarlet gale
#

Possibly a midi change

covert mason
#

Aye

scarlet gale
#

At any rate, line one should just have actor renamed

covert mason
#

Currently on 10.0.39

scarlet gale
#

Or totally removed

#

Depending on who you want to actually use as the target actor

coarse mesa
#

Yeah likely, Tim has made midi independent of AM fully now afaik

scarlet gale
#

Also, you can get the caster actor with just js this.actor

covert mason
# scarlet gale Also, you can get the caster actor with just ```js this.actor```

Oh, so something like this?

const [{spellLevel: level}] = args;
const levels = this.actor.system.details.level ?? this.actor.system.details.cr;
const spellcasting = this.actor.system.attributes.spellcasting;
const mod = this.actor.system.abilities[spellcasting].mod;
const prof = this.actor.system.attributes.prof;
const msattack = this.actor.system.bonuses.msak.attack;
const summonType = "Summoned Hand";

let updates = {
    token : {
        'name':`${summonType} of ${actor.name}`
    },
    actor: {
        'name' : `${summonType} of ${actor.name}`, 'system.details.cr': levels,
    },
    embedded: { Item: {
        "Hand Attack":{
            'system.attackBonus': `${msattack} + ${mod}`,
            'system.damage.parts': [[`1d4 + ${mod}`, 'force']]
        }
    }}
    
}

for(let i = 0; i < level; i++) {
  const [id] = await warpgate.spawn(summonType, updates) ?? [];
  if(!id) continue;
  const spawn = canvas.scene.tokens.get(id);
  await new Sequence()
  .sound().file("/Sounds/Combat/Holy/FX_Holy_Magic_Cast_Small_*.ogg")
  .effect().file("jb2a.explosion.purplepink.3").atLocation(spawn).scale(0.5)
  .wait(300)
  .animation().on(spawn).opacity(1)
  .play();
}```
scarlet gale
#

No

#

Delete first line, change all references of actor to this.actor

scarlet gale
#

Not on PC, so it's hard to tell

#

But maybe?

#

Try it and see if there is an error

covert mason
#

I edited the script above

covert mason
short aurora
#

Is this a chatGPT macro?

covert mason
#

Nope

scarlet gale
#

I think the first line is the issue

coarse mesa
short aurora
#

The new midi version changed how args is defined, the first line is the issue, yeah

#

I was just wondering why it was done like that and figured it was chatgpt trying to define something not present

scarlet gale
#

I personally find getting the data out of this is far easier

#

No messy args to deal with

covert mason
#

Aurgh. G'damn module updates VeryWeary

#

So how would I go about defining the spell level now?

scarlet gale
#

this.castData.castLevel I think is what you want for the spell level

hasty jackal
#

whats the flag for an effect that heals on use?

#

its gives extra hp and heals

covert mason
#

So perhaps something like this? js const [{spellLevel: level}] = this.castData.castLevel;

scarlet gale
#

Nah

coarse mesa
scarlet gale
#

You don't want the destructing anymore

short aurora
#

You should be able to use this.castData.castLevel as level in your macro instead of the deconstructing

covert mason
#
const level = this.castData.castLevel;```
scarlet gale
#
const spellLevel = this.castData.castLevel;```
covert mason
#

oop

short aurora
#

I think Janner's right because he never actually references spellLevel?

scarlet gale
#

Oh true

covert mason
#

Aye, that was it

#

Perfect justRight

#

Here we go:

const level = this.castData.castLevel;
const levels = this.actor.system.details.level ?? this.actor.system.details.cr;
const spellcasting = this.actor.system.attributes.spellcasting;
const mod = this.actor.system.abilities[spellcasting].mod;
const prof = this.actor.system.attributes.prof;
const msattack = this.actor.system.bonuses.msak.attack;
const summonType = "Summoned Hand";

let updates = {
    token : {
        'name':`${summonType} of ${actor.name}`
    },
    actor: {
        'name' : `${summonType} of ${actor.name}`, 'system.details.cr': levels,
    },
    embedded: { Item: {
        "Hand Attack":{
            'system.attackBonus': `${msattack} + ${mod}`,
            'system.damage.parts': [[`1d4 + ${mod}`, 'force']]
        }
    }}
    
}

for(let i = 0; i < level; i++) {
  const [id] = await warpgate.spawn(summonType, updates) ?? [];
  if(!id) continue;
  const spawn = canvas.scene.tokens.get(id);
  await new Sequence()
  .sound().file("/Sounds/Combat/Holy/FX_Holy_Magic_Cast_Small_*.ogg")
  .effect().file("jb2a.explosion.purplepink.3").atLocation(spawn).scale(0.5)
  .wait(300)
  .animation().on(spawn).opacity(1)
  .play();
}```
scarlet gale
#

Technically your macro isn't taking into account having the spell not using your spellcasting stat

#

Such as with multiclassing

#

Just fyi

short aurora
#

Ban multiclassing

#

tags as #wontfix

vast bane
#

look at cure wounds for an example of instant healing and look at regeneration in the midi samples for an overtime heal

#

I have a nice house rule that basically eliminated all multiclass ideas:

Pact slots don't interact with other class features.

#

got rid of all the usual spellcasting multiclasses and now just gotta deal with the casual fighter dip

hasty jackal
#

i wonder if you can make an effect that slays a creature thats below X amount of HP if hits

vast bane
#

midi sample item

#

the most annoying weapon as a DM to give to a player

#

because it prompts the damned save even when it doesn't matter on every attack lol.

hasty jackal
#

okay it needs to be on a weapon right?

vast bane
vast bane
#

Looks like midi srd, DDBI, and dfreds CE:

hasty jackal
#

this

vast bane
#

thats gonna be a complex actor on use

hasty jackal
#

better make a weapon

#

i guess

vast bane
#

its all in macros, did you ever automate rend?

hasty jackal
#

nope too hard to do lol

vast bane
#

then dont even bother with this either

hasty jackal
#

kk

vast bane
#

it relies on rend being automated

short aurora
#

Doesn't destroy undead do a check and then do a billion damage in one of the modules

vast bane
#

yeah but hes doing a custom class that basically is a reskinned blood hunter

#

rend is like the crimson rites

#

so it would need to check if a rend is active in the workflow which he's not automating

short aurora
#

That feature there can just be a toggle for them

#

No need to full auto

vast bane
#

If its not full auto then just have the dm toggle dead /shrug

scarlet gale
#

That would be fairly simple with a macro.

if (this.targets.size !=1) return;
if (this.targets.first().actor.system.attributes.hp.value > 10) return;
await MidiQOL.applyTokenDamage(
    [
        {
            damage: 10,
            type: 'none'
        }
    ],
    10,
    new Set([this.targets.first()]),
    null,
    null
);```
short aurora
#

Needs to check for humanoid, too

scarlet gale
#

may actually want to check the attack type too at the top

#

but that's a start

#

that too

vast bane
#

have the rend item you manually roll to self harm apply an ae that is this actor on use as an onUseMacro key

#

have the ae expire after the next attack

#

honestly you got chris' attention now is to ask how to link an items roll to the effect value of the ae that item is also applying

hasty jackal
#

yeah i think ill copy the disruption mace on the weapon and call it a day, for now that or just do it manually

scarlet gale
#

Doesn't the mace of disruption use an item macro?

hasty jackal
#

yeah thats why im just pasting it on the weapon that the player is using

vast bane
#

it does and induces a wisdom save to be destroyed, it also needs it to be undead to destroy

#

better off using chris macro above instead

#

but in an actor on use not an item on use

scarlet gale
#

mine doesn't do enough checks

#

would want to check the race as well as the type of action probably

hasty jackal
#

i guess the hard part is the humanoid check

scarlet gale
#

Are you using my module by chance?

#

I just didn't include that since I have a lot of stuff like that sorted out into my helper functions that I can't remember how to do it without them

hasty jackal
#

yeah im using your module

scarlet gale
#
if (this.hitTargets.size != 1 || this.item.type != 'weapon') return;
let validTypes = ['martialM', 'simpleM'];
if (!validTypes.includes(this.item.system.weaponType)) return;
let targetToken = this.targets.first();
if (chrisPremades.helpers.raceOrType(targetToken.actor) != 'humanoid') return;
if (targetToken.actor.system.attributes.hp.value > 10) return;
await chrisPremades.helpers.applyDamage([targetToken], 10, 'none');```
#

Untested, should work?

hasty jackal
#

that as a item macro?

scarlet gale
#

actor on use

#

take a look at my divine smite to see how to setup an actor on use macro with effects

hasty jackal
#

i should add it as a feature?sorry for being dumb

#

kk

vast bane
#

yes an item macro, on the feature, but you want it as an actor on use

#

there is a key you put on the active effect on the feature, that is something like onUseMacro

#

then you make the ae um rolled? to apply the efect?

scarlet gale
#

make it a passive effect

vast bane
#

cause its only suppose to hit people while you are rending

scarlet gale
#

oh

#

or that

vast bane
#

thats why I said earlier to put it on the rend item, cause his rend is just a self harm ability

#

and he could make the macro on use apply after he rends

#

When he rends it applies the ae, have the ae have special duration of one attack, bam

#

make an ae on the rend item, use DAE to auto complete: onUseMacro

#

use the key that comes up, custom mode and then the value needs to be ummmmm. Item Macro.Whatever the item name you put chris macro in

#

Is it ItemMacro. or Item Macro.?

#

I'm not at a pc that can view foundry to check

scarlet gale
#

ItemMacro.Feature Name

vast bane
#

honestly similar concept to reckless attack in a way

#

if you can figure out how to make the damage rolled in rend to apply to an effect value on the ae the rend item has you could also finally have your rend fully automated

#

I'll be back at the mancave in about 30 minutes if you are still lost Araxiel

hasty jackal
#

okay and yeah damn my player for picking this class lol...is like a really weird blood hunter

vast bane
#

One of the main reasons why I don't fast forward is so I can punt on complicated stuff like this. I just throw a reminder in

reef bluff
#

I bestowed a curse onto one of my players. How would I set up an effect to impose disadvantage on their dex rolls?

scarlet gale
#

There are midi flags for that

#

I have that spell fully automated if you use my module

vast bane
#

if you have dae, the easiest solution is to make an effect and have dae auto complete when you type save.dex

reef bluff
celest bluff
#

DAE 10.0.27 requires @ to be enclosed in " or '

#

Don't think this is intended, tposney knows about it.

sharp lynx
#

Was testing blood curse of the binding and it automatically rolled the amplify damage and applied it to the target instead of the play. Anyone seen that behavior?

vast bane
vast bane
scarlet gale
#

If you just used the DDB importer for it, it just parses it as best it can

#

It doesn't know the context

sharp lynx
#

I did

scarlet gale
#

A lot of the blood hunter stuff needs to be fixed up

reef bluff
#

still prompts the dis normal adv box when clicking on the save ๐Ÿค”

reef bluff
#

yes

vast bane
#

is disadvantage or normal not highlighted in that popout?

#

its subtle but it should have a bolded edge

reef bluff
#

oooooooohhhhhhhh

#

so it tells them to roll it

#

got it

vast bane
#

if you fast forward it would have auto chose the bolded option, I don't fast forward, but I use advantage reminder and it makes the highlights easier to see in that popout

#

theres a setting in midi to automatically choose the option there and never show the window, many swear by it, I hate it

reef bluff
#

ye I see it now

#

Thnaks

vast bane
#

if you don't want to fast forward, highly recommend Advantage Reminder Module purely for the ability to highlight in those windows

reef bluff
#

Ill check it out

#

thank you

sharp lynx
#

Hmm so it looks like the current setup is just not smart enough to handle the blood curses doing something to the target, and possibly the player if they amplify?

scarlet gale
#

That feature would need an item macro honestly to do it right

#

I've done a few of the other blood curses, but it doesn't look like I've touched that one

sharp lynx
#

That is beyond my current foundry knowledge haha. Any pointers how to make an item macro?

vast bane
#

isn't it basically what araxiels rend is? roll some self harm, amplify the next attack?

sharp lynx
#

Many if not all the blood curses can be amplified and then have some extra effect on the target.

scarlet gale
#

If you're using DDB importer, you may be interested in my blood hunter automations from my module. It's built around fixing up many of the features from the DDB importer version.

sharp lynx
#

Pretty cool @scarlet gale thanks. Maybe Iโ€™ll try to figure out how to implement this. What is the module called?

scarlet gale
vast bane
#

its also a checkbox all over ddb importer for additional features

scarlet gale
#

DDB impoter has 2 checkboxes that allow you to use my automations when available.

vast bane
#

@hasty jackal you ok with your rend stuff now? I'm at my pc can help if need be

sharp lynx
#

Thanks! Iโ€™ll play with this

hasty jackal
#

@vast bane i created the item called rend that deals 1d6 to self

vast bane
#

add an active effect to it with DAE wrench at top, in the lil drop down keep it as "New" and click the plus so it makes a new ae on the item

rotund crag
vast bane
#

@rotund crag Configure settings>midiqol>workflow button>workflow tab>damage subsection:

(My Yes + Damage card) is the full auto, you probably have YesDM, NoPC)

urban seal
#

Hi! Can someone help me out? Im trying to make an effect that doubles the players damage with everything. I figured this was how, but its not doubling anything.

vast bane
urban seal
#

Ah alright, its just part of ability that does it for 1 turn.

vast bane
#

is it homebrew?

urban seal
#

Yea

vast bane
#

If so just change it to auto crit for 1 turn and call it a day, its your brew after all

urban seal
#

Oh yea alright thats a good idea, thanks.

rotund crag
vast bane
rotund crag
vast bane
#

show me the attack how it looks in chat

#

player hitting a monster

rotund crag
vast bane
#

its always when I don't lead with it that it is it

#

always

vast bane
#

You have a very hard decision to make

#

(You are mixing rollers)

rotund crag
#

Getting rid of "ready set roll"

#

It does work on DM screen though

vast bane
#

that should fix you

rotund crag
#

works now, thanks

sharp lynx
#

Hey @scarlet gale - trying some of your scripts in an item macro window and this.actor.system is undefined. Any clue what is going on here (I am a programmer but almost totally unfamiliar with the Foundry api). Thanks! (This is when trying to determine the damage dice for the crimson rite)

scarlet gale
sharp lynx
#

Yep one sec

scarlet gale
#

As well as post what macro you're trying to use.

#

I'm guessing you're trying to copy the macro I posted above to setup that curse?

sharp lynx
#

yep, bringing over your helper code where I need it.

scarlet gale
#

If my module is active, you can swap chris to chrisPremades.helpers

#

All my helper functions are exported into there

sharp lynx
#

ah good to know

#

the error is this:

#

one sec and I'll drop what code it runs into when it does this.

scarlet gale
#

that would help

#

I'm not sure why that's just displaying itemacro and not midi-qol

#

I feel like the macro is being executed wrong

#

Such as having character sheet hooks enabled in the item macro module

sharp lynx
#

Ah it is - let me disable one sec

#

no change when I remove the hooks. Here is the code I have so far, just playing around - fails on the third line looking for "system"

#

again apologies if I am doing something obviously stupir

#

or stupid even ๐Ÿ™‚

vast bane
#

as a midi user, if you see an error that is "itemacro" that means you are using item macro instead of midi and thats bad.

scarlet gale
#

Yea, it shouldn't ever show that module name in the errors in a midi environment.

vast bane
#

its very common to close instead of save when tweaking settings

#

specially midi stuff

sharp lynx
#

Ok - so Item Macro is not what I should be using?

vast bane
#

you should but the character sheet hooks setting needs to be unchecked in item macro

sharp lynx
#

(Again totally new to this)

vast bane
#

your error says you have it checked

#

its a module that midi purely uses as a storage device, its features should all be shut off

#

well the abreviated button is a good setting

sharp lynx
#

Huh. It was indeed I checked because I had to restart after I unchecked it

vast bane
#

what is the new console error then?

scarlet gale
#

Good chance it shouldn't have one after fixing that

vast bane
#

cause you said "no change" we assumed you never changed the setting

sharp lynx
#

Oh sorry I meant there was still an error

scarlet gale
#

What's the new error?

sharp lynx
#

Looks to be the same, but I expanded it this time

vast bane
#

lol

scarlet gale
#

It's still not unchecked

vast bane
#

can you please show us your item macro settings?

sharp lynx
vast bane
#

do you have a module that tyrannically locks settings?

sharp lynx
#

I donโ€™t think soโ€ฆ.

scarlet gale
#

How are you running the macro?

#

Did you put ItemMacro in the midi item on use section on the feature?

sharp lynx
#

I am running it with the execute macro button in the item macro dialog

scarlet gale
#

that's why

vast bane
#

0_o

scarlet gale
#

Click on the feature

#

don't use the buttons in the dialogue

vast bane
#

ooooh ok

#

wow I didn't even realize there was an execute button there

scarlet gale
#

They exist because it's in core

#

For hotbar macros

clever field
#

macro

sharp lynx
#

Ok I click on the dice next to the feature it just does what it normally does. How do I make it ignore that and use item macro?

scarlet gale
#

Well, this is a blood curse right?

sharp lynx
#

Yea

scarlet gale
#

Setup the effect as you would normally want for the version that isn't boosted

#

on the DAE button in the title bar

#

at the bottom of the feature, look for a section called Midi-Qol on use

#

or something along those lines

#

Click the + and put in ItemMacro make sure it's set to execute after active effects (default)

#

Then you can just have the macro "update" the effect on the target actor. Like it does for my example one.

#

You can look at my included blood curses in the module if you need an example

sharp lynx
#

Ah ok I see.

#

Ok I have it running the macro after the normal steps in the details.

#

And it gets past the error from before

#

thanks all. that was by no means obvious.

#

I think I can tweak this to give me what I want.

hasty jackal
#

welp im still lost about the rend stuff lol...sorry for being dumb

acoustic atlas
#

In general, if you want to have a table set up and you want a feature to trigger (for either limited uses or something like that), if there a way to have the roll of the feature trigger a subsequent roll on the table

vast bane
acoustic atlas
#

CPR?

vast bane
#

Sources of premade stuff for Midiqol:

Modules:
Midi Sample Items Compendium(comes with the module)

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

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

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

MrPrimate's D&D Beyond Importer:
https://foundryvtt.com/packages/ddb-importer

w15ps's Module
https://foundryvtt.com/packages/w15ps-srd

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

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

Crymic's Patreon:
https://www.patreon.com/crymic

Wiki:
Activation condition and other useful info:
https://github.com/thatlonelybugbear/FoundryMacros/wiki

celest bluff
eager ferry
#

Hi there, Im trying to figure out how to enable auto-rolling attack with advantage and damage through Midi-QOL. No combination of settings i've found works. Might anybody know?

eager ferry
#

no way to auto-roll it?

vast bane
#

This is midiqol not ready set roll ๐Ÿ˜‰

#

you could give the actor a flag that gives them advantage always, but the way you are saying it sounds like you want to throw 2 and decide, thats a different roller

eager ferry
#

ah i see, thanks for the idea. Still very new to this UI

vast bane
#

midi is very much about knowing what you are throwing or letting midi throw it for you. Ready Set roll is a module that lets you just throw the dice and pick after the fact.

acoustic atlas
#

For items with a charge recovery at dawn, how would that be reflected in the charge recovery formula

vast bane
#

why bring that chaos to your table

#

Life is so much easier

acoustic atlas
#

Fairo

sharp lynx
#

ok @scarlet gale or @vast bane one more question (Sorry) - when trying to call chris' applyDamage function (and also when using this.item.name in defining the roll's flavor text) I am getting this. Any ideas?

vast bane
#

are you on midi 38?

sharp lynx
vast bane
#

that is a tell tale sign of midi 38

#

is it a magic items module reaction?

#

or really any magic items module item

sharp lynx
#

I am on Midi 10.0.39

vast bane
#

is it a macro you made using his helpers?

sharp lynx
#

no this is still the blood curse, unless I have toggled something wierd somewhere

#

this is using chris' macros to apply damage

scarlet gale
#

It's likely you're using the function wrong.

sharp lynx
#

using it similar to what you are doing...

let amplify = await chrisPremades.helpers.dialog('Amplify Blood Curse?', [['Yes', true], ['No', false]]);
if (!amplify) return;
let damageDice = this.actor.system.scale['blood-hunter']['crimson-rite'];
if (!damageDice) {
    ui.notifications.warn('Source actor does not appear to have a Crimson Rite scale!');
    return;
}
let roll = await new Roll(damageDice + '[none]').roll({async: true});
roll.toMessage({
    rollMode: 'roll',
    speaker: {alias: name},
    flavor: 'Blood Curse of Binding - Damage to Self'
});

await chrisPremades.helpers.applyDamage(this.token, roll.total, 'none');
#

but I very well could be doing things wrong. Thanks for your patience

scarlet gale
#

Nothing looks wrong, let me test that on my client

#

The error appears to be in the wrapped midi function

sharp lynx
#

so in the MidiQOL lib and not your code?

scarlet gale
#

Confirming it first

#

hold on

vast bane
#

maybe he missed another item?

scarlet gale
#

nah

#

@gilded yacht Looks like a recent update broke applyTokenDamageMany when there is no item involved.

scarlet gale
sharp lynx
#

is there an easy way to do that in the foundry interface?

scarlet gale
#

Not really

#

Midi-Qol is on Gitlab instead of Github and I don't see an obvious way to downgrade other than downloading the old zip file.

sharp lynx
#

hmmm ok

sharp lynx
#

well thanks for confirming it

vast bane
#

prolly caused by the v11 changes? Honestly this just means we'll have a smooth move when v11 drops if hes hitting the bumps now

scarlet gale
#

Gitlab doesn't make it easy for me to tell where the issue came from

#

It doesn't have a good compare function like Github

sharp lynx
#

ok bingo, reverting back to 37 did the job!

#

thanks @scarlet gale !

#

really appreciate your help tonite - got some more tweaking to do, but I think I can set this up like I want it.

celest bluff