#MidiQOL
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@short aurora flags.midi-qol.OverTime OVERRIDE turn=end,rollType=save,saveAbility=cha,saveDC=21,saveRemove=true,damageBeforeSave=true,damageRoll=6d6,damageType=cold, I am trying to get it to deal 6d6 cold damage and continue to do so until a dc 21 charisma save is passed.
Ah, can you also post a picture of your ActiveEffect setup? The window where you put that stuff into
and by not firing I assume it does nothing?
Yeah, I don't see any errors or warning in the console, but I am not sure if it would have any even if the syntax was wrong.
I can see the effect is being applied and is counting down properly, and the macro.ce's are going off but the OverTime just appears to not be working.
Syntax is right or at least fires off an OverTime. Are you checking in combat? What's your save settings? Midi-QOL settings -> Workflow and then a picture of the box that says Saves
Sure can do. I was testing it in combat against a gobo that I had given higher health for testing purposes. I even made sure to roll init for both chars just to be sure it wasn't something weird with them not having an init causing it.
Both the creature making the effect and the creature being targeted are npc actors for reference.
@scenic lava Ah, might be the Incapacitation thing? Do you get a yellow pop up when you pass the turn and it should proc?
Dinner arrived, so answers will slow slightly
Sure, one sec
It's at the top of the screen
It does in fact say they are incapacitated, maybe that is the prob. I think there is something for that in the syntax.
Yup, tag on
allowIncapacitated=true
No worries, that's a relatively new feature and got a few people confused.
I think it honestly should be set to true by default as most effects that prevent saves already make them auto fail if they can't make the particular save. Maybe something @gilded yacht might want to look at.
Again thanks for all your help. I wasn't even thinking that was an issue even though I saw the attribute in the wiki.
I do believe tposney is aware of this, I think its simply he accidentally set the wrong one to default
Does anyone know any pre-made AoE effects that deal its damage on a creature's turn start while in the AoE that I could yoink its functions from?
is it a template?
Yeah.
CPR uses template macro, but theres also active auras which is pretty easy to setup, its just not something you should use en masse
Alright, I'll just go with my backup and doing it manually, I'm specifically making a boss fight right now that uses one of them and that was all, thanks for the pointer on it. ππ»
when setting up an active aura bound to a template, you need to copy the item macro from the active auras premades, grab the item macro out of active auras darkness premade and use it in your own premade, also with template active auras you need to disable midiqol's effect transfer so check the box for effect activation true, and then in the activation condtion type false
Oh where do I disable the midiqol's effect transfer? Is that in Midi's settings itself or within DAE?
I menat that speciifically for that one item
Oh I see, thanks.
to disable effect transfer on a specific item, simply check the box at the bottom that is something like effect activation true yada yada
then put false in the activation condition at the top right near the first settings
Then make the active effect, I'm guessing it will be an overtime key and maybe some condition keys
turn it on for an aura, find the active auras premades compendium and yoink out the item macro on the darkness one and paste it into the item you are making
make sure you mirror the on use macro
Gotcha, thanks for the help!
whats the flag for adding spell resistance vs a specific stat?
like spell resistance on int saves
I wonder if that flag even can have evaluations but you can definitely give someone advantage on all int saves
the magic resistance flag is technically a true/false but I wonder if it takes evaluations like the other flags
the nuanced difference is that magic resistance only works on magical effects and spells while int save advantage works on all int saves regardless
advantage.ability.save.int I think is the dae auto complete for the all int saves solution. type in magic resistance to get the other solution
oh okay thanks
Man I can't even think of the last time I saw this module throw an error lol
it happened on a non issue but still rare to see it
I noticed applyTokenDamage stopped working (on .41 version), found it got a problem with "Simbul's Cover Calculator".
Shape.js:77 Uncaught (in promise) ReferenceError: undefined. MODULE is not defined
[Detected 2 packages: simbuls-cover-calculator, midi-qol]
at Shape.buildWall (Shape.js:77:44)
at CoverCalculator.js:524:76
at Array.map (<anonymous>)
at Cover.buildWallData (CoverCalculator.js:524:58)
at Cover.calculate (CoverCalculator.js:492:14)
at new Cover (CoverCalculator.js:482:14)
at Object._Cover [as Cover] (CoverCalculator.js:449:16)
at computeCoverBonus (utils.js:1996:50)
at Workflow.checkHits (workflow.js:2792:16)
at Workflow._next (workflow.js:449:17)
at async Workflow.next (workflow.js:247:10)
at async Item5e.doAttackRoll (itemhandling.js:497:2)
at async Workflow._next (workflow.js:414:6)
at async Workflow.next (workflow.js:247:10)
at async Workflow.next (workflow.js:247:10)
at async Workflow.next (workflow.js:247:10)
at async Workflow.next (workflow.js:247:10)
at async Workflow.next (workflow.js:247:10)
buildWall @ Shape.js:77
(anonymous) @ CoverCalculator.js:524
buildWallData @ CoverCalculator.js:524
calculate @ CoverCalculator.js:492
Cover @ CoverCalculator.js:482
_Cover @ CoverCalculator.js:449
computeCoverBonus @ utils.js:1996
checkHits @ workflow.js:2792
_next @ workflow.js:449
await in _next (async)
doItemUse @ itemhandling.js:327
await in doItemUse (async)
πcall_wrapper @ libWrapper-wrapper.js:616
πCONFIG.Item.documentClass.prototype.use#0 @ libWrapper-wrapper.js:189
_onItemUse @ base-sheet.mjs:1170
(anonymous) @ tidy5e-favorites.js:555
dispatch @ jquery.min.js:2
y.handle @ jquery.min.js:2
Problem is gone after I disabled Simbul's.
Any ideas of other workarounds?
Perhaps any replacements for Simbul's?
downgrade?
the dependency is not enabled
simbuls has two modules
or the dependency never updated
Could be... how do I perform that? π€
did it work before updating it?
Are you talking about the lates version, or about some option I could enable in one of the modules?
Yes!
Worked until... 2 weeks ago, I guess.
you can goto their git page and check their commits. You can find earlier versions there
is simbuls athenarium enabled? wasn't this fixed by the previous person reporting it forgetting to enable the dependency?
I swear this was resolved
They are enabled.
I've made a monster attack that applies a stacking effect. Each round the affected creature takes one damage/per stack. Also, the creature is supposed to be -1 on all attacks and damage/stack. The amount of damage they take each round does stack - so 4 damage/rd for four stacks. The penalties to attack and damage have stayed at -1 no matter how many stacks. The penalties are listed as system bonuses all attacks and all damage, the value is listed as -1
Like this for .37?
https://gitlab.com/tposney/midi-qol/-/tree/c189265a4a6ca4b84bc49c63033374ebc95663f7
Do I need to uninstall the module, then install the older version and lock for updates?
wrong module, theres nothing wrong with midiqol, its simbuls file that is calling an undefined module(his logger which is in athenareum)
Its all in simbuls, midi is just along for the ride.
downgrade simbuls and report the bug to simbuls github
Any ideas how to get the penalties to stack?
Awesome! Working now with 'Simbul's Cover Calculator' back to v1.3.3 !
Thanks @vast bane and @celest bluff !
I'll report that on the git. π
Simbul's was giving me pain also, I'll try that too
https://github.com/vtt-lair/simbuls-cover-calculator/releases/download/v1.3.3/module.json
Used this link to install.
TY
At first glance, it looks like Simbul's is working for me with that version. We'll see when the players try it
I'm still hoping for stacking penalty advice
Hello, I'm trying to use Lay on Hands 10.0.10 with MidiQOL. I've red the description, tried to configure it, but can't seems to make it works. Could someone help me? The only message I have in the console is this :
And this is my configuration for consumption :
Did you rename it?
Some of the 10.0.10 ones need the numbers erased from the name to work. I'll go look
Oh!
That one you have to edit the pool of healing it makes
Open up the ability and read the details section. Usually it's a description of the ability, but on some of the automated ones there are instructions
Like I said, I've red it π¦
Mine is working. I think I edited it from the details page of the Lay on Hands Pool feature, separate from the Lay on Hands Feature
Did you set the main ability to resources.primaryvalue ?
I have the same (changed to English to see if it makes a difference)
But no :/
And the pool is set this way
I'm sorry if i'm not helpful, i'm just some guy trying to figure this out too
Should target be creature so you can use it?
...
It's 2 in the morning here in France and I work at 9, should go to sleep I guess
Thansk for the help btw
It is working now, I just had to target someone...
lol
I might be a bit tired
that's awesome!
Yay it works!
And sorry for approximative english --"
This is the first time i've helped here, even a little!
Great!
Your communications were clear
Now I have to translate the macro in french cause my players are really bad in english... But before I'm going to sleep! See ya
Night!
I'm trying to make a penalty that stacks. Please help.
Did the new midiqol server get made?
What are you struggling with
it's getting there π
I'm making a stacking effect to be applied by some of the monsters in my game. For each stack it should give 1 point of damage at the end of each of the victim's turns, and give a penalty of -1 to all attacks, saves, and damage. The damage given at the end of the turn stacks nicely : 4 wounds = 4 damage/rd. The penalties to attack, damage and saves don't go past -1.
I don't know how to get the penalties or bonuses to stack
##stackCount
could you expand on that?
Show a picture of your AE
And the details tab as well?
Ok
Since you're making it a stacking AE, those -1 won't add. So if there are say 10 stacks, it'll be -10 cause it is referencing the ##stackCount
And reason we are using ## is cause it references the stacks on the actor with the stacks rather than source. If you did @stackCount it would be -0
Thank you! It's fun learning all this. Except when i get really stuck and start pulling out my hair
Let me give it a go and see if it's everything i ever dreamed of in a wound
Everything is working perfectly. Thank you man!
Now the wound effect was caused by the claws of one creature, so it's an effect on an attack. Is there an easy way to save that and spread it to other monsters without remaking it each time? The usual drag and drop doesn't seem to be working to give it to monsters or put in my items tab.
The item/feature/weapon/whatever should definitely be drag and droppable, but not if you're trying to drag an active effect. If you have the module DFred's Convenient Effects, you can make the effect there again and then be able to drag from Convenient Effects onto items belonging to actors. If you need a mass update of that, a macro or a world script to add them to all future npcs will prob be your best bet
Thank you
You redirected my thinking. I can save the entire attack I made, and modify the base attack for different monsters. The effect travels with it.
I have a custom spell that targets everything in X radius.
However, it hits also the spell caster, and message in chat shows damage he took (including max hp info).
Can I remove the caster from being targeted by a spell?
Set range to special
If it's not a template but just x radius around them, put special in the third range box
["dragon"].includes(raceOrType) if i want to add another race to this i should use like this
["dragon", "fiend"].includes(raceOrType)
or how?
Yup, that should do it
thanks @coarse mesa @short aurora
this is actually wrong
@inland vortex it wants you to consume the resource pool, not an item named resource pool:
The problem yours has it will never scale up unless you manually change it. The resource pool is sitting there in resource 1 not getting utilized unless you have the link resource module I suppose.
What do I need to change?
set the item to consume the resource pool, I wanna say its "resources" in the first drop down?
show me the drop downs I'm not at my pc that can view my game
don't change the left hand image of yours at all, mine is homebrewed to hell
the right hand circled thing is what you were suppose to consume, not the feature that you made.
the right hand circle thing is what it's consuming, not the other
i think the other thing showed up when I installed the main feature, i could be wrong, sometimes I do this stuff at 2 or 3 am, lol
did you find a solution for that... want to made myself a cape of mountebank ^^
Misty step uses sequencer module for the in and out. You'd create a DAE effect with expiry of sources end next turn. In sequencer bind a persist smoke on the actor and effect. Drop a template then move them to the new location. Then at end of next turn the effect drops.
lol i really need a guide for that π i'm already in trying what you said
A player took the 5e "poisoner" feat. Any idea how I can automate applying poison to a weapon or piece of ammunition?
How did you get your Immolation macro to work? π
Best way? Poisoner creates an AE on the player.
Said AE is a DAE macro.itemMacro which triggers a macro to choose weapons and then warpgate mutate the selected one to have an extra poison damage in the other formula
That is for when fast forwarding damage rolls
If not, put the extra poison damage in other formula and use responsibly
For the easy pz way give them an extra item with the poison damage π
I think there is a add poison to weapon macro somewhere here
Cause I am on the phone right now
Ok similar code #1010273821401555087 message
Hahahaha. that's what i've just started doing - creating a +2 poisoned crossbow that I hope to configure to consume the poison made by the player in addition to the crossbow bolts.
I've been fooling around with midiQOL a lot recently, but haven't touched item macro at all.
Thanks for the helpful response. I'll check out the code you've shared!
Does anyone know whats wrong with this?
flags.midi-qol.Overtime
OVERRIDE
turn=end,saveAbility=dex,saveDC=@attributes.spelldc,saveMagic=true,label=Immolation,damageRoll=4d6[Fire]
Its an effect on a Spell. Its supposed to do the damage at the END of the effected creatures turn, however it always activates at the start of the turn. Everything else works.
Attribute Key
flags.midi-qol.OverTime
Change Mode
Override
Thanks - that would be great. I'm a complete novice with coding, and am unable to create my own macro at this point.
Is there any way to automate this?:
"Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn."
at the very least, I suppose I could have a creature do a con save manually, and then just have the PC deal 2d8 poison damage using the link in the feat description
It would need at least an effect with a duration of 1min and a special duration of 1 Hit. The tricky part would be to modify the original weapon/ammunition to add the extra damage and save. This could be achieved with warpgate.
It is not super complicated but you need to have some coding knowledge..
I will try to find the time to code something, Iβll get back to you when I do π
My concept for poisons is going to be make the dagger take ammunition and give them an unlimited standard ammo and then have the poisons be ammo using the new ammo selector automation that I'm not sure has been made available here yet
Can you drag a DFreds CE on an item? If thatβs the case then when the poison is applied, the GM could drag that on the weapon/ammunition?
you can drag ce's to the effect tab of items that are owned, and to the actor effect tab and also I think tokens.
Then this would also be an option
Or create a poison item, that when used, pops a dialog to choose a weapon and applies the effect on it
It may be janky, but that new ammo script in um, CPR and the new super secret society is pretty schnazzy if you are willing to turn the weapons into ammo required
Try this maybe? Cannot check it now
The duration should be added on the item, or the DAE, with an extra special expiry of 1 hit as well.
/***************************************************************************
* DAE macro.execute or macro.itemMacro, *Warpgate needed *
***************************************************************************/
const sourceToken = canvas.tokens.get(args[args.length-1].tokenId);
const weapons = sourceToken.actor.itemTypes.weapon;
const mutName = "Poisoned Weapon";
if (args[0] === "on") {
const data = {buttons: weapons.map(i => ({label: i.name, value: i.name})), title: "βοΈ Choose your Poisoned Weapon:"};
const mutationVal = await warpgate.buttonDialog(data, 'column');
const parts = duplicate(sourceToken.actor.items.getName(mutationVal));
parts.push(['2d8','poison']);
const updates = {
embedded: {
Item: {
[`${mutationVal}`]: {
name: `Poisoned Weapon: ${mutationVal}`,
system: {
'system.damage.parts': parts,
'system.save': {ability: 'con', dc: 14, scaling: 'flat'}
}
}
}
}
}
const options = {
name: 'Poisoned Weapon'
}
if (!!warpgate.mutationStack(tokenDoc).getName(mutName)) await warpgate.revert(sourceToken.document, mutName);
await warpgate.mutate(sourceToken.document, updates, {}, options);
}
if (args[0] === "off") await warpgate.revert(sourceToken.document, 'Poisoned Weapon');
heh, is that your sacred weapon macro lol?
I donβt know what made you ask thatπ
noooooo
Sorry, I'm away from my computer right now... I'll try and send you a working version later today
@gilded yacht
Hey! I was testing your Midiqol Minute Metorite and I noticed that it gives you 60 charges instead of 6π
I was looking into that, I think its an incomplete item he was working on
oooh
I think it was meant to be the temporary item of the spell like how CPR does it
thats why it has no icon
but I'm not sure if the spell ever made it into the compendium
either that, or theres a spell in there too, and you are looking at the temp item which gets modded during the macro.create
you'll notice that lay on hands also has a crazy value till its applied to an actor
yeah that item got added before we came up with a solution for modding after the fact
in foundry years, its like dog years only shorter
π€
theres no real good way to transfer modifications to created items, cpr handles it in macros but the given solution from midi is that new macro.createitemUseMacro but its on the wrong item so I still just use effect macro
heres my scorching ray, I haven't tested it in the last few builds of midi:
Effect macro on creation on a self/self scorching ray spell that creates an item called Scorching Rays:
let i = 0
while (!token.actor.items.getName("Scorching Rays") && i < 3000) {
console.log("Waiting for Scorching Rays item to be created, if needed!")
await warpgate.wait(250)
i += 250
}
const item = token.actor.items.getName("Scorching Rays")
const {castLevel} = effect.flags["midi-qol"].castData;
if (castLevel > 2) await item.update({'system.uses.value':castLevel+1,'system.uses.max':castLevel+1,'system.uses.per':'charges'})
Pretty sure the wait isn't really needed we were fuzzy on what would happen if the tem took a while to show up and I just never removed it.
essentially scorching ray would be very similar to minute meteors as the upcast increases count
@umbral basin β¬οΈ
If you wanted a more solid solution you could peek into CPR's setup on how it handles the temp items
Ima test that π Lets see what happens
having learned more about foundry and macros, I think you could make it easier by defining the name of the spell at the very top and then reusing it in the fields of the macro below so that you don't have to edit the name in 3 places.
I have a trap that can trigger aoe of varying damage types. I would like a macro that would prompt for a damage type and a roll formula and then apply that damage to all controlled tokens. Does anyone already have something like this?
all damageTypes?
for plagerizing, I'd say look at absorb elements in midi samples?
yoink its dialog and repurpose it in a MidiQOL.applyTokenDamage function
Yeah, I was thinking that. It would basically help when you decided that something was trapped...
as opposed to using a hidden actor
I got a really decen tsolution for traps that doesn't flex any macro/javascript if you are interested
the last requirement is that it should still write the message to the chat window...
and sure, I would be happy to check out your solution
Make a DM avatar called Dungeon Master, give him features that are attacks akin to traps firing. Then assign the avatar as your character and then in all your journals use the module Inline Roll Commands and put [[/rollItem Trap Name and Spaces and Case matter]] and then that button should fire your traps, whether they require targets or do templates, as the DM just simply don't put ranges on the spells so you can cast them anywhere, if theres no avatar on the scene, you will get a warning but it still works.
over time my traps have built up and I just stopped making new ones mostly, I just reuse them, the key is to name them so you can tell generally what they do
this is incase you are interested in a low javascript solution
yeah, that is similar to how i had been handling them, but I want an off the cuff solution
Im not sure how to make it work, when I run the macro it for some reaso rolls 6d6 xD
Here is what my trap looks like if Inline Roll commands module is employed:
I will give you this, with the exercise to make the 2 dialogs 1.
I had this as an export which I could access currently. I can combine them later if you haven't found a solution π ```js
let content;
let dmg;
content = How many points of damage did you do? <input id="damagepoints" type="number" min="0" step="1.0"></input>
const options = Object.entries(CONFIG.DND5E.damageTypes).reduce((acc, [value, name]) => acc += <option value="${value}">${name}</option>, "");
async function d(content) {
let e = new Promise((resolve, reject) => {
let theDialog = new Dialog({
title: "Damage dealt",
content,
buttons: {
damage: {
label: "Enter",
callback: (html) => {
dmg = !!Number(html.find('#damagepoints')[0]?.value) ?Number(html.find('#damagepoints')[0].value) : (html.find('#damageTypes')[0].value)
resolve ( dmg )
}
},
abort: {
icon: '<i class="fas fa-cross"></i>',
label: "Quit",
callback: () => {} //resolve(false) }
},
},
default: "damage",
}).render(true);
});
return e;
}
const dmgpoints = await d(content);
content = You did ${dmg}. What is the damage type? <select id="damageTypes" type="text"> + options +</select>
const damageType = await d(content);
const targets = canvas.tokens.controlled;
const damage = await new Roll(${dmgpoints}).evaluate({async:true})
await MidiQOL.applyTokenDamage([{ type: ${damageType}, damage: damage.total }], damage.total, new Set(targets), null, new Set(), {});
my macro is meant to be an effect macro on creation on a macro.createItem key active effect, I assume minute meteors is setup that way let me look
yeah my macro should solve your issue just rename it and sus out its scaling factor
it shouldn't mod damage at all on the meteors
Yeah, this is a great starting point, does MidiQOL.applyTokenDamage write a chat log?
Will create the damage Card in chat if you use that
Also if you don't want to auto apply you should pass it a autoApply:false in the last {}
at least ifI remember correctly the param
Right now im trying to set it up as normal Scorching Ray just to see how it works.
is this how one should use it? π€
https://i.gyazo.com/68074293dc42201feae86d91394c4359.png
no
do you have the effect macro module?
I do
two items, one is a self/self self buff spell, the other is the temporary item
I just have the temp item be a consumable that destroys on empty btw so the duration really doesn't matter
Good catch - I need to update the description for how it works. You cast the spell, it then creates a feature (of the same name) that allows you to do one metor attack, the feature needs to be 6 changes. And in fact should really be a consumable so it can be deleted when the last charge is used. I'll revisit it.
Im really new to this.
The Effect valkue you use, "Compendium.world.create-item7QAByZcJSQAjpUSm"
Where did you get that from?
store your temp item in a safe space it won't get deleted or your automation will break
Here is the text for your DAE overtime effect: turn=end,saveAbility=dex,saveDC=@attributes.spelldc,saveMagic=true,label=Immolation,saveDamage=nodamage,damageRoll=4d6,damageType=fire
@umbral basin
and its out π https://foundryvtt.com/packages/archon
Argon you say?
@violet meadow I have the newest dae, I thought the @ issue was solved but I'm seeing it cropping up again in traditional item uses:
The only way I can get that to work is to wrap the attribute in [[]] now. This seems like it is also going to break everyones bladesinger am I right? What am I missing here?
DAE 28 is the newest right?
no errors or anything, just simply doesn't do anything
tested dragging from sidebar also, no errors
gonna start find the culprit
it can't work in core, so with just socketlib, libwrapper, dae, and midiqol, and a dnd5e acolyte with 20 dex, it seems attributes aren't being respected
@vast bane apply properly the effect on the actor, transferring it from an Item
Does it work?
Do not just create the AE on them.
I created a basic equipment on the sidebar, added the effect key to the item and had it transfer on equip, I drag out a fresh acolyte and give them 20 dex and then drag the item to them and equip it, and it shows the same funky thing that the previous bug about @ would show in the tooltip and theres no effect. I've tried wrapping it in parenthesis and I've tried changing mode, the only way to get it to apply right is to wrap it in [[]] which should not be the case in dae.
I did all of this with just socketlib, libwrapper, dae, and midi enabled
I never checked to see if it just doesn't like dex mod though...
what is really weird is that thers no error and that makes me think its something I'm doing wrong and not the module
yeah you need to go through an Item roll to transfer an effect and it should work. It probably merits a bug report π
The transfer to self seems bugged π€
yeah it works when you roll it, and it just...it just doesn't do anthing when transfer on equip, no error no nothing, its silent
arguably its probably the one effect transfer you want to have work with attributes outside of inline rolls
yeah, this specific feature used to work, I think this is a forgotten aspect of a bug he just fixed in dae 28.
I don't actually need anything like this, I was trying to help a user and discovered it
it does oddly look like the bug in 27 that elwin submitted about having to do something with @ in effect values
what is strange is that theres no reference, nothing at all in the console, atleast with my logging settings
Hey all, sorta general question, for effects that give bonuses to specific conditions ie countercharm where you have advantage against charmed and frightened effects, is there any way to automate that easily or is it built in in some way?
you can pull this off if you have CPR module installed
or if you don't fast forward and have advantage reminder module
@scarlet gale this is probably a worthy FAQ post for your discord btw:
If you have CPR installed in your world(Chris' Premade Module), you can add an active effect to actors in whatever fashion you want, that has the key:
(And add another that has frightened also for your case)
As long as the spells apply those conditions you will get a prompt at advantage(or disadvantage if you use CV instead of CR)
I have something weird and I am not sure wether I made a mistake in my settings. When I roll damage from an attack it shows me this wonderful box to apply damage. (I think it is clled damage card). But not when I use saves. It doesn't even show the result of the saving throw (I have these settings) What do I do so it shows me the result of the saving throw in chat and gives mie the damage card like with a normal attack?
can you show us the things in chat?
an attack roll and a saving throw attack workflow in chat?
is corrosive blast some sort of item macro/macro automation you got from macro polo?
nop, no macro
show me the item details of corrosive blast
I think you have an empty damage formula in your custom item
click item macro at the top bar anything in there?
no nothing
Show me these settings in your world:
its not targetting anything
Ah gotcha, that is interesting. I don't use cpr for macro and automation stuff, but would this work if I just manually added these keys to existing dae effects for items?
that can't be the case, I see a roll with Dice so Nice and the target marker is on the target
nope
disable all but letme roll that for you, midiqol, dae, socketlib, and libwrapper, does the behavior repeat?
also are you the DM?
wait one moment I might got it. one moment
the 3d dice for the d20 save or 3d dice for the damage?
d20 save. I get a error message, one moment
yeha share that its probably the clue we need
ahhh thank you
(I don't use either, too performative for my tastes)
New q: I am working on Flurry of Blows, which allow for 2 attacks, can we program 2 attacks? I think not, but thought I would ask
I've got an Enervation spell working pretty well, but it keeps adding the at-will attack even if the target makes the save. Here's how I have it set up:
itemMacro: ```js
let item = args[ 1 ];
console.log( "item:", item );
let tokenDoc = canvas.scene.tokens.get( args[ args.length - 1 ].tokenId ); //Gets Token ID
console.log( "tokenDoc:", tokenDoc );
if ( args[ 0 ] === "on" ) {
//Updates to Token DELETE ANY UNNEEDED SECTIONS
const updates = {
embedded: {
Item: {
"Enervation - At Will Attack": { //String
type: "spell", // feat, spell
img: "icons/commodities/biological/eye-tentacle-grey-orange.webp", //Example: "icons/magic/holy/projectiles-blades-salvo-yellow.webp"
type: "spell",
flags: {
"midi-qol": {
onUseMacroName: "[postActiveEffects]Enervate Healing",
},
},
system: {
description: {
value: "<p>A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spellβs range, or if the target has total cover from you.</p>\n<p>Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.</p>\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.</p>", //String
},
activation: {
type: "action", // action, bonus, crew, day, hour, lair, legendary, minute, none, reaction, special, reactiondamage, reactionmanual
cost: 1, // Numeric
condition: "" // String
},
target: {
value: 1, // Numeric
width: null, // Numeric
units: "", // self, touch, spec, any, ft, mi, m, km
type: "creature" // ally, cone, cube, cylinder, enemy, line, none, object, radius, self, space, sphere, square, wall
},
range: {
value: 60, // Numeric
long: null, // Numeric
units: "ft" // self, touch, spec, any, ft, mi, m, km
},
actionType: "other", // mwak, rwak, msak, rsak, save, heal, abil, util, other
damage: {
parts: [
[ "4d8", "necrotic" ] // ["Formula", "acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder, healing, temphp"]
]
},
level: 5, // Numeric 1-9
school: "nec", // abj, con, div, enc, evo, ill, nec, trs
preparation: {
mode: "atwill", // prepared, pact, always, atwill, innate
prepared: true // true, false
},
scaling: {
mode: "level", // cantrip, none, level
formula: "1d8" // Formula
}
}
}
}
}
}
await warpgate.mutate( tokenDoc, updates );
} else if ( args[ 0 ] === "off" ) {
await warpgate.revert( tokenDoc );
}```
I don't think its wise to multiattack with a key, but if you wanted a way to do it, look into w15ps's magic missile automation.
I think you need an if statement for if the save is made during the initial attack
either that or the very bottom 2 drop downs in workflow tab are set wrong
nope wrong settings
check the console for errors?
no, it's target none and range is 60 feet
yeah but you don't want to give the target the temp item right?
right, I want to give the temp item and healing to the caster, and the damage to the taurget.
but if the target makes the save, then the temp item should not be added
and the spell should end.
maybe an effect macro to create the temp item?
also I typically go with macro.createItem + an effect macro to adjust upcasts
sounds like you need to check the midi workflow results for the save pass/fail, then switch inside the if(on) to either add or not add
the box checking at the bottom of the item details should do that, it won't apply the ae to target otherwise, but I suspect he has the wrong self box checked in the first tab of the ae, as that ae is not going to the target its going to him and theres two self checkboxes, one goes no matter what, and the other follows that checked box in the item
u probably right
The top one follows his check in the item details, the bottom one will roll no matter what if the items rolled
this is one of those rare instances where these two checkboxes are actually the right answer fwiw, usually when we're talking about these its cause someone checked them when they shouldn't
ok. got it working right.
and you're right. it was the two checkboxes that I needed.
actually just the "Apply to self when item applies target effects"
yeah you were doing the literal reason why he added them, its a very niche use case
I also needed to put a duration on the enervation effect. The save is working properly too.
this is about as rare as priority problems in foundry terms lol
just out of curiosity, how would I do this as a createItem and effect macro?
wait, I know how I would do that.
nvm.
I just did this for someone in some channel with my scorching ray, I don't think it was in here though...
Incase you are curious:
#1010273821401555087 message
your way is cleaner if you know how to make the item in the macro fwiw
I dream of being able to pull that off easily but I'm not there yet
thanks. Yeah, I think I'll stick with just the two macros one for item creation and one for healing based on the damage.
This spell isn't technically RAW. It should roll 2d8 for damage if the save is made, but I just do the plain old half damage on a 4d8 damage.
easier that way
This works great, tks
It's actually pretty easy, I was able to do it haha
Just create the item in your world and configure it how you want it to appear, export to JSON, and copy+paste that into your macro with await actor.createEmbeddedDocuments("Item", to create the item on an actor
I used this for my Minute Meteors macro here https://github.com/MaxPat931/Macros/blob/main/CreateMinuteMeteors.js
probably not too hard to split off from it the upcasting data by defining at the top the castdata, I will take a crack at it when I'm done with the super secret project
Maybe, I dont have to worry about that for one more level when he can upcast it
@pale pecan you able to type in here?
saw that π€£
This is what I came up with
I have some logic that allows me to grab everything in site and remove things that don't make sense. Allows for faster targeting.
thats really smooth
Thanks. I only tested in V9. I am writing a module that I will add it to, but that is for v10+.
I am trying to finish an active campaign before converting.
Thanks so much for the help. so I now just copy paste this to item macro?
yeah he didn't test it, he repurposed a functional macro for you
you activate the item macro via DAE though not a midi on use
I determined as much after seeing "sacred weapon" mentioned repeatedly haha
Ah, thank you!
if its a string or in "" you can probably change it he left one or two in there
yeah I think I got them all now
With this thread reaching its user limit, the time has come to setup a dedicated server for these discussions. So I'm happy to announce that the servers is now live and your are cordially invited to take discussions about midi/dae to that server
https://discord.gg/Xd4NEvw5d7
And many thanks to @violet meadow @vast bane @coarse mesa @narrow saddle @scarlet gale for setting this up
I've also added a link in the #971797877359775824 message