#MidiQOL

1 messages Β· Page 111 of 1

short aurora
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Right place, post your OverTime and what'd you like to happen

scenic lava
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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.

short aurora
scenic lava
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sure

short aurora
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and by not firing I assume it does nothing?

scenic lava
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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.

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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.

short aurora
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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

scenic lava
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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.

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Both the creature making the effect and the creature being targeted are npc actors for reference.

short aurora
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@scenic lava Ah, might be the Incapacitation thing? Do you get a yellow pop up when you pass the turn and it should proc?

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Dinner arrived, so answers will slow slightly

scenic lava
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Sure, one sec

short aurora
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It's at the top of the screen

scenic lava
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It does in fact say they are incapacitated, maybe that is the prob. I think there is something for that in the syntax.

short aurora
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Yup, tag on
allowIncapacitated=true

scenic lava
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yup

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ugh....

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ty very much

short aurora
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No worries, that's a relatively new feature and got a few people confused.

scenic lava
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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.

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Again thanks for all your help. I wasn't even thinking that was an issue even though I saw the attribute in the wiki.

vast bane
atomic badge
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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?

vast bane
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is it a template?

atomic badge
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Yeah.

vast bane
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CPR uses template macro, but theres also active auras which is pretty easy to setup, its just not something you should use en masse

atomic badge
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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. πŸ‘πŸ»

vast bane
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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

atomic badge
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Oh where do I disable the midiqol's effect transfer? Is that in Midi's settings itself or within DAE?

vast bane
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I menat that speciifically for that one item

atomic badge
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Oh I see, thanks.

vast bane
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to disable effect transfer on a specific item, simply check the box at the bottom that is something like effect activation true yada yada

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then put false in the activation condition at the top right near the first settings

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Then make the active effect, I'm guessing it will be an overtime key and maybe some condition keys

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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

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make sure you mirror the on use macro

atomic badge
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Gotcha, thanks for the help!

hasty jackal
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whats the flag for adding spell resistance vs a specific stat?

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like spell resistance on int saves

vast bane
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the magic resistance flag is technically a true/false but I wonder if it takes evaluations like the other flags

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the nuanced difference is that magic resistance only works on magical effects and spells while int save advantage works on all int saves regardless

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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

hasty jackal
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oh okay thanks

vast bane
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Man I can't even think of the last time I saw this module throw an error lol

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it happened on a non issue but still rare to see it

icy pendant
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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)
🎁call_wrapper @ libWrapper-wrapper.js:616
🎁CONFIG.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?

celest bluff
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downgrade?

vast bane
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simbuls has two modules

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or the dependency never updated

icy pendant
celest bluff
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did it work before updating it?

icy pendant
icy pendant
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Worked until... 2 weeks ago, I guess.

celest bluff
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you can goto their git page and check their commits. You can find earlier versions there

vast bane
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is simbuls athenarium enabled? wasn't this fixed by the previous person reporting it forgetting to enable the dependency?

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I swear this was resolved

icy pendant
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They are enabled.

inland vortex
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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

vast bane
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Its all in simbuls, midi is just along for the ride.

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downgrade simbuls and report the bug to simbuls github

inland vortex
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Any ideas how to get the penalties to stack?

icy pendant
inland vortex
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Simbul's was giving me pain also, I'll try that too

inland vortex
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At first glance, it looks like Simbul's is working for me with that version. We'll see when the players try it

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I'm still hoping for stacking penalty advice

outer rain
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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 :

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And this is my configuration for consumption :

inland vortex
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Did you rename it?

outer rain
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Rename what,

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?

inland vortex
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Some of the 10.0.10 ones need the numbers erased from the name to work. I'll go look

outer rain
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Oh!

inland vortex
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That one you have to edit the pool of healing it makes

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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

outer rain
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Like I said, I've red it 😦

inland vortex
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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

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Did you set the main ability to resources.primaryvalue ?

outer rain
# inland vortex

I have the same (changed to English to see if it makes a difference)

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But no :/

inland vortex
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And the pool is set this way

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I'm sorry if i'm not helpful, i'm just some guy trying to figure this out too

outer rain
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Okay I'm just dumb

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Forgot that

inland vortex
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Should target be creature so you can use it?

outer rain
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...

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It's 2 in the morning here in France and I work at 9, should go to sleep I guess

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Thansk for the help btw

inland vortex
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Did you try changing target from none?

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I hope you get it working

outer rain
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It is working now, I just had to target someone...

inland vortex
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lol

outer rain
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I might be a bit tired

inland vortex
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that's awesome!

outer rain
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Yeah, talking to someone helped me resolve the issue

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Thanks!

inland vortex
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Yay it works!

outer rain
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And sorry for approximative english --"

inland vortex
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This is the first time i've helped here, even a little!

outer rain
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Great!

inland vortex
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Your communications were clear

outer rain
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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

inland vortex
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Night!

inland vortex
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I'm trying to make a penalty that stacks. Please help.

inland vortex
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Did the new midiqol server get made?

spice kraken
violet meadow
inland vortex
# spice kraken What are you struggling with

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.

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I don't know how to get the penalties or bonuses to stack

spice kraken
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##stackCount

inland vortex
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could you expand on that?

spice kraken
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Show a picture of your AE

inland vortex
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okay, just a sec

spice kraken
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And the details tab as well?

inland vortex
spice kraken
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Cool

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All those Add effects, change from -1 to -##stackCount

inland vortex
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Ok

spice kraken
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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

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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

inland vortex
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Thank you! It's fun learning all this. Except when i get really stuck and start pulling out my hair

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Let me give it a go and see if it's everything i ever dreamed of in a wound

inland vortex
inland vortex
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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.

short aurora
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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

inland vortex
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Thank you

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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.

rotund crag
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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?

short aurora
hasty jackal
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["dragon"].includes(raceOrType) if i want to add another race to this i should use like this

["dragon", "fiend"].includes(raceOrType)

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or how?

short aurora
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Yup, that should do it

rotund crag
vast bane
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@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.

inland vortex
vast bane
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show me the drop downs I'm not at my pc that can view my game

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don't change the left hand image of yours at all, mine is homebrewed to hell

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the right hand circled thing is what you were suppose to consume, not the feature that you made.

inland vortex
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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

sleek glacier
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did you find a solution for that... want to made myself a cape of mountebank ^^

celest bluff
sleek glacier
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lol i really need a guide for that πŸ˜„ i'm already in trying what you said

jaunty flame
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A player took the 5e "poisoner" feat. Any idea how I can automate applying poison to a weapon or piece of ammunition?

umbral basin
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How did you get your Immolation macro to work? πŸ‘€

violet meadow
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That is for when fast forwarding damage rolls

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If not, put the extra poison damage in other formula and use responsibly

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For the easy pz way give them an extra item with the poison damage 😁

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I think there is a add poison to weapon macro somewhere here

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Cause I am on the phone right now

jaunty flame
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Thanks for the helpful response. I'll check out the code you've shared!

violet meadow
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That one is for attack now that I read through

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I can send something later

umbral basin
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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

jaunty flame
# violet meadow That one is for attack now that I read through

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

sudden crane
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It is not super complicated but you need to have some coding knowledge..
I will try to find the time to code something, I’ll get back to you when I do πŸ˜‰

vast bane
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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

sudden crane
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Can you drag a DFreds CE on an item? If that’s the case then when the poison is applied, the GM could drag that on the weapon/ammunition?

vast bane
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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.

sudden crane
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Then this would also be an option

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Or create a poison item, that when used, pops a dialog to choose a weapon and applies the effect on it

vast bane
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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

violet meadow
# jaunty flame Thanks - that would be great. I'm a complete novice with coding, and am unable t...

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: "βš”οΈ 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');
vast bane
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heh, is that your sacred weapon macro lol?

sudden crane
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I don’t know what made you ask that😁

violet meadow
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noooooo

lofty kindle
umbral basin
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@gilded yacht
Hey! I was testing your Midiqol Minute Metorite and I noticed that it gives you 60 charges instead of 6πŸ‘€

vast bane
vast bane
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I think it was meant to be the temporary item of the spell like how CPR does it

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thats why it has no icon

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but I'm not sure if the spell ever made it into the compendium

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either that, or theres a spell in there too, and you are looking at the temp item which gets modded during the macro.create

umbral basin
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There are both

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A spell and the Feature it creates

vast bane
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you'll notice that lay on hands also has a crazy value till its applied to an actor

umbral basin
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It has 60 charges while applied to xD

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Applied by the spell that is

vast bane
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yeah that item got added before we came up with a solution for modding after the fact

umbral basin
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Ah

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Was it long ago? xD

vast bane
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in foundry years, its like dog years only shorter

umbral basin
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πŸ€”

vast bane
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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

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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.

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essentially scorching ray would be very similar to minute meteors as the upcast increases count

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@umbral basin ⬆️

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If you wanted a more solid solution you could peek into CPR's setup on how it handles the temp items

umbral basin
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Ima test that πŸ‘€ Lets see what happens

vast bane
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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.

charred bay
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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?

vast bane
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for plagerizing, I'd say look at absorb elements in midi samples?

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yoink its dialog and repurpose it in a MidiQOL.applyTokenDamage function

charred bay
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as opposed to using a hidden actor

vast bane
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I got a really decen tsolution for traps that doesn't flex any macro/javascript if you are interested

charred bay
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the last requirement is that it should still write the message to the chat window...

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and sure, I would be happy to check out your solution

vast bane
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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.

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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

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this is incase you are interested in a low javascript solution

charred bay
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yeah, that is similar to how i had been handling them, but I want an off the cuff solution

umbral basin
vast bane
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Here is what my trap looks like if Inline Roll commands module is employed:

violet meadow
# charred bay Yeah, I was thinking that. It would basically help when you decided that someth...

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 πŸ˜‰ ```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(), {});

vast bane
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yeah my macro should solve your issue just rename it and sus out its scaling factor

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it shouldn't mod damage at all on the meteors

charred bay
violet meadow
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Will create the damage Card in chat if you use that

charred bay
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perfect

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thanks

violet meadow
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Also if you don't want to auto apply you should pass it a autoApply:false in the last {}

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at least ifI remember correctly the param

umbral basin
vast bane
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do you have the effect macro module?

umbral basin
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I do

vast bane
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two items, one is a self/self self buff spell, the other is the temporary item

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I just have the temp item be a consumable that destroys on empty btw so the duration really doesn't matter

gilded yacht
umbral basin
vast bane
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store your temp item in a safe space it won't get deleted or your automation will break

umbral basin
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Thank you for the help ^^

lofty kindle
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@umbral basin

dark canopy
opaque current
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Argon you say?

vast bane
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@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?

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DAE 28 is the newest right?

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no errors or anything, just simply doesn't do anything

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tested dragging from sidebar also, no errors

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gonna start find the culprit

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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

violet meadow
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@vast bane apply properly the effect on the actor, transferring it from an Item

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Does it work?

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Do not just create the AE on them.

vast bane
# violet meadow 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.

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I did all of this with just socketlib, libwrapper, dae, and midi enabled

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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

violet meadow
#

yeah you need to go through an Item roll to transfer an effect and it should work. It probably merits a bug report πŸ˜‰

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The transfer to self seems bugged πŸ€”

vast bane
#

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

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arguably its probably the one effect transfer you want to have work with attributes outside of inline rolls

dark canopy
#

you could provide a new AC formula with the AE

#

that should work as expected

vast bane
#

yeah, this specific feature used to work, I think this is a forgotten aspect of a bug he just fixed in dae 28.

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I don't actually need anything like this, I was trying to help a user and discovered it

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it does oddly look like the bug in 27 that elwin submitted about having to do something with @ in effect values

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what is strange is that theres no reference, nothing at all in the console, atleast with my logging settings

proper siren
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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?

vast bane
#

or if you don't fast forward and have advantage reminder module

vast bane
# proper siren Hey all, sorta general question, for effects that give bonuses to specific condi...

@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)

winter halo
#

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?

vast bane
#

an attack roll and a saving throw attack workflow in chat?

winter halo
#

yep one moment

vast bane
# winter halo Here

is corrosive blast some sort of item macro/macro automation you got from macro polo?

winter halo
#

nop, no macro

vast bane
#

show me the item details of corrosive blast

#

I think you have an empty damage formula in your custom item

winter halo
#

down at midi and so on is nothing checked

vast bane
#

click item macro at the top bar anything in there?

winter halo
#

no nothing

vast bane
winter halo
vast bane
#

its not targetting anything

proper siren
winter halo
#

that can't be the case, I see a roll with Dice so Nice and the target marker is on the target

vast bane
#

also are you the DM?

winter halo
#

wait one moment I might got it. one moment

vast bane
#

the 3d dice for the d20 save or 3d dice for the damage?

winter halo
#

d20 save. I get a error message, one moment

vast bane
#

yeha share that its probably the clue we need

winter halo
vast bane
#

you have a cover module set that you don't have installed

winter halo
#

ahhh thank you

vast bane
#

(I don't use either, too performative for my tastes)

winter halo
#

yes now it is working

#

thank you very much

toxic spruce
#

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

hot flower
#

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:

hot flower
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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 spell’s 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 );
}```

vast bane
vast bane
#

either that or the very bottom 2 drop downs in workflow tab are set wrong

#

nope wrong settings

#

check the console for errors?

vast bane
#

do you have the wrong roll to self box checked?

hot flower
#

no, it's target none and range is 60 feet

vast bane
#

yeah but you don't want to give the target the temp item right?

hot flower
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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?

vast bane
#

what is the first tab of the ae?

#

somethings not adding up to me

vast bane
dark canopy
vast bane
dark canopy
#

u probably right

vast bane
#

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

hot flower
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ok. got it working right.

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and you're right. it was the two checkboxes that I needed.

#

actually just the "Apply to self when item applies target effects"

vast bane
#

yeah you were doing the literal reason why he added them, its a very niche use case

hot flower
#

I also needed to put a duration on the enervation effect. The save is working properly too.

vast bane
#

this is about as rare as priority problems in foundry terms lol

hot flower
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just out of curiosity, how would I do this as a createItem and effect macro?

#

wait, I know how I would do that.

#

nvm.

vast bane
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I just did this for someone in some channel with my scorching ray, I don't think it was in here though...

vast bane
#

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

hot flower
#

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

proper siren
raven holly
vast bane
raven holly
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Maybe, I dont have to worry about that for one more level when he can upcast it

vast bane
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@pale pecan you able to type in here?

violet meadow
#

saw that 🀣

charred bay
#

I have some logic that allows me to grab everything in site and remove things that don't make sense. Allows for faster targeting.

vast bane
charred bay
#

I am trying to finish an active campaign before converting.

jaunty flame
vast bane
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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

jaunty flame
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I determined as much after seeing "sacred weapon" mentioned repeatedly haha

jaunty flame
vast bane
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if its a string or in "" you can probably change it he left one or two in there

jaunty flame
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excellent. You're so helpful. love it

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cheers m8

violet meadow
#

yeah I think I got them all now

gilded yacht
#

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

raven holly