#Outdated: See Foundry VTT System - Foundry VTT sheets
1 messages · Page 2 of 1
so lancer initiative lemme check-
i'm quite impressed how far we've all gotten with effectively a bunch of modules and duct tape
I'm looking forward to an official sheet no doubt
so in the lancer core module - you click your activation button and there's an event hook on the sheet that will do things like Check for Recharge.
the Draw steel system people in the other thread are putting in some great work but they're going for a much more complex setup which is taking a lot longer as they're programming a full system
you mean in the system? i dont see a module called lancer core
yeah the system
Bruh what am I supposed to do with this 😭
Haha, it was quite some working just creating a single table inside of a Feature text block to handle this.
man its weird seeing the default foundry font there i havent turned off carolingian UI since i got it
Haha
Is this the up to date table?
Might not be, now that I'm looking 😂
Yeah it's a lot less surge heavy now
yeah and remember to only copy the first 3 - the others are beyond level 3 meaning we can't use them
omg... I really need to have paid more attention to the Patreon releases, I didn't realize we were on Packet 4 👻
Well folks, I'll need to refresh the Censor and Elementalist stuff I've done before I can ship it out, fortunately I'd only just started Fury.
@lilac storm Were you importing from Packet 4?
patreon packet 4 yeah. I dont think there are any differences for levels 1-3 for patreon vs backer though
really, we should be using backer packet 2 because that's under license :P
Huh, weird. The import macro doesn't seem to like this packet.
odd, im having no issues
Oh, nevermind. I just can't spell. It was creating a folder elsewhere because I spelled it differently from the folder I'd created 🙃
is there a way to tell who's turn it is in combat using foundry scripts
possibly, but i have no clue how well that interfaces with the lancer initiative module - default foundry obvs doesnt support popcorn init
if you know lemme know
i think i might be able to get it working
especially if Typhos has the auto increment tile working
The issue is that Lancer Initiative module, as far as I can tell, doesn't recognize a player when they click Activate, unless it does?
absolutely.
Slaps Custom Draw Steel World
This system can hold so many macros.
i'm gonna have to make a sequel video aren't i
otherwise it's seeing if there's something we're missing in custom sys builder
as far as initiative goes, nope
there's some extensibility - we might be able to get Actor Turns running natively
buuut i am 50% of the way there for gain heroic resource on turn start.
at this point we're building the whole system as a new thing like the people in the other thread lol
me personally, i'm okay with some manual nature to resource gain. However, i'm thinking of adding a text box below the heroic resource section on the sheet where players can list how they gain their resource.
Automation is nice and all, yeah, but I think for me the important part is just not forgetting it.
I'll chuck a "Turn Start Gain" button or something on it that can either auto add or roll a d3 and then add it on.
Yeah it'd be trivially easy to create a Macro, share it with every Player, then remind them on their turn to press the Macro button to increment their HR.
i think thatll become second nature really. "my turn starts, i gain my resource" just becomes rote behaviour. Its like "untap, upkeep, draw" in MTG
I'm just so spoiled by Pf2e's automation though
Ah well - a worthy waste of time
pf2e automation is nice but it also makes it (from my experience) a bitch to interface with because you have to add all these moving parts to make a custom thing work
its why i like CSB - its quick and easy and its enough automation that it makes it convenient but its also close to playing at the table.
I'm coming at it from years running 5e, with even more duct tape to automate things than we're talking about here, so Pf2e has been a dream for me, haha
5e has gotten pretty solid recently but i just find that all the automation is purely a nice to have unless the system is so dense it sucks to play at an in person table - like how i find PF2e lol
I feel ya. Fortunately DS is fairly limited on the things I'd want to automate, Power Rolls, Resistance Rolls, Ideally a Drag-Drop/Button Click Status System, Save Ends, and Incrementing/Spending HR/Malice. It's an amazingly streamlined system for how complex it is.
Like, this is my ideal workflow for DS:
Start of Turn/Round:
- Increment HR/Malice
Player: I want to use a Heroic Ability. - Clicks ability, prompt appears to confirm HR spend
Power Roll - Damage and Condition buttons pop up in Chat so you can click the targeted Token(s) and Click Damage/Condition buttons to apply them
Save Ends - End of Creature's turn the EoT Save Button appears to roll, Checks Success, and Removes Condition if applicable
a prompt beforehand should be really easily implementable, conditions are definitely possible but i really dont know how they work so thats not one i can solve, and the other two depend wholly on if we can futz with the lancer initiative.
Good to know. I mostly just use Automations to help with reminders, which again is fortunate that DS has relatively few things to track.
I'm gonna get my 3 classes reimported
dont worry about the features for now @pastel niche we'll get a solution for those later
Yeah I'm going back through Elementalist with Packet 4 now that I cleaned up Censor.
I'm also gonna do some re-sorting of your ones @slim crypt if thats alright
As You Wish
this is how i've sorted the shadow, will apply this template to others
thanke you
Alrighty. Got Censor, Elementalist, and Fury done. I didn't do the module import deal, I just imported the actual Packs folders. So I'm not sure if I need to do something else to export them different from your video, Amby?
the only way i can think of you exporting them that i can access is putting the content in a module's compendium, then zipping that module. that's the officially supported method from what i know.
anything else is discouraged - i've had enough talks with the Foundry mod team to know the second you do something they dont explicitly support, they don't like it.
No problem. I think I got it. This should be every set of classes so far - including their Features?
Though you may need to combine it with your reorganized classes you were updating.
this should work - i'll get it looked at in a min
Sweet.
@viscid schooner another weird one - looks like after apostrophes the parser capitalises thenext letter?
Oh, interesting, I didn't catch that.
yeah tis very odd
almost done compiling
Every Step... Death! failed to iimport name correctly too @viscid schooner
here! this should be all classes active abilities from levels 1-3
Let's go!!
Now we just need to get a Monster Importer working. I'm trying to tinker with the Macro I use in the PbtA system, but it's quite onerous.
@lilac storm yeah most of those are likely down to me not explicitly telling it to include like “.” in a name etc, should be an easy fix
And the quotes I thought I’d fixed dammit!! Haha I’ll get on it for future imports but agree just manually changing yourself is probably quicker till then
Wow you guys really popped off whilst I slept! Great job!
screw it i have nothing better to do, im gonna get cracking on getting each of these a core icon set
I tried an importer but FS stores things a little wonk or not at all for some things
gonna track the progress here
Censor
Conduit
Elementalist
Fury
Null
Shadow
Tactician
Talent
Troubadour
note: some icons are guaranteed to cross over i dont have infinite options lol
@viscid schooner doesn't look like the importer is accounting for PDF linebreaks and is double spacing sometimes
Okay I’ll add in some code to trim all double spaces to single spaces
o7 and apologies for the 30 pings in 30 seconds lel
Alright that's the table setup. Thanks for the help today all
Good work assembling a solution from off the shelf parts!
Fixed this now
And fixed the capitalisation after '
EDIT: Updated, see most recent post
Hopefully this works! I fixed the ellipses in "Every Step ... Death" not being picked up, capitalisation after ', and double spaces in the Effects
You'll need to do the 'replace _ability_template ID' thing again to your item's template ID
I'll try fix the error in "Virtuos" later 🙂
Let me know if that works for you @lilac storm
Mind sharing what/how you're setting up to run?
Also would love to get a glimpse into your Foundry set up @lilac storm!
my video goes over some of it but i'll likely make a sequel - new modules, world guide, etc
This video runs through some of my setup for running Draw Steel, the Heroic Fantasy RPG from MCDM inside of the virtual tabletop FoundryVTT!
Files: https://drive.google.com/drive/folders/1dKfyFPHIpPmFCnBSbEGDHeYRAwMt957t?usp=sharing
I'll give it another watch, thanks!
basically, everything i walk through there is stuff i actively use/do
but a full breakdown? might be on the table
I did this
Gonna run #1330397751829200917
Plus extras
Looks pretty good! God Codex looks mind blowing.
they just took a massive hit and lost all player data but they're rebuilding
Woah what??
lingering database problems
Yikes
tis a tech issue which does in fact happen
Makes sense. I've not been following the Patreon as closely as I should, but is the Codex accessible to folks? Or is it just the design team using it yet.
You can apply in their discord to be a playtester!
Ah, gotcha! I'll need to track that down..
Yup just found it while watching Rise Heroes Rise playtest on it!
This fixes the quotes not being parsed in Virtuso routines
It does mean the capitalisation is a bit wonky, because it isn't detecting the T in “THUNDER MOTHER” as being the start of the word, fixing this is actually a bit more annoying than the fix of just manually editing the ability would be. Don't wanna break anything accidently
i.e. it takes “THUNDER MOTHER” and makes it “thunder Mother”
You're doing so well btw!
this is awesome regardless, thank you! I've noticed a couple of things are being wacky in the import but i'm sure as a community we can call out bugs and get them fixed - this was just for ease of use and really only matters once - when we have the data its all done
Totally
and thank you - its been a LOT of work but we're almost there!!
definitely need a group effort for if we ever do monsters book tho 😅
Yeah I think that’s my next task to get that done
If we can get that importer functional we can get it done.
remember we can only do to level 6 for the monsters, so no Ajax 
That'll honestly likely be easier than the Abilities, I think, due to needing less overall organization byond levels.
I think I could edit the code to auto-populate it into folders based on whatever we wanted
I suspect organization for monsters would be somewhat idiosyncratic. Eg., I like Level -> Creature Type -> Organization as a hierarchy.
i think we should noodle with the monsters sheet more beforehand honestly - there's a couple of things that could be better laid out
we could also consider getting a theme.css set up so we can make the sheet pretty
The Features bit is probably up there for me, IMO. So many creatures have neat features that would be super useful to also be importable.
Oh totally, though I'd think functionality needs to come first?
i've taken a lot of time to modify the heroes sheet and i'm still not happy with its final layout - my background in UI design screams at me a lot about a couple bits 😂
I'm the opposite of a UI artist, but I do like pretty 😅
AAAAAND
We're DONE!!!! all hero powers Levels 1-3, and iconed with icons! good lord that was a lot.
very impressive!
Amazing work!
hell yeah! How do we install this then?
its a module! just unzip it, drop it in your modules folder and enable it in your world!
oooh okay gotcha! thank you!
If you need anything specific, let me know
Do you have data available for monsters? (Like their abilities, features, etc)
Or just the names and ev values etc
Yep, it's all there
Cheers andy. First issue i was having was easy access to kits, but i think that's a skill issue.
Size isn't stored in the export though
Are you able to share that with me? I could write a little script to convert it to this system
Hero size? Yeah it is.
Couldn't find it, where bouts?
It's 1M unless an ancestry changes it - there'll be a size feature
It's all in the repo
Cool! I’m not really sure how that stuff works so it’ll be a fun little exercise to learn
Never used GitHub before
Mm. Okay cheers.
Does that help?
Oh one more thing - say i have two kits. It just gives me the abilities of both and the best stats of the two? About what I'd expect otherwise?
Sorry for the ping whoops
Correct, it doesn’t stack
Not sure what you mean sorry
Hopefully that helps!
Technically it’s, you choose, but idk why you’d ever choose the worse one lol
Some are subjective
Do we have a parser for foundry?! 👀👀
Heroic Ability Parser is fully ready to go. It's a Macro Haezan developed.
As an aside, every Class up to level 3 is also fully packaged in a Compendium!
That's amazing! I can't wait to use this to prep my players. Where can I check this out?
Class Compendium
Latest Ability Import Macro
So the compendium works great as for as importing everything (I'm on v11 foundry btw), however with some abilities dragging to character sheet I get this error message in the yellow text.
Here's the console error text as well:
Yeah you'll need to update your Template ID per this message, @edgy barn
So, I had it updated--this was from dragging stuff from the compendium module into an active character sheet. It's possible I did something wrong re: that however
Hmm. I haven't installed from the Compendium myself, so it may actually require refreshing the individual Ability items so they are made compatible with your existing Template.
That actually did it...let me try with a couple other abilities.
yeah so Custom System isn't a fan of compendiums
Makes sense! With the original Importer Macro it was using Haezen's Ability ID, so a user using the Importer would need to update the Macro with their own Ability ID. Makes sense that the compendium from Amby would face the same deal, and that Refresh button would do the deal.
It's worked for each ability I've tried after refreshing...now just to find a way to hit the reload template for every single item 😆
cries in making another macro for that
lmao
Here's the extent of my coding:
for items
if reload button not pressed yet
then press button please
//thank you :)
here you go
it exists.
hi how are you doing i am trying to figure out why these features refuse to import
Jesus, how do I even find out the compendium ID while it's in the sidebar? I forget it doesn't have UI for it.
isn't there some F12 console trick like get.id or something?
Now for the million dollar question... To create Ancestry, Career, Upbringing, and Complication Features for their own Compendiums, too..?
I actually have that coded already
Let me get that for you

Think that would require a redesign of the sheets haha
Haha, probably. What I'm thinking is actually just making a Journal Entry for each huge block of features, since most of them aren't activated abilities - and just create the activated abilities for those applicable.
Then the Features can just be copy/pasted into Features on a Sheet, and Abilities can be drag/dropped.
No need to recreate the wheel.
Let's see how fast I can get through the Ancestries.
nah i'm trying to make a character importer
i managed to get everything sorta working - i can import a file as text and it'll spit out most of what i want
but when i'm trying to add to the dynamic tables it isn't working
yeah dynamic tables are fussy as all hell because they require you to manually increment rows
i've done that
for (let item of game.items) {
try {
await item.templateSystem.reloadTemplate();
} catch (error) {
continue;
}
}
Let me know if that works for you!
Just to clarify, this effectively scrolls through everything in the items tab and hits the reload template button?
Ancestries
✅ Devil
✅ Dragon Knight
✅ Dwarf
✅ Elf, Wode
✅ Elf, High
✅ Hakaan
✅ Human
✅ Memonek
✅ Orc
✅ Polder
✅ Revenant
✅ Time Raider
correct
So...it worked once however I was only testing with a couple items in the sidebar. One I created manually and the Ability Template "default". After importing the entire compendium folder, it just nulls out and doesn't give any result. Here's the F12 data for the success though.
@lilac storm can you add your _ability_template to the compendium folder? That might fix it
odd but yeah
Or run this @edgy barn to better see the errors:
for (let item of game.items) {
try {
await item.templateSystem.reloadTemplate();
} catch (error) {
console.error(`Failed to reload template for item:`, item, error);
}
}
ui.notifications.info("All item templates have been processed.");
there's the new one
Try this first though, might save everyone the hassle. Delete your _ability_template first to try get it to work
I can test this while I have a moment
Still throws errors--I tried it on a fresh world using the install instructions all the way up until the Making the template item instruction.
Mind you all I am on v11 build 315 (latest stable) and manually updated the compendium module to have minimum compatibility with said build. Not sure if that has any effect.
Unfortunately, I just tested on my v12 Forge instance and it throws these errors.
Yep can confirm I'm getting the same errors as you trying to import it
Alrighty. Ancestries done. Going to package up the Journals and Abilities into a Compendium(s).
You're doing the Saints' work!
It's so good not to be alone 😆
Well, time is up for me tonight. I'll try and bug y'all another time. Thanks all for the help!
Amazing progress btw!!!
I DID IT
some debugging tommorow
but we're basically done
i just need to figure how i'm stocking powers and - you might not be able to use items yet - but it works
Lmao. Just as I finished.
i think hand stocking is gonna be better than any of my bodge.
I have Journals listed for each Ancestry, so you can Copy/Paste add to Feature blocks, and both linked to and created the Ancestry Abilities that are Drag/Drop ready.
anyway imma pass out
Okay I think I've fixed it lol
@lilac storm I hate to do this to you again, can you remove the templates now 😂
As in the _ability_templates etc from the compendium
I'll jsut delete the message because nothing has changed from the previous one since then lol
And luckily I still had the original zip on my mobile device!
okay testing my solution on a new world
Seems to work!
So go to a world before you had these errors
Then import the abilites as usual
Before doing anything else, run this macro:
Then wait for all the sheets to open, and then wait for all the sheets to close (macro just iterates over them and opens and closes them lol)
And it should work!
Thank you! I'm eager to try this tomorrow 
Omg so much stuff has happened- so do we just grab the zip files, unzip em, put them in module folder and enable them for the world? Is that all we need to do for all these compendiums?
To get all this working:
- Download the Compendium Modules Amby and I posted
- Download the Refresh Macro Haezan created
- In your world, enable the two Compendium Modules, Create a Macro and Import the downloaded Refresh Macro - then run it
And I think you should be good to go to Import the Class/Ancestry stuff from the Compendiums into your World!
I was able to test it, and everything I dragged onto a character worked! this is in v11 build 315, so I'm assuming v12 will be fine as well!
Thank you all for the hard work, this community is great and I'm amazed every day!
Just to let you know, I did take a gander at these and It seems that the Elf, High and Hakaan are missing from the ancestry abilities, but the ancestry features seems to have everybody!
A side note, I changed the minimum compatibility in the module.json for my own personal world to 11.315, the latest stable build. Just in case I can't update to v12 on my local instance any time soon while I have an active game running in other systems.
Unless I'm mistaken, High Elf and Hakkan don't have any Activated Abilities.
The Abilities Section is literally for abilities with the Action, Triggered, and Maneuver categories. Otherwise they'll just be text-based features you add to the Features section.
Apologies! I just started counting ancestries and didn't look back 😅
No problem! In the Ancestry Feature journal entries they each should have a direct link to the associated Activated Abilities in the Items section.
what's the module you posted? I have the DS-csb-Compendia and reload-abilities downloaded
^ Ancestry Abilities and Features
^
Thank you!
I'm currently working on getting a group together to play some Pf2e in the Codex team's VTT to test it out myself, but I'm also planning on getting to Careers and such as well.
I'm sorry if this is basic stuff- but how do we install these modules and such? I tried extracting and then putting them in the modules folder but it didn't work
Are you running v11 still?
If so, right click the module in your foundry setup, and for minimum version (assuming you're running the latest v11 stable build) type in 11.315, then restart your foundry instance.
Remember to enable them in the world you want to use.
I'm running version 12 actually
Only thing I can think of is make sure the file path is correct? It's usually some sort of appdata/FoundryVTT/data/modules path.
I'm at work and on mobile otherwise I'd help a bit more
Oh no worries I understand haha
What steps did you follow so far?
I've completed the steps so far in the pinned part, it's just everything else thats super recent that I'd like to impliment
To add all heroic abilities to the game follow the messages below carefully:
So you download the zipped file here
Copy the contents and place the folder in your modules folder
I’d probably then take a backup of your world just in case you have to reload, can do that in the foundry setup screen if you haven’t before
Then load your world (will need to reload if it’s open or at the login screen when you dumped the module in), and go to the activate modules tab, activate the module (and get prompted to reload the application)
Then it should be in your compendium, so navigate to that and right click and select “import all”
Then copy the text in this and paste it into a macro, changing the option from “chat” to “script”
Run the macro and wait for all your items to open and then close (may take like 10 seconds)
And you’re done!
Okay I was putting the files in the wrong module folder (node_modules instead of going into Date and then Modules) and yeah it went smoothly from there, thank you so much!!
Okay so- Im unable to add the new features so far onto the character sheets, is there something I'm missing?
Hmm that’s strange, does it show an error?
If no, Have you opened the _hero_sheet template and ticked the _ability_template?
As per this 🙂
omg that was what I was thinking of, but I couldn't remember it exactly; yes I did tick that before but I think the new uploads undid it or something?? But yes I've got it working now woohoo, thank you again!
Woohoo!
so i've been getting "item template has been deleted messages"
Did you do the macro above before adding them to the sheet?
I think once you’ve run the macro it doesn’t actually ruin the items or sheets, it just keeps triggering that really annoying error
If you’re able to go to a backup world before you added the items that would work, otherwise you could try duplicating the sheet and see if it maintains the error in the duplicate?
I also think the error only appears when you add new items to the sheet, so once you’ve actually added them it should be fine to run the game without seeing the error until you level up
(Technically it’s a warning not an error, but I digress)
Damn that’s really annoying
Cheers Jim
Does it cause the error on other sheets? @slim crypt
Phew! Glad it’s working for you now
Wanna know what it's like to live in a slasher movie?
do computer stuff
"The bug... it was just here.... You have To Believe Me!"
Wait what's the Macro for that??
I think I’ve set the keybind to alt-F4
That also makes your computer run faster
Does anyone have any Foundry ready statblocks for some Draw Steel enemies? If possible I want to run a one shot for some friends but I don't have a bunch of time to prep it. Was hoping someone had some json data I could import
Thank you!
They should have all their art, too. But if not let me know and I can try to package up some Art this afternoon.
And I'm pretty sure @lilac storm has all the Eschelon 1 Devils?
This I think?
I'm actually having trouble importing it, I placed it where modules go, but alas nothing. Still investigating
I may have exported it improperly, merely as a Compendium folder that I would then place in my Packs section of the Game Folder
Where is the packs folder? Is it not in the /local/foundryVTT/data/ path?
It's further into the System folder. I can package up a Module later.
Ah, I don't have a packs folder yet. I'll try and create one maybe and see what happens
If you have created Compendiums in your World you should have a "packs" folder. But yeah maybe just create one in the same place your assets folder is for the System.
Unfortunately that didn't work--I think it'll have to be a module. I do have packs folders, but for other game systems I have existing compendiums in
No worries. I can pack it up in a couple hours.
Hey, sorry, wasn't able to get around to the package, I can try to get to it tomorrow.
No worries! I'll be up doing a bunch of work for the next 6-7 hours so I might start hand importing and see how it feels
Hey @viscid schooner , Does the parser macro work for monster abilities? I tried with this text highlighted but it didn't work. What has your experience been?
Not yet
The major difference is that the monster abilities function from a different template, so the entire macro framework needs to be reworked to account for that.
But also, a larger full Monster Import Macro would likely be better served vs an individual Monster Action importer
Ah, I see. For now, do the creature abilities go in Traits? I'm not seeing a super intuitive place to make one (that isn't found in the trait edit section)
You can just make Item Abilities as normal and tick the Enemy template for that purpose.
Thats how I made the Goblins
Traits are things like Crafty. And since almost all Goblins have it I created a Template Goblin that also has the Malice abilities so I can add that to any Goblin encounter and copy from the Template Goblin when creating new Goblins.
Ah, I didn't even consider the item portion. That's much better.
~~Almost like it was designed with that in mind
~~
Oh, how I appreciate thee
Thats definitely Haezan, I can't take credit for that. But it's a sound design.
Basically anything that has an Action cost should function as an Item Ability. Anything else should be Traits.
I was able to import a few monsters with little issue!
Do we have a field for malice? Is it either of these two empty fields?
Yeah I found that the Actors and Names will import, the issue was getting the stats, and notably creating and adding the Abilities and Traits.
And no, not that I'm aware. I'd suggest, at least for now, just keeping a separate creature to add to Initiative for Incrementing and Spending Malice.
I've just been doing everything by hand. So far, for level 1 gobbos, it's been 5~10 minutes per. Not bad! Thx for the malice suggestion 👍
Actually, for the Malice, I suggest Party Resources.
In Haezan's installation guide he should have included Amby's video with a few Modules she suggests.
Party Resources and Bar Brawl are great.
Oh man, I haven't used that module in ages. Glad to see it's still maintained!
PR creates a big bar at the top of your screen you add manage Malice and Hero Tokens.
For Bar Brawl it's great for splitting a separate Token representing Minions into the Full HP of the Group that you can visibly break into 8 blocks representing each Minion dying.
@lilac storm Any way to hack the token-aura-ring module for v11? I've tried chanigng the minimum/verified sections in the module.json to no effect, unfortunately.
The minion solution is inspired by the way.
you can also copy out your initative groups and just use them for intiative
install this specific module from manifest, uninstalling your last version first.
So I have this version installed natively, but it misses the functionality used in AmbyNavy's solution for squads
Scroll down on this page and you'll see past editions of the module for install. Beauty of version control babyyyyyy
oh it doesn't have the token outlines?
hmmm
It has the outlines, but not the management options as far as I can tell
What part's not working?
No visible directory like in this screenshot. Mine is the less pretty UI on the left.
a shame but not a deal breaker
unfortunately not - Foundry usually has breaking changes between each major release they do, and so any kind of backwards compatibility gets shot. your only solution is use the old UI or upgrade, im afraid :(
yeah i see that
you might rig condition lab to mark a unit with a little circle?
like roll20 does
That's weird. I have the aura ring directories?
v11 latest build?
In amby's video, the aura ring access is in the identity tab of the token, mine has a seperate tab
Ah. I'm in v12
So---future note for people who might want to upgrade from v11 to v12 (I was only doing this for testing purposes).
The item IDs that work as templates (I'm assuming) got all jumbled when going to v12 using the create compendium/module functionality, and although items, macros, actors came over correctly, and edits to them involving dragging new powers were completely borked. Not sure if anyone knew about this so I wanted to frame it here quickly. Alas I am tired and am going to bed with a functional v11 world locally and a deleted v12 world on the Forge because, well, holy hell everything I tried to fix it didn't work.
When you say dragging the power was not working, do you mean that it was showing a yellow warning message every time?
Yes, even after running that macro again, unfortunately.
Did you try dragging them in before running the macro?
Because it seems there’s a weird glitch that if you get the warning, and then fix it, it’s fixed but continues to show the warning for no good reason
So you have to fix with the macro before ever adding to a sheet, super tedious 😔
If I ever attempt this again, I'll try that. The whole ordeal was a pain
Yeah, custom-system-builder can be real annoying at times
But once set up it works like a charm
It would be amazing if we could have a ready to go world setup for a v11 instance and then a v12 instance. (Granted I'm only saying v11* because I'm still on it)
what are you still on v11 for?
I have an existing 4E game that I'm running locally--but I kept a forge subscription to test v12 stuff, especially now with Draw Steel.
So, I started working on a Draw Steel world in v11, but I'm working on backing it up to import it into a v11 instance of the forge, then update it all to v12.
ah yeah i get that - i know how it feels to have that reason for being on it. the only v11 module i needed - autocomplete inline properties - became redundant when i quit using 4e
I mean, do you suggest taking a v11 backup of all my worlds, updating locally, and then reverting to v11 when I need to run a 4E game again? I haven't played too much with downgrading versions.
ehh it gets annoying. Personally, if you’re ok with using shortcuts to open your foundry, I’d install two different versions in two different folders, then have separate user data paths for both - i think thats doable at least! foundry gets whiny with multiple instances but i think theres a guide out there for it.
Oh wow, yeah. The nodeJS install video by Encounter Library is really concise!
This might be very niche, but if anyone needs a macro for existing Foundry scenes from map pack compendiums that default to 5 feet--this changes the scene grid distance to 1 square and also divides the light/sound/wall info by 5, to scale it down to a square grid size.
//The following script Scales the current scene from "5 ft" to "1 sq"
const scene = canvas.scene;
//only run on scenes with distance of "5 ft"
if(scene.grid.distance != 5 || scene.grid.units != "ft"){
return;
}
// 5 ft to 1 sq
const scale = 0.2;
//Placeable Lights
const lights = scene.lights.map(light => {
return {
_id: light.id,
"config.dim": light.config.dim * scale,
"config.bright": light.config.bright * scale
};
});
await scene.updateEmbeddedDocuments("AmbientLight", lights);
//Placable Ambient Sounds
const sounds = scene.sounds.map(sound => {
return {
_id: sound.id,
radius: sound.radius * scale
};
});
await scene.updateEmbeddedDocuments("AmbientSound", sounds);
//The scenes units
await scene.update({
"grid.distance" :1,
"grid.units": "sq"
});
My friend uses a workaround from the lancer foundry guide to run an old version
Is this different from just going to the Scene details and changing the Tile size/details?
So, I'm not sure how it works now, but in the past when you did that it would jarble all the walls and lights and placeable sounds. Not sure if they fixed that in future foundry releases.
Ah. I've never noticed that issue, so I assume it's fixed.
Here's hoping!
Would it be possible to snag that zipped folder from you re: lvl 1 gobbos?
Just to be clear, you weren't able to import them here? Foundry VTT\Data\worlds\custom-draw-steel-world\packs
This is the Compendium you should be able to drop in and extract to load into your Compendiums.
I still have the old file, so I'm gonna check, there's a chance it had something to do with differing versions when I was v11 testing.
Ah, could be. Double check that, if you would. I will work on creating a Monster Module all the same.
Here you go!
Well, good news is that the import worked flawlessly, unfortunately though those damn yellow messages re: ability ID's come up for every creature's actions/maneuvers etc
I figured out what it could be
It's the abilities i think
Or it could be
Can you show me the yellow message rq
Sure, let me get to it. Im remoting in from work to home 😅
Mm.
It's likely the Abilities vs the Enemy Template, might just need to refresh each of them like the Hero abilities
Take yer time the fix is annoying anyway.
This is just from importing the compendium into the sidebar, not even opening up a character sheet:
Right it's a compendium issue
so what that means is that your ability is using a template that it can't find
This is from accesing a power via an imported sheet:
Which is more of a sidebar item issue as far as I can tell
This is from accessing a seperate gobbo, but yes this is the first time the sheet was opened
is there any abilities on the sheet
Yes, two of them
Right. Are you able to delete them from the sheet?
Yes
if it keeps showing up then, that typically means there's something that's been added to the sheet wrong
so the way this works with the compendium is you referesh all the sheets using the script above
Refresh them while they're in the compendium, before they ever hit the sidebar?
you take em out of the sidebar then hit em with the macro
if it still kicks up a fuss there might be a way to mod the macro to work for actors, but i'd be a little concerned as to how it'd effect things
Would you mind replying to the message with the macro, just so I can make sure I'm using the right one?
I have the Haeken made one--not sure if that's what you're referencing.
yeah that's the one
as referred to in the pins
the issue is that tbh this is a little bit of a duct-tape solution to begin with, so it might be we're at a dead end
Yeah, I ran the macro just now, then imported, still didn't work unfortunately
it wouldn't fix the actors currently in the directory
you'd have to reimport to your items tab from compendium
but gimme a tick
No worries--it seemed to have worked for a moment? I checked the same assassin after running the macro, rolled an ability and also opened up the ability via the sheet, and only had one error message:
did you delete that assassin and then reimport one and then run the macro
if so do that. If not - try running this after a backup.
(async () => {
// Open all item sheets
game.actors.contents.forEach(item => {
item.sheet.render(true);
});
// Wait until all sheets report that they are rendered.
await new Promise(resolve => {
const checkInterval = 50; // Interval in milliseconds
const maxWait = 5000; // Maximum time to wait (in ms)
let waited = 0;
const interval = setInterval(() => {
// Check if every sheet is rendered
const allRendered = game.items.contents.every(item => item.sheet.rendered);
if (allRendered) {
clearInterval(interval);
resolve();
} else {
waited += checkInterval;
if (waited >= maxWait) {
console.warn("Timeout waiting for all sheets to render.");
clearInterval(interval);
resolve();
}
}
}, checkInterval);
});
// Now close all item sheets
game.items.contents.forEach(item => {
if (item.sheet.rendered) item.sheet.close();
});
})();```
what i changed - it now opens every actor sheet and does the same thing.
might work, might not - but at this stage the answer's going to be doing it by hand sadly.
Gotcha, I'll try that soon
So, order of operations here...
import creatures from compendium
run Haeken's macro
then run this one?
Or just yours?
the first one
and for gods sakes back up your world before executing any code from a stranger 😛
right then it seems you're on your own
it's looking for a template that no longer exists - an item id that no longer exists
I'm assuming it's because it ties an item ID to the original creator of the ability.
I don't know if this is a known issue or not but I'm having an issue with the Monster Resistance Roll- it keeps having ERROR in the action type column for some reason, I also just don't know how to make it so my players could even roll it. It just seems like only the monster can roll it like a normal ability roll
to the original sheet ID
so it's trying to find an ID that no longer exists in your context yeah
Love it.
Can't do much without editing the template
but this now feels a little less factory default now, which is nice.
From a UI standpoint I like the core info upfront and easily viewed.
From a UX standpoint I like as many buttons/drop-downs as possible vs text boxes
Honestly all i'd like to do is take this box at the top and center it
and shove the respite button somewhere next to the hero segment
Maybe a powered by Draw Steel logo
Trust me bro; free_RAM.exe
Download GTX7000.rar and extract in your C: drive.
Looks great!
Oh man, that's bangin'. The font is so clean, too--any idea what the name of it is?
certainly one moment.
I was looking for resources on the discord and the @wet raptor was using https://fonts.google.com/specimen/League+Spartan
thanks to them for sharing the font
Starting up in a couple hours--couldn't have done it without y'all! 
You want the sheet be gray and have the font?
gimme 10 and i'll toss the code up, the basics are simple enough
If it's just simple CSS, sure, I'm not too bothered at the moment.
I actually don't think Foundry misses the mark re: UI too much*
well either way, have fun!
Have fun!
Oooh that looks great!
Hot damn that was fun. My players loved it! My elementalist player pushed a goblin into another one and killed the hell out of him.
Among other things, of course.
So cool!
I have some small thoughts for the sheet after running - mostly in relation to Surges and the Heroic Resource.
Surges are in a confusing place for frequency of access. It should probably go near the bottom of the top half.
and Resources need to be somewhere dedicated. Mostly due to long text boxes.
Yeah surges weren’t a thing when I started the sheet, so didn’t want to mess with it too much in case it broke people’s sheets
I recommend using a party resource module to track surges and hero tokens (and malice even)
I think because this is a quick start system, and the Foundry VTT system is coming along now, spending a lot of time updating this may be not worth the hassle :/ but you can do it in your sheets!
Amber has also done some great work on her sheets too
mhm. Idk how close the foundry system to be "Feature Complete" per say.
I mean my sheets aren’t feature complete either 
true lol
I've been working on a monster parser and I now have the abilty to create actors and attached items (abilities)
Hopefully have something working for mass import soon
Okay nice, all the monsters are imported. Just got to fix a few small bugs with unique stat blocks and it’s done
Let's go!!
Aight gang, here it is
first you'll need this json file with all the monsters in it. Save it to your Foundry VTT>Data folder (and keep the name the same) EDIT: I deleted it accidently, find it here: #1279333525174358036 message
Then copy this into a macro and change it from Chat to Script as normal. Scroll to the bottom of the macro and you'll see an entry which I've written a comment next to (EDIT: found a bug and squashed it, new macro here: #1279333525174358036 message)
This is where you can copy and paste your monster ability item IDs. You can find these IDs by opening the _monster_ability_temp and _monster_resistance_temp (though this one needs to be updated first, see following messages) sheets and clicking the button in the top left
You also will need to overwrite your _monster_resistance_temp sheet with this new sheet below (just to fix a small bug). Just download this json and right click your existing resistance sheet and click "Import"
This is where the IDs button is btw if you're lost
Let me know if you find any bugs!
Maybe! though it wouldn't work if you renamed your templates as some have done
True, but then you could just throw the error and have them do it manually. Well either way really.
Good work haezan
Oops already noticed a small bug, the speed is adding brackets when it doesn't need them. Lets fix that
Monsters JSON:
Macro
Okay! hopefully that's it!
@viscid schooner So this only appears to be importing the first creature?
Also doesn't appear to be importing the abilities - I copied in my ability and your updated resistance templates in.
Any errors?
I'll double check
Did I share the updated power roll which prints keywords to the chat when rolled yet?
Also, how'd you go @pastel niche
Not that I've seen.
Sorry I didn't get around to testing more. Been tinkering with the Codex now that I got access.
i asked this in the other thread but figured i would ask this here too - has anyone figured out a token tooltip alt config for draw steel?
No but I was thinking of investigating
👀
Or rather, I haven’t. @lilac storm may have though?
i personally had no luck with it and found it finnicky anyway :(
damn i spent a few hours working on a script to import data from the ForgeSteel data files and it was jank af, and I come back here and find you guys have figured out a way better way to do that
thats awesome
Hopefully it works!
Hell yeah, we love a comprehensive schema. Thanks for this!
I'm planning to use the JSON to power a Jekyll static website with my encounters on, and it will save me a ton of time
Glad to help
Did anyone manage to get the monster import macro working? It seems to function properly, but it only imports the first monster in the list (the angulotl clawfish)
Could you hit f12 and tell me what shows up when you run the macro?
I’ll try fix this later tonight, it looks like a template ID issue which I think I can fix
Ah i think i hit that
I think it's because it's trying to access a template that doesn't exist anymore?
Yeah, your template ID would be different to mine. I’ll try get it to auto-detect it
you can pull it from the items menu automatically, but if there's two it's probably gonna fetch the first one?
otherwise maybe asking for it as a field in the text entry.
@viscid schooner Hey there. So I'm just checking out Foundry for the first time, friend got me a copy. Based on what I saw here and the other module - its not 100% clear - is this module meant to work stand alone for DS, is it an addon with Chaos's version and or is this still up to date (last post in april)?
This was a quick solution I made whilst there was no other foundry support. It’s not dissimilar to the owl bear rodeo extensions in that it just tracks the stuff you need and automates the power roll etc. But it’s not a system in and of itself
Chaos’s is an actual system
So now I’d recommend using their system, especially since it will eventually do all the automation you require because the system
‘ knows’ you’re playing draw steel
I don’t use it though (too much set up in my system now to be bothered migrating) so I don’t know how far along in development it is
Noted. Its always difficult when you're working in parallel with someone else on the same task, so I understand the struggles
This was a great project to fiddle with but i will be moving to the proper system once they have compendiums - no way im re-entering all my data 😅
As will I haha
Do we have a working copy of this compendium for foundry v13? I installed it but don't see anything under compendiums
Also...I may be dumb here but how do I make an NPC actor sheet a Minion? Trying to use the new Combantant group feature but says I need to make them a minion first...I dont see any option for that but I could be blind
I think you may have the wrong thread..?
Did you mean to post here https://discord.com/channels/332362513368875008/1342298358664138805
Only because I’ve never made a combatant group feature for minions
Hello all, I've stopped work on this now. It was always only meant as a stopgap whilst https://discord.com/channels/332362513368875008/1342298358664138805 was getting up and running. Glad so many of you got to play!
If you need any specific help you could DM me, but if it requires changes etc done to the sheets I don't have any time anymore to work on it, sorry!
I'm going to close this thread now 🙂
hmm I'm running into this issue when trying to drag compendium abilities
Just checking, are you using my Foundry sheets or the Foundry Draw Steel system
Nope! Haha, but people have been confused between the two before so just checking
yeah im following your tutorial google doc
I mean push comes to shove I can always raw dog it, but for some reason even when I remove the skill I get that popup repeatedly
I still get it even when I remove those modules
Ah yeah that’s a glitch with the system itself, unfortunately it’s just going to do that from now on
I had to reload entirely, to a previous back up
Honestly I haven’t looked at this in ages and it’s probably pretty broken lol
@viscid schooner trying to manually make the abilities; is there a specific reference to pull up the character might value so I can have it display the total damage for an easy way to apply it to the target?
ex) Brutal slam: tier 1: 3 + M damage; push 1.
what I'm trying to do is figuring out how to add what that tier rolled's total value is to post into chat so I can apply the damage to the target
also figured it out, I just have to import as needed I can't mass import the compendium or it freaks out
The chat post doesn’t calculate unfortunately
Im a goob, I didn't hit keep IDs thats why it was freaking out
This is one of those things I wish I’d changed at the start lol
its all good
fortunately its easy enough to apply the damage through the sheets
thank you all for your hard work 🫡
I don't suppose theres a compendium for the general actions is there or kits lmaoooo
I did make them previously and then I updated the sheets and they broke (typical) 
What you can do is just make a new item and then drag and drop them onto all the sheets already auto-populated
Instead of making the item each time in each sheet
Yeah that's what I was thinking making a little compendium for the general actions etc
on the off chance I actually put together a kit compendium, how would I export it to share?
I’m not entirely sure myself
Most people are using the actual Foundry Draw Steel system now, so it might not get much use but of course if you wanna share go right ahead!
I'd use it if it had more stuff in it, like are the compediums people made cross compatible?
for now though the stuff you guys have done with the customer system builder is far easier for my code-illiterate brain to figure out and input stuff
Not between systems no, what you can do is create the items inside the Foundry Draw Steel system and then they'll be compatible. Honestly it's not much different than inputting the content to this hack
Outdated: See Foundry VTT System - Foundry VTT sheets
What's the, not outdated foundry?
the one here still works but is very slapdash, the thread linked above is better.
Sick, set up easy enough?
installable system inside of Foundry's system browser! I believe @steel snow's plans are for compendiums of abilities soon?
hmm, probably can't sort that for session today then. But will start moving stuff over
I'm still gonna be using this version for a little while, and then move when compendiums exist :)
Yeah I'm using this still, just waiting for the codex 😄
Yeah, 0.8.0 is hopefully going to land within the next week and start to have stuff, and then it's a question of data entry/extraction/translation
i know there's a distinct data structure difference, but could we get a macro working like @viscid schooner's [one for this](#1279333525174358036 message) to do imports from text?
There is already a discussion group talking about parsing/extracting the core book text 🙂
