#Foundry VTT System
1 messages · Page 2 of 1
What if I already have it installed?
ah gotcha ok
I'll just keep as is since we have session... oh shit today lol
The week really got away from me
That was for 13.339 and will have issues on 13.340+
@night tusk In doing the monsters I had to figure out how to make compendium folders, so I can probably put the character abilities into folders by level etc.
is it supposed to be empty?
What are you expecting to be there?
like, the default ancestries and classes and stuff, perhaps
That kind of stuff generally lives in compendiums more than journals in my experience. Those things do not exist for the draw steel system yet, I put out a module to add a compendium, but it just has abilities and monsters (you can find it higher in this thread)
My bad I didn't know the difference, I'll install your module
No trouble, glad I could help
Is this a me problem or a known issue?
Current version has been out for a week or so and I haven’t gotten that as a bug report yet, can’t really look into it right now as I’m on mobile. Did you follow the readme?
I did, what version of foundry is the addon for?
oh okay that makes sense, I'll just go back to the older version
yay it worked thanks
@simple nova Would you be willing to pin the post from Ashes42 with the compendium for easy reference as well? #1342298358664138805 message
unfortunately it's not gonna be super helpful in 0.7 as we're queuing up a ton of breaking changes
Ah, all good! I'm quite looking forward to my full clean installation of Foundry for it, as I've got a lot of baggage from old versions and add-ons.
It will be when I integrate with the changes ;p
fair 'nuf. Anyways, as it turns out I dont have pin permissions anyways 😂
mods can still do it inside forum posts, let us know if you have a post you'd like pinned.
the one that's linked here
The big hangup for 0.7 is we're having some critical discussions about the data structure for abilities. If people could chime in with particularly "weird" abilities so we don't miss any edge cases that would be helpful
[include a citation if it's not in the Backer Packet, since this is a public channel]
I had already opened a few tickets about abilities, but just a quick rundown from the top of my head:
- abilities that allow to spend X+ HR to gain extra bonuses per X HR spent
- abilities that in their first effect force the target to make a test resulting in damage/effect depending on tier rolled (resistance rolls?) And then some of these abilities have a secondary effect depending on the resistance roll
- abilities that cause damage/heal independently of a power roll (e.g. Censor's Judgement)
I assume though that's not exactly what you mean, is it?
no that's good
the main thing we're talking about is flipping the relation of tiers & effects, so you'd add a Damage effect then define the tier results rather than define a damage effect for each tier
with of course a null option for "not present at a tier"
i would like that a lot more
instead of putting in results each time
also i would heavily prefer a way to put line breaks for effects
Mark, judgement, and null field are each their own particular kind of special
yeah, this is the type of thing that we really want to get right now
The Fury's Growing Rage tracks are a bit unusual in that they're permanent bonuses while you have a set HR value, and they last to the end of a turn even if you consume them during that turn.
They do??? 😳
I thought the drop the moment the consuming ability is resolved
I don't know of any off the top of my head, but some abilities will have an effect happen before the damage roll, and some after
^^
I'm wondering if any macro wizards here would be able to help me with a few. Thought to ask here instead of the foundry macro server because people might be less familiar with it there.
What are you trying to do?
Just want 2:
-
One that let's you spend hero tokens in a box you can type into or a drop down. Whatever's easier. (click to prompt a dialogue box, choose how many you wanna use, it reduces the pool by that number)
-
Way to spend recoveries and have it heal the actor.
I'm sure this stuff will be implemented at some point in system. Just want a patch to make the game easier for my players now.
Fair enough! When I get some free time this morning, I can whip something up.
Appreciatcha!
My players were asking me, thought I'd see if it's not a hassle for anyone. Others might find it useful in the meantime as well
would love to see this as well
Yeah all of that is in 0.7, but we're holding off a bit as we work on the ability model
Zhell has a bunch of free time he's about to spend putting the abilities together on his vacation
Oh really? I didn't see a way to spend recoveries on mine. Unless you mean the proper 0.7 thats coming soon. I still have the early sneak peak one
It's unclear if the nulls discipline mastery ability performs the same
From what I'm seeing it works the same as Fury. Looks like they clarified it after the last Patreon Packet.
yeah the proper, it's something Cody added
Here's a macro for spending recoveries. Should work on the 0.6 releases too. But yeah, there's an option on the sheet coming in the full 0.7 release.
const actor = token?.actor;
if (!actor) return ui.notifications.error("No token selected");
if (actor.type !== "character") return ui.notifications.error("Only characters can use recoveries");
const recoveries = actor.system.hero.recoveries;
if (recoveries.value === 0) return ui.notifications.error("The actor has no recoveries to use");
const stamina = actor.system.stamina;
await actor.update({
"system.stamina.value": Math.clamp(stamina.value + recoveries.recoveryValue, stamina.min ?? -Infinity, stamina.max),
"system.hero.recoveries.value": recoveries.value - 1,
});
ui.notifications.info("Recovery completed!");
Any release target for 0.7? Yall keep teasing me with features
After feedback last week we're doing a bigger rework of Abilities
which we'd really like to get done before 0.7 because it's a lot of breaking changes
Yeah but like, when : D
Considering it's a fully free implementation of the tool, I'd rather have their limited resources going to coding the changes instead of estimating how long it's going to take to code the changes.
I mean, it's simply "I don't have an estimate"
Is there a place spend effect is supposed to be visible for abilities, before and after choosing to do it and roll? I'm not seeing it anywhere.
works perfectly!
i couldnt find a way for this to work so i suspect its a 0.7 feature
how do you grant hero tokens?
I dont believe its in 0.6
Most of the things you're gonna be looking for are in the next update
gotcha
I just used the global clocks module to track that stuff
yeah im using the party resources module rn
I use it for tracking montage tests and stuff
i use global clocks for that as well
giving 1-2 victories to the whole party is another macro i wanna figure out
Yeah, that would be nice. I really wish I understood macros better.
sorry for necroing this post but did you get around to writing this macro?
Oh shoot. No I prioritized adding that function to the system first and then never did the macro in the interim.
Are you using the 0.7 preview on v13? Or still on 0.6?
i dont think theres a public version for 0.7, unless im misstaken
in either case, im still on 0.6
It was briefly released during the v13 testing
Macro to add victories until this function is added to 0.7. Let me know if this works for you.
const input = foundry.applications.fields.createNumberInput({ name: "victories", value: 1 });
const victoryGroup = foundry.applications.fields.createFormGroup({
label: "Award Victories",
hint: "How many victories should be awarded?",
input: input,
localize: true,
});
const fd = await Dialog.prompt({
content: victoryGroup.outerHTML,
classes: ["draw-steel", "award-victories"],
window: {
title: "Award Victories",
},
label: "Award Victories",
callback: ([html]) => Number(html.querySelector("[name='victories']")?.value ?? 0),
rejectClose: false,
});
if (fd) {
for (const actor of game.actors) {
if ((actor.type !== "character") || !actor.hasPlayerOwner) continue;
await actor.update({ "system.hero.victories": actor.system.hero.victories + Number(fd) });
}
}
I think that just hits tokens on canvas. Should it maybe target actor.hasPlayerOwner?
It's only the currently selected tokens, yeah. It filters out non-characters
Might be a situation where a player is absent, and not on canvas but you need/want to reward them a victory
There you go.
works perfectly, many thanks!
That's just an oops on my part. Try now
Ah, there we go!
Amazing, thanks a million
I always feel bad for asking for these sorts of things. I hate to feel like a burden. But that's what great communities are for 
Now, if anyone could help with just ONE more. I want a macro to choose how many hero tokens to spend using a similar dialogue box. If your or someone else has the time
Doing that one for you right now!
Let me know if this works for you. Note: there's no automation, so it won't give you your surges, stamina, etc.
const selectInput = foundry.applications.fields.createSelectInput({
name: "heroTokenSpendType",
options: Object.entries(ds.CONFIG.hero.tokenSpends).map(([value, { label }]) => ({value, label})),
labelAttr: "label",
blank: "",
});
const spendGroup = foundry.applications.fields.createFormGroup({
label: "Choose Hero Token Option",
input: selectInput,
});
const fd = await Dialog.prompt({
content: spendGroup.outerHTML,
classes: ["draw-steel", "hero-token-selection"],
window: {
title: "Choose Hero Token Option",
},
label: "Choose Hero Token Option",
callback: ([html]) => html.querySelector("[name='heroTokenSpendType']")?.value ?? "",
rejectClose: false,
});
if (fd) {
const spendSuccess = await game.settings.get("draw-steel", "heroTokens").spendToken(fd);
if (spendSuccess !== false) ui.notifications.info("Successfully spent hero tokens");
}
Absolutely!
Thanks again. I assume there is no way to change the text of the options for the drop down?
I only ask because the improve test was changed to reroll, but not the current packet.
Totally fine if not, we know what it means.
It looks like it references something built in to the system
You could make your own options object under the select input, but you'd have to use the system keys since those do get validated.
I can DM if you want me to explain how to change that.
No problem!
I am slowly becoming a macro user XD
ur on 0.7 right?
Yup
i know theres a HT tracker in 0.7, is there one for malice?
They're tracked on non-minion monsters, yes
automatically adds appropriate amount at start of round and consumes when using a malice ability
Im not sure what you mean by a toggle. But on monsters, there is a field for additional cost. (spend 1 malice more to do x)
hmmmm maybe ive been doing it wrong
I think that should be on 0.6. I don't remember if it works or not to consume the resource. Hard to know when it's been such a short amount of time between 0.6 and 0.7 and so many things changing haha
in 0.6 theres a toggle for that but either idk how it works or it doesnt work
What do you mean by toggle?
just like a check box for u to spend additional malice or HR on an ability
I dont think there is such a thing
Its just fields you put the number in to
or do you mean when you activate the ability?
That all seems to be working on 0.7
There just doesn't, yet, exist a field for the spend effect text
yeah thats what i mean
think i just phrased it poorly
afaik this was all in 0.6, it just didnt consume the resource. idk, its hard to say because I dont really keep track of these things. If it works, it works.
The customization continues 
steel undrawn....
what are the first two macros?
I got have emote module and made a custom emote. Originally, I had to target all actors in a combat and manually do it, but the module maker liked the idea so they added the option for triggers. So now it just automatically plays at the start of combat.
The other just updates all the combat tracker images to the portrait, because the token image looks weird when you do dynamic tokens
@eager helm I found this to work really well and it also allows players to use hero tokens themselves, rather than relying on me to do it for them
Oh, is it? I have an ultrawide. Pretty big screen, never noticed it being that small even for me.
Fair enough. I found it to basically be the same size as the players tab. Kinda felt at home. Plus you dont really gotta interact with it much besides clicking a card once and awhile.
Hey Drafty, where is the icon that you used for thew hero tokens macro located? I like it
yesm thank you!
now the question of course, where are the hero tokens the macro draws from?
I don't know if this would work for 0.6
right! damn
Or at least in a visible manner.
@celest dock is the hero token macro 0.7 exclusive?
For me on 0.7, it's below the player display
I dont remember seeing it anywhere before that
I remember liking this a lot, what was the input for this one? (and the emote)
Or how does it now trigger automatically?
Gambit's Emote Bar
and is this a scene transition or something else?
I can send you the macro I made for it. It's easy to set up. Oh you'll need JB2A's animations as well
tha tI have already at least
Just the pause bar, with a module to change the image and text
yes, please DM me the macro if you don't mind 🙂
Should work on 0.6 too
how do I add hero tokens on 0.6?
There's not a UI way in 0.6
fair enough, then I'l stick with my game cards for now
It won't let me install. Tells me "Error: Module validation errors id: may not be undefined"
Does not run on v13 yet, the draw steel system itself doesn’t run either unless you run a prerelease version. For context v13 stable has been out less than a week, if you want to use modules in general, foundry recommends sticking with 12
Gotcha, thanks 🙂
Is there a way to get UUID links to work in display text for tier results?
It's not formally enriched at the moment, although we are actively reworking a lot of the ability handling. What's your use case?
Q: Will there be some way in the future to interact with an ability that has been rolled to chat? or when rolling, force a specific tier result? Thinking about the Fury's Make Peace With Your God! ability where your next ability power roll achieves a tier 3 result
Yes, I'm currently thinking that should go in like a right click context menu
I agree!
I'd rather them be able to roll it, to see if they crit, and then be able to up it
Because I think you always roll to see if you crit even on automatic successes
Yeah
There's also some supporting abilities that have fairly different effects on each tier, leveraging the "downgrade" rules
I wonder if 3 buttons here to toggle the roll here would be an idea?
T1 | T2 | T3
Because you can always opt to downgrade a roll as well
Nah I think this is more right click context menu rather than primary buttons
Fair, its pretty niche. Doesnt need to be visible 95% of the time
Sorry had to run out. I wanted to link to a jounral page I made for bleeding inside an Applied Effects Display Text. Like this: "M<0 @UUID[JournalEntry.KHFAoBi0oAkgU0LG.JournalEntryPage.pnJ2C13NqobD9JWR] (save ends)" That way you could click on where it said bleeding and it would bring up the condition.
ahh yeah I think our solution there is just going to be improving general reference handling
I'm not super sold that we'll enrich everything
would it be possible that the macro also includes a chat messages along the lines of 'Actor X has used a recovery'? 😇
If you don't mind the little bit extra?
and the same with this victories macro? Something like 'The party gained X victories!' or 'The party was awarded X victory points!'?
Hey I'm trying to install the foundry module and it is just not working. I copy the URL into the box and it says successfully installed
But then I don't see it listed in my systems and I can't select it when I'm making my world
I feel like I'm doing something pretty simple wrong but I just don't know what
The most common issue people are having right now is that they are using foundry v13, for which the modules are not yet updated
Ah that must be it
yeah we're still working on our v13 release after some early feedback on a beta version
Depends what you want to do
I honestly just use it to track position and initiative. I just need a system that will use the Zipper Initiative and will track movement with "squares" rather than meters or feet
Is there another system I can use to make that happen?
I don't need anything overlly complex
if you haven't done anything else, you can just uninstall v13 and reinstall v12.331
Worked like a charm! Thx
lancer initiative works for any system and gives you that kind of initiative
(the 0.6.2 system already has all the initiative handling)
and you can edit any map and change the measurements to squares
^^
you right click on your scene, edit it and on the grid tab change the grid scale to something like this
Now that the Rolldata entry is finished (for now), if someone of the team had time to tell me about existing and future automation, I can include that in a dedicated wiki page?
From the top of my head I know about the hr/malice generation, how victories play into that, and targeted status effects (frightened, grabbed, taunted) but I don't remember which one of those was still wonky?
What else is there?
Taunted still isn't automated. Off the top of my head, weakened should also be automated.
So weakened should automatically just apply a bane without a source, right?
Is that as if 0.6.2 or only 0.7?
I think 0.6?
How would| slowed be affecting the vtt? In 0.6 there is no indicator for allowed speed, etc
Should update the value on the sheet.
Ah ok 👍🏻
And tonight I filed a PR that would indicate allowed speed in 0.7
is there a data string that allows to give a flat damage bonus or do I need to address all tiers individually to achieve that?
would abilityBonuses.damage work?
I don't think there's currently one for all damage tiers but honestly that stuff is super in flux
Hey there.
Super new to both DS and Foundry - still kind of learning the ropes as I go. I actually looked into Foundry for the express purpose of running a DS oneshot to test the waters with a few buddies.
Anything I need to know off-rip?
I can't search threads, so all I can really do is scroll up to see anything important..
Welcome! The system (both the game and the Foundry implementation) are still works in progress. But you probably know the former.
The Foundry system module should be getting an update within the near future which will bring a bunch of functionality into the system. V13 of Foundry itself caused some breaking bugs. I think they're taking some extra time to iron those out and making some more adjustments to Abilities and such.
Right now the version available is basically the first public release. Functional, but very rough.
I've run a few sessions in the system and it's been a blast. As long as you have players who are reasonably understanding, you should be able to navigate any speed bumps.
Cool beans. I see some macros and a compendium have been made up above.
Not that I'm entirely sure what a macro is other than 'button that executes code'
Can I ask - I see a Features tab here, but the only feature types it lists are Perks and Titles - is this not where you'd list class features and ancestry traits?
Or do those go elsewhere?
Those would be non power roll things, non Abilities
Macros allow you to set up specific commands that aren't exclusively game mechanics, but sometimes can be. They're highly customizable. Someone in here was generous enough to make us a few to grant victories to players or use a recovery and gain stamina. Some of which will be in the system as features, but a patch so to speak for now.
I see. One other wrinkle:
This character's Max Stamina should be 21 for a level 1 Shadow using Cloak & Dagger, right?
Oh and to clarify, more feature types will be supported in the future, I strongly assume. Those are just the ones there right now
That sounds correct to me, based on making one yesterday.
18 class
3 kit
There's also a pinned link for a comnedium you can install that has a bunch of the Abilities for classes and monsters that you can drag and drop.
I'm on a test preview, so I can't install it myself. Not sure exactly what it's contents are now that it's been updated.
Here
Yup! Already snagged it. Noticed a mistake on Hesitation Is Weakness, though, unless I'm wrong. Guess I'll let the maker know later.
Awesome!
Why's it say 23 
Did I mess up..?
What did you set the max stamina to?
Oh, I didn't see Max. Hm, might be a bonus from somewhere else or a wrong input
I wasn't aware I could set the Max..
The class asks you for the base amount, but I don't recall seeing a Max input box anywhere
It should automatically catch the classes stamina and kit, so no need to manually add it. If you did somehow.
Oh, wait, I had to flick the Edit lamp on
But that would be a different number, 24 if you manually added the 3.
Neeeevermind. Did in fact mess up.
It doesn't take class stamina into account.
Not yet.
This was set to 20 for some reason
I think it's always 20 by default
Yep! Set it to 18 and then the kit will be auto added.
Will it? I ended up adding it myself, but maybe that's because I did stuff out of order
When toggle back to play mode the max stamina should be 21
Oh, wait, you mean the Stamina bonus
You mighta been in play mode, not edit.
Think I got the hang of it, maybe
I'm sure you'll have a lot of questions. There's a few of us who are usually active. But you'll largely hear a lot of "not yet" or "is x set up?" for "how do I do x"
The combat tracker for 0.7 is so much better.
I see you constructed some role Icons and a pause bar / start combat macro - mind sharing those with me?
Yeah, I can send you the files. The pause bar is just a module. https://foundryvtt.com/packages/pause-icon
Alternative Pause Icon, an Add-on Module for Foundry Virtual Tabletop
The start combat is an emote macro that is really complicated to set up if you're new, so I don't think I wanna direct you down that rabbit hole. It just plays an emote, doesn't start combat.
Looks like I need to add you to send em. I'll post em here and then delete em.
You'll need to enable the dynamic token ring in the token settings
Well, need is a strong word. You don't have to. But they'll look odd without a token border.
Yeahhh, devving on the side means that I unfortunately can't keep my DMs open
Time was they were and I tried to inform people only to use them for 'emergencies'
But what constitutes an emergency to a gamer is...well.
Literally anything at all.
I'm gettin' places..
Made a test map in Dungeondraft and it imported well enough
Looks like there's a lot of hoops to jump through for multi-level buildings though
It's incredibly complicated and I wouldn't recommend it until you feel more comfortable with foundry. You could easily map the different level on the same map as one scene, or different scenes. The regions make teleporting tokens a breeze.
Doing levelled scenes with stacking floors on top of each other requires a module and some fancy layering.
The DD importer is very helpful!
Running a test combat (It still says 'not started', don't know if that's normal)
Wait, elaborate 
In what way?
I'll assume a few things. If you want a map with say 3 floors. You could make the map on one scene and just wall off the different areas. Or make 3 unique maps that are different scenes.
Using the region tool on the left side,looks like a checker board. You could place down areas you wish to designate as say stairs. Open the menu for that region and choose teleport token as the function and link the other scene/region to it. I'm sure there's a tutorial out there for this somewhere.
The official website and community for Foundry Virtual Tabletop.
Iiiiii see
On 0.6 I haven’t been able to get the combat tracker to work properly, I just manually track the round number and reset everyone’s turns
What’s the issue with hesitation… Many of the 0 cost items cost 1 and I haven’t been able to figure out why, but that does cost 1 so you must be seeing another issue
0.7 should solve all our problems and make everything perfect forever! Also get everyone on the same version.
It's actually the opposite - HIW is a Free Triggered Action with a Cost of 1, but when I dragged it over, it counted as an 'Other Ability' with no cost.
Was able to edit it manually, but nonetheless.
I think there was another like that, but I'm unable to recall
Yeah, the compendium is meant to be an 80% solution, you will likely find stuff you so need to make/edit, but it should save you a lot of time
why isn't the compendium included by default btw?
Made by someone Not The Developer after the fact as a contribution, I guess
0.7 is gonna break the whole thing and we don't want to be responsible for maintaining it yet
The system is still in flux with lots of changes, so focusing on compendium content that would have to be fixed a lot isn't worth it yet
(also, frankly, I expect by the time we are ready for compendium content, we'll just have the final book)
Speaking of, I cobbled together a custom character sheet for myself and my buddies using g-docs (which I was informed doesn't strain legality beforehand)
If'n anyone's interested
(google sheet implementations would be a different thread this one is focused on Foundry)
Fair enough
My character sheet of choice currently is Forge Steel https://andyaiken.github.io/forgesteel/. It's got a Data Export option that I expect someone will eventually build an importer for Foundry once things have stabilized a bit more.
wow WHAT I've never seen that
...This is why I should join subject matter discords more often
@whole hawk
Find the YouTube video by AmbyNavy that talks about how to implement draw Steel into foundry. She has some helpful modules and tricks I find.
She made the video unrelated to this play system and for example the "Conditions & Triggler" module is not functional in this game system, the other modules are really helpful for the DM, I find.
- Token Bar Brawl (helps with minion management)
- Token Aura Ring (helps with initiative group management)
- Party Resources (helps keep track of countable instances of things, like my group keeps track of XP with it for now (XP tracking this way will become unnecessary in version 0.7))
- Global Clocks (great to keep track of limited things, such as montage tests)
Personal Recommendation: get "Find the Culprit"! The module does nothing initially, but if something in your hand breaks, you can run it to turn on/off half of all your modules multiple times until you found the one that's causing the issue. I find it super helpful
I. May have accidentally reacted to that with a middle-finger emoji at first.
Maybe. Allegedly.
Heheh.
Is there something I can use to globally track Malice and Hero Tokens?
Oh, wait, Malice is per-enemy.
Does the system currently add it for you?
Malice and Hero are both global values tracked by the system. 0.7 makes a bunch of improvements to their visibility
I see. Anything I can use to see them in the interim?
Malice should be in the header on each NPC
it's specially synched across them
and yes the system does automate the addition of malice
If you want it visible in the map you can probably use a resource bar on tokens to accomplish that.
Was just poking around and noticed that minions don't have the malice in their sheet, which if I'm remembering correctly, makes since because they can't spend it. Right? If so, nice touch!
Is now a good time to try running DS in Foundry, or should I wait for the next update or whatever? I read something about incompatibility or something.
it runs perfectly rn
so 0.6.2 works just fine on v12
and then 0.7 will be ready to go with v13 once it's ready. We pulled back releasing 0.7 to rework the Abilities
Okay cool, thanks.
Now I'm confused
The heroes' manuscript makes it sound like malice is a single global resource to be used across all enemies
But then each enemy has its own malice counter?
its represented weirdly in 0.6
i would just use the party resource module
to track it
it's synched across all NPCs
so if you use malice on one, it'll be used on another
What you can do it make a big enemy with a resource bar for it. Place it on the map and make it hidden. That way you don't need to refer back to the sheets.
Is the difference between .6 and .7 going to break current campaigns? Totally understandable if it does, just wanted to check.
won't be a total break but Abilities are receiving some major breaking changes
basically the whole tiered/effects stuff will be replaced
made some token portraits for the two players i have so far
(wish i was better at drawing)
When you say abilities might get broken, how much do you anticipate the director having to rework?
We're full switching the data paths as part of this rework so any of the power roll stuff will be wiped to defaults
so full rework pretty much?
The targeting stuff will stay the same at least
but yeah the big central part is a full rework
For some reason with 4 level 1 heroes with no victories I'm getting 10 malice when I start combat. Isn't that too high?
Hi everyone. I'm pretty sure someone talked about this but I can't open the character sheets . Do I have to meddle with something?
@simple nova if i wanted to contribute, do you have any suggestions where to start? i've read the contribution doc and i'm poking around the repo
Guessing module interference
I think there's a bug ticket floating at the top of the issue list. Try that out just so you can get used to the process
Also join the League server, we have a draw steel chat
I'll deactivate all modules and see what went wrong. Thanks
Screenshot of console error can also help
what's the league server?
Tonight I'll turn on the laptop and see
https://github.com/MetaMorphic-Digital/draw-steel/issues/453 this one i assume?
Yeah
My guess would be condition lab. We've seen that one cause similar issues.
This is the same issue I’ve had and Condition Lab and Triggler were the issue
I notice that triggers I add to triggered abilities don't display anywhere. That fixed in 0.7?
Yep!
Also, will it add support for variable spend-costs? Coat the Blade lets you spend any amount.
Not yet
I see. Don't suppose anyone's made a macro to deduct a variable amount of a heroic resource from a player, then?
Any plan to show a player's total disengage bonus in the move section in 0.7?
What a lil guy.
I believe it does if I remember correctly.
file a ticket
I don't think we have a disengage-bonus type thing
will the system break if we update to v13?
Most modules will, from what I gather - it's been out for a little over a week
Takes time for modders to catch up
Theeere we go. Using exclusively white icons for enemy tokens lets me use TMFX to color them for minion squads.
Now I gotta remember or figure out how to get them operating off a single HP pool..
Unless I'm stupid, clicking the free strike button populates this error, even though Padow is clearly selected below.
They need to be targeted instead of selected
Ah, I see it now.
If you use the target tool in the right control menu, or hover the token an hit T
Yes, the 0.6.2 system is incompatible
I filed a ticket for that, so it should be worked on eventually
As I mentioned before, watch AmbyNavy's video and see how she's using the module "bar brawl" to make minion stamina pools easy to manage (do not install "conditions & Triggers"):
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
Install the module "Find the Culprit", that makes it super easy to find module interference
Hello all. I'm dusting off my several-years-out-of-date coding knowledge in the hopes of helping out with the foundry system development. I'm not entirely convinced yet, that I can meaningfully contribute. Just trying to get a local system up and running, including development tool I have no experience with.
Anyway, would you say I'm better off updating to foundry v13 stable, and going from the development branch?
I'd probably recommend setting up a Node install for development that is separate from your play installation. You can also join the League discord and join us in the draw steel dev channel! https://discord.gg/YKy4R9UQ
Thanks for the link. I answered by own question about v13, but the safety of a separate development installation is sound advice.
the Windows Portable Install is also pretty solid if you prefer the electron app
probably could do with a wording adjustment on the error msg
I haven't had time to test this but is there any built-in functionality for persistence in the v6 version?
not to my knowledge
yeah, and not yet implemented even for 0.7. Still trying to figure out how to make an extensible framework for all of these special cases
the system is missing a few skills, yeah
Okay good to know.
I don't think a ticket ever got made to fix that?
If you could make a list. I know part of the issue is the packets were not internally consistent on what skills to include
Is there a way to get it to add my characteristic bonus to a roll when I click on that characteristic to roll it? Like right now, I click Might +2 on my character sheet, it brings up the dialogue box about banes and edges, I click roll, it rolls the dice, and reports only the result of the dice in chat, it doesn't add the +2 for Might. Am I doing something wrong or is that not a function at this time?
I think there's just a bug, it's fixed in 0.7 which will be available tomorrow
Oh cool, thanks.
Coming later today...
Awesome be right in time for my game next week!
Thank you for all the hard work!
just in time for tomorrow's session!
Play mode of the revised Abilities
Edit mode
Two of the "Power Roll Effect" sheets
Abilities received a lot of breaking changes, but I'm much more confident in the current setup
Grouping primarily by what something does then tier has felt much easier in practice
Also wow what a lift
Is it safe to assume we will need to fix every ability if we want to upgrade a current game?
Also, reading through the release notes. Sounds awesome good job! 🙌
I spent so much time faking groups with duplicating monsters and changing token borders. 😂
Yeah, there's no migration of the old structure to the new, so power roll tier effects will entirely have to be redone unfortunately.
yeah downside of alpha is we aren't going to provide migration guarantees
No worries. At least I only made two heros and the first 3 fights so it's not that much to redo. Every bullet point I read gets me more hyped for this version.
Sneaking in just under the line - moving both the play/edit mode & the "edit source info" buttons into the header
How do the groups function? Do they change how the minions/monsters look like on the map?
You set a combatant group in the combat tracker and then add the monsters/minions. If it has minions, then the minions share stamina. Damaging one, damages the pool.
They're constrained to the combat tracker. You can create them from the action menu
To your other question, there's no change to their appearance on the map.
Is there a way to add line breaks in the effect of an ability?
The 0.7 release has split the effect into two full rich text editors
I may hold off on upgrading then. If I can't tell what token is in which group while just looking at the map I think it would be hard to run. Having something like automatic border change would be great. Sorry if that sounds harsh. You're doing a great job and appreciate your work!
File a feature request
But also, if you hover a given combatant it will highlight their token
We have one
Full notes here, should now be easily available from the in-app update logic
Awesome job, thanks!
Coming from the beginning when the system was a Manuel install, how do I now change to the new system version?
Since you've got an old build of 0.7 already you can "just" uninstall then reinstall
might be just me but the new version seems a bit...
buggy?
prob a v13 issue
ill wait till more of my modules are updated
could you describe the behavior? But yeah we can't provide guarantees any modules are functional
90% sure its my other modules causing issues
anything that touches the UI, which is... basically every module, is going to struggle with the UI overhaul
tho i think the main thing is when the text comes up in a power roll when u add a characteristic comes up, it still pops up with X+@chr
my personal experience is adapting wasn't too bad but you do need to make changes
ah yeah for that file a ticket
will do, once i get home
I'm hoping whatever is going on with dice so nice gets resolved in an update. Fine on ability power rolls, but tests cause it to roll double the dice (they roll the same numbers, just a visual thing)
File a bug report
For DSN or DS system? I assumed it was just because DSN wasn't updated for v13 or something
Haven't checked back here in a bit - we get an update?
Ah. We did. Fabulous.
Thankfully I'm pretty module-lite so hopefully I don't encounter any problems, haha
system and then I can investigate if it's just a DSN issue
0.7 is still meant to be used with v12.331, right?
No. 0.7 is v13 exclusive
Gotcha.
Strangely, I didn't see a 'malice' counter on this until after I'd clicked 'Give Token'
The popup menu also doesn't display a button to manually add malice - that normal?
Seems wierd that players can see the squad health in the combat tracker
why is that weird? 
spoils how much life the minions have. I'd rather they learn by killing
would be nice if it showed the number of minions rather than the stamina
🎫
Should I be expecting applied effects on power rolls to do anything besides display their "display" value
Not yet
On the shorter list of things I want to do though
Is there designs on making some sort of common set of effects? It's weird to create effects for say bleeding for every single ability that applies bleeding.
Yeah, definitely want to improve that
just started exploring how the new abilities work. Aside from my begrudgement over the fact I will have to redo every single ability in the game so far, I am so amazed by how they work. It looks so slick!
Great job guys
ill prob end up digging into it next arc for my campaign, i think its wanting me to re-do maps as well (or at least token placements) which is a pain currently
this isnt an issue with the system i think but quick status select doesnt work with it
Is there any documentation on hero tokens? Trying to figure out how to spend & set them. Seems set to 5 even after reset (I have 3 players) and while I saw "Added ways to spend hero tokens from the character sheet" in the release notes, I'm not seeing anything obvious in the character sheet corresponding to this.
Looks like the reset is defaulting to the number of non-gm users. As far as spending them, clicking surges and stamina on the sheet should generate prompts for spending HT to gain those resources.
defaulting to the number of non-gm users.
Yes, litterally just figured that out ty.
Hm. Let me look for surges & stamina.
On the stats tab at the top.
Got it! ty
is make peace with your good a free manuever or manuever? the book says the former but the ability compendium module says the latter
odds are the ability compendium is in error, always go by the book
when we integrate compendiums into the system we'll be very rigorous on data
One thing I think we're in a position to do now is have the basic maneuvers in a compendium that get auto-added to new characters
Glad you like it, I think it was worth delaying 0.7 to get them right
Little confusing as the system is showing as up to date and yet isn't? No update available. Wondering if this is a Mac thing
Was similar for me after upgrading to V13. Somehow it worked to close the page and then reload 🤷🏻 afterwards it recognises that the system was not up to date and could be upgraded
Thanks, sadly did not work for me but I'll keep trying
have you tried uninstalling then reinstalling?
if you want to wrap up the basic maneuvers would be happy to take that as a system compendium contribution
What do you mean when you're saying "first pass"
What kind of errors can be expected?
I have the same issue and can't get the malice display to work properly. Anything I should consider?
it should be synched to the same displaly on the NPC sheets, definitely open that the bottom left should also have controls to adjust malice
but yeah @sullen nest I would be happy to take some of the compendium work to help complete https://github.com/MetaMorphic-Digital/draw-steel/issues/56
It is synced if I get it to display... But that is already an obstacle that I have yet to figure out how to reliably reproduce
Does malice reset to zero at the end of combat?
I'll add a ticket for the malice adjustment menu in the display 🎫
malice does reset to 0 at the end of combat IIRC
does the combat tracker show up for others?
trying to figure out if i have a module enabled and its messing it up or not
probs a module not happy with the v13 ui overhaul
😔 gotta wait to update
sorry for the annoying question again but im trying to get drag ruler to work in foundry (v12/0.6.2 etc...) and the system.movement.walk isnt working, any help?
not sure if that's not working for you
I haven't yet as I am always nervous about how much I might lose in the process, its on my list if the update keeps failing to show
get the module Find the Culprit! It helps immensely to find bad module interactions quickly
Uninstalling the system won't lose you anything unless you were unlocking and editing the system compendiums, it's intentionally kept separate from your world data
Marvellous! That’s great to know
Worked perfectly and am now able to explore the new stuff thank you so much as ever!
I don’t have free strikes and basic maneuvers yet 🙂 was on my todo
I haven’t gone through and checked things have parsed correctly. I’d say it’s likely 70% right at this point, just wanted to get something out for the new system. Also the applied effects aren’t integrated in the system as they would be if you did it manually. Chaos was saying they don’t mechanically do anything yet and that’s an area of potential future change.
There are some places where I ought to use some of the new macro things for display and am not yet. Etc.
I saw so far it only includes level 1 abilities, but nothing of level 2 or 3?
Also, in the Censor abilities, where does the edicts come from? I have searched my document, but can't find anything about them?
how should I update the compendium?
Is there a reason the compendium doesn't have ancestries and classes and cultures and careers?
Advancements aren't in yet
so they wouldn't really do anything
both the book and the system are in alpha stages don't expect everything to be in
what are advancements
just levelling up
ah right
Broadly, a consistent framework for picking skills, languages, abilities, and features
I had sent had a chance yet to play around with the initiative group system.
- How does it work?
- What do I - the director - need to do to make it work?
- How easy is it to assign a new squad captain mid combat (assign other initiative combatant to the initiative group)?
Does the Story text of abilties serve any purpose anymore? it is not getting displayed for me at all if I view the ability or roll it. Should it be displayed? 🎫
the three dot menu in the combat tracker has a "Create Combatant Group" option
I think it's supposed to stick in the flavor and the description
To your captain question, you can drag and drop in the tracker. So just dragging a non minion into a minion squad should default them to the captain. You may have to remove the old captain though!
thanks
Anyone have any idea what is going on here. I updated (twice now) with unistall then install and in both cases this error turns up and the system is reverted to 0.6
Not sure if it is helpful extra info but The Forge is showing only the older version...
Has anyone else encountered this/am I missing something obvious like a feature I forget to enable on Foundry/The Forge.
Same for me
can update the desktop version and import it again iirc
Mac user so for my systems sake I need to run in chrome. It’s very odd to see them not simultaneously update.
OK, so everyone who's struggling to go to 0.7 is on the Forge?
your foundry is on v13, right?
It is yup. It seems to be a forge issue
OK, I guess I'll shoot them an email
Feeling super dumb but whenever I try and an ability with a power it doesnt go into chat. but get the notification of a new message. A reload then makes them appear. Any idea whats going on?
issues with scrolling to bottom, maybe?
Typing and sending to chat works fine. Just anything with a power roll isn't. And after a refresh they will be where it should have been
OK, and have you been able to replicate this behavior with all modules disabled?
See, that would have been a smart thing to try
resolved it was one of them messing it up. cheers
Compendium may be closer to like 60% definitely needs me to put out another revision
You data entry people are heroes
I'm trying to create a journal page where players can see every ability they can do. I hate how Foundry puts everything in tabs AND minimized so you can't actually see details. I'm using the macros generated when you drag an ability to the hotbar inside the journal pages so players just need to hit the button. I plan to have separate pages for standard actions/maneuvers and other stuff.
Which do you prefer the formated text or just snapshots?
Have you tried using the @Embed enricher?
Never heard of it, I'll check it out.
Same format as the @UUID link just switch that initial text for @Embed
It's missing story text in 0.7 but that'll be fixed in 0.7.1
My players all agree, having the enter key on their character sheet switch to edit mode is really annoying. It's really natural to, when you have to change your stamina, hit enter when you are done, which then hides the stamina from you.
That is fascinating behavior and not at all intended lol
yeah 100% replication
https://github.com/MetaMorphic-Digital/draw-steel/issues could you write a bug report
will address in 0.7.1
is there a way to address @level or something for damage like for example5+@level?
can't find anything in the roll data
Don't think so currently, everything I remember seeing cared about Echelon so that got a special case in the roll data. File a ticket and reference what feature uses it
@simple nova In an attempt to be useful this is the console output after I hit a shiny new issue where I cannot even install the new system, or any draw steel into v13 foundry. If I can offer any more info please feel free to reach out, and again thanks for the efforts and work!
How are you hosted?
And did you do a clean install?
Through the forge and on Google chrome
Yup have done two uninstalls and install the new 0.7. First reverted to old version by the next time I opened it and this time I ended up with no draw steel at all and can’t install
Yeah the consistent throughline has been the forge. I'll ping them again
Pretty sure this is related to the issue with the forge showing only the old version mentioned above by me.
Much appreciated!
This is unfortunately in the bucket of things I don't have direct control over. It's not the first time the Forge has caused problems, I basically recommend any other hosting method
If you know a good one that doesn’t use my own machine I’m happy to take a look but sadly I’m not in a position to have a good enough rig to host all the stuff I need “at home”
Molten is much less aggressive about replacing the basic foundry functionality
Will take a look. Thanks
@jaunty dirge got a reply
also, apparently the prior issues are because Forge was not really v13 compatible
Many thanks. Once life cuts me some time to do so I’ll take a look at options. Shame really as had no forge issues until now
How are you tracking with tickets
- #260 (https://github.com/MetaMorphic-Digital/draw-steel/issues/260)
- #342 (https://github.com/MetaMorphic-Digital/draw-steel/issues/342)
- #371 (https://github.com/MetaMorphic-Digital/draw-steel/issues/371)
Are those planned for some time within 0.7 or rather 0.8 or later?
Currently, the only option to add damage to an ability is if it has a power roll. An example for non power roll abilities that damage would be censor's Judgement. Please implement the possibili...
Is that something doable? If the ability is used, it presents a button in the chat window, like the damage apply, and the target must click that button, to then roll a save with the required charac...
The current system only allows to spend an integer of heroic resource, however some heroic abilities (and villainous abilities) allow to spend a variable number of resource to be spend and have a d...
Usually tickets will go into milestones from what I understand. Found in the issues tab.
They don't appear to be added to any atm
Correct - there are many tickets in the repository, and for small features like that it's kinda up to whenever someone wants to grab something and implement it
My personal priorities are
- bug tickets
- big feature planning
I spent a lot of time on DS the last few weeks and so am focusing just on those mission-critical operations
But tickets are fully open to community devs who want to take initiative and do it
a good example is I yesterday I merged in some flanking automation
next time I have time for serious feature dev I'm going to tackle reworking the Effects tab
there's a bunch I want to do there
Thanks for all the work you and others have done on this, @simple nova. From someone who doesn’t have much of any coding knowledge, it’s very, very appreciated.
My players and I have spent a lot of time invested in learning Foundry. While the official Codex software is looking slick, I’m not sure we’d want to jump ship yet, and it’s not ready. You and the other devs on this (free!) system are making it a lot easier for me to start working on a campaign and for my players to start playing sooner rather than later!
any way to manually modify hero tokens? Im playing a west marches game and it automatically resets it to the number of players instead of the players in the current scene
Same question for malice, cause it's also counting all heroes haha
right click on the display in the bottom left
that at least gives hero tokens
can definitely expand the manual controls
seems like time for more settings
worth noting for malice it checks the heroes in the combat
so just don't add non-relevant heroes to the combat
That's absolutely fair, I just wanted to ask about them because my players keep bugging me about those things 😂😅
I'm more than happy to keep on writing the compendium entries, I just need info what you guys want in there.
Speaking of which, would you be happy of I share a Google doc with the system automations that we merged the other day? Just so people can have a read? I know finaljas would be keen
I can just run the update wiki action
Oh, good, a lot of my modules got updates for V13.
I didn't see this (or at least, anything that was written like this) in the open tickets, so I presume I'm good to go ahead and open one
yeah go for it
Donezo. #515.
For the purpose of writing more compendium/wiki pages would you mind to send the invite again, so I can ask the group rather than trying to hit up individuals all the time? 🙂
awsome, thanks!
Hey @eager helm here is a summary of in game automations 🙂
dope, this is for 0.7 right?
yes
unfortunately im on not on 0.7
https://discord.com/channels/732325252788387980/1345535794554601553 channel link for the dev chat
@night tusk if you're in the League server use that
caught a typo, haha
I am not, hence why I was asking for a new invite
damnit
A lot works on 0.6.2 already. Not everything, but a lot. I wrote it while on 0.6.2 and tested most of it myself to make sure it works
dope
some things like hero tokens and the malice display obviously don't work as described on 0.6.2, but for example I think all the mentioned status effect automations work
Could be I just don't remember the rules, but the captain's HP isn't counted as part of the squad's - 4, 3, and 4 for the Shade, Skeleton, and Claw.
Is it only the minions' hp that's pooled together and the captain has its own?
Wait, I think I'm remembering the rules saying just that
yeah, captains have their own action econ and stamina
the only purpose of captains is to give Minions their bonus, and act on the same initiative turn, but otherwise they are independent
I see.
Wish I could slap on a little crown icon on the token or something to denote a captain.
I know it says it in the turn tracker, but it'd be neat
Maybe some module accomplishes this
yeah there's definitely more room to organize how the combat tracker relates to the tokens
Anyone know a module that works with Draw Steel system that lets you add additional markers onto tokens? Like colored dots, or numbers, or other little icons besides the ones we have for conditions?
I haven't tried it with the DS system, but https://foundryvtt.com/packages/token-color-marker/ has been updated for v13
Token Color Marker, an Add-on Module for Foundry Virtual Tabletop
Can confirm, token colour merker works great for its intended purpose
For groups I actually have different actors with colored borders. So, goblin warrior A, goblin warrior B. That way I can see their border color in the battle tracker and they are very apparently different on the battle map.
Maybe at lunch I'll post a screen shot of it.
I use token color marker with custom markers for group numbers I made. Token border is unit type. (yellow minion, orange standard, red leader, solo purple, etc)
Thanks
Yes, I just tried it, this is perfect!
Important to know, you can use custom images instead of a colour. So if there are any markers you wanna use that you don't wanna go through adding as conditions, great place to add em.
Like a crown or something for example for a captain.
Yup can confirm it’s updated and working. Excellent news and again huge thanks! 🙏
This is what my setup looks like with duplicate actors.
i use the icons from the icon system module which have these little different colored diamonds to denote little effects that dont have a status
they look like this
just in a buncha different colors
New compendium updated, now with significantly more working right:
https://github.com/rmarone/draw-steel-abilities/releases/download/1.3.1/module.json
Adds Basic abilities (thanks @night tusk) and level 2 and 3 abilities, alongside fixing most of the bugs I could find
the basic abilities are good, mind if I grab those for the system so we can start doing _preCreate stuff for Characters?
I don't mind at all
Neither do I 😜
Nice! Old bloke question but how do I import this into a hosted game?
Are you using forge? https://www.reddit.com/r/ForgeVTT/comments/1beb142/install_module_via_manifest_url/
Copy that url, put it in where the instructions above tell you to, enable the module
Then it should show up in your compendium when the table is up
Yes I am and thank you for the answer! Much appreciated
Have fun man
Here's my setup for tonight, maybe.... I ended up putting a bunch of notes for my player on the map, they can only see their class and generic stuff. I also basically made an encounter sheet to run off of instead of having to get into the actors themselves.
Did you try the @Embed enricher?
I did, thanks for the tip. I may use it in the future, but I checked with my players and they preferred the format from the screenshots. It's also more compact and the screenshots scale when you mess with the window size which is nice.
@sullen nest I could not love you more for the effort you have made in this compendium. Installed and going to save me an insane amount of time! Just thanks.
I play tonight! How dare you! 😋 maybe next week! Thanks for the hard work.
Haven’t run a session yet, but 0.7.1 installed clean and nothing obvious broke
Relatively small set of changes, well do our best to keep experimental & breaking changes to the bigger version increments
But this was important to cover stuff like the edit mode on submit bug
I haven't used targeting before, when I try it against a goblin this came up. Why is there a goblin section?
Also, why does apply damage not do it to the target?
If you're targeting multiple enemies, it allows you to have different banes/edges per enemy. But there are banes/edges that happen regardless of enemy (global)
Apply damage is to the selected token for ownership reasons
How does the automated edges on flanking work?
NVM I think I got it, problems due to testing all as the director
Yeah, I keep messing myself up while testing it several times while implementing it and was like "why isn't this working".
I should be opening a window as a player but it's too late at night to have that energy. I think I'm going to bed. lol
Wow taunted thing is neat! that's it for me bed time.
Hey there quick basic question. I'm trying to figure out active effects. But somehow cannot make it work. What am I doing wrong here?
Figured it must be damage.immunities.damage ... Unfortunately it still doesn't work
should be system.damage.immunities.corruption
That worked, thanks 🙂
Roll data like that can be found in the system journals compendium
There is a chapter for roll data and I'm working on the rest
this seems not to work
That works 🙂
Did anyone already tried to automate heroic ressource generation per turn?
Should already be happening
Does your class have the Gain Per Turn set on the Details tab?
I have to admit I did not see that. Thanks 🙂
Let me know if it works once that's set!
It does for malice too! Its great
Anyone know a good module for tracking party stuffs that is v13 compat?
Something like a monks tokenbar
Yes it works, though the max stamina value does not change when set in class details.
Yeah, that's not set up yet. I think stuff like that will be a focus for 0.8
Gotcha, thanks 🙂
Wondering if we have ways to check for line of effect and checking for flanking.
I wonder if a wall type or configuration in the wall setting would allow for walling to add banes for targets with cover?
Any idea how to configure stability reduced by 2 (EoT)
The active effect key would be system.combat.stability
ahh just realized I have to create the applied effect first. Thanks 🙂
mhhh still can't get the effect on the target
There's not a framework for that yet
The @ values are to be used in abilities and the like.
For example if you set up an ability that deals damage depending on your level, the damage calculations would be x + @level
However if you want to set up an active effect that addresses something like immunity, then it goes without the @ like the others explained to you
I'm sure this is user error but I'm just starting to learn Foundry. When I try to install this, it fails and gives the error "unable to load valid system manifest data". Do you have any ideas on what I'm doing wrong?
Hello, is there a compendium for ancestry abilities like dragon breath? Thanks for your work btw.
I’ll add ancestry abilities to the todo list, rather low priority though
Gotta fix monster abilities, triggered actions, figure out why some abilities aren’t coming through(conduit triggered actions), possibly convert applied effects to true effects, then I may get around to ancestry abilities
How are you hosted?
Self hosted
Okay, and how did you try to install? Manual or from the in-client system browser?
And what Foundry version
I tried both on several versions of the system, same error all around
Realized it's out of date, updating to the latest and will try again
Yeah that was the problem, everything works great now
Yeah the minimum upped to v13 with 0.7
Thanks for the help and for making this system work
hey for levelled treasures is there a way to apply the damage bonus without manually adjusting each damage value on the power roll?
I think there's an AE path
whats that?
Active Effects
ive been using the resource paths to see for attributes
is there an attribute for damage bonuses?
dope
it says tier 1, would that apply for every tier or should i make one for each result?
One for each result
The alternative to melee is ranged
what about for levelled armor?
actually no i can figure this one out
nvm
so the kit shows one bonus (+1/1/5, which im assuming is factoring in the effect) but the ability still doesnt factor this in
Try rolling
this is what the result looks like
in the meantime i just added these values onto the kit
Got it, thanks.
Ohhh that's very helpful, thank you very much 🙂
Addendum: of you want use a roll data path in an active effect it needs to be system.[roll data address] is that correct?
Like damage.immunities.fire wouldn't work, but system.damage.immunities.fire would?
Generally yeah
Howdy folks! So, friend got us to try Foundry for a different game, and I'm sad to admit I found it slicker than I was expecting, coming from Fantasy Grounds. I got a copy that I was curious to try for Draw Steel. I'm still getting some things setup, but outside the core game system, is there a list of standard/useful modules for use for Draw Steel?
People have various setups, with the system now on v13 s lot of modules haven't fully caught up. Try just the base system and then you can mix in modules
But stuff like initiative is fully covered by the system
Thanks! I'm trying to setup a combat test right now; just myself. Its a little unclear though if I have the initative setup right. I'm not sure if there is another system for tracking it - this is what I"m looking at -
yeah that's the basics of it - you can also create combatant groups from the three dot menu in the top right
also: It seems when I apply damage, it goes to the token that is selected, not the one that is targeted
correct, because foundry's permission structure. It makes more sense as a player
Players can only select and update themselves
Hmm, ok. Will probably take a bit more testing. Is there anyway it tracks triggered actions by the way? (Also, thanks for answering questions :D)
No, there's no tracking for triggered actions currently
Hmm, ok. I wonder if I can use a status condition for that in a pinch - can you make custom ones?
not easily
we honestly just need to make some part of the character sheet for tracking these triggers
but it's a hard UI problem when you've got both basic stuff like the Censor and then the nightmare that is the Troubador
Oh absolutely. I thin the main thing I just was curious is if there was a way to see if a character had used their triggered action or not - just to make sure nothing was missed
yeah early days of the system, I figure eventually we'll do it but it's lower priority than some of the other stuff
the BIG thing we're working on is advancements
Advancements in what way, if I may ask?
When you add an ancestry/culture/class/etc. to your sheet it should automatically grant you relevant features & abilities and prompt you to make any choices
same with leveling up
Aaah, ok
Yeah, that makes sense.
Oh, small question, but what does the little sword icon mean (I presume the person is how much you've moved)
ah, ok. cool. I saw a free strike button on a monster, but when I click it, regardless of who is selected, it didn't apply damage
do I just do that manually?
I think free strikes are target-based because they're for the GM?
Doesn't seem like it does anything. War Dog selected, PC targeted, I press the button (nothing happens)
I'll investigate later
🫡 Hope I'm helping! That's probably enough questions for now anyways. Appreciate the info!
Important to note about free strikes, AFAIK there is no indication that they have been used, no chat message or otherwise, but they should subtract the respective stamina from the target automatically. So the only thing "happening" should be the PC's stamina being reduced by 7
Hi all. Doing one more test here - I got some minions and PC I'm trying out, and just want to verify a couple things:
- I've got minions in a squad - but do I understand correctly that Foundry won't tell me how many minions I get rid of, I just have to mark them manually based on the math?
- When a player has taken their turn, is there a way for them to indicate they've gone other than clicking the little Act Button?
- Yes, especially since in the more recent packets they've adjusted the rules on how you can remove minions
- Not really, and I couldn't come up with something else clever since that's also just a rule running Draw Steel at the table
normally Foundry lets players move to the next, but the game can't know who's supposed to go next
is there a way to auto-set tier, like for make peace with ur god or something like star power?
I don't believe so. Would be nice for their to perhaps some ability to do it in the dialogue window when rolling
Oh, I was also going to ask - is there a way to assign flat damage (such as from a surge, or maybe abilities that are keyed to a characteristic?)
Funny enough, I think my last reply would answer that one as well XD
Option to consume surges for damage or potency upgrade. But... I think that stuff is decided after rolling now that I think about it
Perhaps chat message interactions. Since you're largely gonna wanna roll Abilities to see if they crit anyways, even when guaranteed results are conferred from other effects
I think there's a ticket for this already but it's on the radar
Oh, just realized - is there no spot for a trait for minions when they have a captain?
Not currently
One other question, but does anyone have any compendiums of the monsters or class abilities. Just checking before I start entering stuff in manually
Lifesaver! That's a lot of time saved. Thanks @eager helm
i live to serve 
Notes for that compendium:
- monster abilities need the power roll bonus manually entered
- monster abilities don't have anything written in the "Effects" sections.
- best to always double check with the document that everything is correct
The compendium is a big time saver, but don't use it as is without double-checking
this might just be the way the module is set up but cuz setting characteristics to "0" sets it to a default value, it doesnt return anything in my tooltip alt config
what do you mean?
i have a tooltip alt config set up that shows the characteristics for an actor when you mouse over them
ah
because "0" is the default value for all characteristics
if u type in "0" in an actors stats
it thinks ur just typing in the default or something
which i think fucks with the config, so it doesnt show that the stat is zero
I thought you meant relating to the abilities module, this is a question for Chaos or Verrett
fair
Does anybody else have to scroll the chat window to see new messages/Ability cards, vs not having to do that before?
Is that a foundry v13 thing or is that a system problem?
I swear it used to automatically show the most recent message in the chat window
We probably need to take another look at how we handle those but basically the issue is that we add most of the chat message content in a hook after the actual message gets inserted to the chat log
I've noticed v13 chat is buggy in general. The timestamps are wacky
Yeah, there's some mix of core and system stuff happening
Ah gotcha. We noticed it in another session with another system. Must if been a similar quirk
also bumping this one for visability
screenshot?
so for instance ill have a stat array like this
when i use the tooltip alt config it pops up like this (only one of the 0s shows)
if theres more than one 0 in the stat input, only one of them shows
my config is set to return the value of characteristics.might.value for instance
so somehow "0" isnt a valid value, i assume because its a "default" or something
idk if this is inherent to the TTA config and i needa change it, or if the attribute pathing has changed in v0.7
OK, so bad module interaction. My guess is that it's trying to only show "truthy" values
and as a fun fact of Javascript, 0 is falsy, not truthy
I am not sure there is much I can do on the system end, 0 is in fact the correct value of the characteristic
is it this module? https://foundryvtt.com/packages/token-tooltip-alt
Token Tooltip Alt, an Add-on Module for Foundry Virtual Tabletop
I would play around with the different config options to see if you can make it work, seems like the module is customizable. I'm surprised they dont' have a better way to handle relevant 0 values
np
im not super knowledgable about stuff like this so ill do some digging
will do
like, we can't be the only system where there are values that are relevant at 0
I think it might be us actually. I'll hit you up in the dev channel to discuss.
Hey, gang. Did I miss anything?
0.7 dropped a bit ago, 0.7.1 is the latest. Both require v13
We've got an 0.7.2 milestone lined up with more bug fixes. Working on 0.8 in the background which will have Advancements
hey, any update on this? just wanna know if its system-side or module-side before i put any work into fixing it
Random small thought, but I noticed that there is a movement history - its an awesome feature. However - is there an option to add forced movement to that - possibly in a way that would ignore the normal mocement? and/or shifts from abilities?
System side, should be fixed in 0.7.2
Not at the moment. Improving the handling of forced movement is on our radar, but it's also more of a luxury feature while we focus on meat & potatoes stuff
ur the goat 
Im trying to create a character and cant understand where i need to write his ancestry traits. Any guidlines?
upd. understood its effect section
Question for folks, but are their any other common modules that work with the Draw Steel system currently that people recommend?
Personally I use "Token Colour Marker" to discern between combat groups of enemies.
Otherwise due to V13 still being relatively new, a lot of modules I would recommend otherwise simply don't work yet 😅
Ah, good to know!
bar brawl is a must have for me
combat booster too
i forget if drag ruler is integrated into the system now or not
it is
and i use dice try + dice so nice on everything now
is there currently a ticket or something for having damage display as either floating text on the actor or in the chat?
cuz theres a lil lack of feedback on taking damage as it is
There's an open PR for floating damage numbers. I think it has some more adjustments that need to be made before getting merged.
sick, thanks
what does combat booster do?
mainly shows a turn marker for whos turn it is
@simple nova Just checking, but if I had small other suggestions, is this the best place to make them, or do you have a preferred method (a box to put them in even 😛 )
You can open an issue on the GitHub. https://github.com/MetaMorphic-Digital/draw-steel/issues
Did some work last night on automating effect expiration
This won't cover applying effects, you'll still need the GM to drag and drop
But at least now there is logic for "what happens at the end of your turn with a save ends effect"
Is that something you see coming down the line? Ala the effect tray in say 5e?
The exact name of it escapes me
I know we have an open issue for it on GitHub for adding "apply effect" buttons to the chat card.
Wondering if that's something where if you had say 3 creatures selected that all rolled a different result. Would it be able to detect "this creature only gets the dazed (eot) because M<1" but "this creature gets dazed (save ends) because M<2". Or something to that effect. Because you can set up different checks for potencies levels and success/failure in the apply effect options of an ability. If that all makes sense, sorry.
Yes, it's just that this piece needed to happen first
Makes sense!
Yes, ideally the apply effect handling will integrate into the potency logic
this is goated, ngl
Small upgrade, embedding the effect text
is this the newest one?
Yes, I'm overdue to fix the monsters tho
Monster fixes in the compendium: https://github.com/rmarone/draw-steel-abilities/releases/download/1.3.2/module.json
@night tusk I don't see the other issue you reported
Maybe it's something that happens during the module packing? Is that a thing?
Can anybody but Ashes check in the compendium, wether creature abilities have effect text with then? For me they don't, the effect windows are empty
@sullen nest give me half an hour and I'll check of it's maybe a weird module interaction
@sullen nest ok, it was 1 h, but I confirmed it happens regardless wether any modules are turned active or not.
I exported an ability and DMed it to you so you can maybe check the code if you find something there?
Just got around to updating to 0.7.1 and installed the compendium, picked a few creatures at random but I'm seeing effect text on abilities.
Only issue I'm having is a lot of abilities are shown as Target -> Unknown, seems like it's related to things that target multiple creatures. Oddly just opening and closing the edit menu on the ability fixes it and it stays fixed through a reload.
Thanks, @sullen nest and I already found that version 1.3.2 fixes the issue for me. But I can confirm that weird target unknown behaviour. For me it happened especially with abilities targeting 2 creatures
Gotcha, glad you got it sorted!
On the note of the compendium, I was seeing that it wasn't adding the characteristic to the power roll. It was always +0 for the modifier (I tried a few different gnolls). I didn't do any deeper testing, but did anyone else see that?
what version are you on?
pretty sure that got fixed in 0.7.1
Pretty sure I was in 0.7.1, but I'm not sure what version of the compendium. I'll try to dig a bit in this and come back if it's a consistent issue.
Basically a question of data entry vs. System math
Version 1.2.1 of the compendium has all monsters noted with power roll bonus of +@chr, which in the case of npcs/monsters results in 0.
I'm not sure if Chaos et al had planned to fix the disgunctionsl @chr monster math or have fixed it already, but AFAIK it's best to simply out the numerical value for the roll bonus in, rather than relying on @chr
Yeah. Opted to replace all mine with the number. The number doesn't ever change as far as I can tell. Unless you manually wanted to homebrew a statblock
look like fixed in 0.7.1
how does the hero token functionality work in 0.7.1?
as far as i can tell the functionality doesnt exist to reroll tests or get a "free" recovery
In play mode, I think if you click the label for Stamina it has the "free recovery"
As for reroll tests, no that's not currently implemented but it's on the shorter end of my TODO list
I'm currently working through all the chat message interactivity, you can see above my iteration on save effects
dope thanks
Depending on how much progress Zhell makes with the Advancements over the next month I may get through most of the chat buttons by the time 0.8 comes out
we'll see, all of this is volunteer work so progress is fundamentally unsteady
ill take it as i get it 😆
watching
Thanks Chaos for taking lead on this ❤️
All my Gnolls have their ability bonuses, make sure you are on draw-steel-abilities 1.3.2
Also note that if you drag the monster out of the compendium into your actors tab or map you are creating an unlinked copy. So updating will not effect those, you will have to retrieve them again from the compendium
Always worth checking the "system journals" compendium in-game or the wiki page. Hero token functionality for the current version is explained in the "system automations" page
That's the beginning of the hero tokens section
sorry i meant the system journals in foundry
Yeah, all wiki pages are also in the system journals
Sorry, I'm currently only on my phone so I can't look up the exact path, but there should be a journals compendium named "systems journals", from there should be a journal called "systems automations" and in there, like the wiki page, should be the third section called "Recoveries, Respites, Surges and Hero Tokens".
.
@simple nova
Question about combatant groups - squads in particular:
When I have any minion squad on a map, the stamina of each token and respective actor sheets gets changed to the maximum of the individual token, meaning the only way to "know" an individuals stamina is the stamina displayed with the squad stamina?
But weirdly this then also applies to actor sheets in the actor's tab? Like yesterday I had a squad of abyssal hyenas (max stamina 7; squad stamina 56) in my encounter, yet every abyssal hyena would display their stamina as 56/56, the actor's on the map, being X/56 depending on whete the squad pool was at. New hyenas would come onto the map with 56/56 stamina
Is that intended this way?
Is there a way to track non treasure equipment, like project ingredients, or random little quest Tokens and what not?
Not currently, file a feature request, but we are going to try and minimize how much traditional "inventory" tracking we do since that's explicitly not how the game is supposed to work
Ok. On my phone so will have to do so later. I'd be happy with just a text box to put names of small items, mostly story related.
Hey all, how does one set it up so that spend resource effects appear on the character sheet? In this example, I'd like the Spend 1 Wrath effect to be visible to my first time player. I've filled out the Spend section, but it doesn't seem to have any effect on the presentation.
Probably an oversight when we redid abilities
Could you file a ticket on the repository and we'll get it done for 0.7.2
That ticket already exists #398
Currently it's unclear unless you check the mechanical feature of an ability or put in in the actual description tab whether on if the ability has a spend entry and what happens when you spend ...
Is there a way to show malice value inside a journal? I'm using journals as encounter sheets.
Like, the current value? Not as far as I know
Correct, and ok
I'm very new to macros and I'm kinda just editing the recovery macro so I'm not quite sure what I'm doing wrong here.
You just want surges not surges.value
My hero!
is there a way to add in small increments of specific damage types
like for certain levelled treasures, which give +1 [damage type] damage, for instance
Not currently
KJTailor is helping compose a full list of AE targets we need to support
cool, just checking
I haven't looked at (levelled) treasures at all, whoops.
Time to park the monster book momentarily and get back to the heroes book
I just added treasure specific damage in manually for now to the Abilities they apply to as another damage instance
question, but - were Kits removed from equipment?
Nope, I believe you have to specify in the class item that the character should have a kit
Ah, found it!
Yeah, and you should be able to click on that to expand?
It did expand, showed the dice. I think I was just expecting some text that says "critical hit" or something, but no worries
One other question -but trying to figure out why this one PC is differently colored in the combat tracker.
Do they have a player owner?
Oooh! that makes sense - player hasn't taken ownership yet!
Bingo! That fixed it. Thank you
honestly it's probably worth revisiting, I first wrote it when they were experimenting more with the rules so I didn't want to overcommit to anything
I don't think players are every disappointed to have a crit celebrated 😄
I don't think that was the point of the reasoning 😅
so my players noticed that the ruler tool has changed
a few got a bit frustrated and wanted it the way it was before
anyone know of any modules that accomplish that
?
unlikely to be one given how fresh v13 is
I think it's a "you'll get used to it" kinda deal
fair nuff
Hello. First off, great job and hats off to everyone who participated in this project, @simple nova especially.
A little background: I'm used to Foundry with my usual group using another system (Fabula Ultima), so I know the basics of Foundry logic and dabble in making my own items and abilities and whatnot with the QOL buttons for rolls. I am no programmer and even less of a graphic designer, but I am qualified in terms of UI and UX with low code solutions.
With that said, I have a few questions and, if you wish it, I would like to offer my help to pad the compendiums for the project.
First question, then: are there any compendiums available other than the System Journals?
Second, how do combatant groups work and how can I set one up? The documentation on the aforementioned System Journals is... light on the subject.
Third, how can I setup an effect aura around a character – like the Null Field – so it applies to every enemy but not everyone (including the null source)?
P.S. Forgive the very long message, I dumdum some—most of the times.
- We're mostly waiting for official release to do Compendiums, there's a community effort in the pins for the backer Packet
- The triple dot menu in the Combat Tracker, top right
- I think we're compatible with the Effect Auras module but there's no native implementation
- What will those compendiums contain/what are the plans for them, aesthetics and usability-wise?
- Cool, I’ll check that out when I try my next combat scenario – still mostly exploring and building stuff without my players.
- Ah! Would that module then become kind of a prerequisite for the system in the future?
- We do want to make a compendium browser, but to start expect them to just be the default compendium app
- Yeah, there's not a more visible place to put them but it works
- I wouldn't consider it a requirement but it is helpful
If there is no other way to setup auras as they appear in the game rules without the Effect Auras module, doesn’t it just make auras in Foundry the biggest pain? As if it were with physical minis and maps! Ugh, the horror! /s
Unfortunately Improved Measured Templates didn't win the v14 vote or they'd be set up to be a core feature in a year
@simple nova didn't I finish the wiki page for combat encounters explaining in a bit more details what @steady vault is asking about regarding combatant groups?
Maybe a good opportunity to quickly update the wiki at least?
Worth checking but I don't think that was in 0.7.1?
No, I didn't get it finished in time for 0.7.1, but with my systems automation document, you just updated the wiki, I think?
Yeah wiki should be updated
No, I mean now again so the combat encounter document that was merged over 2 weeks ago is also included in the wiki
Cool 😊
wiki is freshly updated
You can find information on encounter functionality on the wiki: https://github.com/MetaMorphic-Digital/draw-steel/wiki/Combat-Encounters#wiki-pages-box
This will also be included in the system journals with the next system module update
That reminds me of another question! 
Is there any way to automate the minion features when their captain is present vs when not? I mean, for instance, a goblin runner that has +2 Speed with a captain (I don’t remember if that is the actual stat in the Monsters book). To be clear, this is curiosity on my part.
Not currently
I meant is that possible in the code? Could one theoretically program a macro that checks if a combatant group captain (I haven’t had time to read the wiki yet, so forgive inaccuracies) is alive and applies some bonus to the minion in that case?
Yeah it's possible and on our to-do list. Just one of those things that's limited by the fact that the system is early in development and has a long backlog
Right now our target for 0.8 is Advancements
And otherwise I think I'm going to prioritize mechanics that show up in the Road to Broadhurst adventure
something small, but curious if this is intended - I notice in the chat log - it seems when I scroll up to older chats - messages have just a slight blur; but the current one is crystal clear. Is that intentional?
core issue
Hi folks. I know this isn't strickly a DS related question, but I just started getting this error, and not sure quite how to fix. Any chance someone has had it before and knows how to solve?
I'll be honest the folks at https://discord.com/channels/170995199584108546/689889940590690323 will help best
perfect! That's probably what I needed. Thank you! 
(I feel I'm becoming annoying)
What am I doing wrong that the movement value does not change? I trie to change priority and I tried to change the "change mode" to Override and still nothing.
I found it... I was being stoooooopid.
yeah, so for active effects, it is never correct to have an @ value on the left
I guess I should write at least some short documentation on how to do active effects, shouldn't I?
0.7.2 is just around the corner
Patch note preview for 0.7.2
Added
- Added support for the automatic end of effects. (#551)
- End of Turn will automatically self-disable when an affected actor ends their turn.
- Saving Throws will create prompts for owners. If multiple players own an actor, the active GM will receive a dialog to help delegate rolls.
- The roll message has a button to spend a hero token to automatically succeed.
- End of Encounter effects will automatically self-disable alongside the encounter.
- Added Disengage to Stats tab in the movement section and integrated the Kit Bonus. (#519)
- Added UI for configuring an actor's turns per round, save bonus, and save threshold. (#532)
- These are also readable in a hover tooltip on the "Combat" legend in the Stats tab.
- Added spend line to the displayed power content. (#398)
- Note: Expect future breaking changes with how Spend is configured to account for variations that the current data does not represent.
- Added Ability compendium with basic actions and maneuvers.
- Creating a new character will give them those basic actions and maneuvers. (#56)
- Stamina changes now display as floating damage number. The color depends on the type of damage dealt. (#417)
Changed
- Aligned the system's active effect suppression checks with core v13 behavior, allowing the system model to also apply. (#541)
- The Monster Metadata and Source forms now perform live updates instead of using a save button.
- Added a
dsidgetter on the Item class, made the initialized version of _dsid read only (you can still perform updates but not apply active effects). (#389)
Fixed
- Fixed an issue that allowed characteristics to become null, instead of defaulting back to 0.
- Fixed free strikes not applying. (#544)
- Minions which have unlinked tokens in a squad but are not themselves in a squad will not display as if they are in a squad. (#561)
i just tested all these changes
works like a charm
absolutely amazing stuff
is there currently a way to add surges onto damage or potency? just making sure im not missing something
nah still a TODO
okay
this is absolutely excellent work
i love the new UI for spending hero tokens on saves
fwiw it's on the short list, I'd like to do it in 0.7.3 alongside generally improving the power roll effect application process
the new spend functionality is very slick too
the floating damage numbers are lowkey my favorite addition
yeah props to @obtuse gorge on that
- Added spend line to the displayed power content. (#398)
-- Note: Expect future breaking changes with how Spend is configured to account for variations that the current data does not represent.
I am unsure what this means. Can you explain for my stupid brain?
which part? So, "Spend" has been on the Ability sheet in edit mode, but wasn't visible in play mode, so that's been fixed
but it is likely that how that's handled is likely to change in the future
in 0.8 or later
so i wanna make sure im getting the applied effects, especially with the new save ends functionality
you have to go into that specific ability
create a new applied effect
note which status effect it will apply, note the duration as save ends
then select that for the ability
yeah, the optional Spend entry