#Foundry VTT System

1 messages · Page 2 of 1

simple nova
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I pulled the 0.7 build because we're doing some more breaking changes than expected this week

short wadi
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What if I already have it installed?

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ah gotcha ok

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I'll just keep as is since we have session... oh shit today lol

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The week really got away from me

simple nova
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That was for 13.339 and will have issues on 13.340+

sullen nest
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@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.

azure niche
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is it supposed to be empty?

sullen nest
azure niche
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like, the default ancestries and classes and stuff, perhaps

sullen nest
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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)

azure niche
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My bad I didn't know the difference, I'll install your module

sullen nest
azure niche
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Is this a me problem or a known issue?

sullen nest
azure niche
sullen nest
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12 stable

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13 stable came out 2 days ago, so nothing is updated for it yet

azure niche
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oh okay that makes sense, I'll just go back to the older version

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yay it worked thanks

limpid yew
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@simple nova Would you be willing to pin the post from Ashes42 with the compendium for easy reference as well? #1342298358664138805 message

simple nova
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unfortunately it's not gonna be super helpful in 0.7 as we're queuing up a ton of breaking changes

limpid yew
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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.

sullen nest
simple nova
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fair 'nuf. Anyways, as it turns out I dont have pin permissions anyways 😂

dusky token
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mods can still do it inside forum posts, let us know if you have a post you'd like pinned.

dusky token
simple nova
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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

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[include a citation if it's not in the Backer Packet, since this is a public channel]

night tusk
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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?

simple nova
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no that's good

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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

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with of course a null option for "not present at a tier"

eager helm
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i would like that a lot more

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instead of putting in results each time

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also i would heavily prefer a way to put line breaks for effects

sullen nest
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Mark, judgement, and null field are each their own particular kind of special

simple nova
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yeah, this is the type of thing that we really want to get right now

limpid yew
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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.

night tusk
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I thought the drop the moment the consuming ability is resolved

wraith warren
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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

eager helm
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^^

short wadi
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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.

celest dock
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What are you trying to do?

short wadi
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Just want 2:

  1. 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)

  2. Way to spend recoveries and have it heal the actor.

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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.

celest dock
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Fair enough! When I get some free time this morning, I can whip something up.

short wadi
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Appreciatcha!

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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

eager helm
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would love to see this as well

simple nova
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Yeah all of that is in 0.7, but we're holding off a bit as we work on the ability model

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Zhell has a bunch of free time he's about to spend putting the abilities together on his vacation

short wadi
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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

sullen nest
# limpid yew RAW:

It's unclear if the nulls discipline mastery ability performs the same

limpid yew
simple nova
celest dock
# short wadi Just want 2: 1. One that let's you spend hero tokens in a box you can type into...

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!");
short wadi
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Ahhh thanks!

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I'll pop it in later tonight.

sullen nest
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Any release target for 0.7? Yall keep teasing me with features

simple nova
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After feedback last week we're doing a bigger rework of Abilities

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which we'd really like to get done before 0.7 because it's a lot of breaking changes

sullen nest
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Yeah but like, when : D

limpid yew
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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.

simple nova
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I mean, it's simply "I don't have an estimate"

sleek furnace
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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.

eager helm
eager helm
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how do you grant hero tokens?

short wadi
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I dont believe its in 0.6

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Most of the things you're gonna be looking for are in the next update

eager helm
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gotcha

short wadi
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I just used the global clocks module to track that stuff

eager helm
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yeah im using the party resources module rn

short wadi
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I use it for tracking montage tests and stuff

eager helm
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i use global clocks for that as well

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giving 1-2 victories to the whole party is another macro i wanna figure out

short wadi
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Yeah, that would be nice. I really wish I understood macros better.

eager helm
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sorry for necroing this post but did you get around to writing this macro?

celest dock
eager helm
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ah i see

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thanks for the update

celest dock
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Are you using the 0.7 preview on v13? Or still on 0.6?

eager helm
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i dont think theres a public version for 0.7, unless im misstaken

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in either case, im still on 0.6

short wadi
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It was briefly released during the v13 testing

celest dock
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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) });
  }
}
short wadi
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I think that just hits tokens on canvas. Should it maybe target actor.hasPlayerOwner?

celest dock
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It's only the currently selected tokens, yeah. It filters out non-characters

short wadi
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Might be a situation where a player is absent, and not on canvas but you need/want to reward them a victory

celest dock
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There you go.

short wadi
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Thanks!

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Hmmm.. doesn't seem to be awarding actually

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The other version was.. odd

celest dock
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That's just an oops on my part. Try now

short wadi
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Ah, there we go!

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Amazing, thanks a million

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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 blobhero

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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

celest dock
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Doing that one for you right now!

celest dock
# short wadi Now, if anyone could help with just ONE more. I want a macro to choose how many ...

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");
}
short wadi
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Absolutely!

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Thanks again. I assume there is no way to change the text of the options for the drop down?

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I only ask because the improve test was changed to reroll, but not the current packet.

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Totally fine if not, we know what it means.

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It looks like it references something built in to the system

celest dock
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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.

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I can DM if you want me to explain how to change that.

short wadi
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nah, all good

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I appreacite it!

celest dock
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No problem!

short wadi
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I am slowly becoming a macro user XD

eager helm
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ur on 0.7 right?

short wadi
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Yup

eager helm
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i know theres a HT tracker in 0.7, is there one for malice?

short wadi
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They're tracked on non-minion monsters, yes

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automatically adds appropriate amount at start of round and consumes when using a malice ability

eager helm
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oh nice

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is there a toggle for additional malice spends?

short wadi
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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)

eager helm
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hmmmm maybe ive been doing it wrong

short wadi
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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

eager helm
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in 0.6 theres a toggle for that but either idk how it works or it doesnt work

short wadi
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What do you mean by toggle?

eager helm
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just like a check box for u to spend additional malice or HR on an ability

short wadi
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I dont think there is such a thing

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Its just fields you put the number in to

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or do you mean when you activate the ability?

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That all seems to be working on 0.7

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There just doesn't, yet, exist a field for the spend effect text

eager helm
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think i just phrased it poorly

short wadi
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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.

short wadi
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The customization continues blobhero

eager helm
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steel undrawn....

night tusk
short wadi
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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.

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The other just updates all the combat tracker images to the portrait, because the token image looks weird when you do dynamic tokens

night tusk
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@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

eager helm
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my issue is that the card bar ui is too small

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maybe thats just me

short wadi
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Oh, is it? I have an ultrawide. Pretty big screen, never noticed it being that small even for me.

eager helm
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just in relation to the rest of the interface

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could never find an option to resize

short wadi
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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.

night tusk
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Hey Drafty, where is the icon that you used for thew hero tokens macro located? I like it

short wadi
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Uhh....

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Commodities... currencies. I think

night tusk
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yesm thank you!

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now the question of course, where are the hero tokens the macro draws from?

short wadi
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I don't know if this would work for 0.6

night tusk
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right! damn

short wadi
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Or at least in a visible manner.

night tusk
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@celest dock is the hero token macro 0.7 exclusive?

short wadi
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For me on 0.7, it's below the player display

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I dont remember seeing it anywhere before that

night tusk
short wadi
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Gambit's Emote Bar

night tusk
short wadi
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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

night tusk
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tha tI have already at least

short wadi
night tusk
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yes, please DM me the macro if you don't mind 🙂

celest dock
night tusk
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how do I add hero tokens on 0.6?

celest dock
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There's not a UI way in 0.6

night tusk
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fair enough, then I'l stick with my game cards for now

wind kite
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It won't let me install. Tells me "Error: Module validation errors id: may not be undefined"

sullen nest
sleek furnace
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Is there a way to get UUID links to work in display text for tier results?

simple nova
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It's not formally enriched at the moment, although we are actively reworking a lot of the ability handling. What's your use case?

short wadi
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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

simple nova
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Yes, I'm currently thinking that should go in like a right click context menu

short wadi
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I agree!

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I'd rather them be able to roll it, to see if they crit, and then be able to up it

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Because I think you always roll to see if you crit even on automatic successes

simple nova
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Yeah

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There's also some supporting abilities that have fairly different effects on each tier, leveraging the "downgrade" rules

short wadi
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I wonder if 3 buttons here to toggle the roll here would be an idea?

T1 | T2 | T3

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Because you can always opt to downgrade a roll as well

simple nova
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Nah I think this is more right click context menu rather than primary buttons

short wadi
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Fair, its pretty niche. Doesnt need to be visible 95% of the time

sleek furnace
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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.

simple nova
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ahh yeah I think our solution there is just going to be improving general reference handling

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I'm not super sold that we'll enrich everything

night tusk
night tusk
brave tulip
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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

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But then I don't see it listed in my systems and I can't select it when I'm making my world

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I feel like I'm doing something pretty simple wrong but I just don't know what

sullen nest
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The most common issue people are having right now is that they are using foundry v13, for which the modules are not yet updated

brave tulip
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Ah that must be it

simple nova
brave tulip
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How do I revert my foundry?

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...should I revert my foundry?

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Should I just wait?

sullen nest
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Depends what you want to do

brave tulip
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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

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Is there another system I can use to make that happen?

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I don't need anything overlly complex

simple nova
brave tulip
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Worked like a charm! Thx

sly hinge
#

lancer initiative works for any system and gives you that kind of initiative

simple nova
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(the 0.6.2 system already has all the initiative handling)

sly hinge
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and you can edit any map and change the measurements to squares

eager helm
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^^

sly hinge
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you right click on your scene, edit it and on the grid tab change the grid scale to something like this

night tusk
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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?

night tusk
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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?

celest dock
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Taunted still isn't automated. Off the top of my head, weakened should also be automated.

night tusk
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So weakened should automatically just apply a bane without a source, right?

celest dock
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Correct.

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Slow is also automated. Winded and dying will auto apply.

night tusk
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Is that as if 0.6.2 or only 0.7?

celest dock
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I think 0.6?

night tusk
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How would| slowed be affecting the vtt? In 0.6 there is no indicator for allowed speed, etc

celest dock
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Should update the value on the sheet.

night tusk
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Ah ok 👍🏻

simple nova
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And tonight I filed a PR that would indicate allowed speed in 0.7

night tusk
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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?

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would abilityBonuses.damage work?

simple nova
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I don't think there's currently one for all damage tiers but honestly that stuff is super in flux

whole hawk
#

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?

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I can't search threads, so all I can really do is scroll up to see anything important..

short wadi
#

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.

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Right now the version available is basically the first public release. Functional, but very rough.

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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.

whole hawk
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Cool beans. I see some macros and a compendium have been made up above.

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Not that I'm entirely sure what a macro is other than 'button that executes code'

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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?

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Or do those go elsewhere?

short wadi
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Those would be non power roll things, non Abilities

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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.

whole hawk
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I see. One other wrinkle:
This character's Max Stamina should be 21 for a level 1 Shadow using Cloak & Dagger, right?

short wadi
short wadi
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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.

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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.

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Here

whole hawk
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Yup! Already snagged it. Noticed a mistake on Hesitation Is Weakness, though, unless I'm wrong. Guess I'll let the maker know later.

short wadi
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Awesome!

whole hawk
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Did I mess up..?

celest dock
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What did you set the max stamina to?

short wadi
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Oh, I didn't see Max. Hm, might be a bonus from somewhere else or a wrong input

whole hawk
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I wasn't aware I could set the Max..

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The class asks you for the base amount, but I don't recall seeing a Max input box anywhere

short wadi
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It should automatically catch the classes stamina and kit, so no need to manually add it. If you did somehow.

whole hawk
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Oh, wait, I had to flick the Edit lamp on

short wadi
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But that would be a different number, 24 if you manually added the 3.

whole hawk
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Neeeevermind. Did in fact mess up.

celest dock
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It doesn't take class stamina into account.

short wadi
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It doesn't?

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Oh, mb

celest dock
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Not yet.

whole hawk
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This was set to 20 for some reason

short wadi
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I think it's always 20 by default

celest dock
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Yep! Set it to 18 and then the kit will be auto added.

whole hawk
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Will it? I ended up adding it myself, but maybe that's because I did stuff out of order

celest dock
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When toggle back to play mode the max stamina should be 21

whole hawk
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Oh, wait, you mean the Stamina bonus

short wadi
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You mighta been in play mode, not edit.

whole hawk
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Think I got the hang of it, maybe

short wadi
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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"

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The combat tracker for 0.7 is so much better.

whole hawk
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I see you constructed some role Icons and a pause bar / start combat macro - mind sharing those with me?

short wadi
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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.

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Looks like I need to add you to send em. I'll post em here and then delete em.

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You'll need to enable the dynamic token ring in the token settings

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Well, need is a strong word. You don't have to. But they'll look odd without a token border.

whole hawk
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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'

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But what constitutes an emergency to a gamer is...well.

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Literally anything at all.

whole hawk
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I'm gettin' places..

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Made a test map in Dungeondraft and it imported well enough

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Looks like there's a lot of hoops to jump through for multi-level buildings though

short wadi
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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.

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Doing levelled scenes with stacking floors on top of each other requires a module and some fancy layering.

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The DD importer is very helpful!

whole hawk
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Running a test combat (It still says 'not started', don't know if that's normal)

short wadi
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In what way?

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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.

whole hawk
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Iiiiii see

sullen nest
sullen nest
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0.7 should solve all our problems and make everything perfect forever! Also get everyone on the same version.

whole hawk
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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.

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Was able to edit it manually, but nonetheless.

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I think there was another like that, but I'm unable to recall

sullen nest
azure niche
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why isn't the compendium included by default btw?

whole hawk
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Made by someone Not The Developer after the fact as a contribution, I guess

simple nova
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0.7 is gonna break the whole thing and we don't want to be responsible for maintaining it yet

celest dock
simple nova
#

(also, frankly, I expect by the time we are ready for compendium content, we'll just have the final book)

whole hawk
#

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

simple nova
#

(google sheet implementations would be a different thread this one is focused on Foundry)

whole hawk
#

Fair enough

limpid yew
#

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.

whole hawk
#

wow WHAT I've never seen that

#

...This is why I should join subject matter discords more often

night tusk
#

@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

whole hawk
#

I. May have accidentally reacted to that with a middle-finger emoji at first.

#

Maybe. Allegedly.

whole hawk
#

Heheh.

whole hawk
#

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?

simple nova
whole hawk
#

I see. Anything I can use to see them in the interim?

simple nova
#

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

sleek furnace
#

If you want it visible in the map you can probably use a resource bar on tokens to accomplish that.

sleek furnace
#

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!

acoustic crypt
#

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.

simple nova
#

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

acoustic crypt
#

Okay cool, thanks.

whole hawk
#

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?

eager helm
#

its represented weirdly in 0.6

#

i would just use the party resource module

#

to track it

simple nova
#

so if you use malice on one, it'll be used on another

sleek furnace
#

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.

simple nova
#

won't be a total break but Abilities are receiving some major breaking changes

#

basically the whole tiered/effects stuff will be replaced

whole hawk
#

made some token portraits for the two players i have so far

#

(wish i was better at drawing)

night tusk
#

When you say abilities might get broken, how much do you anticipate the director having to rework?

simple nova
#

We're full switching the data paths as part of this rework so any of the power roll stuff will be wiped to defaults

night tusk
#

so full rework pretty much?

simple nova
#

The targeting stuff will stay the same at least

#

but yeah the big central part is a full rework

sleek furnace
#

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?

high gale
#

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?

obtuse gorge
#

@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

simple nova
simple nova
#

Also join the League server, we have a draw steel chat

high gale
simple nova
obtuse gorge
high gale
obtuse gorge
simple nova
#

Yeah

celest dock
jaunty dirge
whole hawk
#

I notice that triggers I add to triggered abilities don't display anywhere. That fixed in 0.7?

whole hawk
#

Also, will it add support for variable spend-costs? Coat the Blade lets you spend any amount.

celest dock
#

Not yet

whole hawk
#

I see. Don't suppose anyone's made a macro to deduct a variable amount of a heroic resource from a player, then?

whole hawk
#

Any plan to show a player's total disengage bonus in the move section in 0.7?

short wadi
#

What a lil guy.

I believe it does if I remember correctly.

simple nova
#

I don't think we have a disengage-bonus type thing

wintry peak
#

will the system break if we update to v13?

whole hawk
#

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.

celest dock
#

They need to be targeted instead of selected

whole hawk
#

Ah, I see it now.

celest dock
#

If you use the target tool in the right control menu, or hover the token an hit T

simple nova
night tusk
night tusk
# whole hawk Theeere we go. Using exclusively white icons for enemy tokens lets me use TMFX t...

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"):

https://youtu.be/ahpDUfUqV6Y

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

▶ Play video
night tusk
last orbit
#

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?

celest dock
last orbit
#

Thanks for the link. I answered by own question about v13, but the safety of a separate development installation is sound advice.

simple nova
lofty copper
sleek furnace
#

I haven't had time to test this but is there any built-in functionality for persistence in the v6 version?

eager helm
#

not to my knowledge

simple nova
acoustic crypt
#

Am I crazy, or is the Strategy skill not in the Foundry module?

eager helm
#

the system is missing a few skills, yeah

acoustic crypt
#

Okay good to know.

simple nova
#

I don't think a ticket ever got made to fix that?

simple nova
acoustic crypt
#

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?

simple nova
#

I think there's just a bug, it's fixed in 0.7 which will be available tomorrow

acoustic crypt
#

Oh cool, thanks.

simple nova
#

Coming later today...

jaunty dirge
eager helm
#

just in time for tomorrow's session!

simple nova
#

Play mode of the revised Abilities

#

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

sleek furnace
#

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. 😂

celest dock
#

Yeah, there's no migration of the old structure to the new, so power roll tier effects will entirely have to be redone unfortunately.

simple nova
#

yeah downside of alpha is we aren't going to provide migration guarantees

sleek furnace
#

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.

simple nova
#

Sneaking in just under the line - moving both the play/edit mode & the "edit source info" buttons into the header

sleek furnace
#

How do the groups function? Do they change how the minions/monsters look like on the map?

celest dock
#

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.

simple nova
#

They're constrained to the combat tracker. You can create them from the action menu

celest dock
#

To your other question, there's no change to their appearance on the map.

chilly ridge
#

Is there a way to add line breaks in the effect of an ability?

simple nova
chilly ridge
#

oh sweet

#

I should have just used my eyes

sleek furnace
#

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!

simple nova
#

File a feature request

#

But also, if you hover a given combatant it will highlight their token

celest dock
#

We have one

simple nova
#

Full notes here, should now be easily available from the in-app update logic

acoustic crypt
#

Awesome job, thanks!

night tusk
#

Coming from the beginning when the system was a Manuel install, how do I now change to the new system version?

simple nova
#

Since you've got an old build of 0.7 already you can "just" uninstall then reinstall

eager helm
#

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

simple nova
eager helm
#

90% sure its my other modules causing issues

simple nova
#

anything that touches the UI, which is... basically every module, is going to struggle with the UI overhaul

eager helm
#

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

simple nova
#

my personal experience is adapting wasn't too bad but you do need to make changes

#

ah yeah for that file a ticket

eager helm
#

will do, once i get home

short wadi
#

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)

short wadi
#

For DSN or DS system? I assumed it was just because DSN wasn't updated for v13 or something

whole hawk
#

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

simple nova
whole hawk
#

0.7 is still meant to be used with v12.331, right?

simple nova
#

No. 0.7 is v13 exclusive

whole hawk
#

Gotcha.

whole hawk
#

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?

sleek furnace
#

Seems wierd that players can see the squad health in the combat tracker

eager helm
#

why is that weird? tonegenuine

sleek furnace
#

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

simple nova
#

🎫

sullen nest
#

Should I be expecting applied effects on power rolls to do anything besides display their "display" value

simple nova
#

On the shorter list of things I want to do though

sullen nest
#

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.

simple nova
#

Yeah, definitely want to improve that

night tusk
#

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

eager helm
#

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

whole elm
#

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.

celest dock
whole elm
#

defaulting to the number of non-gm users.
Yes, litterally just figured that out ty.

Hm. Let me look for surges & stamina.

celest dock
#

On the stats tab at the top.

whole elm
#

Got it! ty

eager helm
#

is make peace with your good a free manuever or manuever? the book says the former but the ability compendium module says the latter

simple nova
#

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

simple nova
jaunty dirge
#

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

night tusk
jaunty dirge
simple nova
sullen nest
#

First pass at updating compendium abilities available now:

simple nova
night tusk
night tusk
simple nova
night tusk
#

Does malice reset to zero at the end of combat?

#

I'll add a ticket for the malice adjustment menu in the display 🎫

simple nova
#

malice does reset to 0 at the end of combat IIRC

eager helm
#

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

simple nova
#

probs a module not happy with the v13 ui overhaul

eager helm
#

😔 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?

simple nova
#

not sure if that's not working for you

jaunty dirge
night tusk
simple nova
jaunty dirge
jaunty dirge
sullen nest
sullen nest
# night tusk What do you mean when you're saying "first pass" What kind of errors can be expe...

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.

night tusk
sleek furnace
#

how should I update the compendium?

azure niche
#

Is there a reason the compendium doesn't have ancestries and classes and cultures and careers?

simple nova
#

so they wouldn't really do anything

#

both the book and the system are in alpha stages don't expect everything to be in

azure niche
#

what are advancements

eager helm
#

just levelling up

azure niche
#

ah right

simple nova
night tusk
#

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)?
night tusk
#

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? 🎫

simple nova
simple nova
celest dock
night tusk
#

thanks

jaunty dirge
#

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

jaunty dirge
#

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.

acoustic crypt
#

Same for me

tidal marsh
#

can update the desktop version and import it again iirc

jaunty dirge
#

Mac user so for my systems sake I need to run in chrome. It’s very odd to see them not simultaneously update.

simple nova
#

OK, so everyone who's struggling to go to 0.7 is on the Forge?

simple nova
jaunty dirge
simple nova
#

OK, I guess I'll shoot them an email

tidal marsh
#

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?

simple nova
#

issues with scrolling to bottom, maybe?

tidal marsh
#

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

simple nova
#

OK, and have you been able to replicate this behavior with all modules disabled?

tidal marsh
#

See, that would have been a smart thing to try

#

resolved it was one of them messing it up. cheers

sullen nest
#

Compendium may be closer to like 60% definitely needs me to put out another revision

tidal marsh
#

You data entry people are heroes

sleek furnace
#

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?

simple nova
sleek furnace
#

Never heard of it, I'll check it out.

simple nova
#

It's missing story text in 0.7 but that'll be fixed in 0.7.1

sullen nest
#

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.

simple nova
#

That is fascinating behavior and not at all intended lol

#

yeah 100% replication

#

will address in 0.7.1

night tusk
#

is there a way to address @level or something for damage like for example5+@level?

#

can't find anything in the roll data

simple nova
whole hawk
#

We already have a 🎫 requesting a manual Malice control?

#

If not, I'll create one

jaunty dirge
#

@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!

simple nova
#

And did you do a clean install?

jaunty dirge
# simple nova How are you hosted?

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

simple nova
#

Yeah the consistent throughline has been the forge. I'll ping them again

jaunty dirge
#

Pretty sure this is related to the issue with the forge showing only the old version mentioned above by me.

Much appreciated!

simple nova
#

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

jaunty dirge
simple nova
#

Molten is much less aggressive about replacing the basic foundry functionality

jaunty dirge
#

Will take a look. Thanks

simple nova
#

@jaunty dirge got a reply

#

also, apparently the prior issues are because Forge was not really v13 compatible

jaunty dirge
night tusk
#

How are you tracking with tickets

Are those planned for some time within 0.7 or rather 0.8 or later?

GitHub

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...

GitHub

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...

GitHub

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...

short wadi
#

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

simple nova
#

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

lone minnow
#

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!

wintry peak
#

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

simple nova
#

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

night tusk
#

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

simple nova
#

I can just run the update wiki action

whole hawk
#

Oh, good, a lot of my modules got updates for V13.

whole hawk
simple nova
#

yeah go for it

whole hawk
#

Donezo. #515.

night tusk
night tusk
eager helm
#

dope, this is for 0.7 right?

night tusk
#

yes

eager helm
#

unfortunately im on not on 0.7

simple nova
#

@night tusk if you're in the League server use that

whole hawk
#

caught a typo, haha

night tusk
#

I am not, hence why I was asking for a new invite

night tusk
night tusk
eager helm
#

dope

night tusk
#

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

whole hawk
#

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

eager helm
#

yeah, captains have their own action econ and stamina

night tusk
#

the only purpose of captains is to give Minions their bonus, and act on the same initiative turn, but otherwise they are independent

whole hawk
#

I see.

whole hawk
#

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

eager helm
#

i have it set up as a special status

simple nova
acoustic crypt
#

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?

wraith warren
night tusk
#

Can confirm, token colour merker works great for its intended purpose

sleek furnace
#

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.

short wadi
#

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)

acoustic crypt
#

Thanks

acoustic crypt
short wadi
#

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.

simple nova
#

Got an update on the Forge @jaunty dirge

jaunty dirge
sleek furnace
#

This is what my setup looks like with duplicate actors.

eager helm
#

they look like this

#

just in a buncha different colors

sullen nest
#

Adds Basic abilities (thanks @night tusk) and level 2 and 3 abilities, alongside fixing most of the bugs I could find

simple nova
sullen nest
#

I don't mind at all

night tusk
#

Neither do I 😜

jaunty dirge
crimson olive
#

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

jaunty dirge
crimson olive
#

Have fun man

sleek furnace
#

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.

simple nova
sleek furnace
#

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.

jaunty dirge
#

@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.

simple nova
sleek furnace
#

I play tonight! How dare you! 😋 maybe next week! Thanks for the hard work.

sullen nest
#

Haven’t run a session yet, but 0.7.1 installed clean and nothing obvious broke

simple nova
#

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

sleek furnace
#

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?

celest dock
#

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)

simple nova
sleek furnace
#

How does the automated edges on flanking work?

#

NVM I think I got it, problems due to testing all as the director

celest dock
sleek furnace
#

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.

wind kite
#

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?

wind kite
eager helm
#

should be system.damage.immunities.corruption

wind kite
#

That worked, thanks 🙂

night tusk
#

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

wind kite
celest dock
#

Remove the @.

#

So yours should be system.stamina.max.

wind kite
#

That works 🙂

#

Did anyone already tried to automate heroic ressource generation per turn?

celest dock
#

Should already be happening

#

Does your class have the Gain Per Turn set on the Details tab?

wind kite
#

I have to admit I did not see that. Thanks 🙂

celest dock
#

Let me know if it works once that's set!

short wadi
#

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

wind kite
#

Yes it works, though the max stamina value does not change when set in class details.

celest dock
#

Yeah, that's not set up yet. I think stuff like that will be a focus for 0.8

wind kite
#

Gotcha, thanks 🙂

short wadi
#

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?

wind kite
#

Any idea how to configure stability reduced by 2 (EoT)

celest dock
#

The active effect key would be system.combat.stability

wind kite
#

ahh just realized I have to create the applied effect first. Thanks 🙂

#

mhhh still can't get the effect on the target

simple nova
night tusk
# wind kite this seems not to work

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

pearl belfry
faint holly
#

Hello, is there a compendium for ancestry abilities like dragon breath? Thanks for your work btw.

sullen nest
#

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

pearl belfry
simple nova
#

Okay, and how did you try to install? Manual or from the in-client system browser?

simple nova
pearl belfry
pearl belfry
#

Yeah that was the problem, everything works great now

simple nova
#

Yeah the minimum upped to v13 with 0.7

pearl belfry
#

Thanks for the help and for making this system work

eager helm
#

hey for levelled treasures is there a way to apply the damage bonus without manually adjusting each damage value on the power roll?

eager helm
#

whats that?

simple nova
#

Active Effects

eager helm
#

ive been using the resource paths to see for attributes

#

is there an attribute for damage bonuses?

simple nova
#

system.abilityBonuses.melee.damage.tier1

#

Should work

eager helm
#

dope

#

it says tier 1, would that apply for every tier or should i make one for each result?

simple nova
#

One for each result

eager helm
#

makes sense

#

thanks

simple nova
#

The alternative to melee is ranged

eager helm
#

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

simple nova
#

Try rolling

eager helm
#

this is what the result looks like

#

in the meantime i just added these values onto the kit

wind kite
wind kite
night tusk
#

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?

still smelt
#

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?

simple nova
#

But stuff like initiative is fully covered by the system

still smelt
simple nova
still smelt
#

also: It seems when I apply damage, it goes to the token that is selected, not the one that is targeted

simple nova
#

Players can only select and update themselves

still smelt
#

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)

simple nova
#

No, there's no tracking for triggered actions currently

still smelt
#

Hmm, ok. I wonder if I can use a status condition for that in a pinch - can you make custom ones?

simple nova
#

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

still smelt
#

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

simple nova
#

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

still smelt
#

Advancements in what way, if I may ask?

simple nova
#

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

still smelt
#

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)

simple nova
#

free strikes provoked

#

just a count of them, not the damage value

still smelt
#

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?

simple nova
#

I think free strikes are target-based because they're for the GM?

still smelt
#

Doesn't seem like it does anything. War Dog selected, PC targeted, I press the button (nothing happens)

simple nova
#

I'll investigate later

still smelt
#

🫡 Hope I'm helping! That's probably enough questions for now anyways. Appreciate the info!

night tusk
still smelt
#

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:

  1. 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?
  2. 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?
simple nova
#

normally Foundry lets players move to the next, but the game can't know who's supposed to go next

eager helm
#

is there a way to auto-set tier, like for make peace with ur god or something like star power?

short wadi
#

I don't believe so. Would be nice for their to perhaps some ability to do it in the dialogue window when rolling

still smelt
#

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?)

short wadi
#

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

simple nova
still smelt
#

Oh, just realized - is there no spot for a trait for minions when they have a captain?

still smelt
#

One other question, but does anyone have any compendiums of the monsters or class abilities. Just checking before I start entering stuff in manually

eager helm
#

theres ones for both

#

u can scroll up and find em, i forget if theyre pinned

still smelt
#

Lifesaver! That's a lot of time saved. Thanks @eager helm

eager helm
#

i live to serve tonejoking

night tusk
eager helm
#

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

night tusk
#

what do you mean?

eager helm
#

i have a tooltip alt config set up that shows the characteristics for an actor when you mouse over them

night tusk
#

ah

eager helm
#

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

night tusk
#

I thought you meant relating to the abilities module, this is a question for Chaos or Verrett

eager helm
#

fair

night tusk
#

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

simple nova
#

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

short wadi
#

I've noticed v13 chat is buggy in general. The timestamps are wacky

simple nova
#

Yeah, there's some mix of core and system stuff happening

short wadi
#

Ah gotcha. We noticed it in another session with another system. Must if been a similar quirk

eager helm
eager helm
#

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

simple nova
#

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

simple nova
eager helm
#

oh okay if its just a bad interaction my fault

#

sorry for buggin ya bout this

simple nova
#

np

eager helm
#

im not super knowledgable about stuff like this so ill do some digging

simple nova
#

would definitely ask around in the modules channel on the main foundry server

eager helm
#

will do

simple nova
#

like, we can't be the only system where there are values that are relevant at 0

celest dock
#

I think it might be us actually. I'll hit you up in the dev channel to discuss.

whole hawk
#

Hey, gang. Did I miss anything?

simple nova
#

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

eager helm
still smelt
#

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?

simple nova
simple nova
eager helm
fading elbow
#

Im trying to create a character and cant understand where i need to write his ancestry traits. Any guidlines?

upd. understood its effect section

still smelt
#

Question for folks, but are their any other common modules that work with the Draw Steel system currently that people recommend?

night tusk
eager helm
#

combat booster too

#

i forget if drag ruler is integrated into the system now or not

simple nova
#

it is

eager helm
#

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

celest dock
#

There's an open PR for floating damage numbers. I think it has some more adjustments that need to be made before getting merged.

eager helm
#

sick, thanks

night tusk
eager helm
#

mainly shows a turn marker for whos turn it is

still smelt
#

@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 😛 )

celest dock
simple nova
#

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"

short wadi
#

The exact name of it escapes me

celest dock
#

I know we have an open issue for it on GitHub for adding "apply effect" buttons to the chat card.

short wadi
#

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.

simple nova
short wadi
#

Makes sense!

simple nova
simple nova
#

Scope creeping a little more

#

(button disabled itself after use)

eager helm
#

this is goated, ngl

simple nova
#

Small upgrade, embedding the effect text

sullen nest
sullen nest
#

@night tusk I don't see the other issue you reported

night tusk
#

@sullen nest give me half an hour and I'll check of it's maybe a weird module interaction

night tusk
#

@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?

grizzled flint
#

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.

night tusk
grizzled flint
#

Gotcha, glad you got it sorted!

whole elm
#

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?

simple nova
#

pretty sure that got fixed in 0.7.1

whole elm
#

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.

simple nova
#

Basically a question of data entry vs. System math

night tusk
short wadi
#

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

eager helm
#

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

simple nova
#

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

simple nova
#

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

eager helm
#

ill take it as i get it 😆

finite spear
#

watching

Thanks Chaos for taking lead on this ❤️

sullen nest
#

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

night tusk
eager helm
#

oh huh i couldnt find that

#

i checked the documentation first

night tusk
#

That's the beginning of the hero tokens section

eager helm
#

sorry i meant the system journals in foundry

night tusk
#

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?

still smelt
#

Is there a way to track non treasure equipment, like project ingredients, or random little quest Tokens and what not?

simple nova
#

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

still smelt
#

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.

hazy bear
#

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.

simple nova
#

Probably an oversight when we redid abilities

simple nova
night tusk
sleek furnace
#

Is there a way to show malice value inside a journal? I'm using journals as encounter sheets.

simple nova
#

Like, the current value? Not as far as I know

sleek furnace
#

Correct, and ok

sleek furnace
#

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.

simple nova
sleek furnace
#

My hero!

eager helm
#

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

simple nova
#

Not currently

#

KJTailor is helping compose a full list of AE targets we need to support

eager helm
#

cool, just checking

night tusk
#

I haven't looked at (levelled) treasures at all, whoops.

Time to park the monster book momentarily and get back to the heroes book

short wadi
#

I just added treasure specific damage in manually for now to the Abilities they apply to as another damage instance

still smelt
#

question, but - were Kits removed from equipment?

short wadi
#

Nope, I believe you have to specify in the class item that the character should have a kit

still smelt
#

Ah, found it!

still smelt
#

One other question, but is the only indication of a critical hit a green number?

simple nova
# still smelt

Yeah, and you should be able to click on that to expand?

still smelt
#

One other question -but trying to figure out why this one PC is differently colored in the combat tracker.

still smelt
still smelt
simple nova
still smelt
short wadi
#

I don't think that was the point of the reasoning 😅

eager helm
#

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

#

?

simple nova
#

unlikely to be one given how fresh v13 is

#

I think it's a "you'll get used to it" kinda deal

eager helm
#

fair nuff

steady vault
#

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.

simple nova
#
  1. We're mostly waiting for official release to do Compendiums, there's a community effort in the pins for the backer Packet
  2. The triple dot menu in the Combat Tracker, top right
  3. I think we're compatible with the Effect Auras module but there's no native implementation
steady vault
#
  1. What will those compendiums contain/what are the plans for them, aesthetics and usability-wise?
  2. Cool, I’ll check that out when I try my next combat scenario – still mostly exploring and building stuff without my players.
  3. Ah! Would that module then become kind of a prerequisite for the system in the future?
simple nova
#
  1. We do want to make a compendium browser, but to start expect them to just be the default compendium app
  2. Yeah, there's not a more visible place to put them but it works
  3. I wouldn't consider it a requirement but it is helpful
steady vault
#

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

simple nova
#

Unfortunately Improved Measured Templates didn't win the v14 vote or they'd be set up to be a core feature in a year

night tusk
#

@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?

simple nova
#

Worth checking but I don't think that was in 0.7.1?

night tusk
#

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?

simple nova
#

Yeah wiki should be updated

night tusk
#

No, I mean now again so the combat encounter document that was merged over 2 weeks ago is also included in the wiki

simple nova
#

Oh I can run it again later

#

Need to be on desktop

night tusk
#

Cool 😊

simple nova
#

wiki is freshly updated

night tusk
steady vault
#

That reminds me of another question! blobnervous2
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.

steady vault
#

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?

simple nova
#

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

still smelt
#

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?

simple nova
#

core issue

still smelt
#

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?

still smelt
steady vault
#

(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.

simple nova
night tusk
#

I guess I should write at least some short documentation on how to do active effects, shouldn't I?

whole hawk
#

What's up gang

#

Anything noteworthy I missed

simple nova
#

0.7.2 is just around the corner

simple nova
#

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 dsid getter 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)
eager helm
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i just tested all these changes

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works like a charm

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absolutely amazing stuff

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is there currently a way to add surges onto damage or potency? just making sure im not missing something

simple nova
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nah still a TODO

eager helm
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okay

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this is absolutely excellent work

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i love the new UI for spending hero tokens on saves

simple nova
# simple nova nah still a TODO

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

eager helm
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the new spend functionality is very slick too

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the floating damage numbers are lowkey my favorite addition

simple nova
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yeah props to @obtuse gorge on that

steady vault
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  • 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?
simple nova
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but it is likely that how that's handled is likely to change in the future

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in 0.8 or later

steady vault
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For abilities, you mean?

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Spend X HR/Malice ?

eager helm
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so i wanna make sure im getting the applied effects, especially with the new save ends functionality

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you have to go into that specific ability

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create a new applied effect

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note which status effect it will apply, note the duration as save ends

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then select that for the ability

simple nova