#Foundry VTT System

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eager helm
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so when you use the ability on a target, you can apply the effect?

simple nova
eager helm
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so right now

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if i wanna use the functionality it would be like

simple nova
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I think drag and drop works?

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drag from the ability sheet onto the actor sheet

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but very much requires GM management

eager helm
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apply status

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then go into active effects

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change the status to save ends

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?

simple nova
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yeah that would work

eager helm
simple nova
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yeah

eager helm
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gotcha

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i currently have custom status icons set up and my players are used to that

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cuz when u create a new status effect its like

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different

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im not good with words ๐Ÿ˜…

night tusk
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Aside from getting an active effect onto an actor - which at this point very much still only works with the Director supported drag&drop from the ability sheet onto the affected actor - most information about active effects has been added to the wiki and the in-game system journals ๐Ÿฅณ

https://github.com/MetaMorphic-Digital/draw-steel/wiki/Active-Effects

GitHub

The fan-made Draw Steel implementation for FoundryVTT - MetaMorphic-Digital/draw-steel

night tusk
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active effects question:
If I set up an active effect to apply the bleeding status, what effect does that have? does that apply the bleeding status effect icon to the token? or what does that do?

simple nova
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It will not count for the token status

night tusk
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if I set up this effect for it, does that account for the token status?

simple nova
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I don't think that's a thing?

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The way it checks is the underlying _id

night tusk
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I was hoping to skip the step of actively adding the token icon

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silly me, the effect itself is a token icon, never mind

acoustic crypt
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How does the malice tracker work? Can I add malice to it manually? I don't see a way. Also when I start an encounter with five PCs, and they have 3 Victories, it automatically gives me 2 Malice. Only 2. How do I make this work?

eager helm
acoustic crypt
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Okay I see how that works now, but why does it automatically give me 2 malice when I start combat?

simple nova
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Are your players assigned to the characters?

acoustic crypt
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No I guess not, in this game I don't have any players yet. I just updated to foundry 13 and draw steel 0.7.1 and I'm trying to figure out the changes.

simple nova
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Okay and we're the heroes in the combat tracker

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const heroes = this.combatants.filter(c => (c.actor?.type === "character") && c.hasPlayerOwner).map(c => c.actor);

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But yeah so the thing is it's looking for

  1. Characters
  2. That have a player owner
acoustic crypt
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Ah that makes sense.

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Thanks.

simple nova
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Ran into a niche core bug in the 0.7.2 release that was blocking item creation. I've got a workaround but I've pulled the release and will have a fresh one out asap

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(plus a proper merge to main so it can be easily & generally available)

simple nova
still smelt
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Hi there! Just got the update - noticed though that for some reason; the coloring on light theme isn't working on the headers:

simple nova
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Oops lmao

still smelt
simple nova
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so if a character is not in the scene they won't be counted

still smelt
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Also - is there a way/place to change the languages on character sheets? (some file to alter the options listed in the drop down)?

simple nova
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Yeah, so we kinda adopted the dnd5e standard of a world or module script can adjust CONFIG.DRAW_STEEL.languages

still smelt
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actually, I haven't fiddled with that option yet. I'm using Molten Hosting - so how might you go change that doc. Is it a .txt or .xml that I can update?

simple nova
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Not strictly sure how this works on Molten. On self-hosted instances you make a personal module, then add a .js file that has something like the following

Hooks.once("init", () => {
  // Add a language
  CONFIG.DRAW_STEEL.languages.foo = { label: "Foo" };
  // Remove a language
  delete CONFIG.DRAW_STEEL.languages.anjali
  // Remove all default languages
  for (const key in CONFIG.DRAW_STEEL.languages) delete CONFIG.DRAW_STEEL.languages[key];
  // Add many languages
  Object.assign(CONFIG.DRAW_STEEL.languages, {
    foo: { label: "Foo" },
    bar: { label: "Bar" }
  })
});
still smelt
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Hmm, ok. I'll have to dedicate some time to learning their basic system. I'm not a coder by trade, only had a smattering of practice with basic xml.

simple nova
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there's a bunch of guides on the mothership for how to do this generally

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need to write the docs for Draw Steel specifically

night tusk
simple nova
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Malice is global

steady vault
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Is there anywhere on the character to track Wealth and Renown? I see there is a field for Renown when creating a Career, but I can't find it anywhere on the sheet afterwards (or anywhere else, I suppose).

eager helm
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no there isnt, just put it in biography

night tusk
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It's a planned feature AFAIK

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Is there an attribute key for an active effect that gives an edge/double edge or bane/double bane?

simple nova
short wadi
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Has there been any things ght to giving the default actions/maneuvers their own tab or some sort of other way to organize them? I've just told my players to keep the ones on their sheet they want, having them all plus your abilities makes things a tad bloated. If not, all good. I assume even if there was that is low priority atm

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New update looking great

simple nova
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Yeah so I think we want to just improve the filtering of the Ability tab

night tusk
steady vault
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Eventually, a favourites tab or section might be nice, but I think the nature of the beast that is Draw Steel makes any sort of organizing kinda nightmarish.

eager helm
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hey, so my players are getting an issue where if their tokens are in the combat tracker they cant drag their tokens

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has anyone else encountered something similar

acoustic crypt
acoustic crypt
eager helm
acoustic crypt
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I am having a weird issue with Token Color Marker module since I updated to Draw Steel 7. I'm posting about it on the module's github, but it only seems to affect games running Draw Steel, not other game systems. It used to work fine.

If I uninstall Draw Steel system, and then re-install it, will it mess up my game?

simple nova
eager helm
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hmmm ill try that

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didnt fix anything

eager helm
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it works on my foundry client

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but when i open up the server on my browser it doesnt work

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further info: so everything works as until tokens are on the combat tracker (aka when their combat state is toggled)

acoustic crypt
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that's weird

eager helm
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then i cant mouse over them, toggle them, or double click on a token

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again - this only happens on the browser

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im an idiot

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i fixed it by just disabling some modules (it was monk's combat details)

night tusk
night tusk
eager helm
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i will do so!

simple nova
sleek furnace
# short wadi Has there been any things ght to giving the default actions/maneuvers their own ...

I personally can't stand the way Foundry implements character sheets. I don't like that everything is hidden in tabs and then everything is minimized so you have to expand them to see what they do. It too much clicking and for new players they never get to see all the moving parts of their character at once.

What I've done it create journals for my players that have snapshots of the abilities with macros next to them so they don't even need to open their character sheet. That way they can see everything they can do easily.

steady vault
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Hmmโ€ฆ Ingenious. I agree on the UX side of things, but โ€” for my players and me โ€” the utility is in the math at a click. So we put up with imperfections to get the math out of the way.

sleek furnace
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My players don't have to do math either. That is why I have the macros next to the screenshots to use the ability.

short wadi
# sleek furnace I personally can't stand the way Foundry implements character sheets. I don't li...

Oh trust me, I know. I've been in the 5e foundry channel. I do think that is an entirely different concern than I'm raising.

I don't think there is a solution that pleases anyone. Though I do like the ability to hover over and see the ability.

I think having every single ability/feature visible on a character sheet is a mistake and bloated looking. You see this in physical sheets as well. You just can't fit everything. The journal idea isn't a bad idea, but I can't say it's a broadly desirable option.

I think you just eventually learn to kn ow what your abilities do, you don't need a perfect idea of what they all do at all points in time. Most people probably won't agree with me on that last point, but oh well haha

still smelt
sleek furnace
steady vault
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My biggest question is: how long does it take to setup (as a GM) as compared with the "classical" UI version?

sleek furnace
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It's in addition to thr normal setup not instead and I didn't time it so I have no idea.

simple nova
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Hopefully the @ Embed enricher makes stuff quicker

short wadi
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Thats what I was just thinking, would be a breeze.

steady vault
sleek furnace
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Drag it from the character sheet to the hotbar (2 seconds). Make sure the right player has permission to use it (10 seconds). Drag the macro onto the journal page (2 seconds). What took time was setting up the journal page to look halfway decent.

sleek furnace
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This is a screen shot with a bunch of stuff open so it might be hard to parse. The players have a macro on the hot bar that opens a journal page that has all their abilities. They also have macros that open pages describing their resource and triggered actions.

Once the open it they see a page with screen shots of the basic unformatted character sheet along with a button that will use the ability. The journal page is set up using multiple tables so I can get two columns of abilities. Once you get one page set up you can copy it around. I then make sure that all the macros the player could use is set so they are an observer or owner.

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Here is a macro for opening a journal page. The random letter and numbers at the end come from the page's UUID.

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I also do something similar for encounter sheets.

short wadi
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I was playing around with what I thought a template might look for myself this morning. Not a big fan of injecting screen shots, no offense tonegenuine

(its a link to the item, not a macro because I was just testing things)

sleek furnace
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Yeah, I tried the links, but my players felt the way it was formatted made it hard to read.

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Any way back to work,

short wadi
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The links weren't really the point of what I was getting at, but I feel ya.

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Replace link with macro.

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I just didnt wanna make a macro for a simple test

sleek furnace
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Sorry when I said link I think I mean the embed enricher. They didn't like the look of that.

short wadi
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Looks exactly like the macro enricher, no?

sleek furnace
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Sorry I thought you were focusing on the link rather than the enricher text when referring to linking to the item and not a macro.

short wadi
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No, not at all. Jus the general format of it typed out.

night tusk
simple nova
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I will say we definitely want a minimal minion sheet

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no tabs, no frills, just the most basic info

night tusk
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How would you feel about only showing categories in play mode that have something in them?

On player sheets that would be probably superfluous (except maybe free maneuvers and free triggered actions), but especially on enemy sheets that would cut down a lot of bloat

simple nova
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Yeah that makes sense

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make a ticket and I'll get it in for 0.7.3

simple nova
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Yeah it is a lot better when the unused headers don't show in play

eager helm
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highly prefer this

short wadi
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Honestly thought it used to be this way and assumed it was a bug haha

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Could of sworn it was this way before but I guess I was going crazy

eager helm
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im not sure i understand how applying effects work

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just so i understand how interfacing with the save ends automation works

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to do an applied effect you create it under an ability's effects tab, in the applied effects section

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then you assign it under the ability's "applied effect" entry in the "power roll effect" section

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but as far as i can tell this doesnt actually apply the effect

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so you have to drag it from the ability's "effects" tab and drag it onto that character's character sheet

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which then applies it

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is that correct?

acoustic crypt
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lol now I see why the other channels have slow mode

celest dock
# eager helm is that correct?

Yeah, right now effect application is not actually handled, so what you've described sounds like the best way to do it for now. I'm pretty sure Chaos wants to add effect application for the next version.

eager helm
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gotcha! thanks

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as an aside, i wanna utilize bossbar module for my next solo fight, do you happen to know what the data path for current/max stamina is?

celest dock
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Should be system.stamina.value and system.stamina.max

eager helm
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thanks!

simple nova
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yeah so basically I didn't want to hold up 0.7.2 for the entire process of prototyping & implementing "applying effects"

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by comparison, "effect expiration" was a much more straightforward design process

eager helm
simple nova
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What's it actually asking for? the wiki was... profoundly unhelpful

eager helm
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yeah i know, its always a pain to get this module to work

simple nova
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so the full path is system.stamina.value, try various slices of that

eager helm
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usually these are two different values

simple nova
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try just stamina.value / stamina.max?

eager helm
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i just did, didnt work

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oh

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ill try that

simple nova
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otherwise try just stamina

eager helm
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nope

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prob doesnt help but this is what its asking for

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if it just doesnt work then thats chill

simple nova
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does it show what the paths for dnd5e are supposed to be?

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also, is it possible that the issue is whether it's updated for v13?

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looks like it is?

eager helm
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it says its verified for this version of foundry

eager helm
simple nova
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OK looking at the code I'd try stamina.value and stamina.max

eager helm
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ah ha!

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thank you

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i know u said try that earlier

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i think i just typed it in wrong

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sorry for bothering you again chaos ๐Ÿ˜…

eager helm
night tusk
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What I'm doing for now, is I have set up an ability in the item tab, that contains ALL the conditions twice, once for each duration. Then when applicable, I drag and drop it on the respective actor.

For effects that require a target, like grab or fear, it also works as of you do that from the token HUD

simple nova
night tusk
eager helm
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what i think ill do is when i apply a condition ill change the "temporary effect" duration

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that should work, right?

eager helm
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i have a buncha custom statuses set up, just icons or whatever

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when a status is applied ill set the duration to "save ends"

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that should fix it, right?

simple nova
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Yeah, if you edit in post that will work

night tusk
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You would have to go into the active effect details page for each applied condition every time, but yes

eager helm
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yeah i know

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but its better than having to drag from the specific npc to the specific pc

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for me at least

night tusk
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Fair

night tusk
slim marsh
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Working with Active Effects as well and currently trying to do a simple thing like the Conduitโ€™s, โ€œPrayer of Distance.โ€
Iโ€™ve created a new passive effect of the same name then attempted to apply the Ranged bonus.

system.abilityBonuses.ranged.distance | Add | 2

The effect is Active on the Effects page in the Character sheet, the effect animation will play when I toggle it off and on but I cannot see the attribute itself change on any abilities, they all remain Ranged 10 instead of 12 as I would think I should see.

Iโ€™ve tested changing the attribute to others such as movement without issue but I cannot get ranged distance to work at the moment. Am I missing something simple or does it not update the Ranged distance on the abilities as say, we see with Kits or should I be doing this differently?

simple nova
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I can investigate later, making sure Active Effects are happy and good to go is my main priority right now

obtuse gorge
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i had a similar experience with ranged distance, so it seems like the problem might be specific to that attribute

slim marsh
simple nova
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Working on something fun... Damage enrichers!

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[[/damage 3d6 fire]] turns into a clickable button that rolls the damage and can be applied!

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this hopefully allows much easier handling of things like "powers that do damage in their Effect"

eager helm
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i love this

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reminds me of pf2e

still smelt
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Oooh! Would this also be an option for things like Surges?

simple nova
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Yeah, probably not going to do surges in 0.7.3 but this is the exact type of thing that would be used

simple nova
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Some expansion

eager helm
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will this work with abilities that give you temp stamina?

simple nova
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Yeah any enriched body of text; chat messages, journal entries, ability descriptions, etc.

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the nice thing about putting it in an ability is it will use that ability's roll data

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so you can use things like 2*@P

eager helm
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sweet!

simple nova
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Enrichers are something I expect us to steadily establish as we develop, they're an extremely powerful piece of tech that can really help the system contort and adapt to unusual needs

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For example I fully expect us to implement some sort of Test enticher

short wadi
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I like the way it looks without the grey box ๐Ÿ˜Œ (for the enricher message)

simple nova
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Working on improving the effect panel. The select will control how new effects get applied

still smelt
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Ooh, that's nice. BTW - our party started using a condition to track triggered action used. Any chance you're able to add options to the list?

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We currently use Frozen, but wondering if a new default condition could be added? (should I make a github post)?

simple nova
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yeah definitely make a gh ticket

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I think my favorite side effect of this is "Dead - Save Ends"

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I don't really think it's worth trying to "validate" the duration you pick, but it does mean you can do silly things

eager helm
simple nova
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Basically, if you apply a new status, it will use the duration specified by the select

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(Once the full game comes out we'll revise that last entry to just "End of Encounter", but we're stuck with the packet 2 wording until then)

eager helm
simple nova
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Yeah it's just pulling from the normal spot statuses are specified

eager helm
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nice, thanks

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is this on the to do for 0.7.3 or a later version?

night tusk
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I honestly like that all of them are labelled properly and I don't need to install a module for that.

Seeing how much effort you put into these details makes me wonder what the developers of the other systems are doing that the modules are even required...

simple nova
simple nova
night tusk
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Yeah, absolutely makes sense

steady vault
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A little off-topic: are Ancestry features planned for full game release or even later? If so, would you imagine a character creation tool (like a form that asks the questions the player should answer when making the character) to help automate abilities acquisition?

night tusk
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The big focus of version 0.8 will be advancements, which I imagine could also include ancestries etc

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But to say what Chaos always says: file a ticket for the suggestion of the character creator, so it's at least documented properly

night tusk
simple nova
eager helm
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is there a way for the players to make the initative roll in the combat tracker? is this a perms thing that can be changed?

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or is it strictly GM-side

night tusk
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As far as I know it's currently strictly a DM thing, but I think I have lodged a ticket for it already, to be made available for players too.

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Yes, I have

short wadi
simple nova
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Working on overhauling the Effects tab

eager helm
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lov this

simple nova
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not visible: Hitting "New Effect" in the Temporary Effects section will set the duration to "EoT" instead of "1 Round"

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Oh, also - tooltips!

steady vault
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I assume this works for all types of effects? Temporary, Passive, Active, whatever.

simple nova
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So the status box at the top is only going to be for the core DS conditions

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But I've added toggleable descriptions for the rest of the AEs

steady vault
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I'm confused. Does this mean that instead of this for an ability's applied effect, you would just click on the appropriate buttons in the effect section and that's it?

simple nova
steady vault
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So... is it simply another way to apply those effects, instead of going to the token?

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To be clear, that would still be really cool.

simple nova
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Yeah

steady vault
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OK, thanks for clearing that up!

simple nova
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The other thing this includes is making sure the effect descriptions are accessible the same way item descriptions are

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Bleeding really benefits from the combination of changes in 0.7.3

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you can just click the enriched damage button after the status has been applied to roll the damage

eager helm
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what else has a xd6 in the ability?

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i know the censor edicts do

simple nova
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the damage enrichers also work for flat damage

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so if some Effect has like "every time bad guy walks through deal [[/damage @R fire]] damage"

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you can do that

eager helm
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oh nice

simple nova
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Yeah, a roll in Foundry can have dice but doesn't have to

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It's also very useful as a math engine

eager helm
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unironically

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one of my players makes fun of me for being unable to do simple math so i type it out in foundry

still smelt
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So, question about the Malice generation - I reset 4 heroes victories to 0, and began a combat - yet its starting me off with 10 malice. Something Im missing on where its getting that number?

eager helm
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i think the module will default to a certain number? u can adjust it in a stat block

still smelt
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Odd. I seems to calculate rounds correctly, but the base amount seems odd. shrugs

eager helm
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i just set it to the normal number and go on with it

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what are those numbers next to ur action tracker btw? ๐Ÿ‘€

celest dock
whole hawk
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You better stop making this system even better or I'll have even fewer reasons to leave the house

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/jk

night tusk
eager helm
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so ur having it track stamina?

night tusk
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I typically track HR, because I don't want my players to know enemy stamina, but for Zetesofos it looks as if that's what they're doing, yes

still smelt
eager helm
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cool!

simple nova
eager helm
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fwiw willy said to not make any changes to virtual tools till still is more finalized

simple nova
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This is just to get a list, the actual changes will await the full release of the game

eager helm
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this is what willy said

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but yeah if this just to make a ticket then no harm no foul

simple nova
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yeah for the type of stuff this cares about I doubt there will be a difference

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we're talking about fairly major terminology changes like Action to Main Action

eager helm
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has there been a ticket for adding surges onto damage calculation/potency for abilities?

night tusk
eager helm
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oh awesome

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i was gonna make one if there wasnt one yet but it seems like theres no need lol

night tusk
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I was certain there was one already, but every existing one just relates to granting surges, so I quickly whipped up this one

jaunty dirge
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@simple nova Question as I have been out of it for a bit with life. Are we good to update to the new Foundry build at the moment? Stable 4 (345)

simple nova
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Yeah post-stable Foundry builds are always correct to update to

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Have you been on v12?

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0.7 was our big v13 update that came out a month ago

jaunty dirge
simple nova
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0.7.3 should be this week

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Last build until the game releases properly in July

jaunty dirge
modern cedar
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Apologies if this has been asked before - but how would I create an ability in such a way that makes it apply an effect to a targeted token?

I'm trying to make "Mark" automatically apply an effect.

eager helm
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as far as i understand that functionality doesnt exist

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u would need to drag the effect onto the token's effects tab

modern cedar
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Gotcha, so abilities can only apply effects to the actor that is using them.

eager helm
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the best workaround ive found is to make a status for this kinda stuff

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if its eot or save ends adjust the duration

modern cedar
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Status?

eager helm
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like a condition via condition lab

modern cedar
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Is that another module or something I can do in base foundry/DS module?

short wadi
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Definitely another module. I'm not personally sure that's worth it just for that. We've been fine without until it gets implemented. Ymmv

modern cedar
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It's just that the DM being the only one capable of assigning the condition makes it somewhat slow in-play.

eager helm
short wadi
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I just tell my players to make a note. The combat is already fairly slow (not in a bad way) I don't think it adds that much.

eager helm
modern cedar
eager helm
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i mean yeah, but i dont mind doing that

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some directors might mind more than others

eager helm
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is there a way for an actor to end their turn but not have another character start their turn?

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like for instance, a hero wants to see what the monster gets on their save before they decide who goes next

simple nova
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we probably should add that tbh

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file a request

eager helm
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will do

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i have never used github extensively before

eager helm
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so im a bit confused how the save works

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some saving throws happen when a new character's turn starts

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sometimes the dialogue only pops up when i hit the next round button

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i cant find the documentation for this, can anyone point me in the right direction?

simple nova
eager helm
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i guess its no biggie if 0.7.3 comes out before my session this week, but i just wanna try and understand if it doesnt ๐Ÿ˜…

night tusk
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am I correct that system.biography.language should be the system's languge data path?
Trying to set up the Polyglot module

steady vault
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That sounds interestingโ€ฆ keep us (me) posted if it works.

night tusk
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will do, once I get it set up, if it works with DS at all. It worked nicely with 5e

steady vault
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Will you use the builtin scripts or input your own?

night tusk
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Probably built in, never actually looked at them too closely. Maybe I should

simple nova
night tusk
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Should I file a ticket for that? Just so it's on the list?

simple nova
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It could also go in the system, so yeah filing a ticket of "Add Polyglot compatibility" would be reasonable

simple nova
eager helm
night tusk
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The "Award Victories" prompt will no longer appear if you cancel out of ending a combat.

What does cancel out of ending combat mean?

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This also reminds me to file a new ticket ๐ŸŽซ

"Prevent 'Award Victories' prompt from appearing when encounter is deleted"

Coming soon to your inbox

eager helm
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so for these, is it possible to change the icons?

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i use custom status icons in my game i would like for those to show up here instead of the default ones

eager helm
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also i dont think the icons work if you change them? maybe im doing it wrong

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(it works if i check this setting in condition lab)

modern cedar
simple nova
simple nova
eager helm
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one last thing: this is prob something not people here would have an answer to, but does anyone know of a module that allows you to change how many columns there are in the status effect menu?

eager helm
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afaik the custom css module hasnt been updated to v13

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unless ur referring to something else

simple nova
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You can also just implement the css yourself

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it's not too complicated other than you have to edit the file external to Foundry

marsh edge
#

Is there or will there be a way to import creature stats like a parser?

night tusk
eager helm
simple nova
#

Yeah once the game is properly out we do plan to have compendiums included

#

We'll also set up some guidelines for contributing that compendium content

marsh edge
#

Thanks for the info everyone!

simple nova
#

One thing I'd love to get in the system, once it's openly licensed, is any starter adventures MCDM produces

whole hawk
#

Hey, couple questions. Based on what I understand, even if Squads have a combined HP pool, you're supposed to delete enemies individually if the damage dealt exceeds any one minion's standalone max HP, right? Is that part automated or do you have to do it yourself?

#

Also, the bonus damage in the ability - what's the quickest way to apply that? Do I need a macro, or is there a chat command, or..

steady vault
swift flume
steady vault
#

Correct me if I'm wrong, but aren't enrichers in the next build (0.7.3) only, not the current one?

simple nova
#

0.7.3 came out yesterday

steady vault
#

Ah!

eager helm
#

maybe im just dumb but im not seeing it

swift flume
eager helm
#

yes but how does that interact with squads

#

thats what the question is about as far as i can tell

night tusk
#

The second part of the question was about the quickest way to apply bonus damage.

eager helm
#

ohhhh i was looking at the replied comment

#

not the second question right below it

night tusk
night tusk
eager helm
#

so for the rival trait, is there currently any way to use enrichers to add that into rolls?

slim marsh
#

Still seeing the same behavior from https://github.com/MetaMorphic-Digital/draw-steel/issues/613 where an active effect with a bonus to ranged distance, such as the Prayer of Distance for Conduits, does not increase the range of Actions. Am I missing something about how it is applied?

GitHub

Foundry: 13.345 DS Module: v0.7.2 # Discord Source: Conversation Purpose: Add Active Effects that impact ability range within ability sheet on characters and related rolls. Setup: Apply abilities w...

simple nova
#

setting up more comprehensive AE system that works with tags & keywords is a TODO

slim marsh
#

Can confirm, Ranged Free Strike increased but all magic/ranged abilities did not.

eager helm
#

+1d3 against a certain target

#

the first part is easy from what i understand with enrichers

#

but not the second

simple nova
#

Yeah gotta just add it each time

night tusk
#

[[/damage 1d3]]
but yeah, the application won't be automated.

eager helm
#

has anyone used monk's little details/quick status select in their games?

#

i really like the verstility those modules provide (especially the latter) but idk if its the system or something but theyre not working nice

#

i suspect the drop down menu is making it behave poorly but idk

#

also is there a way to be....more specific when ur putting in targetting info?

#

like you cant say "self OR one creature" afaik

simple nova
eager helm
#

yep

#

this is what it looks like with little details turned on, which is fine fwiw

#

quick status select straight up doesnt work, is the bigger issue for me. was wondering if anyone uses either of these modules and has gotten em to work

simple nova
#

Yeah unfortunately there's not a good way to deconflict this type of thing

eager helm
#

valid!

#

thanks for investigating it

night tusk
still smelt
#

Just checking out the new updates today, and uh....am I the only one with this issue?

#

Yeah...uh...something seems very borked ๐Ÿ˜•

modern cedar
#

How do you interact with Hero Tokens as a player? I see the number on the bottom left, but idk how to increase/reduce it.

simple nova
celest dock
still smelt
simple nova
still smelt
#

Left a ticket on the git hub also

simple nova
#

What browser are you using?

still smelt
#

Firefox. Just tried with Edge - and appears to be working normally - so might be a browser compatability issue then?

simple nova
#

Yeah, that would be the most likely explanation

still smelt
#

Seems to also work fine on Chrome. I guess that's good

#

Ah - it seems that the light mode coloring seems to be working correctly on Chrome also (but not the others)

#

Well, at least I 'CAN' use it, so not a 5-alarm fire now ๐Ÿ˜… . Can I ask to what extent the system is designed for certain browsers, or is it just luck of the draw?

simple nova
#

We do try to match Foundry compatibility (Chrome and Firefox) but we're not as rigorous as we could be

#

I do all my dev in chrome so do expect that & edge to work fine

still smelt
eager helm
#

oh huh

#

how/why do ur items show up like that

#

mine show in a list

short wadi
#

Isn't that... Just how they normally show up?

eager helm
#

mine look like this: #1342298358664138805 message
not this: #1342298358664138805 message

still smelt
#

The answer was Firefox - for some reason, the browser was messing with display windows

eager helm
#

interesting!

steady vault
short wadi
night tusk
night tusk
#

Honestly it's functionality should be Core before everything else

still smelt
still smelt
#

Ok, I think I got the enricher's figured out; I can add surges now ๐Ÿ˜‰

eager helm
#

also small note but the new status ui makes it so that it doesnt work with status icon counters

night tusk
still smelt
#

Yep, pretty much: I'll post a screen sot shorlty

#

In the ability "Impact" section

simple nova
eager helm
#

yeah

simple nova
#

Yeah, I don't know if there's any good way for the system to work with various modules that mess with the token HUD in that way

eager helm
#

understood! ๐Ÿซก

molten ginkgo
#

Maybe I did something wrong, or a module is screwing it up, but when I applied Save Ends Burning to a hero using the effects panel after a monster hit them with a burning effect, it had the player rolling their save at the end of the monster's turn, not their own. Is this a bug in the system, or an issue on my end?

eager helm
# still smelt

ive implemented this in my game, cant wait to see it in action!

simple nova
#

That sounds very unusual

eager helm
#

so not just u

simple nova
#

Yeah if someone could nail down the reproduction steps that would be great

molten ginkgo
#

Working on it now

molten ginkgo
#

Alright. Attached is a screenshot.

After verifying, I used Find the Culprit to remove all modules (except Lib Wrapper) and tested again and got the same result.

Its crazy. I can't determine what the trigger is, because it doesn't seem to be consistently repeatable. I've done it with mods and without, I've done it in groups and without. It seems like its a particular issue though with having multiple heroes, because I have yet to get it to trigger when there's only one hero in the combat tracker.

#

I've gotten it to work when targeting, and without targeting, and have tried having them selected and unselected. No correlation. Seems to happen more with groups, however

#

Just to explain the picture, one of the shades in group 1 was taking their turn, and so I applied burning Save Ends to Shako (the token targeted). Then, when I activated Do'Regar's action, the roll prompt for Shako appeared. Once it happens, it consistently keeps happening at the end of each creature's turn.

#

Also, of note, I managed to reproduce it with bleeding save ends as well, so it can't be tied specifically to the burning condition

simple nova
#

Okay, so maybe something in the group logic

#

Yeah I doubted it had anything to do with a specific condition

molten ginkgo
#

I managed it without groups, too, but it takes more screwing around to get it to happen. Seems more likely the more combatants are in the tracker

simple nova
#

Is it always, never, or sometimes with the "End Turn" button

molten ginkgo
#

Sometimes. And sometimes when I click the act arrow.

simple nova
#

Next time you have time to test, see if relative tracker order matters

molten ginkgo
#

Will do

simple nova
#

Had to push this back to 0.8 but back to working on proper effect application...

eager helm
#

yesssssss

simple nova
#

The applied effect section has been reworked as I realized I had set up the data wrong

#

It has a clean way for you to use & adjust canonical status effects, but you can also set up custom ones

#

and because of the "Override End" bit, you only need to create one AE if the only difference between tiers is the duration

night tusk
night tusk
#

new ๐Ÿชณ ๐ŸŽซ Issue #673
Today with 0.7.3 running, while in combat, after applying a Save Ends effect, I (as the director) would get a stack of Save Ends prompts after every turn (whenever I would hit the end turn button for enemies). After realising they were getting more and more, I counted, and they were exactly as many as it was the round in combat. First time was 3, as it was round 3, and combat ended after round 7...

I sadly can't give you too many details on the exact numbers of combatants, but it was somewhere around 7 squads plus captain plus 4 or 5 individual non-minions, plus 5 heroes. Due to it being in the middle of combat, I also forgot to check the console, sorry

GitHub

Today with 0.7.3 running, while in combat, after applying a Save Ends effect, I (as the director) would get a stack of Save Ends prompts after every turn (whenever I would hit the end turn button f...

simple nova
#

All good

simple nova
short wadi
#

If I could ask, what factors go into deciding whether a system gets its own channel vs a thread in the other games channel?

simple nova
simple nova
#

Need a better title for this section

#

I'm also wondering if the units should be a select or if people like it being free text?

steady vault
soft token
#

also yay now that this is actually linked to from the mothership, I can actually find this thread blob3cevil

#

A select would allow for i18n. We can add more than just feets and meters of course

simple nova
#

my logic is I definitely want to separate the numbers from the units so something like multiplication can work

#

I think select has a good reason

steady vault
#

Does it have any impact on any game system, for height and weight?

soft token
#

We don't need to validate the input, it can be a generic StringField, but the UI I think should present as a <select>. Let it grab the choices from the config so anyone can add whatever units they like.

steady vault
#

(Since I am not a Patron, I might have missed some revision to the rules. )

soft token
#

Also PR made for advancement configuration, Chao-Chao

steady vault
#

I guess. Personally, I only run using units (i.e. squares). So 0-high wall, 1-square high, etc.

simple nova
#

The ancestry section has a table of height, weight, and age in imperial units

#

so there's no real "rules" to it

steady vault
#

Then Zhellโ€™s argument is totally valid. A good option would be to offer a simple dropdown list of options that an enterprising director could edit in the config files.

simple nova
#

OK, and I think I like grouping Wealth/Renown with these on the Biography tab, but not sure on the header title

grizzled flint
#

As an imperial user I've always just listed my characters height as say 5'8" on a character sheet, but then don't think there's much difference in free text vs a selection in that regard bc I don't know what I'd even put in that box.

soft token
grizzled flint
#

Would it be weird/out of place with no title? Can't think of anything

simple nova
#

would probably bump above Languages

soft token
#

Looks good to me?

simple nova
#

yeah this works for me

soft token
#

tbh we can get rid of most of the fieldsets on that tab

simple nova
#

future design problem

steady vault
#

And maybe the other stuff could be under โ€œAppearanceโ€.

soft token
#

yeah they're semantically connected. Good note for a future sheet redesign

steady vault
#

Related question: for long lists like skills or languages, is it possible to have checkboxes instead of a dropdown? I think it would be useful in terms of accessibility.

simple nova
#

pretty happy with this

simple nova
#

however, once we've got advancements in, I suspect you'll be editing skills & languages less

#

or at least how that works will feel different

soft token
#

agree that skills and languages should be in their own config app. They have the right idea in 5e with the TraitConfig.

#

it wouldnt be much more than a simple grid of checkboxes tho.

simple nova
#

and going to call that good enough

#

hmm, more exact alignment better

#

(still need to make the selects on these logical)

steady vault
# simple nova checkboxes are definitely *worse* than selects in the sheet, might be worth cons...

Pros and cons. A series of checkboxes is awful, terrible, horrific. Groups of checkboxes (like the skills are currently grouped), better. Granted, not much better than the list.
Whenever I make a form (at work), I try to think what would be simpler for the user to see and notice. I feel like the checkboxes would be a slightly better indicator of whether youโ€™ve selected such and such.

simple nova
#

simple enough dropdowns

soft token
whole hawk
#

Freedom Units ๐Ÿ˜Ž

simple nova
still smelt
#

Actually, Influence might be a good name for the section with Renown and Wealth. You may also want to add a section for Followers (as a number)?

sleek furnace
#

Why do character sheets in Foundry have to be so split up into different tabs? Why can't it be more like a paper sheet? I hate having to click through submenus to see everything about my character.

simple nova
#

What is your ideal? One long scroll?

#

Usually, paper sheets don't have room for most info and are just a lookup reference w/ page numbers

sleek furnace
#

It looks like the biography tab is mostly empty space. Couldn't that all just be one line in the main stats tab?

simple nova
#

Not if you actually write a biography entry

sleek furnace
#

Yeah, but you look at that very infrequently. I'd imagine languages come up once a session and it would be nice to have it in the main tab.

soft token
#

Doesn't seem like actionable feedback to me. But besides, a general UI overhaul is gonna happen - eventually.

soft token
#

Languages probably could get moved. I think they make sense in their current location, though.

simple nova
#

Oh yeah the other bit is that the Bio tab is the only bit that's visible in Limited permissions

#

so there's also some information gating logic there

soft token
simple nova
still smelt
#

Yeah, - number is good for now. It might be good to have just a name of them maybe in Projects?

soft token
#

Follower logic could be its own milestone tbh

still smelt
#

The main thing would likely be to an NPC block in the Actor section anyways; since some would be retainers

lavish basalt
simple nova
lavish basalt
simple nova
#

What foundry version are you on?

soft token
#

I'm sure Forge could be messing with things, but you're nonetheless at least required to be on 13.346.

simple nova
#

(I don't think we bumped that requirement for 0.7.3 I did that in the 0.8, minimum is only 13.342 I think for 0.7.3)

night tusk
#

I'm also using forge and for me using the direct json link works ok ๐Ÿคท๐Ÿป

lavish basalt
#

It worked now. There were actually two issues: not only had I not updated Foundry, I was looking in the "Add-on modules" section and not the "Game Systems" section, which is why I didn't find it.

#

I downloaded the system, but I don't see any of the content in the "Compendium". Where do I get the content? Is that a different download?

eager helm
#

there is no pre-installed compendium

lavish basalt
#

so you mean you have to manually type in all the info for every class, feature, etc. you want to use?

celest dock
#

For now, yeah. Once the license gets updated with the final PDFs, we can start adding compendium content.

lavish basalt
#

Is there any website that has a database of all the features? I'm just trying to build a character and I'm looking for a better way to do it than navigating through the PDF. Something like this: https://steelcompendium.io/compendium/backer/Draw Steel Rules/ but it doesn't look up-to-date; I am a patron but can't access the "Patron" section of the website

celest dock
#

Anything publicly available would have to be using the backer packet stuff from December that as available under the license. So nothing up-to-date.

eager helm
wraith warren
night tusk
lavish basalt
#

I see, so the full content up to 10th level is only in the pdf

eager helm
#

in the pdf released to patrons, yeah

#

backers will thankfully get everything in a couple weeks

simple nova
#

Hopefully full license update then too

still smelt
#

quick question, but is there a way to display a potency that updates in the effects section; for a power like this:

simple nova
still smelt
#

Oh, almost:

simple nova
eager helm
#

this would be awesome

#

ideally if u could swap between the two

simple nova
#

I think for this kind of advancement window we just want checkboxes

#

space is less of a premium because it's shipped in its own dialog

eager helm
#

makes sense

steady vault
night tusk
#

I'm trying to get Health Estimates working, but somehow system.stamina is not the right path?

steady vault
#

system.stamina.value, I think

night tusk
#

I tried that, I tried system.stamina.max, I tried stamina.value without the system. prefix, but neither get it going...

simple nova
night tusk
#

yes, that did it! thanks

sleek furnace
#

When making a combat group you should be able to select tokens on the map and click 'add to combat as group'. It should set the name by default based on the tokens in that group and the group portrait should match as well.

simple nova
short wadi
#

That would be handy. I find setting up encounters to be a bit of a slog, especially with it comes to minions

simple nova
#

Yeah, right now it's definitely a "it's possible" rather than "it's easy"

eager helm
#

so lil update

#

my players said (and i confirmed this) everytime a someone started their turn (aka end of turn) the save roll prompt would pop up

#

for everyone that had a save ends status

#

so if i had 3 actors on the map with save ends statuses

#

i would get 3 pop ups

simple nova
#

Fascinating, will definitely need to investigate how Foundry is parsing the end of turn logic

night tusk
eager helm
swift flume
#

Hello everybody,
I decided to do a little personal project and make Token Action HUD integration for Draw Steel. I don't really do much coding and this is my first real github project and Foundry module. You can use it to use abilities without using the character sheet, but also roll characteristic test, spend recoveries, take respite or manage conditions and effects.
So go ahead and try it if you want. You have to manually install it using the module.json as I don't think it's ready for full release on Foundry (and i don't know how to even do that yet haha). If you find any bugs or have questions just hit me up or submit an issue or if any code wizards here want to improve the code or something you are welcome.
https://github.com/Dragodoth/token-action-hud-draw-steel

GitHub

Contribute to Dragodoth/token-action-hud-draw-steel development by creating an account on GitHub.

eager helm
#

is there an attribute field for malice?

#

i cant find it in the documentation

simple nova
eager helm
#

im adjusting my token tooltip alt config, wanted a way to show malice in the tooltip

#

but the module keys to attributes

simple nova
#

Yeah it's not directly accessible on any individual actor

eager helm
#

valid, thanks

simple nova
#

Can you access global scope stuff?

#

game.actors.malice.value

eager helm
#

doesnt seem like it

still smelt
#

question: if I paste text from the PDF into a feature text block, is there a quick way to remove the hidden spaces and paragraph breaks?

simple nova
eager helm
#

last question

#

is there a way to denote the effects for magic/psionic resistance?

#

aka stuff thats "your [characteristic] counts as 1 higher for the purposes of resisting potencies"?

simple nova
#

it's in the backlog

short wadi
soft token
#

That's the entirely same process tbh

#

Pasting into a field that ignores line breaks, then converting to the WYSIWYG editor

lunar shell
#

are there any modules and add-ons that are recommended along with Draw Steel? I usually run pathfinder 2e and lancer so I have a few specific add-ons for those and I was wondering if DS has any similar that are considered best practice

eager helm
#

outside of bar brawl and condition lab nothing much

lunar shell
#

yeah I already had bar brawl and assumed it was gonna be useful for tracking heroic resources

#

alright that should be fine then cheers

eager helm
#

i also use token tooltip alt

#

but im kinda of a sicko

untold dust
#

Would be nice if we get an Argon Combat HUD at somepoint ๐Ÿ™‚

eager helm
#

wats dat

untold dust
#

Gives you a HUD for your character that resembles the HUD from Solasta, if you ever played that game.

soft token
#

So as with any system, play with it, figure out what you like or don't like - make feature requests and seek out modules. Probably in that order.

simple nova
#

I personally don't use those due to performance costs

eager helm
#

if theres a fancy hud for the codex it would be cool to use that in foundry

lunar shell
#

also silly question, is there a handy place to put Malice abilities or is it best to just give those to the leader of the encounter?

eager helm
#

so for solo fights i put em in the solo's stat block

#

as free triggered actions

#

for regular fights i take a screenshot of the malice box, make a tile, and use that screenshot as the overlay for the tile

#

if that makes sense?

lunar shell
#

oh that's a good idea actually

#

cheers

eager helm
#

what ive done in the past is make a journal for malice abilities

#

but those are less visible to post in chat

lunar shell
#

I might just make a dummy creature called [x creature group] Malice or something and leave that off the edge of the map

#

but makes calling the abilities and presenting them to the players easy enough

eager helm
#

oh thats so good!

short wadi
#

Haven't been the biggest fan of most HUD modules. Kinda wish there was something where you can throw abilities in the macro bar and you could hover over them to preview the ability card

#

Thinking something sorta similar to how Nimble 5e does their monster cards on their Foundry system

simple nova
#

Not sure where that is in the priority list though. Once we get the final, full game text and 0.8 out the door I think I want to prioritize things that are relevant to the intro adventure

lunar shell
#

yeah it's an easy enough thing to work around so it's not a bother at all to not have it, thanks for all the good work already

simple nova
#

Basically I see a group actor as our implementation of the encounter sheet

lunar shell
#

yeah that makes sense, the pf2 foundry one has a party sheet thing which has been really useful so makes sense something like that for an encounter sheet would be valuable

#

I say as if I have any idea how to program this stuff

#

but yeah that all sounds good

simple nova
#

I mean, this is less about the underlying code and more about UX

#

Basically, I'm never going to talk about specific coding logic in this channel unless it's about a weird bug

#

Everything I talk about here in any detail is UI/UX logic, which for better or for worse is something anyone can experience even if they don't have refined enough palette to understand why they do or don't like something

lunar shell
#

just found Play Mode, fantastic stuff

eager helm
#

would u need to have an actor on the board, just seperate from the action?

short wadi
#

Would be nice to plop the group actor into a journal, using an embed to get the text. That way you could make encounter and adventure journals with it all laid out

#

If that makes sense. Similar to when you embed a statblock, but for the encounter sheet.

short wadi
#

5e works the same with with a party group.

simple nova
eager helm
#

i mean yeah but its still a seperate window

#

would it not be better to just have the malice abilities as their own section on the monster's ability sheet?

short wadi
#

Shore, but I see it as a stand in for the encounter sheet you'd use in person

eager helm
short wadi
#

Would be easy to build encounters inside them and have the math for the difficulty, budget, malice abilities, captain bonuses, objectives, etc all in one spot

#

And then when you could use the actor to generate the encounter with the groups already entered in

eager helm
#

fair enough

short wadi
#

It's probably less about running the encounter and more about prepping.

steady vault
#

Help me understand. Essentially, this encounter sheet analog would be a sheet (like an actor or item sheet) that you fill with actors (enemies) and Malice abilities? And potentially anything else relevant to the encounter?

short wadi
#

Just in my own vision, sure, ya

steady vault
#

So far, I've doing all of this in journal entries, as Drafty mentionned.

short wadi
#

It takes so long to get everything dropped on to maps, added to combat, grouped and whatnot.

steady vault
#

But a better UI dedicated to that would lead to better UX.

#

Especially if choosing actors could create groups in advance.

short wadi
#

You could have them entered in a head of time, but it's kinda clunky and not really elegant. And what if something comes up and it's an encounter you didn't plan for?

simple nova
#

And one big thing is it can live as an actor in an adventure

#

So we can do things like a group sheet that has all the info for that first radenwight fight in Road to Broadhurst

short wadi
#

Could also see it being cool to export and send to friends? "Here, this is a cool encounter I prepped" and they can run with it. Assuming there is some sort built in monster compendium of some kind or whatever

#

Speaking of group actors, would be cool to see a party sheet ๐Ÿ˜›

#

(I know it's probably not a huge priority. Just excitement)

eager helm
#

party sheet for the group's skills and languages would be cool

steady vault
# short wadi Could also see it being cool to export and send to friends? "Here, this is a coo...

When building an adventure in Foundry, you include the actors and items, but anything linked to an actor (as far as I understand) is included without having to copy it. Basically, if a thing is on an actor sheet (like abilities), you can just drop that actor in the adventure and the export will contain the actor and everything on the sheet. So, I guess you could potentioally build an "adventure" consisting of a single encounter sheet.

short wadi
#

Skills, languages, potencies, resources, surges, victories, xp, etc. Just one big sheet of data would be awesome

short wadi
eager helm
#

idk this is just me but i would prefer a drag and drop set of malice abilities i can apply to every actor

#

instead of a seperate window to have open

#

thats just me tho

steady vault
#

Correct me if I'm wrong, but isn't that the point of "building and andventure"? That it contains everything needed?

eager helm
#

ive never used a group sheet

simple nova
#

A group actor would basically always have to be bundled in an adventure compendium but that's not too bad though with the current module maker capabilities

short wadi
#

It certainly wouldn't all live in one grouo actor

simple nova
#

You can see what that looks like in dnd5e with the Monstrous Bundle module

#

All of the WEL adventures were made in that

short wadi
#

As in exporting the actor, not an adventure as a compendium/module

simple nova
steady vault
#

I kinda forgot you could export the JSON of a single actor. So if the group is coded as an actor, you would want to do that.

short wadi
#

I had built my own template for encounter prep in foundry, but I eventually just started using the PDFs for prep.

steady vault
#

On a (relatively) unrelated note: what are the current plans for 1.0 character creation and advancement? Will that look and feel as it does now? or is a big, beautiful compendium planned? or is it something else entirely?

short wadi
#

Excited to see a compendium browser at some point โค๏ธ

#

-# hopefully

simple nova
#

The current build status is we have basic item grants, skills, and languages covered

#

I am not sure how much of the choice framework for item grants we'll have done over the next few weeks, right now it's just the "guaranteed" bits

#

So Tactician can give Mark

#

We even have chains handled, so Devil can give Silver Tongue which gives a choice of skill from the Intrigue group

#

It's the more open ended/complex choices that are going to be trickier. I suspect we'll just have some drag & drop support for now and then a later release will add a nice Compendium Browser UI

short wadi
#

Would an example of that be, "you earn a perk at this level, pick or drop one into the menu"

simple nova
#

Yep

short wadi
#

I imagine just like feats in 5e

simple nova
#

I would like to get the Ancestry point buy handled before we launch 0.8, in part because I suspect it will challenge some assumptions and require breaking changes to the current implementation

short wadi
#

Could that be something like, building the Ancestry item, giving it a point budget, dragging in its options?

#

And then you pick options upon character creation to meet the point goal?

#

I assume it's more complicated than that under the hood for coding it in

soft token
#

Something close to that, yeah.

untold dust
#

Any plans for a youtube video or wiki guide for how to use the system in foundry?

#

More of a best practices thingy perhaps

night tusk
#

@lunar shell az because token Bar Brawl needs a max value, it doesn't quite function for an open ended resource like HR.
Something that Bar Brawl can do is give you a bar with the max stamina of a minion squad and show you the bar in approximations of 8/4 so you know when the stamina pool has been depleted enough to kill one of them. Technically Draw Steel does that with squad combatant groups, but personally i find its missing the indicator for "X minions are dead".

As for malice, personally I add them all as free maneuvers to every creature of that ancestry. Kinda clunky but also most reliable.

Other modules that are really helpful for Draw Steel especially are Token Colour Marker, 'Token Aura Ring' I find. You can set Token Aura Ring to align with the grid which makes it a token aura square. IE great for attack ranges of artillery or Null's null field

eager helm
#

what i do is create a max like 15 or 20

#

for HR

#

but bar brawl IS funky cuz it doesnt allow the value to be directly changed via the bar

night tusk
#

I ran into issues of the bar looking as if a hero had still well over โ…“ of their stamina, but actually had only 3 left ๐Ÿ˜…

night tusk
#

@lunar shell further recommendations that you partially already got elsewhere:

  • Health Estimates (chaos recently helped me to get that going)
  • Boss Bar (Finaljas got that going, great for solo monsters)
  • Monk's Token Bar (Great for the party to keep track of everybody's health, surges, recoveries, etc)
  • Find The Culprit (Essential for finding issues!)
  • Anything Region related (seriously, learn how to utilise regions, GAME CHANGER)
  • BaileyWiki Mass Edit
  • Ashes' Draw Steel Abilities and Monsters (https://github.com/rmarone/draw-steel-abilities)
  • Follow Me!
  • Global Process Clocks (I use these to keep track of montages and Negotiations)
eager helm
#

i must admit, i have no idea how to do regions

#

spoil me

lunar shell
night tusk
# eager helm spoil me

Regions allows you to set an area (essentially in the same manner as drawings, rectangle, circle, polyhedral, etc) which then applies certain things to the token in it. The default is stuff like movement cost changes (eg set up difficult terrain with a creek, or sth like that), adjust darkness for only that region, teleport token between two regions, or display a rolling text over a token (eg +climbing speed/-climbing speed).

A line of different modules further enhances these behaviors with Elevation changes, play music or sound effect in region, add status effect to token (say a token walks through fire, this would automatically apply the burning status to it).

most of the screenshots regions are elevation changes, with a few movement changes and teleports.

Oh and most importantly, Region attacher allows you to attach a region to a tile or template, which allows you to pretty easily set up an ability that causes difficult terrain (not quick, but easyily)

eager helm
#

is there a wiki for regions on the foundry site? i know its not specific to this foundry system

lunar shell
#

oh that's neat

#

ok tried installing boss bar cause it looks cool but I have no idea how to get it to like. do anything

#

I activated the module but I can't find any way to get it to actually apply lol

eager helm
#

u click on a token and press the button to activate it

night tusk
# eager helm is there a wiki for regions on the foundry site? i know its not specific to this...

Foundry VTT V12 is getting closer to stable release so time to take a look at one of the main new features Scene Regions.

Music:
RPG Music Maker - Travis Savoie

โ–ถ Play video

We're deep-diving into the new Foundry feature, Regions. We'll cover the basics of Regions in vanilla Foundry before we jump into more advanced a new functionality from modules that leverage the new entity type!

To get this content, go to https://www.patreon.com/baileywiki

Modules Used or Referenced
Mass Edit by Aedif https://foundryvtt.com/...

โ–ถ Play video
eager helm
#

worth noting u need to set up the right attribute path

night tusk
#

for Health Estimates, your settings need to look like this

lunar shell
#

turns out I was stupid and didn't realise where the button would be, got it working now all good cheers all

eager helm
#

so for the purposes of draw steel, what do u usually use regions for

soft token
#

Teleporters, elevation changes, weather suppression is universal use for buildings regardless of system, a script behavior to apply a status while inside the region, ...

eager helm
#

elevation changes are pretty applicable, idk what u mean by weather suppression

#

weather isnt a mechanical effect in DS from what i understand?

soft token
#

No, it's for suppressing the scene weather effect inside a region. Not specific to DS.

#

-# but hey maybe your version of the Timescape has no weather or seasons, I'm not your boss

#

There are some more examples at the bottom of the above page.

eager helm
#

well yeah thats my thing

#

what about this is useful specifically for draw steel

soft token
#

Traps.

eager helm
#

just traps and height?

soft token
#

Well there's not actually a limit to what you can do, so you're limited only in what you can think of.

eager helm
simple nova
night tusk
# eager helm to go back to this, what about regions are a game changer

Draw Steel soecific? Can't actually think of much. General Foundry experience and usability - massive.
The screenshot I posted above is from a fully traversible fortress with different field of view changes, depending on elevation, different accessible levels/maps, and so forth.

All stuff that you had to do manually before V12/regions

eager helm
#

LoS stuff isnt super viable for draw steel, so not super useful for my purposes. but thanks for the heads up

night tusk
#

Elevation is kinda interesting due to high ground edge

eager helm
#

i dont think we have that automation yet

simple nova
#

Correct, but there is still a big box to configure the roll

night tusk
steady vault
#

Question on Enrichers: I want to use the damage resulting from a power roll but let the player choose the damage type. How do I do that? In the damage effect of the power roll or in the description after?

#

For reference, this is the ability.

eager helm
#

for enrichers u basically have to create like

#

6 different versions of the ability

#

idk if theres a way to choose the damage ala hurl element rn

steady vault
#

OK, that works well enough. Thanks.

eager helm
#

do u have a screenshot of that looks?

#

might be useful for my purposes

simple nova
steady vault
#

[[/damage type]]

eager helm
#

hmmmm yeah thats pretty big

simple nova
# steady vault

shouldn't be needed? You can pick multiple damage types in the damage effect

steady vault
#

Always?

eager helm
#

oh yes

#

im stupid

#

didnt know about that!

night tusk
#

Oh so when you tag multiple damage types in the power roll it lets you choose when you use it? tonewhat

eager helm
#

yes

steady vault
#

What am I doing wrong that it does not work?

eager helm
#

does ur damage field look like this?

#

this just a hurl element example

steady vault
#

Oh! I understand, now.

#

So you have to select the damage type before rolling in this way (which is fine, just a note).

eager helm
#

is that not how it works?

steady vault
#

I mean, practically speaking, it doesn't matter. It's just that since the description of choosing a damage type was after the power roll, my (mistaken) assumption was that it should be chosen after seeing the result.

night tusk
#

Practically that doesn't make a difference though, does it? Without knowing if it has any impact due to weaknesses or immunities, choosing the damage type before or after makes no difference?

steady vault
#

Yeah, exactly. I was just being a dumdum and jumped to trying to use enrichers instead of using my brain.

whole hawk
#

How's it going drawing steelers

night tusk
simple nova
#

Advancements have come along nicely, even special cased Cultures so you can quickly set up their Skill advancements

molten ginkgo
#

How much is 0.8 going to screw with current abilities and such on existing character sheets?

simple nova
#

biggest change was the restructuring of Applied Effects

Redid the implementation of how "Applied Effect" Power Roll Effects work. Now, instead of several sets, you can add an entire effect and it will have multiple properties to configure per tier, such as the Potency Condition, if/how it overrides the end, and any additional properties like "stackable".

#

but otherwise Advancements is almost purely additive

molten ginkgo
#

Awesome. Until the compendium is built, I'm custom inputting everything for my players so they don't need to have multiple character sheets, and I was worried I'd need to hold off on 0.8 for risk of losing all the inputting I did. And I didn't want to wait, since 0.8 sounds so exciting!

simple nova
#

Yeah, 0.8 will actually be the start of us building out compendiums since we're holding onto it until the PDF releases

molten ginkgo
#

Ugh. Draw Steel is going to be so much easier to prep and run in 5 months.

simple nova
#

Yeah, it's been a weird thing with the mostly-beta game

steady vault
#

Iโ€™ve introduced Draw Steel to some people last night using the Foundry Iโ€™d setup. The system (as in the code) was very helpful in explaining what game mechanics did. In particular, they were confused by Heroic Ressources; but when the saw the chat message with the gained ressource, they got it. They liked that the abilities were clearly labeled under Action or Maneuver, etc.

One point of confusion, however was how to gain and use surges. It was not intuitive or clear to them (or me, actually); we did it manually as I had done in the past. Similarly, we realised there is a potential UX improvement in regards to Recoveries; this might have already been addressed, but I think clicking a button (or the text) to spend a recovery โ€” decrementing its current amount and healing the actor by the recovery value โ€” would be a nice improvement to streamline the experience.

eager helm
#

u can do this already

#

on ur chara sheet if u press the recoveries button

#

it'll spend a recovery and heal u that amount

#

i do agree about surges tho

steady vault
eager helm
#

what we do rn is put an enricher in every abiltiy for 1, 2 and 3 surges so the dmg can posted to chat

#

not a perfect solution but a bit easier

steady vault
#

Iโ€™ll have to go through my setup with a fine-toothed comb!

simple nova
#

Yeah Surges for damage are in the to-do

#

Just y'know there's a lot to do

eager helm
simple nova
#

And advancements are so critical

#

We also need to work on the sheet ux to show that some things can be clicked beyond happening to hover

night tusk
steady vault
steady vault
#

But anyway everyone had fun and they were sold on Draw Steel, soโ€ฆ SUCCESS!

night tusk
#

Ah yes, no the use is currently still 100% manual

night tusk
swift flume
#

Hey everybody just a heads up as Token Action HUD Draw Steel module is now officially listed on foundry so itโ€™s easier to install.

steady vault
#

Maybe a weirdly niche question: is there any actual play footage using this system on Foundry? Rise Heroes Rise's Draw Steel older actual play videos in Foundry seem to use a generic or custom system (that does not look, to my untrained eyes, like an older version of this) and I've found shockingly few other actual plays in Foundry.

simple nova
#

I would be surprised if there was one

#

The game isn't actually out yet, anyone playing draw steel already is very cutting edge

whole hawk
simple nova
#

With the delay of the PDF we're also pushing back our 0.8 timeline

short wadi
#

Makes sense!

#

Can't rush perfection

simple nova
#

We'd like 0.8 to also coincide with various final PDF/license updates rather than do it in 0.8.1 or whatever

tropic crown
#

Out of curiosity, is there a plan for encounter sheets for the director (combat, montage, and/or negotiation) to be implemented eventually?

simple nova
#

yeah they're also ticketed

#

but they're definitely lower on the priority list at least for me; they're in the "nice to have" compared to a bunch of other stuff that is literally impossible right now

tropic crown
#

Yeah that makes sense!

wind kite
#

This may or may not has been asked a couple of time already, but are there plans to somehow integrate Forgesteel data. It has a great character creation and encounter planning framework.

soft token
steady vault
#

And I would argue that itโ€™s better to get inspired by Forge Steel (or even contact the dev) to implement a first-party FoundryVTT character-creation form and the like. But I โ€” personally โ€” would not expect this to come out before a 0.9 (if there is one) or 1.0 even. Itโ€™s another nice-to-have, not essential.

simple nova
#

On a real level we're just gonna start shipping compendiums in 0.8

#

Once all of that is in I suspect the "need" for forge steel will be a lot less

short wadi
#

I assume because the license being so open, all the game's content can just go into it freely, correct?

steady vault
short wadi
#

It doesn't exist yet. It would be where the current/other one is posted.

#

Afaik Matt has mentioned it shouldn't really change that much, other than covering the final release of the rules/content.

#

This only covers up to backerkit... #1? (and #2)

steady vault
#

With the way I interpret the current licence, I (definitely not a lawyer) would answer that, aside from the art, you can use anything from the book.

short wadi
#

That's what it sounds like. Afaik if you wanted to translate it to another language and sell it, you could. As long as you dont use art and trade dressing.

steady vault
#

Probably. Although I would personally email MCDM about translation first.

short wadi
#

Sure, not really meant to be an all encompassing answer. Just an example ๐Ÿ˜„

#

Gonna translate the game into wingdings and sell it at my LGS ๐Ÿ˜Ž

simple nova
#

On a stream last week James said the license will be in the final PDF

steady vault
#

My players and I speak and play in French. Most game systems we have tried though either do not have a French translation or the terms are too weird-sounding (looking at you, D&D). So I would love to translate Draw Steel for them and if MCDM has any plans on that, I would love to contribute, but I don't care enough to initiate anything official.

simple nova
#

Not sure if you're already familiar with foundry's translation capabilities

steady vault
#

That would be a very cool side project.

simple nova
#

on a basic level, it's a giant json file where you just need to replace all the english values with your language

#

if you delete any keys it'll just fallback to English, which might be useful for stuff like the LANGUAGE section

#

it also means that as the system adds to its list of keys-in-use, any you're missing will just fallback

dusky token
steady vault
#

Interesting.

dusky token
#

I remember somewhere in #1185001794921836664 a fan translation to Portuguese was getting volunteers. But I haven't tracked how far that's gotten.

steady vault
simple nova
#

Yep

#

there's a little bit extra to hook up the file so Foundry can read it, but not much

steady vault
#

I will then probably have to look up how to publish a module on Foundry so it becomes public.

simple nova
#

that unfortunately is a bit more involved

steady vault
#

Definitely side project territory...

celest dock
#

Something to note in this. If you see something like "{type}" in the text then you wouldn't translate "type". That piece is how we insert dynamic data into the text.

simple nova
#

ah yeah good shout

soft token
#

Putting a translation module on FVTT behind a paywall would certainly be a first - would not recommend that.

#

I've also seen some systems provide the translations bundled with the system - this I would also highly recommend not doing.

#

A separated free module is the way to go.

steady vault
lofty copper
simple nova
#

You end up wanting to do i18n only releases, but if it's a separate module then that module can update as it's needed

#

Practical example; as we're working on 0.8, we've added a ton of new i18n keys related to Advancements

#

Most translators probably wouldn't start working on those until after 0.8 dropped

#

We would therefore have to do patches just for i18n as they caught up

lofty copper
#

gotcha

#

makes sense

simple nova
#

This system is ultimately benefitting from Zhell and I cutting our teeth on several other systems over the last few years

simple nova
#

Iterating on the Advancement UI... ๐Ÿ‘ฟ

eager helm
#

niceeeee

simple nova
#

Is "Initial Advancements" clear for the non-class items?

#

Dnd5e uses "Any Level", but I'm not sure that's actually super clear

#

here's what it looks like with multiple levels.

eager helm
#

is there any way to say something else instead of "advancement"?

#

otherwise it looks fine

eager helm
simple nova
#

Oh and of course the create dialog

eager helm
#

just cuz u were on the topic of what to call it

simple nova
#

Ahhh yeah nah I want a consistent term across them

eager helm
#

fair nuff

#

thats perf then

night tusk
lofty copper
soft token
#

You will have to set up the advancements on your classes and other items, it isn't possible for the system to do so automatically.

smoky patrol
#

just wanted to say thank you, compendium is great man

sullen nest
simple nova
#

We're actually looking in 0.8 to start incorporating Compendium content

#

I'll write up the steps in the next week or two

sullen nest
#

1.0 as in draw steel full release

simple nova
#

yeah, I mean though no need for it to be a separate module

steady vault
#

Silly question but do you guys plan on adding pictures/icons for every ability when incorporating the compendiums?

#

Itโ€™s the kind of menial work I will do because I hate that the default icon for everything is a bag; but I feel like itโ€™s mostly useless for you guys.

simple nova
#

Ideally yeah the compendiums will be fully featured with icons, but also we definitely will be looking for community contributors to help with all that

steady vault
#

The best would be a handful of artists with a common style or direction to make custom icons; since most abilities or features are quite unique to DS.

short wadi
#

Who's paying for that? ๐Ÿค”

steady vault
#

But of course, I am only dreaming.

#

I donโ€™t except that to happen โ€” unless there is some artist in this thread that wouldnโ€™t mind volunteer work. It is purely for argumentโ€™s sake.

simple nova
#

yeah no we're gonna use the core icons that are included with Foundry like every other game system

lone minnow
#

This site has a bunch of extra ones too that I donโ€™t think are all included in Foundry, but have the same aesthetic. ๐Ÿคทโ€โ™‚๏ธ

simple nova
#

Yeah we're aware, we use it for the status icons

short wadi
#

I think the icons used for abilities, items, etc are usually the coloured ones found in foundry, not the plain SVGs

simple nova
#

game-icons has some coloring options, but yeah we're pretty unlikely to dig into them

night tusk
#

When it comes to it, I'm happy to help out with icons for abilities and items bunsword

still smelt
#

I did notice there are a lot of icon images saved in some core module somewhere; I played with a few for my players just for fun:

simple nova
night tusk
still smelt
#

question on movement types - how do people do forced movement so as not to use up a units movement budget on a turn?

eager helm
#

i just ignore it and make a mental note. if it gets too annoying, i reset movement history

smoky patrol
#

@sullen nest @simple nova seems the biggest thing missing is character options; such as ancestries, backgrounds, kit passives, ect. Any chance that will be added to the compendium?

still smelt
#

Did a little mock game last night, and something I realized is the minion initiative group now has some finiky issues when you use area abilities - since there is a limit to how much the bleed over is. Anyone else had this issue?

steady vault
#

What do you mean? Are you talking about the minions getting damaged or them using AoE abilities?

still smelt
# steady vault What do you mean? Are you talking about the minions getting damaged or them usin...

Right. If you put minions in a minion squad, and then deal damage to the squad, the whole group stamina depricates regardless of all of the minion locations. But, AoE's limit which minions can be killed, so if some minions would take damage, but not others, there is no easy way to assign that damage to the minions once they are in the squad - so you have to calculate the damage that would remove the minions, and adjust the stamina (again) manually

steady vault
#

I understand. I cannot remember whether itโ€™s in the rules or if I just made it up for my players, but I always apply the damage to the whole squad, regardless of distance and role-play it as them running away in fear or getting shrapnel or something.

still smelt
steady vault
#

Thanks, that clears it up. Makes sense too.

smoky patrol
#

I believe the rule is each minion in the AoE takes DMG but caps at the stamina of the minion. So 3 minions with 4 stamina are caught in AoE that does 6 DMG. The squad would take 12 DMG.

Which might make it difficult to code that into the module.

steady vault
#

Is it possible, in Foundry, to have an โ€œaccept damageโ€ prompt like they have in The Codex? I picture a popup where you could then reduce the damage dealt to the squad.

simple nova
simple nova
#

But currently we're tied to the Backer Packet 2 game text

prime trout
#

I feel like a dummy, but is there any way to see and modify your current stamina in a player's character sheet?

eager helm
#

change from edit to play

prime trout
#

I knew I was a dummy, thank you so much

eager helm
#

is there documentation on the difference between these two buttons?

#

i couldnt figure it out in tonight's session

night tusk
#

Given there technically should only one, I'm assuming that might be a glitch?

simple nova
#

should be this

#

Possibly some bad module interaction?

eager helm
#

quite possibly, ill look into it

simple nova
#

Trying out a new UI for the Power Roll Effects, I think it'll look better than the current Buttons-forward approach

eager helm
#

looks neat!

simple nova
#

also wow the Shadow has a lot of skill choices

night tusk
still smelt
#

Someone's gotta do it ๐Ÿ™‚

short wadi
#

This is a long shot for the future, but has there been any thought about using the monster adjustment math to be able to scale monsters up or down levels within the UI as a button or soemthing? Might be too nuanced to do in the system, but curious. Using some shadow elves and I gotta go through em all and scale them down by hand.

soft token
#

You got a reference to this rule?

short wadi
#

It's from the latest patreon packet currently. It's something matt/James spoke about on stream a few times.

#

Was thinking something similar to pathfinder 2es implementation on foundry.

soft token
#

A page number if you got it ๐Ÿ™‚

short wadi
#

Looks like... 22 if my reader is correct. In the monsters book.

#

Could totally see why this wouldn't work out. The math doesn't cover everything and generally systems want to be as RAW as possible. You might have to assume some things that are a leap or just rough suggestions

simple nova
#

It's one of those things that maybe could see an implementation in the far future, but is very low priority

smoky patrol
#

Quick question, I was going to try my hand at creating a script that would translate a hero from Forge Steel (ds-hero) file into a json file that can be imported into Foundry.

Before I did though I was curious has someone already done this, if not is this something that has value (even short term).

Also is the VTT import/export schema going to change with the .8 release or is it pretty mature in the current version?

soft token
#

I would expect breaking changes prior to 1.0.0.

#

Generally, those breaking changes are best to make the earlier the better.

simple nova
#

we're all working to adapt

smoky patrol
#

I'll hold off, I am planning some 1 shots for August and if I do make something it will be super simple... Powershell script or something, so no big commitment.

fallow walrus
#

No model changes are expected for Forge Steel, FYI

smoky patrol
#

I hope my tone doesn't come off as negative, sometimes my IT work brain takes over.

But the work the community is doing is staggering and awesome to see. You fine folks are doing the Lord's work my friends ๐Ÿ˜

eager helm
#

is there an attribute for temporary stamina?

#

i wanna either link it to token tooltip alt or bar brawl

eager helm
#

nvm i figured it out!

median thorn
#

Hi hi, quick question: I see the heroic tokens at the bottom left of the screen and I can see the give token and reset hero tokens, BUT, me (director) or my players are trying to find where do you actually use them in the UI, meaning, you use a heroic token and reduce it to 1. One of the modules for HUD does bring the option to regain stamina with hero tokens, but what about other options in tha core Draw steel system ?

#

Also, big fan of the project. I've been using it for like 2-3 sesions, along with the compendium.

eager helm
#

rerolling tests isnt in the system yet

median thorn
#

is there a way to reduce hero tokens by 1?

eager helm
#

but if u make a save via the save interface, it will give u a prompt to spend a hero token

#

if you click on surges u can get 2 surges and spend 1 hero token

#

theres no way to manually reduce them without pressing those options

median thorn
eager helm
#

yeah

#

it fucked me up too

#

stamina is clickable, same is recoveries

median thorn
#

where's the saving throw thingy?

short bough
#

So as of right now I pretty much have to manually enter everything?

eager helm
#

its kinda "hidden"

median thorn
#

jesus, now I want to go through all the labels and see where the mouse changes

eager helm
#

basically whenever u have a save ends status, if u press the "end turn" button a dialogue will pop up

#

if u make that roll and fail, a button will appear in the roll that will allow you to spend a hero token