#Foundry VTT System
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no prob
there is a module that has all the level 1-3 abilities as well as monsters in it
yeah, I'm using it
Where is this module?
i dont think any of the treasures or class/ancestry features are in yet
considering the short amount of time till full release
pins
0.8 will be the start of us seriously including compendium content
Is there a compendium somewhere?
in the module linked in the pins
returning to this cuz i didnt like my automation solution - is there an attribute for temporary stamina that i can link to a bar brawl bar?
system.stamina.temporary
unfortunately bar brawl doesnt allow you to put in attributes that arent on the list of "single value attributes", it is what it is
0.8 will have a fix
cool!
what's the shield = 9?
the only better way I could think of would be also a heart like stamina, but have stamina be a red heart and temp stamina a blue heart?
in the end it's what you are used to and for your players it will become obvious quickly enough I think
ill test it when i get to my pc and post it!
this is what that looks like
sorta kinda
alternatively with some adjustments
maybe ask your players as well what they think of it?
i asked one of mine about the shield and he thought it was fine
personal preferences I guess 
Do those icons act like the text? Can you click them to roll, for instance?
actually, a question about the tool tips, can you determine that players can or can't see certain information on NPCs VS players?
?
no?
its a tooltip
yeah, but i like showing everything
I am a silly goose. Do ignore me, please.
I like to let them try things that I know won't work (such as moving a very stable enemy) and let them learn via the FAFO method
i liking giving more info over less, if possible
but yeah if u use token tooltip alt u can make that not show up for players
I love this little info box quite a bit. I have an idea for the blue heart that I think would make it more distinct and read better as temp stamina. Mind dming me the regular blue heart and the shield icons you're using and I can poke at them to see if it'll work?
u can find all the icons im using on this website: https://fontawesome.com/
which is what tokentooltip alt takes from
u cant use ur own icons afaik
Ah, unfortunate. I was hoping to make a sort of mashup of the two. Looking on the site there is a "shield heart" option that is a shield shape with a heart in it that would differentiate it better, but as KJ noted, it'll become second nature to players once they're used to it no matter the iconography.
oh interesting!
https://fontawesome.com/icons/shield-heart?f=classic&s=solid this for temp stamina right?
How are people tracking malice abilities? Is it just an actor off to the side of the map with the malice abilities or is there another way built into the system?
i make an item with each option (usually just a free triggered action) and slap it into each stat block for that faction in the combat
That's smart, ty
If you have the time, I like to add them to each monsters stat block. I've taken some time to add in a few bands (goblins, undead, war dogs), and I put most of the 'malice' abilities under free maneuvers - helps me remember them. You only need to enter them once per monster group, then I can drag&drop to other like minded monsters
I include them in my foundry journal notes for encounter pages. Sort of like the PDF encounter sheets
Eventually we'd like the general malice abilities to go on Group actors just like the encounter sheet, but until then putting them on the actors is definitely the wisest choice
Messing about with this Resources section; do Stamina/Recovery/Surges seem more interactable?
is it possible to have like a box around it? sorta like to look like a button?
def more interactable tho!
yeah, the problem with the box is it ends up extra ugly
if you mouse over the label you do get the button to highlight
which hopefully is way more noticeable
and then the tooltip is on the button
I think if there is a box it should be the icon and word. But looks fine without a box.
It would definitly be good to have a way to a) heal without spending recoveries (potions) and b) be able to spend recoveries without healing (Censor)
In the enrichers page of the wiki is an enrichers example that works for both
The enrichers works of the using hero's recovery value, so if the censor uses it for their healing ability, someone else can easily heal for stamina worth the censor's recovery value
that doesnt spend the censor's recoveries, unfortunately
u can do the first somewhat already (it spends 2 hero tokens tho)
That is true ๐ค
my life for yours is an exception tho so im fine with it not fitting the model tho?
Given most cleric abilities give other players the option to spend a recovery, maybe that still should be something that should be included?
@simple nova is that a possibility? An enrichers that essentially produces a button that "spends 1 recovery" when clicked, similar to "apply X damage"?
i feel like u could just press the "spend recovery button"? idk
Right now you can just manually adjust your recoveries
True. Still - a neat little +/- counter to make it go up/down also would be nice shrugs
Is there a way to manually adjust the amount of hero tokens available? Such as spending one hero token to re-roll a test? Or even just doing something outside the given rules to cost a hero token? Right now it seems there is only the ability to give a hero token and reset the hero tokens.
im not sure if its cuz im doing something wrong or what
but lets say for instance i have a character with the fly keyword
i think they should be able to move two squares vertically and two squares horiztonally and it would count as a total of 2 "squares" moved
but if i try and do this the movement will count the vertical squares moved IN ADDITION to the horizontal squares
does anyone else have this?
maybe im just misunderstanding how ur supposed to use the movement functionality
so, is it double-counting for the color display?
or is this just about the labeling?
both
the labeling and color display are correcting referencing each other, if that makes sense
I'll take a look but can you put this in a ticket on the repo with a screenshot?
how does moving vertically function now? im still on v12, is it really easy to increase/decrease height as part of movement?
Very, you just Ctrl+Wheel
movement and path finding in V13 is sooo good and elegant
I just started using with V13, so apparently I skipped the rough times
what do you mean?
Oh, sorry - I think I started with v12 - I was just pointing out I haven't struggled with Foundry in the early days. I had to double check my version
i realized i did it bad
if u use ctrl+wheel it calculates it correctly
if u click + drag the token, THEN edit its height, it does what i described earlier
Ah yep because it thinks you're doing a 90 degree "go straight up" kind of movement
yeah i knew i was doing something wrong
my search-fu is failing me cuz forums suck to search but has anyone figured out to do a passive effect for something like melee/ranged damage?
i put system.abilityBonuses.melee.damage.tierX in the active effect (for all 3 tiers) and didnt observe a change to the damage
so right now the abilityBonuses only applies to weapon keyworded abilities
I need to spend some time figuring out to best handle this kind of stuff, because it is common enough we need to handle it
I suspect the solution may be a separate AE subtype or the like
ah! thats what i was missing
i was messing around with regions today
i was thinking about setting a region to follow the troubadour so it'll apply the speed increase for choreography
dunno if that functionality exists tho, so just figured i would ask here first
with regios that doesn't work because regions are map bound, template bound at best, not player bound. For your intention to work would be an Aura which can should be possible to do with the modules "Active Auras", and "Dynamic Active Effects". I am not sure though if they work in this system, and if they work on a non-euclidian grd system like draw steel.
doesn't look like it ๐
Try "Aura Effects"
Active Auras isn't v13 compatible iirc
Aura Effects is the replacement
i got it working but still gotta fiddle with it to apply the effect to actors in the aura
Popping in from the foundry server. Hoping to run Delian tomb on fvtt soon.
I've got Road to Broadhurst lined up towards the end of August for my group
Now that the books are officially out (
), what will the compedium integration look like? Abilities and stuff will be item compediums included as part of the game system โ as far as I gather from previous discussions โ but what about the rules themselves? I have always delivered to my players a copy of the PDF rulebook for [insert sytem we are currently playing]; but I don't know if that or any better integration within Foundry makes sense as part of the system compendiums.
Related, would the adventures that have been or will be published packaged as some compendium of their own or would they be better as separate modules?
Afaik any other system I've seen on foundry is concerned, the rules themselves are in journal form. Things that need to be items are in compendiums as assets for plgi and play.
We're still investigating best options for presenting the rules, but I would generally expect that the PDF is going to be your best bet for now in terms of looking up rules like how combat works
The Adventures are not part of the creators license and so can only be produced by getting an individual agreement with MCDM
I think there is a good module for inserting PDFs into foundry. It might already do it by default, but I swear I had a module that improved it.
Even Road to Broadhurst, while free to download, cannot be included in the system directly
Yeah, for local purposes there's a PDF journal page type
PDF Pager?
So, the main question I'll be curious about is will the compendium have monsters ready for drag n drop, or will I need to enter them in manually?. Trying to figure out how much I should start working on that now (I've already done humans, goblins, undead, and demons) and not sure I want to spend more time unless I have to
I believe there is a pinned module someone made that you could use. It's not up to date with the most current rules and you'll have to tweak some things, but it should get you most of the way there on a good chunk of material
#1342298358664138805 message
Here
It does indeed speed things up considerably, even with the heavy editing required for some things.
I imagine if you're already started on making monsters, you may be able to contribute to the data entry effort, if the license allows monsters to be put into vtt form and distributed ๐ค though you'd have to ask ChaosOS how far the compendium content is along already
I would imagine compendium data entry hasn't been started considering the pdf was released literally 8 hours ago but maybe peeps had stuff already working in the background but just not public (yet)
@simple nova Happy to help if that's something you may need?
You can reuse and freely reference the DRAW STEEL text, mechanics, and game rules, including proper names, locations, and characters. โ Draw Steel Creator Licence, Heroes p. 401 and Monsters p. 377
I would assume that means enemies as well.
Ahh good โค๏ธ
Yeah, I need to write up the contribution guidelines for compendium content. I'm also talking to some people who are working to parse the Monsters book to get at least a baseline
When you say parse, do you mean in the general sense, or the coding sense?
Coding sense
Yeah, I've only been doing it the HARD way, manually 1 at a time, so probably not efficient ๐
Any direct conversion from PDF won't be high quality, but at least we should get all the names/roles/levels filled in plus hopefully more
After that's done we'll take contributions from people to edit the content so it's done properly
I will say, there do need to be some updates on keywords for stat blocks, things like the new monster organization groups, more options for ability targeting options (self and each ally, etc), and an option for captain benefits on minions among others
Yeah, some of that is ticketed
Rules Changes from Backer Packet #2
There's been a lot of changes from the second backer packet, some of which we need to account for in the system. We have an existing ticket, if you find a change not described in the ticket please add a comment to it
https://github.com/MetaMorphic-Digital/draw-steel/issues/576
will happily contribute data entry whenever the time comes
yeah, hopefully that's sooner than later
cracks knuckles
cracks the sun
Oops
Oops, all evil.
Added a few things to the change log of yours that have mechanical implications for the foundry system. There is more but those don't matter for you guys
Thanks
I had the wrong channel open...
Just to ask an obvious question, I can see the tickets for wealth and renown are closed. Safe to say they'll be added to the sheet/system in an upcoming update?
I just posted my #1400653980090106036, might be useful to you
Yeah they're already added for 0.8
anyone have a workaround for a closed system? I can't seem to share my game?
Sounds like you need to forward your ports? https://foundryvtt.com/article/port-forwarding/
The official website and community for Foundry Virtual Tabletop.
-# (Looks like they found their way to #connection-and-troubleshooting on the foundry mothership)
yep! Thank you!
Is there some way to leverage the work forged steel is doing to get that content into foundry more easily?
I don't think so. It's not as simple as it sounds. Foundry has very specific data paths
It was mentioned it could be a possibility at some point in the future.
-# I think...
Once advancements and the compendiums get filled out, character creation should be a breeze. Probably making integration much less necessary
In my experience (and I want to stress that this is only my opinion), Forge Steel is a useful tool right now mostly because it asks the questions of character creation as stated in the book in a streamlined way and with clear visual boxes โ making every choice clear and distinct. But it is not necessary in Foundry if the character creation has a form option that can ask the same or even better questions to help guide you relatively quickly through the process.
I have tested their other prep tools but haven't found a use for myself. Again, only my experience; your mileage may vary.
we plan to have everything in compendiums, right now we're trying to finish up 0.8.0 so people can enjoy a proper Release version of the game
What I usually do when I'm making characters in a game I'm not really familiar. I use a tool like Demiplane, forge steel, ect and then just replicate in forge. With compendiums it's super easy to drag and drop.
So I think forge steel will still be useful without an export/import option
yeah long term we'd like to have more guided character creation in the system
That's my process currently. I ask players to send me their forge Steel file so I can see where the choices came from along the way. Advancements will nick that, though.
*some of that on initial launch, we've still got a lot of work to do
Oh yeah for sure. Didn't meant to imply all upfront. It'll get there.
I noticed there was an update on the github explaining how to make contributions to the compendium, but that it's also been stated on the League of Foundry Devs discord that you're planning to mass import most compendium data from https://github.com/SteelCompendium Are there guidelines somewhere on what content you want contributors to add to the compendium?
Ancestries, careers, classes, and subclasses will all need to be done by hand. The abilities & monsters though I expect to mass-import and then need community contributors to edit/fix
Should ppl looking to contribute wait for a project to be setup in github to coordinate?
Thanks for all your hard work btw, my playgroup is super excited to try out the system!
yeah I'll do that later today, gotta get through my workday and errands
I wish I understood more about how coding worked And all that background stuff worked otherwise I wouldn't mind helping
The Data Entry part likely doesn't need much coding, as its the process of taking every single ability and creating them as objects in Foundry. Likely if you can follow a pattern and also read english, you should be able to help once @simple nova sets up the project later today.
Oh what I meant is more of the automation
The main thing is you'll need to learn how git works, but there's a lot of tooling to help
Hello mates. One (maybe stupid) question. There is some video of someone using the system on you tube so that i can see how to properly configure my foundry and the base modules used?
probably not, this is all brand new
The correct answer is probably just, "Use zero modules."
Since you're at all in doubt.
so whats the status of this system on foundry right now?
Currently in a playable form in version 0.7?2 with 0.8 being worked in to introduce automated level advancements.
Compendiums ste mostly empty right now, that all will be added in the future
https://github.com/rmarone/draw-steel-abilities
So this adds pretty much all the abilities ^?
It adds the backer packet content, which is the abilities up to level 3 and monsters in their December iteration. No kits, classes, cultures, ancestries or anything like that
I'll probably just run it in custom system for the time being. I do like how this is coming along
There are things currently not implemented yet, but I have been running a game of draw steel since February on it and it went just fine ๐
I have tried many things but I just can't seem to figure out how to add damage for leveled items. Is there a way to do it currently or are people just having their players add it when the make an ability roll?
what i have done is add in an enricher for abilities if the levelled treasure has a specific typed damage bonus
like onerous bow for instance
i think otherwise i would do an active effect for it, but the one for dmg bonuses is borked rn iirc
either add it to the damage code of all abilities, add it into the kit bonus they get, or add an enricher
yeah there's a lot of features we need to implement
@eager helm Thank you, makes sense. I'll probably just add it to the abilities.
if its a levelled weapon, u can add it to the kit bonus
thats the easiest solution imo
That's what I've been doing!
its just a pain for levelled treasures, which often give typed damage as their damage buffs
yeah, need to spend some time helping out leveled treasures
Adding it to the kit was the best way to do it. Not sure how I will do the Knife of Nine but I think the shadow will just have to remember.
knife of nine is funky yeah
i would honestly just tell the shadow to get another treasure ๐
Lol, he already loves it too much. That and Hesitation is Weakness are his bread and butter
Wanting to playtest draw steel with friends.
So if I understand this correctly (please correct if wrong) ATM I will have to do the usual Item system to create classes and ancestries etc for players to drag onto their sheets or is that functionality not implemented yet?
I am good to just repetitively create classes adding abilities and effects etc just want to know if it is whats needed before I go down that route or if I should just tell my players to make use of fillable PDF's.
Same goes for weapon items and the like.
I know java(script) but have no clue on HTML so wish I could contribute to the main work effort.
The Draw Steel system is written in javascript, not java.
Because only American night owls and non American are awake right now, I'll respond to some of your questions:
Yes, some abilities and monsters are available via the extra module, but the rest (classes, items, ancestries, etc ... ) needs to be entered manually.
As for how you can help, have a look at #1390476714487844864 And see if they makes things clearer, otherwise you'll have to wait for ChaosOS to be available again
well then i mean javascript i dont know anything/anyone that uses base java for years context of us talking about a repo that requires javascript HTML and CSS i thought context would be apparant enough to identify what was meant.
Aight TY i shall get to item entries then!
Working on updating the basic abilities
Looks nice to be able to say "Heroes p. 273"
Iโm curious : is the reference page a parsed info or manual?
Doing all these up manual, still working with some other folks on putting together a parse
Aside from that, it helps for Compendium browser stuff for sourcing/flitering, does it not? Could be misremembering.
It might just care about the compendium source itself, not the text entered.
Well there's no CB (yet).
I meant for future use, assuming there is one. (I remember hearing there was plans to eventually do one)
The source field fortunately will be very simple for the initial batch of stuff
we only have two books
the page # though is purely a reference thing for users
Mhm, thinking for 5e when I used it to filter SRD, PHB, DMG, etc
Really great to not have a seperate batch of rules (SRD) for this game, all the core content is just THERE
Yeah, this fall when we get more stuff we'll want that kind of filtering
Did you want people to try adding culture, ancestry etc. stuff before 0.8?
Still working on the guidelines, once those are finalized I'll post here!
Hi! ๐ Are there plans (or a currently existing way) for users to control the number of hero tokens without activating things like stamina recoveries or surges?
In the game I'm playing in we're using the hero token tracker for, well, keeping track of how many we've got, and we've been unable to figure out a way to control the number of HT directly.
its a ticket rn, afaik
Ah, perfect, thank you
Excited to use this soon!
Iโve been trying to set up Polyglot with this, curious what the datapath is for the languages
AFAIK Polyglott implementation is currently not working but has been ticketed as a to-do
Awesome, thank you ๐
languages is system.languages, idk if it needs more than that
I took a brief look and it would be fairly simple to do
Frankly I'm leaving it open as a "good first issue" so someone who wants to get their feet wet can tackle it
Thank you!
How do I add two kits for to make the Tactician's field arsenal ability to work?
or do I have to make a custom field arsenal kit each time?
nevermind I found where the option was
Yeah, a lot of this will be simpler once the compendium info is in and stuff like "the Tactician gets 2 kits" is already done for you
Will it be possible to rename/add languages for homebrew settings? o:
Already possible via world/module script
ahh okay :D
Is there a guide on how to do that somewhere?
Hasn't been done up but it's the same principle as in dnd5e if you're familiar with that
Hi so I created a NPC sheet for a retainer for one of my players but he cant use the signature abilities. Is it some permission that I need to change ?
did you actually give ownership permissions to the player?
I know there's been a lot of requests for "how to make X feature/treasure work"...
ladies, get you a man who actually does write documentation
(note: above docs are for 0.8, it's a new feature)
I've written a genuinely absurd amount of fvtt documentation
I'm responsible for most of the community wiki API info and recently I've even been making improvements to the official API website
i had a dream a while back that i had written documentation for something and i was ungodly fucking pissed when i woke up to find it was not, in fact, a thing.
genuinely thank you for the work you do you make my little creator brain have a whole lot easier of a time
Yes
They can edit everything, heck they weer the ones that filled the statblock and created the ability
But I can roll it and they cant
it's probably an error related to the malice logic. Could you file a bug report?
ideally that player can provide some screenshots of the error in the console
Unfortunatly, I am not with that either - so if anyone has a guide to point me to, that would be great.
here's the actual script content, I helped someone previously
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" }
})
});
Ok, and I haven't really known yet where to go fiddle with the internals of Foundry VTT files generally; what file to I access to make these changes.
Turns out that is the same thing that happened to my players when I tried giving them access to a ballista.
I opened a ticket for the issue. DvDias feel free to comment on it with your experience as well
https://github.com/MetaMorphic-Digital/draw-steel/issues/790
Morning team! Is there a guide to getting the module up and running within Foundry? I had a hell of a time last night experimenting but couldnโt really figure out character sheets, thought maybe there might have been some bugs? Iโm keen to know how far along this thing is before I dive too deep on it.
Just gonna check, you're on v13?
Iโll log on shortly and confirm. Get back to you.
v13 Build 346
0.7.3 (Green) for the module
Sorry for not aswering before, I was running a new game called Draw Steel. Dont know if guys have heard about id ๐
Everyone is busy with live, no rush ๐
I'd be comfortable with sending these simple questions to someone friendly via PM if that's preferred. Otherwise, can someone answer a number of simple questions for me to see if I'm encountering bugs or just not getting this Foundry VTT module right. On an actor, PC, character sheet, why would I get this NaN?
It means Not a Number, which would mean wherever its pulling the math for the recovery amount, is incorrectly entered. I would go into the Class item (Null) and change it to just a number, if its not already. Feel free to share a screen show of the class item once you open it up.
Should look something like this, but the correct info for that class.
If you've entered in 8 (for Null), I would disable your modules and troubleshoot from there.
@narrow pivot I can recommend the module Find the Culprit for module trouble shooting. It shortens the turning off/on process a lot
Is there a timeline for when .8 is going to be released, even if it's just a guess at this point. Planning a few one shots next month
https://github.com/MetaMorphic-Digital/draw-steel/milestones
Milestones are usually, kinda, sorta a decent indicator of when a release might be on the horizon. Seems to be Soonโข
I'm having more success this morning, thanks to som advice - thanks. Does the 'catch breath' ability automate stamina recovery at this time?
no
you can set up a text enricher in the ability to at least get an automated healing button with the right value, but that won't use the recovery as it should. So the easiest is to use that maneuver for book keeping in the chat, and then click Recoveries on the character sheet to heal for a recovery
Click 'Recoveries' works - great!
As you can see by the milestone it's almost entirely complete. Aiming for this coming week
I'm new to using the DS system on Foundry, but I don't see these Class items
You gotta make em
The system is like, alpha. It's really early in its life ๐
Compendium content will come eventually, but it needs the chassis built first
Yes, makes total sense. I guess I was taking a crack at culture earlier, and wasn't sure how to input some of the skill choices or if I should
You can manually install this module for a bunch of community entered content. But it'll need to be touched up. Its potentially outdated/unfinished. (Sorry for the ping, woops)
You don't. Until advancements are here (next update?!), you just add them in yourself on the sheet.
'eventually' is probably by like, end of the month at the latest
Cultures will be fully handled in 0.8
Is there a plan to add condition markers for Judged (as part of the Censor's Judgment ability) and other temporary conditions like the Talent's Remote Assistance?
If not, I would add a feature request for that.
0.8 has the ability to apply effects from abilities
So they won't be in the condition palette but instead exist on the ability applying them
So will the effects be automatically calculated? That seems... complicated.
It depends on what level of automation is involved. But custom statuses can have their own effects applied, yes. I'm not sure I've ever played with a system that checks X then applies Y.
So if a judged creature used an action, it would/could damage them.
Not sure if that's on the docket but would love to know.
That's why I was asking about just a status effect marker. At least for now, it seems easier to implment to me. But I know nothing, hence my questions.
They're effectively the same thing. Just one is applied from a menu where as one is applied via using the ability, once a card is pushed to chat on activation.
As far as I understand it anyways.
One main benefit is you can fill in the changes on applied effects to automate them as desired
There's no current automation for Judgment's damage, but you can do other things
OK, I think I understand better now.
Hello.
I looked over the GitHub and contribution guidelines a bit and I feel like I may be able to help out with data entry.
There's an absolute ton of open issues for data entry over at https://github.com/MetaMorphic-Digital/draw-steel/issues/757
Which one of these is fairly safe to get started on? Something you don't expect many changes on in the days to come?
I've done data entry for other system modules, but I'm new to Draw Steel itself.
Are you able to get yourself setup with installing the dev version of the system & filing PRs?
If so; I'm planning to do a bulk import of class data from the Steel Compendium, but basically everything else hasn't been JSON-ified there so in particular Ancestries, Careers, & Kits are wide open
Kits are something that would both be very nice to have done & have a few moving parts for the parse
if you're interested in discussing further I recommend joining the League channel
Yeah, I already followed the instructions in the contribution guidelines and setup a local dev version and made two kits to try it out ๐
do like five, then submit that as a PR so we can provide any style feedback that's necessary before you commit to doing all of them
(probably include the half-done Shining Armor kit that's in the data)
I would love to help too, but I'm not done yet with the active effect scouting ๐ญ
For judgement I created an active effect with a glowing cross icon and then put a 2*P enricher in the ability description.
Once edge/bane are implemented as active effects the tactician mark should work out as well via active effects
@simple nova I can also help out. Programmer by trade, but been a few years since I've done much besides attend meetings at work... But would love to get involved in the cause.
same deal then, get a local dev install & join the draw steel dev channel on the League
Is there a getting started guide by chance?
feel free to ask questions about it, a lot of the CONTRIBUTING is copied from other systems & I don't know what people get stuck on
Also, probably comment on the relevant issues letting others know what you're working on so there's no duplication of data entry.
I think I'm missing some setting here.
Where is the additional +2 on the damage coming from?
Double Strike should have no added dmg values.
prob from ur kit bonus
Oh, I see, thanks.
I left out the + @chr modifier as I didn't want to add might or agility dmg bonus and there was a +2 anyway
They just both happened to be a +2 which threw me off.
What generates 'Hero Tokens'. I'm resetting them but it is giving three randomly.
I bet it's number of player accounts linked right.
i think it depends on how many players you have in the world?
Made a PR for five kits.
I'm from EU so I'm off to bed for now, but if you can find the time to review it then I'll fix any mistakes and add the rest tomorrow.
Currently on holiday break, so I've got lots of time ๐
Does the system have a way to handle hp minion pools currently?
it does!
Oh, cool :3 tbh minions are the one thing I'm having difficulty wrapping my head around lol
if you set minions as a minion squad, their stamina gets added up to the total minion pool . if you damage a minion, it damages the minion pool (aka all minions have a floating damage number appearing). what it currently struggles with is when minions get damaged by an AoE, where it technically should only damage max the stamina equal to the minions within the AoE, but in reality it damages the minion pool equal to total damage across all minions, resulting in potentially draining the stamina pool more than it should.
I'll probably take a closer look when I'm home but I appreciate it; the pool management was the one thing I was hoping was somewhat tracked cuz thats the part that gets me lol
Same. My party was through all of Act 1 of Fall Blackbottom before I noticed I was doing Minions wrong hahaha
I guess thats nothing a little bit of manual re-adding can't fix
hopefully there will be greater support in the future, but basically u just remove 1 minion for every X stamina lost
where X equals the stamina number on their stat block
Seems simple enough
I'm glad i dont have to track the pool on paper xD
@simple nova how do I add a roll data call into text that then displays the roll data in the text?
specifically
equal to your might score (minimum 1)
where I want to replace the "minimum 1" with the score of a character
so right now we only have [[@M]], we do eventually want to add a lookup enricher so it displays as normal text instead of the roll button
cheers
is there a way for damage enrichers to choose the higher of two characteristics? would `[[/damage @M/@A]] work that way? or would that just let the player choose?
can do max(@M, @A)
sweet
thanks
somehow this one does not convert in an enricher? [[/damage max(@M, @A)]]{Might or Agility}
ah, there was a in between the M and A
Wrapping it in quotes should allow for whitespace characters.
how do you mean?
[[/damage "max(@M, @A)"]]{Might or Agility}
learnt something new again, thanks
going to take a shot at finishing up kits unless someone is working on them already
yeah go for it since Mike is in Europe
@simple nova Has anyone tried running my script again to pull from forge steel, it looks like he is mostly updated
Would that be valuable?
Later tonight I'm gonna play around with parsing
but happy to see others get started and build on it
sorry last question for the night (probably)... where can I find basic art for abilities/kits
the core icons
probably should bring that up in the contributing docs
where do I find the core icons?
Open the file browser, Core Data, Icons.
oh man, I have been hosting via Forge for so long I forgot their image browser does actually not look the same as self-hosted
@simple nova If I may - I'm not a programmer by any trade - so just muddling through on this; is this how I'd want to update the js to add, once I have a module with the text file?
Yep that's what you'd use
Hmm, ok. I followed the guide you sent - but not sure if it worked. It mentions how you need to shut down Foundry, but I use Molten Hosting; and I can't access the file browser being up; so I'm not sure what I'm missing. ๐ค
Ok, so reloaded - I got the module to show up, I think I got it!
I forgot to add commas after each language I think in the script
ah yep those are important
so the pro tip is that the values on the left are what's saved to the json, while the label properties are what shows in the sheet. If you've got a two word language, don't put any spaces or hyphens in the value on the left
you weren't kidding this is a motherlode
is this the best way to do this? Are there not shorter variables like @rsn?
@chr is what u want
If you write @chr that will result in the characteristic score to be added to the power roll that you chose on the "Characteristics" dropdown menu.
If you choose two characteristics then the higher of the two will be added
I had that and it didn't do anything
god i really do not like the forge's setup
If the ability is an NPC, you'll have to add the numerical value into the roll bonus instead of the @chr
awesome. this is much better. thanks!
I was gonna continue working on the kits today, but apparently somebody else claimed the task ๐ซ
I've got a general system question for you guys. Do keywords get added to abilities/spells/etc as they are modified? Hurl Element: Magic, Ranged, Strike. If I chuck fire, does it also gain the Fire keyword a la pf2e?
no
huh. weird.
why? 
so when using this, is what I'm doing Magic, Ranged instead of Melee, Weapon? or is it all 4?
fair. it just seems odd since the elementalist is unlikely to have a weapon or treat their fists as weapons, I don't think...
I mean, I saw that enchantment
but would that mean you could only use this if you took that enchantment so that you had a weapon?
no, the weapon tag just means that that ability benefits from weapon damage bonuses and the like
ah, is that how it is. okay, less weird then
its a very niche case in the elementalist's case
since knockback doesnt do damage on its own
yeah
feels a little like they were trying to save space on the page rather than make full ability blocks for all three
all three what?
maybe im too draw steel pilled but its pretty clear to me
probably, I'm brand new
but the "language" of draw steel can be its own sorta vibe
which u gotta get used to
the whole uh
"do x a number of y equal to [stat] score"
classic DS-ism
I actually like that
I'd much prefer that to the more natural language of pf2e, honestly.
oh to be clear i super prefer to it to natural language
too much room for interpretation
i just find the number of reference shorthand to be a lil bit of a dnd-ism
lol yeah.
"bonus equal to your charisma bonus" type beat
I think I might've made a mistake with my Kit entries.
I copied the values from the book not knowing they included the kit's bonus, but the system adds the kit bonus afterwards
So during entry I would have to subtract the bonus from the signature ability value so the system can auto-add it later
Would be the same for the damage values as they would also have the increased damage included.
So 5 being 3 dmg base + 2 from kit (Arcane Archer has a +2/+2/+2 bonus) and then + @chr
Right now it's adding the +kit dmg on top of the included dmg.
@smoky patrol Tagging you since you mentioned you wanted to add the other kits
Since you're doing a full replacement of the languages (though I'd recommend just adding to them), you can just do a direct assignment to the config property.
Hooks.once("init", () => {
CONFIG.DRAW_STEEL.languages = {
turathi: { label: "Turathi" },
esten: { label: "Esten" },
muscovan: { label: "Muscovan" },
arkoshian: { label: "Arkoshian" },
svanesse: { label: "Svanesse" },
};
});
(Also, lowercase / sluggified keys for internal properties are recommended, too)
out of curiosity, does this work for damage types (for homebrew purposes)? I remember being able to do it in 5e but I don't know if DS's system uses a similar model for damage types
probably helps if I looked at the config but I haven't dug through the repo code yet lol
I don't remember offhand
@supple night I stopped last night at Retarius if we want to split the task you can start at Shining Armor and work down the hero guide.
It's fine. I've looked over the other options and I think I'm gonna do Perks and then Careers.
Mostly because Careers require Perks to exist ๐
Wanted to call it out, I'm doing kit signature abilities as part of the kits. So if someone is working on abilities they can skip them
@simple nova any luck with monster parsing? If not we might be able to get a volunteer to create a spreadsheet of monster values that we could use instead?
I did see a message from ChaosOS come by yesterday that seemed to hint there was some kind of script that could parse a whole bunch of at once.
Yeah, I open sourced it for a reason : ) The code should be pretty easy to read
It's not 100% perfect, but that's mostly down to me not knowing your preferred syntax
Work/life has me pretty busy lately, but I can answer any questions your have
May I ask, does this cover ALL content? Maybe Perks and/or careers. too?
I'm doing data entry for that now and would seem like a waste of effort if the script imported those, too ๐
How about kits? Odishy is working on that atm.
Where's a tactician with "This Is What We Planned For" when ya need em?! 
In other contexts, single letter caps like @R also work
@supple night @smoky patrol strongly recommend joining the League server so we can coordinate in the dev channel
I'm there, just nobody seemed to be talking in there.
I'll switch to that channel then.
My script pulled from forge steel (who publishes their data), and added class abilities, kits, and monsters, I think you can find a link to the repo above or in the pinned post, I have not updated this since 1.0
Forge steel's recent release indicates that they think class abilities are done
Do you have a link to the script?
So what will be added in 0.8?
Checking the Github milestones is generally a good way to keep up with updates
https://github.com/MetaMorphic-Digital/draw-steel/milestone/3
We've also been keeping a live changelog, although it does need more details between now and release
https://github.com/MetaMorphic-Digital/draw-steel/blob/develop/CHANGELOG.md
Very excited to see all the updates
question, is this all going off of version 13 of foundry or will it work on version 12 if I decide to switch over?
it will not work on v12
๐ญ
Is there a seperate, in process, compendium or is it all being baked into the next release?
I notice that there are [Breaking] update from 0.7.3 to 0.8, does that mean existing worlds that uses 0.7.3 will stop working when updating it to 0.8?
And will this continue to happen when update to 0.9 in the future?
Breaking means for that part of the API, not the whole world
e.g. if you had a macro referencing system.hero.recoveries, you will need to adjust it to reference system.recoveries
compendium is being built into the system. Very unlikely it will be done for 0.8, but it will have some stuff
we'll keep adding to the compendiums with 0.8.1, 0.8.2, etc.
Does anyone have a better way to evaluate a variable in text other than [[@thing]]? It works, but it treats it as a roll and looks dumb if it's just supposed to be a number.
we plan to add a lookup enricher that will present it as plain text, but have not yet done so
ah, right on
How are you guys managing heroic resources:
- Manually through character sheet/token
- Using the token hud and manually selecting the number and typing over it with new value
- Using something clever-er that I'm not aware of
I remember playing a different game in the past and there were sweet little incriment/decrement buttons on the token hud that make interacting with these resources (and stamina) easier.
And, yep I'm aware that if properly configured the actions will allow stamina to be modified directly (as in damage).
so, for most purposes heroic resource gain & consumption is automated
worth also highlighting that the default foundry functionality of -X will subtract that value
and conversely +Y will add that value
i have bar brawl config set up that connects the bar to the HR resource attribute
so it will automatically go up and down as players gain and lose HR
oh chaos
i was thinking about this today but i dont wanna come across as needy
whats the team's thoughts on the current implementation of saves/the end turn button?
Really? I must have the thing configured wrong, I can't see any automated gain here. Not at start of turn, nor for any of the more interesting mechanics of gaining heroic resources. Are you suggesting (I have no idea) that if my fury gets damaged automatically there will be a corresponding increase in heroic resource?
My issue with these systems is always that automation is great but it's gotta be 100% right, otherwise my players get cranky at some stuff working and some stuff not working. It's a fabulour implimentation as it is (well done!) but I'm just trying to learn more about it before my first game. Ta.
not for the "secondary" gains
if u dont have the start of turn HR increase set up in the class section, it wont pop up
so u gotta set that up
is there some particular issue you're having? I feel like most of the current issues are around being able to apply save-ends effects, but I also havent' been actively running games in the system
Love it, are you automating this gain/loss too or what's the best way for you/your players to interface with these gains/losses
i was thinking about it, and im not sure if i wanna submit a ticket, but i feel like the current implementation is not as visible
or rather, its too automated
like, theres no button where i can just say "make save"
idk, is this crazy?
what gain/loss?
Sorry. I'll be a bit clearer. If I want to increase the HR by '2' -> What's the best way to do that?
Currently, I'm having to type it in
seems clunky
I think that's reasonable, I think we can add a "make save" button in that Combat section of the sheet
yeah for stuff like triggered abilities, typing +1 is the best solution
you can also use the mouse wheel on the character sheet
Where/how do you type +1?
Is that a function or a capability I'm missing in Foundry?
in the token bars
do you have bar brawl set up?
i can submit a ticket for this
i just didnt know if it was just me going crazy
the core token bars take +X as "add X" and -Y as "subtract Y"
or if it was actionable
it's on eof those things where we can only really assess UX needs once people actually play with the system, until then we've been making best guesses
makes sense
either a button that allows you to spend a HT to pass a save
or a button that allows you to roll a save
would be fantastic
as it stands u kinda just have to hope that the automation works?
and there isnt a lot of physical feedback
if that makes sense?
im sure it works great, i just cant get it to work consistently
yeah that's fair
cheers, i hope that didnt come across as too harsh
yeah super reasonable
I gave it a go, very good at displaying info. Not great for the max value of HR (given there isn't one). Also I didn't see many easy ways to interact with the HR so it's back to wondering how best to do that. I'm sure as I play a few more games it'll all fall into place.
I'm happy enough with clicking on the bars in the hud and entering a number or using +/- at the end of the day.
i set it at 15 and called it a day
I was going to do similar. Looking at that Troubadour though
i forget if this is doable but i think u can set the max at 1 and it should always show as full?
so ur just looking at 1 number
Following your other chat. Are the conditions save rolls automated through advancing the round on the combat tracker?
it is....difficult, i havent figured it out
I guess this is all helpful for me to know incase things start to dissapear when I wasn't expecting it as I use the system
I'm just glad I can put a custom image on a VTT and have things like movement be semi-automated. Sometimes that stuff will make or break a game session. And the use of visbile bars to track sundries like stamina and HR. It's a great module! Look forward to trying it out more.
something that just came to mind
is it in the cards to have like
buttons that trigger the 1/round or 1/combat HR gain effects?
i know nothing about coding so this is prob too much work
can definitely investigate better ways to help things along there
I actually got some ideas playing Lancer
I think by the time we hit 1.0 people will be quite pleased with all the feature functionality
What'm I doin wrong here?
0.7 doesn't have support for these enchantments
oh. lol
I've got a PR currently under review that will add a new AE type to handle this in 0.8
here I thought I was goin crazy
(the short of it is that abilityBonuses was only designed to work with kits, so it explicitly only checks for abilities with the weapon keyword)
0.8 will be a major leap forward for a lot of functionality
Iโve had it work fine on ranged weapons, had the same sanity check myself a while back.
ahh
add the weapon keyword and there you go. works now.
thanks!
While working on this, it seems like there would have to be a consideration taken for rolled damage vs non-rolled damage.
Currently it's only adding to rolled damage anyways
Organizational question for the crowd; in 0.8, dragging a kit onto your sheet will also give you the signature ability. given that knowledge, where would you want the abilities to be?
- In the same compendium as the kits
- In a separate "Abilities" compendium with other abilities that can be given in the game
I would argue they should be in a โKitโ folder in the โAbilitiesโ compendium for homebrew purposes.
Then again, for organizational purposes, putting them with their appropriate kits makes more sense.
Iโm not helping, am I? ๐
probably worth noting that end users should not be editing the system-provided compendiums
that's a good way to lose all your stuff
if you're talking about homebrew, you should be making your own personal module with its own compendiums
Either 1 or 2 works for me personally, but having the 'Signature Abilities' in the 'Abilities' compendium makes sense. Go to one place for those items and can then copy into personal compendiums or drag elsewhere for homebrew.
Remind me whether these abilities can be granted in any other ways but from kits?
Need to double check the titles but I think that one kit title gives the full kit
yeah Armed and Dangerous is a full-on "You can use and gain the benefits of kits"
Right. Though then the ability is still from the kit. Not the title.
I would lean towards having them nested below Kits, then.
That's where I as a user would think to look.
Having them in the abilities compendium makes more sense to me. For peeps who want to build something of their own. It would not occur to everyone to look for the signature abilities in the kits compendium.
Hi all, I have just downloaded v0.7.3 and am not sure how to get started with making characters & monster etc. Is there are compendium or do you need to manually input class & ancenstry into the sheet?
the upcoming 0.8.0 update will have significant amounts of compendium content but will not have everything
the tl;dr is that the book just came out so we're still working on it ๐
Thanks ๐
1 would be my preference for where to put Kit Signatures, nested with Kits.
I would say it also depends where abilities granted by ancestries, perks, titles, etc go. If they live with their parent compendium, kits should be the same.
Hey y'all! I haven't run DS via VTT yet more than a simple danger room in Foundry, and that was at least 3 months ago, however I've run a few other systems so I'm very familiar with FVTT.
How are things looking so far? ๐ Any reason I should just wait for Codex release over Foundry time investment?
on a real level, the Codex is a year away. We are days away from 0.8 having advancements & a good chunk of compendium content, and at the rate people are going I suspect within a month we'll have everything in
Any chance I can look at helping out? I'm an Ajax edition backer and I have all the PDFs. No coding knowledge, but I've made a fair sure of powers/items etc via the core Functionality. If it looks to be too much I'll admit it, but it would be cool to "make the sausage."
are you comfortable using github?
we have a CONTRIBUTING page on the repository that explains what the steps are, but it requires a basic willingness to execute a few commands in the terminal
To a point, yes. I'll take a look when I get home from work!
Hey, gang
Any notable changes post-release
still working on 0.8, should be out within the next few days
What I meant was that when making a custom kit (my idea of homebrew), it would make sense to have the kits signature abilities nearby to drag and drop them into an item easier.
But like many said, with the abilities compendium makes most sense.
Excellent work guys. Looking forward to the 0.8 release, you guys said you were working on compendium stuff. What specifically did you guys focus on so I can see what I might need to prep if you don't mind me asking?
You can see in the GitHub, but the big focus is character options so if you want bestiary content that's going to come later
Personal opinion is consistency. If Classes has their abilities nested, then kit should do the same.
If Abilities has it own compendium and subfolder which separate classes, kit etc, then do that instead.
nono thats perfect, i'd rather stat the monsters I need compared to having to hadn put in everything for each character
I look forward to it all, but I appreciate all of the effort.
I ran 4e at a physical table, and honestly I think DS is gonna be far easier than that to track myself if need be.
Weird nerdy question. When inserting tests or power rolls from the PDFs, I noticed that the "tier markers" are actually a custom font that map repectively to รก, รฉ, รญ.
The question is if that can be implemented in the CSS for FoundryVTT (for this system) or if we'll just have to suck it up and have a slightly diffenrent visual.
Man, that would be very nice if tier markers could be added
I am just adding them in some specific journal entries to replicate the PDFs as close as I can, but of cours this could have implications for the chat messages as well.
couldn't it just be accomplished by css images?
like, part of the roll template I guess
(using a custom font would be hell for any translation)
maybe svgs with a similar look if anyone is good at using illustrator or similar
I don't know, can it? I am genuinely asking.
if you can consider that sheets exist in foundry that look like this, anything is possible with enough css wizardry
cuz that same thing applies to the roll templates
...unless the sheet is using svelte
but that's aside the point
you'd be able to insert it pretty easily if the image or svg is set in the system
I don't think the team's focus is on CSS yet though since they wanted a lot of functionality first :P
Sure, this is far from important; I was just curious.
I believe the plans were to make the sheets and roll templates (especially) match the styling of the book as much as they can, but don't quote me on that
obviously, they'd have to take additional liberties for fitting foundry
I hope that styling isn't too far off; the organization of the 0.7 sheet makes me a bit uncomfortable with the visuals and alignment xD lotsa floating numbers
I think the .8 fixes this a bit by adding a couple buttons and boxes in place of click-text
ChaosOS did previously share a "prototype" icon next to clickable headers.
I don't know if they plan to add an image/icon next to every clickable text.
On a related note, what's your best guess as to the books' font choice?
hmm, good question
main text font is an adobe font I think
it's rogliano
I assume they used indesign for it
I believe the headers are breve
neither fonts are google fonts, so they wouldn't be able to use them for free
they'd have to pick something close
Closest google fonts would be Crimson Text (header) and maybe Merriweather (body)
๐ค
The short answer is it's a rights issue, the license does not currently cover trade dress
TIL:
From Wikipedia, the free encyclopedia
Trade dress is the characteristics of the visual appearance of a product or its packaging (or even the design of a building) that signify the source of the product to consumers.
For anyone who is ignorant of those things like me.
I know there has been talk about something resembling a "dev kit" being released, but until there's more direct support for mimicking the trade dress of the books we're unlikely to go too far in that direction
Does anyone know how to apply conditions in foundry vtt to a player from an attack? Im trying to cause on tier 3 of a Goul razor Claw to apply bleeding automatically. Maybe its just something i need to remember but trying to cut down on remembering.
not supported in 0.7, 0.8 has more support
Has anybody put together a Getting Started with Draw Steel on Foundry Guide for New People? I'd love to port my group over, but we'll need to find a new virtual platform.
If you mean Getting started with using Foundry for Draw Steel, the wiki on GitHub is pretty good (but you have to read it all to understand everything the system does for you and everything it doesnโt).
If you mean a Getting started with DS, Iโd recommend the Delian Tomb.
I figure once 0.8 comes out it'll be cleaner to do, the obvious question everyone has at first is "where's the stuff? how do I level up?"
Yeah I mostly meant how to get started with Draw Steel on Foundry--setting up characters and all of that kind of stuff.
Sounds like the wiki is where I should head
0.8 of the module is right around the corner, the guys are updating for draw steel release 1.0, it may be worth waiting a few days
I'm thinking by the time I'm ready to rally my friends for a oneshot 0.8 will be out. 
hello asking as someone who sees code and magic runes as the same how is the module going ?
Team is kicking ass and I think the community will be super excited with the next release
nice them i will cheking out very soon
Did someone have a module for Foundry to help mark squads by chance? I recall a suggestion once upon a time
To add what Odishy has said, version 0.8 should release soon, which will include level advancement automation as the main feature of the version
@still smelt I can recommend Token Colour Marker
This is kind of surprising, but I guess it leaves room for peeps to make their own visual style for the foundry system :P
Was organizing the rolls like table ever considered? Seperating tiers like how you have tables set up in the sheet already (alternate banding colors)
For what it's worth I'm hopeful that by 1.0 we'll figure something out for the trade dress situation
Yeah, maybe just getting some ideas of something to fit foundry's aesthetic and maybe general visual ease might help in case nothing comes of the kit, because I don't think matching the trade dress is a huge deal as much as improving readability
would it be possible to set up an enricher that references the rolled result? In particular I am looking in abilities that say things long the lines of "an ally can regain stamina equal to half the damage dealt"
Potentially
I'll add it to my AE scounting write-up
Oh, shoot! NVM - I was looking at the wrong map - its all working fine ๐
@night tusk Any ideas why the previews don't match the color though?
I had issues when I tried using Firefox instead of Chrome, bit beyond that, no idea, sorry ๐คท๐ป but the module creator is quite helpful in GitHub so maybe try your luck there with a bug report
I think I sort of found it - has something to do with dark mode on chrome and foundry ๐ค
Interface needs to be on dark mode it seems:
Odd
I find token colour marker hugely helpful
I'll take a screen shot when I get home. But I made little graphics for numbers with different colours. I find it really helpful when managing big encounters or I wanna slap down down some monsters without having to stop and group everything.
I can share em if people want em
Usually I change the group/squad image to the number graphic as well
I would be curious
Is that the name of the model?
Module*
Morning team, loving the automation as I dig into the wiki. A couple of quick ones please.
Figured out how to label the HR within a character sheet. But can't get the syntax right for automatic turn generation of HR. Is this automated yet? - Wiki seems to say so.
I suspect my issue is with turnGain and minimum below but can't get any combination to work. Thanks in advance:
"name": "Talent",
"type": "class",
"_id": "jJpjlLvggx9ootZQ",
"img": "icons/svg/item-bag.svg",
"system": {
"description": {
"value": "",
"gm": ""
},
"source": {
"book": "",
"page": "",
"license": "",
"revision": 1
},
"_dsid": "class",
"level": 0,
"primary": "Clarity",
"turnGain": "",
"minimum": "0",
"characteristics": {
"core": []
Where am I going to find the button/automation for 'When a hero has to roll a save to end a condition, they can spend a hero token instead to succeed. The pop-up prompt for the save has a button for this purpose'
so the HR generation is handled via the class-item. When setting up a class, in the details you name the HR and state at what rate it generates (2 or 1d3). If done correctly, once a player claims a turn in combat, it will automatically roll for resource gain and add to their count.
as for the "spend hero token for save", when a hero is affected by an effect that is done with duration of (save ends), then when they click End Turn in the initiative tracker during combat, a pop-up will prompt them to roll the save. On this prompt, there is also a button to use a hero token to automatically succeed.
when you right click on a token to add a condition via the HUD, at the very top of the condition HUD, there is a dropdown menu to choose the duration of a condition (EoT, Save Ends, End of Encounter).
if I would use [[/damage max(@M,@A,@R,@I,@P)]]{highest characteristic Score} in an ability description of an NPC, would that work?
I am please to report that, yes it does
Realized I forgot to send these. I use em for the Token Color Marker module and group/squad images for the initiative tracker. Probably should make more, but I've never needed passed 5.
nice
yoinking these immediately
more might become a necessity with squads no being only min 4 minions, but generally I would recommend against having that many anyways
could someone clarify to me how the groups work?
initiative groups i mean
like i get u put monsters in them, but do u just like
individually activate each monster within them?
as far as i can tell when you activate the group it doesnt activate the monsters within the group
If I got 8 goblin warriors, I can stick 2 in each group for 4 groups of 2 goblin warriors each. So say a hero goes, I take group 1's turn and have 2 of them each take a turn. as far as I understand it
no i get that, im just talking about managing the like
how it looks?
if that makes sense
u slap a buncha monsters into a group
do u press the arrow on the group or the monsters within?
activating the groups turn is for book keeping I would say. activating an individual minion's turn is for saving on effects at the end of their turn
oh in foundry, you still need to activate them seperately afaik
not that I am aware off
realistically you don't need to use the individual turn button if the enemies in a group are not affected by a condition
I'm concerned the Hero Token display is tiny and at the bottom left hand corner of the VTT. Is there any module that I can use to spice that up? Maybe like a tile that dynamically represents the current HT total? Just curious.
Or a module that I can incorporate that would do this? Place a big vortex or something in the corner of the VTT with a bigger number in it.
Given the system is still in development, I would be surprised if there is a module, but there might be one that let's you set up the proper data path ๐คท Probably a question best ask in the Australian before noon hours, when the Americans are not asleep and there are more people active here
Ultimately, it's stored as a game setting. Idk if there's any modules that would handle it well
Do we currently have a module list of what's needed to run DS vs what just helps? Obviously stuff like Dice so Nice is a must-have, I've always thought.
Simple answer; there's not actually any must haves
Even DSN is hard to strictly recommend while it's still buggy on v13
i like aura ring, or whatever its called
dice tray is a classic
condition lab for adding custom statuses
I'm gonna try running tonight--at the very least character creation and maybe a danger room. I haven't ran the official system yet, just the other one that's now archived.
I've had a weird idea. How could one (eventually) run an adventure โ like the Delian Tomb โ where the PCs don't start with all their stuff in such a way that the Director can easily assign or send the players their abilities as the adventure progresses?
Could you create dedicated journal entries for each PC with pages for every advancement level that would contain the appropriate abilities? Is there a smarter way (probably)?
0.8 has the ability to re-do advancements
Sure, but I mean the micro advancements of just adding one ability and one feature, let's say, as it becomes relevant.
Is the premise that you would be eg level 5 but have gotten none of the features from those levels, then hand them out piece meal?
If so, as chaosos says, you'd just re-do the relevant advancements.
(where initially you would have skipped them all, or configured them but deleted what they granted)
Correct - The beginning of Delian Tomb introduces new features for each pre-gen on an encounter basis (eventually ending on a fully featured level 1 character).
Yeah it's strictly a level 1 thing
Polling question: Would you expect/want the Dragon Knight feature, "Remember Your Oath", to be listed as an ability?
Note: It's a maneuver that gives a temporary boost to saving throws
i currently have it set up as such, so im biased, but i would prefer an ability
Is the current draw-steel-abilities compendium data still the version 1.3.2 shown here?
Currently everyone is working on getting stuff into the system
That's absolutely fine, I just wanted to make sure this was the latest release via the update buttons thru Foundry ๐
Believe me if I was more comfortable with this stuff I'd be on the front lines! Unfortunately I'm just getting back to work after taking some time off for GenCon so I'm playing eternal catch-up.
I thought about using card decks for this purpose as well. Never used cards on Foundry, far less for this purpose; I think itโs technically feasible, question is: is it a good option.
I would personally only want things as abilitiea if they are so in the rules. It could be confusing for some players. But i wouldn't be bothered if it was there.
I would like to have a single place where all the "actions" I have are
regardless of how I got them
having to jump between tabs in the ui is a sure fire way to completely forget that I have things
That's always the struggle with digital character sheets I find. There's a lot of preferences. Physical sheets are nice because it's all in front of you, but limited space. Digital, infinite space, tabs, easy to nest, etc
yeah, non-ability actions are IMHO just kinda weird within the rules
I will say, anyone I've ever played with, has preferred when sheets have a tab for all the activated stuff with timings. Thinking of 5e, where you can see all your weapon attacks, spells, features, etc
Eventually, with character and system mastery, having everything in front of your face to reference becomes less of a need, imo
I know that even when playing in person I usually end up making a custom sheet for my character that lists all the things I can do by how they are used in play
when I'm playing it doesn't matter where a thing comes from, what matters is when I can use it
Token action hud is actually a godsend for this kind of thing, I know someone made a specific draw steel version thatโs linked somewhere here in this chat.
Itโs be nice to eventually have different effects on tokens also in the top right corner, I think visual active effects does that in 5e? Havenโt tested it with the current DS version yet.
(the cool thing about a digital sheet is that, with enough work, you can have both the "where do things come from view" and the "what can I use now" view)
the pf2e system shows effects on a token in the top right
I used visual active effects for ages but I found one similar that liked more. I can link it later.
They both worked fine, I think I just liked the visuals of one more.
Twist the knife a little more, would you. :P
I'm sorry ๐ญ
So many of your modules have been a godsend
My 5e days were much improved
๐
Token Action HUD Draw Steel, an Add-on Module for Foundry Virtual Tabletop
Thanks so much! I kept missing it during the early days of testing out the custom system and then early versions of this system. Itโll make the transition from 5e much easier for my players.
Iโm glad. Yeah same for me. It was useful when I was testing combat instead of opening multiple sheats
Perhaps duplicate the actor with additional bits each time? Null_1, Null_2 (one extra ability) etc
Seems even more clunky than having a list of abilities to drag & drop onto the character sheet.
Yeah itโs a short term workaround for sure
Any ETA for the release of 0.8?
It'll be ready when it's ready. Data entry has been very revealing in some adjustments we need to make
The good news is it'll have a lot more compendium content than I had initially thought would be in 0.8.0
Its ready when its ready and when its ready it'll be ๐ฅ ๐ฅ
Got it. Thanks again for all the hard work. Just trying to schedule around it
Looking forward to the Foundry system, once my group finishes Kingmaker Iโm going to be running the Delian Tomb for them. Since weโre like level 16-17 Iโm guessing the system will be in a good place when we finish.
I was wondering if support was planned for the Pathfinder monster token modules to allow automatic mapping of monsters to token art if installed at some point? I know other systems besides Pathfinder 2e supports it and it would be nice to have a bunch of monsters get token art automatically.
Pathfinder Tokens: Monster Core, an Add-on Module for Foundry Virtual Tabletop
Pathfinder Tokens: Bestiaries, an Add-on Module for Foundry Virtual Tabletop
I think it's unlikely we'd include those mappings in the base system, but a compatibility module (a la the one for Token HUD) would be perfectly reasonable
All good. Hopefully someone does it as a comparability module at some point
Would be sweet if Paizo updated those later on to support the system.
My understanding was (could be mistaken) that Paizoโs folks did others a solid by including mappings for 5e and 13th Age in those modules.
Ah could be, Iโm not technical enough to know if thatโs the case. I could very well be, since mapping to non Pathfinder systems means more sales.
I very much appreciated the 13th Age mapping myself.
has anyone figured out an easy way to mass-apply free strikes, like in the case of minions?
I'm having a weird issue with the Foundry Module using the alternative Initiative rule. When I click on a actor in the tracker itself, it seems to reroll their initiative and shift their positioning? Is that meant to be happening? (I tested this with no modules installed, V13)
In fact it seems to increment their initiative down by one each time you click on them. Very odd ๐ง
It's possible the "alternative" initiative (aka D&D style) is not properly accounted for in all cases
best I can do is the enricher [[/damage @monster.freeStrike]] which pulls the freestike damage of the selected actor as an applicable damage button which you then can apply repeatedly
which I have tested and it works
for a squad of minions you could for example add their number as [[/damage 8*@monster.freeStrike]], but this requires you to manually alter the enricher ๐ค
yeah thats fair, i just wished it work so i could use it in mixed-stat block squads
if that makes sense
no I get it, but given an enricher can only pull from one monster stat block at a time (I think?) I don't think that would be possible with my approach
Hi! I am working on an ingestion script for abilities, but cannot find any target corresponding to self and/or ally? Am I missing something, or is the model missing something?
Unless it's been added for 0.8, it doesn't exist.
Good news is I've already been doing that and so will be handled for 0.8
That is great! Will keep going tough, as I find it a nice way to learn the system ๐
@simple nova is there a way to financially support your efforts?
OK I've finally sat down and made a personal ko-fi: https://ko-fi.com/chaosos
๐ 0.8 soon
i've been putting off really sinking my teeth into the system while QOL I keep needing is being made on the daily
somewhat of a bummer to go through a bunch of effort only for an update to drop that removes needing it
I don't know if this is a stupid question, but is there anyway we can help with like, filling out the compendiums once their introduced into the Foundry system? I don't really have any programing knowledge but would love to help with data entry/copying the stat blocks over for things like monsters if that is something feasible for a layman to do.
quite a few people are already working on that; however, it does require being comfortable with GitHub
Gotcha, so probably not something I'd be able to just jump into
Would it be possible go get a "loot" item type for items that are just for descriptive purposes? ๐ค like key items or mcguffins, or other random non-mechanical function items that are important enough to havs a description?
Might be good for tracking materials for crafting as well. 5x(ounces) costmary leaves, for example
Is there a rough ETA on 0.8 - I thought I remember reading that it might have been ready this week, but maybe that's just wishful thinking?
#1342298358664138805 message
#1342298358664138805 message
Yup, sounds like it might be around the end of the month. But yeah, ready when its ready.
Hoping sooner than end of month. What happened is we started doing features and realized we needed to better accommodate some edge cases before everyone goes too deep on the system
GitHub isn't really programming, it's more a tool that programmers use. You can absolutely learn it though, basically just a way for a bunch of folks to work on files together without colliding.
All the work I've done so far has been all just updating stuff and cleaning up JSON, which is also just a text file in an organized format.
YOSH! Monk's Active Tile Trigger got upodated to V13 โค๏ธ
Dndbeyond importer is really nifty for 5e. Is anyone planning to make some kind of importer for something like this for draw steel? https://andyaiken.github.io/forgesteel/#/hero
If they do, I hope they do it well. I disagree that DDBI (or its pf2e sibling) is any good. From what I have seen over the years, the character imports cause more issues than they help as any imported character would be likely to be blocked off from using a lot of system functions due to various issues with their setup.
There is character creation planned for 0.8 with the advancement system and I would sincerely hope a third party site import would not be required.
Now, using a third party site for planning a character? All for it, I know this site is great for that.
As long as folks in the long run can drag and drop their advancements from a compendium to their character sheet I think we'll be sitting pretty. ๐
I've seen importers much up things as well, or just break and be slow to update. So honestly in say PF2e, I tend to treat Pathbulder as a sandbox for playing with character options rather than my autorative sheet.
Forge steel is also a great tool for folks who play in person.
I've simply refused to use DDB or DDBI over the years because my experience with both has been miserable. ducktape solutions for the ducktape game
I'd estimate 0.8.0 is a good 50% of the way to that, still needs a lot more data entry
As convienant as DDB is, used it a bunch, it makes you lazy and is very restrictive. It trains you out of understanding how things click together over time.
But my goal is by 0.9 to have 100% of the data entry done
Hell ya
0.8.0 handles most advancements, but there's a few that will come later in the series
- characteristics
- perk choices
- ancestry traits
0.8.0 will have all the ancestry traits in the compendium but the whole point buy mechanism needs special attention
Makes sense. I'm just happy to have classes.
Yeah, sounds like it'll be in a place where I'll be able to run a oneshot for folks with it which is gonna make me very happy.
Just curious: have anyone of the coding people here tried the recently-released Cosmere RPG implementation in Foundry? They went way above and beyond and expectation that I had, so Iโm not implying the Draw Steel system implementation in FVTT should be even remotely close to that.
We take a look at all major system releases yeah
The funniest bit actually was finding out they use TypeScript
Haha yeah... Can't believe it..
-# No context for this
I've seen some games use the macro bar area for running encounters with little pop ups when you hover/click then. Thinking something like nimble 5e. Idk if you've seen it, but is using that area/bar something that you've considered using?
๐ฆ
Thinking about dragging monsters or abilities to it where it's more dynamic for reading and sending to the chat outside of just a macro to run a script.
Can try and find a reference later, idk if it makes much sense ๐
Worth pointing out the people behind the Cosmere RPG's system implementation is an entire team as well, and they got official support before even releasing it.
They were given direction about certain things from the Brotherwise folks too
Whenever we end up doing the Encounter actor type I'm sure we can load it up with feature functionality
I only found out about it because apparently one of the devs is an asshole Pathfinder GM i used to have (and i still recieve horror stories about to this day)! At least heโs good at programming, it seems!!
Cosmereโs system is a very sexy implementation from what my friends have shown me
@simple nova For the Data entry on monsters/abilities - is that something you're still looking for assistance with - or does it have to be done at more backend level to keep it all contained into a compendium?
so we are looking for assistance but it's in the context of people submitting pull requests on GitHub
I'd be open to help, if I can figure out how to do that. Any chance you have a walkthrough you can point to?
We have Contributing guidelines - on a basic level, you
- Clone the system repository
- Create a branch
- Open up foundry & do item creation/updates in the compendiums
- Run a command to save those changes to the json files
- File a pull request with your changes
so if i undertood this help you need is just to put the ruler and fill forms right ? no code what so ever ?
(i am afraid of math )
the code we write actually involves very little math
but yeah ultimately it's book data entry
yes thank you
not sure if i put in a ticket correctly: https://github.com/MetaMorphic-Digital/draw-steel/issues/842
or if i repeated a preexisting ticket
I believe that's a duplicate of https://github.com/MetaMorphic-Digital/draw-steel/issues/673 which is resolved for 0.8
my bad! thanks
no worries it's one of the downsides of longer release cycles is bugs can be "resolved" for a while without actually being fixed for users
duplicate of #xxx may be the most typed github comment
I'm trying to setup Ward of Excellent Protection for my friend and currently I have the applied effects of the following :
Att key : @damage.immunities.fire change mode: add Value: @characteristics.reason.value
Can anyone see why I'm unable to get the fire immunities up by their reason score?
Isn't rolldata not working yet in AE? iirc
I remember chaos saying something about that
just set it to 2
u only have to increase it 3 times in a "full" campaign
๐ค thatโs a really good point okay ty!
Also the key should never have an @ in it
You want system.damage.immunities.fire
Trying to follow steps to try and contribute but I can't seem to get the system to load in after following the steps/commands and seeing no errors through the step up to npm run build:packs.
I'd like to help with data entry but I'm obviously missing something either stupidly simple or a level of knowledge I don't have. I don't suppose there is a recommended youtube or tutorial that I could follow to help piece together what I might have missed without wasting anyones time?
what's the error, and you probably need npm install first
No error, I ran npm install first as per contribution steps, created the settings.json in the path and made it to the npm run build:packs part.
also probably worth highlighting we coordinate the data entry and other development tasks on the League server
there's a draw-steel-dev channel
Gotcha, just was hoping to at least get it running first to be useful instead of troubleshoot it.
What's the error?
There is honestly no error.
My other guess: You have foundry open already; you can only pack or unpack while you don't have a world open
No world open, foundry is closed.
OK, and so when you say "the system doesn't load" what do you get?
console errors, or just empty packs?
I think I made an incorrect assumption I would be seeing a separate system appear to use as a dev version. Is it instead a total replacement of the existing?
I took the "place it in" the draw steel folder very literally.
ahhh yeah so I have two installs of foundry; my remote server that I run games from, and then my local is purely dev stuff.
What I might recommend is that you set up a "dev" install using the v13 portable install separate from how you run games locally
I'll give that a try, thank you.
Edit: Appears to be resolved. Built a portable install as recommended.
If others search and notice this, other items were:
Git downloaded the files as "draw-steel-develop.zip" - the resulting containing folders were named the same thing, had to rename that to just draw-steel and make sure file folders were within that, not the additional folder they put the assets within named the same thing.
Also, don't Amelia Bedelia the instructions to place the GIT files within the draw-steel system folder as I did while going letter by letter in the steps.
wanted to throw a question to the crowd; should the Stormwright kits go with the other kits or should they go with the Stormwright class features in that compendium
the latter imo
question, but I saw a DS stream - is there a module to put all the NPC info on 1 page of a sheet, rather than tabs?
Or - really for all NPC's for that matter?
See, I would have thought go with kits - at least for putting the stamina/damage/speed bonus in the kit area; then again stormwights also need a way to alter their stats when they shift, don't they?
They will be kits but it's a question of organizing the compendiums (at least for now until we get a compendium browser going)
Aaah! Ok - then in that case, I would agree with @eager helm , I'd put under Fury class features
I think we can do more to improve lining things up in a more minimalistic sheet
I know for minions we definitely want one
I was taking more of a look at the Nimble setup in Foundry. Something like these little simple sheets would be kinda neat.
Yeah there's room for alternative sheets
the kits are listed in the class, not the kits page, so they should go with the class
Quick question but will probably check tomorrow - is there a way to order combatants in the combat tracker? Its unclear how it orders them and seems like I can't change the order at all?
The priority is based on
- Disposition
- If they've acted
- Internal ID
Wondering where would be a good place to share some of the pregen tokens I made for Delian Tomb or if not allowed?
#trpg_virtual-tabletop is probably the best spot if it's art assets because the R20/FG/Owlbear Rodeo deserve them too
Got it, thanks
How is policy. Could I be of any help by for instance scraping https://github.com/SteelCompendium/data-md/blob/main/Bestiary/monsters/Draw Steel Monsters - Unlinked.md for a raw compendium as a starting point for cleanup?
Yeah, honestly I was planning to do that but having someone else help write the scraper would be great
Not sure if I can commit to it, so don't wait for me if you get time toward that. But I could give it a shot.
hey peeps! i'm a recently retired software engr that, for the past many years, coded on fedora. home win10 pc has zero setup for dev work. although old school emacs, i prefer vscode for most things (besides git). anyone want to be a go-to on set up questions for foundry module dev? (i did write an unpublished one for twitch integration five(?) years ago)
Over at https://discord.com/channels/732325252788387980/1345535794554601553 in the foundry system dev-chat people will happily help you out
tl;dr I just use vscode
our CONTRIBUTING.md file lists out some recommended extensions
channel is unknown to me, @ me there? is it this server or fvtt?
Sorry I sent you the channel link instead of the invite
I see now that steelcompendium is not fully ingested either. And I have contractual issues preventing me from publishing code :/ As such I think my possible contribution would be more limited than expected. (I hoped to be able to produce full compendium set, which I think would be fine for me to share)
So I stop developing this. I managed to neatly parse out types, stat blocks and split out individual features, so if you want to I can outline those. But I think that is better done over DM.
yeah feel free to shoot me a DM
why this doesnt seem to work? it keeps failing to get the level value
i think thats a ticket for 0.8
it is a ticket but is not going to be in 0.8
we still need to implement that kind of logic
apologies for the misinformation
Yeah, for the time being just put the actual value of level in there, as the value field doesn't accept rolldata keys right now
Noticed a couple bugs in Foundry VTT tonight, a) when a player had a condition of save ends on them, it was rolling a save at the end of each characters turn, rather than their own and b) when I hit next round it immediatly rolled ALL players Heroic Resource immediatly. Have these been logged before?
The fix for A probably also resolved B
dont wanna embaress myself again but is there a ticket for a feature like your secondary HR triggers?
ill explain - like imagine if there was a button you could click that gives you 1 or 2 HR, like the tactician gaining 1 focus the first time in a round an ally uses a heroic ability
then it would remain grayed out until the start of the next round
is there a ticket already for something like this?
ill look for it and if i cant find one ill write a ticket for it
ah yes, theres a ticket for it. coolio
Out of the loop: are we looking at having to do a character/monster ability re-do when 0.8 drops? will i have to remake everything, or can i get stuff set up now?
Had a question for folks when it comes to monsters and malice abilities per type. Like all Goblins can spend malice to do x
Do directors want all those abilities on each goblin, or do directors want a generic goblin token that holds those abilities?
In my mind, itโs easier for each Goblin to have all the Malice abilities that apply to them. I donโt have to remember to place a generic goblin malice token somewhere or track it.
I think it 100% needs to be on each token, even if it's in it's own section. Draw Steel monsters and the system are pretty complex, if I have to look somewhere else for a monster's ability besides it's token/character sheet I'm going to forget it.
I personally would not want them on creatures. I find it to be too much bloat. I just have the raw text on my encounter prep note.
It would be handy if there was a button for malice abilities on the encounter tracker perhaps.
+1 that Iโd like the malice options listed on the npc stat block, maybe in its own tab, not a huge deal though if I need to track it myself somewhere
If it were up to me Iโd also have the hp and stats โpinnedโ at the top of the sheet and be visible on every tab so youโre minimizing how much you need to flip through tabs with features/abilities/stats
Actually a seperate tab would be a great idea if it's on the sheet
I'm getting the feeling more and more that we'll eventually want every feature, ability, stats, triggers (and ressource generation), etc. on seperate tabs with a user option to merge all tabs in a vertical stack (a single page with lots of scrolling).
Not a bad idea honestly.
@night tusk For health estimates, how do you have your winded/dying/dead stages set up? I can't figure out how to get it to work like i did in my CSB implementation.
Or its own section at the bottom of the sheet. I worry if its on its own page its still an out of sight out of mind thing
I would disagree, the less I have to scroll down to find things, the better. A big tab that says MALICE is pretty obvious
Thatโs definitely how Iโm feeling about non-ability features right now
Since my eyes are usually on the abilities tab, Iโm constantly forgetting anything not in that tab
But if I have learned anything about actor sheets over the passed 4 years of using foundry, literally nobody can ever agree, so there will likely be modules to address specific desires. Which is totally fine.
My preference is less tabs, but malice I think is one of the ones Iโd be fine for having itโs own since itโs not monster dependent most of the time
gimmie a Malice Window with all creatures loaded into the initiative order's malice abilities listed in it
fuck it, more windows!
I think some kind of UI like this would be great for malice tracking and spending in the tracker
Click it, makes a pop up to spend on that monster's turn. Hell, could even send a reminder in to chat when you start a monsters turn "do you wanna spend malice buddy?"
god that's just giving me reminders of the trauma of BG3 reactions. hey you got a trigger on this hey you got a trigger on this heyyougotatriggeronthis
MORE POPUPS!
to be fair im used to very out-the-way systems generally, so the more automated it gets the more i go "do i need this?"
but yeah you're right
Probably an easy checkbox to disable it. But hey, thats just my idea. Im no dev
That's what I've been doing. I put malice abilities in the free triggered section of each monster, so it's right there whenever I check a monster
Not too significant changes for abilities, the main change being to Applied Effects
Re: Malice, our solution will likely involve "Encounter" actors that function like the encounter sheet
So if i wanted to build out levels 1 and 2 of my table right now, I'm not gonna get too fucked up?
Yeah, you'll be missing out on advancements but ultimately those are to simplify character building
And compendium content once 0.8 releases (and its built) means i can just rebuild the sheets quickly with the full-featured items
for making items like ancestries, should i be making those in my Item directory and dragging onto the sheet? is that best practice?
Frankly, personal compendium is the best for a lot. We actually stone cold turned off creating ancestries in the sheet or in the item sidebar via UI
Assuming that's in 0.8 because i can still do that right now
Yeah, it's part of the advancement update
siick
(I'm finally transferring from CSB lol) ah okay, so Equipment is for treasures. might be better to have book parity on that name?
Definitely something we should consider
if it makes any difference, not seeing a Treasure item type immediately confused me
They are subdived in equipment. Maybe equipment should be treasures instead
Yeah I made a ticket and need to review the book wording
two questions:
- Can i use roll data like
echelonorlevelin the Value field of an effect? - Can i do math inside of the Value field and will it calculate for application? like, 2*
level?
Trying to figure out how best to implement this
- Not currently
- Not currently
We've got a ticket for processing values as roll data
swag, so for now i static type them and implement them as three different effects, then just turn them on and off by hand?
Although in this case I think the Ability Modified PR doesn't even need parse at evaluation, it'll just get added to the damage formula
This is a good example of something that will be simpler when one of my existing PRs gets merged & deployed
just make prod your dev branch nothing will go wrong
nothing has ever gone wrong with a push to prod on a friday night
you will not regret it
Make sure you already have other plans lined up too
book time off
Like dinner with your family, etc
Oh I guess since you asked, probably also worth highlighting the PR that's actually been holding up 0.8; we decided to break up Features into multiple new items subtypes
oh interesting!
Perks, Titles, and Ancestry Traits will all be unique item subtypes
Features will remain for class features
yeah that tends to be how i approach things in my CSB work - I tried working with a master "item" type for a while, but i found its just easier to break them off individually for full control
item turned into weapon, armor, consumable etcetc.
anyone have the draw steel adventure delian tomb pre-gen and npc chars in a form that i could import? i purchased the module and am setting up for tonight (first time playing for all of us)
I will say I plan to convert that monster data into json/yaml/xml after I get the markdown stable. Almost there.
My theory which is untested... I am going to model the foundry monster object as a psobject, then create a script that will take raw JSON and map it to the psobject and output it into a format I should be able to import into foundry. Which in theory is a template other tools can also use to import/export stuff around the community.
I'm using powershell because it's convenient but certainly isn't a requirement as almost every language has tools for JSON and whatnot
I'll send you screenshots when I'm at a computer ๐
Best I have are the PC pregen tokens
I don't have all of the character pregens since I built them from scratch and only made the ones I needed, but I could export the JSON's of them and share them with you. Only issue you'll have is all the icons and tokens I used are gonna come up missing and will need to be reassigned
thanks! i'll just hack&slash my way through first session
Not sure if it's allowed to share random files on here or not so I'll just send you a private DM of the zip
@lofty copper I thought I had it figured out, but I actually only changed the 50 % value to "Winded" and left it at that. But I just opened a feature request ticket with the dev to include functionality for below 0% and to be able to adjust the "don't mark as dead" creatures, sorry
thanks for putting the request in <3
How can i get item damage bonuses working? because item.bonuses.melee.damage.tier1 doesn't seem to be working in the Active Effect
not really implemented in 0.7.3, my solution is still under review
But my basic idea is it's going to be a new AE subtype
ooooo
Hi, I'm pretty much a foundry noob, but I've been messing around for a few days and I'm trying to get some of my player characters set up within foundry. How do I attach a template onto an ability for AoE abilities (I'm currently working on getting "Tough Crowd" working from the Draw Steel Abilities Module.). Any help would be greatly appreciated.
u can draw a burst or cube with the diagram tool
Yeah, currently don't have any template logic attached
@wary goblet 0.8 will not only have a lot of data entry but will feature a ton of new features like Advancements
that sounds great (and also a lot of work haha)
Sounds more and more like it's gonna be a huge milestone.
This early on, basically every update is a huge milestone. There's a lot of groundwork to be laid
sorry if this has already been covered, but I'm trying to input the Delian Tomb pregens into the DS foundry system and I've hit a blockage. How do I add an effect in the Failure/Success areas of a power?
For ex: I'm trying to create Stunning Blow, but don't now how to add the Daze and Slow effect (the dropdowns are empty and I can't seem to free-type into them)
Nevermind, I figured it out. For those in the future that may also have this issue, add an "Applied Effect" under the Effects tab, then select it in the dropdown
Fwiw this is getting redone in 0.8
Bad timing on my part, I guess ๐
Yeah, unfortunately got some details we need to get right before we push out an update
how dare you do QA on software
Yeah! Release a buggy mess and fix it later, it's what all the big game studios do! 
I'm starting to look at Draw Steel on foundry to get ready to run some games. Is there currently a way to create the traits for an ancestry?
They're adding in some ways to seperate them; but for right now, you can put the text in the 'Features' section of a character
Ty, that is what I was wondering about
How big of a difference is it between the existing V12 version and the V13 version?
I'm nervous to update from V12 as all my existing games run the way I want them to as is. But I'm also curious about this to see if it might be worth it for the draw steel progress.
Are you on a hosting service or do you run from your local machine
Local
V13 supports portable instances, so you can just install it to a different folder as long as you grab the Windows (Portable) installer and it'll keep everything separate