#Foundry VTT System

1 messages · Page 6 of 1

old salmon
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I'll probably do that if my group decides to play DS and they make me be Narrator (because I'm the Forever GM™), though I'm hoping I can just hand the Delian Tomb set to one of them and let them try running a game for once.

steady vault
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Running Draw Steel is as much if not more fun than playing it.

astral horizon
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So I'm putting Delian Tomb pregen characters into Foundry atm. In TDT, it does a funny little tutorial thing where characters actually don't have all their 1st-level features immediately - they add them as the first few encounters play out. Trying to think of a good way to do this in Foundry short of just saying 'refer to the physical sheets for what you actually have so far'.

crimson olive
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Do they phsyically write it in?

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is it possible to bundle those choices in each phase and reveal it in the journal as they go?

astral horizon
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It's present on the handout sheets by default, just subdivided into 'first encounter' 'second encounter' etc. I'm just thinking of if it's possible to phase the additions to the character sheet.

steady vault
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My solution right now is to prep the characters with the stuff they should have before the first encounter and then have a journal page (one per character) that will explain how to add their new features, probably with an image of the handout card or something.

astral horizon
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Yeah, I've created partial-fill sheets atm with only the 1st encounter stuff. I was considering making multiple versions of each sheet but it feels... clunky.

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It's a bit of an edge case, really, because only Delian Tomb does this.

steady vault
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Yeah, it doesn't make sense in any other circumstance.

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Also, DT "grants" you your heroic ressource later, but FVTT will calculate it automatically from the start, so... ¯_(ツ)_/¯ We do what we can.

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That's not true, I realise. I read the thing again and the PDF tells you about heroic ressources in the first encounter so it should be fine. (preparing all the stuff without actually running the Delian Tomb is turning my brain to a mushy pulp)

smoky patrol
river citrus
half grotto
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Anybody figure out a clever way to make this happen?

My player can effectively use vision of another willing token.

Maybe just give the primary player observer permissions over the willing players token?

half grotto
# steady vault Probably, yeah.

If i could use a light source that ties to the token that also has a "provides vision" option for ONE PLAYER, that would be so cool.

ember flower
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Is there a way to replace the default languages with custom languages?

I have my own long running world, with my own languages, and I'm not sure how, if possible, to add them into the system in place of the other languages.

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Same with skills, as well... I don't have the Timescape. The closest I have is The Grande Sphere.

simple nova
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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" }
  })
});
```Example script
ivory rivet
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I've seen this link before with instructions for creating a custom module where you can put that script:

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Not sure if that is the best way, though.

soft token
brisk root
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@night tusk Lifesaver! Thank you.

ashen dagger
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Speaking of scripts and macros are there any good ones for assisting with either shift/slide/push reminders or even full or semi automation? Still pretty new and trying to ease some extra clicks

eager helm
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none that i know of

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theres a lot of variance, especially when you add in map obstacles

ashen dagger
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The game has plenty of forced movement just trying to save my mouse and my poor fingers some work 😉

eager helm
simple nova
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We do eventually want to improve the forced movement handling

ashen dagger
simple nova
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So any work we do now would probably get thrown out in v14

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That kind of API instability means it's much lower priority

ashen dagger
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Ah okay. Wasn't sure where the divide came, thank you for clearing that up for me. You can only do what you can do with the time and people you've got and with a new system I understand features like that being more of a luxury vs the necessity of things you're implementing. Thank you for the time and work you've dedicated to this already I'm looking forward to putting it to good use

sage grotto
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Human Archer's crossbow attack doesn't take in any stats in compendium

simple nova
rain tendon
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tbh in regards to force move, I don't really want foundry to handle that, that's a level of automation that might be a step too far for my tastes

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Some way to assign collision damage swiftly, though, would be nice

ivory rivet
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I've considered adding a [[/damage 1]] [[/damage 2]] [[/damage 3]] [[/damage 4]] to the bottom of the Effects field on any ability that does forced movement, so there will be easy-to-use buttons to apply any increment of damage needed.

eager helm
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i do this for minions

ivory rivet
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You could alter the numbers to cover the range from the minimum to the maximum push distance, +2 for collisions.

rain tendon
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Yeah not a bad idea

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it's also not a huge pain to just tell my players to subtract 5 hp or whatever haha

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like definitely low priority from my pov

ashen dagger
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especially when it comes to repeated actions

rain tendon
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Yeah maybe when you're building a push effect it could be adjusted to add that damage button to the bottom based on distance

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or something like that

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even if it was a button that just opened a prompt where you put the damage in yourself and then it populates it in chat, that would be great

ivory rivet
ashen dagger
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I'm building the pregens for a DT run with my group and I've added a pop up box on the attack macros so skills like "Your Allies Cannot Save You!" that comes and up and says: Push Adjacent Enemies +2

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as we learn characters and if you could get that with a "click one of these spots" and it moves that makes it "easiest" but I'll take what I can get

ashen dagger
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We're moving over from Pathfinder2e where it seems like you can get something to do just about anything so it feels like I'm relearning Foundry lol

ivory rivet
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Oh, cool. The basics are that you can put [[/damage]] or [[/heal]] in your ability Effects fields or in a feature's description field, and it put a little clickable button in the chat output or feature text that will inflict or heal stamina. After the /damage or /heal, you can put a number, or a formula like 1d6, and include characteristics with the @ symbol and first initial. So [[/damage 2*@R]] would give a button that does damage equal to twice the character's Reason. You can add keywords after the formula for elemental damage types, and in the heal command you can add "temporary" at the end to make it temporary stamina instead of normal healing.

sage grotto
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How do you create this template?

short wadi
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Its not a template, its just a screen shot I took

river citrus
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We need a 3D wall we can slap the tokens against to deal damage, maybe a map region! Dip the tokens in there with a wall tile!

night tusk
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I like the idea of my players slowly learning the colours and seeing a red/purple ring and going "oh shit! 😱"

short wadi
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Yeah, it really helps with communication. I don't always need to stop and be like "these are the minions and these are the regular dudes..."

Players have caught on and love the passive information

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Well, I explained it to them when we started. But it's basically second nature now

trim nexus
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Does anyone know a fix to the text looking all weird in chat?

half grotto
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Is there a reason I can't add an active effect to an existing one?

I tried making a fresh one and don't have the button to add an attribute key line.

simple nova
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foundry version too

half grotto
simple nova
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I'll double check but that seems like a very odd UI bug

half grotto
half grotto
night tusk
sage grotto
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Should the basic malice feature be added to all enemy?

eager helm
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yes

sage grotto
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Ahh okay, I saw it in issue. Thanks!

soft token
frank sierra
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i'm running hosted on sqyre, fvtt v12.343, do i need to upgrade to v13 to use 0.8.0?

soft token
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yes

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you can also see the requirements on the package page 🙂

half grotto
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It works if I popout the window because I can resize it.

soft token
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Wack. We do extend the AE config, but there's nothing related to the width like this.

half grotto
soft token
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is Brave even a supported browser? I honestly dont know

half grotto
steady vault
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Is there a way in a macro or script to deal damage to the triggering token? I'm trying to create some smart regions for stuff like traps and braziers.

soft token
steady vault
soft token
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Probably better. More script resources over there

steady vault
half grotto
frank sierra
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are the delian tomb maps and pregens in 0.8.0? i just updated my lower-versioned fvtt and mod versions to latest am checking out the compendium

steady vault
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The maps and pregens cannot be included in those compendiums.

frank sierra
steady vault
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Creating the characters on Foundry with DS 0.8 is a breeze. The art took me much longer.

simple nova
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0.8.1 will include the full Echelon 1

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which will get you through the end of Delian Tomb

half grotto
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What would I target in the active affects to adjust this stamina value here? It isn't calculating correctly due to a Dwarf trait.

I tried system.recoveries.value but that's the number. Also is there documentation where I can read up on this?

simple nova
half grotto
simple nova
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Is that a specific module?

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As for docs, you can either go to the in-game journal compendium and the path I provided is in the Active Effects page, or you can look at the system wiki

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

GitHub

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

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the in-game journal is identical to the wiki, our releases populate both

half grotto
simple nova
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brief glance is they'd need to add explicit support for Draw Steel, but that doesn't look like it would be hard

half grotto
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I think it would be great to reference system document data like that.

ivory rivet
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There is a module called illandril's token tooltip that may help with this, as well as providing a nice popup tooltip for tokens. Here are two screenshots. In the first, you can see the tooltip where I have it configured to show Stamina, recoveries, move, disengage, surges, HR, etc. You can edit that to have whatever properties you want in the configuration screens. But when you are editing the tooltip, at the bottom of the editor screen (2nd screenshot), you can "Enable Data Key Debugger". That turns on a panel which lists the JSON data attributes and values for any token you hover over. You can see it in the right half of the first screenshot too. It has the token's picture first, then a scrollable list of all the token and actor attributes.

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This 3rd screenshot shows part of the panel if I scroll down to the system properties. There are too many to see them all in one shot, but you can see the system.recoveries.bonus, etc.

eager helm
warped mulch
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Are configured effects supposed to be auto applied after making a power roll or are they currently just for easy manual application? I have it setup accordingly and it does provide a button in the chat to apply the bleed myself. Just wondering if automation is not (yet) implemented.

eager helm
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you still have to apply it

half grotto
warped mulch
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cool. i dont mind applying them, I was just seeing if I was making extra work for myself unnecessarily lol

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thanks

eager helm
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its a very powerful utility tho

warped mulch
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For sure. I have the abilities for my mons configured as above so its easy to click, and sometimes too much automation can get in the way.

simple nova
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The next step is showing the potency comparison

trim nexus
simple nova
half grotto
night tusk
night tusk
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Probably has been asked before but I can't get the Distance Augmentation to work for my talent player? Any idea what might be wrong?

simple nova
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it's fixed in 0.8.1

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go to the details tab of the actual effect, you'll see that it's looking for magic and not psionic

formal crown
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Sorry if this has been answered before, is there a formula to make an inline roll button for characteristics/skill tests?

simple nova
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Not currently

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I mean, if you just want [[/r 2d10 + @R]] for a reason test that works

night tusk
simple nova
night tusk
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oh whoops

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Me: "I am smarter than the system, I know what to do!"
The System: "And I took that personally"

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yep, can confrim, that was the issue

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thanks

simple nova
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Upgrade means "compare with the current value, if higher, use this new one instead"

night tusk
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ah ok, thanks for the explanation

trim nexus
charred bough
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Is there a way to edit how much Stamina a recovery can heal? I see in the Class window (in this case, Fury), you can edit the total amount of Recoveries, but not the amount recovered. For example, 1 Recovery will heal 10 Stamina, I want to make it 14 Stamina.

Edit: Nevermind, I see that it is a known bug what is going on and will be fixed later on. Good looking all!

ivory rivet
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In the meantime, you can add a passive effect to the character or feature that adds a bonus to system.recoveries.bonus property.

charred bough
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Yeah that's what I'll do, many thanks

ivory rivet
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So in the system documentation journal's page on enricher's, it says "[​[/damage @monster.freeStrike]]: This will display the selected actors free strike damage as an Apply Damage button, which can be used multiple times for example for a minion squad..." This is a two step process - the chat text first puts a button that would show a die icon and the monster's free strike damage, and when you click that button it then "rolls" the damage before giving the Apply Damage button. Is there any way to skip the first button, and just have the Apply Damage button show up in the original chat message?

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I'm asking in part because I'm considering some macros that I'd like to create the Apply Damage button directly. I know I could just apply the damage to the token directly in the macro, but then I'd need to handle the logic for weakness, immunity, etc. I'd rather use the existing tool that already has that logic built in, if there is a way to create that Apply Damage (or healing) button from a macro directly.

simple nova
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The apply damage button is tied to having a Damage Roll in the chat message

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Are you already familiar with using new Roll/Roll.create?

ivory rivet
simple nova
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const roll = new ds.rolls.DamageRoll(formula, rollData) is the main thing you need that's system specific

ivory rivet
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Would the macro need to make adjustments for the applying token's immunities and weaknesses, or does that ds.rolls.DamageRoll take care of that?

soft token
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The roll itself does not apply damage. You do by clicking the relevant button.

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Roll#toMessage is your friend

whole hawk
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looks like we're making solid headway

simple nova
ivory rivet
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This might be an issue with a different addon, but I'm asking the question here to gather some info since the issue only applies to one Draw Steel attribute while others work as expected. I'm trying to figure out if there is anything "special" about how the system.hero.surges attribute is implemented compared to system.hero.primary.value?
The addon I'm using is Bar Brawl to add custom bars to the tokens for tracking Surges and Heroic Resources. One of the features of Bar Brawl is that it not only displays the extra bars on the token, but it also adds editable fields to the token right click hud so you can modify the values right there without opening the full character sheet.
I can use the Bar Brawl's hud editing field for system.hero.primary.value, but when I try to adjust system.hero.surges it gives an error stating

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Whoops, hit enter to soon.

simple nova
ivory rivet
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It gives a validation error saying that system.her.surges has to be an integer. But everything seems to be configure the same was as system.hero.primary,value and that works fine. Are those two attributes defined differently in the Draw Steel system module?

soft token
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system.hero.primary.value and system.hero.surges

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Both are integer properties. Shouldnt be any difference.

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i dont use the module tho, so who knows what it might be doing

ivory rivet
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That's what I was seeing too, so it seemed really odd that one worked and the other didn't. I'll pursue it with the addon developer then. Thanks for the confirmation.

marsh edge
short wadi
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So cool to see the creature role icons I made being used.

Pro tip: they work really well with the dynamic token rings

ivory rivet
# soft token Both are integer properties. Shouldnt be any difference.

I've been poking into it a bit more, and there is a difference how they are defined in the DrawSteel.mjs, at least superficially. The hero.surges uses requiredInteger(), while hero.primary.value uses NumberField with the integer property set to true. I haven't been able to track down what exactly the NumberField object does yet, to see whether it ultimately uses requiredInteger() too, or if it handles things differently. Maybe the NumberField approach does some form of implicit type conversion that requiredInteger() doesn't?

rapid crypt
soft token
clear cypress
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Hey friends! Using the module and I cannot believe that amount of work this must have taken! Thanks to all who contributed!
I have one question: I am building heroes into the scene and I am not sure how to select the ancestry options and add them to the character sheet. Any guidance would be appreciated! Thank you

short wadi
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The advancement for them isn't done yet. You can get the traits/features and manually drag them on

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At least, I think the individual features are entered in. I think there was work left to do on the point buy for them.

clear cypress
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Oh thank you! New to Foundry so I am learning the module and the system at the same time. Appreciate it!

marsh edge
marsh edge
# marsh edge This is what I have so far. Having trouble parsing the abilities, but I'm worki...

Anyone interested in this, here's the github link for what I have so far. I hope it works, it's my first time using github to share code: https://github.com/kenpoh01/Monster-Importer-for-Foundryvtt-Draw-Steel-System/tree/main/draw-steel-monster-json-importer

GitHub

This is a module for the FoundryVTT to import Draw Steel monsters from the Steel Compendium. - kenpoh01/Monster-Importer-for-Foundryvtt-Draw-Steel-System

rapid crypt
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Thanks!

nocturne hearth
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Does this module not have stamina on the character sheets? I can't find it.

drowsy crane
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This might be kind of a dumb question but I can't figure out how to set the Hero level to 1st level when building a new character.

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Oh I see sorry I figured it out.

nocturne hearth
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It doesn't seem like the "Locked" sheet is taking the movement speed assignment correctly. I have a Swift(6) character with Swashbuckling kit, for a total of 9 speed. The locked sheet only shows 6.

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Oh, because Swift is encoded as an override, not an addition.

ember flower
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I don't know if anyone else has noticed this, but I have a player who took the Dwarf Ancestry and took "Spark off your Skin" for the bonus stamina, but his Recovery value didn't increase.

I'm figuring a quick fix would be to add an additional effect to this ability that increases the recovery value by 2 per echelon (since the ability increases the stamina by 6). How would I do this?

nocturne hearth
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Is the effect from the advancement on?

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I just noticed this myself. It starts as "inactive"

ember flower
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Yeah, it's on. It gives them the +6 stamina, but it doesn't increase their recovery value.

nocturne hearth
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Hm, yeah

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I do not know the keyval for recovery boosts though

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Maybe recoveries are being calculated before echelon stamina bonuses are added.

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You could have it, instead of being an echelon bonus, add to max stamina directly and just change it each echelon

ember flower
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I have an elmentalist who is having a similar problem. They picked the enchantment that gave them "light armor" which gives them +3 stamina.

ivory rivet
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There is a known bug in v0.8 about the recovery value not being calculated correctly. I think it is fixed in the next version when it releases. In the meantime, you can use a passive active effect that adds to system.recoveries.bonus to fix it.

simple nova
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yeah

  • Stamina has already been fixed
  • speed needs to be addressed
drowsy crane
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I am kind of a dummy with Foundry and I’m not great with coding stuff, is there anywhere that shows you how to properly add the Draconic elemental immunities for dragon knights?

simple nova
drowsy crane
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How do you know what level is the right number?

nocturne hearth
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How do I merge minions into a group?

night tusk
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click and drag them into said group in the initiative tracket

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hang on

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  1. add all minions to combat
  2. create squad initiative group
  3. click&drag all minions into said group
  4. Right-clcik on group and reset Stamina to heal group up from zero to full health
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I am trying to set up my Monk's Token Bar module to have each players current amount of recoveries as the second value. It has worked in the past but now it doesn't display anything for me?
Have I not used the right attribute key?

ivory rivet
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Here's what I'm using, and recoveries ae showing for me:

night tusk
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yep, that worked, thanks

night tusk
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do we have a flat +Damage ability modifier?

eager helm
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we do, iirc

ivory rivet
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The documentation lists these 3 - damage.tier1.value, damage.tier2.value, damage.tier3.value. I think they are used with the new Create Ability Modifier instead of the normal Active Effects. Using these will affect all abilities, both melee and ranged. I'm not sure if there is a version that works for just melee or just ranged, or just magic, etc.

night tusk
ivory rivet
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Ah, very cool, I hadn't tried adding keywords to the ability modifier. Nice!

night tusk
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I am trying to implement the "Sanctified Weapon" war domain blessing of the Censor, which gives a +1 until the next respite. Until next Respite is already a viable duration, but I am missing the flat +1 (unless it doesn't exist)

night tusk
# simple nova What's the text?

As a respite activity, you can bless a weapon. Any creature who wields the weapon gains a +1 bonus to rolled damage with abilities that use the weapon. This benefit lasts until you finish another respite.

simple nova
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with a filter for weapon

sage grotto
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Can character made in forge steel be imported directly to the system?

simple nova
eager helm
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so initiative groups dont have enemies act right?

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it seems like they dont interface well with the current implementation of saves

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because having an initative group act doesnt "count" for triggering a save

steady vault
eager helm
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whats the intended implementation for minions then

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it seems a bit troublesome to activate each independent minion

simple nova
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We can definitely work on the implementation but how many minions have to make saves typically? They tend to go down when hit by a save ends effect

eager helm
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i think i phrased my wording poorly

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how are you supposed to be taking actions for minion squads

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just press the action button for initative groups? or click each minion individually

short wadi
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I will say, i find it clunky that there is an arrow for the ground AND the individual units for taking a turn. I don't really know what would feel better, it might not even be a problem. It just feels bleh

simple nova
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Yeah, it's not the simplest thing to represent

steady vault
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Maybe the intent would be to click action (the arrow) on the group and have the system automatically cycle every enemy for save ends effects but otherwise leave the user to choose how they act?

eager helm
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i think the current implement is a bit wonky, as drafty says, or at least thats how it feels to me

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cuz its not clear to me how ur supposed to take actions

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cuz then if u press the initiative group action button and click on it, then u still have a buncha actors inside that are meant have the button saying that they havent gone yet

clear brook
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Hello fellow gamers. I am going to be running Delian Tomb, and the players are new to both Draw Steel and Foundry. I wanted to make the pregen hero "progression" as smooth as possible on the player end.

Initially I thought i would just make multiple character sheets and introduce them as the game goes on, but then each player would have to reread the sheet and try to find what's new every encounter. I'm also thinking of making a compendium folder with the extra abilities, but I'm not sure how to display and communicate the info efficiently. Ideally i would like a way to "Show" the new abilities to the players when the time comes. Has anyone else tried doing something similar?

short wadi
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I don't really know if this is possible in an efficient way. Maybe a journal note that you can reveal bits of text of as they progress. They should be able to just drag it from the journal on to the sheet and have it

river citrus
steady vault
# clear brook Hello fellow gamers. I am going to be running Delian Tomb, and the players are n...

This is my solution:
I prepared the sheets without the stuff they get after each encounter. Then, this:

When the time comes to grant the tiny advancements from one encounter, refer to the appropriate character's journal entry here. Furthermore, to add those advancement features, follow these steps:

  1. On a character's sheet, click the Toggle Play/Edit Mode button.
  2. Click the feature containing the advancement (as noted in the Advancements journal).
  3. Drag and drop the feature onto the sheet.
    3.1. Alternatively, click the redo button (⟳) for the advancement.
    3.2. Select Yes on the prompt.
    3.3. Click the gear icon (⚙) to choose an option.
    3.4. Check the option from the Advancements journal.
    3.5. Click ✓ Confirm.
  4. Close all windows except the character sheet.
  5. Check that the ability or feature is on the sheet.
  6. Click the Toggle Play/Edit Mode button again. If needed, validate the numbers as seen in play mode.
clear brook
short wadi
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Not a compendium, the items themselves

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The above solution is probably better, if you dont need to write anything out to explain to them further

clear brook
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But thank you, I think the compendium folders will get the job done!

If only we lived in a world where I could write things down on some sort of physical medium and simply hand them to my players!

haughty tundra
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Am I doing somethign wrong or does choosing skills when selecting things like my class and career not actually set those anywhere?

simple nova
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What are you expecting?

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(they won't be visible in edit mode, only play mode)

haughty tundra
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I was expecting them to show up in the skills section kinda as if I manually choose them, but yes, you're right, they do appear in play mode

haughty tundra
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Is there a way of creating a module that will automatically map images to the system default monsters?

night tusk
drowsy crane
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@haughty tundra If I remember right when you drag and drop the Class or whatever onto the sheet it should give you a prompt window with a little gear that lets you select skills etc.

haughty tundra
soft token
haughty tundra
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Is there a guide somewhere for that? I've done it previously in pf2e and modified that for draw steel but it isn't working. I've tried googling it but am not finding anything

simple nova
ivory rivet
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I missed the discussion earlier today about how groups are handled in the combat tracker. My players were also being thrown off by the action icons (arrow or circle) on the group header as well as the individual members inside the group. My players kept seeing the collapsed group headers indicating that a group had gone, and not realizing that the individual monsters inside the group had not. My 2 cents would be to have the action indicator on the group header and not individual monsters, so they all start their turn at the same time and end their turn when we move on to the next player (or monster/group if there are no more players). But I'd also be fine with removing the icons from the header and only having them on the individual members. Either would be fine, really, but I'm not sure how to make use of both together.

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Another related topic about the initiative tracker. What controls the sort order? When and why does it re-sort itself when clicking to activate a token as starting their turn?

night tusk
# ivory rivet I missed the discussion earlier today about how groups are handled in the combat...

not criticizing, just explaining:

My players were also being thrown off by the action icons (arrow or circle) on the group header as well as the individual members inside the group. My players kept seeing the collapsed group headers indicating that a group had gone, and not realizing that the individual monsters inside the group had not.
in the end, the combat tracker as such just requires people to get used to how it works. Not in a way of, "better get used to it" but rather, it's a different system, so it works differently.

My 2 cents would be to have the action indicator on the group header and not individual monsters, so they all start their turn at the same time and end their turn when we move on to the next player (or monster/group if there are no more players). But I'd also be fine with removing the icons from the header and only having them on the individual members. Either would be fine, really, but I'm not sure how to make use of both together.
In the end it shouldn't matter to the players, because if a combat group goes, it shouldn't matter much how it looks, because all monsters in a group act subsequently to each other before anyone else gets a turn, so from a player POV, there is no "I need to take out this monster now, because it goes next after me" or anything like that.
And due to (save ends) effects, the individual turn trackers are needed to let the individual enemy make a save at the end of their turn, especially if it is multiple individual monster in the same group that need to make a save, maybe even for different effects.
As for getting rid of the group turn marker in favour of the individual ones: I can tell you from experience, having to click away every individual monster in an 8 minion squad plus captain, is a whole lot of book keeping that can mostly be hand waived with the group turn tracker 🤷

#

One recommendation I would have is use the module Token Color Marker to mark your individual combat group members to make it easier to follow which monster belongs to which group

ivory rivet
#

Thanks for the replies. I think I didn't explain my experience quite right though, or I'm misunderstanding how something is working. I'll respond to a few of your comments where I have follow up questions.

#

As for getting rid of the group turn marker in favour of the individual ones: I can tell you from experience, having to click away every individual monster in an 8 minion squad plus captain, is a whole lot of book keeping that can mostly be hand waived with the group turn tracker

#

How do you use the group turn tracker? I'm sorry if that sounds simplistic, but I'm unsure what it does or should be doing right now. I am wondering if I'm having a module interaction with another addon that is breaking something, because the action tracker icons for my combatant groups doesn't seem to work right now. When I start a combat or move from one combat round to the next, the circle or clock icons on the groups does not update like it does for individual monster tokens, so I have to manually reset them to arrows at the start of every round, or just don't use them. Is that what you're doing?

night tusk
ivory rivet
#

And I agree that it would be easier to just use the combatant group marker rather than each individual member inside the group (especially since they re-sort themselves after each click). But you mentioned that we have to rely on the individual member action tracker to get the benefit of save ends or end of turn effects, so that means clicking the arrow next to each one individually anyway right? So if we're clicking the arrows on every member token, then how does having an arrow on the group header really help? Isn't it just one more click without a real purpose?

#

And just to be clear, I'm really not trying to be argumentative - I'm more puzzling out if I'm missing something about how others are making use of the tool.

#

Does anyone know if there is an actual play that uses the Foundry module? I'd love to see how other directors are making use of the combat tracker because I feel like I'm not being efficient with it.

night tusk
# ivory rivet And I agree that it would be easier to just use the combatant group marker rathe...

this is an instance of general vs specific.
If no member of a group has a (save ends) effect applied to them, then there is no point in them having individual turn markers, or using them.
If one or two members have such an effect on them, I'd use only their turn markers and forgo the rest of the group. But as Chaos also said earlier, most minions are done for when they get hit with an ability that also applies effects, but not always

ivory rivet
#

So hypothetically, could the arrow/clock on the group header also change the action status of every member? Assuming the group header did get reset at the start of rounds, then could you click the group header's arrow to start the turn of the group, and then the system treats that as clicking the arrow of each member of the group individually? But if someone wanted to manage the member token action order in more detail for some special circumstance, they could still open the group and do it one-by-one instead? That would be the best of both worlds, I think, but I might still be missing something about how they're being used now.

night tusk
ivory rivet
#

Yep, I've been intending to do that, but since the topic came up earlier today I figured I'd first find out if I was either misusing the current tool or having an addon conflict on my end. I'll do it now.

#

The other small issue I run into with the tracker is the way it re-sorts. Let's say it starts out in the order of Group Green, Red, Blue, Yellow. I open Red, and click the first minion in that group, and now the Red group pops up to the top of the list, so I have to scroll up to recenter on the remaining members of that group. Fair enough. Next maybe Blue goes, so I scroll down and click on the first minion in it, and that whole group jumps up to the top, but it doesn't just push the rest down, it seems to either randomly reorder them or maybe it swaps position with whatever was at the top, because Red isn't 2nd now but might be 3rd. I haven't spent time playing with it out of game to figure out whether it is randomly re-sorting, or if there is a pattern to it. Is that how it behaves for everyone?

night tusk
#

I think mine acts the same. I don't know that there is a "way" to determine order at all?

That could be another feature request

ivory rivet
#

Done and done - two feature requests just got submitted. Thanks for talking through it with me, and confirming that it isn't something weird on my end.

#

PS: Totally agree about the Token Color Marker! It's working really well for me too.

night tusk
#

@ivory rivetif you haven't yet, also grab these group icons from Drafty for Token Colour Marker!

haughty tundra
haughty tundra
#

Do you mind if I use these in my games?

short wadi
#

nah not at all!

haughty tundra
#

tyvm

#

Gonna be running my first game of Draw Steel on Wednesday after having spent the past couple weeks reading through the rulebook when I could, so I'm doing as much of the setup as I can

forest ridge
#

heck yeah

night tusk
small ingot
#

I've ran my first game last week and I attest to that. I might add a little more details to it like the signature attack, free strike, and malice features so I won't have to reference the stats a lot, but it was super cool to run.

sage grotto
#

Is it safe to say that Perks are not fully done in 0.8.0?

sage grotto
#

Has anyone else get this bug? Not sure how to reproduce it but the recoveries value is not 1/3 of the max hp

short wadi
#

I assume it's in the same boat as adding ancestry trait selections

wispy dock
simple nova
sage grotto
simple nova
#

It should be attached as an item grant

steady vault
#

Fairly certain this has already been asked and answered, so apologies in advance, but I can't manage to find the answer. Will the Delian Tomb-specific monsters be included in the Monsters compendium?

sage grotto
# simple nova

Weird, adding it doesn't add in the maneuver. I will check again tomorrow

simple nova
slim marsh
#

This is more DS in general as a question but I'm still going through initial builds. I'm trying to find the guidance for Skills and duplicates. E.g. Fury pregen has Nature from two sources, the skills are selecting Nature on both career and class but I am having issues getting the pregen to be made without manual changes.

steady vault
#

It essentially can't be done. I tried a million ways, but A) the pregen PDF have a few mistakes (especially concerning skills) and B) the system currently doesn't really allow skill-swapping (i.e. avoiding a duplicate skill by simply picking another one) without using the manual dropdown selector menu or modifying the advancement that grants the skill.

half grotto
simple nova
#

Improving skill duplication handling is on the to do but not in the next patch

#

Probably by 0.9? IDK we'll see what 0.8.2 and 0.8.3 can bring

steady vault
#

It's kinda low priority, since you can still select skills from the dropdown.

simple nova
#

Yeah exactly, got bigger fish to fry

steady vault
#

Like shark-big? tonejoking

simple nova
#

Nope still haven't jumped the shark yet

half grotto
#

Just curious, is there a way to take out a skill already given?

For example the black ash giving all the lore skills or whatever it is.

simple nova
#

not cleanly, however you should be able to edit the advancement as it exists on the actor

half grotto
steady vault
half grotto
#

It might function better as a tool tip within the advancement screen? Or just having a check to see if a skill is already taken.

slim marsh
#

Trying to look at data entry again, saw Nagi working on Treasures but had a question on that as I tried to get some of it working, do we have effects working as expected there yet or am I trying it wrong?

E.g. for Bloodbound Bands I had system.stamina.bonuses.echelon for the +6 but I don't seem to get it to work. Trying to find the Issue for treasure tied to these things but wasn't seeing it in a way I recognized.

rain tendon
#

Are the Bands +6 per echelon? I think they're just a flat 6 that doesn't scale

slim marsh
#

Pg. 335 of Heroes

#

The item card doesn't show it but the Heroes page does.

#

Yet they don't scale +6, they go +6/+6/+9. Either way, was just trying to get the Stamina to appear.

rain tendon
#

Oh I see, yeah, +6/+12/+21

#

system.stamina.bonuses.echelon works for me

#

make sure it's add and not override or something

slim marsh
#

I toggle it to no effect.

rain tendon
#

the thing is you don't get the bonus to health at each echelon, you get them at level 1/5/9, which are not when you swap echelons. At some point we need a active effect that looks at character level instead

rain tendon
slim marsh
#

They have a kit, that's it.

rain tendon
#

maybe the kit is somehow interfering

slim marsh
#

there's a rule about STamina from two treasures (314) yet I wouldn't have expected Kit to prevent it.

rain tendon
#

I dunno, I tried on a charcacter with a kit and it's working for me 🤔

slim marsh
#

It's likely that type of conflict, which is why I'm raising the question. 🙂

rain tendon
#

with the effect on

#

with it off

#

I'm not seeing any errors or conflicts when combined with kits giving stamina, it should work

slim marsh
#

No explanation on my side, glad it's working somewhere though.

rain tendon
#

which kit do they have?

slim marsh
#

I removed it, same behavior.

rain tendon
#

Okay here's a question, did you have a class associated with them?

slim marsh
#

I went from full build, to just class, to nothing.

#

I made sure everything was updated too, even have your L3s.

#

So I'll keep working on it, if it works for someone, great, yet now I'm either screwed on my implementation or gaslighting myself. Either way, not good to confirm functionality on data with that happening.

rain tendon
#

could you send me the json of the item

#

if it works on my end then at least you can confirm you're making it correctly

slim marsh
#

Thanks to @rain tendon , came down to putting it as an Ability Modifier instead of an Active Effect. Habit from class data entry from earlier.

sage grotto
haughty tundra
#

Does Fancy Footwork have the wrong numbers built in to foundry or am I looking at old PDFs? It has 3,5, and 8 listed while my pdf has 5,7, and 10

simple nova
#

(see the bolded text)

haughty tundra
#

Ah, ok, so then the pre-gen from Delian Tomb is incorrect if I'm not mistaken? It has Fancy Footwork for the Trouvadour doing 9, 11, and 14, which I am only able to arrive at if I'm calculating the +2 bonuses on top of the numbers included in the kit signature abilities

simple nova
#

It's possible there's other pieces

still smelt
#

So, I'm not sure if there was another update - but I'm still getting this error. wans't sure if there was any other ideas out there to figure out what it may mean? Everything seems to be working fine for now (I think), but wondering if it means something is broken in the back ground.

Are there other pending updates?

simple nova
#

Which error?

#

Screenshot?

still smelt
#

I've deactivated all modules just to be sure - and its still showing

simple nova
#

Ah, yeah so basically it's failing to migrate your personal compendium. It'll show up every time you refresh, but all your world documents have migrated and we've got the compendium fix in 0.8.1

still smelt
#

Ah...ok 🤔

#

so, I just made a few personal items - not enough that I couldn't delete - would it be good to just...delete those?

#

and remake them in the new system?

#

I should say, I made a lot of Monster options on my personal server - I'm guessing those don't match now with new NPC blocks?

simple nova
#

I don't think a ton would've changed there

simple nova
still smelt
#

🫡

#

Ope! Fixed it! It was just a few old compendium files for like 8 items

rigid cypress
#

AI is a banned topic on this server.

brazen trellis
rigid cypress
#

Thank you 😊

still mauve
#

Is there a guide on how creating items works in the Draw Steel system for Foundry? This would be the one by MetaMorphic-Digital. Thanks!

simple nova
#

The system wiki information is also available via the in game journal compendium

still mauve
#

Thanks. I have that now so i will play with it and see if I have any other questions that are more specific.

still mauve
#

Ok I made an item that should raise the players Stamina Max by 6 points but it does nothing when I give the item to the player. Any ideas? I tried making it in passive effects and applied effects if that helps.

still mauve
simple nova
#

the attribute key should never start with @

#

you want system.stamina.max

#

on the wiki there's an Active Effects page

#

it has various attribute keys you can use

still mauve
#

ok that worked

#

I must have missed that page. Thanks for the help I will use that!

ivory rivet
#

Be aware that there is a current bug where increases to max stamina don't always get represented in the recovery value (which should be 1/3rd the max stamina). The bug will be fixed in the next release, but if you need an immediate fix you can use an active effect for system.recoveries.bonus to make up the missing points.

simple nova
#

(it's specifically the echelon bonus, an AE targeting system.stamina.max should still work fine)

steady vault
#

Is there any way to make a "this creature ignores difficult terrain" active effect? I don't except so — since difficult terrain is made with regions that increase the movement cost —, but thought I'd ask anyway.

simple nova
#

We've got that on the TODO list

steady vault
#

Oh wow. And how (do you think) you can make that happen? Really curious about that.

simple nova
#

I think dnd5e was right that "Difficult Terrain" needs to be its own region type, taking the core "Adjust movement" and adding some functionality like tags for what kind of difficult terrain it is

#

e.g. the Cryokinetic gets to ignore "difficult terrain related to cold and ice"

still smelt
#

Will the idea being that the Director can 'paint' difficult terrain OVER a map and designate it as such; and then heroes can interact with with (and have features that ignore it)?

night tusk
# still smelt Will the idea being that the Director can 'paint' difficult terrain OVER a map a...

Foundry's region functionality already kinda does that, and with the appropriate modules you can attach regions to shape templates.

But as Chaos said, the core option for "difficult terrain" - modify movement - only changes movement cost per square without having a way to determine why like saying "this is ice, so the Cryokintec can ignore it"

You can say an area costs more movement to "walk" through than it does to swim, but the vote functionality doesn't allow to differentiate between actors with a swimming speed, who should not have their movement cost increased, vs actors who don't have a swimming speed.

#

That being said, I felt like my scene making in foundry was a Pokemon evolving when I started using Regions. So many things you can easily do with it (things that are general and not system specific)

simple nova
#

Yeah, the movement adjustment functionality is 90% of the way there and built out an API to do what we need to do

half grotto
simple nova
half grotto
#

I thought it was system.damage.bonus.psychic but my testing wasn't fruitful.

simple nova
half grotto
simple nova
#

As for the Stamina, no effect — you want to use [[/heal 10 temp]] as an enricher

half grotto
simple nova
#

Yep

marsh edge
#

I’d like to start to contribute but have a question. When it says dev install, which version is that? Feature testing? API development? Prototype releases? Also, I’m assuming this can be installed as a separate version without interfering with my regular installed version?

simple nova
#

Windows portable install of the latest Foundry

haughty tundra
#

is there a module that allows for a button to deal targeted damage for Draw Steel?

night tusk
#

define targeted damage

#

best go to would be using an enricher along the lines of [[/damage X type}]] where X is the number and type is whatever damage type you want

night tusk
haughty tundra
#

So when a player or the gm targets a creature and then does their power roll, having an option to apply that damage to the target without needing to select the token first.

eager helm
#

i would like that as well

#

would be worth writing a ticket

night tusk
haughty tundra
#

in both 5e and pf2e yeah

forest ridge
#

I'm trying to make the Warrior Priest kit apply the effect of damage weakness on a target, but I can't seem to make the button appear in the chat log to apply the effect.

eager helm
#

do you have the effect added in the ability?

forest ridge
#

Yeah, that's the top part of the image. Weakening Brand is the sig ability

night tusk
# forest ridge

In edit mode on the impact tab you need a power roll effect for applied abilities. There it should then be in the dropdown for the applied effects in question

forest ridge
#

Right, I thought about that, but I thought it was kinda unwieldy to create another power roll effect to apply an effect that doesn't need a roll or potency to be applied

#

Is that just the way it's intended to be applied?

night tusk
# forest ridge Is that just the way it's intended to be applied?

Well we don't have a way currently to apply effects like that with a button press from the chat cards as we currently don't have a text enricher or anything like it.

Right now, the best way to do it is to add the effect as "always" unrelated to any potency for every tier 🤷🏻

forest ridge
#

Gotcha.

forest ridge
#

I've made it, and it works, thanks! But when I select the same effect for the Tiers 2 and 3 using the drop down, closing out doesn't save it. Does each tier need its own custom effect even if they're the same?

soft token
#

That doesn't sound right.

night tusk
marsh edge
soft token
#

No, it's an install like any other. What you use it for is up to you.

#

But the important bit is that it is separate from your live game.

brazen trellis
#

Is there a way to add a custom culture? I'm making the pre gens from Delian Tomb and the first one has:

Culture: Wilderness, Bureaucratic, Creative

I can't find that combination in any of the pre made cultures

marsh edge
#

Still not sure what is meant by a dev install then.

soft token
#

An install you use just for dev.

steady vault
river citrus
still smelt
#

So, realized my plan if adding treasure bonuses to kits won't work because kits add stamina every echelon and armor adds only at specific levels.

We're there plans on how to add stamina and damage bonuses to characters for treasures?

soft token
#

Safe to say everything is "planned", but subject to prioritization. If there's no issue on github, by all means make one. 🙂

amber zealot
#

I recall Menace was in the bottom left corner in the older version.. Where do I find menace in the current version?

simple nova
amber zealot
#

Is there a way to somehow mark multiple tokens as going in the initative simultaneously?

amber zealot
simple nova
#

Vertical ellipsis in the top right of the tracker

amber zealot
#

Ah cheers. But they are not connected to any actors, is that possible to do?

half grotto
amber zealot
#

Maybe I should stop asking and try things out just a little before asking 😅 thank you!

analog matrix
#

Hey all in my most recent session I noticed that Stamina values are directly tied to the class being inputted onto the actor sheet, this caused a bit of frustration as we couldn’t modify the max Stamina of an Player Character Actor very easily.

Is there an easy way to modify stats from the base class, or is it just expected to build out each character option onto those player character actor sheets now?

If that’s the case, is there a place where I can easily pick out the Delian Tomb pregen characters?

simple nova
#

system.stamina.max or system.stamina.bonuses.echelon

analog matrix
#

Thanks I’ll take a look into that.

steady vault
#

A little automation help

amber zealot
#

Oh nice, thank you!

amber zealot
#

Is there anything special I should do to grant a PC a follower, or do I just create an NPC and say "this is your follower". As in, not a thing on their character sheet?

simple nova
#

Right now just make an NPC, we do eventually plan to have a separate actor type for followers + have PC linkage

#

you can throw in a link in the PC biography

amber zealot
#

Alright cheers!

still smelt
#

@simple nova sorry, posted in General for some odd reason. The one in this channel, sorry 😅

simple nova
#

Are you talking about Ashes compendium?

still smelt
#

yeah, perhaps I was just not paying attention sorry. Wasn't sure where the Github link was

#

I eventually got there, but wasn't sure were's the best place to find it again in the future

simple nova
#

Once 0.8.1 is out we'll I'll ask for it to be removed, it's got some of the level 2 & 3 stuff from the Backer Packet that people might find helpful still

#

but 0.8.1 will have the release versions of that stuff

graceful hamlet
#

any tips on making the pre-gen characters in foundry for delian tomb? adding their abilities over time seems like a big hastle

simple nova
#

Ah, the Delian Tomb part

graceful hamlet
#

sry edit yea

simple nova
#

You can skip choices then revisit them by opening the Class item

steady vault
#

After each encounter, you can then drag the appropriate ability/feature onto the sheet.

graceful hamlet
#

i'll fiddle with it 👍

rain tendon
#

Personally I just labeled the various things on the pregen as "first encounter, second encounter" etc

#

if it works well enough for print, it works well enough for the vtt!

#

don't overcomplicate it

graceful hamlet
#

Does acolyte of fire not have a foundry effect attached?

simple nova
#

Should have an ability modifier on it

#

If it doesn't that's a bug

#

That's the +1 damage to Fire spells, right?

#

Im 90% sure it does since I ran the RtB with it

graceful hamlet
#

Yea, i just tried making the pregen elementalist and didnt see an effect for it

rain tendon
#

I'm double checking in the dev build one sec

#

Hm, yeah looks like it's missing, coulda sworn we got that

rain tendon
half grotto
rain tendon
#

Chaos I'll send a PR over with the fix later

eager helm
#

is there an easy shortcut or way to switch movement modes?

#

like climbing for instance

#

or jumping over some difficult terrain

#

as i understand it you have to move, stop, right click the token, change movement to climbing, then click, drag, adjust height as you jump, then release and change the movement to walking again

#

typically this is really only a big issue when you have to change the movement mode in the middle of a move action, which is why i ask

steady vault
#

Sounds like a job for a macro.

night tusk
#

also in general if you'd want to do a complicated movement, like running up to a camp fire, jumping over it, continue running, but in a different angle":

hold CTRL > start dragging the token > click for the first way point > let go of CTRL > hit TAB to switch jumping > hold CTRL again > click where you want the Jump to end > drag to final position > let go of CTRL > click final destination

#

you can also change elevation while moving this way!

eager helm
#

works awesome, thank you.

#

this might beyond the scope of the channel but is there a way to desginate an area as higher or lower elevation?

#

cuz for instance if i put a token at -2 elevation it appears at low opacity which makes it hard to see

simple nova
#

so the current implementation is missing a lot of capabilities

eager helm
#

many thanks

#

i dont keep up with foundry stuff at all 😅

simple nova
eager helm
#

one last thing while ur here chaos

night tusk
eager helm
#

is there a way for added-on damage (aka from enrichers) to be "bundled" into the ability

#

like lets say i use 2 surges on a strike

#

but the target has damage immunity 2

#

is there an implementation for that so applying the damage through an enricher doesnt proc the immunity twice?

night tusk
eager helm
#

is enhanced regions a module?

night tusk
eager helm
#

perfect, thanks

night tusk
#

how that can be used:
For the Delian Tomb Arixx map, I set the map background to -4 with Levels, then set circular regions where the weakened floor pits are, which thanks to Enhanced Region Behavior will set any token who marches into them as -4, and with the Wall Height module is et up walls around the pit that have a maximum height of zero, so only when you are lower than zero would you see those walls, like when you are stuck in a pit blob3cevil

simple nova
eager helm
#

thanks for the response!

night tusk
#

we also want to add some ways for enrichers to ignore immunities

Before we know it we will end up with enrichers like
[[/damage 5 corruption;ignores immunity;has a sandwich before applying]] tonejoking

eager helm
marsh edge
#

I may have a version of the monster .json imporer working as good as it will get (that I can do). Do you still want information submitted for approval if it isn't complete (automation not set up, no malice abilities)?

night tusk
eager helm
#

yeah

night tusk
#

if yes, then in the scene config menu you should see this:

eager helm
#

thats how mine looks

night tusk
#

red square

eager helm
#

yeah i know

#

background elevation is 0

night tusk
#

yeah, so change it to -5 or whatever you want 🙂

eager helm
#

ah i see

#

thanks

#

one last thing about regions

#

how do you make it so a token ceases to be at a certain elevation when they leave a specific region

#

as it stand a token will set its elevation at like, 1, when it enters a region, but wont cease that

zinc glen
#

you can surround that region with another that undoes the elevation change

eager helm
#

okay

steady vault
#

More simply have an effect that does the reverse when the token an animates out of the region

#
  1. Token animates in -> Elevation +1
  2. Token animates out -> Elevation -1
steady vault
#

1 region, multiple effects. You can also have the elevation = target elevation (instead of a calculation)

eager helm
#

hmmmmm im not getting it to work

lament mortar
#

I should take the time to map out my pathfinder 2e pawn module art to draw steel

night tusk
eager helm
#

maybe its the way i wrote it? does "elevation 0" not work?

rain tendon
night tusk
#

it should

steady vault
eager helm
#

ill just give it up for now

zinc glen
#

Oh apply elevation using macros/scripts
I was doing it using teleports and a whole bunch of regions

#

(set a region at elevation x that teleports to a region at elevation y)

eager helm
#

thats too much work than im willing to put in

rain tendon
night tusk
simple nova
zinc glen
marsh edge
simple nova
#

yes

steady vault
zinc glen
#

... which is not enabled in this game...
my bad I thought I had it already

night tusk
steady vault
#

Oh that one does that too? Nice!

night tusk
steady vault
#

I may be confusing my modules.

zinc glen
#

ah, right, I was going to say, I still don't see it with levels on

#

thanks for the help guys

steady vault
night tusk
zinc glen
#

this is why I try to aggressively prune my module list

#

or at least the active module list

#

I lived through wow mods, I don't want to get into the same mess 😛

steady vault
#

Building the Delian Tomb adventure module pushed my knowledge and capabilities. Since I tried to force my (target audience) friend to install as few other modules as possible, I tried to replicate add-on functionality with macros.

#

For the most part, it works but it is a bit janky sometimes.

night tusk
zinc glen
#

you can do some elevation shenanigans without addons, using the teleport behaviour on regions

#

but it's kinda fiddly

night tusk
#

teleporting token changes elevation?

steady vault
zinc glen
# night tusk teleporting token changes elevation?

teleport moves a token to another region, and regions can have a max and min elevation
so by stacking 2 regions at different elevations you can move the token from one to the other (one way only or you'll get an infinite loop)

steady vault
zinc glen
#

works pretty well for ladders

#

if you don't mind making 4 regions for each ladder 😢

night tusk
#

I never knew

zinc glen
#

honestly, I can't wait for this to be built in the canvas so it just works

steady vault
#

I still consider myself relatively new to Foundry, having been introduced to it last year and using it as a GM only for Draw Steel since backer packet 2.
When I saw FVTT had elevation built-in and regions were a thing with automations, I was sure elevation change would be one of the options. It sounds so obvious to me. But hey, better jank and mods than nothing.

night tusk
#

alright, enough unrelated foundry chatter now (he says after being a big part of it), let's not fill the chat too much

steady vault
#

I feel (personally at least) like the Draw Steel FVTT system is nearly done to perfection. I am presently satisfied; it has most everything I would want or will with 0.8.1. Eventually, this will become a dead chat because everything will work as intended and all bugs will be squashed and there shall be peace on Orden!

night tusk
#

looking at the long list of feature requests I doubt that will happen any time soon 😛

steady vault
#

Well, it’s relative. It is of course still in development, but the core is looking better and better.

simple nova
#

there's just... a lot

steady vault
#

Understandably, yeah.

#

MCDM wasn’t satisfied with only one brave new book with tons of new stuff, they had to make TWO, the mad lads! tonejoking

lament mortar
#

I am unable to drag and drop actors to the map in foundry. hmm

#

Doh. Turns out drag upload was causing the issue. Disabling it fixed it

lament mortar
#

FoundryVTT supports animated .WEBMs for monster art. I decided to use Ragnarok Online sprites for my monsters/characters with my campaign.

eager helm
#

do reccomend

lament mortar
#

I wonder how nicely the 8/16 bit sprite movement module works with v13

night tusk
sage grotto
#

@simple nova How would future update affect existing actor? For example, when level 2 advancement was added in, what needs to be done so that existing player get the advancement automation?
How would this affect certain buggy class that require fix like Shadow's Black Ash college?

simple nova
#

as for updates: One thing I would like in 0.8.1 is a "Update from Compendium" feature that does do that

#

we'll see how it shapes up but I think people would find it helpful

sage grotto
simple nova
#

It should yeah, it's going to use the compendium document link. You can view the linkage by opening the "Source" panel on the item

sudden aurora
#

I would like to add a Seeking implement to a Censor character to increase magic ability ranges by 2. In order to do that I believe I can add a Passive Effect to the item, but what would be the Attribute Key to capture all magic abilities? Would the Change Mode be Add or Upgrade? Is this kind of information on a wiki or reference doc?

eager helm
#

theres a wiki describing active effects, yeah

#

u can find it on the github

#

i thinkkkk its distance, making sure to include the magic and ranged keywords?

simple nova
#

It's also present with the in client docs

#

Open the Journals Compendium

night tusk
drowsy crane
#

How to abilities that give surges to allies work? Do you have to manually imput the number of surges or is there a way to target or whatever that applies them to the allies sheet?

eager helm
#

u have to do it manually afaik

drowsy crane
#

Ok. Thanks.

night tusk
lament mortar
#

Are all of the core book monsters implemented into Foundry with 0.8.0?

drowsy crane
#

No worries. 🙂 I am just teaching myself Foundry on top of learning to run DS so I am muddling through both at the same time.

night tusk
#

most likely won't even all be in 0.8.1

#

but work is progressing fast, especially now that kenpoh finished their monster importer

#

I think the plan is to have all Echelon 1 monster in 0.8.1

lament mortar
#

Nice. Im not starting until next weekend, and we will be running Delian tomb for a few sessions so no biggie.

night tusk
#

I know a few are already in 0.8.0

lament mortar
#

I did manage to use Token Variant Art module to map everything currently available to my pf2e token art assets that I bought on Foundry

#

Very easy to do, and fast. 10/10 recommend

night tusk
#

and the abilities compendium in the pinned messages has all backer packet monsters included, they would need only minimal work to update

lament mortar
#

my buddies poor satallite internet couldnt handle the .webms for my animated ragnarok sprites. rip

night tusk
#

how big are the webm files on average?

lament mortar
#

20-50mb

#

Im sure I could compress them down but the work wouldnt be worth it

#

Simply having that mass of them in my library was causing him to lag out, must be a Forge thing. idk

wicked ruin
#

I got my first Road to Broadherst/Delian Tomb game scheduled for the 15 so I’m probably going to start the Foundry setup this weekend

lament mortar
#

Mine is mostly setup and ready to go. Need to do a little play testing to get the muscle memory going

#

We're playing a slightly modified Delian Tomb to get a feel for the system and work out foundry kinks

wicked ruin
#

It should be interesting I last GMed a game of Abomination Vaults a few years ago but have only played games since. I’m the person in our group that is super interested in trying Draw Steel since I’m getting kinda burnt out on traditional D20 type games like 5e and Pathfinder 2e so I’ll be running it.

#

I’m also the lucky person who gets to run our Foundry server

sage grotto
#

Is there a way to apply damage type for [[/damage ]]?

eager helm
#

yep, its explained in the compendium. just put in the type after the damage number

#

[​[/damage 3d6 acid]]: You can include damage types, which are not case sensitive.

sage grotto
#

Which means some kit in the compendium will need some update. Will file an issue

eager helm
#

is there a planned implementation of the "reverse" power rolls for certain abilities that call for players to make tests?

sage grotto
#

Does "Inertial shield" works automatically? the part where it reduce potency by 1

eager helm
#

not the potency effect, no

#

if you shift+click on damage when you would apply it, it will only apply half damage tho

night tusk
eager helm
#

just curious about if the team had any ideas for its implementation

night tusk
#

what do you think?

#

as in what I ideas do you have?

eager helm
#

hmmmmm

#

maybe like u click a button and each person rolls a test which tells u the effect?

#

then its the typical damage/status application?

#

that feels like a lot of dialogue windows tho

#

i feel like theres a better solution

night tusk
#

Originally I would have said something similar to you with a clickable test, but just now I thought it would be much better if it would be an enricher, that can draw on the token selected by the person clicking the button.

eager helm
#

i think the biggest issue (imo) is having 3-5 players all make rolls at the same time

#

i dont think u can apply statuses with enrichers either

zinc glen
#

Feels to me like it’s a pretty similar scenario to saving throws in DnD and pathfinder
The pf2e system shows a prompt for the saving throw and the player of each affected character will click it to roll their save

This should work the same in my mind

eager helm
#

see that makes sense but i cant help but feel theres a better solution

#

idk

zinc glen
#

a more sophisticated ui (based on knowing who is targeted by the effect) could list all the affected characters in the first ability message, each with their own roll button and show the results inline (I know there's a module for pf2e to do this)

#

I'm just saying there's a lot of prior art to look at

night tusk
#

It will probably be something like
new power roll effect: Test

  • let's you determine the tested characteristic
  • let's you apply bonuses etc like other rolls
  • let's you determine the outcome for each tier (applied effects, damage, etc)
    All outcomes are displayed in the chatcard, the test itself is a roll button, and the results are apply buttons?

IDK just wild ideas of mine

simple nova
#

It's a substantive enough update it's unlikely to end up in the 0.8 series

simple nova
#

There are a number of DT monsters than can't be included in the system like the oozes

brazen trellis
#

Does the Foundry VTT turn marker not work with the Draw Steel system?

#

Or perhaps there's something I'm doing wrong

simple nova
#

The core software already has turn marker functionality, it might be your module isn't v13 compatible

sour ruin
half grotto
#

Do we have a way in the system currently via abilities to add a standalone "alternative" damage formula? For example this item here does more damage if a creature is winded.

eager helm
#

i just used an enricher

half grotto
eager helm
#

[[/damage 1 psychic]] or [[/damage 2 psychic]] (Winded)

#

is how i have it set up

#

under the effects of all my fury's abilities

#

for instance

half grotto
#

Ah, so just paste that into say, the item description or individual ability descriptions.

eager helm
#

i do individual ability description

#

so u can just click the enricher and it'll post it for easy application

simple nova
half grotto
simple nova
#

a second effect you toggle on/off

eager helm
#

the non-typing of the damage is the big thing, imo

simple nova
#

yeah honestly I'd like some clarity how it's expected to work generally

#

it may be the enricher is the "most correct"

eager helm
#

humans are immune to psychic damage for instance

simple nova
#

e.g. if a creature that has immunity to all

#

does it get to count twice

eager helm
#

how do u mean?

simple nova
#

so if a creature has immunity to all, does it count against both the base damage and the bonus damage from the treasure?

marsh edge
half grotto
# sour ruin Thank you!

If you end up getting this working, I may reach out to you for a full monsters compendium... Unless it doesn't take that much time and in that case I'd just do it myself

sour ruin
simple nova
#

the importer is also getting used to put together the system compendiums, there's been a big uptick in work there

half grotto
#

I can't state my appreciation with enough adjectives.

half grotto
simple nova
sage grotto
#

How do you do a power roll for skills?

half grotto
half grotto
#

But in foundry it's just a characteristic roll!

#

And then you select a skill from this dropdown menu once you click the characteristic associated with the skill:

robust roost
#

So, I've been working on recreating the Delian Tomb pregens in Foundry in hopes of enticing my group to play through it when we next get an opening in our schedule, but something weird happened. For some reason, the Dwarf Fury and Human Null are registering Recovery Values two less than they should be, and I am stumped as to what I did wrong to cause that.

ivory rivet
#

There's a known bug, it's been fixed and will be in the next update. In the meantime if you wanted to manually correct it, you can add an active effect using system.recoveries.bonus to make up the difference.

half grotto
robust roost
rain tendon
# sour ruin That was fast!

It is very easy to use, and is speeding up data entry for the compendium massively. There's still a lot of little things to work on for many monsters to get the intricacies correct and double checking/fixing import mistakes so that it's ready for prime time, but for the system compendium it's speeding up how many monsters we'll be adding in the next update by an assload

robust roost
#

...so, I've just moved on to creating the Orc Conduit pregen, and it seems Conduit seems to add both chosen Domains' level one features and prompts both their skill choices at level one, when the Conduit is only supposed to receive the skill and feature for one of their Domains at level one and receive the other Domain's feature at level two.

simple nova
#

yeah there's a ticket for that

robust roost
#

kk

simple nova
#

the Conduit is annoying with how it works

robust roost
#

I feel like there ought to be two versions of each Domain, one coded for it as the primary Domain and one for it as the secondary Domain.

Is there a time frame on a fix for this one and/or a recommended way to handle it?

simple nova
#

no time frame on 0.8.1 as I also have important other obligations like Silksong

amber zealot
#

Is every level 1 ability implemented correctly now? Or do we know about any outdated abilities / mistakes that need to be corrected? Can I trust that my players abilities will work as intended if they just drag and drop everything?

rain tendon
amber zealot
#

Is there any list of abilities that are known as wrong?

rain tendon
#

closest you're getting is the issues tab on the github

#

afaik

#

if you see something not working correctly, that is where you should let the team know

amber zealot
#

Alright I'll check it out, thanks!

rain tendon
#

I know earlier someone pointed out that Acolyte of Fire was missing the automation for +1 to fire damage, for example. We have a fix for that made but the current version doesn't reflect that.

#

basically y'all better hope Chaos is a god at Silksong and can beat it quickly /jk 🤣

amber zealot
#

Chaos taking a silksong vacation?

#

Hollow Knight OST certainly has some good stuff to use for ambience.. Maybe I should try the game out as well

#

Is there any ETA for 0.81?

eager helm
#

its 61% on github

#

so....in 39%

amber zealot
#

Ah

#

Where do you see that?

sage grotto
eager helm
#

u have to open ur character sheet

#

in the actors tab

sage grotto
robust roost
#

...and now I'm wondering why the Polder Shadow is registering as having all the Lore skills...

simple nova
# eager helm so....in 39%

worth noting that github milestone % doesn't do weights, so there's been a lot of data entry fixes but a lot of the coding work is still TODO

simple nova
#

you can open the subclass up and adjust the skill

robust roost
#

Ah, thanks.

sage grotto
drowsy crane
#

Is there something that needs to be added or changed on the Wyrmplate ancestry trait to make it work properly? I know I can just manually change the value, but it doesn't seem to be working with the effect applied in the Effects tab of the character sheet?

eager helm
#

what does the attribute say?

simple nova
#

Should be damage.immunities not damage.immunity

eager helm
#

system.damage.immunities.acid this is what mine looks like, for instance

#

replace "acid" with the damage type of your choice

drowsy crane
#

I tried that but it didn't seem to work, and I am sure it's just noob error on my part.

eager helm
#

what does the attribute key say

drowsy crane
#

I just get normal damage when I apply the damage to the character and it's not reduced.

simple nova
#

immunities

drowsy crane
#

If I manually change it on the front of the sheet it works fine.

simple nova
#

The attribute key

eager helm
#

it needs to say system.damage.immunities.corruption

drowsy crane
#

Even that doesn't seem to work. Sorry, I did try that first. I went and looked through this channel to see if I could fix it myself without asking.

eager helm
#

is the effect active?

drowsy crane
#

Yes

#

It's weird because on the front of the sheet it lists then Corruption Immunity of 1.

eager helm
#

doesnt that mean its working?

drowsy crane
#

No that's whats weird!

#

Wait nevermind. It's working now.

#

Ugh sorry. Trying to learn Foundry AND Ds..

eager helm
#

all good, happens to us all

drowsy crane
#

Thanks for the help.

sage grotto
#

Is there a way to create an enricher damage text that cannot be reduced by anything?

eager helm
#

not to my knowledge. perhaps make a seperate power roll effect that has the "ignores immunities" rider?

sage grotto
#

Mainly for the end effect

"At the end of each of their turns, the monarch can take [[/damage 5]] damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way."

simple nova
#

Not currently but it's something we want to do

amber zealot
#

Are Free Triggered Actions not implemented yet? I notice the Bugbear Channeler has Catcher as a free triggered action, but in the abilities it's under No Action, and so it doesn't appear in the list of triggered actions the bugbear has access to

simple nova
#

probably data entry error

eager helm
#

makes it more tactile

amber zealot
eager helm
#

is there an implementation of moving through enemies being difficult terrain?

#

also, something i was curious about - is there any way to move a token and have it not count against their "total" movement in a turn? like if theyre shifted off-turn or something?

sudden aurora
#

I was looking to find a way to remind the player to mark having an Edge with a Hide or Sneak test with their Wode Elf. I didn't find anything obvious. The Black Flag game system allows adding a note of advantage by using Attribute Key "system.modifiers" Mode "Add" and text of "{"type": "note", "filter": [{"k": "type", "v": "skill-check"}, {"k": "skill", "o": "in", "v": ["perception"]}], "note": {"rollMode": 1, "text": "You have advantage on Perception checks that rely on smell or taste."}}". Is similar code in Draw Steel that would publish a reminder when a roll is linked to a skill?

simple nova
eager helm
night tusk
#

I love how the world seems to stand still for Silksong 😂

jovial nova
#

Ah.... is that why

#

lol

simple nova
#

Ultimately the system development is unpaid (the donations are appreciated but are not a wage) so sometimes I just need to go play video games to recharge

#

I've also been enjoying Midnight Suns

zinc glen
#

midnight suns is a very underrated game

jovial nova
#

Big fan of that game

simple nova
#

Dev wise though I think I've got "drop outside items" working, which means all the Perk advancements are getting a big boost up

brazen trellis
#

I do wonder if a future update might allow turn markers on every member of a group when you click 'act' on that group

amber zealot
#

Is it a bug or feature that (as far as I can tell) there is no automatic Caelian granted to PCs through culture? As in, I have to go to the Biography tab in edit mode and add it there

half grotto
amber zealot
#

Conduits get both of their domain features automatically - I'll make a github issue for it. As they should have to select one to get

eager helm
simple nova
#

Happened to already have tickets for the conduit and language situation

nocturne raft
simple nova
#

Yeah hearing about the layoffs yesterday was sad

nocturne raft
#

Yeah, 2K keeps gutting Firaxis.

robust roost
#

Question. Does the Foundry system have support for automating minion rules, and if so, how does one use it?

night tusk
# robust roost Question. Does the Foundry system have support for automating minion rules, and...
  • creatures can be set up as creature organisation minion and it will tell you the EV you set is per 4 minions
  • in the combat tracker you can create combatant groups: base and squad. Squads are limited to 1 captain and 8 minions creatures.
  • if minion creatures are added to a squad, the squads stamina pool will be calculated based on the minions that are part of it.
  • on their monster sheet the stamina of each minion in a squad gets replaced by the total stamina pool
  • if a creature of a squad gets damaged, the stamina pool gets damaged, which translates across all squad members, not individual stamina.
drowsy crane
#

I did notice that the Human Raider is supposed to be a minion but it doesn’t have any keywords attached to it and I am not sure how to fix it myself.

night tusk
drowsy crane
#

Ah cool thanks.

#

I had it edit locked so I couldn't even see the cog. Fixed it. 🙂

amber zealot
#

Is there any problem in updating the Foundry version to the latest stable one?

simple nova
#

Shouldn't be

marsh edge
#

Starting to show progress on parsing monster malice with the monsters.

#

Changes have been pushed to github.

ivory rivet
marsh edge
#

Anyone know why I'm getting these errors in node? Pretty sure I'm running the newest Draw Steel version?

#

Does it have something to do with this? And how am I ahead in the first place?

soft token
#

That's related to your Foundry version. not Draw Steel.

marsh edge
half grotto
marsh edge
#

I think once the compendiums are done, you'll probably just want to use those. In the meantime, if you need other monsters...

#

Is the importer working ok for you?

half grotto
marsh edge
#

I believe the plan was to have the malice abilities in a compendium and just drag them onto the monsters originally?

simple nova
#

We're having both.

amber zealot
#

If I create a combatant group and put some tokens into it - am I supposed to be able to somehow show that I've acted with a group? Because clicking on the 'act' button for a group does nothing for the tokens in the group
Also, Road to Broadhurst has groups with minions and two non-minons, and I'm not able to add more than one non-minion into a group because minions can only have one captain. Is this working as intended?

simple nova
#

which group in RtB?

night tusk
# amber zealot If I create a combatant group and put some tokens into it - am I supposed to be ...

Monster book p7.

Organized as Squads

Minions with the same name (for instance, goblin sniper) can be organized into squads of up to eight creatures. All members of a minion squad act together on the same initiative, and can make squad attacks (see Acting Together below).

Monsters book p. 9

Attached Squad Captain

Any non-mount, non-minion creature, who speaks a language that a squad of minions can understand can be attached to that squad as a captain. Captains aren’t necessarily strategic leaders with brilliant tactics. Sometimes they’re just powerful creatures who bully, inspire, or have some supernatural influence that drives other creatures to action. A squad of minions can have only one captain, and a creature can’t be captain to more than one squad of minions.

amber zealot
night tusk
amber zealot
#

Yes

#

Oh, didn't understand the question because I didn't realize RtB short haha

night tusk
amber zealot
#

Oh okay. So should there only be two stinkers in total, or a seventh group with two stinkers I wonder..

simple nova
#

There's other errors in the adventure

#

E.g. the Radenwight malice actions don't match the Monsters book entry

night tusk
#

the first two groups equal 3 heroes. 1 stinker plus 4 snipers equals 1 hero each, so now we have a total of 5, 6 if we include the to superflous stinkers. the two groups of two assassins equal 1 hero each, so a total of 7, which would make it an extreme encounter for 5 heroes at potentially 0 victories. If they have the possible 3 victories that would still be a hard encounter...

Encounter adjustments also don't help to make sense of it:

  • For six heroes, add two goblin stinkers as their own group.
  • For four heroes, remove two goblin warriors, one from each group.
  • For three heroes, remove two goblin warriors and two goblin stinkers, each from a different group.
simple nova
#

Rally the Rodents is listed as a main action in RtB

night tusk
#

and even the encounter map is listed with those two stinkers grouped with the snipers

amber zealot
#

I would love to be able to smoothly run groups, though.. Because if a hero gets their turn.. the dice is marking them as taking a turn.. If I then mark a group as going, none of the tokens in the group are marked with the dice, and the dice remains on the hero.. so is it a future implementation that if I mark a group as going, all members of the group get their tokens marked as going? Because having to click through each one individually (especially a bunch of minions who all act at the same time) slows down play methinks

amber zealot
night tusk
amber zealot
night tusk
amber zealot
#

No

night tusk
amber zealot
#

I can just click the End Turn button at the bottom, though.. So I guess marking groups as going just to remember which groups have gone, and using End Turn to end heroes' turns might suffice..

leaden sage
ivory rivet
night tusk
night tusk
#

that would be a question for #ds_rules-questions: are squads limited to only one non-minion monster in their initiative group, or is it only limited to 1 captain, but can have as many non-minion creatures as it wants?

leaden sage
#

Initiative groups and squads are different things, you are quoting the squad rules.

leaden sage
amber zealot
night tusk
leaden sage
#

I see you asked in the rules channel so that should settle it.

night tusk
#

Hey @simple nova looks like the initiative group limitations might need an adjustment?

amber zealot
#

So then the question is if the RtB encounter should have those groups with two stinkers each.. Impossibly difficult

night tusk
#

given everything else in the book points to it, I think it actually might be correct and it should be like the book states

#

Hey @simple nova looks like the initiative group limitations might need an adjustment?

amber zealot
#

So just rush through the map and hope you don't die, or figure out that you just need to kill all but one in each group for them to flee

zinc glen
#

it's 48 ev which puts it at the upper end of hard for 5 heroes with 0 victories

amber zealot
#

Though heroes have 2-4 victories already

night tusk
#

Rat bandits has the potential to get 0 victories, up to 2
Days of Rain can give them 1 victory, or cost them each a recovery
Wode Woes can result in 1 or 0 victories

robust roost
#

Hey, is there a list of in-line commands available if I want to input effects or damage directly into a chat message?

night tusk
amber zealot
#

Yeah suppose depending on how many victories, amount of goblins should be adjusted

night tusk
# zinc glen it's 48 ev which puts it at the upper end of hard for 5 heroes with 0 victories

Group 1: Three Goblin warriors (EV 3 + 3 + 3=9)
Group 2: Three Goblin warriors (EV 3 + 3 + 3=9)
Group 3: 2 Goblin Stinkers and 4 Snipers (EV 3 + 3 + 3=9)
Group 4: 2 Goblin Stinkers and 4 Snipers (EV 3 + 3 + 3=9)
Group 5: 2 Goblin Assassins (EV 6)
Group 6: 2 Goblin Assassins (EV 6)

According to my calculations, that's 48 EV...
Sorry, my calculations are wrong, oe moment

zinc glen
amber zealot
#

9 for those warriors

simple nova
zinc glen
#

the stinkers and snipers are also 9 per group

#

(stinker is 3, 4 snipers is 3)

#

so it's 9 for the first 4 groups and 6 for the last 2

amber zealot
#

Yeah

night tusk
#

yep adjustet, sorry

eager helm
#

has anyone done any implementation for primordial strike?

#

or ideas of how to implement it

amber zealot
robust roost
night tusk
simple nova
robust roost
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(pondering how to handle the skull sigil in encounter D2)

night tusk
simple nova
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I suspect we'll be digging into Regions

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The focus of the 0.8 series is all the core data entry, which code wise now is mostly improving Advancements

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0.9 though we'll be taking a good look at Delian Tomb and what people need to run it. Lots of Test oriented pieces for sure

amber zealot
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What setting is it that automatically applies the winded condition and dying on appropriate stamina totals? I've made it so that the Dead condition affects NPCs at 0 or less stamina, as an overlay, removing other conditions, in condition lab.. But the winded and dying conditions stay on the token

steady vault
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I ask because one thing that I think would be useful is triggering a test in response to some event — for instance, traps which could be regions — or enemy abilities.

soft token
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Yes, both a system and a module can implement additional region behaviors, and if those behaviors are system specific, it can't be left up to core to do.

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This is fully supported and encouraged.

winter gorge
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Hello good folks 👋 I'm trying to create an active effect that grants a climb speed to an actor, anyone know what the attribute key is for that? Or better yet where I can find a list of those keys?

simple nova
simple nova
lament creek
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Hey all; I'm trying to get Automated Animations working with DS for a little bit of pizazz (and was directed here by the previous thread), but I'm having trouble with the first hurdle of 'getting it to work at all'. I've made a copy of the "Bow" animation, renamed it to "Patient Shot", and gotten the Patient Shot ability to recognise that there is an animation to play - but it doesn't play anything.

My assumption is that it's waiting for a to-hit dice roll, but... that's not happening obviously lol. A few people around here have apparently gotten it to work so I'm basically just asking how yall did it (since the AA documentation seems to imply that its not possible)

half grotto
lament creek
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Having looked into it a bit more, it seems like it'd take some proper dev work to get it working with DS - and I am not any kind of codemancer, so I'll have to put a pin in that for now lol

night tusk
half grotto
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Do you have a idea on how to not make this happen with the 2 value for the .title definition? It makes the conditions look like this on a right clicked actor.

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Or rather I changed it to 2, 2.5 (the default) shows basicaly just the first letter.

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Cuts off some module titles as well, but that's a bit less important to me:

steady vault
half grotto
simple nova
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better way would be to more accurately scope css

graceful hamlet
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is there a good way to track which monster is in which group during combat?

steady vault
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You mean besides hovering over the combat tracker?

drowsy crane
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Different ring colors for different groups is the easiest probably.

zinc glen
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In the foundry discord someone made a macro to add tokens to a group and set their dynamic token ring colour at once

#1390065189453435041 message

steady vault
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And it works a treat! (assuming you want to use the dynamic token rings) It helps to activate either option to append a number or prepend a random adjective to the monsters when placing them to help differentiate each one.

graceful hamlet
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thanks! just tried the macro and it did make the group but didnt do anything with the token rings (idk how dynamic token rings work )

steady vault
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// set this to false if you don't want token ring color updates const updateColors = true;
Make sure that is set to true and that dynamic token rings are enabled in your world settings.

graceful hamlet
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it is set to true, i think token rings are on

steady vault
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Or use @short wadi's numbers for the different groups.

night tusk
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My numbers? I think you mean Drafty's

steady vault
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Probably. Sorry. 😅

night tusk
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Here they are

half grotto
simple nova
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I do think we can probably extend the context menu for the combat tracker & combat groups

kind crag
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forgive me if I'm being particularly dense, but I seem to be missing an end combat button? Is there no way to remove the combat status without emptying the turn tracker? I'm testing things out before our first session, see.

kind crag
eager helm
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u have to press delete encounter yeah

night tusk
limpid yew
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With the possibility in Draw Steel of stopping an Encounter for a Negotiation (albeit uncommonly), trashing the encounter would force you to reselect all the tokens and re-build the groupings to start the encounter back up. I guess you could just Pause the game to avoid that, but removing the encounter entirely from the combat tracker seems a step beyond what is necessary in some situations. Not the end of the world, just pointing out a use case that it doesn't jive with.

short wadi
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Alright, I finally got around to remaking the numbers and adding a few for larger groups. The lines appear way brighter when viewed outside of Foundry. When used in Foundry, they're much smaller, so the lines are less obvious.

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Feel free to use em!

half grotto
zinc glen
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How does one use these in foundry?

short wadi
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However you wish, its just a PNG

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I use them for group images, or using the Token Colour Module

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Which adds them as the little icons on the tokens

half grotto
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Yeah, they work great with Token Color Marker

zinc glen
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right, that's what I was getting at

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I didn't know if there was an easy built in way to add new markers, or if a module was the way to go

short wadi
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Yeah, Token Colour Marker is super useful

half grotto
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Thanks, Drafty! Looking good mcdmheart

short wadi
night tusk
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why is there a claw fish on the roof?

short wadi
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Trying to find the fiddler

half grotto
eager helm
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ur the goat drafty

signal mauve
short wadi
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also, because you cant select 4 guys and give em a token colour stamp, I recommend making one for each group and then copy and paste em as needed to do it quickly for lots of units

slim marsh
night tusk
short wadi
short wadi
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Oh, that.... never worked before for some reason.... interesting

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Thanks!

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Oh, it seems like you have to hold down shift

slim marsh
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Yep.

simple nova
eager helm
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is there functionality for making project rolls during respites?

short wadi
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Last I tested, clicking a project on a sheet will roll it, and even grant the linked item if you complete the project

eager helm
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ah i see it now, thanks!

night tusk
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and if your career includes project point, you can right click on a project and apply them if you want to

graceful hamlet
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where is parry in the class compendium?

eager helm
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not everything is in the compendium rn

graceful hamlet
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pain

simple nova
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Game just came out but the helpers are making good progress

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I've got a lot of monsters to review

eager helm
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i saw the issues for review lol, godspeed

night tusk
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yeah, Adell has been smashing them out like crazy

half grotto
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Quick issue...having trouble making the nimble step ability from Laesi's statblock into Foundry. Getting this error...any ideas? Screenshots attached

edit: The power roll is set to agility, it just didn't reflect it in the first screenshot because I was troubleshooting. The issue persists

night tusk
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I always assumed damage was like the target number one that let's you only put in numbers

half grotto
simple nova
half grotto
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Ah. Got it.

simple nova
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so the expectation would be damage effect with just "13", and then "other" effect for the shift

half grotto
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And I'm assuming the reason it's structured like that is to have the damage apply clickable field following a power roll?

simple nova
gritty escarp
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how are you guys representing a censor's judged target?

eager helm
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i made a unique status for judgement/marked

night tusk
# gritty escarp how are you guys representing a censor's judged target?

to add to what finaljas said, I made a custom active effect that uses the targeted status effect. With the module DFreds Convenient Effects that effect can be applied with a click to the selected token. With additional enrichers in the censor's ability text, you can also easy apply the 2*@P damage

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without the module, you simply drag&drop the effect onto the character sheet of the token who is supposed to get judged (the token's individual character sheet, not the archetype's character sheet)