#Foundry VTT System
1 messages · Page 6 of 1
Running Draw Steel is as much if not more fun than playing it.
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'.
Do they phsyically write it in?
is it possible to bundle those choices in each phase and reveal it in the journal as they go?
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.
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.
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.
It's a bit of an edge case, really, because only Delian Tomb does this.
Yeah, it doesn't make sense in any other circumstance.
Also, DT "grants" you your heroic ressource later, but FVTT will calculate it automatically from the start, so... ¯_(ツ)_/¯ We do what we can.
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)
It would be strange, but you could modify the features to remove the specific enhancements. Would be clunky but would probably work.
For that I created the pregensen Foundry as just the level one with just the single action. And then each pre-gen had a folder with all of the add-on actions they would get for the next couple combats and I would just drag those over at the end of each combat.
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?
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.
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.
Same with skills, as well... I don't have the Timescape. The closest I have is The Grande Sphere.
it's all in CONFIG.DRAW_STEEL, similar principles to how dnd5e does stuff
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
I've seen this link before with instructions for creating a custom module where you can put that script:
Not sure if that is the best way, though.
Fully recommended.
@night tusk Lifesaver! Thank you.
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
none that i know of
theres a lot of variance, especially when you add in map obstacles
Boo. Was hoping for something that would be as easy as "You have a push/pull/slide" pick the space to move them to. That way you get the remind and don't have to click and drag. Appreciate the answer though 🙂
The game has plenty of forced movement just trying to save my mouse and my poor fingers some work 😉
the codex has this functionality but foundry just isnt built for it afaik
We do eventually want to improve the forced movement handling
Again Foundry newbie so I'm still learning. So is that more of a game system limitation or a Foundry limitation? (long term)
Need to spend time developing the feature, but also limited by the reality that Foundry overhauls the canvas every single major version
So any work we do now would probably get thrown out in v14
That kind of API instability means it's much lower priority
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
Human Archer's crossbow attack doesn't take in any stats in compendium
https://github.com/MetaMorphic-Digital/draw-steel/issues bug report spot
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
Some way to assign collision damage swiftly, though, would be nice
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.
i do this for minions
You could alter the numbers to cover the range from the minimum to the maximum push distance, +2 for collisions.
Yeah not a bad idea
it's also not a huge pain to just tell my players to subtract 5 hp or whatever haha
like definitely low priority from my pov
This is for sure the type of stuff I'm talking about. The system doesn't need to do everything for me but making some things as easy as possible is helpful
especially when it comes to repeated actions
Yeah maybe when you're building a push effect it could be adjusted to add that damage button to the bottom based on distance
or something like that
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
You probably already know this, but just in case you haven't stumbled across it yet, you can do that now using those commands. The [[/damage]] and [[/heal]] options are documented in the DS system journal in-game.
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
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
I hadn't yet I've been busy just trying to get the pregens built and cool looking tokens I haven't done much additional looking other then a few simple Animations for attacks and stuff but things have been great I love what's here
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
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.
super helpful info!
How do you create this template?
Its not a template, its just a screen shot I took
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!
It's such a good idea that I adapted it that way myself too
I like the idea of my players slowly learning the colours and seeing a red/purple ring and going "oh shit! 😱"
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
Well, I explained it to them when we started. But it's basically second nature now
Does anyone know a fix to the text looking all weird in chat?
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.
'
that is very odd, what version are you on?
foundry version too
v8 for System, Foundry is only lacking the latest stable 7 patch.
I'll double check but that seems like a very odd UI bug
It is, I used popout and I have the plus sign right there to add a new effect.
I'm gonna try and deactivate modules here and there and see what one it is. But here is my module list for now... Any ideas?
Persists with no modules on and the latest 347 build.
For those instances the module Find the Culprit is really great. It deterministically turns modules off and on for you to find the module that is causing issues
Should the basic malice feature be added to all enemy?
yes
Ahh okay, I saw it in issue. Thanks!
Can you try Ctrl+F5 to clear the cache?
i'm running hosted on sqyre, fvtt v12.343, do i need to upgrade to v13 to use 0.8.0?
yes
Draw Steel, a Game System for Foundry Virtual Tabletop
you can also see the requirements on the package page 🙂
I did that, however I didn't do it with modules disabled. Unfortunately I don't think it would fix it since the UI looked identical before and after disabling all modules.
It works if I popout the window because I can resize it.
Wack. We do extend the AE config, but there's nothing related to the width like this.
You know what, I was testing on brave and I think shift F5 isn't their hotkey for clearing cache. I just tried on my girlfriends laptop and I saw everything fine.
is Brave even a supported browser? I honestly dont know
Honestly, I recall the reason I used it a ton was when I was running a more module intensive game and Brave performed the best. I think Chrome is the best choice now, although I don't mind Firefox.
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.
Personally I use Edge. Have seen nothing but issues with Firefox.
(should I ask this question on this channel instead ?https://discord.com/channels/170995199584108546/1390065189453435041)
Probably better. More script resources over there
It's been working great for me. Only annoyance is the implementation of the colour picker which is less user-friendly, in that it gives fewer options.
I figured it out. It had something to do with Brave not clearing cache. It works--despite not being a supported browser. Just posting here in case anybody else has the issue!
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
The maps and pregens cannot be included in those compendiums.
that's what i thought, must have misread above previously. compendium is awesome as-is! i have all the maps as scenes already but the pre-gens are just placeholders as my crew is using paper/pdf. i'll get them to update in-game
Creating the characters on Foundry with DS 0.8 is a breeze. The art took me much longer.
0.8.1 will include the full Echelon 1
which will get you through the end of Delian Tomb
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?
the calculation will be fixed in 0.8.1, but in the meanwhile you can do system.recoveries.bonus
Awesome, thank you! Also does autocomplete inline properties not function because Draw Steel isnt' supported and is there a way to make that happen so I can peek through all the properties?
Is that a specific module?
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
the in-game journal is identical to the wiki, our releases populate both
Yeah, the package is linked here. It specifically allows you to effectively look through dropdown menus.
https://foundryvtt.com/packages/autocomplete-inline-properties
Autocomplete Inline Properties, an Add-on Module for Foundry Virtual Tabletop
brief glance is they'd need to add explicit support for Draw Steel, but that doesn't look like it would be hard
I think it would be great to reference system document data like that.
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.
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.
token tooltip alt is a better version of this, imo. im already using it in my game and its very useful
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.
you still have to apply it
I like that. What I'd really love is just a macro to like
please list(all-system-attributes)
cool. i dont mind applying them, I was just seeing if I was making extra work for myself unnecessarily lol
thanks
its a very powerful utility tho
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.
The next step is showing the potency comparison
I take this as no one knows a fix
just seems very odd, would like to know more about how you're running
Can you disable all modules and Ctrl+F5 refresh and see if the issue persists?
Similar to what I told @half grotto:
For those instances the module Find the Culprit is really great. It deterministically turns modules off and on for you to find the module that is causing issues
but also include the cache clear Ctrl+F5 like Drewboat said
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?
the filters are wrong on the effect
it's fixed in 0.8.1
go to the details tab of the actual effect, you'll see that it's looking for magic and not psionic
Sorry if this has been answered before, is there a formula to make an inline roll button for characteristics/skill tests?
Not currently
I mean, if you just want [[/r 2d10 + @R]] for a reason test that works
that's part of the second picture, I changed that myself to Psionic and Ranged but it still doesn't apply? but if it works in 0.8.1 I'm happy
oh the issue is you changed it to Upgrade
oh whoops
Me: "I am smarter than the system, I know what to do!"
The System: "And I took that personally"
yep, can confrim, that was the issue
thanks
Upgrade means "compare with the current value, if higher, use this new one instead"
ah ok, thanks for the explanation
Found my problem, was my chat reaction module. Sad to see it go, but if it has to it has to.
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!
In the meantime, you can add a passive effect to the character or feature that adds a bonus to system.recoveries.bonus property.
Yeah that's what I'll do, many thanks
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?
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.
At the point you're doing a macro you can just incorporate the roll yourself
The apply damage button is tied to having a Damage Roll in the chat message
Are you already familiar with using new Roll/Roll.create?
No, I'm new to Foundry. I'm familiar with javascript and I've done custom scripts in Roll20, etc, but I'm not familiar with Foundry's implementation of things.
const roll = new ds.rolls.DamageRoll(formula, rollData) is the main thing you need that's system specific
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?
The roll itself does not apply damage. You do by clicking the relevant button.
Roll#toMessage is your friend
looks like we're making solid headway
Oh and there's a third optional argument where you specificy damage type & ignoring immunities
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
Whoops, hit enter to soon.
https://github.com/MetaMorphic-Digital/draw-steel/blob/develop/src%2Fmodule%2Frolls%2Fdamage.mjs here's the Damage Roll class
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?
Thank you!
system.hero.primary.value and system.hero.surges
Both are integer properties. Shouldnt be any difference.
i dont use the module tho, so who knows what it might be doing
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.
This is what I have so far. Having trouble parsing the abilities, but I'm working on it.
Amazing 
So cool to see the creature role icons I made being used.
Pro tip: they work really well with the dynamic token rings
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?
Yesss that looks incredible. Nice work! Keep me posted!
Both are NumberField. This is a data model thing, and we of course have type coercion in this system.
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
The advancement for them isn't done yet. You can get the traits/features and manually drag them on
At least, I think the individual features are entered in. I think there was work left to do on the point buy for them.
Oh thank you! New to Foundry so I am learning the module and the system at the same time. Appreciate it!
Do you mind if I have a link to your site in my github readme?
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
Go for it!
Thanks!
Does this module not have stamina on the character sheets? I can't find it.
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.
Oh I see sorry I figured it out.
Ugh, I found it. There's an unnoticeable toggle in the top right.
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.
Oh, because Swift is encoded as an override, not an addition.
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?
Is the effect from the advancement on?
I just noticed this myself. It starts as "inactive"
Yeah, it's on. It gives them the +6 stamina, but it doesn't increase their recovery value.
Hm, yeah
I do not know the keyval for recovery boosts though
Maybe recoveries are being calculated before echelon stamina bonuses are added.
You could have it, instead of being an echelon bonus, add to max stamina directly and just change it each echelon
I have an elmentalist who is having a similar problem. They picked the enchantment that gave them "light armor" which gives them +3 stamina.
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.
yeah
- Stamina has already been fixed
- speed needs to be addressed
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?
The Wyrmplate trait has an active effect, you can edit it to match the level and chosen damage type
How do you know what level is the right number?
How do I merge minions into a group?
click and drag them into said group in the initiative tracket
hang on
- add all minions to combat
- create
squadinitiative group - click&drag all minions into said group
- Right-clcik on group and
reset Staminato heal group up from zero to full health
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?
Here's what I'm using, and recoveries ae showing for me:
yep, that worked, thanks
do we have a flat +Damage ability modifier?
we do, iirc
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.
thanks. Those ones I am aware of, but I was hoping for one that just gives a flat bonuses instead of having to do all three individually.
using those will affect those abilities that include ALL applied key words. If no key word is applied, all abilities will be affected.
Ah, very cool, I hadn't tried adding keywords to the ability modifier. Nice!
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)
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.
Yeah that is just doing the bonus to each tier
with a filter for weapon
Can character made in forge steel be imported directly to the system?
Nobody has written an importer module yet, no
so initiative groups dont have enemies act right?
it seems like they dont interface well with the current implementation of saves
because having an initative group act doesnt "count" for triggering a save
Currently, you need to "activate" each enemy in a group for that to work.
whats the intended implementation for minions then
it seems a bit troublesome to activate each independent minion
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
i think i phrased my wording poorly
how are you supposed to be taking actions for minion squads
just press the action button for initative groups? or click each minion individually
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
Yeah, it's not the simplest thing to represent
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?
i think the current implement is a bit wonky, as drafty says, or at least thats how it feels to me
cuz its not clear to me how ur supposed to take actions
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
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?
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
I started their character sheets with just the first features, then had a folder of the additional Features they'd get along the way and after each Encounter dragged them onto their sheets and explained each one. Seemed to work well.
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:
- On a character's sheet, click the Toggle Play/Edit Mode button.
- Click the feature containing the advancement (as noted in the Advancements journal).
- 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. - Close all windows except the character sheet.
- Check that the ability or feature is on the sheet.
- Click the Toggle Play/Edit Mode button again. If needed, validate the numbers as seen in play mode.
Oh interesting, I didn't know you could put compendium items in a journal. I will try messing around with that!
Not a compendium, the items themselves
The above solution is probably better, if you dont need to write anything out to explain to them further
Yeah this was one of my thoughts as well, I just wanted to avoid interrupting the game explaining everything. Hoping for a "Hey you guys get some new abilities now, and here they are!" jazz hands
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!
Am I doing somethign wrong or does choosing skills when selecting things like my class and career not actually set those anywhere?
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
Is there a way of creating a module that will automatically map images to the system default monsters?
well, the whole point of the progression is that the director explains to them what they are getting one by one to avoid learning overload
@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.
It did, I just didn't see it anywhere after that. So when I looked at the skills it looked as though nothing was selected. I had to switch over to play mode to see the skills that were selected.
Yes, core foundry has an image-mapping feature. This is used in content such as the Pathfinder Tokens modules(s).
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
looks like this is the closest? https://github.com/foundryvtt/foundryvtt/issues/11125
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.
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?
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
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?
yeah, that is indeed a problem that shouldn't happen I think? I will write an issue ticket for that.
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.
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
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.
while I agree, that would be a case of:
https://github.com/MetaMorphic-Digital/draw-steel/issues/new/choose
File a feature request
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?
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
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.
@ivory rivetif you haven't yet, also grab these group icons from Drafty for Token Colour Marker!
Ty, that was what I needed to get it working
Do you mind if I use these in my games?
nah not at all!
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
heck yeah
tip from experience, as the director, use the encounter sheet resource from MCDM to be best prepared for the encounter. Drawl Steel encounters really benefit a lot from a well prepared director.
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.
Is it safe to say that Perks are not fully done in 0.8.0?
Has anyone else get this bug? Not sure how to reproduce it but the recoveries value is not 1/3 of the max hp
Safe to say most things aren't done for 0.8, perks are one of them
I assume it's in the same boat as adding ancestry trait selections
This is fixed for 0.8.1, so will be corrected once that's released. In the meantime it's been suggested to use a passive effect that adds to system.recoveries.bonus
What specifically are you feeling you're missing?
Invisible force should have a maneuver action. Nothing huge, I can easily create that, but just wanted to check
It should be attached as an item grant
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?
Weird, adding it doesn't add in the maneuver. I will check again tomorrow
They are not included in the Creator License so they will not
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.
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.
I think this may be getting fixed in .8.1
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
It's kinda low priority, since you can still select skills from the dropdown.
Yeah exactly, got bigger fish to fry
Like shark-big? 
Nope still haven't jumped the shark yet
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.
not cleanly, however you should be able to edit the advancement as it exists on the actor
Gotcha--I think that's where it'll help saying "this career gave you this skill, your class gave you this skill", if possible of course. Im sure y'all have thought of this.
A “history of advancements” in the Biography tab, maybe? Smarter people than me (the dev team) will find a good way to do that.
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.
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.
Are the Bands +6 per echelon? I think they're just a flat 6 that doesn't scale
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.
Oh I see, yeah, +6/+12/+21
system.stamina.bonuses.echelon works for me
make sure it's add and not override or something
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
does the hero have anything else on them that might override stamina?
They have a kit, that's it.
maybe the kit is somehow interfering
there's a rule about STamina from two treasures (314) yet I wouldn't have expected Kit to prevent it.
I dunno, I tried on a charcacter with a kit and it's working for me 🤔
It's likely that type of conflict, which is why I'm raising the question. 🙂
with the effect on
with it off
I'm not seeing any errors or conflicts when combined with kits giving stamina, it should work
No explanation on my side, glad it's working somewhere though.
which kit do they have?
I removed it, same behavior.
Okay here's a question, did you have a class associated with them?
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.
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
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.
Just retry, and it is working now. Thanks 🙂
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
Presentation difference; the PDF has the kit bonuses included, but Foundry does not in the item compendium
(see the bolded text)
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
It's possible there's other pieces
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?
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
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?
I don't think a ton would've changed there
my guess is you made some perks or the like
Yeah, I've got a few things all over the place. I'll try recreating perks first, and see if that fixes it
🫡
Ope! Fixed it! It was just a few old compendium files for like 8 items
AI is a banned topic on this server.
Apologies, I've removed my comments
Thank you 😊
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!
The system wiki information is also available via the in game journal compendium
Thanks. I have that now so i will play with it and see if I have any other questions that are more specific.
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.
screenshot?
of the AE
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
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.
(it's specifically the echelon bonus, an AE targeting system.stamina.max should still work fine)
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.
We've got that on the TODO list
Oh wow. And how (do you think) you can make that happen? Really curious about that.
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"
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)?
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)
Yeah, the movement adjustment functionality is 90% of the way there and built out an API to do what we need to do
Is there a way to list all possible value names so I can get a complete list versus what is here?
Trying to make some leveled treasures from the book.
https://github.com/MetaMorphic-Digital/draw-steel/wiki/Active-Effects
That page covers most of the ones that currently exist. Is there something in particular you're missing?
It would be primarily the damage from this item for one of my players (I understand we may not be able to do the 2 damage portion), and the temporary stamina (which i think is possible, i just hadn't gotten that far.)
I thought it was system.damage.bonus.psychic but my testing wasn't fruitful.
Scroll to the bottom of the AE page, you need an Ability Modifier — the tricky part rn is making that damage psychic
Got it, and I can select ability modifier when making the effect if I'm remembering correctly?
As for the Stamina, no effect — you want to use [[/heal 10 temp]] as an enricher
You should yeah
And that's just purely inline text, not automation? I remember using some inline to configure rolls in items before, so I'm a touch familiar.
Yep
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?
I recommend the windows portable install, but basically you clone the repository into the Data/systems folder of your portable install
Windows portable install of the latest Foundry
is there a module that allows for a button to deal targeted damage for Draw Steel?
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
further instructions on that can be found in the system journals compendium
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.
I think that exists in DnD5e, doesn't it? Like finaljas said, worth opening a feature request ticket about
https://github.com/MetaMorphic-Digital/draw-steel/issues/new/choose
in both 5e and pf2e yeah
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.
do you have the effect added in the ability?
Yeah, that's the top part of the image. Weakening Brand is the sig ability
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
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?
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 🤷🏻
Gotcha.
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?
That doesn't sound right.
No it should not need a different effect for each tier. The effect you made should be applicable to all 3 tiers
That’s considered a “dev” install?
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.
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
Ok, so if I’m not using a live game right now, I can just use my regular install. I do have a backup file of everything.
Still not sure what is meant by a dev install then.
An install you use just for dev.
I just added the ancestry culture and changed out the stuff inside afterwards.
It would be an Item, so under Items on the Sidebar select Create Item then select Culture as the Type:
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?
Safe to say everything is "planned", but subject to prioritization. If there's no issue on github, by all means make one. 🙂
Oh right 😅
I recall Menace was in the bottom left corner in the older version.. Where do I find menace in the current version?
Should still be there, it's also in the header of any NPC sheet
Ah. Turns up when I get into combat. Makes sense
Is there a way to somehow mark multiple tokens as going in the initative simultaneously?
Combatant groups
How does one create a combatant group?
Vertical ellipsis in the top right of the tracker
Ah cheers. But they are not connected to any actors, is that possible to do?
You have to add individual tokens to the combat encounter, then you can drag them into created combatant groups! (:
Maybe I should stop asking and try things out just a little before asking 😅 thank you!
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?
Active Effects would be the main way to do further adjustments for player characters
system.stamina.max or system.stamina.bonuses.echelon
Thanks I’ll take a look into that.
#1390065189453435041 message
A little automation help
Oh nice, thank you!
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?
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
Alright cheers!
@simple nova sorry, posted in General for some odd reason. The one in this channel, sorry 😅
Are you talking about Ashes compendium?
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
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
any tips on making the pre-gen characters in foundry for delian tomb? adding their abilities over time seems like a big hastle
Should be 90% just "drag the class onto the character"
Ah, the Delian Tomb part
sry edit yea
You can skip choices then revisit them by opening the Class item
After each encounter, you can then drag the appropriate ability/feature onto the sheet.
i'll fiddle with it 👍
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
Does acolyte of fire not have a foundry effect attached?
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
Yea, i just tried making the pregen elementalist and didnt see an effect for it
I'm double checking in the dev build one sec
Hm, yeah looks like it's missing, coulda sworn we got that
Alright it's fixed for 0.81, but for now you can go into the Acolyte of Fire feature, go to the Effects tab and then Passive Effects > Click New Effect > Create Ability Modifier then fill in the information like the images I attached
Ah, so what you're referencing is adding a damage bonus to each tier here?
Yes
Chaos I'll send a PR over with the fix later
Thanks!
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
Sounds like a job for a macro.
hold CTRL > drag the token where you want them, but don't click the final destination > let go of CTRL > hit TAB to cycle through the movement modes
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
better explained in the V13 release article https://foundryvtt.com/releases/13.341 down at the Haul and Drag (Token Drag Measurement and Movement Changes) section
The official website and community for Foundry Virtual Tabletop.
you can also change elevation while moving this way!
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
elevation is a focus of v14
so the current implementation is missing a lot of capabilities
The v14 plan was laid out in this blog - Pop-Out Application Windows was the winner of the vote
Our plan for Version 14 will include one feature chosen by our Patreon supporter community.
one last thing while ur here chaos
the module Levels allows you to set a background elevation for your map, which you can also set as -5 for example.
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?
and once you have set the background elevation as negative % for example, you can use enhanced regions to automatically set elevation in a certain area to whatever value you want
is enhanced regions a module?
Enhanced Region Behavior, an Add-on Module for Foundry Virtual Tabletop
perfect, thanks
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 
not really at the moment, we definitely want to improve support for surges and I think we also want to add some ways for enrichers to ignore immunities
thanks for the response!
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]] 
how do u set the background elevation btw?
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)?
Do you have the Levels module installed and active?
yeah
if yes, then in the scene config menu you should see this:
thats how mine looks
red square
yeah, so change it to -5 or whatever you want 🙂
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
you can surround that region with another that undoes the elevation change
okay
More simply have an effect that does the reverse when the token an animates out of the region
- Token animates in -> Elevation +1
- Token animates out -> Elevation -1
EDIT wrong answer, sorry
1 region, multiple effects. You can also have the elevation = target elevation (instead of a calculation)
This is what it can do now.
hmmmmm im not getting it to work
I should take the time to map out my pathfinder 2e pawn module art to draw steel
what I meant to say was that that sadly works only in one-way directions. like the top of a hill where there is no way of leaving the region and getting to a higher elevation. If you want to do a stairwell, the function of token animates out causes odd behavior if you ahve other regions to continue the descend/ascend
maybe its the way i wrote it? does "elevation 0" not work?
dang that's looking pretty good
it should
True. In which case distinct regions should indeed each apply an elevation.
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)
thats too much work than im willing to put in
You should probably ping @simple nova on this. I think it's better to use this and then set up the automation + add the malice features and then send it as PR, not before. If this is something I can set up on my end I'd love to be able to skip to the part where I'm just building the automation lol
if it looks like this, then the region should be like a hill of height 5, which a token falls off down to 0 when leaving
do you mind posting about this in the dev chat? Easier to talk specifically there rather than the general system support we do here
What type of behaviour is that? I can't seem to find it
Do you mean in the League discord?
yes
Part of the Levels add-on module.
... which is not enabled in this game...
my bad I thought I had it already
you will need the module Enhanced Region Behavior which will add new functionality, in this case Elevation
Oh that one does that too? Nice!
I thought levels only adds background elevation?
I may be confusing my modules.
ah, right, I was going to say, I still don't see it with levels on
thanks for the help guys
I need to review everything I have and actually use.
that can easily happen. I honestly am at the point where I am unsure which module adds which functionality because I have so many and the name alone might not make it clear 😂
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 😛
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.

you can do some elevation shenanigans without addons, using the teleport behaviour on regions
but it's kinda fiddly
teleporting token changes elevation?
Too much of a tangent, so I don’t want to pollute this chat with it, but I got introduced to the wonderful and terrible world of mods with Cities: Skylines. By the end, when the sequel got released, I had well over 500 mods installed plus additional assets.
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)
That actually sounds like a more elegant solution than the scripts I ended up using.
I never knew
honestly, I can't wait for this to be built in the canvas so it just works
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.
there was a brief period between Draw Steel requiring me to update to V13, but enhanced regions and Monk's active tile trigger not being updated yet, when this would have been really useful to know 😄
alright, enough unrelated foundry chatter now (he says after being a big part of it), let's not fill the chat too much
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!
looking at the long list of feature requests I doubt that will happen any time soon 😛
Well, it’s relative. It is of course still in development, but the core is looking better and better.
fwiw it will probably take until 0.8.3 to get all the Compendium stuff done
there's just... a lot
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! 
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
FoundryVTT supports animated .WEBMs for monster art. I decided to use Ragnarok Online sprites for my monsters/characters with my campaign.
i used octopath traveller enemy sprites, especially for bosses
do reccomend
I wonder how nicely the 8/16 bit sprite movement module works with v13
that would fuckin slap!
@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?
so, for Black Ash, I think you can just fix that locally by editing the Advancement on the sheet
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
If I fix locally, will "Update from Compendium" feature still work?
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
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?
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?
like finalyas said, it's an attribute modifier active effect. the attribute key is distance and in the details include the magic and ranged keywords.
The information would be both the wiki and in the system journals compendium.
As I recently learnt, the correct mode is Add, as Upgrade does a different thing
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?
u have to do it manually afaik
Ok. Thanks.
Surges are something on the to list.
Best you can do right now is an ability on each hero that contains the following the effect text:
[[/damage max(@M,@A,@R,@I,@P)]]{1 Surge}
[[/damage 2*max(@M,@A,@R,@I,@P)]]{2 Surges}
[[/damage 3*max(@M,@A,@R,@I,@P)]]{3 Surges}
Are all of the core book monsters implemented into Foundry with 0.8.0?
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.
no
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
Nice. Im not starting until next weekend, and we will be running Delian tomb for a few sessions so no biggie.
I know a few are already in 0.8.0
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
and the abilities compendium in the pinned messages has all backer packet monsters included, they would need only minimal work to update
my buddies poor satallite internet couldnt handle the .webms for my animated ragnarok sprites. rip
how big are the webm files on average?
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
Ohhh I didn’t know something like this existed and I would have to manually map the Pathfinder art unless they updated that module for Draw Steel. Thanks for pointing it out
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
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
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
Is there a way to apply damage type for [[/damage ]]?
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.
Which means some kit in the compendium will need some update. Will file an issue
is there a planned implementation of the "reverse" power rolls for certain abilities that call for players to make tests?
Does "Inertial shield" works automatically? the part where it reduce potency by 1
not the potency effect, no
if you shift+click on damage when you would apply it, it will only apply half damage tho
I opened a ticket for that a while ago so it at least should be on the road map at some point
just curious about if the team had any ideas for its implementation
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
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.
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
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
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
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
0.9 most likely
It's a substantive enough update it's unlikely to end up in the 0.8 series
All RtB & Delian Tomb monsters that are licensed are in 0.8.0
There are a number of DT monsters than can't be included in the system like the oozes
Does the Foundry VTT turn marker not work with the Draw Steel system?
Or perhaps there's something I'm doing wrong
The core software already has turn marker functionality, it might be your module isn't v13 compatible
Is the importer available to download?
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.
i just used an enricher
Any chance you have a screenshot of what you're referencing?
I'm on mobile currently but I'll be prepping for a session tonight
[[/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
Ah, so just paste that into say, the item description or individual ability descriptions.
i do individual ability description
so u can just click the enricher and it'll post it for easy application
if you'd prefer automatic application without the guarantee that it's psychic, you can also use an Ability Modifier effect
I do have that for the plus one damage, I'm not sure if I can do a different value if a creature is winded.
a second effect you toggle on/off
the non-typing of the damage is the big thing, imo
yeah honestly I'd like some clarity how it's expected to work generally
it may be the enricher is the "most correct"
humans are immune to psychic damage for instance
how do u mean?
so if a creature has immunity to all, does it count against both the base damage and the bonus damage from the treasure?
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
I'm going to test it out this weekend
the importer is also getting used to put together the system compendiums, there's been a big uptick in work there
I can't state my appreciation with enough adjectives.
I got it all done A-Z!
Steel Compendium bestiary using the Foundry VTT JSON importer is done!
The only creature missing is a kobold: the Shieldscale Drangolin for whatever reason didn't import nicely.
That was fast!
Drangolin has a whole "size 1 or 2" thing going on
How do you do a power roll for skills?
Understood
I would ask here: https://discord.com/channels/332362513368875008/1334962762237083788
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:
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.
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.
Looks like this on the character sheet under the Effects tab--then create a temporary effect and add this change value:
Thanks for letting me know. Fortunately, that opening in our schedule won't be occurring for a few months at least, so I can wait on the fix to roll out. I was convinced it was something I did wrong, since the High Elf Tactician and Human Censor were calculating correctly.
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
...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.
yeah there's a ticket for that
kk
the Conduit is annoying with how it works
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?
no time frame on 0.8.1 as I also have important other obligations like Silksong
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?
mistakes can always slip through the cracks and there are a few errors that have been addressed already but won't be implemented until 0.81
Is there any list of abilities that are known as wrong?
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
Alright I'll check it out, thanks!
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 🤣
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?
Where do you get this drop down? I only see the following
Sorry, I'm very new to Foundry, I still don't really find it
...and now I'm wondering why the Polder Shadow is registering as having all the Lore skills...
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
bug with the Black Ash advancement
you can open the subclass up and adjust the skill
Ah, thanks.
Nvm, I got it now
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?
what does the attribute say?
meant to reply
Looks like there's a typo
Should be damage.immunities not damage.immunity
system.damage.immunities.acid this is what mine looks like, for instance
replace "acid" with the damage type of your choice
I tried that but it didn't seem to work, and I am sure it's just noob error on my part.
what does the attribute key say
I just get normal damage when I apply the damage to the character and it's not reduced.
immunities
If I manually change it on the front of the sheet it works fine.
The attribute key
it needs to say system.damage.immunities.corruption
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.
is the effect active?
Yes
It's weird because on the front of the sheet it lists then Corruption Immunity of 1.
doesnt that mean its working?
No that's whats weird!
Wait nevermind. It's working now.
Ugh sorry. Trying to learn Foundry AND Ds..
all good, happens to us all
Thanks for the help.
Is there a way to create an enricher damage text that cannot be reduced by anything?
not to my knowledge. perhaps make a seperate power roll effect that has the "ignores immunities" rider?
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."
Not currently but it's something we want to do
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
probably data entry error
oh i just manually reduce their stamina
makes it more tactile
Oh. Yes it is. I'll make an issue about it
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?
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?
On the list of things to do
Also on the list
On the list to do
interesting, didnt know if it was a a foundry thing or module thing
I love how the world seems to stand still for Silksong 😂
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
midnight suns is a very underrated game
Big fan of that game
Dev wise though I think I've got "drop outside items" working, which means all the Perk advancements are getting a big boost up
Ah the reason I couldn't get it working was because I was assuming it would add the turn marker to the entire group whose turn it was, I didn't realise I had to select the individual members of the group.
I do wonder if a future update might allow turn markers on every member of a group when you click 'act' on that group
The 'redeux simple transparent ring' from the SETT is really nice for getting different colours for groups to pop, compared to the default dynamic token at least
SETT: Some Extra Token (ring) Types, an Add-on Module for Foundry Virtual Tabletop
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
I mentioned this here before but I never actually created a github issue for it
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
I created an issue for that language feature.
https://github.com/MetaMorphic-Digital/draw-steel/issues/1030
midnight suns rules
Happened to already have tickets for the conduit and language situation
Genuinely one of my favourite games of the decade. It's severely disappointing it pretty much killed Firaxis.
Yeah hearing about the layoffs yesterday was sad
Yeah, 2K keeps gutting Firaxis.
Question. Does the Foundry system have support for automating minion rules, and if so, how does one use it?
- creatures can be set up as creature organisation
minionand it will tell you the EV you set is per 4 minions - in the combat tracker you can create combatant groups:
baseandsquad. 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.
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.
In edit mode, click on the little cog on the top right of the stats page of the sheet. That should open a pop-up in which you can set the creature organisation from e.g. horde to Minion
Is there any problem in updating the Foundry version to the latest stable one?
Shouldn't be
Starting to show progress on parsing monster malice with the monsters.
It'll even work with batch imports, only giving the malice features to the named monsters.
Changes have been pushed to github.
That sounds awesome!
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?
That's related to your Foundry version. not Draw Steel.
Oh, ok, thanks.
Question...Does this mean I need to do this portion of the importing again but with the raw JSON for malice included this time
#1342298358664138805 message?
I'm having to debug some errors with the malice part so you might not want to yet. If you use the most recent git files, you can just leave the malice part blank.
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?
It is! I sped through it all on Friday--I just didn't know the malice features were coming is all 🙂
I didn't know either but decided to try to get it to work 🙂 I'm also thinking about working on an item importer, and start with hero abilties I think.
I believe the plan was to have the malice abilities in a compendium and just drag them onto the monsters originally?
We're having both.
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?
which group in RtB?
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.
Yes. But the Road to Broadhurst adventure made by MCDM, so presumably not a mistake, has a combat with two goblin stinkers and four goblin snipers. One of the goblin stinkers is the captain, but the other one is nonetheless part of the same initiative group
Groups 3 and 4 in the Buck's Ridge Run Encounter
I would argue most definitely a mistake because it doesn't make sense as written
Oh okay. So should there only be two stinkers in total, or a seventh group with two stinkers I wonder..
There's other errors in the adventure
E.g. the Radenwight malice actions don't match the Monsters book entry
What error is that?
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.
Rally the Rodents is listed as a main action in RtB
and even the encounter map is listed with those two stinkers grouped with the snipers
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
New players have to get the harsh reality check of not fighting every fight.
Oh, also don't forget the walls of fire to make it even more difficult
while currently not handled the best way, you don't have to click each individual group member in an initiative group. If they don't have a condition affecting them, clicking the act/take turn button does not actually help you as the director all that much beyond book keeping
Only that a hero is still marked as acting while I'm moving my dudes around
oh it doesn't even take the turn off the previous hero?
No
I have played that map myself for a different encounter and the buff next to the road makes it a surprisingly lopsided combat. Given this adventure is meant to be run by an experienced director for nee players, I would stay as far away as possible from hard fights even, let alone a situation like that encounter. but that is just my personal preference
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..
Buff next to the road?
What is wrong with this setup? I am not aware of rules that prevent it.
A bug/feature request has been put in to have clicking the action tracker on the group to automatically do it for every member of the group. There is a separate bug report that the group action tracker (the arrow vs circle icon) isn't resetting properly at start of combat rounds. Until then, its some extra manual management for monsters, I think.
the "cliff" on the side of the road, marked here by me in pink
@leaden sage see my answer above
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?
Initiative groups and squads are different things, you are quoting the squad rules.
I saw this discussion earlier: #ds_director-advice message
Ah. Yeah that's also unspecified. Should one assume it's 1 square high?
that's what I thought
while that is indeed talking about the topic of squad vs initiative group, Tintenseher only talks about a captain and their squad being in initiative group, but not about whether a initiative group can/should have multiple non-minions in it
I see you asked in the rules channel so that should settle it.
Hey @simple nova looks like the initiative group limitations might need an adjustment?
So then the question is if the RtB encounter should have those groups with two stinkers each.. Impossibly difficult
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?
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
it's 48 ev which puts it at the upper end of hard for 5 heroes with 0 victories
Though heroes have 2-4 victories already
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
Hey, is there a list of in-line commands available if I want to input effects or damage directly into a chat message?
in the system journals under the "Enricher" heading is probably what you are looking for
Yeah suppose depending on how many victories, amount of goblins should be adjusted
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
9 for those warriors
Make a ticket we can do in 0.8.1
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
Yeah
yep adjustet, sorry
has anyone done any implementation for primordial strike?
or ideas of how to implement it
So 48 EV with a party of 5 heroes with 4 victories is the maximum you can have for a standard encounter
That's exactly what I was looking for.
BTW, is there a way to use MATT to automate traps that call for the hero who triggers it to make a Test, like the Bladed Scythe in The Delian Tomb?
ticketed
in 0.9 we'll probably have some kind of framework, I want to dig into Tests next major milestone
(pondering how to handle the skull sigil in encounter D2)
I create completely transparent webp file to use as token image for a NPC actor for the skull and then handled the rest as creature abilities
I suspect we'll be digging into Regions
The focus of the 0.8 series is all the core data entry, which code wise now is mostly improving Advancements
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
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
In general, can (or should) a system module add core functionality like more region behaviours?
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.
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.
This is fully supported and encouraged.
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?
The system wiki as well as in game docs have an Active Effects page that lists stuff
system.movement.types | ADD | climb should work
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)
I haven't used AA in a while, but isn't their an option to have the animation play just on a roll? That's how I did it on my 4E game.
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
Look on YouTube for videos explaining modules that enhance region behaviour and what they do. There are a few that are really golden, also combined with MATT
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.
Or rather I changed it to 2, 2.5 (the default) shows basicaly just the first letter.
Cuts off some module titles as well, but that's a bit less important to me:
Yeah, I haven't found a workaround for that. You can just delete that line and only change H1 to H6.
Yeah, I'm wondering if there's a way to stretch that "assign status effects" UI.
better way would be to more accurately scope css
is there a good way to track which monster is in which group during combat?
You mean besides hovering over the combat tracker?
Different ring colors for different groups is the easiest probably.
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
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.
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 )
// 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.
it is set to true, i think token rings are on
Or use @short wadi's numbers for the different groups.
My numbers? I think you mean Drafty's
Probably. Sorry. 😅
Here they are
Replying to this so I can use it later...this is such a time saver
I do think we can probably extend the context menu for the combat tracker & combat groups
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.
Vertical ellipsis
it only seems to end the combat while deleting everything? https://i.imgur.com/ckUpnEV.png
u have to press delete encounter yeah
if you have set up an encounter but not in active combat, then you need to delete the encounter.
If you are in active combat and want to "end combat" then you have the tick at the top right corner to end a turn and the bin to end the active encounter
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.
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.
Feel free to use em!
Thanks! Been using 1-5 and they've been great! Now they'll all match (:
How does one use these in foundry?
However you wish, its just a PNG
I use them for group images, or using the Token Colour Module
Which adds them as the little icons on the tokens
Yeah, they work great with Token Color Marker
right, that's what I was getting at
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
Yeah, Token Colour Marker is super useful
Thanks, Drafty! Looking good 
why is there a claw fish on the roof?
Trying to find the fiddler
These door-to-door salespeople stop at nothing.
ur the goat drafty
Dude is just having a shell of a time
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
You can use Shift + Left Click on the token to apply to multiple selected at once. It's one of those things they don't say in the readme but it's there. Same principle to remove them all at once too if you click the wrong one. I use Baileywiki Mass Edit, I can't remember if i needed that to select multiple or not. Been a while.
this particular method does not work out if you have your NPCs generate with progressing number appendix btw, but that is a problem with the cop paste already anyways
Not something I worry about, but I'm sure
Im not sure I understand
Oh, that.... never worked before for some reason.... interesting
Thanks!
Oh, it seems like you have to hold down shift
Yep.
On a concrete level: what would you expect the behavior to be?
is there functionality for making project rolls during respites?
Last I tested, clicking a project on a sheet will roll it, and even grant the linked item if you complete the project
ah i see it now, thanks!
and if your career includes project point, you can right click on a project and apply them if you want to
where is parry in the class compendium?
not everything is in the compendium rn
pain
Game just came out but the helpers are making good progress
I've got a lot of monsters to review
i saw the issues for review lol, godspeed
yeah, Adell has been smashing them out like crazy
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
I would use a damage effect and an other effect. the other effect can be whatever you want
I always assumed damage was like the target number one that let's you only put in numbers
Is that just for syntax sake or is it throwing an error for some other reason? I made sure there weren't any semicolons or other finicky characters.
the text in the damage field is expecting a roll formula
Ah. Got it.
so the expectation would be damage effect with just "13", and then "other" effect for the shift
And I'm assuming the reason it's structured like that is to have the damage apply clickable field following a power roll?
Yep, and the other power roll effects also have their own things
how are you guys representing a censor's judged target?
i made a unique status for judgement/marked
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
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)