#Foundry VTT System
1 messages · Page 7 of 1
I found it to be really handy for stuff like Every Step... Death! or Judgement and similar abilities
i have like 4 different colored statuses to represent more unique statuses like every step death
I am relpying to this for future use 
This might be a dumb question, is there an enricher for active effects? I know you can have a custom effect within a power roll but I'm wanting to have the effect pop up for a maneuver that doesn't have a roll. DFreds Convenient Effects gets me halfway there, but instead of keeping the effect in the hotkey bar, I'd prefer when someone uses the ability to link within the chat.
nothing easy right now but we do have designs to implement applied effects for abilities without a power roll
Thanks for the help. I'll stick with the hotkey then. 🙂
If I wanted to run Delian Tomb in Foundry, are the NPCs from that adventure already in the latest compendium? I was going to purchase the Delian Tomb today and start preparing it, but trying to understand how much effort I may need to prep.
I was trying to find discussions from earlier in this channel and saw a mention from ChaosOS that:
All RtB & Delian Tomb monsters that are licensed are in 0.8.0
Which NPCs? Monsters or followers?
Mostly concerned about Monsters
I think most monsters you'd need that aren't adventure specific are entered in.
yeah so the thing is the Delian Tomb has about a dozen monsters that aren't in the license, but the ones that are were done for 0.8.0
(there's been some bugs that were caught and will be fixed in 0.8.1)
but 0.8.1 is competing with Silksong for my time atm
Most of my time in DT exclusive monster creation was on the Ruinborn and the Oozes in the Tomb itself, just about all the rest was pretty standard from the Monster manual.
Oh and Mystic Goblins I suppose.
Yeah, I think beyond the ~dozen fully unique monsters there's a couple variants
e.g. "Armored Soulwight" that's a normal soulwight with +3 stamina
Any of the Delian-Tomb specific monsters would only be available through a premium Delian Tomb module produced through MetaMorphic, similar to the existing foundry module for #mcdm5e_wel-n-adventures
to add to what others have said, quite a lot of the delian tomb exclusive monsters that are not apart of the license are mostly reskins, like the Glass Spiders are just reskinned War Spiders, Armored Soulwights are soulwights with slightly more stamina, The Guilded Hand are slightly modified 1st Echelon Rivals, ect.
so you can fairly easily just pull the compendium version of the monster into your world and then edit it to have the one or two missing features/abilities the modified versions have without having to build the whole thing from scratch
but yeah without official support, the specific versions found in the adventures cannot be added under the license.
and of course all the art is up to you to handle atm
though we do use default "role" tokens so you can tell at a glance like, which guys are the minions and which is the brute or support
they actually work quite well, though obviously not as fancy as official art it gets the job done lol
yeah I was fairly pleased, I did for RtB switch from the minion to role tokens as there's like 20 minions of three different roles and only one non-minion
Great, appreciate all the in depth responses to this! I'll take a look a MetaMorphic's module and compare the written adventure to whats in Foundry. Thanks for the heads up on what comes out of the box, what is slightly modified, and what I should expect to build custom. Appreciate all the work folks here are putting into bringing Draw Steel to Foundry.
note that there is not currently a MM module for Delian Tomb
but if it does get made, it will be through MM since they have the pre-existing relationship with MCDM for foundry content
It would be sick if it happens, fingers crossed
I've been running the DT through foundry with very little issue so far though, the PDF comes with all the maps you need, setting up encounters is very fast, and I just have the adventure pdf open in my second monitor
really the only time consuming part is me anxiously deciding if this token or that token looks cool enough that I'm hastily creating in photoshop
The director of my game is holding off on VTT because of MCDMs desire to make their own. Trying to build my case in foundry with a "we could be doing this now instead of a year later or ever." So I am unsure how much focus MCDM will put on a Foundry implementation.
I think for sure it would be a premium module either way
like how PF2e does for some adventures
yeah Delian Tomb would only be produced as a premium module on the Foundry Store, with the benefit of getting to use things like the art assets
but also the audience in Foundry are pretty hardcore into Foundry, it may be a separate market from the people who would buy the mcdm specific vtt though that's just speculation on my part
I'm sure if Draw Steel continues to sell well and build an audience, they'll have support for any vtt that makes financial sense to support, but most of their effort is going into their main system.
🤷♂️ hard to say. I'm pretty happy with uptake so far, I think even though Zhell and I only have hobby time for the system, we massively benefit from only having to do the system and letting the core software team do that full time
e.g. v14 will be ready before Codex, and that should let us do all sorts of fancy elevation stuff
exciiiiting
We need to market you two so we can get you fulltime on this lmao I want it now
jk
It was painful for me going to 13 though without MATT and a few others for a while. Some of the system stuff can't come fast enough some days.
I do expect that premium module or not, "stuff needed for running the Delian Tomb" will continue to guide system development for a while
Yeah monsters are done, and we got people working on rewards that should cover most of DT
afaik MCDM has no plans to ever put time into foundry
i think something would have to signficantly change for that to happen
something akin to foundry saying "we put in a buncha work for you"
Most of their streams right now use the Owlbear Rodeo implementation until they have their own, it seems.
It'll be more like metamorphic putting time into foundry, if mcdm ever considered doing something like that
MetaMorphic has already produced several modules for MCDM
Foundry's open structure means that any premium content here is going to go through them rather than the core software team
ah my mistake
i misworded what i said
basically it isnt coming from mcdm, is what i meant
Yeah no, I doubt they'll be doing anything directly that isn't their own specific vtt
I feel pretty confident that 0.81 will have everything that the license can cover for Delian Tomb. Monsters are already done in 0.8, and levels 2 and 3 of all classes are in review, we're just waiting on people to make the rewards.
Speaking of those, anyone having a preferred method for dealing with party inventory that you like? I feel a bit like I'm just doing the cludge solution of tossing some folders for Party Inventory and duplicating my basic treasure/consumable/materials and project sources but I just haven't liked doing that too much. The alternative I've played with is basically a Journal entry and writing out the quantities of say, costmary leaves which doesn't make it any better for me at present.
I make a fake party member called PARTY and drag items into its inventory
I actually haven't had much of a need for it yet since people just immediately claim items anyway
this is what i use as well
I also use it on the Broadhurst map to show where on the map the players currently are
Alright, I'll see if I can play with that. We're starting to amass several materials and it just started looking uglier in there.
and then set foundry's measuring tool to the miles distance the map gives you so we can actually measure out how far the party is moving
which helps me track how much time their traveling is taking lol
how are other ppl tracking boss mechanics with stacks?
like lycanthropy or deathcount?
afaik status icon counter doenst work
Global Progress Clocks could help with that
it needs to be tracked for each actor individually tho
unless ur thinking like several different clocks
BarBrawl
Those mechanics all have a upper limit so it makes it fairly easy to track with bar brawl.
As for @river citrus's method, several different clocks can still work and can even be hidden from the players if you want it to be a secret count,
bar brawl is a good one, yeah
there's a module that can stack effects
Hmm, I thought I was able to get it to work
if u get it to work lmk!
Progress clocks is a simple solution though
ironically I got to the werewolf fight before 0.8 had officially released so I ran it in the dev version without all my modules and had to make my players track it manually 😩
I do think I set Lycantropy to be stackable as an effect if that helps
it'll make your token have like 1-10 of the same icon on it lol but it would track
player would need to remember to remove it afterwards
would be nice to have a way of making the stack count how many there are with a little number indicator
In general I think eventually the Draw Steel module is gonna need a way to handle stackable effects
because there are some that straight up scale the effect the number you have
in the delian tomb for example there's an ooze where every time you fail to save on its effect, the effect doubles in effectiveness
Anyone setup war spider as a mount yet and not have it look utterly chaotic?
I feel like Goblins on a war spider is supposed to be as chaotic as can be
but I feel like a Scyza with an appropriate amount of Orcs would look similar
No kidding. This took me an age to setup and even look even this structured. If I keep shrinking the tokens, I'm not sure what I can select to manage the attacks well.
No one expecting it is going to do a double-take, though.
I haven't gotten to a boss yet, but one of my players is a Conduit of fate and has to track fate points. We're doing it in their equipment inventory, created a consumable named Fate Points, and he can adjust the quantity as for all consumables.
are you using the Ridable module? might help with this
hey look it's the Order of the Stick tokens, I love those
Yes, yet I'd not played with a rideable token+tile to allow free movement on the spider, while keeping it controllable. Now I've done it and I'm a lot faster but the first time was painful. 😄
Surprisingly to me, there's enough token types to get a lot of things covered through the whole AMFES series. Just some you have to really parse out to get clean images from as a large amount of the collection is not formatted as a token.
Wait, what's changing in v14 for elevation?
I'm not savvy on the v14 stuff since I remember zoning out after seeing what was on the last poll
And knowing theatre inserts is probably gonna break again 
In late 2018, when Andrew was initially brainstorming the features that Foundry Virtual Tabletop might someday have, there was a list of major features that were desired for the VTT. Now, over 6 years later and 5 years since our first public release, there is only one item that remains on that original list which Foundry VTT does not already include! That remaining feature is "Scene Levels", a framework for seamless traversal of multiple layers of vertical gameplay within the same single Scene. We are committed to delivering on the vision for this feature in Version 14 and completing the roadmap that our team began work on many years ago. Scene Levels will enable crafting multi-level scenes that allow tokens to move vertically through different levels of an area. Different levels will be able to have different placeable objects like walls, sounds, and light sources as well as different fog of war exploration progress. Dynamic vision and lighting will be constrained by floors or ceilings to appropriately condition your awareness of the scene based on Token position and elevation.
Our plan for Version 14 will include one feature chosen by our Patreon supporter community.
That will be soooo nice if it works well.
Levels and region staircases are a little wonky using the existing modules.
It took me a while to get them working with a 3 level inn. And it's still a bit weird.
Yeah, that's been my issue with levels too, especially because it does funky stuff with shared vision
Glad to see they're planning on adding native support for multilevels! Should be interesting. Hope that the interface is a bit more user friendly than Levels is at the moment.
I almost gave up and set up teleporting between scenes on the stairs.
I just put multiple floors on the same map (assuming the building is small enough) as a different part of the map off in the black space lol
It's more performant that way tbh
Though making a diff scene is basically the same thing i suppose
I just want dark mode for chat 😭
I use the Carolingian UI or whatever its called.
I just want to be able to resize the sidebar 😢
(I had a mod for this, but v13 broke it and haven't bothered to find a new one yet)
until I read this message, I didn't even realise that the glass soiders are size 3
I don't have a UX solution for you but if you're comfortable setting up css, this is a single line adjustment.
#sidebar {
--sidebar-width: 300px;
}
(The default is 300px.)
Add that to your personal module and adjust as needed.
Has there been a workaround for the recovery values not being 1/3 of the total stamina?
You can add a passive effect that adds to system.recoveries.bonus for now until its fixed in 0.8.1
Our director had a blast with them using trample and we had nowhere to move because it was three of the things.
It should allow you to apply the same effect to an actor multiple time when you click the apply effect button in the ability chat card.
ah i see
Thanks!
Have the Angulotls not been added or am I missing something in the compendium?
many monsters havent been added
0.8.1 will finish out the Echelon 1 monsters
Thank you both for the update. This gives me the chance to get gud at making my own.
#1342298358664138805 message this is handy for getting a quick start.
Has anyone been able to bring Kenpoh's importer module into a hosted version of Foundry? I use the Forge. I've tried using the URL to the module.json, but it gives me an error: Failed to install module: Invalid manifest response received. Is there a trick to what the URL needs to look like when manually adding a module manifest in Github?
yeah I built them and they're currently in review, absolutely going to be in 0.81. We should have all Echelon 1 monsters (1-3) and a handful above that.
at this point, I believe I just need to get some time to build out the Animals section of E1, which is a bit more involved than the others.
and I also want to get the various Solo level 4's built so people can have some end of E1 boss fights
Versioning note: after a discussion with Zhell today about feature releases I expect we will be doing 0.10 and 0.11 releases at a minimum before we call anything 1.0
0.9 is not going to be the version before 1.0
what's the 0.9, 0.10, and 0.11 releases looking like they're gonna entail?
Stuff. Stuff and things.
0.9 will probably have a lot more advancement enhancements
Characteristic advancements, being able to drop stuff onto an advancement choice, and the ancestry point buy
that'll be cool
It's that were we are now? I'm confused by your message.
any advice for how to represent damage immunity numbers for a fury player with primordial attunement?
"verbally" is definitely the simplest way
If its a permanent immunity, you can create an active effect that gives the specified value. "system.damage.immunity.lightning" would give lightning immunity.
that's not quite what Primordial Attunement does
the feature gives the ability to perceive immunities & weaknesses of other creatures
[/feels sheepish]
(I had to look it up, I just happen to have the pdf already open)
Is it possible to get an unreviewed copy of them? I have a one shot this Saturday that I plan on using them for.
Angulotls are reviewed, they're just in 0.8.1
https://github.com/MetaMorphic-Digital/draw-steel/tree/develop/src/packs/monsters/Angulotl_VG4LRhUl5RB1EpzH I think you can just download these json files and use the native import from json functionality?
fwiw I made a ticket for Primordial Attunement specifically & a general tracking ticket for specialized "senses"
I won't be doing them any time soon, but it at least gives some direction if some community contributor is feeling spicy and wants to venture off the beaten path
I'll make note of that as I wanna do a one shot later this month and if .8.1 isn't out by then that'd be VERY convenient.
will "senses" be specific to an actor?
Yeah so it would be expanding the native foundry "detection" and "vision" modes
If you were wanting to do your own monsters before the compendium was updated, that tool I linked can help you input most of the data.
I recall being able to break up movement while dragging a token by pressing spacebar. Now it pauses the game. Can one break up movement somehow? As in, move 2 sq up, then a sq diagonally or the like
u have to hold down cntrl first
then u can click as u move
its no longer spacebar afaik
Ah. A bit more clumsy, but I suppose it works. Thanks!
its a bit better now cuz u can do scrollwheel to adjust height and tab to change movement types
Oh, that's neat
Yeah it's net better but the flow is quite different
Items are not implemented yet, right?
not yet
u can add an item into the equipment tab
then make an active effect for it
Yeah I realized that question was a bit dumb haha.. What's the link for DS active effects?
There's a journal for them
Where's that?
in the compendiums
sorry for being annoying again but is there an implementation for followers making project rolls?
Not yet, Zhell and I today started to talk about what makes the most sense
godspeed!
Are we still pending pickup on Titles or are there other compendium items to work toward at this time for 0.8.1?
Titles need to be done yeah
@eager helm Since I don't want to bother the foundy module creators, and I know you're knowledgeable + this seems like the best place to take this conversation.
How much of the foundry module functions at the moment? I wanna know what features aren't really in it yet, and how good it is before i commit to making a campaign fo it, since I use foundry.
the compendium isnt all put in yet
And whether one of the (handsome, amazing, hella dope) module creators answers this, or someone else does, I'm not fussed.
But how easy is it to make custom enemies within foundry using the module? Do I need to compile a seperate folder and import it, or can I mash it together within foundry itself.
1st echelon (levels 1-3) will be put in next update
u can do it in foundry
just requires making some abilities
theres a module pinned here that had stat blocks from lvl 1-6
they just arent integrated into the compendium
Aaaaah, ok.
the module rn has a buncha automation
statuses, damage immunity/weakness, damage application
So It's a matter of being patient for now, waiting for the compendium to be assembled, and then it's basically good to go beyond the stuff you mentioned earlier like companions.
more or less
i will note the module i mentioned has a buncha abilities
theyre from a previous so they may or may not require minor changes
gottcha.
to tide u over until 0.8.1
one of my favorite things is it allows for easy application of statuses and end of turn saves
since my planned campaign wont be for another few months, I think I can afford to be patient then
Mhm.
And then i'll inflict all sorts of malice loaded misery upon my players!
Like rocks, and angry rocks, and flaming angry rocks, and a dragons testicle!
How do you create auras for characters? Thinking of giving the null the null field aura to remind it's active
There's modules that will create a visual for auras you could download. Some can automate effects, but from my experience they're geared towards 5e. Not exactly sure of the names of them. Might just be Token Auras
Ah yes, I used to have that.. Doesn't seem to work anymore, not updated
token aura rings i think its called?
Oh maybe that's the updated one
Token aura rings works well in v13, but it does create round auras. Given the way diagonals work, you might want Grid-Aware Auras instead - it lets you configure it to do square auras instead.
I didn't find a way to do that in Token Aura Rings anyway...
theres a setting to make square auras with token aura rings
im afk but u can toggle it in an aura's settings
I see a setting that I interpret as turning on auras that follow the grid (at least I assume that is the setting that would do a square aura), but it is labeled as experimental and I can't get it to work on my Forge installation. Grid is enabled in the scene, but this setting doesn't affect the shape of the aura for me. I may be doing something wrong. I like the aura options in the Grid-Aware Auras a little better, but Token Ring Auras lets you predefine a bunch of different aura types and apply them to multiple tokens easier than GAA. So I haven't found a perfect solution yet, though I'll take a look at Aura Effects next.
I think there is a setting in the core settings that enables grid based templates and that also turned token aura ring square for me
That fixed it for me. Thanks!
So once again for everyone: for auras like the null field or even ranged attack ranges, use the module TokenAura Rings and then change the core setting to enable grid based templates to turn auras square also
@amber zealot @eager helm
So is the circle supposed to be squares instead of round? Because mine is round with "Use grid-based shapes?" checked and "Dynamic Token Rings Fit Modes" in Core settings set to Grid.
Dynamic Token Ring settings set to Grid just determines the token size and has nothing to do with shapes.
In the foundry core settings there should be a setting named along the lines of "Grid-based template shapes" or something like that.
That's the setting that changed the Token Aura Ring to square for me
I was making retainers for folks, ultimately I just made a new class called retainer that allowed for setting stamina/recoveries. Not sure if folks already have something in place, if not might be an easy enhancement to add into the system.
Ah, that's it. Thanks!
Any way to make accessing token more smooth? Having to open the character sheet, click on the hamburger menu, accidentally click on the configure sheet, click on it again and then click on prototype token. Feels like there was a 'token' button on the character sheet before?
Also, I can't delete an aura from a token without first deleting it from the aura ring directory, deleting the token and re-adding the token. Any way to delete an aura easily?
"hide" it by clicking the eye button in the token aura ring settings of a respective token
Or straight up "delete" it from that token. Shouldn't delete it from the library
Where do I find it to delete it?
Retainers will be a new actor type. Possibly in 0.10, might be 0.11 or later
they're on the list of "must haves before we go to 1.0"
If you go in the token settings menu (right click token HUD on token) there is the "configure aura ring" menu. In there you should be able to delete the current token ring, I think?
But while you're there you might as well just hide it 🤷🏻
In the configure aura ring pop-up, any configured auras on that token are in the top left. Select one, the settings for it show up on the right. Scroll down on the right to the bottom and there are buttons to delete that aura from that token without affecting the master definition in the save directory.
Is there a roadmap?
GitHub milestones are what we share publicly
It's all volunteer work though so we avoid committing to too much in advance
Is there a way to track malice/hero tokens?
yes
its tracked in the bottom left hand corner
Malice is also in the top right of the NPC sheet
👍
Hopping in to say thanks for making this! Hopped on last night to get ready for a one shot I'm running later today, and things worked out pretty nicely
Plus, since I'm running Delian Tomb, MCDM having the VTT maps made it nice and easy
are healing potions in the compendium?
not currently
on the list of things I'm reviewing today. They'll be in 0.8.1
i have a pc set up where their max stam is 33 but the sheet says their recovery is 9, this is the dwarf fury pregen
bug in how the bonuses.echelon work
you can edit at the moment by finding the Dwarf stamina bonus and adding system.recoveries.bonus | ADD | 2
(the 6 stamina is being added after the recovery value is calculated)
are the general malice features anywhere?
similar issue, i'm making the human censor pregen and its stability is 2 for some reason
not currently
and i cant change it to 1
its prob due to a passive effect, is there anything in the effects tab?
perhaps from their kit?
mountain kit
giving +2 stability, but the censor pregen char sheet says 1 stability
i thinkkkk thats an error?
seems like it
Yeah it's been fun finding bugs in the books alongside the code
here's the list of all the issues I've found in the delian tomb pregens
it's not short 😛
🤨 what's this gotta do with the foundry system haha
people trying to build the pregens out
has anyone made a list of suggested modules?
No such thing
Are stamina and heroic resources not on the player sheet or am i missing something
They're most certainly on there. It's on the main page of the sheet
ahhhh
Click the character icon up
How do I create an effect that deals additional damage of a specific type? A hero has the Displacer weapon, and I want it to deal 1 psychic damage
what i do is use enrichers in the effect text box
like my fury's executioners blade reads
[[/damage 1 psychic]]
Just create an active effect and write that in the effect description?
Where is that?
By the way, there is no way to have the animations that you can add to a light source also be on an aura on a character?
For an item, it's just in the description
Hmm, but that doesn't add one damage to an attack.. But maybe that isn't possible
u use an enricher cuz its a different dmg type
Makes sense.. But can I make an attack deal +1 psychic damage thanks to the item automatically?
not to my knowledge
another way would be to add a damage effect to the power roll
and have it do 1 psychic for instance
on all tiers
It's on the to do list
But a damage enricher will get you there in the meanwhile
It's no big deal, just messing around and trying to figure out what works and what doesn't
I guess it's a bug that you can choose the same skill from multiple sources?
Technically there's nothing in the rules preventing you from doing that, so not a bug
But yes we would like to provide better UI feedback on "you already have this skill"
Should the Devil's Glowing Eyes be in Abilties as a triggered action?
Text/screenshot?
Challenge Tracker doesn't seem to be working for me, says it's missing dependencies yet it never had me download any
Odd, it is working for me. V13 of Foundry? Maybe uninstall and reinstall the addon?
Yeah V13 and reinstalled. Shame. Woulda been cool for negotiations and stuff
yeah we do eventually want to have stuff built into the system to help with that
there are fields on the NPC sheet for this
biography tab
but a fancier Negotiation app would be nice
I’d like an actual clock or tracker that the players can watch tick down in dread. Montages and Negotiations would be more tense like that I feel.
yeah, I think there's a lot of value to a public display of those stats
but at least in the interim you can track on the NPC sheet
This is in Features, but not in Abilities. It's clearly a triggered action, and I need to manually add it there for the player to remember they have it
Global Progress Clocks should help with that 🙂 works well for me
Yeah fair point on these implied triggers
what's the textcode for recovery value? trying to increase a character's recovery value with revitalising ritual and I want to make an effect to do it but I don't know the text to enter here
I tried this and a couple other word combos and I'm not sure what it's meant to be
u need system. at the front
ah ty
ok couldn't get that to work, I could adjust the number of recoveries, but not how much stamina it restored
Oh, you want system.recoveries.bonus
ah thank you
Is there documentation of the variables by chance?
Yes, both on the system wiki and inside the system documentation journal
The "Active Effects" page
There is another option: Global Progress Clocks. I personally liked the interface of Challenge Tracker, but Global Progress Clocks has some extra features too. Maybe it will work for your setup.
Hi folks. So, I picked up the Action HUD module for foundry, and there was a Draw Steel version. However, I'm wondering if there is a way to get Malice abilities to show up on it? Because of the current compendium, they are listed as 'no action' which I think means they don't have any group that can be referenced in Action Hud.
Is there an option I'm missing OR does something on the Draw Steel version need to be updated to potentiall allow it?
They probably need to update the shim module
I would like that too. I've also thought it might be nice to have the option of adding features to the hud, not just abilities. I don't know how feasible that would be.
edit: I just filed a feature request for this in the addon github site.
Are you using version 3.0.0 of Challenge Tracker? It is working for me, but I did have to change the location of the button from the Player List to something like the Journal Notes instead. I did that in the settings.
Hey I made the Draw Steel TAH module and I’ll have a look at that this week.
This too it shouldn’t be that hard. I just didn’t add the features as they are not rollable but I can do that as an option.
Oh awesome! It looks great otherwise
quick question for any foundry advanced users - but is there a way to set token scale on a per scene basis?
Not that I am aware of. What are you intending to do?
So, one of my "Scenes" is a regional map, and on it, the players tokens are 25% size, so they can sort of see where characters are. I'd like it so any other tokens I move onto THIS scene come on at the same reduced size:
The demon isn't actually that large 😅
How does one make a healing potion, as in allow it to heal like a recovery does?
How do you make the player's tokens 25% of their size?
See Dimenions and Scale: @amber zealot
you could set the grid size smaller, but otherwise I am not aware that you can make a hard rule for each scene
@Same, in the token settings in 'Appearance' you set the token scale to 0.25
Right.. Yeah I messed with the grid size of a scene to make a token look larger on it, as I was showing a scenic view of the forest with the wode elf token that they were negotiating with
Oh! That worked. I have the map set to gridless, so I didn't even think about that
make a consumable with the following text written in it [[/heal @recoveries.recoveryValue]]. This will provide healing equal to the recovery value of the character holding the item
That doesn't make the text clickable if placed in the Description of the item?
Hey, What are you guys using for an initiative tracker? I am having a little trouble switching between the chat and initiative when combat starts
if you right click on the initiative tracker tab, it pops out
(I think all tabs can be popped out that way)
Holy mother of God what is this sorcery
Yes, that's what I do, right click on the combat tab, then use the Pop Out addon to turn it into its own window, which I put on the 2nd monitor.
You've just opened entire worlds to me!
I've sometimes tried to pop out the chat window instead, but for whatever reason I don't find that as convenient. Not really sure why... 🙂
you can pop out individual messages though
which can be quite handy if you need to track on specific message (like a long lasting spell with repeated effects)
Didn't know that one...
it's in the right click menu for messages
it definitely should create a clickable button in the item in view mode, not play mode.
looks like you might have to clean it up
sorry, the link sends you to the wiki where yo can read an explanation of what to do
Hmm, it doesn't turn into clickable..
Screenshot
try the following as effect text:
When you drink this potion as a maneuver, you regain Stamina equal to [[/heal @recoveries.recoveryValue]]{your recovery} value without spending a Recovery.
Ah
without quotation marks
KJ this is what ` is for
If I just write it in, it works. Seems like it's [ [ at the start or something
Cheers!
Oh. I don't think this is working as intended, I was thoroughly confused. Creating a squad, I had four minions in. They all had 3 stamina, so 12 in total... I dealt a minion 7 damage, and each of the minions went from 12 to 5. So are squads just broken right now, or am I misunderstanding? two should die, a third should take 1 damage, right?
minions share their stamina pool and don't have individual stamina. so your 7 damage took 7 stamina off the full pool of 12, resulting in 5 left. you are correct, 2 should die, and the next one will die if any minion of the squad takes another 1 damage
it has been ticketed to make the minion squad UI easier to understand as in when a minion should die
Yeah this is unclear - you don't know which one is dead and which one isn't, and there is no way to mark it unless you put some statuses on them after the fact, which is a lot of work
Selected one should die, and then prompt to select more or something, until all damage has been dealt
Here is the related issue ticket. feel free to comment on it
https://github.com/MetaMorphic-Digital/draw-steel/issues/662
How do you increase renown with a title? A passive ability, but what do I write?
Given how much renown can go away and come back, I would just edit on the bio tab
Well, the Local Hero title should permanently increase Renown by 1 if the players choose that option.. But yes, changing it manually is of course an option
I believe it's system.hero.renown
most all of them are in the wiki under the roll data header. everything in that section needs to have the @ replaced with system. but I am pretty sure that is an almost complete list
Nice, okay!
Hey so I updated Draw Steel TAH module and added support for features and villain actions. For features there is an option to display them in settings and it’s false as default. I’ll hold off on adding malice actions as now there is no easy way to differentiate them from other abilities. I made a ticket about it for system
Malice abilities have a value in the resource field
There's also abilities with a Malice rider, which would be in Spend
Okay now all of the abilities should be visible and No action as villain actions are under Other. I think this will be enough
Yeah I don’t think I need it at the end
Quick question. I haven't yet updated to 0.8 (I've been away for a month). How much fixing of character sheets am I going to have to do with the update? I currently have everyone's abilities built-in as features in text form, with very little automation, as well as some homebrew monsters. Are we talking some minor things I'll need to fix up, or some major work?
well, 0.8.0 includes a lot of compendium content
few things broke but there's a ton of new capabilities
In my experience, no fixing is necessary. But if you remake the character sheets, you’ll have enhanced versions.
Oh, I'm aware! And excited. Just want to make sure I have the time to get everything ready before the next session before I click the oh-so-tempting update button
Take note of their current stamina and recoveries. All my players reset to full I think.
Haha yeah, I saw this after I ran the update. Their Stamina is fine, but their current recoveries reset.
Is there a way to add an applied effect in a text field? For instance, if an effect says "If the monster charged before this attack, the target is slowed (save ends)", is there a way to get "slowed (save ends)" as a button that can be clicked, or an effect that could be dragged and dropped on the token?
not in a text field
what i would do is just include it in the applied effect power roll entry
but only click it under the circumstance
or u can apply it manually
If automation is improved, wouldn't that just auto-apply the effect to the token in question, then? I suppose that doesn't matter in the meantime, but I'd hate to have to go and undo everything
Its a good idea, though
im just trying to provide an immediate solution to ur question
i think in the future there will be easier methods to accomplish this
As I said, it is a great solution to my use-case, and I appreciate it
Ultimately effect application is never going to be fully automated, there's always going to be an intermediate button press
E.g. all of the ways to boost potencies/potency resist
I believe the addon Dfreds Convenient Effects lets you create effects that you can drag onto a token (or maybe its select a token and click the effect). The addon creates a new panel in the right sidebar for housing the effects, including nested effects I think. I've barely started using it so might be getting something mixed up.
Yeah you have to create custom effects manually with Dfreds convenient effects.. I think it automatically has 5e effects? But I can see using it.. Drag a list of conditions onto the screen by right-clicking the convenient effects and quickly apply effects by just selecting or targeting all the tokens that get the effect.. But you need to manually code the effects I think? Like applying weakened automatically adds a bane to attack.. I don't think (?) you can drag these into the convenient effects
These are good suggestions.
When activating Dfreds convenient effects in DS, it doesn't show any conditions so you need to make them manually. But that is easy to do, and can assign built-in conditions like weakened to the effects. There's a "Status Condition" drop down at the bottom of the Details tab of the effect. So if I create a dfreds effect called Weakened EOT, then assign it the Weakened condition on the details tab and the End of Turn duration on the duration tab, that seems to configure everything correctly. I can select one or more tokens, and then click on the effect in the sidebar and it applies it to all of them. I just tested some of that - the bane does get auto-applied to power rolls with weakened, for example, but I haven't used it in a battle yet so I don't know if there are unexpected challenges to actually using it or not.
Thank you, Dragodoth! It is working well for me.
Follow up questions: with regard to support for features, I'd been thinking of "Features" as stuff on the "Features" tab, but I wasn't remembering the distinctions between Ancestry Traits, Features, Perks, Titles, Complications. Right now it does show the Features items, but not the others. How complicated would it be to add groups for Perks, Ancestry Traits, Titles and Complications too? Would that be useful to "complete the set", so to speak?
Would it be possible to have a group with consumables too, so you could click on a healing potion to use it and decrement your inventory?
I don't know how feasible some of that is, or necessarily how useful people would find it all, so this is just brainstorming.
TAH probably also needs to adjust that in 0.8 we added all those other item types, in 0.7 it was just "feature"
That is so convenient!
@ivory rivet Convenient effects used to have functionality to put visual effects over tokens, in 5e for example for Bless or for Fire Shield, etc, but the effects were unrelated to the system I think. I can't find that functionality in Draw Steel at all. is that system dependent? do any of you know?
So I didn't have Convenient effects installed, but maybe it was automated animations or JB2A Animated Assets, as the censor used Behold the Face of Justice, and I clicked the Frigtened condition in chat, and as I gave tokens the condtion, an animated debuff was on them
So it seems that there's some animation potential when placing debuffs that abilities grant that show up in chat as clickable
I haven't used it in a D&D game yet, so I'm not sure. But I agree with Sami that I have used JB2A and Automated Animations, and they did some things by default in 5e games. Maybe if the DS condition name is the same, like Frightened, that would still kick in with an automation? Just a theory, I haven't tested it.
thanks for the suggestions
Support for Automated Animations needs to be built into the System then a Config for the System needs to be made for the mod. The first part was requested on the github, but not sure when we'll see it in the system though.
Whenever someone with time & interest in handling the integration wants to go for it I'd be happy to review the PR
Too javascripty for my skills from what i remember looking at it 🙁
yeah, it's not going to be trivial
Yeah it should be fairly easy I can do that
@swift flume probably worth also testing against the upcoming 0.8.1 build
That was... A lot of actors to review
But it means that 0.8.1 will have all Echelon 1 actors from the Monsters book, plus a handful of the level 4 soloes!
Were there any changes to features from 0.8.0?
Not on a code level but there's a ton more compendium content to check against
Very eager for more compendium content. Just made the switch from Roll20 to Foundry. Loving it so far
Yeah makes sense
Hi, I'm trying to make some 'buttons' to help my players with their heroic resources, my plan is to have a button (ability, no action) that adds 1 to their heroic resource, simple as that. I'm trying with hero.primary.value / add / 1 (which is the key I use in token bar to show the HR) but it doesn't work, anyone know how to do this?, thanks
If I understand correctly, I think you would want to create an ability with a linked macro. Someone made such a macro that you could use. Two versions, in fact. #1390065189453435041 message
great! that's exactly it, thank you
0.8.1 preview is up for manual install for anyone who wants to do a QA sweep on the compendium content or just get ahead of the curve. It's all been reviewed but there's a ton of new stuff and mistakes happen.
Barring any breaking issues the "proper" release will occur tomorrow
This update gets through Echelon 1
so the features, abilities, treasures, monsters, etc. of Echelons 2-4 are going to wait until 0.9 and later
0.8.0 had all the stuff for level 1 + the starter adventure monsters
but yeah this really fills out the starting experience
woah i missed a bit
I fully expect (and fully understand~) a "when it's ready" - but is there any ETA for 8.1?
0.8.1 is coming out tomorrow
barring any delays
we're in final QA right now
You're my heroes. I'm planning to do a oneshot next Tuesday. 🤣
the preview build is up for manual install, but there's already been some QA clean ups since I made it so if you don't need to use it, wait for the proper release
Yeah no, that's awesome and perfect. I can prep some encounters this weekend then.
any ideas for implementing "The Mountain Does Not Move" (5th level earth elementalist feature) in foundry?
was thinking some sorta variable active effect
but dunno how to do this without getting super fiddly with it
There are a few elementalist things that are tough, like the wildshape ability at level 2 is pretty complex
maybe a "blank" active effect that lasts until....we dont have an end of round trigger, do we?
we probably should since a few effects are end of round
Those could be tied to the “next round” button in the combat tracker, if nothing else.
I've been working on this item importer, just for abilities right now.
It's not complete at all, but may help speed up some importing of abilities. Tiers are not yet parsing correctly. Here's the github: https://github.com/kenpoh01/Draw-Steel-Item-Importer-for-Foundryvtt
Oh, and it may not yet work on starting abilities, just heroic resource cost ones.
if I change the prototype token of compendium monsters, does that get reverted with each update? or would you recommend only doing token changes after a monster has been imported to my world?
Yes those will be reverted. Are you trying to adjust individual monsters or batch updates?
I would want to change individual monster tokens to display the dynamic token that I would want
You could use a personal module to set up art mapping for compendiums and that wouldn't get overriden.
I will ask how to do that when I have time to get to something like that, but that could be an idea
Yeah, I can show you how later.
That sounds interesting.Is there a ressource somewhere that you could link to?
Not for creating a personal module but specifically one that maps art for compendiums.
This shows what the manifest file flags would look like and what a mapping file would look like.
so would I need to write mapping for each monster or is there a way to automate it?
You'd need to do it for each monster you want to map art for.
This is also what a premium module for the Monsters book would use
Is this an if or a when?
has anyone noticed a bug where heroic resource gets overwritten at the start of turn instead of incremented? this is a censor on 8.0
What other modules do you have
oh boy.
Is this something that happens reliably?
all turns of combat thus far tonight
Basically, wondering if you have some other UI element interfering
i have a hard time imagining so, but i cant rule it out. i'll try to reproduce with no addons after the session
get the module Find the Culprit that will help you to single out the issue if it is a module
very quickly
yeah im familiar with it. i will try it, ty
Suggestion. When combat starts it flashes draw steel across the screen.
because- thats cool
All creatures in the encounter could automatically send that to chat. 😜
Reasonable suggestion. But I think what we'll focus on with 0.9 is to play the Wilhelm Scream at the top of each round.
Will Rival Shadow be added in 0.8.1? Since there's one in the Gilded Hand
Yep it's in there
Alright, then I won't work on changing another rival to that, good!
Is there any consideration to make a censor or troubadour rivals based on the advice from the book? It's my understanding implementations try to stay RAW to not make too many assumptions. They didn't fit in the book, but they could fit here.
Also, will there be any UI added to advancements to indicate if an advancement was skipped, or completed? In case you missed picking a language or something? I think 5e had a yellow caution symbol or something or a green check mark that it was completed.
There are UI elements for this already
Oh huh, i didn't notice it when I did a character last night 🤔
I've seen if you don't pick a language or skill that there's an extra little thing above the skills or languages that opens up the relevant thing that lets you choose stuff you haven't chosen yet
We're going to stick to printed stat blocks
I'll have to double check. It wasn't very obvious to me. I was rebuilding someone's character and they built things a little out of whack before we had advancements and it was all manually entered. So I skipped a language choice in culture. But didn't see an indicator to know why advancement I didn't do and had to check all 3.
I just created a blank token just now, added a career and the question mark popped up
I mean, it's just a small symbol there, so easy to miss!
I believe I configured this character correctly, but I'm unclear how the player is to understand what skills they have during play?
You probably needed to switch back to play mode
The sheet has two modes — edit mode will show the source values, without active effects or advancements
how long does it take for foundry to update the listing?
its still showing 8.0 as the most recent version
I think it was put out for manual install until a QA pass was done
I have to hit this button for the built-in updater to see the new version
it says "release" on the github page so i assumed it was offical, it just wasnt showing on the foundry page
Release 0.8.1
Highlights
- Compendium content for all of Echelon 1
- Many bug fixes for content available in 0.8.0
- Visibility controls on Combatant Groups
Full notes: https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/release-0.8.1
That's still sans-leveled treasures, right?
Yeah, leveled treasures are not included in this release
For echelon 1 compendium content, I mean
It's a multi-phase process; the github page allows an easy way to do "release candidates", with an understanding that users who install them understand that when the full release happens (like now) they'll want to reinstall to grab whatever fixes are made during the final QA process
by contrast, when I do the "final release" like now, that's us locking down what is publicly available on services like the Forge; any changes now would require a new release
When a condition is removed by a save, the effect is not removed, which means another of the same type cannot be applied without manually removing it?
The error on trying to apply the condition is
The _id [bleeding00000000] already exists within the parent collection: Actor [99VTjPSncDsppRIh] effects
The effect seems to be made inactive instead of being removed
Correct, that was an intentional design decision but it might make more sense to just delete
Unless there is a way to re-enable the condition, but then the second application might inherit duration etc it shouldn't
The idea was that we wanted to minimize automated data destruction
Understandable desire, just clunky when in a game. What about a prompt? You saved, wanna remove me?
Especially if you have multiple save ends effects, perhaps a menu that pops up to choose which one to remove?
Personally I wouldn't want popups in front of either the director or the player to deal with the 'under the hood' part, but that's just me
Why.... Not?
You've already automated calling for the save
Especially in this case.
why not the success removing the condition
You're not interrupting anything. You're ending your turn and resolving a game action before the game continues
The option could be in chat, it doesn't Necessarily HAVE to be a pop up I suppose
I don't think we're on the same page here. The system already automates calling for the save, and disabling the effect. It fails to remove the actor active effect, which means it breaks applying another of the same condition via the chat buttons.
I'm saying if you have multiple effects
It feels odd to ask someone if they want to remove the effect that they just chose to save against. I can think of no scenario where someone has successfully saved and then they don't want to have it removed.

exactly!
I haven't run in to it that yet while playing, so maybe that's the case
I just don't see the strong aversion to a pop up to confirm removing an effect IF the desire is not have too much automation. I would prefer it does it automatically, but I'm not everyone.
I think ultimately whatever the reason, the current implementation causes confusion for players. It's not like from their perspective they know why the effect would no be reapplying. I think it makes more sense to either make it so the effect is completely removed from the actor or reactivates the inactive effect when applying it again?
it's not even 'removing', cause it already did that already. It's just technically it's still there, and breaks other integrations. It's fair enough if the intent is to alter and re-enable the effect later with another application, but I don't see why it can't be fully removed. If the director needs to know what the effect was, or reapply it, just scroll up.
My thought is that its not really automation, the player has chosen to have the thing deleted when they choose to save, its just mediated by the save roll as there's a chance they aren't able to remove it.
From following a lot of foundry discussion over the years, there is usually an aversion to systems doing things like that, depending on the team. There was a similar consewfor 5e it seems like.
I don't view removing an effect you opted to roll for as much of an "automation" feature strictly speaking, just a QOL feature
For me I don't need it to be strictly removed but some workaround that doesn't give you an error would be preferred imo
like moving the effect back into activate instead of inactive when reapplying
That seems like removing to me, making it inactive causes weirdness
it currently moves the effect into inactive
I understand that
The whole discussion is that it causes problems when trying to apply it later if you gain the condition again
And this was Chaos' reply to perhaps just deleting it instead
You could make its so that "applying" the effect checks if its there just inactive, if its not it applies it if it is then it just toggels it active again. Same user facing functionality, no automated deleting to make those who prefer to avoid that happy.
I'm not sure why you'd want a bunch of left over inactive effects for conditions cluttering the effect tab
But there could be a case I cant think of atm
(the caveat is that for many of the statuses, e.g. Dazed, you might get hit by Dazed (End of Turn) and then Dazed (Save Ends), where reactivation wouldn't be quite right)
I'll admit I have a bias to wanting it changed how it currently works cause when making monsters for the compendium I've been getting annoyed with testing custom status effects 😆
I'll try applying it after an adjustment but oops nope, gotta go into the hero character sheet first and remove the inactive version
I wonder if there could be a thing where it detects the same condition, (daze eot and then gaining dazed save ends) if it could "upgrade" the existing one
What's the RAW for if you apply Dazed (Save ends) to a creature that already has Dazed (End of Turn)?
I believe the new version is the priority
But I do think that "Delete the old one first" is a reasonable pathway if the actor has a disabled copy of the status
If its going to delete right when it adds a new one anyway, why not delete it when the save succeeds?
in my home games I use the Visual Active Effects module anyway and we just right click remove it 10/10 times so imo just removing it is probably fine, but I totally respect minimizing automatically deleting stuff
People forget to add penalties and the like
Actually hmm. Effects from the same ability prioritize the most potent/recent
If someone had dazed eot, and had a thing like "while dazed this way x happens", I don't think another source of dazed save ends would get rid of that
Might be problematic
Yeah, if an effect is active that's harder to parse the correct behavior, but I think we can be more aggressive about cleanup when an effect is already disabled
At least I think I understand correctly from page 76
Ideally, all "While dazed this way x happens" are not implemented as the canonical Dazed
and are instead a custom effect that has the Dazed status included
I tried to catch as many of these as I could
Yeah, just thinking about effects that are conditional
here's the rules on stacking effects
it's...actually not clear to me if the newest version is the priority?
oh nevermind
I see in the first paragraph
The most recently used ability applies for determining duration
so there we go
Yeah I think first paragraph answers it, though slightly clunky
Like reading a MTG card and the last sentence always gets ignored XD
that's kind of funny cause it means you could downgrade a daze save ends to a daze EoT if an enemy hits you with the weaker version afterwards lol
Huh, that's interesting. Not what I'd assume.
I will note that that first paragraph talks about the most recent version of an ability being used to determine the duration of effects from an ability not the most recent application of a condition. I'm not sure that's at all helpful as it just removes the one clarification we have though ¯_(ツ)_/¯
Are there instances of applying a condition from a non-ability in combat though?
I think he means different ability, not the same source
Idk, it's all too confusing for me at this point
I assume we're talking about abilities strictly
Question about how the update interacts with existing PC and NPC actors. If we have made PCs using v0.8 and their class advancements are filled in, how do we update that actor to the new class? Do we have to rebuild them from scratch, or is there a proper way to update the existing actor with the fixes/additions?
Ah that's not what I meant, my plain reading of that first paragraph means that only conditions created by the same ability replace each other. Say two elementalists both used Ray of Agonizing Self-Reflection applying a slowed condition for instance. But one person apply the grabbed condition from the Grab maneuver and someone else doing it from a different ability just fail to stack according to the last paragraph of your screenshot.
Similarly for NPCs if there are bug fixes?
I think in the case of grab specifically, it would be the new source.
Currently gotta rebuild, we do have plans to have an "updater" that I'd like to include in 0.9
The paragraph in the screenshot explicitly calls out that a grabbed creature cannot be grabbed by a second grabber, its why it was my example because it was in my head from having just read it 😄
Fair enough! I don't have the rules memorized, I guess I incorrectly remembered it that way
somehow the clarifying screenshot has only made things more confusing lol
I hope everyone appreciates why system development is hard now
anyway I'm not sure what this means for adjusting how actors handle effects haha
I feel like the part about grab should just be in grab/grabbed. It would makes sense to me if I grab someone who is grabbed, the new one would take priority, not stack. But we've moved away from the initial point XD
- Different Abilities effects can overlap
- Same abilities do not overlap, instead the most impactful version takes effect
- However the duration of the effect is determined by the newest instance
- Conditions do not stack.
But I think maybe you could just willing end the grab in that case as this happens? Brain hurt...
is there a ticket for seperating features into seperate sections
as it stands theres class features, title features, perks, and ancestry traits
all in the same menu
so with all this in mind let's ignore all that and have the effect get deleted when we save 🤣
Don't think so, we're definitely open to UI suggestions - it's definitely "rough and ready"
Yeah, it'd be nice if they were categorized a bit more, instead of just the type shown at the right hand side.
And some sorting options. Manual vs Alphabetical vs type
Ticket opening time
cool, ill try to put in a ticket later today
Having watched the Codex and Foundry VTT development for a while now, I have to laugh whenever I hear someone say that Draw Steel was designed specifically for VTTs.
It does feel like a very VTT friendly system. Not so much as Pathfinder 2 (which I would never play without Foundry) but having a VTT is nice.
I think benefiting from a VTT and being friendly to program into a VTT are different things
That’s fair. I could potentially see playing Draw Steel without one
Obviously I don’t know how difficult it is to program
Never got into programming
It is easier than other TTRPGs
Draw Steel is not my first Foundry system and it is much more pleasant to work with
Well that’s good to hear
it's a little silly cause it's more like they're making a vtt with draw steel in mind (since the entire point of Codex is to run this system and nothing else), not the other way around lol
people say the same thing about any decently complex game lol
ppl could play 3.5e without a vtt
god, I played third edition through the entirety of highschool with just a lead pencil and the back of my character sheet to track everything
People said the same thing about 5.5e. It's trendy to have boring opinions.
I use to write out all the formula's like "here's what I add if I'm power attacking while two weapon fighting while my friend has bardsong active and I'm attacking with my +2 dagger..."
My group tried the codex and the amount of automation built in is very impressive. Like it will let them know if they can use a reaction and lets them decide where to slide monsters
I updated the Draw Steel TAH module now all features and equipment should be visible
Just played a bit with 0.8.1 and want to say thank you for all the hard work you guys have put into this.
And I played D&D 4e at a table. So like, Draw Steel is infinitely more physical table friendly than that was even. 🤣 But a good VTT support is gonna be sweet all the same.
Thank you!
The dragon knight wyrmplate and prismatic scales features have a value of damage immunity of 2, despite it being supposed to be the same as the level so it should be 1 for a level 1. What's the intent behind this?
theres no key for having a value that keys into an attribute
so its "2" for now
yes, I know there is no level key, but I was just wondering why it's 2 initially when you make a new (assumably level 1 character)
Probably should be 1 but I think we'll get the level scaling into 0.9 so not really a concern
My dragon knight damage immunities are not working :/ wyrm plate is for cold damage, prismatic is for corruption damage, both are set to 1, both are active yet when in play mode of the character sheet, niether process through? Help, please?
it needs to say "immunities"
Bug report 🎫
Was a squad supposed to act differently in displaying health in 0.8.1? Because it still just removes the health from each minion and doesn't make it clear which one died
There were no changes to squad health handling
just the concealment
Alright good to know
What's the idea with the Initiative Value that a group can be given?
the amount of activations/turns they get
Oh! Solo monster stuff
How convenient
Anyone used the module Splatter and gotten it to work? I tried with both @stamina.value and @stamina.max and system.stamina.value and system.stamina.max without getting it to work
good question! I wonder what the correct actor type would be?
Oh I'm sure the package page has documentation for how to use the mo-- oh
I demand the blood module for DS!
don't know if this helps?
The wiki for TheRipper93
Monsters don't have the base actions and maneuvers (charge, knockback, etc) assigned to them. Is there a way to add these?
the basic abilities are in the compendium. u can just drag and drop
Thanks, are they going to be assigned to monsters by default in the future?
no idea 
In a vanilla install (no modules) of Draw Steel on Foundry 13.348, I have noticed when a NPC is the target, the apply damage button in the chat window does not apply to it, but to the PC who rolled it. Is this a known bug?
It applies to the creature(s) that is selected. So not the one that rolled it, unless that one is selected.
I know people have asked for it to deal damage to a target, not sure what the plan on that is. I much prefer target, because you can keep the acting token selected while easily hovering over other tokens and clicking 't' to select who the damage is dealt to
ah ok, I would prefer that as well. But thanks for the information. I was quite confused since I'm used to the "t" method.
Yeah. Very convenient, hope it gets changed
I would classify this as a bug since the the chat notification implies the damage will be applied to the NPC:
Just an FYI that my vote would be for a configurable setting. I don't like the way Foundry targeting works so don't typically use it, so I'd like the option for apply damage to a selected token...
Or do it to the target if there is one, but fall back to selected token otherwise?
personally i like how targeting works
i wished when u applied damage it would just apply it to tbe target
This is a know issue on the github, but not sure what the repsonse means about update permissions:
maybe once we get some better sorting & filtering on the sheet
I would assume it's the fact that a player can target any token, but can't select any token?
Correct
Players do not have update permissions for monsters
The idea is that the user of the ability handles targets, and then the recipient of the damage will select whatever got targeted by the other person and use the "Apply Damage" button
Hmm, feels to me like an easy toggle.. "Let players deal damage to targets - on/off"
Thanks, I put in a feature request on github for that
Except now we're introducing a whole socketing layer to route the updates through the GM
Just my two cents but I think there is something lost from the experience of a TRPG when the system just DOES everything. There could be lots of reasons you don't want damage automatically be assigned. A few clicks is not that bad compared to doing math, erasing and writing down updated stamina, when compared to in person games
well i mean the same way it is rn
just no like
making sure ur having the thing clicked on
The reason I'm not totally opposed is the current flow is... not great for Surges
So what I liked when I ran 5e games was that a player could target a creature, and it gave me as the GM a prompt to apply the damage to the target. So it didn't apply immediately, but it still allowed players to more easily select who the recipient is
Yeah, translating the targets to a selection is something we want to do
Big fan of that
And of course for me to select targets easily is so convenient. Have monster selected, target all appropriate targets, do the ability. Not auto apply - players respond, apply effects from triggers, resolve damage
this is related but i wish there was more feedback after dealing damage
currently theres no way to know how much damage u dealt
Splatter for DS
None of the damage log modules I used before for work for DS. I liked getting a message in chat for changes like that, private to the GM usually
Not to sidetrack the conversation, but this is something I've been curious about. How are people handling surges now? We've been doing it manually - player edits the character sheet to remove the surge(s) and tells me how much extra damage to any given target, and I apply it by editing stamina in the right-click hud on the monster token. Is that what everyone is doing, or is there some other way?
Might make a request for the one I really liked
ive done it with enrichers
I'm actually surprised no one has made a macro for it
I wonder if that's possible in the mean time
every ability has 2/4/6 in an enricher for a post roll effect
So you've added enrichers into every ability?
yep
Does it just add damage, or somehow reduce surges too? I guess it knows who's ability it is
all u gotta do is write [[/damage 1*@R]] for elementalist for instance
then do another for 2x and another for 3x
doesnt automatically reduce surges
i suspect that will be a later implementation
where do you find @R?
what do u mean?
Or rather, what is @R?
And where do you write the enricher?
I guess effect (after power roll)
its reason
Oh
Okay, so I have actually played around with a macro to do the enrichers, and then putting that macro in the Token Action HUD, but we keep forgetting to use it... The macro works for any token since it takes their highest characteristic:
[[/damage max(@M,@A,@R,@I,@P)]]{1 Surge} [[/damage 2max(@M,@A,@R,@I,@P)]]{2 Surges} [[/damage 3max(@M,@A,@R,@I,@P)]]{3 Surges}
For some reason, the asterisks for the multipliers in 2x max and 3x max don't show up when pasted into discord.
Cool! It doesn't consume the surges, but it's a step in the right direction
Huh! Just learned something new! You can drag-and-drop a macro into the post-roll Effect field of an ability. So you can have a macro that would decrement surges and post an enricher to chat, and it would show up as a button in the card. Let me work on that, and if I get it to work I'll post the macro and screenshots in a few minutes.
that would rule if u could do that
Rules question: can you use a max of 3 surges total, then split them among 1-3 targets, or can you spend >3 surges as long as no target gets more than 3?
For some reason, the asterisks for the multipliers in 2x max and 3x max don't show up when pasted into discord.
Because Discord formats them to italics.
i believe its the former
afaik you must choose one target and can spend up to 3 surges on that one. No surges for damage on any others. Because it would say "to each target" or some such
Whenever you deal rolled damage, you can spend up to 3 surges to deal extra damage to one creature or object targeted by the ability. Each surge you spend deals extra damage equal to your highest characteristic score.
one target. Not each target
yeah i realized my mistake
Which is an interesting design choice. I would allow surge bananza, 3 surges to all, like Oprah!
But I guess it might be a balance question. If you throw in a surge on 3 separate targets, that might be way more powerful than 3 on one
Once you know their health total.. "This needs 2 damage, that needs 4, that needs 6.. Let me spend 6 surges and kill all 3
Pretty cool, but maybe it's too powerful
my players already do this 😆
Yeah it's a pretty realistic situation 😅
you can make discord discard formatting by using `, .eg. @R * 3 * 2
I am not seeing Main Actions show up in the HUD.
Have you updated the TAH module? It works for me; I see all features and actions.
I hit update all on my module page, this is the version number is shows:
I found recently that for whatever reason Forge doesn't update modules properly for me. It says it updated, on the bazaar page it claims the installed version is the most recent, but in game it then is not that version that is active. What helps me most off the time is uninstalling that specific module, reinstalling it, and then it works
that's on Forge though, so I don't know what your situation might be
That worked, thanks!
Okay, so I've got a prototype of a macro for spending surges and writing a damage enricher to the chat. If anyone is interested, can you give this a try and make sure it seems to be working?
Step 1. Create 3 macros. I did them inside a Macro compendium called "Draw Steel PC Macros" because that also can be added as a group within the Token Action HUD module, but if you're not using TAH then I assume this would work with macros directly in the world instead of a compendium. The 3 macros are all identical, except for the first line when you specify how many surges are being spent. I called them "Use 1 Surge", "Use 2 Surges" and "Use 3 Surges". The first one would be:
let surgesUsed = 1;
let actor = token.actor;
if (actor === undefined || actor === null) {
ui.notifications.warn("Please select your token first.");
return;
}
let oldVal = actor.system.hero.surges
if (oldVal < surgesUsed) {
ui.notifications.warn("You do not have enough surges.");
return;
}
let newVal = Math.max(actor.system.hero.surges - surgesUsed, 0);
const updateData = {
system:{
hero: {
surges: newVal
}
}
};
await actor.update(updateData);
let dmg = surgesUsed * Math.max(actor.system.characteristics.might.value, actor.system.characteristics.agility.value, actor.system.characteristics.reason.value, actor.system.characteristics.intuition.value, actor.system.characteristics.presence.value);
ChatMessage.create({
user: game.user._id,
speaker: ChatMessage.getSpeaker({ token: token }),
content: `${token.name} spent ${surgesUsed} surge, and has ${newVal} remaining. [[/damage ${dmg}]]{${dmg} damage }`
});```
Make 2 other copies of that and change the first line to have 2 or 3 surges used.
Step 2: Edit an ability and go to the Effect After Power Roll field. At the bottom on a new line, drag-and-drop the 3 macros. They will show up looking something like this:
@UUID[Compendium.world.draw-steel-pc-macros.Macro.VTSqLzZ1sZ5UorfL]{Use 1 Surge} @UUID[Compendium.world.draw-steel-pc-macros.Macro.NlNwR4RIE46kBGSf]{Use 2 Surges} @UUID[Compendium.world.draw-steel-pc-macros.Macro.IceYJrK5H8iLFfeE]{Use 3 Surges}
To save some space on the chat output, I edited that line to remove the words "Use" and "Surges" from the macro names in the curly braces and put that text before and after the macros, like this:
Use @UUID[Compendium.world.draw-steel-pc-macros.Macro.VTSqLzZ1sZ5UorfL]{1} @UUID[Compendium.world.draw-steel-pc-macros.Macro.NlNwR4RIE46kBGSf]{2} @UUID[Compendium.world.draw-steel-pc-macros.Macro.IceYJrK5H8iLFfeE]{3} Surges
The result looks like this:
lemme try this
It should also check that you have the correct of surges before letting you spend them, so you can get a popup notification if you click the button to spend 3 but don't have that many.
You can format a full code block like so:
```js
code here
```
what do u do with surges that u must spend on the strike, like primordial strike or hit em hard
i suppose thats dumb question, my bad
nice
So, I haven't had those in my game yet so haven't really thought about it. But I do have a macro that lets you add or subtract Surges, and I think you could drag that macro into the ability effect field to give you an easy way to add a surge before immediately spending it. I call this macro "+1/-1 Surges" and if you left click on it then it will add +1 surge, and if you hold the CTRL key while clicking it will subtract -1 surge.
// Detect if CTRL is held down
const isCtrl = game.keyboard.downKeys.has("ControlLeft") || game.keyboard.downKeys.has("ControlRight");
// Choose one of the following to update by uncommenting one of the two lines below
//const actors = game.actors; // update all actors in the sidebar
const actors = canvas.tokens.controlled.map((t) => t.actor); // update all selected tokens
actors
.filter((actor) => actor.type === "hero")
.forEach(async (targetActor) => {
let oldVal = targetActor.system.hero.surges
let newVal = Math.max(targetActor.system.hero.surges + (isCtrl ? -1 : 1), 0);
const updateData = {
system:{
hero: {
surges: newVal
}
}
};
await targetActor.update(updateData);
//ui.notifications.info(`${token.name}'s value is now ${newVal}`);
ChatMessage.create({
user: game.user._id,
speaker: ChatMessage.getSpeaker({ token: token }),
content: `${token.name}'s surges: ${oldVal} -> ${newVal}.`
});
});
You could. I just tried it, like this:
So that has 4 macros in the Ability effect: one to add a surge, and then the 3 to spend them.
You could make a custom macro instead for Primordial Strike that gives you the +1 surge automatically instead of needing a separate button.
oh i see how ur supposed to use it
i wonder if theres a way to write the macro that it gives u a pop up instead of needing 3 seperate macros
but im just talking out of my ass
Yes, you could do that. I have a sample of a popup dialog like that from someone else, I can try to incorporate it. I prefer to avoid popups with typing, I'd rather have 3 buttons for 1-3 surges, but a single macro with a dialog is definitely an option. Give me a few minutes, I'll see if I can get it to work.
in either case, both scripts you wrote work
thanks!
prob just the way i wrote it but my fury's text blocks are a mess lmfao
has anyone gotten this error when trying to change surges through bar brawl btw
the other resources are fine (stamina, recoveries, heroic resource)
different topic (sorry Jas) but I felt like making the Kingfissure Worm token and I love the ridiculous size difference 😂
Made these incase anyone wants them for the macros
Yes, same issue for me.
this rips
How do you use them with macro?
Nice work.
If it were my group, at least one player would have quipped something like "I think I just peed a little..." when seeing the Kingfissure Worm for the first time.
I guess we'll see if or when that happens.
Here's a new macro that prompts you for how many you are spending, and also gives the option to list how many surges you are gaining first, whether from the ability or from hero tokens. So if have already have 1 surge, and want to spend a hero token to get 2 more, you could spend 3 and gain 2, and end up with 0 at the end.
While working on refining the macros a little more, I am seeing this message in the console:
Error: You are accessing DrawSteelChatMessage#user which has been migrated to DrawSteelChatMessage#author
Deprecated since Version 12
Backwards-compatible support will be removed in Version 14
I'm not finding any documentation to show the correct syntax now. I've tried renaming the user property to author, but it still gives the same message.
Does anyone know the correct syntax for sending a chat message in v13?
oh that's wso it's your chatMessage.create bit
but the other thing is that you've got way too much code there trying to get the dialog value
const fd = await foundry.applications.api.DialogV2.input() will return an object with the values of your fields
if (!actor) {
ui.notifications.warn("Please select your token first.");
return;
}
const {createFormGroup, createNumberInput} = foundry.applications.fields;
const content = document.createElement("div");
const surgesUsed = createFormGroup({
label: "Surges Used",
rootId: "surges",
input: createNumberInput({ name: "spent" })
})
const surgesGained = createFormGroup({
label: "Surges Gained",
hint: "If you are gaining surges from hero tokens or an ability that will be spent immediately, specify them here.",
rootId: "surges",
input: createNumberInput({ name: "gained" })
})
content.append(surgesUsed, surgesGained)
const fd = await ds.applications.api.DSDialog.input({
content,
window: {
title: "How many surges should be applied",
icon: "fa-solid fa-bolt"
}
})
if (!fd) return;
const oldVal = actor.system.hero.surges;
if ((oldVal + fd.gained) < fd.spent) {
ui.notifications.warn("You do not have enough surges");
return;
}
const newVal = Math.max(oldVal + fd.gained - fd.spent, 0);
await actor.update({ 'system.hero.surges': newVal })
const rollData = actor.getRollData();
const dmg = fd.spent * Math.max(rollData.M, rollData.A, rollData.R, rollData.I, rollData.P);
ChatMessage.create({
author: game.user,
speaker: ChatMessage.getSpeaker({ token }),
content: `<p>${token.name} gained ${fd.gained} and spent ${fd.spent} surges, and has ${newVal} remaining. [[/damage ${dmg}]] damage`
})
@ivory rivet prettied up the macro
First, thank you! I've been spending the past hour trying to find a working example of DialogV2, and my google-fu was weak.
I may still be doing something wrong, though. I copied this code into a macro and I get the following error:
VM275915:18 Uncaught (in promise) ReferenceError: createFormGrouop is not defined
[No packages detected]
at Macro.eval (eval at #executeScript (foundry.mjs:45499:16), <anonymous>:18:22)
at #executeScript (foundry.mjs:45504:17)
at Macro.execute (foundry.mjs:45446:35)
at #onExecute (foundry.mjs:97718:25)
Oh jeez, I should have seen that... 🙂 Sorry.
also threw in an icon for the dialog window
Next I got an error that "TypeError: Class constructor DSDialog cannot be invoked without 'new'". I did this:
const fd = await new ds.applications.api.DSDialog({
I don't know if that was the correct solution or not, but it changed to a new error message:
Error: You must define at least one entry in config.buttons
[Detected 1 package: system:draw-steel(0.8.1)]
at DSDialog._initializeApplicationOptions (foundry.mjs:57149:43)
at new ApplicationV2 (foundry.mjs:26763:39)
at new DialogV2 (foundry.mjs:57120:1)
at new DSDialog (dialog.mjs:4:16)
at Macro.eval (eval at #executeScript (foundry.mjs:45499:16), <anonymous>:27:18)
at #executeScript (foundry.mjs:45504:17)
at Macro.execute (foundry.mjs:45446:35)
at #onExecute (foundry.mjs:97718:25)
oops instead should be await ds.applications.api.DSDialog.input
fixed in the bit above
Thank you!
I've been working on some more refinements to how it works. I'll incorporate this new methodology and post an update shortly.
Okay, here's a tweaked version. The main difference is there is now a variable called output. If it is set to "enricher", it works like the earlier version. If it is set to "damage", it will skip the enricher and just display the Apply Damage button instead, hopefully saving an unnecessary click/chat card.
@simple nova Is there any potential issue in bypassing the enricher and just going to the Apply Damage button?
Nah no meaningful issue
Nevermind, erasing this post. It was being caused by another module.
Just a minor thing, but if you leave either field blank, it will turn up "null" in the chat card (you can fix this initializing fd.gained or fd.null to 0 or just checking if the value is === null before displaying in the chat card)
I don't think it affects the function of the macro but it looks prettier :P
Thanks! I've fixed it.
I'll post it later today, along with some other macros, tweaks and updates to the ones above.
So is this macro possible to integrate into an ability somehow?
And is the "surges used" a prompt only the GM gets, or can the player using the ability get the prompt?
I want to know how you make those delicious tokens that are exploding out of the frames. Do you just make them like that and then shrink the token in foundry?
It doesn't have a whole lot to do with shrinking anything down in Foundry, per se. You can find out more here: https://foundryvtt.com/article/dynamic-token-rings/
dynamic token ring creation guide
I suppose I can create the macro for all my players, and they can use it to spend surges more conveniently...
There's a section at the bottom for making dynamic token art work, though you don't need to necessarily use dynamic token rings. You can just make regular tokens like this, but it requires some amount of extra work.
Yes, players can use it in an ability. If you open an ability and go into edit mode, you can drag-and-drop the macro into the "Effect" field. Then when the ability is used, a button with the macro label will be included in the chat. The player can then click the button to run the macro. Depending on which macro you use, it will either prompt you for how many surges are being used (and optionally gained via hero tokens), or it can be a set number that doesn't require a prompt. See the screenshot. The line starting with @UUID is what the macro looks like when dropped into the text box. Then in the output into chat you'll see the marcro button instead.
I'm putting together a google docs with some more examples and screenshots, hope to have it later today.
I've done this, but as a player I'm "not allowed to execute the macro"
Huh. I haven't tested this version of it with a player, but other macros similar to it have worked for my players. Let me test it.
This looks very cool
Creating the macro on the player's side let me execute it no problem
I logged in as a player and could run the macro fine. So it must be something in the permissions - Foundry core configuration, Configure Permissions.
I do have my players all set to Trusted Players permissions though. Let me downgrade one to Player and see what happens.
No, it wasn't that. Even as a Player instead of Trusted Player it worked.
I've posted a google docs with the latest iteration of these macros, and some others dealing with applying damage, incrementing heroic resources, etc. It's in the ds_creations channel: https://discord.com/channels/332362513368875008/1418264815519924435
Thank you to everyone who discussed these with me, made suggestions and corrections, etc. Thanks in particular to @simple nova for the cleaned up code and answering my questions! And to @short wadi for posting the surge macro icons.
Is there currently no handling of AoE templates for abilities?
I don't think I've seen anything yet
Albeit I've mainly only seen bursts so far in my handling of the system
Correct. Honestly, we're in a bit of a weird spot there because v14 is on the horizon and is going to require a total rewrite for anything related to measured templates we do in v13
so it's a "How much value would people get out of it for the next 6 months compared to investing in features that are more durable"
@ivory rivet Macro works great! I set the ownership to all, so players can use it without issue. I just need to go and insert the button into most abilities:
(Macros can also go on the hotbar)
seems like a more straightforward solution than putting it into every ability
I don't think the system has enough momentum yet to warrant working twice on the same feature. IMO, wait for v14.
Like, I don't think automated template creation qualifies as a "must-have" for 1.0
probably...but I'm stupid extra 🤪
I suppose not, but coming from other systems it is a bit awkward to not have the option/button to at least place a template of the right size even if its not targeting. If not, my players can get by using the old fashion method of ruler-it-all :P
Since targeting is kind of a non-factor at the moment given we don't have any targeting based automation (outside of certain conditions requiring it) I think auto targeting can be handled by something like walled templates (if necessary)
The core software still allows players to place templates, they'll just have to measure the circle/wall/square themselves
I agree it would be nice to have, but it is a victim of development priorities and foreknowledge of breaking changes
Wait, on that note, did advanced templates win the poll?
I dont think i saw which one won the vote
It did not win the poll but it appears there are major changes to templates coming anyways
They're being combined with regions
so Regions will have massively improved flexibility
and Measured Templates are going away
v14 prototype 1 is probably a month away
Combined with regions...? Sounds janky 🤔
I can see the use case but wonder if its use in practice might be more than most people can utilize without 20 modules
yeah there's some screenshots on the GitHub but I'm withholding judgment until I see the prototype build
Interesting
the upshot is it's the kind of API we'll need to not only have abilities place shapes, but have a chance at any kind of automation logic like "creating difficult terrain"
And possibly elevated terrain or pits, I imagine, with elevation regions
Would be interesting
That actually brings up a question of best practices for system development in Foundry. How much or how little should one rely on additional modules for functionality?
how did u add the macros to token action hud
im not really understanding how u did it
For example, from what I understand, the initiative in Foundry wasn’t built with the alternating sides style of initiative (often called Lancer initiative) so many systems encouraged people to use the Lancer Initiative mod.
Not at all.
It is a decision some systems make simply by virtue of not having a lot of time to develop their own bespoke solutions
Draw Steel though deserves full fat features, not "here's ten modules hacked together"

@valid tinsel don't know if you saw but Drafty already answered your question in the message I'm replying to
My vote is for making features that are less in need of rework for v14.. Ultimately everyone has to just live with the fact that the module does what it does now, and every update will make life slightly better for us - might as well aim at the finish line where we have a completely functional system, and that the road there is a bit bumpy
This took me a bit to figure out. First create the compendium of the macros you want. Then unlock the token action hud and right click on the section you want to add them to. Lastly add them from the lower section. You can also modify the order they appear in my right clicking the new sub-header once it's been added.
I feel like if a HUD is "huge" then it would only be getting in the way?
I think meant as "this is a game changer"
lol yeah
are you sure
My players loved it in 4e and the one I have helping me prep my Draw Steel setup already loves it for their character. It's way less obtrusive than leaving the character sheet open to click abilities.
especially in draw steel cuz the rate at which u acquire new abilities is slow enough that u can sorta just remember what an ability does based off of the name
I shortened the tooltip timing for early game use, but expect I'll extend it again when they get used to their abilities.
Thanks, @eager helm and @limpid yew . I'll update the instructions for the TAH to be clearer on the steps.
I can add macros from the macro bar, but not from the compendium?
I've created a compendium named Macros, I've found the "Group: Macros", but then it's still empty?
I just updated the document with a more detailed step-by-step for adding them to the HUD.
By the way, @amber zealot , did you sort out the permissions issues for your player? If not, maybe check the Configure Ownership settings on the compendium. I noticed that option when taking the screenshots for the instructions. Maybe there is a setting there that was causing the problem?
Oh, there's a Configure Ownership for individual macros too, and it defaults to no access for players. Try changing it to Observer, maybe that will work.
I had mine all in the compendium, and the compendium had observer access for players, so that seemed to work. But if I create a new macro in the general macros panel on the sidebar, that one defaulted to no access.
Yeah.. if I use the macros from the compendium that has player's observer status, they can click those. So that's it. Though I guess anyone can click on the use surges-button to spend their own surges, even if the ability isn't theirs. But that seems like a minor issue for now
If they click the button, it should only work on the selected token. If they have their own token selected that should be fine. If your players can select each other's tokens, that might be an issue. Hopefully the chat card it creates will tell you who did what, and what numbers changed. That's the intent anyway, though I'm not an expert on the chat API interface.
I'm going to just throw all three quick buttons on every ability, so they can click 1 2 or 3 surges. Players can't select each other's tokens, so that isn't an issue.. But if someone clicks another player's ability's surges, they will lose their own surges.. But they can just add them back if they do that by accident. Not sure if there is an ability that lets someone use surges on someone else's ability
So I just updated from 0.8.0 to 0.8.1, how do I update existing item like class and monster to the new one?
anything in the compendiums should be updated automatically, anything unique to or brought directly into your world won't be altered and won't reflect the update
Yeah pretty sure everything you've got in your game is unaffected.. So if there are errors in stuff that has been corrected, those errors are still there, and you'd need to reimport the fixed version of things to get them (unless you've already fixed them by hand)
Did the path for referencing recovery values change from @hero.recoveries.recoveryValue?
yeah that was a change in 0.8
it's now just @recoveries.recoveryValue
(I was peeking ahead a bit and realized retainers also get recoveries, so it got moved out of hero)
Ah! I was wondering about why the change. Nice! 🙂
how do people like to sort abilities?
ive been doing heroics from lowest to highest cost, then signatures, then basic abilities
i wonder what others do
Sort where?
on the character sheet
I haven't done any sorting.. which might be unwise
I've tended to do signature first, then heroics from lowest to highest, then basic.
But don't you have players sort their own character sheets?
Looking at my player's sheets, none of them are sorted, though. Basics first, then free strikes, then signatures, then heroics. Feels like it's upside down to what it should be
Or free strikes should even go last
it probably makes more sense to put the most important ones at the top but for some reason I go Free Attack - Signature - low to high cost heroics
I like that escalation of scrolling down the sheet from 0 to 5 costs lol
Right, but if I want to update the PC character sheet to the new one, how would I do so?
At the moment, the best method is to just rebuild it using the updated compendium material, Chaos is potentially working on an updater in a future system update #1342298358664138805 message
but right now, I would suggest just making a new actor and building the character again. A little annoying but considering you just need to drag and drop a handful of things, not that time consuming
Huh. Splatter works, but weirdly. It throws blood on the ground when an NPC token gains stamina
Same with a hero token.
And it leaves a blood trail with a character at high stamina, and not one when the hero has low stamina
Is there any way to make this possible on an ability? I can only write numbers in the text box of target value
Not in 0.8.1. Chaos merged something for custom target labels yesterday. So it'll be in 0.9.0.
Just confirming 0.8.1 is out now?
yes
I’m already taking advantage of it with the monsters we’ll be adding to the compendium for .9 
Gonna be a pain to go back and fix all the previous ones though lol
Is there a planned approach to making minion management / representation easier? Right now I'm using the Token Color marker module, but dragging minions into groups is still a slow process.
I have a wish list of things I want to research to see if macros will help, including applying Token Color Markers, adding selected tokens into a combatant initiative group, etc. I haven't had a chance yet, but I'll try to get to it soon.
Not as good as a system implementation, of course, but maybe a stopgap to help in the meantime.
I don't know about future plans, but his macro that was shared over on the foundry server might be helpful: #1390065189453435041 message
Nice!
We do want to make it easier, just a question of priorities - right now my primary focus is on features related to all the data entry we have to do for the compendium content
but e.g. I think having combatant group creation based on selected tokens would do a lot to help
I think this message link is the actual 'final' version of the macro. #1390065189453435041 message
yeah, in the meanwhile Macros are perfectly capable of filling in some feature gaps
Is there a way for the initiative turn tracker to be on every member of a group?
Afaik, no. I'd love that feature
Pretty sure that doesn’t exist in the current version of Foundry. It was never built for that purpose.
If it’s even possible with mods, someone must have made one such mod.
We need to get DS so popular that it must be implemented. This initiative system is so much better than dnd's
theres a lancer initative module already 
Should that work for DS? With the module active, my combat tracker is empty.. Looking at the module description, it says it replaces it with "an activation button", but I can't see one anywhere
Ah. Okay, bummer
I don't understand the question, what's the issue with the initiative tracker right now?
Right now, when you are tracking turns, you have to track each individual creature in a group taking their turn to mark them off one by one. This is more annoying if you use the "current turn" marker, which would be more useful if it pointed to ALL the creatures in the group currently acting
You can't have multiple creatures take initiative simultaneously. At least not with circles on those tokens. You can put them in a group and have that group go, but it doesn't visually show on the battlemap which tokens are in that group
Right, get it. Thanks
Yeah, Combatant groups could use some better help. Would be a good thing for a community helper to tackle as I'm still mostly focused on the core data work
I did take some time today to start working on 'update from compendium'
niceeeee
That's gonna be so slick!
Note right now it's per-item
@ivory rivet better get to work on a macro that updates all items from the compendium! 
It feels like the percentages on 0.9.0 are flying forward
But I guess the % goes down when more issues are opened?
Basically, we don't have individual issues for all the compendium stuff
And the % meter is ultimately a very simple measurement, there's no issue weights and so they extra work for the advancement improvements isn't accounted for
Alright fair enough. I just find joy in watching the % go up.
Fwiw the macro logic for "update from compendium" is fairly simple
I just noticed unique monsters in the Delian Tomb adventure.. Essence of Change, Sudden Downpour, Flow of the River
Are those also added to the compendium at some point?
theyre not covered under the license so prob not
Huh, so they're copyrighted when the Monsters book monsters aren't? 😲
Or not licensed, however that works
Correct
So Glass Spiders are the same thing then, huh
Glass spiders are essentially just reskinned war spiders
yeah most of the Delian tomb monsters are Monsters book versions with small adjustments
the main exception is the Oozes
The Custom CSS cuts off this portion of the active effect. what would I have to change to make it more narrow?
Whoops, forgot to paste.
That's the issue I was having before where the + icon was off screen to make an effect.
Comment out (or delete) the .title{} line.
It was there for consistency between the headers and the window title, but the side effects are too annoying. It was a mistake.
Hmm, for whatever reason it's persisting. I think it's browser based. I'm using Brave currently.
Oh, quick question - is there a way to update the Advancements to allow players to select say, an extra signature ability when they drag n' drop a class?
Not on the initial drop, but you can always
- add manually
- make a copy of the class for yourself with the edits
- edit the class after it's on the sheet and have the player redo the seleciton
Is there a list of actor attribute keys available for reference for use in making active effects?
change @ with system.
There's also a list on the Active Effects page
The journals are so useful. I greatly appreciate having them in system
I just wish foundry let you search IN pages
Unless I missed something, or a module sovles this.
You can swap the search in a journal to be “in pages” but it doesn’t bring you to that section