#Foundry VTT System

1 messages · Page 7 of 1

gritty escarp
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lol. i havent used dfreds in so long b/c we've been running DS. I guess i'll go enable it again after this session

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👍

night tusk
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I found it to be really handy for stuff like Every Step... Death! or Judgement and similar abilities

eager helm
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i have like 4 different colored statuses to represent more unique statuses like every step death

rain tendon
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I am relpying to this for future use blobaww

pure briar
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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.

simple nova
pure briar
rocky mango
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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

short wadi
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Which NPCs? Monsters or followers?

rocky mango
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Mostly concerned about Monsters

short wadi
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I think most monsters you'd need that aren't adventure specific are entered in.

simple nova
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(there's been some bugs that were caught and will be fixed in 0.8.1)

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but 0.8.1 is competing with Silksong for my time atm

slim marsh
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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.

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Oh and Mystic Goblins I suppose.

simple nova
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Yeah, I think beyond the ~dozen fully unique monsters there's a couple variants

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e.g. "Armored Soulwight" that's a normal soulwight with +3 stamina

simple nova
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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

rain tendon
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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

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but yeah without official support, the specific versions found in the adventures cannot be added under the license.

simple nova
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and of course all the art is up to you to handle atm

rain tendon
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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

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they actually work quite well, though obviously not as fancy as official art it gets the job done lol

simple nova
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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

rocky mango
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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.

simple nova
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note that there is not currently a MM module for Delian Tomb

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but if it does get made, it will be through MM since they have the pre-existing relationship with MCDM for foundry content

rain tendon
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It would be sick if it happens, fingers crossed

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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

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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

slim marsh
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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.

rain tendon
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I think for sure it would be a premium module either way

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like how PF2e does for some adventures

simple nova
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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

rain tendon
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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

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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.

simple nova
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🤷‍♂️ 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

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e.g. v14 will be ready before Codex, and that should let us do all sorts of fancy elevation stuff

rain tendon
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exciiiiting

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We need to market you two so we can get you fulltime on this lmao I want it now

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jk

slim marsh
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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.

simple nova
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I do expect that premium module or not, "stuff needed for running the Delian Tomb" will continue to guide system development for a while

rain tendon
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Yeah monsters are done, and we got people working on rewards that should cover most of DT

eager helm
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i think something would have to signficantly change for that to happen

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something akin to foundry saying "we put in a buncha work for you"

slim marsh
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Most of their streams right now use the Owlbear Rodeo implementation until they have their own, it seems.

rain tendon
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It'll be more like metamorphic putting time into foundry, if mcdm ever considered doing something like that

simple nova
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MetaMorphic has already produced several modules for MCDM

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Foundry's open structure means that any premium content here is going to go through them rather than the core software team

eager helm
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ah my mistake

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i misworded what i said

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basically it isnt coming from mcdm, is what i meant

rain tendon
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Yeah no, I doubt they'll be doing anything directly that isn't their own specific vtt

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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.

slim marsh
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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.

rain tendon
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I make a fake party member called PARTY and drag items into its inventory

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I actually haven't had much of a need for it yet since people just immediately claim items anyway

eager helm
rain tendon
slim marsh
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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.

rain tendon
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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

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which helps me track how much time their traveling is taking lol

eager helm
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how are other ppl tracking boss mechanics with stacks?

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like lycanthropy or deathcount?

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afaik status icon counter doenst work

river citrus
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Global Progress Clocks could help with that

eager helm
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it needs to be tracked for each actor individually tho

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unless ur thinking like several different clocks

night tusk
eager helm
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bar brawl is a good one, yeah

rain tendon
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there's a module that can stack effects

eager helm
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i know

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it doesnt work with the draw steel module

rain tendon
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Hmm, I thought I was able to get it to work

eager helm
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if u get it to work lmk!

rain tendon
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Progress clocks is a simple solution though

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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 😩

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I do think I set Lycantropy to be stackable as an effect if that helps

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it'll make your token have like 1-10 of the same icon on it lol but it would track

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player would need to remember to remove it afterwards

night tusk
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would be nice to have a way of making the stack count how many there are with a little number indicator

rain tendon
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In general I think eventually the Draw Steel module is gonna need a way to handle stackable effects

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because there are some that straight up scale the effect the number you have

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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

slim marsh
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Anyone setup war spider as a mount yet and not have it look utterly chaotic?

night tusk
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I feel like Goblins on a war spider is supposed to be as chaotic as can be

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but I feel like a Scyza with an appropriate amount of Orcs would look similar

slim marsh
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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.

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No one expecting it is going to do a double-take, though.

rain tendon
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this is by design Voltan

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you're doing the lords work

ivory rivet
night tusk
simple nova
slim marsh
slim marsh
tepid grove
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I'm not savvy on the v14 stuff since I remember zoning out after seeing what was on the last poll

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And knowing theatre inserts is probably gonna break again blobsadrain

simple nova
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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.

drowsy crane
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That will be soooo nice if it works well.

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Levels and region staircases are a little wonky using the existing modules.

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It took me a while to get them working with a 3 level inn. And it's still a bit weird.

tepid grove
tepid grove
drowsy crane
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I almost gave up and set up teleporting between scenes on the stairs.

tepid grove
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It's more performant that way tbh
Though making a diff scene is basically the same thing i suppose

short wadi
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I just want dark mode for chat 😭

drowsy crane
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I use the Carolingian UI or whatever its called.

zinc glen
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(I had a mod for this, but v13 broke it and haven't bothered to find a new one yet)

night tusk
soft token
pure briar
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Has there been a workaround for the recovery values not being 1/3 of the total stamina?

wispy dock
slim marsh
eager helm
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what does the stacking property do?

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i cant find anything on the wiki

celest dock
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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.

eager helm
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ah i see

south epoch
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Have the Angulotls not been added or am I missing something in the compendium?

eager helm
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many monsters havent been added

simple nova
south epoch
slim marsh
ivory rivet
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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?

rain tendon
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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.

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and I also want to get the various Solo level 4's built so people can have some end of E1 boss fights

simple nova
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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

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0.9 is not going to be the version before 1.0

forest ridge
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what's the 0.9, 0.10, and 0.11 releases looking like they're gonna entail?

soft token
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Stuff. Stuff and things.

simple nova
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0.9 will probably have a lot more advancement enhancements

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Characteristic advancements, being able to drop stuff onto an advancement choice, and the ancestry point buy

forest ridge
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that'll be cool

south epoch
eager helm
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any advice for how to represent damage immunity numbers for a fury player with primordial attunement?

simple nova
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"verbally" is definitely the simplest way

pure briar
simple nova
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the feature gives the ability to perceive immunities & weaknesses of other creatures

pure briar
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[/feels sheepish]

simple nova
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(I had to look it up, I just happen to have the pdf already open)

south epoch
simple nova
simple nova
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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

dapper coral
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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.

eager helm
simple nova
slim marsh
amber zealot
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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

eager helm
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then u can click as u move

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its no longer spacebar afaik

amber zealot
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Ah. A bit more clumsy, but I suppose it works. Thanks!

eager helm
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its a bit better now cuz u can do scrollwheel to adjust height and tab to change movement types

amber zealot
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Oh, that's neat

simple nova
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Yeah it's net better but the flow is quite different

amber zealot
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Items are not implemented yet, right?

eager helm
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not yet

amber zealot
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How do you best implement those?

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As in, until they're added into the system

eager helm
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then make an active effect for it

amber zealot
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Yeah I realized that question was a bit dumb haha.. What's the link for DS active effects?

simple nova
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There's a journal for them

amber zealot
eager helm
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sorry for being annoying again but is there an implementation for followers making project rolls?

simple nova
eager helm
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godspeed!

slim marsh
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Are we still pending pickup on Titles or are there other compendium items to work toward at this time for 0.8.1?

hollow escarp
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@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.

eager helm
hollow escarp
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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.

eager helm
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1st echelon (levels 1-3) will be put in next update

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u can do it in foundry

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just requires making some abilities

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theres a module pinned here that had stat blocks from lvl 1-6

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they just arent integrated into the compendium

hollow escarp
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Aaaaah, ok.

eager helm
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the module rn has a buncha automation

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statuses, damage immunity/weakness, damage application

hollow escarp
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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.

eager helm
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more or less

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i will note the module i mentioned has a buncha abilities

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theyre from a previous so they may or may not require minor changes

hollow escarp
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gottcha.

eager helm
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to tide u over until 0.8.1

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one of my favorite things is it allows for easy application of statuses and end of turn saves

hollow escarp
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since my planned campaign wont be for another few months, I think I can afford to be patient then

eager helm
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oh yeah ur fine

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i suspect 0.9 might even be out by then

hollow escarp
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Mhm.

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And then i'll inflict all sorts of malice loaded misery upon my players!

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Like rocks, and angry rocks, and flaming angry rocks, and a dragons testicle!

amber zealot
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How do you create auras for characters? Thinking of giving the null the null field aura to remind it's active

short wadi
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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

amber zealot
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Ah yes, I used to have that.. Doesn't seem to work anymore, not updated

eager helm
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token aura rings i think its called?

amber zealot
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Oh maybe that's the updated one

ivory rivet
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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.

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I didn't find a way to do that in Token Aura Rings anyway...

eager helm
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theres a setting to make square auras with token aura rings

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im afk but u can toggle it in an aura's settings

simple nova
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Aura Effects is the module I use

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Should work with Draw Steel

ivory rivet
# eager helm theres a setting to make square auras with token aura rings

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.

night tusk
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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

ivory rivet
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That fixed it for me. Thanks!

night tusk
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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

amber zealot
night tusk
smoky patrol
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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.

amber zealot
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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?

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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?

night tusk
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Or straight up "delete" it from that token. Shouldn't delete it from the library

amber zealot
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Where do I find it to delete it?

simple nova
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they're on the list of "must haves before we go to 1.0"

night tusk
# amber zealot Where do I find it to delete it?

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 🤷🏻

ivory rivet
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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.

signal mauve
simple nova
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GitHub milestones are what we share publicly

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It's all volunteer work though so we avoid committing to too much in advance

graceful hamlet
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Is there a way to track malice/hero tokens?

eager helm
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its tracked in the bottom left hand corner

simple nova
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Malice is also in the top right of the NPC sheet

graceful hamlet
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👍

vernal trout
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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

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Plus, since I'm running Delian Tomb, MCDM having the VTT maps made it nice and easy

graceful hamlet
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are healing potions in the compendium?

eager helm
simple nova
graceful hamlet
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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

simple nova
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you can edit at the moment by finding the Dwarf stamina bonus and adding system.recoveries.bonus | ADD | 2

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(the 6 stamina is being added after the recovery value is calculated)

graceful hamlet
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are the general malice features anywhere?

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similar issue, i'm making the human censor pregen and its stability is 2 for some reason

eager helm
eager helm
graceful hamlet
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just staying power

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which is effecting recoveries

eager helm
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perhaps from their kit?

graceful hamlet
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mountain kit

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giving +2 stability, but the censor pregen char sheet says 1 stability

eager helm
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i thinkkkk thats an error?

graceful hamlet
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seems like it

simple nova
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Yeah it's been fun finding bugs in the books alongside the code

zinc glen
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it's not short 😛

rain tendon
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🤨 what's this gotta do with the foundry system haha

simple nova
sly hinge
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has anyone made a list of suggested modules?

soft token
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No such thing

sly hinge
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Are stamina and heroic resources not on the player sheet or am i missing something

short wadi
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They're most certainly on there. It's on the main page of the sheet

sly hinge
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they don't show up for me

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but they're there on monsters

eager helm
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ur in edit mode

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u need to be in play mode

sly hinge
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ahhhh

amber zealot
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Click the character icon up

amber zealot
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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

eager helm
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what i do is use enrichers in the effect text box

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like my fury's executioners blade reads

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[[/damage 1 psychic]]

amber zealot
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Just create an active effect and write that in the effect description?

eager helm
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no active effect

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like the "after roll roll" effect

amber zealot
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Where is that?

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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?

simple nova
amber zealot
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Hmm, but that doesn't add one damage to an attack.. But maybe that isn't possible

eager helm
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u use an enricher cuz its a different dmg type

amber zealot
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Makes sense.. But can I make an attack deal +1 psychic damage thanks to the item automatically?

eager helm
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another way would be to add a damage effect to the power roll

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and have it do 1 psychic for instance

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on all tiers

simple nova
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But a damage enricher will get you there in the meanwhile

amber zealot
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It's no big deal, just messing around and trying to figure out what works and what doesn't

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I guess it's a bug that you can choose the same skill from multiple sources?

simple nova
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But yes we would like to provide better UI feedback on "you already have this skill"

amber zealot
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Should the Devil's Glowing Eyes be in Abilties as a triggered action?

zenith wadi
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Challenge Tracker doesn't seem to be working for me, says it's missing dependencies yet it never had me download any

ivory rivet
zenith wadi
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Yeah V13 and reinstalled. Shame. Woulda been cool for negotiations and stuff

simple nova
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yeah we do eventually want to have stuff built into the system to help with that

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there are fields on the NPC sheet for this

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biography tab

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but a fancier Negotiation app would be nice

zenith wadi
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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.

simple nova
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yeah, I think there's a lot of value to a public display of those stats

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but at least in the interim you can track on the NPC sheet

amber zealot
# simple nova Text/screenshot?

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

night tusk
simple nova
lunar shell
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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

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I tried this and a couple other word combos and I'm not sure what it's meant to be

eager helm
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u need system. at the front

lunar shell
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ah ty

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ok couldn't get that to work, I could adjust the number of recoveries, but not how much stamina it restored

simple nova
lunar shell
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ah thank you

smoky patrol
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Is there documentation of the variables by chance?

simple nova
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The "Active Effects" page

ivory rivet
still smelt
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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?

simple nova
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They probably need to update the shim module

ivory rivet
lone minnow
swift flume
swift flume
still smelt
still smelt
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quick question for any foundry advanced users - but is there a way to set token scale on a per scene basis?

night tusk
still smelt
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The demon isn't actually that large 😅

amber zealot
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How does one make a healing potion, as in allow it to heal like a recovery does?

amber zealot
still smelt
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See Dimenions and Scale: @amber zealot

night tusk
amber zealot
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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

still smelt
night tusk
amber zealot
clear brook
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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

zinc glen
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if you right click on the initiative tracker tab, it pops out

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(I think all tabs can be popped out that way)

clear brook
#

Holy mother of God what is this sorcery

ivory rivet
#

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.

clear brook
#

You've just opened entire worlds to me!

ivory rivet
#

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... 🙂

zinc glen
#

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)

ivory rivet
#

Didn't know that one...

zinc glen
#

it's in the right click menu for messages

night tusk
amber zealot
night tusk
#

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

amber zealot
#

Hmm, it doesn't turn into clickable..

simple nova
#

Screenshot

night tusk
#

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.

amber zealot
#

Ah

night tusk
#

without quotation marks

simple nova
#

KJ this is what ` is for

amber zealot
#

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?

night tusk
#

it has been ticketed to make the minion squad UI easier to understand as in when a minion should die

amber zealot
#

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

night tusk
# amber zealot Selected one should die, and then prompt to select more or something, until all ...

Here is the related issue ticket. feel free to comment on it

https://github.com/MetaMorphic-Digital/draw-steel/issues/662

GitHub

Currently squad stamina pools are only displayed as 56/56 (7) for example. It would be really nice if they would include an extra value that displays his many minions are still in a squad. So for e...

amber zealot
#

How do you increase renown with a title? A passive ability, but what do I write?

simple nova
amber zealot
#

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

simple nova
#

I believe it's system.hero.renown

amber zealot
#

It is indeed, cheers!

#

Would love to get a full list of system commands

night tusk
amber zealot
#

Nice, okay!

swift flume
# still smelt Oh awesome! It looks great otherwise

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

simple nova
#

There's also abilities with a Malice rider, which would be in Spend

swift flume
#

Okay now all of the abilities should be visible and No action as villain actions are under Other. I think this will be enough

swift flume
molten ginkgo
#

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?

simple nova
#

few things broke but there's a ton of new capabilities

steady vault
molten ginkgo
half grotto
molten ginkgo
molten ginkgo
#

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?

eager helm
#

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

molten ginkgo
#

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

eager helm
#

im just trying to provide an immediate solution to ur question

#

i think in the future there will be easier methods to accomplish this

molten ginkgo
#

As I said, it is a great solution to my use-case, and I appreciate it

eager helm
#

oh fair i didnt read ur whole post

#

apologies

#

glad to be of help

simple nova
#

E.g. all of the ways to boost potencies/potency resist

ivory rivet
amber zealot
#

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

molten ginkgo
#

These are good suggestions.

ivory rivet
# amber zealot Yeah you have to create custom effects manually with Dfreds convenient effects.....

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.

ivory rivet
# swift flume Hey so I updated Draw Steel TAH module and added support for features and villai...

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.

simple nova
#

TAH probably also needs to adjust that in 0.8 we added all those other item types, in 0.7 it was just "feature"

night tusk
amber zealot
#

So it seems that there's some animation potential when placing debuffs that abilities grant that show up in chat as clickable

ivory rivet
night tusk
#

thanks for the suggestions

river citrus
simple nova
#

Whenever someone with time & interest in handling the integration wants to go for it I'd be happy to review the PR

river citrus
#

Too javascripty for my skills from what i remember looking at it 🙁

simple nova
#

yeah, it's not going to be trivial

swift flume
simple nova
#

@swift flume probably worth also testing against the upcoming 0.8.1 build

simple nova
#

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!

swift flume
simple nova
#

Not on a code level but there's a ton more compendium content to check against

zenith wadi
#

Very eager for more compendium content. Just made the switch from Roll20 to Foundry. Loving it so far

swift flume
#

Yeah makes sense

mossy willow
#

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

steady vault
#

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

mossy willow
#

great! that's exactly it, thank you

simple nova
#

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

valid tinsel
#

oh coolio

#

whats actually missing at this point? Spells?

simple nova
#

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

valid tinsel
#

Ah nice

#

At least now I can easily play the starter adventures

simple nova
#

0.8.0 had all the stuff for level 1 + the starter adventure monsters

#

but yeah this really fills out the starting experience

whole hawk
#

woah i missed a bit

dapper coral
#

I fully expect (and fully understand~) a "when it's ready" - but is there any ETA for 8.1?

eager helm
#

barring any delays

simple nova
#

we're in final QA right now

dapper coral
#

You're my heroes. I'm planning to do a oneshot next Tuesday. 🤣

simple nova
#

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

dapper coral
#

Yeah no, that's awesome and perfect. I can prep some encounters this weekend then.

eager helm
#

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

rain tendon
#

There are a few elementalist things that are tough, like the wildshape ability at level 2 is pretty complex

eager helm
#

maybe a "blank" active effect that lasts until....we dont have an end of round trigger, do we?

rain tendon
#

we probably should since a few effects are end of round

steady vault
marsh edge
#

Oh, and it may not yet work on starting abilities, just heroic resource cost ones.

night tusk
#

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?

simple nova
night tusk
#

I would want to change individual monster tokens to display the dynamic token that I would want

celest dock
#

You could use a personal module to set up art mapping for compendiums and that wouldn't get overriden.

night tusk
#

I will ask how to do that when I have time to get to something like that, but that could be an idea

celest dock
#

Yeah, I can show you how later.

steady vault
#

Not for creating a personal module but specifically one that maps art for compendiums.

celest dock
#

This shows what the manifest file flags would look like and what a mapping file would look like.

night tusk
celest dock
#

You'd need to do it for each monster you want to map art for.

simple nova
#

This is also what a premium module for the Monsters book would use

steady vault
#

Is this an if or a when?

rain tendon
#

if, biiiiig if

#

BUT MAYBE

#

but also if

gritty escarp
#

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

gritty escarp
simple nova
#

Is this something that happens reliably?

gritty escarp
#

all turns of combat thus far tonight

simple nova
#

Basically, wondering if you have some other UI element interfering

gritty escarp
#

i have a hard time imagining so, but i cant rule it out. i'll try to reproduce with no addons after the session

night tusk
#

very quickly

gritty escarp
#

yeah im familiar with it. i will try it, ty

valid tinsel
#

Suggestion. When combat starts it flashes draw steel across the screen.

#

because- thats cool

steady vault
#

All creatures in the encounter could automatically send that to chat. 😜

soft token
#

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.

amber zealot
#

Will Rival Shadow be added in 0.8.1? Since there's one in the Gilded Hand

simple nova
#

Yep it's in there

amber zealot
#

Alright, then I won't work on changing another rival to that, good!

short wadi
#

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.

amber zealot
short wadi
#

Oh huh, i didn't notice it when I did a character last night 🤔

amber zealot
#

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

simple nova
amber zealot
#

the question mark opens up what is missing

#

Same by languages

short wadi
amber zealot
#

I just created a blank token just now, added a career and the question mark popped up

short wadi
#

I might just be blind XD

#

I believe you!

amber zealot
#

I mean, it's just a small symbol there, so easy to miss!

ocean radish
simple nova
#

The sheet has two modes — edit mode will show the source values, without active effects or advancements

ocean radish
#

just figured that out. 😛

#

thank you!

eager helm
#

how long does it take for foundry to update the listing?

#

its still showing 8.0 as the most recent version

short wadi
#

I think it was put out for manual install until a QA pass was done

simple nova
eager helm
simple nova
short wadi
#

That's still sans-leveled treasures, right?

simple nova
#

Yeah, leveled treasures are not included in this release

short wadi
#

For echelon 1 compendium content, I mean

simple nova
simple nova
#

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

kind crag
#

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

simple nova
#

Correct, that was an intentional design decision but it might make more sense to just delete

kind crag
#

Unless there is a way to re-enable the condition, but then the second application might inherit duration etc it shouldn't

simple nova
#

The idea was that we wanted to minimize automated data destruction

short wadi
#

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?

kind crag
#

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

short wadi
#

Why.... Not?

kind crag
#

You've already automated calling for the save

short wadi
#

Especially in this case.

kind crag
#

why not the success removing the condition

short wadi
#

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

kind crag
#

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.

short wadi
#

I'm saying if you have multiple effects

toxic thunder
#

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.

short wadi
short wadi
#

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.

rain tendon
#

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?

kind crag
#

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.

toxic thunder
#

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.

short wadi
#

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

rain tendon
#

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

short wadi
#

That seems like removing to me, making it inactive causes weirdness

rain tendon
short wadi
#

I understand that

#

The whole discussion is that it causes problems when trying to apply it later if you gain the condition again

short wadi
toxic thunder
#

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.

short wadi
#

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

simple nova
#

(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)

rain tendon
#

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

short wadi
#

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

simple nova
#

What's the RAW for if you apply Dazed (Save ends) to a creature that already has Dazed (End of Turn)?

rain tendon
#

I believe the new version is the priority

simple nova
#

But I do think that "Delete the old one first" is a reasonable pathway if the actor has a disabled copy of the status

toxic thunder
#

If its going to delete right when it adds a new one anyway, why not delete it when the save succeeds?

rain tendon
#

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

simple nova
#

People forget to add penalties and the like

short wadi
#

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

simple nova
#

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

short wadi
#

At least I think I understand correctly from page 76

simple nova
#

and are instead a custom effect that has the Dazed status included

#

I tried to catch as many of these as I could

short wadi
#

Yeah, just thinking about effects that are conditional

rain tendon
#

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

short wadi
#

Yeah I think first paragraph answers it, though slightly clunky

#

Like reading a MTG card and the last sentence always gets ignored XD

rain tendon
#

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

short wadi
#

Huh, that's interesting. Not what I'd assume.

toxic thunder
#

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)_/¯

rain tendon
#

Are there instances of applying a condition from a non-ability in combat though?

short wadi
#

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

ivory rivet
#

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?

toxic thunder
#

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.

ivory rivet
#

Similarly for NPCs if there are bug fixes?

short wadi
#

I think in the case of grab specifically, it would be the new source.

simple nova
toxic thunder
short wadi
#

Fair enough! I don't have the rules memorized, I guess I incorrectly remembered it that way

rain tendon
#

somehow the clarifying screenshot has only made things more confusing lol

simple nova
#

I hope everyone appreciates why system development is hard now

rain tendon
#

anyway I'm not sure what this means for adjusting how actors handle effects haha

short wadi
#

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

rain tendon
#
  • 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.
short wadi
#

But I think maybe you could just willing end the grab in that case as this happens? Brain hurt...

eager helm
#

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

rain tendon
simple nova
short wadi
#

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

eager helm
leaden sage
wicked ruin
leaden sage
#

I think benefiting from a VTT and being friendly to program into a VTT are different things

wicked ruin
#

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

simple nova
#

It is easier than other TTRPGs

#

Draw Steel is not my first Foundry system and it is much more pleasant to work with

wicked ruin
#

Well that’s good to hear

rain tendon
eager helm
#

ppl could play 3.5e without a vtt

rain tendon
#

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

short wadi
#

People said the same thing about 5.5e. It's trendy to have boring opinions.

rain tendon
wicked ruin
swift flume
#

I updated the Draw Steel TAH module now all features and equipment should be visible

dapper coral
#

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.

night tusk
#

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?

eager helm
#

so its "2" for now

night tusk
#

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)

eager helm
#

ohhh i misread!

#

i assume thats a mistake

simple nova
night tusk
#

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?

eager helm
#

it needs to say "immunities"

night tusk
#

Bug report 🎫

simple nova
#

yeah looks like they got goofed

#

quick search suggests it's just those two

amber zealot
#

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

simple nova
#

just the concealment

amber zealot
#

Alright good to know

#

What's the idea with the Initiative Value that a group can be given?

eager helm
#

the amount of activations/turns they get

amber zealot
#

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

night tusk
#

good question! I wonder what the correct actor type would be?

amber zealot
#

Oh, maybe that is what breaks it

#

Clearly made for 5e..

soft token
#

Oh I'm sure the package page has documentation for how to use the mo-- oh

amber zealot
#

I demand the blood module for DS!

night tusk
leaden sage
#

Monsters don't have the base actions and maneuvers (charge, knockback, etc) assigned to them. Is there a way to add these?

eager helm
leaden sage
eager helm
#

no idea tonegenuine

regal ingot
#

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?

amber zealot
#

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

regal ingot
#

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.

amber zealot
#

Yeah. Very convenient, hope it gets changed

regal ingot
#

I would classify this as a bug since the the chat notification implies the damage will be applied to the NPC:

ivory rivet
#

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?

eager helm
#

personally i like how targeting works

#

i wished when u applied damage it would just apply it to tbe target

regal ingot
#

This is a know issue on the github, but not sure what the repsonse means about update permissions:

simple nova
amber zealot
#

I would assume it's the fact that a player can target any token, but can't select any token?

simple nova
#

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

amber zealot
#

Hmm, feels to me like an easy toggle.. "Let players deal damage to targets - on/off"

leaden sage
simple nova
short wadi
#

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

eager helm
#

well i mean the same way it is rn

#

just no like

#

making sure ur having the thing clicked on

simple nova
#

The reason I'm not totally opposed is the current flow is... not great for Surges

amber zealot
#

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

simple nova
#

Yeah, translating the targets to a selection is something we want to do

short wadi
#

Big fan of that

amber zealot
#

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

eager helm
#

this is related but i wish there was more feedback after dealing damage

#

currently theres no way to know how much damage u dealt

amber zealot
#

Splatter for DS

short wadi
#

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

ivory rivet
# simple nova The reason I'm not *totally* opposed is the current flow is... not great for Sur...

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?

short wadi
#

Might make a request for the one I really liked

short wadi
#

I'm actually surprised no one has made a macro for it

#

I wonder if that's possible in the mean time

eager helm
#

every ability has 2/4/6 in an enricher for a post roll effect

amber zealot
eager helm
#

yep

amber zealot
#

Does it just add damage, or somehow reduce surges too? I guess it knows who's ability it is

eager helm
#

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

amber zealot
#

where do you find @R?

eager helm
#

what do u mean?

amber zealot
#

Or rather, what is @R?

#

And where do you write the enricher?

#

I guess effect (after power roll)

eager helm
amber zealot
#

Oh

ivory rivet
#

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.

amber zealot
#

Cool! It doesn't consume the surges, but it's a step in the right direction

ivory rivet
#

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.

eager helm
#

that would rule if u could do that

ivory rivet
#

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?

steady vault
amber zealot
eager helm
#

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.

amber zealot
#

one target. Not each target

eager helm
#

yeah i realized my mistake

amber zealot
#

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

eager helm
amber zealot
#

Yeah it's a pretty realistic situation 😅

simple nova
leaden sage
steady vault
leaden sage
night tusk
#

that's on Forge though, so I don't know what your situation might be

ivory rivet
#

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:

eager helm
#

lemme try this

ivory rivet
#

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.

soft token
#

You can format a full code block like so:

```js
code here
```

eager helm
#

i suppose thats dumb question, my bad

rain tendon
#

nice

ivory rivet
# eager helm what do u do with surges that u must spend on the strike, like primordial strike...

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}.`
    });
});
eager helm
#

so u dont put this one in the ability?

#

the macro works perfectly btw

ivory rivet
#

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.

eager helm
#

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

ivory rivet
#

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.

eager helm
#

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)

night tusk
#

different topic (sorry Jas) but I felt like making the Kingfissure Worm token and I love the ridiculous size difference 😂

eager helm
#

my players are fighting a crucible dragon this arc and

#

....yeah same

short wadi
#

Made these incase anyone wants them for the macros

eager helm
ivory rivet
short wadi
#

Assign as the image for the macro

#

For the add/remove surge too

steady vault
#

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.

ivory rivet
eager helm
#

this looks perfect

#

ill test this in a few minutes

short wadi
#

And here is one more, generic image...

#

🤣 Generically useful

ivory rivet
#

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?

simple nova
#

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

simple nova
#
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

ivory rivet
# simple nova ```js if (!actor) { ui.notifications.warn("Please select your token first."); ...

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)

simple nova
#

oh lol typo

#

fixed

#

createFormGroup

ivory rivet
simple nova
#

also threw in an icon for the dialog window

ivory rivet
#

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)

simple nova
#

fixed in the bit above

ivory rivet
#

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?

simple nova
#

Nah no meaningful issue

ivory rivet
#

Nevermind, erasing this post. It was being caused by another module.

tepid grove
ivory rivet
#

Thanks! I've fixed it.

#

I'll post it later today, along with some other macros, tweaks and updates to the ones above.

amber zealot
# ivory rivet

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?

valid tinsel
short wadi
amber zealot
#

I suppose I can create the macro for all my players, and they can use it to spend surges more conveniently...

short wadi
#

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.

ivory rivet
# amber zealot And is the "surges used" a prompt only the GM gets, or can the player using the ...

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.

amber zealot
ivory rivet
#

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.

amber zealot
#

Creating the macro on the player's side let me execute it no problem

ivory rivet
#

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.

amber zealot
#

Huh. Hmm

#

I'll try it again later

ivory rivet
#

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.

tepid grove
#

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

simple nova
#

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"

still smelt
simple nova
#

(Macros can also go on the hotbar)

#

seems like a more straightforward solution than putting it into every ability

steady vault
simple nova
#

Like, I don't think automated template creation qualifies as a "must-have" for 1.0

still smelt
tepid grove
#

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)

simple nova
#

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

tepid grove
#

I dont think i saw which one won the vote

simple nova
#

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

tepid grove
#

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

simple nova
#

yeah there's some screenshots on the GitHub but I'm withholding judgment until I see the prototype build

tepid grove
#

Interesting

simple nova
#

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"

tepid grove
#

And possibly elevated terrain or pits, I imagine, with elevation regions

#

Would be interesting

steady vault
eager helm
#

im not really understanding how u did it

steady vault
#

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.

simple nova
#

Draw Steel though deserves full fat features, not "here's ten modules hacked together"

steady vault
night tusk
amber zealot
limpid yew
# eager helm how did u add the macros to token action hud

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.

eager helm
#

thank you!

#

from one of my players when i showed up the HUD

simple nova
#

I feel like if a HUD is "huge" then it would only be getting in the way?

limpid yew
#

I think meant as "this is a game changer"

eager helm
#

lol yeah

simple nova
#

are you sure

eager helm
#

my question was "tell me how useful of a feature this is"

#

so yeah im pretty sure

limpid yew
#

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.

eager helm
#

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

limpid yew
#

I shortened the tooltip timing for early game use, but expect I'll extend it again when they get used to their abilities.

ivory rivet
#

Thanks, @eager helm and @limpid yew . I'll update the instructions for the TAH to be clearer on the steps.

amber zealot
amber zealot
#

I've created a compendium named Macros, I've found the "Group: Macros", but then it's still empty?

eager helm
#

u might need to reload foundry

#

thats what happened to me

amber zealot
#

Yep. That's it

#

Thanks!

ivory rivet
#

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.

amber zealot
#

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

ivory rivet
#

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.

amber zealot
#

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

sage grotto
#

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?

rain tendon
#

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

amber zealot
#

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)

molten ginkgo
#

Did the path for referencing recovery values change from @hero.recoveries.recoveryValue?

simple nova
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it's now just @recoveries.recoveryValue

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(I was peeking ahead a bit and realized retainers also get recoveries, so it got moved out of hero)

ivory rivet
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Ah! I was wondering about why the change. Nice! 🙂

eager helm
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how do people like to sort abilities?

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ive been doing heroics from lowest to highest cost, then signatures, then basic abilities

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i wonder what others do

amber zealot
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Sort where?

eager helm
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on the character sheet

amber zealot
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I haven't done any sorting.. which might be unwise

ivory rivet
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I've tended to do signature first, then heroics from lowest to highest, then basic.

amber zealot
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But don't you have players sort their own character sheets?

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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

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Or free strikes should even go last

rain tendon
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I like that escalation of scrolling down the sheet from 0 to 5 costs lol

sage grotto
rain tendon
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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

amber zealot
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Huh. Splatter works, but weirdly. It throws blood on the ground when an NPC token gains stamina

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Same with a hero token.

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And it leaves a blood trail with a character at high stamina, and not one when the hero has low stamina

amber zealot
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Is there any way to make this possible on an ability? I can only write numbers in the text box of target value

celest dock
still smelt
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Just confirming 0.8.1 is out now?

soft token
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yes

rain tendon
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Gonna be a pain to go back and fix all the previous ones though lol

molten ginkgo
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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.

ivory rivet
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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.

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Not as good as a system implementation, of course, but maybe a stopgap to help in the meantime.

leaden sage
ivory rivet
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Nice!

simple nova
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but e.g. I think having combatant group creation based on selected tokens would do a lot to help

leaden sage
simple nova
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yeah, in the meanwhile Macros are perfectly capable of filling in some feature gaps

graceful hamlet
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Is there a way for the initiative turn tracker to be on every member of a group?

amber zealot
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Afaik, no. I'd love that feature

steady vault
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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.

amber zealot
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We need to get DS so popular that it must be implemented. This initiative system is so much better than dnd's

eager helm
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theres a lancer initative module already tonegenuine

amber zealot
eager helm
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it doesnt work for DS cuz DS has its own implementation

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as i understand it

amber zealot
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Ah. Okay, bummer

night tusk
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I don't understand the question, what's the issue with the initiative tracker right now?

molten ginkgo
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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

amber zealot
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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

night tusk
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Right, get it. Thanks

simple nova
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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

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I did take some time today to start working on 'update from compendium'

eager helm
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niceeeee

molten ginkgo
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That's gonna be so slick!

simple nova
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Note right now it's per-item

steady vault
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@ivory rivet better get to work on a macro that updates all items from the compendium! tonejoking

amber zealot
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It feels like the percentages on 0.9.0 are flying forward

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But I guess the % goes down when more issues are opened?

simple nova
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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

amber zealot
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Alright fair enough. I just find joy in watching the % go up.

simple nova
amber zealot
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I just noticed unique monsters in the Delian Tomb adventure.. Essence of Change, Sudden Downpour, Flow of the River

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Are those also added to the compendium at some point?

eager helm
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theyre not covered under the license so prob not

amber zealot
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Huh, so they're copyrighted when the Monsters book monsters aren't? 😲

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Or not licensed, however that works

simple nova
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Correct

amber zealot
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So Glass Spiders are the same thing then, huh

night tusk
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Glass spiders are essentially just reskinned war spiders

simple nova
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yeah most of the Delian tomb monsters are Monsters book versions with small adjustments

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the main exception is the Oozes

half grotto
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The Custom CSS cuts off this portion of the active effect. what would I have to change to make it more narrow?

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Whoops, forgot to paste.

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That's the issue I was having before where the + icon was off screen to make an effect.

steady vault
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It was there for consistency between the headers and the window title, but the side effects are too annoying. It was a mistake.

half grotto
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Hmm, for whatever reason it's persisting. I think it's browser based. I'm using Brave currently.

still smelt
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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?

simple nova
robust roost
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Is there a list of actor attribute keys available for reference for use in making active effects?

amber zealot
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change @ with system.

simple nova
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There's also a list on the Active Effects page

short wadi
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The journals are so useful. I greatly appreciate having them in system

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I just wish foundry let you search IN pages

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Unless I missed something, or a module sovles this.

rain tendon
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You can swap the search in a journal to be “in pages” but it doesn’t bring you to that section