#Foundry VTT System

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rain tendon
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It just allows you to bring up the pages with that text in it

simple nova
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There's probably a module solution

tepid grove
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Whats the best way of handlign conduit prayers, given that it's apparently tied to the resource generation at turn start?
One of my players was wondering if they should probably just make a seperate item for the prayer effect

eager helm
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i ask my troubadour player "do you appeal to the muses" before i click their start turn button

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its easy to remember off that

tepid grove
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I suppose that makes sense -- ask before activating their turn :P

eager helm
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i think ur right, i wish there was a pop up

tepid grove
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I remember he was complaining that since it's in the subclass description, it's even harder to remember (that and then there's no automation as it stands)

eager helm
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i find its easier to remember when u think of it as an easy way to get more "free" HR

tepid grove
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well, I mainly meant that there is the secondary prayer effect for the domain

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usually some kind of active thing as I've seen

simple nova
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Yeah, there's lots of edge cases we need to cover

gusty drift
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Hey all ๐Ÿ™‚ I just installed 0.8.1, I'm just wondering if anyone has any initial setup suggestions before I start going ham with prepping the Delian Tomb with maps and importing monsters and such

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Like if there are any suggestions that you think would save a ton of time

short wadi
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I would start with adding the maps for the first chapter and making folders by chapter and encounter for each statblock you'll need for easy access.

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I'd also consider adding the adventure in to foundry as notes. But I will say, I find the montage and negotiation trackers very useful, so I still use those alongside foundry.

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But there are really good modules for adding clocks and number ticks for that stuff you could take advantage of.

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We have an encounter tracker for combat, I wonder if there would ever been room to expand that or add other tabs for tracking montage tests and negotiations specifically

steady vault
# gusty drift Hey all ๐Ÿ™‚ I just installed 0.8.1, I'm just wondering if anyone has any initial ...

From my experience, making the pregens is the weirdest part. I would suggest making them as for the first encounter (by just not taking the choices like the heroic abilities) and removing the extra features (some of which you gain after the fourth encounter). Then make a journal entry for each pregen filled with all the features and abilities the players gain, as seen in the PDF for the characters.

simple nova
simple nova
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Many of them are simple variants of the licensed monsters, but the oozes for example are not

graceful hamlet
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can you transfer a forge steel char over to foundry?

eager helm
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you cannot, iirc

river citrus
# graceful hamlet can you transfer a forge steel char over to foundry?

You can do it manually in a matter of minutes. Took me 7 minutes to manually build a Foundry character from a ForgeSteel exported PDF and at least two minutes of that was getting confused because I wasn't sure which order I'd picked skills and making a Maneuver for Friend Catapult and confirming nothing was missing, so ~5 minutes "import" time.

edgy verge
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Hi, I've got a question. I wanted to add my own setting's languages for the players to select, but I don't know where the system's own languages are located at to make a folder and then add my own in there. Where does it keep the languages?

ivory rivet
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Hi Dani, the languages are something you can do in a personal module in Foundry. Are you familiar with those?

edgy verge
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Oh uh, no I've never made a module myself, but I've used plenty

ivory rivet
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Do you run Foundry on a local computer, or hosted?

edgy verge
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Hosted, I use forge

ivory rivet
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Me too, and I recently updated custom languages so I can walk you through it.

edgy verge
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Oh thanks!

ivory rivet
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I'm just sitting down to dinner. Will you be around for a little while?

edgy verge
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Oh I'm actually going to get dinner myself in a bit. I would be free in an hour if that's alright

ivory rivet
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Sure, sounds good.

simple nova
edgy verge
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Oh cool!

ivory rivet
edgy verge
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Cool, thanks I appreciate it

ivory rivet
# edgy verge Cool, thanks I appreciate it

Hi Dani, sorry, took longer than I expected. I went into a lot of detail since I'll make this available for other Forge users, and I don't know how technical they may or may not be. Can you take a look at this and let me know if you run into any errors?
https://docs.google.com/document/d/1B7r-UxA8tBxMtDQgs9Ya_vqCP7uQC9EN4Xt1UTJbm-A/edit?usp=sharing

edgy verge
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I haven't tested it out yet but it looks really good

edgy verge
ivory rivet
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If you want to delete all of them, just uncomment this line in the custom-languages.js file:
// for (const key in CONFIG.DRAW_STEEL.languages) delete CONFIG.DRAW_STEEL.languages[key];

ivory rivet
edgy verge
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Ohhh

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Nice!

ivory rivet
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If you wanted to delete just a few specific ones, then you'd use the other command that does it one by one.

edgy verge
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This is super helpful, just one more question, in my own thing I list both the proper name and what it's commonly known as, like:

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Should I make sure to not use quotation marks, or dividing lines? Would hyphens be fine?

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Like would "Akkitu/Orcish" be okay?

ivory rivet
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Hyphens should be fine too.

edgy verge
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Oh okay, cool

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Thanks this has been super helpful! blobthumbsup

edgy verge
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Hmm, I think I inputted it correctly, but even after compressing it, uploading it, and activating it in game it isn't deleting the base languages or adding mine, dang

ivory rivet
edgy verge
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Sure, thanks!

ivory rivet
edgy verge
ivory rivet
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In case anyone is following this process in the future, one issue was the use of special characters (apostrophes and slashes) in the language ids. I'm updating the instructions to make it clearer what the restrictions are for the ids. The labels can be nicely formatted, but not the ids.

simple nova
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Yeah, js variable names are particular

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There are ways to handle it but you're much better off just having a slugified version

unreal obsidian
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Hello teams, do you know what's the key attribut for stamina ? and maybe you have a list of the whole keys att ? Thanks a lot

night tusk
unreal obsidian
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Thanks a lot

still smelt
simple nova
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Yeah, it's possible we might want to turn the start of round gain into a roll dialog if it's non deterministic

ivory rivet
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Maybe have a player-side configuration setting for that so people can choose? It wouldn't always be needed so I'd rather it be less intrusive if it doesn't need to be. Just my 2 cents...

steady vault
tepid grove
tepid grove
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How do you apply custom active effects on a roll?

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Like, the skeletons have a thing that causes players to take damage when they move, but I want to put an active effect on them so they remember it lol

rain tendon
tepid grove
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I don't know if it I did it wrong

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oh nevermind

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figured out what was wrong, had to apply it to all tier results lol

jovial nova
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Just feeling a little confused about how to utilize the items and project tabs.
It seems like when I add the Foesense Lens from Delian Tomb, both the project source in the project tabs and the item in the equipment tab appear. Was it more meant to delete one or the other?

celest dock
jovial nova
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Oh .. got it. I didn't realize the function is different depending on where you drop it

celest dock
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Yep! Also if you right click the item in the equipment tab, theres an option to start a crafting project for that item which will create a project in the projects tab.

jovial nova
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Ah that's cool. Follow up question: Since the rules allow for other players to contribute to a project, do you have any guidance on how to handle a "group" project?

Currently, I have one PC taking "lead" on the project, where the project only shows up on their character sheet. Would there be a way for the group to see it more openly? Otherwise, I feel like the project rolls feel a little forgotten the way I have it now

eager helm
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so theres a collective "pool"

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this is the best way to visualize this, imo

jovial nova
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Yeah, I think that makes sense

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And then you just have them roll off their character sheet and have them manually add it in themselves?

eager helm
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i just removed the characteristic entries from the projects

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and have players input the modifiers themselves

jovial nova
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Oh got it

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That would make sense

eager helm
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cuz once ur party gets their own followers ur gonna have to make a lot of rolls anyways

jovial nova
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Yeah, that's true

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Thanks for the brainstorm

scenic tartan
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Is there a way to have a status for the Censor's 'Judgement' like the Tactician's 'Mark'?

eager helm
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download condition lab and add that

night tusk
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full module name Condition Lab & Triggler

scenic tartan
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Will do, thank you both.

simple nova
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The goal for 0.9 is that Judgment will have an "Applied Effect" which you can use just like the ones from power rolls

night tusk
scenic tartan
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Thank you!

scenic tartan
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Maybe someone knows the answer to this question. When I select certain conditions, a menu comes up asking for a target. I don't use the targeting system at all in foundry, can I disable this popup?

night tusk
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including a target means that the system known how to automate certain abilities:

  • Attacking anyone but the targeted Grabbing Creature will impose a Bane
  • Attacking anyone but the targeted Taunting Creature will impose a Bane
  • Attacking the targeted Frightening Creature will impose a Bane

The pop up will appear no matter if you have a creature targeted or not, but it will also apply the status no matter if you have a creature targeted or not. If you have not chosen a source for your condition, the automation just doesn't apply

night tusk
scenic tartan
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Thank you for the detailed reply. I don't use foundry for the targeting or automation of rolls, just as a VTT with walls, music, scenes, journals, initiative, etc. Never got into the automation of it all.

night tusk
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so just for book keeping essentially

scenic tartan
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Essentially. I even use foundry when running in person sessions to handle journals and showing art.
I built a 3d printed DM screen and used foundry as the core to display these things.

forest ridge
night tusk
simple nova
night tusk
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double right click? I just tested that and it only opens the token config for me (which I also didn't know.)

scenic tartan
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Same here just tested. Did nothing for targeting just opened up token config.

forest ridge
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Double right-click to target is a player-only function I think. For GMs, it opens config

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T works for either

scenic tartan
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how are people marking tokens as 'dead' in the foundry system for DS so far? Corpses of monsters are supposed to be objects so they should stay on the map, but I don't know if there is a good way baked in yet. Any thoughts?

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Trying to get Monk's Bloodsplats to work but no dice so far.

eager helm
scenic tartan
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Ah just tested. A token will not get that skull if the condition menu as part of the token is used. If the skull is hit in the combat tracker that skull will appear. Might be a bug.

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Yep. Monks bloodsplats will activate when using the combat tracker but not the conditions menu.

simple nova
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I would not be surprised if the bug is in bloodsplats, without modules it works fine

night tusk
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@simple nova, the enricher in the Bleeding status condition should work to apply appropriate damage, right? for me it doesn't for some reason

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the roll above the enricher roll was just /roll 1d6+@level and that worked fine for the same token

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happy to open a bug report, if it's worthwhile

simple nova
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yeah worth checking if all the roll data is forwarded

soft token
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That looks more like the module you are using to display the text isnt using roll data.

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Quite sure it would otherwise be showing 1 instead of @level if so.

steady vault
night tusk
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yeah ok, if I roll the effect from the hero's effects tab, then it is 1d6+1 but if I roll it from the icon shown by DFreds Effect Panel then it is 1d6+0

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the same is true when I rol it from the effect description that DFreds Effects to Chat brings up

soft token
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Then that module isn't enriching the contents using the correct (or any) roll data.

amber zealot
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Can one attach walls to terrain? I want the wallmaster's walls to block view

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I know I can draw in walls, but I'd rather it be premade already

simple nova
amber zealot
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Okay cool!

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It would be great if malice packages could be attached to creatures. So as I'm now creating some ruinborn creatures, I want the 3 Ruinborn Malice abilities.. So I have to manually create them for each. Would be neat to have to only create them once and then attach to multiple statblocks

celest dock
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You could create the abilities in the sidebar and then drag/drop them to each creature instead of making it directly on the creature.

amber zealot
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Sidebar?

celest dock
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The items list tab

simple nova
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Also, yeah, make them in the items tab

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And then drop the folder

amber zealot
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Yes

simple nova
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The sheets support receiving a folder of items at a time

celest dock
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I think you can drag/drop from the actor to the items tab so you wouldn't have to recreate in the items tab.

amber zealot
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Oh nice, can just drag drop them there. Cheers!

lament creek
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Just had my first session DMing using the Foundry system (playing the Delian Tomb adventure, and also using 3D Canvas) - only three players, very off-the-cuff with nowhere near enough preparation, but it still went really well. Everything that needed to work worked, getting their characters into foundry was super quick and easy, and using abilities in combat worked perfectly every time.

Nicely done on the system so far ๐Ÿ‘

simple nova
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Glad that things integrate with the 3d canvas too

lament creek
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Yeah, 3D Canvas is really just a graphical layer on top of Foundry so it's natively compatible with a lot of stuff, but it's still nice when everything works as expected lol

scenic tartan
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Holy crap that 3d canvas looks amazing! Reminds me of Runescape...

marsh edge
still smelt
zinc glen
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The data source is the same steel compendium uses if I understand correctly

ivory rivet
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In the Draw Steel dev channel, Kenpoh wrote:

Just remember that you're copying and pasting abilities from the Heroes pdf, not using Steel Compendium.

static pebble
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Hey I dunno if this is the place to ask but I've been porting my DS game from Roll20 and I've hit a snag โ€” I have no clue how to make homebrew magic items in Foundry

eager helm
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just click the edit button

static pebble
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How do I get it to add stamina or rolled damage

eager helm
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or in this case a passive effect

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the documentation is on the wiki

static pebble
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cool i'll tinker with it

amber zealot
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It would be nice to create custom keywords for creatures.. Like the ruinborn keyword that isn't in the monster book (doesn't have to include Ruinborn, just the possibility to create a custom one)

steady vault
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Ideally without going into the system files to add a line somewhere.

amber zealot
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I imagine when choosing keywords for a creature, there's a Custom option that shows a textbox to write it. Maybe keywords can be put into the Items to be dragged onto creatures too

simple nova
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Yeah, it's one of those things that's clearly necessary but the technical options are messy so we've been pushing off picking one

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It's something we definitely need to find a solution for by 1.0

amber zealot
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Okay, yeah it's hard to comment on best solution when we don't know how it looks on the other side

simple nova
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The problem is finding a solution that is easily transferrable between worlds (aka modules) and accessible

amber zealot
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Need Enemy and object in target types.. unless it doesn't appear in the monster book. Tomb Horror has "Each enemy and object"

amber zealot
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Is The triggering creature or object also in 0.9?

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Also the applied effect of slowed not being associated with a power roll - is that possible to implement currently?

simple nova
marsh edge
eager helm
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does "end of turn" track correctly?

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EoT should be end of NEXT turn, instead of end of current turn

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currently it seems to track until end of the current turn

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thats what the documentation says as well

short wadi
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I could be mistaken from the example, I believe end of turn if it's YOUR turn when you get the effect/condition, it ends that same turn

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But obviously not if you applied it to another creature on your turn, it shouldn't end that turn. Which might be your example

eager helm
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ah yes ur right

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that being said, in the overwhelming majority of cases i find EoT effects are applied when its not the person's turn

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as it stands it seems like it only accounts for the latter and not the former, if that makes sense

short wadi
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Yeah that makes sense!

simple nova
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they should be ending only for the current combatant

dusk hull
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Not sure if this is me not understanding stuff, but the Wode Elf trait Swift seems to set speed at 6, but means if you are faster the sheet will always set to 6, not sure if thats intended.

short wadi
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Probably not. It might be over riding instead of upgrading. Whichever the terms are for effects.

dusk hull
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Just wanted to mention it, im setting up sheets in Foundry for Delian Tomb and when I got to the Wode Elf Troubadour I was getting confused why it was getting stuck at 6 speed when it should have been 9

simple nova
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Yeah, we need to spend some time figuring out the correct way to have all that set up

eager helm
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because the documentation only specifies the former

dusk hull
simple nova
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This is a place for feedback, it's just a known issue

eager helm
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especially if its a low-effort fix like that

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but yeah just changing it to upgrade instead of override should be fine

simple nova
dusk hull
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Ah, good to know, im a pretty casual user so im not super familiar with the etiquette, but if i find anything ill be sure to use github

night tusk
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Haha, don't worry, at some point during the 0.6 version of the system ~35% of the opened GitHub issues were by me because I just reported every feature request/issue that I found ๐Ÿ˜‚ and I'm not part of the Dev team either

night tusk
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little highlight for my fellow language connoisseurs

eager helm
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love how much love the system is getting from other creators

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prob not something that will be relevant in my game but what does polyglot do

night tusk
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polyglot let's you use separate fonts for languages automatically and also make languages the players don't know indecipherable

Example screenshots:
Director's view of a chat message in an unknown Language (anjali set to have "infernal" font) and a known language (Zaliac) and player's view of said unknown and known language

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don't know why it didn't show the scrambled message in Anjali for the Director

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it also let's you choose which language you type your chat in and shows if that language is known and by whom

eager helm
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haha this is fun

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dont think it would happen enough to be useful in my campaign tho

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sounds like other directors would get a blast out of it tho

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speaking of

night tusk
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it also allows you to use said languages in descriptions, which can be quite handy for project source descriptions

summer shale
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Polyglot also works in journal handouts! You can select text and set the style to Polyglot > specific language. Only fluent characters will be able to read that text.

short wadi
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Not really a fan of polyglot. Waiting around for people to type things out is dreadful

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Not really sure what the appeal is there

soft token
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Different tables, different stables.

steady vault
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Although I have never used such module as polyglot myself (yet), I would use it mostly for puzzles and stuff like that. One character can read the weird, ancient script around the perimiter of this sinister-looking door; it reads: "Welcome, traveller!"

short wadi
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Seems useful for play by posts. Just a lot of work for someone to just say what it is 5 seconds later to everyone

steady vault
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It adds flair and style.

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Then again, I am also the crazy guy that made a conlang for a single session years ago. Weeks of work for basically two sentences on the day. blobimfine So I keep recycling the script and the players never seem to remember why it looks familiar.

limpid yew
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I use polyglot as a director and find my players enjoy little instances of understanding enemy language use, and you can slip in lore hooks. It probably helps that I type 100 wpm so there's not long delays. You can also copy/paste text if you've got something pre-planned.

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It's a great way to give a bit more value to language selections made by players.

summer shale
graceful hamlet
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can polyglot change the names of the in-system languages?

summer shale
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You can fake it pretty well, between the two.

graceful hamlet
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Removing+adding is basically what i needed ๐Ÿ‘

simple nova
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if you're just trying to rename, you can do that with a translation file

half grotto
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For someone who runs for 5-6 players, Polyglot has been great for me in the past. For example, the "Elf" players would always talk in their native tongue if they aren't in the scene, but in text as to not talk over others via discord and such.

still smelt
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whoops, wrong channel ๐Ÿ˜…

river lotus
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Is there any easier way to add to tokens to initiative groups other than right clicking -> update participant -> change combatant group on each guy individually or dragging and dropping in? I'm hoping to be able to like shift click every minion in a group and add them to the group at once.

zinc glen
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#1342298358664138805 message

river lotus
dusk hull
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To add onto the last guy's question, and this is pretty basic I bet, but how would you add that code into your game? Is there something in the mod importer, do I need to put the file in a spesific folder, etc?

zinc glen
river lotus
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Then dragged the macro from the menu onto the bottom "hotbar" area

simple nova
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Yeah, ultimately we do want to make some improvements but macros are a perfectly serviceable middle ground for now

still smelt
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So, is there anyway to actually hide rolls from players. My players are noticing that the blind gm roll, private roll, and self rolls STILL show tier results to everyone

tepid grove
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That's interesting
I don't believe my players have mentioned being able to see me roll anything in private, but maybe it's because I have some module enabled that hides those (or thats how its supposed to be) ๐Ÿค”

short wadi
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This sounds like module interference

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Mine haven't been able to sew mine the fee times I rolled privately

tepid grove
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Yeah same here

short wadi
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The point of the buttons is to hide certain rolls, not a module.

tepid grove
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I've been playing with mods on so long I don't even remember how vanilla works anymore lmao

still smelt
simple nova
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If people can replicate without modules & if necessary file a bug report that would be swell

still smelt
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I'll see if test it tomorrow

lament mortar
tepid grove
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if flanking tracked automatically, or did I hallucinate it working during one of my combats?

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cuz I swear it worked one time but I'm not sure if it was because I had an edge previously assigned on it

simple nova
tepid grove
simple nova
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Yeah

analog matrix
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Hi, I donโ€™t really have much to say but I just wanted to give a shout out to the hard work. My table appreciates how easy this system has been for us to use especially when it comes to swapping out abilities to try new things and setting up our characters. The compendium content has been a huge boon for me as the director!

Thanks!! ๐Ÿ˜

I guess I do have one question, what is the best way to have an โ€œinventoryโ€ or a place to put things like costmary leaves or ingredients? Currently we have just been using the projects tab as a kind of notes. Are there any other kind workarounds that your table uses? Or did I miss something?

eager helm
valid tinsel
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Every character sheet really needs a good notes section honestly

unreal minnow
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Hello, can someone help me how to use the Stormwight with the kit correctly? I've entered the class and the kit, but when I click on the aspect of the wild, nothing happens with the token or sheet.

rain tendon
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and then just giving players access to that sheet to look at it when they need to review what they have

analog matrix
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Gotcha thanks for the ideas! ๐Ÿ˜

rain tendon
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blobheroin other news, I'm nearly done with data entry for all (all) monsters in the Monster book, only 13 solo's left to do. Still a biiiiig review process (sorry Chaos lol) that needs to happen before they'll be officially in the system, but things are looking good for a huge compendium update for monsters.

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huge shoutout to @marsh edge , without his importer I would not have gotten through the whole monster book as fast as I was able to

simple nova
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Only having to review is so much better than doing it all

valid tinsel
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Nice havign the monsters in there is going to be a huge game changer

sly hinge
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@eager helm before i forget, how did you get THT working with DS? the version i downloaded of v13 didn't allow me to download THT

eager helm
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THT?

night tusk
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I remember when I set up to run Fall of Blackbottom with version 0.6 of the foundry system and my main prep work was integrating all the monsters into my game ๐Ÿ˜…

rain tendon
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it's stuff like that for why I was so determined to just get all these monsters built lol

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players only have to input their info once, we need this stuff all the time lol

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easier prep means more games to run!

sly hinge
eager helm
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oh no

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that was when the module was still in v12

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THT doesnt work with v13 iirc

sly hinge
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do you have any replacement?

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ig i can use image tiles

eager helm
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what i do is use the draw tool

sly hinge
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the old icon tiles one of my players made could work

eager helm
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then set the elevation for the placement

sly hinge
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elevation on drawings?

eager helm
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yep

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u can right click then set the elevation

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if u search my name u can see maps ive posted

sly hinge
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on this channel?

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with image or file

eager helm
sly hinge
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i just saw the switch from tht to other stuff, sad...

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how do you do them with drawing tools?

eager helm
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just draw simple squares

simple nova
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So that'll be nice in February or whenever they go stable

sly hinge
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it's more about a tool that makes it super easy to make functional maps in foundry than the actual height

eager helm
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its annoying i cant just trace boxes on the map, i agree

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this way unfortunately interfaces with DS better tho

sly hinge
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it's also gonna be sad to live in a world without condition lab

simple nova
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Added a new issue template

smoky patrol
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anyone know the value for giving a bonus to free strike? Couldn't find it in the documentation

simple nova
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For monsters?

smoky patrol
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yes for monsters sorry

simple nova
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system.monster.freeStrike iirc

smoky patrol
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awesome thank you

alpine canyon
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I am 100% sure this has been asked a million times but I am trying to set up a Foundry game and I have no idea what modules work well with draw steel.
Anyone have a recommended list?

steady vault
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If youโ€™ve never used Foundry before to run a game, start with 0 modules (none are required for DS).

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However, there are several generally useful mods โ€” regardless of system โ€” and a few useful for a handful of Draw Steel-specific situations, like negotiations being visually helped with something like Global Progress Clocks (https://github.com/CarlosFdez/global-progress-clocks) or combatant groups being easy to distinguish with something like Token Color Marker (https://github.com/Gundancer/foundryvtt-token-color-marker); there is also a DS version of Token Action HUD: https://github.com/Dragodoth/token-action-hud-draw-steel. Additionnally, there are several handy macros that Lindharin is putting together: https://discord.com/channels/332362513368875008/1418264815519924435.

valid tinsel
#

the only modules you need is dice tray and dice so nice

#

because

#

dice goblins need love too

steady vault
#

That is true. The utter joy on (some of) my players' faces when they saw they could change their 3D dice look to the companion cube: blobaww

valid tinsel
#

Yeah, gotta have thomas the tank engine burst out of your screen on a crit

#

really brings the immersion

alpine canyon
#

100% grabbing the token HUD and Lancer uses clocks all the time so using them for Negotiations is genius

valid tinsel
#

Ahhh yeah basically the ones Fanboy mentioned then

alpine canyon
#

Here's the fun part I can just use the Lancer Initiative module for Draw Steel as well, Hot damn

steady vault
#

You might, but the system has a built-in version.

alpine canyon
alpine canyon
#

Is there a better way to make heroes besides manually adding all the features?

steady vault
#

What do you mean? When making heroes, you should only have to add the basic characteristics (ancestry, culture, career, class) and select stuff from that.

valid tinsel
#

its not clear about that I found that out after I managed to drag one onto the sheet

steady vault
#

Fair enough. I know a better form-style thingy is planned, but I believe it's only a 1.0 feature (planned).

simple nova
#

For a while expect it to be dragging and dropping your ancestry, class, etc.

valid tinsel
#

The one that nimble 2e honestly uses is gorgeous would be a cool one to review

simple nova
#

We have a lot of core feature development still to do. I frankly don't know if we'll get 1.0 out before v14 shows up in q1 next year

steady vault
valid tinsel
#

yeah give me a brief second

#

So when you select create a new actor or whatever

#

it then takes you through the character creation

#

first time I saw anyone do this its a really neat setup

#

built right into the nimble foundry system

simple nova
#

Yeah, that's the type of thing that's a nice to have way down the line

valid tinsel
#

oh of course

#

nimbles a very simple system compared to draw steel

simple nova
#

Not opposed to it on principle, just currently as a matter of triage

valid tinsel
#

its probably why they could do it

simple nova
#

This project is also less than a year old

#

I did the initial commits last December

valid tinsel
#

Hey youve done a really good job for it not being a full time gig lol I know I wouldnt even be a quarter of the way as far along as you

short wadi
#

I had a thought. I wonder if this is worth submitting a ticket for.

What if tokens assigned to a group/squad in the combat tracker, could have the image used for the group in the tracker applied to the actor as a temporary effect? To make it easier to track groups on the map without needing token colour marker.

simple nova
valid tinsel
#

make an audio that continually screams for each group. but the audio is completely unique to the group and only plays when you mistakenly hover over them. Oh...its also on max volume.

steady vault
#

UX is your passion, I see.

valid tinsel
#

The users experience is my only goal. What that users experience actually is, is up to them.

alpine meadow
#

Gonna be using the DS Foundry for my game on Tuesdays, got my group to swap from D&D. You guys have made a ton of progress since the last time I checked in.

valid tinsel
#

they have done a great job, draw steel feels like one of those games that really requires th automation of a vtt. Its the same as pathfinder that way

eager helm
#

a lot of draw steel's math can be calculated off the top of ur head or is always factored into ur abilities. more than i can say for pathfinder.

valid tinsel
#

pathfinder is my regular game every week

#

and my god...

#

I wouldnt want to imagine running it without assistance

molten ginkgo
eager helm
#

mathmatically the only thing u gotta track are edges/banes. the rest is resources u gain or spend, which isnt more complicated than ur average tactical game

simple nova
#

I do give a lot of credit to the core design team for making the rules relatively straightforward

ivory rivet
dusk hull
#

On the sheet im having a bit of a hard time finding a place to put project points, which the game seems to have some value, as active projects seem to be able to spend "career points". Is there a way to input this value that im just not finding?

eager helm
#

its an editable value in a project

dusk hull
#

Maybe im using the wrong words, but as an example, the Artisan Career has 240 Project Points listed as a something you start with (im imagining that is the career points), but im wondering if there is a place to check/change that.

#

The only place ive found is in editing the background values, but was unsure if its listed as a value on the sheet itself

eager helm
#

not that i know of

dusk hull
#

Its probably fine, as far as I know its just the careers that give them generically, and my understanding is that later you choose the project before rolling, so its going to be directed

night tusk
lament creek
#

So after that playtest with the three players last week I found I really enjoyed DMing Draw Steel, so I've grabbed my main group (five of them at least, a different group to the original three) and started a "proper" campaign - starting with the Road to Broadhurst adventure. Setting up the encounters was pretty easy, always nice to be able to just drag NPCs in from the compendium and have all their stats and everything. I 3Dified the maps from the adventure because thats how I roll, so I'm looking forward to seeing how things play out tomorrow.

#

We're coming from PF2E, and before that (MANY years ago) we played Pathfinder 1E, and so far getting characters set up and ready to go for players who had never even looked at the book before session zero (or used the Foundry system, of course) was a snap.

#

We did have an issue where for some of my players the right-hand menu bar seemed to occasionally shift over to the left (by about one menu-width) and some windows (like the character sheet) got janky and disappeared off the right hand side of the window occasionally... but it was only for some of the players, and I'm not sure if it was caused by the Draw Steel system, 3D Canvas, or some other module I've got running - if I can figure out the cause (and if it's anything to do with this system and not just some random module lol) I'll let you know.

celest dock
echo mango
#

Is there any way to scale the Hero Token and Malice counter in the lower left of Foundry? The default is very small

steady vault
#

As far as I know, it's not possible without altering the scaling of all the Foundry UI (presently).

rain tendon
alpine canyon
#

Does anyone know off the rip what the Dimensions settings on Foundry are for the Delian Tomb maps?

echo mango
steady vault
#

Alt+Enter (or right-click > Properties) on most OS

still smelt
#

So, resurrecting this old post, but I'm trying out Polygot and I think some changes I made to the config file are duplicating some languages. However - I'm not sure how to reset the config file. Its NOT based on the game system itself I don't think, but I don't know how to reset it (short of maybe reinstalling everything). Any chance you might have ideas?

simple nova
#

are you asking about how to empty out a world or module script you wrote?

still smelt
#

However, looks like this is probably a base Foundry VTT question...so trying over at their server too

simple nova
#

If the file is empty it won't do any changes

#

do you know where you made edits

still smelt
#

sort of: I think its just this tab:

still smelt
#

Nvm @simple nova I figured it out! (I forgot I had made a MODULE) that had my languages, and it was overriding the defaults. I deactivated that module, and its all working good now. Sorry to bother you - thanks again for the reply all the same

manic hinge
#

okay, just starting to play with Draw Steel in general and the foundry system. Am I going blind or are skills not in the system yet? I don't see them in the compendium or where they would show up on the actor sheet?

limpid yew
#

While the character sheet is in edit mode you won't see any languages or skills you selected during character creation. Once it's in play mode they'll all appear. Edit mode allows you to add any additional that aren't a part of those selections.

manic hinge
#

right

marsh edge
marsh edge
steady vault
marsh edge
marsh edge
steady vault
#

I was going off of your video above. ๐Ÿ˜‚ Hope I didn't cause more trouble.

amber zealot
marsh edge
amber zealot
#

What makes a module 'official'?

simple nova
lament creek
#

First proper session using the system went great, only minor note; the fact that the stamina bar hits zero at about 30% remaining makes sense from a certain point of view (they aren't dead-dead until they hit -winded), but it does make estimating health at a glance more difficult.

simple nova
#

NPCs don't get the extra leeway, and frankly dying is a bad enough condition it's worth avoiding even if it's not full dead

lament creek
#

oh no I mean my players (possibly me? I've not decided tbh) would prefer if their stamina bar was empty at 0hp - and then just went into the negatives for the negative stamina

#

it looks a little jank but its maybe the right kind of striking, "Uh oh, my stamina bar is sticking out the wrong way"

valid tinsel
#

Thinking about that now is an odd way to represent that programmatically within the UI. It works in our brains but not with how we perceive health bars. Like guesstimating that 30% for players that can barely add makes life hard lol

valid tinsel
#

maybe a floating 30% line on the health bar? I don't know if foundry does that well I haven't wrote anything for it since version 8

graceful hamlet
#

I like the current healthbar, makes it clear how close every pc is from full to dead

valid tinsel
#

Eh, I think stamina is one of the things I don't mind too much in draw steel I just dislike how its conveyed in foundry on the sheet but thats just how it has to be honestly its not a big deal for the most part.

steady vault
#

In my own experience as Director, I would like to have a global overview of everyone's health (Stamina) but I personnally dislike the bars on the tokens so I set them to show on hover only. Other systems/modules can provide a visual health tracker like that either stand alone or in the combat tracker, but then dealing with negative numbers breaks them.

For me, in my โ“uniquely weirdโ“ opinion, the system could provide a setting โ€” an option turned off by default โ€” to change the Foundry token bars with DS unique ones: heroes and monsters should be treated differently; heroes could have something like a Stamina ring that turns yellow at the half-way mark (6 o'clock) and then starts filling up red when dying, filling in larger steps in the negative (red) than positive (green or yellow). Of course, the actual colours could be anything. The Stamina bar of monsters could be a simple bar or ring without the negative part, bottoming out at 0 Stamina.

I am aware that this implementation is almost impossibly complex and unnecessary until after 1.0 (at least, I think so).

valid tinsel
#

so wait when generating the character it doesn't automatically fill out skills eh

steady vault
#

You have to select most skills in the advancements box. For exemple, when selecting a culture, you have to choose one skill from each attribute the culture grants. Then it will be visible on the sheet in play mode only.

valid tinsel
#

ohhh in play mode only okay

#

thats why I was missing it

steady vault
#

I think enough people get confused by that bit that there should be some text that only shows up in edit mode to explain. I'll make a feature request on GitHub.

forest ridge
#

It'd be nice to have a little bubble-tick list for skills eventually, like the character sheets have

short wadi
#

What would the ticks add in the case of foundry? You're not filling anything in by hand to note you have it?

steady vault
short wadi
#

I saw a ticket for a tooltip on languages, would be nice to have that for skills on hover, for the character sheet

#

Didnt see a ticket for that, but I might of missed it

forest ridge
steady vault
forest ridge
#

Naw you're okay, it's not super important. When I get off work, I'll lay my thoughts out a bit clearer

chilly ridge
#

Is there a compendium of token art for the Draw Steel Monsters around or do I need to make tokens for them all myself?

#

Just found the answer to my question in here--i'm on my own!

simple nova
#

Yeah, the license is quite explicit on that front

static pebble
#

If you have Flee Mortals, there's a token set for that linked in it

#

Gets you a good chunk of the way there

static pebble
#

My elementalists' abilities don't seem to be adding their reason to their power rolls, is there something I forgot to do here

still smelt
#

Quick question for folks - but importing a new ancestry into Foundry - how do I make these little buttons show up on an Ancestry entry?

#

Oh, nvm - found it - Just need to lock the record

simple nova
#

there's been some bug fixes for 0.9 that include fixing some missing characteristics

static pebble
#

where am i looking

simple nova
static pebble
#

I mean it looks fine, just...?

frank ravine
#

Sorry if this is a dumb question but I can't for the life of my figure out how to roll a saving throw with the character sheet

eager helm
#

u cant make it on the sheet

#

u gotta end ur turn in combat while u have a save ends status

frank ravine
#

What if I use an ability like Heal?

eager helm
#

just have the person roll a d10

#

then remove the status if they pass

frank ravine
#

Damn ok. Keeping track of saving throw modifiers might be a pain

short wadi
#

Its just one number (typically 6 or higher saves), unless you have a feature that says other wise (most of the time 5 or higher saves)

#

There arent modifiers like 5e

simple nova
#

Which ability gives another save? I thought actives were just full cures

#

It would be a good context menu option

short wadi
#

the uhh heal action

#

They spend a recovery OR make a saving throw

#

I dont think there are any abilities that do, unless its worded differently than a search allows

eager helm
frank ravine
#

I'm running Delian Tomb so there's the Amulet that gives +1 to saving throws

eager helm
#

so the character that has that succeeds on a 5 not a 6

#

have them remember

#

its their magic item after all

simple nova
#

We do have API space for this, I just literally didn't realize there was an example of "grant a save"

#

there's a few options

#

[[/roll 1d10+@combat.save.bonus]] I believe fully recreates the roll bonus part

#

it won't have the threshold bit

eager helm
#

dope, thanks

haughty tundra
#

Any chance that someone has made a module that maps the tokens and artwork from the MCDM flee mortals module to the Draw Steel monsters?

ivory rivet
#

@frank ravine @short wadi @eager helm I've added a new macro to the macros sub-channel for rolling a saving throw. #1418264815519924435 message It will roll a base save if no tokens are selected, or one save per selected token. For each token it should use any saving throw bonuses or altered target number/threshold.
For the Heal ability, you can drag the macro into the Effect text of the ability and when someone uses the Heal ability the chat card will have a Saving Throw button that can be clicked to make the save for the selected token.

eager helm
#

thanks!

#

i wrote a simple "roll a d10, check pass/fail" macro way back when

#

i think at this point im just waiting for an interface on the chara sheet to roll a save outside of the auto-check

simple nova
#

Yeah file a feature request and we can add it to 0.9

eager helm
#

i think its already ticketed...?

#

i will have to double check

#

i def have recollection of it tho

frank ravine
#

Another maybe dumb question, is there a better way to store Malice Features aside from just having them in the NPC sheets? And is Malice only tracked on NPC sheets?

ivory rivet
#

malice is also tracked down in the bottom left corner of the screen alongside hero tokens. In the settings you can specify if players can see the malice total or not.

simple nova
simple nova
eager helm
#

huh, i swore i made something

#

ill look into it tomorrow and write a ticket if i cant find anything

brazen trellis
#

Adding Acolyte of Fire to my Elementalist is making my Stamina Score completely blank

#

When I disable the effect tied to it my stamia returns to normal

#

Ah i found a type: damage.tier2value instead of damage.tier2.value

amber zealot
#

So I'm wondering if there's any solution to the problem of a mob remaining winded when they are at 0 hp. I have set the the Dead status in condition lab as an overlay that removes other statuses. It does remove everything except winded for some reason.

#

I'm guessing there's hardcoded automation set for winded since it auto applies at 50% stamina for all characters without me using condition lab, but is it then also hardcoded to stay on all characters regardless of if they're NPC or hero until the token is at negative winded value?

amber zealot
#

Also unrelated, is there any convenient way to stack tokens? As in, a character who's climbing another character, or someone above another character in the 3rd dimension? Because one token is always obscured by the other if they're the same size.. And since 3 dimensions and climbing creatures both are very relevant parts of combat.. I wonder if there's a solution to make it clear that there're multiple tokens on a particular square

short wadi
amber zealot
#

For non-minion monsters it does. I think it does for minions too

short wadi
#

I just checked, it doesn't.

#

Could be a module? Maybe condition lab?

amber zealot
#

Okay.. I'll have to check if its a module for me

steady vault
short wadi
#

Sounded like the issue was more about general visiblity

#

I used to have a module that showed smaller icons for the other tokens on that square, I think it stopped getting support at some point

amber zealot
steady vault
#

Not elevation, z-position.

#

I don't currently have access to Foundry so I can't screen-cap it, but it's the dot with an arrow (one pointing up, the other pointing down). That is only to show one token in front of or behind another one.

#

It is finecky if both tokens have exactly the same size with not bits of the image sticking out to differentiate them, though.

still smelt
#

....project...loading....

half grotto
simple nova
#

btw you may want to take a peek at some of the upgrades on the 0.9 dev branch

still smelt
simple nova
#

if you're otherwise familiar with github, you can clone the system from there

still smelt
#

I'm...not sure, is it this one:

simple nova
#

yeah, the default branch

eager helm
#

theres no way to give edges in an active effect currently, right?

simple nova
#

Correct

eager helm
#

thx

eager helm
fading zephyr
#

Sorry I'm super new and useless - is there a place I can go for help running Draw Steel in Foundry - I want to run delian tomb. I set up a game with the latest foundry thingy for draw steel...but I've no idea how to use it. Tried to create an actor but kinda difficult? I only want to run Raod to Broadhurst and Delian tomb ideally -is there a module I can buy/download that'll haev it all setu p?

steady vault
#

No, nothing is premade because it is not included in the creator licence. However, system wiki has extensive documentation on how to use it in Foundry.

simple nova
lament creek
amber zealot
#

A lot of creating a hero is about creating a blank hero, going into the Draw Steel compendium and drag-dropping clas, ancestry, background etc.

simple nova
steady vault
amber zealot
lament creek
steady vault
fading zephyr
#

ty

lament creek
#

Road to Broadhurst's two maps are set up with the squares going right up to the edges properly, so you can just slap them in as the background of the scene and let Foundry automatically set the scene size

fading zephyr
fading zephyr
#

Well sliiiightly annoying that I cant just buy soemthing, but everyone here seems so friendly so helpful hurrah

lament creek
#

wait no sorry, the second map (the Mad Cartographer's one) doesn't - I forgot I just loaded it into gimp and trimmed it lol

#

I could send you the trimmed one but I'm not sure if thats... allowed? It's a free module and all >.>

amber zealot
lament creek
#

tbh it's pretty quick to set the scenes up - plug the map in, drag NPCs in from the compendium and then copy/paste away til the encounter is filled

steady vault
# amber zealot Really? I don't have that

At least for me, when setting the map image as a background, the FVTT grid default size of 100 px required tons of adjusting. But I found that if I told Foundry to set each square to be 140 px, no adjustment needed.

wispy dock
#

for example, the first level of the delian tomb is 39x22 at 140px grid squares:

steady vault
amber zealot
lament creek
#

just that you could just plug the images in then throw compendium NPCs down lol

lament creek
#

(Also I found out midway through a session that combat carousel does not work with Draw Steel - but hey lol)

amber zealot
short wadi
#

Maybe I'm the cursed one ๐Ÿ˜ญ

amber zealot
steady vault
amber zealot
amber zealot
steady vault
#

By a pact with a forbidden force beyond mortal understanding.

lament creek
amber zealot
#

Nice!

lament creek
#

(ripper is its creator, Baileywiki advanced patrons also get access to it because Baileywiki has a 3D module containing assets/maps/etc)

#

Disclaimer: I am the 3D art director for Baileywiki lol

amber zealot
#

Cool! Is it a lot of setting up to bring the third dimension?

eager helm
#

can u inlay a macro in a power roll entry?

lament creek
# amber zealot Cool! Is it a lot of setting up to bring the third dimension?

Depends on what you want to do; it's just a 3D visual layer on top of Foundry so all the mechanics etc are all the same, so you can just take a regular map and hit the 3D button and just use 3D minis (eg from heroforge) on a 2D map, or you can do fully 3D maps - which you can make inside Foundry itself, get from creators like Baileywiki or the community maps compendium, or create yourself outside of Foundry with various levels of wizardry

#

To create maps like that one above I create a "terrain" object in Blender and shape it how I like, then I texture it in Foundry and sprinkle in trees, bushes, fire etc

amber zealot
#

Alright, nice! Might check this out at some point then.. May be a solution to the 3rd dimension issue where tokens find themselves obscured by another token above them somewhat often

#

Btw is this a bug or a problem on my side: Monsters automatically get winded at half stamina, and are dying at 0 stamina, rather than dead? And even condition lab can't remove winded?

#

Are others experience this as well?

lament creek
#

I do find I have to manually assign the 'dead' condition to 0 stamina NPCs

#

Not had any NPCs go below half then get healed back up yet though

amber zealot
#

Condition lab can automatically add the dead condition easily by adding it in triggler as hp.current โ‰ค 0 (npcs only) but it doesn't remove the winded for whatever reason

lament creek
#

Oh I figured dead NPCs also being winded was fine because it's technically correct lol

amber zealot
#

Perhaps this is a very minor issue ultimately ๐Ÿ˜…

short wadi
#

I mean yeah but I'm not going digging

#

That seems like the intended behavior

lament creek
#

I've been going around manually editing dead NPCs anyway to clean them up a bit - since sometimes their position is relevant, but otherwise they can be visual clutter

amber zealot
#

Well, an NPC should not get the dying status at 0

lament creek
#

turning them into little flat coins so they dont block the view lol

#

That is true ya

amber zealot
#

Oh that's neat haha

#

That isn't possible to automate with triggler and condition lab?

lament creek
#

(that encounter in Road to Broadhurst surprised the players lol)

#

It is but I'm lazy

#

...I mean it would save me work so arguably the laziest path would be to do it lol

amber zealot
#

Haha exactly what I was about to say

lament creek
#

I've just been going around every now and then and using mass edit to just edit groups of dead NPCs at once

#

a bit slapdash but hey ;D

amber zealot
#

Pretty simple

lament creek
#

I will have to look up this Triggler

#

and/or condition lab

night tusk
#

whoops, wrong chat XD

amber zealot
#

It's very simple

lament creek
#

I am extremely rusty in terms of DMing in Foundry so aside from 3D stuff and some basics (Dice So Nice, etc) my loadout is very minimal lol

amber zealot
#

Dice so Nice of course the mvp of all modules

lament creek
#

apparently it's got like a 50% utilisation rate

#

so half of all Foundry worlds have it

steady vault
#

The worlds that donโ€™t have it are people that made a new world by mistake and didnโ€™t delete it. tonejoking

lament creek
#

I'm usually very impatient but I wait for those simulated dice to stop rolling around every time lol

#

Monke brain enjoys watching the number rocks

amber zealot
#

And also everyone groaning when that 10 flips over to a 3

lament creek
#

My group have taken to calling out "Drama Queen Dice" whenever one of the D10s just decides to practice ballet rather than landing on a number lol

sonic moth
eager helm
#

these are for 5e, this thread is for the draw steel system

#

so i feel like we might be of limited use

amber zealot
#

I think that's a question for the #dnd_general or something?

#

I got excited for a second that someone had made another module for DS

ivory rivet
# eager helm can u inlay a macro in a power roll entry?

I don't think it can be added to the power roll "tier 1/2/3" display field of a damage or active effect, if that is what you are asking. That display field isn't a rich text field, and I can't drag-n-drop a macro into it. Instead I drag-and-drop a macro into the Effects box of the ability. When the ability is sent to the chat, it'll be a clickable button to run the macro.

eager helm
#

thank you!

amber zealot
#

Yeah I've placed "spend 1 surge, 2 surges, 3 surges" in the chat

#

for all damage-dealing abilities

eager helm
#

theres a surge macro that i find is much better for that

#

so i just use a singular macro

#

instead of 3

amber zealot
#

Yeah but that still asks you how many surges you want to spend

#

The 1, 2, 3 in chat makes it a 1 button thing instead

ivory rivet
#

Just for kicks, I dragged the Apply Damage macro into the effects area to get the code string for it (ie, @UUID[Macro.lpEZebHQ0RUgnCFS]{ApplyDamage}) then I copy/pasted that string into the Tier 1 display field for an active effect, but it doesn't work. When it gets rendered to chat it just comes out as text, not the macro. So putting it in the Effects area is the best bet I think.

simple nova
#

You can grab the UUID of a macro from the header of the app

simple nova
alpine meadow
#

Hey is there a way to add custom languages on the character sheet?

ivory rivet
eager helm
alpine meadow
#

Where can I find the documentation for the system? Trying to increase ap layers max stamina

eager helm
#

the wiki is on the github page

#

theres also a journal in the compendium folder

#

you can do that by creating an active effect and using the corresponding attribute

alpine meadow
#

okay I found it, but how do I get an item to apply that effect?

simple nova
alpine meadow
amber zealot
#

You create an active effect and write system.stamina.max in the Changes tab, choose add, and value 6

alpine meadow
#

ohhh okay

#

got it, ty

#

how would I add something like the third eye seeker that adds +1 damage to basically all rolls?

eager helm
#

make sure you have "weapon" selected

#

then add in system.tier1.damage i believe?

#

it might be something else, check the documentation

simple nova
eager helm
#

ah i knew i got it wrong

alpine meadow
#

ah sweet

mossy willow
#

can you make those apply only for abilities with a specific trait (like for abilities with the weapon trait)?

eager helm
#

u specify the keywords that must match

#

so it works with the fire elementalists damage buff for instance

mossy willow
#

ah in the details tab right? (just saw it)

#

ty!

still smelt
#

@simple nova So, didn't get to play with v0.9 - but just adding this stuff in at the UI level, advancement seemed to work pretty well - got Level 1 added!

#

If I wanted to package this up so people who wanted to try it out could just download it - do I just make a module? (More aptly - can I just share it via google or is there a better way to distribute a Foundry Module?

simple nova
#

You can make a module from the setup screen

still smelt
#

Once that's done though - how do I share it?

simple nova
#

So, you will have to redo the item grant advancements, as those use UUIDs to point to the exact reference copy

#

So I would make the module from the setup screen first

#

Otherwise, the question is how much you want to have proper version control

still smelt
simple nova
#

Yeah, part of why we gate classes behind compendiums is hopefully it points people to making the module first

still smelt
simple nova
#

Basically, there's some GitHub setup you need to do for the in Foundry updater & installer to work

#

But if it's just like, a direct link, shut down foundry and then create a zip of your module folder

#

People can download the zip and unzip it in their Data/modules/ folder

still smelt
#

Ok - that will most likely be the near term solution. Initially just hoping to get the near completed version of the class put into foundry so people who want to try it out can plug-n-play

#

A full repository might be a project for next year, we'll see

alpine meadow
#

Okay so I mad my own module but...how do I actually edit the config for languages? I've got the script pasted in, but I feel like I'm missing a step

simple nova
alpine meadow
simple nova
#

lint/validate the contents of your module.json

#

json is very picky about commas

alpine meadow
#

Okay I'll try that

#

Okay I got it, I'm just an idiot

#

I fell for the classic "Double folder" error, so my stuff was right, but it was 1 folder to deep.

alpine meadow
#

Is there a way to change Foundry's measurement from feet to squares?

eager helm
#

u can change it in the configeration for a scene iirc

#

one sec

alpine meadow
#

yeah I found it

#

but it kinda makes things weird

eager helm
#

how do u mean

alpine meadow
#

setting it to 1 sq makes it do this

eager helm
#

i believe thats just a quirk of the measurement tool

alpine meadow
#

ah your right

#

it does mean I'm gonna have to get funny with maps since they are all designed with feet in mind but I can work with this.

eager helm
#

i highly reccomend making ur own maps for draw steel, yeah

#

thankfully draw steel measures LoE from corner to corner

alpine meadow
night tusk
simple nova
#

this is all doable via macro

eager helm
#

how do people measure stuff like bursts on size 2+ enemies?

#

its a pain in the ass to measure from each square

#

or make an aura just for that specific ability

simple nova
#

can't you basically just add the creature's size-1 to the burst?

eager helm
#

im confused by what you mean

zinc glen
#

burst 1 around a size 1 creature is 3x3
burst 1 around a size 2 creature is 4x4

so in general burst X around size Y is (2X+Y)x(2X+Y)

#

(I think ๐Ÿ˜‹ )

eager helm
#

im still not sure what u mean, how does "[size]-1" feature in to that

#

lets say burst 2 on a size 3 creature

#

if im understanding it right that would be making a radius 4 circle right? (2+2)

zinc glen
#

because if you start from 3x3 for size 1 and go to size 2 you are adding (new size - old size) = 2 - 1

eager helm
#

thats a very confusing way of putting it

#

why am i starting at size 1? the creature is size 3

zinc glen
#

I think Chaos' assumption was that you had the burst size precalculate for size 1 creatures and wanted a quick shortcut for the size around a larger creature

zinc glen
eager helm
#

why is it 2x2?

molten ginkgo
#

2 out from each side, plus the 3 wide of the creature

eager helm
#

i dont want the dimensions of a square because im making a circle measurement in foundry

zinc glen
#

if you just want the radius, half that

eager helm
#

half which part?

zinc glen
#

(2*<burst>+<size>)/2

short wadi
#

I think this was perhaps relation to a macro of some sort

#

Following his previous post

eager helm
#

is there a simplier way to calculate this? tonegenuine

short wadi
#

Which is why it sounds weird

eager helm
#

i see

molten ginkgo
#

Just curious, why are you using circles for Draw Steel areas?

zinc glen
eager helm
#

squares are for cubes, circles are for bursts. but maybe thats illogical tonegenuine

short wadi
#

I believe everything is squares, but circle templates bloom outward, as opposed to drawing a cube/square from a corner

zinc glen
eager helm
#

no i uh

short wadi
#

You can change system settings to account for this iirc

eager helm
#

im not explaining myself well

#

im talking about the circle template in the measurement controls

#

not a literal circle

#

okay i think i found something that works better for my brain

zinc glen
#

yay

eager helm
#

if u have the orgin point at the center of the creature, then the circle measurement radius should be [burst]+1

#

for anyone thats weird like me

short wadi
#

That's how I'd do it too

zinc glen
#

that doesn't seem right

eager helm
#

i wrote it bad

zinc glen
#

and doesn't account for the size of the creature

#

<burst> + <size>/2 (is a way to simplify what I wrote earlier)

short wadi
# zinc glen that doesn't seem right

If I'm not mistaken, you can have "circle" templates appear as squares for what the cover. It's more so the origin point that is different as opposed to using a square template

eager helm
#

just an example

zinc glen
short wadi
#

That just seems more confusing. Creature + burst size is very easy

eager helm
#

so 2 square radius is burst 1, 3 square radius is burst 2

zinc glen
eager helm
#

where is the divided by 2 coming from

#

okay

zinc glen
#

what's the size of the creature

eager helm
#

again, im not using a measurement of a cube

#

im using the circle tool

zinc glen
#

yes

#

we want to compute the radius of a circle that is <burst> bigger than the circle occupied by a creature of size <size>, right?

eager helm
#

division is more complicated than addition, though

eager helm
zinc glen
#

you want to know the size of the template
and the circle template is defined by its radius

#

does that sentence makes sense? I'm sorry I'm bad at explaining this tonegenuine

eager helm
#

ur chill

#

that makes sense thus far

short wadi
#

I'm also confused. What is the reason NOT to just use creature size + burst size?

#

I'm assuming there's a specific reason for maybe macro math or something

zinc glen
#

ok so the radius of this template is the size of the burst + some amount for the space the creature occupies, right?

eager helm
#

my MO is just

  • put center of template in the middle of the token
  • then set [burst X+1] as the radius
zinc glen
#

so the question is "what is the radius of the space occupied by the creature?"

eager helm
#

that doesnt matter, in my experience

#

like for instance

zinc glen
#

the burst around a size 1 creature is much smaller than the burst around a size 5 creature

steady vault
#

I donโ€™t have a diagram, but I have a keyboard! ๐Ÿ˜› Mathematically speaking, a โ€œburstโ€ ability increases the side length of the square representing a token by the burst value on each side. In other words, let c = the tokenโ€™s squareโ€™s side length (token size), and let b = the burst value. c + 2b = B, the burst area side length. Since you apply the burst on the right of the token as well as on the left and on the top and the bottom, B^2 = (c + 2b)^2. All of this works only because a burst is supposed to be centred on the token.

By the same logic, B is the diameter of a circle centred on the token. To get the radius, r = B/2. Since the burst starts at the centre of the token, you can also calculate it this way: r = c/2 + b

eager helm
#

so if its size 2-3, add +1
if its size 4-5, add +2

?

zinc glen
#

so the size of a creature is the diameter of the space the creature occupies

#

(ie it's the length of the side of the square instead of half of it)

#

so for burst 1
size 1 = 1 + 1/2 = 1.5 radius (a square with side 3)
size 2 = 1 + 2/2 = 2 radius (a square with side 4)
size 3 = 1 + 3/2 = 2.5 radius (a square with side 5)
size 4 = 1 + 4/2 = 3 radius (a square with side 6)
size 5 = 1 + 5/2 = 3.5 radius (a square with side 7)

eager helm
#

i think my way has less fractions xD

zinc glen
#

But itโ€™s not exact and relies on how foundry rounds

eager helm
#

the thing is mainly just that size 2 or 4 enemies u gotta put the center on the line of the square instead of the center

zinc glen
#

But effectively your โ€œadd 1โ€ and โ€œadd 2โ€ are rounded versions of the numbers from my method

steady vault
#

I missed the start of this line of questioning. What are you looking for, @eager helm?

eager helm
#

so like, burst 4 for size 2 (and 3). but burst 3 for size 4 (and 5)

eager helm
#

just an easy way to calculate out bursts for larger enemies in the middle of combat

#

so [burst]+1 or 2 fits well enough

#

as long as u center the template in the center of the token

steady vault
#

When running the game, I use the measure distance tool from the edge of a token to measure where the burst should stop. If need be, I then draw a rectangle (square) on that spot, so the players understand what it is.

eager helm
#

i find that that take a lot more time than just drawing a circle

steady vault
#

Maybe it's habit, it takes me seconds. ยฏ_(ใƒ„)_/ยฏ

eager helm
#

in either case

#

i just prefer drawing a circle

steady vault
#

Sure. Wasn't meant as an attack or anything.

eager helm
#

ur good, i wasnt trying to imply you were

steady vault
#

So this would be a burst 1 for token sizes 1, 2 and 3. The number of the box (the circle template) is the radius you are looking for, correct?

eager helm
#

yeah

#

since size 2 is on the edge of a square instead of the center, u can drag the radius to 2 squares and it'll highlight the same amount of spaces

steady vault
#

If I don't make them overlap like a doofus

eager helm
#

similar

steady vault
#

so for burst 1
size 1 = 1 + 1/2 = 1.5 radius (a square with side 3)
size 2 = 1 + 2/2 = 2 radius (a square with side 4)
size 3 = 1 + 3/2 = 2.5 radius (a square with side 5)
size 4 = 1 + 4/2 = 3 radius (a square with side 6)
size 5 = 1 + 5/2 = 3.5 radius (a square with side 7)
If you wanted to formalise it, round down those numbers and there you go. How useful that equation is during a game is debatable. But useful to systematically generate the side lenghts.

eager helm
#

yeah exactly my point

#

that isnt super helpful when im actually running the game

#

idk, maybe its more useful to others

#

my dumbass gets stunlocked by this kinda stuff tho

night tusk
steady vault
night tusk
#

Don't you love it when somebody chimes into the conversation who clearly has not read the whole conversation? ๐Ÿ˜‚

steady vault
#

I would be curious if there were premade square (circle) sizes for all that.

steady vault
night tusk
#

Would be very helpful for this particular instance

steady vault
#

I meant just point and click to drop a preset.

simple nova
#

If v14 wasn't going to smash all the template work to tiny pieces it would be a higher priority to have this math worked out as a button in the ability chat card

#

But if they're seriously targeting January, even slipping to the end of February is still faster than I want to deal with a rewrite

steady vault
#

From what Iโ€™ve seen of the v14 preview (just the blog post about it) it is well worth the wait.

simple nova
#

It'll be really nice to hook all the logic up so wall of rats does rat things

eager helm
night tusk
#

Then it's just Radius = burst size + 1/2 creatures size

#

So a burst 3 around a size 3 monster is 3+(1/2*3)=3+1.5=4.5

zinc glen
#

round and round we go ๐Ÿ˜‹

night tusk
#

especially on a phone screen, if you lag 1 to 2 h behind, conversations can become way too huge to bother reading ๐Ÿ˜‡

eager helm
#

is there a way to adjust the crit threshold currently?

#

just like the whole "green numbers" thing

tepid grove
#

All the template talk has just reminded me of why I don't even bother with templates for bursts lol
I just measure it by ruler
It would be more worth the effort if there was auto targeting (and more stuff required targeting vs selecting anyways)

#

Everything that needs to be targeted needs to be selected aside from applying edges and banes, but in the time measuring I could just target everything normally

#

But this is just based on my experience running so far

amber zealot
#

started converting my old Curse of Strahd landing page, hope my players like it

valid tinsel
#

those are so hard to do

amber zealot
#

They might be from scratch. I probably wouldn't know how to.. but the basic framework is in the dooblie doo of this video https://www.youtube.com/watch?v=Id9AVvSxonI&list=WL&index=6&t=649s

This is a walkthrough of my process of creating a Campaign Environment for my games. I hope this helps you bring that extra something to your own games!

If you feel like this was worth your time and you want to show your appreciation, here's a link for donations. Not mandatory, but highly appreciated:
https://www.paypal.com/donate/?hosted_butto...

โ–ถ Play video
simple nova
eager helm
simple nova
#

File a feature request. We support adjusting it in the PowerRoll but there's not a clean data pathway currently

#

it's in the list of "things I frankly was not super aware of as a thing"

eager helm
#

makes sense, thanks

simple nova
#

as usual, citing the relevant text is helpful

sly hinge
#

i think the visual effect of token aura rings only works on small tokens (like the ones on the game by default), is there a workaround for this or am i doing something wrong?

#

i'm using macros to make token ring groups

simple nova
#

Either decreasing the image size to fit or by increasing the token ring size

sly hinge
#

is this per character/token?

short wadi
night tusk
# sly hinge i think the visual effect of token aura rings only works on small tokens (like t...

what Drafty and Chaos are talking about is different to your question if I understand that correctly:
They are talking about the native foundry core functionality Dynamic Token rings
however, you are talking about issues with the Token Aura Rings module, yes?

For token aura rings there are two settings to make the aura more pronounced for marking bigger tokens with a colour ring: the aura "Stroke width" (I think) and the radius itself. Either set the radius to a bigger number or set the stroke width to a highe rnumber to increase the token aura rings width and make it more visible. play around with those two settings and see if it helps you

#

if I am misunderstanding you and you are in fact talking about Dynamic Token rings, then the per token settings you are loking for are token scale and subject scale. The token scale increases the size of the overall token, while the subject scale changes the size of the image relative to the token ring

#

if you want the picture of the guy with bow and arrow ti have proper token ring around it, you'll need to decrease the subject scale of that token to result in a smaller image that doesn't cover the whole ring and instead is "inside" the ring

sly hinge
#

I'm not sure which one it is, i have this macro i took from this channel a while ago, it gives tokens a ring with a color around them that i can change with one of the macros from the macro doc.

#

but like i said, if i use this with a token that's bigger than the ones that came by default in the bestiary, it doesn't show up at all

#

i was able to sorta change it with the subject scale setting in the dynamic token ring section

short wadi
#

That is how you are intended to scale it for images not specifically made for the, yes.

sly hinge
#

also, how do you keep track of effects that aren't conditions like invigorating growth?

short wadi
#

The token art needs to be about 66% of what would be the full image

sly hinge
#

and is there a way to add my own conditions?

short wadi
#

I, for example, have a template set up to make my own.

short wadi
#

I don't think that applying them to tokens is set up yet, but you could open the ability and drag it from there on to a token in a pinch if you needed

sly hinge
short wadi
#

Probably not, I dont use it. Couldn't tell you

sly hinge
#

tokenizer?

short wadi
#

I have no idea

#

I make my own tokens in Affinity

#

It's just an example of the size.

sly hinge
#

the color over subject setting on dynamic token ring settings seems to be enough

#

how do i set it up so i can drag this effect to the other guy?

short wadi
#

In token stamp, if you set the scale to 0.66, and background colour to transparent, you can make them that way. i just tried it.

short wadi
#

You would have to drag in manually from that effect window on to the actor's sheet, having the sheet open

#

Just as an example.

sly hinge
#

yeah i see it now

simple nova
#

(we'll have a solution in 0.9)

sly hinge
#

just didn't get it from the wording

short wadi
simple nova
#

So, we have that for abilities with a power roll already. I think I'm going to implement an enricher for Effect

short wadi
#

Oh what the hell, it wasn't working on mine. Good to know

#

That was a version of Sentenced I had set up before advancements. So something must of been wrong on my end for adding it in.

#

Apologies!

#

We havent switched over to updating everyone's sheets yet

simple nova
#

yeah the feature gap is for something that's like Judgment where it's an effect without a power roll

night tusk
#

if I would want to change the name of the skull status from Dead to something else, how would I go about that in a way that does not get overwritten by every update?

amber zealot
night tusk
#

It probably would, good idea

amber zealot
#

Yeah since you can rename all statuses using it

night tusk
#

meaning?

simple nova
night tusk
simple nova
#

The translations channel on the main server can give you the details on how to set it up

#

But basically it's how you can rename anything in Foundry

night tusk
#

you say that as if it is something that the average user regularly does blobimfine

simple nova
#

Anyone dealing with foundry in a second language tackles it

soft token
#

For i18n, there isn't even any code involved.

night tusk
soft token
#

Hosted on Forge?

night tusk
#

yep

soft token
#

Welp...

ivory rivet
sly hinge
eager helm
#

yep

night tusk
#

it had bad interactions with the Draw Steel system in 0.6, but those are gone now it seems?

simple nova
#

Hard to say which updates fixed it then

wind kite
#

I feel really stupid to ask this, but how do I actually level up? ๐Ÿ˜„

short wadi
#

Unlock the sheet, top right is a level up arrow

wind kite
#

ther isn't ๐Ÿ™

#

ohhhh I had to add xp

#

is there a way to configure how much xp is required for level up?`we are using the fast option

swift flume
#

Hey @simple nova is there a way for me to run a function on the npc actor to do the free strike? Similar to for example spending recoveries: actor.system.spendRecovery().
Because I believe the free strike function is tied to the sheet not the actor? Same for spending hero tokens for surges.

simple nova
simple nova
wind kite
#

I ran into an interesting problem. Seems like if I choose a background class combination that both grants the same skill (Mage's apprentice/elementalist both grant the magic skill) I cannot see any more skill on the character sheet.

#

Any Skill I add manually will show up

simple nova
wind kite
#

Let me try

#

It's the same without modules

swift flume
amber zealot
#

Can't replicate the issue ether

wind kite
#

The weird thing is. If I create a character with this specific combination only, it works. But if I do the whole build no skill is visible.

#

Nvm it happens when I add the elementalist class only

amber zealot
#

Yep, I can recreate this. But you don't have to have the same skills from different sources

#

Create a fire elementalist with the signature ability Bifurcated Incineration, and the skills disappear

#

I tested other subclasses with Bifurcated Incineration and the skills do not disappear. I tried fire elementalist with other signature abilities and the skills also do not disappear

#

Actually, also fire elementalist with Viscous Fire

wind kite
#

I'm currently going through all possibilities to check what creates the bug

amber zealot
#

Also fire elementalist with The Flesh, a Crucible. So appears to be a fire elementalist + fire spell combo bug

#

~no module and freshly created hero

wind kite
#

Yup pretty sure it's the fire specialization with pretty much every combo

amber zealot
#

Yep. Also Fire Elementalist with Conflagration

wind kite
#

Fire Specialization + The Flesh, a Crucible

simple nova
#

yeah, the fire specialization has a bad AE

#

Acolyte of Fire has an AE that needs a fix

- damage.tier2value
+ damage.tier2.value
#

this is already done on 0.9

zenith wadi
#

anyway to get the numbers here to not show up for players?

swift flume
night tusk
wind kite
#

Does someone has an idea why automated animation does not seem to work with the ability items?

fading zephyr
#

can anyone help me with squads....so far...
I put down my 4 tokens.
I know how to 'create combat group' but this isn't assigning any minions to the squad...when i damage them i get yellow flashes saying not in squad

wind kite
#

You can manually drag an drop the minions into the combat group in the combat tracker

fading zephyr
#

ok i am monumentally stupid

#

when i drag my rat man he just moves around on the screen

#

nvm

#

its because you mean drag them IN the combat tracker

#

thanks! 1 more problem solved

wind kite
#

๐Ÿ˜„ no worries

fading zephyr
#

omg it worked

#

but the spell didn't 'kill' any of the squad when it did enough damage

#

i guess thats my job

amber zealot
#

Yeah the squad thing not dealing appropriate damage to minions is an issue I've raised before.. should somehow signal which minions are dead. I'm currently just not putting them in squads at all

lapis mural
#

Hello. I'm having a bit of trouble with getting a player's Recovery Value set up. For some reason, the Fire Elementalist in the party doesn't have a Recovery Value, so they can't spend recoveries. When they try, they get an error (see attached).

I dug into the code, and I see where their value is supposed to be, but I don't know what to do to make it stick. I tried putting 6 in the brackets for "input-placeholder", which is where the other heroe's values went, but when I click the Elementalist's Recovery button, that placeholder disappears, and we get the same error again.

Anyone know how to fix this?

#

I also tried recreating the player's sheet from scratch. No luck. As soon as I add their Elementalist class, the Recovery Value loses its input-placeholder value.

smoky patrol
#

That's not the file, that's just the web browser, it's how the browser shows it on the screen

lapis mural
#

Yeah, I realized that later.

#

Still, thought it'd be useful to show where the value's supposed to go

smoky patrol
#

You should submit a ticket, for folks to take a look. Curious what is the max stamina of the character?

lapis mural
#

18, so their RV should be 6

smoky patrol
#

Not at my PC so cannot help much atm. I wonder if a space got put into the stamina value of the class or something like that.

lapis mural
#

Found the problem, but I don't know how to fix it. As soon as I add in either of the fire spells, the RV gets messed up. So I'll mention that in my ticket.

celest dock
lapis mural
#

Ah, probably, because as I've been toying around with things, I've noticed that the skills disappear when I add in the fire spells. So yeah, might be the same issue. I guess I'll just wait until 0.9's release, then?

celest dock
#

You should be able to fix it on your side

lapis mural
#

Oh?

celest dock
#

If you edit the item, then edit the Active Effect on that item. Change the key per that message I linked.

lapis mural
#

Oh! Snap! That worked!

Thank you so much! ๐Ÿ˜„

wind kite
steady vault
# wind kite Has anyone tried this module yet?

Canโ€™t say Iโ€™ve tried that one specifically, but similar modules have troubles because Draw Steel doesnโ€™t use the same attribute keys (I think that is the term) those modules expect for, say, D&D.

wispy dock
wind kite
#

Thank you ๐Ÿ™‚

simple nova
#

For that ticket it specifically is going to need to be a community dev who tackles it. Zhell and I would be willing to review work on it but we have bigger fish to fry

amber zealot
#

I believe it is Automated Animation that does add a little bit of animation.. Like the Censor's Behold the Face of Justice applying frightened.. If I select tokens and give them frightened from the frightened condition in the chat, it adds animation to the affected tokens

simple nova
#

The core of the problem as I understand it is AA wants to have "attack rolls" separate from "damage rolls"

lament creek
lament creek
simple nova
#

Yeah, and simply not something I'm going to prioritize over the hundred other features

ivory rivet
#

Is there a current mechanism for handling the Blessing of Fate and Destiny, which lets players roll 3d10 and take the best 2, or force monsters to roll 3d10 and take the lowest two? My conduit used it for the first time today, and we just manually rolled an extra d10 and adjusted the outcomes appropriately.

simple nova
#

Not currently, make a ticket for it

amber zealot
#

Is there any plan for automation with forced movement that once you can target someone with forced movement, they automatically are pushed or pulled (or a prompt for where to slide them)?

simple nova
#

it may get moved up once v14 hits stable

#

v14 being as soon as January potentially means canvas stuff is all getting put off until later

amber zealot
#

Same thing with destructible terrain?

simple nova
#

Yeah

amber zealot
#

Nice. So fun to have all these features to look forward to

simple nova
#

Destructible terrain is definitely harder just because we'll be fighting the core API more

amber zealot
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That's fair.. Making a token that blocks vision is broaching new territory, but would be super neat

steady vault
simple nova
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I think when we get there we'll figure out what makes the most sense

ivory rivet
#

When we reach that point, I'd vote for destructible terrain and forced movement automation to be toggleable in the config. I'm not sure if I'd want to use them or not - particularly the destructible terrain. Not sure, I've got mixed feelings about that level of automation.

#

How close is the ability to apply an active effect on abilities that do not have a power roll? I'm not looking for a hard date or anything, just a rough guess. If it is probably going to be available in the next week or two, I'll wait for it. If it is further away in the to-do list then I might work on a macro to apply effects to tide us over.

simple nova
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It'll be in 0.9 but I don't think that's within the next week or two

ivory rivet
#

Am I right that active effects are technically Item documents, but are not visible in the Items panel of the right sidebar or something that can be added to an Item compendium?

simple nova
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The implementation we have for applied effects is an effect that is in an items effects collection and has transfer: false

#

That's what we use for Applied Effects tied to a power roll

sly hinge
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I made some macros with this guide and i'm trying to add them to Token Action Hud, but it's not woking, does anyone know why? https://docs.google.com/document/d/1jcxcf3LyKQZWBNPYI_xv191vaPyRJkcaMOhs6XGPDw8/edit?tab=t.0

#

I have a compendium with the macros and after right clicking on the utility section and adding them there, they still don't show up

#

i get this little pop up on the utility section whil eit's still in edit mode, but if it's locked only add to combat and make invisible are active

ivory rivet
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Also, try to refresh / reload your game world. I have sometimes noticed that updates to the HUD need a refresh.

sly hinge
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they are enabled

ivory rivet
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It looks like either there are no recognized macros in the group, or maybe there are two sources/groups with the same name and it is choosing the wrong one. Any chance you have more than one compendium with the same name, or a macro folder with that name?

#

Are you the GM? If so you should have permissions automatically. If you're logged in as a player, make sure the compendium has ownership set for you as an observer at least (I think that is all you need, not owner).

#

I noticed the capitalization of the "DS PC MACROS" section heading doesn't match the capitalization of the Group entry (DS pc macros) when you added it to the Utility button. It does match in mine, so it isn't auto-capitalizing the section header text. That makes me think it isn't finding the right group.

#

Just a theory... It looks like your HUD is capitalizing all the section headings but my client doesn't.

sly hinge
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i think it didn't save properly? i opened utility again, it wasn't in the options there so i re-added it and it works now

#

๐Ÿคทโ€โ™‚๏ธ

#

i still find it really weird cause the tab used to be there, just without clickable buttons

#

i'm checking it as a player and it doesn't work tho

#

i have to set it on utility, reload, then right click on utility and set it again for it to work

#

oh right, you have to do this for each player

ivory rivet
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There is an option to do it as a default, I think.

#

Go to config settings, Layout, export a layout, then use that as the global default layout. They can customize it individually from there, I think.