#Foundry VTT System
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There's probably a module solution
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
i ask my troubadour player "do you appeal to the muses" before i click their start turn button
its easy to remember off that
I suppose that makes sense -- ask before activating their turn :P
i think ur right, i wish there was a pop up
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)
i find its easier to remember when u think of it as an easy way to get more "free" HR
well, I mainly meant that there is the secondary prayer effect for the domain
usually some kind of active thing as I've seen
Yeah, there's lots of edge cases we need to cover
Hey all ๐ 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
Like if there are any suggestions that you think would save a ton of time
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.
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.
But there are really good modules for adding clocks and number ticks for that stuff you could take advantage of.
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
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.
The encounter tracker is a likely place, but that'll be a post 1.0 improvement
Probably also worth noting that while the system now has all of the licensed Echelon 1 monsters, the adventure has a fair number of stat blocks that are not included in the license
Many of them are simple variants of the licensed monsters, but the oozes for example are not
can you transfer a forge steel char over to foundry?
you cannot, iirc
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.
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?
Hi Dani, the languages are something you can do in a personal module in Foundry. Are you familiar with those?
Oh uh, no I've never made a module myself, but I've used plenty
Do you run Foundry on a local computer, or hosted?
Hosted, I use forge
Me too, and I recently updated custom languages so I can walk you through it.
Oh thanks!
I'm just sitting down to dinner. Will you be around for a little while?
Oh I'm actually going to get dinner myself in a bit. I would be free in an hour if that's alright
Sure, sounds good.
Oh cool!
I'm just working on some instructions for doing this in Forge, should be ready in about 15 minutes.
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
Custom Languages and Skills in Draw Steel Decide what you want to call your personal module. Make it something unique to you, probably using your name or online handle. In some places, we'll also need to use a module id, which is a special version of the module name that uses underscores inst...
I haven't tested it out yet but it looks really good
Okay so, using that and this, I think I get what to do, I'm just wondering if there's a list in this github showing what languages are in the system, or if I should just look at the DS book itself and input the "delete languages" thing for each of them
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];
That line will get rid of all the default languages.
If you wanted to delete just a few specific ones, then you'd use the other command that does it one by one.
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:
Should I make sure to not use quotation marks, or dividing lines? Would hyphens be fine?
Like would "Akkitu/Orcish" be okay?
I'd avoid the double quotes. I think the slash should be fine. I've used parentheses and I know they work too.
Hyphens should be fine too.
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
Can you attach the 3 files here, or DM me them? I'll try on my end to see if I can figure out the issue.
Sure, thanks!
Or I guess just the zip file, if that is easier.
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.
Yeah, js variable names are particular
There are ways to handle it but you're much better off just having a slugified version
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
That all can be found in the system documentation in the system compendium in-game and in the wiki
Thanks a lot
The Codex does a request roll pop up for any class that uses a 1d3
Yeah, it's possible we might want to turn the start of round gain into a roll dialog if it's non deterministic
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...
Could definitely help for the Conduitโs Prayer effects.
I agree with this too -- I don't believe all classes need it, mainly just conduit
How do you apply custom active effects on a roll?
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
In the attack you can create an applied effect and then in there one of the options is custom effect. You can then name it like โbone spur damageโ or whatever and put a description for people that hover over it.
I tried that, but no buttons popped up when I rolled it to apply the effect
I don't know if it I did it wrong
oh nevermind
figured out what was wrong, had to apply it to all tier results lol
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?
If you drop the item on the equipment tabs it means you own that item. If you drop the item onto the project tab, it adds the project so you can start rolling it. Once you complete the project, it should automatically add the item to the equipment tab.
Oh .. got it. I didn't realize the function is different depending on where you drop it
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.
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
what i did is make a "party" pc then slam all the projects in there
so theres a collective "pool"
this is the best way to visualize this, imo
Yeah, I think that makes sense
And then you just have them roll off their character sheet and have them manually add it in themselves?
i just removed the characteristic entries from the projects
and have players input the modifiers themselves
cuz once ur party gets their own followers ur gonna have to make a lot of rolls anyways
Is there a way to have a status for the Censor's 'Judgement' like the Tactician's 'Mark'?
download condition lab and add that
full module name Condition Lab & Triggler
Will do, thank you both.
The goal for 0.9 is that Judgment will have an "Applied Effect" which you can use just like the ones from power rolls
Alternative options: make a custom active effect that you can use via DFreds Convenient Effects
Thank you!
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?
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
Given it is part of the core system I don't think there is a way to turn this off, but you can use the module Smart Targeting to make targeting easier, allowing you to use ALT + Click to target a creature rather than having to open the token HUD
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.
so just for book keeping essentially
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.
In core, the T key also targets.
I will be forever jealous of people that can and do have those things in their games ๐
Double right click or just T will target
double right click? I just tested that and it only opens the token config for me (which I also didn't know.)
Same here just tested. Did nothing for targeting just opened up token config.
Double right-click to target is a player-only function I think. For GMs, it opens config
T works for either
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?
Trying to get Monk's Bloodsplats to work but no dice so far.
pretty sure if u mark a monster as dead in the tracker it'll overlay a skull on it
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.
Yep. Monks bloodsplats will activate when using the combat tracker but not the conditions menu.
I would not be surprised if the bug is in bloodsplats, without modules it works fine
I think there recently was discussion arund Bloodsplat's not working with the system's value paths and needing some developer update from one side or the other
@simple nova, the enricher in the Bleeding status condition should work to apply appropriate damage, right? for me it doesn't for some reason
the roll above the enricher roll was just /roll 1d6+@level and that worked fine for the same token
happy to open a bug report, if it's worthwhile
yeah worth checking if all the roll data is forwarded
That looks more like the module you are using to display the text isnt using roll data.
Quite sure it would otherwise be showing 1 instead of @level if so.
It looks to me like the Director cards show 1d6+0 but the player cards show the proper 1d6+1. Might be a selected token thing or an ownership thing. (Although GM should always have ownership of everything in Foundry, so there may also be a module conflict)
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
the same is true when I rol it from the effect description that DFreds Effects to Chat brings up
Then that module isn't enriching the contents using the correct (or any) roll data.
Can one attach walls to terrain? I want the wallmaster's walls to block view
I know I can draw in walls, but I'd rather it be premade already
There's nothing convenient in the v13 API for this, but it might be easier when v14 rolls around
Okay cool!
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
You could create the abilities in the sidebar and then drag/drop them to each creature instead of making it directly on the creature.
Sidebar?
The items list tab
This is for malice abilities not in the Monsters book?
Also, yeah, make them in the items tab
And then drop the folder
Yes
The sheets support receiving a folder of items at a time
I think you can drag/drop from the actor to the items tab so you wouldn't have to recreate in the items tab.
Oh nice, can just drag drop them there. Cheers!
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 ๐
Glad that things integrate with the 3d canvas too
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
Holy crap that 3d canvas looks amazing! Reminds me of Runescape...
I have a semi-working item importer that for now, just works on hero abilities. There are many edge cases that won't parse perfectly, but it may still help some of you speed up data entry if you're willing to give it a try:https://github.com/kenpoh01/Draw-Steel-Item-Importer-for-Foundryvtt
Tell me more??
But seriously - what does it import from if I may ask? Just text or something like from Forge Steel?
The data source is the same steel compendium uses if I understand correctly
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.
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
u can create equipment iirc
just click the edit button
How do I get it to add stamina or rolled damage
u add an active effect
or in this case a passive effect
the documentation is on the wiki
cool i'll tinker with it
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)
Ideally without going into the system files to add a line somewhere.
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
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
It's something we definitely need to find a solution for by 1.0
Okay, yeah it's hard to comment on best solution when we don't know how it looks on the other side
The problem is finding a solution that is easily transferrable between worlds (aka modules) and accessible
Need Enemy and object in target types.. unless it doesn't appear in the monster book. Tomb Horror has "Each enemy and object"
Already added for 0.9
Is The triggering creature or object also in 0.9?
Also the applied effect of slowed not being associated with a power roll - is that possible to implement currently?
On the list of things to do for 0.9
From the heroes pdf. See video below original post
does "end of turn" track correctly?
EoT should be end of NEXT turn, instead of end of current turn
currently it seems to track until end of the current turn
thats what the documentation says as well
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
But obviously not if you applied it to another creature on your turn, it shouldn't end that turn. Which might be your example
ah yes ur right
that being said, in the overwhelming majority of cases i find EoT effects are applied when its not the person's turn
as it stands it seems like it only accounts for the latter and not the former, if that makes sense
Yeah that makes sense!
they should be ending only for the current combatant
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.
Probably not. It might be over riding instead of upgrading. Whichever the terms are for effects.
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
Yeah, we need to spend some time figuring out the correct way to have all that set up
is that on THAT TURN or the next turn
because the documentation only specifies the former
Also sorry for putting this here, not sure if this is really the place for feedback
This is a place for feedback, it's just a known issue
if u see theres no ticket for it the devs will most likely fix it
especially if its a low-effort fix like that
but yeah just changing it to upgrade instead of override should be fine
https://github.com/MetaMorphic-Digital/draw-steel/issues/957 this is the relevant ticket
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
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 ๐ and I'm not part of the Dev team either
little highlight for my fellow language connoisseurs
love how much love the system is getting from other creators
prob not something that will be relevant in my game but what does polyglot do
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
don't know why it didn't show the scrambled message in Anjali for the Director
it also let's you choose which language you type your chat in and shows if that language is known and by whom
haha this is fun
dont think it would happen enough to be useful in my campaign tho
sounds like other directors would get a blast out of it tho
speaking of
it also allows you to use said languages in descriptions, which can be quite handy for project source descriptions
Polyglot doesn't show scrambled text for whatever's been marked as the "Common" language.
I'll doublecheck the code later this evening. ๐ช
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.
Not really a fan of polyglot. Waiting around for people to type things out is dreadful
Not really sure what the appeal is there
Different tables, different stables.
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!"
Seems useful for play by posts. Just a lot of work for someone to just say what it is 5 seconds later to everyone
It adds flair and style.
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.
So I keep recycling the script and the players never seem to remember why it looks familiar.
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.
It's a great way to give a bit more value to language selections made by players.
Confirming this was caused by me misunderstanding how to specify a language as "common"! It was defaulting to Anjali because it's the first language in ABC order.
I've submitted a fix now for consideration in the Polyglot project.
can polyglot change the names of the in-system languages?
It's not re-naming, but you can use it to add custom languages and/or remove the existing system languages from your world.
You can fake it pretty well, between the two.
Removing+adding is basically what i needed ๐
if you're just trying to rename, you can do that with a translation file
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.
whoops, wrong channel ๐
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.
#1342298358664138805 message
This is perfect ty I was already going insane with the 100+ operations needed to assign the guys for just the second encounter in the delian tomb
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?
The official website and community for Foundry Virtual Tabletop.
I just copy and pasted what the guy in that chat posted into the new macro section on foundry
Then dragged the macro from the menu onto the bottom "hotbar" area
Yeah, ultimately we do want to make some improvements but macros are a perfectly serviceable middle ground for now
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
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) ๐ค
This sounds like module interference
Mine haven't been able to sew mine the fee times I rolled privately
Yeah same here
The point of the buttons is to hide certain rolls, not a module.
Is it like that with all modules off?
I've been playing with mods on so long I don't even remember how vanilla works anymore lmao
Seems to be. It doens't show the result, but shows the tier. I don't know what modules are affecting that though ๐ค
If people can replicate without modules & if necessary file a bug report that would be swell
I'll see if test it tomorrow
I believe the module "Actually Private Messages" can help with this
if flanking tracked automatically, or did I hallucinate it working during one of my combats?
cuz I swear it worked one time but I'm not sure if it was because I had an edge previously assigned on it
Should be mostly automated thanks to @celest dock's hard work
Ahh, okay <: I noticed it doesn't seem to apply the flanking bonus unless I have the attacking token selected, but is that intentional?
Yeah
Hi, I donโt 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!! ๐
I guess I do have one question, what is the best way to have an โinventoryโ 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?
theres no work around rn, my table uses a combination of a seperate excel spreadsheet and/or a journal entry
Every character sheet really needs a good notes section honestly
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.
I've been making a "fake" hero character sheet called Party and dropping items like that there
and then just giving players access to that sheet to look at it when they need to review what they have
Gotcha thanks for the ideas! ๐
in 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.
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
Only having to review is so much better than doing it all
Nice havign the monsters in there is going to be a huge game changer
@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
THT?
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 ๐
it's stuff like that for why I was so determined to just get all these monsters built lol
players only have to input their info once, we need this stuff all the time lol
easier prep means more games to run!
Terrain height tools
what i do is use the draw tool
the old icon tiles one of my players made could work
then set the elevation for the placement
elevation on drawings?
yep
u can right click then set the elevation
if u search my name u can see maps ive posted
in #ds_director-advice
i just saw the switch from tht to other stuff, sad...
how do you do them with drawing tools?
just draw simple squares
Fwiw v14 is going to have pretty extensive upgrades on height handling
So that'll be nice in February or whenever they go stable
it's more about a tool that makes it super easy to make functional maps in foundry than the actual height
its annoying i cant just trace boxes on the map, i agree
this way unfortunately interfaces with DS better tho
it's also gonna be sad to live in a world without condition lab
anyone know the value for giving a bonus to free strike? Couldn't find it in the documentation
For monsters?
yes for monsters sorry
system.monster.freeStrike iirc
awesome thank you
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?
If youโve never used Foundry before to run a game, start with 0 modules (none are required for DS).
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.
the only modules you need is dice tray and dice so nice
because
dice goblins need love too
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: 
Yeah, gotta have thomas the tank engine burst out of your screen on a crit
really brings the immersion
I have run a ton of Lancer and Pathfinder in Foundry over the years so I'm not worried about the foundry bit I just didn't know if there were some good Draw Steel specific ones.
100% grabbing the token HUD and Lancer uses clocks all the time so using them for Negotiations is genius
Ahhh yeah basically the ones Fanboy mentioned then
Here's the fun part I can just use the Lancer Initiative module for Draw Steel as well, Hot damn
You might, but the system has a built-in version.
Even better
Is there a better way to make heroes besides manually adding all the features?
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.
its not clear about that I found that out after I managed to drag one onto the sheet
Fair enough. I know a better form-style thingy is planned, but I believe it's only a 1.0 feature (planned).
For a while expect it to be dragging and dropping your ancestry, class, etc.
The one that nimble 2e honestly uses is gorgeous would be a cool one to review
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
Just curious, what does it acutally look like? Do you have some screenshots or a link to the module/system?
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
Yeah, that's the type of thing that's a nice to have way down the line
Not opposed to it on principle, just currently as a matter of triage
its probably why they could do it
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
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.
I don't think that's quite what we want, but we're definitely open to exploring the possibility space for how to visualize the Combatant groups on the canvas
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.
UX is your passion, I see.
The users experience is my only goal. What that users experience actually is, is up to them.
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.
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
plenty of folks have found great results playing irl, fwiw
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.
pathfinder is my regular game every week
and my god...
I wouldnt want to imagine running it without assistance
Its really only the placement and grouping of miniatures that's a pain at the table with draw steel, and there are ways to do that pretty smoothly. I have colored bases for paper miniatures that I use, personally. But yeah, VTTs are my preferred way to run the game. My players much prefer physical, though, for the tactile nature.
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
I do give a lot of credit to the core design team for making the rules relatively straightforward
Hi, several weeks ago someone asked this on Reddit and I posted a list of the modules I use, and what I use each one for. A link to the post is: https://www.reddit.com/r/drawsteel/comments/1mvvjts/any_modules_for_foundry/
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?
its an editable value in a project
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
not that i know of
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
Your career project points come from your career and as such can be found in the details tab of your career. In edit mode you could also change them there.
Whenever you have an active project(s) you can also change accumulated project points for each of those projects in the details tab in edit mode.
Does that answer your question?
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.
If you right click a project in the projects tab, there is also an option for spending career points on a specific project.
Is there any way to scale the Hero Token and Malice counter in the lower left of Foundry? The default is very small
As far as I know, it's not possible without altering the scaling of all the Foundry UI (presently).
Okay, fair enough
if it helps, malice is also tracked on every monster sheet and will adjust accordingly universally as you spend it
Does anyone know off the rip what the Dimensions settings on Foundry are for the Delian Tomb maps?
Good to know, but it was more to make it & Hero Tokens more visible to the players
The properties of the images will give you the dimensions. The grid size should be 140 px (for all the maps) to fit with FVTT's grid.
Alt+Enter (or right-click > Properties) on most OS
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?
polyglot has its own handling now as of the latest update
are you asking about how to empty out a world or module script you wrote?
Yes. I'm trying to reset that config file to the original Draw Steel languages - but been at it for about an hour, and still can't figure out how
However, looks like this is probably a base Foundry VTT question...so trying over at their server too
sort of: I think its just this tab:
sorry, to specify - it was in the options file under User/Config/Options
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
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?
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.
right
I did it for the many of the H 4e adventure that I converted to 5e. Was using this at the time: https://foundryvtt.com/packages/data-toolbox
Data Toolbox for FoundryVTT, an Add-on Module for Foundry Virtual Tabletop
Treasures seem to be parsing now: https://github.com/kenpoh01/Draw-Steel-Item-Importer-for-Foundryvtt
Don't know if this is a bug or a limitation or whatever, but the description of the Treasure seems to be cut off after the first line in the book. The flavour text, I mean.
Gah, I thought I had fixed that.
I've just pushed what I hope is a fix.
I was going off of your video above. ๐ Hope I didn't cause more trouble.
That's cool! But the module is not in the modules on Foundry, is it supposed to be?
No, it's not an official module. You'll have to manually install it from github.
What makes a module 'official'?
Submitting it to the official repository, which primarily involves a legal check that you're not causing problems with copyrighted material
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.
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
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"
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
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
I like the current healthbar, makes it clear how close every pc is from full to dead
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.
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 โuniquely 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).
so wait when generating the character it doesn't automatically fill out skills eh
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.
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.
Well someone else made it already https://github.com/MetaMorphic-Digital/draw-steel/issues/1006
It'd be nice to have a little bubble-tick list for skills eventually, like the character sheets have
What would the ticks add in the case of foundry? You're not filling anything in by hand to note you have it?
I think what you are describing are the tags mentioned in the feature request.
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
Not really, though that would help too, yeah.
What are you describing, then? Sorry if I seem rude; I just want to understand the language/terms better.
Naw you're okay, it's not super important. When I get off work, I'll lay my thoughts out a bit clearer
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!
Yeah, the license is quite explicit on that front
If you have Flee Mortals, there's a token set for that linked in it
Gets you a good chunk of the way there
My elementalists' abilities don't seem to be adding their reason to their power rolls, is there something I forgot to do here
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
double check the ability
there's been some bug fixes for 0.9 that include fixing some missing characteristics
where am i looking
impact tab
I mean it looks fine, just...?
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
u cant make it on the sheet
u gotta end ur turn in combat while u have a save ends status
What if I use an ability like Heal?
Damn ok. Keeping track of saving throw modifiers might be a pain
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
Which ability gives another save? I thought actives were just full cures
It would be a good context menu option
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
which saving throw modifiers?
I'm running Delian Tomb so there's the Amulet that gives +1 to saving throws
so the character that has that succeeds on a 5 not a 6
have them remember
its their magic item after all
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
dope, thanks
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?
@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.
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
Yeah file a feature request and we can add it to 0.9
i think its already ticketed...?
i will have to double check
i def have recollection of it tho
That's awesome thank you so much
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?
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.
We plan to include them in the Encounter Sheet, but that requires the Encounter Sheet to be made
I could not see anything matching what was talked about
huh, i swore i made something
ill look into it tomorrow and write a ticket if i cant find anything
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
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?
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
I'm like 90% sure winded doesnt show for minions, if thats what you mean
For non-minion monsters it does. I think it does for minions too
Okay.. I'll have to check if its a module for me
The z-position of a token in Foundry can be changed with the up or down arrows icons when right-clicking a token.
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
Yeah I can easily display that something is 5 squares up.. but that there's a goblin on the ground right below it is harder.. also to move that goblin on the ground, I first need to move the one on top, which is another inconvenience, and sometimes messes with measurements in combat as you've "moved" a token
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.
....project...loading....
Hell yeah.
definitely keep us updated on how it feels to be integrating a module
btw you may want to take a peek at some of the upgrades on the 0.9 dev branch
Where might I go to find these per chance?
if you're otherwise familiar with github, you can clone the system from there
I'm...not sure, is it this one:
yeah, the default branch
https://github.com/MetaMorphic-Digital/draw-steel/blob/develop/CONTRIBUTING.md has some instructions
theres no way to give edges in an active effect currently, right?
Correct
thx
i just made the ticket
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?
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.
Feel free to ask questions here
A notch on the 30% point on health bars would be pretty good, though I'm not sure if a system can do that since the bars are a core Foundry thing
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.
tldr system absolutely can it's just a question of priorities
I have seen modules add notches or otherwise alter the appearance of the bar so it should be possible for the system to do so, but probably not high priority.
And I have personally just created scenes, inserted the maps from the adventures and counted squares to ensure they align correctly. Right now this is the home screen. I'm hoping to create a home screen that is interactive like I had when I ran dnd adventures.. where you can click to see NPCs you've met and campaign relevant info, like maps and notes
Huh neat - though yeah I imagine you have a long list of things higher than it on the priority list lol
Quick tip for the maps: the square grid size should be set to 140 px to fit the vtt maps provided in the Delian Tomb adventure.
ty
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
where do i find 'system wiki' is it ON foundary somewhere?
tyty
Really? I don't have that
Well sliiiightly annoying that I cant just buy soemthing, but everyone here seems so friendly so helpful hurrah
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 >.>
Yeah nothing that's plug and play immediately, unless you use some other maps like the different map creators that Moulinette provides access to..
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
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.
for example, the first level of the delian tomb is 39x22 at 140px grid squares:
Unless you are me and crazy and setup tons of lighting and walls and regions for automations and stuff.
I've now deactivated all modules, and still get a normal monster and a minion to automatically go winded below 50% stamina, and winded + dying at 0 stamina
I mean... kinda
just that you could just plug the images in then throw compendium NPCs down lol
(Also I found out midway through a session that combat carousel does not work with Draw Steel - but hey lol)
Oh. Some maps have their width + height in the name, in which case it's easy to just set the dimensions to.. say a 30x40 map - 3000 x 4000 with 100 px squares.. And otherwise just count the amount of sqares in width and length and set it to that amount *100
That's weird. I tested it earlier and didn't have that issue.
Maybe I'm the cursed one ๐ญ
Yeah the combat carousel hasn't work too well..
When you said that's how you roll, I didn't realise how much you roll.
No modules active?
How do you enter the third dimension?
By a pact with a forbidden force beyond mortal understanding.
3D Canvas, module you can get from theripper93 or Baileywiki
Nice!
(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
Cool! Is it a lot of setting up to bring the third dimension?
can u inlay a macro in a power roll entry?
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
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?
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
Condition lab can automatically add the dead condition easily by adding it in triggler as hp.current โค 0 (npcs only) but it doesn't remove the winded for whatever reason
Oh I figured dead NPCs also being winded was fine because it's technically correct lol
Perhaps this is a very minor issue ultimately ๐
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
Well, an NPC should not get the dying status at 0
turning them into little flat coins so they dont block the view lol
That is true ya
Oh that's neat haha
That isn't possible to automate with triggler and condition lab?
(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
Haha exactly what I was about to say
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
whoops, wrong chat XD
It's very simple
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
Dice so Nice of course the mvp of all modules
apparently it's got like a 50% utilisation rate
so half of all Foundry worlds have it
The worlds that donโt have it are people that made a new world by mistake and didnโt delete it. 
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
And also everyone groaning when that 10 flips over to a 3
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
Not sure where else to ask this but anyone know what was updated in the latest 2.0.1 version of the MCDM class bundle? previous was 1.0.2 4 weeks ago https://foundryvtt.com/packages/mcdm-class-bundle
MCDM Class Bundle, an Add-on Module for Foundry Virtual Tabletop
these are for 5e, this thread is for the draw steel system
so i feel like we might be of limited use
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
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.
thank you!
Yeah I've placed "spend 1 surge, 2 surges, 3 surges" in the chat
for all damage-dealing abilities
theres a surge macro that i find is much better for that
so i just use a singular macro
instead of 3
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
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.
Yeah, it requires text enrichment and the display sections are not enriched. I'll also highlight that the structure of content links is just @UUID[uuid]{Optional Display Text}
You can grab the UUID of a macro from the header of the app
#mcdm5e_classes would be the place to ask
Hey is there a way to add custom languages on the character sheet?
Yes: #1419124440008233021 message
i like it cuz u can do the "gain x surges, which can only be spent on this strike" effect that pops up a bunch
Where can I find the documentation for the system? Trying to increase ap layers max stamina
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
yeah that's what I'm trying to do, but I need the attribute key for the effect
okay I found it, but how do I get an item to apply that effect?
What's the context for this? Is this an effect someone uses on another? Or is this like a magic item?
Trying to add the Chain of Sea and Sky Leveled Treasure for a play and trying to apply the +6 bonus to max stamina.
You create an active effect and write system.stamina.max in the Changes tab, choose add, and value 6
ohhh okay
got it, ty
how would I add something like the third eye seeker that adds +1 damage to basically all rolls?
when u create an effect u create "ability modifier" from the drop down
make sure you have "weapon" selected
then add in system.tier1.damage i believe?
it might be something else, check the documentation
ah i knew i got it wrong
ah sweet
can you make those apply only for abilities with a specific trait (like for abilities with the weapon trait)?
yep
u specify the keywords that must match
so it works with the fire elementalists damage buff for instance
@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?
Yeah, so have you been doing this in a module compendium?
You can make a module from the setup screen
Yeah, I remember the walkthrough for that - that seems straightforward enough
Once that's done though - how do I share it?
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
Oh! thats...good to know before I get too far
Yeah, part of why we gate classes behind compendiums is hopefully it points people to making the module first
Initially, not very much - I'm only going to release levels 1-3 in the near term, so its ok if its slightly out of date
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
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
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
so
- You edited module.json to point to you .js script
1a. You've restarted foundry since editing your module.json - You enabled the module in-world
- There are no console errors
So when I create the module and then and try and add the script, the module just vainshes from my list
JSONLint is the free online validator, json formatter, and json beautifier tool for JSON, a lightweight data-interchange format. You can format json, validate json, with a quick and easy copy+paste.
lint/validate the contents of your module.json
json is very picky about commas
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.
Is there a way to change Foundry's measurement from feet to squares?
how do u mean
i believe thats just a quirk of the measurement tool
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.
i highly reccomend making ur own maps for draw steel, yeah
thankfully draw steel measures LoE from corner to corner
You boldly overestimate my time lol.
That shouldn't matter much. 1 sq on the map is 5 ft or 10 ft or whatever, so that should be something easy, to convert
this is all doable via macro
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
can't you basically just add the creature's size-1 to the burst?
im confused by what you mean
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 ๐ )
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)
because if you start from 3x3 for size 1 and go to size 2 you are adding (new size - old size) = 2 - 1
thats a very confusing way of putting it
why am i starting at size 1? the creature is size 3
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
burst 2 around a size 3 creature is 2*2 + 3 = 7x7
why is it 2x2?
2 out from each side, plus the 3 wide of the creature
i dont want the dimensions of a square because im making a circle measurement in foundry
if you just want the radius, half that
half which part?
(2*<burst>+<size>)/2
I think this was perhaps relation to a macro of some sort
Following his previous post
is there a simplier way to calculate this? 
Which is why it sounds weird
i see
Just curious, why are you using circles for Draw Steel areas?
I wish I could draw a diagram, it would probably make more sense
are you not supposed to? 
squares are for cubes, circles are for bursts. but maybe thats illogical 
I believe everything is squares, but circle templates bloom outward, as opposed to drawing a cube/square from a corner
a circle and a square are the same thing in draw steel
no i uh
You can change system settings to account for this iirc
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
yay
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
That's how I'd do it too
that doesn't seem right
i wrote it bad
and doesn't account for the size of the creature
<burst> + <size>/2 (is a way to simplify what I wrote earlier)
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
the point is size of creature is a diameter, while burst is a radius
That just seems more confusing. Creature + burst size is very easy
so 2 square radius is burst 1, 3 square radius is burst 2
yeah that's 1+2/2 = 2 for the first, 2+2/2 = 3 for the second
what's the size of the creature
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?
division is more complicated than addition, though
im not parsing ur sentence, sorry
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 
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
ok so the radius of this template is the size of the burst + some amount for the space the creature occupies, right?
my MO is just
- put center of template in the middle of the token
- then set [burst X+1] as the radius
so the question is "what is the radius of the space occupied by the creature?"
the burst around a size 1 creature is much smaller than the burst around a size 5 creature
I donโt have a diagram, but I have a keyboard! ๐ Mathematically speaking, a โburstโ ability increases the side length of the square representing a token by the burst value on each side. In other words, let c = the tokenโs squareโs 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
ah i see, yeah my model does stand up to size 4
so if its size 2-3, add +1
if its size 4-5, add +2
?
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)
i think my way has less fractions xD
But itโs not exact and relies on how foundry rounds
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
But effectively your โadd 1โ and โadd 2โ are rounded versions of the numbers from my method
I missed the start of this line of questioning. What are you looking for, @eager helm?
so like, burst 4 for size 2 (and 3). but burst 3 for size 4 (and 5)
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
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
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.
i find that that take a lot more time than just drawing a circle
Maybe it's habit, it takes me seconds. ยฏ_(ใ)_/ยฏ
Sure. Wasn't meant as an attack or anything.
ur good, i wasnt trying to imply you were
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?
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
If I don't make them overlap like a doofus
similar
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.
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
If your cote settings are set to equidistant, the circle template should turn into a square that starts at the centre, instead of the rectangle, which starts at a corner.
From there it is like Willy once explained:
Burst = burst size + 1/2 creature size
to my point about how I just count the squares visually past the token border
Don't you love it when somebody chimes into the conversation who clearly has not read the whole conversation? ๐
I would be curious if there were premade square (circle) sizes for all that.
I did the same. I am filled with Malice...
I don't know if there is a module or core setting for this, but there should be an option to make templates count only along grid lines, so you only get full numbers depending on your starting point.
If you start on a grid intersection, you only get radii of whole numbers, if you start in the centre of a square, you only would get radii of 1.5, 2.5, 3.5, etc
Would be very helpful for this particular instance
I meant just point and click to drop a preset.
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
From what Iโve seen of the v14 preview (just the blog post about it) it is well worth the wait.
It'll be really nice to hook all the logic up so wall of rats does rat things
its already set as equidistant.
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
round and round we go ๐
again, I clearly have not read the whole conversation ๐
especially on a phone screen, if you lag 1 to 2 h behind, conversations can become way too huge to bother reading ๐
is there a way to adjust the crit threshold currently?
just like the whole "green numbers" thing
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
started converting my old Curse of Strahd landing page, hope my players like it
those are so hard to do
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...
What's the context of when you're trying to adjust
one of my players has the devastating imbuement
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"
makes sense, thanks
as usual, citing the relevant text is helpful
the doobilie doo you say
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
You can play with the token ring size in the token settings
Either decreasing the image size to fit or by increasing the token ring size
is this per character/token?
Yes, per the original actor/token. The art has to scale to the token ring.
dynamic token ring creation guide
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
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
That is how you are intended to scale it for images not specifically made for the, yes.
also, how do you keep track of effects that aren't conditions like invigorating growth?
The token art needs to be about 66% of what would be the full image
and is there a way to add my own conditions?
I, for example, have a template set up to make my own.
You can, yes. You can make custom effects directly attached to the ability.
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
can you put this in token stamp?
Probably not, I dont use it. Couldn't tell you
tokenizer?
I have no idea
I make my own tokens in Affinity
It's just an example of the size.
https://foundryvtt.com/article/dynamic-token-rings/
there is a guide to making dynamic art at the bottom that could help you.
dynamic token ring creation guide
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?
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.
You can't. That functionality is not programmed in, as I mentioned above.
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.
yeah i see it now
(we'll have a solution in 0.9)
just didn't get it from the wording
is it similar to the 5e effects tray at the bottom of chat cards?
So, we have that for abilities with a power roll already. I think I'm going to implement an enricher for Effect
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
yeah the feature gap is for something that's like Judgment where it's an effect without a power roll
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?
Would Condition Lab & Triggler work for that?
It probably would, good idea
Yeah since you can rename all statuses using it
Ultimately it's an i18n key
meaning?
You can handle it with an en.json file
where would I best go and ask about what to write into such a en.json file (other than here, but I don't want to keep on bothering you about it)
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
you say that as if it is something that the average user regularly does 
Anyone dealing with foundry in a second language tackles it
It is quite common. If you are familiar with setting up a module (or world script, though a module is recommended above that), then you are 90% of the way there to be able to apply localization changes.
For i18n, there isn't even any code involved.
I am not familiar with that at all 
Hosted on Forge?
yep
Welp...
I haven't played with localizations for translating english labels into other real world languages, but there is a sub-channel for how to set up a personal module in the Forge: https://discord.com/channels/332362513368875008/1419124440008233021 Those instructions tell you how to create a custom in-game language list or custom skills, and then have a module with those json files. The process would be very similar for a en.json file.
does it still work in v13?
yep
it had bad interactions with the Draw Steel system in 0.6, but those are gone now it seems?
Hard to say which updates fixed it then
I feel really stupid to ask this, but how do I actually level up? ๐
Unlock the sheet, top right is a level up arrow
ther isn't ๐
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
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.
Right now it's a small script, i know we want to add a setting to make it easier
actor.system.freeStrike gives you the info on it
And then here's the actual sheet logic that uses it
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
Odd, can you replicate with no modules?
Thanks I found that Iโll have a look at it then
Can't replicate
Can't replicate the issue ether
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
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
I'm currently going through all possibilities to check what creates the bug
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
Yup pretty sure it's the fire specialization with pretty much every combo
Yep. Also Fire Elementalist with Conflagration
Fire Specialization + The Flesh, a Crucible
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
anyway to get the numbers here to not show up for players?
What I did to add it to TAH was just copying the code from the sheets if thatโs ok
Yeah it's an MIT license
That's already on the to-do
Does someone has an idea why automated animation does not seem to work with the ability items?
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
You can manually drag an drop the minions into the combat group in the combat tracker
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
๐ no worries
omg it worked
but the spell didn't 'kill' any of the squad when it did enough damage
i guess thats my job
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
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.
That's not the file, that's just the web browser, it's how the browser shows it on the screen
Yeah, I realized that later.
Still, thought it'd be useful to show where the value's supposed to go
You should submit a ticket, for folks to take a look. Curious what is the max stamina of the character?
18, so their RV should be 6
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.
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.
it might be this issue. #1342298358664138805 message
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?
You should be able to fix it on your side
Oh?
If you edit the item, then edit the Active Effect on that item. Change the key per that message I linked.
Oh! Snap! That worked!
Thank you so much! ๐
Has anyone tried this module yet?
Canโt say Iโve tried that one specifically, but similar modules have troubles because Draw Steel doesnโt use the same attribute keys (I think that is the term) those modules expect for, say, D&D.
There needs to be compatibility added to draw steel for automated animations to work, which is low priority but there is a ticket added here:
https://github.com/MetaMorphic-Digital/draw-steel/issues/698
Thank you ๐
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
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
The core of the problem as I understand it is AA wants to have "attack rolls" separate from "damage rolls"
ope I had the same question - that answers that ๐
I was talking to Ripper, and it seems that AA does support hooking into damage rolls (and therefore foregoing attack rolls) - but it's a matter of having the right hooks available and having the modules talk to each other and all that, which is... above my paygrade lol, I just do colouring in. Either way it seems like a quite time/effort-intensive task.
Yeah, and simply not something I'm going to prioritize over the hundred other features
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.
Not currently, make a ticket for it
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)?
Eventually, but it's on the lower priority end of things
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
Same thing with destructible terrain?
Yeah
Nice. So fun to have all these features to look forward to
Destructible terrain is definitely harder just because we'll be fighting the core API more
That's fair.. Making a token that blocks vision is broaching new territory, but would be super neat
Could it be... a custom wall type? Is that even a thing? I never imagined destructible terrain would be feasible in Foundry. Shows what I know.
I think when we get there we'll figure out what makes the most sense
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.
It'll be in 0.9 but I don't think that's within the next week or two
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?
No, Active Effects are their own document type. They are getting upgraded to primary documents (compendiums & sidebar tab) in v14
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
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
Draw Steel Macros These macros were inspired by conversations on the MCDM discord in the Foundry VTT System channel. Thanks to the contributors there for their suggestions, corrections, and testing. My thanks to @ChaosOS for his assistance in answering my questions, writing key parts of these ma...
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
I'm not sure, but lets start with the basics. Can you double check this:
- In the Foundry Configuration screen go to the Token Action HUD Core section and make sure the settings "Enable Compendium Actions" and "Enable Macro Actions" are turned on.
Also, try to refresh / reload your game world. I have sometimes noticed that updates to the HUD need a refresh.
they are enabled
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.
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
๐คทโโ๏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
