#Foundry VTT System
1 messages · Page 10 of 1
A full "Hero creation" wizard is unfortunately very low on the priority list at the moment
anyone have any ideas for how to make this feature work on the current version? Not really sure how to do this pseudo advantage
Manually only, I think. You could make a custom effect with some mods, but otherwise manually.
Mechanics on roll three, keep two are a feature request. https://github.com/MetaMorphic-Digital/draw-steel/issues/1199
gotcha. How would you even do it manually though? Just roll another d10?
Yeah, manual roll
I'm looking at the Animal Form complication (p234) and how to best manage it. I'm guessing I can just do an active effect override to T but I'm not thinking of an elegant way to apply movement types other than just making do. I was wondering if #363 might touch on it but if a different feature request was needed or if I'm missing the effect. Edit: Ah, seems #296 would also apply... oh wait, now I see all the inactive effects built in. Neat! Now to figure out how to adjust appearance.
is there a difference between applying a status through an applied effect in an abiliyy or through an in-line enricher?
Not really
which do you prefer?
If it's a power roll effect you should do the applied effect. Eventually those will properly support Potency checks
is that a 0.10 thing?
guessing it's more likely to be 0.11
0.10 is more focused on Tests
at the point we're doing Potency I feel like we'll just release 0.10 because that would be enough for the patch
in v13 you need a module like Active Token Effects; it sounds like v14 might add core support
fair
Go figure, I was just starting to read into Token Magic FX.
We've got... a lot of stuff tagged to v14
while it's extremely unlikely they'll make their January target, March is certainly reasonable/likely
someone help me out here. the ability on the left shows "X + @chr", while the one on the right shows X + Y". I want the ability on the left to also display the actual numbers, but even tho I change it to be identical to the one on the right, it doesn't add the characteristic as a number. what am i doing wrong? (they came as is from the compendium)
It looks like only the left one is adding the characteristic to damage. Is that +2 on the right one from kit damage bonus or something?
oh you might be onto something. the right one belongs to a fury with a kit, the left one to a null without a kit
ah wait im dumb. that ability doesnt add characteristic. im just confusing myself now lmfao
yeah, you're right. i guess there's no way to make it display the actual number in the description
Not right now. We could probably do it. Do you wanna add an issue into github?
I actually just filed an issue to substitute in the glyphs
This is a spot I'd like to see just the big A glyph
I don't think it's a pressing matter by any mean, it's moreso for my brand new players and me so that we know at a glance.
With 0.9, is the "Group Selected" function supposed to be able to make squads with captains? Or is it intended that you have to manually add the captains after creating the squad? I can get it to group minions, and I can get it to group non-minions, but if I attempt to group minions with a non-minion, it doesn't work. Just wondering if that's by design, or if I should make a ticket
Make a ticket
Is it worth submitting a ticket /request so you could change a group to a squad or squad to a group with a right click option or in the update combatant group menu?
i had mentioned before the desire if it would just detect minions, but that was understandably not preferred.
Yeah I think that's doable
Is there any attribute key that adds +1 damage to all weapon abilities?
Yeah, make an ability modiifer type effect. The keys are listed on the system wiki & in the in-game documentation journal
I can only find damage.immunities and damage.weaknesses. Nothing that straight up adds damage?
easiest way is to go into that actors sheet and add a +1 dmg to each tier like this
Hmm does not add any damage to abilities..
odd
Does it work for you? I thought it needs to be system.<>.. But adding system. to the start doesn't solve it either
Just to double check, because I've done this before and not realized it. It's active, right?
Also, under the details tab, enable weapons on the dropdown menu for what keywords it's supposed to catch
Yeah it's got Magic, Weapon and Heavy in keywords, and Weapon as kind. The effect is put under Passive Effects
Oh, let me check..
Ability modifiers use different syntax
Still not working..
Screenshot of the details & changes tab
Wrong type
I've also set the category to blank or Leveled
What about the details of the effect, also yeah that too
When you click "create active effect", needs to click "Ability Modifier"
Oh, right!
There it is, works now. Thanks!!
What Category am I supposed to choose for a non-leveled treasure like a weapon or armor?
Doesn't feel like Trinket or Artifact are applicable
Is there a way to modify the token group tint options? I really like that function, but I find some of the tints (specifically red and blue, and to a lesser degree green) nearly obscure the actual art of the token
Sometimes there's not a category
You should be able to pick a custom color, but I'll fully admit the design was token tint for the plain white icons the system uses natively and then any custom art was kinda assumed to be with the Dynamic Token Ring
But currently no, the available colors are defined internal to the dialog method
ohhhh, okay. no that makes sense! I would use the dynamic ring method, but I use them for other things. i completely forgot clicking a color brings up the hex i can just edit, that's my bad
I’m using the foundry thing, but my kit isn’t applying my speed bonus and I’m unable to raise my speed above 6 when I should have 9 speed. I have tried to refresh it many times and other fixes, but it’s not going above 6
In 0.8.1?
We made a bunch of fixes for movement in 0.9
Let me ask
Yeah it was 0.8.1, Director is updating it now. Did the update come out today or something? He says he checked for update earlier this morning, lol
0.9 is currently in pre release
is there a way for the Conduit piety gain at turn start to prompt the player if they want to pray before gaining piety?
if that's not currently implemented/ planned, should I make an FR for it on github?
not currently
okay I'll just have to remember to ask my player before I start their turn for now then.
i dont think theres start and end of turn delination rn
There kind of is, but only it matters only for effects.
When you click the End turn button, EoT effects or effects requiring a Save will update (or roll to save).
what about start of turn?
Right now, I think it's just the HR gain.
gotcha
Is there any easy way for my characters to create a hero and for me to import said hero into foundry without me having to leave the server up?
nope
they can use a website to create a character, export it as a pdf, and give the pdf to you so you can create it in foundry. but you'd still need to do the whole process manually
for example https://andyaiken.github.io/forgesteel/#/
I don't know if there's any other that is better made, this one is almost perfect, it has a few issues relating to skills
I'll take a look at if I can figure out a script to get foundry to import from forge steel data
less easy to start, but easier on your end:
they download foundry and the system, make character, export to json, then you import said json
Is there a way to give my players permissions to make combatant groups? this is for a summoner player who i'm trying to give minions to
I'm not sure which setting controls Combatant group creation, but maybe it's the Configure Token Settings. You can try giving that player the Trusted Player role (and maybe uncheck the stuff you don't want them to do). Try it, I guess.
my players already have configure token settings perms
In general, verify each setting they don't currently have. If nothing works, they might need to have at least Assistant Gamemaster role.
it's prolly not possible then, the stuff my players dont have prms for is modify configuration settigs, make manual rolls, and some multimedia stuff that's not relevant
Core restriction
As we work on support for the summoner we'll have ways around it
can anyone tell me why my character lost vision or something? Apparently everyone can see besides me and it works on other browsers (using firefox and I've always used it and nothing has changed).
is there a way to setup terrain elevation on the map? like mark a part of it as ground level, this is 1 above ground level, this is -2, etc.
Vanilla Foundry: use Regions and place them at specific elevations; you can make a script (or use a mod) to allow tokens entering or leaving the region to automatically change elveation, in combination with walls, if need be.
With mods: the Levels mod does exactly that.
Scene levels will be one of the keystone features of v14
But that's not gonna be for a few months
Does draw steel system grant edges automatically for high ground ?
i dont think it can detect it, curently
even if ur at different elevation values
We're waiting on v14 before we try that
Ok and as for tactician mark ? Or that’s waiting until active effects can grant edges ?
mark doesnt natively apply edges afaik
yeah that's currently slated for 0.10
Ok thanks for the info haven’t played in a while hah think I’ll give some of these automations a try with my little module until the official implementations
Hi, small question, how do you find the documentation for the draw steel system while in game in foundry? I've looked around on it, and on the github, because I'm trying to find the base characteristics so I can adjust the boss bar module
system journals compendium
Ahhhh
Thanks!
Huh, using this doesn't make the Boss Bar module work. It worked when I used Pf2e
At least I know where to find the info
Try without the @
When I was using a different module, I didn't need them to reference those values
Ayyy
Yeah that worked
Got it working
Good to note for the future for my own group and whoever else likes the module
I don't suppose anyone is doing manual dice rolls with the implementation of DS? Trying to accommodate a hybrid table that likes to roll dice, while allowing a screen of the VTT for abilities/tracking. I can get D4 and above working fine with Foundry's built in manual roll but D3 isn't an option that I can find. Anyone else have success or a workaround?
a d3 is just a d6 with its results cut in half
so 1-2 is a 1, 3-4 is a 2, and 5-6 is a 3
True, just for implementations sake was hoping to simply make all dice rolls look baked in/part of the system. That works though!
idk how foundry's manual roll works unfortunately so i cant give much accurate advice
simple world/module script
Hooks.once("init", () => {
CONFIG.Dice.fulfillment.dice.d3 = { label: 'd3', icon: '<i class="fa-solid fa-dice-d6"></i>' }
})
it'll add the d3 to the manual roll options
That worked beautifully. Thank you!
Hope this doesn't come across as random but Is that a Signalis campaign I see? very cultured ❤️
That's right!
It's a science fantasy setting, kinda like Star Wars, Mass Effect, a dash of Signalis, and Honkai Star Rail all blended together
So there's some Corrupted Replika stuff
Good stuff 💕 sounds like a ton of fun ^^
github is having issues today I think
0.9 is still in the "Soon, but not quite here" category
ah dang, I was so hype
Welcome to GitHub's home for real-time and historical data on system performance.
Cloudflare is currently having issues (had some earlier). Not sure how much GitHub is connected but it's been causing issues with internet related things all day.
any advice on how to run the rivalary feature on foundry?
Is that the one where each picks a player?
yep
Honestly a notes page can go a long way
my current idea was rolling a d3 and adding that to the bonuses/penalities on the power roll pop up
What's the actual text of the feature
At the start of an encounter, the [rival] chooses one creature
within their line of effect. Both the [rival] and the creature can
add a d3 roll to power rolls they make against each other.
also - how does applying condition immunity work?
The situational bonus should take dice directly
We have a data path for it in 0.9, what's the feature
it doesnt accept this, is there another way i should be writing it?
Oh hmmm yeah file a ticket that should be a formula
will do
This is a minor thing but is there a way to adjust the "Reset Hero Tokens" value? I have a bigger group but with a lot of call outs, so we have a different number of people every week.
Currently no, we do have plans to revisit that logic once we implement a "party" actor
It honestly might be easier to just make a macro you can use
const nonGM = game.users.filter(u => !u.isGM && u.active)
await game.settings.set('draw-steel', 'heroTokens', { value: nonGM.length })
resets the hero tokens to the number of logged in non-GM users
Thanks so much!
....Only discovered today that you can hold down **Shift ** when trying to assign a color marker using the token color marker module to apply it to all selected tokens
Welp, at least I'll be able to mark groups faster going forward...
Yup! Using Dynamic tokens and the new update (0.9 full release) you can set colours to the rings. Both are valid options. I'll probably move to doing the rings and still use token colour marker for other things
(I made those images, they weren't really intended to be used without a ring. I'd suggest turning on dynamic rings, even if you don't use them for any colours)
(I totally understand why they aren't enabled by default btw, for the system)
In my case I typically end up finding some random art for any monsters if the book doesn't include art, but thanks 👍
first time i've seen this but i need it
Can you apply the color to a bunch of rings at once easily?
That's exactly what the gif is showing
And the text explaining above
For the dynamic token colours on rings, it's assigned to the group. So anything in the group gets the same colour
There's also a macro you can use to speed it up further.
so currently the reactive test abilities are displayed like this. has anyone figured out a different display tactic that doesnt result in them being displayed with the text broken like this?
or maybe its possible to put the tier glyphs into in-line text?
Technically, you could edit the CSS for .content-link to be smaller or adapt to the width, but that breaks the visual of the button.
What about the ones with glyphs?
The ones in the compendium should have glyphs
my picture is the one from the compendium
this is the omen dragon's corroding breath
huh i just checked another monster and that monster does have glyphs
(manticore's desperate howl)
i can just copy and paste from there
seems like some have it and some dont
File a ticket, the glyphs came out partway through the release and we tried to catch all of them but apparently missed some
Part of what the pre-release tag is for
Going to see if I can fix them right now.
are the plans to have a dropdown for the active effects keys? Some systems, as I've noticed, modified the AE dialogue so you can type in the name of something and it will suggest/auto-complete to a related key, making active effect creations a bit easier for people who haven't learned all of the attribute keys (or don't want ot have the wiki open constantly)
PR sent for fix of Dragon's malice ability tables.
Maybe, with v14 doing so much with active effects we're on a bit of a holding pattern in terms of major functions there
I found a bunch more tables that needed reformatting so sent a PR with both the Monster Features and Monsters fixed.
Oh, shoot, I might have messed that up and sent a previous PR a second time. (Think I fixed it.)
Unforgivable 
Thanks, I'll review on Monday most likely since I'm at PAX
Have fun
Hey all - apologies if this has been asked or answered, I did search. Has anyone run into an issue where the stamina bar isn't accurately reflecting the actual stamina value? For example, this hero has 27 max stam. When I set it to 0, the bar still looks about 1/3 full.
It's like this at any stamina; for example at 13/27 stam, the bar should appear less than half full, but it looks more like 2/3 full. He has no temp stam, and his sheet and token are tracking it correctly - it's just the bar that's off.
This is only happening for heroes, not enemies. I made a new test hero, pulled in a class, and it's doing the same thing.
the stamina bar includes your "dying stamina"
Ohhhh. So it's by design. How am I like 5 sessions in and never noticed that 
Been like this for awhile afaik
Ah, I've been wondering why it's off too. That makes sense
Version 0.9.0 is Now Available
If you installed the pre-release you will need to uninstall the system and then reinstall to receive the updates.
Highlights
- Almost all remaining compendium content, including full class progression and monsters for levels 4–10
- Huge thank you to all of our data entry volunteers who made this possible
- New Advancement Type: Characteristic. This allows automated handling of characteristic increases from class levels and titles.
- Drag-and-drop support as well as point buy to expand the functionality of item grant advancements.
- New "Update from Compendium" header button for items and monsters. By default this requires a director-level role, but directors can choose to allow players to access this.
- New enrichers for
[[/gain]]and[[/apply]]to dole out resources and active effects. See the wiki for syntax. - Many compendium data fixes, including a restructuring of how speed is handled so ancestry and kit bonuses work correctly.
Known Issues
- The Conduit's subclass handling still isn't quite right with the alternating staggered domain features. For 0.9 you will need to delete or ignore features/abilities. The logic turned out to be more complex than anticipated and the full fix will have to wait for 0.10.
- Leveled Treasures, Artifacts, Imbue projects, Retainers, and Dynamic Terrain objects are still missing. Some of these will come in 0.10, others may take longer.
Full notes: https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/release-0.9.0
(Could I get a mod to pin this?)
Do you need any old pins removed?
yeah the 0.8.1 release isn't needed anymore, thank you!
@simple nova I don't know if this was a feature before the version 0.9 release, but THANK YOU for adding the 'Group selected tokens' feature to the combat tracker. makes a huge difference to the speed of my prep.
I've used the module 'Token Colour Marker' to add group numbers and minion/captain tags to my tokens, that helps as well:
Yeah that's one of the new features
Highlights list was getting a little long but also we added new context menu options to groups to set the ring or token tints
(I'm sure somebody could write a shim or macro to integrate Token Color Marker)
Ironic, but Troubadour is misspelled here 😅
who's to say what's true and what's not
fortunately typos in release notes are easy to fix
I mean, with all the work in this release and how long the list of changes is, it's actually impressive that that's the only thing I found.
We assemble the release list as work is done, so a lot of the copy editing is progressive
Good news: I'm going to try and implement Summoning in 0.10
Bad news: I have to implement summoning...
I believe the Summoner will be added to the license as part of its release on Friday so we'll see how much we can get implemented in 0.10
Let's goooo!!!!
I hope you can Summon the strength to make it happen 
Is there a way to have the compendium replace duplicates?
I didn't think about that before I imported and now I've got a bunch of doulbed up folders
System compendium folders? Perhaps... A quick uninstall/reinstall of the system module?
I think that would work.
on a basic level, don't mass import
Oh. well
to late
I thought using Keep Document IDs would overwrite but apparently not
Oh yeah, mass importing is an oopsie
Used to do it all the time in 5e lol
Live and learn
and there's no way in Foundry to select multiple and then delete all, is there
I don't think so. Usually I just delete the parent folder (for a bunch of imported things)
alright well I'll probably have to do that then
Is there a way to apply surges to power rolls for damage with the new updatE?
I think in v14 it will
but yeah fundamentally don't mass import from compendiums
okay So I got the Use Surge macro which is handy, but there's no way to roll it into the apply damage button from a power roll right?
Not currently. Getting the UI/UX on that is surprisingly hard
Gotcha
theres no current way to add damage into a damage roll, yeah
(technically we added some API-level shenanigans in this update that macros could play with)
yeah that kind of stuff is waaay above my head, I'll leave that to you
For now I'm gonna go around and click update on every feature on my Players Sheets
If i previously had a game set up in DS 0.81 but didn't get too far with it, is there any reason to create a new world with 0.90?
updating the system will be accessible from the world
we also implemented a bunch of features to make updating stuff easier
Yeah I was always planning to update but is there any reason to start clean from 0.90 rather than updating from 0.81 to 0.90 if i haven't gotten too far setting up the game?
Not that I can particularly think of
wait what do you mean by this?
do we need to update all the individual stuff?
ah, i see, some abilities get stuff fixed, added or removed. well, my hand is gonna hurt when im done with this
yep
Sounds nice what are some examples?
So if you've got an ability use chat message, message.system.createModifiedDamageRoll will clone a roll with adjustments
/**
* Create a new DamageRoll based on applying modifications to a given DamageRoll.
* After creation, the new roll is added to the message rolls.
* @param {DamageRoll} roll The damage roll to modify.
* @param {object} modifications The modification options to apply.
* @param {string} [modifications.additionalTerms] Additional formula components to append to the roll.
* @param {string} [modifications.damageType] The damage type to use for the modified roll.
* @param {object} [evaluationOptions={}] Options passed to the DamageRoll#evaluate.
* @returns {Promise<DamageRoll>}
*/
async createModifiedDamageRoll(roll, { additionalTerms = "", damageType }, evaluationOptions = {})
It looks like you can do it on the actor rather than each individual feature. When looking at an actor's character sheet, you can trigger an update from compendium and it seems to loop through and update all the features and abilities.
note that's only available for NPCs
(since player characters don't directly come from compendiums)
how is this done? struggling to find the option
ahhh gotcha, thank you
I have gone through many version updates with Pathfinder 2e and never had to setup a new world
Had a bit of trouble finding that one myself, but managed to.
@south hazel Worth noting that you can activate the token color/border color by right-clicking the newly made groups in the turn tracker and using the "Color" option.
I made a small video about the 0.8 release a few months back and I'd like to make an updated version for the 0.9
Back then it was a pretty impulsive video mostly meant for my players. I'd like to go about it in a bit more structured way this time.
Gonna make sure to mention to "Group Selected Tokens" thing and such.
Are there any macros that are not included in the base system I should include?
Any modules you think greatly benefit Draw Steel?
As it stands I plan to cover: character creation, using monsters, using sheet, general combat, negotiations, items (rewards), and projects.
Then use time stamps so people can skip to the part they're interested in and maybe include some shorts for piecemeal info afterwards.
Are there any macros that are not included in the base system I should include?
Any modules you think greatly benefit Draw Steel?
Only a few macros that are in https://discord.com/channels/332362513368875008/1418264815519924435
And modules are pretty basic; like Dice Tray and Dice So Nice, and such. Personal preferences. I really like Aura Effects, among others.
I plan to include Token Aura Rings, Token Color Marker (Still nice despite the new features), Bar Brawl, Tokenizer (You can use mask to make tokens round so they work perfectly with the foundry dynamic ring for the color stuff), Health Estimate.
Thanks, I'll have a look at the macro section.
Big things are planned for 0.10, so you may consider whether it is worth your time to hold off until then.
(although in fairness that's still going to be another 2 months)
On a personal level, I would appreciate if module recommendations - perhaps particularly in public videos like youtube - were on the lighter side.
Practically speaking we expect to be ready to go with v14 stable asap and I'm concerned how many modules will struggle to make the jump smoothly
That is a great point. And that's particularly true for modules that touch the canvas or effects, like Token Aura Rings.
I tried aura effects with the draw steel module, but for some reason once I converted an effect into an aura, I was no longer able to access the effect menu to edit the effect or toggle it. I don'T know what is happening there.
Possibly a system bug, if you could get some screenshots we can try to squeeze that into our 0.9.1 hotfix
Fair enough. I can always make one video with 0 modules and make a second video where I list my personal setup and module recommendations 👍
Yeah, definitely recommend separating those clearly
Mhh there isn't much to screenshot. the menu simply does not open, neither by right clicking, or by pressing the three dots.
Screen record it?
We've got someone on it
sorry for just coming back to this
@simple nova apologies for the ping on thanksgiving, i couldnt figure out how to post a picture on github so doing this here. when i was talking about the drop down menu, this is what i was talking about
see how the scroll bar overlaps with the arrow?
i have to fiddle with the position in order to click on the arrow, its not very smooth
implements are not in yet, right?
looking for the "imbue implements" stuff. didnt find it anywhere
Ah yeah those projects are waiting for v14; we've sketched out an implementation but it relies on v14 upgrading Active Effects to primary documents
thanks for the answer 🙏
From what I understand, it wasn't possible to automatically go through every feature or ability a PC might have and update each one, hence why that option isn't there. But if there is a janky workaround, that would be nice as well.
I guess I did find a janky workaround. By editing the class applied to a PC and updating the class from the compendium, all abilities coming from that class also update. Result: fewer clicks! Yay!
Has anyone had issues with Forge installs?
Not that I've noticed. I've only been using Forge hosting since I stared with Foundry this summer. Any type of issues you're specifically interested in?
Someone on the subreddit reported issues
Just looked in the reddit thread and see that post about the null id error. I have 0.9 working on Forge, no trouble with the update, but it was an update and not a new install. Not sure how much potential there is for that make a difference.
Just double checking my game tonight, and I see that the Forge had an update on 11/26. I still can get into my game just fine, but I did the update prior to that Forge update, so maybe there could be some issue there.
I'm not getting the overlap but I do see that it's overall pretty narrow. What browser are you in?
Chrome it's not so stark
Super valid
just checked this on chrome
ur right, much better
i wonder if i should change my ui scaling on firefox?
if theres even a way to change that
I'll play around with the styling tonight to see if I can get something more consistent
Planning on 0.9.1 tomorrow to resolve some fresh bugs
Firefox still has pretty thin scrollbars but this should look & feel a lot better
tl;dr Foundry core has some styling for scrollbars I had ignored because "Well, it works fine without all this extra stuff". Turns out that extra stuff had a reason for its existence!
Is it a known issue that targeting a character shows duplicated power roll prompt? Or is it for a feature I don't know about?
What do you mean by duplicated ? You get two prompts or you mean that you have two sets of edges and banes in this one ?
Two sets, one for the selected actor, and one for the targeted one
The first one is global hance the name it applies edge or bane to all targets and the ones below are unique for each target. So if you for example target 5 enemies and one is marked you put edge just for them. And if you target 5 enemies and you have edge against all of them you put it in the global so you do t have to do that for each one separately.
That makes sense, thank you 🙂
is there any word on if you will make an importer for forged steel?
I'm pretty sure the dev team stated that they won't. No need once the system has a good and easy enough character builder. Until then, it would kind of be wasted effort. But if anyone else wants to give it a try, they are welcome to make a module for that.
Of course, take that with the grain of salt that I am not on the dev team and priorities might have shifted.
I’m trying to re-create the Delian tomb pre-generated characters and having trouble getting the to lineup as it’s hard to determine what source gives what skill. Is there a way to manually delete skills that were granted by backgrounds after building the character? I see how to add skills that don’t have a character source.
Has anyone made a JSON that’ll just correctly pop the pregens into my world? 🤗
I'll back up my world as usual before an update, but are there any known breaking changes I should be aware of?
For example from .7 --> .8 I recall Stamina being forced to max and recoveries as well.
I happen to be doing the same atm. We can split the work if you like?
I've done Troubadour so far and working on Fury atm. (level 1)
None that I could see.
@sonic moth and @supple night, standby...
It is fairly straight forward to create the complete characters (as they would be after the fourth encounter) and delete the stuff they get after the first encounter. Before deleting the abilities and features, I dragged them to a special journal page for each character so the players could drag and drop them unto their sheets as they go through the adventure. All abilities and features should point to the compendiums.
I don't have access to my server right now, but I could tell you it took around 2 hours to make all of them and the journal.
No change there, you're right on. We're making a self-contained system, and I would not expect this to change ever, but as you say, anyone else is free to make whatever auxiliary modules they like.
Turns out they hadn't updated their Forge to v13 lmao
That'd do it.
Summoner won't be added to the license for a bit, so system-wise we still plan to build the tools but won't be able to do the compendium data entry
At least there won't feel like any sort of rush. A nice buffer.
Yeah, probably won't try and force the whole thing in 0.10
may i ask why is the default for player tokens to have a vision max range of 0? as well as hidden stamina and names?
also, how do i turn off the wasd token rotation? its annoying
Foundry and the DS make no assumptions of how you wish to play the game. You can edit protype token under the Core settings, "Prototype Token Overrides".
Same with automatic token rotation.
Fair, you're probably not making tokens for players every session. DS )the game itself) largely doesnt do vision with lighting and such, so there's not much to fiddle with
- definitely adjust your PC prototype tokens to your liking, you can do that from the header buttons
- There's a core setting to turn off movement rotation
Version 0.9.1 is now available
A few extra bug fixes to the compendium data and code before the weekend.
Full Changelog: https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/release-0.9.1
Damn, that was a quick update
Characteristic increase bug was high enough priority to fix
Sending this quick and dirty here while running a session, but the Enchantment of Distance in the book is 2, on the active effect it was set to 1, just wanted to send it here!
Quick Question. Is there an way to activate an effect on ability use?
Could you be more specific? Draw Steel and Foundry use "effect" to mean a lot of things
I see that Growing Ferocity has been separated to individual feature (it used to be part of primordial strength) and now my Fury doesn't have it.
Should I add it manually? Updating "Berserker" or "Primordial Strength" from compendium doesn't add Growing Ferocity.
Are there any other such examples that we should look out for?
btw that sounds like breaking change worth noting in changelog 
Honestly you can just drag and drop it in and it'll be fine
but also you should be able to re-run that advancement
got it, so I guess I should re-run all available advancements to make sure any features/abilities are updates, correct?
yeah, this was a pretty unusual update with how much we added/restructured
going forward it's basically just gonna be errata
It's probably a long shot, but any idea why renderActorSheet event might have stopped triggering with 0.9.x? Babele relies on it for rendering additional button to translate all actor items, now it's not called when opening character sheet
Ah because we refactored to just extend DocumentSheet directly, we don't really like the internals on ActorSheetV2
oh that's very unfortunate for babele usage 🙁
I have an idea for a fix
No need for it anymore, I just figured out how to do it with a macro, they exposed api to translate an actor! Apologies for making trouble 😅
Hey guys, hope youre all doing well. I'm trying to run a thingie and I was just wondering if people have a list of modules they would recommend for Draw steel :D
Honestly, DSN is the only one I would recommend that's not like a paid map pack from CzePeku/MadCartographer
okie doke ty
Guys, I'm still having this problem from months ago in regards to the window of active effects cutting off. This is with no modules enabled. Thoughts?
That was Edge, this is chrome:
And Firefox:
Are you on the latest version of Foundry and of the Draw Steel system?
13.351 for Foundry and v0.9.1 for System
What font size are you using?
Also, can you reproduce this in other systems?
We don't meaningfully change that part of the AE config
Oh wow...Font size is the issue. Anything above 5 screws it all up. That's wild
We've got a ticket to validate font size issues, but I wouldn't be surprised if this isn't on us for once since that's a core sheet
what's DSN?
Dice So Nice.
ah. yeah, that's a must 🤣
I found the icons drafty made for surges. anyone knows if someone made similar ones for heroic resources?
also, might've been done already so ill ask just in case: possible to combine a "add 1/2/3 surges" macro to token markers with the 1/2/3 surge icons?
What do you mean? Is it possible for the Add Surges macro to also apply token markers? If the module has keys you can target, yes. If that is what you are asking, I would suggest you ask in https://discord.com/channels/332362513368875008/1418264815519924435.
ill move and ask over there, thank you
Is this known/expected that "With Captain" effect doesn't toggle when toggling captain in a squad?
This looks strange (effect start - round 3), but even if I progress to round 3-4 it doesn't trigger automatically. Not sure, maybe it's just not implemented yet?
Ah sorry. I meant active effects, that provide roll Data adaptions Like movement or potency.
More specifically, I'm hoping to toggle the active aura effect of the Nulls Nullfield, when my player uses that ability.
Yes, simply add an active effect to the ability and when clicked, the effect will activate.
Yes, the effects exist but currently must be manually turned on and off. Our hope is that the core improvements to active effects in v14 will make them automatically toggle
Not sure this is the correct place to ask this question. I'm working on adapting my monster importer to work with either prerelease pdf's or official pdfs. Looking at the Ooze document, there are some very weird formatting choices that were made. For example, strange appearances of symbols instead of letters. Might +2 Agility −2 Reason −3 IntuiƟon 0 Presence −2 Look at how intuition shows up. This is how shift shows up: shiŌ . Are these intentional?
The word splitting: spliƫng
making sure I'm not missing something before I post an issue on the git. I'm not seeing a way to choose perk from advancements?
PDF is a messy format to parse unfortunately
Drag from the compendium. We're slowly working on improvements
The ultimate goal is to have a Compendium Browser that integrates with the advancement workflow, but there's a lot of steps between here and there
how do we keep track of surges, hero tokens and malice?
I see a macro for spending surges (which doesnt trigger shadow), but i see that there is already some thing to keep track of hero tokens and malice maybe, i probably just cant find it
surges are tracked on the sheet, hero tokens is a ui in the bottom left hand corner, and malice is located on monster stat blocks
Malice is also in the bottom left UI during combat
ok, thanks for pointing those out
is there automation set up for gaining malice and spending surges innate to the system or did pf2e spoil me?
i use bar brawl and have a bar that shows current surges
for the former, the game does that automatically
whenever u go to a new round/start combat
theres no automation for spending surges rn
Sorry if I've missed it, it's a bit hard to search by it. But what's the best way to get the full list of advancements into a character made before .9.x?
Malice is basically fully automated, Hero Tokens are 80% of the way there (just need to implement the Test Reroll one), and Surges are unfortunately on teh back burner
you should be able to open up the class and just hit "Update from Compendium" from the header buttons
by default it's not visible to players, there's a setting to enable that
the actual API functions are exposed for any macro enterpreneurs
is there a way to make auras that follow a creature? i wanna see the nul field
There's an Aura Effects module for now, and then v14 will bring core support
Oh, and it’s different when copied from Acrobat…fanfreakingtastic
I do wish I could move the Malice and Tokens to somewhere that's more visible
I could see us integrating them into a top-center UI piece eventually
that would be nice
I usually have my combat tracker on the left so I can keep the chat open
Hi 🙂 Was wondering if there is a way to turn off the auto heroic resource generation when their turn starts? My players really want to be able to roll their own dice instead of the system doing so
I don't believe that's an option right now.
You can turn on manual rolls in the core dice settings. There's a couple ways you can get that to work; a small script to add d3 to the options or just adjusting the formula to be ceil(1d6 / 2)
me and my group had a sesh yesterday and we could not for the life of us find the ferocity table for our raden fury anywhere in their sheet. it's either missing entirely or hidden away somewhere very obscure, or maybe his char got something going on?
That doesn't seem to work for me. Once I add an effect to an ability, the effect is applied to the actor. But it does not toggle between active and inactive by clicking the ability.
We split it off into its own feature, so if you updated everything from the compendium but didn't redo the advancement it would be missing
Needs to be under Applied Effects, which is when transfer is false
that's probably it then, yes. I only updated things. thank you
I feel like I'm missing something I configured an effect s applied effect on an ability. Still, it does not apply to the actor once the ability is used.
You'd either need an Applied power roll effect or the [[/apply]] enricher
The null field is on the list of things though that won't truly be smooth until v14 gives us attached region templates
It's less about the effect, I want to add visuals with automated animation :D. The enricher works thanks 🙂
Ahh, yeah we need to do something to better support AA but so far there has been zero overlap between "people who care about AA" and "people with the technical ability to add support to the system"
Wish I could help. But I'm also not overlapping 😄
How do we recommend setting up retainers? Using npc sheets there are no recoveries section and player side gets a little wonky (but doable). Just wondering the best way if anyone has figured it out.
i used an npc sheet, gave players access to it, and set up a custom bar with bar brawl to represent recoveries
We will eventually have a retainer actor type but yeah in the interim recoveries are going to need alternative/creative solutions
Ive just been using the patience and interest section on the biography tab lmao, for recoveries
ok that's objectively funny
I love that
Its it possible to add an effect that causes someone to roll 1d10 when they make a power roll?
Trying to jerry ring a solution for Blessing of Fate and Destiny.
i believe "roll 3d10, take highest 2" is being implemented next update
ah well that will be nice.
Also, can you only apply effects that have conditions tied to them right now? Trying to make just like, a judgement "effect" that just adds the icon onto a monster for my Censor player
I know in D&D it would just have something at the bottom there, unless that wsa being created by one of my many modules which is...likely
click the vertical ellipsis of Judgment then hit "Update from Compendium"
(I assume you updated to 0.9.1)
@alpine meadow from the screenshot it looks like the enricher is broken in chat for some reason
that part at the top of the effect where it has the [[/apply bit
it should match up with the ID of the judgment effect
You may need to edit the text with whatever the ID is of the applied effect
Gotcha
you can get that by right clicking the book icon in the header
Alright I'll try that in the mornign
Is there a way to update all items on a character, from the compendium, at once?
you could reapply the updated class/subclass/career etc which should redo the advancements
Yeah 0.9 was a large enough update it's probably faster to just re-do the character building
I haven't looked too deep, not home atm and had a player ask. Is there a drag and drop "custom culture" option? Or would you essentially have to just hand make one?
You can create a culture in the item sidebar, and when adding advancements there's preconfigured options for each of the aspects
Sweet, that seems straight forward.
ive continiously got the way minion tracking is done confused
so you deal damage to a minion and it reduces the stamina pool right
but if you delete a minion from that squad, it doesnt decrease the stamina max, which is how i tracked the total amount of minions left in the pool in the past
so how are you supposed to track when a minion dies
other than doing weird impromtu math mid-combat
I'm not sure I understand the question
is the "weird impromptu math" dividing the current stamina by the stamina of an individual minion?
in the past i could delete a token when it dies and it would reduce the max stamina value of the stamina pool an equal amount
so i could tell without having to do math (just stop deleting tokens when the max is greater than the current value)
it doesnt do that now
so you have to calculate how many are removed
each time they take damage
for instance, if each minion has 10 stamina, that means the stamina pool is 80 right?
if there's 8 of them, yes
so if a pc deals like....16 damage, then you have to calculate how many are removed
yes
okay
but theres no way to easily tell without doing that mental math
like i was able to do before
yeah, I see what you are saying now, thanks for the clarification
is there another way to track minions that im missing then
no, I just made bad assumptions based on your "weird maths" comment
is there anything automated for captains in a minion squad? I see they have inactive effects for it, but even if i turn it on nothing happens. am i meant to edit the sheet directly myself?
I've been doing what AmbyNavy does is their video by copying an extra minion over and adjusting its health stats to be the group total with "segmented" health and using it to track health. Lose a segment(s) pull that number of minions. Not as easy to do on the fly but it works if you've prepped.
https://youtu.be/ahpDUfUqV6Y?si=gstzsCVBsyxWqzi_
This video runs through some of my setup for running Draw Steel, the Heroic Fantasy RPG from MCDM inside of the virtual tabletop FoundryVTT!
Files: https://drive.google.com/drive/folders/1dKfyFPHIpPmFCnBSbEGDHeYRAwMt957t?usp=sharing
Yeah currently we don't have automation for the toggle
Should be possible in v14
you could use an encounter sheet like the ones that come with the premade adventures.
just a random example.
thats not much help when im running the game on foundry.
Is this new behavior with 0.9?
Seems off
Feel free to file a ticket, we've got an 0.9.2 well release in a few weeks
Need to evaluate what changed
i wanna make sure this isnt just me
I don't remember that being intentional
before i submit a ticket
ive been able to reproduce it
but idk if its intentional
whats the intended workflow for minion stamina tracking?
I did find it confusing how the minion squad stamina is tracked
removing one minion does indeed leave the squad's stamina the same
im moreso curious if thats what ur SUPPOSED to be doing
usually what I've been doing is having an extra of each minion in the encounter on the corner of the map so i can quickly check the individual stamina of each one. doing the math isnt that bad, altho it probably gets more difficult once you reach higher levels
I honestly don't remember what we've been doing there, file a ticket and the worst that happens is it gets closed
The "intended" way is (or was, sounds like it's bugged right now) that you would deal damage to a squad and if that damage reduced the squad to a multiple of a single minion's stamina—the number in parentheses, assuming all minions in the squad are the same—then you mark them defeated or invisible but don't delete them, since that would mess with the squad's max stamina. It is the equivalent of the 12/9/6/3 Stamina thing on paper, but it is a little or a lot more clunky. Took me a while to get used to and will need to be improved further down the line. I believe there is a ticket for "better minion squad stamina tracking"—though I might have hallucinated that.
sounds like i should blame mcdm then
I do know we preserve current stamina
Kinda. Though I think it's easier to track on paper than on a VTT without visual aids or automation. It's easy to count up damage instead of counting down stamina to meet those stamina "thresholds" (and the players won't know!). So 3/6/9/12 damage taken (remove 1/2/3/4 minions) vs 12/9/6/3 stamina remaining (remove 1/2/3/4 minions).
Most of the time, you won't kill more than one or two extra minions besides the one targeted, though. At least, not in my experience with level 1 heroes, so far.
So the math isn't too crazy.
yeah for sure
Ultimately issues get primarily tracked via GitHub
yea counting up as long as you know what the minon's value is is really easy
I hit up an artist on Bluesky who was making token art and turned his collection into an art pack. I've submitted the package to the official foundry listing, but you can perform a manual install using this link:https://github.com/JPMeehan/ds-tokens-max-hamm/releases/download/0.9.0/module.json
https://bsky.app/profile/maxhamm.bsky.social artist profile
initial release is only A-C, will update in batches
still super useful
of course, just after I went and made a bunch of angulotl tokens lol
such is life
oh yeah, player of mine is interested in swapping to summoner, is there an eta on the foundry implementation of it? no rush at all of course, very grateful for all the work done already
so, compendium data wise our hands are tied; it's not in the license yet
as for all the fancy automation? We'll see, I think the lack of license means priorities are different than they would be if it had been added
yeah that makes sense
shame, but I imagine the licensing issue will get sorted at some point
I can probably jerry rig a deeeeecent amount of it myself, just gonna be a pain updating the minion groups in the initiative tracker three times a round lol
They do plan to add it to the license eventually #ds_general message
I think in the meanwhile, macros can get you very far
yeah I'll have a play around with it
player just saw the fey summoner art in the book and absolutely fell in love, I'm sure I can work something out
has anyone done any summoner macros or the like yet? I can share my work on here if I make anything usable
#1418264815519924435 is the usual place people hash out macro shenanigans
this is awesome
im horrified (positive) this video is still getting use
its so out of date LMAO
what the fuck do you MEAN 2.6k views
wow, you read my mind. I saw them yesterday and saved their post to add them myself later.
granted I still have flee mortals bought in foundry so I have a bunch of token art already but it's nice for the ones that are missing
Never made a short before, but I made one just for the discussion above
Search: Draw Steel Minions, FoundryVTT, Foundry, Minions, Squad, Group
FoundryVTT - Draw Steel - Managing Minions
.... THANK YOU. 🤣
@eager helm this video shows the max stamina going down with token deletion
maybe i AM doing it wrong then
i watched this vid and it matches what i do regularly
how were the minions put in the scene?
maybe thats where im messing up
im copy and pasting the tokens
Just dragged and dropped from the compendium
listening to the dulcet tones of mike calms me down
hmmmm
lemme try that
yeah that seems to fix it
so i suppose it just doesnt like it when u copy and paste tokens?
okay i just tested it again and its not working
i gotta find where the breaking issu eis
Ideally you've got one base actor per minion type
so import from compendium to actor sidebar, then drag from actor sidebar
yeah but copying and pasting is easier for me
what do u mean by this?
Copy paste should be equivalent to freshly dragging from the actor sidebar
it isnt, or at least, i just tested it and the issue is specifically when i use tokens that are copy and pasted
and regarding this, is there a quick macro to "mark as dead" that works? I like leaving the corpses behind, usually mark them with the big skull via the combat tracker, but sometimes it's hard to know which minion is which (the hover marker is completly hidden by the selected token marker)
Hi, thanks for making this! Are retainers/retainer abilities in the system compendium?
I think if you hover the token it will highlight the combatant?
No, retainers are still on the TODO list. We need to implement an additional actor type to support them.
Thanks!
They're on the "must have" list before we call the system 1.0
I expect we'll have at least 0.10, 0.11, and maybe 0.12 before we get there
0.12 has a very good chance of being a v14 release
no highlight on hover or selection on my side, but one of my mods might be interfering
ive made a "dead" status that you can overlay on a token by shift clicking iirc
yeah, I've been just clicking the skull on the combat tracker. The problem I have (and it's bc of my own flow. not the module) is that I usually have the minions selected, then go to the combat tracker and hover to find which minion is each. Hovering on combat tracker places the red hover marker on the token, but it's hidden by the token selection marker, and I need to make sure to "unselect" the minions beforehand haha
yeah some of this is also that the core software needs to do some work here
we're certainly not the only system that is likely to have a lot of copies of the same monster
this option exists on the token prototype, which can help
But I don't really like it tbh
yeah, there's some tools but I still think the hover distinction could be clearer
Best solution I've come to is to set up autonumbering+show name on hover.
But since it's not the default setting, I need to go into every creature and configure the prototype
prototype token overrides and/or macros
oh I didn't know that, I'll test it and check if it's enough to improve my flow
Is there a way that I can have the damage that's been applied recorded in chat, either through a setting or a module? Used to having that in pf2e and sometimes I don't see the damage being applied correctly. Also sometimes forget I have to select the creatute to apply damage to first and apply it to the wrong one
Not something the base system plans to implement but could very easily be done as a module if someone wants to make one
Would anyone happen to know a macro to toggle visibility? The ones I can find seem to be out of date.
toggle visibility of what
Tokens
Do you need anything more than select multiple tokens, right click one of them to pull up the HUD, then clicking the visibility button?
why not? 
The chat log just isn't well suited to be a combat recap with the way it's currently structured.
Well I was just hoping to have something a little speedier if there was an easy macro for it. I was trying to figure out how I want to run this Wallmaster soon, with all the walls appearing and moving through the turns.
My solution might be a bit hackish, but:
I set up a locked secret door (so the players can't interact with it or see the door symbol) with any animation type.
Then go down to Door Animation, and set up a piece of wall as Door Texture.
I had one of these offscreen, where the players couldn't see it, ready to copy-paste to wherever I wanted the walleye to create a new wall.
This way, it uses the native wall system to interact with vision and light
Best part is, though I used the same wall texture, my players immediatly suspected the assimetry of the room, so I gave them an edge to notice the walleye
I was thinking about using "actual" VTT walls, but shouldn't the walls occupy a square and not sides of a square? That was my understanding of the Draw Steel combat walls.
yeah they're each a 1x1 segment
Technically yes, they are 1x1 boxes.
But I don't think anything breaks if you just create walls occupying the center of the tile, and treat it as a fully occupied square
also true, especially if they're invisible
just gotta watch movement that's trying to cut the corner
but if you prefer to fill the whole square, you just need to put the doors around the tiles (make sure your texture looks good in both short and long stretches unlike mine)
someone hsould pin that video about managing minions
Yeah actually this video is a good overview
I just tried this with copy/pasted tokens and it was lowering the minion pool's max stamina appropriately. I wonder if there's possibly some module interference?
Just commenting regarding the wall item, perhaps I made it overcomplicated but I used a module called, Token Attacher. I saved a wall segment from the map, set it as my token image, put it at the scale I wanted, then used Token Attacher to attach a 1sq wall to it down the middle.
Now I have a token with Stamina that players can target/destroy, that includes the visibility, can be placed quickly with copy/paste. The finagling of the image for offcentering or otherwise took me more time than the rest but I do like having something that I can just quickly copy/paste with corresponding stamina for the other mechanics for quick deletion or another copy/paste at the next round.
huh, i can check it but i cant think of anything that would conflict
can you do a screen record with your normal module load + test without modules?
idk how to do that
What is your normal OS? Windows, MacOS, other?
windows
Win+G can screen record.
I also wonder if there are any errors in the console (F12).
I was getting the same effect when I had "token mold" active. When I deleted tokens they remained in the combat tracker so the total health remained the same. This might have to do with token mold adding "(#)" after each creature name. Deactivating the mod brought foundry back to intended behavior (deleted tokens not adding to the minion health pool).
Thanks for the replay, I'll look into it!
Hi Foundry gang, anyone know a good aura module to use for DS?
Aura Effects is another good one
Keep in mind that come v14 we'll be transitioning to core's new support
Will auras be included with the module refactor for V14? I don't mean core Foundry, but the system specifically.
So, core is supporting them fairly well, we just need to implement a smooth way to one click place/activate them
Core though is handling the "designate an area that moves with a token that can apply an active effect"
i solved it....i think
it was macro bar
That's surprising
i wanna do more testing
just to make sure
i think it was a confluance of a couple of issues, i think
I've been using Grid Aware Auras, which works well since Draw Steel does everything in squares.
There's options for automations, too. Like Effects you can apply or Macros you can run, but for now I just have flat auras.
There aren't actually that many persistent auras in Draw Steel, so you could assign textures or colors for specific ones.
Using the settings you can set them up in such a way that they automatically get applied to all tokens of a certain type.
Just make sure their default state is disabled so that tokens don't spawn in with this disco of effects, but you can just enable them as needed
This also works with monsters imported from the Draw Steel compendiums, not just newly created monsters.
Oof, that poor Token config.
Foundry really didn't build these with module tabs in mind, did they.
Yeah 😅 but to be fair I'm testing a whole lot of modules at the moment, I'll probably do away with some.
The module "Healt Estimate" for example is one I consider a staple in my games in other systems, but since the "Dying" and "Winded" conditions get visibly applied at certain health thresholds you don't really need Health Estimate.
I may just also opt to play with enemy health visible.
I actually elected to add that module even though I have not used it in other systems to provide more granularity (for monsters) so the players know the difference between 50% stamina (winded) and 25% stamina, etc.
Yeah, I can understand that. It does add a little visible clarity though the colours.
Token settings also aren't visible unless you have permissions for it, so it's only the DM that has to deal with the clutter.
I suppose it depends on whether or not you play with health values visible to all.
Draw Steel is the kinda system where I'd consider having it all on display since you want players to make tactical, informed decisions.
Was trying out the Bar Brawl module since it would allow you to display things like surges on the token, but it doesn't understand Draw Steel's negative health thing.
True enough. My thought process was similar, but I also thought my players already had many numbers to keep track of, so words (health estimates) would be useful in the decision making, without adding too much to their poor non-directorial brains.
(on a sidenote, good job with those tokens' art; arguably better than my attempt, especially for the Elementalist and the Null)
Haha, wish I could take credit for it, but I got them from a reddit post 😛
https://www.reddit.com/r/drawsteel/comments/1nuz0l1/i_tokenized_the_pregens_for_the_delian_tomb/
Well good job to ORANGEJUICE, than.
The Max Hamm tokens are now officially listed!
Hand Drawn Tokens for Draw Steel by Max Hamm, an Add-on Module for Foundry Virtual Tabletop
wooot
Very cool! I wish I was able to easily work with them with dynamic token ring functions for Ring Color in combat grouping but this is a great option!
Yeah, wasn't about to ask Max to redo the token to leverage the dynamic rings
Understandable. You can quite easily cut them into shape using Tokenizer.
I happen to show that bit in my Draw Steel modules video
You just gotta use the round mask and it'll work out of the box 👍
You can also mask in a duplicate layer of the art to get that "coming out of the token" look with tokenizer. So, like you said, not a deal breaker just takes a bit of time.
Hi, I've played DS in foundry this week for the first time. Abilities in the chat are kind of too much. There is a lot of information that I think players don't need when they are already making power rolls. So I looked how rolls awere made in the owlbear and codex, also how daggerheart was implemented in foundry.
I came up with this.
I don't know how foundry modules work, but I'd guess it is possible to replicate what I did
Also it would be nice to see source of ability in the menu. Smth like this
From what I've seen there are currently open issues in the Draw Steel GitHub to use "Message Parts" so perhaps feedback on that can be put there.
For a more immediate solution, you can use the "Custom CSS" module to hide those parts
In the "World" section of Custom CSS
.chat-message .metadata { display: none; }
.chat-message .powerResult { display: none; }
I think it's much more a layout thing than having too much actual information in there
for example if you take the same layout the book uses it compresses significantly (edit: oops i forgot the target symbol)
but this is version 0.9, I'd imagine the priority is making the system work before prettying up the interface
That said only reporting the instructions for the tier you rolled definitely isn't a bad idea for wordy abilities
Correct. We also only recently got access to the glyphs.
The pf2e implementation in foundry is done really well if you want to reference something
From what I'm reading the goal right now seems to be getting something functional, then dealing with packaging. PF2E is a finished product. It's not a bad thing to look at, I just don't think we are at a point where there is a lot to pull yet. As Chaos pointed out, we just got access to the official glyphs.
yeah, the thing you can't forget about pf2e's implementation is it's been going for five, maybe six years
If I'm not mistaken, it's also their "official" implementation
I'm pretty sure it's still built and maintained by volunteers, but I think Foundry and Paizo both recognise it's a big boost to their game and support it where they can
pf2e is indeed 'official', but it also has many years of... well, cheeto dust in all the wrinkles.
like it gets early access to the books
Yeah fun fact, we (MM) drop the paizo APs on day one as part of the partnership. :)
me trying to remember what mm stands for
Regardless, with DS on foundry we are aiming for something more modern, which means pf2e's fvtt implementation doesn't make for a great example
MetaMorphic.
Well, MetaMorphic also produced the fvtt implementations of Flee Mortals/Where Evil Lives and the the 5e class Bundle
I mean are they helping build the base DS system? or just keeping an eye on it because there's a good chance they'll be making modules for it?
both chaos and zhell (the main devs behind the ds system implentation) are MM employees
do we know anything yet about what will be sold as modules and what goes in the system?
There are no currently announced premium modules. The system will include as much as the Draw Steel Creator License can cover.
Which is a shame, but it's well-known that MCDM is working with DMHub to make the Codex.
From what I recall the license won't cover new content like the Summoner for many months, which sucks.
Not to say that I'd want that content for free asap, I'd be willing to pay for it through premium modules to get access to them, but it seems that won't be an option.
It has a delay on it? Huh
mcdm needs to make RoI on summoner before they make it avaliable through other methods
what's roi
There's a Matt Colville post on it somewhere, but it comes down to the fact that the core books were financed through Kickstarter, so they already paid for themselves.
New content is financed by MCDM themselves, so they'd have to give it some time to give ROI (Return on Investment) before making it free throught he license.
aaaah
I wonder why that's not a problem for paizo
or maybe it actually is a problem for paizo
and they just didn't address it
In the case of FoundryVTT it's because Paizo sells the content as premium modules
Their APs get sold as FoundryVTT modules and they're great quality, I've bought like a dozen of them.
APs yes, rulebooks no
matt has said doing extended work with foundry has always not been a good deal for them
I think Archives of Netys have a delay as well? Monster Core 2 has been out for a while, but it hasn't shown on AoN.
Maybe that's just because of the work involved, not because of any agreement though.,
as i understand it aon's delays are data entry delays rather than by design, yeah
Understandable. I do wish they'd sell the official art as modules like how Paizo has done.
but back when I was playing PF2E some of aon's competitors would have the new rules implemented in a day or two
which now you point it out yeah, you'd expect that to really hurt book sales
ChaosOS actually implemented an art package in a module earlier this week.
I'm not sure how much work for involved for them to do it, but it feels like an easy win for MCDM
Since their monster book already has a ton of art.
is there art for every monster though?
Hmm, not sure. I think there's some gaps.
I've been mostly content with just running my games using the creature type placeholder art.
So I haven't looked into it too much.
There is not art for every monster, and there are a bunch of gaps. Matt mentioned recently that they may look for a way to address that, as the Codex team are having to rip images from previous MCDM products just to get low-res potential art. But art is one of their biggest expenses (behind Matt's time spent writing fiction), so I'd expect they'll need to fund it somehow (unless - or maybe even if - Crack the Sun does crazy numbers)
It's from an artist just doing work on the internet. Believe Chaos said the plan was everything but it's just A-C atm
Matt's made it sound like the Crack the Sun funding successfully is a "must" for things to continue as they have
DS is still really new and for a new company. Matt's been pretty open about what he feels NEEDS to happen before they get to the WANTS to happen. CtS funding sounds like it's going to be pretty important for the future
I'll continue to throw $$ at them and wait as long as it's going to take for official art. Until then I can use tokenizer with what's available or just on the internet 😉
For an example of what it takes to backfill art, the MetaMorphic produced #mcdm5e_flee-mortals is also a good example
Flee Mortals and the PF2E token packs have served me well
Converting the art into tokens is also a skill, you need an eye for composition or they can look really amateurish, which is a problem if you're selling them
That's not to say MCDM couldn't do it, but doing it well is not a quick job
And that money and time could go elsewhere
Foundry also has unique wants with the Dynamic Token Rings
I hope Crack the Sun does well 🙏
Two more days, it seems.
Is data entry for the monsters done by hand or through some kind of importer?
I'm setting up the Delian Tomb atm and I've hit the point where I'm supposed to add the delian tomb unique monsters not included in the compendium.
I don't mind doing it by hand, but it'd obviously would be nice to just import them.
Imported from Steel Compendium then touched up by hand
But that's because the licensed monsters are well covered
Yeah I'm hoping it does well and MCDM can plan for a lot more Draw Steel. I know I plan on backing pretty much everything
Hopefully they let you make some premium modules, especially for the adventures. Hard to say with MCDM having an official VTT.
That's the key, with the Codex being a thing, MCDM has an interest (and probably a contractual obligation with DMHub) to keep it being the only official source of VTT premium content
I don't see myself switching from FoundryVTT, so I hope we'll see premium content for FoundryVTT in the future.
I’m working on modifying my importer so that it can work with pdf copy/paste.
That’d be great 🙏
I’ve done about 8 monsters so far and it’s not exactly a fun job to do this manually
I suppose that’s the one big downside of using VTTs with a lot of automation. At some point somebody had to enter all the data to make the automation work 😛
I mean nowadays wotc has DND beyond as a vtt. They still put out stuff on foundry, some stuff being even old adventures. As long as it's not wotc doing the workload primarily, they let foundry get that stuff. I'd imagine a similar thing for mcdm and foundry, since the class bundle was done by like.. another group?
It was done by Metamorphic Digital, the same people that do most of the work on the FoundryVTT version of Draw Steel
i think i found a bug, lol
thats intentional iirc
that last bit represents ur negative stamina
from 0 to negative winded
Yeah, its intentional.
that seems, not very helpful
i think a health bar should tell me how much health i have before i stop being useful, not also track death saves before they even become relevant
is there a way to configure this away?
There is not.
this sucks
i wish that whoever made that decision had their drinks always be the wrong temperature
I did that lol
Negative health is a very important aspect of Draw Steel and is technically part of your total health. Its not like death saves where you can't do anything. So if its not shown, you can't quickly see how close you are to actually being dead.
couldnt you just do this then?
because currently we dont see a threshhold for "i'm bleeding out on the ground and cant fight"
While I agree with this, the UI needs work for this to be intuitive for players.
Lots of time my players see that their allies have half a HP bar, so don't worry about healing, and get surprised when they start dying!
Also, while I understand negative stamina is a key part of DS design, most players won't risk it, specially at lower levels.
After going negative, even assuming 0 Stamina, 3 out of 4 of my players are 1 bad bleed roll + 1 T1 damage roll from dying.
I seem to recall something about how core Foundry only supports two health states (as above or below 50% and that's it). In reality, Draw Steel needs three colors or segments for the health bar, but core doesn't support that. For now, modules can fix that with stuff like Health Estimates or Bar Brawl or Boss Bar.
Is that correct, @celest dock ?
Some kinda divider could be useful
Worth keeping in mind that dying doesn't mean out in Draw Steel. You're still gonna be useful, just a very risky kinda useful.
I think there's more that can be done yes
if its useful i use bar brawl and when i config it on BB it sets it to "normal"
aka full to 0
then when its empty it counts negatives
For what it's worth, we don't have any kind of agreement or contract with MCDM limiting their ability to work with other digital platforms.
We think that you should be able to play Draw Steel using the software that works best for you.
I love the codex and how it's shaping up, I'm simply worried about how it's gonna do pricing and foundry may be what i stick to if that's too tricky. Hopefully mcdm has interest in letting folks officially make stuff.
i think djordi said their current idea for pricing is 20 bucks for a key, or 100 bucks for a party pack
See, I think they're banking too much on players being willing to buy it or the GM being willing to foot the bill.
Even talespire introduced a way to buy seats for a GM, which yes means the GM is footing the bill but at least it's not buying something that is given to someone else.
maybe
im not a buisness expert
When I ran fantasy grounds I bought the ultimate edition, I didn't make my players contribute anything.
I'm worried it'll bite them since I've seen it eat at other vtts in the past.
i try not to get too invested in the decisions of companies
To be more on topic, I'm curious to know the config for this
i literally do bar brawl and set the attribute to stamina
lol
i can post the full config later
I actually tested Bar Brawl for my video, but it didn't work out of the box with Draw Steel's negative health stuff.
Would be nice to get it to work since I'd like to show Surges / Heroic Resource on the token
This is not quite true, no.
u can do a bar with bar brawl and attach it to surges or HR
this is just one example
Looks nice though for having it all there
Is it possible to get free strikes from monsters to show in the chat log or is the thought that would that end up being really messy/noisy?
It would be noisy. The chat doesn't provide a damage log.
There are some standalone modules that track all damage and put it into a chat log or summarized view.
What's the cleanest way to gain/spend surges in FoundryVTT?
I currently use a macro from #1418264815519924435
Also a question: What are the odds that the folks working on the system module will create module specific UI elements at some point?
With this I mean things like buttons at the token to do things, because if there's no plans for that I may work on a module myself to do so.
I think we eventually want a calendar/game manager type thing at the top to tie into downtime activities but that's low priority
I just don't understand what's going on with initiative in the foundry module.
- What I see in the list are giantic icons and everything else is cut off.
- I can't figure out how to say X Actor is taking their turn.
its fucked up, yeah
i was able to see it fine during my sesh but my players werent
Does it look like that without mods?
it looks right without mods, now I'll figure out which one it is.
Ok its my mod. lol. Now I got to go figure that out. 🙁
Do you know what the specific issues your players were having?
literally this
then it might be my reskinner mod. turn it off, I'll look to fix it.
The Combat Tracker has been customized for the system
the upside is it's got lots of bespoke features
the downside is it often won't play nice with modules
Looks like your css has some broad styles. You are setting every .token-image to have width 100%, which affects the images in the combat tracker as well
Are there any resources to look at for how to use the combat tracker for Draw Steel? I'm moderately newbie when it comes to Foundry generally, and I've tried poking at the combat tracker but my smooth brain can't figure it out
Yep, that's it. I'll fix it.
The fan-made Draw Steel implementation for FoundryVTT - MetaMorphic-Digital/draw-steel
This has some info on the different options available.
Maybe I'm the only dumb one, but what do you mean by module specific UI elements? You mention buttons for the tokens, so do you mean the context (right-click) menu for a token?
Yeah. Something along the lines of the stuff included in PF2e HUD.
Simple buttons on the bottom or maybe on the the tokens to gain/spend surges or stuff like that.
I haven't used PF2e on Foundry (only seen it in some YouTube videos), so I'm not sure how useful that would be compared to better character sheets and/or native Token Action HUD thing or equivalent.
I'm not sure what would be the benefit of controls like that on the token would be. Ideally they'd be applied through effects or chat cards for gaining and then spent upon using the ability when sending the roll to chat.
Also, are there any plans for highlighting what the result of a roll in the chat for more visual clarity? And a way to upgrade or downgrade a result to a different tier outcome. I'd put in a suggestion for the feature, but idk if that would be too much or desired by the devs
The use case, being that an edge/bane being applied after the result is seen in chat (which is RAW afaik), can change the outcome.
For surges specifically, features that say you gain a surge should have buttons that can be clicked to gain the surge. There aren't automations for spending surges yet, but is on the to-do list at some point.
The fan-made Draw Steel implementation for FoundryVTT - MetaMorphic-Digital/draw-steel
The tier result for each target/roll should be listed. If there's a double edge/bane, that's also called out. Is that what you're looking for or something more?
There is an issue already on github for the downgrade stuff.
It's listed, I just think a darkened bar for the highlighted tier would go a long way for visibility
Edges and banea are listed too, I mostly mean in relation to downgrading after a roll is done, to be able to switch the tier result. Which sounds like is an issue for.
Yeah, adjustments (downgrades) to rolls after they've been done is on the list, but nothing has been so far.
We've come up with an outline for reworking chat messages a bit that needs to get completed first
Ideally, just my two cents, there would be arrows on the right side of the chat card to dynamically upgrade or downgrade the result it shows. But I'm no programmer and that might be way harder than I think haha
We're going to integrate context menu options
it's all doable but just gotta keep building up our capabilities
Will an undo button be in the chat cards as well?
Just for the HR expenditure?
Well everything, really. In the Fabula Ultima system for Foundry, the undo button undoes the last action, including health change, applied effect, etc.
Could see it being useful for damage or healing
Now that you mention it, I've used undo damage/healing a fair bit when playing PF2e
I suppose it's one of those things you don't really notice until it's absent
+1 for undo damage
My question was if that was in the long-term plan. If not, I'll make a feature request that can be accepted or rejected (if the dev team judge it too clunky and have better solutions).
I think ultimately the system would benefit from some kind of damage-tracking but it's still TBD on what that will look like (e.g. we're probably going to have to rework how we represent targets as we implement things like Surges)
Is there any way to make an artisan follower? I'm not seeing any way to put skills on an NPC.
Not right now. You can simply note them in the biography section or make a dummy PC.
Followers of all kinds are on the TODO list
Thank you!
They're a must have before we call the system 1.0, but that also means several more 0.x patches will be necessary
When I embed a kit in a journal, it displays the name of the kit in tiny text. I'm making a journal entry that lists all kits on one page. I want to use the names of each kit as a header, but the only way I can do that is like this:
Is there any way I can remove that smaller embedded name of the kit, or do I just gotta deal with it
I believe we still support the cite and caption options.
Add includeName=false
I think this is covered on the wiki?
I looked at the drawsteel wiki, and didn't see anything on it except a mention of "... support the @Embed[UUID] syntax". I did some google searching and did end up finding the cite and caption and inline options. But the includeName options worked, thanks you two
Ah then could you file a ticket so that gets added
Aye aye cap'n
Today damage from the chat card can only apply to controlled tokens. Any plans to change that (I assume I didn't overlook a place i could change it)?
i.e. i trust my players and want to let them do it.
Do you mean letting players apply damage to monsters?
yes
(technically, it's selected tokens, not controlled, but same difference, I guess)
my players, when they click the damage in the chat card, no matter waht hey have selected, it does the damage to themselves.
but i can do it, and it works on anything
It should be what token is selected. Players don't have update permissions for monsters generally, so they can't update the health.
The basic issue is that we'd have to implement some kind of socketing logic
maybe eventually
In that same vein, I kinda wished that the damage and apply buttons worked on targeted tokens as opposed to selected. I've found myself damaging the caster of abilities a little too often cuz I have to click token and use ability -> target -> deselect previous and select new tokens -> press button to apply damage
Well, I think some systems solve this by have an apply to selected and apply to targeted button (or a system setting)
I see it most often as a system setting yeah. To set the priority of targeted vs selected
I am used to damage applying to the target too
but I'm also used to the owner of the damage target pressing the button to apply the damage, I find it also helps with making sure various optional damage reductions get applied properly (block in pf2e for example which is my largest experience on foundry)
Can't we just make mod to the damage callback?
static async applyDamageCallback(event) { ...... for (const actor of ds.utils.tokensToActors()) { // ← Permission filter happens here - What's the downside to removing this? // Apply damage to actor await actor.system.takeDamage(amount, { type: roll.type, ... }); } }
If you try to update an actor you dont have permission to update you'll get an error from core foundry.
You should be able to make a mod to add your own click listener and cancel the systems one to socket the update to the GM.
Yeah right now we're trying to avoid adding a ton of socketing
part of that is the system is in beta and adding socketing support like that is a Big Commitment
I'm looking at the wiki for the attribute keys to add an "Edge" to an effect
https://github.com/MetaMorphic-Digital/draw-steel/wiki/Active-Effects
I'm adding the non-core monsters from the Delian Tomb and I'm trying to add a "With Captain" effect that gives an Edge on strikes.
I noticed that the Monster book's "Clawfish" has the same "With Captain" effect, so I figured I'd check there, but that Effects tab is empty.
Am I correct in assuming there's currently no way to add edges/banes through the Effects tab?
correct, afaik
Correct for 0.9, there's already been work on that for 0.10
Trying to get automated animations working, melee seems to work, can't get ranged to work.
if you want to figure out what the system needs to do to integrate, including hooks, we'd be happy to take a PR
What exactly is this Malice value used for?
Monster Malice features! Check Monster books page 6 for details
This a malice value on a monster rather than the universal malice pool gained each round.
But looking into the code it seems like it serves as a sort of placeholder value.
Like it syncs with the universal malice pool.
So it appears to be a system value rather than a monster one.
New turn > All monsters in the combat have their malice value adjusted
I'm trying to create a convenient way to play a summoner and I think the automated evocation module can work quite well. All I need is a way to somehow integrate macro execution into an ability. The item macro module could do the job but draw steel is not yet supported. Any other ideas?
Yes, global malice is shown on the monster sheet for quick reference
Gotcha. The fact that it seems adjustable threw me off.
I assumed it was some kind value that would grant that amount of malice upon combat start or maybe per round.
====
It would be great if the "Monster Features" compendium contained all the various monster features.
Right now it only contains "Animal Features" and "Malice Features".
I'm making a bunch of custom monsters (from the Delian Tomb) right now and it would've been great if I could've drag-and-dropped features that exist on other monster
I still can by looking up the effect in the monsters book, opening the monster compendium, finding that monster, and drag-and-dropping it from that sheet to my new one, but if it was a flat list in a compendium I could've just searched the compendium.
It might requires something like a [[/string monster.title]] enricher though so it automatically uses the creature's name.
Ok, me and my buddy ChatGPT created a small module that adds a custom enricher to run macros from ability description. Works like a charm.
Hi, just a heads up that generative AI and related content are a banned subject on this server, per our community guidelines. So we'd ask you to leave that out of any conversations here. Thanks!
Still, maybe not a bad idea to add a macro enricher to the system?
File a 🎫
You don't need to do anything fancy. Just drag and drop a macro into a text description, the @UUID content link turns into a "run macro" button
Sometimes you are so focused on a complex solution you don't try the easy approach 😄 thanks
One of the many flaws of AI tools
I mean yeah, but in this case, it was me who did not think about drag and drop.
I know the team didn't want to do sockets any time soon, so I thought I would take a stab at it. I'd be suprised if there weren't issues, but my testing seems to show it working for me. https://discord.com/channels/332362513368875008/1448382845692416000
for effects like "amount gained from recoveries is halved" can that be implemented currently?
Pretty sure someone did a thing just for that
I would pick multiply
base divisor is 3
yep, works like a charm
but for this definitely use multiply instead of Add
hahah i almost tied myself into a knot trying to make the Bloodbound band from the Delian tomb, but then I realized I need to put the stamina bonus on an active effect, not an attribute modifier
Kinda feels like there’s so many of us hand-crafting the Delian Tomb monsters / items at the same time
Can't share them. Not allowed by their license.
As someone who hasn't had their players level up in the Foundry system yet, they just hit 16 victories! How simple is it?
Just click on the level up button and go through the advancement popup.
There was a bug where the button wouldn't show up below 17 XP. Should be fixed, but I'm not sure.
yeah that's fixed now
Is there a way to get the potency value of a different actor in a power roll effect?
Not currently. What's the ability?
I'm trying to set up the summoner class for one of my players and I wanted to have the monster attack reference the PCs potency values
ah yeah that's the type of stuff that's on our roadmap for "improve Summoner support"
we'll see how much gets into 0.10
since that's also obviously relevant to the Beastheart
Not possible to use attribute values in the effects "value" slot or am I doing something wrong?
not currently supported, once v14 is out we'll be adopting the core syntax
don't want to implement something and then have to immediately migrate
Fair enough. 👍
v14 is doing such a big overhaul to active effects we're trying to work in anticipation of it. The upside is in a few months there will be a lot of nice features there
hello! how is Draw Steel in foundry currently? Is there people playing on it? Is it good? Is the system currently fully integrated? Is there automation?
Yes. Yes, many. Yes, mostly. Sorta. A bit.
My group and I play with it almost every week. I've been running the Delian Tomb and the system has worked great. There is still definitely a lot of work left in terms of features in a few areas (namely downtime activities, retainers, etc.) and a lot of polish to come, but the core is solid.
Mods can help with what is lacking for now (in part, at least).
the good news is we've got all the core class and ancestry material through level 10
the bad news is Surges & Followers are largely not implemented and need focused development.
we're making steady progress though
Oh, I was gonna ask. Is there a mechanical way to do saving throws that I'm not seeing?
Some kind of roll that applies the bonuses from items and such?
I'm aware that it's usually just a 1d10, but it would be nice if it included bonuses automatically
I, too, am running Delian Tomb. My group was using FGU for a DnD5E campaign (a different DM), but I wanted something lighter for my players. The core is all there. And character creation when you drop on a new PC, they are given the appropriate feature/skill/abilitiy choices.
As noted a bit ago, Delian Tomb content isn't licensed under the core license, so we are all re-creating titles, monsters, and magic items that are specific to Delian Tomb
Saves are rolled (or really prompted) automatically at the end of a turn in combat.
it will both auto-prompt and also it's one of the context menu options for each effect
there's a data path for bonuses, it's on the wiki
system.combat.save.bonus from here on the Wiki: https://github.com/MetaMorphic-Digital/draw-steel/wiki/Active-Effects#common-bonus-effect-examples
Thanks, that's what I've added already. Adding the Delian Tomb items and wanted to see if the bonus applied correctly. It does 👍
Saves are in a pretty good spot and should cleanly migrate for v14 (core is adding support for this kind of stuff that hopefully reduces the sheer quantity of system logic dedicated to them)
I made a item importer for myself that works about 80%, but it doesn't do the effects yet and from what I can tell that's gonna be a tall order.
Unfortunately yeah
Some items give bonuses, others abilities, others features. Normally not a problem, but there's a painful lack of formatting in the item cards.
there is, i thinkkkk theres a button to just...make a saving throw
if there isnt, the #1418264815519924435 thread has macros to force it
It's in the context menu of the effect
Is this worth refining even without automated effects?
Also started on monster imports. Never uploaded a module before, but I stole the template of ripper93 and that has a publish included, I think
It does allow direct copy/paste from the book.
There is a monster importer already from @marsh edge, I believe.
Oh? I did search the marketplace before I started, but didn't find any.
Does anyone happen to know what monsters they've reskinned for the Delian Tomb?
Might give the draw steel reskinner a try before I put more time into the monster importer then
I only know Dame Something is a human blackguard.
Glass spiders are war spiders iirc
Armored Soulwight is a Soulwight with bonus stamina
It’s not official and was designed to work on the original json files from steel compendium.
Ah, but seeing as it relies on Steel Compendium, which is limited by the license, it probably won't have Delian Tomb stuff.
designed to work with, not restricted to, though.
You could try using it anyway.
Unless I am misunderstanding how the importer works.
If I understand correctly it uses the json data from Steel Compendium, which doesn't have Delian Tomb stuff as that isn't included in the line.
As in somebody already went through all the data entry effort to get those files into JSON to begin with. An effort I'm trying to prevent 😛
That... sounds like trying to get licensed content for free.
I already bought the content. I just don't wanna do all the data entry.
To save myself the effort of a few hours of data entry, I've probably spend double the time I needed trying to make an importer.
Sidenote
What would be nice is if there was a way to confirm your order from the Draw Steel store.
Like how Patron can give you a role on the Discord. You'd be able to join a Discord channel exclusive to that role.
Say, The Delian Tomb channel. And with that confirmed, you could freely swap info and resources.
I'm fairly certain there's dozens of people doing the same data entry in here 😛
I think the import thing is like 5e statblock importer
So there's no particular knowledge, just attempting to parse from a textarea input
Oh. At that point, you may as well do it manually if nothing is pre-existing.
regardless, licensed means cant share.
#1342298358664138805 message
It's importers like this. You just paste the data directly from the book.
Technically, the licence permits sharing. The Delian Tomb (and other stuff) is not licenced.
Just getting the terminology straingt. I got your meaning.
ofc
I've been trying to adapt the importer to be able to copy and paste from both pre-release and official pdfs. It's just not ready yet.
Was working on getting Oozes to work, but I could try to do official stuff first.
Gonna take time though.
I have questions about github. I've successfully made changes to compendiums and made pull requests. However, I messed up recently and sent new files mixed with old files that were already in a previous pull request. What's the procedure to revert back to original files when making new changes. Does running npm run build:packs return all packs to their "original state" (matching the main dev branch)? Do I have to delete the src and packs folders in my github folder and refetch to "clean" that folder? Do I have to create a new branch for each change I'm submitting?
return to develop then run build:packs
the built packs within foundry do not get altered by you swapping branches in your IDE
I don't have my draw steel system folder symlinked to my github draw steel folder...
Is that part of the problem?
Elementalist player is going to get this as an advancement for being a disciple of the green subclass. Do we have a solution in Foundry for this? Sort of works like kits.
As in the system folder youre developing with is not the same as the GitHub repository?
I think some of them work as Active Effects? There's a ticket to go through and make it clean though
pretty sure a good portion of these can be handled as an active effect, yeah
the other annoying thing currently is core doesn't support token adjustments as Active Effects
like size stuff?
yeah size & token image
makes sense
honestly a simple macro with a dialog is probably worth investing in
it's borderline the best option for the system because it's such a one-off, unique ability
I have two folders on my computer, the draw-steel folder in the foundry user directory and in documents, a github folder with all my github stuff. I've been copying and pasting the src and packs folder from the foundry folder to the github folder when I make changes, so that github desktop can see them.
ah yeah that would definitely be adding a layer of complication
So, back to my original question, if I run build: packs in the foundry draw-steel folder, does that return the packs to their "dev" state?
Is that actually a node package?