#Foundry VTT System

1 messages · Page 10 of 1

steady vault
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I think there's a ticket for that already. I think.

simple nova
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A full "Hero creation" wizard is unfortunately very low on the priority list at the moment

alpine meadow
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anyone have any ideas for how to make this feature work on the current version? Not really sure how to do this pseudo advantage

steady vault
slim marsh
alpine meadow
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gotcha. How would you even do it manually though? Just roll another d10?

steady vault
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Yeah, manual roll

slim marsh
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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.

eager helm
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is there a difference between applying a status through an applied effect in an abiliyy or through an in-line enricher?

eager helm
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which do you prefer?

simple nova
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If it's a power roll effect you should do the applied effect. Eventually those will properly support Potency checks

eager helm
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is that a 0.10 thing?

simple nova
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0.10 is more focused on Tests

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at the point we're doing Potency I feel like we'll just release 0.10 because that would be enough for the patch

simple nova
eager helm
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fair

slim marsh
simple nova
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We've got... a lot of stuff tagged to v14

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while it's extremely unlikely they'll make their January target, March is certainly reasonable/likely

south hazel
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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)

celest dock
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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?

south hazel
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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

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ah wait im dumb. that ability doesnt add characteristic. im just confusing myself now lmfao

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yeah, you're right. i guess there's no way to make it display the actual number in the description

celest dock
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Not right now. We could probably do it. Do you wanna add an issue into github?

simple nova
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I actually just filed an issue to substitute in the glyphs

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This is a spot I'd like to see just the big A glyph

south hazel
molten ginkgo
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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

short wadi
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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.

amber zealot
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Is there any attribute key that adds +1 damage to all weapon abilities?

simple nova
amber zealot
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I can only find damage.immunities and damage.weaknesses. Nothing that straight up adds damage?

alpine meadow
amber zealot
alpine meadow
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odd

amber zealot
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Does it work for you? I thought it needs to be system.<>.. But adding system. to the start doesn't solve it either

short wadi
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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

amber zealot
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Yeah it's got Magic, Weapon and Heavy in keywords, and Weapon as kind. The effect is put under Passive Effects

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Oh, let me check..

simple nova
amber zealot
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Still not working..

simple nova
amber zealot
simple nova
amber zealot
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I've also set the category to blank or Leveled

short wadi
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What about the details of the effect, also yeah that too

simple nova
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When you click "create active effect", needs to click "Ability Modifier"

amber zealot
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Oh, right!

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There it is, works now. Thanks!!

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What Category am I supposed to choose for a non-leveled treasure like a weapon or armor?

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Doesn't feel like Trinket or Artifact are applicable

forest ridge
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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

simple nova
simple nova
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But currently no, the available colors are defined internal to the dialog method

forest ridge
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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

storm pagoda
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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

simple nova
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We made a bunch of fixes for movement in 0.9

storm pagoda
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Let me ask

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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

simple nova
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0.9 is currently in pre release

wise lily
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is there a way for the Conduit piety gain at turn start to prompt the player if they want to pray before gaining piety?

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if that's not currently implemented/ planned, should I make an FR for it on github?

wise lily
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okay I'll just have to remember to ask my player before I start their turn for now then.

eager helm
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i dont think theres start and end of turn delination rn

steady vault
eager helm
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is there?

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how does it differentiate?

steady vault
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When you click the End turn button, EoT effects or effects requiring a Save will update (or roll to save).

eager helm
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what about start of turn?

steady vault
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Right now, I think it's just the HR gain.

eager helm
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gotcha

wise lily
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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?

south hazel
wise lily
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I'll take a look at if I can figure out a script to get foundry to import from forge steel data

kind iron
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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

sly hinge
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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

steady vault
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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.

sly hinge
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my players already have configure token settings perms

steady vault
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In general, verify each setting they don't currently have. If nothing works, they might need to have at least Assistant Gamemaster role.

sly hinge
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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

simple nova
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As we work on support for the summoner we'll have ways around it

zenith wadi
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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).

south hazel
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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.

steady vault
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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.

simple nova
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Scene levels will be one of the keystone features of v14

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But that's not gonna be for a few months

swift flume
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Does draw steel system grant edges automatically for high ground ?

eager helm
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even if ur at different elevation values

simple nova
swift flume
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Ok and as for tactician mark ? Or that’s waiting until active effects can grant edges ?

eager helm
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mark doesnt natively apply edges afaik

simple nova
swift flume
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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

edgy verge
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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

edgy verge
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Ahhhh

edgy verge
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Huh, using this doesn't make the Boss Bar module work. It worked when I used Pf2e

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At least I know where to find the info

short wadi
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Try without the @

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When I was using a different module, I didn't need them to reference those values

edgy verge
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Ayyy

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Yeah that worked

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Got it working

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Good to note for the future for my own group and whoever else likes the module

slim marsh
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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?

eager helm
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a d3 is just a d6 with its results cut in half

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so 1-2 is a 1, 3-4 is a 2, and 5-6 is a 3

slim marsh
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True, just for implementations sake was hoping to simply make all dice rolls look baked in/part of the system. That works though!

eager helm
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idk how foundry's manual roll works unfortunately so i cant give much accurate advice

simple nova
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it'll add the d3 to the manual roll options

slim marsh
tepid grove
edgy verge
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That's right!

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It's a science fantasy setting, kinda like Star Wars, Mass Effect, a dash of Signalis, and Honkai Star Rail all blended together

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So there's some Corrupted Replika stuff

tepid grove
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Good stuff 💕 sounds like a ton of fun ^^

alpine meadow
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omg is it happened?

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or if its a bug @simple nova

simple nova
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0.9 is still in the "Soon, but not quite here" category

alpine meadow
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ah dang, I was so hype

simple nova
ashen dagger
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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.

eager helm
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any advice on how to run the rivalary feature on foundry?

simple nova
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Is that the one where each picks a player?

eager helm
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yep

simple nova
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Honestly a notes page can go a long way

eager helm
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my current idea was rolling a d3 and adding that to the bonuses/penalities on the power roll pop up

simple nova
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What's the actual text of the feature

eager helm
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also - how does applying condition immunity work?

simple nova
simple nova
eager helm
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yeah i saw the data path but i couldnt figure it out

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bloodless

eager helm
simple nova
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Oh hmmm yeah file a ticket that should be a formula

eager helm
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will do

clear brook
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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.

simple nova
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Currently no, we do have plans to revisit that logic once we implement a "party" actor

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It honestly might be easier to just make a macro you can use

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const nonGM = game.users.filter(u => !u.isGM && u.active)
await game.settings.set('draw-steel', 'heroTokens', { value: nonGM.length })
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resets the hero tokens to the number of logged in non-GM users

clear brook
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Thanks so much!

faint wigeon
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....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...

short wadi
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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

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(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)

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(I totally understand why they aren't enabled by default btw, for the system)

faint wigeon
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In my case I typically end up finding some random art for any monsters if the book doesn't include art, but thanks 👍

sly hinge
valid tinsel
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Can you apply the color to a bunch of rings at once easily?

short wadi
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That's exactly what the gif is showing

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And the text explaining above

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For the dynamic token colours on rings, it's assigned to the group. So anything in the group gets the same colour

molten ginkgo
eager helm
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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?

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or maybe its possible to put the tier glyphs into in-line text?

steady vault
simple nova
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The ones in the compendium should have glyphs

eager helm
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this is the omen dragon's corroding breath

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huh i just checked another monster and that monster does have glyphs

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(manticore's desperate howl)

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i can just copy and paste from there

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seems like some have it and some dont

marsh edge
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It seems like the Dragon malice abilities aren't formatted correctly.

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At least

simple nova
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Part of what the pre-release tag is for

eager helm
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yep will do

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figured it was a prerelease thing

marsh edge
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Going to see if I can fix them right now.

tepid grove
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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)

marsh edge
simple nova
marsh edge
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I found a bunch more tables that needed reformatting so sent a PR with both the Monster Features and Monsters fixed.

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Oh, shoot, I might have messed that up and sent a previous PR a second time. (Think I fixed it.)

steady vault
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Unforgivable tonesarcastic

simple nova
marsh edge
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Have fun

prisma cape
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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.

zinc glen
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the stamina bar includes your "dying stamina"

prisma cape
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Ohhhh. So it's by design. How am I like 5 sessions in and never noticed that blobeyesdown

eager helm
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huh never knew about this

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i use bar brawl

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unless it was recently changed

short wadi
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Been like this for awhile afaik

untold dust
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Ah, I've been wondering why it's off too. That makes sense

simple nova
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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

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(Could I get a mod to pin this?)

dusky token
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Do you need any old pins removed?

simple nova
scenic tartan
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@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.

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I've used the module 'Token Colour Marker' to add group numbers and minion/captain tags to my tokens, that helps as well:

simple nova
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Yeah that's one of the new features

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Highlights list was getting a little long but also we added new context menu options to groups to set the ring or token tints

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(I'm sure somebody could write a shim or macro to integrate Token Color Marker)

steady vault
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Ironic, but Troubadour is misspelled here 😅

simple nova
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who's to say what's true and what's not

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fortunately typos in release notes are easy to fix

steady vault
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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.

simple nova
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We assemble the release list as work is done, so a lot of the copy editing is progressive

simple nova
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Good news: I'm going to try and implement Summoning in 0.10

Bad news: I have to implement summoning...

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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

alpine meadow
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Let's goooo!!!!

short wadi
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I hope you can Summon the strength to make it happen blobhero

alpine meadow
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Is there a way to have the compendium replace duplicates?

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I didn't think about that before I imported and now I've got a bunch of doulbed up folders

short wadi
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System compendium folders? Perhaps... A quick uninstall/reinstall of the system module?

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I think that would work.

simple nova
alpine meadow
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Oh. well

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to late

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I thought using Keep Document IDs would overwrite but apparently not

short wadi
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Oh yeah, mass importing is an oopsie

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Used to do it all the time in 5e lol

Live and learn

alpine meadow
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and there's no way in Foundry to select multiple and then delete all, is there

short wadi
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I don't think so. Usually I just delete the parent folder (for a bunch of imported things)

alpine meadow
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alright well I'll probably have to do that then

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Is there a way to apply surges to power rolls for damage with the new updatE?

eager helm
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no

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check out #1418264815519924435

simple nova
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but yeah fundamentally don't mass import from compendiums

alpine meadow
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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?

simple nova
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Not currently. Getting the UI/UX on that is surprisingly hard

alpine meadow
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Gotcha

eager helm
simple nova
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(technically we added some API-level shenanigans in this update that macros could play with)

alpine meadow
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yeah that kind of stuff is waaay above my head, I'll leave that to you

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For now I'm gonna go around and click update on every feature on my Players Sheets

sonic moth
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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?

simple nova
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we also implemented a bunch of features to make updating stuff easier

sonic moth
simple nova
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Not that I can particularly think of

south hazel
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do we need to update all the individual stuff?

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ah, i see, some abilities get stuff fixed, added or removed. well, my hand is gonna hurt when im done with this

alpine meadow
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yep

swift flume
simple nova
# swift flume 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 = {})
ivory rivet
simple nova
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note that's only available for NPCs

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(since player characters don't directly come from compendiums)

south hazel
south hazel
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ahhh gotcha, thank you

wicked ruin
supple night
# simple nova

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.

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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.

steady vault
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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.

supple night
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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.

soft token
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Big things are planned for 0.10, so you may consider whether it is worth your time to hold off until then.

simple nova
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(although in fairness that's still going to be another 2 months)

soft token
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On a personal level, I would appreciate if module recommendations - perhaps particularly in public videos like youtube - were on the lighter side.

simple nova
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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

soft token
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That is a great point. And that's particularly true for modules that touch the canvas or effects, like Token Aura Rings.

wind kite
simple nova
supple night
simple nova
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Yeah, definitely recommend separating those clearly

wind kite
static pebble
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Screen record it?

simple nova
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We've got someone on it

eager helm
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sorry for just coming back to this

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@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

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see how the scroll bar overlaps with the arrow?

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i have to fiddle with the position in order to click on the arrow, its not very smooth

south hazel
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implements are not in yet, right?

simple nova
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As in the leveled treasures?

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Correct, leveled treasures are slated for 0.10

south hazel
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looking for the "imbue implements" stuff. didnt find it anywhere

simple nova
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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

south hazel
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thanks for the answer 🙏

steady vault
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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!

simple nova
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Has anyone had issues with Forge installs?

ivory rivet
simple nova
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Someone on the subreddit reported issues

ivory rivet
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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.

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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.

simple nova
eager helm
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firefox

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does it look different on other browsers?

simple nova
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Chrome it's not so stark

eager helm
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ah

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i dont like chrome cuz it hoards my RAM

simple nova
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Super valid

eager helm
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just checked this on chrome

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ur right, much better

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i wonder if i should change my ui scaling on firefox?

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if theres even a way to change that

simple nova
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I'll play around with the styling tonight to see if I can get something more consistent

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Planning on 0.9.1 tomorrow to resolve some fresh bugs

eager helm
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nice nice

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appreciate the work as always, chaos

simple nova
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Firefox still has pretty thin scrollbars but this should look & feel a lot better

eager helm
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yes!

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that looks way better

simple nova
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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!

winter gorge
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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?

swift flume
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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 ?

winter gorge
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Two sets, one for the selected actor, and one for the targeted one

swift flume
#

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.

winter gorge
#

That makes sense, thank you 🙂

valid tinsel
#

is there any word on if you will make an importer for forged steel?

steady vault
#

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.

sonic moth
#

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? 🤗

half grotto
#

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.

supple night
steady vault
#

@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.

soft token
simple nova
soft token
#

That'd do it.

simple nova
#

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

short wadi
#

At least there won't feel like any sort of rush. A nice buffer.

simple nova
#

Yeah, probably won't try and force the whole thing in 0.10

lament spoke
#

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

short wadi
#

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.

lament spoke
#

thank you

#

now its only the default vision range that annoys me

short wadi
#

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

simple nova
simple nova
amber zealot
#

Damn, that was a quick update

simple nova
#

Characteristic increase bug was high enough priority to fix

half grotto
#

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!

wind kite
#

Quick Question. Is there an way to activate an effect on ability use?

simple nova
gusty swallow
#

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 tonegenuine

simple nova
#

but also you should be able to re-run that advancement

gusty swallow
#

got it, so I guess I should re-run all available advancements to make sure any features/abilities are updates, correct?

simple nova
#

yeah, this was a pretty unusual update with how much we added/restructured

#

going forward it's basically just gonna be errata

gusty swallow
#

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

simple nova
gusty swallow
#

oh that's very unfortunate for babele usage 🙁

simple nova
#

I have an idea for a fix

gusty swallow
eager fog
#

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

simple nova
eager fog
#

okie doke ty

half grotto
#

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:

steady vault
#

Are you on the latest version of Foundry and of the Draw Steel system?

half grotto
simple nova
#

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

half grotto
simple nova
#

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

manic hinge
#

Dice So Nice.

south hazel
#

ah. yeah, that's a must 🤣

south hazel
#

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?

steady vault
south hazel
#

ill move and ask over there, thank you

gusty swallow
#

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?

wind kite
steady vault
simple nova
marsh edge
#

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

shadow fog
#

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?

simple nova
simple nova
#

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

lament spoke
#

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

eager helm
simple nova
#

Malice is also in the bottom left UI during combat

lament spoke
#

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?

eager helm
#

i use bar brawl and have a bar that shows current surges

eager helm
#

whenever u go to a new round/start combat

#

theres no automation for spending surges rn

dapper coral
#

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?

simple nova
#

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

simple nova
dapper coral
#

Oh I think I see it.

#

That's slick now that I know there's. a button. 🤣

simple nova
#

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

lament spoke
#

is there a way to make auras that follow a creature? i wanna see the nul field

simple nova
marsh edge
alpine meadow
#

I do wish I could move the Malice and Tokens to somewhere that's more visible

simple nova
#

I could see us integrating them into a top-center UI piece eventually

alpine meadow
#

that would be nice

#

I usually have my combat tracker on the left so I can keep the chat open

trim nexus
#

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

steady vault
#

I don't believe that's an option right now.

simple nova
south hazel
#

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?

wind kite
simple nova
simple nova
south hazel
wind kite
simple nova
#

The null field is on the list of things though that won't truly be smooth until v14 gives us attached region templates

wind kite
simple nova
#

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"

wind kite
#

Wish I could help. But I'm also not overlapping 😄

zenith wadi
#

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.

eager helm
#

i used an npc sheet, gave players access to it, and set up a custom bar with bar brawl to represent recoveries

simple nova
short wadi
#

Ive just been using the patience and interest section on the biography tab lmao, for recoveries

simple nova
#

ok that's objectively funny

half grotto
#

I love that

alpine meadow
#

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.

eager helm
#

i believe "roll 3d10, take highest 2" is being implemented next update

alpine meadow
#

ah well that will be nice.

simple nova
#

It's ticketed at least

#

Sometimes stuff gets cut, but I think that will make it

alpine meadow
#

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

simple nova
#

(I assume you updated to 0.9.1)

alpine meadow
#

yeah i did

#

got it updated but nothing happens.

#

oh wait I have condition lab

simple nova
#

@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

alpine meadow
#

Yeah that's still there after I updated it to

#

I haven't touched it

simple nova
#

You may need to edit the text with whatever the ID is of the applied effect

alpine meadow
#

Gotcha

simple nova
#

you can get that by right clicking the book icon in the header

alpine meadow
#

Alright I'll try that in the mornign

wind kite
#

Is there a way to update all items on a character, from the compendium, at once?

south hazel
#

you could reapply the updated class/subclass/career etc which should redo the advancements

simple nova
#

Yeah 0.9 was a large enough update it's probably faster to just re-do the character building

short wadi
#

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?

simple nova
short wadi
#

Sweet, that seems straight forward.

eager helm
#

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

zinc glen
#

I'm not sure I understand the question
is the "weird impromptu math" dividing the current stamina by the stamina of an individual minion?

eager helm
#

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?

zinc glen
#

if there's 8 of them, yes

eager helm
#

so if a pc deals like....16 damage, then you have to calculate how many are removed

zinc glen
#

yes

eager helm
#

okay

#

but theres no way to easily tell without doing that mental math

#

like i was able to do before

zinc glen
#

yeah, I see what you are saying now, thanks for the clarification

eager helm
zinc glen
#

no, I just made bad assumptions based on your "weird maths" comment

south hazel
#

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?

ashen dagger
#

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

▶ Play video
simple nova
#

Should be possible in v14

south hazel
#

just a random example.

eager helm
#

thats not much help when im running the game on foundry.

simple nova
#

Seems off

eager helm
#

yeah

#

is that not intended?

simple nova
#

Feel free to file a ticket, we've got an 0.9.2 well release in a few weeks

#

Need to evaluate what changed

eager helm
#

i wanna make sure this isnt just me

simple nova
#

I don't remember that being intentional

eager helm
#

before i submit a ticket

#

ive been able to reproduce it

#

but idk if its intentional

#

whats the intended workflow for minion stamina tracking?

south hazel
#

I did find it confusing how the minion squad stamina is tracked

#

removing one minion does indeed leave the squad's stamina the same

eager helm
#

im moreso curious if thats what ur SUPPOSED to be doing

south hazel
#

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

simple nova
#

I honestly don't remember what we've been doing there, file a ticket and the worst that happens is it gets closed

eager helm
#

thats fair

#

ill do that

steady vault
#

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.

eager helm
simple nova
#

I do know we preserve current stamina

steady vault
# eager helm sounds like i should blame mcdm then

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.

eager helm
simple nova
#

Ultimately issues get primarily tracked via GitHub

alpine meadow
#

yea counting up as long as you know what the minon's value is is really easy

simple nova
#

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

lunar shell
#

oh that's fantastic

#

thanks very much to you and the artist

simple nova
#

initial release is only A-C, will update in batches

lunar shell
#

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

simple nova
#

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

lunar shell
#

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

simple nova
#

They do plan to add it to the license eventually #ds_general message

simple nova
lunar shell
#

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

simple nova
#

#1418264815519924435 is the usual place people hash out macro shenanigans

lofty copper
#

its so out of date LMAO

#

what the fuck do you MEAN 2.6k views

south hazel
supple night
#

Never made a short before, but I made one just for the discussion above
Search: Draw Steel Minions, FoundryVTT, Foundry, Minions, Squad, Group

dapper coral
simple nova
eager helm
#

maybe i AM doing it wrong then

eager helm
#

how were the minions put in the scene?

#

maybe thats where im messing up

#

im copy and pasting the tokens

supple night
valid tinsel
eager helm
#

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

simple nova
#

Ideally you've got one base actor per minion type

#

so import from compendium to actor sidebar, then drag from actor sidebar

eager helm
#

yeah but copying and pasting is easier for me

eager helm
simple nova
#

Copy paste should be equivalent to freshly dragging from the actor sidebar

eager helm
#

it isnt, or at least, i just tested it and the issue is specifically when i use tokens that are copy and pasted

balmy nova
#

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)

tall mantle
#

Hi, thanks for making this! Are retainers/retainer abilities in the system compendium?

simple nova
simple nova
tall mantle
#

Thanks!

simple nova
#

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

balmy nova
eager helm
balmy nova
#

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

simple nova
#

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

balmy nova
#

this option exists on the token prototype, which can help
But I don't really like it tbh

simple nova
#

yeah, there's some tools but I still think the hover distinction could be clearer

balmy nova
#

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

simple nova
balmy nova
#

oh I didn't know that, I'll test it and check if it's enough to improve my flow

haughty tundra
#

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

simple nova
#

Not something the base system plans to implement but could very easily be done as a module if someone wants to make one

clear brook
#

Would anyone happen to know a macro to toggle visibility? The ones I can find seem to be out of date.

simple nova
#

toggle visibility of what

clear brook
#

Tokens

simple nova
#

Do you need anything more than select multiple tokens, right click one of them to pull up the HUD, then clicking the visibility button?

simple nova
#

The chat log just isn't well suited to be a combat recap with the way it's currently structured.

clear brook
balmy nova
# clear brook Well I was just hoping to have something a little speedier if there was an easy ...

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

clear brook
#

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.

simple nova
#

yeah they're each a 1x1 segment

balmy nova
#

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

simple nova
#

also true, especially if they're invisible

#

just gotta watch movement that's trying to cut the corner

balmy nova
#

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)

alpine meadow
#

someone hsould pin that video about managing minions

simple nova
celest dock
slim marsh
#

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.

eager helm
simple nova
eager helm
#

idk how to do that

steady vault
eager helm
#

windows

steady vault
#

Win+G can screen record.

celest dock
solid light
#

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).

clear brook
ancient delta
#

Hi Foundry gang, anyone know a good aura module to use for DS?

eager helm
#

i use token aura ring

#

or something like that

simple nova
#

Aura Effects is another good one

#

Keep in mind that come v14 we'll be transitioning to core's new support

steady vault
#

Will auras be included with the module refactor for V14? I don't mean core Foundry, but the system specifically.

simple nova
#

Core though is handling the "designate an area that moves with a token that can apply an active effect"

eager helm
#

it was macro bar

simple nova
#

That's surprising

eager helm
#

i wanna do more testing

#

just to make sure

#

i think it was a confluance of a couple of issues, i think

supple night
# eager helm i use token aura ring

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.

supple night
supple night
#

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.

soft token
#

Foundry really didn't build these with module tabs in mind, did they.

supple night
# soft token Oof, that poor Token config.

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.

steady vault
#

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.

supple night
#

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.

steady vault
#

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.

steady vault
# supple night

(on a sidenote, good job with those tokens' art; arguably better than my attempt, especially for the Elementalist and the Null)

steady vault
#

Well good job to ORANGEJUICE, than.

simple nova
valid tinsel
#

wooot

slim marsh
#

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!

simple nova
#

Yeah, wasn't about to ask Max to redo the token to leverage the dynamic rings

supple night
#

You just gotta use the round mask and it'll work out of the box 👍

slim marsh
#

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.

atomic geode
#

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

faint wigeon
#

In the "World" section of Custom CSS

.chat-message .metadata { display: none; }
.chat-message .powerResult { display: none; }
versed pollen
#

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

simple nova
shadow fog
#

The pf2e implementation in foundry is done really well if you want to reference something

solid light
#

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.

versed pollen
#

yeah, the thing you can't forget about pf2e's implementation is it's been going for five, maybe six years

short wadi
#

If I'm not mistaken, it's also their "official" implementation

versed pollen
#

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

soft token
#

pf2e is indeed 'official', but it also has many years of... well, cheeto dust in all the wrinkles.

versed pollen
#

like it gets early access to the books

soft token
versed pollen
#

me trying to remember what mm stands for

soft token
#

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

soft token
versed pollen
#

ooh

#

wait so what's metamorphic's involvement in foundry's ds implementation?

simple nova
versed pollen
#

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?

manic hinge
#

both chaos and zhell (the main devs behind the ds system implentation) are MM employees

versed pollen
#

ooooooh I get it now

#

that had flown over my head

versed pollen
#

do we know anything yet about what will be sold as modules and what goes in the system?

simple nova
supple night
#

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.

versed pollen
#

It has a delay on it? Huh

eager helm
#

mcdm needs to make RoI on summoner before they make it avaliable through other methods

versed pollen
#

what's roi

supple night
# versed pollen It has a delay on it? Huh

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.

versed pollen
#

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

supple night
#

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.

versed pollen
#

APs yes, rulebooks no

eager helm
#

matt has said doing extended work with foundry has always not been a good deal for them

supple night
#

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.,

versed pollen
#

as i understand it aon's delays are data entry delays rather than by design, yeah

supple night
versed pollen
#

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

supple night
#

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.

versed pollen
#

is there art for every monster though?

supple night
#

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.

molten ginkgo
#

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)

ashen dagger
ashen dagger
#

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 😉

simple nova
#

For an example of what it takes to backfill art, the MetaMorphic produced #mcdm5e_flee-mortals is also a good example

ashen dagger
#

Flee Mortals and the PF2E token packs have served me well

versed pollen
#

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

simple nova
#

Foundry also has unique wants with the Dynamic Token Rings

supple night
#

I hope Crack the Sun does well 🙏
Two more days, it seems.

supple night
#

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.

simple nova
#

But that's because the licensed monsters are well covered

wicked ruin
wicked ruin
balmy nova
#

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

supple night
#

I don't see myself switching from FoundryVTT, so I hope we'll see premium content for FoundryVTT in the future.

marsh edge
supple night
silk plover
supple night
lament spoke
#

i think i found a bug, lol

eager helm
#

thats intentional iirc

#

that last bit represents ur negative stamina

#

from 0 to negative winded

celest dock
#

Yeah, its intentional.

lament spoke
#

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?

celest dock
#

There is not.

lament spoke
#

this sucks

#

i wish that whoever made that decision had their drinks always be the wrong temperature

celest dock
#

I did that lol

lament spoke
#

well, how do you like your beverages then /j

#

could you walk me through why?

celest dock
#

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.

lament spoke
#

couldnt you just do this then?

#

because currently we dont see a threshhold for "i'm bleeding out on the ground and cant fight"

balmy nova
#

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.

steady vault
#

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 ?

short wadi
#

Some kinda divider could be useful

dapper coral
simple nova
#

I think there's more that can be done yes

eager helm
#

aka full to 0

#

then when its empty it counts negatives

sudden whale
silk plover
#

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.

eager helm
silk plover
#

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.

eager helm
#

maybe blobshrug im not a buisness expert

silk plover
#

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.

eager helm
#

i try not to get too invested in the decisions of companies

silk plover
eager helm
#

i literally do bar brawl and set the attribute to stamina

#

lol

#

i can post the full config later

supple night
eager helm
eager helm
#

this is just one example

silk plover
#

Looks nice though for having it all there

tall mantle
#

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?

steady vault
#

It would be noisy. The chat doesn't provide a damage log.

supple night
supple night
#

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.

simple nova
#

I think we eventually want a calendar/game manager type thing at the top to tie into downtime activities but that's low priority

snow otter
#

I just don't understand what's going on with initiative in the foundry module.

  1. What I see in the list are giantic icons and everything else is cut off.
  2. I can't figure out how to say X Actor is taking their turn.
eager helm
#

i was able to see it fine during my sesh but my players werent

celest dock
#

Does it look like that without mods?

snow otter
#

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. 🙁

celest dock
snow otter
#

then it might be my reskinner mod. turn it off, I'll look to fix it.

simple nova
#

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

celest dock
lyric crystal
#

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

celest dock
#

This has some info on the different options available.

steady vault
supple night
#

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.

steady vault
#

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.

short wadi
#

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.

celest dock
celest dock
short wadi
#

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.

celest dock
#

Yeah, adjustments (downgrades) to rolls after they've been done is on the list, but nothing has been so far.

simple nova
#

We've come up with an outline for reworking chat messages a bit that needs to get completed first

short wadi
#

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

simple nova
#

We're going to integrate context menu options

#

it's all doable but just gotta keep building up our capabilities

steady vault
#

Will an undo button be in the chat cards as well?

simple nova
#

Just for the HR expenditure?

steady vault
#

Well everything, really. In the Fabula Ultima system for Foundry, the undo button undoes the last action, including health change, applied effect, etc.

short wadi
#

Could see it being useful for damage or healing

supple night
#

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

valid tinsel
#

pf2e does it for damage and it does make my life easier

#

I mess up a lot

zinc glen
#

+1 for undo damage

steady vault
#

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).

simple nova
#

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)

honest hearth
#

Is there any way to make an artisan follower? I'm not seeing any way to put skills on an NPC.

steady vault
#

Not right now. You can simply note them in the biography section or make a dummy PC.

simple nova
#

Followers of all kinds are on the TODO list

honest hearth
#

Thank you!

simple nova
#

They're a must have before we call the system 1.0, but that also means several more 0.x patches will be necessary

forest ridge
#

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

soft token
#

I believe we still support the cite and caption options.

simple nova
#

I think this is covered on the wiki?

forest ridge
#

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

simple nova
#

Ah then could you file a ticket so that gets added

forest ridge
#

Aye aye cap'n

snow otter
#

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.

celest dock
#

Do you mean letting players apply damage to monsters?

snow otter
#

yes

steady vault
#

(technically, it's selected tokens, not controlled, but same difference, I guess)

snow otter
#

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

celest dock
#

It should be what token is selected. Players don't have update permissions for monsters generally, so they can't update the health.

simple nova
#

maybe eventually

tepid grove
#

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)

silk plover
#

I see it most often as a system setting yeah. To set the priority of targeted vs selected

zinc glen
#

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)

snow otter
#

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, ... }); } }

celest dock
#

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.

simple nova
#

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

supple night
#

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?

eager helm
#

correct, afaik

simple nova
marsh edge
simple nova
supple night
#

What exactly is this Malice value used for?

balmy nova
#

Monster Malice features! Check Monster books page 6 for details

supple night
#

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

wind kite
#

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?

balmy nova
supple night
#

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.

wind kite
lethal arrow
wind kite
#

Still, maybe not a bad idea to add a macro enricher to the system?

simple nova
wind kite
simple nova
#

One of the many flaws of AI tools

wind kite
snow otter
eager helm
#

for effects like "amount gained from recoveries is halved" can that be implemented currently?

simple nova
#

Pretty sure someone did a thing just for that

eager helm
#

yeah i got it, unsure if im doing the math right tho

simple nova
#

I would pick multiply

eager helm
#

ah!

#

lemme try that

simple nova
#

base divisor is 3

eager helm
#

yep, works like a charm

simple nova
#

but for this definitely use multiply instead of Add

wise lily
#

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

supple night
#

Kinda feels like there’s so many of us hand-crafting the Delian Tomb monsters / items at the same time

weak bane
#

Can't share them. Not allowed by their license.

half grotto
#

As someone who hasn't had their players level up in the Foundry system yet, they just hit 16 victories! How simple is it?

steady vault
#

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.

simple nova
#

yeah that's fixed now

torpid socket
#

Is there a way to get the potency value of a different actor in a power roll effect?

simple nova
#

Not currently. What's the ability?

torpid socket
#

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

simple nova
#

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

supple night
#

Not possible to use attribute values in the effects "value" slot or am I doing something wrong?

simple nova
#

don't want to implement something and then have to immediately migrate

supple night
#

Fair enough. 👍

simple nova
#

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

nocturne moon
#

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?

steady vault
#

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).

simple nova
#

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

supple night
#

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

idle glen
#

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

steady vault
simple nova
#

there's a data path for bonuses, it's on the wiki

idle glen
supple night
#

Thanks, that's what I've added already. Adding the Delian Tomb items and wanted to see if the bonus applied correctly. It does 👍

simple nova
#

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)

supple night
#

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.

simple nova
#

Unfortunately yeah

supple night
#

Some items give bonuses, others abilities, others features. Normally not a problem, but there's a painful lack of formatting in the item cards.

simple nova
#

It's why we have so many dedicated volunteers for data entry

#

Lot of elbow grease

eager helm
#

if there isnt, the #1418264815519924435 thread has macros to force it

simple nova
#

It's in the context menu of the effect

supple night
#

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.

steady vault
#

There is a monster importer already from @marsh edge, I believe.

supple night
#

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

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I only know Dame Something is a human blackguard.

simple nova
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Glass spiders are war spiders iirc

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Armored Soulwight is a Soulwight with bonus stamina

marsh edge
supple night
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Ah, but seeing as it relies on Steel Compendium, which is limited by the license, it probably won't have Delian Tomb stuff.

steady vault
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designed to work with, not restricted to, though.

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You could try using it anyway.

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Unless I am misunderstanding how the importer works.

supple night
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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 😛

soft token
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That... sounds like trying to get licensed content for free.

supple night
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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.

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Sidenote

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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.

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I'm fairly certain there's dozens of people doing the same data entry in here 😛

simple nova
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So there's no particular knowledge, just attempting to parse from a textarea input

soft token
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Oh. At that point, you may as well do it manually if nothing is pre-existing.

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regardless, licensed means cant share.

supple night
steady vault
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Just getting the terminology straingt. I got your meaning.

soft token
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ofc

marsh edge
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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.

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Was working on getting Oozes to work, but I could try to do official stuff first.

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Gonna take time though.

marsh edge
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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?

soft token
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return to develop then run build:packs

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the built packs within foundry do not get altered by you swapping branches in your IDE

marsh edge
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I don't have my draw steel system folder symlinked to my github draw steel folder...

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Is that part of the problem?

half grotto
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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.

simple nova
simple nova
eager helm
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pretty sure a good portion of these can be handled as an active effect, yeah

simple nova
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the other annoying thing currently is core doesn't support token adjustments as Active Effects

eager helm
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i would handle it on a level by level basis

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until its fully implemented

simple nova
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yeah size & token image

eager helm
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makes sense

simple nova
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honestly a simple macro with a dialog is probably worth investing in

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it's borderline the best option for the system because it's such a one-off, unique ability

marsh edge
simple nova
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ah yeah that would definitely be adding a layer of complication

marsh edge
simple nova
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Is that actually a node package?