#Foundry VTT System
1 messages · Page 13 of 1
OK, but option A or option B?
ah.. B?
I'm running a map where they're on a train, I have a custom test for what happens if they get pushed off the train with the outcomes in a journal. Part of the outcomes is fall damage, but fall damage is mitigated by the player's agility. so.. I'm trying to do [[/damage 4 - @cha.agility.value]] . something like that.
In that case, you just type @C (where C should be the abbreviated characteristic).
yeah, so I think it should be [[/damage 4 - @A]].
Hmm, that doesn't seem to work, I might be doing it wrong. This character has agility of 2.
the text in the journal power roll tier outcome page:
According to the wiki, it should work. Try removing the spaces.
Do you know what "the available values depend on where the enriched text lies..." means specifically? I was wondering if the characteristic info isn't available b/c the enricher lives in the journal, not on the character sheet? using @C works on things that live on their sheet...
Possibly. I am only a user like you. Once one of the contributers sees this, they will be able to say with confidence.
Okay, thanks for your help! It's not a big deal to adjust manually.
yeah it's for things that live on the sheet. You could use [[/damage 6-@scaling scaling]] and then just manually input the agility
Dunno if anyone else has this same thought about hiding encounters from players, but looks like someone made a simple module to do so, inspired by DS: https://foundryvtt.com/packages/encounter-visibility
Encounter Visibility, an Add-on Module for Foundry Virtual Tabletop
Having lots of fun developing on v14. Lots of cool new features and toys to play with, the new region construction tool is super handy
Yeah, I just pulled that PR to test and the core API for placing regions is super sick!
What kind of stuff might it enable for the future of the system? If there’s a relatively on-hand example 👀
Templates for abilities
I did the basic translation work today for what you put into the Distance field vs. what Foundry wants for measurements
It also added a new region shape that would be good for auras and allows for easily attaching regions to tokens.
Aah very cool! That’ll definitely be nice to have
I'm super stoked for just having a compendium of active effects instead of making them for every item all the time
Forgive my ignorance, but what is stopping it from being implemented now? Just time crunch between Foundry versioning, or were we waiting on core feature implementation?
v14 was entirely redoing how measured templates work by combining them with regions. So it would have been wasted effort to implement it now and then have to redo it in v14. V14 also added a really handy way to easily do it without the system having to build a bunch of code for it.
It is as shorty says.
Right now it would not be difficult, but it would be some effort.
In a month or two it would be trivial.
Stuff like that influences prioritization.
Thanks, all!
Just a thought I had while watching the current stream. Manually changing the movement type to teleport if moving a creature outside of their movement. Would some sort of hot key to hold on drag help make this process smoother for quick repositioning be something worth considering?
For example, holding T while dragging is a teleport, so it doesn't count towards any movement.
(not a great example because T is target, but just any key for example)
Forced movement and movement outside of a turn granted by abilities will probably be something to think on later on. I—a layman—don't think it's high priority, though.
Yup, just an idea/suggestion 😄
It's something that comes up a lot at my table. We usually just ignore the movement calculation because clicking around for movement types is too fiddly.
yeah thats what my group did too
i wish there was a way to do a movement mode for off turn movement
that wouldnt count for the purposes of speed calculator
or whatever its called
I remember having a module before that just let me warp a creature to another spot. The token would just change spots instead of dragging over. Maybe I'll go find that again. You'd just hold a key down during it, basically as I described above now that I think about it lol
The thing is, Draw Steel actually counts how many squares you move off-turn; be it forced movement, a free shift up to your speed, or a fall; the numbers of squares moved and—more importantly—the number of squares of movement left after your movement is interrupted by an obstacle enters in consideration when calculating damage, for example. I'm sure that eventually we'll want a solid way of tracking all that but I would suspect that to be a post 1.0 thing, maybe. I don't think that core Foundry deals with all that movement particularly well...
I think we're just saying seperate thjngs, I'm not sure.
It'd be nice for players to move and have the drag be accurate, without fiddling with changing the speed type twice, or resetting it constantly in the encounter menu. It's not awful atm, just too fiddly. But totally not a priority.
You can drag a token and (while dragging it) press Tab until you select the desired movement type. It will only apply that movement type to that movement. Basically, you walk normally > you drag and Tab a bunch of times until you teleport > stop dragging; the token will be teleported, but your movement type going forward does not change.
Hmmm, okay! I'll have to give that a try then
Still fiddly, IMO, but technically doable in one click.
Yeah, that's not awful, less moving around to click.
I was under the impression you had to navigate to the token, click speed type, change it, then move it, then change it back.
I might have just misunderstood, or that wasn't shown at the time I saw it.
It's one of those hidden features of Foundry. Someone here tipped me off that it was a thing.
Great stream, Chaos!
Thanks! Excited to showcase these modules and all the work that went into them
Ooh, is there a vod?
Probably, it was on James Introcaso's twitch
oh damn, I missed a showcase stream, was it announced somewhere?
Shift-tab goes backward through the list; teleportation is the last movement mode by default, so you’d only need to do it once with shift.
#mcdm_livestreams message
Great stream, learned a few new things, like that groups are a folder.
As a query about the system, would it be possible to have damage and effects mark if they have been applied in the relevant chat messages?
I think at some point we'll do that kind of logging at least as an option, but it's not a high priority
has anyone tried the Livekit module for A/V in foundry with the system. I'm assuming it works regarless of system, but would like to make sure before trying to get players to connect?
is there a way to import .ds-sourcebook files into foundry? I'm specifically looking at the scion class
What are those from?
Someone would have to build a module to do that conversion though
https://surfingbird.itch.io/the-scion
It's a third party content option on Forge Steel. The creator provides a .ds-sourcebook file, and I was wondering if that's standard. A player of mine wants to pick it, but I don't know if I can get into Foundry easily.
I think that's the format for Forge Steel. The better option would be if the author produced a module.zip file you could add, or even better, make a proper package for the store
you're gonna have to make it by hand on foundry
you can offload it to your player and help them out with anything they're not sure how to execute
it's not awfully hard and people only have to import what they're actually gonna use for their char
thanks yall, I'm gonna have them input class stuff
Strongly recommend starting with a personal module to have homebrew and third party stuff. You can make one on the setup screen
Heya, been setting up Dark Heart and Delian Tomb in the foundry last few weeks and I was wondering if monsters that are exclusive to DT (ruinborn, slimes etc.) have statblocks in the compendioms and Im just not seeing them or if this is something I need to imput by hand. Not a compliant if they are not, just making sure I am not missing anything before I start doing it manually. 
All the actors that can be freely distributed in the base system are in the base system.
In case you missed it, you can purchase Delian Tomb as a ready-made module.
Consider using this for statblocks if you own the PDFs https://discord.com/channels/332362513368875008/1452126439200526436
Thanks for clarifying just making sure I didn't miss anything in the compendiums. As I already bought the DT book before the foundry module became available I will just manually input what I need into statblocks rather than buying it again.
Hey all - just to clarify... if I already have a self-built Delian Tomb game in Foundry that I've been running for several sessions, and I buy the Delian Tomb package, will I get access to the Delian Tomb compendium to just pull whatever I need into my existing game?
Technically yes, but since the compendium is a adventure, it imports stuff into your world.
What I did (same situation as you) is I made a brand-new world to import the module into and just exported and then imported the characters in that world. Then a little adjustment to bring it up to speed.
Gotcha, thanks! I'm weighing how much prep time this will save me, and thinking it's probably worth the $15
The three features I would especially highlight with the module, compared to what I expect most people can accomplish with a bit of elbow grease, are
- Full art inclusion
- Text enrichers
- Regions
The walling is a time saver but if that's all the module had I would very much understand an "eh, I'll do it myself"
I will say I noticed you guys made the same "mistake" I made at first (before someone else pointed it out to me); most maps don't have lights setup in case the players go there at night—as is specifically mentioned for the Fort Forsaken, for example—or lights for effects (like fires or dancing/fairy lights).
Not strictly necessary, of course, but a nice added value for the Director, especially for newbies that might jump into Foundry as a whole with this adventure.
Yes, they are worth it.
The art provided in both Heroes and Monsters is very nice to have easily on hand in Foundry, and the token mapping from Monsters for the monsters it has art for is extremely handy. Since the mechanical content is available in the system for free, these are largely handy for the art and having the text in one place.
For The Delian Tomb it definitely saves a lot of time for prep with:
- Excellent journal recreation of the PDFs
- Pre-walled and set up maps with tokens, lights, walls, etc. although like mentioned above some added lights for scenes like Fort Forsaken would be nice if the players approach at night.
- Encounters that are pre-set up in the combat tracker and just need to be adjusted for group size per the adventure is very welcome.
Main miss for me so far while checking out the Delian Tomb module is:
- Journal notes on the various rooms of a map not included currently, but saw that it can be done following feedback (when submitted)
Of course will submit feedback/bugs (if any) to the appropriate places but sending for @faint forge question 
Thanks! Question how do you use the initiative tracker in foundry for draw steel since every round it changes and the order.
The system has custom initiative tracker handling
Essentially, the combat tracker holds all combatants and you "activate" (click the arrow) for each combatant in turn.
Really? We were trying to figure out how you use it on foundry
We played last night and only saw the typical d20 tracker
There is a setting for "alternate initiative" that works like typical turn-based TTRPGs, with each combatant being assigned an order based on a roll.
Ah okay we got a bit confused
Question for the development of the system: is there a reason the rule about a hero becoming bleeding when dying (stamina ≤ 0) is not automated yet?
Trying to balance that against the Revenant immunity
the problem with automating stuff in VTTs is there's always a dozen exceptions
Absolutely fair enough. I'm also trying to figure out if there is a way I could automate it for my own game. What I am missing is the check to see if a hero's stamina is greater than 0. I imagine with the existing effect of Bleeding, it would be easy to apply it and remove it without manual input, and I think if there was a way to be immune to effects (i.e. 'you cannot be made bleeding' or 'you cannot be weakened' or whatnot), that would solve it.
Thinking out loud, so to speak. I am curious to learn.
We do have condition immunities, the problem is that the Revenant is specifically immunity to bleeding-while-dying. We may just end up adding some flag for it and calling it good
Oh, as opposed to other immunities that would still let the "bleeding when dying" thing apply! I see what you mean, now.
looks like you get everyone in combat, as turns go you click the '->', they'll gain resources, then you do the same for baddies, then at the end of the round you hit the >| button to move to round 2 and everyone refreshes
Silly question (I'm being annoying, today) regarding followers. Is there a way to actually use them in project rolls?
So far, I have been rolling manually for them and manually adding the number to the project, but since there now is a follower item with actual stats, how should I use them?
not currently; I had a prototype going for that but then we realized we need to make deeper adjustments to our roll dialogs
this first year of development has been a lot of iteration on the foundation of the system
Got it. Thanks.
Also its probably a good idea to get in the habit of hitting the End Turn button before the next person clicks the arrow to grab their turn, since the End Turn is what triggers the automatic removal of conditions with End of Turn duration and rolling saves for conditions that have a save. It isn't always relevant, but we didn't get into the habit at the start and now we miss the opportunity at least half the times it would be helpful... 🙂
Speaking of which, ChaosOS, what do you think about having the current actor's turn getting the "end turn" event (and triggering condition removal logic) when a different person starts their initiative, even if the first player/director didn't hit the End Turn button? If that isn't desirable as a default, what about giving a setting to turn that behavior on?
(turns do automatically end but sometimes it's nice to have that pause to decide)
They should be having that
Hmmm. I don't think I've ever had end of turn conditions or saving throws triggered unless we hit the button to end turn before the next person starts their turn.
Let me check, with all other mods turned off in case there is a conflict somewhere.
Okay, before disabling any mods, I just wanted to verify I'm not crazy, and it turns out I'm only 50% sane... 🙂 I'm testing it in a game with no logged in players currently, which may or may not be relevant. If I put a condition on a player actor who currently has initiative, and then I start a monster's turn it does trigger the save dialog or ends an EoT effect.
But if a monster has a condition and it is the monster's turn, and then a player starts their turn before I hit the End Turn button, it does not trigger the save dialog or EoT removal on the monster. So that might be why I don't remember ever seeing it unless I remember to hit the End Turn button, because when I finish a monster's turn without clicking the button and my players go next, it doesn't trigger the end of turn logic.
Oh, and on the rare case (Shadows, I'm looking at you) where players go back to back with each other, the first player's conditions don't get saves/ended when the second player starts their turn, unless the first one explicitly clicks the "End Turn" button. So it looks like it is something about a Player actor starting their turn that bypasses the prior actor's end of turn logic.
Now I'm going to turn off all my mods and see if it still works that way.
Still works the same with no mods enabled. So it is those cheating players' fault! 🙂 They click their start of turn arrow and deprive my poor monsters of a chance to save! But when my monsters start their turns, the players get a save...
Do you get any errors in the console?
No, no errors in the console. And it looks like if I have a monster with a condition that save ends, it has initiative, and I start another monster's initiative the first monster doesn't get a save either. So, assuming all actors have a condition, the behavior I'm seeing is:
Monster 1 has initiative, Monster 2 starts initiative, no end of turn logic.
Monster 1 has initiative, Player 1 starts initiative, no end of turn logic.
Player 1 has initiative, Player 2 starts initiative, no end of turn logic.
Player 1 has initiative, Monster 1 starts initiative, end of turn logic is triggered.
And actually clicking the End Turn button always works, as best I can tell.
That lines up with my experience as well—though you have been much more concise.
Hmm, reading code I think I see the issue. It points to needing to basically tear out all of Foundry's built in handling for end of turn events because it's written with the assumptions of d20 fantasy in mind
is it because of trying to distinguish between end of turn for a creature and end of turn for an initiative group?
no it's because the combat tracker tries to only trigger for going "forward" in initiative
which in dnd-style initiative means just going down the turns in order
but that's not how Draw Steel works
I wonder then if the alternate initiative option works...
almost certainly does, although we don't have initiative groups set up for that
Concise - something that has rarely been said about me! 🙂 🎉
For what it is worth, if you click the Next Round button it does trigger the end of turn logic for the last actor whether it is a monster or a player.
yeah, because that's always "forward"
and then the end turn button works because I specifically made an exception to make sure it called those methods
Can the start turn button (the arrow) call those methods like the End Turn does? Or is that trickier since the actor being acted upon isn't the one who is currently in initiative?
The solution is to just go in and tear out how Foundry determines those triggers and write it for Draw Steel. The upside is that's honestly probably not too bad, most of Foundry's complicated logic is trying to handle "skipping ahead"
Would submitting a bug report help track this?
Already made a ticket
I don't have access to my Foundry right now, so I can't test it, but do tests made through the test enricher obey "secrecy" settings?
To be clear, let's imagine that I ask a player to roll an Intuition test as a blind roll (so I see the result, but they don't); is it as easy as them setting the roll type in the chat box before clicking the enricher button to roll for Intuition?
They should yeah, some of the fixes in 0.11.1 were to make sure the roll modes applied
There's also a roll specific adjustment in the roll dialog
I'm not sure I follow.
In the bottom right of each roll dialog there are buttons for the roll modes
I admit, I did not notice. The kind of thing that my eyes just went over, I suppose.
Or anyone else of the two modules that are available for purchase which is more fun
For playing the game? Definitely recommend The Delian Tomb
Heroes/Monsters is nice to haves, Delian Tomb is content
And Road to Blackbottom is free, I think. I haven't tried to get it yet. But I agree that Delian Tomb is great and well worth the price.
If you are trying to choose between Heroes or Monsters, then I'd suggest Monsters. Neither is necessary, since the free system has the actual Foundry content anyway (monster actors, treasures, etc.) so the main reasons to get them are to have some extra art for monster tokens and formatted text inside Foundry. Of the two, I went with the Monsters to get the extra token art, but having the fully formatted glossary with links to the various rules sections is appealing so I might spring for the Heroes book too. I haven't decided yet.
What it didn't have
Any of the pregen characters
Any of the maps from Part 2 onwards
Any of the Encounters from Part 2 onwards
This is a review about the tomb on foundry. Is this true?
You probably missed the compendiums
there's also buttons at the end of each act's journal to import the next one
Oh, I haven't purchased it. I was just looking over reviews and getting information and someone said that the module is missing half of the adventure. Is that true for others that have purchased it?
here's the compendiums
That is not true - Each part is a separate Adventure compendium that you can import into the game.
I think whoever left that review just didn't know how to import the 2nd and 3rd parts.
Ah Okay good to know I am very familiar with many functions of the Vtt I just wanted to make sure before I bought it.
parts 1-3. Also in the journal
Yeah, it sounds like the person didn't know exactly what they were doing
Is the adventure all just a level 1 adventure?
It's the Delian Tomb, so it finishes around level 3
I don't have a link to it, but there was a recent stream on Twitch on James Introcaso's channel where the Delian Tomb module was shown in depth. Highly recommend watching it if you want to get a feel for what's included.
Ah okay, that's awesome.
James, Rudy, and I going over the Delian Tomb (and a bit of the Heroes/Monsters modules)
My group's been playing through it for about 6 months now, so there is a lot of content.
Love it!
a level in Draw Steel is pretty beefy
i played through 1st to 7th level and our campaign lasted 10 months, for reference
how do i make the image for the squad be visible in the squad tokens?
i saw someone had the image over them
This is not true. We also received a support request from them regarding this, in which we guided them on how to find the relevant content. Hopefully they will adjust their review to be more factual.
Parts 2 and 3 are in the Adventure compendium, only part 1 will prompt you automatically on first load to import, and there is text in the journal to guide you as well when moving on to the next part.
The pregens are in the Actor compendium.
(on a related note, for people who have bought the module(s) and started to use them, reviews are appreciated)
It's never ideal when there's only one review regardless of the content
these prototype token settings are the best for how i use the encounter tracker, is there a way to make this default so i don't have to manually edit every enemy i add that's gonna be in a squad
the subject scale correction and color over subject part
These properties do not appear to be present in the Prototype Token Overrides, so no
each group has a "color group" option that uses those token settings
oh wait color over subject is different
color over subject makes it so i can have those appear on top of the image, cuz i usually put a ring on everything
macros can help
+1 to auto prompt to spend hero toke if PC would die. We’ve rewinded a combat a couple times forgetting this option haha
This video was super helpful actually.
Make a feature request!
Just did ❤️ Ooh, issue 1776! One of my fav movies
Theatre insert icons don't seem to appear in the current PC/NPC sheets. I can work around it a bit by using the macros provided for it, but is there any way to make them show?
Where are they supposed to appear?
(I think this is because we don't extend ActorSheetV2)
Any plans to allow that? Or would I need to speak to the module author?
Probably something for the module developer to adjust.
Wording you can use
Draw Steel does not directly extend ActorSheetV2, but does use DocumentSheetV2. You can validate a document sheet is the designated Actor sheet by checking
sheet.document.sheet === sheet && sheet.document.documentName === "Actor"
Was just about to ask for that, thank you!
I suppose to be pedantic, it should be sheet.document.sheet === sheet since configuration menus could be hooked onto as well and would evaluate to true here
need both but yeah
Guys, sorry if it's a dumb question, but how do we add the official classes and stuff to the game?
Trying to make my character sheet over here, only option is to create a class from scratch, not the official ones
u should be able to drag it over from the compendium
Sorry, do I need to buy the Draw Steel - Heroes for this? Thank you
no, the system itself comes with all the classes
once you've created a new actor, you can just click the '+add class' and it should pop up a window with all the classes that you can then drag over
what version of Foundry and the system are you on
Wow, just realized how outdated we are! Foundry v12, and Draw Steel 0.6
Updating stuff and seeing if that was the case
Most likely this is it
Yeah, 0.6 was released during Backer Packet 1
We didn't add meaningful compendiums until 0.8
Thanks a lot, we're updating
Also worth noting we're only a few weeks away from v14 and Draw Steel 1.0
Really proud of you and the team: even before the 1.0 release, this is a very polished system and I just wanted to say thank you!
What version are you on? I believe I fixed this in a version I pushed out in november
Is purifying fire wrogn in foundry or has there been an errata? It has the weakness fire as 3 for all 3 tiers in Foundry but my book has it as 3, 5 , and 7
Book more correct
Always looking for data entry errors, file a ticket
will do
That's great! Hopefully I can have the Magewright ready to go for full release on the new version around the same time then? (Any reason I should delay until v14 is out, in case I'm ready sooner)?
No the data entry stuff on your end won't meaningfully change
DS version 0.11.1 | Theatre Inserts v3.3.0
Interesting. I thought I pushed the update to the foundry modules server 🤔
Can you use this link and double check? https://github.com/League-of-Foundry-Developers/fvtt-module-theatre/releases/download/v3.3.1/module.json
I thought I pulled the latest release but I guess I must've missed it
That's fixed it, thank you 
Is there any way for me to let the players "roll" for initiative?
Not yet, but there is already an open issue for it.
Just for clarity: do you mean just rolling a d10 or something more specific? They can always either type /r d10 into chat, or you can use the Dice So Nice and Dice Tray mods to add buttons to roll whatever dice you need. I set up Dice Tray with buttons for a d3, d6, d10, and 2d10. (Edit: Depending on your familiarity with Foundry, you probably already know it but just in case...)
I was hoping something that uses the encounter interface.
Since a couple DS system updates ago, Dice Tray and Dice So Nice don't seem to be working together as expected. Specifically: the "roll" button on the dice tray produces a sound and a roll result in chat, but no 3D dice are visually shown. (Oddly, hitting dice buttons + enter does show 3D dice.)
I realize other people's modules aren't y'all's problem but the problem seems to be exclusive to Draw Steel worlds—I've tested with several other game systems and everything is normal. Any idea what might be causing this?
we've been messing with our chat messages, I can investigate what's different in what DSN is calling
There is a ticket for this: https://github.com/MetaMorphic-Digital/draw-steel/issues/1753
Has anyone else seen this error when trying to edit a retainer's name?
If you use the system default sheet, do you still get that problem?
Ah, no 🙂
It appears to be an issue with that module. I don't think actual sheets exist for that actor type yet. It's just pulling the hero/monster sheet as a reference. At least that was my experience.
Looks like there's already an open issue for it on the draw steel plus github.
Seems like I can switch back to DS+ without issue after renaming the actor
thanks for the help
You're likely to get that error when making adjustments to other fields as well like stamina.
I had issues updating most things on there. But you might have a similar experience if you set it up on the default. Either way, yeah there's a ticket.
The only good thing about DS+ (the visuals) cause too many issues and bugs to be worth it at my table. We tried it and we liked it, but not enough to keep it around.
That said, I think there was an open request for the system to revamp their actor sheets to be more like the PDF/paper ones, more information-dense while allowing QOL features like icons for abilities and features, tooltips on hover, etc.
The one feature that makes DS+ my choice for character/npc sheets is the Favorites tab. I can put the important features and abilities on a single tab, then switch to the normal Features / Abilities tabs if I need access to the more niche things (Escape Grab, etc.) I go through entire encounters without needing to switch tabs, which I find really valuable even though I can't say why. Sure, it saves a few clicks, but it objectively isn't a huge difference, but it is a big subjective difference for me.
What’s DS+
We're definitely aware that the actor sheets are function over form at the moment. Perhaps at best.
It's subject to priority like anything else.
Is there currently a way for an item to provide advancement like a kit? I wanted the Iridescent Armor imbuement free trigger to show up on the Abilities tab
Don't really have a good way to link these up yet
It's on the list of things to manage
No problem. I'll just create the ability in a compendium and manually give it to the hero
Is there a way to create an Ancestry in the current system? Not sure how at the moment.
step 0: Make a personal content module from the setup screen so you can reuse stuff between worlds
step 1: Unlock an item compendium in your personal content module
step 2: Open that compendium
step 3: "Ancestry" will be an option in the Create Item dialog
How do people like to keep track of aid attack?
I created an effect to apply "helped", but you could just as easily use the built-in conditions (when right-clicking a token) and just pick something that works
only has to last for a round or so
Only when they're out of good or cool options.
It has proved quite useful in enabling more reliable tier 3 Hammer and Anvil uses from the tactician.
Homebrewed Hlan Ancestry for Foundry
@simple nova, thanks for the help! I would love to get this out into the community for some testing and polish! Here's the ancestry--I wasn't able to automate these effects:
Attempts made to Save against Dazed or Slow effects succeed on a roll of 5 or higher.You gain Cold immunity equal to your level.
Stuff I think I automated:
You have a +3 bonus to stamina and your base speed is 6. Your stamina bonus increases by 3 at 4th, 7th and 10th levels.When rolling to determine who goes first in combat, you succeed on a roll of 5 or higher.
Here's the original google doc I worked on when brainstorming.
Hlan Traits Hlan heroes have access to the following traits. Signature Trait: Frostcloaked Your affinity to the World Below allows you better seclusion and also shelter from the harsh elements found there. You gain Cold immunity equal to your level. Additionally, when in shadow or moonlight, you...
1.0 will have support for AEs that scale with characteristics and level
Speaking of Aid Another reminded me another macro I made for exactly that action!
#1418264815519924435 message
Not as fancy as my I'm No Threat macro but it's functional and useful!
I saw that there's a takeDamage method, which is cool, is there a recoverStamina method too?
since there's no healing immunities/weaknesses you can just directly invoke actor.modifyTokenAttribute("stamina", 3, true) to increase stamina by 3
(or just otherwise bundle the update)
What is it you get for buying the Heroes book on fvtt? I looked at the page but I am not entirely sure, is it journals for the rulebook and tokens of the art inside it?
yep, basically
so speaking of aid attack or just in general for edges/banes. When there a multiple monsters with the same name, its hard to tell which one is which in the current roll dialog box. I fix this by having to name each one differently, but it would be nice if the system would just help. Like if you mouse over the name in the roll dialog, it highlights the monster on the map. or clicking on it centers it in on screen, etc.
Hovering the name in the roll dialog should already be highlighting them on the map.
I'm currently rebuilding that roll dialog anyways, I'll take a look at what makes sense
@celest dock , its correct. it does highlight. Hmm, i am sorry, my players complained about it, my bad. Maybe they (and I) are missing the highlight. Pan to target maybe more "obvious"?
pan is... very disruptive as a hover, but maybe we can have a button or something
I was attempting to find something like this recently as well, basically trying to apply the Append Incrementing Number or Prepend Random Adjective on more of a compendium level option. There are multiple instances where I'm trying to isolate which exact monster I'm trying to select that having unique names is useful.
It's not automatic and not covered by token overrides
Is there currently any implementation for Persistent Magic in terms of the resource gain automation for Elementalist?
Not currently. It's on the shorter end of the list of things to tackle but it's a stretch goal for 1.0
Before I make a feature request, is there a way to trigger a heroic ability without using heroic resource automatically? A few of my players have things that will allow other players to use their ability again without spending their heroic resource.
I know I can just have them share it in chat, but being able to have the roll dialog pop-up still is what myself and my players would prefer.
Chaos is currently working on some overhauls to the roll dialog that would let you configure how many resources it costs so you could make it cost 0.
For now, should we just add whatever the cost is to our current heroic resource before the roll occurs?
Yeah
Something changed in a recent update and I'm not sure how it wants me to do what it's asking me to do. It wants me to assign a primary party from the actors tab but I'm not seeing that option.
make a party actor using "Create Actor"
it'll automatically get assigned as the primary
Okay...how do I add members?
Ah click and drag figured it out
Does this party actor do anything else useful aside from give me a stamina/recovery read out for everyone?
It will have added functionality as system development progresses.
Place Members button in the header, and then determines the # of party members for resetting hero tokens
That second one was actually the main reason I was asking. I was fiddling around with foundry and tried to reset hero tokens and it told me about it lol
1.0.0 is planned to be V14 only, is that right?
Correct
We've got the core of it done now, so it's just kinda up to how much we get done between now and v14 stable
As a minor note, whomever named the effect that Trouser Cut inflicts "Pantsed" I tip my hat to thee, it was a good laugh in the session!
Some questions that may have been asked before (apologies if so)
- is there a way to use surges or is it a manual thing?
- how (if at all) is Censor's Judgement implemented?
- is Persistent magic automated in that it adjusts your resource at the start of the turn?
- we couldn't figure out a way to do Saves apart from simply rolling a d10 manually. Is this the way?
- On each ability result there's a kebab menu with "modify damage" as an option, there's a box for surges there
- The judgment ability itself has an applied effect with text but the damage and heroic resource triggers are not automated
- No
- It will prompt at the end of a character's turn, there's also a direct roll save option in the context menu for a save ends effect
Regarding 4: There is/was an issue where you need to click the "End Turn" button to consistently get the automatic save pop-up for Save Ends effects (or to auto end the End of Turn effects). If another player/director starts their turn before the current actor clicks the End Turn button, it may or may not trigger the automatic pop-up depending on who is current and who is going next (more details in the chat above about a week ago). I'm not sure if that has been resolved in the current version or not, so it's just something to aware of if you aren't seeing effects end or save pop-ups showing up automatically.
It's an issue with 0.11 but I'm hoping to fix it for 1.0
On a tangent, the comment about the menu to "modify damage" reminded me of something I noticed in my last session. If anyone is using Draw Steel Plus, it apparently removes/hides the kebab menu button on the damage portion of the chat log message. I've put in an issue report for it on the Draw Steel Plus github. Just an FYI in case anyone else is using that module and saw ChaosOS's post about the kebab menu and didn't know what it was referring to.
Is there a way to drag the Marked Effect on characters without having to Ping the whole Mark ability? I can't seem to put the effect on my hot bar.
You could separately write a macro to apply the effect, or just open the mark ability on the Tactician's sheet
I will say, I'm not proficient at writing macros myself.
But that and Judgement would be great to have an easier way to put on guys, because I really don't need my censor to go push his button for it every time so I can push a button
I'm actually working on something for that myself but I highly recommend https://discord.com/channels/332362513368875008/1486818098160992317
Censors and Tacticians get all of their special free triggers in the UI and can easily use them!
Oh I'll take a look
Wanted to just give a heads up to the non-english players here: 1.0 is going to have a lot of i18n breaks as I implement proper pluralization handling
Not too versed in writing macros in Foundry but I'll see what I can do, I just want to avoid opening the sheet all the time since the Mark ability had a bunch in text that clogs up the chat.
On a basic level
const marked = fromUuidSync('EFFECT_UUID_HERE').clone({ transfer: true, origin: 'TACTICIAN_UUID_HERE' }, { keepId: true, addSource: true }) :
actor.createEmbeddedDocuments([marked.toObject()], { keepId: true })
Thank you
what a wonderful thing it is to see an update to Delian Tomb with almost every bugfix or suggestion you personally submitted in it
We work off of what's submitted but are happy to make adjustments
Here you are! Hope this comes in handy!
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I see the retainer has been added as a character type - but is there character types for artisans and sages?
I've been digging through actor.system and can't find where movement types like fly/climb/swim are stored, actor.system.movement.types exists but always comes back as empty object even when the actor has the other movement types. If anyone knows what I'm doing wrong and can help I'd appreciate it!
This is my debug code:
const actor = canvas.tokens.controlled[0]?.actor;
const mov = actor?.system?.movement;
console.log('movement:', JSON.stringify(mov, null, 2));
for (const [k, v] of Object.entries(mov?.types ?? {})) {
console.log('type:', k, '=', v);
}
This is my output:
movement: {
"value": 7,
"types": {},
"hover": false,
"disengage": 2,
"teleport": null,
"multiplier": 1,
"kitBonus": 2
}```
Retainers are actors, Followers are items. For now, the artisan or sage shows up in the project tab just as a reminder, but there are plans to make them roll for projects in a future update, as far as I know.
types is a Set, which gets stripped by your use of JSON.stringify
If you want to get the "raw data" you should be using actor.toObject()
Can I show the director's malice points to the players somehow?
yep theres an option for it in settings
Hey gang, I'm trying to up my game, and currently struggling with an Active Effect to increase fire damage immunity by 5 (currently does not seem to do anything). Here's my first attempt to create one - please let me know if you spot any glaring errors.
system.damage.immunities.fire
Highly recommend reading through the wiki for the system, it contains a lot of handy info and data for enrichers and effects
Thanks for the recommendation. Currently mulling over a solution to handling 'Judgement' for the Censor. In game, my player finds it hard to hold all the specific triggers in their mind, and I often forget them too. Does anyone have any interesting ideas that might help?
Thanks. I'll keep you posted if I can drum something up.
At the moment I was thinking of just making them into free triggered actions, see if that helps at all.
I highly recommend the Resources UI Module! I'd also suggest trying out my Judgement macro for the reminder to reapply after the enemy dies.
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When I polled my group (with both a tactician and censor), they liked when I made the HR cost addon effects into their own abilities that showed up in their sheet. As for getting them to remember the triggers, I mean... that's on them, they picked the class. They gotta make a lil index card or something.
i dont think thats entirely fair
So I've been using the group option for creating groups the last few times I've run, but it feels just sort of off to me. While I get that it's working more or less as intended, I think it has a problem with aoe damage, which is that I can't really apply it properly. Though maybe I'm just not doing it right?
As a specific example, if someone is doing a burst aoe for 8 damage, and clips 3 minions, I don't want to apply 24 damage to the minion group, but I'm not sure if there is an easy way TO do that
We've experimented with some options for the damage options there
The main problem with removing minions from the groups (and this is more of a me problem then anything else) is it has a pop up confirmation box if I want to delete those guys and defaults to no, so I can't quickly hit delete then enter.
A really small nitpick
oh yeah thats annoying
idk if theres a way to turn that off
i wish there was
maybe one of the new macros can do it
Ye. My power word kill works but only if ya use the death tracker. I'll add a config at the top so it's purely functional without the funny notification!
Updated the above linked macro so you can give it a try, remember to also use the Death Tracker if you do!
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I don't know how feasible it is at this point but it'd be nice if all monster statblocks included the basic maneuvers available to every creature like Grab and Knockback
or alternatively if there was something similar to the PF2 system's Basic Actions Macro that you could use to activate those abilities for any creature
I think there is a feature request on the GitHub for something like that. A section or folder in the Abilities tab for all basic actions.
If not, you should post it there. https://github.com/MetaMorphic-Digital/draw-steel/issues
There is a module called Modify Draw Steel Default Abilities that does it for heroes. I don't think it does it for monsters, but I'm not sure - I haven't used it. Even if it doesn't do monsters currently, might be worth putting in a feature request to add them.
https://github.com/Zekatar/Modify-Draw-Steel-Default-Abilities-Module
I also think it could be done with a macro, but don't have time to look into writing one right now.
It's something we want to do but after we've improved the sorting and filtering
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Couldn't figure out how to do that, but I whipped up this thing and tested it across a few foundry worlds, imports almost all of the basic actions into every actor sheet that's missing it!
Might take a second if you have a lot of actors, but I had it do it for my Delian Tomb world and it took a few seconds.
You can should consider excluding certain other abilities if you don't want the clutter, this imports all 11 basics that monsters can actually use, but Advance, Ride, and Claw Dirt might not be neccesary.
By the way, we're entering the home stretch for 1.0, so if anyone wants to chip in and contribute now would be a great time to drop by the League server
Using enrichers, what would be the proper way to say, regain 1d3 recoveries.
I don't think the [[/gain]] enricher would work as it is limited to HR and surges, but I'm not sure what language to use for this specific case.
I don't think you can do that with enrichers unfortunately.
You could do it with a macro and then put the macro into the effect text where the enricher would be, and it would work effectively the same I think.
I think it might, does that get around my players not having permissions for the macro?
I'm not sure, but macro permissions haven't been an issue for me so I don't *expect *it to be a problem. If your setup runs into that as a roadblock, then it is easy to give them permissions to it, right?
To those with more familiarity with maro permissions, would it make a difference if the macro is stored in a compendium vs. in the local world before it gets dragged into the effect text of an ability?
Then it is still in a compendium. The players would need to have the general "execute script macros" permission in the settings, and i believe the compendium would need to be at least Limited or Observer level permission
Hello, I have run a first session of draw steel on foundry recently and thank you everyone who put work into this, everything works great!
The only thing is that I am struggling to understand how to use the turn tracker? I got that you are meant to make enemies into squads if they are minions and base groups if they are not, that seems to work as I would kinda expect. The heroes are where I struggle a bit, If I add them individually the floating tracker seems to bug out and only show the token and none of the groups. See screenshots of the issue. Should I put the heroes into a group and have them act from there? That seems to work but I am unsure if that is the intent, it also makes tracker a bit more confusing as they are all bunched together.
I am using the Carolingian UI mod, might this be what is causing the issue with the turn tracker? I feel like I am missing something obvious here but I have been playing around with this for few days and dont seem to figure out how are you supposed to use it other than having heroes in the group.
disable carolingian and then check
ok Carolingians style of tracker must have been the issue. Now it looks more like I would expect. I guess there is no workaround to make it work with the mod which is a shame. So the way I understand it now players will agree who goes on the hero turn, that person presses the act arrow that gives them resources and their token gets moved down. Still feels a bit clunky but its probably just one of the things we gotta get used to with the way system handles initiative its not exactly something you can easily automate.
Yeah, that's basically it.
You could also run the incompatibility by Carol and see if it’s something she can look into on her side of it.
Wow, v14 release was just now. Crazy!
doing a real release on april 1st is a choice...assuming it's a real release
It is.
(I hate april fools, but I'm looking forward to levels quite a bit)
We're doing the last touches on 1.0
lol like 7-8 years ago today my company announced we had been purchased by one of major competitors. Now that was a unique April Fools Day.
I had an april fools day when the company I worked for had mass layoffs...first day of the new quarter...
"no, this is no a demented april fools joke"

yeah, some people at work wanted new features to get rolled out today cause its the first day of the new buisness year
yeah, a lot of anxiety about rolling things out yesterday vs doing it today...all the more reason to hate april fools
and yeah...it was ... something
I believe in Carolingian's you can specifically disable their combat tracker. No promises on everything else working perfectly, but thus far I've been able to use the rest of that module and just disable their combat tracker specifically
OMG you can! I am not that good experienced foundry tbh so it hasn't even occurred to me that might be an option. Thank you so much!
does anyone have a strategy for helping your players remember their HR triggers?
also how do you use the negotiation test tool?
just click it to bring up the interface
then u can click the eye icon to reveal motivations and pitfalls to the players
do u have the link for the module?
i think it's this https://github.com/bruceamoser/draw-steel-negotiation-test-tool
i'm checking the link, looks like it's just unintuitive and you need to do some steps to have it work
I believe that module creates negotiations as an item on the Item tab (and the sibling mod creates montages as items too). It looks pretty interesting, but I haven't actually used it yet and I'm torn about whether the added functionality is worth the added complexity compared to Draw Steel Plus's version.
Looking forward to the 1.0 release of the system. I ran The Delian Tomb in the Codex with my main group but I’m seriously considering running a second group through it in Foundry to give Draw Steel a try in Foundry (especially since I bought all the premium modules to support more Draw Steel premium modules in the future).
We've got a lot of good upgrades in 1.0, I think people will find it a fitting number
Does 1.0 require Foundry 14, or will it work in 13 too?
the former, afaik
Yep, v14 only
I really hope this Codex doesn't stop development on Foundry. It's a very strange practice to develop a whole VTT for one system
Foundry development has no plan on stopping
Foundry has a large user base who's not going to move from it, including me, and it's a perfectly good VTT for playing Draw Steel
great!
On a practical level, I'm not really trying to persuade "People who like Draw Steel and don't have any VTT commitments", I'm much more interested in the "Has Foundry and trying to decide what game to play"
I think the latter group is very large and very persuadable
Im too familiar with foundry to switch to something else
worth noting the ppl working on foundry arent the same ppl working on the codex
And its gonna be a bit harder to get players if they have to get a membership to join
Also yeah
given the recent addition of the heroes/monsters book to foundry i feel like ppl misunderstand the relationship mcdm and metamorphic has lol
I am glad because thinking people are going to leave foundry for codex is wild thought behavior
Is it? I plan on moving to the codex very soon! And I love foundry!
It 100% is
I run too many other systems on Foundry to switch to codex for one game. I also don't want to pay for my players or ask them to pay to move when we can do pretty much everything on foundry already
But for folks that just want to play draw steel only, Codex is a great option for them
I definitely want to do a one-shot or something in Codex, but I am a Foundry girlie from top to bottom and I’m already really used to the interface.
One thing nice about Foundry is that it's less resource intensive for players than the Codex, which is nice because some of my players and I don't have great laptops
It's great that Draw Steel has robust support across so many digital platforms. Foundry is obviously a much cherished vtt and it's wonderful to see DS represented on it with such a well polished module. I definitely think the open licensing model of DS is a winner.
Once we iron out these last few bugs we'll be able to ship 1.0 here for v14 compatibility which will let people build all those tasty multi level maps
It's been awhile since I looked at the system since we finished the monster compendium, anyone know what's coming in 1.0?
I'm sure somebody knows 
I'd refer to the Github page (milestones tab) for tracking what's going on.
I think regions are getting a huge buff in v14, so I think there will be some improvements on the DS side of things
i know potency and surge stuff is coming 1.1
You can also look at the changelog on the github as it gets updated anytime something is done.
worth noting most of the surge stuff ended up getting into 0.11
you can already spend surges on specific damage rolls
but yeah potency stuff got kicked down the road
What's the potency stuff? Automation related?
something related to this
Thanks!
(surges though obviously aren't complete until you can also spend them on potency, but that requires us to be fully evaluating potency first)
anyways, I'm unfortunately in the guts of some of the data-level changes and until I can resolve this (which may require a core update) we can't release
Speaking of! Anyone know any modules that can be used to achieve a parallax effect on foundry? I remember seeing that codex preview where height was exemplified using parallax on separate map layers and was thinking if that was doable in foundry.
Anyone else logging into a blank screen when running the server off their own computer? This is using node.js after update to version 14 of foundry and version24 of node.
Which version of Foundry are you running? My foundry loads slow af because I'm terrible with using compendiums, but I just tried now at V13 and latest DS version and it works.
Should have been more clear and edited OPost. I just updated to version 14 of foundry and version 24 of node.
There is no V14 compatible version of Draw Steel.
The 1.0 release will be for V14 and it’s close but still in progress.
Oh, ok, I misunderstood, thought it was here already. Thank you
Good news: Tracked down the bug
Bad news: It's easter weekend. Expect the 1.0 update next week
Suggestion/question. The Catch Breath manoeuvre should spend a Recovery (not just an enricher to heal the amount of a recovery). Why does it not? Is it a limitation or not something that was thought of or am I missing something? It's not major, but I am wondering.
Honestly it's that it would require a bespoke implementation and while at some point I see us doing that we've tried to stay more generalized
Unrelated, but I am having too much luck for my players... 2 crits in a row.
it do be like that sometimes
third in a row 🤣
I’d like to request if it’s possible to consider adding the level of abilities in the column titles (name, resource cost, etc). Not sure if anyone else would want that or if there’s a reason it’s not there.
The abilities tab in general needs work, just haven't gotten around to it yet
Are we by chance looking at how we can possibly attach regions to tokens for abilities in v14? E.g. Null aura
Was really hoping they might have made that core given paladin auras and the like but I couldn’t find any way to tie the region to toggling an ability.
Got basic template placement done. V14 has built in region attachments so need to make that specific case work
my first death as a PC was a Rival Tactician in the Delian Tomb critting twice in a row and like just firing arrow after arrow into my poor conduit corpse
If you don't mind an extra module, Draw Steel Plus is like a UI overhaul module that I've been using in the inbetween until the base module's layout gets some updates
Can you get the ability's level to show up with it somewhere?
https://foundryvtt.com/packages/tile-scroll has parallax functionality afaik
Tile Scroll, an Add-on Module for Foundry Virtual Tabletop
I don't see a way to do parallax in Tile Scroll, but I could be missing it. A google search found this one: https://foundryvtt.com/packages/parallax-tiles but I haven't used it so I don't know how well it works.
Parallax Tiles, an Add-on Module for Foundry Virtual Tabletop
That should work too, but tile scroll does have parallax, though I guess it's not advertised well 😄
Thanks! Yeah, I searched for parallax on the Tile Scroll wiki/documentation and it wasn't mentioned. Thanks for pointing it out!
how are the applied effects in the compendium made?
whenever i make an applied effect i seem to have to make a new condition from scratch
would be useful if i could just take one from one of the standard conditions ie dazed
it seems like the abilities in the compendium do that but idk how
the documentation isnt much help either, since the journal describing applied effects reads
Applied effects allow abilities to apply conditions to actors. This application is not fully automated; the owners of those actors must use the "Apply Effect" button to execute this. Each tier can have any number of effects, including both canonical status conditions as well as custom effects. The "Create Custom Effect" button will create a new ActiveEffect under the "Applied Effects" section of the item sheet; if you create a custom effect but no longer wish to use it, it must be fully deleted from the ability via its Effects tab.
but doesnt say how to use canonical status conditions
The 'canonical' ones are just the default behaviour, as far as I understand it: applied until removed. Equivalent to the buttons at the top of the Effects tab on a character sheet.
When adding an active effect, you need to use the drop down to select the canon status condition first, then click the + button to add it as an effect below.
Then you should see the condition listed with fields for setting the duration, etc.
mine dont appear like that, prob bcuz i dont use the core ones i think
That ought to do it.
What do you see?
My drop down looks like this:
is there no easy work around for this? ive changed my status conditions to a custom set using condition lab so i can add things like "aid attack" and edge/bane statuses as reminders
as well as changing the art work so the icons look differently
Ah, so you haven't just added new ones but have replaced the originals. Hmmm.
i also have a player using a homebrew class so i have one new added one
and some misc generic "effect" conditions
its fine if theres no work around for this but its a bit of a pain
cuz i either gotta create a custom effect every time or use an enricher in the effect bar
I think you can do it in a custom module, I'm trying to find my notes on it.
Iirc checks for _id being set
whats that
I see two places in the Draw Steel json files where conditions are defined, but both of them seem to point to another object that I'm not locating the code for so I don't know what it should look like. I see the conditions within CONFIG.DRAW_STEEL.Conditions, but those conditions point to DRAW_STEEL.ActiveEffect.Conditions and I can't find that in my console so I'm looking in the wrong places.
I also think we've heard that v14 of Foundry is going to allow more flexibility with active effects, including having them in a compendium. Maybe there could be a feature request to expand the Draw Steel ability active effect configuration screen to let it pull conditions from a compendium where custom ones live.
im still not quite sure what u mean
My interpretation of ChaosOS's comment, which might be wrong, is that the code which populates the drop-down selection in the ability active effect config screen is looking for conditions that have a valid _id property, and that Condition Lab doesn't add that property to the conditions it creates, so Draw Steel doesn't recognize them as "legitimate" for inclusion. I might have lost the thread of the conversation though...
Honestly don't know how condition lab works
The other thing that 1.0 will help with is an AE compendium
When the AE compendium is available, will the config screens we use to add active effects to an ability be able to select custom active effects from the compendium?
I'm referring to this screen:
Not currently, we can consider it
Hi gang. No luck yet with the Censor's Judgement reminders just yet.
I've recently seen the Foundry module for Heroes and Monsters codices. I presume there isn't a code I can get from my purchase of the PDFs? Happy to support MCDM again, but it'll just take a little more work this time.
Also big thanks to @eager helm and @prime shoal for opening my eyes to the volume of Draw Steel macros there are out in the wild. Lots of fun.
Yeah, the Heroes and Monsters modules are separate work representing the labor to convert the PDF to Foundry Journals
Makes sense to me. Thanks Chaos.
is there an easy way to retrieve an actor's highest characteristic? making a macro and the only way I can see how is to check each characteristic manually.
never mind, found a way that works
Pretty sure we have @chr in the roll data
But outside of roll data we don't cache it
Just sharing for visibility in the DS Foundry community: Cora added a new module today, a combat tracker carousel, and a major update to the encounter builder that includes homebrew monster and ability creation.
https://discord.com/channels/332362513368875008/1490851192610361506
https://discord.com/channels/332362513368875008/1488666750483566813
Very cool to see more and more additional modules being added
Put out another update of the Max Hamm token art module; lots of Undead and Delian Tomb goodies in it
can't get over the gummy ball, it's so perfect 😆
When creating active effects, is it possible to put a formula or variable in the value? I would like to put 2 * highest characteristic as the value for system.damage.immunities.cold but that isn't working. I also tried just using 2 * 2, and that doesn't work either, so I assume formulas don't work. Assuming that is true, any chance that v14's changes to effects will allow more dynamic values too?
Kinda funny that the max hamm module looks to end up more comprehensive than the official ones, might go with that one instead if it does have art without gaps when I look to run Delian Tomb
hire max hamm
1.0 does this
Helps when it's only tokens instead of full art pieces that get cut up into tokens
Yeah, a lot less time for sure
Though I hope more art will be available in the future as more stuff is released
That's the goal!
Spotted a compendium error in my game yesterday. The Basilisk Tonguesnapper's "Prehensile Tongue" ability should have a range of Melee 3, not 1. Refer to Monsters p. 49
(can't submit an issue myself atm so posting here)
Already submitted
I saw a few people working on compendium stuff hopefully they'll grab it
Quick sanity check: I have an ability item in a compendium where I put my custom effects, pending an effect compendium in v14. I just started using an apply enricher that uses these effects. Each time the same effect is applied to a token it gets a new copy of it, and they don't go away when the effect ends, they just become inactive. Overall that isn't too big a deal for monsters, but I've got some PC buffs that quickly accumulate a bunch of inactive duplicate effects on the actor. Is there a better way to do this? Would the duplicates be avoided if I applied the effects some other way?
Do these have a duration
In v14 we've changed it so expired effects are deleted during the combat cleanup
Yes, I've tried both EoT and Save Ends durations, with the same behavior.
Yeah, expected behavior for v13
Would it be a valid / useful feature request to have the apply enricher look for an existing effect of the same compendium ID and reactivate it instead of creating a new effect?
Or does that cause issues with multiple copies of the same effect that should have independent durations from different sources?
Do you have these effects marked as stacking?
Or are you using any modules to adjust the list of effects?
The current behavior should be to delete any effects that collide
No, they are not marked as stacking. And I haven't tried to apply one if the old copy is still active. So far I've only tested what happens if you apply it again once the original one is expired.
I have DFred's Effect Panel to display the icons of the active effects in a line along the right side of the canvas, but as far as I know it does not alter or adjust the effects themselves.
Not strictly sure but anyways there's automatic cleanup in 1.0 that should help
I hear around the office someone here might be updating to 1.0 soon
Soon™
Question about the premium content: Maybe I missed it, but is there any code or smth you get to unlock content in foundry if you have bought the pdfs from the mcdm? Don't want to accidentally need to buy the same product twice
There is not, the PDF + art is a separate product from the Foundry journal + art (the underlying text & rules content is open sourced and part of the system)
You are doing gods work
or whatever diety happens to be allowing you these powers
Running a game rn so can't write a ticket but the 7 drama ability for the troubadour, Infernal Gavotte, currently is not set up to do fire damage.
Anyone else seeing this error on character creation? foundry.mjs:28570 A user update was received for UUID 'Actor.D9L0ibLUMX7HEMVI#system.biography.value' which is not a ProseMirror editor instance.
_onUsersEditing @ foundry.mjs:28570
(anonymous) @ index.js:136
(anonymous) @ socket.js:536
(anonymous) @ socket.js:523
(anonymous) @ socket.js:493
(anonymous) @ index.js:136
(anonymous) @ manager.js:209
Promise.then
(anonymous) @ globals.js:4
(anonymous) @ manager.js:208
(anonymous) @ index.js:136
(anonymous) @ index.js:142
(anonymous) @ manager.js:195
(anonymous) @ index.js:136
(anonymous) @ socket.js:259
(anonymous) @ index.js:136
(anonymous) @ transport.js:99
(anonymous) @ transport.js:91
(anonymous) @ websocket.js:48
foundry.mjs:82560 Uncaught (in promise) TypeError: Cannot read properties of null (reading 'replaceWith')
at ProseMirrorMenu.render (foundry.mjs:82560:37)
at Object.view (foundry.mjs:82499:54)
at EditorView.updatePluginViews (vendor.mjs:9:49036)
at new EditorView (vendor.mjs:9:45974)
at ProseMirrorEditor._createCollaborativeEditorView (foundry.mjs:28447:12)
at async ProseMirrorEditor.create (foundry.mjs:28421:9)
at async #activateEditor (foundry.mjs:94618:20)
it's some transient error with how we've got reactive prosemirrors. I've tried to track down the cause but as far as I can tell it just occasionally pops up in the console
BTW 1.0 pre-release is up for mod makers and the like
I think that's what I'm using in Foundry 14 now?
If you grabbed it from a week ago there's a new one now that's actually complete
(you'll need to manually reinstall)
Oh, ok
Working on an importer for Forged Steel. It's still being worked on, but you can find it here: https://github.com/kenpoh01/forge-to-steel-importer
A question for the dev team comes to mind. Is there a plan post-1.0 to integrate some of the mods into the core system?
Conceptually yes, however our no-AI stance means most of the mods aren't eligible for direct inclusion
Right. It would mean rewriting them from scratch, is what I understand.
Correct, zero cross-pollination
I'm looking at it in the pre-release, I think it's there now if it wasn't earlier.
(I fixed it today)
Well ok then!
Is there a thing about using some abilities that isn't quite live? E.g. I'm trying to use Null Field and say, Inertial shield and while I get a button to "Use Ability" I get a "Cannot convert undefined or null to object" error. Trying to troubleshoot to see if it's just me.
Oh that's a bug and that's why we have pre releases 🙂
Well it's progress, previous pre-release I didn't even get a prompt. 😄
The place template command for it though that automagically attaches to token? Lovin' that.
V14 made the whole thing way simpler
On the latest 1.0 pre-release, modules disabled, heroic resources aren't auto-deducting on ability usage (same with on Malice ability use).
Is this expected behavior for now? No errors in console, so just double checking if it's ticket worthy or I'm missing something 
Should be after the dialog is done so yeah a bug
will double check and get something filed then
Seeing the same thing.
Rebuilt and fixed
But yeah, this is the point of prereleases: To catch stupid oversight bugs that happen because a bunch of different changes happen during the milestone process and create regressions
Still seems to not deduct the resource, but it did fix another issue I had submitted just after you typed that (and now closed) where some malice features had an error when used lol
I was actually looking at what you guys did for template placement to help with D&D4e, and the API is so easy to use, I was super impressed with the work they did.
..yep
Yeah the API is super good just need to translate the data you have stored into Foundry Shapes
Which was barely an inconvenience (in part thanks to having DS as a model so thanks for that 😅) and actually a lot of fun (was working on it earlier this evening).
Version_1.0_Final_Final_Final is up
Range and targets are a very clear overlap between DS and 4e
Final_Final_Final did the trick 🎉
100%. There is a reason I am playing both, haha
Pre release
since this is a 1.0 release what are the big changes right now?
anything really new?
Check the release notes 🙂 https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/1.0.0
ah nice I was wondering if they were updated yet
I like how its wrote like
did I mention scene levels?!
But awesome
Patch notes are an art 🙂
Damn right they are good job
theres a lot of small stuff out there but this is mostly feature complete isnt it?
like it can do most of the stuff draw steel needs
Yeah, honestly the big thing is we need compendium data entry to catch up
E.g. all the ancestry features that scale with characteristics or level can do that
There's still lots to do for supporting stuff not in the core books (companions and summons)
yeah those can be a fair bit of work I'd expect....honetly I wouldnt want to write the code for that...
There's also of course lots of UI stuff to do. Encounter sheets, negotiations, montages, a compendium browser...
A foundry system is a long term commitment, this is only wrapping up year 1 🙂
Honestly it's rather impressive how far it's come in such a short time.
even from when I was doing monster data entry it's improved so much over the last few months
I just updated to v14 but DS system isn't updating. am I missing something?
It’s a prerelease so you’ll have to do a manual install from the manifest link on GitHub.
Oh did I jump the gun or is it largely functional
I'm in the process of pushing from prerelease to release
🔫 🦘
Version 1.0 is Now Available! (Foundry v14+)
Highlights
- Active effect updates to improve duration tracking and support roll data in formulas
- New Ability Use dialog
- Button to place ability templates
- Full support of v14 features like pop-out applications and scene levels
Full notes: https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/1.0.0
Huh, got a "requires core update" message in 14.359.
And what happens if you update to 14.360?
14.360 dropped today and had some bug fixes the system needed
I'll find out in a bit, I run my instance in Docker and it seems that was only just updated as well.
Does anyone use The Forge to host games? They only allow up to v14 359. Anyone know about how long until I can update to 360?
That's honestly pretty embarrassing for them that this is not allowed on Forge yet and rather inconvenient for anyone looking to play Draw Steel (and other systems, too) while hosted there.
I'm gonna probably crudely point out that Foundry has three other official hosting partners: https://foundryvtt.com/article/partnerships/
literally only came out 2 days ago
wasn't trying to throw any shade i was just wondering
The Forge server is probably the best place for that news
ty, asked there now
Wanted to let people know we're still looking for data entry volunteers, the 1.0 release added a lot of capabilities to the system but we need help getting the compendiums to catch up with that. If you're interested, join the League server and say hi in the https://discord.com/channels/732325252788387980/1345535794554601553 channel
https://discord.gg/rNzh6U2qMG link to the League server
Not sure if this is something anyone can help with, but does anyone have a built in negotation tracker? Or is there one even in the base Foundry module I just haven't accessed? Obviously I can track it in a word doc to the side or something but seeing if there is an in foundry solution
draw steel plus has one and its quite good
Thanks I'll take a look.
Oh man my players are 100% going to raise a stink over the new characters sheets at first I can tell lmao
u can change em back to the old ones
(I'm not sure I understand that expression) just so you know, you can change the default sheets in the core settings.
Raise a stink basically just means they're going to complain
I'm looking at the settings but I don't think I see a setting for this. There is one for the Chat but not the sheets itself I think?
There's also a module for negotiations (and one for montages) specifically. If I recall correctly, the Draw Steel Plus one is a little pop up window that lets you track Patience and Interest and motivations. The negotiations module lets you create an item that when you open it has separate tabs for an overview, success results, participants, defining the NPC motivation/pitfalls, and a full log of the negotiation. It is much more comprehensive, but I struggle to say which is "better". I haven't decided yet for myself if the extra features in the module are too much for me or not.
I've already opened up the DS+ one and it looks like exactly what I want. No extra info, just number tracking made easy
In the Core section of the settings.
Ah thanks! I also already found I can do it on a per sheet basis as well, in case some players like it and some don't
Yeah, sheet configuration was one of the first things they implemented in Foundry, it's one of the core design principles I think they've done a really good job sticking to
Now that 1.0.0 is out, what is next for the future versions?
1.0.1 will probably be data entry (no new bugs reported yet 🤞)
1.1, among other things I hope, will tackle Retainer Advancements
Why does the system need "v4 stable 360", we only have 359. What the hell is going on?
Its not there for me. Maybe because Im using a iMac?
I see a Mac version on my download page
Can't speak for the foundry client, not home. But it's on their web page.
From Forge, it doesn't exist
Ah, yes, that is known. Best bet it to reach out on the Forge channel
Yeah, Forge always seems to be it's own cabal of weirdness.
I don't know if I'm doing something crazy, but I can't seem to edit the name of the party sheet to where it doesn't just add on the last thing I typed in, which with my experimentation has resulted in a pretty unfortunate name
Looks to be a Draw Steel Plus bug. Changing name in the Party sheet details tab seems to work as expected with no modules.
Will fix that
Will we be allowed to know if the official beast heart module for foundry is a work in progress?
given there’s no official summoner module yet not sure i’d bet on that
There are a lot of priorities to balance but we currently have nothing to announce
Given that the beastheart is included in the creator license my expectation is that when the work is done it’ll be in the system and not a separate module.
now that there are more effect expiry events, are the valid endings for the [[/apply]] enricher still encounter, respite, save, and turn, or have they also been updated?
same list
if you've got a good use case for something else file a feature request but it didn't seem like there was a strong need
gotcha, thanks!
Actually, I have another question. When I had an effect along the lines of "Taunted by you until the end of their next turn", I could just use the enricher [[/apply Taunted end=turn]]. But now, when I do that, the effect ends at the end of the current turn, not at end of the effected target's turn. Was it always like that? I could've sworn it wasn't, but I could be wrong.
I mean before, it definitely worked for me. I know with the new update, I managed to get the weird timing effect of Every Step ...Death! to automate using Foundry, where I couldn't before. But now this is throwing me off.
I suppose really, I just wanna know from the Chaos and the other devs if this is intended or not before I try to work around it.
I'm not sure what new effect expiration options are available, but I've run into at least one situation where I wanted each of these.
- until start of your next turn (ex: Minor Acceleration, Behold A Shield of Faith, Buzz Balm, many others)
- until the start of their next turn (ex: Flame Primordial, Riders on the Storm, maybe a few others)
- until the end of your next turn (ex: Every Step Death!, Swarm of Spirits, Sticky Bomb, Hoarfrost's strained effect, Fake Your Death, Stop'n'Go Coin). The issue is when these effects start during your turn and should last to the end of your next turn, but the EoT expiration ends them at the end of your current turn.
- until the end of their next turn (ex: Entropy Ward, some others) Includes cases where you affect the enemy on their turn and it should last to the end of their next turn instead of the current one.
- end of round (ex: Bloodfire Rush, The Mountain Does Not Move, Shower of Blood)
In addition, there are two sub-use cases for the start/end of your next turn. Sometimes it is an effect on you that lasts to your next turn, and sometimes the effect has to go on the target but it lasts to the end of your next turn (not their next turn). That one might be tricky to expire unless effects record their source of origin, not just their parent object.
Are those sorts of effect expirations now possible? If so, I can certainly put in a feature request.
That definitely sounds like a bug
Basically all of those should just be configured in the effect itself rather than at the enricher level
I think most of those should be possible with the core expiries
looking at this the only thing that needs a feature request are "based on user's turn but goes on other person"
Thanks! I've submitted a feature request for it.
something strange is happening now that I've updated to foundry v14.360 and Draw Steel 1.0.0 - my Talent player's max recovery count is now suddenly 0. does not affect any other players, still is the case with all modules deactivated. anyone know what caused this/how to fix it?
It's an issue with effects that modify max recoveries like Staying Power. It'll be fixed in 1.0.1. You can disable those effects in the mean time.
is moving up to V14 allgood for Draw steel? what are the current issues? (if any??)
The only standing bug (which has been squashed in development, will be fixed in 1.0.1) that I've confirmed is that the Staying Power effect from humans is setting max recoveries to 0
That's with just Draw Steel + Foundry, can't speak to any module bugs
I can’t get retainers to use abilities but other than that it’s been very smooth.
sweet as
And looks like ChaosOS has fixed that one now 🤪
Can the apply enricher apply multiple effects at once? I'm trying to do the stormwight's transformation, but because it has both a melee distance bonus AND a size increase, it needs two separate active effects, and I'd really like to be able to apply them both with one enricher.
https://github.com/MetaMorphic-Digital/draw-steel/wiki/Enrichers#apply-effect
I think you'll have to make a custom effect, but doable.
The official Draw Steel implementation for FoundryVTT - MetaMorphic-Digital/draw-steel
Not sure what you mean; that is the wiki page that prompted my question 😅
Basically, (and I'm only saying this based on my understanding) you would need to create an effect and use its UUID in the [[/apply UUID]] form.
That is what I am doing, yes, but as I said, I need two, one for the distance bonus and one for the size.
I would like to be able to apply both at once.
One effect can have more than one attribute changed at the same time.
... I have been stupid. I did not realise that is indeed the source of the issue.
No worries, I do appreciate the attempt to render aid!!!
So I guess no, can't be done as one enricher using one custom effect.
You could use a macro that applies the two effects, but not as an enricher.
Found a fairly major bug with DS V1.0 that I'm seeing. Player permissions to create actors to add items are set to Assistant GM or GM only, this happened with different hosts, base foundry v14, DS V1.0 with no modules enabled. Managed to replicate it across clients, users assigned player or trusted player just can't do those things.
Issue doesn't occur when using D&D 5e with V14.
Are you not able to give that permission to players and trusted players?
Players have all permissions, all actors are set to everyone being the owner, and players can edit all fields in those actors and move their tokens, just can't make new actors or add/create new items.
Uncaught (in promise) Error: may only be modified by a GM or Assistant GM user.
Can you show a console error?
#fetch foundry.mjs:142052
notify foundry.mjs:141911
error foundry.mjs:141951
#handleError foundry.mjs:78761
dispatch foundry.mjs:78744
onack socket.js:578
onpacket socket.js:497
emit index.js:136
ondecoded manager.js:209
(Async: promise callback)
R globals.js:4
ondecoded manager.js:208
emit index.js:136
add index.js:142
ondata manager.js:195
emit index.js:136
H socket.js:259
emit index.js:136
onPacket transport.js:99
onData transport.js:91
onmessage websocket.js:48
Uncaught (in promise) Error: may only be modified by a GM or Assistant GM user.
[No packages detected]
foundry.mjs:78759:46
#createDoc document-sheet.mjs:222
AsyncFunctionThrow self-hosted:784
(Async: async)
#onClickAction foundry.mjs:31478
#onClick foundry.mjs:31438
(Async: EventListener.handleEvent)
_attachFrameListeners foundry.mjs:31396
#render foundry.mjs:30156
AsyncFunctionNext self-hosted:780
(Async: async)
#try foundry.mjs:7552
add foundry.mjs:7525
add foundry.mjs:7523
render foundry.mjs:30109
_onClickEntry foundry.mjs:128732
#onClickEntry foundry.mjs:128706
#onClickAction foundry.mjs:31478
#onClick foundry.mjs:31438```
This doesn't sound like anything close to what the system is doing, so probably module or core related
How are you hosted?
Local host, and a friend who replicated the issue also locally hosts.
Could be an issue with core, but like I said, couldn't replicate it on any other system, and I was able to replicate it on a brand new world with only the system installed.
Are there any fancy tools or mods out there yet to import creatures/npcs from the pdfs yet or from forge steel?
appreciate it
To be clear, if I turn off "Create Actor" as a permission the button to create a character doesn't appear, and if it is on they have the button but get the error when they make them.
ah yep I see. I think that's a core bug
it's related to the Director Notes field
🙂↕️
Implemented fix for our side in 1.0.1, resulted in a small amount of functionality loss but not anything that should be noticeable to people
Additional automated for the Foundry module: https://discord.com/channels/332362513368875008/1494369712723984424
Version 1.0.1
Some key bug fixes + compendium data updates. We still need more data entry volunteers to help us flesh out the full functionality of the system!
Notes: https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/1.0.1
A while ago you said (I think it was in a GitHub ticket) that you are thinking about adding additional key words for monsters, for example to add the specific element of summoner elementals.
Is this still something you are looking into?
With the beastheart and the summoner we now have multiple specific monster key words, monster roles and ability key words not represented in the system (in addition to the numerous monster key words of 'subtypes' from the monsters book that are not pickable).
Will all of those be added? I am thinking of a small module to just add them myself but I want to avoid having to roll back all of that when you put them in the core of the system eventually.
Edit: For some reason, the language "Ananjali" is also missing. But I would assume that this is unintentional.
I also saw that there is a Journal Page type named "Configuration".
A created one with a test language and added it to a compendium. The warning that it is not part of a pack has disappeared, yet the language still is not available in character sheets.
For what/how are those configurations used?
Hey guys, wondering about Draw Steel support on Foundry as compared to Codex. Codex has way better automation and books are included, but amount of bugs and uncomfortable to use UI elements make me wonder about switching back to Foundry. I can move tokens and apply conditions myself if needed
I guess what I am asking is how is foundry experience overall?
Configuration pages are meant to be a easy way for directors to add languages and monster keywords without needing to know code
They're intended to go in a personal module
The Foundry system is constantly evolving and benefits from building on Foundry being a rock solid VTT with a sizable dev team focused on building out the core features
Have you tried the 1.0 release of the system?
I have not, wasn’t aware of a major version release! Well I guess I have my answer then
It requires v14 but has added a lot of new capabilities
Mhm!
Not to mention there's a dedicated community of module devs (among whom I now include myself) who make addons that give a lot of extra automation, quality of life, and functionality.
I have no doubt the Codex will always have advantages, being built from the group up for one system has great advantages, but I think FoundryVTT will remain a stable home for it too.
On that point also, thinking about picking up monsters book on foundry, unsure if players book is really necessary. Does it provide class progression/items? Or only journals?
That one is the journals and the art included in the book, no progression/items since those are all in the base system.
Monsters is very nice for the token art, but just be aware that not all monsters have art since not all of them in the book have art to use. A large majority are covered though
Yeah I figured with the monsters book. That is fine. Thank you!
I think it’s pretty solid, it has a lot of features, including community contributions to make it pretty smooth to use
Sometimes I wish I had códex/that codex was finished cuz it’s a pain calculating aoe pushes but it’s one of the better tactical vtts imo
I think I will go with foundry for a while and wait out half a year/year worth of updates of codex and take a look again.
Combat is really smooth, that is for sure
Could you elaborate on what you're looking for?
We've added some place template functionality to 1.0, and 1.1 will integrate it with the ability dialog to select targets
in last week's game, our fury positioned himself around the red circle and used Back! against a minion squad and a couple normal enemies, in addition to the damage (which isn't hard to apply with macros) but then we had to go over how many spaces every enemy got slammed into (since there were a lot of enemies and furies have a bunch of boosts to their forced movement)
have u checked out #1494369712723984424 ?
it has a forced movement tool which CAN handle this
oh damn
i think i need to update to v14 for that
(which i plan to i just got lazy about installing v14 on my VM)
i had the same issue but 1.0 works on v13
wait really?
well game's in an hour so might as well set up v14 during the week 🤷
also before i forget, i'd like a way to quickly change a group's image to one of the members of the group, like the equivite in this case, i've been meaning to make this a feature request
like right click a member and choose update group image to actor
File a ticket!
Maybe we’ll even see some of those quality of life modules incorporated directly into the main Draw Steel module after testing. I believe they do that with the Pathfinder 2 module.
Most of the code is not eligible due to AI contamination
Conceptually though they cover many areas the system is interested in
oh the other thing is we've added AE keys to help track those bonuses
The data entry volunteers are still working on implementing them but they're documented on the wiki if you want to add them yourself
are there any plans to incorporate comprehensive forced movement handling into the system? seems like that’s one big plus that the codex has over foundry currently. Ady’s Combat Tools module works really well for automating it, but just curious if you guys plan to build that into the official system at all
My recommendation is that someone makes a github issue with specific requests in mind. Tbh I think it's rare that any system looks at modules and just absorbs them, but specific feature requests go much further.
I might just speak for myself, but I've no interest in learning what any given module does, but if an issue was made (distinct from the context of a module, just related to how it would benefit the system itself to have) for a specific feature, it opens the door for implementing the ideal implementation in that context, which is very different from just absorbing a module.
Also modules tend to have to do things differently anyhow. And yeah also, our policy which we're 100% firm on seems to reduce the number of valid modules to a single digit...
If you make an issue, then it might be planned. 🙂
I don't recall offhand whether one already exists.
😅
Others already pointed you to it, but that's exactly why I made the combat tools module!
Hope it comes in handy!
Regarding forced movement, I agree it's a very fancy feature in the Codex. This is a downside of Foundry in that the core software assumptions are not super conducive, so we have to evaluate the development opportunity cost of forced movement automation vs. various other features
So far, the high opportunity cost has meant we've preferred other capabilities, but as we get through other features I'm sure forced movement automation will move to the front of the queue
i honestly like that theres no forced movement automation
it means that unless theres a very bespoke solution u have to individually draw walls for collision
which is both time consuming and frustrating for those of us that run more custom-made maps
Mhm, the time investment to do that is nontrivial
Yeah, there's a lot that's implied from trying to automate forced movement
I did make a feature in my module that lets you convert swaths of walls into material breakable walls, so it's easier when converting existing maps.
the ONLY thing i would potentially like is some sorta auto-damage calculator for collision into other creatures/walls
but thats purely for damage
not for the actual movement part
actually moving the token is something i like to do myself
or even just removing part of the map when a wall is destroyed
That's fair, if that's something the director/players enjoy it's good.
I think the option to make it more expedient/player controlled is nice.
i cant think of much that the codex does that i think "oh well that would be annoying to put in foundry"
same
I'm not a code-guy by any reason, but I'm sure this can be done with a macro somehow.
enter how far creature was pushed
check stability value of creature
did creature get pushed into object
-- select what type of object
did creature get pushed into creature
I was thinking I could use my module but just put the collision code into a ruler
So you drag out a ruler and then it spits out the damage
I see that someone is working on a forced movement module which is awesome. Hopefully it ether works well enough to use with the main module or something similar gets incorporated into the main module someday.
That sounds like an interesting option. I'm not sure if a single ruler solves the issue finaljas90 and the drewboat are discussing. If I followed the thread correctly, one of the goals is a way to help calculate the collision damage without needing to draw the walls on maps. Could you do some sort of "waypoint" on a ruler drag? Or do two rulers in a row? Using a waypoint approach, could you drag the ruler from the pushed token to the wall/creature, and hit space or some key to mark that as the collision point, then keep dragging to show the full distance, so the macro could learn both the distance to collision and the total move?
Hey folks, are there any lists of good draw steel modules for foundry? Just starting out
And more specifically is there any way to import Forge Steel charachters?
Or I guess if the macro is being triggered as an embedded button inside an ability that does forced movement, the macro could know the forced movement distance in many cases without needing that, so it could just ask you to click on the square where collision happens? But that would only work in the cases where the distance can be known by the macro up front.
In the screen where you are adding modules, type "Draw Steel" into the filter/search and it should find all the ones I'm aware of that have been fully published.
I don’t remember whomst, but someone is working on a Forge Steel importer. That said, character creation and progression is extremely easy natively in Foundry, so I wouldn’t really worry about waiting.
Ok, will take a look at progression. Haven't figured out how that works yet
In the compendium tab, type the name of what you're looking for (e.g. "Devil" or "Tactician") into the search bar, then drag onto your character sheet
*assuming you're on the latest version of the system and Foundry
I was thinking of something much simpler, just a ruler that checks for normal foundry walls, and you just tell it what material to expect.
So if you draw a line 5 long running through a wall and set it to wood, it'll say 5 damage (only 3 is needed to break through wood and then it does 5 to you), if it passes through a token, it'll say a number on both creatures equal to the length after passing through them.
My suggestion is purely a way to make my existing tool maybe useful to this playstyle, but my focus is still on my automation.
Worked for me! Thanks
Hello, is there a way to add keywords please? I'm adding a Beastheart to our campaign soon, trying to automate the sheet 🙂
(if there's a Beastheart module that would be way better, come to think of it)
Right now we're trying to get all of Heroes finished up but we'll be adding system support for the two Master classes soon enough
A small module script can cover this
Any guidance is gratefully accepted, I barely have enough CSS to markdown a PDF page :p
Step 0, have you made a personal module? You can do this from the setup screen modules tab
In a different system a while back, so I could make a DS one
Yeah, make a DS one
Once you do that, find it in your file system and make a file named beastheart.mjs — you'll probably need to turn on file extensions. Then open it with a basic text editor, Notepad is fine but Notepad++ is better because it has syntax highlighting
(notepad++ is a program you can download if you don't have it already)
Ah, now. I'm hosted, will I be able to edit the file?
I only really access it from within Foundry
How are you hosted?
Hmm. Yeah, not super sure what your options are there but maybe there's something
Worst case scenario we'll have the keywords in the system in 1.1
If you can make a personal module then that's the best option for adding the class and abilities and features
https://discord.com/channels/332362513368875008/1494369712723984424
Forced movement module, no idea how well it works though
it works, u just gotta draw walls on all ur objects
If you're using a map with pre-existing walls, you can convert them, but if not then yeah you do.
Before I put in a feature request, I wanted to see if something already exists. On the PC start of turn, it automatically adds the appropriate heroic resources. Is there a property that stores what the start of turn amount was after the auto increase? I'm thinking of use cases involving the Fury and Null class features like Growing Ferocity where the character gets bonuses based on the start of turn amount, not the current amount. I could see a macro or other automation that would help to know what the start of turn amount of HR was.
Thinking about it some more, I don't know if that would need to be only on the start of the PCs turn, or at the start of every creature's turn. Most HR spending abilities are used on their own turn, but there could be ones that happen on other creatures turn and you'd still want that value to be the correct start-of-turn amount. Maybe it updates a property for all the PC actors with their current HR amount as the last stage of the start of turn event logic for every actor?
Reading the text literally, you'd activate whenever you gain resources, and only purge at the end of turn
So a Fury who takes damage to go up to 6 ferocity and then has to make a might/agility reactive test would get an edge even if they spent some on a triggered action in the intervening turns
I have had the same issue as you do right now with missing key words. If you want to, I could send you a module that contains all missing keywords for monsters (including all the subtypes from the Monsters book and all the official campaigns) and abilities, all missing monster roles (Champion and Companion) and the one language that is missing for some reason.
I didn't publish it but you could just install it from your local drive in your foundry (assuming your hosting service allows that).
It contains nothing but the data entries.
That would be super helpful, thank you! 😄
@cunning oasis I believe there's a button in the initiative ui to quickly markup minion groups but I haven't used the system myself.
People here should be able to help
@cunning oasis
Anyone using Foundry for Draw Steel know of a quick way to mark different minion squads? I know I can use colors but I have to do that for each one :/
Depending on how you want to mark them, there are module solutions but also a built in Draw Steel system method. I'll have the built in method shown here:
If they're individual monsters that aren't set into a group, that is done individually, but this should work for minion squads and such. You can also right click the captain in the group and designate them as captain if needed.
Oh, the color tokens I haven't seen before that is very neat
FYI, Users of the Forge hosting service:
v14 Build 360 is available now to be selected for the game version to be used.
is there a way to add custom motivations/pitfalls for negotiations?
i believe u can do so with the draw steel plus interface
is it still bugged
Or you add them via a module under CONFIG.DRAW_STEEL.negotiation
I could give you a template and show you how
(can also just use the bio tab to write a longer explanation, nothing is going to be really automated from that stuff)
But why, when you could just overcomplicate it for no real reason other then "it looks like it was meant to be this way from the start", even though none of your players will ever see it?
That's a great question
Looks like Jeff produced Weapons of Legend! https://www.foundryvtt.store/products/weapons-of-legend-powered-by-draw-steel
neat
Nice! Had the upcoming backer campaign followed but looks like they decided to release it. Will check out the weapons today 👀
Nice! I picked up the PDF awhile back. Cool to see some of this stuff make it's way here.
I just noticed that this happens when updating (or writing a new) journal entry. Tried without any modules and it does the same thing. The image just blows up by default. Is it possible something went wrong in the conversion to DS 1.0 or FVTT v14?
Hi everyone my new module Draw Steel - Ability HUD is out (waiting for approval but you can download with the manifest url. My players were having issues with Token Action HUD so I made a fixed HUD that sticks above the foundry hot bar exclusive to Draw Steel: https://discord.com/channels/332362513368875008/1495899269243207730
is this v14 exclusive?
should support V13 but I only tested on v14
thx!
Sry had to fix an issue, the demo:
Ope that's not good. Snippet of the html?
Is this exactly:
<img class="icon" src="icons/vtt-512.png">
<p></p>
</aside>```
With my text within the <p>, obviously.
I have not tried in other worlds.
@flint monolith sorry for the ping but any idea how to change the default ability config?
i tried unclicking a buncha stuff but it resets as soon as i close the window
doesnt seem to have a "save changes" button either
Let me get this straight: your based move when having issues was “Fine. I’ll do it myself.”
I love it so much, too
will see if I can repro and then make sure a fix goes out in 1.1
And here I thought it was a me issue. I can write a bug report, if you want to trace it.
oh this is a core bug
The img should have the class="icon" property
but here's the resolved HTML
So, basically, removing the class="icon" solves the issue?
Huh.
no; the issue is that the correct styling wants img.icon (which you have in the html) but the bug means it doesn't actually show up in the rendered html
which means it falls back to default image styling, which is to take up as much space as possible
Ah! I see.
Is there a way to change the burrowed status to not hide tokens?
Great to see a paid third party premium module. Hopefully the first of many
finally updated to v14
can someone remind me what cool new modules have come out for it?
does anyone know what's happening here? trying to load into some maps i had in v13 in v14 after updating and it's giving me this
it gives me that message and i can't open themap
to load a map i need to do the following:
right click on activate map on the scenes tab, then reload foundry
i've been deleting dead actors and seeing if it does anything
ok it was condition lab & triggler having a fit
i don't even remember if i had it active before, i just activated some modules i usually use
If i'm not using walls in my maps, is there a workaround i can use to use the forced movement widget from draw steel tools to collide into objects?
as in, can i make a wall that's attached to a tile i can move around, or an actor or something?
oh it's pretty easy actually
make an actor with the object type, then drop it on a tile you wanna collide with
There were significant changes to statuses in v14 so I'm not surprised by the issues
I've got some retainer NPCs from back before there was a Retainer actor type. Is there a fast/easy way to convert them to retainers? They just need recoveries.
Is there a way to make movement mode teleport for all tokens and/or make it the default? It annoys me that my token has to physically move across the map
i remember there was a module that you could use to instantly move people, and i couldn't find it specifically, but this one has an option to set hotkeys to movement types
https://foundryvtt.com/packages/easymovement
EasyMovement, an Add-on Module for Foundry Virtual Tabletop
Are you a player or director
As a director you can cut & paste (Ctrl x + Ctrl v)
With a macro yeah you basically need to do actor.update({ type: "retainer", system: _replace(actor.system.toObject()) })
Figure out actor as you please
Should be able to do this with certain actor permissions as a player too
A treat for anyone who joins the Draw Steel thread on the main Foundry discord
#1390065189453435041 message
Excellent!
I've been in the process of modifying DHOTW for my campaign I'm running that takes place in a large vertical coastal city.
Yaaaay, grats!
I have just today (pretty much) finished setting up my own Dark Heart of the Wood, making quite good use of v14 levels functionality.
Should foundry talk eventually migrate over there at some point? Or is the plan to just have both places as an option?
I was looking at that map and was curious how it'll work out with v14. I haven't updated yet, but I definitely will to make use of that map.
Note that you'll need to modify the provided maps (the JPEGs) to add an alpha layer and "carve out" the spaces that should allow to see lower levels.
Or you can obviously avoid all that by doing classic teleports to other scenes instead of levels, but where's the fun in that.
Yeah, I definitely want to play with the levels.
I'll continue to use both but that posting will be our product announcement post so we don't have to maintain two
something thats bugged me for a while
why does teleport instantly move a token to the chosen space but with walk u gotta see the token be dragged to that location?
is there any way to make it so the former behavior is the default?
Someone else had the same thought.
One of the big reasons (the way I see it) is that, while walking, you can trigger traps and be slowed by difficult terrain. But teleporting ignores all that.
If it's just the animation part that bugs you, I'm sure someone made a module to change that.
Token Ease, I think, can adjust the speed/timing of it.
But I don't think you'll be able to remove the animation entirely without breaking other things.
And at that point, just have everyone teleport, that's easier than chaning how walking works and would have the same end results, for the most part.
darn
ty for the response
It's not too hard with a tiny script to massively increase the speed
I was offering an alternative when you're doing scene setup type stuff
V13 added cut and paste support
im not sure i understand
how does cut and paste apply here
unless u literally mean like
everytime a token moves copy and paste it
to its new location
Wasn't sure what your scenario was
my scenario is literally i dont like waiting for the tokens to be moved across the board
If it's just mid combat stuff I'd recommend a small script to quadruple the speed
idk how to do that, so ill just deal with how it is rn 
Do you have a personal module already/do you want to learn?
Hooks.once("init", () => {
// default movement speed is 6 squares/second
CONFIG.Token.defaultSpeed = 24;
});
it's fortunately a very simple thing to adjust if you already have other module script stuff setup
Walking vs. teleporting is actually technically relevant for regions that have corresponding triggers. If you care about such things.
(Never actually tried, but I would assume teleport skips the whole thing and would'nt trigger a region on it's way)
Based on testing I conducted on V13, it does trigger.
Teleporting movement is still moving them through the area, it just doesn't animate the movement.
If the token lands on the trigger region. Teleport also doesn't trigger in-between spaces (between your starting and ending positions).
Version 1.0.2
Various bug fixes ahead of the weekend that didn't need to wait for 1.1
https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/1.0.2
Is there no GM vision mode for draw steel?
You mean like Less Fog module?
I remember having a button for it but it might be pathfinder exclusive or a module I didnt realize it came with
If by GM vision you mean, while viewing as a vision enabled token seeing other tokens in fog while other players can't see, Less Fog is the module yea that might be it, it brings a button called "Toggle GM vision"
yeah whatever you're talking about was a feature of some other package
Sweet cheers
Sneak peak of my new upcoming module Draw Steel - Hideout, it is my largest module yet:
- Adds a new actor type: Follower (support quick creation of Artisan / Sage by rules)
- Project browser, to add projects to Project Board
- Treasure Browser, to add crafting projects, store treasure in a shared Party Stash, or Add craft recipe to Archives
- Obtain items automatically from completed projects, drag and drop items into character sheets to party stash (or vice versa)
- Drag and drop Heroes/Followers from Roster to the project's contributors area.
- Progress Project button to make a roll all, with auto breakthrough support.
- Projects and Treasures support system compendiums, current world items, third party compendiums.
(hopefully will add project event support)
Hope to finish it tomorrow night, ill probably add the project events in a later version.
Oh yeah, might be nice to pin this
hm. when i start this up with v14 i just get a black screen
it is pinned over there.
whoops, sorry, it was because i thought i updated the system but i hadn't
Yeah we put the max version in the website but it didn't make it to the 0.11 builds so its not hard blocked
I leveled up to level 2 and it gave me the domain feature for both domains of Conduit instead of having me pick, and it didn't automate giving me the skill from the domain I didn't pick at lv 1 at lv 2, it was automatically giving it to me at level 1 instead.
When did you first make the Conduit? What system version are you on?
I made the conduit a couple months back, and I am not the one hosting the Foundry server
Current Build Version: 351
Draw Steel: 0.9.2
Active Modules: 29
It also says "Version 13 Stable" at the top
Seems like some kits which give a 0/0/4 damage bonus (like Panther) don't have that logged
at least not in details
File a bug report please
i'm using a thwomp to help calculate my forced movement damage
How do i add active effect? what i mean is how i create custom effects to drop here?
And
How do i "unpack" effects on the left into items/actors/journals? if it is possible
go to the ability thats applying it and create it in the ability
@pliant gale I have a public fork of convenient effects for Draw Steel if you want to use, you can create effects in the right foundry tab
https://github.com/OmerCora/draw-steel-convenient-effects/blob/main/README.md
I added support for creating/storing Draw Steel special Ability Modifiers, i also added stacking effect counter if you have VAE module (visual active effect)
One problem😅 it not working with Foundry v14
Othervise i would use it
Hmm i am using it on my v14 setup now
Wait, i think i installed not branch but core module. How do i use branch?
ah you gotta go to my github and manually download the repo as zip and paste it into your modules, yea i forked because the original module didnt get updated
part of this is that AE compendiums are a total game changer for how we think of "applying effects easily"
btw the apply enricher accepts UUIDs
Your system version is very old. That subclass handling was fixed in 0.10. The latest for v13 is 0.11.1, and the latest system (1.0) requires v14
is there a way to automate the starhunter's effect with an active effect?
the whole "magic abilities targeting u get an edge"?
i thought i could do so with an ability modifier but it doesnt seem like it?
and an active effect for edges seems to just apply wholesale
(im on v13 btw)
I know D&D5e is working on some way of putting more freeform conditions on active effects, so putting that power in users’ hands is certainly possible, but obv it’d have to be something the DS devs want to prioritize.
But I don’t think it’s possible now.
Hello everybody, just released my new module Draw Steel - Hideout,
An interactive Party Stash and Project Board with project/treasure browser and Follower type actor support.
Hope you enjoy!
https://discord.com/channels/332362513368875008/1497818474821587105
YyeeeAAAAHHH
yipeeeeee
ty!
Feature request if
I don't understand why I'm getting a load bar saying "70% Applying migration to version 0.11.0". Can I get rid of it somehow? I can cross it out, but every time I start a game, it stays there until I cross it out
I am on DS version 0.11.1
What foundry version are you on? The issue would show up in the console
Anyways it's trying to migrate the AEs inside some personal item compendiums
13.351
What are you seeing in the console?
There would be an error when it stops at 70%
It might be my own modules somehow causing it.. getting errors for my own modules
That would make a lot of sense. Disable all modules and reload
Unfortunately, you're pretty behind on updates, and module authors are not always scrupulous about maintaining correct compatibility listings. It's very likely one of your modules had a bunch of v14 updates and just didn't version gate them
Is there a way to assign Judgment or Marked to a token in foundry? I play a lot with my friend and we sometimes forget who we did put those skills on since we have 2 censors and one tactician
the system has both features and both have an effect inside them you can use to apply
but i have to open the compendium and apply it everytime someone uses it? isn't there a fastest way to use it? I wish we could just use the maneuver with the target selected and it instantly applies
Select the token, cliked on the "juged" box in the text. Should automatically apply it
but I could only find this text on the compendium, if someone uses it the text appears in the chat without the judged box
Not in my games. When you use the ability, the enricher just be in place and working
when someone uses it that's the only thing that happens