#Foundry VTT System

1 messages · Page 13 of 1

fallen slate
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Yes, I'd like to be able to pull in a characteristic in a damage formula. Is that possible?

steady vault
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OK, but option A or option B?

fallen slate
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ah.. B?

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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.

steady vault
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In that case, you just type @C (where C should be the abbreviated characteristic).

steady vault
fallen slate
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Hmm, that doesn't seem to work, I might be doing it wrong. This character has agility of 2.

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the text in the journal power roll tier outcome page:

steady vault
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According to the wiki, it should work. Try removing the spaces.

GitHub

The official Draw Steel implementation for FoundryVTT - MetaMorphic-Digital/draw-steel

fallen slate
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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...

steady vault
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Possibly. I am only a user like you. Once one of the contributers sees this, they will be able to say with confidence.

fallen slate
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Okay, thanks for your help! It's not a big deal to adjust manually.

simple nova
whole canopy
simple nova
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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

celest dock
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Yeah, I just pulled that PR to test and the core API for placing regions is super sick!

wispy dock
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What kind of stuff might it enable for the future of the system? If there’s a relatively on-hand example 👀

simple nova
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Templates for abilities

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I did the basic translation work today for what you put into the Distance field vs. what Foundry wants for measurements

celest dock
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It also added a new region shape that would be good for auras and allows for easily attaching regions to tokens.

wispy dock
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Aah very cool! That’ll definitely be nice to have

forest ridge
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I'm super stoked for just having a compendium of active effects instead of making them for every item all the time

half grotto
# simple nova Templates for abilities

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?

celest dock
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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.

soft token
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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.

half grotto
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Thanks, all!

short wadi
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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?

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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)

steady vault
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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.

short wadi
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Yup, just an idea/suggestion 😄

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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.

eager helm
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yeah thats what my group did too

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i wish there was a way to do a movement mode for off turn movement

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that wouldnt count for the purposes of speed calculator

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or whatever its called

short wadi
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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

steady vault
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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...

short wadi
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I think we're just saying seperate thjngs, I'm not sure.

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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.

steady vault
short wadi
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Hmmm, okay! I'll have to give that a try then

steady vault
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Still fiddly, IMO, but technically doable in one click.

short wadi
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Yeah, that's not awful, less moving around to click.

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I was under the impression you had to navigate to the token, click speed type, change it, then move it, then change it back.

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I might have just misunderstood, or that wasn't shown at the time I saw it.

steady vault
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It's one of those hidden features of Foundry. Someone here tipped me off that it was a thing.

half grotto
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Great stream, Chaos!

simple nova
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Thanks! Excited to showcase these modules and all the work that went into them

winter gorge
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Ooh, is there a vod?

half grotto
manic hinge
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oh damn, I missed a showcase stream, was it announced somewhere?

honest hearth
simple nova
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#mcdm_livestreams message

marsh edge
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Great stream, learned a few new things, like that groups are a folder.

haughty forge
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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?

simple nova
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I think at some point we'll do that kind of logging at least as an option, but it's not a high priority

marsh edge
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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?

turbid holly
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is there a way to import .ds-sourcebook files into foundry? I'm specifically looking at the scion class

simple nova
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What are those from?

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Someone would have to build a module to do that conversion though

turbid holly
simple nova
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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

sly hinge
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you're gonna have to make it by hand on foundry

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you can offload it to your player and help them out with anything they're not sure how to execute

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it's not awfully hard and people only have to import what they're actually gonna use for their char

turbid holly
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thanks yall, I'm gonna have them input class stuff

simple nova
vital bobcat
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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. blob_smilehappy

soft token
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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.

vital bobcat
prisma cape
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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?

steady vault
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Technically yes, but since the compendium is a adventure, it imports stuff into your world.

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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.

prisma cape
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Gotcha, thanks! I'm weighing how much prep time this will save me, and thinking it's probably worth the $15

simple nova
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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

  1. Full art inclusion
  2. Text enrichers
  3. Regions
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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"

steady vault
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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).

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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.

faint forge
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Any Feedback on the foundry purchased modules?

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Looking at doing a purchase

steady vault
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Yes, they are worth it.

wispy dock
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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 blob_hero

faint forge
simple nova
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The system has custom initiative tracker handling

steady vault
faint forge
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Really? We were trying to figure out how you use it on foundry

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We played last night and only saw the typical d20 tracker

eager helm
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if ur using the system it should look like this

steady vault
faint forge
steady vault
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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?

simple nova
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Trying to balance that against the Revenant immunity

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the problem with automating stuff in VTTs is there's always a dozen exceptions

steady vault
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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.

simple nova
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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

steady vault
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Oh, as opposed to other immunities that would still let the "bleeding when dying" thing apply! I see what you mean, now.

whole canopy
steady vault
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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?

simple nova
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this first year of development has been a lot of iteration on the foundation of the system

steady vault
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Got it. Thanks.

ivory rivet
# whole canopy looks like you get everyone in combat, as turns go you click the '->', they'll g...

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... 🙂

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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?

simple nova
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(turns do automatically end but sometimes it's nice to have that pause to decide)

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They should be having that

ivory rivet
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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.

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Let me check, with all other mods turned off in case there is a conflict somewhere.

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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.

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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.

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Now I'm going to turn off all my mods and see if it still works that way.

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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...

celest dock
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Do you get any errors in the console?

ivory rivet
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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.

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And actually clicking the End Turn button always works, as best I can tell.

steady vault
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That lines up with my experience as well—though you have been much more concise.

simple nova
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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

zinc glen
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is it because of trying to distinguish between end of turn for a creature and end of turn for an initiative group?

simple nova
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no it's because the combat tracker tries to only trigger for going "forward" in initiative

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which in dnd-style initiative means just going down the turns in order

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but that's not how Draw Steel works

steady vault
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I wonder then if the alternate initiative option works...

simple nova
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almost certainly does, although we don't have initiative groups set up for that

ivory rivet
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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.

simple nova
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yeah, because that's always "forward"

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and then the end turn button works because I specifically made an exception to make sure it called those methods

ivory rivet
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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?

simple nova
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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"

ivory rivet
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Would submitting a bug report help track this?

simple nova
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Already made a ticket

steady vault
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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?

simple nova
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There's also a roll specific adjustment in the roll dialog

steady vault
simple nova
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In the bottom right of each roll dialog there are buttons for the roll modes

steady vault
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I admit, I did not notice. The kind of thing that my eyes just went over, I suppose.

faint forge
wispy dock
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For playing the game? Definitely recommend The Delian Tomb

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Heroes/Monsters is nice to haves, Delian Tomb is content

ivory rivet
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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.

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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.

faint forge
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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?

simple nova
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there's also buttons at the end of each act's journal to import the next one

faint forge
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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?

simple nova
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here's the compendiums

wispy dock
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That is not true - Each part is a separate Adventure compendium that you can import into the game.

ivory rivet
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I think whoever left that review just didn't know how to import the 2nd and 3rd parts.

faint forge
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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.

simple nova
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parts 1-3. Also in the journal

faint forge
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Yeah, it sounds like the person didn't know exactly what they were doing

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Is the adventure all just a level 1 adventure?

simple nova
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It's the Delian Tomb, so it finishes around level 3

ivory rivet
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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.

faint forge
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Ah okay, that's awesome.

simple nova
ivory rivet
simple nova
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a level in Draw Steel is pretty beefy

eager helm
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i played through 1st to 7th level and our campaign lasted 10 months, for reference

sly hinge
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how do i make the image for the squad be visible in the squad tokens?

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i saw someone had the image over them

simple nova
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Pretty sure some module?

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hovering over a squad though will highlight all members

soft token
# faint forge What it didn't have Any of the pregen characters Any of the maps from Part 2 onw...

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.

simple nova
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(on a related note, for people who have bought the module(s) and started to use them, reviews are appreciated)

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It's never ideal when there's only one review regardless of the content

sly hinge
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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

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the subject scale correction and color over subject part

soft token
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These properties do not appear to be present in the Prototype Token Overrides, so no

simple nova
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oh wait color over subject is different

sly hinge
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color over subject makes it so i can have those appear on top of the image, cuz i usually put a ring on everything

simple nova
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macros can help

sonic moth
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This video was super helpful actually.

simple nova
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Make a feature request!

half grotto
winter gorge
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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?

soft token
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Where are they supposed to appear?

simple nova
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(I think this is because we don't extend ActorSheetV2)

winter gorge
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Any plans to allow that? Or would I need to speak to the module author?

soft token
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Probably something for the module developer to adjust.

simple nova
winter gorge
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Was just about to ask for that, thank you!

soft token
cerulean mulch
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Guys, sorry if it's a dumb question, but how do we add the official classes and stuff to the game?

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Trying to make my character sheet over here, only option is to create a class from scratch, not the official ones

eager helm
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u should be able to drag it over from the compendium

cerulean mulch
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Sorry, do I need to buy the Draw Steel - Heroes for this? Thank you

manic hinge
manic hinge
simple nova
cerulean mulch
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Most likely this is it

simple nova
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Yeah, 0.6 was released during Backer Packet 1

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We didn't add meaningful compendiums until 0.8

cerulean mulch
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Thanks a lot, we're updating

simple nova
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Also worth noting we're only a few weeks away from v14 and Draw Steel 1.0

forest ridge
half grotto
tepid grove
haughty tundra
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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

simple nova
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Always looking for data entry errors, file a ticket

haughty tundra
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will do

still smelt
simple nova
winter gorge
tepid grove
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I thought I pulled the latest release but I guess I must've missed it

winter gorge
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That's fixed it, thank you mcdmheart

small ingot
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Is there any way for me to let the players "roll" for initiative?

celest dock
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Not yet, but there is already an open issue for it.

ivory rivet
# small ingot Is there any way for me to let the players "roll" for initiative?

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...)

small ingot
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I was hoping something that uses the encounter interface.

burnt field
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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?

simple nova
ivory rivet
winter gorge
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Has anyone else seen this error when trying to edit a retainer's name?

celest dock
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If you use the system default sheet, do you still get that problem?

winter gorge
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Ah, no 🙂

short wadi
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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.

celest dock
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Looks like there's already an open issue for it on the draw steel plus github.

winter gorge
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Seems like I can switch back to DS+ without issue after renaming the actor blob_shrug thanks for the help

celest dock
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You're likely to get that error when making adjustments to other fields as well like stamina.

short wadi
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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.

steady vault
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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.

ivory rivet
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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.

sly hinge
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What’s DS+

steady vault
soft token
balmy nova
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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

simple nova
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It's on the list of things to manage

balmy nova
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No problem. I'll just create the ability in a compendium and manually give it to the hero

half grotto
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Is there a way to create an Ancestry in the current system? Not sure how at the moment.

simple nova
sly hinge
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How do people like to keep track of aid attack?

forest ridge
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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

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only has to last for a round or so

eager helm
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yep same

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created a status effect called aid attack

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that i can apply

balmy nova
steady vault
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Only when they're out of good or cool options.

honest hearth
# balmy nova

It has proved quite useful in enabling more reliable tier 3 Hammer and Anvil uses from the tactician.

half grotto
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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.

simple nova
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1.0 will have support for AEs that scale with characteristics and level

prime shoal
#

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!

prime shoal
#

I saw that there's a takeDamage method, which is cool, is there a recoverStamina method too?

simple nova
#

(or just otherwise bundle the update)

next scaffold
#

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?

eager helm
#

yep, basically

snow otter
#

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.

celest dock
#

Hovering the name in the roll dialog should already be highlighting them on the map.

simple nova
#

I'm currently rebuilding that roll dialog anyways, I'll take a look at what makes sense

snow otter
#

@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"?

simple nova
#

pan is... very disruptive as a hover, but maybe we can have a button or something

slim marsh
whole canopy
#

Isn't this already an option in the token menu?

#

Both a number and/or an adjective?

simple nova
#

It's not automatic and not covered by token overrides

prime shoal
#

Is there currently any implementation for Persistent Magic in terms of the resource gain automation for Elementalist?

simple nova
#

Not currently. It's on the shorter end of the list of things to tackle but it's a stretch goal for 1.0

half grotto
#

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.

celest dock
#

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.

half grotto
#

For now, should we just add whatever the cost is to our current heroic resource before the roll occurs?

simple nova
#

Yeah

flint reef
#

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.

simple nova
#

it'll automatically get assigned as the primary

flint reef
#

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?

soft token
#

It will have added functionality as system development progresses.

simple nova
flint reef
#

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

honest hearth
#

1.0.0 is planned to be V14 only, is that right?

simple nova
#

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

prime shoal
#

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!

leaden wind
#

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?
simple nova
ivory rivet
#

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.

simple nova
#

It's an issue with 0.11 but I'm hoping to fix it for 1.0

ivory rivet
#

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.

fickle spindle
#

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.

simple nova
#

You could separately write a macro to apply the effect, or just open the mark ability on the Tactician's sheet

flint reef
#

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

prime shoal
#

Censors and Tacticians get all of their special free triggers in the UI and can easily use them!

flint reef
#

Oh I'll take a look

simple nova
#

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

fickle spindle
simple nova
fickle spindle
#

Thank you

haughty forge
#

what a wonderful thing it is to see an update to Delian Tomb with almost every bugfix or suggestion you personally submitted in it

simple nova
#

We work off of what's submitted but are happy to make adjustments

amber zealot
#

I see the retainer has been added as a character type - but is there character types for artisans and sages?

prime shoal
#

Those are added as Items iirc

#

items that can be added to sheets on the projects tab

prime shoal
#

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
}```
steady vault
simple nova
#

If you want to get the "raw data" you should be using actor.toObject()

prime shoal
#

doh

#

I knew I was forgetting something, I've made that mistake before. Cheers.

opaque talon
#

Can I show the director's malice points to the players somehow?

eager helm
#

yep theres an option for it in settings

craggy remnant
#

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.

eager helm
craggy remnant
#

My hero

#

It works. Thanks Jas!

forest ridge
craggy remnant
#

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?

eager helm
#

im struggling with this exact issue

#

the #1486818098160992317 could help

craggy remnant
#

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.

eager helm
#

thats a good idea

#

i tried that with my talent player and she lowkey forgot 😭

prime shoal
forest ridge
#

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.

eager helm
#

i dont think thats entirely fair

flint reef
#

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

eager helm
#

just remove 3 minions and it'll adjust

#

is what i do

simple nova
#

We've experimented with some options for the damage options there

flint reef
#

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

eager helm
#

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

prime shoal
#

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!

prime shoal
lone vortex
#

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

steady vault
#

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.

ivory rivet
#

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.

GitHub

Modify automatic import of basic abilities to new heroes - Zekatar/Modify-Draw-Steel-Default-Abilities-Module

simple nova
prime shoal
#

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.

simple nova
#

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

half grotto
#

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.

prime shoal
#

I don't think you can do that with enrichers unfortunately.

ivory rivet
half grotto
ivory rivet
#

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?

soft token
#

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

vital bobcat
#

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.

crimson olive
#

disable carolingian and then check

vital bobcat
#

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.

steady vault
#

Yeah, that's basically it.

honest hearth
#

You could also run the incompatibility by Carol and see if it’s something she can look into on her side of it.

half grotto
#

Wow, v14 release was just now. Crazy!

royal swift
#

doing a real release on april 1st is a choice...assuming it's a real release

soft token
#

It is.

royal swift
#

(I hate april fools, but I'm looking forward to levels quite a bit)

simple nova
#

We're doing the last touches on 1.0

wicked ruin
royal swift
#

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"

simple nova
manic hinge
#

yeah, some people at work wanted new features to get rolled out today cause its the first day of the new buisness year

royal swift
#

yeah, a lot of anxiety about rolling things out yesterday vs doing it today...all the more reason to hate april fools

royal swift
broken beacon
vital bobcat
sly hinge
#

does anyone have a strategy for helping your players remember their HR triggers?

sly hinge
#

i downloaded it recently but haven't used it in game yet

#

is it enabled for players?

steady vault
#

Yes

#

It's mostly visual, but a good reminder.

sly hinge
#

also how do you use the negotiation test tool?

eager helm
#

just click it to bring up the interface

#

then u can click the eye icon to reveal motivations and pitfalls to the players

sly hinge
#

but where's the interface

#

i mean the module for negotiation test tool

eager helm
#

im stupid sorry

#

i was talking about draw steel plus

sly hinge
#

rip

#

anyways haven't seen anything different since i downloaded it

eager helm
#

do u have the link for the module?

sly hinge
eager helm
#

huh interesting

#

cant say im familiar with this one, sorry

sly hinge
#

i'm checking the link, looks like it's just unintuitive and you need to do some steps to have it work

ivory rivet
wicked ruin
#

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).

simple nova
#

We've got a lot of good upgrades in 1.0, I think people will find it a fitting number

ivory rivet
#

Does 1.0 require Foundry 14, or will it work in 13 too?

eager helm
#

the former, afaik

celest dock
#

Yep, v14 only

faint forge
#

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

simple nova
#

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

faint forge
#

great!

simple nova
#

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

sly hinge
#

Im too familiar with foundry to switch to something else

eager helm
sly hinge
#

And its gonna be a bit harder to get players if they have to get a membership to join

#

Also yeah

eager helm
#

given the recent addition of the heroes/monsters book to foundry i feel like ppl misunderstand the relationship mcdm and metamorphic has lol

faint forge
#

I am glad because thinking people are going to leave foundry for codex is wild thought behavior

molten ginkgo
faint forge
#

It 100% is

untold dust
#

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

honest hearth
#

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.

fading wraith
#

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

sudden whale
#

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.

simple nova
#

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

rain tendon
#

It's been awhile since I looked at the system since we finished the monster compendium, anyone know what's coming in 1.0?

short wadi
#

I'm sure somebody knows tone_joking

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

eager helm
#

i know potency and surge stuff is coming 1.1

celest dock
#

You can also look at the changelog on the github as it gets updated anytime something is done.

simple nova
#

you can already spend surges on specific damage rolls

#

but yeah potency stuff got kicked down the road

rain tendon
#

What's the potency stuff? Automation related?

eager helm
#

something related to this

rain tendon
#

Thanks!

simple nova
#

(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

prime shoal
marsh edge
#

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.

unique iron
marsh edge
honest hearth
#

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.

marsh edge
#

Oh, ok, I misunderstood, thought it was here already. Thank you

simple nova
#

Good news: Tracked down the bug

Bad news: It's easter weekend. Expect the 1.0 update next week

steady vault
#

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.

simple nova
#

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

steady vault
#

Unrelated, but I am having too much luck for my players... 2 crits in a row.

simple nova
#

it do be like that sometimes

steady vault
#

third in a row 🤣

marsh edge
#

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.

simple nova
#

The abilities tab in general needs work, just haven't gotten around to it yet

slim marsh
#

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.

simple nova
#

Got basic template placement done. V14 has built in region attachments so need to make that specific case work

rain tendon
rain tendon
marsh edge
winter gorge
ivory rivet
winter gorge
ivory rivet
eager helm
#

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

steady vault
#

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.

ivory rivet
#

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.

eager helm
#

mine dont appear like that, prob bcuz i dont use the core ones i think

steady vault
#

That ought to do it.

ivory rivet
#

What do you see?

ivory rivet
#

My drop down looks like this:

eager helm
#

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

ivory rivet
#

Ah, so you haven't just added new ones but have replaced the originals. Hmmm.

eager helm
#

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

ivory rivet
#

I think you can do it in a custom module, I'm trying to find my notes on it.

simple nova
#

Iirc checks for _id being set

eager helm
#

whats that

simple nova
#

Like in the data for the status effects

#

It's easier if you're using code

ivory rivet
#

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.

eager helm
ivory rivet
#

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...

eager helm
#

i see

#

and theres no way to add them?

simple nova
#

Honestly don't know how condition lab works

#

The other thing that 1.0 will help with is an AE compendium

ivory rivet
#

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:

simple nova
#

Not currently, we can consider it

craggy remnant
#

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.

simple nova
craggy remnant
#

Makes sense to me. Thanks Chaos.

uneven patio
#

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.

uneven patio
#

never mind, found a way that works

simple nova
#

But outside of roll data we don't cache it

ivory rivet
wicked ruin
simple nova
#

Put out another update of the Max Hamm token art module; lots of Undead and Delian Tomb goodies in it

prime shoal
#

can't get over the gummy ball, it's so perfect 😆

ivory rivet
#

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?

next scaffold
#

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

haughty forge
#

hire max hamm

simple nova
next scaffold
#

Yeah, a lot less time for sure

Though I hope more art will be available in the future as more stuff is released

simple nova
#

That's the goal!

wise wagon
#

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)

simple nova
#

Already submitted

#

I saw a few people working on compendium stuff hopefully they'll grab it

ivory rivet
#

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?

simple nova
#

In v14 we've changed it so expired effects are deleted during the combat cleanup

ivory rivet
simple nova
#

Yeah, expected behavior for v13

ivory rivet
#

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?

simple nova
#

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

ivory rivet
#

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.

simple nova
#

Not strictly sure but anyways there's automatic cleanup in 1.0 that should help

valid tinsel
#

I hear around the office someone here might be updating to 1.0 soon

simple nova
#

Soon™

stuck root
#

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

simple nova
valid tinsel
#

or whatever diety happens to be allowing you these powers

half grotto
#

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.

marsh edge
#

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)

simple nova
#

BTW 1.0 pre-release is up for mod makers and the like

marsh edge
#

I think that's what I'm using in Foundry 14 now?

simple nova
#

If you grabbed it from a week ago there's a new one now that's actually complete

#

(you'll need to manually reinstall)

marsh edge
#

Oh, ok

steady vault
#

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?

simple nova
#

Conceptually yes, however our no-AI stance means most of the mods aren't eligible for direct inclusion

steady vault
#

Right. It would mean rewriting them from scratch, is what I understand.

simple nova
#

Correct, zero cross-pollination

slim marsh
simple nova
#

(I fixed it today)

slim marsh
#

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.

simple nova
#

Oh that's a bug and that's why we have pre releases 🙂

slim marsh
#

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.

simple nova
#

V14 made the whole thing way simpler

wispy dock
#

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 blob_hero

simple nova
#

Should be after the dialog is done so yeah a bug

wispy dock
#

will double check and get something filed then

slim marsh
#

Seeing the same thing.

simple nova
#

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

wispy dock
#

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

honest hearth
simple nova
honest hearth
#

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).

simple nova
#

Version_1.0_Final_Final_Final is up

simple nova
wispy dock
#

Final_Final_Final did the trick 🎉

honest hearth
wise lily
#

:o its out??

#

or is that a prerelease

simple nova
#

Pre release

valid tinsel
#

since this is a 1.0 release what are the big changes right now?

#

anything really new?

valid tinsel
#

ah nice I was wondering if they were updated yet

#

I like how its wrote like

#

did I mention scene levels?!

#

But awesome

simple nova
#

Patch notes are an art 🙂

valid tinsel
#

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

simple nova
#

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)

valid tinsel
#

yeah those can be a fair bit of work I'd expect....honetly I wouldnt want to write the code for that...

simple nova
#

There's also of course lots of UI stuff to do. Encounter sheets, negotiations, montages, a compendium browser...

valid tinsel
#

Im slowly breaking you guys haha

#

ignore my pessimism

simple nova
#

A foundry system is a long term commitment, this is only wrapping up year 1 🙂

limpid yew
#

Honestly it's rather impressive how far it's come in such a short time.

rain tendon
#

even from when I was doing monster data entry it's improved so much over the last few months

sonic moth
honest hearth
#

It’s a prerelease so you’ll have to do a manual install from the manifest link on GitHub.

sonic moth
simple nova
#

I'm in the process of pushing from prerelease to release

sonic moth
#

🔫 🦘

simple nova
#

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

slim marsh
#

Huh, got a "requires core update" message in 14.359.

honest hearth
#

And what happens if you update to 14.360?

simple nova
#

14.360 dropped today and had some bug fixes the system needed

slim marsh
#

I'll find out in a bit, I run my instance in Docker and it seems that was only just updated as well.

shrewd canopy
#

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?

soft token
#

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/

sly hinge
#

literally only came out 2 days ago

shrewd canopy
simple nova
#

The Forge server is probably the best place for that news

shrewd canopy
simple nova
flint reef
#

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

eager helm
flint reef
#

Oh man my players are 100% going to raise a stink over the new characters sheets at first I can tell lmao

eager helm
#

u can change em back to the old ones

steady vault
#

(I'm not sure I understand that expression) just so you know, you can change the default sheets in the core settings.

flint reef
#

Raise a stink basically just means they're going to complain

flint reef
ivory rivet
# flint reef Not sure if this is something anyone can help with, but does anyone have a built...

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.

flint reef
#

I've already opened up the DS+ one and it looks like exactly what I want. No extra info, just number tracking made easy

steady vault
flint reef
#

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

simple nova
#

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

opaque talon
#

Now that 1.0.0 is out, what is next for the future versions?

steady vault
#

Data entry + QOL + data entry + some more data entry

#

tone_joking but only a little

simple nova
#

1.0.1 will probably be data entry (no new bugs reported yet 🤞)

#

1.1, among other things I hope, will tackle Retainer Advancements

quiet barn
#

Why does the system need "v4 stable 360", we only have 359. What the hell is going on?

short wadi
#

There's definitely a version 360 available for core.

#

It came out a few days ago.

quiet barn
#

Its not there for me. Maybe because Im using a iMac?

idle glen
#

I see a Mac version on my download page

short wadi
#

Can't speak for the foundry client, not home. But it's on their web page.

quiet barn
#

From Forge, it doesn't exist

idle glen
#

Ah, yes, that is known. Best bet it to reach out on the Forge channel

short wadi
#

Yeah, Forge always seems to be it's own cabal of weirdness.

signal ruin
#

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

wispy dock
sonic moth
#

Will we be allowed to know if the official beast heart module for foundry is a work in progress?

haughty forge
#

given there’s no official summoner module yet not sure i’d bet on that

simple nova
#

There are a lot of priorities to balance but we currently have nothing to announce

honest hearth
#

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.

forest ridge
#

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?

simple nova
#

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

forest ridge
#

gotcha, thanks!

forest ridge
#

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.

eager helm
#

sometimes it works, sometimes it doesnt

#

ime

#

no idea what cause it

forest ridge
#

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.

ivory rivet
# simple nova if you've got a good use case for something else file a feature request but it d...

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.

simple nova
simple nova
#

I think most of those should be possible with the core expiries

simple nova
ivory rivet
#

Thanks! I've submitted a feature request for it.

uneven patio
#

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?

celest dock
#

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.

brazen hemlock
#

is moving up to V14 allgood for Draw steel? what are the current issues? (if any??)

simple nova
#

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

honest hearth
brazen hemlock
#

sweet as

honest hearth
#

And looks like ChaosOS has fixed that one now 🤪

honest hearth
#

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.

steady vault
honest hearth
#

Not sure what you mean; that is the wiki page that prompted my question 😅

steady vault
#

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.

honest hearth
#

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.

steady vault
#

One effect can have more than one attribute changed at the same time.

honest hearth
#

An effect can only be an active effect or an ability modifier.

#

Can't do both.

steady vault
#

... I have been stupid. I did not realise that is indeed the source of the issue.

honest hearth
#

No worries, I do appreciate the attempt to render aid!!!

steady vault
#

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.

prime shoal
#

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.

honest hearth
prime shoal
#

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.

prime shoal
#
    #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```
simple nova
#

This doesn't sound like anything close to what the system is doing, so probably module or core related

#

How are you hosted?

prime shoal
#

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.

untold dust
#

Are there any fancy tools or mods out there yet to import creatures/npcs from the pdfs yet or from forge steel?

prime shoal
simple nova
#

it's related to the Director Notes field

prime shoal
simple nova
# prime shoal 🙂‍↕️

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

wicked ruin
simple nova
molten oriole
#

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.

molten oriole
#

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?

hollow silo
#

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?

simple nova
#

They're intended to go in a personal module

simple nova
#

Have you tried the 1.0 release of the system?

hollow silo
simple nova
#

It requires v14 but has added a lot of new capabilities

prime shoal
#

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.

hollow silo
#

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?

wispy dock
#

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

hollow silo
sly hinge
#

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

hollow silo
hollow silo
simple nova
#

We've added some place template functionality to 1.0, and 1.1 will integrate it with the ability dialog to select targets

sly hinge
#

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)

eager helm
#

have u checked out #1494369712723984424 ?

#

it has a forced movement tool which CAN handle this

sly hinge
#

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)

eager helm
#

i had the same issue but 1.0 works on v13

sly hinge
#

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

simple nova
#

File a ticket!

wicked ruin
simple nova
#

Conceptually though they cover many areas the system is interested in

simple nova
#

The data entry volunteers are still working on implementing them but they're documented on the wiki if you want to add them yourself

uneven patio
soft token
# wicked ruin Maybe we’ll even see some of those quality of life modules incorporated directly...

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...

soft token
#

I don't recall offhand whether one already exists.

prime shoal
#

Others already pointed you to it, but that's exactly why I made the combat tools module!

#

Hope it comes in handy!

simple nova
#

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

eager helm
#

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

prime shoal
#

Mhm, the time investment to do that is nontrivial

simple nova
#

Yeah, there's a lot that's implied from trying to automate forced movement

prime shoal
#

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.

eager helm
#

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

prime shoal
#

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.

eager helm
#

i cant think of much that the codex does that i think "oh well that would be annoying to put in foundry"

half grotto
# eager helm but thats purely for damage

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
prime shoal
#

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

wicked ruin
ivory rivet
# prime shoal So you drag out a ruler and then it spits out the damage

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?

hollow silo
#

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?

ivory rivet
#

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.

honest hearth
hollow silo
simple nova
#

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

prime shoal
# ivory rivet That sounds like an interesting option. I'm not sure if a single ruler solves t...

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.

vernal egret
#

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)

simple nova
#

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

simple nova
vernal egret
simple nova
#

Step 0, have you made a personal module? You can do this from the setup screen modules tab

vernal egret
#

In a different system a while back, so I could make a DS one

simple nova
#

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)

vernal egret
#

Ah, now. I'm hosted, will I be able to edit the file?

#

I only really access it from within Foundry

simple nova
#

How are you hosted?

vernal egret
#

Molten Hosting

#

Their file access is pretty brute

simple nova
#

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

vernal egret
#

Ha, beat me to it :p

#

Thank you and your team for all your work 🙂

simple nova
#

If you can make a personal module then that's the best option for adding the class and abilities and features

eager helm
#

it works, u just gotta draw walls on all ur objects

prime shoal
#

If you're using a map with pre-existing walls, you can convert them, but if not then yeah you do.

ivory rivet
#

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?

simple nova
#

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

molten oriole
# vernal egret In a different system a while back, so I could make a DS one

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.

vernal egret
zinc glen
#

@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

wispy dock
#

@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.

next scaffold
#

Oh, the color tokens I haven't seen before that is very neat

molten oriole
#

FYI, Users of the Forge hosting service:
v14 Build 360 is available now to be selected for the game version to be used.

sly hinge
#

is there a way to add custom motivations/pitfalls for negotiations?

eager helm
#

i believe u can do so with the draw steel plus interface

sly hinge
#

is it still bugged

molten oriole
#

Or you add them via a module under CONFIG.DRAW_STEEL.negotiation
I could give you a template and show you how

simple nova
#

(can also just use the bio tab to write a longer explanation, nothing is going to be really automated from that stuff)

molten oriole
simple nova
#

That's a great question

simple nova
manic hinge
#

neat

wispy dock
#

Nice! Had the upcoming backer campaign followed but looks like they decided to release it. Will check out the weapons today 👀

ashen dagger
#

Nice! I picked up the PDF awhile back. Cool to see some of this stuff make it's way here.

steady vault
#

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?

flint monolith
flint monolith
#

should support V13 but I only tested on v14

flint monolith
simple nova
steady vault
#

With my text within the <p>, obviously.

#

I have not tried in other worlds.

eager helm
#

@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

steady vault
short wadi
#

I love it so much, too

simple nova
steady vault
#

And here I thought it was a me issue. I can write a bug report, if you want to trace it.

simple nova
#

The img should have the class="icon" property

#

but here's the resolved HTML

steady vault
# simple nova

So, basically, removing the class="icon" solves the issue?
Huh.

simple nova
#

which means it falls back to default image styling, which is to take up as much space as possible

steady vault
#

Ah! I see.

wise lily
#

Is there a way to change the burrowed status to not hide tokens?

wicked ruin
sly hinge
#

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

sly hinge
#

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

simple nova
burnt field
#

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.

cunning oasis
#

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

sly hinge
simple nova
#

As a director you can cut & paste (Ctrl x + Ctrl v)

simple nova
#

Figure out actor as you please

sly hinge
simple nova
#

A treat for anyone who joins the Draw Steel thread on the main Foundry discord

#1390065189453435041 message

untold dust
#

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.

short wadi
#

Yaaaay, grats!

steady vault
#

I have just today (pretty much) finished setting up my own Dark Heart of the Wood, making quite good use of v14 levels functionality.

short wadi
#

Should foundry talk eventually migrate over there at some point? Or is the plan to just have both places as an option?

untold dust
steady vault
#

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.

untold dust
#

Yeah, I definitely want to play with the levels.

simple nova
eager helm
#

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?

steady vault
eager helm
#

i couldnt really understand chaos' response

#

ill check out the module that was linked

steady vault
eager helm
#

like i get it, i just dont like the visual effect

#

is all

steady vault
#

If it's just the animation part that bugs you, I'm sure someone made a module to change that.

honest hearth
#

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.

simple nova
simple nova
#

V13 added cut and paste support

eager helm
#

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

simple nova
#

Wasn't sure what your scenario was

eager helm
#

my scenario is literally i dont like waiting for the tokens to be moved across the board

simple nova
#

If it's just mid combat stuff I'd recommend a small script to quadruple the speed

eager helm
#

idk how to do that, so ill just deal with how it is rn tone_genuine

simple nova
#

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

molten oriole
#

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)

prime shoal
#

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.

steady vault
#

If the token lands on the trigger region. Teleport also doesn't trigger in-between spaces (between your starting and ending positions).

simple nova
brazen hemlock
#

Is there no GM vision mode for draw steel?

flint monolith
#

You mean like Less Fog module?

brazen hemlock
#

I remember having a button for it but it might be pathfinder exclusive or a module I didnt realize it came with

flint monolith
#

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"

simple nova
#

yeah whatever you're talking about was a feature of some other package

brazen hemlock
#

Sweet cheers

flint monolith
#

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)

eager helm
#

omg this is just what ive been looking for

#

any idea when this will be out?

flint monolith
#

Hope to finish it tomorrow night, ill probably add the project events in a later version.

next scaffold
obtuse gorge
#

hm. when i start this up with v14 i just get a black screen

soft token
obtuse gorge
#

whoops, sorry, it was because i thought i updated the system but i hadn't

simple nova
fickle dragon
#

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.

simple nova
fickle dragon
#

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

sly hinge
#

Seems like some kits which give a 0/0/4 damage bonus (like Panther) don't have that logged

#

at least not in details

simple nova
#

File a bug report please

sly hinge
#

i'm using a thwomp to help calculate my forced movement damage

pliant gale
#

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

eager helm
#

go to the ability thats applying it and create it in the ability

flint monolith
#

@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)

GitHub

Fork of DFreds Convenient Effects for Draw Steel. Contribute to OmerCora/draw-steel-convenient-effects development by creating an account on GitHub.

pliant gale
flint monolith
#

Hmm i am using it on my v14 setup now

pliant gale
flint monolith
#

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

simple nova
#

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

simple nova
eager helm
#

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)

honest hearth
#

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.

flint monolith
short wadi
#

YyeeeAAAAHHH

eager helm
#

yipeeeeee

amber zealot
#

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

simple nova
#

Anyways it's trying to migrate the AEs inside some personal item compendiums

amber zealot
#

13.351

simple nova
#

There would be an error when it stops at 70%

amber zealot
#

It might be my own modules somehow causing it.. getting errors for my own modules

simple nova
#

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

opaque talon
#

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

flint monolith
#

the system has both features and both have an effect inside them you can use to apply

opaque talon
#

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

molten oriole
#

Select the token, cliked on the "juged" box in the text. Should automatically apply it

opaque talon
#

but I could only find this text on the compendium, if someone uses it the text appears in the chat without the judged box

molten oriole
#

Not in my games. When you use the ability, the enricher just be in place and working

opaque talon
#

when someone uses it that's the only thing that happens