#Foundry VTT System
1 messages · Page 14 of 1
For how long did the character have the ability?
Maybe you never refreshed your character sheets after the update that implemented the enricher?
Are you a player or director
Open the three dot menu of the judgment ability on the pc
Top right
There's an "update from compendium" option
Foundry does not automatically sync character sheet items with compendiums, when you gain a feature it's a copy
To be sure that you have all the bells and whistles, it might be the easiest to rebuilt the character real quick
I see, thanks for the help guys!
There’s a module/macro that mostly automates it, iirc it’s part of DS combat tools
whats the system intended process for handling hidden?
since hidden is tracked on a per creature basis
how are you supposed to represnt that
Genuinely: IDK
extremely fair
Isnt it the case that when you hide you aren't observed, but then when you're spotted the creature can let everyone know? Wouldn't it be extremely niche that they wouldn't? Can't think of a case where this has come up in my games.
you are only hidden from creatures that dont observe you, its on a per creature basis iirc
And you typically hide when you're unobserved...no?
I just dont recall this every coming up in any game I've played in
you only need to be unobserved from a single creature
Right, but then youre gonna be immediately found when you're done your turn in 99% of circumstances
it still takes a manuever to point out creatures that arent hidden from you
like i agree that this doesnt really come up, but idk what the system-intended process is supposed to be
The obvious solution is to make a custom condition for every creature, hidden or seen 
Seriously, fair enough though
i would be interested to hear how the codex handles it
For those that use the Aura Effects v2.0.0 module with Draw Steel, is it still working with the system on latest v14, DS 1.0.2? Checking before I dig into it a little bit more and see where I'm going wrong.
Mostly looking to use it for application of things like Troubadour 'Choreography' routine effects until the system implements region behaviors for ability templates.
Aura Effects definitely works in general but I don't use it for Draw Steel so I'm not sure if there's any incompatibility there. The author is on vacation or else I'd ask 🏝️
I just upgraded to v14 and DS v1 yesterday and haven't played a session yet, but our Troubadour's choreography routines use Aura Effects and the visual area of the aura is visible. The pattern of the fill is a little different though.
Yeah the underlying code in Aura Effects changed a lot
Part that is it now creates an emanation effect
Ah, I see where I was going wrong lol. Somehow just forgot to do the only important part and give the troubadour the effect after using the ability. 🤣
Definitely some abilities like the Routines are implement by the system. My Troubadour player tested it and it works (though the regions defaults to be invisible to players).
If I remember correctly, the region is visible to anyone with observer permissions for its creator.
My complaint (and it's a Foundry one, not a DS one) is that the regions are very opaque and there's no way to make them less... overt, which makes actually seeing the board pretty difficult with an Aura 5 active.
Oh definitely. The system has it all there, I just in my late-night tiredness forgot the crucial step of applying the effect to the Troubadour after using the ability
All good now, and working as expected.
Same; really hoping they let us make them a bit less bold at some point
Not sure if this is a bug or by design; using @chr in an enricher within an actor's feature description works, but not within an actor's ability effect text
Yeah, in the context of an ability @chr is based on the ability's usage characteristics
As far as I can tell, it's just a manual condition that grants an edge and gets removed after a strike. Reasonably simple, leaves the contextual work of identifying if it should apply to the GM and players.
I love automation, but hide feels like it can't really be made any more automated without a ton of work.
It does have a nice "search for hidden creatures" thing, which rolls the dice for the creature and all hidden creatures within 10 squares, and it checks line of effect against walls. I might be able to whip up something like that for DS: Combat Tools.
There are ways to be excited about what you enjoy without throwing digs in at other people
EDIT: I misinterpreted ahistorian's post and saw an insult when there was none written or intended.
Not a dig, Discord refuses to show me their text channels! My bad.
a bunch of discord servers (including the foundry one) are having issues at the moment
Good to know, cheers 🙂
Yeah some cluster at Discord is having Issues (tm)
I actually really love Foundry and have been using it since lockdown - currently for a 5e campaign and 2 Draw Steels.
Not knowing about the outage I thought I might've been shadowbanned or something 😅 However, as mentioned, no dig was intended and I apologise for souring the tone
ah I misinterpreted your post then! Sorry about that, my mistake
An understandable one, no offence taken 🙂
the last pre-1.0 release is the last one that works on 13.x, right?
the one i have on my v13 game before upgrading to 14 is 0.10.2
Yay, their server is back up! Time to start the v14 migration...
0.11.1 is newer
you can either manually install it or uninstall then reinstall the system (Foundry's built-in updater only checks the latest overall version, but fresh installs check latest for your generation)
Is there like a list of rule elements or actor variables I can look at somewhere?
There's a wiki attached to the GitHub as well as documentation inside Foundry
What are you looking for?
Note that rules elements are a PF2 exclusive thing but many of their functions exist, just implemented differently
Gotcha, yeah I'm an extreme novice at these but I'm trying to point my player who I rely on for this at the right resources.
Where's the documentation inside Foundry located?
Ty.
Does anyone know if someone is working on a Foundry module for all of the monster statblocks? (I know there's an official monsters module, but I'm talking about a free module that has just the license-compliant content) oh that's in the base! Awesome! I just wasted an hour for no reason D:
oof
@simple nova
Is default template region visibility handled by the system or the core?
We played in 1.0.2 the first time yesterday and it was mildly annoying that templates where only visible for the director and the player placing them (without manual change afterwards).
It looks like it is controlled by the setting on the Palette panel. If you turn off measured template mode, then click the Palette, the popup panel has a visibility setting. Put it to Always for Everyone and it seems to work in both normal and measured template regions, and persists across sessions until you change it to something else.
I didn't verify with players logged in though, so I'm making the assumption it does what it sounds like it does. 🙂 But I did log out of Foundry and back in twice on different scenes to verify that it kept the setting across sessions.
When I try to open the palette as a player I am getting the following warning:
Even though I am allowed to create regions (and there are no other permissions I could grant to players regarding regions)
We can adjust in the system, was just using the core default
But yeah make a ticket on GitHub
Hello everybody! At this point me and my players are quite happy with running encounters and downtime activities smoothly with my modules. Is there anything you think that could improve everyone's games? I am open to suggestions for new modules 🙂
how do u track "unique" resources like fate points?
one of my players has the chosen one complication and has destiny points which we gotta track
im using the global progress clock rn but idk if theres a better implementation possible
I'd really like some kinda item/reward browser, primarily for treasures and potentially titles.
Tangentially, for a title browser, a way to check off when a hero qualifies for one. Someone the director can tick to flag "Hey you qualify for this since I observed or deemed you earned it".
Navigating the compendiums can be cumbersome. Or even the premium module journal if you bought it.
I remember the DnD 5e system had some kinda built in browser for that stuff.
theres a rewards browser in hideout
unless ur thinking of smth different
Maybe, I haven't looked
There's a ticket to add a generic points/resource field to feature type items
Tbh would be a good project for a community contributor
that was in response to cora, yeah
I think that was more for the system, than a separate module for the point tracker
Oh yeah in the meanwhile a module could very easily add that functionality using flags
moreover i was just curious how his group handles it!
Oh shoot, okay. Yeah this is exactly what I would want. Never mind!
Yeah, all I'd want now is a tab on Hideout for tracking titles earned.
Is this still the case?
Looking into replacing the languages and searching here to figure out how.
😭
it should list all the titles like daenerys targaryen for each player xD
in a campaign i ran i would have each player add an epithet to their PC whenever they earned a new title
so that literally did happen by the end of the campaign
Congratulations @ivory rivet for getting this... Immediately added?
Yeah, I wasn't expecting that... 🙂 Maybe I should run out for a lottery ticket.
So, this gives me some insight as to why we haven't been able to do any damage modification with the retainer in our game. But I can't find anywhere on the retainer sheet to designate a mentor. Am I just not seeing a field somewhere? How are we supposed to do this?
It should be in the metadata menu
What's the metadata menu?
Switch to edit mode on the retainer sheet
In the header there should be a cog letting similar to where you handle keywords
Ohhhh I deadass thought that was just for editing tags.
Yeah okay, there's the mentor dropdown, thank you!
hey folks, I'm working on a module to allow the Director to design terrain elevation like the codex does, but I'm having trouble deciding how I want to represent elevation change visually since the codex's implementation (to my knowledge) isn't really feasible in foundry. could I get folks' thoughts on which method so far (if any) indicates/communicates elevation change the best? thanks!
i prefer the second but thats just me
I'd like first one with the borders, but a number in the corner couldn't hurt.
This might not be possible or beyond the scope, but what if you could hover over a square for a tool tip of its height value?
I think if torue looking at terrain, and see the outlines, it makes sense. I'm not sure it needs to be explicitly labeled block to block at all times
Another suggestion I've tried with my own maps, but changing the tint of the tile as they increase, getting lighter each time. I usually use white, increasing its opacity by chunks between 10-20% each square up
Or the border shadow could be deeper black the more the difference between levels of height
thanks guys!
I've been trying to find ways that don't alter/obscure the underlying map image too much so as not to distract from the combat map itself. I like the idea of a tooltip/maybe a hotkey that indicates a given square's elevation.
I have indeed already implemented a darker gradient for greater elevation differences.
each one has its pros and cons, i suppose I could include multiple methods in the module and let the user pick which one they want to use?
Probably best would be a user-side setting, of course but I would test with maps that have complex terrain and see how the shadow effects affect the art.
Makes sense! I also wonder if the change in height could be indicated on drag for the token, where it shows squares moved and attacks of opportunity. An up or down arrow and then a number
In addition I should specify. Just a QOL thing
I am hoping more 3rd party content is coming to foundry. Draw Steel is a lot more difficult for DMs to create homebrew and balance it well.
Jeff Stevens appears to be committed for his stuff
Is there a module that makes it easier to do wall effects where individual squares of the wall have stamina?
@uneven patio
I think a module introducing the parallax effect would be great (and sounds possible due to levels?). Everything else I could do in a map making tool.
From the options listed above, the first (simple shadow lines, maybe with adjustable width to simulate different heights) would be the best.
How would you do it?
Region effects? Maybe add some automatic elevation change when tokens move up.
Question, in playing the Delian Tomb:
Minor Spoilers Ahead ||Delian Knight Commander Ring adds range to some abilities, is this something that can be automatedin the item or is it just something my player should remember?||
Can be fully automated with an Ability Modifier type effect
This is already implemented in the premium Delian Tomb module available on the foundry store
unfortunately i started this a while ago so i already did basically all the prep needed, but i might look into running the fall of blackbottom using a premium module in the future if it'll be made. okay, it's asking me for an attribute key. i looked at the foundry wiki and looked at roll data and enrichers, is there a list with attribute keys? sorry for asking so much
oh, is it just "distance"?
Yep! You're looking for the distance key
now this triggers on specific actions. is there something to add after?
specifically it says: ||targeting you or your allies||
Ah yeah that one requirement we don't automate currently
alrighty, thank you. are there plans for the fall of blackbottom?
Next up is Dark Heart of the Wood (from a post in the foundry discord), and looks like no announced plans just yet for FoBB
ty again
Yeah we've got bandwidth to produce one at a time, and DHotW felt more distinct as a level 2 adventure
if you include a way to color the tiles by their elevation my life is yours
censor intesifies 
i like Draw Steel combat tools
You can make object actors, give them certain hp, drop them on the board, and they basically act as walls/obstacles which can take damage when being force moved (there is also a force movement tool there)
evidently not the same as disabling the foundry-side walls when they break but it's something
that was one of my first iterations! will definitely include it as an option in the final version, with customizable colors for the elevations
hey all – has anyone implemented the executioner's Blade? If so, how'd you do the effects?
when my player got it i had an enricher for the effect
then just had the player apply the damage again if the target was winded
I love the first and third options, but a subtle number display like in option 2 could be a great setting to add on top of either of those. Excited to see what you come up with!
Oh wow looks nice, i was actually trying this as well, codex parallax elevation is super cool but not so easy to replicate. I was looking into adding a custom region behaviour that acts like isohypses
Also. Having regions for damaging terrain and such would be awesome. Now that I think about it.
I wonder if it's possible to do things like confer effects for concealment and such.
I was playing around with them last night. Made some portals for our void mage in about 20 seconds
Yea not sure what the v14 way for that would be, like a compendium with prefab like tiles with regions attached with the Draw Steel terrain rules
drag and drop terrains with attached regions would be epic, my players really love any kind of interactable terrain objects
A lot of this is us upgrading and adapting Object actors
Some of the current github issues that cover some of what's been talked about in case others hadn't seen them.
https://github.com/MetaMorphic-Digital/draw-steel/issues/311 (support for DTOs with effects applied to regions)
https://github.com/MetaMorphic-Digital/draw-steel/issues/1846 (automatic behaviors for ability templates)
Glad to see that latter one is being brought officially eventually, I'm working on a placeholder solution for now!
They're non-trivial challenges but there's no blockers, just development time required
Does anyone else use Draw Steel Ability HUD? The documentation says "Homebrew maneuvers configurable by UUID via settings", but I cannot find where this setting is.
I recommend asking about that in the thread or opening an issue on their Github! (https://discord.com/channels/332362513368875008/1495899269243207730)
I don't see that setting myself either, and can't dig into it too much right now, but Cora may be able to help!
Thank you, Cora was able to help. That setting doesnt exist in the current version, I couldnt see the ability I made since it was duplicated from a regular ability in the draw steel compendium.
Sneak peak from my new module Draw Steel - Target Damage
I miss the target damage application from PF2 and Quickstrike module was missing some features so I am making an advanced targeting module.
- It supports quickly updating targets, editing rolls and damage, applying damage, heal, effects to targets w/ undo button.
- Lets players apply their own damage via permission settings.
- Cross checks token disposition and ability target description to apply auto-targeting with AOE regions. So you don't target Friendlies but only Hostiles.
- Rolling with no target falls back to system default behavior (apply to selected token) but also adds an undo button with a stack that you can click multiple times to rewind multiple damage instances.
Auto AoE targeting looks like this:
is this only for v14?
haven't tested on v13 but will most likely work
awesome
I don't know if this will be in the purview of your module, but I do find it a little annoying that the templates I set are not visible to players by default so I have to go in and edit visibility for every template.
It's like this Cora guy finds things I don't even know I want and makes a module for them.
We'll have that adjusted in 1.1
And until then, if you give the other players observer permissions on each other's actors, that should also let them see their templates, I think.
Tried that, didn't work
The observer-visibility is not in reference to the producing character, but the controller of the region placable.
Yeah tbh I'm surprised players are not observers on each other's regions by default
I guess my question is how are region permissions checked, because there's nothing in the region config for it. So my assumption was that it'd be whoever's got observer for the actor that created the region 🤔
So if observers of the actor aren't seeing the region that's set to "always for observers," that seems like a core bug maybe?
Yeah probably worth asking
In the context menu
The placables now basically work like actors, items, journals etc in this regard.
How do you connect specific potencies to specific characteristics when writing ability text?
Like I see @naive gardency.weak in the actor roll data, but how do I make that indicate for Reason specifically?
[[potency r weak]] for instance
How would you connect potential summoner minions and their potencies and other stat reference components to their summoner instead of their own stats?
i dont think u can, i would just input the number manually
Fair enough.
On the list of things we need to do to support the Summoner properly
Props to MCDM for being bold with their first post-core class being so unique, but it makes supporting it a fair amount of extra work
Yup, though at least this sort of work should also help with the Beastheart
Yeah it is extremely likely all the code for them will come in the same patch
good call, until the system brings the update I added a module setting to override visibility to "Always for Anyone",
region.updateSource({ visibility: CONST.REGION_VISIBILITY.ALWAYS });
Hey folks! here's some demos of the module I've been working on to bring the Codex's elevation tools and handling into Foundry.
first vid: quick demo of how the elevation design works for now and showcasing automatic elevation gain for tokens
second vid: showcase of terrain vis overlay customization
third vid: demo of "movement range" indicator, which shows where you can move on your turn based on you character's speed, distance moved already, and the terrain elevation
Beautiful and looks easy to use!
Looks great, my suggestion would be to add a tiny bit token scaling as token moves up. could be a module setting
good idea!
i'd like to request being able to add non-height settings (something for marking a space as difficult terrain for example) and being able to have negative height, like -1, -2 etc
sure, both were things i was thinking about adding so good to know folks are interested
this is something i've been wanting since Terrain Height Tools died after the switch to v13 lol
SAME
this looks simply gorgeous
any idea when it'll be ready? totally chill if u dont know!
how much of this module is tied to the ds system?
being able to easily pain elevation would be super useful across many games
the elevation tool itself is mostly system agnostic i suppose, but i’ve built a lot of it with draw steel in mind. planning on including some of draw steel’s elevation related features as well like edges on attacks against targets below you (which i believe the foundry system folks might? plan to include natively at some point).
soon as i can! movement ranges are still a bit buggy, and i had a few other features in mind to add. plus i want to make sure that it works well with Ady’s Combat Tools forced movement utilities before i release it, and currently they don’t play well at all
Yeah we need to decide how to measure/count that. Might be a use for the flying status
Question: Is there a way to "remove" an applied effect via a skill?
I'm trying to make it easier for my Elementalist player to track their Elemental-imbued Implement, and the Ability Modifier itself it easy, but I'd love a way for them to "change elements" easily.
I think that's gonna need a proper macro though
What feature is this?
It would be an "elemental" enhancement, from the Imbue Implement project:
Elemental: Whenever you use an ability with the Air, Earth, Fire, Green, Rot, Void, or Water keyword, you can attune this implement to that element until the end of the encounter. While the implement is attuned, you gain an edge on power rolls with that elemental keyword. The implement can be attuned to only one element at a time.
So granting the edge is easy, the tricky part is switching between effects. Because I can't just add a new one on a change, I need to remove/deactivate the old one
I was trying to do it via a custom ability, but it might not be viable
Would this not work as as several effects on the feature/item that have a duration of end of the encounter? Unless I'm misunderstanding something or you tried that.
Yes, those effects work. The problem is, when you switch between elements, you need to drop the old effect and add the new one
Usully that's pretty easy. One click no?
and going through the effect window and enabling/disabling them can be a bit cumbersome
Mmm, gotcha
I use a module where effects show up on the top right of my screen. So maybe that helps us manage effects easier. Obviously not an elegant/core solution though
Best solution for me will probably be a macro with a pop up and a dropdown menu to select element tbh
I think if you're switching them several times in an encounter, macro seems to be the best solution.
It's just that I know unless I make it simple, the player will forget about it or not bother using it
Yeah macro for now
Will this replace Quick strike?
Do you recall which module that is?
Currently using this one: https://foundryvtt.com/packages/visual-active-effects
I prefer this one (mostly just visually) but it's not been updated to work with v14: https://foundryvtt.com/packages/dfreds-effects-panel
A simple click to disable or remove a condition and having all the text for an effect is super helpful.
Yeah very useful thank you.
Browlet gang rise up. No problemo
For anyone interested on using Elemental Implement, this is the ugly macro I spent way too much time working on
It creates prompts to ask for the element, removes the effect if it already exists, and creates a fresh one with the proper keywords (and icon colors)
Should definitely be using foundry.applications.api.Dialog.input instead of the new Dialog
The global Dialog has been deprecated since v13
the downsides of just googling stuff
New module Draw Steel - Target Damage out!
https://discord.com/channels/332362513368875008/1500968711509508269
this one really helps with speeding up the combat and correcting stuff when you need to undo/edit rolls/damage
yessssssss
Is there have been a way to spend Surges in VTT? Because it has been alot of trouble to calculate the damage when someone spend a Surge.
(Or is it showed somewhere in the character sheet?)
#1495899269243207730 solves this imo
its not an in-built property of the draw steel system rn aiui
I see thanks.
Also, could be had an effect when Elementalist does the Essence of the Green when it transform into animals? Doesn't seem to have something like this
idk if im understanding ur question but for the green elementalist's shapeshifting i dont think theres an implementation yet
On a damage roll, if you click the kebab menu, you’ll see an option to modify the roll. That’ll let you input surges to spend.
Oooooh thank you sir
That is a great term for it. Adding it my UX design lingo for its cousin "hamburger menu"
Döner’s new to me O:
v14 allows token adjustments
Is there a screenshot that could be a reference for me to be easier for me to do it?
as with the rest of the wiki docs it's replicated inside of Foundry
Hey all, I've been looking all over the place to figure out how to do this and I'm not really finding anything which either means that its super obvious, or not really supported. Draw Steel in v13 used to have status conditions on the bar that were just indicators. 'marked' for example. I've got a tactitian that uses it constantly (as he should) and it was really nice to be able to be like 'yeah - toggle that one on'. 'targeted' was another one.
Anyway, how do I modify the status conditions on the token UI? I'd like to add more but I can't find any way to do this or find mods that automate this either
@uneven patio here is the elevation region behaviour i am working on, i gotta play around with blending/parallax/shadows a lot but we could combine your brush with my regions.
still cooking
omg
You can set up applied effects for individual abilities. This has already been done for the Tactician's Mark. Use the "update from compendium" button in the Mark header
whoa cool! i tried my hand at the parallax effect and had to give up so i’m happy to let you work on that 😅
When you say "in the Mark header", what do you mean? I'm in the same boat as RogueHero and don't see that option anywhere.
are you a player or director
Director!
But I could put the player's hat on temporarily lol
by default only Director+ can access
this marked bit in the modern version of the Tactician's Mark is an enricher which applies the Marked condition to all selected tokens
Is there a fix for when I right click on a monster ability it shows up publicly in the chat? This is using DS ability HUD and DS+
I don't want my players to be able to see them but I want to be able to view more details
on the bottom right in chat there are toggles to show the visibility of your posts
this applies to monster abilities too
Is there any reason you couldnt just view the ability on the sheet...?
There are already two ways to do it on the sheet. Hovering over, or drop down.
worth noting that hovering is a ds+ functionality
They said DS+
oh oops
misread
then yeah that works
u can even scroll down using the ability hud without having to click on the token!
When creating new abilities, I tend to just drag and drop effects from other abilities if they are the same (most notably "can't stand").
That leads to the source of the effect on the ability still being the ability I took them from originally.
Would it be possible to always have the source of an effect being the item it is linked to until it is transferred to an actor when it is fixed from a variable to a permanent entry?
I assume, even if it is possible, the urgency is rather low, because when you use the ability and it transfers the effect 'the right way', it already replaces the effect source.
If you however have to transfer the effect to the actor manually for any reason, this replacement doesn't happen.
~~Also, if you have an effect with duration EoT and transfer it manually, it seems to end the effect on any end of turn, not just the turn of the affected actor.~~This might have been an error on my side in the effect configuration. It was set to "Turn start" for some reason.
Some of the defaults are turn start it's annoying
some more progress on the scene elevation region, added token interaction:
Put out a new release of the Hand Drawn Max Hamm tokens https://foundryvtt.com/packages/ds-tokens-max-hamm now with 100% Delian Tomb coverage
Hand Drawn Tokens for Draw Steel by Max Hamm, an Add-on Module for Foundry Virtual Tabletop
How do I add an ability item to a character sheet? Just dragging it over doesn't work. It's already in my game and unlocked.
The sheet being in play or edit mode shouldn't matter, and it should just be drag and drop
Can you open the browser console (f12) and screenshot the error(s) in red?
Item prevention blocked by preCreate, interesting
You've got some module then
nothing in the system would be responsible
"Color Picker" is not verified compatible with v14.
I'm still on v13.
What system version are you on?
0.11.1
You're dragging an Ability item onto a Hero Sheet with no modules enabled but those three?
Yes. Find the Culprit starts at nothing. Should I try a complete reset?
And in the console, you still get that 'item creation prevented by _preCreate' warning?
Is it possible you have a world script?
This is a novel error on a system version that's no longer receiving further development and I don't recall anyone else ever reporting a similar error
Yes. I don't know what a world script is.
In the console write game.world.scripts and then game.world.esmodules and screenshot the results
Same.
Would you say it's safe to transition to v14 considering all the other cool DS modules I'm using?
Dunno what other modules you're using, but the V14 system release is stable and good. I've been using it for a couple weeks now.
Ok. I'll try to switch after tonight's game.
You can download the new version and test if something is incompatible
Most egregious thing I’ve found is find the culprit no longer works
@small ingot can you share a screenshot of the item & actor you're trying to drag and drop to and from
I'm trying to create Vurkor so Glowing Recovery into Rival Elementalist.
oh so it's not an ability onto a hero, it's an ancestry trait onto an NPC
Yes that's expected. We want to better support that but you'd just recreate the feature on the npx
I don't understand.
NPC sheets, used for monsters, have a different format than player sheets
Though shouldn't Glowing Recovery have an NPC version?
hrm, looks like a gap in the current compendium content.
For reference what is being talked about here is the NPC version of Glowing Recovery from p.232 of the Monsters book, which gives Orc Rivals a special trait that is included in Vurkor's stat block in the Delian Tomb.
There is also a player feature called Glowing Recovery, which works differently, which cannot be added to the NPCs and wouldn't be what you want even if it was.
It sounds like certain types of features/traits cannot be dragged on to monsters because they're not coded/set up to work that way. It's not an expected interaction. Sounds like you'd have to recreate it as a vanilla feature.
Presumably it's in the Delian Tomb premium module, right?
It is... (not saying the solution is "buy the module" but if you've already done so, it does have it; super easy to make in any case).
Yeah, and honestly for rival purposes it's probably worth having some auto-convert on drop
Might be worth a 🎫
Couldn't find it.
Didn't. Made half the adventure myself before it came out.
As she said, it’s a gap in the compendium content 😅
How are you with contributors to the code base?
We've got a CONTRIBUTING.md
🅱️
Html, wrap in <span class="glyph">m</span>
ty
sorry coming back to this. idk if im doing it wrong or misunderstanding
but its not showing up
What's the html you've got
Also foundry version?
Possible that 14.360 is stripping
im on v13
i literally just copied and pasted what u wrote in
so <span class="glyph">m</span>
im trying to write this in an effect description for an active effect, if thats breaking anything
seems like its only for journals
so maybe i shouldve clarified i wanna do this in the text box for a condition
Mmm yeah would have to check the css rules
You can do an inline style
Instead of class="glyph" you can do style="font-family: 'Draw Steel Book'"
ah that just gives it the font from the book, right?
Sorry needed Draw Steel Glyph as the font
Anybody using Draw Steel + for the UI know what hex value to change to make this text visible without hovering over it?
That's an issue with my module, combat tools, I'm working hard this weekend to get the release out, but this bug is fixed there.
Oh okay! I'm running tonight--when you have a moment can you just point me to the styling and I'll just change it locally? (:
Sent you a DM!
Hi folks! I've just released v1.0.0 of my Terrain Designer module that adds easy elevation design and automation to your battlemaps - check it out! https://discord.com/channels/332362513368875008/1502359061969113128
I'm trying to get the Splatter module to work for my game. Does anybody know the data paths for an actor's current and max hp?
any idea if it wants system or not
try just stamina
Gave it a try; looks that's correct.
stamina.value for current and stamina.max for max.
That worked. Thanks!
Yeah, it took me moving my token to see that there was blood; it turned out my bloodsplat threshold was too low so the token covered everything up
I had the same thing happen to me just now 🤣 It was nearly hidden
Sorry, one last thing for now. Does anybody have a good alternative to Health Estimate? It doesn't look like it's estimating values properly and I don't think it's a good fit for DS since there is negative health in the game.
i only use health estimate for enemies, if that helps?
Yeah, it works for enemies. It is disappointing that my players can't see their own estimates properly, but it's not a deal-breaker
why do they need to see their own estimates? 
For me and my players, it's just so it's more fun when speaking about each other's health (i.e. current stamina value).
What do you mean it's estimating incorrectly? What is your estimation behavior set to? 👀
its cuz the bar includes the dying value
At my table, I've set it up like follows:
(With added values because my players liked having even more detail!)
For example, if I set a token to 15/30 stamina, the bar doesn't look like it's at 50% and the descriptor doesn't say they're winded
Wait, is THAT how it's supposed to be set up? I have it set to
Dying - 0
Winded - 50
Steady - 99
Ready - 100
I figured setting Winded to 50 was right, but maybe that's what's messing things up
if all u care about is winded
A hero token or Monster token? I wonder if there's some math going on because technically a PC isn't "dead" at 0 out of max.
Negative health while dying is an important resource. Heroes don't go down at 0, so the healthbar shouldn't empty out at 0. But I do get how it's confusing when first using.
And yeah, Health Estimate is taking into account the entire ratio of health, including the negative health. So given the health will range from -15 -> 30, 15/30 (which is effectively 30/45) would actually be ~66% of the hero's health.
Hero token
@patent gale Gonna try your suggestion. Thanks!
https://github.com/nelizzy/ds-token-override If it helps any, I made a (very scuffed) module that adds little healthbar ticks to token healthbars like so (it also adds those little labels to the side that represent recoveries, surges, and heroic resources, but you can disable that in settings). I found it helps us a lot with understanding the way health splits!
I don't really want to maintain it properly or figure out submitting it to Foundry proper, so it has to be installed via module.json 😆
the system should apply the winded status to ur token automatically when they become winded
That's a really cool module. Thanks!
Is there an "update this entire character sheet from compendium" option? Or is it mostly manual per feature for now?
It's on a per item basis.
Someone needs to take one for the team and make a magic macro 😅
The reason we don't have an "update whole character" is because we don't want to clobber customizations
Very cool lookin module! I am having trouble with performance on it though, tried loading it on a map with like 3 groups of enemies and performance tanked.
I am unsurprised that my janky code is incredibly unoptimized - there's probably a few hook calls that can be reduced and script that can be restructed 😆 But it surprises me that it's tanking at just 3 groups.
I'm fairly novice in the field so I don't even know where to begin in best practices or optimizing - was sort of just scrapping together whatever would work for what I needed and it's become a Catch-All Toolbox for me and my crew that became a module once one of my players wanted it for when they ran too. 😅
I'm 1000% open to someone taking the idea and making it more viable, though.
i have to ask what that 17000 LOC file with icons is doing
There was a dream somewhere along the lines of allowing customization of the resources shown on the token, including what icons display for them ala Monk's tokenbar - and as far as I could tell, I can't use the fa classes in a pixi render, so it came down to having the glyphs listed somewhere.
I should really go delete that. 😂
Should be "Deady" stead of "Dying". "Bleddy" too if you're feeling cheeky.
I was tempted to do that, but I I gotta keep the fear of gods in my players. Also, most of them are dyslexic and one of the dyslexic ones is color blind, so it might confuse them hahaha
The reason is if I pull up the sheet, it covers the map. Putting it in the chat allows me to look at the map and view the ability simultaneously. I try to use the ability HUD as well but that doesn't show the full details of the ability :/
Btw as of v14 all sheets can be detached to a separate window
Wouldn't you have to have sheet open to send the ability to chat?
You can read the ability on the ability hub too
But fair enough. Seems like a lot of extra work. I've not had any issues reading them on the ability hub
Ability hub doesn't show things like if the ability allows you to spend extra malice
They fixed that afaik
Ok maybe this is all moot! I'll have to look again
I had that issue for hero ones too, I made a request and it got fixed!
Oh amazing this was a feature request I had put in omg!! I love devs :)
Been on the list and was the winning vote last year for v14 dev
what's the attribute key for increasing the critical rate? player just got a Devastating imbued weapon
if anyone has a big list of the attribute terms handy that would be great as well
Looks like there isn't one.
Always check the GitHub wiki 🙂
https://github.com/MetaMorphic-Digital/draw-steel/wiki/Active-Effects
ty ty!
yeah can't seem to find a way to implement that change, just gonna have to remember to check if a roll was a nat 18
not the end of the world ig
It's a good feature request, you should open a new issue on GitHub.
done, ty
slightly more stupid question this time, is there any way to set the "apply Marked to target" thing to a macro?
i have macro i can DM you
Is there a reason you'd want a macro as opposed to just clicking using the enricher in the chat card?
The latter seems a lot more straightforward.
most of the time when an enemy dies and the mark transfers my players just say "oh I move the Mark to that guy-" instead of actually clicking the ability
it's not the end of the world but a macro would speed the process up a bit
would be appreciated, thanks!
Oh yeah I've trained my tactician player to just use Mark again when she wants to apply it so I wasn't even thinking about re-application XD
Practically everything is, I’m basically never able to get more than one power chat card on screen at once. So that just isn’t an issue for me, though I suppose that may vary (and if it does, let me know how you’re fitting shit in your chat log? O: ) 🤷
Popping out the chat card can also help with anything you may want to stick around.
Stupid question: can I reference a creature's level inside of an arbitrary box (Ie, as a random number just drop actor.level and use that value)?
And/or ev.
I'm frankly just trying to cobble something together for summoner buffs and referencing the summoner's attributes via using an arbitrary, useless for a minion summon, field
Not an arbitrary box. Only special boxes.
So only stats in general?
And referencing one actor on a totally separate actor is not something you can currently do at all.
That's why I want to reference a field that is useless to the minion, such as level or EV.
But they are definitely working on a summoning framework.
Then use status effects to modify that and activate/deactive it
I think you'd probably be better off just using flags? But I'm not 100% clear on what you're trying to do, so that's just a guess based on vibes.
Okay so.
Issue
Certain things the summoner does key off their R stat. The minion sheet cannot see the summoner's R, but it can see it's own (NPC) values.
Solution
Give the minion an effect that augments an arbitrary, and useless, value such as EV, Level, Malice, etc.... then reference said value in any calculation that requires the summoner's R.
This value then can be augmented via the usage of passive (permanent) effects to up/down and falsely link towards the summoner's own R value, albiet that requires manual updating but it is only once.
That's why I wanted to know if I can use any of those useless 'stats' in an arbitrary manner anywhere (ie range fields, immunity fields, effect modifiers, etc....)
Yeah, definitely use a flag rather than try to repurpose some other field.
But where you can use it is going to depend on where you're trying to use it.
Not every input accepts roll data.
But Active Effect values do, as of V14.
It worked and I don't see the reason not to repurpose useless fields
so it is easier to check.
How do I set flags up btw?
For what you're doing, I'd use an active effect.
But usually it's done in macros.
So you end up with this, basically.
Yeah and that is what I'm doing.
I just want a field that I can use in arbitrary data (potencies, ranges, I'd say immunities via an effect buuuut we are on v.0.11 and that doesn't work) and I didn't see flags in the wiki so I just used what I could see that would be visible for double checking (I think on the version I'm on, global flags are also invisible).
From what I see unless I tried to bind it incorrectly seems that the potency needs a raw int value or one bound to an attribute value (see) so I'll just have to update those by hand 🚬
Hello friends, you can download scene-elevation-region , with the manifest url
Longer demo in my github
- I added some preset parallax configs for you to play around. (Mouse/Camera/Velocity Parallax or stationary shadows. you can choose the perspective point for parallax angle or the sun direction for shadows)
- You can create underpasses, bridges, trees directly from the 2D map itself by toggling overhead in the region behavior settings.
- Supports negative elevation, holes (movement out of hole is kinda finnicky)
- Supports linear slopes/ramps, regions with changing elevation from edge to edge.
What are the chances Scene Elevation Region module will expand to include that parallax visual to Levels? E.g. the visual effect of the Drunken Fool Tavern in Codex for Blackbottom where each level is visible yet has that parallax effect for elevation?
haven't looked much into how levels function behind the scenes in foundryvtt. It'd be quite tricky to mimic 1to1 because of how the foundry grid is stationary. there could be some parallax tho
is this module published on the package listing?
it is waiting for approval
This is fantastic! One thing I'm struggling to figure out is it there is a way for the parallax to behave as if it is shifting is response to the camera view, like in the Codex. Any tips?
Thanks! These 3 presets have parallax on camera move, you can tweak the settings to find something acceptable. I am still looking into ways to mimic codex behavior better. You can play around with the Multi-layer drift parallax type and try different values to match the perspective with the map's drawn perspective for now, also make sure you get the latest version
Ok folks i think i've achieved Codex-like parallax 😄
module is approved, should be on the list: https://foundryvtt.com/packages/scene-elevation-region
Scene Elevation Region, an Add-on Module for Foundry Virtual Tabletop
you can even throw people into the well lol
Very nicely done!
I still got a few rounds left for a combat where I could set this up easily but it'd make a huge difference. I'll give it a shot this week and see how it goes!
They're in sort of a winding canyon/passage
Sweet, yesterday I did a river/canyon ecnounter with a bunch of angulotl darts attacking from the edges of the cliff, my players loved it
One of my players has an older laptop. I wonder what the performance impact would be for him. But I imagine he could disable it user side?
One thing to note is since the grid is not actually warped like Codex, from a distance the token appear "off-grid" but they are clickable on their rendered image and snap into grid.
Same one player I have always plays with 9 fps for the last 4 years (that's insane for me.. :D), and this did not affect them much
You can't disable per client but yea that might be a good idea for potat PC players.
Yeah, I've had players tune in via steam deck and such in the past
You'd be surprised what you can get Foundry running on for a session lol
I have a player quite susceptible to motion sickness, so a player disable option would be a must
That looks amazing. Really nicely done.
Amazing! Which parallax mode in the module creates this effect?
Ah found it under presets
Im noticing when i go to place lines down, it always appears to be several squares away from my cursor. I tried with no other modules installed, still happens.
Let's do DMs, i wanna investigate. i couldnt repro this one
I added a per client disabling for all elevation effects, also the bug above is fixed
Working on getting the Aeris-bg3-rolls module to work for Draw steel
Very nice idea! I look forward ot seeing it finished!
Oh man, this would be so awesome for prompting group tests if that's a thing it could do
Suggestion: A keybind to toggle parallax on and off. It's hard to draw elevation regions accurately when parallax is already affecting an area, e.g. if you're drawing a 4 square high region on top of an existing 2 square high region
Yea i was thinking of something similar and also adding hold alt like codex, any suggestions which key 😄
Nice! Also, I've noticed that shadows don't cast on other elevated regions, e.g. a 4 square region high above a 2 square region won't cast a shadow on a 2 square high region
created the module post to not clutter the system channel https://discord.com/channels/332362513368875008/1503775793262624839
I'm not sure what the module conflict is but I'm pretty sure there is some sort of conflict between ds-token-override module and whatever takes care of the minion death automation. Anyone try out this combo? I believer the Combat Tracker or the Combat Tools tries to handle the minion death, so idk which one it is (unless i'm wrong about everything, lol)
Can you extrapolate on that? What's actually happening/what's that conflict look like? 👀 I've only recently wrapped up a short campaign for the home party and am just now updating to v14 (didn't want to update midway) so haven't actually tried the new minion death automation. (There's also minion death automation by default in the system iirc.)
(I'm working on a bigger overhaul now that I actually have time, so will see if I can solve this at the same time 😅)
If you have the latest combat tracker, minion death automation should be removed from that and moved into Draw Steel - Target Damage module. You can disable minion death automation from the module settings tho.
I'm running into an active effect issue and I'm not sure if I just have it set up wrong. But I have stormwight fury, and I have their shapeshifting set up as applied effects with a duration of combat end. The problem is that they're always applied disabled. My best guess as to why is that when the combat ends, the effects are set to disabled and that somehow impacts the source data on the ability, but I don't know why that would be, since they're applied effects and not transfer effects? Is there any way to ensure that these effects reliably start active when they're applied?
Hmm, actor export? Is the source effect being marked as expired/inactive?
I feel a little bit on crazy pills 'cause the actor data has
"start": null,
"duration": {
"value": null,
"units": "seconds",
"expiry": "combatEnd",
"expired": false
},```
So it's not disabled and it's not expired, but it's inactive on the character sheet?
Here's the export post-combat. Also worth noting that I'm not 100% sure it's ever happened to me when I try to test it? But it definitely happens when the player does it during combat, and then I have to go into the sheet and toggle the effects on, it's very annoying. 🤔
We've tried to use the foundry native expiration but the API is odd, I'll take a look
oh, that might be it. i didn't know it got moved to another module, i'll test it and let you know when i do
The system has functionality for it now
yeah, this is what i need to test. before i had the ds-token-override i could swap from the way combat tracker handled it and the way the system handled it. when i installed ds-token-override it just didn't work. but it could just have been a coincidence, i'll test further and update
im completely stumped at what happened here
a couple weeks ago i ran Road to Broadhurst for a LFG server i help run
and whenever i killed enemys this little tombstone came up which i assumed to be some kind of module thing
only problem is im setting up the game to run again and no matter what i do i cant seem to delete them
i have turned all my modules off
pressed every delete button i could find
i even tried deleting the background map and making a new scene level over the top to cover them up and they still stay on the map
at this point im just completly deleting the scene and remaking it but i would like to know if anyone knows how this happened so i can avoid it in future
Those are part of the Combat Tools module. I believe they're added as tiles, so you should be able to select them with those controls and delete as needed.
Are you on v14? If so, go to the Placeables tab and select Tiles. Delete all.
I will note that re-importing an adventure is a good way to full clobber/clear out anything you've done
📝 thank you everyone
i missed that they could be tiles because it doesnt have a big trash can like all the other tools do
im also new to V14 so i completly missed the placeables tab
all sorted!
V14 significantly reworked the UI for placeables but imho it's a huge improvement
Yarp, sorry for the unintended headache. In DSCT V2 skulls assigned to tokens that get deleted should also get cleared, and having skulls in the first place is an optional setting that is off by default.
thank you!
I'm trying to create a passive effect but I can't get anything to change.
I want it passive so emptied all the fields in duration and I just try, for example:
@combat.stability, Add, 1
And nothing happens. What am I doing wrong?
Wrong key. You want system.combat.stability.
@ is only for accessing, not assigning.
system.movement.value. these keys are on the wiki and the in game documentation
Isn't that the base movement speed? I didn't see any values for what types.
I believe it's in the documentation in foundry. IIRC you just add .type at the end
Adding a movement type is system.movement.types
And yes this is also covered by the documentation
I have the Roll Data open in front of me and I didn't see system.movement.types.
You want the active effect page
Roll data is for formula fields, e.g. a damage field
Is there a way for an effect to have a value that I can grab to use in its changes?
And if it's something I want to easily change at run time?
In Pathfinder, almost any item has a level. In case of effects, you can change that level to change the strength of the effect. Stack conditions are part of the system. I'm wondering if I can do something similar in DS.
Also, I don't see that Hakaan's Stand Tough trait makes any changes so I'm guessing there's no way to do "+1 for resisting potencies"?
We currently do not have potency automation. It's on the roadmap for 1.1 but might get pushed to 1.2
We don't have any logic for that kind of stacking effect because it's not a core feature of Draw Steel as a released game
We're still focused on the core mechanics and are not prioritizing homebrew
On that topic, would there ever be some sort of logic for conditions that are dependant on another? In the case of "you're weakened while restrained this way/from this ability"
That way you make a save for the one, it ends the effects for both, for example
We've got examples of those. The trick is that they're a custom condition with the statuses section filled in
Ah gotcha, cool
I am curious about any recommended add-on modules for a first time group, playing the premium Delian Tomb. Should we start plain and add as we go, or are there any recommended off the start?
No modules are officially recommended. I would suggest using nothing but QOL stuff like Dice So Nice.
I am skeptical of old threads on the topic. I've looked around but so many appear to have overlapping features.
There is a nice Djordice module for Dice So Nice, too.
Can we add a flag or exception to allow the War Dog Amalgamite to grab more than one creature it once? Might be a module I'm using, but I can only apply one grab effect per token.
Pretty sure the system does not limit the number of grabbed targets. Might be the module.
I would definitely say play without modules and see if there are gaps in the experience you’re looking to fill. I’m very pro-module but it’s super important to understand how the system works and what you think it’s missing before you start adding more complications haha
Also v14 baselined a lot of popular modules
Nice, thanks for the replies. I didn’t even know about Dice so Nice. I’ve been playing on Foundry for a couple years but haven’t ran a game yet.
i used dice so nice, dice tray, and bar brawl starting out
I could not imagine playing without it.
oh and token tooltip alt but thats for my own nonsense
Is dice tray updated for v14 yet?
Yeah it is.
I suggest the following universal modules for any foundry game (other than obvious stuff like Dice Tray):
Background scaler: makes it less of a pain to line up maps to the grid.
Bar Brawl: You can use this to set up a simple ui for the players
Break Time: someone's inevitable gonna ask for a break and this makes asking if everyone's back/ready a lot easier.
Global Progress Clocks: i like using this to count stuff, usually how many victories the heroes have, but sometimes stuff like how many failures/successes they have on tests.
Monk's Combat details (IronMonk's modules in general): has some general utility, biggest one is it shows where creatures started their turn
Spotlight Omnisearch: search tool that's easier to use than opening a compendium
Token Z: if you use tokens of different sizes, this makes it a lot easier to move them.
probably worth noting that spotlight omnisearch is one of those modules that's not really needed with v14
searching in the compendium tab now also searches all compendium documents
did they add a search function
still has some utilty like a calculator and searching outside compendiums
I suggest the following modules for DS,:
Draw Steel Ability hud: adds a menu for easily checking what actions monsters/pcs have without opening their character sheets.
Draw Steel Combat Tracker: has an interface for the encounter tracker that's easier to use imo.
Draw Steel Encounter Builder: easiest encounter builder i've used, super easy to add 1 more guy to reach a certain threshold for an encounter (you might not need this if you're running a module).
Draw Steel Target Damage: makes it easier to apply effects to enemies, logs applied damage to chat, and allows you to undo said damage.
Draw Steel: Combat Tools: has a lot of QoL changes, including forced movement and forced damage wizards, a reminder for using your triggered actions, a better way to apply class conditions like marked/judgement, minion death, etc.
Draw Steel Terrain Designer: allows you to mark elevation on your maps, serves as either a map builder, or to easily convey how tall a certain space is.
Can anyone tell me what the mentor function does for followers in the Draw Steel - Hideout module? Also, I don't seem to have an option to set a mentor when creating the follower, only when updating them
At the least, it lets surges work properly for them. Not sure if it has any other impact.
Oh wait, you’re talking about some module.
Never mind, no clue, sorry 😅
That would only apply to retainers correct? Not to artisans and sages? Might explain why it can't be set.
With V14 I'm reviewing all the Draw Steel modules out there to decide what I'm gonna be using for my games XD
i went over this with my drafty today and personally
resource ui, target damage, ability hud, and hideout are all essential to me
theres some that are nice but i can live without
like combat tracker or token override
As in the user drafty? He and I had some good talks on the Kobold Press server. I like him XD.
Yeah I was already using resource UI and ability HUD. had a different one from hideout but have fallen in love with hideout and will be using it for sure.
I like combat Tracker. What's this token override? Do you have a link? I couldn't find it.
tyvm
Have you looked at Draw Steel Plus?
And Draw Steel Combat tool is a great one even if just for labelling creatures quickly
I like a lot of the little extra add ons, makes managing hero tokens, montages, and negotiations easier. But my favorite one to see is definitely target damage. I do however wish I could save the montages and negotiations for future use
yeah ds+ is nice for the montage/negotiation ui
but with global progress clocks i find i dont need it
Fair, I don't use that module. Probably will need to learn it if ever I run blades in the dark
Actually this may be a stupid question but do you know where the project poitns from the career appear on the character sheet?
they hidden, afaik
global progress clocks is good for counting anything. you can use it to count numbers too, in addition to clocks
i use it on any system i'm running
i've never even played blades
this is my current setup
For the least amount of modules to still give you the fuller DS experience, I recommend:
- Draw Steel Ability Hud = A cool HUD at the bottom like in the Codex. I've used these kinds of modules for years and it's really useful to not have the character sheet always open (though in v14 you can detach it).
- Draw Steel Combat Tracker = The carousel up top. Like in Codex. More convenient than the regular combat tracker.
- Draw Steel Montage/Negotiation Test Tool = A HUD element that shows montage/negotiation progress and gives you configurations (Almost like in the codex). Though I didn't see how to connect it to the system items.
- Draw Steel Target Damage = Automates a lot of targeting and application of damage and conditions.
- Draw Steel Plus = A much more convenient char sheet, IMO.
- Global Progress Clocks = Just generally useful for anything you want to track (Like respites in the Delian Tomb).
- Quick Insert = Always useful for quickly searching all your data.
And for some additional coolness (in order op importance):
- Draw Steel Encounter Builder = Just gives you the encounter building rules in Foundry to make it easier to fit the difficulty.
- Bar Brawl = Allows you a lot more configurations of what shows up on a token. I like to have stamina, HR, and recoveries easily visible for everyone.
- Draw Steel Hideout = To track respite things and the party in general.
- Forge to Steel Importer = If there already heroes on FS.
- Share Media = For quickly sharing anything you want inside of Foundry in various ways.
- JB2A + Automated Animations + Draw Steel AA Bridge = gives you some cool animations when you play.
- Polyglot = If you want to send text that only players who speak a certain language can read.
- Narrator Tools = To easily share any text from notes straight to the chat.
I don't like Dice So Nice because it's just animation, the dice aren't physical anyway, and it just takes time out of actually playing.
I come here with questions after I've looked up in the system documents in Foundry (And maybe I should go to the wiki first? Is it different? I thought it wasn't) so if the answer to my question is in there and I missed it, feel free to just point me there. That's cool and I would like to not impose on your time too much.
On that point, I couldn't find a way to save an effect item in the world, only in a compendium. Did I miss it?
Note that it's just Active Effect, "effect item" is a PF2 thing. And that's correct, it's a core limitation
hey, someone know if Summoner and Beastheart will be added to Foundry?
Features to support both will eventually be added (+ compendium content for beastheart), but right now the focus they've said is finishing features for the core books before moving to those.
Anyone know if there is a module or macro out there for assigning the token art from the Pathfinder token modules to the Draw Steel bestiary?
I believe the pf2e token modules are open to feature requests.
file a ticket on the pathfinder token modules, Foundry made sure their token art mapping implementation allows supporting multiple systems
but also someone could hypothetically make a shim/bridge module that just supplies the art mapping
If you have the modules installed, you can usually just go to their directory and pickout whatever images you want.
I know that BeastHeart hasn’t been added to Foundry and ChaosOS is doing gods work on foundry but I was curious if anyone created a beastheart in foundry? If so how did you handle the two sheets? How can you give access to a player for both things and manage the resources.
I made the BH up to the first few levels. All of the class abilities just need to be on the hero themselves (like 99.9% leaving room for one ability I can't think of). The companion only really needs their statblock, I used a retainer sheet. Outside of automated linking for accessing scaling between the two sheets, I got it working great enough for play.
I use a module for adding clocks and trackers, so that's where we track rampage.
All you're doing is giving the player access to another sheet like you would a retainer, or any actor/item really for permissions.
Might be some smarter ways to do it, but I haven't needed to fiddle with it yet. I got all the advancements and stuff added in (to level 4 so far)
Hello everyone, so, I've been running Draw Steel for a bit and using the Hideout Module (great module, love it), however, one of my players is obsessed with the fishing downtime and unless i am missing something, I don't think the way hideout UI handles projects is the best fit for the fishing multiple rounds of stacking points? I was wondering if:
- I am tracking this wrong?
- Hideout might help streamline and speed up the fishing mechanic at some point?
- Someone can make a module to make the fishing project faster and easier to keep track of?
My players had like 7 respites in a row and we decided to do the 7 fishings at the end and it did take up like, 15 minutes. Anyway, open to feedback.
Do the automated animations with the bridge work with foundry v14? I've been having problems with it.
I couldn’t get it working in v14 either
Could be. I haven't played Draw Steel on v14 yet. Very soon.
Thank you for this disclaimer on the github wiki! Is there a way to automate temp stamina then or should I just make a note in the active effect to adjust in manually?
what's the ability?
temp & current stamina should usually be addressed via an enricher like /heal
It's the Great Cat form from the 3rd level of her Disciple of the Green feature? (I think)
yeah look at the enrichers page for [[/heal temp]]
Also, if you haven't seen it. There's a specific forum post for the module (and his others have ones too). They've been very receptive to feedback and adding features, might be good to poke there!
https://discord.com/channels/332362513368875008/1497818474821587105
that makes sense in retrospect, ty
is there a way for my players to apply statuses to monsters?
i ran into this issue of my tactician player having to repost their mark ability every time its posted
when all they want is just to reapply mark
iirc you can do it with the combat tools module
mark macro by ady (pre combat tools) you need to use yourself, but it's faster than resposting the ability
maybe a better question would be
is there a way to the use marked macro that references the status effect ive already made?
cuz the one ive made has a written description in the active effect
that describes what mark does
Can reference the effect by UUID
how do i do that
Basic idea would be to recreate the logic from the apply effect enricher https://github.com/MetaMorphic-Digital/draw-steel/blob/1.1.x/src%2Fmodule%2Fapplications%2Fux%2Fenrichers%2Fapply-effect.mjs#L118
this explaination doesnt help me
On mobile but the body of the function has the basic logic you'd need
Is it just me or do monster statblocks read as "power roll + might" instead of "power roll + 2"
Apply Effect Macro
const effect = await fromUuid("PASTE_UUID_HERE")
const combatant = token.combatant;
const updates = {
transfer: true,
origin: effect.parent,
};
if (combatant) updates.start = {
combatant,
initiative: game.combats.isDefaultInitiativeMode ? null : combatant.initiative,
time: game.time.worldTime,
};
await effect.clone(updates, { addSource: true, save: true, parent: actor });
ui.notifications.info("Marked " + token.name)
Is there a way to modify the languages in the system?
Did something similar in a macro for Mark and Judgement, however I added a dialog that asks if you also want to delete all old instances of the effect.
Quite convinient, but the downside is, that this really must be run by the gamemaster
Yeah, we try to respect Foundry's permission structure, which is that player's can't modify monsters
New update for the Delian Tomb, updated minimum/verified to 14.361 & added names to all the combat encounters
Trying the 2.0 update for Delian Tomb: Looks like there's an error when attempting to import the adventure for me. Tried this in an existing world and a new world (no modules), FVTT 14.361.
Hmm, that's not great. I'll forward that to the relevant people
Was not able to reproduce but think I found the cause. Gonna release a 2.0.1 hotfix in a few minutes, would you let me know if you have the same issue after updating?
Will do!
2.0.1 should be up now. I've also pulled the 2.0.0 release so people don't grab that by mistake.
That did it! Works as expected now for me with 2.0.1
All Draw Steel Foundry modules are on sale: https://www.foundryvtt.store/systems/draw-steel
First-time Director here, running official Delian Tomb module. I noticed that some of the pregenerated characters do not start with the Caelian language, but it appears all should have it. I'm guessing that's just a small data bug, but just asking so I can check it's not actually do to something else I'm doing?
The UI for adding languages is a little unusual too. You don't get to see the chips/pills for the starting languages, only ones you add in addition. So you can't really view the starting known languages at the same time you are editing languages, and you cannot remove default languages if desired.
Yeah, probably should add Caelian to the starter languages there
We got a shoutout in the "Year in Review" article
We also want to specifically shout out three systems who have led the way with a groundswell of popularity growth. All 3 of these systems were either unreleased or well outside the top-30 at this time last year, please join us in congratulating Daggerheart, Cosmere RPG, and Draw Steel for their excellent debuts!
27th most played the last year, which I think is pretty impressive given that we've only really been going since August
A detailed and thoughtful look back at the 2025-2026 year as well as a look ahead at big things to come.
thats my goats
💯
I noticed the effect for the Troubadour ability Choreography has a typo (the name of the effect is Coreography). Should I make a bug report on GitHub or is there a different form for data-entry stuff like this?
that one happened to have been reported already
Welp, never mind. But for future reference, what should one do?
but yeah github "new issue" and then pick the appropriate option
Ah, so Compendium Data, I assume. I noticed a few other abilities (though can't remember which ones) that were missing a space after a comma, so that would go there too, correct?
Correct. Feel free to bundle similar issues
idk if people will know the answer to this
but i had an issue in my game today
temp stamina values arent changing, even when the bar changes. 15 vs 10 temp stamina here.
i though this might be token override but when i checked it didnt change anything
How’s it behave without modules?
i tried running it through find the culprit and couldnt find anything conclusive
I had the same issue with bar brawl but updating fixed it for me
there's something preventing the function that refreshes the display but I wasn't sure where
im 99% sure its token override
I had a similar issue running last week with token stamina values not changing if the token being affected had an elevation value.
Could be module related, but adjusting the elevation value worked to "refresh" the attribute bar.
they changed a lot of the internal token bar logic to implement the animations
it broke a lot of stuff
I think 14.363 makes it possible to fix some of that?
I hope so!
I noticed an issue with no modules where the first time any creature takes damage their bar doesn't visually change.
in my game today i noticed bars didn't move a bunch of times
despite the eneemy taking damage
Sadly the issue persists, I can avoid it by freshly importing tokens, but if we end session mid encounter every token bar takes 2 updates before it starts displaying. Hopefully it's eventually fixed.
Yeah we'll have fixed in 1.1, unfortunately the fixes require bumping the minimum core version so it can't be a hot fix
Nice, it's a very minor annoyance so that's fair.
How are auras looking in the system? Can I automate this with some module help, maybe?
theres a module for aura active effects
u gotta download
I don't know if that feature has the effect embedded, but the system now supports placing templates that can (with https://discord.com/channels/332362513368875008/1500968711509508269) apply the effect to appropriate targets. In general, the system handles showing an aura for the range of the ability.
If you want it totally seemless, you want the Aura Effects module probably
But the templates support behaviors that you can add. Depending on how quick you are it may not be that hard to add in an Apply Active Effect behavior
And I’m not sure if it works with Draw Steel but Region Pre-Configurator lets you set up region behaviors ahead of time for AoE type things.
I hope this isn't too much of a bother but I know you've been at this for awhile.
What modules have you found very helpful for running Draw Steel as it is now, that AREN'T Draw Steel modules?
i personally use condition lab, token tooltip alt, global progress clocks, and tokenizer a lot

did condition lab get updated to v14?
Looks like it went end of life before V13 even and only got basic V13 support from a PR. So I wouldn’t count on it.
😔
Worth noting that the new AE Compendiums make condition adjustment modules largely unnecessary
Want some public opinion polling. The name is highlighted when hovering over the potency glyphs. Do you think that the Conscript has a Reason less than or greater than 0?
Trying to decide which way green and red should go
Unhelpfully I think I go both ways on this. But my FIRST thought was “red means that I (the user of the ability) have failed to apply the effect.”
Yeah, I'm also considering a one-color approach and maybe just a shadow effect or something for "fail to apply"
So I guess the answer is “reason > 0” haha
fallout ttrpg
no-shadow on apply seems better
its useful for me because i can adjust the icons for statuses
the default icons for statuses are quite dull
also the status effect menu is useful for misc statuses that i can apply without having to re-post an ability
Honestly. Can you make the Potency section colored?
I think that would be really readable.
Like, that hovering colors it?
Then if I'm reading like 4 results all at once I can see the Potency section, where as a Director I'd be looking anyway and know if it passed or failed. Green being my Reason is too high, Red Being my Reason is too low.
Nah not hovering. You want to be able to see it at a glance and know, not have to like check each one.
Kind of like uhhh if you're familiar with PF2E modules, Modifiers Matter?
The issue is that the text only displays once, so if there's a single target that's workable but not for multiple
Ahhh. Hmm.
How does this work if you are targeting multiple dudes by default?
One roll window with multiple names at the top?
don't have stuff open right now but it lists everything
This is it with multiple targets.
Damn.
@flint monolith You still taking requests? 😛
open to suggestions, but going to be slow with delivery since new POE2 season is fast approaching 😄
Lmaooo.
I'd appreciate immensely a module that automates Hide and Seek. A Hidden Condition and then a like sonar pulse or template that I can place as the director that will target the tokens my players can't see and will then allow for a number of contested rolls.
It seems like Health Estimate does not work with minions? Mine just says Undamaged the whole time. Is that others experience? I’m looking for a flavorful enemy health bar, for the benefit of the players.
Minions have their HP tied to the squad, which means if a module isn't specifically accounting for that DS peculiarity it won't work with minions
If you're interested, the Combat Tools module provides a setting for Health Estimate where you can have it display how many minions are left in a squad instead of their health state, or just hide it on minions, because winded doesn't apply to minions.
I think that looks pretty good. I’ll give it a shot later, thank you.
FYI: This is going to remain the Draw Steel system, when Crows comes to Foundry we'll have a full separate system to install despite some mechanical overlap between the two games
So glad to hear this! ^ crows seems really fun; i was thinking about hacking some way to run the playtest xD
does anyone have a module/method they use for tracking "respite clocks" e.g. how many respites until some world event happens?
Global Progress Clocks module
Is there a way for the Delian Tomb Actors from the Metamorphic module to update with compendium art modules like the Hand Drawn Max Hamm tokens more automatically?
E.g. trying to pull from compendium but getting the updated compendium art mapping instead rather than redo things?
If you have the Max Hamm module enabled before you import they should be updated
(also need to make sure the art mapping order is correct)
That was it, thanks, enabled those after the import. Doing the reverse fixed it.
Are some of the Retainer features not in yet?
What are you looking for or trying to do?
Uhh. Well I was trying to see how Malice features were stored so then I started looking through the Monster Features compendium and just clicking and reading.
Then when I got to the Hexer abilities and a few others they were just blank.
Ah this whole section seems to be a WiP maybe...?
Are you on the latest version of the system and of Foundry?
Because I see all the actors and features in the Retainers section of the Monster book.
Not all of the abilities have been implemented as of 1.0, correct
we've got some data entry volunteers that did a large chunk for 1.1
(I stand corrected)
Retainers are getting some other upgrades in 1.1
yeah, for better or for worse we rely pretty heavily on data entry volunteers, and their time is... well, volunteered
people weren't around during 1.0 but have been during 1.1 development
Gotcha.
I'm sure someone has already done this, but I'm implementing a summoner class in Foundry for a friend, would be more than happy to give it to the FoundryVTT mods when Summoner is added to the license. Hopefully we don't have to duplicate work that was already done 💀
My personal hope is 1.2 can be our Summoner + Beastheart support update
I'm actually kind of surprised there isn't a DS Language module since it takes a module to change them.
I thought you could do it in a world script?
you can, I assume Medusa wants a GUI
Oh I thought you had to like take the code from the blog or whatever and make it into a module?
I mean I don't really know how to write the script either but that would be easier I'm sure...
We have a wiki page covering this
Yeah.
Hi!! Haven’t checked here in a while; is there integration for the Beastheart yet?
(No worries if not, I get that the core rules are a priority)
Not yet! ChaosOS' latest on that is just above. Hoping for 1.2 if all aligns: #1342298358664138805 message
My work group finished up our Starfinder 2e mini campaign so I’ll be upgrading my Foundry instance to v14 soon (we were using the Starfinder module that hacked it into the Pathfinder system). I think that means I may get to run The Delian Tomb for my group of online friends soon in Foundry since I’ll be able to use the current version of the module. Excited to hopefully try it out since I used Codex for my first play through with my work group.
How would you link Bleeding to Dying?
just apply the bleeding condition without a duration. The reason it's not automated is Revenants and other features that separate the two (plus we don't actually automate bleeding right now)
o7
Real quick, is there a way for me to add custom keywords in to my game?
Uh, that I can pick when creating an item for an ability specifically
(please @ me if this gets answered!)
Yeah with a small module script
How would I go about doing that, explain to me like I was 5 please djskskks
How have people handled "unattended objects" for stuff like Paranormal Fling/Activity and other such abilities? Do you just litter your battlemap with various tiles as your objects? I was thinking about maybe using the Wall Builder blocks...
Yeah, I scatter various objects around the field, object token with a wildcard of various options.
But that would treat it as a creature for your Forced Movement stuff right? So you'd have to up the damage if the objects or characters got moved into stuff?
Nope, object type actors are treated like walls in terms of collision.
Ooooh I didn't know that was a thing. 📝
I'm not sure I can get the "Per Square" selection to work properly? Maybe I'm misunderstanding but a Wooden Object should be 3 Stamina Per Square. But when I make a Size 2 Wooden Object with 3 in Max and Per Square on it doesn't become 12.
If I make it 12 Max then I'm left wondering what the Per Square toggle does?
Right now it's just a label
I've been noodling on an update in 1.1 that would allow placing a region and having the stamina track
I wish regions would allow image overlays, like when you can add patterns to drawings. Would be great for terrain and other objects
But that's probably more of a core foundry thing
Yeah that's a core issue and it's on their issue list
Good to know!
For now, a simple two object solution for me
Was super cool to whip up some teleporters for our void Elementalist with such little effort
Gotcha thanks.
Oh I guess a Size 2 Wooden Object would be 24 HP...
So regarding of Mark Coville’s new video, if Im understanding for the future classes of Draw Steel with the open game license, the Beastheart is suited to be in foundry because of the crowded fund we raise and not the Summoner because it didn’t perform well?
Am I correct on that or did I understood something wrong?
So, Foundry technically is whatever Metamorphic feels like doing since we're not using the community license
Furthermore, frankly, the primary barriers right now are the code support for both classes (which fortunately has a lot of overlap)
From what I understand, you guys do some official DS stuff, so you're not using the open licence when you do that. If you would need to use the official licence it might be like a paid module or something, no?
It could be for the patreon who paid for a while to get these new classes
Yeah, so for example the adventures are all going to premium modules
For the same basic business logic why they're not in the creator license
This seems fair, I'm much more inclined to buy a class than a whole adventure tbh
Metamorphic does not receive dividends from the Patreon, PDF copies of DS books will remain separate products from anything implemented for Foundry
Oh so does that mean that if Metamorphic wants to do the classes of Beastheart and The Summoner, it is going to be in the premium modules that is something we are gonna pay seperatly?
We have not yet announced exactly how they're going to be handled (in part because Matt kept saying he would make this Summoner video but it only just happened), but at least personally I think they're the goal for 1.2
Alrighty, sad to hear that Im already paying for Patreon to be access to free things, but if Foundry is a different category of business, then hopefully what we need to get access to these class in foundry (from my understanding) is to crowd fund these classes
No plans yet that we are willing to talk openly about.
Ultimately, MCDM is using the Patreon to subsidize Codex development and not Foundry
This means there are different business needs
Good, thats all I needed to hear
My only confusing part is how we can help these new classes to be in foundry, but if things are not willing to be discussed, I trust them to share the information with us eventually when they are able too
As mentioned the big barrier is the code support and we don't want to make timeline commitments until we're basically done with that code
https://github.com/GamerFlix/foundryvtt-api-guide/blob/main/module_guide_create.md
The actual script
Hooks.once("init", () => {
CONFIG.DRAW_STEEL.abilities.keywords.gun = {
label: "Gun"
}
});
Is there a way to reference another actor's stats using in an enricher? I know there's @UUID[] which just links the actor. I'm figuring I need to write my own enricher but it's such a pain
Not another actor’s stats I don’t believe.
not currently
is there no way to change the icons the system defaults to for statuses in v14?
condition lab doesnt work with it but i still want a way to use different icons
cuz i dont like foundry's base ones
Okay with a personal module script?
theres no module that exists for it?
I am not someone who would know well
is there any way to do auras in v14?
it seems like all the modules i use havent been updated
in v14, you can attach regions to tokens.
how do you do that?
also frankly speaking, if i just wanted to draw a shape around a pc i could just use token attacher
so thats not really my question here
Then what is your question? Because Zhell’s answer seems to cover it?
i want an easy way to create auras on the fly
something like token aura ring or grid aware auras are what im talking about
Yeah I am super unclear about how a region isn’t the exact answer to the question, sorry.
open the region's config and choose the token to attach it to
a region is a shape, so that is indeed a shape around a token. Assuming you place it around the token.
If an ability is set up as an aura the template it creates will even handle the attachment itself.
something like grid aware auras allows you to create a token and have it hidden ahead of time so u can just unhide it when you need it
and regions are aware of your grid settings and adhere to walls, too.
theres no simple ui for "what is the size of your aura?" and "what does it look like?"
Also if you want it to based on a specific ability. You can right click the ability and do "Place Template" and then place it on the token and it should auto attach.
and i do believe regions attached to tokens are hidden if the token is hidden, but dont quote me on that
u have to go into a whole different menu
That’s literally just regions though? Their UI is very simple.
is there a way to hide a region before its used?
nevermind.
Yes, the region configuration has a visibility setting.
gotcha, thx
i need to look into how to use this for my next session
My two annoyances with regions (and this is a core issue) are that you cannot have a region with a visible border but no fill (like you can with a drawing) and that they do not have an alpha channel. Both of these make visibility less than excellent when you have multiple visible regions overlapping. But functionnality-wise, it's excellent.
is there no way to just change one length of a drawing now?
it seems if u extend one part the whole thing gets bigger
oh my fucking god
this extends both sides
Alt, Shift, Control. Try each to see what gets you the desired behaviour. Or remap the behaviour.
how do you remap it
For certain things, you can change the keyboard shortcut/activation through Controls Configuration.
theres no option to remap the draw tool controls
You are right.
how do you reccomend extending one side of a shape in that case?
I made one! Not as hard as it seemed
if DS terrain designer wasn't recently released i'd be malding cuz they made my map tools worse
thank goodness i already made my maps for this adventure
you can make walls that have automated damage tracking with combat tools tho
which is the one thing that i could see working for your process
my players dont have much forced movement, but thanks for the heads up
while ur here panch
what are you using for auras
have you looked at the Aura Effects module?
i'm not using anything lol, i don't think any of my players have an aura
okay, ty
i should ask bomolochus what he's using cause he had a bunch of them and they worked pretty well
i have aura effects but its a censor aura so thats not really useful
all im really looking for is something to easily create aura visualizations with a decent amount of customization
regions dont work because theres no way to customize the transparency visualization (fill transparency, line thickness, colorization for both, etc...) and draw tools are incredibly hard to use
wait a sec
is there no measurement tools anymore?
i think they're on regions now
Measured templates got merged with regions
@hazy bear would you mind sharing what you used to create auras in your game? ...assuming you're on v14
Regions are the intended solution. There's a new place template option for area abilities that will place the appropriately configured shape
i see
i liked measurement tools cuz i could easily drag grid aware circles for auras and bursts
no idea why they changed it to something infinitely worse
Switch to "measured template mode"
Templates just work for auras. I expected needing to move it on this week's game, but it moved itself with the censor!
It's in the scene controls
where? i cant find that
It's like second or third down on the region layer
Btw you're also going to want to get used to using the Placeables tab — you can lock and unlock regions which will help declutter the visuals
I use Grid-Aware Auras; adds them to the prototype token screen with a toggle to turn them on and off.
last i checked grid aware auras isnt updated with v14
maybe im talking about the wrong thing?
oh i see, thank you
maybe i am talking about something different because this doesnt do bursts the right way
So, for bursts (DS) /emanations (foundry) I believe you need to check the grid shape option in the region config
I don't think so, which is why the ones attached to abilities have it marked off
i see
e.g. my Censor has "Blessing of the Faithful", an Aura 3
it's also a button in the chat card when used
and Auras are set to attach whatever token is in the center of the placement
if you need to adjust attachment it's on the Placement tab (e.g. if you've got multiple tokens on top of each other and it's hard to pick the right one)
placeables tab is really nice though
Does this happen only for aura abilities? I know there are features that give "auras" but they're not abilities
currently we only have the automated templates for abilities
and for the record I do agree that overlapping regions are a bit messy visually (last night's combat had to pause halfway in)
the upside is it's a convenient example scene 🙂
Module time
Speaking of, is there a good template for releasing modules? I've only ever made them for personal use before
Good question for the main Foundry server's module-development channel, which has info about that in the pins
One of the biggest issue for v14 of foundry is that regions desperately need more transparency options, but that’s a problem with Foundry as a whole
this is exactly why i prefered how it was done before
lol
There’s a lot of benefits, technically and mechanically speaking, for merging regions with measurement controls - from what I understand from pf2e’s module creators on the subject anyhow
yea i look forward to it being more streamlined in the future
What's the correct flag to call on for increasing Melee reach by +1?
distance, as it says in your screenshot. What specifically are you not sure about?
I was just worried it would add to Ranged distance as well, that's all!
I didn't know if it would be distance.melee or something
One of the tabs, maybe details, has the place where you apply keywords to filter by.
So you’d select melee there.
But the actual change key remains the same.
Draw Steel dropped "reach" as a concept in the final release, it's just Distance with Melee Weapons
Ah, got it. I'm trying to add a Mohler form for my Elementalist player, and I've done all the other ones through active effects, I'm trying to accomplish the some thing here. I figured maybe the easiest thing is just to make a kit or something that has no details except for a +1 Melee Distance.
Thanks for the help, all!
That won’t work, distance needs to be on an ability modifier, not a normal active effect.
The “add effect” button on the item should give you a choice between the two, I think?
Yeah, the problem is that it's the same ability that allows for all of these animal forms.
Disciple of the Green, Heroes p. 119
I know, though I’m not sure I understand how that’s a problem, aside from maybe massively ballooning the chat card, haha
I definitely don’t understand what that has to do with the specific message you’re replying to XD
Here's the default power via the Foundry System. I think it's less a ballooning chat card, and more the fact that the core of that table can 100% be done with active effects, despite, in some instances, that last column. Active Effects just makes stuff easy to toggle for my player.
I just don't want to make separate features for all of these forms, I suppose. Would clutter up the Features/Abilities Tab quite a bit I feel. Does that make sense at all?
I’m still not sure what it’s got to do with what I was saying, which just to reiterate, is that the effect you showed will not have any impact on melee distance, because the distance key does not function on normal active effects, only on ability modifiers.
Maybe I didn’t express myself clearly 😔
It's just my OCD brain not wanting to have to have a player remembering to toggle two things--my fault!
I also briefly conflated Ability Modifier with Making a New Ability
I definitely understand that motivation… I have a stormwight fury in my game and I don’t love having to stick two separate apply enrichers in there and the player having to remember to click both.
I dread the day a player of mine says: "So the Summoner looks interesting!" 😆
But alas, it’s a limitation of the software.
I think maybe the apply enricher accepting multiple effects and applying them all at once might ameliorate the problem somewhat.
Are their plans to have that distance flag apply to either a .melee or .ranged specification? If not I can pop a quick GitHub feature request.
I answered that concern here.
lets say i have a non-specific condition and i wanna add a reminder for said condition in the middle of combat
is there a way to do that?
for instance the hobgoblin death captain makes it so that the next strike targeting the target of their signature ability gains a double edge
theres no way to track that currently, any reccomendations?
We've got support for "attack had double edge", would just need to disable after it's been used up
thats not what i mean
i just mean like a status icon indicator
so i dont have to create a new active effect in the middle of combat
Mm, yeah nothing super clean
Does Extempore Effects work?
this is a pf2e module.
You got an answer to that?
If not, DM me. I can send you a module with additional key words and languages from the official material that are missing in the core system and I could give you a quick rundown on how to add your own.
Very easy, I promise.
anyone remember what module is it that sends chat messages when someone starts their turn?
Ah I thought it was agnostic. My bad, would be great to have a fork of it or something then.
Makes tracking those random bespoke bits of abilities wayyyy easier.
combat tools
sorry to annoy you but do you know how to write this?
Yeah,
Hooks.once("init", () => {
CONFIG.statusEffects.taunted.img = "some/img/path"
})
You'd just repeat the inner bit for every condition you want to adjust
that bit of code is all i need?
cuz its not changing the image. i suspect im doing something wrong.
idk if this changes anything but im running on forge
did you set up a personal module?
the first link explains the general "here's how to have a script in a personal module"
oh I linked to another person
the script runs on game load, rather than like as a macro
Modules add the script. its not the same as a macro script
macro scripts run when you use them
sure but i dont mind running every time im running the game
the issue is you need something that also runs on every connected client
ah i see
it seems insane to me that theres no preexisting module that handles this
or any setting to change default icons
Game or system modifications such as these have to be run long before the game is 'ready' (which is when macros are available to be executed).
Module and system code is run before 'ready' as well, hence why this works the way it does.
I think status effects are overall a fairly messy part of Foundry, which is why we're really leaning into AEs applied from items and compendiums
I don't think we'll include a setting for status icons, that seems squarely in module territory.
It is unfortunate that the AE updates in v14 broke the various "modify status conditions" modules and that they haven't been updated in the two months since it came out
does this still work if im on forge?
Forge I think makes it harder
Oh, I think this is a legitimate use case for World Scripter https://foundryvtt.com/packages/world-scripter
World Scripter, an Add-on Module for Foundry Virtual Tabletop
not v14 verified but I don't think anything in it would've changed
does this code have to be changed then?
if im using this right that is
yeah you drop the wrapping bit
so just a big line of
CONFIG.statusEffects.taunted.img = "some/path"
perfect, thank you so much!
this are the status keys
Huh, didn't know about World Scripter. Should this work for custom languages and skills too, where you'd add lines like:
CONFIG.DRAW_STEEL.skills.list.juggling = { label: "Juggling", group: "exploration" };
CONFIG.DRAW_STEEL.languages.english = { label: "English" };
idk if it would allow you to add new ones
World Scripter is also really useful for testing modules
How do people handle treasure distribution? Like...where do you put it to know what's in the room? Just make a chest item or something and stick it in there? I tried to put some loot on specific foes but they can't hold equipment it seems.
i pick a treasure in advance, improvise where the players find it
example 1: players did a negotiation with an ancient scientist, i had foesense lenses in advance, so i thought he'd give it to them as a bonus for succeeding on it and they did
example 2: the party was sent a distress signal, and was given the location of a powerful weapon as an incentive to rescue the person sending the signal
party goes into an arms depot, where that weapon presumably is (at this time i have no idea where the weapon is, i just know what it is)
But in terms of the actual Item unit in Foundry do you just pull it out the compendium and throw it at the Character Sheet of who picked it up?
oh
yes
save it to items section, drag to players
oh man what was that module called
item piles
it might work for ds
i couldn't get item piles to work, you might be able to
i personally give players observer rights over an item, then drag it to whoever wants it
I believe that the Hideout module has a "Stash" tab where completed items go, might be able to put Treasure there?
Yeah I was thought about that, and that would be where I'd put it when it was found for sure. But its more about a convenient organization tool for knowing what's in the room, up for trade, or on the bodies.
I use handouts, but yeah, there's no great solution I'm aware of.
Yeah you can absolutely add new statuses, skills, language, etc. (or delete existing ones) this way
doesnt it still rely on macros located in a pack?