#Foundry VTT System

1 messages · Page 14 of 1

opaque talon
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appears a description and there's nothing to interact to

molten oriole
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For how long did the character have the ability?
Maybe you never refreshed your character sheets after the update that implemented the enricher?

simple nova
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Are you a player or director

opaque talon
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For 6 months I guess, how can i refresh them?

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I'm the director

simple nova
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Open the three dot menu of the judgment ability on the pc

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Top right

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There's an "update from compendium" option

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Foundry does not automatically sync character sheet items with compendiums, when you gain a feature it's a copy

opaque talon
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Ohh, I see it worked now

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Should I do it for every skill?

molten oriole
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To be sure that you have all the bells and whistles, it might be the easiest to rebuilt the character real quick

opaque talon
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I see, thanks for the help guys!

sly hinge
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There’s a module/macro that mostly automates it, iirc it’s part of DS combat tools

eager helm
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whats the system intended process for handling hidden?

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since hidden is tracked on a per creature basis

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how are you supposed to represnt that

simple nova
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Genuinely: IDK

eager helm
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extremely fair

short wadi
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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.

eager helm
short wadi
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I just dont recall this every coming up in any game I've played in

eager helm
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you only need to be unobserved from a single creature

short wadi
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Right, but then youre gonna be immediately found when you're done your turn in 99% of circumstances

eager helm
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like i agree that this doesnt really come up, but idk what the system-intended process is supposed to be

short wadi
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The obvious solution is to make a custom condition for every creature, hidden or seen tone_joking

Seriously, fair enough though

eager helm
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i would be interested to hear how the codex handles it

wispy dock
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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.

honest hearth
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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 🏝️

ivory rivet
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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.

simple nova
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Yeah the underlying code in Aura Effects changed a lot

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Part that is it now creates an emanation effect

wispy dock
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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. 🤣

steady vault
honest hearth
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If I remember correctly, the region is visible to anyone with observer permissions for its creator.

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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.

wispy dock
wispy dock
forest ridge
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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

simple nova
forest ridge
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Aaaah okay, you gotta set the characteristic first for abilities

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Thank you, Chaos!

prime shoal
# eager helm i would be interested to hear how the codex handles it

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.

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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.

dusky token
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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.

vernal egret
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Not a dig, Discord refuses to show me their text channels! My bad.

manic hinge
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a bunch of discord servers (including the foundry one) are having issues at the moment

vernal egret
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Good to know, cheers 🙂

simple nova
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Yeah some cluster at Discord is having Issues (tm)

vernal egret
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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

dusky token
vernal egret
royal swift
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the last pre-1.0 release is the last one that works on 13.x, right?

sly hinge
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the one i have on my v13 game before upgrading to 14 is 0.10.2

vernal egret
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Yay, their server is back up! Time to start the v14 migration...

simple nova
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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)

robust coral
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Is there like a list of rule elements or actor variables I can look at somewhere?

simple nova
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What are you looking for?

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Note that rules elements are a PF2 exclusive thing but many of their functions exist, just implemented differently

robust coral
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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.

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Where's the documentation inside Foundry located?

simple nova
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Compendiums tab, system journals

robust coral
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Ty.

cunning oasis
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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:

sly hinge
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oof

molten oriole
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@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).

ivory rivet
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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.

molten oriole
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When I try to open the palette as a player I am getting the following warning:

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Even though I am allowed to create regions (and there are no other permissions I could grant to players regarding regions)

simple nova
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But yeah make a ticket on GitHub

flint monolith
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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 🙂

eager helm
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how do u track "unique" resources like fate points?

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one of my players has the chosen one complication and has destiny points which we gotta track

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im using the global progress clock rn but idk if theres a better implementation possible

short wadi
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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.

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I remember the DnD 5e system had some kinda built in browser for that stuff.

eager helm
short wadi
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Oh, I haven't checked it out fully yet

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Cool to know

eager helm
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unless ur thinking of smth different

short wadi
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Maybe, I haven't looked

simple nova
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Tbh would be a good project for a community contributor

eager helm
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that was in response to cora, yeah

short wadi
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I think that was more for the system, than a separate module for the point tracker

simple nova
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Oh yeah in the meanwhile a module could very easily add that functionality using flags

eager helm
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moreover i was just curious how his group handles it!

short wadi
eager helm
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does it display titles?

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i dont think it does

short wadi
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Yeah, all I'd want now is a tab on Hideout for tracking titles earned.

robust coral
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Is this still the case?

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Looking into replacing the languages and searching here to figure out how.

simple nova
robust coral
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😭

flint monolith
eager helm
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so that literally did happen by the end of the campaign

simple nova
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Congratulations @ivory rivet for getting this... Immediately added?

ivory rivet
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Yeah, I wasn't expecting that... 🙂 Maybe I should run out for a lottery ticket.

honest hearth
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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?

simple nova
honest hearth
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What's the metadata menu?

simple nova
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Switch to edit mode on the retainer sheet

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In the header there should be a cog letting similar to where you handle keywords

honest hearth
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Ohhhh I deadass thought that was just for editing tags.

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Yeah okay, there's the mentor dropdown, thank you!

uneven patio
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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!

eager helm
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i prefer the second but thats just me

short wadi
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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?

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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

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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

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Or the border shadow could be deeper black the more the difference between levels of height

uneven patio
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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?

steady vault
short wadi
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In addition I should specify. Just a QOL thing

faint forge
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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.

simple nova
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Jeff Stevens appears to be committed for his stuff

cunning oasis
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Is there a module that makes it easier to do wall effects where individual squares of the wall have stamina?

molten oriole
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@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.

shrewd canopy
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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?||

simple nova
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This is already implemented in the premium Delian Tomb module available on the foundry store

shrewd canopy
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oh, is it just "distance"?

wispy dock
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Yep! You're looking for the distance key

shrewd canopy
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now this triggers on specific actions. is there something to add after?

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specifically it says: ||targeting you or your allies||

simple nova
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Ah yeah that one requirement we don't automate currently

shrewd canopy
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alrighty, thank you. are there plans for the fall of blackbottom?

wispy dock
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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

shrewd canopy
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ty again

simple nova
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Yeah we've got bandwidth to produce one at a time, and DHotW felt more distinct as a level 2 adventure

sly hinge
eager helm
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censor intesifies tone_reference

sly hinge
uneven patio
fallow lance
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hey all – has anyone implemented the executioner's Blade? If so, how'd you do the effects?

eager helm
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when my player got it i had an enricher for the effect

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then just had the player apply the damage again if the target was winded

prime shoal
flint monolith
short wadi
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Also. Having regions for damaging terrain and such would be awesome. Now that I think about it.

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I wonder if it's possible to do things like confer effects for concealment and such.

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I was playing around with them last night. Made some portals for our void mage in about 20 seconds

flint monolith
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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

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drag and drop terrains with attached regions would be epic, my players really love any kind of interactable terrain objects

simple nova
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A lot of this is us upgrading and adapting Object actors

wispy dock
prime shoal
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Glad to see that latter one is being brought officially eventually, I'm working on a placeholder solution for now!

simple nova
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They're non-trivial challenges but there's no blockers, just development time required

wise lily
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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.

prime shoal
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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!

wise lily
flint monolith
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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.
eager helm
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is this only for v14?

flint monolith
sly hinge
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awesome

shrewd canopy
# flint monolith Auto AoE targeting looks like this:

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.

honest hearth
molten oriole
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The observer-visibility is not in reference to the producing character, but the controller of the region placable.

simple nova
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Yeah tbh I'm surprised players are not observers on each other's regions by default

honest hearth
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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 🤔

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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?

simple nova
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Yeah probably worth asking

molten oriole
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The placables now basically work like actors, items, journals etc in this regard.

robust coral
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How do you connect specific potencies to specific characteristics when writing ability text?

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Like I see @naive gardency.weak in the actor roll data, but how do I make that indicate for Reason specifically?

eager helm
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[[potency r weak]] for instance

robust coral
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How would you connect potential summoner minions and their potencies and other stat reference components to their summoner instead of their own stats?

eager helm
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i dont think u can, i would just input the number manually

robust coral
simple nova
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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

prime shoal
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Yup, though at least this sort of work should also help with the Beastheart

simple nova
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Yeah it is extremely likely all the code for them will come in the same patch

flint monolith
uneven patio
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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

short wadi
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Beautiful and looks easy to use!

flint monolith
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Looks great, my suggestion would be to add a tiny bit token scaling as token moves up. could be a module setting

sly hinge
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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

uneven patio
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sure, both were things i was thinking about adding so good to know folks are interested

sly hinge
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this is something i've been wanting since Terrain Height Tools died after the switch to v13 lol

eager helm
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any idea when it'll be ready? totally chill if u dont know!

zinc glen
sly hinge
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^

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i also used tht to make maps for every system i ran in v12

uneven patio
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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).

uneven patio
simple nova
balmy nova
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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

balmy nova
# simple nova 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.

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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

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I was trying to do it via a custom ability, but it might not be viable

short wadi
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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.

balmy nova
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Yes, those effects work. The problem is, when you switch between elements, you need to drop the old effect and add the new one

short wadi
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Usully that's pretty easy. One click no?

balmy nova
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and going through the effect window and enabling/disabling them can be a bit cumbersome

short wadi
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Mmm, gotcha

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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

balmy nova
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Best solution for me will probably be a macro with a pop up and a dropdown menu to select element tbh

short wadi
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I think if you're switching them several times in an encounter, macro seems to be the best solution.

balmy nova
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It's just that I know unless I make it simple, the player will forget about it or not bother using it

simple nova
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Yeah macro for now

robust coral
robust coral
short wadi
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A simple click to disable or remove a condition and having all the text for an effect is super helpful.

robust coral
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Yeah very useful thank you.

short wadi
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Browlet gang rise up. No problemo

balmy nova
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For anyone interested on using Elemental Implement, this is the ugly macro I spent way too much time working on

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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)

simple nova
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Should definitely be using foundry.applications.api.Dialog.input instead of the new Dialog

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The global Dialog has been deprecated since v13

balmy nova
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the downsides of just googling stuff

simple nova
flint monolith
eager helm
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yessssssss

quiet barn
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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?)

eager helm
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its not an in-built property of the draw steel system rn aiui

quiet barn
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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

eager helm
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idk if im understanding ur question but for the green elementalist's shapeshifting i dont think theres an implementation yet

honest hearth
short wadi
honest hearth
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Döner’s new to me O:

simple nova
quiet barn
simple nova
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as with the rest of the wiki docs it's replicated inside of Foundry

eager helm
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thats not what theyre asking

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they want a VISUAL screenshot of what to do

simple nova
north veldt
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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

flint monolith
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@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

robust coral
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omg

simple nova
uneven patio
burnt field
burnt field
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But I could put the player's hat on temporarily lol

simple nova
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by default only Director+ can access

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this marked bit in the modern version of the Tactician's Mark is an enricher which applies the Marked condition to all selected tokens

cunning oasis
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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+

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I don't want my players to be able to see them but I want to be able to view more details

north veldt
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on the bottom right in chat there are toggles to show the visibility of your posts

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this applies to monster abilities too

short wadi
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Is there any reason you couldnt just view the ability on the sheet...?

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There are already two ways to do it on the sheet. Hovering over, or drop down.

eager helm
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worth noting that hovering is a ds+ functionality

short wadi
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They said DS+

eager helm
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oh oops

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misread

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then yeah that works

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u can even scroll down using the ability hud without having to click on the token!

molten oriole
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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.

simple nova
flint monolith
simple nova
small ingot
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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.

simple nova
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The sheet being in play or edit mode shouldn't matter, and it should just be drag and drop

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Can you open the browser console (f12) and screenshot the error(s) in red?

small ingot
simple nova
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Item prevention blocked by preCreate, interesting

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You've got some module then

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nothing in the system would be responsible

small ingot
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Let me "Find the Culprit".

soft token
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"Color Picker" is not verified compatible with v14.

small ingot
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I'm still on v13.

simple nova
small ingot
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0.11.1

simple nova
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You're dragging an Ability item onto a Hero Sheet with no modules enabled but those three?

small ingot
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Yes. Find the Culprit starts at nothing. Should I try a complete reset?

simple nova
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And in the console, you still get that 'item creation prevented by _preCreate' warning?

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Is it possible you have a world script?

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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

small ingot
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Yes. I don't know what a world script is.

simple nova
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In the console write game.world.scripts and then game.world.esmodules and screenshot the results

small ingot
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Same.

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Would you say it's safe to transition to v14 considering all the other cool DS modules I'm using?

honest hearth
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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.

small ingot
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Ok. I'll try to switch after tonight's game.

sly hinge
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You can download the new version and test if something is incompatible

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Most egregious thing I’ve found is find the culprit no longer works

simple nova
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@small ingot can you share a screenshot of the item & actor you're trying to drag and drop to and from

small ingot
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I'm trying to create Vurkor so Glowing Recovery into Rival Elementalist.

simple nova
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oh so it's not an ability onto a hero, it's an ancestry trait onto an NPC

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Yes that's expected. We want to better support that but you'd just recreate the feature on the npx

small ingot
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I don't understand.

prime shoal
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NPC sheets, used for monsters, have a different format than player sheets

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Though shouldn't Glowing Recovery have an NPC version?

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hrm, looks like a gap in the current compendium content.

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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.

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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.

short wadi
# small ingot I don't understand.

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.

honest hearth
#

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).

simple nova
#

Yeah, and honestly for rival purposes it's probably worth having some auto-convert on drop

#

Might be worth a 🎫

small ingot
small ingot
honest hearth
small ingot
simple nova
eager helm
#

how do u write the characteristic letter in a text box?

#

like the 🇲 letter for might

simple nova
#

🅱️

simple nova
eager helm
#

ty

eager helm
#

but its not showing up

simple nova
#

Also foundry version?

#

Possible that 14.360 is stripping

eager helm
#

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

simple nova
#

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'"

eager helm
#

ah that just gives it the font from the book, right?

simple nova
half grotto
#

Anybody using Draw Steel + for the UI know what hex value to change to make this text visible without hovering over it?

prime shoal
half grotto
uneven patio
viral socket
#

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?

simple nova
#

try just stamina

wispy dock
#

Gave it a try; looks that's correct.
stamina.value for current and stamina.max for max.

viral socket
#

That worked. Thanks!

viral socket
wispy dock
#

I had the same thing happen to me just now 🤣 It was nearly hidden

viral socket
#

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.

eager helm
viral socket
eager helm
#

why do they need to see their own estimates? tone_genuine

steady vault
patent gale
eager helm
#

its cuz the bar includes the dying value

patent gale
#

At my table, I've set it up like follows:

(With added values because my players liked having even more detail!)

viral socket
viral socket
eager helm
#

if all u care about is winded

half grotto
patent gale
#

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.

viral socket
#

@patent gale Gonna try your suggestion. Thanks!

patent gale
#

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 😆

eager helm
viral socket
half grotto
celest dock
#

It's on a per item basis.

balmy nova
#

Someone needs to take one for the team and make a magic macro 😅

simple nova
#

The reason we don't have an "update whole character" is because we don't want to clobber customizations

prime shoal
patent gale
# prime shoal Very cool lookin module! I am having trouble with performance on it though, trie...

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.

soft token
#

i have to ask what that 17000 LOC file with icons is doing

patent gale
# soft token 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. 😂

robust coral
viral socket
#

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

cunning oasis
simple nova
short wadi
#

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

cunning oasis
#

Ability hub doesn't show things like if the ability allows you to spend extra malice

short wadi
#

They fixed that afaik

cunning oasis
#

Ok maybe this is all moot! I'll have to look again

short wadi
#

I had that issue for hero ones too, I made a request and it got fixed!

cunning oasis
simple nova
lunar shell
#

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

lunar shell
#

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

honest hearth
#

It's a good feature request, you should open a new issue on GitHub.

lunar shell
#

done, ty

#

slightly more stupid question this time, is there any way to set the "apply Marked to target" thing to a macro?

honest hearth
#

The latter seems a lot more straightforward.

lunar shell
#

it's not the end of the world but a macro would speed the process up a bit

lunar shell
honest hearth
eager helm
#

its a huge block of text

#

is the main issue

honest hearth
#

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.

spiral hedge
#

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

honest hearth
#

Not an arbitrary box. Only special boxes.

spiral hedge
#

So only stats in general?

honest hearth
#

And referencing one actor on a totally separate actor is not something you can currently do at all.

spiral hedge
honest hearth
#

But they are definitely working on a summoning framework.

spiral hedge
#

Then use status effects to modify that and activate/deactive it

honest hearth
#

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.

spiral hedge
# honest hearth I think you'd probably be better off just using flags? But I'm not 100% clear on...

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....)

honest hearth
#

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.

spiral hedge
#

It worked and I don't see the reason not to repurpose useless fields blob_shrug so it is easier to check.
How do I set flags up btw?

honest hearth
#

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.

spiral hedge
#

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 🚬

GitHub

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

flint monolith
#

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.
slim marsh
#

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?

flint monolith
soft token
#

is this module published on the package listing?

flint monolith
brazen trellis
flint monolith
flint monolith
simple nova
#

Very nicely done!

short wadi
#

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

flint monolith
#

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

short wadi
#

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?

flint monolith
#

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

flint monolith
short wadi
#

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

balmy nova
sudden whale
brazen trellis
#

Ah found it under presets

short wadi
flint monolith
flint monolith
balmy sentinel
prime shoal
#

Very nice idea! I look forward ot seeing it finished!

short wadi
#

Oh man, this would be so awesome for prompting group tests if that's a thing it could do

brazen trellis
flint monolith
brazen trellis
shrewd canopy
#

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)

patent gale
#

(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 😅)

flint monolith
honest hearth
#

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?

simple nova
honest hearth
#

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?
honest hearth
simple nova
#

We've tried to use the foundry native expiration but the API is odd, I'll take a look

shrewd canopy
simple nova
shrewd canopy
# simple nova 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

crisp imp
#

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

wispy dock
steady vault
simple nova
crisp imp
#

📝 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!

simple nova
#

V14 significantly reworked the UI for placeables but imho it's a huge improvement

prime shoal
#

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.

crisp imp
#

thank you!

small ingot
#

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?

honest hearth
#

Wrong key. You want system.combat.stability.

#

@ is only for accessing, not assigning.

small ingot
#

Worked. Thank you.

#

Is there a way to add a movement speed with an effect?

simple nova
small ingot
#

Isn't that the base movement speed? I didn't see any values for what types.

short wadi
#

I believe it's in the documentation in foundry. IIRC you just add .type at the end

simple nova
#

Adding a movement type is system.movement.types

#

And yes this is also covered by the documentation

small ingot
#

I have the Roll Data open in front of me and I didn't see system.movement.types.

simple nova
#

You want the active effect page

#

Roll data is for formula fields, e.g. a damage field

small ingot
#

Is there a way for an effect to have a value that I can grab to use in its changes?

simple nova
#

this is a use case for roll data

#

the value column is a formula field

small ingot
#

And if it's something I want to easily change at run time?

simple nova
#

Could you elaborate?

#

The short answer is "might need a macro or just manual edits"

small ingot
#

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"?

simple nova
#

We currently do not have potency automation. It's on the roadmap for 1.1 but might get pushed to 1.2

simple nova
#

We're still focused on the core mechanics and are not prioritizing homebrew

short wadi
#

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

simple nova
#

We've got examples of those. The trick is that they're a custom condition with the statuses section filled in

short wadi
#

Ah gotcha, cool

quasi elm
#

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?

steady vault
quasi elm
#

I am skeptical of old threads on the topic. I've looked around but so many appear to have overlapping features.

steady vault
#

There is a nice Djordice module for Dice So Nice, too.

half grotto
#

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.

steady vault
honest hearth
simple nova
#

Also v14 baselined a lot of popular modules

quasi elm
#

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.

eager helm
#

i used dice so nice, dice tray, and bar brawl starting out

steady vault
#

I could not imagine playing without it.

eager helm
#

oh and token tooltip alt but thats for my own nonsense

simple nova
#

Is dice tray updated for v14 yet?

honest hearth
#

Yeah it is.

sly hinge
# quasi elm I am curious about any recommended add-on modules for a first time group, playin...

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.

simple nova
#

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

sly hinge
#

did they add a search function

simple nova
sly hinge
#

still has some utilty like a calculator and searching outside compendiums

sly hinge
#

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.

haughty tundra
#

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

honest hearth
#

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 😅

haughty tundra
#

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

eager helm
#

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

haughty tundra
eager helm
haughty tundra
#

tyvm

#

Have you looked at Draw Steel Plus?

#

And Draw Steel Combat tool is a great one even if just for labelling creatures quickly

eager helm
#

draw steel plus is nice but not neccessary

#

imo

haughty tundra
#

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

eager helm
#

yeah ds+ is nice for the montage/negotiation ui

#

but with global progress clocks i find i dont need it

haughty tundra
#

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?

eager helm
#

they hidden, afaik

sly hinge
#

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

small ingot
# quasi elm I am curious about any recommended add-on modules for a first time group, playin...

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?

simple nova
ruby cliff
#

hey, someone know if Summoner and Beastheart will be added to Foundry?

wispy dock
brazen trellis
#

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?

soft token
#

I believe the pf2e token modules are open to feature requests.

simple nova
#

but also someone could hypothetically make a shim/bridge module that just supplies the art mapping

small ingot
proper stone
#

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.

short wadi
#

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)

shrewd canopy
#

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.

shrewd canopy
sly hinge
#

I couldn’t get it working in v14 either

small ingot
half grotto
#

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?

simple nova
#

temp & current stamina should usually be addressed via an enricher like /heal

half grotto
simple nova
#

yeah look at the enrichers page for [[/heal temp]]

short wadi
shrewd canopy
eager helm
#

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

sly hinge
#

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

eager helm
#

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

simple nova
eager helm
#

how do i do that

simple nova
eager helm
simple nova
#

On mobile but the body of the function has the basic logic you'd need

cunning oasis
#

Is it just me or do monster statblocks read as "power roll + might" instead of "power roll + 2"

simple nova
# eager helm this explaination doesnt help me

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)
shrewd canopy
#

Is there a way to modify the languages in the system?

prime shoal
molten oriole
simple nova
#

Yeah, we try to respect Foundry's permission structure, which is that player's can't modify monsters

simple nova
#

New update for the Delian Tomb, updated minimum/verified to 14.361 & added names to all the combat encounters

wispy dock
#

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.

simple nova
soft token
soft token
#

2.0.1 should be up now. I've also pulled the 2.0.0 release so people don't grab that by mistake.

wispy dock
simple nova
quasi elm
#

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.

simple nova
#

Yeah, probably should add Caelian to the starter languages there

simple nova
#

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

eager helm
#

thats my goats

half grotto
steady vault
#

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?

simple nova
#

that one happened to have been reported already

steady vault
#

Welp, never mind. But for future reference, what should one do?

simple nova
#

but yeah github "new issue" and then pick the appropriate option

steady vault
#

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?

simple nova
#

Correct. Feel free to bundle similar issues

eager helm
#

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

honest hearth
#

How’s it behave without modules?

eager helm
#

i tried running it through find the culprit and couldnt find anything conclusive

wise lily
#

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

eager helm
#

im 99% sure its token override

half grotto
eager helm
#

interesting

#

ill check this out

simple nova
#

it broke a lot of stuff

#

I think 14.363 makes it possible to fix some of that?

prime shoal
#

I hope so!

#

I noticed an issue with no modules where the first time any creature takes damage their bar doesn't visually change.

sly hinge
#

in my game today i noticed bars didn't move a bunch of times

#

despite the eneemy taking damage

prime shoal
#

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.

simple nova
#

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

prime shoal
#

Nice, it's a very minor annoyance so that's fair.

half grotto
#

How are auras looking in the system? Can I automate this with some module help, maybe?

eager helm
#

u gotta download

steady vault
simple nova
#

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

honest hearth
#

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.

robust coral
eager helm
robust coral
wise lily
#

did condition lab get updated to v14?

honest hearth
#

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.

wise lily
#

😔

simple nova
#

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

honest hearth
#

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.”

simple nova
#

Yeah, I'm also considering a one-color approach and maybe just a shadow effect or something for "fail to apply"

honest hearth
#

So I guess the answer is “reason > 0” haha

simple nova
#

good news is that's what I had

#

this is probably too radioactive

wise lily
#

fallout ttrpg

simple nova
#

no-shadow on apply seems better

eager helm
#

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

robust coral
#

I think that would be really readable.

simple nova
#

Like, that hovering colors it?

robust coral
#

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.

robust coral
#

Kind of like uhhh if you're familiar with PF2E modules, Modifiers Matter?

simple nova
#

The issue is that the text only displays once, so if there's a single target that's workable but not for multiple

robust coral
#

Ahhh. Hmm.

#

How does this work if you are targeting multiple dudes by default?

#

One roll window with multiple names at the top?

simple nova
#

don't have stuff open right now but it lists everything

celest dock
robust coral
#

Damn.

robust coral
#

@flint monolith You still taking requests? 😛

flint monolith
robust coral
#

Lmaooo.

robust coral
quasi elm
#

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.

simple nova
prime shoal
quasi elm
simple nova
#

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

tepid grove
#

So glad to hear this! ^ crows seems really fun; i was thinking about hacking some way to run the playtest xD

uneven patio
#

does anyone have a module/method they use for tracking "respite clocks" e.g. how many respites until some world event happens?

steady vault
slim marsh
#

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?

simple nova
#

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)

slim marsh
#

That was it, thanks, enabled those after the import. Doing the reverse fixed it.

robust coral
#

Are some of the Retainer features not in yet?

steady vault
#

What are you looking for or trying to do?

robust coral
#

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...?

steady vault
#

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.

simple nova
#

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

steady vault
#

(I stand corrected)

simple nova
#

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

robust coral
#

Gotcha.

cunning oasis
#

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 💀

simple nova
#

My personal hope is 1.2 can be our Summoner + Beastheart support update

robust coral
#

I'm actually kind of surprised there isn't a DS Language module since it takes a module to change them.

honest hearth
#

I thought you could do it in a world script?

simple nova
#

you can, I assume Medusa wants a GUI

robust coral
#

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...

simple nova
#

We have a wiki page covering this

robust coral
#

Yeah.

tropic crown
#

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)

wispy dock
#

Not yet! ChaosOS' latest on that is just above. Hoping for 1.2 if all aligns: #1342298358664138805 message

tropic crown
#

ty ty!!

#

And we’re on 1.0 right now yeah?

wicked ruin
#

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.

robust coral
#

How would you link Bleeding to Dying?

simple nova
robust coral
#

o7

tropic crown
#

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!)

simple nova
tropic crown
robust coral
#

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...

prime shoal
#

Yeah, I scatter various objects around the field, object token with a wildcard of various options.

robust coral
prime shoal
#

Nope, object type actors are treated like walls in terms of collision.

robust coral
#

Ooooh I didn't know that was a thing. 📝

robust coral
#

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?

simple nova
#

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

short wadi
#

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

simple nova
#

Yeah that's a core issue and it's on their issue list

short wadi
#

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

robust coral
#

Oh I guess a Size 2 Wooden Object would be 24 HP...

quiet barn
#

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?

simple nova
#

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)

shrewd canopy
#

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?

quiet barn
#

It could be for the patreon who paid for a while to get these new classes

simple nova
#

For the same basic business logic why they're not in the creator license

shrewd canopy
#

This seems fair, I'm much more inclined to buy a class than a whole adventure tbh

simple nova
quiet barn
#

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?

simple nova
#

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

quiet barn
#

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

soft token
#

No plans yet that we are willing to talk openly about.

simple nova
#

Ultimately, MCDM is using the Patreon to subsidize Codex development and not Foundry

#

This means there are different business needs

quiet barn
#

Good, thats all I needed to hearmcdmheart

#

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

simple nova
#

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

simple nova
cunning oasis
#

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

honest hearth
#

Not another actor’s stats I don’t believe.

eager helm
#

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

simple nova
#

Okay with a personal module script?

eager helm
#

theres no module that exists for it?

simple nova
#

I am not someone who would know well

eager helm
#

is there any way to do auras in v14?

#

it seems like all the modules i use havent been updated

soft token
#

in v14, you can attach regions to tokens.

eager helm
#

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

honest hearth
#

Then what is your question? Because Zhell’s answer seems to cover it?

eager helm
#

i want an easy way to create auras on the fly

honest hearth
#

Yeah I am super unclear about how a region isn’t the exact answer to the question, sorry.

soft token
#

a region is a shape, so that is indeed a shape around a token. Assuming you place it around the token.

honest hearth
#

If an ability is set up as an aura the template it creates will even handle the attachment itself.

eager helm
soft token
#

and regions are aware of your grid settings and adhere to walls, too.

eager helm
#

theres no simple ui for "what is the size of your aura?" and "what does it look like?"

celest dock
#

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.

soft token
#

and i do believe regions attached to tokens are hidden if the token is hidden, but dont quote me on that

eager helm
#

u have to go into a whole different menu

honest hearth
eager helm
honest hearth
eager helm
#

gotcha, thx

sly hinge
#

i need to look into how to use this for my next session

steady vault
#

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.

eager helm
#

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

sly hinge
#

hold alt

#

but yes

#

they changed how the controls work for those and tiles

eager helm
#

oh my fucking god

eager helm
steady vault
#

Alt, Shift, Control. Try each to see what gets you the desired behaviour. Or remap the behaviour.

sly hinge
#

how do you remap it

steady vault
#

For certain things, you can change the keyboard shortcut/activation through Controls Configuration.

eager helm
steady vault
#

You are right.

eager helm
sly hinge
#

honestly copy and paste

#

it's too finnicky to use precisely

cunning oasis
sly hinge
#

if DS terrain designer wasn't recently released i'd be malding cuz they made my map tools worse

eager helm
#

thank goodness i already made my maps for this adventure

sly hinge
#

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

eager helm
#

my players dont have much forced movement, but thanks for the heads up

#

while ur here panch

#

what are you using for auras

simple nova
#

have you looked at the Aura Effects module?

sly hinge
#

i'm not using anything lol, i don't think any of my players have an aura

eager helm
#

okay, ty

sly hinge
#

i should ask bomolochus what he's using cause he had a bunch of them and they worked pretty well

eager helm
#

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?

sly hinge
#

i think they're on regions now

simple nova
#

Measured templates got merged with regions

sly hinge
#

@hazy bear would you mind sharing what you used to create auras in your game? ...assuming you're on v14

simple nova
eager helm
#

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

simple nova
#

Switch to "measured template mode"

balmy nova
#

Templates just work for auras. I expected needing to move it on this week's game, but it moved itself with the censor!

simple nova
#

It's in the scene controls

eager helm
#

where? i cant find that

simple nova
#

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

hazy bear
eager helm
#

last i checked grid aware auras isnt updated with v14

#

maybe im talking about the wrong thing?

eager helm
#

maybe i am talking about something different because this doesnt do bursts the right way

simple nova
#

So, for bursts (DS) /emanations (foundry) I believe you need to check the grid shape option in the region config

eager helm
#

so you do, thank you

#

is there a way set that up by default?

simple nova
#

I don't think so, which is why the ones attached to abilities have it marked off

eager helm
#

i see

simple nova
#

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

cunning oasis
#

Does this happen only for aura abilities? I know there are features that give "auras" but they're not abilities

simple nova
#

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 🙂

cunning oasis
#

Speaking of, is there a good template for releasing modules? I've only ever made them for personal use before

simple nova
#

Good question for the main Foundry server's module-development channel, which has info about that in the pins

haughty forge
#

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

eager helm
#

lol

haughty forge
#

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

crisp imp
#

yea i look forward to it being more streamlined in the future

half grotto
#

What's the correct flag to call on for increasing Melee reach by +1?

honest hearth
#

distance, as it says in your screenshot. What specifically are you not sure about?

half grotto
#

I didn't know if it would be distance.melee or something

honest hearth
#

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.

simple nova
#

Draw Steel dropped "reach" as a concept in the final release, it's just Distance with Melee Weapons

half grotto
honest hearth
#

The “add effect” button on the item should give you a choice between the two, I think?

half grotto
#

Disciple of the Green, Heroes p. 119

honest hearth
#

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

half grotto
# honest hearth I know, though I’m not sure I understand how that’s a problem, aside from maybe ...

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?

honest hearth
#

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 😔

half grotto
#

I also briefly conflated Ability Modifier with Making a New Ability

honest hearth
#

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.

half grotto
honest hearth
#

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.

half grotto
honest hearth
eager helm
#

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?

simple nova
#

We've got support for "attack had double edge", would just need to disable after it's been used up

eager helm
#

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

simple nova
#

Mm, yeah nothing super clean

robust coral
#

Does Extempore Effects work?

eager helm
#

havent tried it

#

will do so when i get home

eager helm
molten oriole
sly hinge
#

anyone remember what module is it that sends chat messages when someone starts their turn?

robust coral
#

Makes tracking those random bespoke bits of abilities wayyyy easier.

eager helm
simple nova
#

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

eager helm
#

that bit of code is all i need?

#

cuz its not changing the image. i suspect im doing something wrong.

eager helm
simple nova
#

the first link explains the general "here's how to have a script in a personal module"

eager helm
#

first link?

#

im not seeing any links

simple nova
#

oh I linked to another person

eager helm
#

im confused as to why a module has to be created

#

i thought this was just a script?

simple nova
#

the script runs on game load, rather than like as a macro

short wadi
#

Modules add the script. its not the same as a macro script

simple nova
#

macro scripts run when you use them

eager helm
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sure but i dont mind running every time im running the game

simple nova
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the issue is you need something that also runs on every connected client

eager helm
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ah i see

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it seems insane to me that theres no preexisting module that handles this

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or any setting to change default icons

soft token
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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.

simple nova
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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

soft token
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I don't think we'll include a setting for status icons, that seems squarely in module territory.

simple nova
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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

eager helm
simple nova
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Forge I think makes it harder

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not v14 verified but I don't think anything in it would've changed

eager helm
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if im using this right that is

simple nova
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yeah you drop the wrapping bit

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so just a big line of

CONFIG.statusEffects.taunted.img = "some/path"
eager helm
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perfect, thank you so much!

simple nova
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this are the status keys

ivory rivet
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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" };

eager helm
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idk if it would allow you to add new ones

cunning oasis
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World Scripter is also really useful for testing modules

robust coral
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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.

sly hinge
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i pick a treasure in advance, improvise where the players find it

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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

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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)

robust coral
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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?

sly hinge
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oh

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yes

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save it to items section, drag to players

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oh man what was that module called

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item piles

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it might work for ds

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i couldn't get item piles to work, you might be able to

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i personally give players observer rights over an item, then drag it to whoever wants it

robust coral
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Hmmm.

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I'll probably make Treasure Chest Sheets or something.

prime shoal
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I believe that the Hideout module has a "Stash" tab where completed items go, might be able to put Treasure there?

robust coral
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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.

prime shoal
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I use handouts, but yeah, there's no great solution I'm aware of.

simple nova
soft token