I'm having trouble haveing the roll automatically roll itself, it provides a die icon for me to click and roll for them, but wont automatically do so, any tips?
Hi. Implementing your many techniques (and using your packages) really improved my players' experience and immersion, thank you for that. Regarding traps, I am wondering if there is any way to completely automate the sequence up until the saving throw for dealing only half the damage on a success ?
Well, the Attack action includes whatever saving throw you want for that attack. So it can automatically launch the attack and prompt the player for the saving throw. Then you can just apply half the damage using the attack card in the chat Are you looking to automate more of that process?
@@Baileywiki Indeed, i d wish to automate dealing (half) damage to the triggering token. Already been able to combine what you show in this video with your token attacher tutorial in order to combine 1) the pseudo-actor dealing damage with 2) the MATT-tile with the sequence of actions into a single all-in-one "actor" droppable anywhere on the battlemap to make it a fully functional trap that doesnt require any further change... Quite efficient (though not applicable to any kind of traps).
@@Baileywiki Yeah the issue with that is that it was never solved alot of this is made assuming everyone is playing on 5E which alot of people are moving away from because of WOTC. The maps and everything are really cool the only issue is the traps do not work with pathfinder at all only 5e.
@@Baileywiki Great to hear about that! I love your guys maps i just have to playa round a bit and see what i can do about the traps in 2E. I'll post if i find some workarounds
I made them! I generated the icons from game-icons.net, and then dropped them into Dungeondraft to make tiles. They're in my Towns module under the Active Tiles folder, in case you're a Patreon subscriber. But they're easy enough to make yourself.
Love this! However, I have an issue where my players stepping on the trap wont activate the play animation trigger. Instead I get: Player "name" does not have permission to update tile [tile name] in parent scene [scene name] GM side works but not player even though i have open permissions for my players.
Probably a problem with your config. Best bet is to ask on Ironmonk's Discord though. He doesn't monitor these comments and I don't know the nature of your problem well enough to advise.
@@Baileywiki all good he reached out. The issue is that you need a GM logged in for players to activate the tile. There is a checkbox in the configuration to allow players however it is not currently working
Are you trying to interact with a prefab attachment? If so, you may need to turn on Quick Edit mode. Otherwise, I have no idea. Maybe a module conflict.
awesome, thanks for the walk through on traps. Is there any trick to making it automatically roll w/ those perception checks? I've checked the box, but it still puts a prompt out - could be that I'm trying to do this for PF2e and maybe its not configured right... NM, saw a reply - its a bug atm - copy that!
Actually, I think it works now. I'll be putting out a tutorial soon on it. You'll basically use the Filter Tokens action and then use a specific syntax
It's from a set of special tiles I create specifically for using as Active Tiles. The set is included in my Patreon modules along with everything else.
I setup your trap as you have. The dice rolls when a player walks through but no damage gets applied. Is this supposed to do this autonomously like with Midiqol?
@@Baileywiki I'm not gonna lie. Out of all your tutorials, i feel like the trap walkthrough are the most disjointed the way it is presented over multiple videos. I have watched all 3 several times now and there seems to be a few key things left out on the how to's of things. Like i'm not sure if i am supposed to use some transparent token for the animation? or do i pull it out straight from Jb2a or something? Can't get my head around it. Ok. So the midiqol thing i figured out. There is a box that has to be ticked within the tile in order for midiqol to work. This being an older video obviously doesn't have that update. Is the animation tile a transparent tile? Where do you get a transparent tile that isn't that white color?
Yeah, you're really going to have to move past the tutorials and get into Monk's discord or, even better, Crowgard's wiki. These videos are snapshots in time to show you what's possible, but Monk develops at fevered pace so things change too quickly to track. I can only expose cool stuff at points in time. But I can't be the module developer's up-to-date documentation source 😭
@@Baileywiki I turn to your tutorials because you're the only one that does them. Tim and Monk are rather quiet on TH-cam so i come for your tutorials. Watching someone do it is a lot more effecient than a back and forth on discord. Could you start linking their discords in your videos if you have their permission? Would solve a lot of the "go to this persons discord to ask" conversation.
i have an idea for the trap. what if you set another tile to be the trap "mechanism" which will be revealed if the perception check is succesful. then the players can interact with it for a disarm check to create another condition. like "if mechanism deactivated, do not trigger the whole trap sequence" with the pause and stop movement
Great idea. The damaging trap could cover a large area, like an animated fireball tile. Then, if the trap DC is failed, then it would set off the trap and "attack" everyone inside the tile perimeter. I'm not sure how to work with the logic to disable the trap if the DC is succeeded, but I guess I have to learn it sometime!
@@Baileywiki i think i kinda did it. think of it as a chain of triggers. perception tile if succeeds will show and activate the mechanism tile. if not you proceed as you did. otherwise the newly revealed tile can be triggered to try a sleight of hand to deactivate the trap tile. little bit of complex intertwined actions between the tiles but it worked
Hello! New here and already a big fan! Love your videos and it has been helping me heaps with my campain. Thanks A lot! I'd like to ask you something: How do I get this SpiderWeb overhead tile texture? Is it in your Patreon? Cheers mate!
I have spider webs attached to walls for my modular system which are in my premium modules. But you can also get spider webs through Forgotten Adventures.
Thank you. The instructions were easy to follow and super helpful.
Thank you for all this stunning work. These walkthroughs really assist in helping me figure all this out.
I'm having trouble haveing the roll automatically roll itself, it provides a die icon for me to click and roll for them, but wont automatically do so, any tips?
It's currently broken and being addressed, so I've heard
was wondering the same thing
@@Baileywiki Any idea on a fix or workaround? Haven't been able to dig up any updates :(
I think it's been fixed. You should join the Ironmonk Discord if you want to get your finger on the pulse. It's a great community in there.
@@Baileywiki I'll have to hop on. Setting up traps, and can't get anything to auto roll or pass to midiqol for automation :(
Hi. Implementing your many techniques (and using your packages) really improved my players' experience and immersion, thank you for that. Regarding traps, I am wondering if there is any way to completely automate the sequence up until the saving throw for dealing only half the damage on a success ?
Well, the Attack action includes whatever saving throw you want for that attack. So it can automatically launch the attack and prompt the player for the saving throw. Then you can just apply half the damage using the attack card in the chat
Are you looking to automate more of that process?
@@Baileywiki Indeed, i d wish to automate dealing (half) damage to the triggering token. Already been able to combine what you show in this video with your token attacher tutorial in order to combine 1) the pseudo-actor dealing damage with 2) the MATT-tile with the sequence of actions into a single all-in-one "actor" droppable anywhere on the battlemap to make it a fully functional trap that doesnt require any further change... Quite efficient (though not applicable to any kind of traps).
Do you use midi QOL module? I've heard that can automate the rest of the attack and save part of the process
@@Baileywiki Not yet, but i will have a look at it, thanks for the hint.
How would i create the attack for the trap in pathfinder 2e? I cant find a way to make the dc with the default sheet.
I saw someone in my discord may have solved it. Have you tried there? Search "trap" in the recent posts.
@@Baileywiki Yeah the issue with that is that it was never solved alot of this is made assuming everyone is playing on 5E which alot of people are moving away from because of WOTC. The maps and everything are really cool the only issue is the traps do not work with pathfinder at all only 5e.
Well, we're just going to have to start innovating around pathfinder then!
@@Baileywiki Great to hear about that! I love your guys maps i just have to playa round a bit and see what i can do about the traps in 2E. I'll post if i find some workarounds
Yeah so like I said it's been discussed on my Discord You might check there too
Where did you get those great trap and warning images?
I made them! I generated the icons from game-icons.net, and then dropped them into Dungeondraft to make tiles.
They're in my Towns module under the Active Tiles folder, in case you're a Patreon subscriber. But they're easy enough to make yourself.
Love this! However, I have an issue where my players stepping on the trap wont activate the play animation trigger. Instead I get:
Player "name" does not have permission to update tile [tile name] in parent scene [scene name]
GM side works but not player even though i have open permissions for my players.
Probably a problem with your config. Best bet is to ask on Ironmonk's Discord though. He doesn't monitor these comments and I don't know the nature of your problem well enough to advise.
@@Baileywiki all good he reached out. The issue is that you need a GM logged in for players to activate the tile. There is a checkbox in the configuration to allow players however it is not currently working
Ah ha! Good to note. Thanks for circling back.
I have no icon to stop/start the animation on the HUD what am I missing
Are you trying to interact with a prefab attachment? If so, you may need to turn on Quick Edit mode.
Otherwise, I have no idea. Maybe a module conflict.
Do we need to keep id when importing from compendium?
I don't know what that field is for, actually. It's relatively new. If you find out, let me know!
awesome, thanks for the walk through on traps. Is there any trick to making it automatically roll w/ those perception checks? I've checked the box, but it still puts a prompt out - could be that I'm trying to do this for PF2e and maybe its not configured right... NM, saw a reply - its a bug atm - copy that!
Actually, I think it works now. I'll be putting out a tutorial soon on it. You'll basically use the Filter Tokens action and then use a specific syntax
I know this is really late but how do you do that tile with the trap icon? I mean not the code, just the tile image XD
It's from a set of special tiles I create specifically for using as Active Tiles. The set is included in my Patreon modules along with everything else.
I setup your trap as you have. The dice rolls when a player walks through but no damage gets applied. Is this supposed to do this autonomously like with Midiqol?
Which action are you using here? The Heal/Hurt or the Attack action?
@@Baileywiki I used the exact same actions as you. Attack.
@@Baileywiki I'm not gonna lie. Out of all your tutorials, i feel like the trap walkthrough are the most disjointed the way it is presented over multiple videos. I have watched all 3 several times now and there seems to be a few key things left out on the how to's of things. Like i'm not sure if i am supposed to use some transparent token for the animation? or do i pull it out straight from Jb2a or something? Can't get my head around it.
Ok. So the midiqol thing i figured out. There is a box that has to be ticked within the tile in order for midiqol to work. This being an older video obviously doesn't have that update. Is the animation tile a transparent tile? Where do you get a transparent tile that isn't that white color?
Yeah, you're really going to have to move past the tutorials and get into Monk's discord or, even better, Crowgard's wiki. These videos are snapshots in time to show you what's possible, but Monk develops at fevered pace so things change too quickly to track.
I can only expose cool stuff at points in time. But I can't be the module developer's up-to-date documentation source 😭
@@Baileywiki I turn to your tutorials because you're the only one that does them. Tim and Monk are rather quiet on TH-cam so i come for your tutorials. Watching someone do it is a lot more effecient than a back and forth on discord.
Could you start linking their discords in your videos if you have their permission? Would solve a lot of the "go to this persons discord to ask" conversation.
i have an idea for the trap. what if you set another tile to be the trap "mechanism" which will be revealed if the perception check is succesful. then the players can interact with it for a disarm check to create another condition. like "if mechanism deactivated, do not trigger the whole trap sequence" with the pause and stop movement
Great idea. The damaging trap could cover a large area, like an animated fireball tile. Then, if the trap DC is failed, then it would set off the trap and "attack" everyone inside the tile perimeter.
I'm not sure how to work with the logic to disable the trap if the DC is succeeded, but I guess I have to learn it sometime!
@@Baileywiki i think i kinda did it. think of it as a chain of triggers. perception tile if succeeds will show and activate the mechanism tile. if not you proceed as you did. otherwise the newly revealed tile can be triggered to try a sleight of hand to deactivate the trap tile. little bit of complex intertwined actions between the tiles but it worked
Yep, good setup. And I figured it would be a chain of tiles. Would be easier if I knew how to do the logic triggers
Hello! New here and already a big fan! Love your videos and it has been helping me heaps with my campain. Thanks A lot!
I'd like to ask you something: How do I get this SpiderWeb overhead tile texture? Is it in your Patreon?
Cheers mate!
I have spider webs attached to walls for my modular system which are in my premium modules. But you can also get spider webs through Forgotten Adventures.