Foundry VTT Module Tutorial and Release Highlights. Creating a trap with Monk's Active

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  • เผยแพร่เมื่อ 19 ธ.ค. 2024

ความคิดเห็น • 46

  • @jmcsmtp
    @jmcsmtp 3 หลายเดือนก่อน

    Thank you. The instructions were easy to follow and super helpful.

  • @grendelrising6413
    @grendelrising6413 3 ปีที่แล้ว +1

    Thank you for all this stunning work. These walkthroughs really assist in helping me figure all this out.

  • @davidheidner4850
    @davidheidner4850 2 ปีที่แล้ว +1

    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?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      It's currently broken and being addressed, so I've heard

    • @oventoasted2
      @oventoasted2 2 ปีที่แล้ว

      was wondering the same thing

    • @jakeconnelly2441
      @jakeconnelly2441 2 ปีที่แล้ว

      @@Baileywiki Any idea on a fix or workaround? Haven't been able to dig up any updates :(

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      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.

    • @jakeconnelly2441
      @jakeconnelly2441 2 ปีที่แล้ว

      @@Baileywiki I'll have to hop on. Setting up traps, and can't get anything to auto roll or pass to midiqol for automation :(

  • @geraldlambert3852
    @geraldlambert3852 2 ปีที่แล้ว

    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 ?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      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?

    • @geraldlambert3852
      @geraldlambert3852 2 ปีที่แล้ว

      @@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
      @Baileywiki  2 ปีที่แล้ว +1

      Do you use midi QOL module? I've heard that can automate the rest of the attack and save part of the process

    • @geraldlambert3852
      @geraldlambert3852 2 ปีที่แล้ว

      @@Baileywiki Not yet, but i will have a look at it, thanks for the hint.

  • @wayneomatic
    @wayneomatic ปีที่แล้ว

    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.

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      I saw someone in my discord may have solved it. Have you tried there? Search "trap" in the recent posts.

    • @wayneomatic
      @wayneomatic ปีที่แล้ว

      @@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
      @Baileywiki  ปีที่แล้ว +1

      Well, we're just going to have to start innovating around pathfinder then!

    • @wayneomatic
      @wayneomatic ปีที่แล้ว

      @@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

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      Yeah so like I said it's been discussed on my Discord You might check there too

  • @JasonStapels
    @JasonStapels 2 ปีที่แล้ว

    Where did you get those great trap and warning images?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      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.

  • @WrittenInGrim
    @WrittenInGrim 2 ปีที่แล้ว

    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.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      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.

    • @WrittenInGrim
      @WrittenInGrim 2 ปีที่แล้ว

      @@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

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Ah ha! Good to note. Thanks for circling back.

  • @rodgeratkin
    @rodgeratkin 2 ปีที่แล้ว

    I have no icon to stop/start the animation on the HUD what am I missing

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      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.

  • @MrAlexDiste
    @MrAlexDiste 3 ปีที่แล้ว

    Do we need to keep id when importing from compendium?

    • @Baileywiki
      @Baileywiki  3 ปีที่แล้ว

      I don't know what that field is for, actually. It's relatively new. If you find out, let me know!

  • @1Tuhs1
    @1Tuhs1 2 ปีที่แล้ว

    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!

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      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

  • @MithrilRoshi
    @MithrilRoshi 2 ปีที่แล้ว

    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

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      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.

  • @Jk-zv6tz
    @Jk-zv6tz 2 ปีที่แล้ว

    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
      @Baileywiki  2 ปีที่แล้ว

      Which action are you using here? The Heal/Hurt or the Attack action?

    • @Jk-zv6tz
      @Jk-zv6tz 2 ปีที่แล้ว

      @@Baileywiki I used the exact same actions as you. Attack.

    • @Jk-zv6tz
      @Jk-zv6tz 2 ปีที่แล้ว

      @@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?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      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 😭

    • @Jk-zv6tz
      @Jk-zv6tz 2 ปีที่แล้ว

      @@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.

  • @manoschronopoulos1627
    @manoschronopoulos1627 2 ปีที่แล้ว

    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

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      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!

    • @manoschronopoulos1627
      @manoschronopoulos1627 2 ปีที่แล้ว

      @@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

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      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

  • @Lucas90mr1
    @Lucas90mr1 2 ปีที่แล้ว

    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!

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      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.