It’s been crazy to watch the steady increase of knowledge and skill in the Foundry community and how helpful these videos are to that cause. I am curious, with all that you learned do you ever feel interested in building your own system or do you find Foundry scales well with what you are trying to do?
Great video! Quick question about the combat trigger action on selecting entity (@11:25), you have it as "Player Tokens" and you said it was all players tokens, but this is only for the scene right? If I have a character on another map, they wont be triggered to go into combat? I think I have tagger already, but off to go get Mass Edit :) Thanks again for the video!
Awesome video! Thank you for this, I have been struggling with automating some traps on maps I am currently working on. Another great and relevant tutorial video from the Baileywiki crew, showing that my Patreon dollars are well spent! Keep up the great work!
@Baileywiki I have a question for you. I am trying to as part of the trap lower the lights in a room as gradually over a few second window. I see that there is an option under the "Altar" action for light.bright and light.dim but they dont seem to work. I am doing a "- 5" and then repeating this step every 2 seconds but it doesnt seem to work when triggered. Have you had this work other than light on/off which does seem to work.
I don't think I've ever worked with those particular fields, but it should work. You might need to inquire on Monk's discord server. Let me know if you need the link.
This is perfect timing. I am currently in the process of breaking down all the traps for Tomb of Horrors, trying to figure out the best ways I can automate them, and make a fully automated Tomb of Horrors map. Its not ready with all the new updates for DND5e 3.0, but my hope is to get a full trap identify/investigate/disable setup, as well as traps that fully automate with some basic animations. This should help with some of the basics, but the perception stuff is going to be a bit harder. There is a Perception Mod that seems to let you set up tiles so they are visible to people with passive or active perception, and you can also do that with investigation. So my plan is to have each area where a trap goes off- to have a Red tint/highlighted area around the trigger area, set with a perception requirement. So only those with a high enough perception can see there is a trap (once they are within 10-15 feet of the tile). Then they can click on it to investigate and if they succeed it will reveal a button they can interact with, and using Lock and Key, can try to disable the trap! I hope to also find a way to make it so they can mark it - using up chalk as a resource or something to mark traps so everyone can see the tile. I hope you can cover some of these- though I dont know if Perceptive and Lock and Key are able to do it all with MATT- but there is some stuff they work together on last I tried. Would also like some help figuring out the best way to compress some of these, as they seem to get pretty big when I start writing them. I really like my pit trap checks the elevation of the player to see if they are standing on the floor, then checks for flying speed to see if they are able to fly to avoid it, and uses elevation to drop people into a pit by putting walls down under the floor and their elevation drops so they suddenly look like they are in a pit. But, writing out the actions to filter check for flying speed, automate the saving throw, moving tokens, - its a lot- I still dont know how to tell it to prompt anyone who has feather fall to ask if they want to cast it on people who failed.
Is there a way to make an if then else statement with a filter? I want it to check if an active effect is on the player, but the only option is a filter, so I can only check if it's on and do a thing or check if it's off. I can't check for both, or give it any alternate actions if it fails
Hi, first, great video, but I am having an issue. When I set up a trap similar to your fire ball trap, it will attack the same token over and over, I have selected once per token, and it does nothing. If you have any advice, it would be greatly appreciated. I am very new to foundry, and I am trying to learn the ropes. I am using PF2e. Thank you in advance, and thank you for the videos you make, they are both helpful, and entertaining.
Hey there, so it's possible that MATT is bugged, but the only way to get into it is to see your settings on discord. You can feel free to ping me there, or better to asking Ironmonk's discord directly. They usually know if there is an issue.
Baileywiki would it be possible to have a tutorial on how to use monk'active tile trigger for summining to creatures maybe with some effect on JB? You explain very well how to use the form and I can't find any other source so reliable
I'll make a note. But the creating part is pretty easy. Just use the Create Token action. If you know the effects ahead of time, then you could have the prototype token already set with status.
@@Baileywiki I tried to do something and I can insert an effect in the summoning but if I wanted to insert two tiles with j2b effect I can't make them work together, I've seen some interesting videos that show the summon in multiple skeleton positions with the summoning effect but I didn't understand the mechanics, maybe it's too advanced and I'm not an expert in the use of the monk. Thanks for the tip, if I should make a video I will definitely watch it.
You want to summon something that includes two tiles? What do you mean, like, attached to the summons? Or something else? Maybe describing more detail what you're trying to do
@@Baileywiki I have two things in mind: 1- a token that summons other tokens (3-4), something like a romantic summoning so the token that summons is in the center (click activation or even if the characters get too close) when he does the mini-summoning he would like to make a magic circle and a skull effect or similar appear, while there is the effect the 3-4 tokens echoed 3-6 meters from him appear. 2- a shape-shifting token, I was thinking trivially of the token that passes over the tile and activates the triggers. Magic circle plus another summoning effect (not a specific one, I just understand how to do it then with jb2a I change the animation as I need) and fog that appears .the token that activated the trigger disappears and the "new shaped" token appears when the fog disappears. In both summons I would put an audio track. In the first case, I don't know if it's possible to insert a small visual effect under the spawn of the summoned mobs
Well, you can attach any number of Monks Active Tiles to the spawning token, and let those be animation tiles that have all kinds spawning smarts, including spawning the spawns and auto adding them to combat. Then just make the tile deactivare after the first time.
Hi Baileywiki, this video shows several interesting tricks, especially for traps, thanks for posting it. I would like to ask you a question, is it possible to insert a perception check or investigate to discover the trap in an automated way? So that if the roll is successful the trap will be deactivated? If it is not possible to do it this way, how can I activate or deactivate the trap manually? (always in case the PCs check is successful) Thanks for the answers.
Indeed, it's very possible. If you use dnd5e, then Monks Token Bar is needed. It integrates with Active Tiles. I have a video on my Automating Foundry playlist on this. If you're using another system, then you'll want to use the Perceptive module. It's a bit more complicated so I'll need to do a tutorial on that at some point.
@@Baileywiki I use the d5e system and also monk's modules, what is the name of the video in your playlist that allows me to do what I asked you to do? I'm Italian and I'm not very good at English 😓
okay, coolstuff! but how can i use this system to, lets say, roll perception from the players token that steps on that declared area? maybe as hidden perception roll.
If you're using dnd5e, Monks Tokenbar introduces new MATT actions for doing roll checks. If you're NOT using 5e, then you'll probably have to get good at making macros.
Did you actually test as a player? Like in a separate incognito session? If you just click the teleport as the GM, even if you have a player selected, it won't change the screen. But a player clicking should change the screen automatically. Still not working?
like ive logged in as my player and just tested with a friend joining and walked into the tile and then the token teleports the screen doesnt follow though im not sure if ive just set something up wrong though since im new to foundry@@Baileywiki
i tried logging in as a player as well as a player joining and testing it but everytime the token will teleport but the players view will not follow@@Baileywiki
I’ve been trying to get it to work for a new trap, but I can’t enter values for any fields. Hoping once I watch this video I’ll be able to troubleshoot my issue!
It’s been crazy to watch the steady increase of knowledge and skill in the Foundry community and how helpful these videos are to that cause.
I am curious, with all that you learned do you ever feel interested in building your own system or do you find Foundry scales well with what you are trying to do?
Great video! Quick question about the combat trigger action on selecting entity (@11:25), you have it as "Player Tokens" and you said it was all players tokens, but this is only for the scene right? If I have a character on another map, they wont be triggered to go into combat?
I think I have tagger already, but off to go get Mass Edit :)
Thanks again for the video!
Awesome video! Thank you for this, I have been struggling with automating some traps on maps I am currently working on. Another great and relevant tutorial video from the Baileywiki crew, showing that my Patreon dollars are well spent! Keep up the great work!
Glad it hit the mark!
How do you make this awesome looking maps. They just look amazing!!
@Baileywiki I have a question for you. I am trying to as part of the trap lower the lights in a room as gradually over a few second window. I see that there is an option under the "Altar" action for light.bright and light.dim but they dont seem to work. I am doing a "- 5" and then repeating this step every 2 seconds but it doesnt seem to work when triggered. Have you had this work other than light on/off which does seem to work.
I don't think I've ever worked with those particular fields, but it should work. You might need to inquire on Monk's discord server. Let me know if you need the link.
@Baileywiki awesome! I'll give the discord a try. Love your tutorials by the way. Back into Foundry and loving it.
This is perfect timing. I am currently in the process of breaking down all the traps for Tomb of Horrors, trying to figure out the best ways I can automate them, and make a fully automated Tomb of Horrors map. Its not ready with all the new updates for DND5e 3.0, but my hope is to get a full trap identify/investigate/disable setup, as well as traps that fully automate with some basic animations.
This should help with some of the basics, but the perception stuff is going to be a bit harder. There is a Perception Mod that seems to let you set up tiles so they are visible to people with passive or active perception, and you can also do that with investigation. So my plan is to have each area where a trap goes off- to have a Red tint/highlighted area around the trigger area, set with a perception requirement. So only those with a high enough perception can see there is a trap (once they are within 10-15 feet of the tile).
Then they can click on it to investigate and if they succeed it will reveal a button they can interact with, and using Lock and Key, can try to disable the trap! I hope to also find a way to make it so they can mark it - using up chalk as a resource or something to mark traps so everyone can see the tile. I hope you can cover some of these- though I dont know if Perceptive and Lock and Key are able to do it all with MATT- but there is some stuff they work together on last I tried.
Would also like some help figuring out the best way to compress some of these, as they seem to get pretty big when I start writing them.
I really like my pit trap checks the elevation of the player to see if they are standing on the floor, then checks for flying speed to see if they are able to fly to avoid it, and uses elevation to drop people into a pit by putting walls down under the floor and their elevation drops so they suddenly look like they are in a pit. But, writing out the actions to filter check for flying speed, automate the saving throw, moving tokens, - its a lot- I still dont know how to tell it to prompt anyone who has feather fall to ask if they want to cast it on people who failed.
Whoa! I see you like to lean into automation! 😄
Is there a way to make an if then else statement with a filter? I want it to check if an active effect is on the player, but the only option is a filter, so I can only check if it's on and do a thing or check if it's off. I can't check for both, or give it any alternate actions if it fails
Crow guard’s wiki??
Can you show some Animations about Secret doors? Like rotating bookshelfs, chaning walls ect
Absolutely. Good idea.
great! How do you move tokens like that? smooth with face direction? Thanks
The direction changing is from the Auto-Rotate module. The camera following the token is a hidden feature of the Perceptive module
@@Baileywiki nice, thank you!
Hi, first, great video, but I am having an issue. When I set up a trap similar to your fire ball trap, it will attack the same token over and over, I have selected once per token, and it does nothing. If you have any advice, it would be greatly appreciated. I am very new to foundry, and I am trying to learn the ropes. I am using PF2e. Thank you in advance, and thank you for the videos you make, they are both helpful, and entertaining.
Hey there, so it's possible that MATT is bugged, but the only way to get into it is to see your settings on discord. You can feel free to ping me there, or better to asking Ironmonk's discord directly. They usually know if there is an issue.
@@Baileywiki I'll check that when I get off work.
Baileywiki would it be possible to have a tutorial on how to use monk'active tile trigger for summining to creatures maybe with some effect on JB? You explain very well how to use the form and I can't find any other source so reliable
I'll make a note. But the creating part is pretty easy. Just use the Create Token action.
If you know the effects ahead of time, then you could have the prototype token already set with status.
@@Baileywiki I tried to do something and I can insert an effect in the summoning but if I wanted to insert two tiles with j2b effect I can't make them work together, I've seen some interesting videos that show the summon in multiple skeleton positions with the summoning effect but I didn't understand the mechanics, maybe it's too advanced and I'm not an expert in the use of the monk. Thanks for the tip, if I should make a video I will definitely watch it.
You want to summon something that includes two tiles? What do you mean, like, attached to the summons? Or something else? Maybe describing more detail what you're trying to do
@@Baileywiki I have two things in mind: 1- a token that summons other tokens (3-4), something like a romantic summoning so the token that summons is in the center (click activation or even if the characters get too close) when he does the mini-summoning he would like to make a magic circle and a skull effect or similar appear, while there is the effect the 3-4 tokens echoed 3-6 meters from him appear.
2- a shape-shifting token, I was thinking trivially of the token that passes over the tile and activates the triggers. Magic circle plus another summoning effect (not a specific one, I just understand how to do it then with jb2a I change the animation as I need) and fog that appears .the token that activated the trigger disappears and the "new shaped" token appears when the fog disappears. In both summons I would put an audio track.
In the first case, I don't know if it's possible to insert a small visual effect under the spawn of the summoned mobs
Well, you can attach any number of Monks Active Tiles to the spawning token, and let those be animation tiles that have all kinds spawning smarts, including spawning the spawns and auto adding them to combat. Then just make the tile deactivare after the first time.
Hi Baileywiki, this video shows several interesting tricks, especially for traps, thanks for posting it. I would like to ask you a question, is it possible to insert a perception check or investigate to discover the trap in an automated way? So that if the roll is successful the trap will be deactivated? If it is not possible to do it this way, how can I activate or deactivate the trap manually? (always in case the PCs check is successful) Thanks for the answers.
Indeed, it's very possible. If you use dnd5e, then Monks Token Bar is needed. It integrates with Active Tiles. I have a video on my Automating Foundry playlist on this.
If you're using another system, then you'll want to use the Perceptive module. It's a bit more complicated so I'll need to do a tutorial on that at some point.
@@Baileywiki I use the d5e system and also monk's modules, what is the name of the video in your playlist that allows me to do what I asked you to do? I'm Italian and I'm not very good at English 😓
I think it's this one th-cam.com/video/6mJ8Efrorl8/w-d-xo.html
okay, coolstuff! but how can i use this system to, lets say, roll perception from the players token that steps on that declared area? maybe as hidden perception roll.
If you're using dnd5e, Monks Tokenbar introduces new MATT actions for doing roll checks. If you're NOT using 5e, then you'll probably have to get good at making macros.
@@Baileywiki then im most liky gonna die XD
Hmm, just got the Monk tile module and don't see what you see on the screen (no "tagger" section, for example)
Did you install Tagger module also?
Great video, just a quick question when my player touchs the teleport thier token gets sent over but there screen doesnt follow any way to fix this?
Did you actually test as a player? Like in a separate incognito session?
If you just click the teleport as the GM, even if you have a player selected, it won't change the screen.
But a player clicking should change the screen automatically. Still not working?
like ive logged in as my player and just tested with a friend joining and walked into the tile and then the token teleports the screen doesnt follow though im not sure if ive just set something up wrong though since im new to foundry@@Baileywiki
i tried logging in as a player as well as a player joining and testing it but everytime the token will teleport but the players view will not follow@@Baileywiki
That's definitely not usual behavior. Either MATT needs an update or you're doing something weird. I'd suggest you ask on Ironmonk's discord
This isn't intended behavior. It's possible there's a bug with Matt. I'll see what I can find out on Monks discord
Does MATT work for 5e 3.0?
I’ve been trying to get it to work for a new trap, but I can’t enter values for any fields. Hoping once I watch this video I’ll be able to troubleshoot my issue!
The world you see on my tutorial is 3.0. Some things might not yet be working, but most of it seems to be
Make sure you've updated MATT and Tagger to the latest