Module Walkthrough: Monk's Active Tile Triggers, Automating Foundry without Writing Macros

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  • เผยแพร่เมื่อ 19 ธ.ค. 2024

ความคิดเห็น • 89

  • @Developesque
    @Developesque 2 ปีที่แล้ว +18

    Everyday, I think "How do I do this in Foundry?". Everyday, you teach me like 30 new things. Thanks for all your work. I love your modules and your tutorials.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Ah cheers, mate. Glad you're enjoying it

  • @AgentNos
    @AgentNos 3 ปีที่แล้ว +8

    Monk's token bar works really well with this too, allowing for tiles to send roll requests, including conditionals if a person beats a DC etc. It also let you choose the movement type as well for tokens.

    • @Baileywiki
      @Baileywiki  3 ปีที่แล้ว +2

      Love it! Nice tip

    • @TiVO25
      @TiVO25 3 ปีที่แล้ว +2

      This is exactly what I need for passive perception when a player gets near a secret door!

    • @scabardgmvault
      @scabardgmvault 3 ปีที่แล้ว +1

      Also a great tool for switching between levels in a level battle map when players are on different levels.

    • @norwaypete
      @norwaypete 3 ปีที่แล้ว

      hey man any tips on how to do that?

    • @AgentNos
      @AgentNos 3 ปีที่แล้ว

      @@norwaypete As long as you have both Active Tile Triggers and Monks Token Bar installed then it adds a couple couple extra actions that can be triggered. It let's you specify the skill and the DC and whether or not beating the dc does anything else. It may not work for every system, but I know PF2e and DnD5e both work fine

  • @Sour_Knight
    @Sour_Knight 3 ปีที่แล้ว

    This is crazy in how much can be done. Exactly the kind of tool that makes it easy for everyone.

    • @Baileywiki
      @Baileywiki  3 ปีที่แล้ว

      Right?! I like anything that democratizes the playing field

  • @Kudagraz
    @Kudagraz 2 ปีที่แล้ว

    This is blowing my mind. I just downloaded Foundry the other day and the possibilities are insane.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      It feels a bit like having super powers. and no code!
      Got any specific ideas percolating?

    • @Kudagraz
      @Kudagraz 2 ปีที่แล้ว

      @@Baileywiki So the very first thing I did was custom make single step SFX on a wooden surface. I really wanted to tokens to hear the dock as they walked across it. I made 5-10 step SFX and then had each square trigger a different one as they walked across.
      I also set up a similar stone rubble sound effect around a rubble pile. At the very top of the pile I put the loudest rubble sound and it had co-trigger a notification letting the token owner know "They are in difficult terrain! (-5 Speed)"
      Currently, everything appears to be working as GM but when I test as a player the sounds dont trigger. Troubleshooting as we speak.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Wow. That's immersive! Make sure you refresh your scene for the player... And that you have a GM logged in at the same time. Use an incognito browser session for your player.

    • @Kudagraz
      @Kudagraz 2 ปีที่แล้ว

      @@Baileywiki After this comment I learned how to properly launch the game via browser link. I did not realize you could host it on your lan without a server - very refreshing and easy to test now! Everything works great!
      Do you think having this many tiles in one scene will pose a performance threat? I am very new to this and dont know how much "draw" these resources will have

    • @Kudagraz
      @Kudagraz 2 ปีที่แล้ว

      Another idea I have is to set up a trigger for if someone walks off an edge into a pit - falling sound/notification "you fell down" and maybe add in an auto roll of 1d4 damage. I only want the trigger to occur at the high elevation moving down and not when people are at the bottom looking up.. Not sure how to do that yet.

  • @Kudagraz
    @Kudagraz 2 ปีที่แล้ว

    From those looking for a preview of the second demo, it's actually in the very beginning of the video at 0:12

  • @Elessar0wind
    @Elessar0wind 3 ปีที่แล้ว +1

    Awesome, love your work. I discovered monk's stuff recently, so excited to use this in my Halloween game next week to really make things bump in the night. Unfortunately, I'm having trouble with the more advanced options, gonna have to figure it out, so really can't wait until your advance tutorial! lol

    • @Baileywiki
      @Baileywiki  3 ปีที่แล้ว

      Feed me use cases and things you'd like to see covered in the next one

    • @Elessar0wind
      @Elessar0wind 3 ปีที่แล้ว

      @@Baileywiki Well, an effect that activate minute after entering an area, prompting a saving throw or altering a player every hour until a condition is met.
      A chance that one or more players will see, hear, or "feel" something creepy via roll table(?) in a certain area.
      and I like to see if an npc can send a chat message triggered from player interaction.

    • @Baileywiki
      @Baileywiki  3 ปีที่แล้ว +1

      Awesome. Thx

  • @vampiregoat69
    @vampiregoat69 3 ปีที่แล้ว +1

    This is insane and I LOVE it

  • @OmegaN9ne
    @OmegaN9ne 2 ปีที่แล้ว

    You just got a new Sub for this video alone, thank you for the information and keep up the awesome work!

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Welcome to the project! There are a few videos now in my "Automating Foundry" series. It's a rabbit hole of awesome 😄

  • @michagroblicki607
    @michagroblicki607 2 ปีที่แล้ว +1

    great vid! Love your work man! Only one question can you do a vid about all your macro icons in your hotbar?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      Ah interesting what you guys notice. Shouldn't be a surprise with how clogged that is.
      Sure, I could do that!

  •  3 ปีที่แล้ว +3

    awesome thank you.

  • @SuperDave1426
    @SuperDave1426 11 หลายเดือนก่อน

    Where did you get those icons from at 2:04 ? Those are *sick*! I'd love to have them if they're available... 👍‍

    • @Baileywiki
      @Baileywiki  11 หลายเดือนก่อน

      Those are active tiles, which are a set of tiles I made and are available in my premium modules. You can pick them up along with the entire library for a single month subscription starting at the Foundry Basic level on my Patreon.
      They are quite effective for putting anything smart in your scene, hiding them from the player view.

    • @SuperDave1426
      @SuperDave1426 11 หลายเดือนก่อน

      @@Baileywiki Thanks for the really quick reply! That's (2:04) actually as far as I've gotten in the video (need to watch the rest of it, but things happen.. lol), and I plan to watch the rest of it as soon as I can. This turned up in a search for ways of using Monk's Active Tiles (which I've installed - new to Foundry so I've been slowly learning and adding modules that look like they'll help with various things). I'm looking forward to the rest of this video.
      To be sure I'm understanding you right - I can pay the $8 tier, download the assets, and then cancel so it doesn't charge me again, is that correct? (I'm on rather severely limited income, so I can't afford recurring charges, sorry!) Thanks again, and I'm looking forward to watching the rest of this video soon! 👍‍
      Edit: I see on the page that it lists what I just described, so that works for me. 😉 Thanks again, I've subscribed and am not trying to find where to download it. 🤣

    • @Baileywiki
      @Baileywiki  11 หลายเดือนก่อน

      That's right. Just dip in and out of the subscription as you like. When/if you come back, you'll scoop up any changes you've missed.

    • @SuperDave1426
      @SuperDave1426 11 หลายเดือนก่อน

      @@Baileywiki Excellent, thanks! 👍‍

  • @michaelschreiner812
    @michaelschreiner812 3 ปีที่แล้ว +2

    This module is awesome. I'm trying to do a city scene and have npc tokens move about, but they do so in sequence. Do you know if there is a setting to have them move all at once?

    • @Sharkey007x
      @Sharkey007x 3 ปีที่แล้ว +1

      There is a great mod for that called "Patrols" or something close to that. Allows for schedules, reactions if something is seen and so on.

    • @Baileywiki
      @Baileywiki  3 ปีที่แล้ว +1

      Great suggestion.also, you can create a "control tile" that activated other tiles simultaneously. Each tile can activate something else, like a token.

  • @HalethDagore
    @HalethDagore 3 ปีที่แล้ว

    Amazing!! Thank you for sharing

  • @richardmcmahon2582
    @richardmcmahon2582 2 ปีที่แล้ว

    Hi, I love the style of your maps, assets and tokens especially on this video. Are they all part of your Patreon or are the tokens and assets from other patreons like Tom Cartos?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      I use HeroForge for many of my tokens. But my main assets come from Forgotten Adventures and Tom Cartos (linked in the video description)

  • @StevenBlea
    @StevenBlea 2 ปีที่แล้ว

    I've been trying to find a video that talks about something rather simple, just doing an open and closing door tile. I figured it'd be here in the basic walkthrough, but I can't seem to find anything relevant. Your tutorials are awesome, but pretty advanced, do you have one that covers something like that open/close door? I've tried activating and deactivating two differently positioned tiles, though I've also seen rotation of a tile with alter is also an option, but none of them seem to work.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      If you've watched my Automating Foundry series, you should have a pretty solid foundation to figure it out. Beyond that, videos can't cover every scenario, so your best best resource is Ironmonk's Discord. I'm there all the time and it's very helpful.
      In this case, there have been changes to the wall/door action that I'm sure will work for you. At least, they are design to.

    • @StevenBlea
      @StevenBlea 2 ปีที่แล้ว

      @@Baileywiki Thanks. Would you be able to share a link with his Discord server? I was actually getting a semblance of something working but it's still not fully functional.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      DISCORD:
      discord.gg/wgPbnfgJAJ

  • @mikitta47
    @mikitta47 2 ปีที่แล้ว

    I don't now if you will answer this as I haven't become a patreon -- but I've tried to set up MAT like you did and it will only execute the top command (toggle between two visuals) on activation. How do you get all the commands to play?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      I've heard of this problem, and I believe the good folks on Ironmonk's Discord have a simple solution. I just don't know it 😥

  • @greenjacketguy3759
    @greenjacketguy3759 2 ปีที่แล้ว

    Would it be possible to make it so players opening a door would activate a trap or trigger a tile? I know their are tiggers that open or close doors doors auto magically but I was wondering if a door an act as an activation trigger

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      You could try putting a tile over a door to see if the player clicks both, I suppose. Outside of that, I can't think of how to do it

    • @greenjacketguy3759
      @greenjacketguy3759 2 ปีที่แล้ว

      @@Baileywiki Yeah I tried that an it works, thanks

  • @arcanjl
    @arcanjl 2 ปีที่แล้ว

    When I cast fog cloud it puts a tile of fog down. I was trying to edit so when a token is inside of it, their vision changesd. I tried the "alter" option but did not work. Any thoughts on that one?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      Did you check Crowgard's wiki to see if there are other actions or attributes that might work. I would have expected Alter to do the trick.

    • @arcanjl
      @arcanjl 2 ปีที่แล้ว

      @@Baileywiki no, I will ty!

  • @alfredobelloni3258
    @alfredobelloni3258 2 ปีที่แล้ว

    Im trying to make a very simple thing. I want PCs to walk up an alley and as the go, mistical lights flare up at the sides. (recreating that famous Chrono Trigger Magus scene).
    I tried to do this by increasing the darkness in the scene as the move up, and using Darkness activation range on the lights themselves.
    But when i entered Foundy from a PCs view, i get a "User lacks permision ti update scene" error message.
    Can i get any help here?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Ask at Ironmonk's Discord and they can sort you out quickly. Personally, I would put a series of hidden active tiles along the path. Each tile, upon enter by any token, would activate corresponding lights.

  • @cortazio
    @cortazio 3 ปีที่แล้ว

    Is it possible to check the passive perception using the Request Roll trigger option? :)

    • @Baileywiki
      @Baileywiki  3 ปีที่แล้ว

      I was looking for passive perception the other day and couldn't find it. The disappointment!

    • @cortazio
      @cortazio 2 ปีที่แล้ว

      @@Baileywiki Hi again. After the last update (Version 1.0.48) a new option has appeared, the "Filter by Attributes" and I believe we could finally check the Passive Perception. I couldn't find a way to make it work, but it's a good start. :)

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Indeed, I spotted that today, too! Certainly seemed like it should do that.

  • @Alkixkix
    @Alkixkix 3 ปีที่แล้ว

    Is there anyway that you can prototype interactions between tiles with token attacher and have them correctly reference the linked tiles when creating new instances of that interaction?

    • @Baileywiki
      @Baileywiki  3 ปีที่แล้ว +1

      Not yet. I've requested the dev create a tagging system in order to make prefabs work out of the box. Feel free to pile on my suggestion if you agree!

  • @iagoMazzola
    @iagoMazzola 2 ปีที่แล้ว

    For some reason this module is giving me two problems. First: When I drag some tile image it doesnt go with the mouse, it stays in place until i drop. Second: some weird interaction with the visible/invisible, some images go invisible when i interact with it. Someone knows how to solve any of this problems? Obs.: Used find the culprit, is 100% this module, sadly :/

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      I think you have another issue going on. This isn't typical behavior. Ask on Ironmonk's Discord!

    • @iagoMazzola
      @iagoMazzola 2 ปีที่แล้ว

      @@Baileywiki ok, thanks !

  • @TheBenur06
    @TheBenur06 2 ปีที่แล้ว

    Thank you very much for this vidéo. I'm delight to enhance my games with this powerful module, and your video is so nice to apprehend it. Your tiles presented are perfect. Where can we get them ?
    A french GM

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      Those tiles are something I created along with all of the other map assets that you see in my videos. All of it is available from my patreon if you sign up for just one month. There is a link in the video description!
      The tiles you are referencing I call "active tiles" and they are in my Modular Towns module.

  • @hananack
    @hananack ปีที่แล้ว

    hy baileywiki
    is there an action that waits until a new combat turn starts and then activate another tile

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว +1

      I almost never play with the combat actions, but I've seen a lot of them, including triggers for the beginning or end of combat.
      If you're asking if you can daisy chain different tiles, then I imagine you could use one of those combat triggers to trigger the first tile, and have the last action of that tile be to activate (not trigger) the next tile, and so on. Then just let the combat rounds do the triggering.

    • @hananack
      @hananack ปีที่แล้ว

      @@Baileywiki yes thats exactly what i did but I wanted to deactivate the second tile after it plays the animation so it wont run on the second turn and the "deactivate" action does not seem to work

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      I think you need to use the Play Animation action, but use the "stop" drop-down inside that action.

  • @joshuabrett
    @joshuabrett 3 ปีที่แล้ว

    @Baileywiki, I'm curious how you might create an active tile trigger for giving a player control of a "ballista turret" token or tile while they are physically on the ballista tile, then remove their access to the token as they exit said tile. Any ideas would be appreciated!

    • @Baileywiki
      @Baileywiki  3 ปีที่แล้ว

      I found swear there is a proximity check that's now available. I would create a Control Token for the ballista (using Token Attacher module) such that an attack can be launched with it, and I can reuse the prefab later.
      I have an animated cannon that I've been tinkering with to the same end.

    • @joshuabrett
      @joshuabrett 3 ปีที่แล้ว

      @@Baileywiki I must be missing the proximity check. I found a workaround that seems to be freezing my game up (hardware is excellent, so it's not that). What I'm doing is having a small tile that covers the same space as the ballista token, and configures permissions for the player to become "owner" of that ballista tile. Then a larger tile that encompasses the smaller tile, that upon exit then removes permissions. For some reason, having the smaller "on" tile inside the larger "off" tile is causing issues. I might make a weird polygonal tile that wraps the smaller one without overlap, and see if that helps.

    • @Baileywiki
      @Baileywiki  3 ปีที่แล้ว

      Yeah, best to find your way to Ironmonk's discord at this point. They are pretty helpful there!

  • @Caine751
    @Caine751 3 ปีที่แล้ว

    Hi there! I am brand new to Foundry and I've been trying to learn some stuff. I found your video after looking at a different module that triggers things. This looks more like what I want, so thank you. I wanted to ask if this module is system flexible? I mean, is it dedicated to 5E or could I use it with PF2E? I also skimmed your personal Paetron page because I was impressed with the clarity of this video. are the materials you provide there also system flexible? In case I want to patronize ? (I should say agnostic, but.. )

    • @Baileywiki
      @Baileywiki  3 ปีที่แล้ว +1

      Indeed, everything I do is game system agnostic, whenever possible. I can't think of anything that might have a dependency, in fact.
      You'll have to ask the Active Tiles developer (Ironmonk) where he has any system dependencies, since it's not my module and I don't test it across systems. But it's pretty flexible from what I've seen.

    • @Caine751
      @Caine751 3 ปีที่แล้ว

      @@Baileywiki I'm watching this Foundry Basics: Scenes video you recently put up. Exactly the sort of stuff I'm looking for. Not that I (or anybody else) will always want basic videos but this one of the better start videos have watched.

    • @Baileywiki
      @Baileywiki  3 ปีที่แล้ว

      Right on. Props to Zephyr for making it. Will try to make more!

  • @norwaypete
    @norwaypete 3 ปีที่แล้ว

    where did you find the animations for the tiles?

    • @Baileywiki
      @Baileywiki  3 ปีที่แล้ว +1

      Gorgon. Check the video description or just Google "gorgon Patreon"

    • @norwaypete
      @norwaypete 3 ปีที่แล้ว

      Can you have the tiles limit vision like create darkness or do i need to use a macro for that?

  • @RobertMcGovernTarasis
    @RobertMcGovernTarasis 7 หลายเดือนก่อน

    Is it just the random videos I’ve seen from yourselves … but does Bailey actually exist? Coz they haven’t voiced a video I’ve seen yet (in my admittedly small sampling of videos)

    • @Baileywiki
      @Baileywiki  7 หลายเดือนก่อน +1

      I exist! Well, I think I do. I stay chained to a drafting desk too often.

    • @RobertMcGovernTarasis
      @RobertMcGovernTarasis 7 หลายเดือนก่อน

      @@Baileywiki ahh good to know! I think, so far, main person I’ve heard is Zepher(?).

  • @JuddsonIvines
    @JuddsonIvines 7 หลายเดือนก่อน

    Where did you get the tile icons? I don't seem to have those.

    • @Baileywiki
      @Baileywiki  7 หลายเดือนก่อน

      You can get those from my library. I created them specifically for Monks Active Tiles which is what they are called: Active Tiles.