Mate your tutorials are really good. Where others are overly complicated, and dare I say it long, yours are straight to the point, easy to follow and genuinely helpful. I'm now a subscriber.
Thank you. I was finding lots of "this mod is great", but no actual How To Use. It's hard getting the length right on these things - some are MUCH longer.
For the Tile, in the settings, there is an Images tab. I have two images loaded - a black "button" and a green "active" image. When I click the button, one of the actions I add is "Switch Tile Image" and select the button tile. With each click it ensures the second image (green one) is showing - a nice little indicator for me that I've switched it on.
Just looking at those few little issues, and they're a simple fix. Where I had my tiles fade in to 60% Opaque, in V12 they're too transparent. Upping it to 90% pretty much fixed it. All working well now.
Yeah, I've been using this in my live game (including this exact scene) and it works just fine. The DM view doesn't always match the Player view though (just a general Foundry thing), so the Players see a nice smooth transition, where the DM one is a little janky. It definitely works smoother by Switching image from a transparent one to your chosen image, rather than just fading the tile itself in and out. And much less scene clutter.
@@clay_golem Thank you, I'll try the trick of fading to/from a transparent image. I'm also looking at Sequencer to see if running the fade's from a macro are any more reliable.
Yes it does... for SOME things. But not all things. V12 has no "click here" option to trigger things, but MATTs does. And a lot of the V12 stuff CAN be done but you need to write a Macro for it - MATT has it as part of the drop-down selects, so it's MUCH easier right now. An example: using the V12 Regions, try and make a pit-trap. You'd need to write quite a complex macro to get it to target and do damage, play effects, etc. MATT that becomes really quite easy.
Mate your tutorials are really good. Where others are overly complicated, and dare I say it long, yours are straight to the point, easy to follow and genuinely helpful. I'm now a subscriber.
Thank you. I was finding lots of "this mod is great", but no actual How To Use. It's hard getting the length right on these things - some are MUCH longer.
This is good news. I love this add on. If I can get Dfreds Convenient Effects and Ready Set Roll up and working again I'll be set.
DFreds is the next big one I'm waiting on too. Don't worry, I'll be shouting as soon as I see it's updated.
How do you make the buttons green once they're activated?
For the Tile, in the settings, there is an Images tab. I have two images loaded - a black "button" and a green "active" image. When I click the button, one of the actions I add is "Switch Tile Image" and select the button tile. With each click it ensures the second image (green one) is showing - a nice little indicator for me that I've switched it on.
Also, just about to drop a little tips video showing exactly this - hope it helps 🙂
That portrait of Strahd looks like Mads Mikkelsen lol
I got that image from the free pack by Pyram King.
seems to be working in my game ok so good to see the update are coming.
Just looking at those few little issues, and they're a simple fix. Where I had my tiles fade in to 60% Opaque, in V12 they're too transparent. Upping it to 90% pretty much fixed it. All working well now.
Thanks for the news! Been waiting for this for a while. Now I just need Chris’ Premades and I’m all set to go
Has this been fixed, I'm on version 12.02 and tiles won't fade out they always turn off. Fading in seems to work.
Yeah, I've been using this in my live game (including this exact scene) and it works just fine. The DM view doesn't always match the Player view though (just a general Foundry thing), so the Players see a nice smooth transition, where the DM one is a little janky. It definitely works smoother by Switching image from a transparent one to your chosen image, rather than just fading the tile itself in and out. And much less scene clutter.
@@clay_golem Thank you, I'll try the trick of fading to/from a transparent image. I'm also looking at Sequencer to see if running the fade's from a macro are any more reliable.
I thought v12 provided similar functionality to Monk's Tile Triggers? Maybe not all of the functionality then?
Yes it does... for SOME things. But not all things.
V12 has no "click here" option to trigger things, but MATTs does.
And a lot of the V12 stuff CAN be done but you need to write a Macro for it - MATT has it as part of the drop-down selects, so it's MUCH easier right now.
An example: using the V12 Regions, try and make a pit-trap. You'd need to write quite a complex macro to get it to target and do damage, play effects, etc. MATT that becomes really quite easy.