Foundry VTT - V12 - Add on: Monk's Active Tile Triggers is BACK!

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  • เผยแพร่เมื่อ 3 ม.ค. 2025

ความคิดเห็น • 17

  • @meathookmarv5738
    @meathookmarv5738 6 หลายเดือนก่อน

    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.

    • @clay_golem
      @clay_golem  6 หลายเดือนก่อน

      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.

  • @MegaFootDude
    @MegaFootDude 6 หลายเดือนก่อน +3

    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.

    • @clay_golem
      @clay_golem  6 หลายเดือนก่อน +1

      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.

  • @lincr.1988
    @lincr.1988 4 หลายเดือนก่อน +1

    How do you make the buttons green once they're activated?

    • @clay_golem
      @clay_golem  4 หลายเดือนก่อน

      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.

    • @clay_golem
      @clay_golem  4 หลายเดือนก่อน

      Also, just about to drop a little tips video showing exactly this - hope it helps 🙂

  • @MadMethod-qs1en
    @MadMethod-qs1en 6 หลายเดือนก่อน

    That portrait of Strahd looks like Mads Mikkelsen lol

    • @clay_golem
      @clay_golem  6 หลายเดือนก่อน

      I got that image from the free pack by Pyram King.

  • @AxiumVTT
    @AxiumVTT 6 หลายเดือนก่อน

    seems to be working in my game ok so good to see the update are coming.

    • @clay_golem
      @clay_golem  6 หลายเดือนก่อน +1

      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.

    • @mcubas76
      @mcubas76 6 หลายเดือนก่อน

      Thanks for the news! Been waiting for this for a while. Now I just need Chris’ Premades and I’m all set to go

  • @foulwin9719
    @foulwin9719 2 หลายเดือนก่อน

    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.

    • @clay_golem
      @clay_golem  2 หลายเดือนก่อน +1

      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.

    • @foulwin9719
      @foulwin9719 2 หลายเดือนก่อน

      @@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.

  • @carolxs
    @carolxs 6 หลายเดือนก่อน

    I thought v12 provided similar functionality to Monk's Tile Triggers? Maybe not all of the functionality then?

    • @clay_golem
      @clay_golem  6 หลายเดือนก่อน +2

      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.