How to make an automated trap in FoundryVTT

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  • Опубликовано: 15 ноя 2024
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Комментарии • 41

  • @Ryanrussell87
    @Ryanrussell87 Год назад +16

    Very helpful, but would recommend slowing down the pace of the video so people have enough time to see what you're doing on screen and process that info before moving on to the next step. I had to pause and rewind this video way too often.

    • @questmarq7901
      @questmarq7901 Год назад

      True that, but at the same time you can slow down the video

  • @userAS456
    @userAS456 9 месяцев назад +2

    Very helpful thx. What about traps who hit first target(closest) in zone? Cant find solution for it.

  • @Lanarchy
    @Lanarchy Год назад +4

    Easy, thanks! I never knew how to get the perception part to work properly. Now I do!

    • @VillainousFoundry
      @VillainousFoundry  Год назад +1

      Excellent!

    • @RoFlaFen
      @RoFlaFen 7 месяцев назад +1

      The characteristics check does not work for me, it just writes ERROR in the chat

  • @gor6518
    @gor6518 Год назад +2

    Awesome guide! Thanks!

    • @VillainousFoundry
      @VillainousFoundry  Год назад +1

      Glad you enjoyed it and thanks so much for your comment!

  • @MuhammedMuhammed-xd7qo
    @MuhammedMuhammed-xd7qo Год назад +1

    I'm glad we can grab modules like this to do what we want but it's frustrating that basic stuff universally used mechanics like this aren't inherently baked into the VTT by default.

    • @VillainousFoundry
      @VillainousFoundry  Год назад +1

      I personally wouldn't say this is a universally used mechanic. I'm sure it would be different for say a d6 system, or a d100 system. Or even whatever Edge of the empire uses. But yes things like what drag ruler does should be baseline in the VTT

  • @TySmith-z6y
    @TySmith-z6y Год назад +1

    how i hide the white boxes the tiles become?

  • @bladewraith
    @bladewraith Год назад +2

    This is great, but shouldn't trap detection be using passive perception unless they are actively searching?

    • @VillainousFoundry
      @VillainousFoundry  Год назад +1

      Technically yes, but currently with MATT and Monk's Token bar can't set it up to use passive perceptions of the token walking into the trigger

    • @891Demonkiller
      @891Demonkiller Год назад

      @@VillainousFoundry You can use passive perception! Use the Following Actions in Monks Active Tiles
      FIlter By Attribute
      --Select Entity - Triggering Token
      --Attribute* - skills.prc.passive
      Value* - >= 14 (This would be for a DC 14 trap.
      Check Entity Count
      Select Entity - Current Tokens
      Collections - Tokens
      Could* - > 0
      If none exist goto - "You will create a landing for this. Put the name of that landing here"
      So now you have pulled the passive Perception of your player, and checked to see if it is >= 14. Now you need to decide what happens.
      If it is less that 14, the logic will go to the landing you named in the "If none exist goto" box. So you will need to set that landing up in your actions to be whatever happens when the trap triggers.
      If it is more than 14 or more, the logic will continue processing through the actions. So you would need something like
      Stop Token Movement
      Chat Message "You see a trap"
      Personally, for my traps, I check passive perception, if they fail then the trap triggers. If they pass, it asks if they want to investigate the trap and prompts an investigations check. It then asks if they want to try to disarm and prompts a sleight of hand check. The DC for the sleight of hand is based off the results of the investigation check. If they pass the disarm check, the trap disarms, if they fail it triggers.

  • @graynightblue
    @graynightblue Год назад +1

    How do you get the dice to roll automatically like that? Mine pops up the attack and damage buttons, but then I have to roll them manually.

    • @VillainousFoundry
      @VillainousFoundry  Год назад +2

      If you followed everything exactly then I believe you'll also need the Midi-qol mod, which allows automation of attacks and such

    • @Daniel-nb4cp
      @Daniel-nb4cp Год назад

      @@VillainousFoundry I followed exactly and get prompted as well. What setting on Midi-qol skips this?

  • @AxiumVTT
    @AxiumVTT Год назад +2

    Great stuff as always 👍

  • @Bam1435
    @Bam1435 Год назад +1

    HI There, great tutorial. However I cannot figure out why my trap is not auto applying damage, if attack hits. Any Idea Why?

    • @embreeslifts9077
      @embreeslifts9077 11 месяцев назад

      same problem did you find a fix?

    • @Bam1435
      @Bam1435 11 месяцев назад

      @@embreeslifts9077 unfortunately no :(

    • @CrazyCrethon
      @CrazyCrethon 11 месяцев назад

      @@Bam1435 Are you at least able to have it auto attack and determine if the attack hits? I an unable to make this happen. It only shows me the attack roll. I have MIdiQOL set up such that when a character or monster attacks each other it auto detects hits and applies damage but not with this.

  • @nappahughes4274
    @nappahughes4274 Год назад +2

    This was helpful thanks! !!!

  • @nereamorellsempere3750
    @nereamorellsempere3750 Год назад

    Hi! I'm new to Foundry VTT and this is just what I wanted, a way to make the Perception check automathic for the traps ahead. But in my case, a window from TokenBar pops up to select the roll I am asking for. By default it shows what I marked in the triggers (Perception check), but I have to click on the "Resquest with Roll" button of this window for the roll to be made (and the game pause if I am fast enough). I don't see this window in your video, so any idea why this happens? I already have midiQOL by the way.

  • @YelloDuzzit
    @YelloDuzzit Год назад +1

    Great video! Thanks! However, I dont really like the whope, "the players wont even know they're rolling" bit

    • @VillainousFoundry
      @VillainousFoundry  Год назад +1

      So, this is the problem with automation of this sort of stuff. If you only have automation for when there are traps, then as soon as a player crosses the trigger, no matter if they roll low, the player knows "Oh, there is a trap ahead" and have to pretend that their character doesn't know. So you have two options, be fine with the knowledge that your players now have to not metagame, or roll in secret for them

  • @roberttschaefer
    @roberttschaefer Год назад +1

    This is nice! What I don’t understand is why you created an actor?! You can simply add “harm/heal” line command to the same tile, then add damage roll [[-3d6]].

    • @VillainousFoundry
      @VillainousFoundry  Год назад +1

      That's great for when you want to instantly apply the damage and the target gets no save/to hit, but if you want the trap to either be a to hit trap or to cause them to roll a dex save to avoid the damage then you need an actor

    • @shayulghul
      @shayulghul Год назад +2

      Agreed. Monk's has some default features that can make the setup pretty easy. One cool thing you can do with a trap actor is that you can assign animations and apply extra effects. I have a combination of both in one of my games.

    • @roberttschaefer
      @roberttschaefer Год назад

      @@shayulghul yes, and the very best animations can be found in the JB2A module Just go their DND 5E folder

    • @shayulghul
      @shayulghul Год назад

      @@roberttschaefer Yep, I'm a JB2A patron. I use their animations for almost everything.

  • @TenInfi
    @TenInfi 9 месяцев назад

    Now with automated saving throw and damage rolling, please

  • @GuilhermeKauffman_Arquitetura
    @GuilhermeKauffman_Arquitetura 7 месяцев назад

    Good video, but I had to watch it at a reduced speed to understand the instructions

  • @shumpes
    @shumpes 10 месяцев назад +1

    would love to give this a good comment but OP decided to not actually show what he was doing near the end and just speed run through.

  • @questmarq7901
    @questmarq7901 Год назад +1

    Dont listen to them, i love ur short videos. Timestamps maybe for people can help

  • @vampiregoat69
    @vampiregoat69 4 месяца назад

    Might want to go a little slower as this is hard to follow even if you pause it

  • @dlsisson1970
    @dlsisson1970 5 месяцев назад

    Way too fast and either the new version is different or I still missed a step.