Better Foundry VTT Automation

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  • Опубликовано: 29 сен 2024

Комментарии • 12

  • @alanvaughn4589
    @alanvaughn4589 11 месяцев назад +2

    More great content, just in time for my game! I'm running my first proper game in foundry tonight, and I was sitting down to finish preparing when this video dropped! I'm using things I learned here already! Your tutorials have been SO useful the past few weeks as I've been setting up Foundry and using Dungeon Alchemist. Thanks!

  • @johnnysolami
    @johnnysolami 11 месяцев назад +1

    Thank you!! I've been getting deep in this topic lately, kinda obsessively automating every item and spell in my compendia.

  • @stefanokodmar8110
    @stefanokodmar8110 11 месяцев назад +1

    You should really make a "beginner to master Foundry guides pack" in which you explain the thought process and all we need to become as good as you using this software! Really amazin work mate

    • @ThatItalianGuySA
      @ThatItalianGuySA  11 месяцев назад +1

      Thanks for your kind words! I dabble, but the real masters are the people in the Foundry VTT Discord server and in Posney's automation one. In fact, every time I got stuck on something while working on this video I was able to get help there! Can't recommend enough if you are interested in upping your automation game :)

    • @stefanokodmar8110
      @stefanokodmar8110 11 месяцев назад

      let them ask you one thing since you are so kind.@@ThatItalianGuySA
      Do you know how to make Damage over time abilities ? Basically i have a Tabaxi Monk in my team who has a claw attack that makes people bleed based off of his monk die. This bleeding can be stopped by the target if he uses an action to patch the wound . no matter how I try I can't make this work.

    • @ThatItalianGuySA
      @ThatItalianGuySA  11 месяцев назад

      @@stefanokodmar8110 the easiest way would be to create an Active Effect with the OverTime flag for Midi-QOL gitlab.com/tposney/midi-qol#flagsmidi-qolovertime-overtime-effects.
      Create an Effect with "flags.midi-qol.OverTime" as the Attribute Key, "Override" as the Change Mode and something like "turn=start, damageRoll=1d6, damageType=piercing, actionSave=true, label=Bleed" and add it to the claw attack. The effect will be applied when the monk hits something with the claw attack; it will deal 1d6 (or whatever else you set it to) piercing damage at the start of each of the target's turns until it is manually removed. Please note that this will only work during Combat!
      You can have a better look at all the available parameters in the link above; if you are having issues with this the best place to ask is Posney's automation Discord (linked in the video desc). Hope this helps! :)

  • @themanmorgan117
    @themanmorgan117 8 месяцев назад

    Do you know how to have a creature with a "damage on being hit" ability like fiery presence or heated body in 5e automatically deal damage to their attacker with that ability? ie how to automate "player hits azer with sword, azer's heated body deals damage to player" automatically

    • @ThatItalianGuySA
      @ThatItalianGuySA  8 месяцев назад

      Hey there! This can be partially done quite easily with Midi qol - just set up a feature on the Azer with the action type "Reaction Damaged"- each time theAzer is damaged, it'll prompt you to roll this. If you want to fully automate this though, you'll have to script it - mostly cause you would have to clear targets and then target the attacker before the damage is rolled. You can check to see if there are existing spells/features with automation for something like this on midi (like Fire Shield), or check the Midi qol discord for assistance with the script.

    • @themanmorgan117
      @themanmorgan117 8 месяцев назад

      ill give that a shot, thanks. even if its a "reaction" it should take up the monsters reaction to use, right?
      @@ThatItalianGuySA

    • @ThatItalianGuySA
      @ThatItalianGuySA  8 месяцев назад +1

      Reaction damaged actions will keep prompting you for confirmation each time a monster is damaged, no matter how many times they trigger in a round - not sure if midi tracks if you have used your reaction at all.