Hey, sorry didn't see the comment. But no, they'll open it automatically, there is a lot of different ways to do it. They just opens it without permission.
@@ddpopulationme1545 I've been messing around with this and been pretty happy with this module so far. However I am having a strange issue, when I make a trigger either to open a journal or run a macro it works perfectly when I log in as a player but when I am logged in as GM it only works occasionally. Is that normal?
@@GumundurBGislason I've been having the same issue of late, even with all other modules turned off. I don't think I've updated updated Trigger happy or Foundry itself since I had it working so I can't for the life of me figure out what may have caused it, but if I figure anything out I'll amend it to this comment.
@@GumundurBGislason To everyone who sees this in the future and especially the good chap, Guðmundur I've figured out what was wrong on my end. I'd somehow accidentally toggled trigger happy off for myself. On the left side of your screen under the basic controls menu there's a smiley face that toggles Trigger Happy on and off. It's purple both ways so it's easy to miss it being off, but make sure it's bright and purple rather than dark and purple. Fixed my issue right up, and now I feel silly. >_>
This video was very helpful, concise, and clear, thank you. Couple questions, is there a way to link the open door button in a way that could be used in Trigger Happy, is there a way to bring token from being invisible to visible via move over commands, could you move a token physically via the teleport you did in the video, or mus you add tokens manually to that as well, and lastly is it possible for you to post macro script you had so I can dissect it and get a taste for it? As I am trying to familiarize myself with the syntax.
Hello there, sorry for the late response as I just moved houses! 1. Opening a door is technically not a trigger, but it is looked into. Seems Kakaroto can't find a valid way of doing it. 2. You can definitively make a Token Visible/invisible with the help of Dynamic Effects. You might be interested in forums.forge-vtt.com/t/trigger-happy-traps/3448 . 3. I am not quite sure what you mean by: could you move a token physically via the teleport you did in the video, or mus you add tokens manually to that as well 4. Macro: const journal = game.journal.entities.find(j => j.name === canvas.scene.name) if (journal) { new Dialog({content: journal.data.content, buttons: {ok: {label: "Ok"}}}).render(true) }
Does this work with doors and actor attributes? I'm thinking of making a trigger that unlocks a door when the actor who clicked it has a key in their inventory
Very helpful video, thanks so much and keep them coming! Did you create the 'transparent token' manually? Any tips for creating that would be great thank you
To get a transparent token, you erase everything in the file, I don't think paint alone can do this, but any other software that saves as .png should be able to do it ^^ It is essentially an empty .png file. You can also just have this file from my side: assets.forge-vtt.com/5e4d44f141c29601b2167a91/Transparent.png If you paste the URL like shown in this screenshot: gyazo.com/97ced8f1d75a9507953bcebc8f6e941b it should work. If you paste it in, it'll use the URL. As a response to John Casker too. I hope it explains how to do it. If any further questions feel free ^^
Hi! I very much appreciate your tutorial - I'm brand new to Foundry but this is helping to convince me that I can do what I want with it. :) If you please, could you explain how you have a transparent token option? I've googled this but to no avail. Thanks!
To get a transparent token, you erase everything in the file, I don't think paint alone can do this, but any other software that saves as .png should be able to do it ^^ It is essentially an empty .png file. You can also just have this file from my side: assets.forge-vtt.com/5e4d44f141c29601b2167a91/Transparent.png If you paste the URL like shown in this screenshot: gyazo.com/97ced8f1d75a9507953bcebc8f6e941b it should work. If you paste it in, it'll use the URL. If anything else, feel free to ping me in the discord server! @Kevin- | Dndpopulationme
You absolutely can. There would be a couple different macros for this. The easy way would be: ``` AudioHelper.play({src: [URL FOR SOUND]}, push); ``` You can also pick up the compendium of furnace and look at "play audio" or more advanced: forums.forge-vtt.com/t/sound-macro/12573
I can get it to move someone to a different scene. But if the user (in his own browser) tries to move in the new scene (when it's not activated by the GM in the foundry) it wigs out. Is this standard?
A problem I was having was I kept triggering the chat message /DoTrapAttack Traps "Fire" FireTrap1, turns out you have to make sure Advanced Macros is on under The Forge Settings in GM mode. Only took me an hour to figure that out lol. Thanks for the vid!
For some reason i cannot get this module working very frustrating cause it seems cool and i have a idea for a star map for my starfinder campaign. thank you for the tutorial though welp never mind somereason its working now so fantastic cant wait to mess aroudn with it maybe figure out what i was doing wrong
Possibly a weird question, but perhaps someone has figured it out with a macro or something. Anybody know how to make a token invisible when the owner isn't on the scene, or something similar? That would be really handy for immersion if one person goes somewhere but the other folks don't
So, in reality, this would only work if a "Trigger" moves them to another scene. I have done this in one of my games, it involves teleporting the player off-screen when they "go out the door", then they get to the city map. This doesn't require a GM either. So a lot of offline roaming. Then when they go into a store, their token gets moved "through the door" then they can move normally again. I wonder if you could set up a "reset all" kind of thing, every time they walk into a new place. then it would just move them out on that scene due to order. I can help you with macroing it up, if you're interested ^^
Doors are sadly not a valid trigger, as there isn't a easy way to "name" doors, you can only base it on ID. I am not sure if it is a feature of the future, but as of right now: The workaround is to have a click-able token under the door, so when they click the area, it will activate what you want.
@@ddpopulationme1545 I tried to do this, but when the player clicks on the door icon, it does not activate the trigger. Anyway, thanks for the reply and, taking advantage of this comment, I'm setting up a trigger so that, when the scene is activated, he rolls a table, but I wanted this roll to be only for the GM, I don't want the player to see it. Can I do that?
Hello ^^ Sorry for the late respons, I totally forgot.. Anyways: ``` // Simple macro example to only roll from a table and whisper the result to the DM const table = game.tables.entities.find(t => t.name === "RollTableName"); let roll = table.roll(); let chatData = { user: game.user._id, speaker: ChatMessage.getSpeaker(), content: roll.results[0].text, whisper: game.users.entities.filter(u => u.isGM).map(u => u._id) }; ChatMessage.create(chatData, {}); ``` Should work just fine. It's a macro, you'll have to edit the "RollTableName" to the Name of the rolltable. If you use furnace, you can make it "execute as GM". Turn that and the GM will whipser it to themselves. Ignore the "```". They are to show where the macro starts and stops.
@@ddpopulationme1545 No problem dude! If not asking too much, is it possible to make the triggers activate, for example, every 10 minutes, with the mod about time? Thank you so much for your answers! xD
I appreciate the video, but I will be honest, I'm having a little trouble following. May I suggest you break the steps down a little more granularly and show the text a little more clearly so we can really see the syntax?
Hello, so, these videos are made to be paused in your own time, and most things in this tutorial are drag and drop. The macro syntax itself was just an example macro, I think I have posted it here for other users, but if it is wanted, I could make a Macro page for you guys, so you can use them as wanted. Other than that, it was supposed to be a "basic tutorial", I don't think I remembered I should probably have "in-between" thumbnails, to explain "this is the next part". If you have suggestions on how I should have done it, I gladly take criticism, this is a teaching video, so it should be easy to follow, and it seems in this case, it wasn't. Hopefully it hasn't harmed it too much that I didn't include the macro, but here it is if you want it: ``` const journal = game.journal.entities.find(j => @t === canvas.scene.name) if (journal) { new Dialog({content: journal.data.content, buttons: {ok: {label: "Ok"}}}).render(true) } ```
This helpful for solo scenario
Will you be making an update for foundry v10+ as the journals look very different now and that makes it hard to follow your instructions?
are you willing to share that macro for the dialog mentioned at 6:35?
Here yah go:
```
const journal = game.journal.entities.find(j => j.name === canvas.scene.name)
if (journal) {
new Dialog({content: journal.data.content,
buttons: {ok: {label: "Ok"}}}).render(true)
}
```
In your first example with the dialogue journal, do the players need to be observers or owners of the journal?
Hey, sorry didn't see the comment. But no, they'll open it automatically, there is a lot of different ways to do it.
They just opens it without permission.
@@ddpopulationme1545 I've been messing around with this and been pretty happy with this module so far.
However I am having a strange issue, when I make a trigger either to open a journal or run a macro it works perfectly when I log in as a player but when I am logged in as GM it only works occasionally. Is that normal?
@@GumundurBGislason I've been having the same issue of late, even with all other modules turned off. I don't think I've updated updated Trigger happy or Foundry itself since I had it working so I can't for the life of me figure out what may have caused it, but if I figure anything out I'll amend it to this comment.
@@GumundurBGislason To everyone who sees this in the future and especially the good chap, Guðmundur I've figured out what was wrong on my end. I'd somehow accidentally toggled trigger happy off for myself. On the left side of your screen under the basic controls menu there's a smiley face that toggles Trigger Happy on and off. It's purple both ways so it's easy to miss it being off, but make sure it's bright and purple rather than dark and purple. Fixed my issue right up, and now I feel silly. >_>
This video was very helpful, concise, and clear, thank you. Couple questions, is there a way to link the open door button in a way that could be used in Trigger Happy, is there a way to bring token from being invisible to visible via move over commands, could you move a token physically via the teleport you did in the video, or mus you add tokens manually to that as well, and lastly is it possible for you to post macro script you had so I can dissect it and get a taste for it? As I am trying to familiarize myself with the syntax.
Hello there, sorry for the late response as I just moved houses!
1. Opening a door is technically not a trigger, but it is looked into. Seems Kakaroto can't find a valid way of doing it.
2. You can definitively make a Token Visible/invisible with the help of Dynamic Effects. You might be interested in forums.forge-vtt.com/t/trigger-happy-traps/3448 .
3. I am not quite sure what you mean by: could you move a token physically via the teleport you did in the video, or mus you add tokens manually to that as well
4. Macro:
const journal = game.journal.entities.find(j => j.name === canvas.scene.name)
if (journal) {
new Dialog({content: journal.data.content,
buttons: {ok: {label: "Ok"}}}).render(true)
}
Does this work with doors and actor attributes? I'm thinking of making a trigger that unlocks a door when the actor who clicked it has a key in their inventory
Very helpful video, thanks so much and keep them coming! Did you create the 'transparent token' manually? Any tips for creating that would be great thank you
To get a transparent token, you erase everything in the file, I don't think paint alone can do this, but any other software that saves as .png should be able to do it ^^
It is essentially an empty .png file.
You can also just have this file from my side: assets.forge-vtt.com/5e4d44f141c29601b2167a91/Transparent.png
If you paste the URL like shown in this screenshot: gyazo.com/97ced8f1d75a9507953bcebc8f6e941b
it should work. If you paste it in, it'll use the URL.
As a response to John Casker too. I hope it explains how to do it. If any further questions feel free ^^
@@ddpopulationme1545 Thank you!
Hi! I very much appreciate your tutorial - I'm brand new to Foundry but this is helping to convince me that I can do what I want with it. :) If you please, could you explain how you have a transparent token option? I've googled this but to no avail. Thanks!
To get a transparent token, you erase everything in the file, I don't think paint alone can do this, but any other software that saves as .png should be able to do it ^^
It is essentially an empty .png file.
You can also just have this file from my side: assets.forge-vtt.com/5e4d44f141c29601b2167a91/Transparent.png
If you paste the URL like shown in this screenshot: gyazo.com/97ced8f1d75a9507953bcebc8f6e941b
it should work. If you paste it in, it'll use the URL.
If anything else, feel free to ping me in the discord server! @Kevin- | Dndpopulationme
Ok, but quick question. Can you make a trigger that will turn on music?
You absolutely can. There would be a couple different macros for this.
The easy way would be:
```
AudioHelper.play({src: [URL FOR SOUND]}, push);
```
You can also pick up the compendium of furnace and look at "play audio"
or more advanced:
forums.forge-vtt.com/t/sound-macro/12573
How do you have the option for transparent tokens?
It's a transparent image :D
If you get a program that can export .png, you can delete everything on the canvas, creating an empty image.
@@ddpopulationme1545 oh cool thanks so much!
Does this work still? im using the latest foundry vtt version?
It sure does :D I've updated everything too, so it should be all good.
@@ddpopulationme1545 ill drop it an update check thanks for letting me know :) I cant get the move to a new scene trigger to work...
I can get it to move someone to a different scene. But if the user (in his own browser) tries to move in the new scene (when it's not activated by the GM in the foundry) it wigs out. Is this standard?
@@landarl I am not sure what you mean by this. It should work, I've recently used it.
A problem I was having was I kept triggering the chat message /DoTrapAttack Traps "Fire" FireTrap1, turns out you have to make sure Advanced Macros is on under The Forge Settings in GM mode. Only took me an hour to figure that out lol. Thanks for the vid!
Hello there! it does? isn't that automatically on? In my tutorial, I didn't configure any settings before I started.
@@ddpopulationme1545 I must of turned it off at one point.
For some reason i cannot get this module working very frustrating cause it seems cool and i have a idea for a star map for my starfinder campaign. thank you for the tutorial though welp never mind somereason its working now so fantastic cant wait to mess aroudn with it maybe figure out what i was doing wrong
Possibly a weird question, but perhaps someone has figured it out with a macro or something. Anybody know how to make a token invisible when the owner isn't on the scene, or something similar? That would be really handy for immersion if one person goes somewhere but the other folks don't
So, in reality, this would only work if a "Trigger" moves them to another scene. I have done this in one of my games, it involves teleporting the player off-screen when they "go out the door", then they get to the city map.
This doesn't require a GM either. So a lot of offline roaming.
Then when they go into a store, their token gets moved "through the door" then they can move normally again.
I wonder if you could set up a "reset all" kind of thing, every time they walk into a new place. then it would just move them out on that scene due to order.
I can help you with macroing it up, if you're interested ^^
Man, can I somehow make it so that when someone clicks to open a door, activate a trap?
Doors are sadly not a valid trigger, as there isn't a easy way to "name" doors, you can only base it on ID. I am not sure if it is a feature of the future, but as of right now:
The workaround is to have a click-able token under the door, so when they click the area, it will activate what you want.
@@ddpopulationme1545 I tried to do this, but when the player clicks on the door icon, it does not activate the trigger. Anyway, thanks for the reply and, taking advantage of this comment, I'm setting up a trigger so that, when the scene is activated, he rolls a table, but I wanted this roll to be only for the GM, I don't want the player to see it. Can I do that?
Hello ^^ Sorry for the late respons, I totally forgot..
Anyways:
```
// Simple macro example to only roll from a table and whisper the result to the DM
const table = game.tables.entities.find(t => t.name === "RollTableName");
let roll = table.roll();
let chatData = {
user: game.user._id,
speaker: ChatMessage.getSpeaker(),
content: roll.results[0].text,
whisper: game.users.entities.filter(u => u.isGM).map(u => u._id)
};
ChatMessage.create(chatData, {});
```
Should work just fine. It's a macro, you'll have to edit the "RollTableName" to the Name of the rolltable. If you use furnace, you can make it "execute as GM". Turn that and the GM will whipser it to themselves.
Ignore the "```". They are to show where the macro starts and stops.
@@ddpopulationme1545 No problem dude! If not asking too much, is it possible to make the triggers activate, for example, every 10 minutes, with the mod about time? Thank you so much for your answers! xD
you rock mannnn, thanks
I appreciate the video, but I will be honest, I'm having a little trouble following. May I suggest you break the steps down a little more granularly and show the text a little more clearly so we can really see the syntax?
Hello, so, these videos are made to be paused in your own time, and most things in this tutorial are drag and drop.
The macro syntax itself was just an example macro, I think I have posted it here for other users, but if it is wanted, I could make a Macro page for you guys, so you can use them as wanted.
Other than that, it was supposed to be a "basic tutorial", I don't think I remembered I should probably have "in-between" thumbnails, to explain "this is the next part".
If you have suggestions on how I should have done it, I gladly take criticism, this is a teaching video, so it should be easy to follow, and it seems in this case, it wasn't.
Hopefully it hasn't harmed it too much that I didn't include the macro, but here it is if you want it:
```
const journal = game.journal.entities.find(j => @t === canvas.scene.name)
if (journal) {
new Dialog({content: journal.data.content,
buttons: {ok: {label: "Ok"}}}).render(true)
}
```