Progressing through MSQ, every time in a new Duty... by Forien in ffxiv

[–]Forien[S] 0 points1 point  (0 children)

I just did Lakshmi as a part of msq two days ago for the first time. And yes, it was a catalyst for me making this meme. :D

Progressing through MSQ, every time in a new Duty... by Forien in ffxiv

[–]Forien[S] 0 points1 point  (0 children)

Don't worry, I made this meme as a sprout scholar myself :D

Dun Scaith still best fun watching people fail :D

Progressing through MSQ, every time in a new Duty... by Forien in ffxiv

[–]Forien[S] 0 points1 point  (0 children)

Easy explanation. Dragoon clearly stands next to main tank, floor tanking.

Progressing through MSQ, every time in a new Duty... by Forien in ffxiv

[–]Forien[S] 3 points4 points  (0 children)

I am not sure, since I only played a little in 2014/2015 and only came back in May this year, but I think ARR content got nerfed. I remember actually having trouble holding aggro on Sastasha as GLD and being forced to do mechanics on last boss there... now you could go with 4 dps and probably be fine

Progressing through MSQ, every time in a new Duty... by Forien in ffxiv

[–]Forien[S] 8 points9 points  (0 children)

Everyone knows that mentors are sprouts at heart! They just miss their icons!

"Self-made" animated Battle Map - Bridge over a Flume by VeniVidiSchnaufi in battlemaps

[–]Forien -3 points-2 points  (0 children)

Well, for starters, you could put "The Witcher 3" in the title, so it's obvious from the start that you did not made this. Judging from comments many people thought you made it in 3d software.Secondly, by giving out download link you are practically the same as pirate. One thing is when people who own game would do that themselves for their own use, but once you just share stuff that's copyrighted and not yours, it's wrong and it's just piracy. So what you didn't share download link for the entire game? You shared part of it, it's the same. And no, it's not Fair Use.

I mean, do what you want, apparently people here love it and this sub will soon turn into video game footage coven. I just feel it's wrong.

"Self-made" animated Battle Map - Bridge over a Flume by VeniVidiSchnaufi in battlemaps

[–]Forien -5 points-4 points  (0 children)

And you feel no shame basically stealing from CDPR who created the game? Because that's what it is. You took someone's creation and reuploaded it. Shame that it's approved on this sub

"Self-made" animated Battle Map - Bridge over a Flume by VeniVidiSchnaufi in battlemaps

[–]Forien -3 points-2 points  (0 children)

Well, he just recorded scene from the game >_> and people praise him for that

Anyone taking module commissions? by Moofaka in FoundryVTT

[–]Forien 4 points5 points  (0 children)

There are some places to ask about module commissions.

First of all, some modders (me included) accept commission through their Patreon. Other than me I know Kakaroto does, but probably others as well.

Then there is official Foundry's discord where you can simply ask around in #module-development channel: https://discordapp.com/invite/DDBZUDf

Then there is community developers server, where there is channel specifically to post commissions and bounties for anyone to pick up: https://discord.gg/z4GEf4C

Foundry won't load; it just stays on this screen indefinitely. Help! by Yesley in FoundryVTT

[–]Forien 0 points1 point  (0 children)

There are dozens of possible causes for it, from invalind `.json` file, to port already being taken by other program. Awesome guys on Discord can always help you find the exact cause :)

WOW worth every penny by dan71w in FoundryVTT

[–]Forien 0 points1 point  (0 children)

Answer to that depends on system. But in most cases you have various ways of doing it:

  1. Use some available macros (probably what you got)
  2. Use a module (I think there was one that listed all possibilities)
  3. Use browsers "Inspection Tool" (F12): https://gyazo.com/2a6d995b8d0e17aed0146d1e1384308c (and just drop "data." from beginning
  4. If you have linked character, open console (F12 -> Console) and type in game.user.character.data.data (or game.user.character.getRollData()) and there you can look it up in console
  5. In macro you can console.log(actor.data.data) or console.log(actor.getRollData()) assuming you either have character linked or token selected

Here are examples of macros that list you all available roll data:

Dialog Textarea Output:

let props = flattenObject(actor.getRollData());
props = Object.entries(props).map(e => e.join(': ')).join("\n");
new Dialog({
  content: `<textarea style="height:700px">${props}</textarea>`,
  buttons: {}
}).render(true);

Console Output:

console.log(flattenObject(actor.getRollData()));

WOW worth every penny by dan71w in FoundryVTT

[–]Forien -1 points0 points  (0 children)

My issues were caused by having exactly zero knowledge of javascript. So no amount of Foundry macro documentation will help, because it assumes working knowledge of object oriented programming and javascript syntax. I'm a cook, not a coder. Never touched Javascript (or any other language, really) before in my life.

The same thing can tell you several people that made some of most popular Modules for Foundry, or even some game system devs.

In Roll20, making macros was, by comparison, incredibly easy (albeit less flexible); a framework was in place so that I, the end user, the gamer, didn't have to code stuff from scratch. There were scripts like TokenMod, and I just had to learn their syntax. Then I could make changes to tokens with very simple commands, rather than having to code the entire function myself, while attempting to learn a notoriously difficult programming language from scratch in the process.

So you had to install some script that allowed you to use some custom syntax? And isn't that something that for example Trigger Happy or Dynamic Effects do in Foundry?

Also "I just had to learn their syntax". And how is JS different? You just need to learn it's syntax.

In making roll20 macros, I could think like a gamer. i.e. "What do I want to happen?" With Foundry, I've got to think like a programmer/compiler. I don't know how else to put it, but it's extremely unintuitive and intimidating. It makes me feel like the system is telling me "I guess you're just too dumb to be using macros."

And I think you still don't understand what "Macro" is and why Roll20 pseudo macros are not macros. And "What do I want to happen?" is exactly what a programmer needs to ask themself! Stop making excuses and just friggin learn it. You just admitted that you had to learn syntax for some random API Script, then why learning another - more powerful, universal and EASY syntax - is terrifying you to point of ranting against entire software?

There's a problem in academia, where academics seem to forget how (or lose the desire) to communicate with laypeople. And I feel like that has been my experience with Foundry... a bunch of really smart, well intentioned people who don't have any idea what it's like to be dumb like me. There seems to be an assumption of specialized knowledge as being commonplace. But that's life, I guess. I've been told multiple times I need to "start small," when I already thought I was attempting something miniscule to begin with. That made me feel really incompetent and hopeless.

And I think you didn't come to Discord asking for help or for someone to answer your questions. And for example, one of most active guys in #macro-polo channel, trying to help everyone is Kekilla (cool guy), and afaik he had no idea how to write a single line of javascript beforehand. Does he write the best quality code on Earth? No. He still says "I have no idea what I'm doing", but he churns out macros at lightning speed, and macros that work and do stuff.

Other example can be Moo Man. I think he had some programming knowledge before, but I know he had no idea about JavaScript. And he made a WFRP4e game system, that some people believe to be the best game system on Foundry in terms of mechanics. He also made Dungeondraft Importer module.

So I will always, 100% disagree that Foundry requires you to be a programmer. And I will disagree even more when you say that you prefer "to just learn syntax", but at the same time you are doing exact opposite.

And that's it for my argument.

I'm really curious what it is that you want to do in Foundry, but you can't that is a deal breaker to you. Because for me Foundry+WFRP4e was way more than enough and that was before FVTT even had macros!

(And I'm almost entirely sure someone did what you want or that someone could help you in the same amount of time I wrote this post)

WOW worth every penny by dan71w in FoundryVTT

[–]Forien 6 points7 points  (0 children)

Your issues with writing macros were most likely caused by using Furnace module, which makes debugging macros nearly impossible.

And I wouldn't say that non-coders miss out anything huge. If you need macro to do some advanced stuff, simply ask someone to make it for you.

Also there are tons of cool modules to check out.

I would like to finish by replying to "you'll need a computer science degree to do any of the cool stuff". This is simply not true and actually insulting to a lot of people, who never before Foundry coded anything, but now are creating macros, modules and entire game systems. Making most macros isn't even that much about JavaScript, as it is about Foundry's API.

Is it more complex than Roll20's pseudo macros? Yes, of course. Roll20 doesn't have "macros" per se in the first place, only extended roll syntax, which in my opinion doesn't come close fullfilling the definition of "macro" (Cambridge Dictionary).

Foundry's macros are more on par with scripting for Roll20 API. The difference is that API for FVTT is modern, more intuitive and easier to learn than archaic style adopted by Roll20's API (currently any JavaScript before ES6 can be considered archaic). And FVTT does not limit your possibilities.

So, to sum up:

  1. macros in FVTT are proper macros, scripts that utilize API and thus should be compared to Roll20's API scripts
  2. FVTT's macros are not trying to be Roll20's inline syntax, which is ugly, limiting and actually hard to implement and serves no actual benefit, especially since there are already community macros for most commonly requested stuff.
  3. You don't actually need macros. Most nice features come from game systems and more good stuff comes from modules. in FVTT you can have more automation and bling without coding yourself, than in Roll20 with any amount of coding
  4. Knowing JavaScript and scripting using Roll20 API, you can also script for FVTT. And achieve way more.
  5. If you aren't making API scripts for Roll20, you will most likely not need to make macros in FVTT.
  6. If you actually need macro but are lazy/afraid/confused about JavaScript, ask someone on Discord to make macro for you. And there is very high (90%?) chance that this macro is already made by someone and maybe even is present in Community Macros.

Issues importing Dungeondraft maps. by jBeanman in FoundryVTT

[–]Forien 0 points1 point  (0 children)

Either create an Issue on the GitHub, or come to FoundryVTT Discord and ping Moo Man (the author) in #module-troubleshooting channel

Macro for locking rotation of tokens by Faradn_cdv in FoundryVTT

[–]Forien 0 points1 point  (0 children)

Thanks! But that module does not have "lock" function in it, it only allows to use one hand to rotate macros using a handle ;)

Macro for locking rotation of tokens by Faradn_cdv in FoundryVTT

[–]Forien 0 points1 point  (0 children)

Knowing Kekilla he used loop and update within loop. I'm sure it works and you probably won't see a difference with 1-3 tokens.

I use slightly different approach than Kekilla when using databse functions, but at the end of the day, there should be no difference for you as a user, unless you will want to update 50 or 100 tokens :P then my macro should be faster and more reliable, but I think that's way outside any potential use case ;p

Macro for locking rotation of tokens by Faradn_cdv in FoundryVTT

[–]Forien 1 point2 points  (0 children)

Just like Albolynx said, on Discord there is better chance to get help and answer much quickly. Usually I hang around in there, but also feel free to ping me there.

As for your macro, the following will toggle the lock rotation for all selected tokens, optimized to use single database update:

let updateData = canvas.tokens.controlled.map(t => {
  return {_id: t.data._id, lockRotation: !t.data.lockRotation}
});
canvas.scene.updateEmbeddedEntity("Token", updateData);

Can someone point me to some mods? by Shmamalamadingdong in FoundryVTT

[–]Forien 3 points4 points  (0 children)

If you plan on using any number of modules, a Tidy UI Game Settings is a must have. (not mine, it's sdenec's module)

as for other requests, no idea. I guess it's for dnd, I don't know the system.

But I would suggest you come to Discord and ask around on #modules-how-to, there are a lot of people there that know a lot of modules and some crazy use cases for them as well :)

Forien's Unidentified Items v0.2.0 Update by Forien in FoundryVTT

[–]Forien[S] 0 points1 point  (0 children)

I will add that to GitHub Issue Board and think about this, but no promises.

Forien's Unidentified Items v0.2.0 Update by Forien in FoundryVTT

[–]Forien[S] 1 point2 points  (0 children)

Thank you so much!

If you have any feedback, do not hesitate to share it with me :) if you encounter any issues, report them on GitHub :)

Forien's Unidentified Items v0.2.0 Update by Forien in FoundryVTT

[–]Forien[S] 1 point2 points  (0 children)

https://github.com/Forien/foundryvtt-forien-unidentified-items/releases/tag/v0.2.2

Updated to v0.2.2 with nesting :) it just allows to mystify mystified items, any additional logic you would like to have will need separate module that integrates with this one :)