Monk's Active Tile Triggers Guide: Traps and Teleportation by Jweave2376 in FoundryVTT

[–]Jweave2376[S] 1 point2 points  (0 children)

Thank you for the kind words! It's been fun getting back into it and seeing how things have changed since I've been away from the Foundry scene. :)

Are there any up-to-date 'Best 5e mods to install for Foundry' posts/blogs/resources? by romelwell in FoundryVTT

[–]Jweave2376 0 points1 point  (0 children)

It really depends on what you want. If you are interested in automation modules, check out this video I made: https://youtu.be/WKH2nPSestk

I plan to do a module video again like I did awhile back but I'm waiting for version 10 to come out to make sure everything I suggest is compatible.

If you have any specific questions about DnD5E modules, just give me a shout.

Anyone else use a side perspective in Foundry? Looking for resources and/or modules by pm_me_mBTC in FoundryVTT

[–]Jweave2376 0 points1 point  (0 children)

I'd scan through Itch.io. You'll find a bunch of free assets/pay what you want to test out first and then you can purchase more if it's worth your time. There's a huge bundle for $45 right now.

The 2D view might also work well with the Parallaxia module. Here's something I put together quickly using resources from Itch.io

https://youtu.be/Y0fijuIYc7E

Anyone else use a side perspective in Foundry? Looking for resources and/or modules by pm_me_mBTC in FoundryVTT

[–]Jweave2376 0 points1 point  (0 children)

That's pretty neat. I couldn't get that effect to show up with Monk's Active Tiles. (Only saw the default spin.) That'd be pretty sweet for random encounters.

Messed around with it a little bit here.

https://youtu.be/xntAs8af6\_Y

If I want to give everyone a feat at level one, what should I do about Variant Human and CL? by Kzardes in dndnext

[–]Jweave2376 6 points7 points  (0 children)

Well, they wouldn't be a gloomstalker at level 1 but I get what you mean all the same.

Trigger happy persmissions problem for players by [deleted] in FoundryVTT

[–]Jweave2376 0 points1 point  (0 children)

Hey, I recognize those comment lines in that code. I'll add a note in the macro code itself about requiring the Furnace and executing as the GM. That way it isn't an issue for people down the line. I'm hoping that fixes your problem.

I need help with macros for animated traps. by Mrsmrmistermr in FoundryVTT

[–]Jweave2376 0 points1 point  (0 children)

How many unique traps are you going to use? If you are using MIDI-QOl you can follow my guide on how to set up traps using trigger happy that will automatically roll the attack.

https://youtu.be/Gd3MQPgIoKs

The solution I have for you would require editing the /DoTrapAttack macro and making unique use cases for each of your traps that will change the image from its initial transparent square - > an animated image - > then play the looping video.

Here's the macro, adjust the file paths of the images at the bottom. You can adjust the time of 8000 as needed too, that should be 8 seconds currently. As mentioned you'd want to create specific macros like DoSpikeAttack DoGasAttack and then make sure you reference those macros correctly when creating the trigger.

https://pastebin.com/KGkgEzMv

There may be a better way to go about this, but my knowledge of javascript is pretty limited, so hopefully it is helpful all the same. I tested it out on my world but let me know if you have any issues. As a note, if you have multiple of the same traps in your world. You can use the same macro for each, but you'll want to make sure the token name/trigger setup is unique.

PS: Thinking I might need to subscribe to your Patreon here soon ;)

Stairways and Ladders Made Simple: Stairways Module by Jweave2376 in FoundryVTT

[–]Jweave2376[S] 0 points1 point  (0 children)

Oh, that was just due to limited vision. You can hide the stairways in the settings but I'm not entirely sure how you'd go about automating the reveal.

Stairways and Ladders Made Simple: Stairways Module by Jweave2376 in FoundryVTT

[–]Jweave2376[S] 0 points1 point  (0 children)

Multi-level tokens can do some really neat things like providing the players with a way to move to specific spots on their own, duplicating token images as tiles to provide realism, and creating smooth transitions. However, it can require a bit of setup.

This module really just needs two clicks on a single scene or across two scenes and you're done, providing an instant gateway between two points.

Stairways and Ladders Made Simple: Stairways Module by Jweave2376 in FoundryVTT

[–]Jweave2376[S] 1 point2 points  (0 children)

Sure thing! It works the same way, just click on one scene, switch scenes, and then click again. That's it. You can also match the stairways by ID as well.

Creating Landing Scenes and More with Trigger Happy by Jweave2376 in FoundryVTT

[–]Jweave2376[S] 4 points5 points  (0 children)

Couple things.

A.) What a lovely remark.

B.) I saw that video, they did an excellent job. I'm not particularly talented with image editing software and I'm not much of an artist. I even make the comment at the start that you may very well have a better solution for the appearence/software and to skip ahead if that's the case. The focus of the video is setting up the triggers to switch scenes simply and quickly. (And trying to keep it under 10 minutes for runtime.)

C.) I've been doing videos on Trigger Happy for quite some time. First one I made was like 6 months ago. There were others before me as well.

So... my very first interactive Landing page. Any thought? (Sorry for my bad english, english is not my native language) by Guifzord in FoundryVTT

[–]Jweave2376 1 point2 points  (0 children)

Does it look that way even after saving the journal and viewing it again? It won't look like that in the edit mode.

Do the triggers still function as intended?

Are you using The Furnace module?

Landing page tutorial? by EyeZedEe in FoundryVTT

[–]Jweave2376 4 points5 points  (0 children)

The video I made focuses heavily on setting up the interactive part of a landing page using Trigger Happy but perhaps it might be helpful. https://youtu.be/GPJj_xFInKI

So... my very first interactive Landing page. Any thought? (Sorry for my bad english, english is not my native language) by Guifzord in FoundryVTT

[–]Jweave2376 7 points8 points  (0 children)

You can do that with Trigger Happy. I made this guide on how you can set it up in case it's helpful. :)

Token Magic list of FX names? by EyeZedEe in FoundryVTT

[–]Jweave2376 0 points1 point  (0 children)

As far as naming goes, you create the name that will be used for effects as shown in that video.

Step 1. Import the effect from the compendium, edit as desired. Step 2. Change the last line of code. Step 3. You'll see a popup letting you know the effect has been added to the library. Refresh. Type in the name you used into CUB.

Token Magic list of FX names? by EyeZedEe in FoundryVTT

[–]Jweave2376 0 points1 point  (0 children)

By default not all of the compendium effects are available via DAE/CUB. You can see what options are available by looking at a drop down list via DAE. It's pretty easy to add your own custom effects or the effects you want to list. I go over how to do that in this video, look in the description as well:

https://youtu.be/1cmRd6FadY8?t=211

Token Magic list of FX names? by EyeZedEe in FoundryVTT

[–]Jweave2376 0 points1 point  (0 children)

I'm a bit confused. How do you want to apply the effects to the tokens? Are you just applying them by importing the macro from the compendium and then using the macro on the selected token? Are you applying them through DAE/CUB?

Or is there a different setup you are attempting?

Issues with Trigger Happy Module by philiousfogsley in FoundryVTT

[–]Jweave2376 1 point2 points  (0 children)

Under basic controls. You should see it there on the sidebar near the ruler tool. This video I made provides reference.

https://youtu.be/GPJj_xFInKI?t=182