Automating Foundry: Secret Doors, Rotating Fireplace, Macros, Perceptive, Active Effects

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hey guys it's Bailey Wiki and we are going to do some more mat tutorials today we're going to use the uh ruins release that just came out today it is March 3rd 2024 and if I zoom in here keep an eye down here oh and as I get closer I see something peculiar about this wall and I'm actually in player mode and yet I can see a um you know a hidden door that just showed up if I click on it I can go inside this hidden area so what's going on well let's let's use this as our first tutorial okay I'm back in GM mode and I want to show you how we configured this so if I open this up uh you'll notice I've got it tagged as a secret door although that's not necessary um what I'm using here is percept so this isn't actually among active tile trigger but we're going to use it here in a second to work with monks active tiles but this is just a really basic example I've uh opened up my wall which is really a secret door and I've gone to my perceptive tab perceptive is a module it's free if you didn't know that and you can look at a bunch of different options what we haven't used before is can be spotted so this case I'm going to set it to yes I'm actually actually going to give it a DC because this will reset itself uh given the way that I have this set up give it a very low d DC um and it can have a passive or an active DC so if I wanted a player to roll a perception check and if they were close enough in this case within spotting range in this case 15 feet then it will um spot the image or it'll it'll spot the uh the wall it'll make it visible for that particular player there are settings by the way that you can set to make it visible to all players so it says something peculiar about this wall and it shows the player that there is a secret door there so that's very simply how it works and if we reset spotted by come back over to our player of course we have to make it a secret door again and everything else Works click the reset spotted by just to make sure you see how it's outside of the range but when we walk back into the range that's when it uh illuminates the door so really cool really helpful okay so let's look at another example okay so now I'm in a new scene this is just another one another ruin and I've got this fireplace here and uh but I I don't see anything yet appearing so in this case I'm going to make an active perception check with Advantage I got a 28 if I jump back over to my GM view you can see it's asking me to confirm that my player spotted something in this case it's going to show me it's going to reveal some lever so I'm going to go ahead and say yes and now on my player view this lever appears this time I can interact with it if I do that I end up on the other side of this this rotating fireplace click it again and I get on this side of it okay so what's happening here all right so let's look at what this tile has going on with it first of all it's tagged as fireplace and it has only a rightclick function and we can allow anyone to rightclick it see the other settings and uh right clicking it just allows the player to toggle the fireplace light on and off however there's a secret function it's this first function here so first what it will do is it will toggle the mount um status of these players and it's under the writable uh set of actions okay so we want to go with player tokens and we want to mount and by the way I'm not going with all tokens just because I'm using a control token in the middle of this this preab and I didn't want that to get caught in it that'll cause an endless loop so I'm just seeing player tokens and they're going to mount to this tile then I'm going to play the sound of this grinding sound right then I'm going to rotate anything with the tag fireplace by 180° so I actually have this control token and I have this tile tagged as fireplace I don't know why I needed to do both of them um this control token is attached to the walls and everything else but it seems to work better um when I had both of them tagged as tile uh as fireplace then I'm going to wait for one second I'm using the delay action wait for one second and then I'm going to unmount all of the tokens right so I'm G unmount the tokens within the tile so any token that's in the tile will unmount and then I'm going to wait for three seconds and stop that that grinding sound that you heard just to show you the other pieces here there's some walls there's some lights there's an even ambient noise there right so I can right click and toggle everything on and off and I also have this control token tag as fireplace and again everything's connected to it so I could like literally hold down the control key and turn that and it'll all turn manually so let's also look at these so I come in here and I go to uh the perceptive tab I'm going to call this fireplace lever and it can be spotted so I'm going to tick that on it's something that can be seen and then once it's seen it will be revealed to everybody when it's spotted I could turn this off and only my player who spotted it will continue to see it in this case I'm going to turn off Passive perception they can't even passively see it at all I'm going to give a really easy active perception I'm going to give it a a pretty broad range of of 40 feet right so they're standing even in the room they'll able to spot it you can change these obviously around I'm going to give it a message you spotted a lever and right now I'm just going to say reset spotted by I'm going to hide these and hiding them makes them Spott right so once they're hidden they can be spotted and that's and that's it right so once they become perceived once they become visible then my players can interact with them then we go over here to the setup and once it's visible it can be clicked it will play the sound of a latch playing and it will trigger anything with the tag of fireplace on it so now we've reset our vision we're going to go ahead and do another perception check you can see my perception is nice and high make sure we pass this check critical success uh yes and by the way you can make this so that you know you can allow them or not it's really nice uh if you can allow that as a as a GM so now I've seen my my trigger or my lever if I press it now I move over to the other side simple as that by the way this whole thing that you saw this is available as a prefab so this fireplace this rotating fireplace you can just drag it out and it's got all the components already ready for you to use it you just need to make sure that your walls line up with whatever app that you just dropped it into of course okay so some of you have wanted to know how to use macros in this case uh with this release we we made this cool little macro control so let's say I wanted this you know this map to not be to have like you know this kind of background so I've made the background tile a special tile it's it's got a a specific tag called background and when I click this it opens up um my file picker and if I look for tilable or anything with tileable in it I'm using dig down from Ripper it's a free module it will search all of my installed modules in this case I have all the Bailey Wiki modules for different kinds of background and I can find a background that I like select it and it changes the background of my scene okay then I can go in here again and select this one I'm using monst active tiles for all this by the way and I can actually adjust this background so I can zoom it out in case I want the cracks to be like little smaller um you know I can rotate it till I get it to just the right position that I want I can even move it left and right and up and down cool right okay so how do we do that well like I said the background tile here has it has a token magic effects filter applied to it and so we made a special macro and when I come in here and I go to triggers I can see a GM can click that tile and it will run this macro the macro is called tmfx or tokom magic effects terrain overlay with file picker tagger and what that is is that's looking for this macro in my either in my compendiums or in my world and I'm going to feed it in argument in this case the argument is background and I'm going to run this as a GM so let's open up that macro and see what it looks like by the way you can get this macro uh in my nuts and bolts so if you want to open it up and look at it yourself just download my nuts and bolts free thing and it'll work okay so here is the macro that it is firing and the special thing that it's doing at the top is it's taking the argument that I gave it in this case the the term background and then it's sticking it into this spot right here and it's saying look for anything with the the tag of background and then execute this this macro I'm not going to walk you through how this macro was built this actually was built by Zephyr if you have questions go hit up Zephyr on my team on my Discord um but it essentially then just looks for that macro anywhere on the scene and then it will execute it and all it's really doing is it's opening up the file picker and going to a certain you know area of the of the folder structure it's going to look for an image and then it's going to end up applying that image uh to the Token magic effects filter so it's looking for this filter the Sprite filter it's looking for the filter ID based train and it's going to apply that uh that image to to that filter make sense so generally if you're going to use arguments you're going to use things like this at the top of your macro to actually um have monx active tiles send those arguments through to the rest of the macro this one's calling out something very similar Matt targeted scrolling here's that one and here's our argument to find that tag and then based on that it's going to select that tile and then launch that special navigation goey that you saw so how this all gets built um it's it's uh Wizardry to me again Ask Zephyr or adth who uh who actually wrote the the kind of the beginning source of this macro and it kind of made that uh that interface that you saw there okay last one and this is a simple one here's just a snowy uh ruin scene and if I zero in on my user you can see as they enter the the ruin they become cursed okay and depending on what you have have established for automation right that carries all of the automated or non-automated things that you need so how do we do that let's just look at that really quick this ruin is its own tile so that's part of why this works this way if I didn't have it as its own tile I'd have to like use other invisible tiles and things like that to make it work and that can get a little bit messy but if you work with tile systems like mine you can have the tiles themselves do fancy things so if we click into it and go to triggers uh when we have two possible triggers entering the tile and exiting the tile okay everything else you can see here and then my Landing for enter so what you do is you you create a new action and it's under the action flows you pick landing and in this case if you just start typing enter it'll give it to you as an option and I'm going to click update and once I enter I'm going to use this I'm going to say active effect it's right up close to the top the trigger triing token is going to get the effect of cursed and in this case I'm going to add that effect whenever they enter the tile okay then I add the next Landing in this case I'm going to stop when I reach that in code because I don't want my entering to then continue forward into this one so this Landing is going to be the exit Landing stop when you reach reach it in code so it's like a stop sign and then I'm going to go to the same thing active effect but this time the triggering token the effect being cursed in this case I'm going to remove the effect okay notice you can also like clear all effects uh you can toggle an effect on and off so uh keep that in mind as well you may be different use cases for both of those but that's how simple it is and you can use that for all kinds of fun things like you know if you walk into an area that is super heated right and your players like all of a sudden get exhaustion from it or if uh you know they have a minus penalty or something like that to hit so you know whatever whatever you end up uh doing it's just a really effective way to cause things to be cursed or not cursed and you can always throw down an active tile just like a regular tile like some of mine in my premium module and you can just use those to trigger that effect right it's nice that you can have it trigger it it's lasting or you can have it trigger it and then and then make it turn off when they leave an area so pretty flexible in general easy thing to use so I hopeful that I hope that was helpful for you guys I love monks active tiles I love that it makes things interact able and uh you know if you have questions for how I did any of these let me know in the comments um but should be pretty straightforward and let me know also in the comments what you'd like to see next there actually a YouTuber uh commenter kinu Highwood I believe that had asked the question hey can you show me how to do uh you know secret doors and you know rotating walls and things like that so uh there's tons of ways to do secret doors and rotating walls let me know if you guys want me to hit up any specific use cases um but yeah I we listen to these comments and if you have something You' like to see let us know in the comments otherwise I hope you guys had fun and have fun making your Maps
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Channel: Baileywiki
Views: 2,584
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Keywords: dnd, dnd5e, fonderie vtt, foundry dnd 5e, foundry modules, foundry tutorial, foundry vtt, foundry vtt dnd 5e, foundry vtt modules, foundryvtt, foundryvtt best modules, foundryvtt combat, foundryvtt tutorial, fundição vtt, fundición vtt, gießerei vtt, gießereivtt, rpg tools, vtt foundry, vtt, foundry vtt tutorial, foundry, foundry vtt review, d&d, foundry vtt 2021, foundry vtt features, foundry vtt modules d&d
Id: YVdByZJ-3og
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Length: 15min 10sec (910 seconds)
Published: Sun Mar 03 2024
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