Foundry VTT Module TutoriaL: Token Magic FX - create special effects for tiles, tokens, templates

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foreign [Music] part of my latest release this is available now if you're seeing this as this video is coming out and there's a lot happening in here as you can see this is one of many many scenes that I've built using a bunch of modular components and you guys have seen my modular components before this is the castle and Cave expansion and the reason I'm doing this video today is you can see a lot happening on this scene right so if I switch to token View and I look at what's happening here um everything in white all these boxes in white are are signaling where there's the token magic effects effect in place and I do a lot of work with token magic effects it's a module available by Foundry and this is a really really powerful module that lets you do things like this right so it it does more than than just what you're seeing here you can use it for battles and other stuff easy it's just a regular white tile and the tile has a filter applied to it and these tiles also just regular tiles that have filters supplied and it lets you create these really interesting effects and I use it a lot and I use it and I customize it a lot so I'm going to show you how to be in effects wizard today I'm going to show you how I do stuff like this like this guy who can walk through these fire this fire and as he's walking through it oh let me give him some hit points it's taking damage I'm going to show you how to do things like this and it's really simple this is just again it's just a plain tile with some effects applied to it here is this sort of fog effect in this cave here we're in a room that has blood splattered everywhere this is actually a token magic effects filter it's customized but it made so you can splatter blood on things including tokens here's a a couple of assets that have a sort of a custom electric effect applied to them here's some examples of some more tiles that are just laid into the floor to make it look like there's uh you know cracks or channels built into the floor with effects underneath them this room has similar to the blood effect that you saw this is actually a snow effect applied this is just a custom effect that I made that you can basically quickly transform anything into sort of a snow covered thing here's another fire effect you guys saw before but if you use uh these tiles in certain ways you can make that effect really controlled this room also started off as red they're moving around you can see this is what it originally started off as I'm going to show you how how I did this I'm going to show you some really interesting things that you probably don't know are available another thing I'm going to show you today is what is what else you can do there's some work that adif did recently with the suggestion of mine that's very very powerful so I'm going to explain to you guys how you can create effects and control effects across Maps an example of what I'm going to show you with smart effects here are players can walk up and attempt to pull this sword from the stone and our our whole scene just lit on fire this tree emerged this flaming tree emerged out of the the center lava channels and we can see that there's a lighting that's been applied there's fires that are broken out everywhere this is an example of what you can create just with that was just a simple macro and I'm going to show you this is a new smart way to do filters I'm going to show you how to build this today there's another example here's a Mages dungeon that's our players get close to the middle and click it you can see all of these effects overhead effects underfoot effects sound light everything activates with all of this just there's things spinning and sparkling and these kinds of things you can make as well with token magic effects so if this sounds interesting you guys that's what today is going to be about let's make a bunch of effects together I'll show you how to make these custom and then I'll show you how to manipulate these with adif's new method using mass edit as you guys build your scenes okay so first off how do you get to the Token magic effects elements like how do you even use it first of all you have to install it so install token magic effects and enable it and then you're not going to see any UI elements get introduced it actually does a few things the main one of the main things you need to know about is you need to go to your macro compendiums and you need to look up token magic portfolio you see there's the token magic book of fire and then the portfolio the book of fire I won't go into today but it's all the fire effects and the portfolio is here and this is where you have a lot of different filters filters in this case are the the effects that you can apply you can see there's quite a few and there's some really interesting ones in here that you may not know about that we're going to go through and I'm going to give you some examples of how you can do some really crazy stuff with these things today he also has some very important utility filters like delete filters on selected is one of the main ones that you're going to use a lot and I just recommend that you import all of these so you can just go over to your portfolio import all content and it will put it into a folder for you and now we've got everything in here that we can play with I'm also going to show you today a bunch of my custom I'm also going to show you today a bunch of my custom filters that you go get access for free and I'll walk you through what some of these are and why why I made them and how you can use them but some really fun things in here including some animated birds and rats and other stuff if you have moving vehicles that you want and then a really great one which is an upgrade to the ones that you've seen for me in the past which essentially lights everything in the scene on fire or it douses it all with a single macro and it uses some intelligence so all you have to do is use tags and you can really set up any scene to be lit on fire in lots of fun ways the other place that you'll find some UI elements is in your module settings so if you go into your settings and go down to token magic effects you'll see these settings here and we'll walk through these together first of all one of the main ones you need to know about if you're going to use this for spell templates is your template settings this is where you can see if there's any kind of attack that happens and this might just be 5e but if there's any attack and whether it's a circle cone or rectangle it will automatically apply special effects in this case you can see all of the different effects that took magic effects has they're all listed here and you can assign them as the effects that will automatically populate inside of a template I won't go into detail on this it's pretty automatic out of the box it just works and then the way you do is you say enable automatic spell effect templates right here that should be on by default so let's give our Mage Fireball and Cloud kill put our template down and you can see it automatically applies this this effect now you saw a secondary effect there that's because we are testing some automated animations as well so you actually have two filters applying at the same time so keep in mind that token magic effects just supplies that animated template there and here's another example of a cloud backed That animated that took magic effect supplies let's look at the rest of these global settings here there's a really important one in here but this is the most important thing this disable FX animations this is a per client setting so all of your players get the setting as well and this is important if you have a lot of effects on a scene and you have a player that has a potato for a computer you need to tell them about this and they can actually disable any of these effects themselves on top of all the other performance optimizations you'd want to do with them so that'll disable it on theirs and what it does is it'll still show the fire effect but it'll be frozen it won't actually be an animated effect token magic FX is pretty efficient in terms of resources but the more effects you add to a scene the more requirements you're going to be asking of your of your players now other places that you might find tokiomagic effect settings is in other modules there's a great API that comes with it and there's a lot of modules that leverage this including modules that affect like your token conditions right and automated spell effects and things like that they use a lot of these filters in here so keep that in mind you might find references to token magic effects you'll see you'll see a lot of these in drop downs of some of those other automation modules so don't be surprised if you see that and that's what it's calling out to is is these types of filters right and what these are these are just essentially macros and you can open up one of these macros and you can see that for bevel for example it has a bunch of settings that you can actually change right between color and thickness rotation and all this stuff if there's any animation involved you can turn it on or off between you know calling it either true or false and we're going to go into how to manipulate some of these as well here in a second okay so let's open up my version of all these macros and let's just talk about some important things so first of all this delete filter is unselected I mentioned that before it's going to be very very important for you let's for example let's apply a filter here I'll show you a filter that you may not know about it's called dungeon draft tint if you're not familiar with dungeon draft it's another program that's helpful for building it's actually how I built all of these assets here if you're curious how I built these but dungeon draft 10 it'll look for a red color or anything in the red family and it will try to change that color to something else so let's say we wanted this room to be purple we can set it in all of that red tint turns to purple this is a really powerful tool that can be used in a lot of different things right so if I want this to be kind of a dark green color or this is actually changeable so let's say I wanted to change this so now I've got a skull that's dark green right or maybe I just want to turn the skull green and not the other thing so it's just a powerful tool and then you would come back over here to delete filters on selected anything you got selected it will delete the filter on and turn it back to red I have this available in my compendium also because I use it so much and mine's a little Trash Can here so you'll see me click this trash can and that's what that's doing other ones that you might find interesting so you're going to have a lot of the the sort of standard fare stuff that you'd want to be able to do um you know like uh you know here's a here's a bevel effect adjustments great it lets you really adjust things just from the tile perspective like if you want your artwork just to be a little bit different you can do that here uh drop Shadows are also super helpful it lets you take an object like like the skull for example and select our skull and we can give it a drop shadow and you can see it immediately gives it this nice effect that it's standing up off of the off of the plane there that it's sitting on now I have other drop Shadows that I've created because I found they're very very helpful so this one is a tall drop shadow this makes it look like it's standing a little bit further up off of the off of the plane that can be helpful when you want to give the perception of depth or maybe you have a tower or something like that that might be cost casting a longer Shadow you'll use Distortion a lot especially if you're going to use like make like water effects and things like that I want to point out that some of these have images that they call out and you can copy this image and go see what it looks like right so here's all of these Distortion images that come with token magic effects and these can be used to modify another tile so if I select my room again for example and I execute distortion you can see it's giving this wavy effect but it's applying this image to it so it gives it the Distortion a certain way you can change the image you can literally just change this and I do this with my underwater filter you guys have access to here and that applies a different kind of image that makes it look like this tile is underwater your glow effect you're going to use a lot and you can add it to other effects if you guys don't know effects can be stacked they can be combined in lots of interesting ways some effects will replace themselves or replace similar effects when you apply them you just have to experiment to see which ones do what but this is glowing for example around the edge and I might also add a you know a bloom effect to make you know this this tile look like it's also kind of blooming as well but I can change all the parameters of this so if I change for example the outer strength from four to one you can see it's a much more subtle glow whereas if I said it it's something like 10 . it's a very pronounced glow so this is how you come in here and you change these different settings I recommend if you're going to change the default token magic effects that you give it a new name call it your own custom thing that way make a duplicate and then give it your name that way it doesn't get wiped out or just displaced if you're re-importing a future Toki magicfx filters if you need to put a new value in here I recommend you just do this just open up any tile let's pick a green hex code grab everything but the hashtag I can do it and then everything after the X you'll put that hashtag in and now we've got our Green Glow so once you have it saved you can just give it its own name and now you can save that and you've got your own macro that you can use anytime that you want you've also got transformation macros these filters can be applied to lots of things not just tiles but also tokens you can even apply them to drawings that you make I use it for all of those all the time we have transformation macros that will transform your your image in some way or another right so you can play around with this try to give maybe give life to some of your tokens just automatically right and you can make this more subtle you're seeing a lot of this now but you can change these oscillations to something much smaller like negative 9 and 0.9 I mean you might have to delete your filter and then reapply it much more subtle you can see now this is kind of interesting right so now all of a sudden our token looks like they just got a little bit of Animation a little bit of life but we didn't have to do anything we just applied this mooman dance and now we've just made our own custom filter on the ply and we have a little idle movement that that gives a little life to all of our tokens and you know once we have it we can just apply it to any token that we want you also have things that you'll use a lot you can just make these macros in your macro bar but if you have a player that casts blur on themselves or if you want to show a player kind of phase out before they teleport this is how you do it you use things like the blur filter to do that another one that people don't really understand why it's there but I think it's super cool if your artwork comes with drop shadows and you don't want it to actually use those drop Shadows you can use it now unfortunately I don't think I have an example of something with a drop shadow here but if this piece had a drop shadow for example already built in it would look for the semi-transparent pixels and attempt to remove them and you can change its tolerance for how much it'll remove so it's super helpful if you want to remove drop shadow that you you didn't intend for the artwork fumes is one I use a lot I'll change the um the amount of blending and the speed of the movement and all sorts of other things and this is how you can create water effects and other things as well to make something look like a little bit more like magical type of water effect electric is great it's a little too much out of the box so I created something called electric sway that gives us a much more subtle effect like you saw here with this Crystal other things that you'll no doubt use in battle if you're playing 5e you've got things like mirror image which is a great little effect looks cool to your players when they launch it kind of a similar you'll be able to see that some of these like how many of these uh appear and what speeds you can affect all of those parameters then you have lots of Shields and four Shields and things that can cover a player and um you know show that they've got you know some sort of spell effect applied to them these there's a ton of these available you can customize them in all kinds of different ways and then we get to the fire filters you can see here we've got a couple of different things going on you've got X glow plus fire and if we just look at this filter and how it's set up you actually have sort of the fire filter happening in all of its parameters and then you've got the sap Shadow and you've got X glow and all of its parameters and you can see how they're set up they're just separated by a closed bracket with a comma right and then you can put another one in here and I'm going to show you guys how to build these um more complicated filters here today because this is how you can actually combine them in one single macro so you can launch it and get just the effect that you want every single time so this like fire outlining the player the the fire texture over on top of them these are all different filters applied and combined together here's some more uh filters that transform you can see this is a player trying to evade I actually use this filter modified version of it to do the cart that you saw earlier so if you have like a moving cart this will very very subtly have it move so as the cart moves you can have it sort of rock back and forth it's a great great little effect I used it in um the endless road that you guys saw recently so we got replaced color I actually create a modified version of this called make dirty and if I have a tile selected here and I execute this it'll look for this gray color and it'll replace it with something a little bit darker and you can change the tolerance of that so you can see I took what was a relatively clean looking floor and I can make it dirty is it perfect no but it's great if you want to modify artwork that you've got to give you just the right look and you can see just adding a little bit of grit makes a big difference and I can change these colors and these thresholds depending on what I'm working with so you can have some pretty complex interactions available in Toko magic effects if you're good at JavaScript and all of the stuff you might be able to make some manipulations of it here's another really fun one that I'd show you guys so let me show you how Okay so so then we also have something called Sprites so let's go back to our mage and let's give the Mage an iron Stone to travel around his head pretty cool right you can see it's just calling out an image for this Sprite that's been populated over his head and then it's saying I want it to rotate at a certain amount and certain speed and uh and you know if I click more of these I can create more Stones fascinating right so what can you do with this well I created something custom here and we'll use something that's stationary like this Sword in the Stone and I have a bird here and I use jinker's bird so if you have jinkers jinker is a great 3D artist or a great animated artist that animates a bunch of things you can get chinker's animated art I'll link to it in the show notes it's also linked here and you can see I'm calling out this image of a hummingbird we want to see what that image looks like there we go all right so that's our image of the hummingbird right so I added that as the image I changed a bunch of these parameters and I made it so it's more random so now let's execute this you can see now flying sort of randomly around the scene is this little bird and it's going to carve a a path around the the you know this particular object so if we want that path to change we can just simply move where this object sits and we can have a bird just sort of like randomly fly in to our scene kind of oh you know stop at some random areas and then and then fly out I can change how wide of a circle that bird is drawing and it's just a really great way of adding just a little life to your scenes just by finding a rock or some kind of tile that you've got on there and adding a bird to it of course you can add more and now they're flying in this nice delightful Little Flock they're exploring the the scene that we're in I just think that's great this scene that came with the release is basically a recreation of the Red Brand Hideout but using all the modular pieces of the system so uh here in this scene I'll show you this here in a second but we have that rat running around here somewhere and it's just random and because these are all walled your players can will just be standing there and then a rat will like like Scurry across the floor and then and then disappear again and I just find that just infinitely entertaining oh here's our rat so sorry this seems a little bit dark here but our rat just runs around this is jinker's rat um it doesn't quite make sense when he's running over the chasm but otherwise he's just running around into your players they might just be standing in a room somewhere you know somewhere like this and they're in the middle of a battle or they're exploring and all of a sudden you know the rat just materializes everything you see here labeled are just like different effects and secrets that happen here but yeah this rat just spawns randomly and that's really really fun to me okay so let me show you some of the custom filters I made that you guys can access through my nuts and bolts module is a free module you can download I'll put the link in the um the description but you have for example blood soak and that lets you take any room and apply this blood all over it can be a room it can be just a simple tile it can can really be anything and we can blood soak this for example and it just applies this Blood filter on top of it this is a modified version of the blood that you could apply to tokens and you know when they're fighting you can have them get bloodied up similar Bloodstone soak is snow cover and ice cover if I wanted to for example cover this with snow I can execute this what it's doing is it's saying look I want to apply this Splash effect which is the same thing I used for blood but I'm going to apply a white color I'm going to blend it to a certain amount so I can kind of see what's underneath it and it's going to give me an approximation of snow is it perfect no it's not but the fact that I can make any tile in any scene look snowy and relatively believably is is pretty cool to me remember you can always tint these things further as far as the underlying um artwork right so I just tinted this a little bit to Blue and now I've got blue with some snow on it that's feeling pretty good in terms of believability and you can see when I applied it to some of my caves earlier it was it was it was pretty decent I also have these custom effects like this electric sway you can see it applied here to this script the script's rotating because of uh tile scroll from Ripper but the electric effect will just sort of like scan across and then you can make these uh more or less opaque and it will pick up more or less of the electric effect these are all hidden currently until I activate them and you can see it's just really nice everything on here has this sort of electric sway effect on it I colored them differently in some cases but you get the idea now I also have developed this concept of fire tiles and that's what these things are right so this is just a regular white tile you can see as I move it what it really looks like it's hidden right now if I unhide it you can see that it's got a a filter applied to it and the filter makes it look like there's something hot underneath and it's got the sort of glowing Edge right while it's hidden the GM can see this the players don't see anything at all and what I've done was I've created these different um fire tile filters here so for example here's a fire tile with no transparency what that means is when you when you looked at these other images right so I'm unhiding this this is just a tile like that and you can see it it only shows the fire and leaves everything else is transparent right so that's one kind of fire effect and that's if you want to just put open fire on anything right right and it works well for that but if I applied the same one to here it would be it would be a different effect it would look like just fire and I want this to look like it's an actual Channel so I've got different uh fires with and without transparency and then with or without that sort of edge right and then I've got these fire tile channels here so let me go back to inventory scene here so we'll grab this this normal one here and we will just apply these are slightly transparent by the way I made those so they'd pick up these effects in the right way and you know here I've got this this channel if I drag it up on top of something you can see that it has this effect where it looks like there's an edge to the the ground that it was sitting on and in that way you can take these channels and you can combine them together and you can have you know really interesting things happening on the floor here's sort of a cold Motif there's a warmer one right and that's what these channels are for and then I have another special one it's called light stuff on fire and what this one's good for is if you have an object and you want it to have fire on top of it but you don't want to make it anything else you don't want any extra on top right this so now I've taken this and I've lit lit it on fire now this is important for what I'm going to show you guys here in a second because in some scenes you may want to light things on fire some scenes you may want to just Place fires down like you see here and and then maybe you also want channels and things like that to be on fire so I'm going to talk about how to combine all this stuff into smart filters so that you can do some really cool things really simply but notice here like I wanted a way to do floor reveals like where I can just put something down on the tile and it'll if a player clicks on it it will reveal a ladder or a chest or I can put an item in there or there might be a body right and so maybe it's a wood floor and some other things but um you know how would I do that well in this case I'm using the Dungeon draft filter so let's say for example I put this down and it's on a you know a black floor like this well I can go to my dungeon draft filter and I can pick the color of the floor and now I have a tile that matches the floor so to the player they just see they would see like the the normal flush floor maybe it's entire it's tiled and when they click on this it reveals that and it shows the tile moved away right really simple plot hook I can make this then a smart tile and I can have this like trigger a teleporter or you know right now it's already making a noise and it's making the tile reveal itself but you can do all sorts of cool stuff with something as simple as this and it all gets brought together in a nice seamless way because of this filter that we've got I use the same thing on these right so if I want this to be a different color maybe I want it to be black so who knows where this goes there's some Greenery coming out of it but it's a well or it's it's a portal somewhere or an enemy is going to spawn out of it I can do that here or if I want to you know if I want this to be you know instead of a red I can do green right and all of a sudden there's there's acid down there or something or it's it's into the motif of a of a scene that I'm working with that way you can also do cool things like this so you see these two trees here these are actually two tiles you can see what the tile looks like when it doesn't have anything affected and they're on top of each other this one is has just a very subtle Bloom effect and then this one has this modified uh Globes I used I think it was a fairy light and I modified it in a bunch of ways and it gives me this nice sort of subtly animated leaf type of effect and so I have that there and it's all one prefab so I can just drag it in and I have this sort of like magical tree right anywhere that I want and then I've got this one that's using the same base technology but I've lit it on fire using the one I just showed you and then I've got one that's really set more to an orange and that gives me this nice kind of magical tree um it's it's being can it's not being consumed yet it's on fire and I use that as a plot hook and a couple of my sample scenes okay so now I want to show you the last thing how to make smart filters so now we're back to our approximation of a red brand Hideout and you can see this room is on fire well I have this thing called toggle fire and if I click it it did a bunch of things it got rid of all of my fire tiles or it hid them more accurately to say if I click here you can see there's still a fire tile there it took all of these barrels that had a fire effect applied to them and it it took that effect away it even these fire tiles are smart enough to damage things as they walk through it so our Dire Wolf as he's walking through he's doing fine but if we lighten this room back on fire and now our same direwolf starts to navigate the room you can see he's taking damage as he walks and that's because these tires are also smart and this macro is able to activate all their intelligence now he's dead so how do they do this let's look at the the macro version I'll show you how I built this because I didn't it didn't require any coding on my side to know how to do this so first I explain what this is doing this tile is looking for certain tags right it's looking for a tag of fire tiles and a tag called uh fire object right so something has to either have fire object or fire tiles in it and looking for those tags and then it's applying and and looking for flags and flipping and unflipping them and doing a bunch of crazy stuff and I didn't write any of this code right so let me show you how I made it this is using atif's new tool uh it's using mass edit which I've covered before it's an amazing tool it's it's my favorite module this year um because of the the kinds of scenes I make it's just it's just really really fantastic and flexible and so let's open up I'm just going to hit shift e and that's going to open up my mass edit dialog and you can see all of it here what I want to do is build a macro and that's up here in the corner you can build macros so in this case let's build just a simple one I want to find anything um light uh fire tiles on fire I'm going to look use tagger because I've tagged them all with singular I want to match any tag for now and I'm going to toggle this and I'm going to use the flag to toggle it I'm not going to use a field I'm going to use a flag in this case the flag for fire tile and you can toggle it visible or invisible so let's say I want it to or if I find this tag I'm going to set it to be hidden and then if I find the tag again if I press this macro again I'm going to look for the same tag and I'm going to set hidden to being false in this case I'm just going to reverse these and then what I want to do is make sure that I apply a filter so in this case I have a fire tile filter and it's this one with transparency right and then what I want to do is I want to select the targets what that does is it says because I don't want to have to go and change all of my token magicfx filters to do anything special I just want to use them out of the box they require that the target is selected in order to apply the filter and what this nice little box does is it automatically selects them so that this filter can be applied properly so I'm going to look for all of them I'm going to unhide them I'm going to set their hiding hiding to false and I'm going to set there and then I'm going to apply this this filter to make sure that they're on fire then I'm going to if I press the the macro again because it's set to toggle I'm going to now delete filters unselected right then we can generate this macro now we have our macro it set as a script we've got everything in here that we need and we've essentially got a macro that will look for those tiles and affect them let's see what happens when we just execute this macro by itself they tried to do something but I think what it did is turned everything on now let's try to turn it back off see that it looks for all these fire tiles and it basically turned off in unapplied all of the filters to them it hid them so these are going to be hidden from the players but essentially it turned it off now let's try it again execute our macro it's finding all of those tags and it's lighting them on fire the reason I'm using tiles and not drawings is because drawings are great you can draw them in different places and around certain things but tiles are a lot more flexible they can be smart right so these tiles all have intelligence to them and can damage players as they walk through them and you can put them on different levels so if you have levels enabled you want them to be overhead that sort of thing drawings just can't do that very well they don't render to the players in the right spots and stuff like that so tiles are a great way to be able to do fire in addition to or maybe even instead of drawings altogether so now I've got this initial macro that I built I can build more the same way and to link them together you just come down here you put a comma hit return and then just copy your other macro down here below and typically that'll be all that it takes there's probably a more proper way and you guys can let me know you developers can let me know in the comments if there's a better way to do that but that's essentially how I built this macro here is I just built a couple of smart filters using adef's new macro Builder and and then I just linked them together and now it works I even made one that just looks for lights right with that uh light effect and it just says you know turn it on and that way you know I can actually make the room look like it's it's really being flooded with light from the fire that broke out and I can do that across the whole map it's super easy super simple so hopefully that helps you guys think about how you can create filters that can do other things you can use that same function from adif to make all the lights on any map turn off you don't even have to have them tagged you can just look for lights and turn them off it's it's really really powerful and makes it so that you don't have to spend a lot of time doing and just as a reminder you guys do get access to my nuts and bolts compendiums for free and this is where a lot of my macros are stored so I have a lot of help helpful macros for different types of things depending on what you're doing some of these power just my content some of them you might find useful for just building and here's a bunch of other effects that I've got in here in some utilities that you can use as well again some of these power mic content but you're you feel free to come in here and peruse these and see if there's any that you want to use for your own you can see these macros applied here here's the the snow cover macro and it's it's pretty good like this is pretty good to start off with a cave that was not icy and now it is um it's pretty nice hear that same cave now segues to a nice molten cave I've got more effects applied here this is great I love this kind of immersion I love these kinds of effects hopefully you guys too here's the blood splatter effect you're talking about before just instant Ambiance and like what the heck's going on here and it just I just love it this is all just good stuff right and it's all modular and I can move this around and I can I can you know I cannot have a you know a Teleport here I can have something else there um I could have these things teleport me to different places but um but all with these really cool effects applied and I can do it with assets that I've already invested in that I've already built and and just get more mileage out of everything so you'll see me doing more work and creating more opportunities for these types of effects here going forward but hopefully you guys enjoy all the new effects with this release and all of the new assets that came with it as well all these things that are recolorable now I mean I just love that interestingly this fire here is token magic effects as well if I turn on quick edit mode because this is all one big prefab and to grab that fire it's actually just a fire tile it's one of the tiles in my pack and it just has the fire effect applied to it and it just becomes this nice really believable fire just sitting there right and I can snuff it out because it's smart and because it's tile it can make the noise and it can turn the lights off around it and other things it can create some really cool intriguing places like this this is just one of my magic tiles just with these filters applied to it right same thing here it's just a really really cool environment for players to navigate around and right here's our mushrooms that were turned from red to blue foreign with ships under the water and half submerged kind of encampment in here these uh these ships are all actually explorable and livable if you want them to be otherwise they can just be regular derelict ships foreign caves all that stuff so anyway I hope you guys enjoy this gave you some inspiration again this release is available now if you're watching this hope you guys enjoy it you make some really great stuff out of it and I really hope you enjoy if you don't get that I hope you guys do get the free nuts and bolts module and and um make some cool stuff with the effects that I put in there and let me know in the comments if this was helpful to you if it gave you some inspiration if you gave you some ideas of what you can do now that maybe that you didn't know before and and let me know if there's things I didn't cover that you know that token magic effects does do let us know in the comments if you think there's something helpful so we can all get a little bit better together and uh with that that was today's tutorial and thanks so much for watching guys really appreciate you and have fun making your Maps
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Channel: Baileywiki
Views: 10,023
Rating: undefined out of 5
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: 7VkKbL5mf0U
Channel Id: undefined
Length: 46min 40sec (2800 seconds)
Published: Mon Dec 05 2022
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