macros
A collection of macros and code examples for FoundryVTT (by VanceCole)
foundry
A small collection of modules and scripts for the Foundry VTT (by Sky-Captain-13)
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featured
macros | foundry | |
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22 | 9 | |
117 | 26 | |
- | - | |
0.0 | 0.0 | |
about 2 months ago | almost 2 years ago | |
JavaScript | JavaScript | |
MIT License | - |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
macros
Posts with mentions or reviews of macros.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-08-24.
- trying to automate 5e system shock with a macro
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How to implement a choice selection box in Foundry
Here you can find some samples of how to implement dialog boxes in foundry.
- Need help with MIDI-QOL
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Need help with dice formula.
No problem, if you need any other code examples for foundry I always point people to here as well. It's a curated list of exactly how to interact with most things in foundry. Much better than the documentation IMO.
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Trying to write a (hopefully?) simple macro, any help appreciated!
This may vary from system to system, If you want some good system agnostic sample macros, I really like the ones in: https://github.com/VanceCole/macros
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What challenges have you run into when coding your own game system?
Updates can also be a motivational issue, if it wasn't for the updating to v9 wiki someone put up I don't think I'd have had the time to go and figure out exactly what I needed to change for Deadlands Classic. My advice is to go dig through the fantastic wiki's that the League have setup and the fantastic code examples of Vance Cole, thanks to these I think I've only ever had to ask for help on the discord twice. Both times I was answered within half an hour and had the issue resolved. I literally only go there for tech support though and only as a last resort, I like a good puzzle.
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How do I insert dice rolls into the chat box via script macros?
That's how I always call it anyway. Best place I've ever found for macro tutorials is Vance Cole's github, full of files with macro examples for pretty much anything you'd want to do, just enough to get you started at least.
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Access Actors/Token/Scene/Item Data by ID or Name
I was pointed to some excellent macros written by Vance Cole and pushed to GitHub, where I found Vance's Get Entities macro, a collection of snippets that access various types of data from other types. That was what I needed to craft my own version, which I have pushed to GitHub: Get_Entities.
- Wanting to make a macro that selects all assigned tokens to the player/party
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edit existing macros
If you want to learn how to code, and is used to make macros in roll20, may be Foundryvtt macros make the bridge. You can start making the same macros you made on roll20 in Foundry script macros, that's a way to start learning JavaScript. I never coded in JavaScript before Foundry, and it's been very educational. You can get the gist of it tinkering with the Community Macros that are available as a module pack. You should also take a look at: https://github.com/VanceCole/macros
foundry
Posts with mentions or reviews of foundry.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-05-01.
- [Foundry Vtt] Modules de formatage / style d'entrée de journal?
- Light picker macro
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Building a PF2 West Marches Hexcrawl, must have modules?
https://github.com/Sky-Captain-13/foundry/tree/master/poi-sheet lets you use actors instead of journal notes for points of interest, which can be much mor versatile.
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Actor Light & Vision Macros - (v9) with working Light Animations
// A macro for the Foundry virtual tabletop that lets a user configure their token's vision and lighting settings. This script is taken from Sky's foundry repo here: https://github.com/Sky-Captain-13/foundry/blob/master/scriptMacros/tokenVision.js. let applyChanges = false; new Dialog({ title: `Token Vision Configuration`, content: ` Vision Type: No Change Self Darkvision (30 ft) Darkvision (60 ft) Darkvision (90 ft) Darkvision (120 ft) Darkvision (150 ft) Darkvision (180 ft) Eyes of Night (300 ft) Devil's Sight (Warlock) Light Source: No Change None Candle Lamp Lantern (Bullseye) Lantern (Hooded - Dim) Lantern (Hooded - Bright) Light (Cantrip) Torch Moon-Touched `, buttons: { yes: { icon: "", label: `Apply Changes`, callback: () => applyChanges = true }, no: { icon: "", label: `Cancel Changes` }, }, default: "yes", close: html => { if (applyChanges) { for ( let token of canvas.tokens.controlled ) { let visionType = html.find('[name="vision-type"]')[0].value || "none"; let lightSource = html.find('[name="light-source"]')[0].value || "none"; let dimSight = 0; let brightSight = 0; let dimLight = 0; let brightLight = 0; let lightAngle = 360; let lockRotation = token.data.lockRotation; let lightAnimation = token.data.lightAnimation; let lightAlpha = token.data.lightAlpha; let lightColor = token.data.lightColor; const colorFire = "#f8c377"; const colorWhite = "#ffffff"; const colorMoonGlow = "#f4f1c9"; // Get Vision Type Values switch (visionType) { case "dim0": dimSight = 1.5; brightSight = 0; break; case "dim30": dimSight = 30; brightSight = 0; break; case "dim60": dimSight = 60; brightSight = 0; break; case "dim90": dimSight = 90; brightSight = 0; break; case "dim120": dimSight = 120; brightSight = 0; break; case "dim150": dimSight = 150; brightSight = 0; break; case "dim180": dimSight = 180; brightSight = 0; break; case "dim300": dimSight = 300; brightSight = 0; break; case "bright120": dimSight = 0; brightSight= 120; break; case "nochange": default: dimSight = token.data.dimSight; brightSight = token.data.brightSight; } // Get Light Source Values switch (lightSource) { case "none": dimLight = 0; brightLight = 0; lightAnimation = {type: "none"}; break; case "candle": dimLight = 10; brightLight = 5; lightAnimation = {type: "torch", speed: 2, intensity: 2}; lightColor = colorFire; lightAlpha = 0.15; break; case "lamp": dimLight = 45; brightLight = 15; lightAnimation = {type: "torch", speed: 2, intensity: 2}; lightColor = colorFire; lightAlpha = 0.15; break; case "bullseye": dimLight = 120; brightLight = 60; lockRotation = false; lightAngle = 52.5; lightAnimation = {type: "torch", speed: 2, intensity: 2}; lightColor = colorFire; lightAlpha = 0.15; break; case "hooded-dim": dimLight = 5; brightLight = 0; lightAnimation = {type: "torch", speed: 2, intensity: 2}; lightColor = colorFire; lightAlpha = 0.15; break; case "hooded-bright": dimLight = 60; brightLight = 30; lightAnimation = {type: "torch", speed: 2, intensity: 2}; lightColor = colorFire; lightAlpha = 0.15; break; case "light": dimLight = 40; brightLight = 20; lightAnimation = {type: "none"}; lightColor = colorWhite; lightAlpha = 0.15; break; case "torch": dimLight = 40; brightLight = 20; lightAnimation = {type: "torch", speed: 2, intensity: 2}; lightColor = colorFire; lightAlpha = 0.15; break; case "moon-touched": dimLight = 30; brightLight = 15; lightAnimation = {type: "none"}; lightColor = colorMoonGlow; break; case "nochange": default: dimLight = token.data.dimLight; brightLight = token.data.brightLight; lightAngle = token.data.lightAngle; lockRotation = token.data.lockRotation; lightAnimation = token.data.lightAnimation; lightAlpha = token.data.lightAlpha; lightColor = token.data.lightColor; } // Update Token console.log(token); token.document.update({ "vision":true, "dimSight": dimSight, "brightSight": brightSight, light:{ dim: dimLight, bright : brightLight, color : lightColor, alpha: lightAlpha, angle: lightAngle, animation:lightAnimation}, }); } } } }).render(true);
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What's Happening With The Expander Module?
The commit history indicates it is being abandoned.
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Journal Entry Formatting/Styling Modules?
Can anyone help me out with this issue? Even a module that cleans up the original UI like what Sky’s Alternate Character Sheet does for character sheets would still work fantastically. Thanks for any and all help!
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Help on a Macro
If you still want to make this a macro, you might be able to use the Query module in a chat macro. It hasn't been updated in 9 months, so there is a good chance that it doesn't work with the latest version of Foundry, but there might be another module that does something similar if not.
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Macro - Change Token Vision Adjustments
I tried to adjust the "Change Token Vision" Macro by Sky-Captain-13 (https://github.com/Sky-Captain-13/foundry) and add things like Light Color, Intensity, Light Animation. Adding Light Color was not a problem but to change the Light Animation via Macro is a bit of a bummer. A friend of mine helped me out with the few added lines about lightAnimation but it doesn`t work. Any ideas how to make it work? Since i don`t know which Lines are important i included the whole Code.
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ELi5: Formatting chat messages when using macros similar to Roll20's Powercards API
And lastly, since the Foundry community is largely open, you can view the source of pretty much every module and system there is, and there is a good chance that someone has already done what you are asking - like this macro here that adds PowerCard support to Foundry. Yes, I kind of buried the lede, but I wanted to point out both that resources to learn to program your own stuff are available (if scattered) since JavaScript is a standard language as well as that most users won't ever need to learn it because someone else has likely already done whatever it is that they want. Also, the macro is 4 months old, so your mileage may vary, but it you do learn JavaScript/HTML, you can probably fix it with minimal Foundry specific knowledge.
What are some alternatives?
When comparing macros and foundry you can also consider the following projects:
foundry-vtt-macros
monks-enhanced-journal
macros - FVTT Community Macros - 📝 Contribute macros or download them as a module! 📝
Hex-Size-Support - A Foundry VTT add on module that allows the use of alternative snapping logic for hex tiles of a size greater than one hex.
Deadlands-Classic - A system for playing Deadlands Classic in Foundry VTT.
Macros
Deadlands-Classic-Dice-Explosion - Foundry VTT module for adding 'ex' as a dice modifier to explode dice like Deadlands Classic
masels-foundryvtt-macros - Collection of macros for D&D 5e in FoundryVTT
FoundryVTT