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MATT Landing
This is used in conjunction with other actions for various results, or on its own for several functions.
- You can use this action on it's own as a simple label for different sections of the action thread.
- The various
Checks
can specify a landing to go to if their desired count isn't met. - Jump to Landing can be used to jump to different sections of the action thread, or to create infinite loops.
- Redirect Request Results redirects tokens to different action threads based on the results of a requested roll.
- Lastly, these can be used as
Auto-Landings
to have the tile action sequence start at a particular spot based on certain parameters. SeeAutomatic Landings
below.
The following actions require landings to be set up.
- Jump to Landing
- Loop Through Entities
- Redirect Based on Method
- Redirect Based on Player Type
- Redirect Request Results
- Show Dialog
The following actions optionally require landings to be set up.
Landings are inserted in the action list above the actions intended to be run as part of that action thread.
Capitalization, spaces, symbols; all need to match any other actions referencing this landing.
-
landing1
is not the same asLanding 1
.
By naming a landing with an underscore _
and certain parameters, when the tile is triggered, it will automatically go to the first automatic landing it finds that is valid and start the action thread there.
For example, having _enter
unchecked at the start of the tile with only an On enter
trigger, with a _player
landing, a player triggering the tile via enter will always start at the _enter
landing in the action list and never at the _player
landing (unless the tile has other trigger methods besides enter
).
When used on a tile with their corresponding triggers, these can be used to have different sets of actions for different trigger methods.
_enter
_exit
_movement
-
_stop
(stop within tile) -
_elevation#
Optionally appending this with a number will make it so that the action thread starts here when a token is changed to that specific elevation. _rotation
-
_click
$\color{yellow}{\textsf{Important}}$ : Mutually exclusive with_dblclick
. -
_rightclick
$\color{yellow}{\textsf{Important}}$ : Mutually exclusive with_dblrightclick
. -
_dblclick
$\color{yellow}{\textsf{Important}}$ : Mutually exclusive with_click
. -
_dblrightclick
$\color{yellow}{\textsf{Important}}$ : Mutually exclusive with_rightclick
. _create
_hoverin
_hoverout
_combatstart
_round
_turn
_turnend
_combatend
-
_ready
(on scene load) _manual
-
_door
Only including this one for comprehensiveness; there really isn't any valid reason to use this one that I can think of; use the specific Door Trigger landings below. -
_darkness#
Optionally accepts a number in the range of 0-100. It will trigger when the scene's global darkness level hits that percentage exactly. Keep in mind that core Foundry's darkness slider only accepts 5% increments. -
_time#
Optionally accepts numbers; this is the number of minutes after midnight it will trigger at.
The direction the token moving within the tile from will be tracked & will automatically start at the appropriate auto-landing. These can also be used with click triggers to have different actions depending on where they click inside the tile. It will use whichever autolanding it finds first in the list.
_up-left
_up-right
_down-left
_down-right
_up
_down
_left
_right
These are either based on the user's permission level, or their user-name.
-
_gm
Any GM level user triggering it will start here. -
_player
Any player level user triggering it will start here. -
_Joe Smith
Naming an landing_Joe Smith
will automatically run the code from that point when the user Joe Smith activates the Tile.
Door Trigger Landings
These are used with Door triggers for different actions based on how the door was interacted with.
-
_dooropen
Whenever the door state is changed to opened, run the code from this point. -
_doorclose
Whenever the door state is changed to closed, run the code from this point. -
_doorlock
Whenever the door state is changed to locked, run the code from this point. -
_doorsecret
Whenever the door state is changed to or from secret, run the code from this point. -
_doorchecklock
Whenever the locked door has an attempt to open it, run the code from this point.- Always place this in the action list after
_doorlock
, or it will go to this one first.
- Always place this in the action list after
-
_failedlanding
If you have a call to a landing and that landing doesn't exist, then it will jump to_failedlanding
. See Password Input (Basic) for an example of this in use.
Requires Lock & Key. The following landings can be used to differentiate between the different Lock & Key triggers. None of these include the _
in the front as Saibot did not initially include it.
LockuseKey
LockusePasskey
LockusePick
LockuseBreak
LockuseFree
Requires Perceptive. The following landings can be used to differentiate between the different Perceptive trigger conditions. None of these include the _
in the front as Saibot did not initially include it.
PassiveSpot
ActiveSpot
Checking the box will set a stop once the landing is reached via normal action sequencing; any actions following it will not be activated. This will display a black square in the action list after the landing name. This is functionally the same as adding a Stop Remaining Actions targeting the tile right above the landing.
If the landing is jumped to via a jump or redirect or an auto-landing, the block will not take effect as that is where you're telling the action thread to start from.
The two tiles shown below are functionally the same; the Chat Message will never be reached without a redirect, but the second one has the benefit of being less clicks to get the same effect and slightly less data in your tile.
Having this unchecked will also create sub-threads.
- Formerly known as "anchors" prior to release 1.0.85. You may still see these in older videos & instructions.
- Landings will color any actions that will occur as part of their thread when the module setting Show Landing Highlight is active.
- Alternating Triggers
- Boss Music
- Don't Break the Ice
- Door w/ Open and Closed Images
- Door w/ Open, Closed, and Secret Images
- Chess Piece Capture
- Clock
- Color Selector (Color Picker)
- Color Selector (Hexcode)
- Footprints
- Hidden Path
- Image Selector
- Keypad
- Lighthouse
- Motion Activated Door
- Ooze Splitter
- Password Input (Basic)
- Phase Selector
- Pressure Plate, Basic On/Off
- Random Gravestone Generator
- Randomized Actions
- Reference Player Count
- Request Roll, Basic Success & Failures
- Request Roll, Count Success & Failures
- Request Roll, Degrees of Success
- Request Roll, Tiered Results
- Reset Scene
- Rotation Puzzle, Basic
- Schrödinger's Mimic
- Shifting Walls
- Slot Machine (Basic)
- Split the Party Trap
- Token Magic FX on Hover
- Tooltip (Dialog)
- Trigger Happy
- UI Button
- Foundry 12.327
- MATT 12.01
- Lock & Key 2.0.7
- Perceptive 2.9.4
If you have module questions or concerns, please feel free to contact me on Discord. ironmonk88
This wiki is being maintained by crow_guard. If you have questions, want to see something added to the wiki, find a broken link or out-dated information, just message me and I'll fix it.
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If you find the wiki helpful and feel like being generous, stop by Crow's Ko-Fi.
Also not necessary but greatly appreciated.
Many of the assets shown in the tutorial images & GIFs are from https://www.forgotten-adventures.net/.
- Always HP
- Breaktime
- Enhanced Terrain Layer
- Monk's Active Tile Triggers
- Monk's Bloodsplats
- Monk's Chat Timer
- Monk's Combat Details
- Monk's Combat Marker
- Monk's Common Display
- Monk's Enhanced Journal
- Monk's Hotbar Expansion
- Monk's Little Details
- Monk's PF2E Encounter Aftermath
- Monk's Player Settings
- Monk's Scene Navigation
- Monk's Shops
- Monk's Sound Enhancements
- Monk's Tokenbar
- Monk's Wall Enhancement
- Multiple Document Selection