Latest version | 0.0.16 |
---|---|
Minimum Core | 9 |
Compatible Core | 9 |
Last updated | 2 years ago |
Created | 2 years ago |
Authors | |
Languages |
English |
Systems | All systems |
Dependencies |
libWrapper socketlib |
Project source | Project URL |
Report bugs | Bug tracker URL |
Read-me | Readme URL |
Changelog | Changelog URL |
A module for Foundry VTT that allows to add and remove walls based on the active effects applied on the token.
Just something i have done for understands how levels and other module work with WallLayer and Sightlayer.
This project is a started idea , maybe this can be evolved in something more articulate.
It's always easiest to install modules from the in game add-on browser.
To install this module manually:
https://raw.githubusercontent.com/p4535992/fvtt-sense-walls-multisystem/master/src/module.json
This module uses the libWrapper library for wrapping core methods. It is a hard dependency and it is recommended for the best experience and compatibility with other modules.
This module uses the socketlib library for wrapping core methods. It is a hard dependency and it is recommended for the best experience and compatibility with other modules.
Walls can be configured to only show up to a certain level of vision. For example, if the "Piercing Vision Level" is set to "Darkvision" then a character with darkvision or greater darkvision can see and move through the wall (depend on the configuration of the wall), but one with only low-light vision cannot.
You can set the value on the wall config dialog from a dropdown.
You can use any active effect where the name is founded from the following code
// regex expression to match all non-alphanumeric characters in string
const regex = /[^A-Za-z0-9]/g;
// use replace() method to match and remove all the non-alphanumeric characters
effectNameToCheckOnActor = effectNameToCheckOnActor.replace(regex, "");
effectNameToCheckOnActor.toLowerCase().startsWith(effectIdOfTheModule);
These tables are essential because they help the communtity to decide how to calculate a hierachy between the Active Effect
The calculation is done with this formula:
Maximum vision wall level >= token vision level (Active Effects) >= Minimum vision level
This api is redundant it can be easily replace from other macros or modules, is advisable to use other module like CUB or Dfred convenient effects
void
Calculate the distance between the source token and the target placeable objet Returns: void
-
Param | Type | Description |
---|---|---|
actorNameOrId | string |
The name or the id of the actor, if applied on a token must be linked to a actor. |
effectId | string |
The effectId used from this module |
distance | number |
OPTIONAL: explicit distance in units not grid to add to the Active Effects |
Example: SenseWalls.API.addEffect('Zruggig Widebrain','darkvision',60)
game.sense-walls-multisystem.API.addEffect('Zruggig Widebrain','darkvision',60)
To install this package, open your Foundry Setup screen and navigate to your Module tab and click the Install Module button.
From there, you can either search for the package unique name: sense-walls-multisystem or copy its manifest URL:
And paste it to the input box at the bottom of your window.
You can install this package directly to your Forge account.
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