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:
- Inside the Foundry "Configuration and Setup" screen, click "Add-on Modules"
- Click "Install Module"
- In the "Manifest URL" field, paste the following url:
https://raw.githubusercontent.com/p4535992/fvtt-sense-walls-multisystem/master/src/module.json
- Click 'Install' and wait for installation to complete
- Don't forget to enable the module in game using the "Manage Module" button
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.
How can i add my system ? That's is pretty easy on the code level ty to the design pattern so i just need some information on the system rules or better give me a table like the ones below.
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
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)
Any issues, bugs, or feature requests are always welcome to be reported directly to the Issue Tracker, or using the Bug Reporter Module.
- FVTT Sense Walls with ???
- Wonderwalls with MIT
- Image dropdown with MIT
- Some icons are retrieve from the Dnd5e system with MIT
- Some icons are retrieve from the Pf2 system with GPLv2
This package is under an MIT license and the Foundry Virtual Tabletop Limited License Agreement for module development.
- Ty to JDCalvert for the inspirational project FVTT Sense Walls
- Ty to Kandashi for the module Wonderwalls
- The dropdown with image is build with Image dropdown