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Home Page: https://foundryvtt.com/packages/limits
License: MIT License
Foundry VTT Module: Light, sight, and sound limits
Home Page: https://foundryvtt.com/packages/limits
License: MIT License
Is there a way to allow sequencer effects added to templates (like darkness or fog cloud) to be visible to tokens that can not see into the template?
It would be nice if there was a button on the sheet of an item that has a template to configure the template of said item.
So lets say someone casts darkness, it would be nice if you on the item card of the spell could have already set up the limits of any measurement templates from that spell/item.
A request for your consideration if you have the time and inclination please. Compatibility with the PF2e (Pathfinder second edition) system. Especially Darkvsion and Greater Darkvision
I do not believe this is currently possible in core Foundry. Removing the outline and fill would be good for things like darkness where a player should not know how big the darkness is.
Been trying to replicate magical darkness to block darkvision, light, and normal sight similar to the modules Vision Restrictions or Adequate Vision from past Foundry versions. It doesn't seem to be working at this moment. Foundry V11 2.2.2 Build 307; D&D 5th Edition 2.2.2. Images should be attached.
When I hide a drawing where I configured some vision restrictions, the settings have no effect. The restrictions just work while the drawing is not hidden.
This is kind of a bummer, because I don't want to break the immersion of a map with several lines of drawings. It would be great if the restrictions/settings would effect player tokens even it the drawing is hidden.
I tested this only with drawings, because I need complex shapes (forest with thick undergrowth for example).
Thanks in advance!
Cheers
Berytak
Hey! While debugging the large number of requests causing infrastructure issues when loading into Foundry, I saw that the module currently needs 34 requests for me on each load into Foundry:
34 limits
# 1 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/styles/config.css
# 2 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/index.js
# 3 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/extensions/drawing.mjs
# 4 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/extensions/scene.mjs
# 5 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/extensions/template.mjs
# 6 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/extensions/tile.mjs
# 7 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/patches/light.mjs
# 8 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/patches/sight.mjs
# 9 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/patches/sound.mjs
# 10 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/const.mjs
# 11 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/constraint.mjs
# 12 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/volume.mjs
# 13 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/extension.mjs
# 14 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/data/models.mjs
# 15 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/_index.mjs
# 16 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/utils/shape.js
# 17 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/config.mjs
# 18 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/data/fields.mjs
# 19 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/boundaries/_index.mjs
# 20 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/boundary.mjs
# 21 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/caster.mjs
# 22 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/figure.mjs
# 23 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/figures/_index.mjs
# 24 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/operation.mjs
# 25 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/volume.mjs
# 26 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/boundaries/cylinder.mjs
# 27 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/hit.mjs
# 28 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/math.mjs
# 29 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/figures/circle.mjs
# 30 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/figures/ellipse.mjs
# 31 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/figures/polygon.mjs
# 32 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/figures/rectangle.mjs
# 33 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/scripts/raycasting/figures/tile.mjs
# 34 -> https://assets.forge-vtt.com/bazaar/modules/limits/1.0.2/lang/en.json
Would be nice if you could bundle the JS files with a build step when distributing, so they are not all separate HTTP requests. If everyone does this, even 10 modules require 340 HTTP requests, and some people tend to have way more modules.
Thanks for the amazing module. :)
Foundry 11 build 315
D&D 3.1.2
Vision 5e: 1.14.3
Limits: 1.1.0
On a token, Darkvision is set as a racial sense to 60 feet as a trait of the Wood Elf race.
On the scene the token exists on, Darkvision is limited to 20 feet via the Limits feature.
The token has "Darkvision" (black/white) to 20 feet. It continues to have vision beyond that field to 60 feet.
Vision Range is set to 60 feet and not modifiable with a message "Automatically managed based on the Vision Mode and Detection Modes."
If I open the token and override the Darkvision value to 20 feet on the token, token's vision behaves as expected.
Can some common examples be added to the readme? Right now setting these up is a little confusing at first and takes a good amount of playing around with the options. An example would be 5e darkness.
Are there plans to update to v12 compatibility?
would it be possible to make it compatible with the directed lights (which are there to emulate sun, moon and generic light on arbitrary height etc) of Elevated Vision?
That way I can disable global illumination to circumvent #3 and with elevation fields on limits' drawings, it'd be possible to properly calculate penetration reach of light and vision into limits' areas that come at an angle.
As the header says, the example macros for darkness and fog cloud, where do you put the macros?
I have tried DIME (Item Macro) and it creates two templates. :-/
Please help.
Could either be solved by adding a "sense" "heavily obscured" which behaves like all visual sight based senses, or by introducing a toggle specific for heavily obscured.
Just want to say the new macros are awesome and fantastic.
I have been able to change the fillColor to null so that you don't get the square template when you hover.
However when the spell ends it doesn't go away automatically.
I am using ItemMacro and MidiQol-Qol to trigger the template.
Is there another way to add the template to the spell other than ItemMacro or MidiQol?
If there is Token Magic FX has a setting where you can add the special effects to a specific named Spell. But because the spell is using the macro instead of its own template it isn't being added. :-(
I'm sorry if this feature is already available, but it didn't seem like there is one yet. Basically, I'm wondering if you could add a flag that allows a token to ignore/bypass all vision limits set by this module. This would allow me to create an active effect for various purposes. Thank you.
situation: Global Illumination enabled, Darkness 1
and that's the configuration for the drawn area
the character doesn't have darkvision. But the suddenly hidden creature is less than 10 ft from the border. So why does it become invisible?
disabling the light restriction makes the creature visible again, but then, there's no light at all, darkness 1, why does that even make a difference when less than 10 ft in the area?
I've been thinking if this is the same issue as #3 but came to to the conclusion that it's somewhat like the reverse issue.
EDIT: I begin to assume that #3 actually isn't a bug but correctly designed. And the fix to it (global illumination doesn't reveal tokens anymore) is the reason for the bug in this issue. Because as seen in my image, pure vanilla global illumination, even when in Darkness 1, reveals tokens.
Hi
First of all, thank you for this awesome module.
I'm trying to migrate from Perfect Vision, and I have a scene with overlapping shapes that have different sight limits.
My goal is to create an area of limited vision (jungle), with some pockets of better visions inside it (clearings). example:
It seems that I the actual limit is always the more strict of the overlapping shapes. In Perfect Vision, I used to be able to set the priority between the shapes by changing their z-index, so that the one on top will set the sight limits.
I would greatly appreciate this kind of capability in Limits.
I would like to suggest a basic vision distance limit that would shorten all vision distances. This would allow certain actors to have vision restrictions and others would not
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