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pf2e-perception's Issues

[Feature Request] Support for Supernatural Senses

The barbarian feat Supernatural Senses allows a barbarian to adjust the DC of flat check while raging. Thus the automated flat checks will have the wrong DC.

Some kind of RE support for adjusting the flat check DC would be really useful for extensibility, but even hardcoded support for the feat would be welcome.

Bug: Error on PF2e v5.4.2

Module version: 0.22.0
Occurs with all modules disabled but this and libwrapper

Error happens in bright, dim and dark.

Error:
Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'x')
at getRectPoint (geometry.js:43:22)
at rectSpread (geometry.js:57:15)
at Dn.next ()
at pointToTokenIntersectWall (geometry.js:36:16)
at getWallCover (token.js:74:78)
at getCover (token.js:116:25)
at _CharacterPF2e.getRollContext (actor.js:142:21)
at async _CharacterPF2e.getRollContext (pf2e.mjs:54:254089)
at async _CharacterPF2e.getCheckContext (pf2e.mjs:54:173852)
at async Object.roll (pf2e.mjs:54:249939)

Feature request : Seek without a Template

Many tables need to use the strict suggestions for cone, line (which may be good to add as currently not added) and burst listed in the Core Rulebook. Please consider adding a "Freeform - Any within sight" option where a Seeking character looks around and uses sight detection to target all hidden targets that it can see.

Alternatively, it would greatly help the DM could select from that dialog one or several Hidden targets within sight detection of the seeker and choose which to test against manually (i.e., I am seeking the boss who just hid; the DM doesn't require the player to put an exact template that would slow the game and frustrate the player but can select to apply the result against the boss listed in the dialog as a potential hidden token in sight detection).

[Feature] Option to Increase Conditional Icon sizes

An option to increase the size of the Conditional Icon bubbles would be highly appreciated; I currently find these incredibly small and not as useful as they could be for visual aid.

Bigger Icons ex
(Disregard weird posting, Github was bugging out on me.)

[Feature] Validate Vision on Sneak

Love this module; one thing I would love tho is an option for the "Validate Vision" chat message to function with the Sneak action and the same kind of population that the current Hide function does:

Hide Function auto populates/pops up + Validate Vision in message:

Hide Ex
Works perfectly and even with multiple targets.

Sneak Function does not populate; does not pop up/is not handled; no validate vision button.

sneak ex

  • If Success - Populate Undetected
  • If Failure - Populate Hidden
  • If Crit Failure - Populate Observed.

If there is concern of the Crit Failure and the situation of "well what if they're behind a wall and should be hidden instead of observed?" I wouldn't worry about this as if there's a proper wall; the creature won't be seen anyways with token vision.

Right now; everything but for Sneak is helped with automation and is the most common case the GM needs to manually validate without any population; it's also the most commonly used action when it comes to stealth.

Feature request : Sneak

Hi, would that be possible to add support for the "Sneak" action ?

https://2e.aonprd.com/Actions.aspx?ID=63

Here are some feats that impact the sneak action :

https://2e.aonprd.com/Feats.aspx?ID=785
https://2e.aonprd.com/Feats.aspx?ID=807
https://2e.aonprd.com/Activities.aspx?ID=1
https://2e.aonprd.com/Feats.aspx?ID=579

Edit : https://2e.aonprd.com/Actions.aspx?ID=45

Sneak also interacts with invisible condition since an invisible creature who do anything but sneak or nothing becomes hidden instead of undetected.

Feature Request: Aim-Aiding Rune

"Armor etched with this rune aids in routing ranged attacks aimed at an enemy around you. You don't provide enemies cover against your allies' ranged attacks."

Don't know if its possible to exclude 1 party member from giving covers to enemies.

[Feature] Support for automated Hide/Sneak and Search

  • Macro to Hide/Sneak and Search, with the last rolled value recorded at the token level and compared to visible tokens and selected tokens
  • Macro to Search, comparing result value to all Hide/Search values of visible tokens and selected tokens
  • Comparison used to assign personalized hidden conditions (perhaps with some filtering to avoid applying to the whole scene - such as using current combat encounter or sight calculation).

Module causes Effect Templates to ignore walls

Foundry: V11 315
PF2E: 5.10.3
pf2e perception: 0.32.0
libwrapper: 1.12.13.0

I've tested this with only pf2e perception and libwrapper active.
It seems that while the module is active, any created effect templates ignore walls and just permeate through them.

How it looks with the module active:
image

Without:
image

Creating a measured template doesn't seem to throw any errors in the console, so unfortunately I have no idea where the issue could even stem from.

Feature request : Impersonate

Hi, would that be possible to add Impersonate action support ?

https://2e.aonprd.com/Actions.aspx?ID=46

The "interact" thing could be an action like the "point out" you created that the GM could use targeting the token interacting with to roll th check.

For the disguised part, it could be a way to change the token image, or tag discovered disguised with a condition like for cover.

Question

Token still Hide after attack or move is it bug?

Bug: Cover

Foundry: 11.308
PF2e: 5.4.4
Modules: PF2e Perception (0.6.1)

Issue: Standard cover does not seem to be working.

Feature Request: Sneak behavior

Trigger

  • The actor triggers the Sneak action

Behavior

  • On the success of the Sneak action vs Targets, the actor becomes Undetected to them.
  • On critical failure, the actor loses Hidden status to all targets unless it is Invisible.

[Feature Request]

Hi Idle, Love the module!

Would appreciate if the option to make the token look in a similar way to how Tremorsense core detectionMode works when the token is hidden. I would be more than happy to fork it and do the push request but I still have not reversed engineered the tremorsense DetectionMode.

Feature request : Invisibility/See invisibility integration

Hi, would that be possible to add support for the invisible condition and see invisibility spell effect ?

Now when invisible and a token with see invisibility attacks it does a flat-check vs hidden, but it should be cancealed :
image

There is also this rule about invisibility : "A creature with the invisible condition (by way of an invisibility spell or invisibility potion, for example) >is automatically undetected< to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.

You can use the Seek basic action to attempt to figure out an invisible creature’s location, making it instead only hidden from you. This lasts until the invisible creature successfully uses Sneak to become undetected again. >If you’re already observing a creature when it becomes invisible, it starts out hidden<, since you know where it was when it became invisible, though it can then Sneak to become undetected."

Bug: Attack Rolls

Foundry: 11.308
PF2e: 5.4.4
Modules: PF2e Perception (0.6.1)

Issue:
Strikes and Spell attacks against a targeted enemy aren't sent to chat unless the target is in bright (not dim) light. Darkvision and other sight types do not impact this either.

Uncaught (in promise) TypeError: undefined. game.pf2e.Check.createResultFlavor is not a function
[Detected 2 packages: pf2e-perception, system:pf2e]
    at CheckPF2e.checkRoll (check.js:42:35)
    at async Object.roll (pf2e.mjs:54:251484)
    at async HTMLButtonElement.<anonymous> (pf2e.mjs:1:348341)
checkRoll @ check.js:42

[Feature request] Predicate support

Hey,
first of all: this is an amazin module that really transformed how my players interact with the light and vision system.

I wanted to humbly request a (hopefully) small feature that would enable so mo many cool things. It would be super useful if the light and vision conditions were added to the roll options (what you see in the roll inspector). This would allow for rule elements predicated on the current lighting effects or how well the target is seen.

With this something like the Gloomblade could be set up with rule elements.

Tanks and keep up the good work!

Hiding from Allies

Currently, the Hide action only targets enemies by default. Unless allies are specifically selected as targets, they won't be considered for vision changes. I believe this may be a bug, since Hiding typically has you roll against all creatures regardless of allegiance.

afbeelding
afbeelding

It's not a huge problem since targeting can help get around it, but would it be possible to have Hide target all creatures by default?

Issue: Creatures with darkvision break sneak attack

Module Version: 0.15.0
Foundry Version: 11.306
PF2e System Version: 5.2.3

Can reproduce by attacking a creature with "darkvision" from a creature that has the sneak attack feat.

Drag the wolf actor from compendium.
Attack wolf with creature with sneak attack that is hidden --> Sneak attack triggers
Attack wolf (altered with darkvision in senses) with creature with sneak attack that is hidden --> No sneak attack triggers

Not sure if this was ever working, but just noticed this with testing locally.

Bug: Creature Cover

Foundry: 11.308
PF2e: 5.4.4
Modules: PF2e Perception (0.6.1)

Issue: Creature cover no longer seems to be working, regardless of setting.

Cover does not work with flanking?

When an attack roll should be modified by flanking and cover, only cover applies.

For example, in a situation that looks like: A M B C
Where ABC are players, M is a monster, and C has a reach weapon.
When C attacks M, M is both off guard to C but has light cover from B. So M's AC should be at a net -1. Instead it looks like the flanking/off guard modifier is discarded and only the cover bonus is applied.

Per Player Cover is being done differently than in the system - found by testing with phase bolt and rule elements

Phase Bolt goes through 2 AC of circumstance bonuses (such as that from standard or lesser cover).

In order to implement this in game, I have created an effect that looks like this:
{"key":"AdjustModifier","selector":"ac","mode":"subtract","value":2,"predicate":["bonus:type:circumstance"]}
and then created an ephemeral effect that references the effect above:
{"key":"EphemeralEffect","uuid":"UUID-GOESHERE","selectors":["spell-attack-roll"],"predicate":["item:slug:phase-bolt"]} which I have placed on a feat on the character casting phase bolt.

When giving an enemy the standard or lesser cover effect using the system buff, this functions correctly and removes the circumstance bonus added by said cover:
image

When doing this with the perception menu and setting the enemy to have standard cover versus the player with the ephemeral effect, this does not work:
image

I believe this is either caused by perception adding cover to the enemy's AC after the stage where it would be reduced by rule elements or because perception is not correctly setting cover as a circumstance bonus.

I hope I did enough explaining to make this clear and hopefully easy to fix. Thank you <3

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