| Latest version | 6.0.8 |
|---|---|
| Minimum Core | 12 |
| Compatible Core | 14 |
| File size | 0 B |
| Last updated | 1 month ago |
| Created | 3 years ago |
| Authors | |
| Languages |
Deutsch English Italiano Português (Brasil) polski 中文 日本語 |
| Systems | All systems |
| Project source | Project URL |
| Read-me | Readme URL |
| Changelog | Changelog URL |
A module to add a few loosely related vision based features.
A tutorial for some of the features can be found here:
Currently implemented features are:
Allows doors to be set a lock peekable. When a player ctrl+right-clicks a lock peekable door they can see through a small hole in the door until they ctrl+right-clicks it again or move out of the interaction distance. Only one lock can be peeked at a time.
Allows doors to be incrementally opened in either a swinging or sliding motion. Players can use the mouse wheel on the door control to slowly open or close a door.
Allow players to automatically follow selected tokens with the camera. Can also be toggled with a key bind.
Allows for player to either passively or actively spot secret doors and hidden tokens and make secret doors visible to other players by left clicking them. GMs can set seperate passiv and active DCs for spotting (or synch them).
The following informations will be displayed in the settings (if applicable):
flags.perceptive.Modifiers.perception.MOD.#ObjectType.#CheckType can be used to add modifiers to certain checksflags.perceptive.Modifiers.perception.BEH.#ObjectType.#CheckType can be used to alter the roll behaviour for certain checks
#ObjectType values: Wall,Token,Tile#CheckType values: active, passive(MOD only), all other skill abreviations as per the "Other active skill DCs" menuVision channels allow GMs to make tokens, tiles and door controls conditionally visible and walls transparent or traversable to certain tokens. Colors or graphical filters (Tokens only) may be applied to objects seen through these channels. The feature can be controlled via api, a few exmplae macros for this purpose are included.
flags.perceptive.VisionChannelsFlag.#VCID.Receives can be used to set wether a token can receive the vision channel belonging to #VCID (true/false)flags.perceptive.VisionChannelsFlag.#VCID.Emits can be used to set wether a token emits on the vision channel belonging to #VCID (true/false)The module should be compatible with all game systems and most modules on Foundry v11. If you encounter any bugs please let me know.
PassiveSpot, ActiveSpotThe module contains an English, a German, a Chinese (thanks to Thousand (_thousand@Discord)), a Japanese (thanks to doumoku), and a Polish (thanks to Lioheart), and a Portuguese Brazil (thanks to Andersants and Kharmans) translation. If you want additional languages to be supported let me know.
If you have suggestions, questions, or requests for additional features please let me know.
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: perceptive 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.