This module is designed to quickly and efficiently answer questions such as "How far can I move this turn? What enemies can I reach in the fewest actions? How can I best navigate difficult terrain?" I wrote it because I (not to mention the rest of my group) was tired of my pulling out Rulers, Blasts, and other helpers to figure out "Can I do this? Hmm, no, but maybe if I do it this way ... nope, that doesn't work either. What about ..."
Click , on the token layer controls, to toggle the Overlay on and off. Once the Overlay is enabled, it should Just Work™ with little to no interaction from you. If you are using a supported system, it should auto-detect the range of your equipped weapons; shift-click the button to change it for your currently selected token. Normally the overlay will reread your position at the end of a move; control-click the button to force the Overlay to reposition. Display preferences are available in the module's Settings page.
Maps: This module now works with square, hex or gridless grids.
Systems: My table plays Pathfinder 2E, but it has been tested to some degree on PF1e, DnD3.5e, SWADE, WFRP4e and DnD5e. It turns out that every system stores its token/actor move speeds in a different spot, so out of the box speed autodetection will only work with Pathfinder 2e, Pathfinder 1e, DnD3.5e, SWADE, WFRP4e and DnD5e. If you're playing with a different system, you'll be prompted to set a speed on token control. You can also set the autodetect path. Also, I believe other systems treat diagonals differently, so there's a (GM-only) setting telling the module how to count diagonal movement.
Weapon range is more complex so the path cannot be manually set for unsupported systems. Pathfinder 2e, Pathfinder 1e, DnD3.5e, SWADE, WFRP4e and DnD5e are all supported to the best of my knowledge of the systems. If you are using an unsupported system, you will be prompted for weapon range when you try to bring up the overlay.
Modules: This module requires lib-wrapper and supports the Enhanced Terrain Layer (not updated for Foundry v11 though may have some functionality) and Terrain Mapper (requires TM >= v0.3.0 to work with PF2E) modules.
The overlay in this image assumes a movement speed of 15ft/action and a weapon range of 10ft.
If a target is selected, tiles in your movement range and in range of the target will be highlighted in white, and only tiles on the shortest path to the highlighted squares will remain tinted.
If multiple targets are selected, only tiles in range of all targeted enemies will be highlighted. If there's no way to hit all targeted enemies at once, the Overlay will display a warning and act as if no enemies are targeted.
The Overlay is useful no matter what kind of character you're playing as:
Suppose you're trying to decide between these two enemies.
Both enemies are obstructed - one by difficult terrain, one by walls - so a straight ruler won't help you.
You'll need to use waypoints to get the true movement distances.
Or you can use the Overlay to instantly see how many movement actions it'll take to attack each enemy.
You want to attack this enemy, and you'd like to get just close enough to attack him without his being able to close the distance and attack you on his turn.
You drop a Blast on his position and then move to a tile on the very edge of the Blast (of course, working with Blasts takes a lot of control palette switching, clicking, dragging, deleting ... it's kind of a pain).
Or you can use the Overlay to see where you can move to that's inside your attack range and move to the position that's nearest you.
You want to cast Electric Arc (a 2 action, 2 target, 30ft range spell) on these two enemies. Where can you hit them both from? Are they close enough for you to hit them both? Can you reach a good spot in only one action so you'll have the two remaining actions to cast the spell?
You could drop two Blasts and then measure your distance to the overlapping tiles (with waypoints, of course - moving straight through that difficult terrain would be too much).
Or you can use the Overlay to see where you can attack them both from and how far away the good spots are.
You're pretty sure you can kill any of these enemies on your turn, and you'd like to kill one that'll go before your teammate to reduce how many enemies there are to attack him (or you). Unfortunately, while the Combat Tracker shows initiative order it doesn't take positioning into account, and trying to figure out which entry in the Combat Tracker corresponds to combatant tokens can be a pain.
Or you can use the Overlay to see who's close to you and going before your teammate.
If you're using an unsupported System, you'll need to set the speed attribute path in the module settings. Here's how to do it:
_token.actor
and press Entersystem
, attributes
, speed
, and find the speed in total
system.attributes.speed.total