p4535992 / conditional-visibility

a FoundryVTT module to hide tokens from some players, but not from others
MIT License
5 stars 8 forks source link

Am I setting it up wrong? #20

Closed maxobremer closed 2 years ago

maxobremer commented 2 years ago

Hi I have a question I have a player with devil's sight so wanted use this so that he can see hidden creatres, but when creature is In Darkness (CV) the pc with devils sight still cant see it? I tried adding devilsight to the In Darkness (CV) DAE and that worked, so i have two questions I tried making the "ATCV.indarkness" to custom with the effect value "data.skills.ste.passive" so it would use the passive stealth, which didnt work, how do i make this work? Is it possible to have people with dark vision see stuff "In Dark" but with a -5 to their perception or +to the hidden creature's stealth, since theyd get disadvantage?

Is it also possible to have a dim light in addition of In Darkness (CV) option?

p4535992 commented 2 years ago

I have a player with devil's sight so wanted use this so that he can see hidden creatres, but when creature is In Darkness (CV) the pc with devils sight still cant see it?

i will make some test and let you know if is a bug

tried making the "ATCV.indarkness" to custom with the effect value "data.skills.ste.passive" so it would use the passive stealth, which didnt work, how do i make this work?

a ok didn't think of this use case, but it is not to hard to integrated. i'll try to put this feature in the next release , so you can just set the active effect: ATCV.indarkness=data.skills.ste.passive or ATCV.indarkness=data.skills.ste.passive - 5 , (this will be system dependent)

Is it possible to have people with dark vision see stuff "In Dark" but with a -5 to their perception or +to the hidden creature's stealth, since theyd get disadvantage?

i have no idea how to do this... you can use ATCV.indarkness=data.skills.ste.passive - 5 (on the next release) but not sure if is it enough for your use case.

Is it also possible to have a dim light in addition of In Darkness (CV) option?_

ok here I'm still thinking about how to manage it to make it even more automated, the concept for the moment is that I don't want to rewrite the ATE code in my module, so for now the solution is to add the following changes to the effect: ATL.light.dim=30

p4535992 commented 2 years ago

I have a player with devil's sight so wanted use this so that he can see hidden creatres, but when creature is In Darkness (CV) the pc with devils sight still cant see it?

Solved with 0.5.5

tried making the "ATCV.indarkness" to custom with the effect value "data.skills.ste.passive" so it would use the passive stealth, which didnt work, how do i make this work?

Solved with 0.5.5

Is it possible to have people with dark vision see stuff "In Dark" but with a -5 to their perception or +to the hidden creature's stealth, since theyd get disadvantage?

Solved with 0.5.6 , should support all the formula supported from the foundryvtt system

Is it also possible to have a dim light in addition of In Darkness (CV) option?_

Not solved Just use standard ATL

maxobremer commented 2 years ago

Hi,

Just updated to 0.5.6 and noticed something a hidden creature is invisible for someone with any kind of sight added. Like if they do NOT have devil sight or darkvision and do have a high enough passive then they're visible but someone with the same passive perception and darkvision or devil sight or see invisible can NOT see them

Did a bit of a bigger test and this is passive perception of 18 vs stealth of 17 image each group is what the guy at the bottom can see yellow has no added sight in any way, just a dude blue is a blinded and a darkvision guy red is a devils sight and a darkvision+devils sight guy green is a true sight and a see invisibility guy yellow is a tremor sense and a blindsight guy

now for the hiders we have yellow has no added sight in any way, just a dude blue is a nothing red is a in dark feline stalker green is a invisible feline stalker yellow is a in dark, invisible and a obscured feline stalker

all hiders/feline stalkers are only visible for the guys in the same coloured square

I would expect truesight to see all the feline stalkers, I would expect every guy to see the hidden feline stalker and id expect some more from the darkvision guy who cant even see a in dark value of 10, which RAW dnd 5e is should

maxobremer commented 2 years ago

Btw thanks for the responses and work up till now

another question i had was if it was possible to have a value to determine the range of certain visions, like someone with tremor sense can see less far the most with darkvision, not always but most of the time. would also be nice if the effect looks at the senses section of a characters sheet to determine if they have a certain vision and out to which range

p4535992 commented 2 years ago

wow thanks, the test must have taken you some time.

I would expect truesight to see all the feline stalkers,

for how i have prepared the default values on the dnd5e table, true sight can see invisible and in darkness , but not obscured targets do you think this is a mistake on my part?

but if you want you can customize this with the ATCV.condtionTargets on the source token active effect.

true sight should see the token with the condition of in darkness . Is the numeric value assigned to the in darkness effect greater than that assigned to true sight? Because this would explain the behavior and would be correct.

the module as described in the documentation have two main controls: 1) the sense can see the condition (check out the table) 2) the value assigned to the sense is >= the one assigned to the condition

I would expect every guy to see the hidden feline stalker and id expect some more from the darkvision guy who cant even see a in dark value of 10, which RAW dnd 5e is should

Ok the token with darkvision should see the "cat" if the value of the hidden <= to the passive perception of the token, that can be a bug...i will checkout

The darkvision is something I have to work a little bit on to synchronize it with the new ATE released 1 day ago and better integration with PV, you can always customize as you like the actiev effect by adding / removing the various active effect changes of both CV and of ATL.

For your use case maybe you want to add a conditionDistance = 10 to be able to see creatures with a value of hidden <= to the CV value associated with darkvision

another question i had was if it was possible to have a value to determine the range of certain visions, like someone with tremor sense can see less far the most with darkvision, not always but most of the time.

you mean the conditionDistance feature ? conditionDistance

would also be nice if the effect looks at the senses section of a characters sheet to determine if they have a certain vision and out to which range

I can try to develop a code that reads the senses of the actor and that auto-generates the active effect change conditionDistance which represents the effect distance of the sense, do you think this is the correct solution?

p4535992 commented 2 years ago

i think with the version 0.5.24 these issues shoudl be solved, at least for me but let me know it.