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tutorial.md

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Tutorial

How the active effect name is checked on the module ?

You can use any active effect where the name is founded from the following code isStringEquals of the module:

export function isStringEquals(stringToCheck1: string, stringToCheck2: string, startsWith = false): boolean {
  if (stringToCheck1 && stringToCheck2) {
    const s1 = cleanUpString(stringToCheck1) ?? '';
    const s2 = cleanUpString(stringToCheck2) ?? '';
    if (startsWith) {
      return s1.startsWith(s2) || s2.startsWith(s1);
    } else {
      return s1 === s2;
    }
  } else {
    return stringToCheck1 === stringToCheck2;
  }
}

export function cleanUpString(stringToCleanUp: string) {
  // regex expression to match all non-alphanumeric characters in string
  const regex = /[^A-Za-z0-9]/g;
  if (stringToCleanUp) {
    return i18n(stringToCleanUp).replace(regex, '').toLowerCase();
  } else {
    return stringToCleanUp;
  }
}

How the conditional visibility check is calculated on the module ?

The calculation for the vision checks is split in many phase forall the use case i encountered:

  1. Check if source token has the vision enabled, if disabled is like the module is not active for that token.

  2. Check if target token is hidden with standard hud feature of foundry and only GM can see

  • 1.1) Check if target token is with the 'Force Visible' flag for Midi Qol integration
  1. Check if the target token and the source token are owned from the same current player if true you can see the token.

  2. Check for the token disposition:

  • 3.1) by default the check is applied to all token disposition Friendly, Neutral, Hostile, You can disable the check for all non hostile NPC with the module settings 'Disable for non hostile npc'

  • 3.2) A npc Hostile can see other Hostile npc

4) If module setting autoPassivePerception is enabled, check by default if Perception Passive of the system is > of the Stealth Passive of the System, but only IF NO ACTIVE EFFECT CONDITION ARE PRESENT ON THE TARGET

  1. If the flag Use Stealth Passive is enabled on the token configuration, check by default if Perception Passive of the system is > of the Stealth Passive of the System, but only IF NO ACTIVE EFFECT CONDITION ARE PRESENT ON THE TARGET

  2. Check if the source token has at least a active effect marked with key ATCV.<sense or condition id>

  • 5.1) If at least a condition is present on target it should be false else with no 'sense' on source e no ' condition' on target is true
  1. Check if the source token has the active effect blinded active, if is true, you cannot see anything and return false.
  • 6.1) Check for blinded override effect avoid the blinded condition.
  1. If not 'condition' are present on the target token return true (nothing to check).

    - 7.1) Auto passive perception check if module setting autoPassivePerception is enabled

    • 7.1) Auto passive perception check if the flag Use Stealth Passive is enabled. If the 'Hidden' condition the 'Stealthed' condition is ignored
  2. Check again for passive perception vs passive stealth like on point 4) this time we use the hidden active effect like the stealth passive on the target token...THIS WILL BE CHECK ONLY IF ONE CONDITION IS PRESENT ON THE TARGET AND THE CONDITION TYPE IS 'HIDDEN', REMEMBER THE 'HIDDEN' VALUE OVERRIDE THE 'STEALTHED' IN THIS CASE, so is like you downgrade the stealth passive of the target token with this trick

  • 8.1) Remember if the Stealth passive value is > then the current hidden value and module setting autoPassivePerception is enabled, we use the stealth passive value instead the hidden value

  • 8.1) Remember if the Stealth passive value is > then the current hidden value and the flag Use Stealth Passive is enabled, we use the stealth passive value instead the hidden value

  • 8.2) Check if the current perception passive value is >= of the Hidden Perception passive value:

  1. Check if the source token has some 'sense' powerful enough to beat every 'condition' ont he target token:
  • 9.0) If no ATCV.visionId is founded return true (this shouldn't never happened is just for avoid some unwanted behavior)

  • 9.1) Check for implicit and explicit ATCV.conditionTargets and ATCV.conditionSources, this control make avoid the following 9.X check, like explained on the tables

  • 9.2) If the 'condition' on the target token is NONE return true

  • 9.2.1) Check if ATCV.conditionElevation is != 0, will check if the source token and target token are at the same level.

  • 9.2.2) Check if ATCV.conditionDistance is valorized if is set to a numeric value, will check if the tokens are near enough to remain hidden (remember -1 is infinity distance).

  • 9.3) If the 'condition' on the target token is HIDDEN and the Perception Passive of the system of the source token is > of the current sense value, we use the Perception Passive of the system for the checking and return ture if is > of the condition value set.

  • 9.4) The range of 'condition' level [conditionLevelMinIndex,conditionLevelMaxIndex], must be between the 'sense' range level [conditionLevelMinIndex,conditionLevelMaxIndex] like explained on the tables.

  1. Check if ATCV.conditionElevation is != 0, will check if the source token and target token are at the same level.

  2. Check if ATCV.conditionDistance is valorized if is set to a numeric value, will check if the tokens are near enough to remain hidden (remember -1 is infinity distance).

  3. Check if the vision level value of the filtered 'sense' on the source token is a number >= of the vision level value of the filtered 'condition' on the target token, if the sense is set to -1 this check is automatically skipped. If the condition and the sense are both set with value -1 the condition won.

What active effect data changes are used from this module ?

Every active effect data of this is module use any changes with the prefix ATCV acronym for Active Token Conditional Visibility .

NOTE: by default all senses are passive AE and all conditions are temporary AE NOTE: for now every active effect can have only one ATCV.<sense or condition id>,ATCV.conditionElevation,ATCV.conditionTargets,ATCV.conditionSources key at the time, if multiple are set we get only the first for the checking

There three type of these AE used and supported from this module:

Key Syntax Type Description Examples Active Effect Data [Key = value]
ATCV.<sense or condition id> number Identify the "vision level" the numeric value of the sense/condition ATCV.invisible = 12, ATCV.darkvision = 13, ATCV.darkvision = data.skills.ste.passive
ATCV.conditionType string indicate the type of CV usually they are or 'sense' or 'condition' not both, THIS IS ESSENTIAL FOR USE SENSE AND CONDITION NOT REGISTERED ON THE MODULE IF NOT FOUNDED BY DEFAULT IS CONSIDERED A SENSE, so now you can just modify the AE and you are not forced to call the registered macro of the module CV, this is very useful for integration with other modules. ATCV.conditionType = sense, ATCV.conditionType = condition
ATCV.conditionElevation boolean if true will force to check the elevation between tokens source and target, VERY USEFUL IF YOU USE LEVELS ATCV.conditionElevation = true
ATCV.conditionTargets list of string This is used for explicitly tell to the checker what AE Condition can be see from this AE Sense based on the custom id used from this module (you can set this but is used only from a sense effect), check out the TABLES for details, **this is basically a override of the point 6. checker based on the indexes given to the sense ATCV.conditionTargets=hidden,invisible
ATCV.conditionSources list of string This is used for explicitly tell to the checker what AE Sense can be see from this AE Condition based on the custom id used from this module (you can set this but is used only from a condition effect), check out the TABLES for details, **this is basically a override of the point 6. checker based on the indexes given to the condition ATCV.conditionSources=darkvision,tremorsense
ATCV.conditionDistance number set a maximum distance for check the sight/vision with this effect ATCV.conditionDistance = 12
ATCV.conditionBlinded boolean If true this effect / condition is applied on the token / actor it will be evaluated for the blinded check and only another effect with ATCV.conditionBlindedOverride = true will be able to avoid this check. ATCV.conditionBlinded=true
ATCV.conditionBlindedOverride boolean If true it indicates that this effect is able to work even with the "Blinded" condition applied to the token ATCV.conditionBlindedOverride=true
ATCV.conditionTargetImage string string path to the image applied on target token and used from the source token (the one you click on) for replace the image token only for that player with a special sight, only if the CV check is true
ATCV.conditionSourceImage string string path to the image applied on target token and used from the target token (the one you try to see) for replace the image token only for that player with a special sight, only if the CV check is true

[WORKING IN PROGRESS]

Key Syntax Type Description Examples Active Effect Data [Key = value]

Can i add my custom sense or condition on it ?

You can add a custom sense or condition by using these code (it' the same of the module DFreds Convenient Effects)

Option 1 : You can register the sense or the condition with the apposite API

ConditionalVisibility.API.registerSense({
    id: string;     // This is the unique id used for sync all the senses and conditions (please no strange character, no whitespace and all in lowercase...)
    name: string;   // This is the unique name used for sync all the senses and conditions (here you cna put any dirty character you want)
    path: string;   // [OPTIONAL] This is the path to the property you want to associate with this sense e.g. data.skills.prc.passive
    img: string;    // [OPTIONAL] Image to associate to this sense
    conditionElevation:boolean; // [OPTIONAL] if true will force to check the elevation between tokens source and target, VERY USEFUL IF YOU USE LEVELS
    conditionTargets: Array of string; // [OPTIONAL] This is used for explicitly tell to the checker what AE Condition can be see from this AE Sense based on the custom id used from this module (you can set this but is used only from a sense effect), check out the [TABLES](./tables.md) for details, **this is basically a override of the point 6. checker based on the indexes given to the sense
    conditionSources: Array of string: // [OPTIONAL] This is used for explicitly tell to the checker what AE Sense can be see from this AE Condition based on the custom id used from this module (you can set this but is used only from a condition effect), check out the [TABLES](./tables.md) for details, **this is basically a override of the point 6. checker based on the indexes given to the condition
    conditionDistance:number; // [OPTIONAL] set a maximum distance for check the sight/vision with this effect
    conditionBlinded:boolean; // [OPTIONAL] If true this effect / condition is applied on the token / actor it will be evaluated for the blinded check and only another effect with `ATCV.conditionBlindedOverride = true` will be able to avoid this check.
    conditionBlindedOverride:boolean; // [OPTIONAL] If true it indicates that this effect is able to work even with the "Blinded" condition applied to the token
    conditionTargetImage:string;  // [OPTIONAL] string path to the image applied on target token and used from the source token (the one you click on) for replace the image token only for that player with a special sight, only if the CV check is true
    conditionSourceImage:string; // [OPTIONAL] string path to the image applied on target token and used from the target token (the one you try to see) for replace the image token only for that player with a special sight, only if the CV check is true
});
ConditionalVisibility.API.registerCondition({
    id: string;     // This is the unique id used for sync all the senses and conditions (please no strange character, no whitespace and all in lowercase...)
    name: string;   // This is the unique name used for sync all the senses and conditions (here you cna put any dirty character you want)
    path: string;   // [OPTIONAL] This is the path to the property you want to associate with this sense e.g. data.skills.prc.passive
    img: string;    // [OPTIONAL] Image to associate to this sense
    conditionElevation:boolean; // [OPTIONAL] if true will force to check the elevation between tokens source and target, VERY USEFUL IF YOU USE LEVELS
    conditionTargets: Array of string; // [OPTIONAL] This is used for explicitly tell to the checker what AE Condition can be see from this AE Sense based on the custom id used from this module (you can set this but is used only from a sense effect), check out the [TABLES](./tables.md) for details, **this is basically a override of the point 6. checker based on the indexes given to the sense
    conditionSources: Array of string; // [OPTIONAL] This is used for explicitly tell to the checker what AE Sense can be see from this AE Condition based on the custom id used from this module (you can set this but is used only from a condition effect), check out the [TABLES](./tables.md) for details, **this is basically a override of the point 6. checker based on the indexes given to the condition
    conditionDistance:number; // [OPTIONAL] set a maximum distance for check the sight/vision with this effect
    conditionBlinded:boolean; // [OPTIONAL] If true this effect / condition is applied on the token / actor it will be evaluated for the blinded check and only another effect with `ATCV.conditionBlindedOverride = true` will be able to avoid this check.
    conditionBlindedOverride:boolean; // [OPTIONAL] If true it indicates that this effect is able to work even with the "Blinded" condition applied to the token
    conditionTargetImage:string;  // [OPTIONAL] string path to the image applied on target token and used from the source token (the one you click on) for replace the image token only for that player with a special sight, only if the CV check is true
    conditionSourceImage:string; // [OPTIONAL] string path to the image applied on target token and used from the target token (the one you try to see) for replace the image token only for that player with a special sight, only if the CV check is true
});

checkout more details on the API documentation.

Option 2: Simply create a new active effect without use the register method

Just create a active effect with these two minimal change on your active effect

Key Syntax Type Description Examples Active Effect Data [Key = value]
ATCV.<sense or condition id> number Identify the "vision level" of the sense/condition ATCV.invisible = 12, ATCV.darkvision = 13
ATCV.conditionType string indicate the type of CV usually they are or 'sense' or 'condition' not both, THIS IS ESSENTIAL FOR USE SENSE AND CONDITION NOT REGISTERED ON THE MODULE IF NOT FOUNDED BY DEFAULT IS CONSIDERED A SENSE, so now you can just modify the AE and you are not forced to call the registered macro of the module CV, this is very useful for integration with other modules. ``ATCV.conditionType = sense, ATCV.conditionType = condition`