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View Code? Open in Web Editor NEW“Hey, Wait!” is a FoundryVTT module allowing a GM to place “event triggers” on a scene.
Home Page: https://foundryvtt.com/packages/hey-wait/
License: MIT License
“Hey, Wait!” is a FoundryVTT module allowing a GM to place “event triggers” on a scene.
Home Page: https://foundryvtt.com/packages/hey-wait/
License: MIT License
Not sure when this started, but I've been trying to set up Hey, Wait tiles and they are not working when a token steps on the tile. This is for new tiles and for tiles that were previously working. I also removed all other modules and left only the Hey, Wait module active to see if there was a conflict, but the same issue is occurring.
Only trigger Hey Wait if the token's disposition is Friendly and/or Neutral. This would stop monsters from triggering it as well as neutral tokens (like tokens used for dancing lights).
Would be amazing to draw elliptical or polygonal triggers, instead of just rectangles.
The use-case here I'm thinking of would be the range of vision of a guard in a tower at night (darkvision out to 60ft). Player token moves inside of visual range, and then "Hey Wait!"
Also, polygonal would be really useful for hex grid maps.
Will this module be supported in V10?
This would be super useful as I use these tiles to represent traps or moments in the story where I need all the tokens to stop moving. Pausing the game would be the easiest solution, I believe.
Hey, Wait! tiles don't seem to trigger when the Levels module is active: https://foundryvtt.com/packages/levels
Video demo:
Allow me to link 2+ zones together so when one is marked as having been tripped so does the other one. This would let me to put two zones down at the entrance to the room (without having to make the whole room a zone) and link them together. When a hero comes in from one direction it would trigger and both zones get turned off so it doesn't trigger when the hero leaves the other side.
The trigger-tiles only lay down correctly when dragging from the upper-left, otherwise, if you try dragging from the lower-right side, it flips the visible trigger tile(s) over an axis and the visible trigger-tile doesn't match up with where the tokens will actually trigger. It still seems to place in the spot you dragged over, BUT the visible tiles that the GM sees won't be in the correct spot. Moving the visible tiles moves the invisible triggers as well.
So if you were to try to drag from the lower right corner to create a 1x1 (or any size trigger), the below shows what happens ['o' are empty spaces, 'x' is the visible trigger tile, and 'y' is the space you drag over and the actual space that will trigger when a player walks over (but does not show for GM)]
y o o
o x o
o o o
Would it be possible to stop a token as soon as it is dragged over a wait area even before the left mouse button is released. I like to use the Token Drag Vision option and it would be nice if they were stopped before they moved their token all over the place clearing fog of war.
Allow a journal to be opened when Hey Wait! is triggered. This should be shown to any combination of the GM, the triggering player, all players.
Hard to know what is changed between updates without a changelog :)
Currently the tile is disabled once it has been triggered, it would be nice to be able to choose how many "charges" the tile has.
See title of issue. It should:
Ideally if a player drags a token past a trigger tile, the movement should stop at that tile and pause the game, rather than continuing to it's original end point past the triggering tile before pausing.
Please consider minifying the built JavaScript code as it helps a lot with reducing load times.
Hi guys, I love the module, and the title says it all, is it possible to add a feature to triiger hey wait only when there is more than 1 person in the area? Main reason are traps: A few of them (pressure plates, holes, etc) only trigger when two or more tokens are in the area, that would help a lot!
Your module has inspired me to think of a module that would be great, one of traps:
when a character passes through the marked area and stops, several events could occur:
First of all, an image will jump that is visible to all players (the image of a trap, a pit, rocks, spikes, etc...)
It would be great if the trap had a menu to set it: difficulty CD, damage, description.
So it will jump an event that will make the player throw a cd of the necessary category to avoid the trap.
In the chat a card should appear with the description of the trap, the cd needed to avoid it and below a direct roll of the trap's damage, for example: instead of showing you 2d6, but throwing the damage directly (12, 10,8,2,4,5, etc...)
What an amazing mod! Love it, and I can't wait to use it in my games!
Is it possible to give us the ability to customize the sound effects that plays? Substituting it with the wild pokemon battle intro is something I absolutely want to spring on my players 😆
It would be nice to run a macro once this is triggered. I can see it being used to kick off a role from LMRTF for example as a perception check. Or just present some description text and audio. Having a macro I can call what ever I can image.
In my current campaign I've been spreading a lot of my maps across different scenes, when I found out that Hey Wait isn't really compatible with that because when wait tile is triggered, it pulls every player to the active scene.
Most of the time this ends up with them on the wrong scene with no vision and then I have to manually drag them back to their previous scene
If this is a bug this should be fixed. If this is an intentional design choice, it would be nice to have the option to disable this feature as it's problematic for groups with lots of different scenes going on
I'd love to use this module more, but the tiles make it really hard to see what's underneath, they clutter the screen, and they're distracting. I'd appreciate a setting to hide Hey Wait tiles when not in the tab, like the Toggle Notes Display in the Journal Notes tab. It could be in the module settings instead, it just seems to me like a toggle button would be better.
Im really happy to have this mod, my players are all over the place. But I did notice a bit of a performance hit on my machine when this is enabled. Just wanted to make you aware.
Some possibilities:
(Hey, Wait! version 0.6.1)
Following an upgrade to Foundry 0.8.9, the Hey, Wait! tiles no longer trigger.
I'm no JavaScript programmer, but attempted to dig around and was wondering it this was related to the following issue: https://gitlab.com/foundrynet/foundryvtt/-/issues/5651.
Looking at the TokenUpdateCoordinator.coordinateUpdate method, this.tokenInitPos.get(tokenDoc.id) is always returning null (or whatever - as I said, I'm no JS dev!), so the method calls _cleanQueuedTokenInitPos and then exits.
The only place I saw TokenUpdateCoordinator.tokenInitPos being set was in registerTokenInitPos, and the only reference I found to that was during the module setup:
Hooks.on('preUpdateToken', async document => {
tokenUpdateCoordinator.registerTokenInitPos(document.toObject());
});
Given that the issue referenced above talks about pre-updates on tokens, I thought this might be a cause?
Additionally, from within Foundry's debugging tools I searched for 'preUpdateToken' and found _preUpdateTokenActor in the Foundry files, so maybe the name had been changed?
First of all, thank you for creating such a usefull module for foundry VTT. It gives me the pauses I need during my campaigns. I was wondering whether it would be possible to add control over where the focus zooms to when the module is triggered. it would be handy if I could zoom to other locations than the triggering character.
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