Code Monkey home page Code Monkey logo

lessfog's Introduction

Less Fog

Module to enhance visibility for the GM and Players in Foundry VTT. Module options are described below.

Options

Fog Opacity

By default, the unexplored areas of the canvas are fully obscured by the fog of war (FOW). This slider makes the FOW layer partially transparent, allowing the GM to see the entire map, while still indicating which portion of the map has not yet been revealed to the Players. The color of the FOW is now a user-configurable setting in Foundry VTT and is therefore no longer needed in this module.

Reveal Tokens

Foundry ordinarily hides all tokens that are outside a selected token's field of view. This is true for both Players and the GM. So when the GM selects a token on the map, only the tokens that can be seen by the selected token are displayed. To make things easier on the GM, Less Fog has an option to reveal to the GM only all tokens on the map. If the Levels module is enabled, this option will be suppressed so that it does not conflict with the special level effects in that module.

Reveal to All Players

In response to requests from folks playing games like Lancer, there is now an option to reveal to the Players the Unexplored areas and all tokens on the map. With this option enabled, a Player will now see the same thing that the GM would see if the GM were to select that Player's token. This option is disabled by default, since it is generally not desirable in most games to reveal to the Players those tokens and areas covered by FOW. But this option can be enabled for those games where you want your Players to see the whole map and all the tokens on it, while using the FOW to indicate the actual extent of a token's line of sight.

GM Vision

For the GM only, the module also adds a button to the Token controls on the left side of the screen that will toggle the entire FOW on and off.

New Button

The Pathfinder 2e game system already has a button with a similar function. Therefore, the GM Vision button in this module will not appear when using the PF2e system.

Older Versions of the Module

Click here for instructions on using this module with versions of Foundry VTT before version 10.

License

This Foundry VTT module, written by trdischat with major assistance from Calego and KaKaRoTo, is licensed under a Creative Commons Attribution 4.0 International License.

lessfog's People

Contributors

tsrgit avatar trdischat avatar grygon avatar msprijatelj avatar dev7355608 avatar

Stargazers

 avatar  avatar Colin McLear avatar  avatar  avatar Shawn Perry avatar Andrea Santini avatar Mackenzie Clark avatar Anthony Ronda avatar Alexis avatar  avatar Adam Farnsworth avatar Adrian avatar 4535992 avatar Brad Laney avatar

Watchers

James Cloos avatar Apostol Apostolov avatar

lessfog's Issues

Errors with loading scenes

When I load my world the scene is stuck like this and I cant move it. Also none of the buttons on the side work.
Screenshot_2048
These are the errors I get upon loading the world.
Screenshot_2046
Screenshot_2047
Screenshot_2045

Uninstalling Less Fog fixes the issue.

Levels Compatibility

to have less fog compatible with levels simply avoid doing the token.visible operation on sight refresh if levels is active, or perform them only if the options that require it are enabled

Greyed Out GM Tools

When the module is active, I cannot access the tools when logged in as a Gamemaster or Assistant Gamemaster.
They appear as grayed out and are non-responsive.
No problems when I'm logged in as a Player or Trusted Player.

Everything's fine when I activate all my other modules without The Furnace (which deactivate all its dependencies, including Lessfog).
Everything works fine if I activate all The Furnace dependencies by themselves (advanced-macros, initiative-double-click, dfreds-droppables and split-journal) without activating The Furnance and Lessfog.

Running Foundry 0.8.6 on DnD5e 1.3.3

Compatibility with PF2e's GM Vision function

Just discovered an issue that was really frustrating.

PF2e adds a GM Vision function, with a button under lighting and a hotkey (Ctrl-G by default) that I did not realize was separate from the GM Vision function added by Less Fog. Apparently, you can have GM Vision turned on with both PF2e and Less Fog, in which case, toggling either one off does nothing; both must be toggled off for the normal vision mode to be restored.

I'm requesting that this incompatibility be investigated and resolved, as I'd rather not have to deal with this again, and I feel like it could easily become a pitfall for other users, especially considering how long it took me to figure out the issue.

Update for Foundry 9.245

In 9.245 the (un)explored color bug was fixed, but you need to call canvas.sight.updateFogExplorationColors() after you change CONFIG.Canvas.(un)exploredColor after the sight layer was drawn.

Less Fog and Wall Height/Levels

I had a problem where I could see doors from one level through to other levels. Made this really tricky for tokens moving through the scene. After coordinating with the author of Levels and Wall Height, and using FTC, it appears that Less Fog still doesn't work correctly with Levels/Wall Height.

levels.question.mp4

I do have Fog Exploration ticked
image

V9 compatibility

Getting this error

Uncaught (in promise) Error: This is not a registered game setting
[Detected 2 packages: lessfog, lib-wrapper]
at ClientSettings.get (foundry.js:2115)
at SightLayer.🎁SightLayer.prototype.tokenVision#lessfog (main.js:43)
at Z.🎁call_wrapper [as call_wrapper] (libWrapper-wrapper.js:611)
at SightLayer.🎁SightLayer.prototype.tokenVision#getter (libWrapper-wrapper.js:359)
at SightLayer.initializeFog (foundry.js:29983)
at Canvas._initialize (foundry.js:20011)
at Canvas.draw (foundry.js:19870)
at async Scene.view (foundry.js:17642)Uncaught (in promise) Error: This is not a registered game setting
[Detected 2 packages: lessfog, lib-wrapper]
at ClientSettings.get (foundry.js:2115)
at SightLayer.🎁SightLayer.prototype.tokenVision#lessfog (main.js:43)
at Z.🎁call_wrapper [as call_wrapper] (libWrapper-wrapper.js:611)
at SightLayer.🎁SightLayer.prototype.tokenVision#getter (libWrapper-wrapper.js:359)
at SightLayer.initializeFog (foundry.js:29983)
at Canvas._initialize (foundry.js:20011)
at Canvas.draw (foundry.js:19870)
at async Scene.view (foundry.js:17642)

Tokens not visible on scene loading in 0.5.4

Hello!

The 0.5.4 update seems to break the module, as tokens in a scene are not visible when you first load it with the module activated.

Disabling the module fix this issue.

Thanks!

Unexplored areas are not fully opaque for players, and can therefore still be seen by players

With foundry 0.7.5 and lessfog 0.6.7, unexplored areas on the map are not fully opaque for players. So players can quite easily view the entire layout of the map. This makes the lessfog module currently unusable for me sadly. I am not sure if this is intended behavior, if it is it'd be useful to add an option to disable this.

Here is how the exact same scene looks without lessfog:

image

With lessfog:

image

Settings of the module:

image

Toggle keyboard shortcut request - not an issue

Hello there,

Love this module and have been using it since I can remember. So thank you for that.

Just recently I am having an issue with another module - Adequate Vision. It gives a Dark Vision token the ability to see in colour when Darkness Overlay is Zero (when there is no light source). If you want the Dark Vision folk to see in grey, you need to set the Darkness Overlay to about 0.65 or above. The problem with this is that when you set the Darkness Overlay to 0.65 or above then click on a token as GM, you can then not see the rest of the map, which means you can't move the token to where you want it to be.
Which is the whole point of your module. Unfortunately Less Fog cannot affect Darkness Overlay.

Therefore I was wondering if you could add a keyboard shortcut for the GM Vision Toggle icon? That way I can see through the tokens eyes, then toggle GM vision on so that I am still controlling that token and move them.
Then toggle back on so that I can then see through their eyes again.

I hope that makes sense. :-)

[FEATURE Request] Player facing less fog

Would it be possible to have the same option of being able to see all other actors through fog like the GMs can ,but for players.

This is good for simulating line of sight in a battle field but still be able to see the whole thing. This is specially good for games like LANCER.

Levels Support

It appears that you at one point had this module working with levels, however with the latest version of both running on the latest version of foundry, this appears to no longer work.

Apply transparency to players

I'm trying to apply a more transparent fog for a digital table top, but the GM and player view look really different. Only the GM view gets the transparent fog. Can we have an option to apply to player view as well?

[Feature Request] Scene-Specific Settings

Would it be possible to have scene-specific settings instead of global ones? I like the module, particularly the new update to allow us to change the unexplored opacity for players, but would really like to change this for specific scenes. The use case here is a world map, which I want to give an indication to the players where they have been without obscuring it too much, as it is a map they possess in-game. To do this I can reduce the "Darkness - Unexplored", but I don't want to change this for all the encounter maps.

Levels incompatibility.

when selecting a token in a map with levels, FoW still appears as pitch-black despite, setting them to have opacity in less fog.

GM doesnt get exploration update from unselected tokens

As a player moves around, they explore. Unless the GM has the token selected while its moving, the exploration area does not update for the GM. So if the PC moves around while not selected by the GM, there is no historical view for the GM to see what the PC has explored.

GM view
gm-view

PC view - stepped in and out of hut
pc-view

Compatibility issues

First of all, thanks for an amazing module. I love having control of how dark the fog is, it makes the game so much more subtle.

But there is an issue. As the title says, I am having a compatibility issue with Less Fog since the recent update. When Combat Utility Belt, FXMaster and Token Attacher is enabled, there is this odd placement of anything FX, such as clouds, snow and rain etc when refreshed. If you enable the FX while all 3 are enabled, it works fine. It starts to "tear" when the programme/browser is refreshed. I have tested this on both the stand alone Foundry and on The Forge. Same results. When one of these programmes is disabled, it works fine. But only Less Fog has updated recently, so it looks to be an issue with Less Fog itself playing nice with the other mentioned Modules. Here is a link to a video showing the issue.

Is it possible to make the out of line of sight areas of explored areas not be grey at all?

Is it possible to make the out of line of sight areas of explored areas not be grey at all?

Make it so that the color that indicates an area that is out of line of sight be the transparent color.

Going a step further with the idea. Make it so that the effect depends on the type of wall blocking the LOS.
2 terrain walls would cause the grey LOS shadow, but 1 regular wall would cause transparent LOS shadow.

0.7.3 Different Options Now, Lack of Opacity

image

These are the options I have for Less Fog now, looks completely different now, and I'm not sure they actually do anything. Not seeing options to set opacity anywhere.

Thanks for the great module!

This is on Foundry 0.7.3.

Update for 0.8.x

Unfortunately since the 0.8.6 less fog causes the fog of war and vision to no longer function, Love this Module hope to see an update in the near future

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.