- expose new
check.getFlatCheckDc
function to the API
- fix issue when a fake actor is passed in a check roll
- now cache conditionals DOM elements for a small boost in performance
- fix conditionals icons showing on the left side of the viewport on hex grid scene
- fixed and re-enabled conditional token display
- re-enable conditional token display
- fixed emanation templates freezing foundry
- this is a system
6.0.1
and foundry v12
release
- fixed most of the broken features
- added Polish localization (thanks to Lioheart)
- conditional token display was disabled until i find why/what is happening
- this doesn't impact flat check rolls or off-guard automation
- the module will just not change the state of visibility of tokens based their conditional status related to the currently selected token
- fixed
off-guard
not applying when the attacker is hidden from its target
- added a third
30ft. burst
template to the seek
action
- fixed template highlightGrid breaking cone templates
- fixed custom template creation not working
- this is a
5.14.0
release
- due to a breaking change in the system, the core feature of the module had to be moved into another part of the roll chain
- while testings have shown to be satisfying, it is hard to foresee all the ramifications that this change involves
- added compatibility with the
Disable Game Canvas
setting
- added a new
Conditional Icons Size
client setting which offers the possibility to change the size in pixel for the conditional icons shown on mouse over
- you can now register your own wall creature calculation function (it needs to be registered after the foundry
init
hook)
game.modules.get("pf2e-perception").custom.getCreatureCover = (
originToken,
targetToken,
{ perception: PerceptionRules, debug = false }
) => "none" | "lesser" | "standard" | "greater" | "greater-prone";
- fixed hazard rolling visibility flat-checks
- improved secret action messages for players
- change the behavior of the
Seek
action when no token is targeted manually, it will no longer automatically select all available enemies and roll for them, leaving everything in the hands of the GM
- added support for the
Create a Diversion
action
- added a new
Use Seek Templates
client setting: when disabled, the Seek
action will no longer bring up the templates dialog
- fixed missing weapon runes strike adjustments
- removed custom NPC vision (it is in the system now)
- fixed
Greater Darkvision
check
- fixed
See Invisibility
check
- this is a
5.12.0
release
- updated NPCs senses not being a simple string anymore
- fixed template creation error
- fixed the
set
rule element selector
- this is a
5.10.3
release
- fix templates not colliding with walls
- this is a
5.9.2
release
- maybe fixed stuff ?
- this is a
5.9.1
release
- fixed not being able to strike after the latest system update
- some minor tweaks that shouldn't impact anything on the user end
- added a fully detailed list of the api functions that have been exposed in the global to the wiki
- newly created hidden tokens (holding
alt
before dropping them onto the scene) will now automatically be unnoticed
from targeted tokens
- migrated all chat messages styles to a style sheet instead of having them inlined
- now moves the
unhide
button to the left if the message has the Critical & Fumble
buttons shown
- updated system ephemerals extraction to be in sync with recent changes
- fixed issue with manually added lesser cover never being accounted for
- fixed another issue with actorless
- updated for system version
5.6.0
- added
Noxious Vapors
to the list of mist templates
- added
Dead Give Cover
setting (enabled by default)
- added
Prone Give Cover
setting (enabled by default)
- fixed system visibility conditions not being handled
- added support for
Blinded
and Dazzled
conditions
- added
token.openHUD
to the API allowing the use of macros to open the perception HUD
- added
ignored
cover RE selector, it is used to ignore a specific token as cover when the attacking token is its ally, enemy or both
- it works differently than all the other REs because it is neither applied to the attacker nor the target but instead to potentially covering tokens ; because of that, predicates to the RE are way less powerful
- this is useful for things like the
Aim-Aiding Rune
:
{ "key": "PF2ePerception", "type": "cover", "selector": "ignored", "targets": "allies" }
- added support for signed
dc
RE value (note that only one dc value will still be taken into account though)
- updated the
getRollContext
override and all its helpers to be in sync with latest system version
- fixed issue with
Center to Spread
standard cover option
- this is a system
5.4.0
release
- fixed check roll dc issue
- the
hasStandardCover
api function has been replaced with getWallCover
- you can now register your own wall cover calculation function:
game.modules.get("pf2e-perception").custom.getWallCover = (originToken, targetToken) =>
"none" | "lesser" | "standard" | "greater" | "greater-prone";
- the
Flat Check
setting now defaults to Roll Flat-Check
instead of Cancel the Attack on failure
- fixed token actors without senses error
- fixed not being able to re-use confirmation menus in certain circumstances
- light exposure calculation will now only use the center the the tokens, this will not only reduce the amount of computation but will also fix the issue with tokens partially overlapping with walls
- the off-guard modifier generated by the module will now mention it is an off-guard effect on top of giving its origin
- this is an attempts at making the module compatible with all the system's
5.3.0
changes
- fixed attacks without event error
- the module doesn't use
RollOption
anymore to modify cover & visibility, it now has its own custom Rule Element
instead
- you should now be able to use most of the predicates with the
Rule Element
to fine tune the conditions for it to apply
- added
CloudKill
to the list of automated mist templates (it will have a slight green-ish color)
- added support for the
See Invisibility
system sense
- flat checks generated by blindroll attacks will now also be rolled blind
- fixed token actors without sense but with token vision breaking the detection
- complete rework of the detection, the module now respects the vision source (i.e. no more tokens undetected for all owned/observed tokens for players), the detection now also completely uses the conditionals and the rollOptions
- added support for the
invisible
condition, it will automatically apply the hidden
state to the token if the current one isn't at least that high
- added
visibility:seeinvis:all
rollOption which will reduce the hidden
or undetected
state of a token to concealed
if they are invisible
- added
Stinking Cloud
to the list of automated mist templates
- the
prone-cover
option is now always shown in the perception and validation menus
- rollOption will now properly work when the attacker <-> target roles are reversed
- fixed greater darkvision not working
- fixed issue with the
reduce
rollOption when using the default values none
and observed
- added support for mist templates, it works the same way as darkness templates (exposed its functions to the API)
- tokens selected (and highlighted) by the seek action templates will now use the position of the token that is seeking as collision origin instead of the template's origin itself, preventing tokens behind corners to be selected by the template
- removed GM auto opening of validation menus
- fixed darkvision removing non light/darkness related
hidden
(#12)
- added support for darkness templates, some spells are automatically handled, the module will update the detection as well as use them to modify the visibility on attacks
- added button to the seek action chat card to delete the associated template
- exposed even more functions to the API including
createSeekTemplate
and createDarknessTemplate
- the
seek
action now uses a sight
template which means that walls that don't block sight will not block the seek template
- fine tuned how the
seek
action works when no template is used
- the warning message about
PF2e Rules-Based NPC Vision
will now indicate which module it refers to instead of the cryptic this
darkvision
is no longer taken into account for conditional hidden
in PoV detection
- fixed flat-check degree of success not doing anything
- fixed numerical rollOptions values not being cast as numbers
- only account for
darkvision
and low-light vision
for the visibility provided by the light exposure part of the module
- removed
Automate Light Exposure
setting, this cannot be optional if we want darkvision
and low-light vision
to ever be taken into account
- reverted not showing conditional icons when the actor had
low-light vision
and darkvision
concealed
and hidden
conditional icons will no longer show up if the hovered token actor has respectively low-light vision
and darkvision
- fixed error with messages that were generated without the module active of with a previous version of the module
- fixed PoV vision showing tokens as hidden when selected token has darkvision
- fixed flat-check not working with system version
5.2.3
- fixed automated creature cover testing against target token itself
- fixed flat-footed being applied when hidden attacker was targeting a token with darkvision
- fixed issue with extra large creature hidden in scene messing up with the automated creature cover test always returning standard cover
- added NPC
Rule Based Vision
support, you need to enable the vision on the NPC tokens for it to take action
- added
Force NPC Vision
setting which will force the Vision Enabled
option on newly created NPC tokens, this can be set on a per-scene basis
- added a warning if the
PF2e Rules-Based NPC Vision
module is active, both modules will conflict with each other
- moved custom context flags into a single namespace
- fixed issue with the rollOption
set
when using none
and observed
- added
cover|visibility:set:x
rollOption to force a cover|visibility state equal to x
, here x
cannot be all
but accept none
for cover and observed
for visibitlity
- added a button in attack chat cards which allows the GM to un-hide the token that initiated the attack
- added support for NPC senses using the senses shown in
Special Senses
field ; also, and even though the system doesn't support it and gives a warning, NPCs can use the Sense
Rule Element to add temporary vision senses (e.g. using a darkvision spell effect or similar)
- messages are now parsed during the
ready
hook on first load and after a refresh of the browser tab
- the module will no longer roll a flat-check for hidden targets when the attacker has darkvision
- changed the rollOption
visibility:noflat:x
to be visibility:noff:x
, the former could be confused with "no flat-check" instead of "no flat-footed" (i confused myself with it...)
- added support for custom rollOptions, those can be added via the system
RollOption
or directly provided in the attack options arguments, here is an example on how to implement the Blind-Fight
feat, just add those 3 REs in the feat itself:
- removed automated support for the
Blind-Fight
feat
- you can now manually override a cover in the modifiers window (the one you need to hold shift to show or not show during a check roll)
- fixed an issue brought by
11.306
- fixed issue with automated light exposure always considering tokens
hidden
in scenes that had vision/exposure disabled or not in the dark
- replaced
Automate Concealment
setting with Automate Light Exposure
- the system now check if a token is in bright light, dim light or darkness when it comes to automatically checking its visibility state
- added
Perception Menu Permission
setting which allow you to select which minimum permission a user must have to be able to interact with the perception menu (keep in mind that the menu is a major spoiler if given access to players)
- added
Conditional Icons
settings menu where you can set custom path to icon images that will be displayed on token hover
- added
Flat Check
setting allowing you to disabled module flat checks, roll flat checks before attacks or canceling the attacks entirely on failure
- the
Hide
and Seek
actions now properly use the degree of success provided by natural 20/1
- you can now also validate the
Seek
action even without having used a template (you can also manually target)
- automated creature cover will no longer care for the type of attack (reach, ranged, etc.), it will still require a minimum of 1 square of distance between attacker and target
- when a player hover over a token, they will not be shown visibility tokens above
concealed
if the other token isn't owned by a player, this prevent players from knowing if they are indeed hidden/undetected from another token
- fixed validation buttons not showing up on chat message roll cards when using
Dorako UI
module
- fixed issue with orphan tokens
- fixed target-less point-out error
- fixed greater cover giving the wrong bonus value
- fixed a bug during automated concealment check preventing attacks