FoundryVTT Arms Reach (ARCHIVED)
Attention for v11 the new module id is "arms-reach" not "foundryvtt-arms-reach", so go https://foundryvtt.com/packages/arms-reach for v11 and later
Little Utilities, Arms Reach for door, journal, stairways, token, ecc.
This project is born like a upgrade of the project Arms Reach ty to psyny, in preparation of foundry vtt 0.8.0, but after a while i put some feature here and there and now i got something a little more complex.
I'll try to make this module system indipendent , but if anyone has some rule distance computation for a specific system i can put some more settings for manage that.
NOTE: If you are a javascript developer and not a typescript developer, you can just use the javascript files under the dist folder
Known issue/Limitation
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I know there is some measure distance issue expecially with diagonals, here some details Can "reach" further to the east and Not working well with Doors on Diagonal walls, this problem is limite donly to the Dorr interaction distance calculation, the current solution for this cases is push the "Shift" button to snap out from the grid movement and move the token these 2 px the distance claculation need to validate the interaction, these cases are so few that i will not spend more time on that, anyone is welcome to ope a PR about it
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The module setting "Avoid deselects the controlled token" doesn't work well with the option "Release on left click" of foundry , if you own more than a token you will find yourself to manually reselect the token anyway
-
When you scale a placeable object the event (click, ecc.), are limited only to the original coordinates {x, y} and not the "scaled" image
Installation
It's always easiest to install modules from the in game add-on browser.
To install this module manually:
- Inside the Foundry "Configuration and Setup" screen, click "Add-on Modules"
- Click "Install Module"
- In the "Manifest URL" field, paste the following url:
https://raw.githubusercontent.com/p4535992/foundryvtt-arms-reach/master/src/module.json
- Click 'Install' and wait for installation to complete
- Don't forget to enable the module in game using the "Manage Module" button
libWrapper
This module uses the libWrapper library for wrapping core methods. It is a hard dependency and it is recommended for the best experience and compatibility with other modules.
Module compatibility
API
A little api to use in macro cc. for check if the placeable object reachable with variant based on the string id or the string tag from the module tagger
.
The api is reachable from the variable game.modules.get('foundryvtt-arms-reach').api
or from the socket libary socketLib
on the variable game.modules.get('foundryvtt-arms-reach').socket
if present and active.
isReachable(token: Token, placeableObject: PlaceableObject, maxDistance?: number, useGrid?: boolean, userId?: string):boolean ⇒ boolean
Calculate the distance between the source token and the target placeable objet Returns: boolean
- The boolean value for tell if the target is near enough to the source token
Param | Type | Description |
---|---|---|
token | Token |
The source token |
placeableObject | placeableObject |
The target placeable object |
maxDistance | number |
OPTIONAL: explicit distance (units or grid) to check |
useGrid | boolean |
OPTIONAL: if true it will explicit calculate the grid distance instead the unit distance |
userID | string |
OPTIONAL: user id for the distance checking |
Example: game.modules.get('foundryvtt-arms-reach').api.isReachable(token: Token, placeableObject: PlaceableObject, maxDistance?: number, useGrid?: boolean, userId?: string):boolean
isReachableByTag(token: Token, tag: string, maxDistance?: number, useGrid?: boolean, userId?: string):boolean ⇒ boolean
Calculate the distance between the source token and the first target placeable objet with a specific tag, the method 'isReachableByTag' need the Tagger Module installed and active for work. Returns: boolean
- The boolean value for tell if the first target with the specific tag is near enough to the source token
Param | Type | Description |
---|---|---|
token | Token |
The source token |
tag | string |
The tag from the Tagger Module to check for start the distance calculation |
maxDistance | number |
OPTIONAL: explicit distance (units or grid) to check |
useGrid | boolean |
OPTIONAL: if true it will explicit calculate the grid distance instead the unit distance |
userID | string |
OPTIONAL: user id for the distance checking |
Example: game.modules.get('foundryvtt-arms-reach').api.isReachableByTag(token: Token, tag: string, maxDistance?: number, useGrid?: boolean, userId?: string): boolean
isReachableById(token: Token, placeableObjectId: string, maxDistance?: number, useGrid?: boolean, userId?: string):boolean ⇒ boolean
Calculate the distance between the source token and the target placeable objet Returns: boolean
- The boolean value for tell if the target is near enough to the source token
Param | Type | Description |
---|---|---|
token | Token |
The source token |
placeableObjectId | string |
The target placeable object id reference |
maxDistance | number |
OPTIONAL: explicit distance (units or grid) to check |
useGrid | boolean |
OPTIONAL: if true it will explicit calculate the grid distance instead the unit distance |
userID | string |
OPTIONAL: user id for the distance checking |
Example: game.modules.get('foundryvtt-arms-reach').api.isReachableById(token: Token, placeableObjectId: string, maxDistance?: number, useGrid?: boolean, userId?: string): boolean
isReachableByIdOrName(token: Token, placeableObjectIdOrName: string, maxDistance?: number, useGrid?: boolean, userId?: string):boolean ⇒ boolean
Calculate the distance between the source token and the target placeable objet Returns: boolean
- The boolean value for tell if the target is near enough to the source token
Param | Type | Description |
---|---|---|
token | Token |
The source token |
placeableObjectIdOrName | placeableObject |
The target placeable object id or name or label or entry reference |
maxDistance | number |
OPTIONAL: explicit distance (units or grid) to check |
useGrid | boolean |
OPTIONAL: if true it will explicit calculate the grid distance instead the unit distance |
userID | string |
OPTIONAL: user id for the distance checking |
Example: game.modules.get('foundryvtt-arms-reach').api.isReachableByIdOrName(token: Token, placeableObjectIdOrName: string, maxDistance?: number, useGrid?: boolean, userId?: string): boolean
isReachableUniversal(placeableObject: PlaceableObject, placeableObject: PlaceableObject, maxDistance?: number, useGrid?: boolean, userId?: string):boolean ⇒ boolean
Calculate the distance between the source token and the target placeable objet Returns: boolean
- The boolean value for tell if the target is near enough to the source token
Param | Type | Description |
---|---|---|
token | Token |
The source token |
placeableObject | placeableObject |
The target placeable object |
maxDistance | number |
OPTIONAL: explicit distance (units or grid) to check |
useGrid | boolean |
OPTIONAL: if true it will explicit calculate the grid distance instead the unit distance |
userID | string |
OPTIONAL: user id for the distance checking |
Example: game.modules.get('foundryvtt-arms-reach').api.isReachableUniversal(placeableObject: PlaceableObject, placeableObject: PlaceableObject, maxDistance?: number, useGrid?: boolean, userId?: string):boolean
isReachableByTagUniversal(placeableObject: PlaceableObject, tag: string, maxDistance?: number, useGrid?: boolean, userId?: string):boolean ⇒ boolean
Calculate the distance between the source token and the first target placeable objet with a specific tag, the method 'isReachableByTag' need the Tagger Module installed and active for work. Returns: boolean
- The boolean value for tell if the first target with the specific tag is near enough to the source token
Param | Type | Description |
---|---|---|
placeableObject | placeableObject |
The source placeableobject |
tag | string |
The tag from the Tagger Module to check for start the distance calculation |
maxDistance | number |
OPTIONAL: explicit distance (units or grid) to check |
useGrid | boolean |
OPTIONAL: if true it will explicit calculate the grid distance instead the unit distance |
userID | string |
OPTIONAL: user id for the distance checking |
Example: game.modules.get('foundryvtt-arms-reach').api.isReachableByTagUniversal(placeableObject: PlaceableObject, tag: string, maxDistance?: number, useGrid?: boolean, userId?: string): boolean
isReachableByIdUniversal(placeableObject: PlaceableObject, placeableObjectId: string, maxDistance?: number, useGrid?: boolean, userId?: string):boolean ⇒ boolean
Calculate the distance between the source token and the target placeable objet Returns: boolean
- The boolean value for tell if the target is near enough to the source token
Param | Type | Description |
---|---|---|
placeableObject | placeableObject |
The source placeableobject |
placeableObjectId | string |
The target placeable object id reference |
maxDistance | number |
OPTIONAL: explicit distance (units or grid) to check |
useGrid | boolean |
OPTIONAL: if true it will explicit calculate the grid distance instead the unit distance |
userID | string |
OPTIONAL: user id for the distance checking |
Example: game.modules.get('foundryvtt-arms-reach').api.isReachableByIdUniversal(placeableObject: PlaceableObject, placeableObjectId: string, maxDistance?: number, useGrid?: boolean, userId?: string): boolean
isReachableByIdOrNameUniversal(placeableObject: PlaceableObject, placeableObjectIdOrName: string, maxDistance?: number, useGrid?: boolean, userId?: string):boolean ⇒ boolean
Calculate the distance between the source token and the target placeable objet Returns: boolean
- The boolean value for tell if the target is near enough to the source token
Param | Type | Description |
---|---|---|
placeableObject | placeableObject |
The source placeableobject |
placeableObjectIdOrName | placeableObject |
The target placeable object id or name or label or entry reference |
maxDistance | number |
OPTIONAL: explicit distance (units or grid) to check |
useGrid | boolean |
OPTIONAL: if true it will explicit calculate the grid distance instead the unit distance |
userID | string |
OPTIONAL: user id for the distance checking |
Example: game.modules.get('foundryvtt-arms-reach').api.isReachableByIdOrNameUniversal(placeableObject: PlaceableObject, placeableObjectIdOrName: string, maxDistance?: number, useGrid?: boolean, userId?: string): boolean
Integration with Socketlib module
You can use the socketLib for call the same functions:
await game.modules.get('foundryvtt-arms-reach').socket.executeAsGM('isReachable', token: Token, placeableObject: PlaceableObject, maxDistance?: number, useGrid?: boolean, userId?: string):Promise<boolean>
await game.modules.get('foundryvtt-arms-reach').socket.executeAsGM('isReachableByTag', token: Token, tag: string, maxDistance?: number, useGrid?: boolean, userId?: string): Promise<boolean>
await game.modules.get('foundryvtt-arms-reach').socket.executeAsGM('isReachableById', token: Token, placeableObjectId: string, maxDistance?: number, useGrid?: boolean, userId?: string): Promise<boolean>
await game.modules.get('foundryvtt-arms-reach').socket.executeAsGM('isReachableByIdOrName', token: Token, placeableObjectIdOrName: string, maxDistance?: number, useGrid?: boolean, userId?: string): Promise<boolean>
NOTE: for now the optional parameter 'userId' is not used from the api, i hope to add in the future some filter so a specific actor for a specific user has some limitation.
Features
The interaction distance is measure by the distance between a token and a placeable object like door, journal, stairways, ecc.
To interact with a door, journal, ecc., the player need to have a token selected (or own a token) for make the calculation distance working well
Door Feature
-
Enable the GM to select the maximum distance that players can interact with a door (needs a token selected) (DM bypass this limitation)
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Pressing 'e' opens/closes a door nearest of current selected token
-
Holding 'e' centers the camera on current selected token
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Double tapping movement on the direction of a door will interact with it
NOTE: If no token is selected and you are a GM this feature is not activated
Stairways Feature
- If the module 'stairways' is present and active and the module settings is true there is a distance check interaction when you click on the stairways icon.
Note/Journal Feature
- Add distance calculation for note and journal on the canvas
- Automatically flag journal notes to show on the map without having to have your players turn it on themselves.
Token Feature (Beta need feedback)
- Add distance calculation for owned source token and generic target token on the canvas for open the sheet and emulate a loot chest
- GM can't use this feature because they owned every token so you must set the explicit the source token on module setting
- This feature work with only one owned source token on the canvas at the time
- You must set the name of your source token (not the character name) on the module setting
- If no source token is setted on the module setting the module take the first owned token of the player
Light Feature (Beta need feedback)
- This feature make sense only with one of this module active Lightswitch by theripper93 (from theripper93 only patreon page) or LightSwitch
- Add distance calculation for light on the canvas
Drawing Feature (Beta need feedback)
- Add distance calculation for drawings on the canvas
Tile Feature (Beta need feedback)
- Add distance calculation for tiles on the canvas
Sounds Feature (Beta need feedback)
- Add distance calculation for sounds on the canvas
Templates Feature (On developing)
- Add distance calculation for templates on the canvas
Wall Feature (On developing)
- Add distance calculation for walls on the canvas (door are a special case with specific rule)
Tagger Feature
- Add integration with Tagger Module, you decide specifically for which placeable objects on the canvas the distance calculation should be triggered
- IMPORTANT: the tagger you must used for any placeable object is the string 'armsreach'
Reset Doors and Fog feature Feature
NOTE: This feature remain for history, it will been updated, but is been "officially" transferred here Sidebar Context because make more sense on that module than this.
Adds a button to the Walls Menu to Shut all doors in the current scene. Also adds a menu to the context dropdown for the Scene Navigation and Scene Directory menus to shut all doors and delete fog in the selected scene to prepare it for a fresh visit from characters. I find it useful after QAing a new map for holes in walls/doors and checking lighting, etc.
Changes the functionality from closing ALL doors to closing ONLY opened doors. Doors that are currently locked remain locked, and are not closed.