- Reordered most spotting settings into collapsible subgroups to bring order to this mess
- Changed the GM confirm Spotting setting to choose when the confirm dialog should show up: never, for players, always
- Changes to Use Pf2e rules:
- The active perception DC of compatible tokens (Characters, NPCs, Familairs) will now be locked and updated automatically
- The passive perception DC will be calculated as a skill check for compatible tokens (Characters, NPCs, Familairs)
- Undetected will only be removed on a critical failure/success and be replaced with hidden otherwise
- Hidden can be removed with active perception checks
- When Make spotted tokens visible is checked Perceptive will now also remove the core foundry invisibility from spotted tokens
- Added world setting Crit system to choose how crits are calculated for perception checks
- Added world setting Active perception lingers to continue using the active perception until manually removed in the token HUD
- Added world setting Apply Ranges to set when the set ranges should be applied
- Added world setting Border to border distance to calculate the spotting distance based on token borders instead of the center
- Added world setting Crit system to set how crits are calculated
- Added world setting Perception only with Marcos[Pf2e only] to limit perception checks to those made with the included macros
- Added hooks for active perception checks and newly visible objects
- small bug fixes
- added api for "isSpottedby"
- Fixed potential compatibility issue with Walled Templates
- Fixed bug when calculating the lighting level while global illumination was disabled
- Fixed a few bugs with the spotting range
- Added world setting Spotting cone range to set an additional cone shaped spotting range infront of tokens
- The tab bar of token settings should be less likely to overflow when multiple modules add tabs
- Fixed a bug that prevented secret doors from being actively spotted when a spotting range was set
- Added world setting Spotting range to limit the range in which tokens and doors can be spotted
- Added wold setting Use Pf2e rules to activate Pf2e specific behaviour
- Differentiates between hiding and sneaking, using the appropiate Pf2e macros (keys will be added in a later version of this module later)
- Adds different effects, either hidden for hide or undetected for sneaking
- The active perception DC will be calculated with this formula: stealth modifier + 10
- Allows for the world setting Auto reroll sneaking stealth dc to be activated
- The passive perception DC will be rerolled when a sneaking token moves
- Allows the passive perception DC to be locked per token, preventing it from being rerolled
- Added world setting Split interactions distances to set different interactions distances for lock peeking and door moving
- Allows for world setting Lock peeking distance to be set to limit the distance over which players can peek locks
- Allows for world setting Door moving distance to be set to limit the distance over which players can move doors
- Fixed bug that hid hidden doors from GMs
- Fixed several bugs in regards to pinging of newly spotted objects and reporting the result of perception checks
- Improved simulated player vision, hidden doors should now be correctly hidden
- Perceptive wall should now be hidden the moment they are created (unless the DEBUG option is turned on)
- Fixed a bug that could occur when "init" is called twice
- Fixed compatibility issue with Stealthy
- Added world setting Perceptive stealthing friendlies visible to allow friendly tokens that use Perceptives stealth to still be visible
- Added world setting Sync Perceptive stealth removel to automatically remove applied stealth effects when Perceptives stealth effect is removed and vice versa
- Added client setting Show perception results to show the result of own perception rolls in the chat
- Fixed compatibility issue with Levels thanks to help from theripper93 (requires Levels v.4.2.2 or higher)
- Added world setting Use Illumination perception DC modifiers for active perception to enable the set modifiers ofr perception rolls
- Added world setting Illumination perception behaviour to set advantage or disadvantage for active perception rolls dependent on illumination
- Improved confirm spotting ui to include used roll behaviour per token
- Added Chinese translation (thanks to Thousand (_thousand @Discord))
- Added world setting Atomate token Can be spotted to automatically manage the Can be spotted token setting
- Added client setting Stealthed token transparency to change the transparency of spotted tokens
- Added integration with Stealthy
- Added world setting Stealthy integration to synch the stealth DCs between Stealthy and Perceptive
- Small ui improvement
- Fixed bug that prevented hidden doors from being actively spotted
- Spot Invisible improvements:
- A few general improvements
- Added ping for passively spotted object
- Added world setting Reveal spotted tokens to make spotted tokens visible
- Spottables tokens and door controls should now be correctly calculated the moment a token is selected or a scene is loaded
- Added [EXPERIMENTAL!] custom stealth "effect" that is not directly affected by any vision calculation other than perceptive
- Added world setting [EXPERIMENTAL!] Use Perceptive stealth to activate this feature
- Added custom "effect" to the effect panel
- Added token setting Is Perceptive stealthing to enable or disable the Perceptive stealth effect
- This is not an effect in the conventional sense and only imitates the way an effects works
- The ui is unfinished/buggy and may not always work correctly
- There may be bugs where tokens remain invisible
- Improved some UI in the wall sheet settings
- Spot Invisible improvements:
- Added scene setting Bright illumination limit to set the value below which the scene darkness is considered bright
- Added scene setting Dim illumination limit to set the value below which the scene darkness is considered dim
- Fixed a bug where tokens spotted by the GM only appear after moving the spotting token
- The illumination indicator will now be displayed for all tokens, even non spottables
- Spot Invisible improvements:
- The "spotted by" list should now correctly reset when a new stealth check is rolled
- Added key Remove selected tokens stealth to reset the stealh values of the selected tokens
- Added world setting GM confirm Spotting to open a dialog for the GM when a player rolls a perception check to conform which tokens are spotted
- Added client setting Position of illumination indicator to show a indicator for the current illumination level in the token HUD
- Added client setting Spotting ping duration to ping new objects that are spotted with an active roll for a certain duration
- Added the vision modes "blindsight", "truesight" and "devilssight" as "Darikvsion (Total)" Vision levels
- Bug fix regarding DFreds CE
- Added world setting Force invert "Ignore Roll" key to invert the key for all players and remove the client setting
- Added client setting Invert "Ignore Roll" key to only recognise rolls WHEN they key is pressed
- Spot Invisible improvements:
- Added key to ignore stealth and perception checks
- Added world setting Player perspective to allow GMs to only spot tokens players can spot
- Added world setting Illumination perception DC modifiers to add a perception DC modifier based on the light level of a token
- Added world setting Apply system stealth effect(s) to automatically apply the systems stealth effects
- Added world setting Custom stealth effects to automatically apply custom stealth effects
- Added token setting Stealth effects to add additional stealth effects to this token
- Added token setting Override world stealth effects to override the worlds stealth effects with this tokens custom stealth effects
- Added spotting info to spotable objects setting sheet, containing (if applicable):
- Calculated passive perception: The passive perception of this token calculated according to the set formula
- Spotted by: A list of token names (or IDs) this token has been spotted by
- Illumination perception DC modifier: A light level based modifier added or subtracted from this tokens set perception DCs
- Vision level: This tokens set vision level:
- Basic sight: Normal behaviour
- Low-light vision: Can see tokens in dim-light as if they were in bright light
- Darkvision: Can see tokens in darkness as if they were in dim light and in dim light as if they were in bright light
- Darkvision (total): Can se all tokens (even those in darkness) as if they were in bright light
- Added DFreds Convenient Effects integration:
- Allow stealth effects to be applied
- Added Vision 5e integration:
- Adds the world setting Vision 5e Integration to add additional system stealth effects and correctly register the set token vision level
- Fixed bug with arms reach integration
- small visual bug fix for spotable tokens
- Small bug fixes regarding lock peeking
- Tokens can now be spotted
- Added world setting Stealth key-word to set the key word used to find stealth rolls (if not automated)
- Added world setting Auto stealth behaviour to set which perception DC values should be set when a stealth roll is detected
- Added world setting Reset spotted on token movement by default to reset the spotters of moving tokens
- Added spotting related wall settings to tokens (seperate tab)
- Added token setting Reset spotted on token movement to reset spotters of this token on movement
- Added api for compatibility
- Small bug fix
- Several small bug fixes and improvements
- Added Spot Invisible feature:
- added World setting Activate Spot Invisible feature to activate/deactivate Spot Invisible feature
- added World setting Passive perception formula to set the formula used for passive perception (if not automated)
- added World setting Perception key-word to set the key word used to find perception rolls (if not automated)
- added Wall setting Can be spotted to activate the Spot Invisible feature on this wall
- added Wall setting Passive perception DC to set the DC for passive perception (-1 for impossible)
- added Wall setting Active perception DC to set the DC for actove perception (-1 for impossible, empty to synch with passive DC)
- Small bug fix
- Small compatibility fix
- Fixed compatibility issue with drag-ruler
- Fixed bug that caused Token following not to work
- Added settings tab for walls settings
- General improvements regarding compatibility and bug prevention
- routing lib should now work correctly with peekable doors
- New feature: Token following
- Added client setting Follow tokens to follow the selected tokens when thy move
- Added control key to toggle Follow tokens setting
- Door peeking
- Added wall setting Lock peek position to change the position of the lock gap
- Added world setting Standard position of lock peeks to set the default value for the Lock peek position
- Door moving
- Door controlls will no longer be hidden by their swinging door
- Added center as hinge position option
- Added wall setting Prevent normal opening to prevent this door from being opened with left-click if it is a moving door
- Added wall setting Swing range to limit the range in which this door can swing
- Added world setting Prevent normal open by default to set the default value for the Prevent normal opening wall setting
- Added world setting Standard swing range to set the default value for the Swing range wall setting
- Added client setting Move door controls to move the door controls with the moving doors
- Added client setting Fast door move factor to set a speed factor when moving a wall with alt+mouse-wheel
- Added setting Maximum Interaction Distance to limit the distance over which players can interact with doors
- Added support for the FoundryVTT Arms Reach/Arms Reach module
- Additional setting "Use Arms Reach distance" to use the "Arms Reach" distance instead of the set Interaction distance
- Added key control support for peeking and moving locks
- Added Integration with the Lock & Key module
- A "Peek lock" options will be shown on the lock interaction menu of Lock & Key
- Added setting Stop lock peeking on movement to stop lock peeking even if the moving token is still within the interaction distance
- First release on Foundry
- Added Lock peeking
- Added Door moving