PDA

View Full Version : LIGHT: 20 darkness ---- this effect on NPC will lock up the map in 5E no extensions



SilentRuin
October 24th, 2023, 04:22
Darkness used to work. Just add the "LIGHT: 20 darkness" to an NPC and will lock up map - then if refreshed will be blank screen map.

This example currently has "LIGHT: 20 darkness" set in the CT effect of an NPC. Remove it map will work on next refresh. Add it and it will first lock the map then if you close and open it will be blank map. Clients will do the same without opening or closing.

Trenloe
October 24th, 2023, 10:37
@SmiteWorks - the same happens if the "Blinded" condition is added to a PC. While these effects (LIGHT: xx darkness and Blinded) are on a creature in a map the token can't be interacted with - but when the effect is disabled (set to Skip or Off) any interactions made when it was "frozen" are applied - movement, targeting, etc.. This doesn't appear to be ruleset specific.

Moon Wizard
October 24th, 2023, 19:05
I just pushed v4.4.5 with bug fixes that should include this fix. Please run a new Check for Updates to get the latest version.

Regards,
JPG

Skexis Chamberlain
October 24th, 2023, 19:09
Update helped. Darkness seams just to work fine now.

SilentRuin
October 24th, 2023, 19:36
Still bugged somewhat (visual seeing through darkness in some cases) on host when you have player view map option set but its from my game monday and is rather more complex than example I sent. I tested in client though and tis perfectly correct in all cases there so I can live with this fix for sure.

Basically, I don't have time to show a non extension duplication of this which would not be simple - but it has nothing to do with extensions at that level of vision stuff (as nothing touches that outside of engine).

If you want a description for now ---

1) I set an effect for fog cloud on self - the active pointer circle then gets an NPC placed in center of it and the surrounding size is scaled to an animated roiling fog cloud with an aura effect and a "Darkness: LIGHT: 20/20 darkness" effect on that invisible "fog cloud" NPC (all automatic via extensions after effect is set on self). There are also wall's traversed by fog cloud.

"nothing to this point would effect engine vision code I just don't want to set up the animation/ptr circle/NPC with effects/walls bisecting parts of cloud on it to try and duplicate this outside of the ease of my extensions"

At this point the new fix no longer locks anything up and the client works perfectly. However, the host when PC is selected to move into the cloud (darkness radius) with player view map option on - will show darkness blocking stuff until the PC moves into it then you see through everything as if the player view map option was not on.

Good luck - but I can live with this for sure so thanks - hopefully next week won't encounter another 15 minute what the heck has happened moment where eventually I figure it out remove darkness effect manually and tell players "imagine you can't see through that or out of it if inside".

pindercarl
October 24th, 2023, 20:27
Still bugged somewhat (visual seeing through darkness in some cases) on host when you have player view map option set but its from my game monday and is rather more complex than example I sent. I tested in client though and tis perfectly correct in all cases there so I can live with this fix for sure.

Basically, I don't have time to show a non extension duplication of this which would not be simple - but it has nothing to do with extensions at that level of vision stuff (as nothing touches that outside of engine).

If you want a description for now ---

1) I set an effect for fog cloud on self - the active pointer circle then gets an NPC placed in center of it and the surrounding size is scaled to an animated roiling fog cloud with an aura effect and a "Darkness: LIGHT: 20/20 darkness" effect on that invisible "fog cloud" NPC (all automatic via extensions after effect is set on self). There are also wall's traversed by fog cloud.

"nothing to this point would effect engine vision code I just don't want to set up the animation/ptr circle/NPC with effects/walls bisecting parts of cloud on it to try and duplicate this outside of the ease of my extensions"

At this point the new fix no longer locks anything up and the client works perfectly. However, the host when PC is selected to move into the cloud (darkness radius) with player view map option on - will show darkness blocking stuff until the PC moves into it then you see through everything as if the player view map option was not on.

Good luck - but I can live with this for sure so thanks - hopefully next week won't encounter another 15 minute what the heck has happened moment where eventually I figure it out remove darkness effect manually and tell players "imagine you can't see through that or out of it if inside".

Is this with lighting and line-of-sight enabled, or just lighting? Thanks.

SilentRuin
October 24th, 2023, 23:30
Is this with lighting and line-of-sight enabled, or just lighting? Thanks.

Lighting and line-of-sight enabled. I've also determined it only loses this "host player view" map setting (sees all like host) on selected token view when it crossed into an AURA from the AURA extension. Selecting another token then reseleting that same token resets the proper respect of the "host player view" map setting.

Not really going to persue it further as its not happening on client and that is all that matters to me - I can live with AURA whacking the "host player view" map setting on the token when it enters the field. Someone should tell those guys its happening and maybe you know something that can cause that pindercarl that you can tell them.

[That is in fact the workaround I use on host, I just select another token then reselect the one that just crossed into the AURA and the "host player view" is properly restored.]

SilentRuin
October 25th, 2023, 04:33
Lighting and line-of-sight enabled. I've also determined it only loses this "host player view" map setting (sees all like host) on selected token view when it crossed into an AURA from the AURA extension. Selecting another token then reseleting that same token resets the proper respect of the "host player view" map setting.

Not really going to persue it further as its not happening on client and that is all that matters to me - I can live with AURA whacking the "host player view" map setting on the token when it enters the field. Someone should tell those guys its happening and maybe you know something that can cause that pindercarl that you can tell them.

[That is in fact the workaround I use on host, I just select another token then reselect the one that just crossed into the AURA and the "host player view" is properly restored.]

Turns out AURA on host will remove the select on token when moving into it (won't on client), which is why the "host player view" is lost. Just reselect the token.

Moon Wizard
October 25th, 2023, 06:03
The selection is changed by moving a token normally, so assuming that the Aura extension is somehow changing the token selection within the control via API?

Regards,
JPG

SilentRuin
October 25th, 2023, 16:21
The selection is changed by moving a token normally, so assuming that the Aura extension is somehow changing the token selection within the control via API?

Regards,
JPG

I assume that is the case, as it moves into any aura via dragging the token the drag continues but the selection ring dissapears - meaning the host no longer shows the vision of that token. Simply reselecting it makes everything back to normal. As client works fine - having the host lose vision of the token's perspective is no big deal to me as I can just reselect it if I want that perspective again (to make sure what they see is what i think they see).