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March 13th, 2021, 20:20 #291
You're not the first person who seems to think that because something is not in their preferred ruleset but in some other ruleset for the beta testing of the first release of lighting is because it is being blocked or withheld from other rulesets they play and won't ever be added. This is not the case. If SmiteWorks programmed everything in every ruleset this would not be in testing right now and everyone would be waiting even longer for this.
Can I make a suggestion? If you want to see something in a ruleset, that matches the rules of that system - can you be constructive and start a thread to list and discuss the requirements for your RPG system please? That would be much more positive and constructive. In the short term users can discuss specifics on how to make what's there already work in the ruleset, and listing specific RPG system vision/lighting requirements will give the developers a head start when they look to expand the embedded ruleset functionality to other rulesets. Thanks.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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March 13th, 2021, 20:30 #292Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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March 13th, 2021, 20:31 #293Dominic Morta
Ruleset Developer
Smiteworks
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March 13th, 2021, 20:31 #294
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March 13th, 2021, 20:39 #295
So that everyone is aware. The following are the lighting settings that are built into the CoreRPG ruleset. *Any* ruleset that runs on CoreRPG has these:
Code:<lightingsettings> <preset key="torch" nameres="lighting_torch" color="FFFFF3E1" bright="4" dim="8" animtype="flicker" animspeed="25" /> <preset key="lantern" nameres="lighting_lantern" color="FFF9FEFF" bright="6" dim="12" /> <preset key="candle" nameres="lighting_candle" color="FFFFFCC3" bright="1" dim="2" animtype="flicker" animspeed="100" /> <ambientpreset key="dawn" nameres="ambient_lighting_dawn" color="FFFFDFBD" shadowcolor="650057BD" shadowangle="144" shadowlength="2" /> <ambientpreset key="sunlight" nameres="ambient_lighting_sunlight" color="FFFFF7E6" shadowcolor="9130525D" shadowangle="280" shadowlength="0.2" /> <ambientpreset key="dusk" nameres="ambient_lighting_dusk" color="FFFFC3A0" shadowcolor="313052BB" shadowangle="316" shadowlength="2" /> <ambientpreset key="moonlight" nameres="ambient_lighting_moonlight" color="91C9E7FF" shadowcolor="74195263" shadowangle="220" shadowlength="0.6" /> </lightingsettings> <visionsettings> <preset key="darkvision" nameres="vision_darkvision" gradcolor="FFFFFFFF" distance="12" intensity="50" /> <preset key="blindsight" nameres="vision_blindsight" gradcolor="FF7B96F9" distance="12" /> <preset key="truesight" nameres="vision_truesight" distance="12" ignoredark="true" /> </visionsettings>
To address the issue that some people think the D&D 5e ruleset has more than the other rulesets. All the 5e ruleset has is the following two lines of code:
Code:VisionManager.addVisionType(Interface.getString("vision_devilsight"), "truesight"); VisionManager.addVisionType(Interface.getString("vision_devilsight_alt"), "truesight");
That's it. The 5e ruleset doesn't have any more lighting/vision functionality than any other ruleset that's based on CoreRPG.Last edited by Trenloe; March 13th, 2021 at 20:42.
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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March 13th, 2021, 22:45 #296
- Join Date
- Nov 2018
- Posts
- 55
Can we have the "Darkness" as an effect plz (not just toggleable from the map, but also from effects like torch/candle/lantern)
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March 14th, 2021, 06:27 #297
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,564
The effects are only for token lights; and token lights do not currently support "inverse" lights. What's your use case?
Regards,
JPG
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March 14th, 2021, 06:40 #298
I don't know his case, but I can think it would be especially useful for players that are constantly casting Darkness spells ... like Shadow Sorcerers. Although, I think most Shadow Sorcerers and others that would be using this ability won't always be centered in the darkness.
Personally, I think the way it works currently works best.
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March 14th, 2021, 09:35 #299
- Join Date
- Nov 2018
- Posts
- 55
Yes, spell caster casting darkness on self or a target
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March 14th, 2021, 10:00 #300
Lesser Deity
- Join Date
- Mar 2006
- Location
- Arkansas
- Posts
- 7,402
The sorcerer / warlock cast in my game casts Darkness on her hat, has Devilsight and then just pew-pews Eldritch blast with the Elven Accuracy Feat.
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