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Shadowrun Seattle Shutdown

Vision: Difference between revisions

 
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The effective vision range is based on the Rating of whatever provides that vision, most commonly an optical and vision device{{src|sr5|ref=443}}. For items that can accept vision modifications (like helmets and ballistic masks), but don't have a Rating, use the Rating of the appropriate Sensor Housing{{src|sr5|ref=446}} — Rating 2 for helmets, Rating 5 for full body suits.
The effective vision range is based on the Rating of whatever provides that vision, most commonly an optical and vision device{{src|sr5|ref=443}}. For items that can accept vision modifications (like helmets and ballistic masks), but don't have a Rating, use the Rating of the appropriate Sensor Housing{{src|sr5|ref=446}} — Rating 2 for helmets, Rating 5 for full body suits.


If the vision is granted by an Adept or Critter Power that does not have an inherent Rating, use the character's Magic Rating.
If the vision is granted by an Adept or Critter Power that does not have an inherent Rating, use the character's Magic Rating. For natural senses not granted via Awakening, treat as if Rating 6.
 
For Imaging Scopes and natural senses not granted via Awakening, treat as if Rating 6.


==Apply Vision==
==Apply Vision==
{{Box|Scopes|width=50%|float=right}}
Changing the token's vision properties based on vision mode uses  the [https://foundryvtt.com/packages/effectmacro Effect Macro] module. Each item that applies a vision mode should have a {{Code|On Effect Toggle (on)}} option set to:
<syntaxhighlight lang="JavaScript">
<syntaxhighlight lang="JavaScript">
/* For most technological sources. */
await game.macros.getName("Low-Light Vision").execute({
let rating = item.system.technology.rating;
/* For adept and critter powers. */
let rating = actor.system.attributes.magic.value;
/* You can also set a static value for natural senses or special cases. */
let rating = 6;
</syntaxhighlight>
 
Combine one of the above with one of the below. Change the angle to 30 for handheld items (scopes, cameras, etc).
 
===Thermographic Vision===
<syntaxhighlight lang="JavaScript">
await game.macros.getName("Thermographic Vision").execute({
   token: token,
   token: token,
   rating: item.system.technology.rating,
   rating: item.system.technology.rating,
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</syntaxhighlight>
</syntaxhighlight>


===Low-Light Vision===
Valid options for {{code|getName()}} are {{code|Astral Perception}}, {{code|Low-Light Vision}}, or {{code|Thermographic Vision}}.
<syntaxhighlight lang="JavaScript">
 
await game.macros.getName("Low-Light Vision").execute({
If the source of the effect is an adept or critter power, replace {{code|rating}} with {{code|actor.system.attributes.magic.value}}. For other situations, it can be a static integer value.
  token: token,
 
  rating: item.system.technology.rating,
Change {{code|cone}} to {{code|30}} for handheld items like cameras or {{code|15}} for anything using magnification.
  cone: 360
});
</syntaxhighlight>


==Remove Vision==
==Remove Vision==
Use this to remove the vision adjustments.
Removing vision is simpler; add an {{Code|On Effect Toggle (off)}} option set to:
<syntaxhighlight lang="JavaScript">
<syntaxhighlight lang="JavaScript">
await game.macros.getName("Clear Vision").execute();
await game.macros.getName("Clear Vision").execute();

Latest revision as of 11:24, 24 October 2024

While the Shadowrun Fifth Edition Core Rulebook rules don't use range for all vision types like some other games do, the Foundry vision functions are all ranged based. Using the built-in systems available in Foundry keep things simple and clean — if a player can see a token in Foundry, they can take actions on that token.

The effective vision range is based on the Rating of whatever provides that vision, most commonly an optical and vision device[1]. For items that can accept vision modifications (like helmets and ballistic masks), but don't have a Rating, use the Rating of the appropriate Sensor Housing[2] — Rating 2 for helmets, Rating 5 for full body suits.

If the vision is granted by an Adept or Critter Power that does not have an inherent Rating, use the character's Magic Rating. For natural senses not granted via Awakening, treat as if Rating 6.

Apply Vision

Scopes
 

To keep optics mounted on weapons useful, use this code to take the weapon's range into account:

await game.macros.getName("Low-Light Vision").execute({
  token: token,
  rating: item.system.range.ranges.extreme / 3 - 2,
  cone: 15
});
await game.macros.getName("Thermographic Vision").execute({
  token: token,
  rating: item.system.range.ranges.extreme / 3 - 1,
  cone: 15
});

Note that for this application, the Active Effect and Effect Macro need to be on the weapon itself, not the accessory.

Changing the token's vision properties based on vision mode uses the Effect Macro module. Each item that applies a vision mode should have a On Effect Toggle (on) option set to:

await game.macros.getName("Low-Light Vision").execute({
  token: token,
  rating: item.system.technology.rating,
  cone: 360
});

Valid options for getName() are Astral Perception, Low-Light Vision, or Thermographic Vision.

If the source of the effect is an adept or critter power, replace rating with actor.system.attributes.magic.value. For other situations, it can be a static integer value.

Change cone to 30 for handheld items like cameras or 15 for anything using magnification.

Remove Vision

Removing vision is simpler; add an On Effect Toggle (off) option set to:

await game.macros.getName("Clear Vision").execute();

References