This module adds further customisation options to Foundry VTT Region Behaviours and a few completely new behaviours. Core behaviours adjustments can be toggled on/off in the world settings.
-
- Teleport Position Allows for the selection of a destination [scene,level,x,y] without the need of a new region by simply clicking on the target.
-
- Skip confirm dialogue This setting can make level changes a bit smoother and force the level change onto the player by removing the confirm/choose dialog when only one target region is available
- Continue movement When active, the token will continue its previously planned movement after changing level, making the change a bit more convinient. This will respect the wall collision on the new level.
- Target level
A custom choice of target levels. This allows for more fine control and can make the creation of e.g. stair cases easier. Available options:
- Default (Foundry behaviour): The default behaviour. This will only allow for the parent regions levels to be chosen, or all scene levels if the region has no set levels.
- Next higher elevation: The next higher level compared to the tokens level. Here only level bottom elevations are compared.
- Next lower elevation: The next lower level compared to the tokens level. Here only level bottom elevations are compared.
- Neighbouring elevations: The next lower and the next higher level compared to the tokens level. Here only level bottom elevations are compared.
- Custom level choice: The levels as chosen in the "Chosen levels" setting below
- Chosen levels Custom level choice for the "Target level" setting
- Excluded movement types A set of movement types that do not trigger this behaviour. Maybe the players can fly or jump over a gorge they would normally drop into, or a player can burrow down one level at a specific spot.
-
- Combatants Combatants to add
- Character Trigger So that it is only triggered by player characters
- Tokens on Region Add all tokens on region as combatants
- Player Characters Add all player characters as combatants
- Once
-
- Documents Tiles and tokens whos appearance is changed
- Appearance List of appearance/image sources
- Loop Appearance If the appearance list should start again from the top
- Player Characters Add all player characters as combatants
- Once
-
- Doors Doors to change
- Character trigger So that it is only triggered by player characters
- State Change The type of change applied to the doors [locked, unlocked(but closed), open, change lock, change closed/open]
- Once
-
To changet the movement type of tokens
- Enter Movement Movement type tokens entering the region are set to
- Leave Movement Movement type tokens leaving the region are set to
- Excluded types Movement types not changed by this behaviour
-
To make tokens/tiles/doors visible/invisible
- Placeables Placeables [Tokens, Tiles, Doors] whoose visibility will be altered
- Character Trigger So that it is only triggered by player characters
- Change Change type [Toggle, Show, Hide]
- Tokens on Region If the tokens present on the region should also be changed
- Once
-
This behaviour allows for the normal wall settings (Movement, Light, Sight, Sound) to be changed
- Walls Walls to change
- Character Trigger So that it is only triggered by player characters
- Once
-
Send a message to the chat
- Message The chat message to be send
- Speaker The speaker displayed for this message
- Whisper Message If this message should be whispered
- Character Trigger So that it is only triggered by player characters
- Once
-
This Behaviour allows you to set certain conditions for the triggering of outher behaviours. You can also trigger behaviours of other regions. Note, that the trigger tpye of the target behaviour will need to match the trigger type of this behaviour
- Logic With which logic operator values are combined [AND, OR]
- Condition Types Choose applied condition types that are checked [Item in token, Door State, Macros, Script]
- Invert If the result should be inverted
- On TRUE Behaviours triggered when the outcome is TRUE
- On FALSE Behaviours triggered when the outcome is FALSE
- Ignore disabled If the disabled setting of triggered behaviours should be ignored. You normally want this set to true and all triggered behaviours disabled, as this behaviour will not prevent behaviours to be triggered the normal way.
-
This behaviours allows for the triggering of a behaviour to be delayed by certain time
- Trigger Delay Delay until the trigger happens in seconds
- To trigger The behaviours triggered after the delay
- Ignore disabled If the disabled setting of triggered behaviours should be ignored. You normally want this set to true and all triggered behaviours disabled, as this behaviour will not prevent behaviours to be triggered the normal way.
-
- Items Items to be given taken
- Mode What should be done to the items/the item quantity [give/remove/set to]
- Quantity Quantity of the items
- Delete on zero Delete item if it reaches a quantity of zero
- Character Trigger So that it is only triggered by player characters
- Additional Recipients Additional tokens whos inventory is effected
- Ignore triggering Token To not apply the inventory change to the triggering token
- Once
-
- Movement Modus If the token should be moved relative to its position or relative to the region
- Distance Distance the token is moved
- Movement Type Which movement type should be used for this movement
- Excluded Movement Movement types that won't trigger this behaviour
-
- Ping Position Position to ping on this scene
- Ping Color Color of the Ping
- Ping Duration Duration of the Ping
- Ping Tokens on Region To also ping the tokens in the region
- Once
-
- Sound Source Sound file to be played
- Sound Position How the sound position is determined [Trigger Position, Custom Position, Global]
- Sound Volume
- Sound Radius
- Sound Easing
- Sound through walls
-
This Region prevents movement of a certain type/types into or within this region. A GM using unrestricted movement will ignore this behaviour.
- Prevented Movement Movement type(s) to prevent
- Directional Block To block only certain movement directions
-
- Roll Table Table(s) rolled by the triggering player
- Character Trigger So that it is only triggered by player characters
- Once
-
- Only active players If only the tokens of active players should be spawned
- Only active scene If players are only spawned once this scene is active
The module contains an English and a German translation. If you want additional languages to be supported let me know.
Use https://github.com/Saibot393/regionba/releases/latest/download/module.json for install.
If you have suggestions, questions, or requests for additional features please let me know.