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TremorSense/Blindsight for PCs & Visibility Permissions

    Hey, I'm new to roll20 in general, so apologies if this has been asked before.     I'm running a new campaign and one of my players asked if they could have tremor sense. I knew it was an unusual request, but I though it would be fun for them tactically, especially since a VTT is the only setting where you can really enforce . Now I am trying to set up a blindsight macro for them, but I am quickly realizing that might not be possible. If it is possible, it might require a lot of extra work.     My original hope what that the API would provide more complex tools than the regular dynamic lighting settings. It seems to me that there should be a way to tell a certain token to ignore other lights sources except the light that they emit. On that point, it seems like you should be able to control the visibility of any given light source for any given token since each token emits its own personal light that no other player can see. Additionally, that light can be shared to other players so there are internal functions that change light visibility on a per token basis.     I have seen some forum posts that suggest duplicating a map and removing light sources and walls on the second map. This will work, but it seems like an overly complicated fix for a simple issue. Plus there comes the issue of duplicating every single token on the map every turn.      Would really appreciate any input yall might have. If I've missed anything in the documentation or another forum post with a better solution, please point me in that direction. Might start hacking away at a script for duplicating the map for now.
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Kraynic
Pro
Sheet Author
There are probably ways to do this with the api. If it was me, I would just give that token an aura the radius of the tremor sense, and let that player know when they sensed something that wasn't in the line of vision.
1647130502

Edited 1647130692
Kraynic said: There are probably ways to do this with the api. If it was me, I would just give that token an aura the radius of the tremor sense, and let that player know when they sensed something that wasn't in the line of vision. I wonder if radar api technically would work for this too, possibly if theres a way to edit it to include a word that all monster stat blocks use so that all gm layer tokens also ping instead of just fiends, undead, fey, and such like radar is setup for.&nbsp;&nbsp; OP heres a relevant tutorial on radar API: <a href="https://youtu.be/R6NsZYV4CdY" rel="nofollow">https://youtu.be/R6NsZYV4CdY</a>
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Edited 1647134793
I've heard the aura idea before but staring at a black screen and moving your pc on a blank screen would get pretty boring so I am trying to avoid that. That radar does look pretty useful however. It's also very clean. I may take a peek at the git repository to see how they did some of that. I reteaching myself to use JavaScript atm. I would still optimally like the ability to tweak more in the dynamic lighting, but for now I think I'm going to make a copy of the map to the left, and use a script to clone and reposition copies of player and enemy tokens. Thanks for the suggestions guys.
Update: I took a look through the One-Way dynamic Lighting script and readMe. The author mentions some " limitations of the API " that make it impossible to reveal those one way lights for only one player. A real shame, but understandable. I'm sure there's got to be a half decent workaround, but an ideal solution would simply include disabling a token's sight save for the light it emits with nightvision. Still though, that would have to be something implemented by the devs.
1647146530
Kraynic
Pro
Sheet Author
You could give them darkvision to that range.&nbsp; Yes, they can see beyond that if there is light, but as long as your player is willing to play with "No matter what, you can't actually see/sense anything beyond the aura", that would be quick and simple.&nbsp; And you would still have the aura to know if they are in range of something that might be sensed, but can't be seen.
1647155914
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
For complex exceptions to normal vision/lighting situations, I'd definitely go with Kraynic's solution. You wouldn't have that much control in a traditional physical tabletop setup and would just role-play it. It's probably just easiest to fake it in the VTT, too.