SIDE NOTE about Door Knocker though..
I have tried to disable the aura's for the token, via the settings page on the token.
And via the chat command to turn it off...
Yet nothing seems to turn the aura off...
What am I missing...???
FYI...
It has something to do with me having the Grid for the map page disabled.
When I enable it, the aura's do not show...
But I rarely use the grid, so most of my map pages it is disabled.
Has anyone experienced lag or slow responsiveness after installing Doorknocker and related APIs? Yesterday was my first campaign with those installed and gameplay was super slow so I'm trying to diagnose and rule out what may have caused or contributed to that.
Doorknocker shouldn't cause a huge slow down. Can you be more specific with what type of lag you're experiencing?
This script is the best thing I've added to my games in months! The players love it! Thanks so much!
I do have a question, though, and I'm embarrased to ask because I'm sure the answer is obvious and I just can't figure it out. What are the close and far auras displaying the range to? The instructions say 'range to closest door' and 'range to furthest door,' but what does this mean? I see how the auras are behaving but I can't match them to the description.
If you have two doors within range, the smaller aura extends to the nearer door, the larger aura to the farther door?
Yep, as Keith says. It's the range to the farthest door within detection range and the closest door. Note that it should be to the closest point on that door line.
Scott C. said:
Yep, as Keith says. It's the range to the farthest door within detection range and the closest door. Note that it should be to the closest point on that door line.
Great, thanks! And if there is only a single door within detection range it treats that door as both the closest and the farthest?
Scott C. said:
Doorknocker shouldn't cause a huge slow down. Can you be more specific with what type of lag you're experiencing?
Thx! Lag during gameplay, in retrospect most noticeably when entering or calculating HP on character tokens. Been trying to troubleshoot and find root cause(s) and noticing not lagging like that day so fingers crossed!
Ah, ok, Doorknocker doesn't have anything in it that would affect that. Common causes of that sort of issue are 1) general internet issues 2) campaign bloat 3) a character sheet that is too complex
Scott C. said:
Ah, ok, Doorknocker doesn't have anything in it that would affect that. Common causes of that sort of issue are 1) general internet issues 2) campaign bloat 3) a character sheet that is too complex
Roger that thx! What contributes to campaign bloat? I may need to put mine on a diet!
I've also found Autofill settings in your browser can cause the VTT to freeze when interacting with those text boxes. I disabled mine and I haven't had that issue since.
This is most commonly encountered in Firefox. Try turning off your Autofill and Autocomplete functions.
Not currently, however, you can just change the doors to the unlocked color and then they can use the push command.
I was wondering, is there a way to increase the range of the doorknocker? I'm trying to use it as a lever rather than a key, and the setup I'm trying to create involves the lever being in a different room than the one the stone gateway is in. As the token has a deliberately limited range however, it doesn't work that way. I was hopeful that the map-wide commands might help with this, but they only seem to be able to change colours for the purpose of automating map setup. Whenever I try to use it as, say "!knock --push|toggle|page" it only affects any adjacent doors, not the more distant ones. Am I getting that right, or did I miss something obvious?
EDIT: Ah, it mentions that the "page"argument doesn't work with "push", presumably because it is intended to be GM-only. That is a shame, part of the usefulness of automating these things is to take busywork out of the GM's hands during roleplay.
Either way, the script is still insanely useful, thank you so much for sharing!
Sorry it couldn't do quite what you were looking for Kick. There are a few scripts that more explicitly link a control token and a door dynamic lighting line, but the goal of Door knocker was to require the bare minimum of set up so that it could be used without a ton of prep time spent making it work.
In other news, I was asked recently if there was a tutorial for how to use Door Knocker. As of about 5 minutes ago, I uploaded a tutorial video to Youtube under my Kurohyou Studios account for anyone who prefers audiovisual learning to text.
Hi Everyone!
As Andreas alluded to, I've been working on a nice update to Door Knocker. I'm not ready to update the repo version yet as there's some features that aren't in yet and will require an update to some of Door Knocker's dependencies. However, I would like to see what people think of the next version of Door Knocker.
So, if anyone is interested I'd like to invite you to the
Full details on how to use the new features can be found in the help page of the script created character in your game.
v1.21 code can be found in this gist.
The v1.20 code can be found in this gist (deprecated).
Big thanks to Aaron and Andreas for their discoveries that allowed this update, and to Aaron for the window code!
* Path Math should auto update next week when the repo is merged. In the meantime if you want to use the functionality that needs the 1.6 update you can get the code from Stephen L's gist
Cannot read property 'id' of undefined
TypeError: Cannot read property 'id' of undefined
at Object.keyTurn [as key] (a
Klobass, can you tell me how you're using the script? I can't replicate this issue.
Do you have a token selected? and what command are you running?
No need to be sorry. That tells me that I need to have better protections in the script so it doesn't error out when an improper command is sent.
Scott C. said:
Not currently, however, you can just change the doors to the unlocked color and then they can use the push command.
Is there a way to Change these colors with an API or other macro interface? I really want thieves in my game to be able to open locked doors as part of their actions and not be me switching through different layers and selections. But maybe I'm just lazy.
There isn't currently a way to do it from the object layer, however you could just make a global token action macro that you can use to trigger unlocking of a door. You'd have to select the token and run it yourself, but there'd be no layer switching.
Yeah, I have a toggle lock/unlock macro setup as a token action but hidden from my players. So whenever a player is in front of a door and wants to open it, I just select their token and click the macro. Very easy.
Minor update to the beta to fix a crash when creating paths. No version change. New code can be found in the link to the 1.21 code.