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light-barriers with conditional function

Cliff Creation The closer a token gets to the barrier, the closer the area behind it they can see through it. This would simulate looking over the edge of a cliff or balcony. When far away from the barrier, you can't see the area close beyond it. As you get closer to the barrier, your visible area beyond the barrier gets closer to the barrier. This would have one dependent and three independent variables, and one coefficient.  Independent variable D: the distance from the viewing token to the barrier. Independent variable C: the height of the cliff. Independent variable H: observer height. Coefficient R: The rate of increase of F as a function of C. R = C / H Dependent variable F: the limit of the field of view as a distance from the barrier to where visibility starts on the other side of the barrier. F = R x D F = (C x D)/H For simplicity, just assume all observers eye heights are 5'. F = (C x D)/5 But, if you wanted to get silly, you could add a Height of Observer (H) value to each token, so each token would have a slightly different view over the cliff. Finally, the barrier has to have a 1-way effect. So it behaves as described above when approached from one direction, but is just a normal visibility barrier from the other direction.
While this is really a distinct, separate (and good!) suggestion, it might actually get better traction in this suggestion: <a href="https://app.roll20.net/forum/post/1242655/dynamic-lighting-one-sided-dynamic-lighting/" rel="nofollow">https://app.roll20.net/forum/post/1242655/dynamic-lighting-one-sided-dynamic-lighting/</a> which already has (at the time of this post) 622 votes. You may want to cancel your vote here and add it (and your comments!) to that one instead.
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