This module aims to enhance the use of hex grids while using the PF2e system. A full list of features can be found below. If you are looking for a particular feature or are having an issue please open up an Issue
!
WARNING - This module uses a lot of function patching and so it is suggested to run it on the exact version of FoundryVTT that it is verified for. The latest version is verified for FVTT 12.331.
NOTE - There are no official area rules for rectangles in pf2e, as such I will try my best to leave their functionality as open as possible.
- Snapping
- Grid
hex
snaps to centersemanation
snaps to centers or verticesburst
snaps to verticescone
snaps to centers or midpoints or verticesline
doesn't snaprectangle
doesn't snap
- Angle
cone
snaps to 30 degree increments when placingShift
+MouseWheel
will rotate placed templates in 30 degree increments
- Distance
hex
only highlights a single hexemanation
,burst
,cone
, andline
snap to grid unit increments
- Grid
- Highlights
- Custom
line
algorithm- More accurate than default
- Improved preview rendering
- Wall collision coloring (only does movement at the moment)
- Custom
- Rendering
emanation
,burst
, andcone
display distance next to the origin of the templatehex
does not display distanceemanation
,burst
,cone
andhex
do not render outline shapeline
renders a line instead of box and text contains width if it is larger than a grid unit
- Emulate
gridTemplates
behavior when on hex grids - Buttons for
emanation
,burst
,cone
,line
,hex
, andrectangle
inMeasurement Controls
- Token target helper prompt on template creation
- Holding Control will skip the target helper if it is enabled
- Settings
- (GM)
cone
internal angle can be configured (defaults to 60 degree) - (GM) Collision type to use for wall collision coloring and target helper check
- (User) Target helper can be enabled or disabled
- (GM)
- Measurement
- Custom
distanceTo
function for correct range calculation between tokens
- Custom
I am waiting on pf2e system support for extending the aura system. PoC MR already created.
I have no current intention to implement a custom flanking detector as I don't have a generalized solution in mind yet. It is possible to still use the system flanking detector on hex grids to mixed results. I have turned off said automation and instead given PCs a custom feat that adds a Target is Off Guard
toggle the player can check and given NPCs a custom effect that does the same.
Create a new feat, adding the following Rule Elements before adding it to the bonus feat section of all PCs. I highly suggest naming the feat.
RollOption: {"key":"RollOption","domain":"all","option":"off-guard","label":"Target is Off Guard","toggleable":true}
EphemeralEffect: {"key":"EphemeralEffect","predicate":["off-guard"],"selectors":["strike-attack-roll","spell-attack-roll","strike-damage","attack-spell-damage"],"uuid":"Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg"}
Create a new effect, adding the following Rule Element. You will have to remember to drop this on each NPC to add the toggle. I highly suggest naming the effect and unchecking the Show token icon?
button to hide it from appearing.
RollOption: {"key":"RollOption","domain":"all","option":"off-guard","label":"Target is Off Guard","toggleable":true}
EphemeralEffect: {"key":"EphemeralEffect","predicate":["off-guard"],"selectors":["strike-attack-roll","spell-attack-roll","strike-damage","attack-spell-damage"],"uuid":"Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg"}
This looks to be a native feature that v13 adds therefore I am not looking to add this feature.