Yes, they are compatible with D&D, but they're not "d&d movement." I'd have the default vision measuring be from the Center of Square, and as an option, Corner of Square could be enabled. I would treat it exactly as the ONE_ONE_ONE, ONE_TWO_ONE, and related movement metrics. If there's a significant performance hit, a warning pop-up with the "Never show again" option would be sufficient. Yeah, that ought to be a non-default option, at the very least, since it is pretty necessary if we are looking to put out a system-agnostic tool. Workarounds exist, but for actual support of that type of vision (similar to how MT can do one-one-one diagonals), corner based sight is needed (again - needed if we want true D&D 4th Edition Line of Sight compatibility). Rumble wrote:However, setting that aside, there's still the Corner-based vision that has had a couple recent posts. However, setting that aside, there's still the Corner-based vision that has had a couple recent posts.
So, I concede low-light - it's not impossible, or even too difficult. It's more visuals - or options (I can't think of a reason offhand - besides this one - why two tokens should see the same light source in different colors, but I'm sure there are users who can). It has nothing to do with penalties, really - I can already handle penalties automatically. Depends on what low-light looks like to the character, I guess - if it's ambient light intensification, then it will (IMO) appear brighter to the character (and thus, to emulate that, I'd want it to appear brighter to the player) than it would to others. I'm confused - wouldn't you just tell the character with Lowlight vision that he doesn't have penalties in the dim light? He can see that the light is Dim there, he just doesn't have any problems, right? Or are characters with Low Light Vision unable to perceive light levels at all? To mimic this I guess you'd have to make it possible for a single light source to be perceived in two different ways. Low-light: in 4E, this doesn't expand visual range it just makes Dim light into Bright light for the character with lowlight vision. This means you can see along a wall (read: VBL) that you are directly abreast of, which is not possible in MapTool at the moment. Line of Sight: LoS is measured from the corners of the squares in 4E, so if an item is visible from any corner of the square, it's visible (as opposed to center-of-square Line of Sight).
Torch: 5.5#d0d0d0 /Lowlight 5.5#00000 (where the second portion indicates what the source looks like to a character with Lowlight vision).Ģ. Two I can think of off the top of my head:ġ. 4E has a couple things that don't quite work in MapTool. The lighting, yes the vision, no (or specifically, Line of Sight rules). If you need help, let the community know - we can set you up. You can easily define 4th edition vision/lighting in Campaign Properties. You do know that Maptool already supports 4th edition, right? It just isn't built in, for legal reasons. Nortonweb wrote:4E lighting and vision for MapTool anyone