Wall Height is a module that allows setting vertical heights to walls. It allows tokens to look over or under walls and to move over or under them according to relative heights as well.
Tokens are able to see over walls which are below them in elevation. Likewise, tokens cannot see through walls that are higher than them in.
To change a token's elevation, right-click the token. You will see an input box in the top left of the token HUD. This is the token's elevation. Modify it by selecting the box and entering the desired elevation for the token.
If you are using the Levels module, remember that if the height of a token pushes it's head through a ceiling, you experience odd behaviours with Vision and you will get a warning!
The height of a token, which is different than the elevation of it. It represents how tall a token is and is used in sight calculation.
To modify the height of a specific token, go to token settings and change its value. All non-0 values will override the default settings for the token.
Automatic Token Height and
Default Token Height in module settings
determine the default for all tokens. If
Automatic Token Height is enabled,
Default Token Height is ignored. Otherwise,
Default Token Height is used as the default height for all tokens.
Automatic Token Height is enabled by default. When enabled, the token height is calculated by the token's size and scale. The formula is as follows:
[Dimension in units of 1 Grid Square] *
[Highest between width and height of the token] *
[Average of the token's scale] *
[Token Height Multiplier (setting)]
Example: A 1x1 token on a 5ft grid would be 5ft tall, a 2x2 token would be 10ft, and a 1x1 token with a 0.75 scale would be 3.75 ft. These values are then multiplied by the
Token Height Multiplier setting.
By default the
Token Height Multiplier is set to 0.89. This means that a 1x1 token on a 5ft grid would be 4.45ft tall, a 2x2 token would be 8.9ft, and a 1x1 token with a 0.75 scale would be 3.34 ft.
If you wish to double check what is the computed value for a specifi token when it's height is set to 0 (thus triggering the automatic calculation), you can check it in the text displayed below the Token Height in the Token Configuration
Walls can be assigned a top elevation and a bottom elevation, representing the highest and lowest point of the wall respectively.
Their values can be edited in the wall configuration menu. To access the wall configuration menu, double click the wall you wish to modify.
You will now see the Wall Height section at the bottom of the wall
configuration menu. There are two inputs available:
Wall Height (Top)
Wall Height (Bottom). The default values are
Enable Wall Height for Scene in scene settings is enabled by default. If you wish
to disable it, it can be done in scene settings. However, this will mean Wall Height's
features cannot be used in the scene.
The tooltip will display when a wall is hovered, showing its lowest and highest elevation.
While enabled, displays the elevation values of a wall on the wall itself.
Allows for tokens to move over walls at a lower elevation than their height.
Imagine a token at 0 elevation, with a token height of 5, and a 0, 3 Wall
- Vaulting Enabled: The movement of the token is not blocked because with a height of 5 the token can see over the wall.
- Vaulting Disabled: The movement of the token is blocked because its elevation (or its feet if you will) is at 0 and the wall blocks movement at 0 elevation.
Calculates the token's height by via token size and scale.
A 1x1 token on a 5ft grid would be 5ft tall, a 2x2 token would be 10ft, and a 1x1 token with a 0.75 scale would be 3.75 ft.
The default height of all tokens. Default height is 6. This value is
only used if
Automatic Token Height is disabled.
Area of effect sources will be constrained by walls corresponding the elevation the source instead of the elevation of the controlled token while enabled.
Migrates wall-height data from the old wall-height data (pre-4.0) structure to the new one (4.0+) for users migrating from older versions.
This is only necessary once but you can enable this settings and refresh the page if you need to run it again.
To avoid data duplication, Wall Height uses a data path belonging to the Levels module to store it's elevation. If Levels is not enabled you can use these helpers to read and set the elevation of a sound or light document.
WallHeight.setSourceElevationTop(document, value); WallHeight.getSourceElevationTop(document); WallHeight.setSourceElevationBottom(document, value); WallHeight.getSourceElevationBottom(document);
Or, if you want to set/get both at the same time:
WallHeight.setSourceElevationBounds(document, bottom, top); WallHeight.getSourceElevationBounds(document);
Data structures were rewritten in version 4.0 of Wall Height. Scenes and other entities from pre-4.0 Wall Height require migration.
During the first launch of Wall Height v4.0+, the module will auto migrate the data on all your scenes and compendiums (this includes token attacher data).
If you need to migrate the data again, you can always do so by enabling the setting in the module settings and refreshing. Macros are also included to run migrations if needed.
To manually migrate content with the old data structure:
- Enable the modules that you wish to migrate (e.g. Baileywiki Maps Towns )
- Unlock all the actor compendiums containing Token Attacher Prefabs
- In the Wall Height Macro compendium
Wall Height Macrosrun the
Wall Height - Migrate Everythingmacro
- In the Token Attacher Macro compendium
(TA) Migrate Actors for Wall Heightand
(TA) Migrate Compendiums for Wall Heightmacros
- It is now migrated to the new data structure
Wall Height is very likely to incompatible with modules which modify token vision.
- Perfect Vision
- Cole Schultz (cole#9640) for the original implementation of the module
- Erithtotl (Erithtotl#5139) for maintaining the module
- dev7355608 (EBER#7243) for help on the 4.0 update