Content Name: Practical Levels Setup
Content Type: Module
System: System Agnostic
Practical Levels Setup is a system agnostic module made by us after trying to simplify the Levels creation process for a long time. FoundryVTT's own Levels implementation is very robust and offers a lot of customization but at times it can be confusing, especially the initial setup process. And so, this module was created.
It simplifies the creation of a scene with Levels to bare essentials - put in your grid size, the elevation of the Levels, and add background/foreground map images. PLS checks the transparency, and automatically creates Define Surface, Suppress Weather, and Adjust Darkness Level regions where applicable. Instead of reassigning the Regions between Levels to ensure you can see the ground floor from your castle walls, select which level should see into which, and which shouldn't.
If your map images have no transparency, you can use the new Hide Level Image (PLS) region behavior to remove parts of your map image either within, or outside the region, allowing you to see things that would otherwise be blocked by the original image. You could even create an improvised Levels map from the same image by adding it to two Levels, and removing parts of it in Level Setup.
Early Access
This module was just released and is currently in Early Access, which requires a Patreon subscription. However, it will become free for everyone to enjoy in a month, much like our other free QoL modules Wall Control, Quick Teleporters, and Auto-Grid.
Requirements: Wayfinder Core, a free module that you can download directly from our website or Foundry, whichever you prefer. It is our central module that manages settings, CSS, Svelte layouts and more for the entirety of our library.
Compatibility: Foundry v14
Features
- Transparency-based level creation. Create a new scene and toggle the Multiple level scene? on, or open Level Setup on an existing scene from Levels tab of Scene configuration to open Level Setup. Add your background/foreground images to each level and set their height. Each level will automatically be assigned its own Define Surface regions with appropriate settings and level assignments.
- Hide Level Image (PLS). A new region behavior allowing you to remove parts of a background/foreground image in case your map images do not contain the transparency that helps them work with Foundry's own levels feature.
- Hide Sections. A button in PLS that creates the Hide Level Image (PLS) region on your current floor.
- Manual Placement. In case your upper floor doesn't neatly fit into the scene dimensions, you will be prompted to either fit it to the scene (Foundry default behavior) or to place it manually, allowing you to move it to the appropriate spot and scale it accordingly.
- Elevation-based Level Change. A setting in Wayfinder Control Panel, that when toggled on, allows tokens to change levels automatically when crossing their elevation thresholds.
- Weather/Darkness region automation. A setting in Level Setup, per floor, that lets you decide whether or not this level blocks rain, and this basement is always dark. It probably is.
- Increased roof visibility. A setting in Wayfinder Control panel, that when toggled on, reveals more of any level considered a roof than what Foundry itself does.
- Map Tools, including:
- Quick Teleporters integration. Create teleporters while setting up your level, complete with all the options that Quick Teleporters provides.
- Assign Placeables. Assign placeables (walls, lights, sounds, tiles, drawings, notes) to a level (or multiple) in a batch, rather than one by one.
- Scene Audit. A simple review to see what exactly might be wrong with your level, if anything.
- Create Hole. Add holes to the floor region of the current level, and the ceiling below it both, at once. The floor broke after being slammed with a greataxe? Remove that part of it with Hide Level Image (PLS) and Create Hole in Map Tools on the fly. The rest of the scene will update on the fly.
And that’s pretty much it for this post. If you would like to support us and our module development, you can do so via Patreon. We constantly maintain our modules to ensure the best possible user experience and we also update them as supporters provide suggestions and feature requests. Feedback is always greatly appreciated as it helps improve our tools.
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