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'Token Light Condition' module interaction #63

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renzo38 opened this issue Oct 4, 2023 · 1 comment
Open

'Token Light Condition' module interaction #63

renzo38 opened this issue Oct 4, 2023 · 1 comment

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@renzo38
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renzo38 commented Oct 4, 2023

Hi,

I run foundry with your (really nice) module and the 'Token Light Vision' one. I got something wrong when I 'switch off' the torch from the token HUD, the light disappear but the 'Token Light Vision' considers that there is still light (BRT is displayed in the token HUD). If I start/stop the animation from the token panel, it works. Do you have any idea where this might come from ? I also opened an issue in the 'Token Light Condition' project.

tokenlightcondition

Best regards

@lupestro
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lupestro commented Oct 6, 2023

Hard to say - they're messing with some of the same things. In general, using two modules that affect the same area can be a risky business. However, I can give you enough information about Torch that maybe you can figure it out.

In the Torch module,

  • when you turn on the torch it overwrites the light settings of the token from the settings for the light source.
  • when you turn off the torch, it overwrites the light settings of the token from settings of the actor's prototype token.

The only flags we keep are "lightSource" and "lightSourceState". Aside from the light settings on the token, the two flags, and the quantities on the consumables, it doesn't touch anything else.

The Token Light Vision module may be coupling the token's light settings with other token data or module-defined flags. When we change the light values, that data and those flags could get out of sync with its expectation for the token light settings, leading to confusion.

But that's only my best guess. I wouldn't know unless I installed the module and observed their interactions and what kind of token and other data was affected.

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