WFRP4e-FoundryVTT
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[WFRP4e System] Blinded Effect
If the id of the Blinded condition is changed to "blind", applying the Blinded effect will apply Foundry's new blind effect (removes vision while the condition is active).
Of course, all references to the "blinded" id should be changed too.
From: Txus#5021
foundry: 10.287
wfrp4e: 6.1.4
wfrp4e-core: 3.0.1
Active Modules: advanced-macros, alternative-rotation, audio-preview, autoanimations, babele, betterroofs, breaktime, color-picker, colorsettings, combat-carousel, combatbooster, compendium-folders, curtain-animations, dice-so-nice, drag-ruler, fateroll, foundryvtt-es, foundryvtt-show-notes, foundryvtt-simple-calendar, fxmaster, healthEstimate, hidden-tables, hide-gm-rolls, introduce-me, JB2A_DnD5e, koboldworks-ready-up, levels, lib-wrapper, qol-maximize-reopened-sheets, remote-highlight-ui, sequencer, smalltime, socketlib, splatter, token-action-hud, tokenmagic, tokenmagic-automatic-wounds, wall-height, wfrp4-wfrp4e-npc-generator, wfrp4e-castellano, wfrp4e-character-details, wfrp4e-fx, wfrp4e-gm-toolkit
But the Blinded condition in WFRP, IIRC, just impairs vision not completely remove it.
Yes, you're right.