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Combat Zones for RMU

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Combat Zones for RMU is a lightweight visualisation module for the Rolemaster Unified (RMU) system. It automatically renders a token's combat zone, its combat facings (Front, Flank, Rear) and weapon reach arcs directly on the canvas, helping GMs and players make tactical decisions at a glance.

Combat Zones for RMU

Features

  • Dynamic Combat Zones: Automatically draws the Front (Green), Flanks (Yellow), and Rear (Red) zones based on the character's facing and size.
  • Facing Arrow: An arrow outside the combat zone shows the current facing of the token.
  • Token Rotation: The facing arrow also acts as a draggable area allowing you to rotate a selected token you own.
  • Weapon Reach Rings: Visualizes the threat range of all natural weapons, equipped melee weapons and shields. If reach is affected by talents or other effects automated by the system, then these are included.
  • 3D Threat Ruler (Elevation Support): Accurately visualises true 3D distance when tokens are at different elevations. Select your token(s) and hover over a target to generate a dynamic, bi-directional line that automatically calculates whether your weapons can physically reach the target's combat zone.
  • Metric & Imperial Support: Works out of the box with standard feet. Automatically detects metric scenes and applies a configurable conversion factor (default 3.33) to ensure reach rings match the grid correctly.
  • Live Updates: Zones update instantly when:
    • Tokens rotate or move.
    • Weapons are equipped or unequipped.
    • Items are modified in the character sheet.

Settings

There are game settings to customise the look of the combat zone and weapon reach rings.

  • Show All Reach Rings: If enabled, all reach rings are always visible for all tokens.
  • Custom Colours: Don't like the default Green/Yellow/Red? You can change the colour of the Front, Flank, Rear, and Spoke lines and the front-facing arrow independently using a colour picker.
  • Opacity Control: Adjust the transparency of the zone fills. Set it to 0.0 for no fill, or crank it up for high-contrast visibility on dark maps.
  • Metres-to-Feet Multiplier: For groups using metric grids, you can tweak the conversion math (Default: 1.5m = 5ft) to match your table's house rules.
  • Show Reach Labels: If enabled, weapon names will be displayed horizontally on their corresponding reach rings.
  • Enable 3D Threat Ruler: If enabled, hovering over a target while controlling a token will draw a dynamic line showing true 3D reach and hit/miss chevrons.

How to Use

Toggling Visibility

The module adds a toggle button to the Token Controls layer (the "person" icon on the left sidebar).

  1. Select the Token Controls layer.
  2. Click the "Toggle Combat Zones" tool (the circle-dot icon ).
  3. This instantly shows or hides combat zones for all tokens on the canvas.
  4. Select or hover over any token to see its weapon reach rings. (Note: Your own character's reach is always visible).

Using the 3D Threat Ruler

The 3D Threat Ruler must be enabled in the Game Settings.

To quickly check distances and elevation modifiers during combat:

  1. Select one or more of your controlled tokens.
  2. Hover your mouse cursor over an enemy token.
  3. A threat line will render underneath the token art, bridging the gap between the combatants.
  4. Equipped weapons will display as chevrons along the line. If a weapon's reach successfully intersects the target's combat zone in 3D space, the chevron will illuminate in your relative facing colour.

Important note on visibility

  • For combat zones to only be seen by players if they are in their visual range, the scene must have token vision enabled (light tab), and the players' tokens must also have their vision enabled (vision tab).

Installation

  1. In Foundry VTT, go to the Add-on Modules tab.
  2. Click Install Module.
  3. Search for "Combat Zones for RMU" or paste the manifest URL: https://github.com/Filroden/rmu-combat-zones/releases/latest/download/module.json

Compatibility

  • Foundry VTT: Version 13+ is required.
  • System: Designed for Rolemaster Unified (RMU).

License

This module is licensed under the MIT License.

Disclaimer and IP Notice

The Combat Zones for RMU module is an unofficial, community-developed tool designed to enhance the Rolemaster Unified experience on Foundry Virtual Tabletop.

This module is completely independent and is not affiliated with, endorsed, sponsored, or approved by Iron Crown Enterprises (ICE). "Rolemaster", "Rolemaster Unified", and the "RMU" acronym are trademarks of Iron Crown Enterprises.

This project does not distribute any proprietary text, artwork, or core rulebook content belonging to ICE. It functions strictly as a mechanical, workflow, and user interface enhancement for the official RMU system on Foundry VTT. Any use of specific system terminology or mechanical values is for functional compatibility purposes only.

Changelog
Version 1.7.3

IMPROVEMENTS
- A tooltip now displays the angle while dragging the token rotation handle.

BUG FIXES
- The combat zone and reach radii now respect the core system setting for minimum combat zone.

Version 1.7.2

BUG FIXES
- Rotating the token with the facing arrow will also rotate the shadow created by the 'Token Elevation Shadows' module.

Version 1.7.1

BUG FIXES
- Fixed animation of token rotation.

Version 1.7.0

NEW FEATURES
- Token Rotation: The facing arrow can now be dragged to rotate a selected token you own.

UNDER THE HOOD
- Code review and clean up.

Version 1.6.2

UNDER THE HOOD
- Verified compatibility with Foundry V14 with minor code change.
- Removed PIXI z-index on 3D threat ruler so it is not pushed under canvas in Foundry v14.

Version 1.6.1

IMPROVEMENTS
- Small improvements to French language support (thank you Olivier).

UNDER THE HOOD
- Refactored settings.js to use native ColorField and added parseColor helper to rendered.js.

REMOVED
- Removed Spanish (es and es-419) and Swedish (sv) language support to comply with Foundry's AI Content Policy. If native speakers can confirm the quality of the translations, they can be quickly restored.

Version 1.6.0

NEW FEATURES
- 3D Threat Ruler: To correctly show the true ranges between tokens at different elevations, a new optional tool has been added that calculates ranges along a connecting line between selected tokens and a token you hover over. The Threat Ruler is disabled by default to keep the canvas clean. Players who wish to use it can enable it individually in their client settings. The threat line automatically calculates the 3D distance and projects it cleanly onto the 2D canvas. Equipped weapons are displayed as chevrons along the line and dynamically highlight based on the relative facing angle when they successfully intersect the target's combat zone. The Threat Ruler renders underneath token art to prevent visual clutter, and updates in real-time as tokens move or change elevation.

IMPROVEMENTS
- Attack Labels: A new game setting has also been included to show the attack name next to each attack reach circle.

Version 1.5.0

IMPROVEMENTS
- Combat zones and reach rings now update instantly when items are created or deleted from a character sheet.

BUG FIXES
- Fixed an issue where weapon reach rings would disappear while the GM dragged an unlinked token across the canvas.

UNDER THE HOOD
- Migrated colour settings to the native Foundry colour picker.
- Optimised canvas rendering to use a single persistent PIXI object per token, reducing garbage collection overhead and preventing micro-stutters when dragging tokens.
- Restructured the architecture, decoupling the main event listeners from the rendering engine for better maintainability.
- Patched an asynchronous race condition to prevent console errors if a token is deleted from the canvas mid-calculation.

Version 1.4.2

BUG FIXES
- Fixed to prevent Combat Zones trying to be shown for actor types other than characters or creatures.

Version 1.4.1

BUG FIXES
- Fixed slow rotation of the combat zones if the token's rotation was locked.

Version 1.4.0

IMPROVEMENTS
- Changed default visibility behaviour. When the module is toggled on, all tokens show their combat zones and a front-facing arrow. For players, your own token also always shows your equipped weapon reach. Hovering over or selecting any other token will reveal their weapon reach. For GMs, only combat zones are shown for all tokens and the same select or hover will reveal the reach.
- Added a game setting to show all weapon reach on all tokens.
- Improved the visibility and style of the front-facing arrow and added a game setting to select its colour separately from the front-facing combat zone.

BUG FIXES
- Draw weapon reach ring borders inside the reach range.

Version 1.3.0

IMPROVEMENTS
- Weapon reach now includes automated talents, etc supported by the RMU system.
- Colours, opacity and the metres-to-feet conversion factor for grid size are all customisable in the game settings.
- Combat Zones for RMU now starts toggled off. To see the combat zones, use the scene control on the token bar, or change it in the game settings.

Version 1.2.0

IMPROVEMENTS
- Added a minimum combat zone size of 2.5ft, so if a standard 5ft grid is used and tokens snap to grid, smaller creatures can still reach the next grid (this matched the system's approach).
- Implement an Imperial to Metric system using the same unit check as the RMU system ('m','m.','meter','meters','metre','metres').

Version 1.1.0

IMPROVEMENTS
- Optimised zone drawing to save CPU time.

Version 1.0.0

INITIAL RELEASE

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