Thread: Maps, layers and characters.
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March 17th, 2019, 03:14 #21
No. The PC and NPC tokens have to go on the top layer - so that the players can interact with them. Only the GM can interact with tokens on the middle or bottom layer.
The PC/NPC token "shadows" on the middle and bottom layer are just to help the GM place other tokens or mask/reveal more accurately. They don't have any link to the combat tracker.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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March 17th, 2019, 03:30 #22Patou a.k.a: Patmaster
Challenging players since 1987
2E, 3.5E & now 5E
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March 17th, 2019, 03:39 #23
Masking can only work on a layer with a base image file - hence masking only works on the bottom layer. As PC/NPC tokens have to be on the top layer, they aren't affected by masking, so you have to manually change the visibility of those tokens (via the combat tracker or via the right-click menu of each token).
This is all explained in the first post here: https://www.fantasygrounds.com/forum...sed-on-CoreRPG)Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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March 17th, 2019, 04:07 #24Patou a.k.a: Patmaster
Challenging players since 1987
2E, 3.5E & now 5E
https://twitter.com/PatouLeFou
Discord = @PatouLeFou
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March 20th, 2019, 04:14 #25
- Join Date
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New to FG. How do you cleanly reveal new portions of the dungeon map without giving obvious hints of what lies beyond? In particular, if you have a straight edge along an orthogonal room's wall, wouldn't that give away that there is a directly adjacent room?
Loosely connected caverns seem easiest to mask and reveal, but a lot of adjacent rooms that don't necessarily have a door between them seems a pain.
I'm sure I not envisioning something correctly, or that there is a plugin that addresses this. How do folks handle "room reveals" like this?
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March 20th, 2019, 04:41 #26
Hi DeDiceManCometh and welcome
Experiment with holding alt or ctrl or shift as you do the masking.
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March 20th, 2019, 10:31 #27
I'm not sure what the question is to be honest. To reveal the contents of a square room left click and hold and drag a square or rectangle or whatever until you reveal enough of the room that you want revealed. That would usually be to the walls of the room. For something that isn't square hold down CTRL+left button and drag. This latter is less precise and does need a steady hand.
Perhaps if you posted a screenshot of the room that you have an issue with we could help more.
And welcome to FG.If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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March 20th, 2019, 16:36 #28
Just be very careful how you reveal areas where (thin) walls separate rooms. You may find it easier to do a rough reveal within the rooms boundaries then do a fine reveal.
If you don't want to give away that there might be another room on the other side of a wall, then always reveal with only a thin portion of the room edge visible - then the players won't know if that wall is only a foot thick or many feet thick.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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March 20th, 2019, 17:43 #29
Zoom in for more precision while masking/unmasking.
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March 21st, 2019, 07:26 #30
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