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  1. #1

    CoreRPG/5E Extension: Player CT Targeting

    In order to speed up combat I wanted to give the players a few more options when it comes to targeting via the Combat Tracker. In theory CTRL-click allows players to toggle targets via their combat tracker however it appears to be broken at present (and is on the fix list for the next release 3.3.5). Targeting via the battle map works just fine (provided you remember to drag tokens from the combat tracker). Battle map targeting obviously doesn't work for theatre-of-the-mind encounters where there is no map.

    Here is an extension to allow players to drag-to-target, click-to-clear and clear-all on the combat tracker like the GMs can.

    It's been play tested during a live session and a few issues have been found and fixed. The code ended up being a little more complex than I first imagined so there still may be a bug or two hiding.

    * Players get a target button on their combat tracker that opens up a small sub-panel (provided they own the character).
    * Inside the panel is a target button that can be dragged onto another visible target in the combat tracker to add it to the list of targets (like the GMs).
    * Inside the panel is a target button that can be dragged onto another visible token on the battlemap to add it to the list of targets (like the GMs).
    * The panel also contains a cancel-alltargets button (like the GMs).
    * Players can cancel individual targets by clicking on the token in the sub-panel (again like the GM).
    * The extension endeavours to keep the combat maps up to date too (map, GM tracker and player trackers should to all stay in sync).
    * It has been tested in situations where players control multiple characters and add and release them.
    * I've tested on CoreRPG and 5E (it may work on other rule sets but no guarantee).

    Regards, Steeleyes.

    Forge Releases:
    https://forge.fantasygrounds.com/shop/items/1666/view

    File Releases:
    v0.1: Initial release.
    v0.2: Allow players to drop targets on to the battle map as well.
    v0.3: Fix the display for FG 3.3.6
    v0.4: Fix bug to allow players to target by dragging the target icon onto the map (Classic and older FGU - Player Targeting v0p4.ext).
    --- FGU only from here ---
    v0.5: Update to FGU CoreRPG style combat tracker and resolve frame_ctsub depreciated warnings.
    v0.6: Update to allow access to friend/cohort target windows (Player Targeting.ext).

    Known Issues:
    * Clicking on the row of tokens only deselects the target if it's present on the battlemap as well.
    Attached Images Attached Images
    Attached Files Attached Files
    Last edited by Steeleyes; March 19th, 2024 at 18:01.

  2. #2
    Quote Originally Posted by Steeleyes View Post
    In order to speed up combat I wanted to give the players a few more options when it comes to targeting via the Combat Tracker. In theory CTRL-click allows players to toggle targets via their combat tracker however it appears to be broken at present (and is on the fix list for the next release 3.3.5). Targeting via the battle map works just fine (provided you remember to drag tokens from the combat tracker). Battle map targeting obviously doesn't work for theatre-of-the-mind encounters where there is no map.

    Here is an extension to allow players to drag-to-target, click-to-clear and clear-all on the combat tracker like the GMs can.

    It's been play tested during a live session and a few issues have been found and fixed. The code ended up being a little more complex than I first imagined so there still may be a bug or two hiding.

    * Players get a target button on their combat tracker that opens up a small sub-panel (provided they own the character).
    * Inside the panel is a target button that can be dragged onto another visible target in the combat tracker to add it to the list of targets (like the GMs).
    * The panel also contains a cancel-alltargets button (like the GMs).
    * Players can cancel individual targets by clicking on the token in the sub-panel (again like the GM).
    * The extension endeavours to keep the combat maps up to date too (map, GM tracker and player trackers should to all stay in sync).
    * It's a little stricter than the core battlemap targeting in that it only allows players to mess with characters they own.
    * It has been tested in situations where players control multiple characters and add and release them.
    * I've tested on CoreRPG and 5E (it may work on other rule sets but no guarantee).

    Regards, Steeleyes.
    Awesome! Thanks for sharing.
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: https://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  3. #3
    This is fantastic. A while ago I was asking if there was something just like this. Thanks for doing this!!

  4. #4
    Quote Originally Posted by Dax Doomslayer View Post
    This is fantastic. A while ago I was asking if there was something just like this. Thanks for doing this!!
    No problems Dax. Give it a try and let me know if you bump into any issues.

  5. #5
    I have a player who is use to being a GM in FG and was missing the ability to do this, thank you!!!

  6. #6
    No issues so far and I like it. The one difference between this extension and the DM's combat tracker ability that I've noticed is that you can't drag the target bulls eye to the token to target. As a player, this probably isn't a big deal other than for area effect spells I guess. This works fine as far as I can see otherwise and really appreciate this extension Steeleyes!!

  7. #7
    Quote Originally Posted by Dax Doomslayer View Post
    The one difference between this extension and the DM's combat tracker ability that I've noticed is that you can't drag the target bulls eye to the token to target.
    Yes my guinea pigs (I mean players) noticed that too. It looks like the extra code would need to go in the map manager rather than the combat tracker. So we may have to live with it.

    Forgive me for a step down into the depths of a gory underworld...

    As far as I can see from the code there is no simple way to extend the combat map manager to add this functionality (it looks like I'd be forced to clone and edit the entire thing - yuch - that would make maintaining the extension a pain). [Edit: This isn't true there are ways to extend modules e.g CombatManager.setCustomDrop()]

    The XML sections of the code appear to be easy to extend and override, but as far as I can see the lua code is not set up to allow existing features to be extended (I already had to write a new client target manager rather than adding or modifying the existing target manager). Maybe someone with more experience of writing extensions can point me in the right direction "How do I extend one of the global lua scripts?". I did hunt for an answer to this and the only thing I found was to write a new manager. [Edit: This also isn't true CombatManager['someFunction'] = someNewFunction; works - ideally save the old function first so you can "inherit" from it]

    I've also had issues clicking on a token to deselect it when only the combat-tracker is being used (i.e theatre of the mind with no battlemap), but at least that's probably fixable in the combat tracker code.
    Last edited by Steeleyes; April 4th, 2018 at 17:49.

  8. #8
    No worries on that Steeleyes. I love the extension and I can live with that difference. I appreciate the work you did on it!! It does sound a bit of 'diminishing returns' to do this and as it is now helps me immensely! Thanks again for this!

  9. #9
    Quote Originally Posted by Dax Doomslayer View Post
    No worries on that Steeleyes. I love the extension and I can live with that difference. I appreciate the work you did on it!! It does sound a bit of 'diminishing returns' to do this and as it is now helps me immensely! Thanks again for this!
    It looks like the combat manager does have a clean way to allow me to respond to target drops onto the map, so I've added the extra code to fix the bug (I've updated the .ext at the top - you should see v0.2).

  10. #10

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