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August 20th, 2021, 18:16 #341
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- Aug 2019
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Found another issue with the new movement system: the owner PC token of a spell token cannot freely be moved underneath its own spell token. Instead the spell token has to be specifically selected and then it seems to follow FGU's default stacking order switch.
Furthermore the owner PC token cannot be affected by the Token Height ALT+scroll-wheel to change its flying height.
Non owner PC tokens do not suffer from these.
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August 20th, 2021, 18:16 #342
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August 20th, 2021, 18:56 #343
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- Aug 2019
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- 2,025
I created a thread about Waypoint/Token Ring asset editing here:
https://www.fantasygrounds.com/forum...sets-be-themed
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August 20th, 2021, 18:59 #344
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- Aug 2019
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August 20th, 2021, 19:11 #345
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August 20th, 2021, 19:13 #346
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August 20th, 2021, 19:22 #347
At the moment they are used to tell what type of token to process it as. If you go into the campaign/moduledb/'mappack???.xml', find the layer with the <token> section with the name and change a circle token into square by changing the name in the file... when you re-load the campaign the token will act as a square token.
With looking to add a 'light effect' block of data into the spell token configuration, this is then 'to much' data to encode on the spell token name... who wants 'fireball,(bob,circle,2000,400,200,0500,204,ff0022 ,000022)' type to store all the distance and type numbers from a light...
So I'm going to create list of 'spell token' token references in the database so I can 'hide' that extra data and clean up the name.
I can then add an option for 'name format layout', so if users just want 'fireball' or 'fireball - bob' type tool tip then that becomes possible. ( But data restructure first to allow it.. )
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August 20th, 2021, 19:27 #348
Did the character already have spells on the character sheet ?
If so use the re-parse spell option on the radial menu. In most rulesets pressing 'shift' will just process the spell token update part... or you can fully reparse the spell. ( Note spells like rob2e/'phb automated effects' custom spells do not re-parse, which is why the hold 'shift' option is available, or you can delete/re-add the spell etc.. )
Hope this solves your issue, try on a clean campaign with just this extension, if not please give some extra information. eg ruleset, list of (other) extensions, screen shot, attach to the thread a test campaign that have issues with so I can have a look down the db.xml and see what is causing the issue.
-pete
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August 20th, 2021, 19:51 #349
4E
Is it possible to move the spell token to the left of the die icon on the character sheet? It will look better with its placement moved in my opinion.
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August 20th, 2021, 21:28 #350
The short answer is 'no'.
The long answer is 'maybe' its more complex because oddly the 'name + icons + gap + dice' form a subwindow, while the mini version of the character sheet does not have the dice, so looks as you want.. causing the code to have multiple depths in the database to try and track and update custom code+lua.
Its doable, but not a simple move the merge join about in the file.
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