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  1. #371
    Released version 4.9, sorry its a re-parse job on the character spells.

    I've changed how the data is been passed around to allow for extra data.

    I've added a lighting section in the configuration for the spells. The updated spelltoken.xml at the top of thread has an example 'alarm' flashing light configured.

    Thanks,
    pete

  2. #372
    The new light option should allow us to quickly drag light sources/spell onto characters, using our own preferred presets. That might prove faster, easier and more useful than using FGU's token light options. I'll give this a test-run once I find time.

  3. #373
    Quote Originally Posted by Weissrolf View Post
    The new light option should allow us to quickly drag light sources/spell onto characters, using our own preferred presets. That might prove faster, easier and more useful than using FGU's token light options. I'll give this a test-run once I find time.
    this would apply a spell token at the location of a character, which i suspect at the moment the 'drop onto character' callbacks do not know about spell tokens...

    you could drag a spell token with a light effect from a character to the map, and then 'move' it under a player character to simulate this.

    Until I get back to 'aura' side, which will use the drop spell token onto a character to allow the 'pair' to be tracked, I suspect it will not work as you expect.

  4. #374
    Quote Originally Posted by Weissrolf View Post
    Unfortunately I found another issue. Mouse-overs for character effects (icons or marks) seem to get confused by the extension. When the extension is loaded then I often either don't get any mouse-overs for effects or just for a single character token out of all PCs and NPCs. Doesn't matter whether a spell token is present on the map or not (and I also disabled my other 3 overlay extensions).
    Could you reproduce this on your setup? It's not a deal-breaker since CT also lists effects, more of an oddity to be aware off (maybe best to disable effect icons in options for less confusion then).

  5. #375
    v5.0 has been release.

    This should sort out the effects not show properly.

    Also now it keeps a database list of spell tokens, so it can look up data without having to code it in the spell token tool tip. ( So i've removed 'shape' from the tool tip side.. )

    -pete

  6. #376
    Very fast development, it's well appreciated.

  7. #377
    Are the settings saved as XML somewhere so that we can edit them (for light) and then reimport?

  8. #378
    Quote Originally Posted by Weissrolf View Post
    Are the settings saved as XML somewhere so that we can edit them (for light) and then reimport?
    if you have custom data and/or using the spelltokens.xml, then the values are in a tag in the db.xml in the <spelltokens> group, and you can take a look at the spelltokens.xml to see how to create an import xml file once you are done.

    see attached, to get an idea of how they match up..

    If you do define a bunch of lights for the spelltokens.xml, would you share that and I can add it to the top of the thread. ( I'm not an artist, so people would get programmer lights if I did it !! )

    -pete
    Attached Images Attached Images

  9. #379
    Just to check. Do I need to reimport SpellTokens.xml for v5 or just shift click on spells to refresh things?
    Graphil

    There are two secrets to life: 1) Don't tell everything you know...

  10. #380
    Quote Originally Posted by graphil View Post
    Just to check. Do I need to reimport SpellTokens.xml for v5 or just shift click on spells to refresh things?
    if you want you can, depends when you last imported it. The latest adds the 'alarm' flashing light with the marked lighting section.

    If you are 'setting' up some lighting it probably does not matter as you will replace what i configured as test on the alarm.

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