Thread: 5E - Token Height Indicator
-
September 4th, 2021, 19:58 #401
Looking at it.. I do see one issue with making it universal.
You aren't picking up the distance factors from FGU... In FGU the Distance Multiplier and the Distance Suffix are variables.. you probably should use those instead of a fixed 5 and ft .. that would make it pretty much work with anything in FGU.Full License Operator - You must have a 'Lite' License to play in my games.
Member and GM in the Fantasy Grounds Pathfinder Society Group.
PFS Fantasy Grounds Forum
FG Community Teamspeak Server: ts.fg-con.com
Interested in Custom Character Portraits and Tokens? Contact me.
-
September 4th, 2021, 23:41 #402
Good point. I do use those variable when I have an image, but didn't in the plain token logic. I've updated the token logic and pushed to the Forge, so all should be good when it gets activated. Thanks.
-
September 5th, 2021, 21:09 #403
I'm getting a very weird error with the latest build.
When I open the map, send to background, and then click on a token with vision, I get:
[ERROR] MOUSE UPDATE: System.NullReferenceException
at (wrapper managed-to-native) UnityEngine.GameObject.get_activeSelf(UnityEngine. GameObject)
at CAEKKJIAJAP.LJPJAFHDPDB () [0x00023] in <c37ae9fb12b44b35bcbe0927d92c7e93>:0
at CAEKKJIAJAP.LEEOHICLPIB (OPHDOKAJKAB OHECONBACLA) [0x0008a] in <c37ae9fb12b44b35bcbe0927d92c7e93>:0
at CAEKKJIAJAP.EIOAOCIOICC () [0x00250] in <c37ae9fb12b44b35bcbe0927d92c7e93>:0
at FG.CompositeImage.SortLayers () [0x00eea] in <c37ae9fb12b44b35bcbe0927d92c7e93>:0
at FG.CompImageTokenLayer.ReceiveClickUp (System.Int32 OFIHBJJLLEO, UnityEngine.Vector2 KDOLCCJLOPE) [0x000ff] in <c37ae9fb12b44b35bcbe0927d92c7e93>:0
at FMPJEDNFKON.MJNHCNGDOEA (System.Int32 OFIHBJJLLEO, UnityEngine.Vector2 LPJINEPFOMB) [0x000f9] in <c37ae9fb12b44b35bcbe0927d92c7e93>:0
at AEKKJAPPMPK.DOPJDILPJCG (System.Int32 OFIHBJJLLEO, UnityEngine.Vector2Int OHCOFOJAPAN) [0x00050] in <c37ae9fb12b44b35bcbe0927d92c7e93>:0
at KGNOOCIONDH.ReceiveClickUp (System.Int32 OFIHBJJLLEO, UnityEngine.Vector2Int OHCOFOJAPAN) [0x0001b] in <c37ae9fb12b44b35bcbe0927d92c7e93>:0
at LEECPKFJIAJ.PKJBEAGEEFK (System.Int32 OFIHBJJLLEO) [0x001b0] in <c37ae9fb12b44b35bcbe0927d92c7e93>:0
at LEECPKFJIAJ.JIDMLNKADMN () [0x0005c] in <c37ae9fb12b44b35bcbe0927d92c7e93>:0
at FG.FGDesktop.OPILCLOHJGM () [0x00010] in <c37ae9fb12b44b35bcbe0927d92c7e93>:0
at FG.FGDesktop.Update () [0x0004e] in <c37ae9fb12b44b35bcbe0927d92c7e93>:0
It seems to be interfering with "Extended automation and alternative overlays" by KelrugemLast edited by bmos; September 5th, 2021 at 21:20.
bmos' extensions
he/them
-
September 6th, 2021, 00:11 #404
I don't see that on mine, but strangely enough when both Aura Effects and this are loaded, it draws the range arrow several times larger than if either of them are not loaded. I think it has something to do with when it's looking for the imagecontrol reference on its way up (before it really should be - if I set the bOpen to false at that point, I get nil returned). For now I've reverted to the older build until I can play with it some more to see if I can call it later in the process (but still automatically).
-
September 6th, 2021, 08:19 #405My extensions for 3.5e and Pathfinder
Bug reports please here
-
September 6th, 2021, 11:49 #406bmos' extensions
he/them
-
September 6th, 2021, 16:54 #407
Thanks. It actually seems to be a side-effect of me calling ImageManager.getImageControl(token, true) from TokenManager.getWidgetList. Not sure how, but everything else is just setting local variables. I'll look for a different way of doing that.
I'll do that now (but will put these picture here, as I don't think you can send images in a message) - "small arrow" is what it looks like if either of our extensions, but not both, are loaded and "large arrow" is what it looks like if both are loaded.
Small Arrow.png
Large Arrow.png
-
September 7th, 2021, 12:29 #408
I can't reproduce the script error in a new campaign, but I am still seeing the map double when "sending to background"
Here is a test campaign that just needs this extension loaded along with yours (the previously-posted version that you reverted): https://forge.fantasygrounds.com/shop/items/29/viewLast edited by bmos; September 7th, 2021 at 17:28.
bmos' extensions
he/them
-
September 8th, 2021, 03:23 #409
-
September 10th, 2021, 00:19 #410
Okay, new version up in the Forge that gets the correct variables from the rulesets without causing the issues that were noted. bmos, was able to use your test campaign to confirm the issue with 4.10 and confirm the lack of the issue with 4.11.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks