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January 17th, 2021, 18:27 #61
Supreme Deity
- Join Date
- Mar 2007
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The challenge right now is that the token ordering code is in the middle of a huge refactoring that cpinder is working on for lighting/vision; so any updates to any image/token logic are gated right now.
Regards,
JPG
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January 17th, 2021, 19:36 #62
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- Aug 2019
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- 2,025
Thanks for the useful and comprehensible information.
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January 17th, 2021, 21:17 #63
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January 18th, 2021, 13:06 #64
- Join Date
- Nov 2019
- Posts
- 3
Thank you for the detailed response. I fiddled with it some more and finally figured it out. I was searching for the button labeled "assets" and was convinced that things were not functioning properly because of its absence. But, the spell tokens button is actually located under "tokens" for me (snip attached). Once I found that everything has been smooth sailing.
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January 18th, 2021, 13:47 #65
The name depends of rule set and theme and version of fantasy grounds.
FG unity uses 'assets' in 5e, while FG classic uses 'tokens' in 5e.
From your image you are using FG classic.
Good that you sorted it out.
( I've made a note to update site information with some extra details. )
-pete
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January 29th, 2021, 22:29 #66
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- Nov 2019
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- 3
Following up, I am now able to apply the tokens to spells, but dragging them and dropping them on a map does nothing. I started a brand new game with only this extension active and it worked.
After troubleshooting, it seems that the extension that is causing a conflict is the CoreRPG Token Helper, which is necessary for the Combat Enhancer for 5E Classic extension to work. I don't expect you to try to fix this, just letting you know in case others purchase before knowing that this is an issue. Snip attached of the debug text.
Debug.PNG
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January 30th, 2021, 13:06 #67
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January 30th, 2021, 13:45 #68
Hi, had a quick look at see attached seems to be working. Do I need to do anything in 'coreRPG token Helper' to 'enable' it, could you attach a campaign zip with the minimum 2 extensions you said has the issue ?
Can you tell me the version numbers of extensions, ie screen shot like in mine that shows the initial chat window etc..
thanks, Pete
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February 4th, 2021, 20:46 #69
Just letting everybody know, that I added code to select targets when covered by a spell token.
TargetSelection.PNG
With FG unity the tool tip will show you what it thinks is under the cursor, with a '-' for non spell tokens and a '*' marking spell tokens.
Spell tokens are considered when they end in a 'name (name)' style, as marked by my extension.
I could not get FG classic tool tips to show this information, I'll take a further look at some point, but the selection still works.
Todo,
1. I'd like to extend the 'heal/damage' drag from chat onto a token, to also take the cursor token stack selection into account. So you can drag damage onto a token that is covered with a spell token.
2. I'd like to all 'drag' group of token that are under the spell token, while leaving the spell token. ( Not sure if I can keep the spell token in place as it will be the 'drag' item, or if I'll have to 'pop' it back to its old place...I need to look at what I can do with the code. )
Known Bugs,
1. FGU tokens with non square aspect are not reported correctly. ( I need to report this due to data been passed to the required functions is wrong.. )
2. If you have multiple maps open it can get confused with the cursor. ( You would expect it to only report updates to the map the cursor is over, but this does not seem to be the case !! )
If you have any feedback, let me know, this should work on 3.5,PF1,PF2,Starfinder if you replace the extension.xml as per the top of the thread.
thanks, Pete
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February 20th, 2021, 00:38 #70
I can't seem to get targeting working, could you elaborate in a little more detail on how to make this happen? Do you mean, that the caster is able to target affected tokens in the CT or is this purely of informative nature using tooltips?
Everything else works fine and is a true timesaver, thanks!
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