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StoryWeaver
December 26th, 2018, 06:02
It's been a long road!

I actively built, developed and supported this extension for close to a year. Building upon the work that had previously gone into the Advanced Kombat extension (by Ken L.), which served as the inspiration for my work and the release of this extension.
Having sunk countless of hours into its development, maintenance and support. It is now in its final state and I'll leave general usage support in the fine hands of our active community users.

My development efforts have been redirected towards Fantasy Grounds Unity exclusively, as that is the future for FG.
For FGU I've rewritten an entirely new extension from scratch with similar functionality, the 5E Enhancer, which you can find here (https://www.fantasygrounds.com/forums/showthread.php?51353-5E-Enhancer).

For those of you who remain with FGC, this is a great extension, that once mastered adds so much convenience to running combat in D&D 5e within FG.


Licensing

Combat Enhancer 5E Classic extension
As the Advanced Kombat extension was published by Ken L. under the General Public License, most of this extension is free to distribute and modify. Some layer and layer related code re-used from the Enhanced Images Extension by Zeus and Trenloe, is code that is not released under the GPL. This code can be re-used in other Fantasy Grounds projects with proper accreditation given.

Core RPG - Token Helper 5E extension
All code within is privately licensed and owned by myself and can not be distributed or used outside of its compiled (.ext) form in conjunction with the Combat 5E Enhancer Classic extension, which relies upon it.


Detailed licensing on the GitHub page and/or in the extension.


Status

No longer officially supported or under development.



Final Versions

This extension, the Combat Enhancer 5E Classic and its supporting extension the Token Helper, are now for all intents and purposes in their final form and all of their use going forward is and will be, as is.

Combat Enhancer 5E Classic version 1.6.0
Core RPG - Token Helper 5E version 1.1.9


Install / Github

Both extensions need to be up to date and enabled in your campaign for 5e Combat Enhancer to load.
You will find all the files you need on GitHub. You will find the install versions of the extensions and any accompanying graphical files in the top folder called '- INSTALL VERSIONS'.
Inside this folder you'll find install instructions for both extensions needed.

The GitHub depositories contain the full documentation.

1) The 5e Combat Enhancer extension, and needed graphics folder: https://github.com/StyrmirThorarins/FG-Combat-Enhancer-5E-Classic

(https://github.com/StyrmirThorarins/FG-Combat-Enhancer-5E-Classic)27675 (Image by Halfront)


2) A new support extension that contains a number of required API called functions for 5e Combat Enhancer extension: https://github.com/StyrmirThorarins/FG-RPG-Token-Helper-5E
(https://github.com/StyrmirThorarins/FG-Core-RPG-Token-Helper)



Help Out :)

I've spent countless hours working on this extension often late into the night to update and add to it since December of 2018.

If you enjoy the extension and would like to show your appreciation. There's a couple of things you could do.

It would help me a lot if you "starred" the GitHub projects by clicking the star at the top right of the GitHub pages.

If you'd like to buy me a beer or meal in appreciation for the work I've done here, here is a direct paypal donation link. :)

https://www.paypal.me/StyrmirDonationBox



Features Summary

FG 5e Combat Enhancer Demonstration Picture.jpg (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=26063&d=1548054917)

This is a summary of the main features. I may miss a feature or two here, but it contains the majority of them. See Changelog for detailed updates and features.

5e Combat Enhancer is mainly a visual and quality of life improvement, for running combat in D&D 5e in FG. It includes things such as, layers to the maps, black mask (instead of pale grey) for default theme, new graphics to signify damage, blood splatter, condition graphics, chat graphics and text formatting etc.

Things such as being able to easily see what token refers to which entry in the CT (combat tracker), and wise versa due to highlighting.
Being able to add tokens directly onto the map and from there onto the CT as easily as vice versa, by right clicking the tokens. For the DM, dragging and dropping an NPC from the NPC list will automatically add the token hidden, if available (no need to open up entry and drag token image onto map).

Large clearly readable, semi-transparent, horizontal health bars and dot health bulbs. Larger than the default and scale automatically with the size of the tokens.

Semi-transparent easily customizable color and transparency highlight backgrounds.

The DM and players can both drag and drop conditions onto themselves (token or in CT). If the condition already exists on the target when dropped, it is removed instead.
Right-clicking tokens linked with the CT gives a new option, Effects. This opens up a custom, compact movable window that contains all the effects. You can drag and drop effects from this onto any CT linked token on the map as normal.

Check or cross mark graphics on top of tokens after making saving throw attack to graphically show the results. Clear again after save by using one of the new buttons on top of the map.

Also try interacting with the tokens AND map, while holding down shift, alt, ctrl keys, or a combination of those, while using the left and right mouse buttons and the scroll wheel to discover some special functionality.
- Shift + scroll while hovering over a token, gives you an altitude counter for example, and the distance to your target is actually calculated with the height in mind.
- Shift + left click on token. Opens tokens information dialogue window.
- Shift + left click on map, adds a notification icon on the map for the players.
- Ctrl + Shift + left click on map, adds a notification icon on the map for the players, zooms and relocates the players view to that of the DM in their clients if they have that map/image open.
- Alt + left click on token. Deletes the token image from the map.
- Alt + ctrl + left click on token. Deletes the token image from the map and entry in CT.

- Middle mouse button click on player tokens to confirm movement path.
- Middle mouse button held and mouse dragged on image / map. Drags image around similar to using golden button in lower right corner of image.

Add on top of that all the additions and changes from the changelog in the next post.

New Menu Options

Automatic ranged modifiers
- Checks on ranged weapon range, applies disadvantage if not Displays messages with details of ranged attacks.
Blood splatter scaling
- Scales the size of the bloodsplatter that appears on token death.
Change NPC background on death in CT
- If on, the background of dead NPCs in the combat tracker changes, otherwise it remains unchanged on death.
Change NPC token effect icons on death
- If on, the token effect icons on NPCs are greyed on NPC death. If off their remain unchanged on death.
Draw blood on token
- Draws blood splatters on tokens when they take certain percentile amounts of damage.
Draw skull on death
- Draw skull on token on death.
Height font size
- Modifies the size of the height text that appears when middle mouse button is scrolled over token.
Horizontal health bars
- When health bars are on, it displays them as larger partially opaque health horizontal bars on top of the tokens instead of the default.
Ranged in melee modifier
- If a ranged attack is made, checks if an enemy is in melee range. If character has the Crossbow Expert feat, they are not effected. Displays a message.
Render blood splatter on death
- Draw a blood splatter under the token on token death.
Skip CT actors that haven't rolled initiative
- Skips actors in the CT that don't have any initatives yet.
Token effect icon size
- Scales the size of the effect icons.
Token max effect icon number
- Sets the number of maximum effect icons to display.
Token underlay opacity (GM only)
- Controls the opacity of the underlay layer graphics that highlights tokens on the combat map for the GM/DM.
Use flanking rules
- Gives advantage if a flanking attack takes place. Also considers if actor, or ally are to far away from the target on the vertical plane.




IMPORTANT

If you're trying to interact with a token, pin or image on your map and it doesn't seem to work. Then odds are it's on another layer than the one you currently have selected. Change layers on top of the image panel.
Only place player character tokens on the top layer. Otherwise they will not be able to interact with them. Same goes for NPC tokens, so the formatting of health bars and other graphics is done correctly.

When a player is at 0 hp's you have to apply your healing directly to the them on the combat tracker, rather than to their token on the combat map. As soon as they are at 1 hp or above their token is returned to the interactionable top layer again and you can interact with it as normal.

Make sure you go to your Settings > Combat (GM) > View : Wound Categories, and set them to 'Detailed'. This is so the code can accurately add wound graphics onto the tokens.

StoryWeaver
December 26th, 2018, 06:03
Changelog / Added / Modified
Versioning: v(Major.Minor.Patch) https://en.wikipedia.org/wiki/Software_versioning

v1.1.0 (December, 26, 2018) (major features) [80ish downloads]

Created new loading icon.
Version checking. Changed to check for version 3.3.7 as core of module is working for that version. [scripts/manager_versionchk.lua]

Currently only works with regular image view panel, not the background versions added in 3.3.7, as it relies on layers support by https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-(layers)-for-FG-3-0-CoreRPG-(and-rulesets-based-on-CoreRPG.
Combat tracker. Effects icon change. [graphics/graphics_buttons.xlm]

Changed icon for effects in combat tracker to be the same as in the CoreRPG set (the little man/woman), and on the actions section of character sheets.

Edited image to make it fit better with the others in the CT. Removed most of the sheen around the image, enlarged it, added a tint of brown to the image.
Images in regular view given a black backround/mask color. Graphics based on default theme. [extension.xml]
Blood Splatter and Pointer Graphics to Copy. Folder added containing blood splatter and pointer graphics. Unzip and open the folder for directions within for where to copy it, to make it work in-game.
Fast deletion of Tokens. [scripts/modifications.lua]

Deletes token from combat map for host, if left-clicked while Alt key is held down.

Deletes token from combat map and combat tracker for host, if left-clicked while Alt + Control keys are held down.

ps. note that dead tokens are on the second layer, and blood splatter is on the third.



v1.2.0 (December 27, 2018) (major features) [90ish downloads]

Horizontal health bars, slightly less than token width when full health, appear above token. Larger and more easily readable. Resize and relocate ratio wise to account for different grid and resolutions sizes. Light transparency added to health bar. [ new horizontal health bar graphics, graphics/graphics_icons.xml, manager_token2.lua > function updateHealthBarScale(tokenCT, nodeCT) ; function updateHealthHelper(tokenCT, nodeCT) ]

Health bars dissapear when no health left (incapacitated/dead).
Dot health indicators roughly doubled in size for better readability. Resize and relocate ratio wise to account for different grid and resolutions sizes. [ updated graphics for health dot, relocated dot to align due to increased dimensions, manager_token2.lua > updateHealthHelper(tokenCT, nodeCT) ]


v1.2.1 (January 1, 2019) (patch) [129 downloads]

Blood Splatter and Pointer Graphics to Copy.zip. Fixed directory instructions for "Where to place to work.txt". Set to default of "Fantasy Grounds Data/tokens/".
Token highlight underlays made more transparent (20%), so the effect is softer and less visually distracting. Thanks to AlphaDecay for the suggestion. [11 instances of token.addUnderlay() in: scripts\modifications.lua, scripts\manager_token.lua (two spots in hilightHover, scripts\manager_maptoken.lua (one in prepMapToken, one in initMapTokens, one in initSingleToken, two in onCTMenuSelection), scripts\snap_token.lua (one in customTurnStart), ct\scripts\ct_token.lua (two in onHover), ct\scripts\ct_entry.lua (one in activeHighlight)]

Constant colors used are set in scripts/modifications.lua (TOKENUNDERLAYCOLOR_1, TOKENUNDERLAYCOLOR_2, TOKENUNDERLAYCOLOR_3). You can change them there and they will be changed over the whole extension in the appropriate places after save and reload.

Replaced in files: AA00FF00 with 3300FF00, AAF9FF44 with 33F9FF44, AAF9FF44 with 33F9FF44

First two numbers/letters refer to the alpha channel or transparency levels. Alpha channel (ranging from 0-255) in hex, opacity at 40% = 66, 30% = 4D , 20% = 33, 10% = 1A
Incorrect console message on version checking. Referred to Advanced Kombat, fixed to refer to 5e Combat Enhancer. [manager_versionchk.lua]


v1.3.0 (January 13th, 2019) (major features) [82 downloads]
NOW FULLY COMPATIBLE WITH FG 3.3.7

Compatability added for FG 3.3.7 background image options.
Layers support for background images. Updated project with new code from Enhanced Images extension, https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-(layers)-for-FG-3-0-CoreRPG-(and-rulesets-based-on-CoreRPG. [campaign/record_image.xml]

[campaign/scripts/manager_maptoken.lua] modified code to support background image panels and to work with updated Enhanced Images code

[campaign/scripts/image.lua] modified code to support background image panels and to work with updated Enhanced Images code

[campaign/record_image.xml] overwritten with code from Enhanced Images: campaign/updated_record_image.xml

[campaign/scripts/updated_image.lua] added

[campaign/scripts/updated_imagewindow.lua] added, replacing older imagewindow.lua, references updated to point to updated_imagewindow.lua
Added clear saves button to all image panel types (regular/background). [scripts/manager_maptoken.lua] [campaign/record_image.xml]
Black mask (fog of war) for all image versions, regular and background. [extension.xml, graphics/frames/imagepanel v2.png]
Added check for left-click only activation for alt and alt+ctrl mouse clicks on tokens [modifications.lua, onClickDown]
Changed background image buttons from Test version to smaller Live version editions by removing prior image references in xml, defaulting to default. [graphics/icons.xml]
Changed image grid menu item buttons to the smaller default graphics. For better readbility and distinction from layers button graphics. [template_toolbar.xml]
Removed a number of unneeded console outputs that happened during runtime.
Blood splatter code changed to work with backgound image layers as well. [scripts/manager_token2.lua > function createSplatter(tokenCT,nodeCT,targetLayer), function updateStatusOverlayWidgetHelper(tokenCT,nodeCT,tar getLayer)]
Shift+left mouse click, ping and move view for players to gm focus now working with backgound images as well. [campaign/record_image.xml]
Double-clicking Token on battlemap, now opens up character or NPC dialogue window, similarly to the default behaviour in FG. [scripts/modifications.lua > function onInit(), function onDoubleClick(tokenMap, vImage)]


v1.4.0 (January 21st, 2019) (major features) [- downloads]

Updates to COPYRIGHT.txt. Copyright text updates across project to point to the COPYRIGHT.txt file for details as applicable.
Features and patches split into: 'Changelog (versions).txt' and 'TODO, Wishlist.txt'.
Refractoring:

'scripts/modifications.lua' renamed to '5e_combat_enhancer.lua', name changed to 'CombatEnhancer', references in code fixed to point to renamed script and name.

'updated_image.lua' from Enhanced layers extension deleted, as all code updates have been updated to image.lua which includes a lot of additional code for this extension.

'campaign/scripts/toolbar_draw.lua' deleted as I've written updated code to switch between layers when masking button used in 'campaign/record_image.xml'.
Menu items added under new menu heading of '5e Combat Enhancer' with various functionality: [extension.xml, script/5e_combat_enhancer > registerMenuItems(), onInit()]

Change the opacity of GM token underlays colors, ranging from 100%-10%. 20% recommended for best appearance. [scripts/5e_combat_enhancer > updateUnderlayOpacity(), onInit()]

Turn on of off drawing blood on tokens as they take damage. [scripts/manager_token2.lua > updateStatusOverlayWidget(tokenCT,nodeCT)]

Turn on or off drawing of skull on death. [scripts/manager_token2.lua > updateStatusOverlayWidget(tokenCT,nodeCT)]

Turn on or off blood splatter rendering on death. [scripts/manager_token2.lua > createSplatter(tokenCT,nodeCT,targetLayer)]

Turn on or off to show NPC death clearly in the CT by fading the entry. [ct/scripts/clientct_entry.lua > updateDisplay(), ct/scripts/ct_entry.lua > updateDisplay()]

Scaling options for blood splatters on token death, default x1 - x3. [scripts/manager_token2.lua > createSplatter(tokenCT,nodeCT,targetLayer)]
Clear saves button only appears if there are tokens on the battle map. [campaign/record_image.xml]
Clear saves button was to close to the edge. Fixed. [campaign/record_image.xml]
Moved double-click to open token information window (PC or NPC) to ctrl + left-click. This was done to enable the window to open up on top of the CT, due to the way the code is layed out. [scripts/5e_combat_enhancer > openTokenInformationWindow(tokenMap, vImage), scripts/snap_token.lua > onClickRelease(target, button, image)]
Pressing masking button will do the following now: If not on background (image) layer, switch to background (image) layer and enable masking tool. If on background layer, disable masking tool and switch to top (play) layer. [campaign/record_image.xml > toolbar_draw > function onButtonPress(id) ; for both instances of toolbar_draw, one for floating image, one for background image]

StoryWeaver
December 26th, 2018, 06:04
v1.4.1 (January 21st, 2019) (patch) [24 downloads]




Removed 'Chat and modifiers on top (full screen)' menu item, as only part of development testing, not intended for public release. [scripts/5e_combat_enhancer.lua > registerMenuItems()]
Menu item added: Turn on or off token condition icon color fade on death. [scripts/5e_combat_enhancer.lua > registerMenuItems(), scripts/manager_token2.lua > updateEffectsHelper(tokenCT, nodeCT)]
Moved ctrl-click to open token information window (PC or NPC) to shift + left-click, due to overlapping functionality for selecting target with ctrl + left-click. [scripts/snap_token.lua > onClickRelease(target, button, image)]



v1.4.2 (January 23rd, 2019) (patch)Menu items:
Change token condition icon size (tiny/small/medium). [scripts/5e_combat_enhancer > getTokenEffectWidth(), scripts/manager_token2 > updateEffectsHelper(tokenCT, nodeCT)]

Change token max condition icon number (1-20). [scripts/5e_combat_enhancer > getMaxTokenEffects(), scripts/manager_token2 > updateEffectsHelper(tokenCT, nodeCT)]

v1.5.0 (March 11, 2019) (major features)
PROJECT DOWNLOADS AND UPDATES MOVED TO GitHub
- Folder with install versions added to GitHub, including compressed .ext file for extension folder and extra graphics folder needed.
- Added README.md file for GitHub.
- Ping on map moved to ctrl + shift + left-click on map. [scripts/manager_ping.lua : doPing(x,y,imgctl)]
- Restructure: Renamed folder containing blood splatter and other token graphics for the extension from 'items' to 'Combat Enhancer'.
Changed code references to the new folder name.
- Refractoring, renaming, restructuring and removing of unused and active functions for future transparency in 5e_combat_enhancer.lua.
- Menu setting to modify the size of the font for showing token height. small/medium/large options. [extension.xml, graphics/graphics_fonts.xml, 5e_combat_enhancer : registerMenuItems(), scripts/manager_height.lua : createHeightWidget]
- Menu setting to skip actors in CT that haven't rolled initiative. [extension.xml, 5e_combat_enhancer : registerMenuItems(), scripts/manager_combat : nextActor ]
- Menu setting to switch between new horizontal health bars and the default vertical ones. [extension.xml, scripts/5e_combat_enhancer : registerMenuItems(); scripts/manager_token2.lua : updateHealthHelper, updateHealthBarScaleHorizontal, updateHealthBarScaleDefault; graphics/graphics_icons.xml ]
- Bloodsplatter size scaling toned down a little. [scripts/manager_token2.lua : createSplatter -> local bloodPrototypesScale]-
- Menu setting to enable using automated flanking rules (advantage on attack if conscious ally opposite of target). Currently only for medium sized actors and targets.
- Menu setting of automatic disadvantage if within melee range, while attacking with ranged weapon, if actor doesn't have the Crossbow Feat.
- Menu Setting for automatic ranged attack modifiers with ranged weapons, against single a target for current Actor in CT.
[scripts/5e_combat_enhancer: ]
[added scripts/manager_action_attack.lua from 5e Ruleset]
[scripts/manager_action_attack.lua: modAttack]
[campaign/scripts/image.lua: onMeasurePointer]
- Menu item setting. [extension.xml, 5e_combat_enhancer: registerMenuItems(), scripts/manager_action_attack : getRoll]
If attacking with a ranged weapon (for up to 10 weapon items list on Actions tab):
- If in melee, a disadvantage is automatically added. This checks for any enemies that are within melee reach (this could be 5' or 10' etc, depending the reach of the enemy) of the actor and not uncoscious, a message is displayed in the chat window.
- If between long and max range, a disadvantage is automatically added, a message is displayed in the chat window.
- If beyond max range, a message is displayed in the chat window.
- Exceptions included:
If target prone, disadvantage added. This is already part of FG core functionality when condition has been applied.
Feat: Crossbow Expert (for PC): Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Logic added.
Feat: Sharpshooter (for PC): Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Logic added.
- Shadow tokens added for player tokens while in background (mask) and middle layers for the GM. To make player token movements visible to the GM while on those layers.
These are updates made by Trenloe to his Enhanced Images Extension that I implemented over. (https://www.fantasygrounds.com/forum...sed-on-CoreRPG (https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-(layers)-for-FG-3-0-CoreRPG-(and-rulesets-based-on-CoreRPG))
[campaign/scripts/updated_imagewindow.lua: showlayer, added setTokensPlayerLayerMoveHandler, added playLayerTokenMoved]
- Button added to image menu to toggle between top (play) and bottom (background) layer. (saves going through two-click to see background notes and back)
[campaign/record_image.xml, common/template_toolbar.xml, /graphics/toolbar/tool_layers_toggle_play_and_background_30.png]
- Bug fix: Holding down alt while mouse wheel scrolling over token produced error (token resize). Fixed. [scripts/manager_token2.lua : onScaleChanged]
- Bug fix: Height changes didn't update range correctly for actor when target changed altitude. Fixed. [scripts/manager_height.lua]


Token Helper Support Extension Released

v1.0.0 (March 11th, 2019)

- Created token_helper.lua [scripts/token_helper.lua]
APIs for handling various token related calls and queries.
- Created ranged_attacks.lua [scripts/ranged_attacks.lua]
Handles automatic ranged attack modifiers.
Finds ranged weapon ranges by looking up their range in the database.
Usable from character sheet or CT, for players and NPCs.
Finds actual distance betwen tokens on map, including height differences.
Compares weapon range to attack distance on the map.
Includes logic for feats that have an effect on this, the Crossbow feat and Sharpshooter feat.
Considers if there are active enemy in melee range (of 5').
Active meaning not suffering from the following conditions: Incapacitated, Paralyzed, Petrified, Restrained, Stunned, Unconscious.
Only for medium and smaller sized tokens, 1 grid of width.
Prints out message information about the ranged attack, weapon name, ranges, actual range, conditions the attack took place under.
- Created 5e_flanking.lua [scripts/5e_flanking.lua]
Automatic flanking advantage given if active ally found opposite of side of enemy the actor is attacking.
Active meaning not suffering from the following conditions: Incapacitated, Paralyzed, Petrified, Restrained, Stunned, Unconscious.
Prints out message notifying of a flanking melee attack if applicable.
Only for medium and smaller sized tokens, 1 grid of width

5e Combat Enhancer version 1.5.1 released.

v1.5.1 (March 15th, 2019) (patch)



New flanking modifier options for menu. Off/Advantage/+2/+5. [5e_combat_enhancer: registerMenuItems, manager_action_attack: modAttack]
Bug fix: Pinging map didn't work. Fixed. [manager_ping.lua: doPing (fixed image path)]
Bug fix: Blood splatter size scaling issues. Fixed. Menu options changed to re-balance to changes. [scripts/manager_token2.lua: createSplatter, 5e_combat_enhancer.lua: registerMenuItems]


FG Core Token Helper version v1.1.1 released.

v1.1.0 (March 15th, 2019)



Include medium and long range numbers cut off numbers in distance calculations (<= instead of <) [scripts/ranged_attacks: getRangeModifier5e]
Automatic range modifiers code now includes ranged spells that have an Attack Roll (ATK) as well. [scripts/ranged_attacks.lua: getWeaponRanges5e]



v1.1.1 (March 15th, 2019)



Added exception for when no maps are open (theater of the mind combat), in that case no ranged or flanked logic is run. [scripts/ranged_attacks.lua: getRangeModifier5e, getRangeBetweenTokens5e | scripts/token_helper.lua: getTokenMap, isEnemyInMeleeRange5e, postChatMessage]



5e Combat Enhancer Version 1.5.2 released.
v1.5.2 (March 18th, 2019) (patch)
* Added conditions checking function call before running ranged modifier logic. This was done to cover various situations, such as when running theater of the mind combat, entries on CT but missing or no tokens on map, no map open, attacking from CT entry (without token) onto token on map, etc. [scripts/manager_action_attack.lua: modAttack]


Token Helper Version 1.1.2 released.
* Added conditions checking function before running ranged modifier logic. This was done to cover various situations, such as when running theater of the mind combat, entries on CT but missing or no tokens on map, no map open, attacking from CT entry (without token) onto token on map, etc. [scripts/ranged_attacks.lua: checkConditions]
* Exception added for missing token on map, that has CT entry [scripts/token_helper.lua: getTokenMap]


Token Helper v1.1.3 released.
v1.1.3 (March 28th, 2019)
* Bugfix: If actor not on map flanking threw error. Fix: Flanking returns false if actor not on map. [scripts/5e_flanking.lua: isFlanking]


AS THERE IS NO MORE SPACE HERE TO POST UPDATES, UPDATE POSTS WILL FROM HERE ON BE ADDED AS GENERAL POSTS IN THIS THREAD, WITH VERSION NUMBERS UPDATED IN THE FIRST POST. THE COMPLETE CHANGE LOG WILL BE AVAILABLE ON GitHub.

pablomaz
December 26th, 2018, 12:21
Fast deletion of Tokens.

Deletes token from combat map for host, if left-clicked while Alt key is held down.

Deletes token from combat map and combat tracker for host, if left-clicked while Alt + Control keys are held down.


That's a sweet adition! Tks!

JLBatman
December 26th, 2018, 16:59
The alt+click and ctrl+alt+click are great additions!

The map ping is no longer working for me, however, so I am going to switch back to local build after a little more testing.


** Correction - I can make it work, it's just getting hung up with regards to the zoom level. Once I move in and out a bit, it starts working. I saw that before with the old version. I should have tried that first.

Three of Swords
December 26th, 2018, 18:40
Thank you very much for picking up development of this extension. While it worked for me in 3.3.7, I was worried that down the road it may not.

whiteTiki
December 26th, 2018, 22:16
Great Work !!! I'll try it out today !

StoryWeaver
December 26th, 2018, 23:16
It's great to see that it is so appreciated! :) Happy gaming everyone.

For the next upcoming version 1.2.0 I've implemented working versions of horizontal health bars, that are token width at full health and disappear entirely when the token is incapacitated or dead.
The bars are more clearly readable and have a bit of separation from the tokens to let them "breathe".

25724

I have a couple of other things I want to see if I can't get implemented as well before pushing out the next version.

damned
December 26th, 2018, 23:57
Good work.
The other thing you will want to check is how this looks when there are tokens vertically adjacent to each other. The Health Bars look like they will be sitting on top or below other tokens and may not have the effect you are looking for.

Three of Swords
December 27th, 2018, 02:31
Wow, you're hitting the ground runnin, Styrmir! Two upgrades (almost) already! Nice job!

Grenz
December 27th, 2018, 05:05
This helped me a lot. Thank you, Styrmir!

StoryWeaver
December 27th, 2018, 07:11
Version 1.2.0 uploaded.

v1.2.0 (December 27, 2018)

Horizontal health bars, slightly less than token width when full health, appear above token. Larger and more easily readable. Resize and relocate ratio wise to account for different grid and resolutions sizes. Light transparency added to health bar. [ new horizontal health bar graphics, graphics/graphics_icons.xml, manager_token2.lua > function updateHealthBarScale(tokenCT, nodeCT) ; function updateHealthHelper(tokenCT, nodeCT) ]

Health bars dissapear when no health left (incapacitated/dead).
Dot health indicators roughly doubled in size for better readability. Resize and relocate ratio wise to account for different grid and resolutions sizes. [ updated graphics for health dot, relocated dot to align due to increased dimensions, manager_token2.lua > updateHealthHelper(tokenCT, nodeCT) ]

kruvek
December 28th, 2018, 01:08
FYI, the "Where to place to work.txt" file included with the images states that the directory path should be "Fantasy Grounds/Data/tokens/...". I believe it should be "Fantasy Grounds Data/tokens/...".

Assuming that this extension shares the same incompatibilities to 5e modules as Advanced Kombat, is there any chance that you could make a version with the incompatible features removed? I was working on my own modified version by commenting out all of the functions related to what I believed were the incompatible features (map tokens and effects), but then 3.3.7 was released and it made all that work irrelevant.

JLBatman
December 28th, 2018, 01:19
Could you tell me what module (just one as an example) doesn't work with this advanced kombat? I only ever use it for 5e stuff, so I'm wondering what one doesn't work so i can play around with it.

Thx,
CS

kruvek
December 28th, 2018, 02:02
We had quite a bit of issues with Tomb of Annihilation, and some of those issues carried over to Waterdeep: Dragon Heist. Ken mentioned the issues in his OP (which no longer exists), I think it had to do with how the script updates images? If you import images manually, the script can run through them one by one. But modules have hundreds of images loaded all at once. It might be mentioned farther down in the discussion thread for Advanced Kombat, but I can't find it.

kruvek
December 28th, 2018, 02:16
Found it, post #198:


I've updated the main posting with regards to the now confirmed non-support of maps/images that come from modules. I ran out of space on the first posting so I placed this warning in trouble shooting.

Pings / maptokens / effect applications through mini and large effect windows will fail. I know where the issues is, but the fix would slow down processing to unacceptable values dependent on how many 'modules' are loaded in the campaign.

In that sense AK is geared for home-brew content. Beastiary modules however will work, but any module maps will have issues.

Further explained in post #201:

It's just that for the effect application, since the big effect window works globally, the logic currently attempts to get 'all selected tokens' on 'all open' image windows.

Except.. There is no get all open image windows function in FG, you need to literally try to find an image window with all data nodes. So if you have the monster manual open, it'll try find imagewindows that use each image in the datanode repository.

This is if it looked through reference.images, currently it only looks at images so yes, pretty much only things in the campaigns image data folder.

A full fix would be to track open windows, and if it's an image window, put it a store of some kind so this dataset can then be referenced rather than iterating through the entire library of images. Currently I don't have time for that, and if when I do get around to that, It'll be integrated into AK2.0.

JLBatman
December 28th, 2018, 02:19
Thanks for the info. I've only run mines of phandalan, a bunch of custom home-brewed ones, and then Dungeon of the Mad Mage. I would have thought the last one would have had an issue, but I've not had a problem with it yet, so I guess i don't know what I will see when I do start to have issues...
I own the others, however, so I might pull them up later just to see the issue.

kruvek
December 28th, 2018, 02:35
Just to be clear, the issues are all Client-side, not Host (DM) side. My players have issues at random, sometimes a client restart fixes it, but not always. I've also occasionally had issues with the in-person game I run, with the localhost client connection. I caught it in the D&D livestream I ran earlier this year: https://youtu.be/w6oG7XAelgg?t=2295 The map I shared refused to load, eventually leading to a client crash.

StoryWeaver
December 28th, 2018, 03:22
@kruvek
Thank you for pointing that out. I've updated the text and will add the update with the next minor patch. My directory reflects what I put in the text, so it's not the default one, but merely an example. But I can see how it could cause confusion I so better to update it to the default path. ;) The surefire way to find the correct directory is to do so through FG as per the secondary instructions.

I'm building the 5e Combat Enhancer on top of the retired Advanced Kombat extension. A caveat of that is despite coming with a lot of great features upfront already, it also means that it will inherit all the technical limitations and or compatibility issues of its predecessor. So my main goal is to add to the project what I think might make good additions to the projects, not so much rewriting much of the core code inherited from the original extension. Besides we don't know how much longer it'll be until FGU comes out, at which point a lot of work done with extension will potentially become irrelevant. If it's only a matter of half a year or so then a major overhaul of the core code would not be worthwhile.

I have not experienced any issues with images or tokens since starting to use the expansion in a number of various and different gaming circumstances as a GM (except for when going past 32-bit memory limits of FG on players side during 3.3.6, see note below). However I don't own ToA myself so can't speak for that one in particular.
Therefore I've not seen nor able to recreate the issue, and judging by Ken L's posts, it does sound like it would be a rather large undertaking to try to fix what might be a limited occurrence within certain modules.
There are also limits to the time I am able to put into the project, so I wouldn't want to promise anything in regards to that particular issue.

As for random crashes due to sharing maps, I've had that as well on the player side. But that was not related to the extension, but rather going past around 3 GB of memory usage on the players side. This should however be a lot less likely to happen now since FG 3.3.7. And given that the recording is from August this year (2018), that would have been with FG v3.3.6. Which tended to balloon memory usage on the players side to be about 2-2.5x that of the GM due to how handling of images was done on the players side in that version. This has since been fixed in 3.3.7. You'll find memory usage to be about the same on both host and client side now.

Overall I'm not expecting to create alternate versions due to time limitations, beside possibly trying to decouple the layers from the project temporarily, or until that extensions code gets fixed to work in 3.3.7, and releasing that as a separate more limited version.
If you still have your original commented version, you should be able to comment out the same lines in this project to the same effect. Though I'm sure you've noted while trying this how interlinked a lot of the code is. So commenting out one thing, may break another so that might be harder than saying it.


@JLBatman
I'm not aware of any extensions in particular that don't work with my extension or the original. I run a number of various other ones as well and they all seem to play well together, alas I'm sure there are going to be some out there that don't. But I do regard this expansion as my main one for running 5e games so I'd be likely to forgo other ones over this one if something broke.

RedmondStache
December 28th, 2018, 10:50
Something I'd love to see would be working implementation of a "current HP" tracker. Before I decided to learn AK, I used and rather enjoyed a current HP mod that made the combat tracker and the character sheet show current HP, max HP, temp HP, and wounds, in that order. Unfortunately while the character sheet's values continued to auto-update after enabling AK, the entry on the combat tracker did not, and so I retired the mod from my active set.

If you could add that functionality to your version of the mod, I know at least my players and I would thank you profusely.

JLBatman
December 28th, 2018, 15:29
That one would have to be a toggle, however, as most GM's don't tell people the number of hps an enemy has, as that spoils the immersion and story telling a bit.

I find it great when the barbarian charges in, does massive damage and you describe it scoring a cut across its chest that is bleeding, and they see the color of the dot, or the size of the bar, only slightly changes. Pretty funny stuff.

RedmondStache
December 28th, 2018, 19:32
That one would have to be a toggle, however, as most GM's don't tell people the number of hps an enemy has, as that spoils the immersion and story telling a bit.

I find it great when the barbarian charges in, does massive damage and you describe it scoring a cut across its chest that is bleeding, and they see the color of the dot, or the size of the bar, only slightly changes. Pretty funny stuff.

Yeah, the mod I had originally used for that still obeyed the global setting for whether to show numbers or categories, so players could see their own HP but not enemy HP, while I could see everything. Wouldn't want to lose those moments, after all.

malnourish
December 28th, 2018, 21:32
Thank you for taking on this work, and thanks to Ken for the fantastic foundation. I understand his concerns and his reasons for leaving even if I'm disappointed.

Could you please share this source online? I am looking for a new project to work on in my spare time and may make contributions.

AlphaDecay
December 29th, 2018, 16:12
If you're like me and find the green and blue underlays too obnoxious here is how you change the opacity to about 10%. Search for the word "addUnderlay" in the following files:

scripts\manager_token.lua (two spots in hilightHover)
scripts\manager_maptoken.lua (one in prepMapToken, one in initMapTokens, one in initSingleToken, two in onCTMenuSelection)
scripts\snap_token.lua (one in customTurnStart)
ct\scripts\ct_token.lua (two in onHover)
ct\scripts\ct_entry.lua (one in activeHighlight)

In each location you will see a color code (e.g. AA00FF00) just replace the "AA" with a "1A" (e.g. 1A00FF00).

What would be cool is if those color codes could be pulled out to variables that are changed in one location rather than having to dig through five files.

Three of Swords
December 29th, 2018, 18:02
If you're like me and find the green and blue underlays too obnoxious here is how you change the opacity to about 10%. Search for the word "addUnderlay" in the following files:

scripts\manager_token.lua (two spots in hilightHover)
scripts\manager_maptoken.lua (one in prepMapToken, one in initMapTokens, one in initSingleToken, two in onCTMenuSelection)
scripts\snap_token.lua (one in customTurnStart)
ct\scripts\ct_token.lua (two in onHover)
ct\scripts\ct_entry.lua (one in activeHighlight)

In each location you will see a color code (e.g. AA00FF00) just replace the "AA" with a "1A" (e.g. 1A00FF00).

What would be cool is if those color codes could be pulled out to variables that are changed in one location rather than having to dig through five files.

Thanks for this tip. I agree, the colors are too opaque, making them annoying.

StoryWeaver
December 29th, 2018, 22:32
@RedmondStache
Could you link me up with that extension and the link for its page. I can look and see if it's an easy fix.

@AlphaDecay
I'll have a look and try it out. I do find them a bit on the brighter side as well, so might well roll that into the next update, toning them down a little. Thanks for pointing that out and noting the locations to fix it.

@malnourish
I might set it up on GitHub in the new year. Then you could branch and submit changes. :)

arcanjl
December 30th, 2018, 01:57
Thanks for this tip. I agree, the colors are too opaque, making them annoying.

How do we do this with the one file?

RedmondStache
December 30th, 2018, 02:37
@RedmondStache
Could you link me up with that extension and the link for its page. I can look and see if it's an easy fix.

It's this one right here (https://www.fantasygrounds.com/forums/showthread.php?44140-Current-HP-Extension-for-5E-Ruleset).

StoryWeaver
December 30th, 2018, 04:01
If you're like me and find the green and blue underlays too obnoxious here is how you change the opacity to about 10%. Search for the word "addUnderlay" in the following files:

scripts\manager_token.lua (two spots in hilightHover)
scripts\manager_maptoken.lua (one in prepMapToken, one in initMapTokens, one in initSingleToken, two in onCTMenuSelection)
scripts\snap_token.lua (one in customTurnStart)
ct\scripts\ct_token.lua (two in onHover)
ct\scripts\ct_entry.lua (one in activeHighlight)

In each location you will see a color code (e.g. AA00FF00) just replace the "AA" with a "1A" (e.g. 1A00FF00).

What would be cool is if those color codes could be pulled out to variables that are changed in one location rather than having to dig through five files.

I've made the modification to the module, but with 20% opacity rather than 10%. After trying it out 40/30/20/10% opacity. Overall I found the best looking option was at 20% in my opinion. Quite a bit fainter than the original color, but still easily discernible. See image below for screenshot after the changes.

25768

The changes will be included in v1.2.1.

StoryWeaver
December 30th, 2018, 04:37
It's this one right here (https://www.fantasygrounds.com/forums/showthread.php?44140-Current-HP-Extension-for-5E-Ruleset).

I added it and tested it with PC sheets and the combat tracker. Everything is working as far as I can tell. Editing any of the values on either the character sheet or the combat tracker would make the correct calculations and update both. Attacks and damage resolved normally and updated both the combat tracker and character sheet details.

25769

The problem must lie with another extension, also make sure you have the most recent version of the "Current HP Extension for 5E Ruleset" extension.

arcanjl
December 30th, 2018, 14:38
I received this error last night when running a game. It looks like a token issue?

https://www.youtube.com/watch?v=NPsNbdHL650

I also get this error about 50% of the time when loading the game:

25773

Also, noob here, maybe unrelated, but the shields showing conditions are so big we can't see the token. Is that a setting I can adjust?

Zacchaeus
December 30th, 2018, 15:04
The first error suggests that you are not running version 3.3.7 of FG. Make sure that you have updated FG and that you are using the latest version of this extension.

The second errors are probably related to the other extension that you have loaded. Not sure whether that one has been updated or not. You'll need to check the relevant thread.

arcanjl
December 30th, 2018, 15:44
Thank you, I will double check

Three of Swords
December 30th, 2018, 16:13
I've made the modification to the module, but with 20% opacity rather than 10%. After trying it out 40/30/20/10% opacity. Overall I found the best looking option was at 20% in my opinion. Quite a bit fainter than the original color, but still easily discernible. See image below for screenshot after the changes.

The changes will be included in v1.2.1.

That looks much better!

I still like the idea of making the alpha/color settings a variable, as someone else suggested, so it's easy to change for individuals.

Also, does this affect the yellow aura that surrounds tokens not on the combat tracker?

AlphaDecay
December 30th, 2018, 18:56
Also, does this affect the yellow aura that surrounds tokens not on the combat tracker?

It does.

RedmondStache
December 30th, 2018, 21:31
The problem must lie with another extension, also make sure you have the most recent version of the "Current HP Extension for 5E Ruleset" extension.

Clearly I should have tried using it again before making the request, as it's working without issues for me now, too. Thanks for taking a look, though!

StoryWeaver
January 1st, 2019, 08:17
I still like the idea of making the alpha/color settings a variable, as someone else suggested, so it's easy to change for individuals.


It has been moved to two constant variables that you can easily change yourself to whatever color and alpha value you want. After saving and reloading it will take effect over the whole extension. This will be included in the newest patch version (v1.2.1).

StoryWeaver
January 1st, 2019, 08:36
Version 1.2.1 released. :)

v1.2.1 (January 1, 2019) (patch)

Blood Splatter and Pointer Graphics to Copy.zip. Fixed directory instructions for "Where to place to work.txt". Set to default of "Fantasy Grounds Data/tokens/".
Token highlight underlays made more transparent (20%), so the effect is softer and less visually distracting. Thanks to AlphaDecay for the suggestion. [11 instances of token.addUnderlay() in: scripts\modifications.lua, scripts\manager_token.lua (two spots in hilightHover, scripts\manager_maptoken.lua (one in prepMapToken, one in initMapTokens, one in initSingleToken, two in onCTMenuSelection), scripts\snap_token.lua (one in customTurnStart), ct\scripts\ct_token.lua (two in onHover), ct\scripts\ct_entry.lua (one in activeHighlight)]

Constant colors used are set in scripts/modifications.lua (TOKENUNDERLAYCOLOR_1, TOKENUNDERLAYCOLOR_2, TOKENUNDERLAYCOLOR_3). You can change them there and they will be changed over the whole extension in the appropriate places after save and reload.

Replaced in files: AA00FF00 with 3300FF00, AAF9FF44 with 33F9FF44, AAF9FF44 with 33F9FF44

First two numbers/letters refer to the alpha channel or transparency levels. Alpha channel (ranging from 0-255) in hex, opacity at 40% = 66, 30% = 4D , 20% = 33, 10% = 1A
Incorrect console message on version checking. Referred to Advanced Kombat, fixed to refer to 5e Combat Enhancer. [manager_versionchk.lua]

Three of Swords
January 1st, 2019, 13:36
Nice change!

Hmmm... What should we request now? :)

(It's too early on new year's day to think clearly, or I'm sure I'd think of something.)

mattekure
January 1st, 2019, 14:26
Can I request that some documentation on the features be added to the first couple of posts? It was erased from the AK thread and I forgot all the additions/changes.

Jiminimonka
January 1st, 2019, 16:48
How do I install this? Doesnt seem to be a normal extension (copy to Extension folder)

EDIT: LOL - Ignore me
Happy New Year!

Davinci522
January 1st, 2019, 18:23
Is it possible to get this extension to play nice with the new function of moving maps to fullscreen?

StoryWeaver
January 1st, 2019, 18:33
Can I request that some documentation on the features be added to the first couple of posts? It was erased from the AK thread and I forgot all the additions/changes.

I've added a features summary onto the second post.

StoryWeaver
January 1st, 2019, 18:37
Is it possible to get this extension to play nice with the new function of moving maps to fullscreen?

The layer code is currently breaking the background image versions added in 3.3.7. Trust me, I want this in here as much as you do.
But for now I'll refer you to the patch notes and the last section of the first post:

Currently only works with regular image view panel, not the background versions added in 3.3.7, as it relies on layers support by https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-(layers)-for-FG-3-0-CoreRPG-(and-rulesets-based-on-CoreRPG.

....

Experimenting with a Non-Layered alternative version. This would allow for setting images as backgrounds (as added by 3.3.7) but it does disable some functionality. Currently what I've found during testing is that it has the following effect.:
- Blood splatter no longer works.
- Adding pre-placed monsters from Encounters, adds monsters to Combat Tracker, but fails to add them to the map itself.

May have some further look at updating the layer code to work with 3.3.7, but then again it might be better to wait for Trenloe the creator of the Enhanced Images Layers extension (that this extension uses) to finish updating their extension instead then implement the changes after. As they would be more familiar with the ins and outs of their own code.

Egheal
January 1st, 2019, 19:19
This extension is awsome ! thanks a lot.

iotech
January 2nd, 2019, 04:09
FWIW Styrmir... I'd rather have layers than background images. We survived up til now without BG images, but I kinda got hooked on layers.

Jankin
January 2nd, 2019, 05:17
The layer code is currently breaking the background image versions added in 3.3.7. Trust me, I want this in here as much as you do.
But for now I'll refer you to the patch notes and the last section of the first post:

Currently only works with regular image view panel, not the background versions added in 3.3.7, as it relies on layers support by https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-(layers)-for-FG-3-0-CoreRPG-(and-rulesets-based-on-CoreRPG.

....

Experimenting with a Non-Layered alternative version. This would allow for setting images as backgrounds (as added by 3.3.7) but it does disable some functionality. Currently what I've found during testing is that it has the following effect.:
- Blood splatter no longer works.
- Adding pre-placed monsters from Encounters, adds monsters to Combat Tracker, but fails to add them to the map itself.

May have some further look at updating the layer code to work with 3.3.7, but then again it might be better to wait for Trenloe the creator of the Enhanced Images Layers extension (that this extension uses) to finish updating their extension instead then implement the changes after. As they would be more familiar with the ins and outs of their own code.

Have you talked to AK developer yet? I was testing his AK 2.0 and he fixed all of the issues that have been talked about in the last few months, including a lot your talking about, specially with the background image feature that came with 3.3.7, he even overhauled the theme and it looked amazing.

Currently mine still works for 3.3.7 I plan to keep using it for awhile but I would suggest maybe contacting him about these features but before anyone asks I respect his decision to withdraw his content due to FG’s policy’s, so it would be pointless asking me to do anything with the code I have access to.

StoryWeaver
January 2nd, 2019, 10:07
Have you talked to AK developer yet? I was testing his AK 2.0 and he fixed all of the issues that have been talked about in the last few months, including a lot your talking about, specially with the background image feature that came with 3.3.7, he even overhauled the theme and it looked amazing.

Currently mine still works for 3.3.7 I plan to keep using it for awhile but I would suggest maybe contacting him about these features but before anyone asks I respect his decision to withdraw his content due to FG’s policy’s, so it would be pointless asking me to do anything with the code I have access to.

Thank you for the suggestion Paddyjuice, I've reached out to Ken L.. : )

Egheal
January 2nd, 2019, 10:59
Is there a trick to resize condition and altitude tokens ? On my PC they are way too big but on other screenshots seen in this thread they seems fine.
Also i miss the "blood splash on death" from advanced Kombat, i know why you discontinued it but...
Anyway you are doing an awsome work, thanks a lot.
25800

StoryWeaver
January 2nd, 2019, 17:02
After corresponding with Ken L. it is clear that whatever changes he's made to the original code will not be made available to the public nor does it sound likely that this will change.

So I quote:
"AK 2.0 is dead. AK 1.0 is GPL, but AK 2.0 remains private."

While this is certainly unfortunate, we must respect his decision on the matter. It must be appreciated that Ken L. has put a lot of work into both AK 1.0, which we have fortunately been able to keep using and build on, and no doubt AK 2.0. The whole situation is somewhat heated, revolving around policies. I won't get into those things, nor is this thread the right place for others to do so either. Ken L. will make a post about these things in good time.

So let's focus on the good things that Ken L. did for the community, thank him for those contributions, and move forward from there! : )

StoryWeaver
January 2nd, 2019, 17:12
Is there a trick to resize condition and altitude tokens ? On my PC they are way too big but on other screenshots seen in this thread they seems fine.
Also i miss the "blood splash on death" from advanced Kombat, i know why you discontinued it but...
Anyway you are doing an awsome work, thanks a lot.
25800

I have made no changes to the code for the conditions nor altitude graphics. The sizes can be a bit "wonky", this may be something I look at, at some point if something can be done.

But in general, as it works currently, make sure you have a grid that isn't to small (50 pixels is pretty good). Another way to fix it can be to unlock the tokens, resize the tokens manually, then when you're happy with the condition graphic size lock to that size. Also make sure you're placing tokens on the top layer.

Blood splatter is still part of the extension. As I note early on in the first post:

Blood Splatter and Pointer Graphics to Copy.zip. Add the extracted folder within as per instructions inside to your Fantasy Grounds folder. This adds graphics for the blood splatters and a pointer graphics used in this extension.

So download that and follow the instructions.


Glad to hear you enjoy the extension. :)

Egheal
January 2nd, 2019, 17:52
Thank you for this quick reply, I will follow your advice 👍👏

Forecaster
January 2nd, 2019, 23:13
I'd like to not immediately reveal when certain NPC's dies so there can be a bit of narration, either on my part or the players, for the death of a boss for example.

Would it be possible to perhaps have it look for a specific effect that makes it not auto-death that creature when it reaches 0 hit points?

Second-best would be the ability to disable this part of the extension altogether I suppose

Three of Swords
January 3rd, 2019, 00:34
FWIW Styrmir... I'd rather have layers than background images. We survived up til now without BG images, but I kinda got hooked on layers.

This. This. This. This!

Three of Swords
January 3rd, 2019, 00:40
Is there a trick to resize condition and altitude tokens ? On my PC they are way too big but on other screenshots seen in this thread they seems fine.
Also i miss the "blood splash on death" from advanced Kombat, i know why you discontinued it but...


Regarding condition and altitude icons, you'll have to do the following on basically every map:
Quick rundown on adjusting effect icons:

1. Unlock token scale.
2. Increase the size of a medium token until the condition icon scale fits what you want.
3. Zoom in on the map until the map grid is the correct size relative to your token.
4. Lock token scale.

As for blood splatters, they still work for me. Did Styrmir really discontinue it? I missed it if so.

Egheal
January 3rd, 2019, 03:19
Regarding condition and altitude icons, you'll have to do the following on basically every map:
Quick rundown on adjusting effect icons:

1. Unlock token scale.
2. Increase the size of a medium token until the condition icon scale fits what you want.
3. Zoom in on the map until the map grid is the correct size relative to your token.
4. Lock token scale.

As for blood splatters, they still work for me. Did Styrmir really discontinue it? I missed it if so.

Thank you for this step by step procedure concerning altitude and condition tokens, it helps a lot.
For the blood splatters not showing on my FG session :
It works now but i have a thing to do every session, otherwise they don't appear.
At the start of the session i have to go to "Tokens" then clic the "GM" token button. The GM token folder appear and, after a few seconds freez, the tokens seems to be loaded into the memory, blood splatters are then functionnal.

StoryWeaver
January 3rd, 2019, 03:31
It works now but i have a thing to do every session, otherwise they don't appear.
At the start of the session i have to go to "Tokens" then clic the "GM" token button. The GM token folder appear and, after a few seconds freez, the tokens seems to be loaded into the memory, blood splatters are then functionnal.

I've never had any issues with this myself since I started using the original extension (AK 1.0), and that part of the extension remains unchanged so far.
My folder path is similar to C:\Fantasy Grounds\Data\tokens\host\items.
I don't know if it makes any difference that I don't use the default path for keeping my Data (windows AppData path). Maybe there are some access right issues tripping you up.

StoryWeaver
January 3rd, 2019, 03:37
I'd like to not immediately reveal when certain NPC's dies so there can be a bit of narration, either on my part or the players, for the death of a boss for example.

Would it be possible to perhaps have it look for a specific effect that makes it not auto-death that creature when it reaches 0 hit points?

Second-best would be the ability to disable this part of the extension altogether I suppose

It's the same functionality as in the core game, the only difference is that it includes new graphics to make it more obvious. Where as in the core you'll also see it in the CT and if you have a health bar or bulb it goes grey. You could potentially remove the graphics from the folders that contain them if you don't want any visual indicators. Without testing it myself I could imagine this might incur errors, but you could always give it a try and see how it works out.

I doubt I'll add code to try to override the core FG functionality. This extension is more about adding new features on top than it is to remove them.
But if I do, I'll make a note of that in any patch notes. Thank you for the suggestion.

Forecaster
January 3rd, 2019, 17:28
It's the same functionality as in the core game, the only difference is that it includes new graphics to make it more obvious. Where as in the core you'll also see it in the CT and if you have a health bar or bulb it goes grey. You could potentially remove the graphics from the folders that contain them if you don't want any visual indicators. Without testing it myself I could imagine this might incur errors, but you could always give it a try and see how it works out.

I doubt I'll add code to try to override the core FG functionality. This extension is more about adding new features on top than it is to remove them.
But if I do, I'll make a note of that in any patch notes. Thank you for the suggestion.

In vanilla you can completely hide the status of an NPC from the players by setting

Token (GM)
Player: Show Enemy Health => Off
and

Combat (GM)
View: Health - Non-ally => Off

With both of these settings set to off the players cannot see if an NPC is healthy, critical or unconscious either in the CT or on the map.

Now, with Combat Enhancer, even with these options set up this way, once an NPC dies the entry in the combat tracker fades, there's a skull on the token on the map, and the token is moved to the bottom layers meaning the players can no longer interact with it. It's very obvious it's dead.

Now, while writing this I thought of a good potential solution, though I have little to no experience with FG extensions so I don't know if it's possible. But I'd love if you could optionally have it stop dealing damage automatically to an NPC once it's at 1 hp.

For example, Dr Doom starts out with 100 hp, fights the party for some time and now has 10 hp left.

Someone fires a fireball at him dealing 24 damage to him. Normally this would make him go unconscious and instantly tell the players he's down. But instead he now has 1 hp left, leaving me time to either narrate how the fireball incinerates him, leaving the players in suspense for a little bit, or, as Matt Mercer would say "How do you want to do this?".
Once either of these things have transpired I can then manually set Dr Dooms hit points to 0, thus triggering the indicators that he's down.

Do you think this would be possible?

StoryWeaver
January 4th, 2019, 09:33
In vanilla you can completely hide the status of an NPC from the players by setting

Token (GM)
Player: Show Enemy Health => Off
and

Combat (GM)
View: Health - Non-ally => Off

With both of these settings set to off the players cannot see if an NPC is healthy, critical or unconscious either in the CT or on the map.

Now, with Combat Enhancer, even with these options set up this way, once an NPC dies the entry in the combat tracker fades, there's a skull on the token on the map, and the token is moved to the bottom layers meaning the players can no longer interact with it. It's very obvious it's dead.

Now, while writing this I thought of a good potential solution, though I have little to no experience with FG extensions so I don't know if it's possible. But I'd love if you could optionally have it stop dealing damage automatically to an NPC once it's at 1 hp.

For example, Dr Doom starts out with 100 hp, fights the party for some time and now has 10 hp left.

Someone fires a fireball at him dealing 24 damage to him. Normally this would make him go unconscious and instantly tell the players he's down. But instead he now has 1 hp left, leaving me time to either narrate how the fireball incinerates him, leaving the players in suspense for a little bit, or, as Matt Mercer would say "How do you want to do this?".
Once either of these things have transpired I can then manually set Dr Dooms hit points to 0, thus triggering the indicators that he's down.

Do you think this would be possible?

I'm having a look into this, to either adding custom menu items in the settings for this or taking into account those two default settings in the extensions. Depending on the amount of work required and how well it works, I might add this in a future update.

Forecaster
January 4th, 2019, 11:54
I'm having a look into this, to either adding custom menu items in the settings for this or taking into account those two default settings in the extensions. Depending on the amount of work required and how well it works, I might add this in a future update.

Thank you.

I know the DOE alignment graph extension adds it's own settings to the menu, that may be something to look at to see how it works.

StoryWeaver
January 4th, 2019, 19:59
Thank you.

I know the DOE alignment graph extension adds it's own settings to the menu, that may be something to look at to see how it works.

Cheers, I'll have a look.

StoryWeaver
January 4th, 2019, 20:00
Thank you for taking on this work, and thanks to Ken for the fantastic foundation. I understand his concerns and his reasons for leaving even if I'm disappointed.

Could you please share this source online? I am looking for a new project to work on in my spare time and may make contributions.

The project has been added to GitHub, find the link on the first post.

Whaley
January 6th, 2019, 03:42
Just looking around for new mods or extensions and found this...I...FREAKING....LOVE.....THIS!!!!! Great work and thank you!

JLBatman
January 6th, 2019, 05:04
Ya, this thing is absolutely amazing. A lot of common sense improvements, and the some things I didn't think of (but now won't play without).

Nonimo
January 7th, 2019, 07:50
I've only started using FG for about a month and I found out about this. I'm glad you started to update on the code.
Without the description from before though I don't know how to access all its current features.
Like with targeting and forcing save rolls for spells, it seems to put an X and check mark for those that failed and succeeded a check respectively, however I don't know how to go about removing those icons after the spell cast.
Is this a bug or am I missing something here?

Egheal
January 7th, 2019, 09:13
To remove the sav effect just clic on the D20 icon.

JLBatman
January 7th, 2019, 15:02
There was originally a big description page with screenshots.
I found that incredibly useful as it explained a few things that I wouldn't have noticed on my own.
Such as:
1 - How the sweet working status icons can be added by players, and the same status icon add can also then remove it.
2 - How to clear the saves/fails (like you described)
3 - How to use the map ping (best. thing. ever).
4 - How the combat to map NPC and PC control worked (with auto adding/removing). This has been greatly enhanced with the ctrl+click and ctrl+alt+click

There are others, but I need to get to work and I've used it so much now it's hard to remember what things I didn't know... =)

st4lk3r87
January 7th, 2019, 16:54
The only issue I have with this extension is the amount of files it changes. There's no granularity. The risk of conflicts across extensions is high. Wouldn't it be better to have them separated? In a similar way to DOE extensions? :)

JLBatman
January 7th, 2019, 17:13
Ya, it would be nice to have some granular options, but it is what it is, ya know?
And for the most part, I'm willing to accept that at the cost of other extensions, though I would LOVE to have pieces of this separate so i could use it in whatever way I needed.

Nonimo
January 7th, 2019, 18:40
To remove the sav effect just clic on the D20 icon.

What do you mean by d20 icon?
The cast or save button in the spell that has a d20 icon will just reroll their saves.

StoryWeaver
January 7th, 2019, 19:03
What do you mean by d20 icon?
The cast or save button in the spell that has a d20 icon will just reroll their saves.

The button to clear the saves is on top of the image/map window itself. It is only visible if you have the image unlocked and the menu is visible. It looks like a 20 sided dice and is the right most image in the menu. Clicking it will remove all the save check graphics.

StoryWeaver
January 7th, 2019, 19:26
The only issue I have with this extension is the amount of files it changes. There's no granularity. The risk of conflicts across extensions is high. Wouldn't it be better to have them separated? In a similar way to DOE extensions? :)

It could be argued that this would be beneficial. However the origin of the extension was built in such a way, if I were to break the extension into a parts it would be a large number of extensions to manage and it might be easier to start from scratch due to the complexity of how the code works together and is intertwined in its functionality.
The DOE extensions, which are great btw, all server very different functionality more or less (sound, alignment, locations, etc.), so it's easy to create a separation of concerns between the functionality. Where as the 5e Combat Enhancer, is all functionality geared towards combat and map interaction between the CT and combat map. So from that perspective it is sensible that it be built together.

I have considered to break off a few of the major features though, such as the horizontal health bars. To give that as an option for people not using the extension. But that would cost even more work and I already spend so many hours a week so far on updating it for the time being. So that's on the back burner for now. Any more extensions, costs more time in support and causes potential additional overhead in development time.

Currently updating it to be able to use the background image feature that came with 3.3.7. It is working in my development build (non-release state), but still throws certain errors during use. Though they are easily avoided, it is still a ways to go before it's ready for a 1.3.0 release.

So think of it like a mod pack if you will. Which are so popular in gaming communities. It comes with a larger number of features, but will invariably break some others.
If this was a commercial product, with a production team of more than one, actually getting paid to do this, then there would be the manpower to try to iron out all these details.
But as it's just me, doing this in my spare time, we have to focus on the major parts. In making it work well together internally.

It's like I said in the original post. I use this extension myself, and as such I make it a whole package solution for how I enjoy running the game. While sharing the work I do in that direction with all of you, this fine community. That's not to say I don't listen to feed back, and I've already implemented some community suggestions.

In short, think of it like a complete extension pack. Breaking it into a lot of smaller parts in some cases is just not feasible, and others up for debate at the cost of additional time cost. So it comes with its ups and down, but I hope you enjoy it for what it is. :)

JLBatman
January 7th, 2019, 19:30
You raise a great point, Styrmir...

Got any place we can send thank you donations? I am happy for what you've done so far and the fact that you apparently care about the extension as much as I do. I'd gladly toss a fiver your way just as a thank you for what I've seen so far.

Trenloe
January 7th, 2019, 19:31
Yep, do what's best for you. It's great that you've taken this on and share what you do with the community. It's a major undertaking in itself.

If someone wants to break it up then, hey, they can do the work themselves (with your permission, of course)! ;-)

Three of Swords
January 8th, 2019, 00:26
You raise a great point, Styrmir...

Got any place we can send thank you donations? I am happy for what you've done so far and the fact that you apparently care about the extension as much as I do. I'd gladly toss a fiver your way just as a thank you for what I've seen so far.

This. Provide a donation link and I'll gladly donate to buy you a beer, or coffee, or whatever your beverage of choice is! I was afraid of the day when Advanced Kombat stopped working eventually. And players smell fear. So you saved me from being overwhelmed by fear-frenzied PCs! ;)

AlphaDecay
January 8th, 2019, 02:09
So think of it like a mod pack if you will.
That's what I do. I have a mod that changes my GM icon to my Discord user portrait, a mod to have a custom background image, and recently a mod for versatile/offhand weapons. Even though it isn't much, I'd give up all of them if they conflicted with Combat Enhancer.

Nonimo
January 8th, 2019, 08:08
The button to clear the saves is on top of the image/map window itself. It is only visible if you have the image unlocked and the menu is visible. It looks like a 20 sided dice and is the right most image in the menu. Clicking it will remove all the save check graphics.

I found out that some other extensions were actually conflicting with it and I couldn't see the button. Good thing they were extensions that I wasn't really using.
And now I finally have access to tokens! Huzzah!

Without a proper guide though I'm a bit lost with the layers. Is it possible to allow players access through the layers?
I've also noticed that I could move tokens to the bottom layer, however adding a token to the middle layer automatically sends it to the top layer. Is this normal?

Thank you again for all your work! My players were always hesitant with moving from roll20 but with contributions by Ken and yourself, it makes the move all worthwhile!

JLBatman
January 8th, 2019, 10:03
So here's my quick two cents on the layers, and I hope it is useful. it's not as useful as the original document, I don't think, but it is what it is. =)

Players are to be placed on the 3rd layer - not just sometimes, but every time. If you accidentally put them or monsters on the 1st layer, remove them and replace them once you are back on third.
Now, when damage happens to them, blood icons and whatnot will start having overlays, but during this time (while still conscious) the players and the GM will be grabbing and manipulating the icon from that third layer.

When a player or NPC goes unconscious, they immediately drop to the middle layer on their own. You will not be controlling this part manually. This will allow other player's icons to move on top of that icon without the 2 of them becoming glued or glitched together in any way. When that person is stabilized, they get pulled back up to the third, while any blood stains/skulls are on the first.

So look at it as a way to handle the overlays for your icons, but you spend 99% of your time in the third. If the icon is not in the third layer, the players can't touch it! Everything else is for the GM (only to a certain extent) and for the AK extension to play with/manipulate.

When do you care about the other layers? Well, the most important/common one is with map pins. If you buy any other previously created module content, they will have their map pins in place already. As such, you will find yourself having to go to the 1st layer in order to click those pins. When you create content yourself, you will be placing them on the third layer, so that would mean even less clicking back and forth.

When a mob goes unconscious, you will find yourself going to the middle layer so you can Alt+Ctrl+Click the unconscious NPC out of the way, leaving only a blood icon (which I love leaving, because it shows clearly where they smashed that bad-guy).

I tried to make that the short answer. Hope it wasn't too light on details and still answered the question.

Nonimo
January 9th, 2019, 04:50
So here's my quick two cents on the layers, and I hope it is useful. it's not as useful as the original document, I don't think, but it is what it is. =)

Players are to be placed on the 3rd layer - not just sometimes, but every time. If you accidentally put them or monsters on the 1st layer, remove them and replace them once you are back on third.
Now, when damage happens to them, blood icons and whatnot will start having overlays, but during this time (while still conscious) the players and the GM will be grabbing and manipulating the icon from that third layer.

When a player or NPC goes unconscious, they immediately drop to the middle layer on their own. You will not be controlling this part manually. This will allow other player's icons to move on top of that icon without the 2 of them becoming glued or glitched together in any way. When that person is stabilized, they get pulled back up to the third, while any blood stains/skulls are on the first.

So look at it as a way to handle the overlays for your icons, but you spend 99% of your time in the third. If the icon is not in the third layer, the players can't touch it! Everything else is for the GM (only to a certain extent) and for the AK extension to play with/manipulate.

When do you care about the other layers? Well, the most important/common one is with map pins. If you buy any other previously created module content, they will have their map pins in place already. As such, you will find yourself having to go to the 1st layer in order to click those pins. When you create content yourself, you will be placing them on the third layer, so that would mean even less clicking back and forth.

When a mob goes unconscious, you will find yourself going to the middle layer so you can Alt+Ctrl+Click the unconscious NPC out of the way, leaving only a blood icon (which I love leaving, because it shows clearly where they smashed that bad-guy).

I tried to make that the short answer. Hope it wasn't too light on details and still answered the question.


Thank you! That clears everything up! I was hoping that I could use the 3rd layer just for pointers but oh well! At least there is still the bottom layer for me to add effects on!

Zacchaeus
January 9th, 2019, 09:19
Thank you! That clears everything up! I was hoping that I could use the 3rd layer just for pointers but oh well! At least there is still the bottom layer for me to add effects on!

I could be wrong about this, since I don't use this extension but I did play around once upon a time with Trenloe's original. At any rate the whole point of having more that one layer was so that the DM could put things on different layers to avoid a) token stacking issues and b) so that the DM could but tokens for effects, pointers, and tokens on the other layers so that players couldn't interact with them. The original reason AFAIK for writing the extension was so that the DM could effectively 'built' furniture onto a map with tokens and that this would prevent all sorts of token stacking issues. So this is perhaps a rather long way of saying that if you are adding stuff to a map such as spell effects, pointers or other tokens then you SHOULD be able to draw or place those on a different layer from whatever one the tokens are on. Of course As I said I am not sure since this extension completely changed the way the original worked so it may now have less functionality than the original.

StoryWeaver
January 9th, 2019, 10:26
I could be wrong about this, since I don't use this extension but I did play around once upon a time with Trenloe's original. At any rate the whole point of having more that one layer was so that the DM could put things on different layers to avoid a) token stacking issues and b) so that the DM could but tokens for effects, pointers, and tokens on the other layers so that players couldn't interact with them. The original reason AFAIK for writing the extension was so that the DM could effectively 'built' furniture onto a map with tokens and that this would prevent all sorts of token stacking issues. So this is perhaps a rather long way of saying that if you are adding stuff to a map such as spell effects, pointers or other tokens then you SHOULD be able to draw or place those on a different layer from whatever one the tokens are on. Of course As I said I am not sure since this extension completely changed the way the original worked so it may now have less functionality than the original.

That's pretty much the way it's intended to be used:
Map in bottom layer.
Furniture, trees, building, effects, etc. if any added in middle layer.
All tokens and interaction items in top layer.

It has up to date code from the Trenloes Enhanced Images (layers) extension, due to his fantastic work and generous sharing of that code, in the development build (not released yet). As I work on eradicating error messages and issues using background images in this extension as it has a number of additional functionality built in.

5e Combat Enhancer includes the layers code from Trenloes layers extension, with added code and functionality added on top. So it should do everything the layers extension does, and more.

Booker Grimm
January 9th, 2019, 12:51
Just a quick one, is the top layer the icon on the left?

viresanimi
January 9th, 2019, 13:15
No. When you use the "Toggle Layer Toolbar", the top layer is the rightmost button.

JLBatman
January 9th, 2019, 14:52
Actually, if you are dragging your own onto there, I'm pretty sure you can.

But the modules you buy will all be one layer, and thus, on the bottom.

-CS

Edit - realize now there were a bunch of replies.. I was trying to say you can use the 3rd layer for map pins, but you will have had to put them there. The way modules load that you buy has only the map, and that translates to layer 1.

Jankin
January 11th, 2019, 03:44
- Alt + left click on token. Deletes the token image from the map.
- Alt + Ctrl + left click on token. Deletes the token image from the map and entry in CT.

Would it be possible to see the coding for the quick remove?

damned
January 11th, 2019, 03:52
Would it be possible to see the coding for the quick remove?

At a quick guess search for

Input.isAltPressed

Jankin
January 11th, 2019, 04:13
At a quick guess search for

Input.isAltPressed

Thanks! I was able to add a new feature to my personal ext :D

StoryWeaver
January 11th, 2019, 08:55
Would it be possible to see the coding for the quick remove?

You can extract the extension like any ZIP file in windows to look inside, or use the GitHub link to view the code directly.

The code you're looking for is in Scripts/Modifications.lua, you should see it straight away. And as damned said the keyboard input detection for Alt for example is Input.isAltPressed. Also under the init() code in the same file, you can see that I override the default on key press function for tokens and direct it to my own function below. Which is the function that actually handles the event.

ps. Just noticed that you'd actually found it. O well, I'll leave this here in any case if someone else is curios.

Jankin
January 11th, 2019, 10:23
You can extract the extension like any ZIP file in windows to look inside, or use the GitHub link to view the code directly.

The code you're looking for is in Scripts/Modifications.lua, you should see it straight away. And as damned said the keyboard input detection for Alt for example is Input.isAltPressed. Also under the init() code in the same file, you can see that I override the default on key press function for tokens and direct it to my own function below. Which is the function that actually handles the event.

ps. Just noticed that you'd actually found it. O well, I'll leave this here in any case if someone else is curios.

Thanks but I found it from just damned info ��, added it to my person ext.

pablomaz
January 13th, 2019, 14:54
2. Increase the size of a medium token until the condition icon scale fits what you want.


How do I do this?

Trenloe
January 13th, 2019, 15:07
2. Increase the size of a medium token until the condition icon scale fits what you want.


How do I do this?
See the last paragraph of "scaling" in the token section of the Wiki -> User Guide here: https://www.fantasygrounds.com/wiki/index.php/Tokens#Scaling

pablomaz
January 13th, 2019, 15:45
See the last paragraph of "scaling" in the token section of the Wiki -> User Guide here: https://www.fantasygrounds.com/wiki/index.php/Tokens#Scaling

Trenloe, thank you, I still don't understand. "hold CTRL while using the mouse wheel to adjust the individual token scale up and down" just spins the token around itself...

StoryWeaver
January 13th, 2019, 15:47
2. Increase the size of a medium token until the condition icon scale fits what you want.


How do I do this?

Right-click token, choose unlock.
Hold down Alt key and use scroll wheel when over token to resize.
Lock token again when happy.
Set grid to fit.

ps. Make sure you're placing tokens on the top layer, if you don't the tokens won't scale to the grid properly and you may experience strange graphical glitches. I tend to use something like a 50 pixel grid size, that usually gives good results. But other grid sizes should work as well.

I may try to look into the scaling code of the conditions so they act similar to the horizontal health bars. That is scale more evenly to the tokens size.
The conditions code is something that came with the original AK extension and I've not looked at it yet, so won't know if it's feasible until I do.

pablomaz
January 13th, 2019, 15:54
Right-click token, choose unlock.
Hold down Alt key and use scroll wheel when over token to resize.
Lock token again when happy.
Set grid to fit.

ps. Make sure you're placing tokens on the top layer, if you don't the tokens won't scale to the grid properly and you may experience strange graphical glitches. I tend to use something like a 50 pixel grid size, that usually gives good results. But other grid sizes should work as well.

I may try to look into the scaling code of the conditions so they act similar to the horizontal health bars. That is scale more evenly to the tokens size.
The conditions code is something that came with the original AK extension and I've not looked at it yet, so won't know if it's feasible until I do.

Now I got it! Styrmir, thank you once more!

StoryWeaver
January 13th, 2019, 22:44
NEW VERSION RELEASED! Now supports 3.3.7 background image panel layers among other things! : )

v1.3.0 (January 13th, 2019) (major features)
NOW FULLY COMPATIBLE WITH FG 3.3.7

Compatability added for FG 3.3.7 background image options.
Layers support for background images. Updated project with new code from Enhanced Images extension, https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-(layers)-for-FG-3-0-CoreRPG-(and-rulesets-based-on-CoreRPG. [campaign/record_image.xml]

[campaign/scripts/manager_maptoken.lua] modified code to support background image panels and to work with updated Enhanced Images code

[campaign/scripts/image.lua] modified code to support background image panels and to work with updated Enhanced Images code

[campaign/record_image.xml] overwritten with code from Enhanced Images: campaign/updated_record_image.xml

[campaign/scripts/updated_image.lua] added

[campaign/scripts/updated_imagewindow.lua] added, replacing older imagewindow.lua, references updated to point to updated_imagewindow.lua
Added clear saves button to all image panel types (regular/background). [scripts/manager_maptoken.lua] [campaign/record_image.xml]
Black mask (fog of war) for all image versions, regular and background. [extension.xml, graphics/frames/imagepanel v2.png]
Added check for left-click only activation for alt and alt+ctrl mouse clicks on tokens [modifications.lua, onClickDown]
Changed background image buttons from Test version to smaller Live version editions by removing prior image references in xml, defaulting to default. [graphics/icons.xml]
Changed image grid menu item buttons to the smaller default graphics. For better readbility and distinction from layers button graphics. [template_toolbar.xml]
Removed a number of unneeded console outputs that happened during runtime.
Blood splatter code changed to work with backgound image layers as well. [scripts/manager_token2.lua > function createSplatter(tokenCT,nodeCT,targetLayer), function updateStatusOverlayWidgetHelper(tokenCT,nodeCT,tar getLayer)]
Shift+left mouse click, ping and move view for players to gm focus now working with backgound images as well. [campaign/record_image.xml]
Double-clicking Token on battlemap, now opens up character or NPC dialogue window, similarly to the default behaviour in FG. [scripts/modifications.lua > function onInit(), function onDoubleClick(tokenMap, vImage)]

JLBatman
January 13th, 2019, 22:46
Dude, you rock!!!

Three of Swords
January 14th, 2019, 00:20
Nice update!

Might be the wrong spot to ask, but I have a question that maybe someone can answer.

When I send an image to full screen panel, it covers my text window and the icons on the right side of the window. I disabled all extensions and it still happens. Is this normal? Seems like an odd choice.

Zacchaeus
January 14th, 2019, 00:42
Nice update!

Might be the wrong spot to ask, but I have a question that maybe someone can answer.

When I send an image to full screen panel, it covers my text window and the icons on the right side of the window. I disabled all extensions and it still happens. Is this normal? Seems like an odd choice.

That’s correct. That mode is primarily for users who use FG at the tabletop displaying the map in a screen and using real dice etc. Therefore they don’t need the chat box or buttons since the map is used only to record movement.

StoryWeaver
January 14th, 2019, 00:42
Nice update!

Might be the wrong spot to ask, but I have a question that maybe someone can answer.

When I send an image to full screen panel, it covers my text window and the icons on the right side of the window. I disabled all extensions and it still happens. Is this normal? Seems like an odd choice.

From what I've understood it's a current technical limitation, having to do with how the image panels work.

As Zaccheus and damned have pointed out, the full screen option is for large screen displays when playing in person or streaming. So it would make sense not to have the chat visible.

ps. If not limited by technology I might have a look at creating an option to run the game with the full screen option, but with text chat and dice modifiers visible on top, we'll see. Would probably set it up like a menu option if that happens.

damned
January 14th, 2019, 00:44
That option is for face to face gaming on a large display tv or table.
Use the other option that goes from Sidebar to Chat.

StoryWeaver
January 14th, 2019, 01:09
You learn something new every day. : )
I've added an addendum to my original response as a result.

damned
January 14th, 2019, 01:51
From what I've understood it's a current technical limitation, having to do with how the image panels work.

As Zaccheus and damned have pointed out, the full screen option is for large screen displays when playing in person or streaming. So it would make sense not to have the chat visible.

ps. If not limited by technology I might have a look at creating an option to run the game with the full screen option, but with text chat and dice modifiers visible on top, we'll see. Would probably set it up like a menu option if that happens.

This is something that Ken L was doing in his version 2 I think.
Moon Wizard has suggested that this wold likely have to wait till Unity for base support.

AlphaDecay
January 14th, 2019, 02:48
NEW VERSION RELEASED! Now supports 3.3.7 background image panel layers among other things!

Thanks Styrmir for taking on this project. Your work is really appreciated.

spoonhead
January 14th, 2019, 07:54
Something I've never understood when I used AK and now your extension (thank you so much by the way), is why my blood splatter icons are different from those in the items folder.

25956

25957

I definately have the items folder in the correct place. Is there somewhere else that these splatters need to be?

Davinci522
January 14th, 2019, 08:31
Something I've never understood when I used AK and now your extension (thank you so much by the way), is why my blood splatter icons are different from those in the items folder.



25956

25957

I definately have the items folder in the correct place. Is there somewhere else that these splatters need to be?

If I remember there was another extension that used that token to denote dead npcs, not sure which one. But that could be overwriting the EC tokens. I would suggest turning off any other extensions besides EC and seeing if it still happens.

StoryWeaver
January 14th, 2019, 09:02
Something I've never understood when I used AK and now your extension (thank you so much by the way), is why my blood splatter icons are different from those in the items folder.

25956

25957

I definately have the items folder in the correct place. Is there somewhere else that these splatters need to be?

It does look like some code conflicting is going on. On death, the dead token is moved to the middle layer the bloddy skull graphics that is inside the extension package itself is placed on top of it. A blood splatter, is randomly scaled and picked (one of those in that folder) and placed on the bottom layer underneath the token.

If the blood splatter isn't showing up it is most likely due to the graphics being in an incorrect folder or some code conflicts from another extension. You could try holding down shift and clicking on the map. If that blue icon from the folder shows up, then everything is in the correct folder. If not you may yet be in the wrong folder.
If it shows up, it's probably some conflicting code, try turning off all extensions but this one then work your way through the list to find the one causing the conflict.

A good way to do that if you have many extensions is to use the halfing method. Select this extension, then half of your other ones, if you get the bug, pick this extension then half of that half etc. Until you find what is causing it.

But you should of course first try with only the 5e Combat Enhancer turned on to see if it works out of the door like that. If not, again double check your folder location.

Three of Swords
January 14th, 2019, 14:27
Thanks for the input on the full-screen option. Using dual-monitors, I wouldn't use it anyway. But was curious.

spoonhead
January 14th, 2019, 17:22
It does look like some code conflicting is going on. On death, the dead token is moved to the middle layer the bloddy skull graphics that is inside the extension package itself is placed on top of it. A blood splatter, is randomly scaled and picked (one of those in that folder) and placed on the bottom layer underneath the token.

If the blood splatter isn't showing up it is most likely due to the graphics being in an incorrect folder or some code conflicts from another extension. You could try holding down shift and clicking on the map. If that blue icon from the folder shows up, then everything is in the correct folder. If not you may yet be in the wrong folder.
If it shows up, it's probably some conflicting code, try turning off all extensions but this one then work your way through the list to find the one causing the conflict.

A good way to do that if you have many extensions is to use the halfing method. Select this extension, then half of your other ones, if you get the bug, pick this extension then half of that half etc. Until you find what is causing it.

But you should of course first try with only the 5e Combat Enhancer turned on to see if it works out of the door like that. If not, again double check your folder location.

It does feel odd. I have disabled all extensions and only loaded CE. copied the items folder into the Tokens/Host folder. Created a new campaign and just loaded one map, imported some characters and still get the same blood splatter.

I have since re-installed Fantasy grounds from scratch, but when I look for a tokens folder, it does not exist. Should I just create it the folder that opens up from the launch screen? Or is there another place for i?

Zacchaeus
January 14th, 2019, 17:48
Yes, but make sure that you name it tokens/host (all lower case). Also if you click on the tokens bag and then on host the folder is automatically created.

spoonhead
January 14th, 2019, 18:04
Yep I've done all that. Still can't get the blood splatters. Went back to the demo version, and loaded up the test campaign. Only the extension and still this.

Zacchaeus
January 14th, 2019, 18:27
Yep I've done all that. Still can't get the blood splatters. Went back to the demo version, and loaded up the test campaign. Only the extension and still this.

I can't remember since I only ever read the posts; I never used the extension but doesn't the folder whatever it's called need to be placed inside the tokens/shared folder. In other words not just the tokens but the whole folder?

Trenloe
January 14th, 2019, 18:31
It does feel odd. I have disabled all extensions and only loaded CE. copied the items folder into the Tokens/Host folder. Created a new campaign and just loaded one map, imported some characters and still get the same blood splatter.
Please provide a screenshot of windows explorer showing the location and files for the blood spatters.

Also, please post a screenshot of the chat window just after loading - showing all of the ruleset and extension details.

Trenloe
January 14th, 2019, 18:44
Additionally, when you are testing, open the console (used the /console command in the chat window) and capture the text output. There should be some text that says "blood proto is : <abc> scale is <xxx>" - where <abc> is the token prototype and <xxx> is a numerical scale. Do you see this appearing when the creature moves to dying or dead?

spoonhead
January 14th, 2019, 18:53
25963

25964

StoryWeaver
January 14th, 2019, 19:07
25963

25964

That doesn't look like the data folder. Fantasy grounds has the application install folder, and a separate particular one that holds data. You can find where the data folder is by looking into Settings before joining or loading a game.
Also access rights come to mind, maybe moving the data folder out of your roaming folders to a directory like C:\FG Data\tokens\host\items might work if that's the issue in your case.


Here are the directions that I included with the folder again:

Copy and paste this folder into the tokens\host folder. That will display bloodsplatters on npc/pc death and the display of the Shift+Left-Click map focus graphics.

Your path should look something like this if you installed your data folder with the default name:
[Some drive, C: for example]\[any sub directory path if any]\Fantasy Grounds Data\tokens\host\items

You can also find this path by opening up your game. Clicking on Tokens -> GM.

spoonhead
January 14th, 2019, 19:09
25965

THe console

Zacchaeus
January 14th, 2019, 19:17
That doesn't look like the data folder.

It is; that's the default folder location for FG data unless you choose something different when installed.

Trenloe
January 14th, 2019, 19:33
If I remember there was another extension that used that token to denote dead npcs, not sure which one. But that could be overwriting the EC tokens. I would suggest turning off any other extensions besides EC and seeing if it still happens.
OK, so I've loaded this up and tested it myself.

As Styrmir mentioned: "On death, the dead token is moved to the middle layer the bloddy skull graphics that is inside the extension package itself is placed on top of it. A blood splatter, is randomly scaled and picked (one of those in that folder) and placed on the bottom layer underneath the token."

The red skull icon you see is the "bloddy skull graphic" which is in the extension. The blood spatter is under both the original token and the bloody skull graphic - but is more than likely not visible as it is hidden beneath. Go to the bottom layer to see if the spatter is showing there.

For example, Hobgoblin #1 has just been reduced to 0 HP. Viewing from the top layer we see:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=25966

Then, viewing the bottom layer, we see the spatter graphic:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=25967

I assume that it was originally designed this way so that once the dead token is removed you can see the remaining blood spatter left on the floor. But you don't see it until the body (higher layer creature token) is removed.

spoonhead
January 14th, 2019, 19:51
Ha! Would you believe it. It was a small blood splatter. But then every random one is always smaller than the token so it never gets seen. So it must have something to do with scale?

25968

Cheers as always.

Trenloe
January 14th, 2019, 20:00
So it must have something to do with scale?
The spatter will probably scale just to fit within 1 grid square (but I haven't delved into the code to confirm that). Anyway, the way it's designed is not to really show any noticeable spatter until the body is removed.

JLBatman
January 14th, 2019, 20:04
I don't know why you guys aren't seeing it before death... For me, the blood marks and changes are noticeable in all phases of the injuries.

Maybe some setting somewhere? I don't know...

Trenloe
January 14th, 2019, 20:24
I don't know why you guys aren't seeing it before death... For me, the blood marks and changes are noticeable in all phases of the injuries.

Maybe some setting somewhere? I don't know...
There's 2 different things - overlays (as the name suggests - on top of the creature token) that change as the damage status of the creature changes, and there's the blood spatter that is placed on the bottom layer once the creature reaches the dead/dying status.

spoonhead
January 14th, 2019, 20:26
I don't know why you guys aren't seeing it before death... For me, the blood marks and changes are noticeable in all phases of the injuries.

Maybe some setting somewhere? I don't know...

I think you are right. When I played in another game. The splatters built up over time until death then a big splat. Might be a setting to change in options which is currently at default for me as I wanted to test. That was with AK though.

viresanimi
January 14th, 2019, 20:45
Try setting "View Health" to "Detailed" in options. I think there was a note, that said this should be done.

Trenloe
January 14th, 2019, 20:48
I think you are right. When I played in another game. The splatters built up over time until death then a big splat.
In case you missed it - see my response 2 minutes before your post. Blood spatters underneath the token only appear when the creature reaches the "dying" or "dead" status - and remain after the creature token is removed. Before that, there are overlays on top of the creature token that change as the creature's damage status changes. Damage overlays and blood spatter are actually two separate things in the extension.

StoryWeaver
January 15th, 2019, 01:26
I can see the blood splatters clearly before deleting the token. Here is a test a did, the first two maps have a grid of 50x50, the third one a grid of 100x100.

25971

Tested another map where I set the grid to be 200x200 after taking the screenshot. In this case the tokens became large enough to cover the blood splatter below, so it was not visible until after deleting or moving the token.
While it might be possible to re-code to scale the blood splatter ratio wise as well as randomly, at a certain size the graphics would become blurry and not look as good.

So for ideal results for now at least, I'd recommend setting the map grids to be between 50 - 100 pixels in size.

Halfront
January 15th, 2019, 02:36
Styrmir,
First thank you for continuing this project. I'm not sure how I could ever go back to "vanilla".
I noticed since you have updated 5e Combat Enhancer to 3.3.7 image/map layer that the "pop-out/in" buttons (not really sure of name) covers the GM Clear Saves Button.

25972

I tried adjusting the /scaleui but that does not change the layout.

Trenloe
January 15th, 2019, 03:15
I can see the blood splatters clearly before deleting the token. Here is a test a did, the first two maps have a grid of 50x50, the third one a grid of 100x100.

25971
What is your campaign setting for "Token (GM)" -> "Auto-scale to Grid"? I'm guessing it's set to "Off". With the default setting of 80% the blood spatter will be scaled to be 80% within a single grid square.

JLBatman
January 15th, 2019, 03:19
I knew I could see it prior to that, lol...
But ya, great stuff Styrmir!

StoryWeaver
January 15th, 2019, 08:28
Styrmir,
First thank you for continuing this project. I'm not sure how I could ever go back to "vanilla".
I noticed since you have updated 5e Combat Enhancer to 3.3.7 image/map layer that the "pop-out/in" buttons (not really sure of name) covers the GM Clear Saves Button.

25972

I tried adjusting the /scaleui but that does not change the layout.

Hello Halfront, I'm glad to hear that you are enjoying my extension so much, hearing such feedback from yourself and others makes it worthwhile!

Thank you for your feedback, I am aware of the issue you have pointed out.

It's been somewhat awkward to try to get all the buttons to move further to the left, and the right edge align is underneath the image panel background buttons (the save clear button is right-aligned). Also offsetting it to the left only places it on top of the other buttons which are left aligned.
Left aligning it places it to the very left but makes it non-functional.

I'm not sure if this is an oversight by SW with the patch, that is that the right align anchoring doesn't start further to the left and not underneath those buttons. In which case it might get fixed with time in a patch.
Or if not, then I need to do some further changes to the UI xml. But I'm learning as I go.

In general I wanted to get 1.3.0 out to everyone as soon as possible, to share the 3.3.7 supported build that I had been running. After I got the main functionality working properly and clearing up the errors, plus some further changes. Then address smaller issues with patches if need be. Rather than hold onto it for who knows how long until I felt everything was perfect.

Software development is one of these things, it's never done. Much like art. Finish and fix one thing, then another thing comes up or another idea is added. Feature creep if you will. So better to release often and get community feedback and address smaller things in patches while letting everyone get access to the main features to play with.

StoryWeaver
January 15th, 2019, 10:03
What is your campaign setting for "Token (GM)" -> "Auto-scale to Grid"? I'm guessing it's set to "Off". With the default setting of 80% the blood spatter will be scaled to be 80% within a single grid square.

For that screenshot the "Auto-scale" to grid was set to "100% of grid".
"80% of grid" gives me similar results as for visibility of blood splatter.

ps. It shouldn't make a difference as I assume FG renders everything to scale, but my screen resolution is at 1920 x 1080.

spoonhead
January 15th, 2019, 11:07
Something is odd. Here is my map with me setting token scale off then on again. All the blood tokens on the map increased in size. I did a bit of resizing of the monster and character tokens to get them back to the right size. The grid is 50x50.

25973

Here is the map straight after I apply damage to the ogre and he is dying.

25974

All the blood splatters shrink I know not why. It makes no difference if scale to grid is at 100%, 80% or off

StoryWeaver
January 15th, 2019, 11:14
Something is odd. Here is my map with me setting token scale off then on again. All the blood tokens on the map increased in size. I did a bit of resizing of the monster and character tokens to get them back to the right size. The grid is 50x50.

25973

Here is the map straight after I apply damage to the ogre and he is dying.

25974

All the blood splatters shrink I know not why. It makes no difference if scale to grid is at 100%, 80% or off

Try defining the grid first (50x50 for example) before adding any tokens, then adding the tokens where they scale 80% or 100%.
Do not unlock the token scale after this. Then see if the blood doesn't splatters don't look better.

Or try doing all your resizing before you enter combat, so blood splatter is drawn to that grid size and token scale.
The blood splatter is something inherited from the AK extensions, while it isn't perfect it is pretty good.

As for myself I tend to set the grid to around 50x50 and drag tokens onto that, and I find blood splatters to look consistently good when I run a game.

spoonhead
January 15th, 2019, 11:44
I tried all that but no joy.

By the way, if you drop a blood spatter token directly onto a map, does it scale into a grid scale?

Here are the 12 tokens dropped. 25975 THe grid was set as 50x50 before they dropped.

StoryWeaver
January 15th, 2019, 12:07
As they are treated like tokens I would assume so, as long as you have token scaling turned on. When placed via code it scales randomly to give a variety of shapes and sizes.

spoonhead
January 15th, 2019, 12:17
Here's the code for the combat and when the blood splatter arrives.


Database Notice: Campaign saved.
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Runtime Notice: s'UPDATING attributes for replaced token'
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Runtime Notice: s'UPDATING attributes for replaced token'
Database Notice: Campaign saved.

StoryWeaver
January 15th, 2019, 14:21
Those are notification, not errors, so no need to worry. Errors where something breaks are referred to as errors and appear in red. These refer to zooming in or out from what I've gathered. Happens when you use your middle mouse button to zoom in or out.

Quote for that Script Error in the thread from the original AK extension:


Is present due to FG's hard cap on recursive events, even if it only recurses 1 depth level (no further). It's a needed setting making sure all 3 layers have their grids synchronized; else when you zoomed the grids would have a 'herky-jerky' movement. Note that each layer has a 'grid' hence why with AK or base Enhanced Layers, the grid looks 'thicker'.



Never had any issues with blood splatters myself since starting to use AK a few months back, and nothing has changed in the rendition code handling the splatter.

I can give that section a look over but wouldn't want to spend to much time on it, already spent far to many hours long into the night over the last few weeks to update the extension to work for 3.3.7 without compensation beyond the gratitude of the community. Which I of course greatly appreciate, and thank you all for your kind comments with that in mind. :)

That aside if you get to many issues with the blood splatters you could always turn them off I suppose, simply by removing the graphics for them.

Trenloe
January 15th, 2019, 15:26
I'm not sure if this is an oversight by SW with the patch, that is that the right align anchoring doesn't start further to the left and not underneath those buttons. In which case it might get fixed with time in a patch.
In 3.3.7 there are now 2 different windowclass entries - one for the floating image window toollbar (imagewindow_toolbar) and one for both of the image panels (imagepanelwindow_toolbar). The floating window toolbar controls are left aligned, the desktop panel window controls are right aligned. For the enhanced images extension I had to copy the XML definitions of the extension toolbar from the floating windowclass into the panel windowclass and adjust to use the right anchor. As long as the anchoring is all "relative", it should all adjust automatically and should be a case of adjusting the anchor (the edge used for the anchor and which side of the anchor to position the control) for each control and maybe play with the offset for the first control. You may also want to change the order of the control definitions in the XML, so that they display in a similar order in the toolbar.

This an example of a floating window toolbar anchor:


<buttoncontrol name="toggle_layers" insertbefore="h2">
<anchored to="toolbar_anchor" width="34" height="34">
<top />
<left anchor="right" relation="relative" />
</anchored>
The left side of the control is anchored to the right side of the relative (previous) control anchored to the same anchor control (toolbar_anchor).

The same control for the window panel is:


<buttoncontrol name="toggle_layers" insertbefore="h2">
<anchored to="toolbar_anchor" width="34" height="34">
<top />
<right anchor="left" relation="relative" />
</anchored>

This time the right side of the control is anchored to the left side of the relative control anchor.

If you look at how the combat enhancer extension uses anchors (I hope that it uses relative anchors and not static bounds) then it *should* be relatively straightforward to change the position of the right most control - use an "offset" to shift it left away from the panel buttons.

Trenloe
January 15th, 2019, 15:36
Follow up:

Looking at the combat enhancer extension. The issue (clear saves button overlapping the panel buttons) is caused due to the "<buttoncontrol name="toolbar_clear_saves">" entry still using left relative anchoring - so it's being positioned to the right of the other controls, hence causing overlap.


<buttoncontrol name="toolbar_clear_saves">
<anchored to="toolbar_anchor" width="34" height="34">
<top />
<left anchor="right" relation="relative" />
</anchored>

As mentioned in my previous post, change this to be <right anchor="left" relation="relative" />

You'll also then need to look at the order of the control definition in the XML to display in the desired order now that the toolbar is being built from the right side.

This is all needed so that smaller images build the toolbar from the main point of origin (top left for floating windows, top right for image panels) - allowing the buttons to be displayed correctly.

StoryWeaver
January 15th, 2019, 18:10
@Trenloe

Many thanks for the code samples, with your help it should be easy enough for me to fix this!
I spent some time fiddling around with it myself but am still figuring out all the layouts and configurations. But decided to push it to the TODO patch list instead of delaying the release of background image support.

ps. Would have added more reputation to you, but it won't let me right now as I need to spread it around a bit more first. *laughs*


@Spoonhead

Thank you for bringing the blood splatter issue to my attention. While I would prefer to spend the majority of my time on giving you new features and adding on top of the retired AK extension, rather than fixing bugs or small glitches in the old code. I'll add it to the list of things to look into.

spoonhead
January 16th, 2019, 08:27
I think I might have an update?

25987

So this is from me running FG on Windows (via bootcamp), whereas all the issues on blood splatter being "hidden" is FG running on a MAC. I thought extensions were OS agnostic?

Identical loading and the same map and module.

I've also tested it wthin my full campaign with all extensions loaded and all good.

Anyway, I tend to DM on the PC side as I use the sound extensions and Syrinscape, whereas I play on the MAC side! Go figure!

StoryWeaver
January 16th, 2019, 08:42
That's interesting, hadn't even thought that would have been an issue. Assumed rendering was done the same way on both platforms such as yourself.
As for myself, I also run FG on a PC.

It does sound like it's a Mac issue then, and as FG is only desktop based it should then only affect about 12.5% of the user base, all things being equal.
Global operating systems market share for desktop PCs, from January 2013 to July 2018 https://www.statista.com/statistics/218089/global-market-share-of-windows-7/

I don't have a mac to test this on myself, if someone wants to see if they can figure a code solution particularly for macs for this instance, without breaking the PC rendering, feel free to fork the code from github and submit a revision.

Thanks for the update spoonhead.

Trenloe
January 16th, 2019, 14:52
So this is from me running FG on Windows (via bootcamp), whereas all the issues on blood splatter being "hidden" is FG running on a MAC. I thought extensions were OS agnostic?

Identical loading and the same map and module.
The testing I did the other day (with the screenshots showing the blood spatters constrained to within one grid square) was on a PC - screenshots here: https://www.fantasygrounds.com/forums/showthread.php?47146-5e-Combat-Enhancer-(built-on-retired-GPL-Advanced-Kombat-extension)&p=422343&viewfull=1#post422343. There shouldn't be any difference for this level of functionality and I'd be surprised if this is being caused by differences between a Mac (running the Wineskin wrapper) and a PC.

@Spoonhead - when you say "identical loading" did you copy the whole campaign data (from <FG App Data>\campaigns\<your campaign name>) to the other instance of FG for your testing? This would be the only way to ensure that you're doing an exact test - as each image within a campaign stores data regarding token scaling and that can be very different from campaign to campaign, even for the same map - as the scaling data is all related to the order and size of tokens added to the map, campaign settings (80%, 100% or no scaling), etc..

Trenloe
January 16th, 2019, 15:17
Follow up - I can 100% recreate this on a PC computer. As I've been mentioning before, this really does appear to be related to the scaling of the token within an image.

When I start a new campaign, leave the default token scaling setting to 80%, add a grid to a map, add a NPC to the CT and then add the token to the map, and reduce that creature to 0 HP, the blood spatter token appears, but it is sized within the grid square and so not seen by the overriding token:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=25988

With the dead creature token moved to see the underlying spatter (sized to 80% within the grid square, plus further scaling within the extension on a per token basis):

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=25989

If I do the exact same process, same map and tokens, in a new campaign, but with the token scaling setting to "off," I can see the spatter token sized larger than the creature token:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=25990

StoryWeaver
January 16th, 2019, 22:25
Thank you for the detailed report Trenloe, I'll see what I can do. :)

StoryWeaver
January 17th, 2019, 02:06
I've created menu options to override the auto-scaling of blood splatters.

It will be included in release 1.4.0, which among other things includes a number of optional display configurations for the extension, including some user requests to that nature.

spoonhead
January 17th, 2019, 12:21
I've created menu options to override the auto-scaling of blood splatters.

It will be included in release 1.3.1, which among other things includes a number of optional display configurations for the extension, including some user requests to that nature.

Brilliant.

THank you so much.

Thirsterhall
January 19th, 2019, 23:32
Does anyone have a full description of everything this mod does? With the original mod removed all that remains are the changes from it but no complete list of what the mod does remains unless I'm missing it someplace.

StoryWeaver
January 20th, 2019, 03:19
Does anyone have a full description of everything this mod does? With the original mod removed all that remains are the changes from it but no complete list of what the mod does remains unless I'm missing it someplace.

Read the first post on the first page (rearranged from being the second post), it has a pretty nice summary of most of the features.

StoryWeaver
January 21st, 2019, 05:26
New release!

v1.4.0 (January 21st, 2019) (major features)

Updates to COPYRIGHT.txt. Copyright text updates across project to point to the COPYRIGHT.txt file for details as applicable.
Features and patches split into: 'Changelog (versions).txt' and 'TODO, Wishlist.txt'.
Refractoring:

'scripts/modifications.lua' renamed to '5e_combat_enhancer.lua', name changed to 'CombatEnhancer', references in code fixed to point to renamed script and name.

'updated_image.lua' from Enhanced layers extension deleted, as all code updates have been updated to image.lua which includes a lot of additional code for this extension.

'campaign/scripts/toolbar_draw.lua' deleted as I've written updated code to switch between layers when masking button used in 'campaign/record_image.xml'.
Menu items added under new menu heading of '5e Combat Enhancer' with various functionality: [extension.xml, script/5e_combat_enhancer > registerMenuItems(), onInit()]

Change the opacity of GM token underlays colors, ranging from 100%-10%. 20% recommended for best appearance. [scripts/5e_combat_enhancer > updateUnderlayOpacity(), onInit()]

Turn on of off drawing blood on tokens as they take damage. [scripts/manager_token2.lua > updateStatusOverlayWidget(tokenCT,nodeCT)]

Turn on or off drawing of skull on death. [scripts/manager_token2.lua > updateStatusOverlayWidget(tokenCT,nodeCT)]

Turn on or off blood splatter rendering on death. [scripts/manager_token2.lua > createSplatter(tokenCT,nodeCT,targetLayer)]

Turn on or off to show NPC death clearly in the CT by fading the entry. [ct/scripts/clientct_entry.lua > updateDisplay(), ct/scripts/ct_entry.lua > updateDisplay()]

Scaling options for blood splatters on token death, default x1 - x3. [scripts/manager_token2.lua > createSplatter(tokenCT,nodeCT,targetLayer)]
Clear saves button only appears if there are tokens on the battle map. [campaign/record_image.xml]
Clear saves button was to close to the edge. Fixed. [campaign/record_image.xml]
Moved double-click to open token information window (PC or NPC) to ctrl + left-click. This was done to enable the window to open up on top of the CT, due to the way the code is layed out. [scripts/5e_combat_enhancer > openTokenInformationWindow(tokenMap, vImage), scripts/snap_token.lua > onClickRelease(target, button, image)]
Pressing masking button will do the following now: If not on background (image) layer, switch to background (image) layer and enable masking tool. If on background layer, disable masking tool and switch to top (play) layer. [campaign/record_image.xml > toolbar_draw > function onButtonPress(id) ; for both instances of toolbar_draw, one for floating image, one for background image]

StoryWeaver
January 21st, 2019, 07:17
v1.4.1 (January 21st, 2019) (patch)

Removed 'Chat and modifiers on top (full screen)' menu item, as only part of development testing, not intended for public release. [scripts/5e_combat_enhancer.lua > registerMenuItems()]
Menu item added: Turn on or off token condition icon color fade on death. [scripts/5e_combat_enhancer.lua > registerMenuItems(), scripts/manager_token2.lua > updateEffectsHelper(tokenCT, nodeCT)]
Moved ctrl-click to open token information window (PC or NPC) to shift + left-click, due to overlapping functionality for selecting target with ctrl + left-click. [scripts/snap_token.lua > onClickRelease(target, button, image)]

arcanjl
January 21st, 2019, 13:30
Can I donate? This is INSANE!

q: I shift click on the map and it does nothing on the client map. I am trying to ping, what am I doing wrong?

Aedus Amaterasu
January 21st, 2019, 14:41
This extension is pretty sweet thanks for keeping it up and improving upon it.
I have a question thought. In your picture here: 26066 the effect icons are nice and small and don't cover up the token.

However in mine they are large and get in the way.
26067

I imagine it is some simple option that I am over looking, but alas I can not find it so I figured I would just ask.
Thanks for any help you can provide.

Davinci522
January 21st, 2019, 19:08
Unlock the token scale, zoom in and out of the map till the icons are the size you want, lock token scale. When token scale is locked, the icon size shrinks with the token size.

shiggy
January 21st, 2019, 19:38
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=26063&d=1548054917

how do i get this theme in my game?

Thirsterhall
January 21st, 2019, 19:44
That looks like the default theme plus this extension to me

Trenloe
January 21st, 2019, 19:45
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=26063&d=1548054917

how do i get this theme in my game?
That's the standard 5E theme. Don't select any themes for the campaign.

shiggy
January 21st, 2019, 19:46
Thanks for the quick answer guys, I feel dumb :)

Aedus Amaterasu
January 21st, 2019, 19:46
Unlock the token scale, zoom in and out of the map till the icons are the size you want, lock token scale. When token scale is locked, the icon size shrinks with the token size.

Thanks a lot, that did indeed fix my issue. I much appreciate the help, thank you.

Thirsterhall
January 21st, 2019, 19:53
Unlock the token scale, zoom in and out of the map till the icons are the size you want, lock token scale. When token scale is locked, the icon size shrinks with the token size.
Doesn't seem to work for me. It just changes both the token and the effect icon leaving the effect icon covering the same proportion of the token.

I ended extracting the extension and going into the graphics/token folder for the extension and changing all the token_cond* images to be 32x32 from 64x64 and then editing scripts/manager_token2.lua and near the top changing the following line

local TOKEN_EFFECT_WIDTH = 32;

it was set to 58 I believe in the ordinal file.

The result was effect icons that and 1/2 the size of default and the token able to show 9 total effects, though at that point the whole token is covered with a 3x3 grid of effect icons.

Aedus Amaterasu
January 21st, 2019, 20:22
Doesn't seem to work for me. It just changes both the token and the effect icon leaving the effect icon covering the same proportion of the token.

I ended extracting the extension and going into the graphics/token folder for the extension and changing all the token_cond* images to be 32x32 from 64x64 and then editing scripts/manager_token2.lua and near the top changing the following line

local TOKEN_EFFECT_WIDTH = 32;

it was set to 58 I believe in the ordinal file.

The result was effect icons that and 1/2 the size of default and the token able to show 9 total effects, though at that point the whole token is covered with a 3x3 grid of effect icons.

When you "unlock token scale" the character token will become the current size of the effects tokens, this is independent of the grid scale. Then as you mouse wheel and zoom in or out the size of the character token will shrink or enlarge. Once you have change the size a little, "lock the token scale" then remove the token (to make life easier don't change the zoom on your image) and add it back to see if the effect token is to your liking. If it is still to big, "unlock token scale" and zoom in a little more, and then "lock token scale" and remove and add the token. Repeat tell you get it how you want. I resized mine in small increments tell i got it how I liked.

shiggy
January 21st, 2019, 20:34
v1.4.1 (January 21st, 2019) (patch)

Removed 'Chat and modifiers on top (full screen)' menu item, as only part of development testing, not intended for public release. [scripts/5e_combat_enhancer.lua > registerMenuItems()]
Menu item added: Turn on or off token condition icon color fade on death. [scripts/5e_combat_enhancer.lua > registerMenuItems(), scripts/manager_token2.lua > updateEffectsHelper(tokenCT, nodeCT)]
Moved ctrl-click to open token information window (PC or NPC) to shift + left-click, due to overlapping functionality for selecting target with ctrl + left-click. [scripts/snap_token.lua > onClickRelease(target, button, image)]


Thank you very much for continuing this awesome modification, is there a way to donate to you?

arcanjl
January 21st, 2019, 21:05
Unlock the token scale, zoom in and out of the map till the icons are the size you want, lock token scale. When token scale is locked, the icon size shrinks with the token size.

How do you "Unlock the scale"?

Davinci522
January 21st, 2019, 22:22
How do you "Unlock the scale"?

Right click on a token and the radial menu will have an option to lock or unlock scale.

arcanjl
January 21st, 2019, 22:34
I ended extracting the extension and going into the graphics/token folder for the extension and changing all the token_cond* images to be 32x32 from 64x64 and then editing scripts/manager_token2.lua and near the top changing the following line


How did you do that? I would love to half the size.

Thirsterhall
January 22nd, 2019, 00:07
How did you do that? I would love to half the size.
On windows I just right clicked on each image and selected edit. It opened the image in paint and then selected the resize option in the menu. I'm sure there is a better way but it worked for me.

Thirsterhall
January 22nd, 2019, 00:08
Thanks arkontri, I figured it out now with your detailed instructions. I would assume I need to do that for each map.

StoryWeaver
January 22nd, 2019, 07:17
Doesn't seem to work for me. It just changes both the token and the effect icon leaving the effect icon covering the same proportion of the token.

I ended extracting the extension and going into the graphics/token folder for the extension and changing all the token_cond* images to be 32x32 from 64x64 and then editing scripts/manager_token2.lua and near the top changing the following line

local TOKEN_EFFECT_WIDTH = 32;

it was set to 58 I believe in the ordinal file.

The result was effect icons that and 1/2 the size of default and the token able to show 9 total effects, though at that point the whole token is covered with a 3x3 grid of effect icons.

Good suggestion!

Implemented with code and as menu selection items. Tiny/Small/Medium effects sizes, 1-20 visible effects.

26074

This will be included in the next release.

spoonhead
January 22nd, 2019, 07:52
Good suggestion!

Implemented with code and as menu selection items. Tiny/Small/Medium effects sizes, 1-20 visible effects.

26074

This will be included in the next release.

You have really taken AK to a whole new level. This is fantastic. I start DotMM on Sunday. It's going to be my number one extension.

StoryWeaver
January 22nd, 2019, 08:06
You have really taken AK to a whole new level. This is fantastic. I start DotMM on Sunday. It's going to be my number one extension.

Thank you, glad to hear it! Have fun with your new campaign. :D

arcanjl
January 22nd, 2019, 15:37
This will be included in the next release.

Wow!!!!
Again, do you take donations??

Thirsterhall
January 22nd, 2019, 16:39
Good suggestion!

Implemented with code and as menu selection items. Tiny/Small/Medium effects sizes, 1-20 visible effects.

26074

This will be included in the next release.

Nice I won't need to redo my changes going forward WOOT!!!

StoryWeaver
January 23rd, 2019, 10:11
New patch.

v1.4.2 (January 23rd, 2019) (patch)

Menu items:

Change token condition icon size (tiny/small/medium). [scripts/5e_combat_enhancer > getTokenEffectWidth(), scripts/manager_token2 > updateEffectsHelper(tokenCT, nodeCT)]

Change token max condition icon number (1-20). [scripts/5e_combat_enhancer > getMaxTokenEffects(), scripts/manager_token2 > updateEffectsHelper(tokenCT, nodeCT)]

Halfront
January 23rd, 2019, 14:33
I know your probably tired of hearing this, but thank you so much for continuing this project AND making it your own! My players love the splatter effects and being able to see the "saves indicator" versus figure out from chat. Your doing an amazing job and I hope you continue as your efforts make us fledgling GM's life easier and our players games exciting!

Aedus Amaterasu
January 23rd, 2019, 14:45
Awesome update! Thanks for putting that into the Menu Options.

StoryWeaver
January 23rd, 2019, 19:53
Thank you everyone, it is great to hear how much everyone is enjoying the work I'm putting into this! :)

Three of Swords
January 23rd, 2019, 20:19
I check every time there is a new update, but you still haven't provided a donation link...

Your adoring masses want to buy you a meal or two so you can work on the extension rather than waste time cooking and doing dishes!

Thanks for the great work, btw!

JLBatman
January 23rd, 2019, 20:23
I second, third, and fourth that comment.
I WANT to donate. You are providing improvements to the interface faster than FG, and I am subscribed to this forum solely because I keep seeing updates and don't want to miss out.

give us a patreon or a paypal even. Whatever!

Three of Swords
January 23rd, 2019, 20:41
I second, third, and fourth that comment.
I WANT to donate. You are providing improvements to the interface faster than FG, and I am subscribed to this forum solely because I keep seeing updates and don't want to miss out.

give us a patreon or a paypal even. Whatever!

LOL! Apparently he's not kidding! His only forum posts are in this thread and the Advanced Kombat thread.

Personally, I prefer Paypal. I like doing one-time donations, not ongoing ones. But if you set up a Patreon, I'll still donate by giving a good-sized donation and then canceling.

StoryWeaver
January 23rd, 2019, 23:10
Thank you all for offering to donate for the continued development of the extension. It is greatly appreciated. :)

I am currently awaiting to hear back from the fine people of SmiteWorks what their policy on this is. That is if I am allowed to accept donations for development work I put into community extensions seeing as they own part of the code.

I will let you all know once I know myself, thank you again for the generous offers! If it becomes possible I'll set things up to make donations possible and make sure to raise a frothy pint in your honor after the fact. :D

Three of Swords
January 24th, 2019, 00:01
Thank you all for offering to donate for the continued development of the extension. It is greatly appreciated. :)

I am currently awaiting to hear back from the fine people of SmiteWorks what their policy on this is. That is if I am allowed to accept donations for development work I put into community extensions seeing as they own part of the code.

I will let you all know once I know myself, thank you again for the generous offers! If it becomes possible I'll set things up to make donations possible and make sure to raise a frothy pint in your honor after the fact. :D\

Great! We just wanted to make sure you weren't forgoing a donation link out of some misplaced sense of altruism.

The donations aren't for you. They're for us. It's a self-serving thing. You being happier from a pint, or having more time because you don't have to cook, makes you more likely or able to game. You gaming means you wanting to fix some of the warts in FG. You wanting to fix them means we benefit. So a happier/less-busy you is in our best interests! :)

StoryWeaver
January 24th, 2019, 07:46
q: I shift click on the map and it does nothing on the client map. I am trying to ping, what am I doing wrong?

Tested it on my side with both host and connected client loaded. Shift-left clicking on the battlemap both re-zooms and refocuses the clients view correctly.
Currently only works when the player is in windowed image mode, not when a picture is set as an background on the players side. I've not touched on this part of the code from the AK extension.

Make sure you have the bloodsplatter folders contents extracted correctly, it also contains the re-focus circle. If it isn't found it might not trigger the rest of the script.
If you have blood splatter graphics working then you should find that you have a blue circle with some people inside as part of that folders contents, and things are correctly set up.

ps. This is a GM/DM functionality only, so a player will not be able to refocus the view of everyone else.

JLBatman
January 24th, 2019, 14:40
I should also point out that I sometimes have a problem with the ping not working when I'm first in a game.
I've seen the problem continue for a couple/three minutes, too. Somewhere along the way, after I've zoomed a bit or change images, etc, the ping starts working again and it works flawlessly from then on.

I'm about 70% sure it's related to the amount of objects (and especially maps) I have available for my group to play. Almost like it is still loading in the background.

Hope that helps!

Trenloe
January 24th, 2019, 15:36
I should also point out that I sometimes have a problem with the ping not working when I'm first in a game.
I've seen the problem continue for a couple/three minutes, too. Somewhere along the way, after I've zoomed a bit or change images, etc, the ping starts working again and it works flawlessly from then on.

I'm about 70% sure it's related to the amount of objects (and especially maps) I have available for my group to play. Almost like it is still loading in the background.

Hope that helps!
Are the images in modules?

The original AK extension noted that images in modules weren't supported - as the code had to go through all images in FG (campaign and modules) to match image records for certain functionality. This was a massive overhead in time and FG memory resource. I don't know if the original AK extension actually disabled checking modules, or if it just allowed it anyway and it was something for people to be aware of. If module image access was disabled, I don't know if Styrmir re-enabled it.

Either way, if the extension is looking through all images (module and campaign) it might explain why the first time it does it the functionality doesn't work immediately - but maybe FG has then cached the data and does it quickly in future.

Or, I may be way off and it's not this at all! ;)

But I know that the original AK was only supposed to be used with non-module images. Which is a big restriction as most of us use FG modules for our games. Some info here: https://www.fantasygrounds.com/forums/showthread.php?44343-Extension-Advanced-Kombat-(5E)&p=411498&highlight=module#post411498 and a few posts later in post #201.

JLBatman
January 24th, 2019, 15:50
I've used modules almost exclusively, save for some one-shots I do in between. Been using it with one of the largest modules out there, actually - DotMM. And I did this before Ken dropped the extension, too.
It comes down to memory use and giving it a little time to "catch up". Don't usually have any issues, even though I host 8 person games (9 people total, with me as the GM).

Not many issues, mind you, except taking a little bit to get going, it seems.

Trenloe
January 24th, 2019, 16:01
Been using it with one of the largest modules out there, actually - DotMM. And I did this before Ken dropped the extension, too.
It's not a general FG issue, this is an issue specifically with AK (and I assume 5e Combat Enhancer). In order to match open windows to a specific image (for a ping, for example) the extension code has to go through every image record in the FG application (whether open or closed) - even non-map images (e.g. creature flavor images). The more modules you have active in your campaign, the more images there will be to go through. My main concern, other than time, would be if this increases memory use much.

JLBatman
January 24th, 2019, 16:12
Yep, I realize that it isn't FG itself that has the problem... I was just pointing out that the advanced kombat has worked for me on everything, including the official modules. I've got a lot of memory on the computer, but my games never last more than a few hours, so I can't say whether it has some affect for longer periods of time.

Trenloe
January 24th, 2019, 16:17
I've got a lot of memory on the computer...
FG is currently a 32-bit application - so it can only ever use about 3.7GB of memory - it doesn't matter how much you have on your computer. Some of the memory issues on the player side were recently improved with the v3.3.7 update, but there is still a good possibility of having memory issues within FG if a lot of graphical intensive modules are loaded, or custom code causes more memory use.

Jankin
January 24th, 2019, 16:18
Wasn’t there a 64 but released for people with decent pc’s?

Trenloe
January 24th, 2019, 16:19
Wasn’t there a 64 but released for people with decent pc’s?
It was experimental and it has issues (crashing when unmasking images) so it was removed.

Dax Doomslayer
January 24th, 2019, 16:56
Hmmm - I've been really dying to try this extension. It looks like it addresses some of the "issues" I've had but I've only been using mostly WoTC modules. I'm assuming there's still an issue using these? However, with JLBatman's comments, is this a kind of 'hit or miss' thing?

JLBatman
January 24th, 2019, 17:08
Ya, I guess I would call it hit or miss. For me, I've never had a problem on anything I've run. But I have not run everything, obviously.
I can say, however, I usually have active at least 15 modules, most of them being accessories, like spell lists from Rob2e or add-ons like the dungeon masters toolkit.

And so the ram in a thread for 32 bit is limited, but perhaps it isn't really a memory problem directly, but a read/write issue? Because DotMM is huge, so if this is directly related to the size of the module, I would expect that one to have a problem. But again, I don't know.
I'd give this thing a shot and try! It's amazing, and has made it a requirement for all my games.
(I'm rather passionate about it). =)

Trenloe
January 24th, 2019, 17:38
... but perhaps it isn't really a memory problem directly, but a read/write issue?
To clarify - I don't think the issue you reported in post #184 (https://www.fantasygrounds.com/forums/showthread.php?47146-5e-Combat-Enhancer-(built-on-retired-GPL-Advanced-Kombat-extension)&p=423643&viewfull=1#post423643) (map ping taking a while to initially work) is related to "memory", it will be related to the time it takes to initially search through all of the image records in the opened modules.

My concern this that this increases memory use as a whole (nothing to do with the delayed ping issue). These forums frequently have users posting that they have issues that turn out to be related to FG using too much memory (do a site search for "bad allocation" if you're interested). So it's very important to be aware of anything that could increase the memory that FG uses.

At this point my concern is just that - a concern. I don't know the full details of how the code operates, or if Styrmir has made any changes to the original code, and if the memory use does increase because of this, and if it does - how much memory this uses and due to what operation being carried out. Ken specifically called out this as being an issue and not actually supporting it - which gives me concern in itself. And the fact that it takes a while to work the first time, but then works fine after the first, suggests that there is data being cached - and that takes memory.

Trenloe
January 24th, 2019, 17:40
... is this a kind of 'hit or miss' thing?
I would give it a go and see how it works for you. I'd have Windows Task Manager open and check the memory use of FantasyGrounds.exe to see how much memory you're using. Keep it below 3GB wherever possible.

JLBatman
January 24th, 2019, 18:04
The coolest solution, imo, would be to just include a map ping option in FG, then we can retire that feature from the advanced kombat extension.

It's the difference between writing on a dungeon map in person, or just tapping it with your finger. Sure, scribbling with a pen doesn't take an hour, but it's not something you want to do in real life, and once you use a map ping, you don't want to do it that way virtually, either.
But I've already voted for that (as have a bunch of other people), so until then I guess we just have to make do with this, even if it takes a bit longer the first time...

Though now I'm going to check out my memory usage in FG to see what I get to. I would be shocked if it was anywhere close to the 3 GB, but what do I know, as I've never looked.

Trenloe
January 24th, 2019, 18:35
For those who want ping, and haven't voted, you can do that here: https://fg2app.idea.informer.com/proj/?ia=40908


Sure, scribbling with a pen doesn't take an hour, but it's not something you want to do in real life, and once you use a map ping, you don't want to do it that way virtually, either.
Click and hold both mouse buttons and quickly draw an arrow. It will appear in the same colour you've set for your dice - so you can know which player is doing the drawing too. When you use the 2-button arrow draw, it will only keep one arrow on any map - so you can quickly draw an arrow, then another to show exactly what you're referring to.

Sure, it's not exactly the same as the "ping" you might be used to in other applications/extensions, but it's a good way of providing similar functionality in the current application.

JLBatman
January 24th, 2019, 19:25
I've used that method, but it honestly feels clumsy and inaccurate. I did this before I had the advanced combat mod, but man, it's just not near as smooth, quick, or accurate (because you have to drag enough length to make people realize it's really an arrow, and that means you slide away from what you are marking before ending the arrow where you are trying to point it).

But I've already made that point in the forums, as it's about the only thing I talk about. ;)

ColinBuckler
January 24th, 2019, 21:24
This is the only extension I use - it is that good and can recommend this to everyone.

I do have a suggestion to add to the module - though not sure how feasible it is.

If you had a token with a name of "Token [6x6]" would it be possible to place it on a map and cover a 6x6 grid at 100% fill?

The reason for asking, is this would give us the options to use pre-made tiles (tokens) and build a map in real time on a blank canvas (or map). The numbers in the square brackets would be the number of map squares.

An example of tiles would be something similar to the video below:

https://www.youtube.com/watch?v=f0HzkgG9L8M&feature=youtu.be

See around 1:35 in the video.

(see examples attached)

Halfront
January 24th, 2019, 21:57
This is the only extension I use - it is that good and can recommend this to everyone.

I do have a suggestion to add to the module - though not sure how feasible it is.

If you had a token with a name of "Token [6x6]" would it be possible to place it on a map and cover a 6x6 grid at 100% fill?

The reason for asking, is this would give us the options to use pre-made tiles (tokens) and build a map in real time on a blank canvas (or map). The numbers in the square brackets would be the number of map squares.

An example of tiles would be something similar to the video below:

https://www.youtube.com/watch?v=f0HzkgG9L8M&feature=youtu.be

See around 1:35 in the video.

(see examples attached)

I actually love using Dungeon painter to make or adjust maps. I tried your idea real quick using some assets from ****20 and without some magic from I'd assume FG or Mod Author it's not easy for me to get the tokens scaled equally (I'm a noob so prolly doing something wrong). Token scale at 100%. I switched to bottom layer and added the "tokens" and then scaled them up. Then went back to top layer and added a player. You can see some misalignment near the edges, but I really like your idea. It also was not just a drag and drop so far. Hope someone can figure it out :)

26105

Trenloe
January 24th, 2019, 22:38
You can use tokens for mapping as they are now - the two key things are to turn off token auto sizing and to make sure your tokens are using the same pixels-per-grid-square size. For example, if you have a token that covers 6x6 squares and is 300x300 pixels, then use 50 pixels per square for other tokens: 200x200 for 4x4, 100x50 for 2x1, etc.. This will allow you to use the FG token scaling on each map to match to the grid. See the third paragraph in the "Scaling" section here: https://www.fantasygrounds.com/wiki/index.php/Tokens#Scaling

Then you can do stuff like what's shown in this post: https://www.fantasygrounds.com/forums/showthread.php?20176-A-slightly-better-drawing-mode&p=168266&viewfull=1#post168266

Halfront
January 24th, 2019, 22:56
I love it! Thanks Trenloe for the links. I know what I'm tinkering with tonight.

ColinBuckler
January 24th, 2019, 23:10
You can use tokens for mapping as they are now - the two key things are to turn off token auto sizing and to make sure your tokens are using the same pixels-per-grid-square size. For example, if you have a token that covers 6x6 squares and is 300x300 pixels, then use 50 pixels per square for other tokens: 200x200 for 4x4, 100x50 for 2x1, etc.. This will allow you to use the FG token scaling on each map to match to the grid. See the third paragraph in the "Scaling" section here: https://www.fantasygrounds.com/wiki/index.php/Tokens#Scaling

Then you can do stuff like what's shown in this post: https://www.fantasygrounds.com/forums/showthread.php?20176-A-slightly-better-drawing-mode&p=168266&viewfull=1#post168266

True - my suggestion of having the size (in grid boxes) is that it allows the image to auto size itself regardless of the grid px size and in turn allows a single instance of a map tile to be used on any map.

Trenloe
January 24th, 2019, 23:41
True - my suggestion of having the size (in grid boxes) is that it allows the image to auto size itself regardless of the grid px size and in turn allows a single instance of a map tile to be used on any map.
Yep, I agree that this would be a nice feature. The approach I outlined isn't tied to the grid pixel size either. With each approach you have to go through your tile collections and ensure the files are sized, or labelled, correctly.

damned
January 25th, 2019, 01:09
I doubt they will introduce a new token sizing feature specifically for mapping when they are building out mapping features like this:

https://www.youtube.com/watch?v=4FjwaYqdAbM
https://www.youtube.com/watch?v=xJBXbxfTwB4

Felix Montmorency
January 25th, 2019, 08:59
First of all, I'd like to thank you the great work and the huge effort you made.

I'd like to ask some help by the way. I found your ext yesterday and immediatelly I tried to use.

Despite fact that I updated my FG to 3.3.7 and downloaded the new Enhanced Images (layers for FG 3 CoreRPG+), I keep getting the incompatibility message

Script Error: [string "scripts/manager_versionchk.lua"]:23: VERSION :3.3.7 is not supported for Advanced Kombat UNKNOWN, it is only supported for 3.3.6 use at your own risk!

Furthermore, when a PC or an NPC dies a blood splash appears as it should, but as I heal or remove the token the splash remains and I'm not able to remove it from the map
In case of an NPC death the red skull icon appears, but if it happens to PC a yellow warning mark comes up
Additionally the size of the effect icons cannot be changed, the are more than 1/4 of the character token even if I change their size to tiny

26110

I'm sure I made a mistake, but I just can't find out where. Please if you have any idea don't hesitate to share it

Thank you in advance

Egheal
January 25th, 2019, 09:03
It seems you are using both advanced
Kombat extension and combat enhancer. Don’t use the advanced Kombat, use only the Combat Enhancer.

spoonhead
January 25th, 2019, 09:19
Hmmm - I've been really dying to try this extension. It looks like it addresses some of the "issues" I've had but I've only been using mostly WoTC modules. I'm assuming there's still an issue using these? However, with JLBatman's comments, is this a kind of 'hit or miss' thing?


Well, I've been using the new extension with both Curse of Strahd and soon to start DotMM, my CoS game last night was brilliant with the right blood splatter size directly on a never before used map. The sizing issue (see previous posts) for me seems to be the very first time I create a campaign and use a map for the first time. Once sorted with token scale, it works a dream.

By the way, the coolest feature for me is the visual cue of success/fail saving throws on area effect spells. So easy now to see quickly which tokens are affected or not.

spoonhead
January 25th, 2019, 09:22
First of all, I'd like to thank you the great work and the huge effort you made.

I'd like to ask some help by the way. I found your ext yesterday and immediatelly I tried to use.

Despite fact that I updated my FG to 3.3.7 and downloaded the new Enhanced Images (layers for FG 3 CoreRPG+), I keep getting the incompatibility message

Script Error: [string "scripts/manager_versionchk.lua"]:23: VERSION :3.3.7 is not supported for Advanced Kombat UNKNOWN, it is only supported for 3.3.6 use at your own risk!

Furthermore, when a PC or an NPC dies a blood splash appears as it should, but as I heal or remove the token the splash remains and I'm not able to remove it from the map
In case of an NPC death the red skull icon appears, but if it happens to PC a yellow warning mark comes up
Additionally the size of the effect icons cannot be changed, the are more than 1/4 of the character token even if I change their size to tiny

26110

I'm sure I made a mistake, but I just can't find out where. Please if you have any idea don't hesitate to share it

Thank you in advance

Yep, don't use Advanced Combat any more. Just delete from your extensions folder. It stopped working after FG 3.3.6
The blood splatter tokens remain as a sign of battle IMHO, but can be removed if you switch to the bottom layer and delete them.

Felix Montmorency
January 25th, 2019, 13:56
Thank you for your rapid response.

The situation has improved a lot.
Now I have tiny status icons, no error message.
I stoped the Enhanced Images (layers for FG 3 CoreRPG+ as well so "I can clean the floor" (with Enhanced Images (layers for FG 3 CoreRPG+ running i couldn't switch to the lowest layer)

The only issue remained is the strange death icon instead of the red skull on the PC when (s)he dies. I use the same location for the app and data folder (both C:\FG in the setting panel) and there was no \tokens\host\item folder, so I just made them and copy all the pics there. (the strange thing is that it is working properly on NPCs).
Do you have some advise tp solve it as well?

Thank you in advance

StoryWeaver
January 25th, 2019, 14:44
Thank you for your rapid response.

The situation has improved a lot.
Now I have tiny status icons, no error message.
I stoped the Enhanced Images (layers for FG 3 CoreRPG+ as well so "I can clean the floor" (with Enhanced Images (layers for FG 3 CoreRPG+ running i couldn't switch to the lowest layer)

The only issue remained is the strange death icon instead of the red skull on the PC when (s)he dies. I use the same location for the app and data folder (both C:\FG in the setting panel) and there was no \tokens\host\item folder, so I just made them and copy all the pics there. (the strange thing is that it is working properly on NPCs).
Do you have some advise tp solve it as well?

Thank you in advance

A skull only appears on top of a PC token if they have failed 3 death saving throws. Before that they are treated in a different manner, as not dead until then.

26111

The Enhanced Images extension code is already part of this extension, therefore loading both is likely to cause overlap in functionality and error prone.
Equally as has already been mentioned, do not load the Advanced Kombat extension, it us no longer supported and has been retired. This extension is built on top of that and adds a lot of functionality and refinement to it. So again error prone trying to run both. The reason it is given as a download option is for legacy reasons, and the original post clearly states it as being retired.

That aside, hope you enjoy the extension and that it improves your overall 5e gaming experience. :)

Dax Doomslayer
January 25th, 2019, 15:17
OK - I'm going to bite the bullet and try this out for the first time. Is there any documentation / guidance on how to use this? Also, when loading this up, I'm getting a yellow triangle with an exclamation point on a PC that has died. I did put the "items" folder in my C:\Fantasy Grounds Data\tokes\host folder. I'm curious to see this as it looks pretty spiffy!!

Halfront
January 25th, 2019, 15:33
OK - I'm going to bite the bullet and try this out for the first time. Is there any documentation / guidance on how to use this? Also, when loading this up, I'm getting a yellow triangle with an exclamation point on a PC that has died. I did put the "items" folder in my C:\Fantasy Grounds Data\tokes\host folder. I'm curious to see this as it looks pretty spiffy!!

Be sure to read the first couple of entries in this thread for descriptions of use:) It's a great extension!

StoryWeaver
January 25th, 2019, 16:09
To address some of the conversation above:


Ping Functionality


I have not made any modifications to the ping code, so any issues it has are inherited from the AK extension code.
I've not made any changes to the way the extension handles image handling overall so expect it to behave similarly to what AK did in that regard.

The ping functionality is something I hardly ever use myself, I always hold down both mouse buttons and drag and point to my players. Super quick and works well, but that's a personal preference and I can appreciate other people might prefer to do it another way. And it does seem to work for the majority of times within its limitations, even it there might be a slight wait the first time around.
Currently the ping functionality only works properly as long as the players don't use background images, I may look into that at some point, but overall the ping functionality hasn't been high on the priority list.


Memory issues


Since the amazing updates SmiteWorks did with FG 3.3.7 I have not run into memory issues and it has allowed much more generous sharing of media in my games to bring things to life for the players. This extension has been tested with a few modular adventures and there have been no memory issues in those cases so far. I can't guarantee this for all modules obviously, but most games seem to be running at around 400 MB - 1.5 GB of memory usage after the original loading so nowhere close to the breaking point.

Of course we all look forward to getting our hands on FGU with a 64-bit architecture, so we can attempt loading up thousands of token graphics to drop on maps and into games. But what we have now with 3.3.7 has made a world of difference.
Long story short, I would not be worried about memory issues with loading the extension at this point, it does not use all that much memory in the first place and even if it did you'd still have a lot more to work with due to 3.3.7's memory changes.


Placement map graphics


This is something I could possibly do. But as this extension has primarily been focused on improving the flow of combat it is a question if that is something that would be better suited for another extension, thus if it would be worth investing the time into doing so.
Personally at this point I have literally hundreds of high quality downloaded maps that I've put into modules that I pick from when I need a quick map, or if I need something specific for one of my story arcs I make that in Photoshop.

That said if the demand for it is high enough, I might look into doing it.


What am I currently looking into?


As most of the core functionality seems to be working pretty well and a lot of the improvements I have wanted to see myself are already included now, I've started to consider more longer development cycle possibilities.
Keep in mind that I work on this extension in my spare time and most code and feature changes take hours up to days to complete, such is the nature of software engineering.

With that out of the way, this week I have been looking into rudimentary dynamic lighting (which would no doubt take a number of weeks to finish if I were to push ahead). So something similar to what I found here while searching the forums: https://www.youtube.com/watch?v=Xj3FwXkJ_jU

What I have so far is that I've figured out how to accomplish this in broad strokes, both from a what we have available to work with to the math involved. So I have a rough outline development pipeline for this and I've started writing code to accomplish this to some degree of success so far, including creating the additional graphics needed to work.

There are current limitations to how dynamic lighting could be accomplished from what I've read and seen so far. For one as we don't have proper drawing tools we can call upon with APIs, nor API's to read the current mask. Also as has been noted in other posts, FG is a single-thread application, so overly complicated vector fog of war calculations might hang up all the clients as they are being done over the whole group as the software can only do one thing at a time.

So what I've come down to, similar to what can be seen in the youtube video above. This could be handled by a hex by hex basis (rectangular only for now) using tokens (black, full square sized, of varying opacity) to represent areas of darkness and with some clever math extrapolated from the set grid sizes etc., to remove or replace the tokens depending on if on the GM or player side, and if vision is normal, dim or none etc. Hiding NPC's could be done similarly if outside of view, but that's something I'd worry about later if at all (it's as easy as a mouse click for the GM on the CT after all), focus on the primary functionality first, the 80/20 principle.

My main concern with this at the moment and this approach, is no doubt one of the the technical difficulty limitations that youtube video code creator must have run into as well. Is that you can only do it on a hex by hex basis, that is if you have a map that doesn't have at least one hex between walls, then you're in a tough spot. And as we all know there are plenty of maps such as that out there, castles, houses and ruins come to mind.

So I'm considering if there are other approaches I could take to this atm. Such as for example simulating a vector drawing tool by allowing the rotation and manipulation of a square token to extend out as a line across the map, then figuring out some math to calculating fog of war with that as a "wall" to vision. But then again we get back to the "single thread application" concern.


Suggestions and error reports


I do read all of your posts, suggestions and error reports equally. I always consider them. As to if it's possible to accomplish, is it within the intended scope of the extension (which might change with time), how long would it likely take, is it feasible, will it likely be made redundant with FGU, how much use would it see, how many users is it likely to affect, do I have the time available etc.

So don't hesitate to share your great ideas. The worst case scenario is that it doesn't get implemented.



Donations


Doug has come back to me on SmiteWorks behalf, and while they are not currently ready to come down with a ruling across the board, they have generously given me an explicit exception for the time being to accept donations for my work on this extension. So I quote: "For now, we will simply grant you explicit permission to accept donations for your great work on the extension as long as the extension itself remains freely available through the forums." :D

To this end I am in the process of setting up a PayPal.me account and I will share it here once that is set up properly.

Trenloe
January 25th, 2019, 17:17
Memory issues


Since the amazing updates SmiteWorks did with FG 3.3.7 I have not run into memory issues and it has allowed much more generous sharing of media in my games to bring things to life for the players. This extension has been tested with a few modular adventures and there have been no memory issues in those cases so far. I can't guarantee this for all modules obviously, but most games seem to be running at around 400 MB - 1.5 GB of memory usage after the original loading so nowhere close to the breaking point.

Of course we all look forward to getting our hands on FGU with a 64-bit architecture, so we can attempt loading up thousands of token graphics to drop on maps and into games. But what we have now with 3.3.7 has made a world of difference.
Long story short, I would not be worried about memory issues with loading the extension at this point, it does not use all that much memory in the first place and even if it did you'd still have a lot more to work with due to 3.3.7's memory changes.
The v3.3.7 changes certainly help. These were purely on the player side, where previously all graphics shared with the players were loaded into memory - even if they weren't opened. So the memory use on the players side, with a lot of images available (i.e. library modules with images) is equivalent to the GM side (if the same resources are active).

My main concern with this extension and memory use (and processing times) is based off Ken's comments regarding not supporting maps in modules as operations against any map had to parse through every single image the GM had access to. See "Support for module images?" below, as it's not clear what was done around this in the final version of the AK extension.

At this point, the main memory "issue" to be aware of relating to this extension is due to the image layers. When FG displays an image/map it loads all of the graphical data into memory (on the player or GM side - whichever is showing the image at that time). The amount of memory used is completely based off the pixel resolution of the image (not the file size on disk). Memory is used for every pixel in the FG image control - even if that pixel is empty. So, using image layers, open an image takes at least 3 times more memory than without the image layers - in practice it appears to be closer to 4 times. For example - opening the "Map - Abbey of Saint Markovia 1" map from Curse of Strahd takes 70MB without layers, but 280MB with. Not a huge increase, but just something to be aware - especially if you have multiple image windows open at one time - and especially if one or more of those are really big maps (over the recommended 2048x2048).


Support for module images?

I really don't know if there was additional code added to the extension after Ken mentioned this: https://www.fantasygrounds.com/forums/showthread.php?44343-Extension-Advanced-Kombat-(5E)&p=411627&viewfull=1#post411627 Because he suggest effects etc. won't show on maps in modules, but they obviously do - as does other functionality (ping, blood spatters, etc.). Maybe he found a good way to implement these for module images, or maybe he didn't restrict module images. @Styrmir - perhaps you can confirm that the code is looking at all images, both campaign based and modules based? Or is there some limit for certain CE extension operations? Or, if you're not worried about it, no problem - you're the one doing all the work on this extension (maintaining, adding new functionality, etc.), so it's essentially "yours" now... :)

Felix Montmorency
January 25th, 2019, 18:44
Thank you. So I misunderstood how it works.
It's a great help for combats, thank you again

Dax Doomslayer
January 25th, 2019, 19:09
OK - I've just booted this bad boy up. When loading this up, I'm getting a yellow triangle with an exclamation point on a PC token that has died. I did put the "items" folder from the zip folder in my C:\Fantasy Grounds Data\tokes\host folder. I'm assuming this isn't supposed to happen and there should be a SKULL? The death saves were not made using the automated feature but rolling in the chat box by the player if that matters...

Egheal
January 25th, 2019, 20:02
This is now clearly the best extension for FG (with the DOE Sound in another domain). Thanks a lot. Looking for your donation link. You are awesome.

The High Druid
January 25th, 2019, 21:26
"Semi-transparent easily customizable color and transparency highlight backgrounds."

Is there any way to scale the token highlights to match the "Reach" value from the combat tracker? I have a size 10 reach 10 npc and it would be nice for the highlight to show what's in melee range.

Zacchaeus
January 25th, 2019, 22:01
Is there any way to scale the token highlights to match the "Reach" value from the combat tracker? I have a size 10 reach 10 npc and it would be nice for the highlight to show what's in melee range.

Unless that was removed by the extension this functionality already exists. When you mouse over any token the reach is shown as a dark square around the token.

Trenloe
January 25th, 2019, 22:09
Unless that was removed by the extension this functionality already exists. When you mouse over any token the reach is shown as a dark square around the token.
Ken changed that functionality in AK.

The High Druid
January 26th, 2019, 02:12
26115

I get range indicators, but the threat area isn't shown.


Ken changed that functionality in AK.

I wonder if that means it was causing a problem.

Trenloe
January 26th, 2019, 03:26
I wonder if that means it was causing a problem.
Nope. It was just that Ken preferred changing the reach indication functionality to use it for a different way of showing which token was linked to a creature on the combat tracker.

A comment from the, now removed, notes for the Advanced Kombat extension: "The most obvious change is that friendly / neutral / hostile overlays, as well as reach "auras" for tokens in the combat tracker have been removed. This is both for my personal preference, as well as combat snap highlighting."

HuseyinCinar
January 26th, 2019, 12:22
Is there a way to get *some* of these features only for my game? Like, I like the heigh indicator field but I don't want to change the health bars. Can someone help me with this? If features were separate extension files, people would more easily pick the ones they want and leave the others.

damned
January 26th, 2019, 12:25
Is there a way to get *some* of these features only for my game? Like, I like the heigh indicator field but I don't want to change the health bars. Can someone help me with this? If features were separate extension files, people would more easily pick the ones they want and leave the others.

They are integrated with each other as many of the features overwrite the same files.
The code is open source and you are permitted to fork the project and edit it down to the features you want.

HuseyinCinar
January 26th, 2019, 12:57
They are integrated with each other as many of the features overwrite the same files.
The code is open source and you are permitted to fork the project and edit it down to the features you want.

Sadly I have no experience or knowledge in coding or Lua or whatever. I'd love the height indicator extension alone :(

ColinBuckler
January 26th, 2019, 21:30
Is there a way to get *some* of these features only for my game? Like, I like the heigh indicator field but I don't want to change the health bars. Can someone help me with this? If features were separate extension files, people would more easily pick the ones they want and leave the others.

A lot of the functionality can be switched off if you do not like it.

I had doubts myself before trying it as I do not like being dependent on extensions - but this is one that I am so happy that I tried as it has all of the function wrapped up in to a single extension.

If in doubt create a test campaign and take it for a test drive.

HuseyinCinar
January 27th, 2019, 13:51
A lot of the functionality can be switched off if you do not like it.

I had doubts myself before trying it as I do not like being dependent on extensions - but this is one that I am so happy that I tried as it has all of the function wrapped up in to a single extension.

If in doubt create a test campaign and take it for a test drive.

Oh I didn't know you can turn off specific stuff. Is it easy to do?

ColinBuckler
January 27th, 2019, 15:48
Oh I didn't know you can turn off specific stuff. Is it easy to do?

Yeah - there are options to tweak the look of the health bars as well as the icons on the tokens.

LordEntrails
January 27th, 2019, 17:18
Oh I didn't know you can turn off specific stuff. Is it easy to do?
The GM has an options icon in the top right. Typically it looks like a gear, but may be a different icon in this extension.

Forecaster
January 28th, 2019, 12:04
I love the new settings to turn off the "death handling"! But it seems you "missed" adding an option for moving the token from the top layer to the middle layer on death, which is still a giveaway that it's died, even if it's not immediately obvious as with the visual elements.

I'd also like to know if you looked into allowing capping the damage against an NPC so there is 1 hp left? I'd really like to be able to have the "death effects" but still be able to not instantly reveal that someone died. But for all I know this could be impossible to do in FG if you for instance can't intercept the damage event in some way or similar.

If you have not looked into it yet I may look into making a separate extension myself that does just this (if it's not impossible to do).

Dax Doomslayer
January 29th, 2019, 23:24
OK - I've been playing around with this a little. I have a couple of questions (excuse my stupidity - lol).

1). Is a yellow triangle with an exclamation point supposed to pop up when the character dies? I'm assuming that symbol is for status? Is this supposed to be happening?
2). Also, what is Target Mode supposed to do? I know it highlights that token on the CT. What is it's function?
3). What is Selection Mode do?

Sorry for these questions. Any help is appreciated. Thanks!!

Trenloe
January 30th, 2019, 01:36
2). Also, what is Target Mode supposed to do? I know it highlights that token on the CT. What is it's function?
3). What is Selection Mode do?
If it’s the standard functionality, see "targeting" and "selection" here: https://www.fantasygrounds.com/wiki/index.php/Tokens#Selection

spoonhead
January 30th, 2019, 05:11
OK - I've been playing around with this a little. I have a couple of questions (excuse my stupidity - lol).

1). Is a yellow triangle with an exclamation point supposed to pop up when the character dies? I'm assuming that symbol is for status? Is this supposed to be happening?

Sorry for these questions. Any help is appreciated. Thanks!!

It is. Unlike NPCs, Characters that get reduced to 0 HP aren't dead yet, and can recover either through successful death saves or being healed etc. If the character fails their death throws, then the token gets replaced with the death skull. It will also appear if the character dies via instant death.The yellow triangle is a bit clunky (IMHO), but it does show that the character needs help!

StoryWeaver
January 30th, 2019, 08:40
I have some new work related projects I'm working on so I'm not able to continue working on this extension as vigorously as until now. But there are still some exciting updates in the pipelines.


@Forecaster

It's nothing I ever see myself using and those changes might be to contradicting to the core function, thus requiring rather large overhauls to make them work. So in short, no promises of course, but I'll add it to the wish list to have a look at.

@spoonhead

I agree, the whole PC, unconscious, close to death etc. graphics are all rather over the top. Some might argue that it's good to have them like this though, so they really stick out when a player is in mortal danger. Personally I'm sure something similar could be accomplished with a less "obtrusive" design. So I might Photoshop new versions for all of them at some point.

StoryWeaver
January 30th, 2019, 12:05
The main feature for the upcoming v1.5.0 release, is finally an implementation of automatic range modifiers added to the 5e ruleset during combat! This includes factoring in height differences.

If attacking with a ranged weapon:
- If in melee, a disadvantage is automatically added.
- If between medium and max range, a disadvantage is automatically added.
- If beyond max range, a message is displayed in the chat window.

This is currently working besides some minor bug fixes on my development version.

Thirsterhall
January 30th, 2019, 14:47
Sounds exciting.. One thought however don't forget about a way for PC's with the Sharpshooter feat for example to make normal attacks on long range. Perhaps an affect added to the char?

Also prone targets give disadvantage on ranged attacks.

The range stuff would also be cool if it worked on ranges spells

Three of Swords
January 31st, 2019, 00:39
I was just about to respond similarly to Thirterhall. There are other situations as well that might need to be accounted for.

So you're going to need an easy-to-use ability to override the automated calculations. But it's still a cool thing to add!

StoryWeaver
January 31st, 2019, 08:11
Good points.

I could add it as a menu option to enable or disable.
I'll have a look at the feats and conditions, to see if I can include them in the logic.

Otherwise a quick way to counter it would be to add either a permanent effect on the character or to press the ADV/DIS buttons at the lower left when something behaves "out of the norm".

Having automatic range calculations and application of general range modifiers from that, would cover the wast majority of cases. And having to counter the improved ruleset logic would be similar to what you'd normally have to do, only overall far less as it's during exceptions rather than the majority of times as is now.

I'll look at including spells, they are however so varied that it may not be feasible. There's also a question of processing power/time. When attack actions are triggered they don't pass the actual database node path of the item in the database that triggered the action (which would be very handy btw, wink wink SmiteWorks :), looking at you rAction ). Which requires searching through the database tree for a weapon/spell match, by the NPC or PC taking that action. Before then finding the description containing the range text, which then needs to be split and handled.
This isn't a problem when you have a few weapons, but say you're a cleric casting spells all the way up to lvl 9. So all cleric spells might be on your character sheet.
That's a lot of spells to filter through for a single thread application.

HuseyinCinar
January 31st, 2019, 11:16
"- Shift + scroll while hovering over a token, gives you an altitude counter for example, and the distance to your target is actually calculated with the height in mind." from the first post.

This doesn't exactly work on Macs. I have a mouse plugged in and using the wheel while holding Shift doesn't work. But using the track pad gives me the flight Counter.

Also, I've set the status icons as "Tiny" but the Flight Counter thing is HUUUGGGEEEE. Is there a way to make it smaller as well?

Three of Swords
January 31st, 2019, 15:45
Thank you for agreeing to have an option to disable the range calculations. Because the your suggestions to use an effect or 'hit the advantage button' to negate disadvantage won't work when the attacker actually has advantage.

I just wish there was an easy-to-use way to remove the automatic calculations for one attack. I can't think of a way, but it would really help. In my campaign I adjudicate things differently than other DMs might. Example: I adjust advantage/disadvantage of ranged attacks based on whether the target is significantly higher or lower than the attacker, because physics.

Mazzar
January 31st, 2019, 16:15
Hey... Not sure if anyone brought this up but I noticed an issue on the map.. I had tokens placed on the map in the player layer (top layer). When I use the mouse scroll wheel to zoom in/out, the tokens seem to slide and lose their place. It seems to go out of sync with the clients as well when this happens.

You are doing a great job with this extension though.. It is a must have..

More info.. It seems to happen if I zoom out all the way and continue to zoom out.. When the map is zoomed out as far as it goes, the scale of the tokens then seem to get smaller and move off their positions. I also seem to be able to reset by pressing the middle mouse button (press the scroll wheel) while moving the mouse. I also noticed that in window mode, I am able to zoom out much further.. Is there a way to do this in wallpaper mode too? That might be part of what is happening.. The tokens are still zooming out but the map stops zooming out.

One more suggestion.. I was wondering if it would be possible to set the combat tracker to skip any character than has not rolled initiative (only cycle through those that have a number in the Init field on the combat tracker). Right now, you can set it to scroll through all players or skip hidden. However, I don't necessarily want to hide a PC, but also don't want them as part of combat. For example, some PC's might not be at the scene of the combat encounter. So they would not be rolling initiative. Is that an easy setting to make?

Thirsterhall
January 31st, 2019, 17:20
I also had the token moving around problem. It turned out I had the enhanced images extension installed in addition. This extension has it built in and if you have both bad things happen.

Mazzar
January 31st, 2019, 17:22
I don't have that extension loaded. Just using Combat Enhancer.

Thirsterhall
January 31st, 2019, 17:25
One different adv/disadv things for ranged/melee and the auto calc stuff. IMHO it would be easiest to just check for an effect on the char to handle the different options. IE an Effect (Sharpshooter) will auto give normal rolls out to full range. You can define whatever text you want so long as we know what effects need to be allied to the PC/NPC its then on us to apply them appropriately. There are other extensions that can help with applying of effects or we can just do it manually.

Thirsterhall
January 31st, 2019, 17:26
I don't have that extension loaded. Just using Combat Enhancer.It's definitely an extension conflict. I ended up removing a few things to get it to go away, perhaps the one that added text labels to maps?

Trenloe
January 31st, 2019, 17:44
Hey... Not sure if anyone brought this up but I noticed an issue on the map.. I had tokens placed on the map in the player layer (top layer). When I use the mouse scroll wheel to zoom in/out, the tokens seem to slide and lose their place. It seems to go out of sync with the clients as well when this happens.

...

More info.. It seems to happen if I zoom out all the way and continue to zoom out.. When the map is zoomed out as far as it goes, the scale of the tokens then seem to get smaller and move off their positions. I also seem to be able to reset by pressing the middle mouse button (press the scroll wheel) while moving the mouse. I also noticed that in window mode, I am able to zoom out much further.. Is there a way to do this in wallpaper mode too? That might be part of what is happening.. The tokens are still zooming out but the map stops zooming out.
This can happen with the layers when the map layers manage to get different sizes - it could be due to a graphical offset in the FG GUI or due to something else.

Remove all other extension to do some testing.

What theme are you using?

Does it happen to all maps?

If only one or two maps, what size are the maps? Is it maps in a module or maps you've added yourself?

Do you see the grid on one of the layers losing alignment with the other layers? (I'm guessing you will, but I'd like to confirm the behaviour).

Does it happen only when the image is locked or unlocked? Or both?

Mazzar
January 31st, 2019, 19:14
This can happen with the layers when the map layers manage to get different sizes - it could be due to a graphical offset in the FG GUI or due to something else.

Remove all other extension to do some testing.

What theme are you using?

*** Mazzar - I am using the standard D&D theme (the one with the red dragon head links)

Does it happen to all maps?

*** Mazzar - No this does not appear to happen on all maps. See next response.

If only one or two maps, what size are the maps? Is it maps in a module or maps you've added yourself?
*** Mazzar - I added this map.. I don't see this happening with other maps.. I recreated this map (made it a smaller file) and it seemed to solve the issue.

Do you see the grid on one of the layers losing alignment with the other layers? (I'm guessing you will, but I'd like to confirm the behaviour).

***Mazzar - When this happens, I do see the grid.

Does it happen only when the image is locked or unlocked? Or both?

Thanks for your response. Some of the things you suggested to look at made me think it was a problem with the actual map. If it helps, I will attach the map file that I used that had the issue.. Maybe there is something embedded or something that causes this to happen that can be solved, but it does not seem to be too much of an issue after all with other maps (and the map I recreated).

StoryWeaver
February 1st, 2019, 13:19
Menu options for height text size added for next release (small/medium/large).

StoryWeaver
February 1st, 2019, 14:38
Menu setting added to skip actors in CT that haven't rolled initiative.
Menu setting added to turn off automatic range attack modifiers.

The changes above and in the last post will be included with the next release (v1.5.0).