PDA

View Full Version : Player usable tokens?



i3ullseye
November 7th, 2020, 15:16
Any ETA that we know of as to when we can share token with players, and they can add them to maps and control them again? Got a whole bunch of cool Spell Effect tokens that only the GM can see or use right now.

Moon Wizard
November 8th, 2020, 07:11
No ETA right now. At this point, the biggest request is vision/lighting; and everything else will be prioritized after those features.

Most likely, we will look at enabling players to be able to use tokens/portraits that they own first.

Regards,
JPG

Zacchaeus
November 8th, 2020, 08:46
If you put your spell tokens into images instead of tokens you can then add those as images to your map. They'll be created in a separate layer and although your players will not be able to interact with them they will be able to see them. The DM can move them around as needed.

Weissrolf
November 8th, 2020, 12:15
Is there any way to switch layers without having to open that rather large side-panel (similar to the Classic Enhanced Images extension)?

Moon Wizard
November 8th, 2020, 18:15
No, the image data control panel is needed to switch layers.

Regards,
JPG

alexandyr
November 18th, 2020, 06:42
This is probably the #1 thing preventing me from migrating my campaign to Unity. We use a lot of spell tokens and player-controlled NPCs in my games.

Weissrolf
November 18th, 2020, 11:26
I bought a Spell Token extension that allows the GM to add tokens to spells on the Action tab. Players can drag and drop these onto the map and control their own token (only), the GM can move player tokens, too. There even is a name tooltip on each token identifying its owner. Token LoS is only visible to the GM, so tokens cannot be abused to see more of the map.

This proves that token sharing is possible in FGU already.

Disadvantages are:

- Tokens are placed behind player tokens, but they are placed in front of NPC tokens, so they cover those (both for player and GM). This is the main problem.

- Tokens are not automatically scaled and need to be resized every time after dragging them on the map.

- When tokens are locked then players need token movement to be approved by the GM. When a token is grabbed then it gets a big green circle and movement distance number on top of it. Since FGU scales movement size to token size those numbers are huge and the whole token + circle image covers a lot of the map.

- Token LoS is only visible to the GM, so the tokens vanish when they are placed outside the player's LoS.

- While a player can be assigned a token for a minion and thus show on the map where they want the minion to go, it is still the GM who needs to move and act for the minion NPC.

https://i.imgur.com/3E6mOCs.jpg

Weissrolf
November 18th, 2020, 13:31
I just noticed that automatic resizing is available for the Extension now via extra button in the Asset window. It still needs a bit of work, but is usable already.

Indus101
November 18th, 2020, 14:00
No ETA right now. At this point, the biggest request is vision/lighting; and everything else will be prioritized after those features.



Thank you, Moon!

Kelrugem
November 18th, 2020, 18:09
I bought a Spell Token extension that allows the GM to add tokens to spells on the Action tab. Players can drag and drop these onto the map and control their own token (only), the GM can move player tokens, too. There even is a name tooltip on each token identifying its owner. Token LoS is only visible to the GM, so tokens cannot be abused to see more of the map.

This proves that token sharing is possible in FGU already.

Disadvantages are:

- Tokens are placed behind player tokens, but they are placed in front of NPC tokens, so they cover those (both for player and GM). This is the main problem.

- Tokens are not automatically scaled and need to be resized every time after dragging them on the map.

- When tokens are locked then players need token movement to be approved by the GM. When a token is grabbed then it gets a big green circle and movement distance number on top of it. Since FGU scales movement size to token size those numbers are huge and the whole token + circle image covers a lot of the map.

- Token LoS is only visible to the GM, so the tokens vanish when they are placed outside the player's LoS.

- While a player can be assigned a token for a minion and thus show on the map where they want the minion to go, it is still the GM who needs to move and act for the minion NPC.

https://i.imgur.com/3E6mOCs.jpg

These disadvantages (some of them) are precisely the reason why I prefer to use spell effect tokens as assets, the disadvantage then is that the GM needs to do that (the player can then already roll their stuff in the mean while)

About the LoS: You could try to right-click on the token to add it to the party vision, that may solve the visibility issue :) (but it can also make sense that a player cannot see their casted spells when they go away)

Weissrolf
November 18th, 2020, 23:48
Yes, when party vision is disabled it kind of makes sense to lose LoS on the token.

Why is that green circle + numbers + controls even scaling with the tokens limitless (minimum 1 grid-square, no maximum)? Why not just leave it at 1 or 2 square size even for large tokens? It covers too much around a token, especially with square tokens.