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bratch9
November 19th, 2020, 12:11
B9's Spell Tokens Extension on Forge (https://forge.fantasygrounds.com/shop/items/149/view)
bratch9 profile on Forge (https://forge.fantasygrounds.com/crafter/89/view-profile)


My other extensions can be found on www.dmsguild.com 'Bratch Nine' (https://www.dmsguild.com/browse.php?keywords=&author=Bratch+Nine&artist=&pfrom=&pto=)
RULESET : 5E, 3.5E, 4E, PFRPG, PFRPG2, SFRPG

This extension is designed to allow tokens to be applied and dragged onto the map a character is on.

I'll add more information at a later date, as people are asking for a thread to post issues away from the dms guild...

NOTE. I've also included the Starfinder module which has a grid token that should be made available on the Player/GM starships next to the normal token. This can be dragged onto a map like a spell token to sit on top of the starship token and provide information about forward and arc.

See '46979' for location of ship grid token to drag onto a map. ( Red highlight )

Raddu
November 24th, 2020, 17:26
I just got this from the Guild, which one is the most up to date extension?
5E_B9_SpellTokens.ext
or
5E_B9_SpellTokens_v1.8.ext
?

Weissrolf
November 26th, 2020, 01:13
Ahoi, I am using FGU.


I set up 'Alarm' and 'Alarm (3rd)' with different tokens, and when I rename the spell and reparse it goes between both tokens..
For some reason seems to work now, but only when the GM reparses the spell action (not the player).


I'm not sure how to set up this 'locked' mode you talk about, is this a FGU or a FGC ?
https://i.imgur.com/FG1zJbw.png


Testing token size seems to be set for me when I drag from a character spell onto the map, again this is FGU. ( Are you using FGC ? )
I originally did not use the new v2 Assets Spell Token size feature. The new feature handles this correctly now and is greatly appreciated. Thanks for that.


To delete a toke from a spell, at the moment, you would have to go into the 'spell token' in the assets section and create a new line with the name of the spell, and leave its token in the 'empty' state.. then re-parse the spell on the character sheet. ( I've added a bug to my list to clear the slot if the associated line in the spell token is removed when re-parsed on the character sheet. )
I originally used v1.8 where all spell actions had a spell token slot, the new system and coming bug fix sounds perfect. Still have to figure out how to calculate the size without having to do trial & error.

- Where do I find that "Fantasy Grounds Spell Tokens" pack you mention in your product description? A search only points to your extension page here, so I suspect that it is listed under a different name?!

- Spell tokens are placed behind PC tokens, but they are placed in front of all others tokens (especially NPCs) and thus cover them. This is the main problem that keeps me from using the extension.

bratch9
November 26th, 2020, 11:30
Ahoi, I am using FGU.


For some reason seems to work now, but only when the GM reparses the spell action (not the player).


https://i.imgur.com/FG1zJbw.png


I originally did not use the new v2 Assets Spell Token size feature. The new feature handles this correctly now and is greatly appreciated. Thanks for that.


I originally used v1.8 where all spell actions had a spell token slot, the new system and coming bug fix sounds perfect. Still have to figure out how to calculate the size without having to do trial & error.

- Where do I find that "Fantasy Grounds Spell Tokens" pack you mention in your product description? A search only points to your extension page here, so I suspect that it is listed under a different name?!

- Spell tokens are placed behind PC tokens, but they are placed in front of all others tokens (especially NPCs) and thus cover them. This is the main problem that keeps me from using the extension.


I've added a note to check client re-parse for issues.

I'll have a look to see if I can place them under the NPC.

Default token settings are for https://www.dmsguild.com/product/195599/DUNGEONS-AND-DRAGONS-5e-Spell-Tokens-21 if you want to used these in more then the 5E ruleset you need to edit the 'definition.xml' to add the extra rulesets ( see attached file. )

-pete

bratch9
November 26th, 2020, 11:31
I just got this from the Guild, which one is the most up to date extension?
5E_B9_SpellTokens.ext
or
5E_B9_SpellTokens_v1.8.ext
?

5E_B9_SpellTokens.ext is the most upto date.


(5E_B9_SpellTokens_v1.8.ext is the older basic 5E only ruleset version for people who dont want to upgrade while the new version gets 'bug fixed' and 'suggestions' added.. )

Weissrolf
November 26th, 2020, 12:57
I'll have a look to see if I can place them under the NPC.
That would be great, thanks!


Default token settings are for https://www.dmsguild.com/product/195599/DUNGEONS-AND-DRAGONS-5e-Spell-Tokens-21 if you want to used these in more then the 5E ruleset you need to edit the 'definition.xml' to add the extra rulesets ( see attached file. )
These look gorgeous, thanks for the updated definition file. Unfortunately they lack grids for Pathfinder, but I may still get them.

bratch9
November 29th, 2020, 20:03
That would be great, thanks!


These look gorgeous, thanks for the updated definition file. Unfortunately they lack grids for Pathfinder, but I may still get them.

Why would tokens need grids ? ( Sorry not a pathfinder player.. )

Weissrolf
November 29th, 2020, 20:17
Like in olden DnD area effects in Pathfinder are not circle based, but grid-based. And the area is smaller in PF compared to DnD.

Main problem remains that fact that FGU places non CT tokens over CT NPC tokens and thus covers/buries them underneath. It's not the fault of the extension and Diablob's similar spell token extension suffers from the same issue.

bratch9
November 29th, 2020, 22:52
Like in olden DnD area effects in Pathfinder are not circle based, but grid-based. And the area is smaller in PF compared to DnD.

Main problem remains that fact that FGU places non CT tokens over CT NPC tokens and thus covers/buries them underneath. It's not the fault of the extension and Diablob's similar spell token extension suffers from the same issue.

Tokens are worse, been looking at it... FGC actually places CT NPC over CT Player tokens, and FGU placed CT Player tokens over CT NPC... And I can not find the 'how' they do this to even think about a fix. ( I suspect it goes outside the lua scripts into code we dont have control over.. )

Some of the spell tokens in the pack are square, but the tokens are mainly D&D and not specific for Pathfinder.. Size and Alpha mask configures these things.. so maybe we need to fix a set of token for Pathfinder that work.. ( I'm not an artist so it not anything I can do.. )

Moon Wizard
November 30th, 2020, 00:36
Tokens should be in order added to map (on initial add); and last one moved is on top. It should have nothing to do with whether they are in the CT or not.

JPG

Weissrolf
November 30th, 2020, 01:22
Tokens should be in order added to map (on initial add); and last one moved is on top. It should have nothing to do with whether they are in the CT or not.
I did a quick test in an empty campaign. Curiously CT PC tokens also get covered by non CT tokens there, so now every CT token is covered by non CT ones.

In the following image I put the non CT token first, then the CT NPC and then the CT PC. As you can see the CT PC is at the bottom, the CT NPC on top of the CT PC and the non CT token on top of both.

https://i.imgur.com/9CIhCkX.png

Both CT PC and NPC follow FG's token stacking rule : last token to move is put at the bottom of the stack, not on top. The non CT token always stays on top of the CT ones regardless of what is moved where.

Moon Wizard
November 30th, 2020, 09:01
I've filed a ticket for Carl to look at the issue. The stacking should be last one moved is on top, not bottom.

Regards,
JPG

Weissrolf
November 30th, 2020, 10:49
Thanks, but the worse problem remains that non CT tokens keep covering CT ones. Curiously they only covers NPC CT tokens in my full PF2 campaign (extensions and all), PC CT tokens stay on top non CT tokens in that campaign. But in the empty campaign I used for the screenshots it works differently.

bratch9
November 30th, 2020, 12:44
Ive added a test.zip which has my 'campaigns' and 'cache' for for a FGU 5E game, and some start/end pngs from token not covered, to moving the fireball spell token over the npc and pc token.

You can see from the images that on FGU the PC token normally stays on top, with the npc token stays at the back, while you drag the fireball token about 'between' them.. This seems to be the same on the client and gm side.

What I'd like is a new access function, say 'tokeninstance.setAtBack(true);' to always force these to the back of the stack.. ( like the 'tokeninstance.setVisible(true);' function. )

[ note, FGC seems to stack in a different order with npc tokens on top of pc tokens.. its very odd.. ]

(This was created with my extension, but now the token is on the map my extension is not required so I've turned it off for the campaigns... as my extension creates a public/non owned token that allows players to move the token without moving the LOS around... its an odd configuration to try and make the best visual/access as possible.. ive attached the 'FG Battle Maps.xml', which is also in the zip file.)

-pete

Lino
December 16th, 2020, 00:15
Hi, I have laoded the extention and all the Spells' tokens of the 5e Spell Tokens 2.1; I can see the tokens in the PCs action tab, but when I drag them on a map set with a grid the tokens don't appear; the same from the Spell Token Config.

Larsenex
December 16th, 2020, 01:40
Tokens are worse, been looking at it... FGC actually places CT NPC over CT Player tokens, and FGU placed CT Player tokens over CT NPC... And I can not find the 'how' they do this to even think about a fix. ( I suspect it goes outside the lua scripts into code we dont have control over.. )

Some of the spell tokens in the pack are square, but the tokens are mainly D&D and not specific for Pathfinder.. Size and Alpha mask configures these things.. so maybe we need to fix a set of token for Pathfinder that work.. ( I'm not an artist so it not anything I can do.. )

If you made Pathfinder 2E specific extension for this I would purchase it immediately.

Lino
December 16th, 2020, 10:48
Hi, I have laoded the extention and all the Spells' tokens of the 5e Spell Tokens 2.1; I can see the tokens in the PCs action tab, but when I drag them on a map set with a grid the tokens don't appear; the same from the Spell Token Config.

Sorry, I forgot to write I use FGU and I play 5E D&D.

42072

If I drag a spell token it doesn't appear on the map.

nix4
December 18th, 2020, 05:18
Greetings, unable to get this to work in Fantasy Grounds Unity under the 1e Pathfinder Ruleset. Is this compatible? Looks to be 5e but the GMGuild extension says that it supports PFSRD. *.ext file is loaded into the correct folder, launcher selection for extension updated..but I see nothing for adding tokens as shown in screenshots for players spells...

Frodie
December 19th, 2020, 18:37
Where do the xml files go?

bratch9
December 19th, 2020, 19:02
Where do the xml files go?

xml files go any place you like, when you use the 'import' button a 'file folder explorer' opens and you can navigate to the location you have the file.

-pete

bratch9
December 19th, 2020, 19:13
Sorry, I forgot to write I use FGU and I play 5E D&D.

42072

If I drag a spell token it doesn't appear on the map.


I'm not sure on your issue, maybe a extension compat issue.. I see you have a few loaded but could not see which version of the spells tokens you have loaded..

See attached image, I can drag from both gm and player side and all seems ok.

are you using v2.2 ?

could you try on a new game with just this extension ?

-pete

bratch9
December 19th, 2020, 19:23
Greetings, unable to get this to work in Fantasy Grounds Unity under the 1e Pathfinder Ruleset. Is this compatible? Looks to be 5e but the GMGuild extension says that it supports PFSRD. *.ext file is loaded into the correct folder, launcher selection for extension updated..but I see nothing for adding tokens as shown in screenshots for players spells...

v2.2 should work with pf 1e, see attached..

the main issue you will have is actual graphics tokens, as the best set available is for 5e.

for this I have the module with the 5e graphics for tokens 'edited' to allow them on pf 1e and load up the 5e spell tokens xml file... this allows spells like 'fireball' that exist in both to work and show up.

now getting actual pf 1e graphic versions with the correct radius to setup with the extension is not something I can sort out.. ( Been a programmer and not an artist !! )

so your ability to use might be limited to your own custom graphics for spells, which can be configured as you like..

-pete

bratch9
December 19th, 2020, 19:31
If you made Pathfinder 2E specific extension for this I would purchase it immediately.

the extension works fine under pf 2e, see attached..

the issue will be getting tokens specific for the spell of pf 2e. As you can see in this example I've loaded the 5e graphic tokens and used a common spell 'fireball' to show the spell tokens working. But I'm not sure its the correct size for pf2e fireball, as I dont think the 5e fireball is the same radius.. ( not sure.. )

as a programmer, the extension works, as NOT an artist I can not provide any pathfinder specific token graphics... ( sorry.. )

-pete

Frodie
December 19th, 2020, 20:13
Cool, the "import" button the same as importing character xml?
Edit, sorry I found it on the spell button under assets. Thank you!

Lino
December 20th, 2020, 12:13
I'm not sure on your issue, maybe a extension compat issue.. I see you have a few loaded but could not see which version of the spells tokens you have loaded..

See attached image, I can drag from both gm and player side and all seems ok.

are you using v2.2 ?

could you try on a new game with just this extension ?

-pete

Tried with a new campaign with jut your EXT and the Spell Token 2.2, sadly nothing happens. it's really wierd.

bratch9
December 20th, 2020, 14:45
Tried with a new campaign with jut your EXT and the Spell Token 2.2, sadly nothing happens. it's really wierd.

Hi,
Can you you attach a zip of a new campaign with the spelltokens.xml imported with just my mod and a new character with a spell on ( eg fireball, or spirit guardian ).. Just load 'SRD' 5e or 'player's handbook'.

Can you use a map from the 'fg battle maps', say 'battlemap01'..

Can you drag a token from the player character onto the map, even if it does not show this is also helpful... as it could still be added to the map but be invisible.. ( I can see this data in the 'campaign/moduledb/FG Battle Maps.xml file to see if its got some 'odd' settings that is causing you an issue, or if its not in the data at all. )

Also can you check you have 'visibility' turned on ? ( I know a silly question, but check 'right click' on the map and on the radial check the 'oval eye' (visibility) radial and then use the show always option... just to try and rule out a visibility issue.. )

Also if it does not show up, can you type the '/console' command in chat to show this and attach an image... so I can see if Fantasy grounds is giving an message of some sort...

From the past images it looks like you are using an upto date 5e ruleset on FGU, so I dont see why it would not work with a clean new campaign.

( just go to your '<user>AppData\Roaming\SmiteWorks\Fantasy Grounds\campaigns' folder [ or go into the 'settings' app and select the 'advanced tab' this should list your 'data directory' to see the install location, which you should know if you are adding mod/extensions anyway !! ] and just zip the single 'campaign name' folder tree for the new campaign you made... if you call it '5e_spelltoken' when you make it, it will be in '<user>AppData\Roaming\SmiteWorks\Fantasy Grounds\campaigns\5e_spelltoken' )

Thanks, -pete

Lino
December 21st, 2020, 08:51
Hi,
Can you you attach a zip of a new campaign with the spelltokens.xml imported with just my mod and a new character with a spell on ( eg fireball, or spirit guardian ).. Just load 'SRD' 5e or 'player's handbook'.

Can you use a map from the 'fg battle maps', say 'battlemap01'..

Can you drag a token from the player character onto the map, even if it does not show this is also helpful... as it could still be added to the map but be invisible.. ( I can see this data in the 'campaign/moduledb/FG Battle Maps.xml file to see if its got some 'odd' settings that is causing you an issue, or if its not in the data at all. )

Also can you check you have 'visibility' turned on ? ( I know a silly question, but check 'right click' on the map and on the radial check the 'oval eye' (visibility) radial and then use the show always option... just to try and rule out a visibility issue.. )

Also if it does not show up, can you type the '/console' command in chat to show this and attach an image... so I can see if Fantasy grounds is giving an message of some sort...

From the past images it looks like you are using an upto date 5e ruleset on FGU, so I dont see why it would not work with a clean new campaign.

( just go to your '<user>AppData\Roaming\SmiteWorks\Fantasy Grounds\campaigns' folder [ or go into the 'settings' app and select the 'advanced tab' this should list your 'data directory' to see the install location, which you should know if you are adding mod/extensions anyway !! ] and just zip the single 'campaign name' folder tree for the new campaign you made... if you call it '5e_spelltoken' when you make it, it will be in '<user>AppData\Roaming\SmiteWorks\Fantasy Grounds\campaigns\5e_spelltoken' )

Thanks, -pete
I’ll do in few days: I’m busy, sorry.

Lino
December 21st, 2020, 16:38
Hi,
Can you you attach a zip of a new campaign with the spelltokens.xml imported with just my mod and a new character with a spell on ( eg fireball, or spirit guardian ).. Just load 'SRD' 5e or 'player's handbook'.

Can you use a map from the 'fg battle maps', say 'battlemap01'..

Can you drag a token from the player character onto the map, even if it does not show this is also helpful... as it could still be added to the map but be invisible.. ( I can see this data in the 'campaign/moduledb/FG Battle Maps.xml file to see if its got some 'odd' settings that is causing you an issue, or if its not in the data at all. )

Also can you check you have 'visibility' turned on ? ( I know a silly question, but check 'right click' on the map and on the radial check the 'oval eye' (visibility) radial and then use the show always option... just to try and rule out a visibility issue.. )

Also if it does not show up, can you type the '/console' command in chat to show this and attach an image... so I can see if Fantasy grounds is giving an message of some sort...

From the past images it looks like you are using an upto date 5e ruleset on FGU, so I dont see why it would not work with a clean new campaign.

( just go to your '<user>AppData\Roaming\SmiteWorks\Fantasy Grounds\campaigns' folder [ or go into the 'settings' app and select the 'advanced tab' this should list your 'data directory' to see the install location, which you should know if you are adding mod/extensions anyway !! ] and just zip the single 'campaign name' folder tree for the new campaign you made... if you call it '5e_spelltoken' when you make it, it will be in '<user>AppData\Roaming\SmiteWorks\Fantasy Grounds\campaigns\5e_spelltoken' )

Thanks, -pete

42186

I guees I've done all.
Let me know if something misses.
Thanks.

bratch9
December 21st, 2020, 17:07
42186

I guees I've done all.
Let me know if something misses.
Thanks.

Thanks, this all looks ok... and for me seems to work ok... see attached, from me dragging the token from the character sheet onto the map.

The only thing I changed, which I'll take a look at, was that I moved the game from private 'cloud' to 'lan' settings.. I would think that this does not cause an issue, but maybe it i causing some network message issue that I've not covered.

I'll take a look later to see if this is the case.. and have a look down the internal xml files of the campaign etc..

I just wanted to let you know I had a quick look and it does see odd that it is not working for you..

-pete

DM_BK
December 21st, 2020, 19:01
Any word on the issue with the spell tokens being on top of the other tokens on the map?

I could swear this was working correctly (spell tokens being below CT creatures) a few weeks ago and now it's not. But based on the timeline of this thread...seems like I imagined it working correctly and it never did?

I'm using FGU.

bratch9
December 22nd, 2020, 00:02
Any word on the issue with the spell tokens being on top of the other tokens on the map?

I could swear this was working correctly (spell tokens being below CT creatures) a few weeks ago and now it's not. But based on the timeline of this thread...seems like I imagined it working correctly and it never did?

I'm using FGU.

Just had a quick play with just normal player tokens, and FGU still is not dealing with token order. Its supposed to make the last moved token the top, but they are not changing layer order at all. This implies Spell Tokens will still do the same poor order.

The layer draw order is not controlled by the lua side, so this is waiting on a program update..

-pete

Lino
December 29th, 2020, 08:44
Thanks, this all looks ok... and for me seems to work ok... see attached, from me dragging the token from the character sheet onto the map.

The only thing I changed, which I'll take a look at, was that I moved the game from private 'cloud' to 'lan' settings.. I would think that this does not cause an issue, but maybe it i causing some network message issue that I've not covered.

I'll take a look later to see if this is the case.. and have a look down the internal xml files of the campaign etc..

I just wanted to let you know I had a quick look and it does see odd that it is not working for you..

-pete

Ok, I wait for your next deeper check.
In the meantime Iíll try a LAN campaign to see if it works.
Thanks.

bratch9
December 29th, 2020, 13:06
Ok, I wait for your next deeper check.
In the meantime Iíll try a LAN campaign to see if it works.
Thanks.

Hi, I've had a go with your provided zip in private cloud config as you provided, and it see all to work for me when I dm and client join from my single pc. putting tokens onto the map works for both player and client side and both can move them around.

Can I ask a silly question, you are trying to drag the token onto the map, and not expecting it to just magic its way onto the map when you cast a spell ?

Ive attached 'tokenadd2.jpg' which show that you need to drag the image from the character sheet onto the map or the image from the assets/config onto the map to make a 'dm/gm' token..

Let me know if you manage to get it working with the Lan side, the only other option is to provide some code you can add to the extension to add some debug output. Do you think you have the ability to unzip the extension and replace files and do some extra tests ?

Thanks,

Pete

bratch9
December 30th, 2020, 18:03
Ok, I wait for your next deeper check.
In the meantime I’ll try a LAN campaign to see if it works.
Thanks.

Hi,

I could only reproduce token not showing up, when the client had a map open ( ie double click the token to open up the map the player is actually on from the combat tracker ), while the DM did not have that map open, then when you drag on it does not work..

This is because players can not add a token to the map, so I have to send a message to the 'host' for the host(DM) to add the token.


So can I ask then you were having issues was this 'client/player' could not add the token to the map... and did you have the map closed at the DM side ? ( If so can you let me know if you can get tokens if the dm has the require map open that the client is adding to.. )

Thanks, pete

bratch9
December 30th, 2020, 20:18
Ok, I wait for your next deeper check.
In the meantime I’ll try a LAN campaign to see if it works.
Thanks.

Hi, I've updated spell token v2.5. This version now checks to see if the image/map is open at the dm/gm side or not. If not it will open add the token and then close the image/map.

let me know either way if this sorts out ( or not ) your missing token case.

-pete

Lino
December 31st, 2020, 13:28
Hi, I've had a go with your provided zip in private cloud config as you provided, and it see all to work for me when I dm and client join from my single pc. putting tokens onto the map works for both player and client side and both can move them around.

Can I ask a silly question, you are trying to drag the token onto the map, and not expecting it to just magic its way onto the map when you cast a spell ?

Ive attached 'tokenadd2.jpg' which show that you need to drag the image from the character sheet onto the map or the image from the assets/config onto the map to make a 'dm/gm' token..

Let me know if you manage to get it working with the Lan side, the only other option is to provide some code you can add to the extension to add some debug output. Do you think you have the ability to unzip the extension and replace files and do some extra tests ?

Thanks,

Pete

Hi, I've tried in Lan but it has the same issue.

There are no silly questions, but silly answers...:) So, I drag the token on the map from PC action tab.

Weissrolf
December 31st, 2020, 13:40
Any news from SW's side about tokens covering NPCs?

Lino
December 31st, 2020, 13:50
I tried your new updeted extention: sadly does the same to me.

I never used your extention as a client, but only as a DM/GM.

bratch9
December 31st, 2020, 14:25
Any news from SW's side about tokens covering NPCs?

No update about token covering.

I did some tests, and the released FGU still has the same issue. ( did not check the Dev build. )

Also sent direct message, maybe in the new year we might be able to sort this out.

( I've asked for a 'setAtBack' token function to make spell tokens behind everything.. Lets see what we get in the new year.. )

-pete

bratch9
December 31st, 2020, 14:30
I tried your new updeted extention: sadly does the same to me.

I never used your extention as a client, but only as a DM/GM.

Hi,

yep, you need to 'left click and hold' on the image on the character sheet and drag it onto the map. When you do this you should see the image of the token under the cursor ( its alpha'ed so might be faint ), and then when over the map release the left mouse button.

The same for 'GM/DM', if you open up the assets/spell token configuration page, you can also drag the token image onto the map to make 'gm/dm' on the map.

-pete

Lino
January 4th, 2021, 09:25
Hi,

yep, you need to 'left click and hold' on the image on the character sheet and drag it onto the map. When you do this you should see the image of the token under the cursor ( its alpha'ed so might be faint ), and then when over the map release the left mouse button.

The same for 'GM/DM', if you open up the assets/spell token configuration page, you can also drag the token image onto the map to make 'gm/dm' on the map.

-pete

What you suggest is what I always do and I see the faint image of the token while I drag it. But when I release it on the map it vanishes.

It works only when I drag tokens from the Asset window directly.

bratch9
January 4th, 2021, 14:57
What you suggest is what I always do and I see the faint image of the token while I drag it. But when I release it on the map it vanishes.

It works only when I drag tokens from the Asset window directly.

When you say 'assets' window, are you taking about 'assets' or are you talking 'assets/spell token configuration' window ?

ie do you get the correct size token with a 'spell token name (GM)' style helper text ? or do you just get a normal size token ?

I ask because I'm trying to narrow down what parts are working ? ( if you get the ''spell token name (gm)' and the correct size then I can focus on just the player side, otherwise it looks like the 'ondrop' not working in both cases.. )

Could you post an image of the 'assets' or 'assets/spell token configuration' side working ?

-pete

Lino
January 4th, 2021, 17:28
When you say 'assets' window, are you taking about 'assets' or are you talking 'assets/spell token configuration' window ?

ie do you get the correct size token with a 'spell token name (GM)' style helper text ? or do you just get a normal size token ?

I ask because I'm trying to narrow down what parts are working ? ( if you get the ''spell token name (gm)' and the correct size then I can focus on just the player side, otherwise it looks like the 'ondrop' not working in both cases.. )

Could you post an image of the 'assets' or 'assets/spell token configuration' side working ?

-pete

When I say "assets" I mean the "asset" window. This way it works but tokens haven't the correct size: just one feet square.
42561

From "Spell tokens config." it doesn't work, as from the PC sheet.
42562

bratch9
January 5th, 2021, 12:44
When I say "assets" I mean the "asset" window. This way it works but tokens haven't the correct size: just one feet square.
42561

From "Spell tokens config." it doesn't work, as from the PC sheet.
42562

Could you open a cmd window and type 'chcp' for me and let me know what code page your machine is in ? ( See attached codepage.png for mine. )

Can you also try without opening all the edit options on the image map, you see to have both open draw and edit open. ( I can see you are on the 'play' button mode, which should be ok. )

Thanks, pete

Lino
January 5th, 2021, 16:05
Could you open a cmd window and type 'chcp' for me and let me know what code page your machine is in ? ( See attached codepage.png for mine. )

Can you also try without opening all the edit options on the image map, you see to have both open draw and edit open. ( I can see you are on the 'play' button mode, which should be ok. )

Thanks, pete

42610

42611

Sorry, the same result.

bratch9
January 6th, 2021, 19:59
42610

42611

Sorry, the same result.

Hi Lino,

Can you update to the v2.5d of spell tokens, see ST_Debug.png.

I've added an option for 'Show Debug', please turn this on, and make a wide chat window, open your normal character and drop on a spell token onto a map.

If you can layout the windows so I can see the full debug, like in mine, this should give me a good indication of what location is processed or not in your game that then fails to add a spell token.

Thanks, Pete

Lino
January 7th, 2021, 09:48
Hi Lino,

Can you update to the v2.5d of spell tokens, see ST_Debug.png.

I've added an option for 'Show Debug', please turn this on, and make a wide chat window, open your normal character and drop on a spell token onto a map.

If you can layout the windows so I can see the full debug, like in mine, this should give me a good indication of what location is processed or not in your game that then fails to add a spell token.

Thanks, Pete

Now it works!
That's fine. I don't know what has happened or what you have done, but thanks!

42664

Lino
January 7th, 2021, 10:18
Now it works!
That's fine. I don't know what has happened or what you have done, but thanks!

42664


But it doesn't work with my actual campaign with all the other extensions...
See the attached image.

42665

bratch9
January 7th, 2021, 17:44
But it doesn't work with my actual campaign with all the other extensions...
See the attached image.

42665

could you try that AAW map in the basic just my extension test campaign ? ( If it fails, that would be map image specific and I'd need to look at the map pack. )

if it works with just my mod, then you will need to try and pick half your extensions and disable them, try and see if it now works or not... and use this to try and cut back to which of the extensions you have turned on that is causing a conflict.

If we can get it to a specific extension causing issues, you could add that to the test campaign and see if it fails again in the my extension + other extension and let me know. ( I might have access to the other extension to see what is causing the conflict.. )

[ A 5e campaign I play in, uses a bunch of rob2e and madnomad and my spell token extension works fine, so it might be a version update/out of date issue or just an extension we dont use..)

bratch9
January 7th, 2021, 18:08
But it doesn't work with my actual campaign with all the other extensions...
See the attached image.

42665

while it does not look the case in the image, did you happen to try it while the map was 'maximised' ? ( and then changed that after the test to take the image ? )

Lino
January 7th, 2021, 18:48
Tested: it doesn't work when the map is maximized. the other way it works fine, even in my campaign full of extentions.

bratch9
January 7th, 2021, 19:22
Tested: it doesn't work when the map is maximized. the other way it works fine, even in my campaign full of extentions.

nice, I've got a fix for maximized and also pushed to desktop ( double maximized... )

just got to fix up a Starfinder rule set issue, due to a code change in the rule set.

should have an update later tonight.

bratch9
January 7th, 2021, 21:14
Tested: it doesn't work when the map is maximized. the other way it works fine, even in my campaign full of extentions.

v2.6 is updated with support for maximized images when you drag on the token.

Give it a go, without the show debug enabled, and see if its working in all the cases you were having issues with. In both/all your campaigns with all extensions..

Let me know if its working, and if you find any other issues it fails to work in.

-pete

Lino
January 7th, 2021, 21:28
v2.6 is updated with support for maximized images when you drag on the token.

Give it a go, without the show debug enabled, and see if its working in all the cases you were having issues with. In both/all your campaigns with all extensions..

Let me know if its working, and if you find any other issues it fails to work in.

-pete

Wow! Faster than light!

I let you know soon, thanks.

Lino
January 7th, 2021, 21:44
Wow! Faster than light!

I let you know soon, thanks.

Now it works in all the situations.

Great job Pete!

MTFOoB
January 15th, 2021, 22:58
I may be dumb, but I cannot seem to get this extension to work at all for me. I thought that possibly one of my other extensions was interfering with this one, but I tried a fresh campaign with 5e rules and I do not see a spot for the spell tokens to go. The extension is in the extensions folder, not sure if there were additional steps that needed to be taken from there.

Any insight?

bratch9
January 16th, 2021, 13:07
I may be dumb, but I cannot seem to get this extension to work at all for me. I thought that possibly one of my other extensions was interfering with this one, but I tried a fresh campaign with 5e rules and I do not see a spot for the spell tokens to go. The extension is in the extensions folder, not sure if there were additional steps that needed to be taken from there.

Any insight?

Hi,

No problems asking for help when things dont work....

1. the extension does not come with token graphics, so I assume you have some custom graphics for tokens or you are using a token pack ?
2. the extension, if enabled, will show in the chat as loaded and give a version number. If this is not happening check the extensions enable for the campaign before you start etc.. ( But sounds like this is working for you. )
3. if you have the 5e token pack from 'gareth jensen' you need to 'import' the 'SpellTokens.xml' that comes with the extension download. ( It might have a prefix number depending on how you downloaded it off dms guild. )
4. to import, use 'assets' icon, normally bottom right menu bar, when this opens you should see a 'spell tokens' button on the top left of the assets page. Press this to get the 'spell tokens configuration' window. ( host only )
5. if you have 'gareth' token pack you can use the 'import spell token xml' button on the bottom of the 'spell tokens configuration' page and point the folder/file popup to the location of the 'spelltokens.xml'
6. if you have your own custom graphics, then in the 'spell token configuration' page you can 'right click' to show the radial menu and on the 'south' selection should be 'add', which will add a new line. You need set up the name you want and the resolution per 5 feet and drag a token from the 'assets' page ( selected to you token so you can see it.. ) and drag that token into the 'spell tokens configuration' page onto the blank 'circle' empty token space.
7. (after 5 or 6 ), you should be seeing a list of 'spell tokens' in the 'spell token configuration' page.

you are now 'configured'...

on the character sheet, add a 'power' or a 'spell' with the name that is configured in the 'spell tokens configuration' page, and you should see the token show up on the character sheet to the right of the 'name'. If you 'added' a power, once you set the 'name' you will have to 'reparse' the spell on the right-click radial option, so the system can re-check the final power/spell name you picked....

if you drag on a 'spell' from the spell page for a configured token, it should show without the need to reparse. ( reparse only if you edit the name of the power/spell.. )


now you should have tokens on the character sheet...

once a character is on a 'map' host/dm, you should now be able to drag the token from the character sheet onto the map and it should place and resize as defined in the configuration.


I hope this helps you find the missing steps and sorts out your issue.

If you still have issue, please post a follow up with some images of a new campaign.. its good to try and show the 'chat' windows with the spell tokens version number and the ruleset version numbers, the spell token configuration window ( scroll to the same spell/power as the character sheet ), a character sheet on the actions tab with the spell/power configured as you expect and maybe a map. ( Depends on what stage you have issue etc.. )

Thanks, Pete

bratch9
January 16th, 2021, 13:15
New Fantasy Grounds Unity release, with notes about token draw order....

So I'll try and do some test to see if this improves or not the token order or not on the map... Let hope it does, if not I'll have to have a look see if I can 'influence' it in some way !!

-pete


FGU release notes..

Version 4.0.7 (2021-01)
Token widgets would sometimes draw out of order. Fixed.

bratch9
January 17th, 2021, 12:38
New Fantasy Grounds Unity release, with notes about token draw order....

So I'll try and do some test to see if this improves or not the token order or not on the map... Let hope it does, if not I'll have to have a look see if I can 'influence' it in some way !!

-pete


FGU release notes..

Version 4.0.7 (2021-01)
Token widgets would sometimes draw out of order. Fixed.

So I had a look an FGU updates does not resolve the draw order of tokens on maps, it still seems that when you move a token it ends up bellow other tokens, which can cause issue for selection.

-pete

Weissrolf
January 17th, 2021, 17:27
As was just emphasized in another thread: Proper stacking and convenient handling of spell tokens on maps is low priority for Fantasy Grounds (VTT + maps + tokens = low priority).

Seems like we have to live with that until better options come along.

Moon Wizard
January 17th, 2021, 19:27
The challenge right now is that the token ordering code is in the middle of a huge refactoring that cpinder is working on for lighting/vision; so any updates to any image/token logic are gated right now.

Regards,
JPG

Weissrolf
January 17th, 2021, 20:36
Thanks for the useful and comprehensible information.

bratch9
January 17th, 2021, 22:17
The challenge right now is that the token ordering code is in the middle of a huge refactoring that cpinder is working on for lighting/vision; so any updates to any image/token logic are gated right now.

Regards,
JPG

Thanks for the status update JPG.

-pete

MTFOoB
January 18th, 2021, 14:06
Hi,

No problems asking for help when things dont work....

1. the extension does not come with token graphics, so I assume you have some custom graphics for tokens or you are using a token pack ?
2. the extension, if enabled, will show in the chat as loaded and give a version number. If this is not happening check the extensions enable for the campaign before you start etc.. ( But sounds like this is working for you. )
3. if you have the 5e token pack from 'gareth jensen' you need to 'import' the 'SpellTokens.xml' that comes with the extension download. ( It might have a prefix number depending on how you downloaded it off dms guild. )
4. to import, use 'assets' icon, normally bottom right menu bar, when this opens you should see a 'spell tokens' button on the top left of the assets page. Press this to get the 'spell tokens configuration' window. ( host only )
5. if you have 'gareth' token pack you can use the 'import spell token xml' button on the bottom of the 'spell tokens configuration' page and point the folder/file popup to the location of the 'spelltokens.xml'
6. if you have your own custom graphics, then in the 'spell token configuration' page you can 'right click' to show the radial menu and on the 'south' selection should be 'add', which will add a new line. You need set up the name you want and the resolution per 5 feet and drag a token from the 'assets' page ( selected to you token so you can see it.. ) and drag that token into the 'spell tokens configuration' page onto the blank 'circle' empty token space.
7. (after 5 or 6 ), you should be seeing a list of 'spell tokens' in the 'spell token configuration' page.

you are now 'configured'...

on the character sheet, add a 'power' or a 'spell' with the name that is configured in the 'spell tokens configuration' page, and you should see the token show up on the character sheet to the right of the 'name'. If you 'added' a power, once you set the 'name' you will have to 'reparse' the spell on the right-click radial option, so the system can re-check the final power/spell name you picked....

if you drag on a 'spell' from the spell page for a configured token, it should show without the need to reparse. ( reparse only if you edit the name of the power/spell.. )


now you should have tokens on the character sheet...

once a character is on a 'map' host/dm, you should now be able to drag the token from the character sheet onto the map and it should place and resize as defined in the configuration.


I hope this helps you find the missing steps and sorts out your issue.

If you still have issue, please post a follow up with some images of a new campaign.. its good to try and show the 'chat' windows with the spell tokens version number and the ruleset version numbers, the spell token configuration window ( scroll to the same spell/power as the character sheet ), a character sheet on the actions tab with the spell/power configured as you expect and maybe a map. ( Depends on what stage you have issue etc.. )

Thanks, Pete

Thank you for the detailed response. I fiddled with it some more and finally figured it out. I was searching for the button labeled "assets" and was convinced that things were not functioning properly because of its absence. But, the spell tokens button is actually located under "tokens" for me (snip attached). Once I found that everything has been smooth sailing. :)

bratch9
January 18th, 2021, 14:47
Thank you for the detailed response. I fiddled with it some more and finally figured it out. I was searching for the button labeled "assets" and was convinced that things were not functioning properly because of its absence. But, the spell tokens button is actually located under "tokens" for me (snip attached). Once I found that everything has been smooth sailing. :)

The name depends of rule set and theme and version of fantasy grounds.

FG unity uses 'assets' in 5e, while FG classic uses 'tokens' in 5e.

From your image you are using FG classic.

Good that you sorted it out.

( I've made a note to update site information with some extra details. )

-pete

MTFOoB
January 29th, 2021, 23:29
Following up, I am now able to apply the tokens to spells, but dragging them and dropping them on a map does nothing. I started a brand new game with only this extension active and it worked.

After troubleshooting, it seems that the extension that is causing a conflict is the CoreRPG Token Helper, which is necessary for the Combat Enhancer for 5E Classic extension to work. I don't expect you to try to fix this, just letting you know in case others purchase before knowing that this is an issue. Snip attached of the debug text.

43330

bratch9
January 30th, 2021, 14:06
Following up, I am now able to apply the tokens to spells, but dragging them and dropping them on a map does nothing. I started a brand new game with only this extension active and it worked.

After troubleshooting, it seems that the extension that is causing a conflict is the CoreRPG Token Helper, which is necessary for the Combat Enhancer for 5E Classic extension to work. I don't expect you to try to fix this, just letting you know in case others purchase before knowing that this is an issue. Snip attached of the debug text.

43330

I'll take a look, conflicts with other extensions that touch the same area of code can always cause issues.

-pete

bratch9
January 30th, 2021, 14:45
Following up, I am now able to apply the tokens to spells, but dragging them and dropping them on a map does nothing. I started a brand new game with only this extension active and it worked.

After troubleshooting, it seems that the extension that is causing a conflict is the CoreRPG Token Helper, which is necessary for the Combat Enhancer for 5E Classic extension to work. I don't expect you to try to fix this, just letting you know in case others purchase before knowing that this is an issue. Snip attached of the debug text.

43330

Hi, had a quick look at see attached seems to be working. Do I need to do anything in 'coreRPG token Helper' to 'enable' it, could you attach a campaign zip with the minimum 2 extensions you said has the issue ?

Can you tell me the version numbers of extensions, ie screen shot like in mine that shows the initial chat window etc..

thanks, Pete

bratch9
February 4th, 2021, 21:46
Just letting everybody know, that I added code to select targets when covered by a spell token.

43470

With FG unity the tool tip will show you what it thinks is under the cursor, with a '-' for non spell tokens and a '*' marking spell tokens.

Spell tokens are considered when they end in a 'name (name)' style, as marked by my extension.

I could not get FG classic tool tips to show this information, I'll take a further look at some point, but the selection still works.

Todo,

1. I'd like to extend the 'heal/damage' drag from chat onto a token, to also take the cursor token stack selection into account. So you can drag damage onto a token that is covered with a spell token.
2. I'd like to all 'drag' group of token that are under the spell token, while leaving the spell token. ( Not sure if I can keep the spell token in place as it will be the 'drag' item, or if I'll have to 'pop' it back to its old place...I need to look at what I can do with the code. )


Known Bugs,

1. FGU tokens with non square aspect are not reported correctly. ( I need to report this due to data been passed to the required functions is wrong.. )
2. If you have multiple maps open it can get confused with the cursor. ( You would expect it to only report updates to the map the cursor is over, but this does not seem to be the case !! )

If you have any feedback, let me know, this should work on 3.5,PF1,PF2,Starfinder if you replace the extension.xml as per the top of the thread.

thanks, Pete

SirMotte
February 20th, 2021, 01:38
Just letting everybody know, that I added code to select targets when covered by a spell token.

43470

With FG unity the tool tip will show you what it thinks is under the cursor, with a '-' for non spell tokens and a '*' marking spell tokens.

Spell tokens are considered when they end in a 'name (name)' style, as marked by my extension.

I could not get FG classic tool tips to show this information, I'll take a further look at some point, but the selection still works.

Todo,

1. I'd like to extend the 'heal/damage' drag from chat onto a token, to also take the cursor token stack selection into account. So you can drag damage onto a token that is covered with a spell token.
2. I'd like to all 'drag' group of token that are under the spell token, while leaving the spell token. ( Not sure if I can keep the spell token in place as it will be the 'drag' item, or if I'll have to 'pop' it back to its old place...I need to look at what I can do with the code. )


Known Bugs,

1. FGU tokens with non square aspect are not reported correctly. ( I need to report this due to data been passed to the required functions is wrong.. )
2. If you have multiple maps open it can get confused with the cursor. ( You would expect it to only report updates to the map the cursor is over, but this does not seem to be the case !! )

If you have any feedback, let me know, this should work on 3.5,PF1,PF2,Starfinder if you replace the extension.xml as per the top of the thread.

thanks, Pete

I can't seem to get targeting working, could you elaborate in a little more detail on how to make this happen? Do you mean, that the caster is able to target affected tokens in the CT or is this purely of informative nature using tooltips?
Everything else works fine and is a true timesaver, thanks!

bratch9
February 20th, 2021, 11:29
I can't seem to get targeting working, could you elaborate in a little more detail on how to make this happen? Do you mean, that the caster is able to target affected tokens in the CT or is this purely of informative nature using tooltips?
Everything else works fine and is a true timesaver, thanks!

Hi,

Sure I can go into a little more details, this is not about AUTO 'selecting' the targets under a spell token for a spell. Its a quality of life fix for when you have spell tokens over npc/player tokens.


To enable you need to use the option, as by default I do not want to 'break' or cause 'issues' when users are playing. ( ie, turn on if you are happy it might cause some issues, it should not but I can not test every combinations and with extensions this is a near impossible combination to deal with !! )

When this extra part of the extension is disabled, trying to 'select' by 'ctrl click' on a token on the map will normally try and select the big spell token, so you end up having to 'move' the spell token to select items under it, and put the spell token back. ( Or you can just use the combat tracker window to do your selections and avoid the 'ctrl click' on the map issue.. )

43996

When you enable this part of the extension, I do a much more complex search under the cursor and make a combined tool tip showing multiple items..

43997

And when you 'ctrl click', the system will apply the tokens that are not detected as spell tokens onto/off your selected targets as if the spell token was not 'blocking' your selection.

43998

In the above 'ctrl click' image Ive added a big read arrow for the approx location the mouse cursor was not captured in the images !!

Hence while this part of the extension will not 'auto select' targets under a spell token, you can now quickly 'ctrl-click' the required targets that happen to be 'under' the spell token.

As I have also said, I'm going to look into been able to 'drag' the token(s) under the spell token, and allow the normal 'drag on attack/damage from character/chat etc' onto the tokens 'under' the spell token.

While this is a much more complex solution, because FG has not given us a priority api call for tokens to push spell tokens to the back, its the most user workable way to deal with spell tokens and interactions with tokens. It also depends if you are in FG Unity or FG Classic because the spell tokens layer priority changes between product causing even more pain. As talked about earlier in this thread FG are doing a bunch of work on their 'spell templates', and this is also blocking work on getting the layer priority for FGU and FGC to match and/or possible api additions.

So in reality, I'd prefer to get an api fix to allow my spell tokens to work correctly without having re-write all the target/selection/drop code for tokens.. While trying to 'push' the quality of my solution up, to also try and drive the quality of the FG 'spell templates' solution... ( Like letting players add 'spell templates' and bulk targeting selection of tokens under a 'spell template' etc... ) As I totally expect my extension to be 'replaced' by the new in development built in system of 'spell templates', but i'm not holding my breath on this....

Hope this helps

-Pete

SirMotte
February 20th, 2021, 19:18
Now I get it, thanks for the in depth reply. Looks like I misunderstood. With the ability to hotkey options entries now, quickly changing behavior is no big deal in case something weird is happening. Nice!

bratch9
February 20th, 2021, 20:28
Now I get it, thanks for the in depth reply. Looks like I misunderstood. With the option to hotkey options entries now, quickly changing behavior is no big deal in case something weird is happening. Nice!

Options exist to 'spell automate' and the 'select under spell tokens'.. like 5e_spell_automate and critically_awesome, the problem with these its they dont do a fantastic job. Most of the 'spell automation' will do a good job on the simple spells, which dont actually need automation. But the more complex spells are not supported and generally if automated roll a bunch of incorrect dice. As for 'token selection' under a spell token, this is normally limited to a radius check, does not support spell shapes line 'wall of fire' or 'cone' style etc... so again is only useful in a very limited situation.

This is not to say these extensions dont work for the limited use, they do. But the reality is that the information require to automate spells is way more complex than the ruleset has data, for example 'magic missile' and 'SRD' data of 5e, should pop-up multiple target option selection, one per missile.... but it does not, its spell normally only has the single 'damage' button and the user has to know they can use it multiple times... a lot of the automate spells, will multiple 'tick off' the spell cast because they think you used it 3 times... etc... And as for 'shapes' to select under, its near impossible to get UI support for selection options during the spell cast phase on the map and the required feedback of 'does this spell target friend+foe or just foe'.. and/or number of attacks it can do. Because this data is just not parsed from the spell description. To do this you would have to replace everything to do with 'spells' in the rule set, basically you may as well write a new rule set.. no extension is going to do that amount of work.

For me, and I hope this is clear, if I can not do a good job at doing something then I will not try and include it. Which is why on the Adv Spell damage forum multiple people have asked for automation and Ive rejected it etc..

-pete

SirMotte
February 21st, 2021, 02:54
Thanks for elaborating further. Let's see what the future holds in store for us.
I really do hope, that targeting masks will become a reality in the future, maybe even native support.
I am holding back in regard of automation too. Only very distinct features like sneak attack and the like have been automated in my games by using Kent McCulloughs extensions.
Anything further is prone to cause issues as there are too many unknowns in regard of spellcasting and stoytelling that could collide anytime, making reversing necessary and hampering the "flow" of my games.
I totally agree with your observations in this regard.

Now here's another request. I'm using metric measurements for the grid in my game. Therefore 5 ft are 1.5m on my maps. This causes most graphics to still be too large, even when scaling is set to 400. Would it be possible to increase the limit to accommodate this?

bratch9
February 23rd, 2021, 12:39
Thanks for elaborating further. Let's see what the future holds in store for us.
I really do hope, that targeting masks will become a reality in the future, maybe even native support.
I am holding back in regard of automation too. Only very distinct features like sneak attack and the like have been automated in my games by using Kent McCulloughs extensions.
Anything further is prone to cause issues as there are too many unknowns in regard of spellcasting and stoytelling that could collide anytime, making reversing necessary and hampering the "flow" of my games.
I totally agree with your observations in this regard.

Now here's another request. I'm using metric measurements for the grid in my game. Therefore 5 ft are 1.5m on my maps. This causes most graphics to still be too large, even when scaling is set to 400. Would it be possible to increase the limit to accommodate this?

Can you screen shot me a map with the grid config open etc... so I can see your settings, if you are using custom graphics, maybe attach an image of the spell token ( if it will fit in the upload space, or upload at 50% or 25% and tell me which so I can just resize it back to the original.. then I can have a test. ) The limit is easy to change but the I might need to increase space in the gadget to have bigger numbers look ok.

-pete

SirMotte
February 23rd, 2021, 14:07
Can you screen shot me a map with the grid config open etc... so I can see your settings, if you are using custom graphics, maybe attach an image of the spell token ( if it will fit in the upload space, or upload at 50% or 25% and tell me which so I can just resize it back to the original.. then I can have a test. ) The limit is easy to change but the I might need to increase space in the gadget to have bigger numbers look ok.

-pete

Alright, you find screenshots attached.
I'm using the high rez versions of G Jensens Spelltokens, no changes made. Some of them are larger or smaller than 1650x1650 px in size.
You won't have to widen the input field, as up to 4 digits fit in just fine.

Thanks mate, appreciate it.

bratch9
February 23rd, 2021, 17:17
Alright, you find screenshots attached.
I'm using the high rez versions of G Jensens Spelltokens, no changes made. Some of them are larger or smaller than 1650x1650 px in size.
You won't have to widen the input field, as up to 4 digits fit in just fine.

Thanks mate, appreciate it.

Thanks, I'll take a look in a bit... I want to check that a graphic of resolution when configured as 70 pixels 5ft, still needs 70 pixels when at 1.5m ( give or take.. ) as it should be working in 'squares' for the scale factor... Just in case its a bug that makes you need a much larger value like 230 pixels in the config..

-pete

bratch9
February 24th, 2021, 11:51
Alright, you find screenshots attached.
I'm using the high rez versions of G Jensens Spelltokens, no changes made. Some of them are larger or smaller than 1650x1650 px in size.
You won't have to widen the input field, as up to 4 digits fit in just fine.

Thanks mate, appreciate it.

For me the question is why would we need 4 digits for the amount of pixels per 5ft typical grid...

At a 1000 setting, this is basically going to have a single grid square take up the vertical resolution of a 1080p monitor... who zooms that close to 1 square and expects a 1:1 texture resolution...

Also in the map under the spell token is only at 75 pixels per grid square.

While I think its nice to have higher resolutions available, hence the max 400 setting.

With your 1.5m per square you will,at the moment, have to set the values 3.33x bigger and hence you can support upto 120 pixels resolution per square of spell tokens. Which considering the resolutions of the textures this could be an issue.


What I'm thinking of is an extra table that you can configure a scale factor based on the per-map 'distance suffix'..

So you can set things like

'ft' 1
'm' 3.33

etc.. so this factor scale converts from 5ft/1.5m

Or I might just go with a single scale factor box at the top of the configuration window..


Do you have a preference ?

ie.. do you use map with grid scales set at 5ft and some set at 1.5m... I'm just thinking that using the 'distance suffix' to look up a table would allow a more consistent size setting in the table with different setting in the map etc..

SirMotte
February 27th, 2021, 23:14
Sorry for the late reply.
Ideally I'd like to have a per grid square / hex setting. Eg radius or diameter of 4. This would make it easy to set things up, no matter what measurements one is using.

Not sure how difficult this would be. I attached a picture of mattekure and diablobob discussing grids in regard of token scaling, but this stuff is way over my head, so I'm not sure if it's relevant at all.

bratch9
February 28th, 2021, 11:44
Sorry for the late reply.
Ideally I'd like to have a per grid square / hex setting. Eg radius or diameter of 4. This would make it easy to set things up, no matter what measurements one is using.

Not sure how difficult this would be. I attached a picture of mattekure and diablobob discussing grids in regard of token scaling, but this stuff is way over my head, so I'm not sure if it's relevant at all.

Not sure how the image relates to your radius/diameter concept...

(But yep that maths is simple relative to what I do in spell token, especially if you look at the token selection detection code that also has to deal with scale and rotation and different grids.. )

suffix.jpg show the same spell on different grid sizes for both feet and meters, I've added a table that is looked up on the map distance suffix.

Due to a busy work period, I only got to play a little yesterday with this and will take a look at the 4 grid type of the map to make sure the scale fit as expected, and I want to look at the 'tool tip' extra selection search as I want to get that showing in FGC aswell as FGU.

-pete

bratch9
March 10th, 2021, 13:34
The challenge right now is that the token ordering code is in the middle of a huge refactoring that cpinder is working on for lighting/vision; so any updates to any image/token logic are gated right now.

Regards,
JPG

Hi JPG,

I noticed in my game over the weekend, that 'some' of the new lighting is starting to arrive in FGU.. ie its gone 'pixel' instead of polygon render, which is needed for the 'store' of light seen information. ( It was too low resolution for me, as I use a 5k monitor and it looks like it considers UI scaling when deciding the pixel size for the buffer, it also looked lower resolution than the map image... but maybe, because i did not look, some settings were available/might be available to resolve this at some point.. )

Anyway, as lighting releases are starting to happen, can I ask if we have an idea of time line that would be good to look into image/token logic ?

( I ask because I've added some extra code to 'select' through the token stack, and might want to start looking at the drag/drop option side to allow this to side step the token order issue.... and I'd prefer not to have to re-write all the token select/drag/drop code.. )

[ Also assuming you are still 'looking' at this thread which might not be the case.. ]

Thanks,

-pete

Kelrugem
March 10th, 2021, 15:42
If there is something upcoming like such changes and available to look at, like on the test server, then this will be usually announced in the Laboratory; just keep an eye there :)

bratch9
March 10th, 2021, 17:27
If there is something upcoming like such changes and available to look at, like on the test server, then this will be usually announced in the Laboratory; just keep an eye there :)

I was mainly been polite, in 'asking' if the 'blocks' JPG talked about had cleared and if it was now possible to start talks about how we fix token layer issue. ( Without me having to re-write masses of code, causing a performance issue re-calculating hit boxes and changing possible game behavior.. for the sake of a small API change.. )

As no 'set' of 'blocks' was listed its hard to 'lookup' from the unknown list which have been released yet ?

As I also suspect that JPG is not watching all the threads he comments on, I was going to give another couple of weeks and if no response send a private message ping asking if this can progress yet or not..

Weissrolf
March 15th, 2021, 02:25
The challenge right now is that the token ordering code is in the middle of a huge refactoring that cpinder is working on for lighting/vision; so any updates to any image/token logic are gated right now.
As it turns out token ordering is not part of the current lighting/vision refactoring, as it is neither part of the current beta nor wished to be discussed as part of it. So the "are gated right now" part is to be interpreted as "ad libitum" (some may fear "infinitum") for the time being.

Unfortunately this leaves this paid for extension mostly useless, because spell tokens keep covering up NPCs.

bratch9
March 15th, 2021, 15:41
As it turns out token ordering is not part of the current lighting/vision refactoring, as it is neither part of the current beta nor wished to be discussed as part of it. So the "are gated right now" part is to be interpreted as "ad libitum" (some may fear "infinitum") for the time being.

Unfortunately this leaves this paid for extension mostly useless, because spell tokens keep covering up NPCs.

While I've not checked for a while... but normally for players the tokens sit on top of npc and below the player tokens... so should work ok for them. ( FGC has a different layer fun to work with.. ) Since players can not move npc around its not an issue... for the DM its a pain, sure.

I'm looking at trying to sort out the extended stack help text between FGU and FGC as FGC never shows this at all.. ( Probably due to 'image' not getting a help text but FGU does.. )

If I get extra time, I'm going to look at 'drop' on token of things like damage/attack from chat to pass those down to below tokens.

If I dont hit any big issues with these, I might get to 'drag' token stack under a spell token.

I'm just not sure how well this might work, but its not going to fix the draw order but 'should' help sort out some more usability issues...

I've been very busy with real work, hence not been doing updates on extensions.

Weissrolf
March 15th, 2021, 16:35
Any fireball/fog kind of token buries all NPCs beneath and thus makes them invisible to everyone. Even if we can click through the spell token we first would have to remember where every NPC stood before we covered them up. It's just not practical until SW fixes NPC tokens being covered by everything else. I bought a whole bunch of token images, which all stay unused, because it's just too impractical to use them.

Last session I used a fog FX effect and drew a mask to place it on the map, which took long enough already. At some point the fog spell ended and another one was cast only two grid-boxes away from the first one. No chance to quickly move that over, to I used a quick circle pointer again.

BaneTBC
March 15th, 2021, 18:14
While the extensions are currently not able to deal with token stacking (or at least very well), you still have options to work around this that will utilize the tokens that you have purchased. It is slightly more work for the DM, but it does allow you to deal with this portion in the near term (unfortunately, players are unable to do this, which is what the extensions were helping us take care of). I know this isn't what you want, but it is a viable workaround that you can use for now to do what you're needing without pulling your hair out of your head (completely).

44884

Hopefully, the extensions will be able to eventually work as intended but in the meanwhile the games must go on!

Weissrolf
March 15th, 2021, 18:45
Thanks, but no thanks. I know the workarounds, but I will not go through those hoops to visualize a single spell cast in a single turn of a single players while everyone else waits for the train to keep moving. It's too awkward and time-consuming in the middle of turn based VTT combat. I don't blame the extension, though, it's a great extension.

bratch9
March 15th, 2021, 19:34
Thanks, but no thanks. I know the workarounds, but I will not go through those hoops to visualize a single spell cast in a single turn of a single players while everyone else waits for the train to keep moving. It's too awkward and time-consuming in the middle of turn based VTT combat. I don't blame the extension, though, it's a great extension.

Can you post an image of a token covering the npc for me ? [ pre-covered with a spell token, and then after... ] ( Most of my token images are transparent and so you can 'see' to the location of the npc below a token.. )

Are you using FGC or FGU ?

Thanks.

Weissrolf
March 16th, 2021, 18:42
FGU (animated GIF):

https://i.imgur.com/L1SmZmm.gif

bratch9
March 16th, 2021, 19:43
FGU (animated GIF):

https://i.imgur.com/L1SmZmm.gif

Thanks, While not ideal... I dont see the point of opaque textures used like this... if its supposed to 'hide' things but you still want creature location on top... it defeats the point of the effect.. And by the looks you have a 'alpha' ( probably image layer ) version under it.. ( probably debug/test.. )

I dont recognise the image in use, I dont think its any of the FG template images, so it must be a different pack/custom image.

What is the issue with just using a pre-transparent image ? ( Well as you say, if its a purchased pack you might not have the ability to, external to FG, edit the image to pre-alpha it to allow NPC under it to show... maybe you could ask the pack designer to update and include a pre-alpha set of images... )

Yes I know on the 'image' layer via DM you can 'alpha' it out... but tokens dont get this feature/control.. so I assume this texture was designed for image layer...

I feel your pain, but I dont have any control on layer order for npc and spell tokens this requires an API change... And I dont have any alpha control of the token, it would require an API change... and we all know how long that is going to take !!

I can only offer the solution of using an alpha texture so you dont need to remember the locations of the npc... and Id also say that would then be a better image, as I assume even on DM image layer you would 'alpha' it out with the slider so you can still see things like the 'beds' as a DM i'd probably want those still visible to use as 'difficult terrain' etc...

I've given you options on how to solve this, while not ideal, it is a workable solution. ( If that texture pack is of dm guild you probably can just unpack the zip and spend a few minutes in gimp to alpha the textures and save them back. )

Weissrolf
March 18th, 2021, 00:19
-- double post --

Weissrolf
March 18th, 2021, 00:53
How do I move NPC tokens that are covered by even transparent spell tokens? v3 lists something about dragging, but that part wasn't clear to me.

https://i.imgur.com/GHU8SG0.png

bratch9
March 18th, 2021, 15:49
How do I move NPC tokens that are covered by even transparent spell tokens? v3 lists something about dragging, but that part wasn't clear to me.

https://i.imgur.com/GHU8SG0.png

NOTE... this is DM only... as FGU players can not move NPC anyway... and so them been below tokens is not an issue as the player token will be on top of spell tokens..

If you enable the 'extra selection mode'...

44981

Then you will get a extra tool tip information when your pointer is over 'one or more' items.

44982

Items starting with a '-' should be PC/NPC tokens and '*' should be spell tokens. [ Its looks for 'aaa (bbb)' type format, so if its spots a bracketed end name it classes this as a spell token.. ]

With the 'extra selection mode' on, and npc below token showing in the tool tip... if you 'left click and hold and drag' as normal, it will move whatever is the top item... [ i can not stop this due to layer issues. ], but once you 'let go of the mouse drag' the system checks what was shown in the tool tip, in this case 'brown bear' and 'fireball' ( the fireball would have been the drag item.. ). If you had and '-' (PC/NPC) items in the list it will apply the movement drag to the 'fireball' onto the 'brown bear' and also re-set/move back the dragged 'fireball' to its start position.

If you only have a single item on the tool tip that will move as per expected and remain in the place you dropped it.

While its not a 'nice' as I'd like it to be for the DM, it does allow the NPC token(s) below a spell token to be moved. ( And yes if you have some overlapping NPC tokens so you get more than one '-' item in the tool tip it will move all of them... in the same way ctrl-left click would multiple select them as targets. )

-pete

Weissrolf
March 22nd, 2021, 15:36
Unfortunately this does not work for me in 4.0.10. In 5E the spell token even covers both PCs and NPCs. In PF2 it only covers NPCs, but the "Extra selection mode" does not work. Tested with empty campaigns of 5E and PF2, no other extensions loaded.

https://i.imgur.com/uBE7M2H.gif

bratch9
March 22nd, 2021, 18:47
Unfortunately this does not work for me in 4.0.10. In 5E the spell token even covers both PCs and NPCs. In PF2 it only covers NPCs, but the "Extra selection mode" does not work. Tested with empty campaigns of 5E and PF2, no other extensions loaded.

https://i.imgur.com/uBE7M2H.gif

I'll take a look, the latest updates might have broken a number of items... which is why I did not want to have to re-write all the target/selection/move code as part of this extension to try and get around a simple layer issue in the root FG side as it make it way more sensitive to breakage..

Naxyr
March 22nd, 2021, 18:56
Is there a way to implement this for use with NPCs? For example, I have a Flameskull that is going to Fireball the players.

bratch9
March 22nd, 2021, 23:06
Is there a way to implement this for use with NPCs? For example, I have a Flameskull that is going to Fireball the players.

lol... nice use of flame skull...

while an NPC does not get a spell token in the combat tracker to drag out... the DM can open the assets, and spell configuration window..

You can use the search bar for the spell or scroll the list... if the DM drags the token off this window onto the map, the system will size a token and name it 'Fireball (DM)' so you know its the DM one !!

bratch9
March 22nd, 2021, 23:07
Unfortunately this does not work for me in 4.0.10. In 5E the spell token even covers both PCs and NPCs. In PF2 it only covers NPCs, but the "Extra selection mode" does not work. Tested with empty campaigns of 5E and PF2, no other extensions loaded.

https://i.imgur.com/uBE7M2H.gif

Release v3.1 should sort this out for you...

Let me know if you still have issues.

Naxyr
March 22nd, 2021, 23:09
lol... nice use of flame skull...

while an NPC does not get a spell token in the combat tracker to drag out... the DM can open the assets, and spell configuration window..

You can use the search bar for the spell or scroll the list... if the DM drags the token off this window onto the map, the system will size a token and name it 'Fireball (DM)' so you know its the DM one !!

Would that include the targeting option as well? Like set the characters who are in radius of the token as the targets for the NPC?

bratch9
March 22nd, 2021, 23:31
Would that include the targeting option as well? Like set the characters who are in radius of the token as the targets for the NPC?

Nope, because spell tokens does not auto 'target', you need to use 'critically awesome' for that.. ( I'm not sure how up to date it is..)

And I dont believe in auto target like this... because it 'could' auto target NPC and PC and you have to go and un-target the over targeted selection... ( Fine for fireball which hits all, but other area effects have selectivity at cast which I'd have no info to deal with.. )

As the DM as long as you dont have any other token selected on the map, as the combat tracker moves around the system should make the current creature the selection item on the map... and then once you drop the spell token on the map you should be able to 'ctrl+left click' the targets you want.. even if they are under the spell token... with a few clicks. ( assuming you dont have loads of players in an area !! )

It can 'loose' the focus for the npc on the map ( VERY PROBABLE when you drop on the spell token )... you can re-select as long as its not under a spell token by clicking on it on the map as normal... if its under a spell token ( Why are you casing a fireball on yourself !! ), make sure you clear any map selection ( red ring on the npc map token ) and you can then use the combat tracker by clicking on the npc token image which will re-select that token on the map and then you can use normal ctrl-left click to update the target list. ( Or use the combat tracker 'target' box to drag around the combat tracker etc.. )

Yep its still a 'pain' in some cases for the DM... but I am trying to reduce this as much as possible without the require API fix it is always going to be a big compromise...

Naxyr
March 22nd, 2021, 23:35
Ah, yeah. I use it in conjunction with critically awesome so I might be mixing up the functionalities for that. Because the players can drop their spell token and a target button appears in place of the token once it's dropped. Even something like that button appearing and setting the targets for the active combatant in the CT would be awesome.

Erklimir
March 23rd, 2021, 15:48
Hi. I just bought the extensions and I cannot get them to work. I see in FG chat Spell Tokens v3.1 is loading, but when I go to a spell and right click on it, add action, there is no option to add token... i just get dmg, cast, heal, effect. I put all three files, the .ext and the two .xmls in the extensions folder... should the .xmls go in another folder?

Please help, ive burned 30min and I'm getting pretty frustrated, thanks.

Weissrolf
March 23rd, 2021, 16:16
Go here: https://www.dmsguild.com/product/326932/Fantasy-Grounds-Spell-Tokens-extension

Scroll down until after the update notes. This is where it explains how to set this up to work.

bratch9
March 23rd, 2021, 17:30
Hi. I just bought the extensions and I cannot get them to work. I see in FG chat Spell Tokens v3.1 is loading, but when I go to a spell and right click on it, add action, there is no option to add token... i just get dmg, cast, heal, effect. I put all three files, the .ext and the two .xmls in the extensions folder... should the .xmls go in another folder?

Please help, ive burned 30min and I'm getting pretty frustrated, thanks.

Hi and welcome, hope you managed to sort this out.. but I'll do a quick answer.


1. No tokens are provided with this extension, so you need to have your own or one of many token packs.
1.1 I dont advise the FG Spell Template token pack, due to its design for DM to use map edit layer to place them. Because it does not have any alpha/transparency it causes token layer issues on the map with player/npc.
1.2 The most comment Spell pack for graphics for 5E is Gareth Jensen's pack.
1.3 The 2 xml files provide some 'default' configuration for these 2 packs. ( SpellTemplates.xml for [1.1], and SpellTokens.xml for [1.2] ), these 2 files can be any location on your machine.

2. Once you have the extension in the extension folder, you have to enable it on the campaign. Find it in the list to the right on create/load campaign in the list of possible extensions. ( Sounds like you have done this.. )
2.1 Once in game, you should get the 'chat' message to show the extension is loaded. ( I think you have this also. )

3. Configure the tokens. To do this open the 'assets' window ( normally one icon above bottom of the right side menu bar ), this will have a extra button on its top left for 'Spell Token'. ( You might need to make the asset window bigger to see it.. )
3.1 Then at the bottom of this 'Spell Token Configuration' window you should see an 'import spell token xml' button. ( Its normally blue in 5e default graphics ), it is to the right of the search bar on the bottom of the window.
3.2 When you use the 'import' button, FG will open a normal file selection window on your system... Move this to the location of the xml files from [1.1, 1.2 ] and select the xml matching a graphics pack you have. ( Assuming you have one of the 2 packs.. )
3.3 you should see a chat message saying 'imported ....' tokens and see the window update with the defined tokens.
3.4 You can see all this in the dms guild side on the 'config2.jpg' just after the 'update to v?.?' section of text.

4.0 Assuming this all worked for you, when you drag a spell on the character sheet it should ( if it has a matching spell token ) now be shown on the character sheet. ( If you already added a spell, you can 'right click' the spell and use the 're-parse' option wheel item and the spell should update. NOTE... dont do this with rob2e spells you dragged onto a character sheet as these do not re-parse, you need to delete and re-drag on these spells due to the custom coding used that is not compatible with spell parsing.. )
4.1 You should then be able to drag the token off the character sheet and onto a map as required. See the 'tokensAdd2.jpg' in the instructions on dms guild.

5.0 If you do not have a pack of graphics for tokens, you can use the 'spell token configuration' window, under assets, and use the 'add lines' ( or right-click in the window white space to see the 'add line' wheel popup. )
5.1 You can set a name that you want to match with a spell ( or power in 5E, its all the same section of the character sheet ), From the 'assets' window find your custom graphic and drag it onto the 'spell token configuration' window 'circle' on the end of the line to assign that graphics, and then set the pixels per 5 ft of the graphic. ( As its your custom graphic I assume you know its pixel w,h and how big it should be on screen.. ie 20ft radius graphics should use up an 8x8 area of grid on a map so your graphic should be 'pixels per 5ft' * 8 in w,h. [ 100 pixels per 5 ft for a 20ft radius => 800x800 graphic. ]
5.2 do this for all you own custom graphics.

6.0 If you want the extended selection, this is in the game 'options' under 'spell token' section, with this set to 'circle' or 'square' you will have the option as the DM to move tokens under the spell tokens in FG Unity.


Hope this sorts out your issues, and you can find the missing step of config to get this working.

-pete

bmos
March 23rd, 2021, 17:43
PFRPG 1e
no token drop point appears on the actions tab:
45108
dragging a spell that is already on the character sheet back to the character sheet causes a script error:
45109

ignore the "unable to determine class or level" in chat, I dragged to slightly the wrong place the first time.

bratch9
March 23rd, 2021, 20:50
PFRPG 1e
no token drop point appears on the actions tab:
45108
dragging a spell that is already on the character sheet back to the character sheet causes a script error:
45109

ignore the "unable to determine class or level" in chat, I dragged to slightly the wrong place the first time.

45113

While I do get the script error which does not generate without spell tokens enabled... so maybe a slight change in the xml binding point is causing this..

I'll take a look later..

bmos
March 23rd, 2021, 21:15
While I do get the script error which does not generate without spell tokens enabled... so maybe a slight change in the xml binding point is causing this...Ah, I had the spell as "Fireball" in the spell tokens config window but it is in the spell module I was dragging it in from as "Fireball [Y]".

Thanks :)

bratch9
March 23rd, 2021, 21:48
Ah, I had the spell as "Fireball" in the spell tokens config window but it is in the spell module I was dragging it in from as "Fireball [Y]".

Thanks :)

I try and work around the extra items on rob2e format and the druid poly-morph types..

What 'module' is that name from, or is it just your local name ?

bmos
March 23rd, 2021, 23:03
What 'module' is that name from, or is it just your local name ?PFRPG - Spellbook is a community module that contains all spells pre-automated (effects, damage, etc) to a pretty impressive level.
The [Y] notation is used for spells that have a mythic version, (F) is used for spells with a focus component, (M) for spells with a material component, (Name of Race)--such as (Tengu)--is used for spells that are only available for a particular race.

bratch9
March 24th, 2021, 00:09
PFRPG - Spellbook is a community module that contains all spells pre-automated (effects, damage, etc) to a pretty impressive level.
The [Y] notation is used for spells that have a mythic version, (F) is used for spells with a focus component, (M) for spells with a material component, (Name of Race)--such as (Tengu)--is used for spells that are only available for a particular race.

I've pulled a version of the mod to have a look to see if I can add parse around the extra bits of the normal names...

I've also had to report the 'subwindow' error to the forums, after much cutting down of the code. I can get it to error with a simple xml merge onto the spell item part of the script, and it runs fine in FGC but not FGU. So it looks like a minor xml merge issue in FGU low level.

bratch9
March 24th, 2021, 01:18
PFRPG - Spellbook is a community module that contains all spells pre-automated (effects, damage, etc) to a pretty impressive level.
The [Y] notation is used for spells that have a mythic version, (F) is used for spells with a focus component, (M) for spells with a material component, (Name of Race)--such as (Tengu)--is used for spells that are only available for a particular race.

updated v3.2, which can now cope with [] in the spell name so it should match out 'fireball [Y] (f)' down to just 'fireball'. You should also be able to set 'ward' and 'ward (tengu)' in the spell configuration with different tokens, and it should also be able to pick the different based on the spell name on the character sheet. So on character sheet 'ward [y]' will look for 'ward' in config, 'ward (tengu)' will first look for 'ward (tengu)' and if it does not find that it will look for 'ward'. See examples of 'fire shield' which also has a 'fire shield (cold)' configuration, which you can then add to character 'fire shield' twice and rename/reparse one to get the 'cold' version etc..

-pete

bmos
March 24th, 2021, 01:33
updated v3.2, which can now cope with [] in the spell name so it should match out 'fireball [Y] (f)' down to just 'fireball'.Awesome! Thanks Pete.

bratch9
March 24th, 2021, 02:12
Awesome! Thanks Pete.

Your edit confused me, as email (pre edit) said you had an issue, so I double checked it was not broken in the release version.. before checking this forum... But your edit now says its its working.

( What were you doing wrong, did you have some left over 'edit' in the spell config window ? )

bmos
March 24th, 2021, 02:14
Your edit confused me, as email (pre edit) said you had an issue, so I double checked it was not broken in the release version.. before checking this forum... But your edit now says its its working.

( What were you doing wrong, did you have some left over 'edit' in the spell config window ? )Far more silly than that, I had downloaded the new ext, changed the ruleset tags, and totally forgotten to move it into the extensions folder :square:

bratch9
March 24th, 2021, 02:28
Far more silly than that, I had downloaded the new ext, changed the ruleset tags, and totally forgotten to move it into the extensions folder :square:

That would do it... Glad its working for you now.. Let me know if you find any spells in that mods massive list that do not work back to the main name to match. ( I looked at the first few pages.. did not want to look down all 30+ pages of spells !! )

Kelevraa
April 8th, 2021, 23:32
Hello, really wanted this to work with my PFRPG

Got it in. See the Config window. Can add my own images to spell tokens. Can get the token to appear on the CT... but whenever I drag it onto the map I get this error

[ERROR] Handler error: [string "scripts/tokenSpell_)sts.lua"]:55: attempt to index global 'SpellTokenSuffix_sts' (a nil value)

Is there a special syntax or something I am missing?

bratch9
April 9th, 2021, 11:07
Hello, really wanted this to work with my PFRPG

Got it in. See the Config window. Can add my own images to spell tokens. Can get the token to appear on the CT... but whenever I drag it onto the map I get this error

[ERROR] Handler error: [string "scripts/tokenSpell_)sts.lua"]:55: attempt to index global 'SpellTokenSuffix_sts' (a nil value)

Is there a special syntax or something I am missing?

Hi,

Sorry, I'd not updated the 'extensions.xml' at the start of the forum. I've updated this with the addition of the new 'spelltokensuffix' code, which should resolve this error. ( Please re-replace the extension.xml with the new 3.2 version. )

-pete

Kelevraa
April 9th, 2021, 18:38
Hi,

Sorry, I'd not updated the 'extensions.xml' at the start of the forum. I've updated this with the addition of the new 'spelltokensuffix' code, which should resolve this error. ( Please re-replace the extension.xml with the new 3.2 version. )

-pete

Worked like a charm. I tried to figure it out... but I'm really only able to do the most minor of things. Thank you for supporting 3.5. My guys are gonna really enjoy this.

bratch9
April 9th, 2021, 20:23
Worked like a charm. I tried to figure it out... but I'm really only able to do the most minor of things. Thank you for supporting 3.5. My guys are gonna really enjoy this.

you are welcome, I should have updated the multi-ruleset extension.xml file which was my bad as its been a little while since I last updated it.. ( I'm going to think about a way to set this up so it does not cause further issues. )

Yonjaime
April 17th, 2021, 17:06
Hi,

I'm getting this error when playing Fantasy Grounds Unity, 5e:

Script execution error: ["string scripts/manager spell token drop.lua"]:34: createChild: Invalid name

Can anyone help me? Thanks

bratch9
April 17th, 2021, 21:59
Hi,

I'm getting this error when playing Fantasy Grounds Unity, 5e:

Script execution error: ["string scripts/manager spell token drop.lua"]:34: createChild: Invalid name

Can anyone help me? Thanks

non of the rule set or extensions files have that name, so I'd guess this is from a different extension ?

Can you replicate with a clean campaign and just spell tokens extension ?

And maybe can you provide a list of your extensions you have enabled, and try turning half off to try and find which one is causing the issue..

Maybe you could give some information as to what you were doing when this came up ? like dragging a character about, of a spell on the character or a token off the character to a map etc...

Just some basic information so I can help you sort the issues.

Thanks, pete

ScriedRaven
April 17th, 2021, 22:05
non of the rule set or extensions files have that name, so I'd guess this is from a different extension ?

Its from critically awesome essentials, not sure where the error comes in though, it appears to work with yours just fine

bratch9
April 18th, 2021, 00:30
I had a quick look in critically awesome code with some debugs... and it seems to only happen on the first time for a character sheet..

It seems to come from 'onValueChanged' in 'tknbutton' from 'record_power_token.xml', which does 'local stname = DB.getValue(nodeWinNameNode, "name");' to get the name of the power...

But this always seems to be an empty string at the time, and so it passes down to the error line at createchild with the error.

I'm not sure why it only reports the first time on a character sheet, as all spell adds seem to pass the same empty string down.. But only the first is recorded, could be some 'memory' order/init type thing on a new character that makes part of the structure of the powers not correct on the first time.

I've seen this on my spell tokens but with a slight different result..

https://www.fantasygrounds.com/forums/showthread.php?67308-FGU-3-5e-xml-extension-merge-causing-a-nil-subwindow-which-generates-an-error


This error started happening about 2 FG unity updates back, so in the last 2 months or so... but had been working from last year fine.

I'm not sure what changed to cause it, and this error in critically awesome could be also related to initial memory setup of power list on a clean character.

I'm just not sure how to 'show' it in a way that the FG Devs might take it further... as my thread seems to basically be dead on the subject...

If anybody has any thoughts on it, I'm happy to try out some replications..

Aridhro
April 23rd, 2021, 15:16
Hi Bratch, this extension also works fine with my 5E Automatic Effects modules. I'm glad I made no changes to the spell names, which comes in handy for this nice extension.
Only for the coded spell scrolls the tokens do not show. Could it be possible to make it work for my spell scrolls? The naming is simple: Scroll of [spell name], which matches the exact name of the respective items.

I'll ask my players to use those tokens available next to their spell (super useful, thx for that) to target the NPC I provide in the spell description for light and darkness sources. A little resizing and you have a darkness spell with a nice token which actually blocks vision, when you target it with the LIGHT: 15 darkness; (C). Especially the concentration (C) part makes those effects more useful, IMO, than applying a ambient light on the token (in the image control panel). FGU 4.1 being still in test isn't helping to figure out which is best.

Cheers, keep up the good work.

bratch9
April 24th, 2021, 19:24
Hi Bratch, this extension also works fine with my 5E Automatic Effects modules. I'm glad I made no changes to the spell names, which comes in handy for this nice extension.
Only for the coded spell scrolls the tokens do not show. Could it be possible to make it work for my spell scrolls? The naming is simple: Scroll of [spell name], which matches the exact name of the respective items.

I'll ask my players to use those tokens available next to their spell (super useful, thx for that) to target the NPC I provide in the spell description for light and darkness sources. A little resizing and you have a darkness spell with a nice token which actually blocks vision, when you target it with the LIGHT: 15 darkness; (C). Especially the concentration (C) part makes those effects more useful, IMO, than applying a ambient light on the token (in the image control panel). FGU 4.1 being still in test isn't helping to figure out which is best.

Cheers, keep up the good work.

Just released v3.3, which has support for the 'scroll of', and also adds tokens to the combat tracker/npc lists now. ( They are sometimes the wrong size for the DM... I'll look at that when I have more time.. Just resize them down a bit with the scroll wheel resize... )

Not 100% with your second part with the light/dark... as I'm not looking into the 4.1 side yet.. but if you have some images please post a couple in this thread for me to take a look at.

Aridhro
April 25th, 2021, 00:01
Just released v3.3, which has support for the 'scroll of', and also adds tokens to the combat tracker/npc lists now. ( They are sometimes the wrong size for the DM... I'll look at that when I have more time.. Just resize them down a bit with the scroll wheel resize... )

Not 100% with your second part with the light/dark... as I'm not looking into the 4.1 side yet.. but if you have some images please post a couple in this thread for me to take a look at.

Very nice update. Thank you for the scroll compatibility. The NPCs having effects is also super nice.

About the light/darkness part:
In FGU 4.1 you can add light or darkness to a token. You have two options:
A. apply the light via the image control panel
B. apply the llghting effect to the token, which resides on the combat tracker.
In order to make B happen that token must in fact be an NPC. And that is why I created NPCs (see 5e Automatic Effects subcategory in NPC tab). The NPCs that interact with the lighting effects have the creature type "Light Source" and are actually what their type says, a source to apply a lighting effect on.
Your spell tokens are cool, but if you cast light and apply the Light token on the map, players will not be able to see it. It will still be pitch black.
What you can do: apply light upon it with method A (via control panel).
I thought to implement option B in my modules: provide a source players can cast light upon. Those tokens have only letter tokens, but with your extension players have easy access to a nicer token. For a light source this may be arbitrary, but for a darkness source your token really sticks out.
First screenshot: PC has cast light, one is your token, the other one (below) is my NPC (light source) using your token and with the light effect.
46050
Second screenshot: a example of darkness. Above your token, looking nice, but not doing any darkness effect. Under: My Darkness NPC (light source) with your token and a darkness effect cast upon it.
46051
As I said. Difficult to test this in full, as this is only available in test.

bratch9
April 26th, 2021, 12:35
Very nice update. Thank you for the scroll compatibility. The NPCs having effects is also super nice.

About the light/darkness part:
In FGU 4.1 you can add light or darkness to a token. You have two options:
A. apply the light via the image control panel
B. apply the llghting effect to the token, which resides on the combat tracker.
In order to make B happen that token must in fact be an NPC. And that is why I created NPCs (see 5e Automatic Effects subcategory in NPC tab). The NPCs that interact with the lighting effects have the creature type "Light Source" and are actually what their type says, a source to apply a lighting effect on.
Your spell tokens are cool, but if you cast light and apply the Light token on the map, players will not be able to see it. It will still be pitch black.
What you can do: apply light upon it with method A (via control panel).
I thought to implement option B in my modules: provide a source players can cast light upon. Those tokens have only letter tokens, but with your extension players have easy access to a nicer token. For a light source this may be arbitrary, but for a darkness source your token really sticks out.
First screenshot: PC has cast light, one is your token, the other one (below) is my NPC (light source) using your token and with the light effect.
46050
Second screenshot: a example of darkness. Above your token, looking nice, but not doing any darkness effect. Under: My Darkness NPC (light source) with your token and a darkness effect cast upon it.
46051
As I said. Difficult to test this in full, as this is only available in test.

I get the idea of what you are doing... As I do not play with the 'test' version very often, I've not been looking into the lighting. I did see that the 'effects' code now can do 'LIGHT:' and spotted them in some of your coding. ( And used in the video on for the modules. )

I do like your 'dark' windows for the combat tracker which one is that ?

I think I know of the 'grant npc access', seen that on the forums, but it might not be the one you are using... also looks nice...

SirMotte
April 26th, 2021, 16:34
He's using the Theme im working on (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness) give it a try :).
I will add a fitting empty spell slot graphic for your extension soon aswell. The synergy between equipped effects, automatic effects and your spell tokens is something to behold, love it !

bratch9
April 27th, 2021, 11:05
He's using the Theme im working on (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness) give it a try :).
I will add a fitting empty spell slot graphic for your extension soon aswell. The synergy between equipped effects, automatic effects and your spell tokens is something to behold, love it !

I'll take a look at it...

( Not sure on the require a spell slot to be added, they come as part of the effect line, and if one does not exist its set non-visible, so its either the spell token or nothing... you might want to place some other location etc... )

But thanks for the information, and if you have any usage feedback/issues/extras just let me know and I'll consider adding them to the lists for each extension I keep.

viviolay
April 28th, 2021, 18:57
I really appreciate the ease of use of this extension. I’m finally able to use the spell tokens I’ve had for years. Thank you.

I wanted to ask if there was any plans to make tokens “attachable” to PCs for things like auras?

bratch9
April 28th, 2021, 21:10
I really appreciate the ease of use of this extension. I’m finally able to use the spell tokens I’ve had for years. Thank you.

I wanted to ask if there was any plans to make tokens “attachable” to PCs for things like auras?

Thanks for the feedback, as to 'attachable' that is not what the spell tokens do... as the spell tokens are real tokens like the character tokens... to be 'attached' they have to be 'bitmap image' types attached to the character token, then you can not rotate or properly scale them etc.. so its not on my list of things to do within this extension. It would require a totally different code base and so I'd probably build a new extension for that system, but as I say it would be very limited in what it can do. In a way you are better to just use the new light effect item when this is released by FG as then you can have a glow around you like when you carry a torch... for most people this would be suitable and go a long way to the look that you want because you can set its colour etc..

Hope that answers your question.

bratch9
April 29th, 2021, 11:08
I really appreciate the ease of use of this extension. I’m finally able to use the spell tokens I’ve had for years. Thank you.

I wanted to ask if there was any plans to make tokens “attachable” to PCs for things like auras?

Was thinking over night about your question.... about "attachable"... its possible to use the system that tracks player/npc tokens that are under a spell token... at the moment for the DM only this allow them to drag the tokens under the spell token by dragging the spell token 'known' from the tool tip that its going to move the token under.. after the release of the drag the system moves the spell token back and jumps the tokens that were under the spell token to the drag end spot.

Its possible to do something like that for a player, say with 'hold shift' to move the 'full' stack, your player token and any spell tokens under it. Which would sort of do what you are talking about, but might 'catch' other tokens if then end up under the player token you want to move. While possible I just dont know how often a player token and an attached spell token would 'overlap' with other spell tokens/npc tokens that might then get moved as the stack etc...

another type of solution, might be to drag a spell token onto the map the player is on, and then have a combat tracker 'slot' that you then drag that spell token back onto the combat tracker to try and link these together, so that when the player is moved it also moves the spell token. Again its a bit of a faf for the player to re-setup on each map..

but I'll continue to think about other possible options that might work within the system to 'bind' a token with a spell token to move together... But It might not happen, let me ponder on it for a bit..

nephranka
May 5th, 2021, 03:21
I just picked this up and it looks great, but tonight I ran into this error when using the auras ext and the spell tokens ext.

https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects

This only happens when the client moves a spell token on the map. The GM/host saw no error. No auras were placed on any of the CT tokens so this is just happening by having both ext loaded.

I posted over there as well.

Thanks!

bratch9
May 5th, 2021, 11:23
I just picked this up and it looks great, but tonight I ran into this error when using the auras ext and the spell tokens ext.

https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects

This only happens when the client moves a spell token on the map. The GM/host saw no error. No auras were placed on any of the CT tokens so this is just happening by having both ext loaded.

I posted over there as well.

Thanks!

Have you checked it with ?
have you updated to v0.10?

If its still and issue, can you attach a minimal camapign zip, that allow me to just move a token (and which one.. ) and it cause the error and I'll take a look.

( But looks like an aura code issue, but we might need to do some joint 'checks' to make this function together as the spell tokens do not live on the combat tracker which might be an issue.. )

-pete

EDIT: I had a quick look at the Aura changes between v0.9 and v0.10, and it looks like it should be fixed.
( The issue was getting data from the combat tracker and assuming it was valid to get the name, 'v0.9 line 233 -> CombatManager.getCTFromToken(tokenMap).getNodeName ()', in v0.10 this line is now split with a 'nil' check, lines 36-39, before sending the message 'v0.10 line 44 -> nodeCT.getNodeName()' )

nephranka
May 5th, 2021, 11:46
Have you checked it with ?

If its still and issue, can you attach a minimal camapign zip, that allow me to just move a token (and which one.. ) and it cause the error and I'll take a look.

( But looks like an aura code issue, but we might need to do some joint 'checks' to make this function together as the spell tokens do not live on the combat tracker which might be an issue.. )

-pete

EDIT: I had a quick look at the Aura changes between v0.9 and v0.10, and it looks like it should be fixed.
( The issue was getting data from the combat tracker and assuming it was valid to get the name, 'v0.9 line 233 -> CombatManager.getCTFromToken(tokenMap).getNodeName ()', in v0.10 this line is now split with a 'nil' check, lines 36-39, before sending the message 'v0.10 line 44 -> nodeCT.getNodeName()' )

Thanks for the info. I totally missed v10. Once I got it, all the issues are resolved. Sorry for the false alarm and thanks for the quick response.

bratch9
May 14th, 2021, 21:59
Just letting people know, the new FGU 4.1.0 version has broken the extra movement code used to move stacks of tokens about.

It seems they have gone for the FGC version style in FGU which picks up the top token and when you release the dragged token it puts that token at the bottom of the stack. This causes tokens on release of movement to now drop below everything. This was only an issue on GM side, but now can happen on the player side between the player tokens and player spell tokens. On the player side GM tokens/spell tokens still seem to be below.

I'll take a look as the new release has changed/fixed a number of token callbacks the were not happening between host and client.

So maybe I can work a new 'bodge' that get around these changes.

( As talked about before, its not in FG interests to fix this as they want the spell templates to be used by the gm to add tokens to the map... but most people still want players to be able to deal with their own spell tokens.. )

nephranka
May 17th, 2021, 01:56
Ran into this issue tonight. With this and the token height ext only in a clean 5e build, I can not place spell tokens on a map. It silently fails. Turn off token height and I can place spell tokens. Did not expect that. Any thoughts? I am posting on the token height thread as well. Thanks!

With both on - spell tokens cannot be placed. (screen1)


With token height off - spell tokens can be placed (screen2)

bratch9
May 17th, 2021, 12:26
Ran into this issue tonight. With this and the token height ext only in a clean 5e build, I can not place spell tokens on a map. It silently fails. Turn off token height and I can place spell tokens. Did not expect that. Any thoughts? I am posting on the token height thread as well. Thanks!

With both on - spell tokens cannot be placed. (screen1)


With token height off - spell tokens can be placed (screen2)

Looked into the issue, and its a bug in the height extension not calling super onDrop, causing loss of other functions as well as spell tokens.

https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator&p=601099#post601099

-pete

nephranka
May 17th, 2021, 13:21
Looked into the issue, and its a bug in the height extension not calling super onDrop, causing loss of other functions as well as spell tokens.

https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator&p=601099#post601099

-pete

Thank you. I will take a look. I am glad it is an easy fix because I really like the spell tokens and the height ext!

bratch9
May 17th, 2021, 14:40
Thank you. I will take a look. I am glad it is an easy fix because I really like the spell tokens and the height ext!

I should have a v3.6 out later, or tomorrow, which has new movement for tokens under the spell tokens.. I'm trying to get it to a point that I dont have it under the 'option' section disabled by default.. ie when set to 'circle' or 'square' mode..

I've added the ability to rotate and scale tokens below the spell token, to go along with the been able to drop damage/heal down to the token below a spell token.

With the new 4.1.0 release some call backs were broken, but the new 4.1.1 fix seems to have sorted those out.. so now I can get player side to do these things as well.

I'm just looking at adding a token that is on-top of a spell token, or very close match, such that these can by default move about... like spirit guardians placed with a player token and they just move/rotate with you on the map. ( As I want to use this for ship tokens on starfinder to have a marker with the ship for forward and axis like in the book... at the moment these are 'big' spell tokens and so when they overlap with close ships it can cause an usability issue. )

When you get the updated version, feel free to give some user feedback from players/dm side on if things are working well now and if you have any 'it would be nice if move worked like... ' or you are missing support for 'shift+alt+multi-mouse press drag in this odd way that does some 'magic' in FG that I dont know about'. I have a weekly game with our group, so get a small amount of feedback, but getting more is welcome.

-pete

nephranka
May 17th, 2021, 14:50
Sure thing. We play weekly and the players like having their own tactical overlays (i.e. spell tokens) nd it saves me some work. Plus the art is very nice! I will let you know. Thanks again.

woopah
May 17th, 2021, 20:24
This extensions seems really cool, but i haven't been able to get it to work with any of my PFRPG campaigns. I've been able to load the extension and edit the Spell Tokens tab in the assets windows. I've already tried reparsing the spells but can't get the tokens to show in on the actions tab in the players character's sheet.
Can someone tell me if i'm doing something wrong?
46835

Zacchaeus
May 17th, 2021, 20:56
Per the first post the extension is for 5e.

Never mind. I read a little more :)

nephranka
May 17th, 2021, 21:15
I see a new version is up. So I will give that a spin. Also, do I simple drop that code you supplied, to fix the token height ext conflict, in the token height ext? I did try that but that did not seem to resolve the issue, so I figured there was more to it. Thanks!

bratch9
May 17th, 2021, 21:27
I see a new version is up. So I will give that a spin. Also, do I simple drop that code you supplied, to fix the token height ext conflict, in the token height ext? I did try that but that did not seem to resolve the issue, so I figured there was more to it. Thanks!

The code should just drop into the file if you swap out the 2 functions with the code provided.

-pete

bratch9
May 17th, 2021, 21:46
This extensions seems really cool, but i haven't been able to get it to work with any of my PFRPG campaigns. I've been able to load the extension and edit the Spell Tokens tab in the assets windows. I've already tried reparsing the spells but can't get the tokens to show in on the actions tab in the players character's sheet.
Can someone tell me if i'm doing something wrong?
46835

Hi,

Did a quick check and it seems to be working. One question do you own the actual spell tokens ? because the extension does not come with tokens, the xml file are the mapping files for token sets that are available from other people..

I've just released the v3.6, and updated the extension.xml file to go with that... so please download the latest and drop the extensions.xml file into the zip as per instructions.

Then can you try in a clean campaign, and just import the one of the 'SpellTokens.xml' files. ( Dont import the extensions.xml that is code for the zip file to allow the extra platforms.. )

The 'Spelltokens.xml' maps the https://www.dmsguild.com/product/195599/DUNGEONS-AND-DRAGONS-5e-Spell-Tokens-21 token pack.

The 'SpellTemplates.xml' maps the FG spell templates available from the store. But these are not recommended for use with this extension as they do not have any 'alpha' so block you from been able to see tokens 'under' the spell tokens. They are best used by the DM in the map edit tool section as added 'image' layers so you can adjust the alpha. Most people us 'G Jensens' pack as these have alpha baked into the tokens.

I'm not sure if the import of 'extension.xml' into the token set caused you any issue, as I say that is not for use in game.. it gets placed into the extension zip file to configure the extra platforms.

Hope this helps, if you still have issues let me know. ( It looked ok, until the 'import extension.xml' section, and I could not tell if you own the actual tokens for it to work etc.. )

-pete

bratch9
May 17th, 2021, 21:55
I see a new version is up. So I will give that a spin. Also, do I simple drop that code you supplied, to fix the token height ext conflict, in the token height ext? I did try that but that did not seem to resolve the issue, so I figured there was more to it. Thanks!

46842

Looks to me working for me, I'll go attach the action image.lua file in the owner thread... so you can just replace the file in the extension with the updated one.

-pete

woopah
May 17th, 2021, 22:21
It worked. I was trying to test the extension with random tokens while importing the Spelltokens.xml even though i did not have 'G Jensens' pack, mybad. Downloaded v3.6 and tested it in a new campaign without importing the xml and it worked. Thanks a lot pete.

46844

nephranka
May 17th, 2021, 22:22
46842

Looks to me working for me, I'll go attach the action image.lua file in the owner thread... so you can just replace the file in the extension with the updated one.

-pete

Thanks!

bratch9
May 17th, 2021, 22:32
Per the first post the extension is for 5e.

Never mind. I read a little more :)

Due to the DMs guild extensions state I had to have them host just the 5e version.. I provide extra extensions.xml file to update the zip file to re-enable the other platforms..

-pete

bratch9
May 17th, 2021, 22:35
Thanks!

Updated a new version v3.7 for you, so that once the height extension is updated ( or you patch the token height extension code by hand.. ), if tokens are 'under' spell tokens it also passes the 'alt'+scroll wheel down to the token height extension so it can adjust the height calculation for you..

let me know if the token height extension has any 'other' modes that are getting blocked by the tokens been under spell tokens..

-pete

nephranka
May 17th, 2021, 22:39
Updated a new version v3.7 for you, so that once the height extension is updated ( or you patch the token height extension code by hand.. ), if tokens are 'under' spell tokens it also passes the 'alt'+scroll wheel down to the token height extension so it can adjust the height calculation for you..

let me know if the token height extension has any 'other' modes that are getting blocked by the tokens been under spell tokens..

-pete

Disregard I was updating the wrong file.

Edit: Looks to be working now. I will do a little testing and let you know. Thanks!

nephranka
May 18th, 2021, 00:39
So, the good news is the height is working as well as the other move features. Strangely, when the client puts out a token and moves it, they lose sight on the map. It is as if they have the tokens senses which has no vision (screen1)? Turning off the light option on the map gives back revealed map areas but no other tokens(screen2). GM's view screen3.

nephranka
May 18th, 2021, 03:30
When I went back to reproduce it, I could not get the exact repeat but I did pick up that my fireball token on the client side gives me the player vision through it when I click it to move it. So I assume I somehow got the early example in a zone I had no vision (like in a wall).

Easy to reproduce this: map with lighting & LOS (screen1), client drops a spell token on a far away part of the map. Click the token to move it and you should see areas of the map the player has not yet (screen 2). It is almost like "party vision" is on but the options say off (screen3)?

Edit: And token lock makes moving these very hard. The text is giant (screen4).

bratch9
May 18th, 2021, 11:07
It worked. I was trying to test the extension with random tokens while importing the Spelltokens.xml even though i did not have 'G Jensens' pack, mybad. Downloaded v3.6 and tested it in a new campaign without importing the xml and it worked. Thanks a lot pete.

46844

Using Jensens pack is not a requirement ( its designed for 5e, so might not work as well in PF [ for which you need to 'adjust' the module to add extra rule set support ] ), but the spelltokens.xml is the configuration file for that pack...

Adding your own graphics is why you get 'edit' features to add/remove on the spell token configuration screen.

If you know of any token packs for PF, I'm happy to make an .xml file for the pack..

Or if you end up with a set you make and decide to release them, then again I can setup a .xml file for those.

If you want to 'move' a more hand configured set of custom tokens between campaigns you can just copy the <spelltokens> and <spellsuffix> sections from the db.xml and place in the new one. ( Or you can use the <spelltokens> and make an xml file like the provided others its not hard to edit in a text editor. )

-pete

bratch9
May 18th, 2021, 13:48
When I went back to reproduce it, I could not get the exact repeat but I did pick up that my fireball token on the client side gives me the player vision through it when I click it to move it. So I assume I somehow got the early example in a zone I had no vision (like in a wall).

Easy to reproduce this: map with lighting & LOS (screen1), client drops a spell token on a far away part of the map. Click the token to move it and you should see areas of the map the player has not yet (screen 2). It is almost like "party vision" is on but the options say off (screen3)?

Edit: And token lock makes moving these very hard. The text is giant (screen4).

Let me address a couple of items... spell tokens are still 'tokens' at a fundamental level, they have to be to allow placement and movement/rotation/scale etc..

Because spell tokens are 'owned' by the person that places them, they are going to add to vision. Tokens get vision and 'owned' spell tokens can allow 'party movement' to be tracked.

So at the moment, if party movement is off, you should only be able to move your player token and your player spell tokens.

if party movement is on, you should be able to move all your party tokens and spell tokens about.

( NOTE... i do not track on the fly changes to part movement option... if you change it, delete and replace the spell tokens.. in normal game play you do not change this all the time.. but in 'testing' when playing with a new extension change you might.. )

If I remove the 'owner' option, it would allow you to move other party member spell tokens, while not been able to move the other party member actual token... and also allow you to move DM spell tokens !!

While the spell token does show an unknown part of the map at the time, its not something I can stop. ( I'll take a look, but I dont think I can.. )

As for 'token lock' this is another total loss, its just not going to work. In this mode the extension does not even get movement call backs, so you can not move a token under a spell token around... if you could it would probably generate multiple 'yes/no' move approve requirement which would be a pain. The text size for the 'yes/no' is not in the rule set code, I did a quick look for it in the past and could not find it in code I have access to. So no movement callbacks, and no control of the text, not a lot I can do about it.

Basically, not a lot I can do on vision, you are moving a token about... even if it has a 'texture' of a spell token on it. Its still a token so gets vision..

'token lock' basically takes you into 'disabled' mode and the system can not deal with moving player tokens under spell tokens... so is not a workable option.

Unless we can get a new fundamental type of 'marker' to go with the 'token' and 'shortcut' first class types, its not possible to deal with spell tokens and not get a bunch of issues.

Because FG have gone with the DM and 'image' map edit for spell templates, I do not see us getting a code fix to expose the requirement to 'clean' up the issues caused by my extension to a 'perfect' state. What we might get is pressure on FG to make spell template support available to players, but that would require players editing the map... I dont see that happening either.

The issues you have are known, but not a lot I can do about it withing functional changes to the game system outside the rule set. When I've asked for these things, response is 'its not a priority', maybe if lots and lots of people bug them about it we could get a change. But I dont see that because of the spell templates so it is clear they 'dont' want to fix this issue, because they have decided to go a different route.

All I can do is make the best possible and hope lots of people use it, and FG pick up that they either need to fix support to make it work properly or they spend time making spell templates work better to player/dm...

-pete

nephranka
May 18th, 2021, 19:05
Let me address a couple of items... spell tokens are still 'tokens' at a fundamental level, they have to be to allow placement and movement/rotation/scale etc..

Because spell tokens are 'owned' by the person that places them, they are going to add to vision. Tokens get vision and 'owned' spell tokens can allow 'party movement' to be tracked.

So at the moment, if party movement is off, you should only be able to move your player token and your player spell tokens.

if party movement is on, you should be able to move all your party tokens and spell tokens about.

( NOTE... i do not track on the fly changes to part movement option... if you change it, delete and replace the spell tokens.. in normal game play you do not change this all the time.. but in 'testing' when playing with a new extension change you might.. )

If I remove the 'owner' option, it would allow you to move other party member spell tokens, while not been able to move the other party member actual token... and also allow you to move DM spell tokens !!

While the spell token does show an unknown part of the map at the time, its not something I can stop. ( I'll take a look, but I dont think I can.. )

As for 'token lock' this is another total loss, its just not going to work. In this mode the extension does not even get movement call backs, so you can not move a token under a spell token around... if you could it would probably generate multiple 'yes/no' move approve requirement which would be a pain. The text size for the 'yes/no' is not in the rule set code, I did a quick look for it in the past and could not find it in code I have access to. So no movement callbacks, and no control of the text, not a lot I can do about it.

Basically, not a lot I can do on vision, you are moving a token about... even if it has a 'texture' of a spell token on it. Its still a token so gets vision..

'token lock' basically takes you into 'disabled' mode and the system can not deal with moving player tokens under spell tokens... so is not a workable option.

Unless we can get a new fundamental type of 'marker' to go with the 'token' and 'shortcut' first class types, its not possible to deal with spell tokens and not get a bunch of issues.

Because FG have gone with the DM and 'image' map edit for spell templates, I do not see us getting a code fix to expose the requirement to 'clean' up the issues caused by my extension to a 'perfect' state. What we might get is pressure on FG to make spell template support available to players, but that would require players editing the map... I dont see that happening either.

The issues you have are known, but not a lot I can do about it withing functional changes to the game system outside the rule set. When I've asked for these things, response is 'its not a priority', maybe if lots and lots of people bug them about it we could get a change. But I dont see that because of the spell templates so it is clear they 'dont' want to fix this issue, because they have decided to go a different route.

All I can do is make the best possible and hope lots of people use it, and FG pick up that they either need to fix support to make it work properly or they spend time making spell templates work better to player/dm...

-pete

No worries. Thank you for taking the time to walk me through the things I am seeing. I was caught off guard and did not expect that behavior from the tokens but what you are saying makes total sense. I am sorry to rehash old issues. I just did not see the discussions around this before I posted.

I still will use the ext. I like the spell tokens and turning off/on token lock is not the end of the world. The vision issue will be situational but manageable. I do have one question about an option. I don't have an issue with players being able to move other player tokens nor being able to move my tokens. So, could an option be made to to toggle ownership? In that way if you prioritize vision over ownership you could. If figure not likely but I thought I ask.

Thanks for all the work on this.

Leprekorn
May 20th, 2021, 15:09
Hey does this extension allow you to use the spell tokens to target enemies/allies rather than having to ctrl click each target?

bratch9
May 20th, 2021, 16:32
Hey does this extension allow you to use the spell tokens to target enemies/allies rather than having to ctrl click each target?

The answer is no...

In reality just how many tokens end up under your spell AoE ?

I dont play in massive games, mainly because FGU gets slower and slower, so if you have to ctrl+click 3 targets is that any worse than maybe having to 'right click the token' to bring up the radial menu, and then select one of 3 items for target party/allies/enemies... its probably quicker to just ctrl+click the couple of tokens.

The other option, which normally follows as a question, is can it not just 'auto' select.. then its a case you might have to 'fix' what it auto selected, again you end up with a few clicks to sort it... which is all it would have taken in the first place.

FG is a help to play, and I take the matching attitude. Why code something to save a couple of clicks that might require some extra clicks to sort out when the 'context' of requirement does not exist in the game to be accurate with a selection.

As much as I'd love to see better automation in FG, it lacks so much context that would be required to be flexible and accurate in the automation.

Leprekorn
May 20th, 2021, 16:38
I see your point, however last night in a game using CAE DM Tools spell token targeting my player was able to cast fireball, use the token position it over 10 giant ants and get it to target them all saving a lot of time . I know the functionality exists I am just in the process of moving to the auto effects, equipped effects and KitnKaboodle way of working and if your ext offered the same functionality it would be a no brainer for me.

Kelrugem
May 20th, 2021, 16:51
I do not know whether it helps: In the image toolbar are also targeting tools that help to select multiple targets at once :) (with pressing Alt one can also draw freehand areas for targeting selection)

bratch9
May 20th, 2021, 16:56
I see your point, however last night in a game using CAE DM Tools spell token targeting my player was able to cast fireball, use the token position it over 10 giant ants and get it to target them all saving a lot of time . I know the functionality exists I am just in the process of moving to the auto effects, equipped effects and KitnKaboodle way of working and if your ext offered the same functionality it would be a no brainer for me.

sounds like you use the 'critically awesome' extension to do the token, which will select tokens as it adds process flow to the cast. which is fine for a fireball that lasts one round as a marker... ( also has less token layer draw issues. )

which is not really what spell tokens is far, its designed to 'last' on the map... say 'cloud of dagger' over a number of rounds etc..

while its nice to drop a fireball token to mark the area, you can use the built in circle tool to work out the hit area.. maybe not a quick... and you can always use the 'select' rectangle to grab a group of tokens. ( Not sure if you can then click select them all onto your character or not... )

Can I ask what is 'better' with my extension over using 'critically awesome' which you already use ?

( My extension, started as just a basic marker token that did nothing, was super simpler to code and easy to use... only its grown over the time to include a lot of stuff needed to deal with the stupid draw layer order issues of FG.. which I'm still trying to sort out.. so target might be a feature at some point... as per previous post about my hint using the radial to select targets which has been on my thoughts for a while, if/when I get time to look further into it.. )

Leprekorn
May 20th, 2021, 18:19
Having not used your extension I don't know what is better. I currently use OCD and CAE for wildshapes and I was using the Coding packs. However I was enticed by automatic effects and equipped effects, then kit and kaboodle which all work great together and Aridrho mentioned on the GP discord he had your spell tokens working with his auto effects. So I thought I might be able to use yours instead of CAE

bratch9
May 20th, 2021, 18:57
Having not used your extension I don't know what is better. I currently use OCD and CAE for wildshapes and I was using the Coding packs. However I was enticed by automatic effects and equipped effects, then kit and kaboodle which all work great together and Aridrho mentioned on the GP discord he had your spell tokens working with his auto effects. So I thought I might be able to use yours instead of CAE

if you need selection, at the moment 'no' is the answer.. but might be possible at a later date..

As others have suggested we now have the 'target' buttons on the top bar of the maps which might be suitable.

( I've not used 'alt' freehand selection, but I'm also not sure you can 'target' from this selection... I can see it select with the 'rect' grab but I could not 'ctrl+select' the rect group to adjust player target... But I only had a very quick look at that and maybe I need to do a slight different sequence... )

Kelrugem
May 20th, 2021, 19:03
if you need selection, at the moment 'no' is the answer.. but might be possible at a later date..

As others have suggested we now have the 'target' buttons on the top bar of the maps which might be suitable.

( I've not used 'alt' freehand selection, but I'm also not sure you can 'target' from this selection... I can see it select with the 'rect' grab but I could not 'ctrl+select' the rect group to adjust player target... But I only had a very quick look at that and maybe I need to do a slight different sequence... )

The targeting buttons in the image toolbar already exist for years by the way :)

Yup, the freehand mode should be with pressing Alt (but maybe ctrl or shift, I didn't test right now). To make it work it is important that the token(s) for which you want to adjust the targets are selected :) There is also a button for targetting all friendly or hostile tokens (relative to the faction; so, hostile tokens will select other hostile ones if you press the "Select friendly" button, I think :) )

bratch9
May 20th, 2021, 21:08
When I went back to reproduce it, I could not get the exact repeat but I did pick up that my fireball token on the client side gives me the player vision through it when I click it to move it. So I assume I somehow got the early example in a zone I had no vision (like in a wall).

Easy to reproduce this: map with lighting & LOS (screen1), client drops a spell token on a far away part of the map. Click the token to move it and you should see areas of the map the player has not yet (screen 2). It is almost like "party vision" is on but the options say off (screen3)?

Edit: And token lock makes moving these very hard. The text is giant (screen4).

v3.8 should sort out the party vision, I've disabled spell tokens from the vision system. (FGU has a non-documented function call to do it, but its used in the ruleset so I feel fine using it, while the documentation gets made upto date !! )

The party move/vision should still be respected as I've not changed the ownership.

Have a go and let me know if you have any other issues/suggestions.

-pete

bratch9
May 20th, 2021, 21:10
The targeting buttons in the image toolbar already exist for years by the way :)

Yup, the freehand mode should be with pressing Alt (but maybe ctrl or shift, I didn't test right now). To make it work it is important that the token(s) for which you want to adjust the targets are selected :) There is also a button for targetting all friendly or hostile tokens (relative to the faction; so, hostile tokens will select other hostile ones if you press the "Select friendly" button, I think :) )

Thanks for the update, just done a play with this... and I can get it to target without my extension... but when my extension is enabled it is causing it to not select. I'll debug it some time soon, as its an interaction with token selection if they are 'under' a spell token. So I'll need to work around this case as well....

EDIT: fixed in v3.9.

-pete

nephranka
May 20th, 2021, 21:55
v3.8 should sort out the party vision, I've disabled spell tokens from the vision system. (FGU has a non-documented function call to do it, but its used in the ruleset so I feel fine using it, while the documentation gets made upto date !! )

The party move/vision should still be respected as I've not changed the ownership.

Have a go and let me know if you have any other issues/suggestions.

-pete

So, I took a look. v3.9. It appears token control is still good but when I click on the spell token I have vision (screen1/2).

bratch9
May 20th, 2021, 22:29
So, I took a look. v3.9. It appears token control is still good but when I click on the spell token I have vision (screen1/2).

did you delete all tokens before that test ?

as the old tokens will have bad config.

Also made a minor fix to v3.9 so can you pull the new version of v3.9.

46940

nephranka
May 20th, 2021, 22:43
did you delete all tokens before that test ?

as the old tokens will have bad config.

Also made a minor fix to v3.9 so can you pull the new version of v3.9.

46940

Cleaned the CT, went to a new map, new NPC and new spell. Same issue. I can't tell if you have the spell token selected (no green circle) in your shot.

nephranka
May 20th, 2021, 22:47
Maybe this is an issue that can not be resolved, like you discussed before? I note that I have no vision through the token unless it is selected, which is good.

Leprekorn
May 21st, 2021, 08:51
I'm not clear about this so I may have missed it. If I as a DM have the correct token pack (DUNGEONS AND DRAGONS 5e Spell Tokens 2.1) activated as a module and my players are adding spells to their characters does it populate the token for them? Or is that automation only available DM side?
Sorry for all the questions

Aridhro
May 21st, 2021, 09:33
I'm not clear about this so I may have missed it. If I as a DM have the correct token pack (DUNGEONS AND DRAGONS 5e Spell Tokens 2.1) activated as a module and my players are adding spells to their characters does it populate the token for them? Or is that automation only available DM side?
Sorry for all the questions

It does populate for your players also. In my last sessions my sorcerer confirmed this.

If not, let your player right click on link in CS, and click the reparse button while holding SHIFT. Otherwise it deletes .mod spell effects and replaces them by parsed ones.

Leprekorn
May 21st, 2021, 09:46
Good to know

bratch9
May 21st, 2021, 11:32
Cleaned the CT, went to a new map, new NPC and new spell. Same issue. I can't tell if you have the spell token selected (no green circle) in your shot.

Not sure how you have your 'vision' set on your character... maybe thats the difference... ( Can you attach a campaign zip so I can take a look ? )


( All shots from player client. )

Below is the same map with my player, just with a 'reset fog of war', so it basic normal sight.

46957


Below is when the player drops a token onto the map, it starts not 'selected' and does not change the vision.
46958


Below i have 'selected' the player, and you can see they no longer get to see the 'spell token' because its off the sight of the player.
( You will know this map as a horizontal path on at this map, so they 'could' see it.. )
46959

Below i have 'selected' the 'spell token', it has not extended the player vision, but it the token does have vision which you can see 'clipping' the players vision. ( look at first image. )
46960


In no situations did it extend the vision, my player is human with an effect torch.. so maybe it depends what 'vision' you have on your character ?

Let me know as I'd like to track down the reason and see if it has a fix or not..

nephranka
May 21st, 2021, 11:47
Not sure how you have your 'vision' set on your character... maybe thats the difference... ( Can you attach a campaign zip so I can take a look ? )


( All shots from player client. )

Below is the same map with my player, just with a 'reset fog of war', so it basic normal sight.

46957


Below is when the player drops a token onto the map, it starts not 'selected' and does not change the vision.
46958


Below i have 'selected' the player, and you can see they no longer get to see the 'spell token' because its off the sight of the player.
( You will know this map as a horizontal path on at this map, so they 'could' see it.. )
46959

Below i have 'selected' the 'spell token', it has not extended the player vision, but it the token does have vision which you can see 'clipping' the players vision. ( look at first image. )
46960


In no situations did it extend the vision, my player is human with an effect torch.. so maybe it depends what 'vision' you have on your character ?

Let me know as I'd like to track down the reason and see if it has a fix or not..

I went back to test it again. It maybe something with me making adjustments on the map with lightning while the token is there. It is working now. The difference is I cleaned off all the tokens then adjusted the map and then put them back on.

nephranka
May 21st, 2021, 12:30
Thanks for the help sorting this out. I apologize for any additional effort and/or confusion due to user errors on my part. The ext is working great, now if I could figure out FGU!

bratch9
May 21st, 2021, 13:19
Thanks for the help sorting this out. I apologize for any additional effort and/or confusion due to user errors on my part. The ext is working great, now if I could figure out FGU!

I think if you are editing a map, its always best to 'clear' it down before use.

As I said previously the spell tokens are not dynamic, so when you change 'party movement/vision' option during 'testing' you tend to do this in real time and pick up issues that are not important. Normally map changes,party vision/move is set once and stays for many years of the campaign. Hence i'm not worried with the 'odd' issue that is caused by 'edit'/option changed on the fly.

Spell tokens should be getting added/removed as play happens and it will then pick up the changed item. But for most games it is pre-setup and does not change so players dont notice the issue... Just us Dm's that are checking the extension is doing what we think it is doing, might spot something.

Glad its working as expected, do let me know if during play you find some issue with token/spell token layer interactions that seem odd or could be improved if done 'suggestion'. At the moment it does what I think is suitable, which might not be what the average user would like etc..

nephranka
May 21st, 2021, 15:51
I think if you are editing a map, its always best to 'clear' it down before use.

As I said previously the spell tokens are not dynamic, so when you change 'party movement/vision' option during 'testing' you tend to do this in real time and pick up issues that are not important. Normally map changes,party vision/move is set once and stays for many years of the campaign. Hence i'm not worried with the 'odd' issue that is caused by 'edit'/option changed on the fly.

Spell tokens should be getting added/removed as play happens and it will then pick up the changed item. But for most games it is pre-setup and does not change so players dont notice the issue... Just us Dm's that are checking the extension is doing what we think it is doing, might spot something.

Glad its working as expected, do let me know if during play you find some issue with token/spell token layer interactions that seem odd or could be improved if done 'suggestion'. At the moment it does what I think is suitable, which might not be what the average user would like etc..

Will do. It will get tested by my players this weekend. Thanks!

nephranka
May 24th, 2021, 02:16
So in general play, my group really only had one issue positioning a spell token once it was on the map. When they put out a spell token and then want to move it, now that vision is gone, they could not see where to move it to. I understand it was my request to take away vision through the token but the work around is to move it, click it (to get back map vision of your token), then move it again. You have to click back and forth between your token and the spell token in order to navigate it on the map. It may be that I need to leave the spell tokens with vision as this out weighs what advantage they may get from seeing other parts of the unexplored map.

The best solution would be not to take away the spell tokens vision and yours but simple don't change your vision from what is currently been seen by your token. I figure that is not possible given the FGU system.

We will continue to experiment with it.

bratch9
May 24th, 2021, 18:28
So in general play, my group really only had one issue positioning a spell token once it was on the map. When they put out a spell token and then want to move it, now that vision is gone, they could not see where to move it to. I understand it was my request to take away vision through the token but the work around is to move it, click it (to get back map vision of your token), then move it again. You have to click back and forth between your token and the spell token in order to navigate it on the map. It may be that I need to leave the spell tokens with vision as this out weighs what advantage they may get from seeing other parts of the unexplored map.

The best solution would be not to take away the spell tokens vision and yours but simple don't change your vision from what is currently been seen by your token. I figure that is not possible given the FGU system.

We will continue to experiment with it.

Not sure vision is going to do what you think... You will still have to toggle between token and player which seems to be you main issue, they are different tokens... so it would be the same if a player was looking after 2 characters in different parts of the map.. when one is selected you get its vision, then you have to go to neither selected to be able to see the both character token and then select the other. ( assuming they are not in line of sight of each other, in which case you could see them anyway.. )

I can make the spell tokens always visible and without vision for a player... That way everybody would always be able to see the spell token to select/move it if they were allowed ( party vision and movement enabled ), which would change the 'selection' to it but you would still have no vision if you had placed the spell token in an unknown area.. so you can move it but still dont know 'how' to move it to hit targets you dont know about type thing..

If you are placing a spell token in an unknown 'guess' location what would the DM want... For me I'd probably not allow a spell token to be placed on the map if a player say they want to cast a spell into an unknown area, if I did allow then it becomes a marker for the guess and maybe they dont get to see it until they move to be able to see that location. ( Maybe they selected inside a wall so spell failed. ) Its a very subjective thing, as a lot of the spell require you to have line of site for placement and movement. I know some dont but a lot of been able to use in an unknown location is subjective.

For example do you allow or not a mage hand to pass through a door to lift a bar that is holding it closed ? A dm might allow this without question, some might not even let it go though the door, some might ask exactly what part of the door do you guess the bar is at, some might class the mage had as 'blinded' when you player can not see it which would limit its ability to do a lot of things..

I'd probably allow it to pass through the door, and if the door had a key hole and you could tell from the side the player is on that the key is in place I'd just allow it to turn the key to unlock it. Its reasonable to assume in this sort of case, and not 'pissing' off the players. But if its a new door they have never seen the other side to and are guessing its a bar due to no key hole, I might be a little less giving.... maybe i've added a trap at the bottom which is not near the bar and the play says they 'try a bar at the bottom' and this sets off the trap.. instead of just letting they 'hit' an unknown bar with just 'mage hand lifts bar on other side' type thing. Its going to depend on the level of players and experience for me.. new players I might let them get away with it but hint as they get more experience I'd need more specific due to the lack of vision/information of what is on the other side...

Lets try it with no vision but player spell tokens are 'visible', so all players would be able to see the spell token in an unknown/black part of the map. Hence they could try and move it without having to unselect player token to see 'all tokens' for that player... but would then have to re-select the spell token to unselect it to maybe see the player token due to no vision to be able to re-select the player token..

I dont think we can get away without any extra clicks to deal with this, its just how FG does its stuff... ( Again to do it properly we need FG to make it a first class item outside the rule set, and I dont see that happening. )

nephranka
May 24th, 2021, 18:59
I agree that there are no easy answers and the solutions still require switching back and forth. All of your scenarios make sense and I think we both agree there.

Just one point to clarify, in many cases they would bring out the token into the known area of the map with foes and it would not be lined up with where they wanted it, so they would click it to move it a little amount and the map would go black (due to no vision with the token). This would make it hard to know where to leave it after the move. So when they click back they would see it still was not exactly where they wanted and the cycle would repeat until I cried uncle.


I think in a few sessions I will get them confrontable and then I will have a better sense. As we are working through it, I will report back anything else the arises. Thanks for the feedback.

bratch9
May 24th, 2021, 20:53
I agree that there are no easy answers and the solutions still require switching back and forth. All of your scenarios make sense and I think we both agree there.

Just one point to clarify, in many cases they would bring out the token into the known area of the map with foes and it would not be lined up with where they wanted it, so they would click it to move it a little amount and the map would go black (due to no vision with the token). This would make it hard to know where to leave it after the move. So when they click back they would see it still was not exactly where they wanted and the cycle would repeat until I cried uncle.


I think in a few sessions I will get them confrontable and then I will have a better sense. As we are working through it, I will report back anything else the arises. Thanks for the feedback.

Give v3.9.6 a go, I've change the vision side and visibility of the spell token. I've also added an option to have the spell token 'spawn' a light source in FGU which should also help you with the vision side etc..

nephranka
May 25th, 2021, 02:17
My test seems to be working well. I think the vision is doable. Once I get the group using it, I will have more info. Thanks!

nephranka
June 7th, 2021, 19:30
Just reporting back. My group found this new version works good. No real vision issues and they could move things around with no problems. Great work. We are still working through the stacking issues because sometimes there can be a lot under the main token making it hard for both me and them but I suspect it will take more practice. Thanks again.

bratch9
June 9th, 2021, 21:13
Just reporting back. My group found this new version works good. No real vision issues and they could move things around with no problems. Great work. We are still working through the stacking issues because sometimes there can be a lot under the main token making it hard for both me and them but I suspect it will take more practice. Thanks again.

Thanks for the update, stacking is always an going to be an issue but I hope that with that the default drags should do what you want most of the time... and the 'shift' + drag in the cases you want to drag the full stack. ( which is inverted when its a token+spell token on exact top of each other for the likes of spirit guardian.. )

If you find a specific layer that is causing a common issue that you want me to see if possible to work around, just drop some images/campaign/steps to reproduce (player/dm) etc.. Not sure I'll be able to fix it due to how FG stacks tokens. ( But with the sun setting on FG classic... maybe we can get the token stack adjusted a little for FG Unity.. )

-pete

kevininrussia
June 9th, 2021, 22:21
I’m hoping for an Image Layer stack that can be linked to a token. That would be the cleanest solution.

bratch9
June 10th, 2021, 20:35
I’m hoping for an Image Layer stack that can be linked to a token. That would be the cleanest solution.

Not that it helps but we can have bitmaps attached to tokens... which is how health bar/dot,efffect icons etc.. attach to the token. ( You dont get rotate ability but you can scale the graphic if I recall, so its possible to bitmap image a spell token into a token.. think more like adding a big effect sprite to a token. )

What 'situation' are you thinking about would be solved by an image layer stack linked to a token ? ( Most of the spell tokens end up away from a player token, so are you thinking a spell token a long way away from a player token or under the player token ? type thing.. )

Just trying to get an idea of what you are imagining so I can think about it.

kevininrussia
June 11th, 2021, 21:02
Not that it helps but we can have bitmaps attached to tokens... which is how health bar/dot,efffect icons etc.. attach to the token. ( You dont get rotate ability but you can scale the graphic if I recall, so its possible to bitmap image a spell token into a token.. think more like adding a big effect sprite to a token. )

What 'situation' are you thinking about would be solved by an image layer stack linked to a token ? ( Most of the spell tokens end up away from a player token, so are you thinking a spell token a long way away from a player token or under the player token ? type thing.. )

Just trying to get an idea of what you are imagining so I can think about it.

A lot of the "spell tokens" in my games are Auras so selection is an issue and the Aura should move with the player token. Also I could be wrong on this but when I add tokens the token is calculating vision so seems it is an unneeded calculation that adds to performance slowdown (more tokens you add the slower FGU gets).

Also Layers look nicer and its visibility takes into account LOS and Lighting.

https://i.imgur.com/uLCbeMZ.png

bratch9
June 11th, 2021, 21:53
A lot of the "spell tokens" in my games are Auras so selection is an issue and the Aura should move with the player token. Also I could be wrong on this but when I add tokens the token is calculating vision so seems it is an unneeded calculation that adds to performance slowdown (more tokens you add the slower FGU gets).

Also Layers look nicer and its visibility takes into account LOS and Lighting.

https://i.imgur.com/uLCbeMZ.png

Yep been masked by vision would be nice, but layers only happen on the DM side so if a player moves a token the DM has to move the layer. I do not see FGU ever getting player editable layer options, as this would basically give them 100% access to everything on the map hidden or not. It would be a massive/fundamental amount of work to create a player edit layer side. ( I'm not saying it will never happen, it could, but I've not seen anything about this option. )

Spell tokens have a small 'light' built into them, this is done to allow them to be part of vision ( as you say... ) but it also makes it possible for you to see them when they are not selected. Its a give/take thing, if it was not an aura and away from the player its required to help been able to select/move the player token and then be able to still see/select/move a spell token etc..

At the moment, spell tokens placed on the top of a player token, if you grab at the center of the player token both are ( should be ) dragged together. ( This uses a 25x25 grid area for the alignment and pair selection for the mouse hit box.. I'll make it 50% of the map grid size at some point, because if you run at say 100+ pixel grid size for the map the selection box to hit would be very small.. ) Depending on the map lighting settings this was not working on older FGU, but since 4.1.3 it should be fixed.

Let me know if you are having issues with this working or not ? ( as i say it could be you have high resolution maps and a big grid pixel size making the hit box very small, if this is the case please wait for an update. If you have issues on a standard 50 pixel grid map, let me know. )

I could possibly have an on-drop option, say 'hold shift' while you drop the spell token on map that disables the adding of light+vision... ( I'll add this to a my todo list.. )

I'm also looking into adding a option that while dragging a spell token about you can press a key (maybe ctrl) and it will add tokens under it to your target selection. ( I dont know when this will be added, but its on my todo list. Thinking spirit guardians auto moved with the player and the player adding more targets as he moves to apply the effect, or a 'dawn' spell effect that can be moved about when not near the player token and selecting to the use the character spell effect button to add the require effect to those targets. )

I'd also love to have a proper lighting masked spell token support, but its not possible with current API access.. All we can hope for is that getting this extension to a very good usable for player/dm side as best as possible, inspires FG dev team to extend the API or to 'fix' layers to a point players can put down ( FG spell templates ) layers instead of just the dm...

Hope this answers your questions, I'm always open to feedback/suggestions. ( But somethings are just not possible with the api access.. )


-pete

kevininrussia
June 11th, 2021, 22:14
Thanks for the detailed response. :-)

I should have prefaced my first comment with acknowledgement that my idea is a wish that is not possible with current API. I didn't mean it as a knock against your extension. I guess for my idea to work SW devs would have to build in something like how Token Lights work where the layer could be activated by an effect. Anyway, probably not going to happen so Token method it is.

Do you think your workaround for other rulesets will work for 4E? I will do some testing on my end to see if I can get it to work.

Thanks!

bratch9
June 12th, 2021, 15:37
Thanks for the detailed response. :-)

I should have prefaced my first comment with acknowledgement that my idea is a wish that is not possible with current API. I didn't mean it as a knock against your extension. I guess for my idea to work SW devs would have to build in something like how Token Lights work where the layer could be activated by an effect. Anyway, probably not going to happen so Token method it is.

Do you think your workaround for other rulesets will work for 4E? I will do some testing on my end to see if I can get it to work.

Thanks!

Not as issue with suggestions, many people will not know if its possible or not. I'll read a suggestion and give feedback, sometimes I can take all or some of it and maybe implement bits. It also gives a view into how other people/groups are using the extension, which might be in a different way to my groups usage.

It should be possible to do 4e for the extension, it would need some custom setup/code. I'll add it to my todo list.

Thanks,
-pete

kevininrussia
June 12th, 2021, 19:43
It should be possible to do 4e for the extension, it would need some custom setup/code. I'll add it to my todo list.

Thanks,
-pete

Thank you!

bratch9
June 13th, 2021, 23:50
Thank you!

Hi,

I've made a v3.9.7 version release, this has some basic support for 4e ( player. )... But due to how the modules are releases for 4.0 I just dont have any data to do tests with. At the moment when you drag on a spell token its is 5x too big, due to the default FG Battle Maps used in 4e resorting to 1 unit per square instead of the normal 5 unit per square in other rule sets. I dont know if this is how other modules configured for 4e are setup.. So please watch out for this and check the grid distance units of the map. ( If every module map is at 1 unit per square I'll have to add a 4e exception into the scale code to cope. ) But it just looks wrong to me when you use the measure tool on the grid and it reports '1' for a distance of one square !!

You need to use the updated extension.xml at the start of the thread to test this out.

If you could setup a new 4e campaign with a quick player and add them to the combat tracker and add a couple of different NPC that have 'spells/powers', then I can use these NPC to debug sorting out if the spell tokens for NPC end up in the combat tracker ( like 5e ), or if they end up on the NPC shortcut in a power tab like most other rule sets. ( I tried setting up an npc by hand, but with no example and no spells to add to it I could not get a working NPC.. it should be easy if you have access to the 4e core books, which I assume you do.. hence the request for 4e support. )

Thanks, Pete

kevininrussia
June 14th, 2021, 00:32
Thanks for the update!

In 4e, all distance is counted in squares and not feet (1sq = 5ft). So two squares on the map is calculated and reported by the measuring tool as a distance of 2 :-)

I will test your new version now and also make a test campaign for you. I'll send you the campaign shortly.

Thanks again! Very excited to use this extension!

kevininrussia
June 14th, 2021, 01:36
Here is a test campaign with some creatures and a PC with spells. Let me know if there is anything else you need.

Thank you!

bratch9
June 14th, 2021, 10:42
Here is a test campaign with some creatures and a PC with spells. Let me know if there is anything else you need.

Thank you!

Thanks, This looks good for me to use.

bratch9
June 15th, 2021, 11:07
Here is a test campaign with some creatures and a PC with spells. Let me know if there is anything else you need.

Thank you!

Hi,

I've updated the extension to have spell tokens in the combat tracker for 4e and the player ones... i've sorted out the scale due to the use of 1 for a square and not 5 ft.

Let me know if this is working ok, and if you have any feedback.

Thanks, Pete

kevininrussia
June 16th, 2021, 01:43
Hi,

I've updated the extension to have spell tokens in the combat tracker for 4e and the player ones... i've sorted out the scale due to the use of 1 for a square and not 5 ft.

Let me know if this is working ok, and if you have any feedback.

Thanks, Pete

So far it seems to be working well. I have only tested on Host side. Will test clients later.

I added to my 4E extension list if you don't mind.

https://www.fantasygrounds.com/forums/showthread.php?65259-KJ%92s-Unity-4E-Extension-Emporium&p=571779&viewfull=1#post571779

kevininrussia
June 16th, 2021, 06:09
Hi,

I've updated the extension to have spell tokens in the combat tracker for 4e and the player ones... i've sorted out the scale due to the use of 1 for a square and not 5 ft.

Let me know if this is working ok, and if you have any feedback.

Thanks, Pete

Could you step me through adding spell tokens to NPC/Combat Tracker?

bratch9
June 16th, 2021, 11:16
Could you step me through adding spell tokens to NPC/Combat Tracker?

Sure I can.... It should be mainly automatic..

If you have a 'spell name' in the 'spells token configuration' that matches with the NPC action name it will add a token next to it.

see 47628 , then you can drag it from the combat tracker to the map just like a player. ( Or you can drag the icon from the 'spell token configuration' window onto a map. It gets a different name via this route as it does not know what npc to get the name from.. )

You can just use the 'create item' in the spell token configuration to enter a 'name' and then from the 'assets' you can drag on the required icon into the 'icon slot on the right' and configure a size per 5 ft to pixel ratio of the icon. ( This will be one square on 4e with the '1' distance scale the system uses.. ) Basically if you have a 20 ft square icon and it is 200x200 pixels, the 20ft square takes up 4x'5 feet' so 200/4= 50 to set for the size. ( Or if you dont have the icon size just guess and then check it on a map and adjust as required... )

note... the above needs to be setup before you add the npc to the combat tracker. ( So while you are doing game prep setup you might want to just check all the npc you are going to use to make sure they are setup with icons you want etc... as I dont provide any spell token icons, you will have to find your own or use a pack. Obviously the more you setup the less missing tokens will happen !! )

note... if you have a pack of spell tokens you use you could create an 'import xml' file for this. Just start with an empty 'spell token configuration' and add all the spell tokens as needed and then go to the db.xml and grab the '<spelltokens>' xml block. Take a look at the provided samples and you should be able to see how to edit that into a standalone file you can reuse of other campaigns... or just past it into another campaign if you want to quick setup etc.. ( ie change the '<id-00007>' into an '<Alarm>' section for the alarm spell etc.. )

I provide an import xml for the 5e spell token pack 5e-Spell-Tokens by Gareth Jensen (https://www.dmsguild.com/product/195599/DUNGEONS-AND-DRAGONS-5e-Spell-Tokens-21) not sure how many tokens can be re-used for 4e spells from this, but it could be a start point as 4e is going to have a lot in common with the 5e spells.

Hope this helps, if you still have any issues just ask.

( Dont forget the system has a couple of option to select for alternative selection and if a spell token will add a light with the token. I'll probably adjust these options soon as the system is working well so I feel the need to default to off for these things is less required.. )

bratch9
June 16th, 2021, 11:18
So far it seems to be working well. I have only tested on Host side. Will test clients later.

I added to my 4E extension list if you don't mind.

https://www.fantasygrounds.com/forums/showthread.php?65259-KJ%92s-Unity-4E-Extension-Emporium&p=571779&viewfull=1#post571779

not an issue.

kevininrussia
June 16th, 2021, 22:02
Thanks for the instructions and the image.

I found out what was giving me an issue. I was applying a Lightning Spell at first. The lightning image is so long and thin that when shown as an icon its not seen. I thought it was not being applied and was not working. I did other spells and they were visible, then realized the lighting image scale was making the image not exist when shrunk down to icon. It is still selectable and works well. Not a big deal now that I know what's happening.

https://i.imgur.com/zHRyrD3.png

Great extension and will get a lot of use. Really appreciate your 4e version!

bratch9
June 16th, 2021, 23:50
Thanks for the instructions and the image.

I found out what was giving me an issue. I was applying a Lightning Spell at first. The lightning image is so long and thin that when shown as an icon its not seen. I thought it was not being applied and was not working. I did other spells and they were visible, then realized the lighting image scale was making the image not exist when shrunk down to icon. It is still selectable and works well. Not a big deal now that I know what's happening.

https://i.imgur.com/zHRyrD3.png

Great extension and will get a lot of use. Really appreciate your 4e version!

yep some of the spell tokens are odd aspect ratios. I'd love to have a small version for icons on character sheets, maybe I'll try and get something sorted for that.

what does the '*' mark on the atk ? ( is it some 4e thing ? )

-pete

kevininrussia
June 16th, 2021, 23:56
what does the '*' mark on the atk ? ( is it some 4e thing ? )

-pete

I think the * is used to group the attack powers to the top of the list. Just a guess on my part. Adding the asterisk was another 4e quirk I had to adjust.

bratch9
June 17th, 2021, 00:03
I think the * is used to group the attack powers to the top of the list. Just a guess on my part. Adding the asterisk was another 4e quirk I had to adjust.

if you could, edit the 'SpellTokens.xml' file for the spell list '*' and attach to the thread and I'll move/attach it to the top of the thread for other 4e users.

If you want to, not an issue if you dont.

Thanks,
-pete

kevininrussia
June 17th, 2021, 00:41
if you could, edit the 'SpellTokens.xml' file for the spell list '*' and attach to the thread and I'll move/attach it to the top of the thread for other 4e users.

If you want to, not an issue if you dont.

Thanks,
-pete

The player powers don’t have this asterisk, so maybe have two versions of the spell. For example; Lightning Bolt and *Lightning Bolt?
I’ll edit the xml and test it tonight.

bratch9
June 17th, 2021, 11:39
The player powers don’t have this asterisk, so maybe have two versions of the spell. For example; Lightning Bolt and *Lightning Bolt?
I’ll edit the xml and test it tonight.

I'm probably going to add a test to check for the '*' in the source name and remove it... as I already strip loads of stuff off the end to allow matching with various extensions and modules.. ( like one click druid and rob2e names etc.. )

-pete

kevininrussia
June 18th, 2021, 23:00
if you could, edit the 'SpellTokens.xml' file for the spell list '*' and attach to the thread and I'll move/attach it to the top of the thread for other 4e users.

If you want to, not an issue if you dont.

Thanks,
-pete

I added an '*' before the string name. Is that what you were looking for?

bratch9
June 19th, 2021, 16:52
I added an '*' before the string name. Is that what you were looking for?

Hi,
Update extension, so it will strip off the '*' as part of the name match.

Have a go, and let me know if you find anything else 4e related that might need fixing.

-pete

kevininrussia
June 21st, 2021, 01:14
I suppose there is still no update or workaround for token stack order (spell token on top of PC's)?

For now my workaround will be to make the spell tokens 50% transparent in Photoshop.
https://i.imgur.com/ARr9gUo.png

bratch9
June 21st, 2021, 11:18
I suppose there is still no update or workaround for token stack order (spell token on top of PC's)?

For now my workaround will be to make the spell tokens 50% transparent in Photoshop.
https://i.imgur.com/ARr9gUo.png

At the moment 50% transparent is the only solution, that is why the 'option' for the extended selection was added... ( i assume you turned this option on ? ) and i've done a LOT of code that i should not need to do to select through the stack of tokens and move/move back spell tokens during play. To get this to 'work' as best as possible.

The problem i see is that FG devs have gone with the 'spell template' version in the layer edit for DM/GM, and so i dont see them 'allowing' a code change that make my extension 'work' better than the built in and also for players etc..

Before the 4.10 update, in FGU i could 'hold' an incorrect 'going to move with the drag' in place, but the draw order was changed to match FGC and in that change the code broke this 'hack'. I've not found a good 'work around' for layer order, but I might try and talk with the dev team again now the FG classic development/updates are stopping.

-pete

kevininrussia
June 22nd, 2021, 00:10
At the moment 50% transparent is the only solution, that is why the 'option' for the extended selection was added... ( i assume you turned this option on ? )

-pete

I am not seeing any difference with "extended selection" enabled or disabled. Its not showing the token stack names in a list but it does show the individual token names and I can always select the NPC or PC token under the spell token.

https://i.imgur.com/72PKv5Z.png

kevininrussia
June 22nd, 2021, 01:20
Is there a way to make the selected token more transparent? Probably not but thought I would ask anyway. Moving both tokens at the same time is difficult because its hard to see the map beneath.

https://i.imgur.com/lxMEsgd.png

bratch9
June 22nd, 2021, 10:56
I am not seeing any difference with "extended selection" enabled or disabled. Its not showing the token stack names in a list but it does show the individual token names and I can always select the NPC or PC token under the spell token.

https://i.imgur.com/72PKv5Z.png

pre FGU 4.10 release I did show the token stack list as per the extension, but only for the GM as the 'player' side had no special case move requirement.

post FGU 4.10 release, when they moved the better FGU draw order, to be in line with the poor FGC draw order... This causes the need to have both GM and player move control as I did not want to 'clutter' up the player view.. so spent a lot of time making sure that the player/npc tokens were normally moved even if they were below a spell token. ( As I say sometime it has to move both, normally is the spell token is on top as that becomes the 'drag' item.. and then I move the spell token back. )

because in 'most' situation the player/npc token now is moved, and inconsistencies on been able to show the tool tip between FGC/FGU, i took this 'list' away.

-pete

bratch9
June 22nd, 2021, 10:57
Is there a way to make the selected token more transparent? Probably not but thought I would ask anyway. Moving both tokens at the same time is difficult because its hard to see the map beneath.

https://i.imgur.com/lxMEsgd.png

quick answer is no, because we have no api control of the alpha of basically anything !!

-pete

KlayHaviland
June 30th, 2021, 04:47
Yes, not sure what I did but I am now getting an error. [ERROR] Script execution error: [string "scripts/manager_spell_token_drop.lua"]:108: attempt to index local 'nodeChecker' (a nil value)

bratch9
June 30th, 2021, 10:34
Yes, not sure what I did but I am now getting an error. [ERROR] Script execution error: [string "scripts/manager_spell_token_drop.lua"]:108: attempt to index local 'nodeChecker' (a nil value)

Well that file is part of 'critically awesome' extension and not mine, could you report it to the correct forum.

( You might also want to check if you can reproduce it, if you are using my extension with critically awesome, with and without either extension.. to see if its a combination of extension issue or not. As that might need a solution at either end. )

Thanks, Pete.

PerfectConsumer
July 1st, 2021, 03:20
I was so excited to buy this, but now that I have it, I cannot select NPCs under a spell to move them or assign their targets for their attacks. I have tried your setting tip and it doesn't show a tooltip and let me select anything under the spell token layer. Any advice? Currently I don't see how I can use this if I have to move the spell token every time I want to do something as an NPC that's been covered up under a spell token. I can't seem to figure out a way to select the NPCs at all for movement or anything if they are covered by a spell.

Weissrolf
July 1st, 2021, 11:38
Ask SW to change the strata (stack order) of asset tokens to *not* cover up combat-tracker NPCs in FGU. In an ideal world this should be a single number change. And a token based software should be more sophisticated at handling tokens in general (including the messy assets window).

bratch9
July 1st, 2021, 11:45
I was so excited to buy this, but now that I have it, I cannot select NPCs under a spell to move them or assign their targets for their attacks. I have tried your setting tip and it doesn't show a tooltip and let me select anything under the spell token layer. Any advice? Currently I don't see how I can use this if I have to move the spell token every time I want to do something as an NPC that's been covered up under a spell token. I can't seem to figure out a way to select the NPCs at all for movement or anything if they are covered by a spell.

Can you give some extra details, like FGU or FGC, what ruleset, do you have other extensions ? ( ie try on a clean campaign etc.. )

as you are talking about NPC, i'm assuming DM/GM side.

Please note the 'tooltip' no longer is available due to changes in FGU 4.10.0+ so you will not be able to see that any more. ( I will update images at some point on dmsguild. )

Please make sure you have 'extra selection mode' set to 'square or circle' to enable this. ( which it sounds like you have because you are looking for the tooltip.. )

I'm not sure what you are expecting and what process stage of target you are trying to do ?

Lets start with DM side, assuming you have the NPC selected on the map. ( if not, say because you have the green outline on a spell token as its over the npc, you can 'select' the already selected spell token to 'de-select it' and then the NPC token normally shows above the spell token for you to 'select' on the map. Or normally when the combat tracker moves to this NPC it will select it anyway, even if not visible. ) then on the map you should be able to 'ctrl click' to select a player/npc token to target even if a spell token is on top of it.

Now if you are looking at moving an NPC, if it is above a spell token you should be able to just drag that npc token to the new location. If it is below a spell token, you should be able to drag it ( and the spell token that is on top ) and when you release the drag the 'spell token' will then be moved back to its original position. ( assuming you did not press 'shift' which stops the replacement of the spell token... or if spell token is in exact center of the npc token, think 'spirit guardians' then this process is inverted to try and keep 'paired' player/npc tokens with the spell token. )

I'm also assuming you are using 'transparent' spell tokens that allow you to 'see' NPC/Player tokens under the spell token. ( No fix is available if your spell token does not have alpha on the source. )

So I'm not sure which part of this process you have issues with, or if you expect it to work in a different way ?

Can you try the above 'target' and 'move' of npc, which i've just been doing in my updated FGU campaign, and let me know which/what part you are having issues with ? ( Maybe attach some images showing the 'state' of the tokens and draw a quick line in paint maybe to show what you are trying to move etc.. or text description is fine, you dont need to spend ages marking things up... just giving me some 'idea' of what you are trying to do. So i can say if its a bug at the extension side or just a difference in how i control FG to how you are using it etc.. )

thanks, Pete

bratch9
July 1st, 2021, 12:51
Ask SW to change the strata (stack order) of asset tokens to *not* cover up combat-tracker NPCs in FGU. In an ideal world this should be a single number change. And a token based software should be more sophisticated at handling tokens in general (including the messy assets window).

I have, multiple times, they now have the 'spell templates' method using the DM and the layer editor for the map. I requested a 'set at back' api for tokens, much like the 'set at back' for bitmaps.. and yes I dont think this change would be complex to sort out. In fact the stack order for FGU was MUCH MUCH better before v4.10.0 when they brought it in line with FGC order. Pre 4.10.0 the stack order was only an issue for the DM/GM for the spell tokens, client side always had player tokens on top of spell tokens and npc/npc spell tokens. It was a good time.. Now the 'inline' with FGC change to the stack order, makes any moved token become the bottom of the stack when you let go of the drag. Its a pain as I now have to mess with input selection/control and redo all the hit box checks maths on clients and hosts..

I dont see them fixing it as they have the 'spell templates' method, its not priority for them to help out an extension like this.

-pete

PerfectConsumer
July 1st, 2021, 23:48
I am a DM who uses FGU. I have a few extensions in addition to yours - one click-druid and one-click more, and the Rob2E packs Years 1-2. I use a lot of Rob2e's coding packs for automating spells, feats and such. That's it.

Thanks for clarification about the tooltip. I was going crazy trying to change all the settings to find the sweet spot where I could see it appear. I have tried extra selection mode, and neither circle nor square allowed me to select NPCs. I am not expecting the software to target anything for me... I understand that's not what this does. I use control click - either on the map or combat tracker depending on the situation.

I can't select the NPC if it is under the spell token. If I move the spell token, everything is fine. I am using G Jenson's spell tokens, which seem semi transparent, though not as much as I'd like considering it overlays completely on the NPCs.

Update:
47998
I just tried loading it up and by clicking and dragging on an NPC it lets me move them today. The enemy NPC token selected when under a spell token never changes to RED as it does when a non-spell-covered NPC is clicked, but they move now, so I seem to be OK. I understand that holding shift will also bring the spell token along for the ride also, which is nice.

So I think it should be OK. Strange that yesterday it didn't let me move them. I'm wondering if I was confused because their tokens never turned red, so I didn't left-click and drag them since they appeared to not be selected.

Thanks, and take care.

bratch9
July 4th, 2021, 13:49
I am a DM who uses FGU. I have a few extensions in addition to yours - one click-druid and one-click more, and the Rob2E packs Years 1-2. I use a lot of Rob2e's coding packs for automating spells, feats and such. That's it.

Thanks for clarification about the tooltip. I was going crazy trying to change all the settings to find the sweet spot where I could see it appear. I have tried extra selection mode, and neither circle nor square allowed me to select NPCs. I am not expecting the software to target anything for me... I understand that's not what this does. I use control click - either on the map or combat tracker depending on the situation.

I can't select the NPC if it is under the spell token. If I move the spell token, everything is fine. I am using G Jenson's spell tokens, which seem semi transparent, though not as much as I'd like considering it overlays completely on the NPCs.

Update:
47998
I just tried loading it up and by clicking and dragging on an NPC it lets me move them today. The enemy NPC token selected when under a spell token never changes to RED as it does when a non-spell-covered NPC is clicked, but they move now, so I seem to be OK. I understand that holding shift will also bring the spell token along for the ride also, which is nice.

So I think it should be OK. Strange that yesterday it didn't let me move them. I'm wondering if I was confused because their tokens never turned red, so I didn't left-click and drag them since they appeared to not be selected.

Thanks, and take care.

Glad its working for you, when mixed with a lot of other extensions so conflicts can happen. If you find an issue please let me know as I try and keep conflicts to a minimum.

-pete

qunitvineu
July 13th, 2021, 05:02
Note. Extra ruleset support has been removed due to hosting requirements on DMS Guild. I'm not sure when/how this we get resolved but I will look into options.


NOTE. for support on rulesets 3.5E, PFRPG, PFRPG2, SFRPG

For now you need to do some work by hand, on windows you can rename the '2797083-5E_B9_SpellTokens.ext' file to '.zip' ( you might need to turn on extension in your windows folder properties to see these.. )
Once the extension has a zip extension, you can 'double click' and open the extension into the window 'virtual folder' view of zip files, as if you had extracted it into directory.
You can then drag the below 'extension.xml' file into the 'virtual folder' for the zip, ( or even direct onto the '2797083-5E_B9_SpellTokens.zip' file ) and windows will ask you if you want to replace the file. ( Select the yes option. )
Once this is done you can rename back to '.ext' and all should be good to go on the other rulesets.


I tried to do this and instead of asking to replace the file, windows is telling me that it cannot find the file specified. I might have have done something wrong though, I don't know anything about a 'virtual folder' so I opened the file with Windows Explorer. Is there something else I can try?

bratch9
July 13th, 2021, 11:19
I tried to do this and instead of asking to replace the file, windows is telling me that it cannot find the file specified. I might have have done something wrong though, I don't know anything about a 'virtual folder' so I opened the file with Windows Explorer. Is there something else I can try?

Hi,

Because the FG extensions are called '<name>.ext', depending on if you have your windows settings to show file extensions or not... then you might see or not see the '.ext' part of the file.

if you do not have file extensions showing in windows then you will have issues renaming the file to a zip file. Because you will end up with a file '<name>.zip.ext' which windows will still see as file type '.ext' and not '.zip'. This is not a tutorial on how to use windows, but you will have to enable file extensions in windows to allow you to swap this. ( Or use cmd prompt and rename the file, or one of many other windows/mac/linux ways to do this stuff... ) If you go the route of rename file to '.zip' type, in modern versions of windows, if you double click the zip file it will open an explorer view of the zip file. ( this is a virtual folder onto the zip file ) You can then copy the 'extension.xml' from your download folder onto the explorer virtual folder view of the zip file. close the explorer view should save the zip and you can rename it back to .'ext'. On old windows that do not do this you will have to un-zip the zip, copy the file, re-zip the folders and rename back to '.ext'.

The most consistent way to do this is to install '7zip' or equivalent, with 7zip installed you should be able to just 'right click' '<name>.ext' and ask it to 'open archive' which will open a window showing the contents of the extension, you can just drag the 'extension.xml' you downloaded onto this '7zip' view of the extension and it will replace the file. close the window to save the file. you are good to go, its very simple and very quick with this method. Just a few seconds once you have done it a couple of times.

If you still have issues, then you will have to learn a little more on how to use windows, as extensions and edit/changing contents of the extension are not 'basic' windows tasks. I have to assume you know some things. Which you should if you are messing about with using extensions/mod into games.

If you still have issues, you will have to provide some screen shots of the status you are at, as you have not provided suitable info for me to guide you on any missing/issue steps.

-pete

nephranka
July 19th, 2021, 01:31
My group played today and we found one strange thing. When the token lock is on you can not move spell tokens that are aligned with the player token. Without the lock you can click on the player (that has a spell token centered on it) and the group moves. This just may be a limitation but I thought I would let you know. Otherwise, everything worked as expected.

bratch9
July 19th, 2021, 16:27
My group played today and we found one strange thing. When the token lock is on you can not move spell tokens that are aligned with the player token. Without the lock you can click on the player (that has a spell token centered on it) and the group moves. This just may be a limitation but I thought I would let you know. Otherwise, everything worked as expected.

Yep, with token lock on, the dm has to approve the move.. and from a code point of view the code does not get any movement update calls, so not a lot I can do to attach the movement. ( Well i might be able to find a way to force off token lock. )

-pete

nephranka
July 19th, 2021, 18:40
Yep, with token lock on, the dm has to approve the move.. and from a code point of view the code does not get any movement update calls, so not a lot I can do to attach the movement. ( Well i might be able to find a way to force off token lock. )

-pete

We thought as much. So now I toggle tock lock for them. No big deal, just thought I would relay our experience. Thanks!

qunitvineu
July 22nd, 2021, 01:16
The most consistent way to do this is to install '7zip' or equivalent, with 7zip installed you should be able to just 'right click' '<name>.ext' and ask it to 'open archive' which will open a window showing the contents of the extension, you can just drag the 'extension.xml' you downloaded onto this '7zip' view of the extension and it will replace the file. close the window to save the file. you are good to go, its very simple and very quick with this method. Just a few seconds once you have done it a couple of times.

-pete

Oops! Sorry for not providing pics/having a more clear question. Luckily, this was the part I needed clarification on, thank you for clearing that up for me! I'm confident in my 'basic' windows knowledge but I'm still learning with the more advanced stuff lol.

I have now gotten the extension to work, but only to a point. I can use the spell tokens window in assets and make whatever into a token to be used on a map. However there is no slot for attaching a token added to any spells. I can provide pics if you want but after reading through your 1st post again I noticed that you don't list 4E in the supported rulesets. I was led to believe from this thread (scroll to near the bottom of the 1st page) https://www.fantasygrounds.com/forums/showthread.php?65259-KJ%92s-Unity-4E-Extension-Emporium that it would work with 4th edition. Is that no longer the case?

kevininrussia
July 22nd, 2021, 01:25
Oops! Sorry for not providing pics/having a more clear question. Luckily, this was the part I needed clarification on, thank you for clearing that up for me! I'm confident in my 'basic' windows knowledge but I'm still learning with the more advanced stuff lol.

I have now gotten the extension to work, but only to a point. I can use the spell tokens window in assets and make whatever into a token to be used on a map. However there is no slot for attaching a token added to any spells. I can provide pics if you want but after reading through your 1st post again I noticed that you don't list 4E in the supported rulesets. I was led to believe from this thread (scroll to near the bottom of the 1st page) https://www.fantasygrounds.com/forums/showthread.php?65259-KJ%92s-Unity-4E-Extension-Emporium that it would work with 4th edition. Is that no longer the case?

Its working in 4E for me.

https://i.imgur.com/HYbwpls.png

qunitvineu
July 22nd, 2021, 02:01
Hmmmm, I must be doing something wrong. You just drag and drop from the spell token configuration window to where your arrow points? I also get all that text over in the chat every time I pull from the STC window, not sure if that's supposed to happen or not

48348

kevininrussia
July 22nd, 2021, 09:36
Hmmmm, I must be doing something wrong. You just drag and drop from the spell token configuration window to where your arrow points? I also get all that text over in the chat every time I pull from the STC window, not sure if that's supposed to happen or not

48348

I forget what I exactly did. I will look it over tomorrow and write back.

bratch9
July 22nd, 2021, 20:03
Hmmmm, I must be doing something wrong. You just drag and drop from the spell token configuration window to where your arrow points? I also get all that text over in the chat every time I pull from the STC window, not sure if that's supposed to happen or not

48348

You need to have a spell with the matching name as the spell configuration. ( I parse around it, so that names likes used in rob2e work to match up. )

Its not possible to drag from the spell configuration onto the character sheet.

In Kevininrussia game he will have configured in the spell configuration a 'warlock's wrath' name and assigned the token to it which you now see on the character sheet.

Once the spell name is in use in the spell configuration screen you can add/re-add the spell to the character. ( I think if you press and hold 'shift', and select re-parse on the character sheet it might update for you, I'm not 100% sure if this works in 4e. )

And as noted 4e is not listed as supported, because I have not confirmed it working fully as expected. It should be, which is why it works, but I can not confirm if it will cause any errors or not.

Hope this helps,

Pete

BaneTBC
July 22nd, 2021, 22:57
Hmmmm, I must be doing something wrong. You just drag and drop from the spell token configuration window to where your arrow points? I also get all that text over in the chat every time I pull from the STC window, not sure if that's supposed to happen or not

48348

You also have a difference in spelling between the configuration and the character sheet with "cursbite" and "cursebite".

kevininrussia
July 22nd, 2021, 23:08
Yes, as bratch9 says the spell token name needs to match the 4e power name

https://i.imgur.com/BxXOo2a.png

Then after you make sure the name is the same on spell token and 4e power, Reset power Actions by right clicking the power.

https://i.imgur.com/YzLqPCD.png

qunitvineu
July 23rd, 2021, 16:20
Aha! Good catch everyone, I got it working now :) Thank you all for the help with this

anathemort
July 24th, 2021, 06:29
Hi bratch9, great extension. I have a player who reported an error when interacting with an "owned" NPC sheet - that is, a NPC sheet I dropped onto his portrait to give access to. When he mouses over the interactable action fields, such as melee weapon attack or damage rolls, he would get a bout of setValue errors:

[ERROR] Script execution error: [string "scripts/SpellTokenList_sts.lua"]:120: setValue: Unable to create node

We have v3.9.8 but also quite a few other extensions. I can try to reproduce with just SpellTokens if you think there could be a conflict.

bratch9
July 24th, 2021, 13:38
Hi bratch9, great extension. I have a player who reported an error when interacting with an "owned" NPC sheet - that is, a NPC sheet I dropped onto his portrait to give access to. When he mouses over the interactable action fields, such as melee weapon attack or damage rolls, he would get a bout of setValue errors:

[ERROR] Script execution error: [string "scripts/SpellTokenList_sts.lua"]:120: setValue: Unable to create node

We have v3.9.8 but also quite a few other extensions. I can try to reproduce with just SpellTokens if you think there could be a conflict.

Thanks for the feedback, I'll take a soon, but it could be a conflict.
-pete

anathemort
July 27th, 2021, 00:09
I was able to reproduce this just now with only SpellTokens enabled. Note I do not get this at all on the DM side. This only happens with a second client (same PC connected to "localhost" or a second PC over LAN, same results), not on the DM client at all. It also doesn't matter if the NPC sheet is shared or not; to reproduce locally, I just connected as a player client and opened the first available NPC sheet from the PHB (Bat) and every time I mouse over "Melee Weapon attack" the error occurs.



[7/26/2021 3:05:00 PM] Client ruleset download complete
[7/26/2021 3:05:00 PM] Launcher scene exiting.
[7/26/2021 3:05:01 PM] Tabletop scene starting.
[7/26/2021 3:05:01 PM] NETWORK STATUS: [Client] [Connected]
[Client Type - DIRECT]
[7/26/2021 3:05:09 PM] MEASURE: RULESETS LOAD - 8.7379745 - 5E
[7/26/2021 3:05:09 PM] MEASURE: EXTENSIONS LOAD - 0.0180025 - 1
[7/26/2021 3:05:14 PM] MEASURE: MODULE LIST BUILD - 4.1619823 - 67
[7/26/2021 3:05:14 PM] MEASURE: REFRESH IMAGE ASSETS - 0
[7/26/2021 3:05:14 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0070001
[7/26/2021 3:05:14 PM] MEASURE: REFRESH TOKEN ASSETS - 0.1110001
[7/26/2021 3:05:14 PM] MEASURE: ASSET LIST BUILD - 0.1180002
[7/26/2021 3:05:16 PM] MEASURE: LOAD - PART 1 - 15.3318128
[7/26/2021 3:05:17 PM] RULESET: Dungeons and Dragons (5E) ruleset (v2021-07-06) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[7/26/2021 3:05:17 PM] RULESET: Core RPG ruleset (v2021-07-06) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[7/26/2021 3:05:17 PM] EXTENSION: Spell Tokens v3.9.8\r\n
[7/26/2021 3:05:17 PM] MEASURE: LOAD - PART 2 - 1.3296638
[7/26/2021 3:05:18 PM] NETWORK SEND FILE REQUEST: campaign/images/arena.jpg
[7/26/2021 3:05:18 PM] NETWORK SEND FILE REQUEST: tokens/[email protected] MM Monster Manual
[7/26/2021 3:05:18 PM] NETWORK SEND FILE REQUEST: tokens/[email protected] MM Monster Manual
[7/26/2021 3:05:18 PM] NETWORK RECV FILE REQUEST: campaign/images/arena.jpg
[7/26/2021 3:05:18 PM] NETWORK RECV FILE REQUEST: tokens/[email protected] MM Monster Manual
[7/26/2021 3:05:18 PM] NETWORK RECV FILE REQUEST: tokens/[email protected] MM Monster Manual
[7/26/2021 3:05:18 PM] NETWORK SEND FILE REQUEST: campaign/portraits/id-00001
[7/26/2021 3:05:18 PM] NETWORK RECV FILE REQUEST: campaign/portraits/id-00001
[7/26/2021 3:05:18 PM] NETWORK RECV FILE REQUEST: campaign/portraits/id-00002
[7/26/2021 3:05:18 PM] NETWORK RECV FILE REQUEST: campaign/portraits/id-00003
[7/26/2021 3:05:18 PM] NETWORK SEND FILE REQUEST: campaign/portraits/id-00002
[7/26/2021 3:05:18 PM] NETWORK SEND FILE REQUEST: campaign/portraits/id-00003
[7/26/2021 3:05:23 PM] MEASURE: MODULE LOAD - 4.9639969 - D&D Player's Handbook
[7/26/2021 3:05:24 PM] NETWORK RECV FILE REQUEST: campaign/portraits/id-00004
[7/26/2021 3:05:24 PM] NETWORK SEND FILE REQUEST: campaign/portraits/id-00004
[7/26/2021 3:05:26 PM] MEASURE: MODULE LOAD - 2.4330007 - D&D Tasha's Cauldron of Everything - Players
[7/26/2021 3:05:30 PM] MEASURE: MODULE LOAD - 3.5919999 - D&D Xanathar's Guide to Everything - Players
[7/26/2021 3:06:27 PM] NETWORK SEND FILE REQUEST: tokens/[email protected] PHB Deluxe
[7/26/2021 3:06:27 PM] NETWORK RECV FILE REQUEST: tokens/[email protected] PHB Deluxe
[7/26/2021 3:06:28 PM] [ERROR] Script execution error: [string "scripts/SpellTokenList_sts.lua"]:120: setValue: Unable to create node

bratch9
July 27th, 2021, 12:57
I was able to reproduce this just now with only SpellTokens enabled. Note I do not get this at all on the DM side. This only happens with a second client (same PC connected to "localhost" or a second PC over LAN, same results), not on the DM client at all. It also doesn't matter if the NPC sheet is shared or not; to reproduce locally, I just connected as a player client and opened the first available NPC sheet from the PHB (Bat) and every time I mouse over "Melee Weapon attack" the error occurs.



[7/26/2021 3:05:00 PM] Client ruleset download complete
[7/26/2021 3:05:00 PM] Launcher scene exiting.
[7/26/2021 3:05:01 PM] Tabletop scene starting.
[7/26/2021 3:05:01 PM] NETWORK STATUS: [Client] [Connected]
[Client Type - DIRECT]
[7/26/2021 3:05:09 PM] MEASURE: RULESETS LOAD - 8.7379745 - 5E
[7/26/2021 3:05:09 PM] MEASURE: EXTENSIONS LOAD - 0.0180025 - 1
[7/26/2021 3:05:14 PM] MEASURE: MODULE LIST BUILD - 4.1619823 - 67
[7/26/2021 3:05:14 PM] MEASURE: REFRESH IMAGE ASSETS - 0
[7/26/2021 3:05:14 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0070001
[7/26/2021 3:05:14 PM] MEASURE: REFRESH TOKEN ASSETS - 0.1110001
[7/26/2021 3:05:14 PM] MEASURE: ASSET LIST BUILD - 0.1180002
[7/26/2021 3:05:16 PM] MEASURE: LOAD - PART 1 - 15.3318128
[7/26/2021 3:05:17 PM] RULESET: Dungeons and Dragons (5E) ruleset (v2021-07-06) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[7/26/2021 3:05:17 PM] RULESET: Core RPG ruleset (v2021-07-06) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[7/26/2021 3:05:17 PM] EXTENSION: Spell Tokens v3.9.8\r\n
[7/26/2021 3:05:17 PM] MEASURE: LOAD - PART 2 - 1.3296638
[7/26/2021 3:05:18 PM] NETWORK SEND FILE REQUEST: campaign/images/arena.jpg
[7/26/2021 3:05:18 PM] NETWORK SEND FILE REQUEST: tokens/[email protected] MM Monster Manual
[7/26/2021 3:05:18 PM] NETWORK SEND FILE REQUEST: tokens/[email protected] MM Monster Manual
[7/26/2021 3:05:18 PM] NETWORK RECV FILE REQUEST: campaign/images/arena.jpg
[7/26/2021 3:05:18 PM] NETWORK RECV FILE REQUEST: tokens/[email protected] MM Monster Manual
[7/26/2021 3:05:18 PM] NETWORK RECV FILE REQUEST: tokens/[email protected] MM Monster Manual
[7/26/2021 3:05:18 PM] NETWORK SEND FILE REQUEST: campaign/portraits/id-00001
[7/26/2021 3:05:18 PM] NETWORK RECV FILE REQUEST: campaign/portraits/id-00001
[7/26/2021 3:05:18 PM] NETWORK RECV FILE REQUEST: campaign/portraits/id-00002
[7/26/2021 3:05:18 PM] NETWORK RECV FILE REQUEST: campaign/portraits/id-00003
[7/26/2021 3:05:18 PM] NETWORK SEND FILE REQUEST: campaign/portraits/id-00002
[7/26/2021 3:05:18 PM] NETWORK SEND FILE REQUEST: campaign/portraits/id-00003
[7/26/2021 3:05:23 PM] MEASURE: MODULE LOAD - 4.9639969 - D&D Player's Handbook
[7/26/2021 3:05:24 PM] NETWORK RECV FILE REQUEST: campaign/portraits/id-00004
[7/26/2021 3:05:24 PM] NETWORK SEND FILE REQUEST: campaign/portraits/id-00004
[7/26/2021 3:05:26 PM] MEASURE: MODULE LOAD - 2.4330007 - D&D Tasha's Cauldron of Everything - Players
[7/26/2021 3:05:30 PM] MEASURE: MODULE LOAD - 3.5919999 - D&D Xanathar's Guide to Everything - Players
[7/26/2021 3:06:27 PM] NETWORK SEND FILE REQUEST: tokens/[email protected] PHB Deluxe
[7/26/2021 3:06:27 PM] NETWORK RECV FILE REQUEST: tokens/[email protected] PHB Deluxe
[7/26/2021 3:06:28 PM] [ERROR] Script execution error: [string "scripts/SpellTokenList_sts.lua"]:120: setValue: Unable to create node


Thanks for the feedback, I've reproduced this issue and a fix will be in the next release.
-pete

bratch9
July 27th, 2021, 13:05
Hi Everybody,

With the FG Forge been made available, I've signed up and waiting my approval. DmsGuild have also contacted to say this extension will no longer be for sale on their site. Owners should still be able to get 'updates' from DmsGuild, but no new purchases.

I'll be looking to update both forge and DmsGuild version of the extension, which is the advise for now. This is because the ability to 'exchange purchase' information has not been sorted (may never be sorted), so please do not go and rush to duplicate purchase the forge side if you own the DmsGuild version. For now I will update both sides.

If purchase information can not be exchanged in a reasonable time frame, then I might look to see what I can do at the forge side. ( I'm thinking that setting the forge price very low, for a while should give people time to re-pick up the extension in that period. )

But at the moment the extension is not available on forge. As I said, i'm still waiting approval on my forge creator status.

I'll keep you all upto data as I know things.

Thanks for your support in what will be an odd transition period.

-pete

bratch9
July 28th, 2021, 16:12
Hi Everybody,

FG Forge now has the spell tokens extension live see,

B9's Spell Tokens Extension on forge (https://forge.fantasygrounds.com/shop/items/149/view)
bratch9 profile on forge (https://forge.fantasygrounds.com/crafter/89/view-profile)

NOTE: Spells Tokens is currently at 90% off on forge. Its a solution to allow DMsGuild owners to pick up the extension as a low price, since purchase history is not available.

Hope this helps everybody transition to using the forge version.

-pete

nephranka
July 28th, 2021, 16:45
I picked it up. This is one ext my players really like, so it was a no-brainer. Thanks for making it easy and reasonable.

Weissrolf
July 28th, 2021, 17:49
So with this extension now being monetized on SG's Forge. Will token stacking be looked at by SG to make this extension work better?

bratch9
July 28th, 2021, 19:22
So with this extension now being monetized on SG's Forge. Will token stacking be looked at by SG to make this extension work better?

Why would they, its not as if they are taking over coding for the extensions when its on the forge.

As I've said many times, the built in method of using the DM edit layers and the spell templates is the route the official game is going for its solution. I don't see why the developers would spend time fixing something that is considered 'not a bug' or 'not a required feature', because they already implemented their solution.

Extensions are for doing things that are not the 'normal', in this case many people do not like DM having to deal with spell tokens for players. And I would agree with them, a player wants to just drop a spell token on the map. ( At a real table or VTT )

Stacking control just does not have any API access for external/extension access, it is what it is.

Once the forge is settled a little bit more, I will re-ask for an API change. But I expect the same response, of not on the priority list. ( ie. not going to happen.. )

But I will keep looking and seeing what I can 'work around', and now I can focus more on FGU with the twilight of FGC I do not have to worry about compatibility between them. ( I dont think it helps in this case, but we do have some new/better api calls on FGU. And some of those that dont work properly yet. I do need to report some issues with the token drag api calling sequence. )

I am very aware of the token stacking issues that people would like, I have some time over the summer holiday while my work is less busy to look further. I'd like to look at manipulating the layer system from the client side, but I suspect that will have to be messages from client to host to side step the client access issue. But that could 'thrash' the network and cause so much lag on the client it would not be acceptable either.

While it does not help at the moment, I will be looking at options. I just have limited time and needed to get the extension moved over to forge before DMsGuild block further sales.

-pete

Weissrolf
July 28th, 2021, 19:37
Or SG could implement the sane and simple solution of having Asset tokens not cover combat tracker NPCs while server and clients get to see the same thing.

bratch9
July 28th, 2021, 20:24
Or SG could implement the sane and simple solution of having Asset tokens not cover combat tracker NPCs while server and clients get to see the same thing.

All of which are options that they could do, but since they consider this non a requirement you have to realise it will not got on the priority list for this to be sorted.

If you could show 'large and suitable' requirement for ( without any extensions enabled. ), the use of 'drag asset token' onto a map that seriously causes an issue/bug for game play. ( Say when using a 'cart graphic token'. ) Then they might consider it a defect that needs work.

I develop software all day as my real job, and even I would not put the stacking issue on the 'fix' list. Because it is not a major issue in standard product use.

As much as, like you, I'd love to see any solution that would help this. The reality is I don't think it will be sorted, because they already spent development time working the solution for the DM spell Templates solution. To the dev team the issue is already fixed and closed and needs no further work.

To get further work on this, we would need to show a reasonable requirement/issue that is not caused by spell tokens.

Weissrolf
July 28th, 2021, 21:45
Virtual Table Tops are token based, it's part of their DNA.

Token priority sorted by importance to game-play:

1. Player character tokens (high strata).
2. Non-player character tokens (should be medium strata, but currently are low).
3. All other Asset tokens (should be low strata, but currently are medium).

There is a clear and likely easy to solve conflict between NPC and Asset tokens. This bad design choice keeps me from using both your extension (which I bought) and most of my other bought token assets.

I don't even want to guess how much you are spending on working around said design flaw when it's really just a simple question of sprite strata. Any layer based software can handle this better than FGU, even Word can handle it better than FGU. But if proper token handling is not a priority thing for SG, so be it.