View Full Version : Name overlap on tokens with long names....
celestian
December 19th, 2020, 05:05
I see this in the 5e and 2e rulesets when having a long name on a NPC on the map.
The name is "Really Nasty Nasty Orc". It would be nice if it truncated before the number indicator. Or put it on the middle left side of the token (number) perhaps?
https://i.imgur.com/os0iowX.png
Moon Wizard
December 19th, 2020, 17:20
The number should be on top in the display; so that's a client issue.
As for the number overlapping the text (like in FGC), it's more of a design issue. Not sure where else to put the number as:
Top-left corner = same issue
Top = name
Right = health bar
Bottom Right = health bar/dot
Bottom Left / Bottom = effect icons
Regards,
JPG
DCrumb
December 19th, 2020, 17:32
So left of the token sounds open.
celestian
December 19th, 2020, 18:10
So left of the token sounds open.
Left and Middle seems a good spot for the #number.
Or just truncate the name so it doesn't over lap (names already do truncate on the edge of the token when the font is really large or used too.
Moon Wizard
December 19th, 2020, 23:25
Except truncating the name on the right would also mean truncating on the left; or we wouldn't be able to use centering (or it wouldn't be centered, but slightly left, causing everybody to complain about that).
I might try left edge to see how it looks.
Regards,
JPG
DCrumb
December 20th, 2020, 07:40
Instead of centered vertically on the left side, maybe on the left side just under the name (if possible). That way it still looks to be near the corner of the token and not overlapping.
Moon Wizard
December 21st, 2020, 16:47
@celestian,
On the original picture, the numbers were overlapping the names; but I don't see that when I load up the default CoreRPG/5E maps and tokens.
* Do your scripts change the order of creation for the name and ordinal widgets?
* Do you see that on a standard load? What about in CoreRPG?
* Any steps that you followed that make that happen?
I wanted to look at the widget display ordering, before trying to prototype moving things around.
Regards,
JPG
Moon Wizard
December 21st, 2020, 17:27
Some alternatives I prototyped:
1) Make more room (some overlap, but number still follows name on right, easier for eye to find at a glance)
2) Move below name (no overlap, a little harder for eye to find at a glance)
Regards,
JPG
celestian
December 21st, 2020, 17:45
@celestian,
On the original picture, the numbers were overlapping the names; but I don't see that when I load up the default CoreRPG/5E maps and tokens.
* Do your scripts change the order of creation for the name and ordinal widgets?
* Do you see that on a standard load? What about in CoreRPG?
* Any steps that you followed that make that happen?
I wanted to look at the widget display ordering, before trying to prototype moving things around.
Regards,
JPG
The first post screen shot is from 5e with no extensions. I see the same in 2e as well. I did not test in CoreRPG only. This is what I see there in FGU.
https://i.imgur.com/dSJDReH.png
Some alternatives I prototyped:
1) Make more room (some overlap, but number still follows name on right, easier for eye to find at a glance)
2) Move below name (no overlap, a little harder for eye to find at a glance)
Regards,
JPG
I'm guessing the first one simply made the number "ontop" and not transparent?
Long as the number is "clear" im happy tho I think having the number below and left will make it a little easier to read the names in situational cases.
Ludd_G
December 21st, 2020, 18:14
I agree, I think option 2 seems like it may be a good compromise.
LordEntrails
December 21st, 2020, 19:57
Some alternatives I prototyped:
1) Make more room (some overlap, but number still follows name on right, easier for eye to find at a glance)
2) Move below name (no overlap, a little harder for eye to find at a glance)
Regards,
JPG
#2 gets my vote :)
Only concern is if a ruleset uses square tokens and not round. Fits really well with round, don't know about square tokens.
Moon Wizard
December 21st, 2020, 20:09
@celestian,
Are you sure that you are using the default 5E settings and ruleset? Why are the orc tokens so large relative to their size? That's not the default behavior.
Regards,
JPG
Moon Wizard
December 21st, 2020, 20:20
Also, I think you guys may not be thinking about how option #2 looks in other situations, which makes it less appealing since the titles look out of synch.
Again, with example short names too.
JPG
Zacchaeus
December 21st, 2020, 20:33
Number #2 all the way for me.
LordEntrails
December 21st, 2020, 20:35
Yea, I'm not sure of what other situations... hence why I mentioned square tokens. But the left ordinal (#2) idea at least has the number contained within the square of the token. Option 1 puts it on the border/grid line, which means it might get confused as to what it belongs to. Also would have some concern for option @ depending upon token scale and token size. You're showing a medium token at 80 percent. But would be concerned in other cases.
Also, does it become a problem if labels are turned off?
Moon Wizard
December 21st, 2020, 20:39
In option #1, I moved it in slightly in the second set of pictures; so it's not quite centered on the grid corner for 80%.
In option #2, I have a big problem with the fact that it just looks like a random number floating there for anybody not familiar with FG, and this whole discussion. It doesn't even look tied to being part of the name or even an identifier for short names. (i.e. new users could think it was HP/wounds/something else; who knows.) It's just too disconnected.
If labels are turned off, this discussion is moot, since the labels would not be there at all.
Regards,
JPG
celestian
December 21st, 2020, 21:00
@celestian,
Are you sure that you are using the default 5E settings and ruleset? Why are the orc tokens so large relative to their size? That's not the default behavior.
Regards,
JPG
Plain 5e, nothing more, nothing less. Name settings set to "Title" in prefs. Not sure if that's default.
https://i.imgur.com/k7RzKtW.jpg
LordEntrails
December 21st, 2020, 21:05
In option #1, I moved it in slightly in the second set of pictures; so it's not quite centered on the grid corner for 80%.
In option #2, I have a big problem with the fact that it just looks like a random number floating there for anybody not familiar with FG, and this whole discussion. It doesn't even look tied to being part of the name or even an identifier for short names. (i.e. new users could think it was HP/wounds/something else; who knows.) It's just too disconnected.
If labels are turned off, this discussion is moot, since the labels would not be there at all.
Regards,
JPG
Ah, see I misunderstood where the number was coming from. You are right about #2. (Not surprisingly!) It does look like a number separate from the name. What about prefixing the name with the number? So it becomes part of the whole label and not separate? This might also help (or be used) in the CT for long names. There is the current issue with long names in the CT not being easily distinguishable. Prefixing, rather than appending, might help with both cases?
Or, that could just be a rabbit hole...
celestian
December 21st, 2020, 21:08
Side note: While we're discussing names, is it possible to have the Host view of the map show the "REAL" name of a npc instead of "Unidentified". Players seeing that along with the #number is fine but I'd like to see the real name and #number.
I recall testing "If User.isHost()" and setting a value but everyone saw it back with FGC so perhaps things have changed since then.
Moon Wizard
December 21st, 2020, 21:26
@celestian,
Are you sure that you don't have a CoreRPG and/or 5E ruleset unpacked? I'm still not able to recreate what you are seeing, which makes it hard to track down.
On the naming, we might be able to do for the widgets; but not for the tooltip. Token tooltips are driven from the host as a token "name" attribute, so they are propagated.
Regards,
JPG
Moon Wizard
December 21st, 2020, 21:37
One consideration with changing the naming behavior is that the GM doesn't as easily see which tokens are not identified for players, since they would always see identified name in CT and on token widgets.
Regards,
JPG
celestian
December 21st, 2020, 21:42
@celestian,
Are you sure that you don't have a CoreRPG and/or 5E ruleset unpacked? I'm still not able to recreate what you are seeing, which makes it hard to track down.
On the naming, we might be able to do for the widgets; but not for the tooltip. Token tooltips are driven from the host as a token "name" attribute, so they are propagated.
Regards,
JPG
Yup, im sure.
This is my FGU folder.
https://i.imgur.com/a4OCAOu.png
celestian
December 21st, 2020, 21:46
@celestian,
Are you sure that you don't have a CoreRPG and/or 5E ruleset unpacked? I'm still not able to recreate what you are seeing, which makes it hard to track down.
On the naming, we might be able to do for the widgets; but not for the tooltip. Token tooltips are driven from the host as a token "name" attribute, so they are propagated.
Regards,
JPG
Having the "full" name would be fine for me as the title, or the tooltip, one or the other whichever works. It sounds like the title would need to be used and the tooltip would still show "Unidentified".
Moon Wizard
December 21st, 2020, 21:48
Hmm, I haven't seen any other reports from other users, which is what makes that odd. Maybe it has to do with the steps? How are you adding those tokens?
JPG
celestian
December 21st, 2020, 21:53
Hmm, I haven't seen any other reports from other users, which is what makes that odd. Maybe it has to do with the steps? How are you adding those tokens?
JPG
Entire process:
https://i.imgur.com/TLYeW1N.gif
JohnD
December 21st, 2020, 22:03
Some alternatives I prototyped:
1) Make more room (some overlap, but number still follows name on right, easier for eye to find at a glance)
2) Move below name (no overlap, a little harder for eye to find at a glance)
Regards,
JPG
Ordinal Left looks better IMO.
Moon Wizard
December 21st, 2020, 22:21
I know the "on it" crowd here likes the number on the left option; but it's just too disjointed for non-proficient users. I might try the other option for now; since that doesn't have that issue, and seems to solve the overlapping name/number root issue.
(Also, this is not the same as the draw order issue celestian and I are discussing separately in this thread.)
Regards,
JPG
Neovirtus
December 21st, 2020, 22:48
I could have sworn I was seeing the same overlapping text issue Celestian is reporting, but just went into a 5E campaign with no extensions to confirm and it appears to working properly for me. Though the text isn't visible through the token numbering, it still runs behind it and really looks sloppy though. I agree with the others, that moving the number label below the token name would be a significant improvement. I personally think it would look better right aligned under the name, or at "3 o'clock" or "9 o'clock" of the token face (see attached)
42197
42198
Moon Wizard
December 21st, 2020, 23:20
@lavoiejh,
If that was the only token decoration, I would agree; however, the health bars are on the right, and would be covered by the number of the right.
Regards,
JPG
LordEntrails
December 22nd, 2020, 03:38
One consideration with changing the naming behavior is that the GM doesn't as easily see which tokens are not identified for players, since they would always see identified name in CT and on token widgets.
Regards,
JPG
Another aspect is when a player says "The token over there called unidentified human 7" if the GM doesn't see the same name, it's going to be ... an issue.
celestian
December 22nd, 2020, 06:01
Another aspect is when a player says "The token over there called unidentified human 7" if the GM doesn't see the same name, it's going to be ... an issue.
It would be something like "Human Guard #8"
I'm not sure it would be more than a very situation problem. Even still, since the player would be able to see/target the npc they could apply attacks/effects/damage as needed. I find it far more confusing with everything being "Unidentified ##" as a host.
Even so I am pretty sure JPG said that the tooltip will always show the same the player sees so that is a reference tool.
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