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daddyogreman
February 21st, 2021, 22:24
Check out the README (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/latest/README.md) to see what this extension does and an explanation of all the various menu option settings.

Permalink to download latest version here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).

EDIT:
Now up on the Fantasy Grounds Forge (https://forge.fantasygrounds.com/shop/items/289/view)

charmov
February 22nd, 2021, 00:32
Thanks for this! I personally think it's better as 2 extensions as i wouldn't use wound overlay (though i still think it's cool). Cheers!

daddyogreman
February 22nd, 2021, 02:37
Cheers! I think it's better in the long run as well to just split extensions up into small functions. You're exactly why I was thinking of doing this - wasn't sure people wanted BOTH the highlighting AND the wound overlay and I don't like the idea of toggling things off and on in the options and winding up with big, bloated extensions. Want both behaviors? Load up both extensions! Voila!

johnecc
February 22nd, 2021, 03:13
Players: Double clicking on token of owned PC in the combat tracker will open the map the token is on, if any


I don't know if this option is required, as the player has always been able to double click the token image on their character sheet to open the map it is on, if placed at all

daddyogreman
February 22nd, 2021, 03:17
I don't know if this option is required, as the player has always been able to double click the token image on their character sheet to open the map it is on, if placed at all

Players have always been able to double click on the token image of their character sheet not the combat tracker. This just adds a bit more capability if there's players out there have have the combat tracker open often.

Rino
February 22nd, 2021, 09:09
working good :)

maugrim8866
February 22nd, 2021, 22:56
Thank you so much daddyogreman for putting this extension together. I have been looking for an extension that will do this since losing it in 5E Enhanced Unity.
Downloaded the latest version (v1.0.0) from your link.
I am getting this error when loading:
[2/22/2021 4:39:36 PM] [ERROR] Script execution error: [string "scripts/combat_manager_helper.lua"]:2: attempt to call field 'verbose' (a nil value)

And mousing over a actor in the CT results in this error:
[2/22/2021 4:41:52 PM] [ERROR] Script execution error: [string "combat_tracker/scripts/combat_tracker_host_..."]:2: attempt to call field 'verbose' (a nil value)

I do have a lot of addons running with it and I have FGU: v4.0.10. Is anyone else having this issue?

Thank you

Weissrolf
February 22nd, 2021, 23:01
We used this tonight and it was a big help for me as GM, because we had a battle with 14 NPCs with only two different names (+no.) to discern them. Wish I could just mouse-over the whole CT entry, though, instead of having to aim for the small CT portraits.

msbranin
February 22nd, 2021, 23:47
This works on starfinder after you edit edit the extension to add in SFRPG

daddyogreman
February 23rd, 2021, 00:48
Thank you so much daddyogreman for putting this extension together. I have been looking for an extension that will do this since losing it in 5E Enhanced Unity.
Downloaded the latest version (v1.0.0) from your link.
I am getting this error when loading:
[2/22/2021 4:39:36 PM] [ERROR] Script execution error: [string "scripts/combat_manager_helper.lua"]:2: attempt to call field 'verbose' (a nil value)

And mousing over a actor in the CT results in this error:
[2/22/2021 4:41:52 PM] [ERROR] Script execution error: [string "combat_tracker/scripts/combat_tracker_host_..."]:2: attempt to call field 'verbose' (a nil value)

I do have a lot of addons running with it and I have FGU: v4.0.10. Is anyone else having this issue?

Thank you

I'm very much suspecting some other extension isn't playing nicely with mine - I'm already thinking I need to be more unique in my naming conventions of my classes. I suspect some other extension is being loaded after mine with the same name as I use - 'Helper'.

daddyogreman
February 23rd, 2021, 01:03
This works on starfinder after you edit edit the extension to add in SFRPG

There an easy way to determine what the ruleset strings are for all the rulesets that import CoreRPG?
I can just go in there and add them all but I'm having a heck of a time tracking down what the actual ruleset string is for some of them such as Cypher System.

daddyogreman
February 23rd, 2021, 01:08
Thank you so much daddyogreman for putting this extension together. I have been looking for an extension that will do this since losing it in 5E Enhanced Unity.
Downloaded the latest version (v1.0.0) from your link.
I am getting this error when loading:
[2/22/2021 4:39:36 PM] [ERROR] Script execution error: [string "scripts/combat_manager_helper.lua"]:2: attempt to call field 'verbose' (a nil value)

And mousing over a actor in the CT results in this error:
[2/22/2021 4:41:52 PM] [ERROR] Script execution error: [string "combat_tracker/scripts/combat_tracker_host_..."]:2: attempt to call field 'verbose' (a nil value)

I do have a lot of addons running with it and I have FGU: v4.0.10. Is anyone else having this issue?

Thank you


I'd be curious if you JUST ran this one whether or not you're experiencing issues. If there's no issues, if you could track down which one is colliding with my extension, I'd be curious to get my hands on that extension code to confirm my suspicions. Either way, I made an issue (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/issues/4) in my own repo as this is something I've already thought might become a problem with other extensions.

maugrim8866
February 23rd, 2021, 17:21
I'd be curious if you JUST ran this one whether or not you're experiencing issues. If there's no issues, if you could track down which one is colliding with my extension, I'd be curious to get my hands on that extension code to confirm my suspicions. Either way, I made an issue (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/issues/4) in my own repo as this is something I've already thought might become a problem with other extensions.

I will do some testing and let you know.
I do use many of the 5E Enhancer sub extensions, I suspect one of them might be the culprit.

maugrim8866
February 23rd, 2021, 18:18
I will do some testing and let you know.
I do use many of the 5E Enhancer sub extensions, I suspect one of them might be the culprit.

After testing, I have narrowed it down to a conflict with these 2 extensions.
5E Enhancer - Faction Underlays
5E Enhancer - Flanking and Ranged

I do not have issues when these 2 ext are disabled.

Thanks again for your work on this extension, makes it so much easier to run large combats.

daddyogreman
February 23rd, 2021, 18:32
After testing, I have narrowed it down to a conflict with these 2 extensions.
5E Enhancer - Faction Underlays
5E Enhancer - Flanking and Ranged

I do not have issues when these 2 ext are disabled.

Thanks again for your work on this extension, makes it so much easier to run large combats.

Suspicion confirmed:
Both of those extensions also load up a script under the name Helper and if that's loaded after my script, it's gonna clobber my version of Helper. I've got an issue (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/issues/4) filed to make my script names more unique to avoid this issue. I thought it might cause a problem and here we are. I'll get to it as soon as I can.

daddyogreman
February 23rd, 2021, 20:47
Helper collision fixed in v1.0.1 (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.0.1/file/CoreRPG-Combat-Highlighter.ext?job=build-extension). As always, you can also just download from the latest (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension) link to get the most recent release.

Give it a whirl maugrim8866 and see how it goes. It should play nicely now with those other extensions.

MrDDT
February 24th, 2021, 00:34
Thanks @daddyogreman. This is working great.

daddyogreman
March 1st, 2021, 18:26
Release 1.0.2 (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.0.2/file/CoreRPG-Combat-Highlighter.ext?job=build-extension) out. As always, latest (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension) will snag the most current release.
Per the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.0.2/CHANGELOG.md):
[1.0.2] - 2021-03-01

Added

Extension announcement text
Added all CoreRPG rulesets as allowable
Replaced User.isHost() with Session.IsHost

MrDDT
March 1st, 2021, 19:46
Release 1.0.2 (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.0.2/file/CoreRPG-Combat-Highlighter.ext?job=build-extension) out. As always, latest (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension) will snag the most current release.
Per the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.0.2/CHANGELOG.md):
[1.0.2] - 2021-03-01

Added

Extension announcement text
Added all CoreRPG rulesets as allowable
Replaced User.isHost() with Session.IsHost

Thank you for the name change that helps fix some issues and confusions.
Thank you also for putting these out as each ext instead of lumping them all into one.

Love this one a lot.

Is there a way we can add in the hover over to show their box around them on the overlay on the map their reach they have? Like a creature has 10' of reach would make a box around them on hover over of that size?

daddyogreman
March 1st, 2021, 20:25
Is there a way we can add in the hover over to show their box around them on the overlay on the map their reach they have? Like a creature has 10' of reach would make a box around them on hover over of that size?

If you hover over the token on the map it will already show their reach in a grey underlay. This is built in and has nothing to do with my extension. Are you saying if you hover over the token in the combat tracker, you want the purple underlay that's added to adjust its size to their reach?

daddyogreman
March 1st, 2021, 20:28
Meh, I assumed that's what you meant because I like the idea as well. Added an issue (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/issues/7) and I'll get around to it at some point here soon.

MrDDT
March 1st, 2021, 23:11
Meh, I assumed that's what you meant because I like the idea as well. Added an issue (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/issues/7) and I'll get around to it at some point here soon.

Thanks buddy, again you doing great work. I will post using the issues for suggestions also.

daddyogreman
March 4th, 2021, 23:00
Release 1.1.0 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.1.0) is out. Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.1.0/file/CoreRPG-Combat-Highlighter.ext?job=build-extension). Download always latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Per the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.1.0/CHANGELOG.md):
[1.1.0] - 2021-03-04

Hovering anywhere on the CT entry now highlights the matching token
Highlight underlay now matches reach of token
Hovering over CT entry now selects matching token
menu option to toggle this behavior

Hovering over token on map will scroll to matching combat tracker entry
menu option to toggle this behavior

Hovering off token on map will scroll to actice combat tracker entry
menu option to toggle this behavior

Weissrolf
March 4th, 2021, 23:44
Thanks for the latest changes. Unfortunately there seems to be a bug when a player uses hover over CT instead of the GM. With the older version the players would not get a map token highlight (just a short blink). The new version fires console bugs for players double clicking on CT portraits (not GM) and still no token highlighting on the map for hovering..

Lots of these:

[3/5/2021 12:43:42 AM] [WARNING] windowcontrol: Could not find frame (sheetfocus) in control (proflevel) in class (char_skill)
[3/5/2021 12:43:48 AM] [ERROR] Script execution error: [string "combat_tracker/scripts/combat_tracker_clien..."]:4: attempt to index global 'super' (a nil value)

Options list 3 options: On, Off, NIL

daddyogreman
March 5th, 2021, 00:14
Thanks for the latest changes. Unfortunately there seems to be a bug when a player uses hover over CT instead of the GM. With the older version the players would not get a map token highlight (just a short blink). The new version fires console bugs for players double clicking on CT portraits (not GM) and still no token highlighting on the map for hovering..

Lots of these:

[3/5/2021 12:43:42 AM] [WARNING] windowcontrol: Could not find frame (sheetfocus) in control (proflevel) in class (char_skill)
[3/5/2021 12:43:48 AM] [ERROR] Script execution error: [string "combat_tracker/scripts/combat_tracker_clien..."]:4: attempt to index global 'super' (a nil value)

Options list 3 options: On, Off, NIL

Change one tiny thing and it all goes to hell. ;)

Thanks. I didn't even bother checking the client side because I did next to nothing there..but the ONE thing I did do made it take a crap all over everything.

Fixed.
Release 1.1.1 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.1.1) is out. Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.1.1/file/CoreRPG-Combat-Highlighter.ext?job=build-extension). Download always latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).

daddyogreman
March 5th, 2021, 00:43
The new version fires console bugs for players double clicking on CT portraits (not GM) and still no token highlighting on the map for hovering..


Only the GM can add underlays to tokens (by design in fantasy grounds, not my code). This hasn't ever worked for a client to hover over a CT entry and highlight the token. Even when the GM does it, the underlay is set to GM only so only the GM is even going to see the underlay. I could pass around msgOOB's whenever a client hovers over a ct entry and have the host draw the underlay, but then you'd have underlays popping up left and right any time any client was using the combat tracker and I think that would cause chaos to reign supreme. Unlike overlays (widgets), underlays are either GM or everyone. There's not a separate view for each session to add/clear on their own underlays. It's all or nuthin', as far as I'm aware. Anyone adding an underlay (through msgOOB's so really it's still just the host adding them) that's not gm only makes that underlay visible to everyone. Someone can chime in and correct me if I'm wrong here, but that's my understanding.

So, this is by design as stated in the README (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/develop/README.md) on the project page. There ARE a couple things this extension provides for clients.
Features:

GM: Hovering over entry in combat tracker will highlight the matching token on the map

GM: Hovering over entry in combat tracker will select the matching token on the map
Menu option to toggle this behavior

Players: Double clicking on token of owned PC in the combat tracker will open the map the token is on, if any

All: Hovering over token on the map will scroll to and highlight the associated entry in the combat tracker
Menu option to toggle this behavior

All: Hovering off the token will then scroll back to active combat tracker entry
Menu option to toggle this behavior

NiSama
March 5th, 2021, 00:50
Hey sorry to bother you, would be to much to ask for an alternative to the health bar? thanks in advance

daddyogreman
March 5th, 2021, 01:01
Hey sorry to bother you, would be to much to ask for an alternative to the health bar? thanks in advance

Check out the CoreRPG Wound Overlay (https://www.fantasygrounds.com/forums/showthread.php?66315-CoreRPG-Wound-Overlay&p=583429&viewfull=1#post583429) extension I wrote.

NiSama
March 5th, 2021, 01:12
Check out the CoreRPG Wound Overlay (https://www.fantasygrounds.com/forums/showthread.php?66315-CoreRPG-Wound-Overlay&p=583429&viewfull=1#post583429) extension I wrote.

But this is a overlay wound, i was looking for a different health bar, like 5e combat enhancer had :(

MrDDT
March 5th, 2021, 01:29
Only the GM can add underlays to tokens (by design in fantasy grounds, not my code). This hasn't ever worked for a client to hover over a CT entry and highlight the token. Even when the GM does it, the underlay is set to GM only so only the GM is even going to see the underlay. I could pass around msgOOB's whenever a client hovers over a ct entry and have the host draw the underlay, but then you'd have underlays popping up left and right any time any client was using the combat tracker and I think that would cause chaos to reign supreme. Unlike overlays (widgets), underlays are either GM or everyone. There's not a separate view for each session to add/clear on their own underlays. It's all or nuthin', as far as I'm aware. Anyone adding an underlay (through msgOOB's so really it's still just the host adding them) that's not gm only makes that underlay visible to everyone. Someone can chime in and correct me if I'm wrong here, but that's my understanding.

So, this is by design as stated in the README (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/develop/README.md) on the project page. There ARE a couple things this extension provides for clients.
Features:

GM: Hovering over entry in combat tracker will highlight the matching token on the map

GM: Hovering over entry in combat tracker will select the matching token on the map
Menu option to toggle this behavior

Players: Double clicking on token of owned PC in the combat tracker will open the map the token is on, if any

All: Hovering over token on the map will scroll to and highlight the associated entry in the combat tracker
Menu option to toggle this behavior

All: Hovering off the token will then scroll back to active combat tracker entry
Menu option to toggle this behavior

Wow thanks buddy

daddyogreman
March 5th, 2021, 01:30
But this is a overlay wound, i was looking for a different health bar, like 5e combat enhancer had :(

Can't help ya there. Maybe someone can chime in with some alternatives but I haven't written anything nor do I really have plans to. My wound overlay extension is enough for me. At least for now.

nephranka
March 5th, 2021, 10:51
The only one I have seen that does that is the old 5e enhancer. You could move the bar to horizontal.

Weissrolf
March 8th, 2021, 23:05
Thanks for explaining the FG underlay restrictions. Too bad for players then. The other stuff is still useful for them, so again, thanks for that.

daddyogreman
March 9th, 2021, 00:26
Release 1.2.0 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.2.0) is out. Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.2.0/file/CoreRPG-Combat-Highlighter.ext?job=build-extension). Download current latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Per the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.2.0/CHANGELOG.md):

[1.2.0] - 2021-03-08

Added:
Hovering over CT entry now zooms map to matching token
- menu option to toggle this behavior

daddyogreman
March 9th, 2021, 20:25
Release 1.3.0 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.3.0) is out. Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.3.0/file/CoreRPG-Combat-Highlighter.ext?job=build-extension). Download current latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Per the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.3.0/CHANGELOG.md):
## [1.3.0] - 2021-03-09
### Added
- Hovering off CT entry now centers map to active CT entry
- menu option to toggle this behavior
### Changed
- Menu option added as to whether hovering over CT entry highlights matching token on map
### Maintenance
- Various variable renaming in an attempt to arrive at some sort of consistency

Weissrolf
March 9th, 2021, 20:31
Options show as On/Off/" " (empty), the latter of which seems like a small bug. ;)

daddyogreman
March 9th, 2021, 20:46
Options show as On/Off/" " (empty), the latter of which seems like a small bug. ;)

Yeah looks like I'm not quite registering them right.
Filed an issue (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/issues/16) and I'll get to it at some point. As they only ever check for On (aside from the debug), I'm not too worried. But it is a small fly in the ointment.

daddyogreman
March 9th, 2021, 21:15
Options show as On/Off/" " (empty), the latter of which seems like a small bug. ;)

Meh. I just fixed it.
Release 1.3.1 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.3.1). Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.3.1/file/CoreRPG-Combat-Highlighter.ext?job=build-extension). Download latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).

Weissrolf
March 9th, 2021, 21:25
Like a true Ogre would. ;)

daddyogreman
March 9th, 2021, 21:37
Like a true Ogre would. ;)

;)

Turns out of the tiny 3 extensions I've written, I'm really digging on this one the most. Finding it super handy.

daddyogreman
March 10th, 2021, 00:23
I'm on a roll today. Figured I'd toss in a menu option as to whether or not to highlight the associated combat tracker entry on token hover.
So...release 1.4.0 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.4.0) is out. Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.4.0/file/CoreRPG-Combat-Highlighter.ext?job=build-extension). Permanent link to download latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Per the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.4.0/CHANGELOG.md):
## [1.4.0] - 2021-03-09
### Added
- Menu option added as to whether hover over token highlights matching CT entry
### Changed
- Refactoring onHover method to deal with above implementation

kevininrussia
March 10th, 2021, 00:56
With Combat Highlighter 1.4.0 and todays FGU update, the hover on CT is not working. Hover on Token on map does highlight matching CT PC/NPC

daddyogreman
March 10th, 2021, 01:15
With Combat Highlighter 1.4.0 and todays FGU update, the hover on CT is not working. Hover on Token on map does highlight matching CT PC/NPC

Just updated FG and tested 5E and PFRPG and it's working just fine for me.
I did just add a new menu option to toggle whether or not the matching CT entry is highlighted when hovering over a token on the map. You should make sure you have that on.
44664

kevininrussia
March 10th, 2021, 01:28
I'm using 4E ruleset. Hover on token on map is highlighting CT but not working when hovering on CT to highlight token on map. I'll test with all extensions off and see what happens.

daddyogreman
March 10th, 2021, 01:44
I'm using 4E ruleset. Hover on token on map is highlighting CT but not working when hovering on CT to highlight token on map. I'll test with all extensions off and see what happens.

Working just fine in my 4E test campaign. I suspect you've got another extension clobbering the ct_entry windowclass instead of merging to play nicely.

daddyogreman
March 10th, 2021, 01:46
I'm using 4E ruleset. Hover on token on map is highlighting CT but not working when hovering on CT to highlight token on map. I'll test with all extensions off and see what happens.

Also make sure the settings are on for that. I've kinda gone menu option crazy so people can fine tune this extension to behave exactly as they wish.

daddyogreman
March 10th, 2021, 01:53
If you DO track this down to another extension, let me know which one it is. I'm curious if my suspicion is correct.
If you're still experiencing this with it being the only one loaded, I'd love some help in reproducing it and then I can get it fixed.

kevininrussia
March 10th, 2021, 02:09
Yes, extension issue.

Situational Awareness

https://www.fantasygrounds.com/forums/showthread.php?64386-5E-Extension-Situational-Awareness-(pre-load-encounter-tokens-on-maps)

Was working fine with this extension until todays update. Only difference that I had to update Situational Awareness ct_host.xml because the update added <hsx name="senses" />

kevininrussia
March 10th, 2021, 02:19
I got them to play nice :-)
Both seem to be working correctly now

I added to Combat Highlighter:
<loadorder>60</loadorder>

Edit: I only needed to add a load order number higher than Situational Awareness (which has a load number of 50).

kevininrussia
March 10th, 2021, 02:43
I noticed if there is a token on a map with no corresponding entry in the combat tracker an error is thrown:

https://i.imgur.com/udyox6w.png

Might be better to not have it do anything if there is not corresponding entry in the CT for tokens on map.

daddyogreman
March 10th, 2021, 08:47
I noticed if there is a token on a map with no corresponding entry in the combat tracker an error is thrown:

https://i.imgur.com/udyox6w.png

Might be better to not have it do anything if there is not corresponding entry in the CT for tokens on map.

Ah, good catch. Thought I had all that checked but apparently not . I'll get it fixed here shortly.

BaneTBC
March 10th, 2021, 16:02
That explains the large amount of error spam I was getting last night while pre-placing encounters on a new map. Everything still went through, just had to deal with the constant errors.

Thanks for working on this, daddyogreman, it really is appreciated and makes my life so much easier trying to find where critters are on the map and the CT! Especially when the players do something silly\crazy and pull the entire place down around them.

daddyogreman
March 10th, 2021, 17:19
I noticed if there is a token on a map with no corresponding entry in the combat tracker an error is thrown:

https://i.imgur.com/udyox6w.png

Might be better to not have it do anything if there is not corresponding entry in the CT for tokens on map.

Fixed in release 1.4.1 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.4.1). Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.4.1/file/CoreRPG-Combat-Highlighter.ext?job=build-extension). Latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Per the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.4.1/CHANGELOG.md):
## [1.4.1] - 2021-03-10
### Fixed
- Hovering over token without matching CT entry resulted in error

Dax Doomslayer
March 10th, 2021, 17:30
This is by far one of my favorite extensions. When you have a lot of combatants, it was at times difficult to figure which token linked to which item on the CT. Thanks so much for doing this!!

daddyogreman
March 18th, 2021, 20:04
Release 1.5.0 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.5.0) out. Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.5.0/file/CoreRPG-Combat-Highlighter.ext?job=build-extension). Permalink to up to date latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Per the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.5.0/CHANGELOG.md):
## [1.5.0] - 2021-03-18
### Added
- Menu option as to which tokens are selected when hovering off CT entry
### Changed
- Lua scripts moved out of xml into files

daddyogreman
March 19th, 2021, 09:46
This is by far one of my favorite extensions. When you have a lot of combatants, it was at times difficult to figure which token linked to which item on the CT. Thanks so much for doing this!!

Aaawh, glad to hear someone else is enjoying it!

Weissrolf
March 19th, 2021, 09:48
+1.

Taxiarchis
March 19th, 2021, 11:20
This extension seems amazing! Any chance you could make it work with Conan 2d20 RPG? It is based on Core RPG!

Ludd_G
March 19th, 2021, 11:46
I'm really finding it useful too. Thanks for all your work.

similarly
March 19th, 2021, 13:19
Yes, thank you for your work. This has saved me SO much trouble trying to identify a token on the board, check the NPC in the tracker. This is awesome. I'd love this to be built into FGU in the future.

Ludd_G
March 19th, 2021, 15:35
Also, love the options that you've made available to tailor it to each of our tastes, much appreciated.

In that vein could I request an option to choose a variety of intensities for the highlighting? I still find it a little too strong for my tastes.

Again, thanks for you work!

nephranka
March 19th, 2021, 15:54
I would second that option. Thank you for the great work.

kevininrussia
March 19th, 2021, 21:37
Also, love the options that you've made available to tailor it to each of our tastes, much appreciated.

In that vein could I request an option to choose a variety of intensities for the highlighting? I still find it a little too strong for my tastes.

Again, thanks for you work!

If you have an image editor like Photoshop you can take the image file "ctentrybox_highlight.png" and change its saturation and hue.

Open the extension like you would a zip file and look for \graphics\frames\ctentrybox_highlight.png

daddyogreman
March 19th, 2021, 21:58
If you have an image editor like Photoshop you can take the image file "ctentrybox_highlight.png" and change its saturation and hue.

Open the extension like you would a zip file and look for \graphics\frames\ctentrybox_highlight.png

Yup. And if you unzip the extension in your data/extensions folder, you won't even need to zip it back up.
I personally kinda like the color it currently is, but I can see about adding a couple different varieties and adding a menu option. The extension is just kinda getting menu-option-crazy already.

daddyogreman
March 19th, 2021, 22:51
All right instead of adding even more menu options, I just popped open the .png and toned down the saturation.
Still purple, still catches the eye, but doesn't make your eyes bleed anymore. Hopefully this should work for folks.

Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.5.1/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).

nephranka
March 20th, 2021, 02:46
Much better. Thank you for the adjustment!

similarly
March 21st, 2021, 00:08
Fixed in release 1.4.1 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.4.1). Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.4.1/file/CoreRPG-Combat-Highlighter.ext?job=build-extension). Latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Per the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.4.1/CHANGELOG.md):
## [1.4.1] - 2021-03-10
### Fixed
- Hovering over token without matching CT entry resulted in error

I have a similar but slightly different problem: when I hover over a token in the CT that has no token on the map, I get an error.
I'm using 1.5.1:
[3/21/2021 8:00:41 AM] EXTENSION: CoreRPG Combat Highlighter v1.5.1\r by OgreManDude 2021
[3/21/2021 8:02:31 AM] [ERROR] Script execution error: [string "combat_tracker/scripts/combat_tracker_host_..."]:76: attempt to index local 'activeToken' (a nil value)

Unfortunately, as I hover my mouse up and down the CT, I get spammed by this error.

daddyogreman
March 21st, 2021, 06:51
I have a similar but slightly different problem: when I hover over a token in the CT that has no token on the map, I get an error.
I'm using 1.5.1:
[3/21/2021 8:00:41 AM] EXTENSION: CoreRPG Combat Highlighter v1.5.1\r by OgreManDude 2021
[3/21/2021 8:02:31 AM] [ERROR] Script execution error: [string "combat_tracker/scripts/combat_tracker_host_..."]:76: attempt to index local 'activeToken' (a nil value)

Unfortunately, as I hover my mouse up and down the CT, I get spammed by this error.

Yup this was legit.
Looks like a specific case when you had an active CT entry with no matching token.

Fixed in Release 1.5.2 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.5.2). Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.5.2/file/CoreRPG-Combat-Highlighter.ext?job=build-extension). Permalink to latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Per the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.5.2/CHANGELOG.md):
## [1.5.2] - 2021-03-20
### Fixed
- Hovering off CT caused issues when active CT had no matching token
### Added
- Conan 2d20 ruleset added as allowed ruleset

similarly
March 21st, 2021, 09:33
Thank you! That worked!

daddyogreman
March 21st, 2021, 10:46
Thank you! That worked!

Happy it's working for you!

daddyogreman
March 23rd, 2021, 20:58
Release 1.6.0 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.6.0):
Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.6.0/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Permalink to latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
See README (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.6.0/README.md) for details on Menu Options.
Per the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.6.0/CHANGELOG.md):
## [1.6.0] - 2021-03-23
### Added
- On turn start, matching token to active CT entry (if any) is selected
- Menu option to toggle this
- Grey out CT entry of any actor that has a status that makes them incapable of performing actions - VISUAL INDICATOR ONLY. DOES NOT DISABLE THE ACTOR.
- Currently 'Dead', 'Dying', 'Unconcious', 'Disabled'
- Menu option to toggle this
### Changed
- Renamed some scripts

charmov
March 23rd, 2021, 21:02
- Grey out CT entry of any actor that has a status that makes them incapable of performing actions - VISUAL INDICATOR ONLY. DOES NOT DISABLE THE ACTOR.
- Currently 'Dead', 'Dying', 'Unconcious', 'Disabled'
- Menu option to toggle this
### Changed
- Renamed some scripts
Great addition! Might i suggest adding the "incapacitated" condition? It would cover all you have listed and others for 5e rulesets if I'm not mistaken.
love this ext! Thank you!

Edit, misquote

MrDDT
March 23rd, 2021, 21:09
Release 1.6.0 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.6.0):
Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.6.0/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Permalink to latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
See README (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.6.0/README.md) for details on Menu Options.
Per the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.6.0/CHANGELOG.md):
## [1.6.0] - 2021-03-23
### Added
- On turn start, matching token to active CT entry (if any) is selected
- Menu option to toggle this
- Grey out CT entry of any actor that has a status that makes them incapable of performing actions - VISUAL INDICATOR ONLY. DOES NOT DISABLE THE ACTOR.
- Currently 'Dead', 'Dying', 'Unconcious', 'Disabled'
- Menu option to toggle this
### Changed
- Renamed some scripts

WOW dude, thank you this is so awesome. ALL the updates are highly useful.
One of the biggest ones here as a DM for me is the auto selecting "token" when its their turn that way I can just CTRL click to target the thing I want to do. Its soooo helpful. I was just talking about this last night is what needs to be in FGU already as a default. Sooooooo amazing!

daddyogreman
March 23rd, 2021, 21:25
Great addition! Might i suggest adding the "incapacitated" condition? It would cover all you have listed and others for 5e rulesets if I'm not mistaken.
love this ext! Thank you!

Edit, misquote

Right now it's just keyed off the status field - a field that's automatically updated by Fantasy Grounds and is a function of max hit points vs current wounds. It doesn't (yet) take into account any conditions/effects the actor may have on them. The status field is fairly standard across all the CoreRPG based rulesets I've checked. As soon as I start adding conditions/effects, we're getting into specific rulesets. Something I can ponder, but I'm trying my best to keep this generic CoreRPG as I play 5E, PFRPG and will be starting a PFRPG2 campaign here soon.

daddyogreman
March 23rd, 2021, 21:28
WOW dude, thank you this is so awesome. ALL the updates are highly useful.
One of the biggest ones here as a DM for me is the auto selecting "token" when its their turn that way I can just CTRL click to target the thing I want to do. Its soooo helpful. I was just talking about this last night is what needs to be in FGU already as a default. Sooooooo amazing!

That was my annoyance as well - not auto selecting the token of the active combatant. I had earlier added a CT hover off option to select the token of the active CT entry, but that didn't cover the initial turn start selection. I find it extremely useful as well as a GM to just have that selected automatically so I can hit the ground running with seeing what targets the NPC already has selected, seeing what their LOS is, etc.
Glad you're liking it!

similarly
March 23rd, 2021, 22:48
This is one of my favorite and most useful extensions. I love it!

kevininrussia
March 24th, 2021, 00:15
4E: Latest version Release 1.6.0 kills roll over on Map to highlight CT. Roll over on CT does highlight token on Map.

Rolled back to previous build and it work correctly.

daddyogreman
March 24th, 2021, 00:28
4E: Latest version Release 1.6.0 kills roll over on Map to highlight CT. Roll over on CT does highlight token on Map.

Rolled back to previous build and it work correctly.

Working for me in my 4E test campaign.

Did you make sure you don't have any other extensions loaded?
Did you make sure you have that option turned on in the Menu Options?

If yes to both, let me know exactly what you have each option set to the in the Menu Options and I'll see what I can dig up.

kevininrussia
March 24th, 2021, 00:46
Hrmm, false alarm. I tested in my test campaign and it worked with all extensions on, went back to main campaign and it worked... go figure :-) Anyways, good stuff as always!

daddyogreman
March 24th, 2021, 01:03
Hrmm, false alarm. I tested in my test campaign and it worked with all extensions on, went back to main campaign and it worked... go figure :-) Anyways, good stuff as always!

No worries, just glad it's working.

SirMotte
March 24th, 2021, 01:05
Incredible. Your recent update has elevated this from very useful, to must-have! Thank you so much!

Weissrolf
April 13th, 2021, 10:01
We just noticed that players see the map highlight overlay when the GM hovers over a CT entry. Is this intentional?

daddyogreman
April 15th, 2021, 08:48
We just noticed that players see the map highlight overlay when the GM hovers over a CT entry. Is this intentional?

Nope. Not intentional. I'll have to have a look because I'm adding that underlay with "gmonly" as an argument.


tokenCT.addUnderlay(nReach, UDGCoreRPGCombatHighlighterConstants.TOKEN_UNDERLA Y_HOVER, "gmonly")

Weissrolf
April 15th, 2021, 09:36
I just tested this locally running both GM host and player client. For my player client this does not happen, but one of my players said "I get this overlays switching between tokens all the time" until I disabled overlays for CT hover-on. Curiously the "gray out inactive tokens" also did not work in that session, so something must have been broken in general during that session.

Lately we are suffer CT related problems anyway, like a single player rolls not being applied to the CT (unless the GM does it for him) or rolls being ignored completely (have to click again to get the roll). My plan was to disable combat highlighter in the next session(s) to see if there is a possible connection. There should not be, but CT modifications seem to be especially delicate in FGU.

Maldev
April 21st, 2021, 10:47
This is something I had been hoping to see created for some time!
Great extension :)
Thank you very much for the work you did on this daddyogreman; Very much appreciated- cheers

TheoGeek
April 22nd, 2021, 03:48
This is awesome. I had a cobbled together kludge I made that had 1/10 the capability of this. I can now retire that one!

Thanks a TON!

SirMotte
April 23rd, 2021, 01:22
I added support for this extension to my theme (signature), absolutely awesome now!

kevininrussia
April 23rd, 2021, 20:05
Nope. Not intentional. I'll have to have a look because I'm adding that underlay with "gmonly" as an argument.

I am also seeing this. As GM host, when I hover over the character on the CT the players are seeing the PC token flash. I tested this myself and can reproduce it. The green highlight square under the token disappears.

kevininrussia
May 19th, 2021, 05:02
Found a bug with adding a new token to an NPC in the Combat Tracker.

I posted it here (because I didn't know it was this extension causing the issue) :-)

https://www.fantasygrounds.com/forums/showthread.php?68581-4E-Combat-Tracker-token-replace-bug&p=601639#post601639

daddyogreman
May 20th, 2021, 00:25
Found a bug with adding a new token to an NPC in the Combat Tracker.

I posted it here (because I didn't know it was this extension causing the issue) :-)

https://www.fantasygrounds.com/forums/showthread.php?68581-4E-Combat-Tracker-token-replace-bug&p=601639#post601639

Logged a bug (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/issues/25) against this but doubt I'll get around to fixing it soon.

nephranka
August 24th, 2021, 22:04
I did run into a strange problem. If I have tokens on two different maps, as I roll over one of them (token on the 2nd map) in the CT I get the following error.

[8/24/2021 5:02:07 PM] [ERROR] Script execution error: [string "combat_tracker/scripts/combat_tracker_host_..."]:72: selectToken: Invalid parameter 1

Clean build, 5e not other exts.

daddyogreman
October 12th, 2021, 23:39
This'un is up on the forge (https://forge.fantasygrounds.com/shop/items/289/view) now. Enjoy.

kevininrussia
October 13th, 2021, 15:24
I am also seeing this. As GM host, when I hover over the character on the CT the players are seeing the PC token flash. I tested this myself and can reproduce it. The green highlight square under the token disappears.

Is this fixed as well as the bug #25 in this Forge version?

daddyogreman
October 13th, 2021, 16:47
Is this fixed as well as the bug #25 in this Forge version?

Haven't had a chance to look at this yet. I'll see what I can do some time here soon. It'll be real handy with this stuff in the Forge now tho to push out fixes! Fancy stuff!

daddyogreman
October 13th, 2021, 16:51
I did run into a strange problem. If I have tokens on two different maps, as I roll over one of them (token on the 2nd map) in the CT I get the following error.

[8/24/2021 5:02:07 PM] [ERROR] Script execution error: [string "combat_tracker/scripts/combat_tracker_host_..."]:72: selectToken: Invalid parameter 1

Clean build, 5e not other exts.

Yeah, I don't doubt there's a problem there. I don't have any logic around whether or not a token is on two different maps.
I'll see what I can do with this.

MeAndUnique
October 13th, 2021, 17:09
Fwiw, CoreRPG should prevent a single token being on two different maps. So probably be a relatively straight forward guard or logic to always gets each token's individual map?

nephranka
October 13th, 2021, 17:24
Yeah, I don't doubt there's a problem there. I don't have any logic around whether or not a token is on two different maps.
I'll see what I can do with this.

I think this is related to when you roll over a CT entry and the map you have currently open is not the one the entry is on. Sometimes the party splits and I have them on different maps but there is only one CT.

daddyogreman
October 13th, 2021, 17:29
Fwiw, CoreRPG should prevent a single token being on two different maps. So probably be a relatively straight forward guard or logic to always gets each token's individual map?

Yeah, I was a bit confused as well. but the details here help clear it up.


I think this is related to when you roll over a CT entry and the map you have currently open is not the one the entry is on. Sometimes the party splits and I have them on different maps but there is only one CT.

Should hopefully be an easy check I can toss in there for this - thought I already had it but apparently not.

daddyogreman
October 13th, 2021, 21:47
I think this is related to when you roll over a CT entry and the map you have currently open is not the one the entry is on. Sometimes the party splits and I have them on different maps but there is only one CT.

I think I got this one figured out.
I've updated things to handle tokens on different maps. Behavior has even been updated so that if the map the token is on isn't open, when you hover over the combat tracker, the map will be opened. If the map is already open but not brought to the front, it's brought to the front. I might add some menu options to toggle this behavior, but this extension is already menu option crazy.

New build has been uploaded to the forge. But for what it's worth, here's all the links as well.
Release 1.6.1 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.6.1):
Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.6.1/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Permalink to latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
See README (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.6.1/README.md) for details on Menu Options.
See the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.6.1/CHANGELOG.md) for details.

TheoGeek
October 13th, 2021, 21:49
MOAR OPTIONS!!! :)

Thanks for this extension...I love it!

nephranka
October 13th, 2021, 22:46
I think I got this one figured out.
I've updated things to handle tokens on different maps. Behavior has even been updated so that if the map the token is on isn't open, when you hover over the combat tracker, the map will be opened. If the map is already open but not brought to the front, it's brought to the front. I might add some menu options to toggle this behavior, but this extension is already menu option crazy.

New build has been uploaded to the forge. But for what it's worth, here's all the links as well.
Release 1.6.1 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.6.1):
Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.6.1/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Permalink to latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
See README (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.6.1/README.md) for details on Menu Options.
See the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.6.1/CHANGELOG.md) for details.

Working very nice!

Great work!

daddyogreman
October 13th, 2021, 23:02
Is this fixed as well as the bug #25 in this Forge version?

Working on bug #25 next, when I find the time.

daddyogreman
October 13th, 2021, 23:38
Having a hard time figuring out how to reproduce this one, kevininrussia.

But I will say I've already convinced myself I need to add menu options for the automatic opening of the map and the automatic bringing of the map to the front when hovering over a CT entry behavior I just added.

kevininrussia
October 14th, 2021, 02:03
Having a hard time figuring out how to reproduce this one, kevininrussia.

But I will say I've already convinced myself I need to add menu options for the automatic opening of the map and the automatic bringing of the map to the front when hovering over a CT entry behavior I just added.

I will test again with the version on Forge and report back.

kevininrussia
October 14th, 2021, 02:20
I have added the extension on Forge but its not showing up in FGU extension list when loading campaign. I'm running 4E.

daddyogreman
October 14th, 2021, 19:00
New Release!
Release 1.7.0 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.7.0)
Get it in the Forge (https://forge.fantasygrounds.com/shop/items/289/view)
Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.7.0/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Permalink to latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
See README (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.7.0/README.md) for details on Menu Options.
See the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.7.0/CHANGELOG.md) for release details.
Quick Summary:
New behavior
- Any action that results on something being performed on a token (centering on token due to CT hover, etc) will open the map containing the token if it's not already open
- menu option to toggle this
- Any action that results on something being performed on a token (centering on token due to CT hover, etc) will focus on the map containing the token if it's not already focused
- menu option to toggle this

daddyogreman
October 14th, 2021, 19:07
I have added the extension on Forge but its not showing up in FGU extension list when loading campaign. I'm running 4E.

Strange. Showing up just fine for me with my 4E test campaign.
49476

TheoGeek
October 14th, 2021, 19:15
I have added the extension on Forge but its not showing up in FGU extension list when loading campaign. I'm running 4E.

I don't want to hijack this thread, but this happened to someone else with my Improved Critical extension for 5E. It was in that user's forge list, but was not getting updated in their extensions folder. I had to send them the .ext file personally.

daddyogreman
October 14th, 2021, 19:19
I don't want to hijack this thread, but this happened to someone else with my Improved Critical extension for 5E. It was in that user's forge list, but was not getting updated in their extensions folder. I had to send them the .ext file personally.

Was it Forge related?

kevininrussia
October 14th, 2021, 19:20
I don't want to hijack this thread, but this happened to someone else with my Improved Critical extension for 5E. It was in that user's forge list, but was not getting updated in their extensions folder. I had to send them the .ext file personally.

I went to Forge Inventory, clicked on disable for CoreRPG Combat Highlighter then enabled it. Went back to FGU and updated. CoreRPG Combat Highlighter now shows up. Must have been some Forge glitch.

daddyogreman
October 14th, 2021, 19:23
I went to Forge Inventory, clicked on disable for CoreRPG Combat Highlighter then enabled it. Went back to FGU and updated. CoreRPG Combat Highlighter now shows up. Must have been some Forge glitch.

Ah sweet - just glad to see it working. I jumped the gun a tiny bit on the release announcement above and forgot to upload the build to the forge. It's processing now. But the one that's currently up there doesn't have the menu options to toggle automatically opening and/or focusing on the window containing a token. Still new to this forge stuff. :}
Should be updated here very shortly.

kevininrussia
October 14th, 2021, 19:35
Having a hard time figuring out how to reproduce this one, kevininrussia.

But I will say I've already convinced myself I need to add menu options for the automatic opening of the map and the automatic bringing of the map to the front when hovering over a CT entry behavior I just added.

Tried to reproduce this bug. Of the 10 times testing using build on Forge, got the error once so it seems to be a random occurrence. Probably not worth looking into and can close the bug 25.

Here is the error I got:
[10/14/2021 11:25:19 AM] RULESET: Dungeons and Dragons (4E) ruleset (v2021-06-01) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[10/14/2021 11:25:19 AM] RULESET: Core RPG ruleset (v2021-07-06) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[10/14/2021 11:25:19 AM] EXTENSION: CoreRPG Combat Highlighter v1.6.1\r by OgreManDude 2021
[10/14/2021 11:25:19 AM] MEASURE: LOAD - PART 2 - 5.4655079
[10/14/2021 11:26:51 AM] [ERROR] Script execution error: [string "combat_tracker/scripts/combat_tracker_host_..."]:67: attempt to index local 'token' (a userdata value)

daddyogreman
October 14th, 2021, 20:28
Tried to reproduce this bug. Of the 10 times testing using build on Forge, got the error once so it seems to be a random occurrence. Probably not worth looking into and can close the bug 25.

Here is the error I got:
[10/14/2021 11:25:19 AM] RULESET: Dungeons and Dragons (4E) ruleset (v2021-06-01) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[10/14/2021 11:25:19 AM] RULESET: Core RPG ruleset (v2021-07-06) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[10/14/2021 11:25:19 AM] EXTENSION: CoreRPG Combat Highlighter v1.6.1\r by OgreManDude 2021
[10/14/2021 11:25:19 AM] MEASURE: LOAD - PART 2 - 5.4655079
[10/14/2021 11:26:51 AM] [ERROR] Script execution error: [string "combat_tracker/scripts/combat_tracker_host_..."]:67: attempt to index local 'token' (a userdata value)

Just figured out what's causing this. Should actually be a pretty quick fix. Added some notes for myself on the bug and I'll get to it at some point here soon-ish.
In the mean time - what's causing it is a couple of things in conjunction if you want to know how to work around it:
Having the menu option Combat Tracker Hover Off Token Select set to Current and having the token on the map you're going to replace already selected. Right now my logic for the Current setting scenario saves off the selected tokens into a lua variable to reference them later to re-select them all. You're then replacing that token with a new one when dropping it into the combat tracker and it confuses my script when it tries to reference the old, now non-existent token.
So either changing that setting to either Active CT Token or None will avoid the behavior. Or if you want to keep that setting, then make sure the token you're about to replace isn't selected on the map before you replace.
Should just be a quick check for this in my code when I get around to it.

macDsinfo
October 16th, 2021, 08:56
Many thanks. this also works with pathfinder for savage worlds after editing the extension to include SWPF
This works on starfinder after you edit edit the extension to add in SFRPG

Zeruel_Kagenie
December 1st, 2021, 19:35
I think this extension is not downloading through the forge (To the vault or extension folder) because I can't find it in the extension list. Maybe it is because the name of the file or the displayed name in the list is different from the extension from GitLab? Because if I download through GitLab and put it in the extension folder, I can find it and activate it.

MrDDT
December 1st, 2021, 20:13
I think this extension is not downloading through the forge (To the vault or extension folder) because I can't find it in the extension list. Maybe it is because the name of the file or the displayed name in the list is different from the extension from GitLab? Because if I download through GitLab and put it in the extension folder, I can find it and activate it.

In game name: CoreRPG - Combat Highlighter DATA FORGE Filename: CoreRPG-Combat-Highlighter.ext https://forge.fantasygrounds.com/shop/items/289/view

Taxiarchis
January 20th, 2022, 11:01
Hi! Any chance you could make this awesome extension work with Symbaroum ruleset?

BushViper
January 20th, 2022, 23:47
Hi, I have a game in half an hour so I don't have time to provide more information than this now, but I will do some more investigation later. That said, I was getting absolutely spammed by this error:

[ERROR] Script execution error: [string "combat_tracker/scripts/combat_trackerhost..."]:89: attempt to index local 'imageControl' (a nil value)


every time I moused over a token on a map and/or in the combat tracker.

daddyogreman
January 21st, 2022, 03:50
Hi! Any chance you could make this awesome extension work with Symbaroum ruleset?

I don't own the ruleset and briefly glancing over the screenshots looks like it would most likely need some customization to get it working properly. So not likely, no. At least not by me. Anyone owning the ruleset and wanting to do it is more than welcome to clone the repository and submit a pull request, but I'd basically be taking their word for it that it works as I'd have no way to test it.

daddyogreman
January 21st, 2022, 03:59
Hi, I have a game in half an hour so I don't have time to provide more information than this now, but I will do some more investigation later. That said, I was getting absolutely spammed by this error:

[ERROR] Script execution error: [string "combat_tracker/scripts/combat_trackerhost..."]:89: attempt to index local 'imageControl' (a nil value)


every time I moused over a token on a map and/or in the combat tracker.

Make sure you don't have any other extensions loaded.
Otherwise this can maybe happen if you've removed/replaced a token on map with a new one but have kept the entry in the combat tracker for the old token. That's what I've got of the to of my head without having anything else to go off of.

BushViper
January 21st, 2022, 05:18
Make sure you don't have any other extensions loaded.
Otherwise this can maybe happen if you've removed/replaced a token on map with a new one but have kept the entry in the combat tracker for the old token. That's what I've got of the to of my head without having anything else to go off of.

That's probably what caused it. I've been renaming NPCs to keep my players in the dark, but also avoid the sterile crap of Giant 16 and Giant 4.

daddyogreman
January 25th, 2022, 20:51
Hi! Any chance you could make this awesome extension work with Symbaroum ruleset?

I will say I specify my extensions just go into the extensions folder and not the vault on the forge, so you can always unzip the extension, edit the extension.xml file and specify that ruleset and see how it works out as it.

Taxiarchis
January 26th, 2022, 09:56
I will say I specify my extensions just go into the extensions folder and not the vault on the forge, so you can always unzip the extension, edit the extension.xml file and specify that ruleset and see how it works out as it.

It works!!! Great QOL improvement, thanks a lot!

daddyogreman
January 26th, 2022, 22:29
It works!!! Great QOL improvement, thanks a lot!

All right. Added the ruleset. You can delete your unzipped extension and just update from the forge and you should be good to go.

MrDDT
January 29th, 2022, 18:51
I saw this was updated today but I didn't see any change here of what was updated.

daddyogreman
January 29th, 2022, 22:03
Just added a ruleset.

rocketvaultgames
March 13th, 2022, 21:37
It seems that starting with v4.1.14, this extension causes more lag than before when dragging dice that have been picked up (clicking and holding left mouse button) from any ability on the combat tracker. with each new entity the dice pass over, there is a stutter.

It lags for just a fraction of a second, but it's enough to make it a little obnoxious to try to drop dice on a combat tracker entity, or even just move the dice away from the combat tracker (to a token or the chat window).

Is there any chance this will be looked at?

I'm torn on using it now, as I've become very dependent on it's amazing features, but the new lag is less than ideal.

Thanks much!

daddyogreman
March 13th, 2022, 23:04
It seems that starting with v4.1.14, this extension causes more lag than before when dragging dice that have been picked up (clicking and holding left mouse button) from any ability on the combat tracker. with each new entity the dice pass over, there is a stutter.

It lags for just a fraction of a second, but it's enough to make it a little obnoxious to try to drop dice on a combat tracker entity, or even just move the dice away from the combat tracker (to a token or the chat window).

Is there any chance this will be looked at?

I'm torn on using it now, as I've become very dependent on it's amazing features, but the new lag is less than ideal.

Thanks much!


Just a quick fix checked in for this. From now on, all highlighter functionality is disabled whenever you're dragging anything with your mouse.
Release 1.7.1 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.7.1)
Get it in the Forge (https://forge.fantasygrounds.com/shop/items/289/view)
Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.7.1/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Permalink to latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
See README (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.7.1/README.md) for details on Menu Options.
See the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.7.1/CHANGELOG.md) for release details.
Quick Summary:
New behavior
- All functionality disabled whenever dragging anything over tokens or combat tracker with the mouse.

rocketvaultgames
March 13th, 2022, 23:22
Thanks so much for the quick action on this!

The issue seems completely fixed while dragging dice, but now it appears that the issue exists when [I]not[I] dragging dice, which is probably worse?

MrDDT
March 14th, 2022, 02:47
Just a quick fix checked in for this. From now on, all highlighter functionality is disabled whenever you're dragging anything with your mouse.
Release 1.7.1 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.7.1)
Get it in the Forge (https://forge.fantasygrounds.com/shop/items/289/view)
Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.7.1/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Permalink to latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
See README (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.7.1/README.md) for details on Menu Options.
See the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.7.1/CHANGELOG.md) for release details.
Quick Summary:
New behavior
- All functionality disabled whenever dragging anything over tokens or combat tracker with the mouse.

I'm not sure if you meant this or not but currently this ext is unlisted on the FORGE.

daddyogreman
March 14th, 2022, 06:27
I'm not sure if you meant this or not but currently this ext is unlisted on the FORGE.

That's strange. I'm seeing it in there and I listed the most recent build for the Live channel.

daddyogreman
March 14th, 2022, 06:29
Thanks so much for the quick action on this!

The issue seems completely fixed while dragging dice, but now it appears that the issue exists when [I]not[I] dragging dice, which is probably worse?

Meaning you're getting lag when functionality HASN'T been disabled? I use this extension myself for two 5E campaigns and one Pathfinder campaign and I'm not noticing anything different since the big update. Did you try without any other extensions loaded and see if you get the same behavior?

daddyogreman
March 14th, 2022, 17:09
Added a menu option as to whether functionality is disabled when dragging. Because...why not add another menu option to this extension.

Release 1.7.2 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.7.2)
Get it in the Forge (https://forge.fantasygrounds.com/shop/items/289/view)
Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.7.2/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Permalink to latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
See README (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.7.2/README.md) for details on Menu Options.
See the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.7.2/CHANGELOG.md) for release details.

rocketvaultgames
March 14th, 2022, 17:35
The lag seems to happen regardless of if the functionality is disabled.

I have not had a chance to check interactions with other extensions yet, and likely won't until later in the week.

Currently, things are perfect when dragging anything, or hovering over tokens (the corresponding CT entry is highlighted).

The lag occurs when hovering over CT entries (now with nothing being dragged). It takes a fraction of a second to highlight the corresponding token. So, moving a cursor over the combat tracker at any appreciable speed, causes a compounding lag that catches up after a second or so.

daddyogreman
March 14th, 2022, 18:09
The lag seems to happen regardless of if the functionality is disabled.

I have not had a chance to check interactions with other extensions yet, and likely won't until later in the week.

Currently, things are perfect when dragging anything, or hovering over tokens (the corresponding CT entry is highlighted).

The lag occurs when hovering over CT entries (now with nothing being dragged). It takes a fraction of a second to highlight the corresponding token. So, moving a cursor over the combat tracker at any appreciable speed, causes a compounding lag that catches up after a second or so.

Yeah, not able to reproduce this. I just tested with 15 NPCs and 6 PCs on the map/in the CT. Couldn't get any kinda lag hovering over tokens or CT entries. Let me know when you get a chance to test this out without any other extensions loaded.

MrDDT
March 14th, 2022, 18:16
That's strange. I'm seeing it in there and I listed the most recent build for the Live channel.

It's currently listed again. I will show you a screenshot if it happens again. I know that other FORGE devs have had this happen, you can see (if you own it) that it's unlisted as it will have a blue icon in your inventory saying "unlisted" which means new people can't see it or buy it.


The lag seems to happen regardless of if the functionality is disabled.

I have not had a chance to check interactions with other extensions yet, and likely won't until later in the week.

Currently, things are perfect when dragging anything, or hovering over tokens (the corresponding CT entry is highlighted).

The lag occurs when hovering over CT entries (now with nothing being dragged). It takes a fraction of a second to highlight the corresponding token. So, moving a cursor over the combat tracker at any appreciable speed, causes a compounding lag that catches up after a second or so.

I'm not seeing this issue without any exts or using all my exts.

Can you tell me all the settings you have on or off for Combat Heightlighter?

rocketvaultgames
March 16th, 2022, 03:59
I haven't had time to go through everything, but I'm suspecting that it's a problematic interaction with the Combat Groups FGU extension. I have tons of hidden combat tracker entries on different maps. I suspect when moving the mouse over the combat tracker, the highlighter is trying to highlight all of the hidden entries in between the ones that are visible, which happens quickly, but takes just long enough to be laggy.

Think that could be it?

MrDDT
March 16th, 2022, 04:05
I haven't had time to go through everything, but I'm suspecting that it's a problematic interaction with the Combat Groups FGU extension. I have tons of hidden combat tracker entries on different maps. I suspect when moving the mouse over the combat tracker, the highlighter is trying to highlight all of the hidden entries in between the ones that are visible, which happens quickly, but takes just long enough to be laggy.

Think that could be it?

Nope. I have Combat Groups with 50+ people in the CT, and even tested on a 1 person only in the CT, not getting any lag. I've use no exts other than this one and I've used lots of exts.

Can you take a screenshot or something of the settings you use? Also if you want to do this over discord that might help with the back and forth.

rocketvaultgames
March 16th, 2022, 04:14
Send a request on Discord (@RH_Matt)

52008

daddyogreman
March 16th, 2022, 17:53
Just a quick addition:
When hovering over a CT entry centers on the corresponding token, the current zoom level is now respected. That was driving me nuts.

Release 1.7.3 (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/releases/v1.7.3)
Get it in the Forge (https://forge.fantasygrounds.com/shop/items/289/view)
Download here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/v1.7.3/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
Permalink to latest here (https://gitlab.com/ccthiel/CoreRPG-Combat-Highlighter/-/jobs/artifacts/latest/file/CoreRPG-Combat-Highlighter.ext?job=build-extension).
See README (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.7.3/README.md) for details on Menu Options.
See the CHANGELOG (https://gitlab.com/ccthiel/corerpg-combat-highlighter/-/blob/v1.7.3/CHANGELOG.md) for release details.

daddyogreman
March 18th, 2022, 05:05
I haven't had time to go through everything, but I'm suspecting that it's a problematic interaction with the Combat Groups FGU extension. I have tons of hidden combat tracker entries on different maps. I suspect when moving the mouse over the combat tracker, the highlighter is trying to highlight all of the hidden entries in between the ones that are visible, which happens quickly, but takes just long enough to be laggy.

Think that could be it?

So I was just poking around some and discovered there IS lag when hovering over the CT Tracker, but only if you have the 'Combat Tracker Hover On Selects Matching Token' option on. However, this doesn't have anything to do with my extension. If you turn this off you won't experience the lag, but the lag is on Fantasy Grounds' side when you select a token. I get about a half a second lag whenever I just left click on a token - no extensions involved - just a straight left click. This is what that option essentially does, but it does it for EVERY tracker entry you hover over. And it definitely can make things annoying if you're hovering over a bunch of CT entries. There's nothing I can do on my end to fix that though - aside from tell you to just turn that option off if it's bothering you.

mattekure
March 18th, 2022, 14:29
I've been playing around with this recently. Love the extension. Great work!

rocketvaultgames
March 18th, 2022, 14:53
I just turned off 'Combat Tracker Hover On Selects Matching Token' and it all works perfectly now. Thanks!!

mattekure
March 18th, 2022, 14:57
So I was just poking around some and discovered there IS lag when hovering over the CT Tracker, but only if you have the 'Combat Tracker Hover On Selects Matching Token' option on. However, this doesn't have anything to do with my extension. If you turn this off you won't experience the lag, but the lag is on Fantasy Grounds' side when you select a token. I get about a half a second lag whenever I just left click on a token - no extensions involved - just a straight left click. This is what that option essentially does, but it does it for EVERY tracker entry you hover over. And it definitely can make things annoying if you're hovering over a bunch of CT entries. There's nothing I can do on my end to fix that though - aside from tell you to just turn that option off if it's bothering you.

I wonder if this delay could be due to having lighting/los and the Player Vision Preview setting turned on. With the preview setting turned on, every time a token gets selected, it has to recalculate all of the line of sight, which could cause those delays.

daddyogreman
March 23rd, 2022, 17:30
I've been playing around with this recently. Love the extension. Great work!

Glad you like it! Let me know if you have any suggestions - I've got a few ideas queued up myself, for whenever I find the time.

daddyogreman
March 23rd, 2022, 17:30
I wonder if this delay could be due to having lighting/los and the Player Vision Preview setting turned on. With the preview setting turned on, every time a token gets selected, it has to recalculate all of the line of sight, which could cause those delays.

I've used both Combat Groups and Situational Awareness, and both result in lag when selecting a token. I would assume the same as you - the LOS calculations with all those tokens on the screen is causing big delays. It got pretty bad for me with a map that I had about 80 or so tokens on.
As a test, I then removed all tokens, disabled both Combat Groups and Situational Awareness, queued up a battle with 8 tokens and the 'Combat Tracker Hover On Selects Matching Token' option turned on, and the lag was almost non-existent.

MrDDT
March 23rd, 2022, 17:52
I've used both Combat Groups and Situational Awareness, and both result in lag when selecting a token. I would assume the same as you - the LOS calculations with all those tokens on the screen is causing big delays. It got pretty bad for me with a map that I had about 80 or so tokens on.
As a test, I then removed all tokens, disabled both Combat Groups and Situational Awareness, queued up a battle with 8 tokens and the 'Combat Tracker Hover On Selects Matching Token' option turned on, and the lag was almost non-existent.

Yeah, both CG and SA doesn't remove the tokens from being tracked for LOS.

You can test this with no CG or SA and load up 80 tokens and see it will still lag. It's not the ext, its the issue of FGU just can only handle so much going on with LOS and token data.

daddyogreman
March 23rd, 2022, 20:20
Yeah, both CG and SA doesn't remove the tokens from being tracked for LOS.

You can test this with no CG or SA and load up 80 tokens and see it will still lag. It's not the ext, its the issue of FGU just can only handle so much going on with LOS and token data.

Yeah, not trying to blame the extensions directly. Just that they can result in a situation where you have a ton of tokens on the map. On one map it's gotten pretty well unusable for me to have that many tokens. I love the idea and maybe I just need to scale back how much I have things prepped, but either we need a way to exclude tokens from calculations or I apparently need a better computer to make either of those extensions worth much to me. I've honestly just started adding a 'Battle Prep' layer folder only the GM can see to the map and stamping tokens into that folder as tiles. That way I can turn it off visibility even for the GM for the entire folder and load up an encounter at a time.

MrDDT
March 23rd, 2022, 23:12
Yeah, not trying to blame the extensions directly. Just that they can result in a situation where you have a ton of tokens on the map. On one map it's gotten pretty well unusable for me to have that many tokens. I love the idea and maybe I just need to scale back how much I have things prepped, but either we need a way to exclude tokens from calculations or I apparently need a better computer to make either of those extensions worth much to me. I've honestly just started adding a 'Battle Prep' layer folder only the GM can see to the map and stamping tokens into that folder as tiles. That way I can turn it off visibility even for the GM for the entire folder and load up an encounter at a time.

I think the system of having encounters works great, you prep by making an encounters.

(CG) or (SA) are great for setting up encounters a couple ahead of time or where they might be seen or stumbled into while another thing is going on. What you don't want to do is set up 5+ encounters on your map because you can prep them all ahead of time. Just set up the ones you think players will be hitting either as they are in one encounter or the next one they might come up on.
I've seen people set up a whole 2+ sessions in the CT and it's going to make it laggy, even if it's not a lot of stuff it will still slow up the game a little. Stick to 1 session, and even then I would only put stuff in the CT that they will be running into or likely running into at that moment.

If you have boss guy on level 2, and they are on level 1. If boss guy is not going to be doing anything with the encounter on level 1 even if they make a ton of noise etc. Then don't preset boss guy up yet. Just add that encounter to the CT after the players are done with the other encounter.


The biggest issue comes into is how many tokens on the map with how many LOS point on the map does it make until its laggy? Even only the party tokens and 2 or 3 NPC tokens on the map with a larger LOS map can make things laggy, then add in other types of lighting. This to me is one of the biggest issues SmiteWorks needs to work on, as it shouldn't me laggy at all with a good-sized map with 5 to 10 tokens and some lighting.

Currently SmiteWorks is putting out that we need to limit our maps to 4000x4000, which in my mind is the starting point of a major issue I have with FGU if this is going to be their stance. Anyways, I digress. Point is try to limit your LOS/Lighting/Token numbers on a map will help greatly in laggy gaming for FGU.

I've found the current best way is to only prep tokens on the map that you really need. I would suggest no more than 3 encounters ahead of time.

spencerg
September 26th, 2022, 02:11
Love the idea here, apart from a few things. The first is that it would be nice for the hovering events to have a debounced implementation., give it a second or 1300ms before firing off target/highlight (x). , this will make it far less volatile and allow me to hover over a token in the middle of a group of tokens, have it select and scroll to in the combat tracker, and be able to hover away to access the tracker entry i wanted to scroll to, without running over other tokens and causing them to immediately throw off what i was trying to find and manipulate in the tracker. The second, if you can't add a debounce, is adding the option to just manually select a token, and on select only, go and scroll/select it in the tracker.

As it stands, even with all the options there are, it steps on its own toes.

example. A group of 14 goblin tokens, all within close proximity. I want to hover over one in the middle of the group, have it scroll to that entry in the tracker and highlight...ok good...now i need to mouse over all the outer goblins on my way to the combat tracker to add/remove effects...oops, I just lost my place in the tracker due to hovering over the outer goblins.

MrDDT
September 26th, 2022, 06:26
I don't think all the options are meant to be on. I think there are options so you can pick and choose which ones you want. Without all the options some people would be left in the cold. I suggest finding a combo of options you DO like and using that.

I don't think the delay timer is a good idea, as when you hover over something you want it to be the right one and not have to wait Xseconds delay to see. I can see maybe this being another option however, I don't think it will be REALLY used, and it's something I've not seen anyone do yet on any EXT.

spencerg
September 26th, 2022, 17:10
precisely my point, when i hover on something.. i want it to be accurate. See my example: Im hovering on a goblin in the middle of pack of 20 tokens. That’s the one i want to play with in the combat tracker, add/remove effects ect. Im ready to mouse over to the combat tracker since it’s all scrolled into view and selected…

i start moving my mouse, passing over the pack…events firing off all over the place immediately

ive just lost my place.

As i was saying,
either debounce the hover slightly, it’s just a 1 second delay that prevents accidental selection

or selection = scroll and highlight

i know all the options and combinations.


cheers

MrDDT
September 26th, 2022, 21:29
precisely my point, when i hover on something.. i want it to be accurate. See my example: Im hovering on a goblin in the middle of pack of 20 tokens. That’s the one i want to play with in the combat tracker, add/remove effects ect. Im ready to mouse over to the combat tracker since it’s all scrolled into view and selected…

i start moving my mouse, passing over the pack…events firing off all over the place immediately

ive just lost my place.

As i was saying,
either debounce the hover slightly, it’s just a 1 second delay that prevents accidental selection

or selection = scroll and highlight

i know all the options and combinations.


cheers

I understand what you want however, others might not want a delay. I know you are saying this doesn't work for you, I'm saying ALL the options on are likely not meant to be on for people and they are there for options for people to choose from. I think if a delay option was added it should be optional and not forced as most people I would assume would use the option to be instantly update and not a delay.

spencerg
September 26th, 2022, 22:10
absolutely it should be optional, maybe i failed to mention that,

in any event, i’ll toy with it and try to hack it in the meantime, wrap the hover function in debounce temporarily. Hopefully he officially adds it as an option

i love the plugin,
i don’t love the chaos of hover

did this last night even though my last experience with lua was 600 years ago.
tedious to debug when i need to reload the solution to everytime i make a change

i’ll have to investigate some debug tools/techniques
on here, i introduced runtimes galore ;)

cheers

daddyogreman
September 27th, 2022, 19:29
Love the idea here, apart from a few things. The first is that it would be nice for the hovering events to have a debounced implementation., give it a second or 1300ms before firing off target/highlight (x). , this will make it far less volatile and allow me to hover over a token in the middle of a group of tokens, have it select and scroll to in the combat tracker, and be able to hover away to access the tracker entry i wanted to scroll to, without running over other tokens and causing them to immediately throw off what i was trying to find and manipulate in the tracker. The second, if you can't add a debounce, is adding the option to just manually select a token, and on select only, go and scroll/select it in the tracker.

As it stands, even with all the options there are, it steps on its own toes.

example. A group of 14 goblin tokens, all within close proximity. I want to hover over one in the middle of the group, have it scroll to that entry in the tracker and highlight...ok good...now i need to mouse over all the outer goblins on my way to the combat tracker to add/remove effects...oops, I just lost my place in the tracker due to hovering over the outer goblins.

Yeah, I've also wrestled with the hovering out of a group and trying not to select other tokens on the way out. The delay is a good idea and something I think should be fairly easy to implement once I find the time.

daddyogreman
September 27th, 2022, 19:33
I think if a delay option was added it should be optional and not forced as most people I would assume would use the option to be instantly update and not a delay.

I think the easiest thing would be to make the length of the delay configurable with a default of 0 and a few options otherwise for folks.

Dax Doomslayer
September 27th, 2022, 20:02
The delay on this would be helpful for me too. That sounds like a good compromise with the options!

spencerg
September 28th, 2022, 17:16
Yeah, I've also wrestled with the hovering out of a group and trying not to select other tokens on the way out. The delay is a good idea and something I think should be fairly easy to implement once I find the time.

You know what i did that helps… i hacked it so that it’s onMouseRelease- the problem is im using a single variable to track toggle on/off - i could not find a way to detect if a token is “selected”. I thought “activated” would work in their api… but it’s means “ active in the CT

if i could get selected state of the individual token instance, that would be great. I don’t want to use a variable but rather just look at the object and see if it’s selected and toggle highlight in ct) - love the scroll into view- its perfect.
i don’t know their structure well enough.

anyways, debounce (inline with clear onIn) is great, but selected on/off = to scroll/select in ct…. is great too.

great work, super helpful plugin for DM

daddyogreman
September 28th, 2022, 17:19
You know what i did that helps… i hacked it so that it’s onMouseRelease- the problem is im using a single variable to track toggle on/off - i could not find a way to detect if a token is “selected”. I thought “activated” would work in their api… but it’s means “ active in the CT

if i could get selected state, that would be great.
i don’t know their structure well enough.

anyways, debounce (inline with clear onIn) is great, but selected on/off = to scroll/select in ct…. is great too

If I recall correctly, I struggled greatly with trying to figure out a way to determine which token is actually selected. But I think the delay is the way to go anyhow. Already got some logic there that I think would work just fine. I'll see what I can put together here soon.

spencerg
September 28th, 2022, 17:35
If I recall correctly, I struggled greatly with trying to figure out a way to determine which token is actually selected. But I think the delay is the way to go anyhow. Already got some logic there that I think would work just fine. I'll see what I can put together here soon.

that’s awesome chief

And yes, i love the selected variant i hacked in, but as far as i can see, their is no way for me to get “selected” state of actual token im clicking on… which i find insane/hard to believe. In any event, thank you for listening. I’ll let you know if i find anything…Hard to debug this with just consoles and being forced to reboot every change
i commend you guys for the work, very tedious to debug. If i turn up anything on token instance properties buried or hidden, i’ll msg ya

Dax Doomslayer
March 29th, 2023, 22:06
Out of curiosity, is anyone having issues with this extension since the last update? It was working fine and now I'm getting error messages. When I turn it off, the messages stop. Granted, it could be a conflict but I haven't added any new extensions prior so I figured I'd ask before going through that whole process.

ThatDudeOverThere
March 29th, 2023, 22:53
Out of curiosity, is anyone having issues with this extension since the last update? It was working fine and now I'm getting error messages. When I turn it off, the messages stop. Granted, it could be a conflict but I haven't added any new extensions prior so I figured I'd ask before going through that whole process.

What are the error messages?

Dax Doomslayer
March 29th, 2023, 23:15
What are the error messages?

Odd, after three tries previously, when I tried the next two times, it's stopped spitting the messages after I turned it off then turned it back on. I guess I'm all set as of now and sorry for the false alarm...

daddyogreman
March 30th, 2023, 00:03
Odd, after three tries previously, when I tried the next two times, it's stopped spitting the messages after I turned it off then turned it back on. I guess I'm all set as of now and sorry for the false alarm...

Glad things got working.
I've admittedly been shuffling attention off this extension as real life has been a bit harrowing for me lately - was hoping none of the recent updates were going to cause issues but hadn't been proactive about pulling down test and checking things out myself. Have a few features I'd like to get implemented here but finding the time is going to be challenging for the time being.

Dax Doomslayer
March 30th, 2023, 16:44
Glad things got working.
I've admittedly been shuffling attention off this extension as real life has been a bit harrowing for me lately - was hoping none of the recent updates were going to cause issues but hadn't been proactive about pulling down test and checking things out myself. Have a few features I'd like to get implemented here but finding the time is going to be challenging for the time being.

Thanks! It was really curious as I did try a number of times and then it stopped. I'm not sure if it was due to the hot fix yesterday or not. That said, I'm sorry that your real life has been "a bit harrowing". I hope things improve for you. I love this extension - it's definitely very helpful!!

rocketvaultgames
July 31st, 2023, 17:41
I'm having an issue where as DM moving the cursor over CT entries sometimes changes the focus of what is visible to the players. It seems to de-select a token for the player when I, as DM just move the mouse over the CT, without clicking anything.

If everyone is in the same area with similar visibility (due to LOS/lighting) it is mildly annoying, but in a situation where the party is split at all, it's pretty obnoxious.

Is anyone else seeing this?

Thanks much! I love this extension and can't live without it now!

charmov
July 31st, 2023, 17:51
I'm having an issue where as DM moving the cursor over CT entries sometimes changes the focus of what is visible to the players. It seems to de-select a token for the player when I, as DM just move the mouse over the CT, without clicking anything.

If everyone is in the same area with similar visibility (due to LOS/lighting) it is mildly annoying, but in a situation where the party is split at all, it's pretty obnoxious.

Is anyone else seeing this?

Thanks much! I love this extension and can't live without it now!

You may have to adjust the options.

rocketvaultgames
July 31st, 2023, 18:11
I haven't changed any options in a very long time... I feel like this may have started with v4.4.0.

The concern is DM/Host mouse hovering activity is affecting Player view.

58365

charmov
July 31st, 2023, 18:40
it may be "token select on turn start." I haven't connected to my players in about a week but this wasn't happening in our game last Monday. Here's a pic of my settings the only difference is token select on turn start. 58368

rocketvaultgames
July 31st, 2023, 18:59
I'll check to see if that alleviates the problem.

It still seems strange that host cursor movement should affect the player-side token selection, especially not at the start of a turn.

daddyogreman
August 31st, 2023, 22:35
Any update on this? These days I don't play online, but I do fire up a GM instance and a player instance of FG and slap the player instance on the TV for the battlemap. Haven't noticed anything strange, but I'm not really touching the player instance and just using it as a display, so it'd be hard for me to catch anything like this.

Also just updated this to include Call of Cthulu as an allowed ruleset.

maugrim8866
September 1st, 2023, 13:07
Any update on this? These days I don't play online, but I do fire up a GM instance and a player instance of FG and slap the player instance on the TV for the battlemap. Haven't noticed anything strange, but I'm not really touching the player instance and just using it as a display, so it'd be hard for me to catch anything like this.

Also just updated this to include Call of Cthulu as an allowed ruleset.

daddyogreman you are awesome, thank you

Vortiger
November 19th, 2023, 13:22
Hello! We use CoreRPG Combat Highlighter and Wound Overlay extensions in our campaign, and they both stopped showing up as selectable when we chose to remain on PF2 Legacy rules. From comments on other extensions, it looks like the PFRPG2-Legacy ruleset name needs to be added so that they work in the legacy ruleset.

daddyogreman
November 20th, 2023, 17:56
Hello! We use CoreRPG Combat Highlighter and Wound Overlay extensions in our campaign, and they both stopped showing up as selectable when we chose to remain on PF2 Legacy rules. From comments on other extensions, it looks like the PFRPG2-Legacy ruleset name needs to be added so that they work in the legacy ruleset.

Both the combat highlighter and wound overlay have been updated to allow the PF2 legacy ruleset. Enjoy!

Vortiger
November 20th, 2023, 18:27
Awesome - thank you so much!

spencerg
January 19th, 2024, 23:21
Would it be possible to get this updated to work with D&D Classics (aka AD&D) ruleset ? It used to half-work, now none of the features work. I've tried to debug what is going on and fix myself but I'm short of time. It looks like the setup init isnt even being hit for ct & tokens. Thank you!

daddyogreman
January 19th, 2024, 23:26
As I don't play AD&D, I don't see myself spending the time to get it working either. Will happily accept any pull requests to the code if you do decide to get it running:
https://gitlab.com/ccthiel/corerpg-combat-highlighter

spencerg
January 19th, 2024, 23:27
Sounds good!

rocketvaultgames
March 26th, 2024, 04:11
I'm having an issue where as DM moving the cursor over CT entries sometimes changes the focus of what is visible to the players. It seems to de-select a token for the player when I, as DM just move the mouse over the CT, without clicking anything.

If everyone is in the same area with similar visibility (due to LOS/lighting) it is mildly annoying, but in a situation where the party is split at all, it's pretty obnoxious.

Is anyone else seeing this?

Thanks much! I love this extension and can't live without it now!

I'm sorry to say this never really went away... It only really mattered with some select maps, but now playing online again, it's affecting my players.

Now today in 4.5.2: Here is a video showing part of the problem: https://www.dropbox.com/s/98vq1nlb4p7pamq/Recording%202024-03-25%20220311.mp4?dl=0

Only Highlighter extension loaded. DM on Right. When moving the cursor on the DM side, it changes which tokens show as highlighted to the player on the left.

I will do more testing tomorrow... With my other extensions loaded it seems to also (sometimes) re-center the map on tokens of actors the DM moves the cursor over which is super obnoxious. It seems to like to recenter on cohorts.

It doesn't seem to do it to the connected player if it isn't their turn.

EDIT: This extension also seems to (randomly?) hide auras shown by the Aura's Visualized extension

daddyogreman
March 26th, 2024, 05:06
I'm sorry to say this never really went away... It only really mattered with some select maps, but now playing online again, it's affecting my players.

Now today in 4.5.2: Here is a video showing part of the problem: https://www.dropbox.com/s/98vq1nlb4p7pamq/Recording%202024-03-25%20220311.mp4?dl=0

Only Highlighter extension loaded. DM on Right. When moving the cursor on the DM side, it changes which tokens show as highlighted to the player on the left.

I will do more testing tomorrow... With my other extensions loaded it seems to also (sometimes) re-center the map on tokens of actors the DM moves the cursor over which is super obnoxious. It seems to like to recenter on cohorts.

It doesn't seem to do it to the connected player if it isn't their turn.

EDIT: This extension also seems to (randomly?) hide auras shown by the Aura's Visualized extension
I don't really use fantasy grounds anymore. And even when I did I had stopped having online games after the pandemic and was just using it as more of a GM tool. As such, not going to spend the time trying to dig into what may be happening here. Anyone is welcome to clone my repository and submit pull requests and you will get credit for doing so. You can also just fork my repo and hit the ground running yourself. The license file I have in the repository is extremely loose.

rocketvaultgames
March 26th, 2024, 16:21
Thank you for the reply and thank you for your work on this.

I have added a request to have the features of this extension added to CoreRPG. Please vote for it here: https://www.fantasygrounds.com/featurerequests/featurerequests.php

"Combat Tracker Highlighter"

daddyogreman
March 26th, 2024, 17:26
Thank you for the reply and thank you for your work on this.

I have added a request to have the features of this extension added to CoreRPG. Please vote for it here: https://www.fantasygrounds.com/featurerequests/featurerequests.php

"Combat Tracker Highlighter"

I tried to license this for this exact scenario - license even explicitly states my code can be copied and sold. I'd be interested to see where this goes.

rocketvaultgames
December 12th, 2024, 15:37
Welcome back daddyogreman!

Minor issue. Extension is still a godsend as-is.

When multiple tokens are stacked... say a medium token taking up 1 of the 9 squares of a huge vehicle... the CT entry stays highlighted for the smaller token if you move the cursor off of the smaller token to another token in the stack rather than directly to the image.

https://www.dropbox.com/scl/fi/97jhl1kkq9rqu7sbqhnbh/Recording-2024-12-12-093511.mp4?rlkey=d741e9csx6jygr8h2psfkqe4w&st=zsx1n553&dl=0

Edit: This is actually the case for any token-to-token cursor movement... not just when stacked

BushViper
December 16th, 2024, 23:55
I just wanted to pop in and say that I'm not sure I would continue to use FG without this extension.

I love it that much.

daddyogreman
December 17th, 2024, 17:55
I just wanted to pop in and say that I'm not sure I would continue to use FG without this extension.

I love it that much.

Awh shucks. Thanks for the message.

Howell
January 18th, 2025, 21:00
Is this extension broken now? Why I try to use it, my campaign refuses to load and is stuck on the "starting cloud server mode." screen.

Zacchaeus
January 18th, 2025, 21:35
Is this extension broken now? Why I try to use it, my campaign refuses to load and is stuck on the "starting cloud server mode." screen.
Since extensions (and rulesets) aren’t loaded in until the campaign loads your issue will not be related to an extension. There may be some issue in reaching the FG server from wherever you are. Close FG and try again.

Farratto
March 28th, 2025, 13:17
I've made changes to the way Combat Highlighter does it's highlighting. It seems to help with some of the widget problems some people have been having and seems to be more stable. Also added a feature that allows some of the options to work on client-side as well. It hasn't been approved and released to the forge yet, but if anyone wants to have the new changes, I've made a github just for housing the preleases. Find them at

https://github.com/Farratto/corerpg-combat-highlighter/releases

daddyogreman
March 31st, 2025, 22:29
I've made changes to the way Combat Highlighter does it's highlighting. It seems to help with some of the widget problems some people have been having and seems to be more stable. Also added a feature that allows some of the options to work on client-side as well. It hasn't been approved and released to the forge yet, but if anyone wants to have the new changes, I've made a github just for housing the preleases. Find them at

https://github.com/Farratto/corerpg-combat-highlighter/releases

This has been pushed out to live. Farratto rocks.

MrDDT
March 31st, 2025, 22:47
Woots thank you.

daddyogreman
March 31st, 2025, 23:10
Woots thank you.

It's all Farratto at this point. In the process of trying to get ownership of the extension officially transferred to Farratto.

RobboNJ69
April 19th, 2025, 02:48
Hello Farratto,

First of all, many thanks for taking over this amazing extension. Like someone else said, I couldn't imagine playing without it. @daddyogerman - thank you for creating it in the first place!

Unfortunately, I didn't stop by just to say thanks... I updated earlier in the week and noticed a conflict with Kelrugem's "StrainInjury plus extended automation and overlays"
https://forge.fantasygrounds.com/shop/items/31/view

The following happens when both your extensions are loaded and no others.
1. An error pops up in the console for his extension. This doesn't happen when only his extension is loaded.
[4/17/2025 12:16:38 AM] [ERROR] Script execution error: [string "..Full OverlayPackage:..cripts/ct_entry.lua"]:26: attempt to index field 'super' (a nil value)

2. You can't remove a PC from the combat tracker. There is no trashcan icon when you right-click on them.

3. Normal damage to a PC doesn't show on the CT, only on their character sheet.

4. When you open the game, friendly factions are a mix of blue (I've never seen blue before) and green on the CT, as opposed to just green. Hostiles and neutrals are still red and grey.

I realize this isn't just an issue with the Combat Highlighter, but I figured I'd let you know. I'm not sure of the procedure when two extensions are not playing nicely. I let Kelrugem know as well.

If you have any time to look into it, that would be great. Either way, thank you for keeping the extension going.

Rob

Farratto
April 19th, 2025, 14:33
Hello Farratto,

First of all, many thanks for taking over this amazing extension. Like someone else said, I couldn't imagine playing without it. @daddyogerman - thank you for creating it in the first place!

Unfortunately, I didn't stop by just to say thanks... I updated earlier in the week and noticed a conflict with Kelrugem's "StrainInjury plus extended automation and overlays"
https://forge.fantasygrounds.com/shop/items/31/view

The following happens when both your extensions are loaded and no others.
1. An error pops up in the console for his extension. This doesn't happen when only his extension is loaded.
[4/17/2025 12:16:38 AM] [ERROR] Script execution error: [string "..Full OverlayPackage:..cripts/ct_entry.lua"]:26: attempt to index field 'super' (a nil value)

2. You can't remove a PC from the combat tracker. There is no trashcan icon when you right-click on them.

3. Normal damage to a PC doesn't show on the CT, only on their character sheet.

4. When you open the game, friendly factions are a mix of blue (I've never seen blue before) and green on the CT, as opposed to just green. Hostiles and neutrals are still red and grey.

I realize this isn't just an issue with the Combat Highlighter, but I figured I'd let you know. I'm not sure of the procedure when two extensions are not playing nicely. I let Kelrugem know as well.

If you have any time to look into it, that would be great. Either way, thank you for keeping the extension going.

Rob

Thanks for the kind words.

I'm looking at Kelrugem's code here and it looks like it is calling for something inside Combat Highlighter that is not there. The function Kelrugem's code is calling for is linkPCFields(). Combat Highlighter has not had that function since I've been maintaining it. Maybe it had that function at some point in the past. This negative interaction has likely been present for quite some time.

I would expect that to be an easy fix from Kelrugem's side. I would let him know the error you're getting. Unfortunately, there is nothing I can do from the Combat Highlighter side.

RobboNJ69
April 19th, 2025, 16:20
Thanks for the kind words.

I'm looking at Kelrugem's code here and it looks like it is calling for something inside Combat Highlighter that is not there. The function Kelrugem's code is calling for is linkPCFields(). Combat Highlighter has not had that function since I've been maintaining it. Maybe it had that function at some point in the past. This negative interaction has likely been present for quite some time.

I would expect that to be an easy fix from Kelrugem's side. I would let him know the error you're getting. Unfortunately, there is nothing I can do from the Combat Highlighter side.

Hey Farratto - Thanks for the speedy reply and taking a look. I appreciate it. I messaged Kelrugem and let him know about what you found. He's super busy in the 'real world' right now, but hopefully he'll be able to look at it soon. Both of your extensions are invaluable. We tried playing without them, and it wasn't good at all.
Rob

Farratto
April 19th, 2025, 17:03
Hey Farratto - Thanks for the speedy reply and taking a look. I appreciate it. I messaged Kelrugem and let him know about what you found. He's super busy in the 'real world' right now, but hopefully he'll be able to look at it soon. Both of your extensions are invaluable. We tried playing without them, and it wasn't good at all.
Rob

If you throw me a message in discord, I can throw together a quick edit that can get you going until Kelrugem has a chance to fix it properly

RobboNJ69
April 19th, 2025, 18:42
If you throw me a message in discord, I can throw together a quick edit that can get you going until Kelrugem has a chance to fix it properly

Just sent you a message! Thanks!