View Full Version : 5E - Token Height Indicator
mapleybacons
March 26th, 2022, 03:22
:D The fix is working!
Thank you so much for the fast update!
GKEnialb
March 26th, 2022, 04:57
:D The fix is working!
Thank you so much for the fast update!
No worries and glad it's working for you!
A heads up:
https://www.fantasygrounds.com/forums/showthread.php?73631-Fantasy-Grounds-Beta-Release-v4-2-0
GKEnialb
May 3rd, 2022, 18:54
Thanks for the heads-up. A couple of those changes could impact my calculations - I'll check it out on the test channel.
GEONE
June 30th, 2022, 21:42
Maybe this has already been explained before, but I'm not sure I understand how this is supposed to work. From my testing, it just seems to take the max of 2d distance vs height. If height > 2d distance than it makes distance equal to height, despite the actual distance between the tokens.
https://i.imgur.com/76mwfcL.png
These tokens are not both 40' from the character, yet the distance calculation thinks they are. The distance to the right token should be 50'
√(30'² + 0'² + 40'²) = 50'
EDIT: Ignore all of this. I Just realized I need to set the distance to be "raw" for it to make sense
GKEnialb
June 30th, 2022, 22:36
No worries - both of the non-raw styles are strange (but meet the same logic as they do in 2D), so it comes up a fair amount. Let me know if you have any other questions.
Morenu
July 2nd, 2022, 23:13
first off as a character that flies with a flying familiar, I LOVE this ext, thank you.
At first I thought it wasn't working BUT it worked for the DM. once the DM changes a token's height (even back to 0) then I could change it as well. But if the DM did not touch a token height than the Players could not a adjust it either. I am about to test it with no other Ext. (I have a ton, see sig if you want). will edit when done.
Tested: Still the same issue. (PFrpg)
Loaded your extension only.
placed a character token on the map.
placed a creature on the map.
DM was able to make the creature go up & down
Player took control of the character
player could move and such but could not change the height.
DM selected the character and changed height to 20 then back to 0
Player then could change the height as intended.
Tried again with a 2nd character, same result
GKEnialb
July 3rd, 2022, 00:42
Thanks - I've been able to recreate it. It was something that I had previously fixed, but looks like I broke it again (probably with the performance updates). I'll take a look.
GKEnialb
July 3rd, 2022, 04:44
Okay, should be good to go now - new version (4.20) live on the Forge. Let me know if it doesn't work for you.
kevininrussia
July 4th, 2022, 16:09
Posted on Aura Effects thread also.
Ruleset 4e
Clean test campaign
Extensions: Token Height Indication 4.20 and Aura Effects v1.11
Both extensions need to be loaded to get error.
Error happens on map load when two or more tokens have aura effects applied.
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "hardlocked"]:3: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "common/scripts/button_record_locked.lua"]:11: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "common/scripts/button_record_isidentified.l..."]:11: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "campaign/scripts/imagewindow_header.lua"]:7: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "campaign/scripts/image.lua"]:7: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "common/scripts/list_viewers.lua"]:9: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string ""]:5: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "campaign/scripts/imagewindow.lua"]:47: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Handler error: [string "scripts/manager_image.lua"]:145: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Handler error: [string "scripts/manager_effect_aura.lua"]:486: C stack overflow
I can supply campaign if needed.
GKEnialb
July 4th, 2022, 17:40
Thanks for reporting - I've responded to the Aura Effects thread.
GKEnialb
July 4th, 2022, 23:12
Okay, reverted back to v4.19 until I can figure out a better way of forcing the indications to show up automatically for the server and client. In the meantime, unfortunately you'll be stuck with having to manually adjust a token by the GM once before it can be adjusted by a player thereafter.
MestreDosGados
July 8th, 2022, 14:58
There is a way to get this besides forge? I still not able to pay for upgrading my Ultimate License to Unity...
GKEnialb
July 8th, 2022, 15:02
Do you need to have the ultimate license to access the forge? Happy to post it here, but definitely better to use the forge if possible to ensure you get the updates. Let me know when you grab it - I'll probably take it down after you do to avoid confusion.
Once you download it, put it in your extensions folder and you should be good to go.
jrowsey1
July 8th, 2022, 16:29
Do you need to have the ultimate license to access the forge?
Forge only works with Unity, so if they are still using FG Classic they wouldn't be able to access the Forge.
GKEnialb
July 8th, 2022, 16:33
Forge only works with Unity, so if they are still using FG Classic they wouldn't be able to access the Forge.
Ah, gotcha. In that case, MestreDosGados, not sure if that attachment will work for you - I've only tested it with FGU.
bmos
July 8th, 2022, 16:56
Token.getDistanceBetween is FGU only as well.
AFAIK this extension isn't possible in Classic.
GKEnialb
July 8th, 2022, 18:15
Thanks. Sorry, MestreDosGados, looks like this won't work. I'll remove the attachment now.
JustinFreitas
July 9th, 2022, 16:18
There is a way to get this besides forge? I still not able to pay for upgrading my Ultimate License to Unity...
For FGC, I've been using a fork of Kelrugem's "height-label" extension. It only has the label on a token designating the height of the token and does not do any distance calculations or whatever. If you need me to zip and attach an ext, let me know and I'll do that for ya. This solution isn't as full featured as GKEnialb's but at least it will work in FGC show a label on the tokens with their height. I do realize I'm suggesting an extension from another author, so if that is taboo, please remove this message... I felt it might be ok in this particular case.
Kelrugem
July 9th, 2022, 16:42
For FGC, I've been using a fork of Kelrugem's "height-label" extension. It only has the label on a token designating the height of the token and does not do any distance calculations or whatever. If you need me to zip and attach an ext, let me know and I'll do that for ya. This solution isn't as full featured as GKEnialb's but at least it will work in FGC show a label on the tokens with their height. I do realize I'm suggesting an extension from another author, so if that is taboo, please remove this message... I felt it might be ok in this particular case.
It is okay to link my extensions :) By the way, in my height label forum thread (the first post) I also attached the FGC versions :) (The versions attached to my forum posts are usually only for FGC :) )
And thanks for suggesting it :D
GKEnialb
July 10th, 2022, 01:28
Agree - totally fine to link to other extensions here. :)
goober
July 10th, 2022, 19:56
nevermind i read through, i gotta upgrade to unity
Kelrugem
July 11th, 2022, 15:06
Agree - totally fine to link to other extensions here. :)
Oh, I just realize that I basically said in your thread that it is okay to link my extension, hehe :D Sorry, I am often confused lately, many things to do; and thanks for allowing it :) I appreciate it :)
GKEnialb
July 15th, 2022, 14:59
No worries at all. :)
MrDDT
August 17th, 2022, 03:54
After the last update getting this error from Token Height ext.
54002
GKEnialb
August 17th, 2022, 04:04
After the last update getting this error from Token Height ext.
54002
That's definitely coming from Token Height, but I'm not seeing it with only Token Height loaded. What ruleset are you using? Are you using any of the new vehicle things in the combat tracker or just regular characters? Also, what size are they (the error comes because the "space" attribute isn't found on one of the tokens).
MrDDT
August 17th, 2022, 04:34
That's definitely coming from Token Height, but I'm not seeing it with only Token Height loaded. What ruleset are you using? Are you using any of the new vehicle things in the combat tracker or just regular characters? Also, what size are they (the error comes because the "space" attribute isn't found on one of the tokens).
5E
I'm seeing it with other EXT's loaded so maybe one of them is conflicting and causing this ext to break. I will look into more which ones are required to cause this.
It's happening when a PC attacks anything. But not when an NPC is doing it, so not sure exactly. I will check more when I get time.
GKEnialb
August 18th, 2022, 00:55
5E
I'm seeing it with other EXT's loaded so maybe one of them is conflicting and causing this ext to break. I will look into more which ones are required to cause this.
It's happening when a PC attacks anything. But not when an NPC is doing it, so not sure exactly. I will check more when I get time.
I wasn't able to reproduce it with 5E by attacking with either a PC or NPC with the following extensions loaded - hopefully this helps narrow the search:
5E - Advanced Effects
5E - Advantages
5E - Advantages Pointer Areas
5E - Death Indicators (Extended) FGU
5E - Generic Actions FGU
5E - Polymorphism FGU
5E - Reliable Talent
5E (and more) - Equipped Effects FGU
5E CR 0-0 Random Treasure Generator
5E Encounter Difficulty Calculator (New)
5E Extension - NPC flavors
5e Legendary Assistant
5E Save Overlay
5e Undo Last
Add Party to Map
Chat Aesthetics Configurator
CoreRPG - Better Menus (NO SIDEBAR)
CoreRPG - Combat Highlighter
CoreRPG - Has Initiative Indicator
CoreRPG - Wound Overlay
Feature: Ammunition Manager
Feature: Aura Effects
Feature: Better Combat Effects
Feature: Blissful Ignorance
Feature: Clock Adjuster
Feature: Constitutional Amendments
Feature: Effect Builder
Feature: Effect Builder Plugin - 5e
Feature: Exhausted
Feature: Extraplanar Containers
Feature: Friend Zone
Feature: Kit'N'Kaboodle
Feature: Misc Annotations
Feature: Moon Tracker
Feature: PassiveFloor
Feature: Power Up
Feature: Spell Action Info
Feature: StealthTracker
Feature: Token Height Indication
Feature: Trigger Me Timbers
Feature: Winnowing Pursuits
Feature: Wound Display
Fen's NPC Portrait Workaround
Local Dice Tower Ext (v0.0.13)
Requested Rolls
Theme: Hearth
meadegendar
August 21st, 2022, 07:09
It seems to only affect range attacks for PC and NPC's. Looking through your list I have most of those active. Only thing I do not see on the list that I am using is Combat Groups. SR just updated it to remove hard codes for the headers in the CT. I tried turning that off and still got the error. When I turn off THI the problem goes away.
GKEnialb
August 21st, 2022, 16:30
It seems to only affect range attacks for PC and NPC's. Looking through your list I have most of those active. Only thing I do not see on the list that I am using is Combat Groups. SR just updated it to remove hard codes for the headers in the CT. I tried turning that off and still got the error. When I turn off THI the problem goes away.
Yeah, the error is being thrown by THI, so it makes sense that turning it off will make the error go away. However the issue is that some other extension seems to be removing the "space" attribute of the token and there's nothing I can do about that. If you can run it with only THI loaded and then add your extensions one by one until it breaks, we'd know what is causing the error. Since none of the extensions I use cause the issue, I don't have anything to go on. The other things to try are to remove the tokens from the map and re-add them and to let me know your exact setup (are there any tokens on the map that aren't in the combat tracker or vice versa, what ruleset you're using, what extensions you have loaded) and I can try to recreate. Thanks.
meadegendar
August 21st, 2022, 16:57
Yeah, did that in a clean camp, and it worked fine with extensions active. But on my two main campaigns it throws the error. Weird that it only affects range attacks. Melee works fine. Yeah, I had tokens on map using Combat Groups to organize and manage the CT. I tried turning that off first to see if that was the issue, but still had the same issue. Tokens were still on map and NPC in the CT.
meadegendar
August 21st, 2022, 17:01
Ok did another test with one of my main campaigns. Do not have tokens on map, but have NPC in CT. From the CT I targeted the NPC and rolled attack and no error.
GKEnialb
August 21st, 2022, 17:23
Okay, thanks for that. I wonder if the update caused some of the tokens to lose some data. I could push an update that would prevent an error but potentially give inaccurate results if that data was missing. Not sure which is better...
bmos
August 21st, 2022, 18:59
Okay, thanks for that. I wonder if the update caused some of the tokens to lose some data. I could push an update that would prevent an error but potentially give inaccurate results if that data was missing. Not sure which is better...Maybe replace the error with a chat message or a console message to clarify that the data is missing? It could be more intuitive than a script error.
GKEnialb
August 21st, 2022, 19:14
Good call, as always. Definitely would be less annoying than an error.
jfg1984
August 22nd, 2022, 15:38
I have a small quality of life request.
Currently when you adjust the heights of tokens on the battle map the height adjustment will stay there even if you delete them from one map and move them to another, I'm assuming because it's linked to the CT instead of the token itself.
This makes it a bit tedious to have to go token by token and manually reset everyone's height back to 0.
Could you perhaps include a button somewhere that will clear all height adjustments to make the reset for a new battle map a bit easier? Thanks for the consideration.
bmos
August 22nd, 2022, 20:58
Could you perhaps include a button somewhere that will clear all height adjustments to make the reset for a new battle map a bit easier? Thanks for the consideration.Alternately, store the height of the characters in a subnode of the map entry. This way characters could have per-map heights. Only possible, of course, if you can somehow obtain the currently-in-use map from the attack... I think there might be an API for that?
bmos
August 22nd, 2022, 21:15
I've got a request as well.
Can you move distanceBetween to the TokenHeight script and change distanceBetween(startx,starty,startz,endx,endy,end z,bSquare) to distanceBetween(startx,starty,startz,endx,endy,end z,sShape) or something?
By this I mean, allow distanceBetween to be called with various choices about the distance calculation. "rectangle" could be like bSquare, "variant" could force it to use variant diagonals, and "standard" could force it to not use variant diagonals.
This would allow other uses of that function (my idea, based on a user's request, is to leverage it to allow alternate aura shapes).
I figured I'd ask whether you wanted to provide that option before I copied that function into aura effect to make my own changes.
EDIT: unless I'm misunderstanding and that is what bSquare is already switching between...
GKEnialb
August 23rd, 2022, 03:56
Okay, uploaded v4.22 to the Forge, which prints a warning to chat the first time this error is encountered for a given map (if I didn't stop it at the first time, it would spam the chat) and set the offending token space to 5. Hopefully won't come up often. Happy to look into more if we can find what extension / circumstances are causing it.
@jfg1984 - I'll take a look at that (either clearing when a token is removed from the map or keeping them on a map-by-map basis). @bmos - I'll take a look at your request as well. You're right that bSquare is set to true on a rectangular pointer, but only when called as part of onMeasurePointer. TokenHeight has getDistanceBetween, which calls distanceBetween on the image. Since we're dealing with x, y, z, I don't know if it makes sense to move distanceBetween itself to TokenHeight, but I could look at making distanceBetween be more generic in that final parameter. I'll PM you when I get a chance to look at it.
It may be a week or two for these two requests - on a business trip at the moment.
MrDDT
August 23rd, 2022, 04:42
Thanks for looking into it, I checked with a lot of exts and still can't figure out which one is causing it. It's intermittent for me, which is hard to troubleshoot.
GKEnialb
August 25th, 2022, 04:49
Thanks for trying to trying to narrow it down. I have been able to recreate it a token is targeted that isn't on the combat tracker - not sure if that was true in your case. Just being on the map isn't enough to cause the error, though (at least with just THI loaded).
GKEnialb
September 3rd, 2022, 02:34
V5.0 (big enough change to warrant a major rev number increment):
- Per request from jfg1984, when moving tokens to a new map, their height is reset to 0. Extra bonus, the heights are displayed for both GM and client when the maps are loaded, without requiring a height change first.
- Per request from bmos, added functions to allow other extensions to pass in a shape type and defining parameters to image or token_height and get all tokens which have any part of them contained in the shape.
Kazuto217
September 3rd, 2022, 03:02
Hey! love the extension! was wondering if there was a way to get the distance calculation to work with MeAndUnique's Size Matters extension. Those Effects cause the calcuations to ignore height settings.
https://www.fantasygrounds.com/forums/showthread.php?72100-CoreRPG-Size-Matters
GKEnialb
September 3rd, 2022, 03:08
Hey! love the extension! was wondering if there was a way to get the distance calculation to work with MeAndUnique's Size Matters extension. Those Effects cause the calcuations to ignore height settings.
https://www.fantasygrounds.com/forums/showthread.php?72100-CoreRPG-Size-Matters
Sure, I can take a look at it.
Poe the Homunculus
September 3rd, 2022, 07:00
Hi GKEnialb - First, thank you for the work on the extension, I have really enjoyed it.
Secondly, the extension is generating an error on my maps:
54190
54191
I've removed extensions and gone through one-by-one. Token Height extension seems to be the one causing the issues.
GKEnialb
September 3rd, 2022, 13:42
Hi GKEnialb - First, thank you for the work on the extension, I have really enjoyed it.
Secondly, the extension is generating an error on my maps:
54190
54191
I've removed extensions and gone through one-by-one. Token Height extension seems to be the one causing the issues.
Thanks for the report. The first was there to track down where tokens didn't have a space, so wouldn't be able to determine exactly how far away they were - it can be safely ignored and should only show up once. Do you have tokens on that map that aren't in the combat tracker? If so, that's what's causing that and I can remove the warning. The other is more concerning - I'll take a look at that right away and get a fix out in the next hour or two
GKEnialb
September 3rd, 2022, 14:41
The warning I can definitely do something about. I'm not sure about the second since I can't reproduce it. Can you reproduce that one with just Token Height loaded? I notice in the screen shot that there are a bunch of other extensions loaded and the error appears to be coming out of one of them (ct.lua in both core and 5e only have 127 lines in them and no variable called activetargeting, so it can't be occurring without another extension overwriting it). Not saying that I may not causing a problem with the other extension, just saying I can't really do anything about it without knowing what it is...
Poe the Homunculus
September 3rd, 2022, 22:42
OK, I found the error was with Situational Awareness.
Thank you!
seycyrus
September 3rd, 2022, 23:29
GKEnialb,
It's been a long summer for me, and now that I have returned I find that this extension no longer works. I've used it with success (Once I worked through some issues), but now I don't even get an error message - just no indication of a distance change due to relative height. I'm using the Gurps ruleset.
Did something happen in the last few months that I am unaware of?
GKEnialb
September 4th, 2022, 17:35
OK, I found the error was with Situational Awareness.
Thank you!
No worries - glad it's working for you. I'll clean up that warning message on the next release.
GKEnialb,
It's been a long summer for me, and now that I have returned I find that this extension no longer works. I've used it with success (Once I worked through some issues), but now I don't even get an error message - just no indication of a distance change due to relative height. I'm using the Gurps ruleset.
Did something happen in the last few months that I am unaware of?
I haven't heard of it not working, other than a current conflict with Size Matters, that I'm looking at now. I'll download the GURPS ruleset and see if I can reproduce.
GKEnialb
September 4th, 2022, 17:45
GKEnialb,
It's been a long summer for me, and now that I have returned I find that this extension no longer works. I've used it with success (Once I worked through some issues), but now I don't even get an error message - just no indication of a distance change due to relative height. I'm using the Gurps ruleset.
Did something happen in the last few months that I am unaware of?
Created a GURPS campaign and it works fine with just Token Height Indicator loaded. Do you have any other extensions loaded?
seycyrus
September 6th, 2022, 04:12
Created a GURPS campaign and it works fine with just Token Height Indicator loaded. Do you have any other extensions loaded?
Upon further investigation, I see that it is not working with a hex grid (Gurps generally uses hexes). In fact the only grid setting that it seems to work with is square grid.
It used to work with hex grid.
EDIT: Sorry for not answering your question. It does not work even without any other extensions loaded. The hex grid seems to be the culprit
GKEnialb
September 7th, 2022, 02:05
Upon further investigation, I see that it is not working with a hex grid (Gurps generally uses hexes). In fact the only grid setting that it seems to work with is square grid.
It used to work with hex grid.
EDIT: Sorry for not answering your question. It does not work even without any other extensions loaded. The hex grid seems to be the culprit
It's working for me with a hex on GURPS. Can you send me something like the attached image that shows the issue and the grid settings for the map?
seycyrus
September 7th, 2022, 03:41
It's working for me with a hex on GURPS. Can you send me something like the attached image that shows the issue and the grid settings for the map?
Thank you for your time. I now realize that this problem seems to exist with larger than 1 hex tokens (in Gurps terms this is an SM greater than 0) on a hex grid. It works well for single hex token. Here is a screenshot with a multi-hex figure.
GKEnialb
September 7th, 2022, 04:22
Thank you for your time. I now realize that this problem seems to exist with larger than 1 hex tokens (in Gurps terms this is an SM greater than 0) on a hex grid. It works well for single hex token. Here is a screenshot with a multi-hex figure.
Okay, that I can reproduce. Oddly, it's a very similar issue that I'm seeing with Size Matters. I'll see what I can do.
EllivasKram
September 9th, 2022, 17:46
I'm getting a clash with this EXTN and 'Automatic Flanking and Range' Extension. I suspect 'getDistanceBetweenTokens' is modified by ' Token Height Indicator' EXTN causing the Calculation for 'Automatic Flanking and Range' to miscalculate distance for Large creatures (2x2 squares)
54287
The 'Automatic Flanking and Range' EXTN is widely used from DMGUILD and I was hoping the issue could be looked at.. I have posted on 'Kent-Mccullough-Stuff' Discord Thread. Testing shows only an issue with only your 2x EXTNS loaded.
Have you seen this issue before ?
bmos
September 9th, 2022, 20:01
I'm getting a clash with this EXTN and 'Automatic Flanking and Range' Extension. I suspect 'getDistanceBetweenTokens' is modified by ' Token Height Indicator' EXTN causing the Calculation for 'Automatic Flanking and Range' to miscalculate distance for Large creatures (2x2 squares)
54287
The 'Automatic Flanking and Range' EXTN is widely used from DMGUILD and I was hoping the issue could be looked at.. I have posted on 'Kent-Mccullough-Stuff' Discord Thread. Testing shows only an issue with only your 2x EXTNS loaded.
Have you seen this issue before ?Here are the Auto Flank and Range posts from the past 14 months, oldest to newest.
https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator&p=608182&highlight=Automatic+Flanking+and+Range#post608182
https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator&p=611734&highlight=Automatic+Flanking+and+Range#post611734
https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator&p=636912&highlight=Automatic+Flanking+and+Range#post636912
https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator&p=636912&highlight=Automatic+Flanking+and+Range#post636912
It was reported working in January, so either you're not running the latest versions, or something has since broken.
GKEnialb
September 9th, 2022, 20:59
I think I may see the problem and it's in THI. I shoule be able to get an update out today if I can track it down.
EllivasKram
September 9th, 2022, 22:48
I think I may see the problem and it's in THI. I shoule be able to get an update out today if I can track it down.
Many many thanks all. Much appreciated. Such a great community.
GKEnialb
September 10th, 2022, 03:00
No worries at all, and second your feelings about the community. Version 5.1 is live on the Forge, which should fix the issue you're seeing and hopefully fixes the hex grid issue seycyrus found as well (can't confirm yours directly as I don't own that extension and my ability to reproduce the hex thing came and went a few times). Let me know if there are any issues with either.
EllivasKram
September 10th, 2022, 07:53
On my testing the issue with Melee range is resolved by the latest update. Many thanks again everyone involved in tracking this down and GKEnialb for releasing the new version and coding this superb Quality of life extension.
GKEnialb
September 10th, 2022, 13:00
Awesome - great to hear it's working.
GKEnialb
September 13th, 2022, 02:48
Unfortunately, ActorCommonManager.getSpaceReach doesn't work as expected when adjusting space in the combat tracker for PCs - should have known that it wasn't intended like getTokenSpace(). Reverted back to using the DB and all should be fine. MeAndUnique is working on a change to have THI and Size Matters be compatible.
Moon Wizard
September 13th, 2022, 05:10
Overrides for specific record types would have to be registered with ActorCommonManager to change the behavior with specific record types, such as PCs (charsheet)
Regards,
JPG
GKEnialb
September 16th, 2022, 03:06
Overrides for specific record types would have to be registered with ActorCommonManager to change the behavior with specific record types, such as PCs (charsheet)
Regards,
JPG
Thanks - I wasn't try to override any behavior, but simply to read the values. They aren't being updated when the size changes, but the DB does get updated, so I'll revert to using that directly.
GKEnialb
September 30th, 2022, 22:48
Uploaded v5.3 to the Forge to fix an issue with SilentRuin's GM Assistant extension (was messing with the ownership of a token when taking / releasing control - there still is a bug which I can't do anything about where the height in that case will be reset to 0).
GKEnialb
October 2nd, 2022, 15:23
And made 5.4 to allow the aforementioned bug to be fixed, with help from SilentRuin. His extensions are udpated along with THI to hopefully be fully compatible now. And some optimizations thrown in for good measure.
Arnagus
October 16th, 2022, 15:22
Hello GKEnialb,
I have encountered an incompatibility in-between your "Token Height Indicator (https://forge.fantasygrounds.com/shop/items/67/view)" and dogfisc's "Combat Modifier Calculation (https://forge.fantasygrounds.com/shop/items/406/view)". There is no error message, but if the your extension is enabled (just enabled - you do not even need tokens on different "height"), the "Flanking" calculation from CMC is not applied. Both of you recently updated your corresponding extension - so the problem might also be on his side. I am therefore cross-posting the finding here (https://www.fantasygrounds.com/forums/showthread.php?66441-Combat-Modifier-Calculation-Extension&p=665418#post665418).
Arnagus
GKEnialb
October 16th, 2022, 19:38
Are all the tokens medium size? Which ruleset are you using? Are the grids square? Are the flanking tokens on the diagonals, north/south, or east/wes? Just trying to think of anything that may be incorrectly returning the distance between adjacent tokens (which presumably what the flanking is checking for).
Arnagus
October 16th, 2022, 20:13
This is 3.5e ruleset, and flanking is a simple line: attacker - defender - attacker. No difference if east/west or north/south, all tokens on the CT. Exact same setup with both modules fails, with only CMC works without problem. New campaign or existing makes no difference.
GKEnialb
October 16th, 2022, 23:32
I loaded a 3.5 campaign, square grid, 5' squares, set to default measurements, and moved one token around the other the other in each of the 8 directions - the measurement from the pointer was always 5'. I did remove the tokens from the map first and re-add, just to reset everything. As such, I believe THI is working correctly, but happy to investigate if dogfisc believes otherwise.
dogfisc
October 17th, 2022, 19:39
I loaded a 3.5 campaign, square grid, 5' squares, set to default measurements, and moved one token around the other the other in each of the 8 directions - the measurement from the pointer was always 5'. I did remove the tokens from the map first and re-add, just to reset everything. As such, I believe THI is working correctly, but happy to investigate if dogfisc believes otherwise.
I’ll download Token Height Indicator and take a look at this when I get time, probably tomorrow.
GKEnialb
October 17th, 2022, 21:28
I’ll download Token Height Indicator and take a look at this when I get time, probably tomorrow.
Excellent. Let me know if you have any questions (here, PM, or Discord) about what I override. Presumably it's something like Image.getDistanceBetween() that's causing the issue (the results shouldn't have changed, but there may have been some size calculations that changed in recent FGU updates that effect things (or things I changed for other compatibilities that made it seem like FGU changed).
dogfisc
October 18th, 2022, 01:29
Excellent. Let me know if you have any questions (here, PM, or Discord) about what I override. Presumably it's something like Image.getDistanceBetween() that's causing the issue (the results shouldn't have changed, but there may have been some size calculations that changed in recent FGU updates that effect things (or things I changed for other compatibilities that made it seem like FGU changed).
So I think I have a fix for this conflict, though I admit I don't entirely understand the cause. Working with token locations on images made my brain hurt when I was writing my extension and it's been a while since I've looked at this part of the code. Something to do with inversion of the Y coordinates vs the Y location of a token? (token is Y+ up, Y- down; coordinates are the opposite?) With both extensions enabled, if the tokens are more than one grid up or down from the center of the image, the result of Image.getDistanceBetween() is wrong--or at least, not what I had been expecting. I'll try to dig in more and figure it out fully.
I had been calculating the distance between the coordinate of the "threatning" token and the target token; changing that to calculate from the coordinate of the "threatning" token to the coordinate of the target token seems to have fixed it.
So far I've only tested with single-grid-square tokens. I'll need to make sure this continues to work as the critters get larger. I've a previous engagement to get to now, but I may have this done by tomorrow evening.
GKEnialb
October 18th, 2022, 18:51
Interesting. With both extensions loaded, if you have two targets selecting each other, and move one around the other in all 8 directions, the arrow shows 5', and it calls getDistanceBetween(). I think there may have been a change on the FGU side on the last build for some of the underlying routines (but see my disclaimer - I could easily be wrong) - not sure why using THI would change anything, though. Oh, if you're using coordinates in getDistanceBetween instead of just two tokens, that may have something to do with it (that function allows all sorts of parameter combinations and I may have missed one in my testing, which is mostly focused on two tokens.
dogfisc
October 19th, 2022, 06:11
So that didn't work with larger tokens. For now I've gotten around the issue by checking to see if Token Height is loaded and doing a slightly different calculation if it is.
GKEnialb
October 19th, 2022, 18:25
Okay, I see what's going on. I can fix it in Token Height, but of course I'll break what you just did if I push an update, so we should coordinate.
Arnagus
October 23rd, 2022, 09:31
Many thanks for both of you digging into It together!
GKEnialb
October 23rd, 2022, 12:54
No worries (though dogfisc did all the work )
SilentRuin
December 14th, 2022, 17:38
Arg matey - I'm coming for you!! ;)
Turns out after much pain and also getting Moon Wizard involved - I've found this problem is with this extension and not FGU. Basically Token.getDistanceBetween is returning the wrong distance when moving a 1/2 square away from target. Will show 5 returned instead of what the target pointer distance shows - 10ft.
This is the thread that has all the info under Question 2: and I include the 5E test ext Moon made to verify it was not his stuff which helped me determine it was your stuff. Without this extension the function returns the correct values - with it - it does not.
GKEnialb
December 17th, 2022, 16:03
Version 5.5 in the Forge which should make everything internally consistent and consistent with all (2D) calculations from the base FGU. Note that as of FGU 4.3.1, the targeting arrow will not update automatically when changing the height of the tokens. The workaround is to move the token and move it back after adjusting the height. Trying to figure out if I can force the redraw of the arrow when I change height (the change in 4.3.1 was more clever than my kludge to force the update).
SilentRuin
December 18th, 2022, 19:34
When I have a campaign with Token Height Extension and Aura Effect Extension loaded with no maps up - then when I key in the Wounds field in CT the map for that CT entry pops up. Also does when you add effects to the extension. It's completely weird. Especially if during startup something is coming up and modifies an effect or something in the CT - a blank map for that entry pops up. I'm posting to both of these extensions - suspect some sort of conflict as nothing happens if only one or the other is loaded.
GKEnialb
December 19th, 2022, 01:08
Is the character in the CT on a map? I've seen the map load when I open the CT and actually kind of like it, but I never have anything in the CT not on a map - I can see why a blank map wouldn't be intended. Are there auras on anything in the CT?
mattekure
December 19th, 2022, 01:10
Is the character in the CT on a map? I've seen the map load when I open the CT and actually kind of like it, but I never have anything in the CT not on a map - I can see why a blank map wouldn't be intended. Are there auras on anything in the CT?
I have things in the CT that are not on the map all the time. I keep npc entries for lair actions, area/room traps, I keep a GM PC for convenience as well. So in any given session, i'll have as many as half a dozen entries in the CT that are not on any map.
GKEnialb
December 19th, 2022, 01:14
But do you see what what silentruin is seeing? I was just saying that I never see it, but I never have tokens not on a map, so was wondering if the tokens popping up a blank map weren't on any or if they were on a map but a blank one was still popping up. So not trying to downplay the scenario, but looking for info. :)
mattekure
December 19th, 2022, 01:39
But do you see what what silentruin is seeing? I was just saying that I never see it, but I never have tokens not on a map, so was wondering if the tokens popping up a blank map weren't on any or if they were on a map but a blank one was still popping up. So not trying to downplay the scenario, but looking for info. :)
No, I have never observed what Silentruin described. I just created a test campaign with token h eight 5.5 and Aura effects 1.18hotfix3 and do not see that behavior with entries on maps or not on maps.
GKEnialb
December 19th, 2022, 02:09
Excellent. Thanks for the info. @silentruin, do you have anything else loaded or just those two?
SilentRuin
December 19th, 2022, 02:27
Excellent. Thanks for the info. @silentruin, do you have anything else loaded or just those two?
Create a new campaign.
Drop a wolf and a dire wolf in the CT.
Drop the CT tokens in a map.
Add an aura effect and have it close enough to trigger. I used the following turning the dire wolf into a mine for example only.
Incendiary Mine; IF: !DYING; IFT: !DYING; AURA: 15 foe; Incendiary Mine; IF: !DYING; SAVEE: 14 DEX (H); SAVEDMG: 2d8 fire
Move wolf close enough to trigger the FROMAURA.
Close the map.
Edit the wounds on the wolf - POOF map comes up.
It can also come up at the start of FGU with a black map (the correct one) if some code edits that CT entry in some way - for me it was death indicators realizing something was dead but did not have the Unconcious/prone set at startup. But really anything touched in CT entry seems to trigger it - add an effect edit the wounds etc.
ONLY when both of these extensions are loaded. Never with just one or the other.
55493
You should be able to duplicate it easily given these steps. I did not bother to add BCEG so you may want to change effect to something generic - it won't matter.
mattekure
December 19th, 2022, 03:06
I was able to replicate using these steps. I simplified the aura effect to just AURA: 15; DISATK; to eliminate any other extension.
The image window pops up when the HP changes wound categories. (Healthy, light, moderate, heavy, critical, dead)
With the wound categories set up to simple, it triggers when the hp changes from 0, goes over 50%, and hits 100%
With the wound categories set up to Detailed, it happens every 25%
GKEnialb
December 20th, 2022, 03:23
Okay, I see what's happening and have pushed a fix to the Forge. Thanks for the debugging!
GKEnialb
December 21st, 2022, 01:27
Pushed v5.7 to the Forge. I now pretend that the token is moving when height changes (calling onMove), which fixes Aura Effects, though still won't update the targeting arrows automatically.
bmos
December 21st, 2022, 13:17
Pushed v5.7 to the Forge. I now pretend that the token is moving when height changes (calling onMove), which fixes Aura Effects, though still won't update the targeting arrows automatically.Thanks! Bummer it didn't get the arrows working too.
GKEnialb
December 23rd, 2022, 21:47
Pushed v5.8 to the Forge, which forces the targeting arrows to update automatically when the height changes. It does this by shifting a pixel in the x axis (and back on the next update), but that's purely cosmetic - the distance calculations take that into account. Also, with help from SilentRuin, it works completely with Aura Effects again (well, once an update on that side is pushed, but once it is, a new version of this won't be necessary).
SilentRuin
December 23rd, 2022, 22:22
I should note during all this we found that if say I have a HUGE mine... and a HUGE land speeder.. and the mine has an aura effect of 15 ft - while the land speeder is 25ft in the air. Because size of token critter is assumed to extend down 12.5 ft above and below with token height, I was mistaken when I thought 25 ft was enough to safely cruise over the mine - it was really 30 ft... and of course resulted at 25 ft with a resounding... BOOM!!
55521
GKEnialb
December 23rd, 2022, 22:33
Yeah, I should clarify that on the store page - Token Height makes squares into cubes and assumes the token fills them, so calculations are done from the middle of that cube and assume the bottom of the cube is where the height is set (so that 15' land mine with a height of 0 still extended upwards 15'). Makes more sense with creatures than with flat mines... :)
MrDDT
December 23rd, 2022, 22:43
Yeah, I should clarify that on the store page - Token Height makes squares into cubes and assumes the token fills them, so calculations are done from the middle of that cube and assume the bottom of the cube is where the height is set (so that 15' land mine with a height of 0 still extended upwards 15'). Makes more sense with creatures than with flat mines... :)
Yeah really only comes into play when you consider automation stuff. Because a DM would know that a flat mine even if it was really wide wouldn't reach over the 15ft area.
GKEnialb
December 23rd, 2022, 22:47
Exactly. Using an automated effect like Aura Effects, you'd want to push that mine into the ground a bit to account for that.
SilentRuin
December 23rd, 2022, 22:48
Exactly. Using an automated effect like Aura Effects, you'd want to push that mine into the ground a bit to account for that.
Catch 22 - if you do that will it still be 15ft when someone is on the ground?
MrDDT
December 23rd, 2022, 22:53
Catch 22 - if you do that will it still be 15ft when someone is on the ground?
Yes, however, if someone were to go under it, then it would be a problem lol
rocketvaultgames
January 3rd, 2023, 17:44
I love this extension and it works great except for one thing:
It causes a lot of lag whenever any arrows/cones/circles/squares are on the map as well as when they are being drawn.
This happens even when it is the only extension running.
Is there any way to fix that?
Thanks much!!
GKEnialb
January 4th, 2023, 00:59
I love this extension and it works great except for one thing:
It causes a lot of lag whenever any arrows/cones/circles/squares are on the map as well as when they are being drawn.
This happens even when it is the only extension running.
Is there any way to fix that?
Thanks much!!
Thanks, mattvictim. I'm not noticing a lag. Can you confirm which version of Token Height you have running (in the chat log when you first start up), what ruleset you're using, and things like how many tokens are on the map and how many pointers are on the map? If you type /console in the chat when you first start up, then the clear button, then load the map, do you see any messages?
rocketvaultgames
January 4th, 2023, 01:19
Version 5.8 updated from FORGE.
5e ruleset with only Token Height Indication loaded (The problem seems the same with dozens of other extensions loaded as well).
It seems to happen on any map (tiny or massive file size) regardless of 0 or many tokens and regardless of LOS and Lighting on or off.
Drawing or editing (moving/resizing) suffers from about 1/3 second of lag: Very choppy and have to hold both mouse buttons on the final position of the pointer extra long to get it to stay in the intended place.
This happens with or without players connected.
It doesn't seem to get any worse by adding more pointers.
The rest of the game isn't lagged, only when interacting with the pointers or zooming the map with mousewheel, or repositioning what it shows with click-drag mousewheel.
If I unload Token Hight Indication, drawing pointers is perfectly smooth (160 hz).
Thanks much!
GKEnialb
January 4th, 2023, 01:30
That's very odd. I don't see any lag with points or zooming or repositioning the map (no discernible difference with or without the extension). What kind of OS and hardware are you using?
Everyone else - anybody have similar issues?
rocketvaultgames
January 4th, 2023, 02:04
Windows 10 Pro
i7-9700K @3600
64GB DDR4
Samsung Pro nvme drive
Geforce 2080 Super
It's not top of the line, but it still handles most everything without breaking a sweat.
GKEnialb
January 4th, 2023, 02:17
Well that should certainly be able to handle anything FGU throws at it. If you could zip up the campaign you're using I can see if I can reproduce the lag using that.
rocketvaultgames
January 4th, 2023, 02:53
Here's the ZIP: https://www.dropbox.com/s/f2grmkpn0ouxi6t/Forgotten%20Realms%202020.zip?dl=0
Just let me know if I can do anything else to help.
GKEnialb
January 4th, 2023, 02:56
Thanks. I'll let you know.
GKEnialb
January 4th, 2023, 03:34
Well, the good news is that I'm pretty positive that the issue is the number of items in the combat tracker - any time the pointer moves, FGU calls the routine to calculate distance sending in coordinates. In order to calculate the distance, I need to see if there are any tokens at those coordinates in order to grab their height. There's no built-in routine to determine that, so I have to slog through all of the tokens in the combat tracker to see if any overlap those coordinates (not just are centered there, so there are additional calculations).
The bad news is that I'm not sure there's anything I can do about it. I'll try to figure out of there's a way to narrow down the search based upon what's upon the screen (or at least the particular map). Fingers crossed.
rocketvaultgames
January 4th, 2023, 04:32
Oh yeah... there are tons of hidden actors thanks to Combat Groups extension...
Thanks for taking a look.
SilentRuin
January 4th, 2023, 06:23
Oh yeah... there are tons of hidden actors thanks to Combat Groups extension...
Thanks for taking a look.
Beware of using to many combat groups it helps CT be faster but you can still swamp it - I have huge number and use token height with no issues. But part of my session planning is offloading combat groups to encounters and adding encounters for new stuff into combat groups of things I think they will see or won't see -only persistent areas stay around for the whole campaign. There is a new way to transfer combat groups into encounters with a click of a button also. Point being i have really big test cases Token uses and they don't see what your seeing. Which make me think you went a bit nuts with trying to put everything in campaign into combat groups instead of everything for session or persistent areas :)
rocketvaultgames
January 4th, 2023, 14:23
That makes sense.
The only problem with the quantity I have loaded is the pointer lag with Token Height (and I didn't realized that this was the case until yesterday).
I will take a look at deleting/offloading to encounters.
I appreciate your input.
Thanks!
GKEnialb
January 8th, 2023, 00:58
Version 6.0 live on the Forge. I did a major revamping of the extension to make things work much quicker - @mattvictim, you should see little to no difference in speed with zooming in / out and with the pointers with and without Token Height loaded now. Thanks to silentruin, MeAndUnique, and Saagael for their ideas and help in the overhaul!
Edit: Backed it out because I realized I accidentally deleted the code that kicked AuraEffects when the height changed.
SilentRuin
January 8th, 2023, 02:32
...Thanks to silentruin...
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55709&d=1673145100
GKEnialb
January 8th, 2023, 03:10
Okay, 6.1 is up and is both fast and works with Aura Effects again. SilentRuin had nothing to do with this or any previous build - not sure what I was thinking. ;)
rocketvaultgames
January 8th, 2023, 21:17
This is perfect. Thank you all so much for your hard work. I can't even imagine playing without all of these wonderful extensions.
For the record there does seem to be the tiniest bit of lag with ~125 CT entries compared to a fresh campaign with only a few, but I would never notice if I wasn't just looking at it intensely, and it certainly isn't enough to have a discernable negative impact.
GKEnialb
January 9th, 2023, 01:36
Glad it works for you - when FGU updates a little bug in Core, it'll be even faster. :)
Also, uploaded v6.2 to the Forge. I removed the warning for tokens on map that aren't in combat tracker or are in combat tracker but have no associated space.
GKEnialb
January 11th, 2023, 04:19
Uploaded v6.3 to fix a bug in Token.getTokensWithinDistance (which would have also affected a few other calls as well).
eporrini
January 13th, 2023, 23:02
I am seeing the following error [1/13/2023 5:53:43 PM] [ERROR] Handler error: [string "Token Height:../token_height_indication.lua"]:435: attempt to call field 'findWidget' (a nil value). Can upload logs as needed.
GKEnialb
January 13th, 2023, 23:25
I am seeing the following error [1/13/2023 5:53:43 PM] [ERROR] Handler error: [string "Token Height:../token_height_indication.lua"]:435: attempt to call field 'findWidget' (a nil value). Can upload logs as needed.
Oops. Pushed 6.4 to the Forge which should fix that.
Terenor
January 14th, 2023, 16:58
Hi, tried this extension today for the first time (FGU, DnD 4e). 4e is measured in squares, and i saw in a thead by kevinrussia on 4e extensions that he/she uses it with squares. How can i change that? The map i tried it on had a grid with squares setup, still got 5 ft. increaments.
kevininrussia
January 14th, 2023, 17:38
Hi, tried this extension today for the first time (FGU, DnD 4e). 4e is measured in squares, and i saw in a thead by kevinrussia on 4e extensions that he/she uses it with squares. How can i change that? The map i tried it on had a grid with squares setup, still got 5 ft. increaments.
I can verify. Maybe the ruleset check broke?
GKEnialb
January 14th, 2023, 18:38
Thanks for the report. Pushed v6.5 to the Forge which should fix the 4E issues (oddly, was more than just the units). Let me know if it doesn't work for you.
Terenor
January 14th, 2023, 19:06
Thank you GKEnialb, works now as far as i can tell
marceo
January 22nd, 2023, 17:34
Hi,
tried the extension today with 3.5E ruleset (and a bunch of active extensions)
Maybe i'm missing something (tried to read all the thread, but we have 63 pages, sorry if i ask a old question ..): i can set the height of the token, but the target distance arrow are unaffected (see the image, it show also the extension options)
Diagonal distance in combat option is set to RAW
55927
Can you help me?
GKEnialb
January 22nd, 2023, 17:51
Can you try it with just Token Height Indication loaded? I just tried it with a whole bunch of extensions loaded and the arrows aren't working (as you saw), but with just THI loaded, it's working fine, making me think another extension is also overloading the arrows or the underlying measurements. I have a session starting shortly, so can't go through all the other extensions myself at the moment, but can look later tonight.
GKEnialb
January 23rd, 2023, 01:59
Hmm. Looks like it's not an extension conflict but something going on with some maps (having the same key for all of the tokens). I'll see if I can confirm and fix it.
GKEnialb
January 23rd, 2023, 03:52
Okay, that was a weird one - sometimes the tokens lose their names on some maps (still is on the top of the token, but getName returns an empty string). THI uses the name as a key in storing the height value so sometimes all tokens get the same key so all share the same height value under the covers (not visible on the screen except when you change the height of any particular token), so it appears as though height isn't taken into account. Anyway, short version is that I changed the key a bit, so everything should work fine now, even when this happens. Version 6.6 pushed to the Forge. Note that the first time you start after updating THI, the existing tokens may lose their height values. @marceo, let me know if this fixes your issue.
marceo
January 23rd, 2023, 07:10
HI,
updated and i can confirm that now is working fine!
Thank you for the support and quick answer
EllivasKram
January 26th, 2023, 17:31
I see in beta testing ‘TEST’ channels. Token height is being added into FGU natively.
Have they used your code ?
Anyhow thought I would mention it.
GKEnialb
January 26th, 2023, 19:43
Thanks for that. I did hear about that yesterday, so looks like I will be deprecating this extension and unlisting from the Forge once the change moves to Live. I'm very excited that height will be native now! I imagine they implemented that directly in the core and didn't need to use any of the extension's code (though it would have been totally fine if they did). I've already seen a couple of things that I like better in their implementation, so that's all good news.
EllivasKram
January 26th, 2023, 19:57
Sometimes - I think it is weird they don't involve EXTN makers when they move EXTN functionality to CORE
Even if they throw your code away - I assume they just don't even know..
Moon Wizard
January 26th, 2023, 20:16
We do look at extensions, but do not look at the code without permission and may not look at the code anyway.
The client has native support built in now; so the implementation under the hood is almost completely different than the extension.
Also, we have to build for “all” rulesets, not just one or a handful, so often our implementation has to be more generalized than those written for a narrower focus.
Plus, I also try to make most features as simple as possible, with minimal options (if any). Most extension developers are dealing with power users, not average users.
Regards,
JPG
EllivasKram
January 26th, 2023, 20:21
Sorry... - That's me told ;)
Do love the work ..
MrDDT
January 26th, 2023, 20:28
Thanks for that. I did hear about that yesterday, so looks like I will be deprecating this extension and unlisting from the Forge once the change moves to Live. I'm very excited that height will be native now! I imagine they implemented that directly in the core and didn't need to use any of the extension's code (though it would have been totally fine if they did). I've already seen a couple of things that I like better in their implementation, so that's all good news.
We do look at extensions, but do not look at the code without permission and may not look at the code anyway.
The client has native support built in now; so the implementation under the hood is almost completely different than the extension.
Also, we have to build for “all” rulesets, not just one or a handful, so often our implementation has to be more generalized than those written for a narrower focus.
Plus, I also try to make most features as simple as possible, with minimal options (if any). Most extension developers are dealing with power users, not average users.
Regards,
JPG
Thank you both for the ext all this time and MW for adding this feature into FGU. Loving the update to FGU coming out on test super excited to see it live. (once all the ext makers can fix the updates)
GKEnialb
January 27th, 2023, 04:54
Yeah, my hope all along was that this extension would eventually become OBE with native support, so I'm super that's come to pass. I have complete faith that it'll be smoother now than what I managed to cobble together in lua. Now to think of what new extension to create...
Dudin
January 27th, 2023, 11:58
Yeah, my hope all along was that this extension would eventually become OBE with native support, so I'm super that's come to pass. I have complete faith that it'll be smoother now than what I managed to cobble together in lua. Now to think of what new extension to create... ��
There is only one answer...Pizza Button
GKEnialb
January 27th, 2023, 14:26
There is only one answer...Pizza Button
Now that's something I could get behind!
mattekure
January 27th, 2023, 22:11
Now that's something I could get behind!
Pizza and/or Beer button!
GKEnialb
January 27th, 2023, 23:18
That'll be in version 1.1 ;)
nephranka
January 31st, 2023, 01:57
Not sure if you knew this or if it matters but if I use any setting for displaying a name on a token other than "tooltip" the height changes bounce between -10 to 10 as you scroll the wheel.
GKEnialb
January 31st, 2023, 02:05
I just tried all four settings (tooltip, title, title hover, and off) and all worked fine for me. What ruleset are you using? Can you try removing the tokens from the map and re-adding and see if that helps? I don't want the last few days of THI to be bug-ridden. :)
nephranka
January 31st, 2023, 02:11
I just tried all four settings (tooltip, title, title hover, and off) and all worked fine for me. What ruleset are you using? Can you try removing the tokens from the map and re-adding and see if that helps? I don't want the last few days of THI to be bug-ridden. :)
5e. Indeed, by itself there is no issue. Now I have to find the ext conflict. I should have tried that first.
nephranka
January 31st, 2023, 02:25
Ok. It looks like it is a conflict between THI and SR's combat groups . Here is the campaign if that helps.
GKEnialb
January 31st, 2023, 02:26
If it helps, it works on 5E with the following extensions loaded:
5E - Advanced Effects
5E - Advantages
5E - Advantages Pointer Areas
5E - Generic Actions FGU
5E - Polymorphism FGU
5E - Reliable Talent
5E (and more) - Equipped Effects FGU
5E Action Tracker
5E Encounter Difficulty Calculator
5E Extension - NPC flavors
5e Legendary Assistant
5E Save Overlay
5E Sharing is Caring
5e Undo Last
Calendar Plus
Clear Dead
Coin Flip
CoreRPG - Combat Highlighter
CoreRPG - Has Initiative Indicator
CoreRPG - Wound Overlay
Dice Jail
Feature: Ammunition Manager
Feature: Aura Effects
Feature: Better Combat Effects
Feature: Blissful Ignorance
Feature: Chat Aesthetics Configurator
Feature: Clock Adjuster
Feature: Coins Weight
Feature: Constitutional Amendments
Feature: Decked Out
Feature: Dropped Order
Feature: Effect Builder
Feature: Effect Builder Plugin - 5e
Feature: Exhausted
Feature: Extraplanar Containers
Feature: Friend Zone
Feature: Inventory Identified
Feature: Kin'N'Kaboodle
Feature: Misc Annotations
Feature: Moon Tracker
Feature: Natural Selection
Feature: Optical Referendum
Feature: Party Inventory Weight
Feature: PassiveFloor
Feature: Power Up
Feature: Size Matters
Feature: Spell Action Info
Feature: Stealth Tracker
Feature: Token Height Indication
Feature: Tooltips
Feature: Winnowing Pursuits
Feature: Wound Display
Fen's NPC Portrait Workaround
Local Dice Tower Ext
Random Spellbook 5e Extension
Requested Rolls
Theme: BARON
Ah, should have checked if you found it before that list. :)
nephranka
January 31st, 2023, 02:29
One of the ones you are missing. :)
GKEnialb
January 31st, 2023, 02:35
I can create it both with your test 2 and with just adding combat groups. I'm guessing it has messes with the key I use for some reason - I'll see if I can confirm.
Edit: Nope, that's not it.
GKEnialb
January 31st, 2023, 03:58
Hmmm. Looks like the token properties are changing while I'm accessing it in that case. Nothing I can do on my side - I'll let silentruin know. Luckily I tried it in Test with combat groups and there is no conflict there, so in any case, you'll have a fix one way or another soon. ;)
MrDDT
January 31st, 2023, 04:03
I expect we shouldn't need this ext after test goes live correct?
GKEnialb
January 31st, 2023, 04:19
That's correct. I'll delist it after it goes live.
nephranka
January 31st, 2023, 10:38
Yeah. I was not sure how much it is worth trying to fix it but I thought I would pass it along nevertheless.
GKEnialb
January 31st, 2023, 12:34
Always good to pass things along. I talked to silentruin. It looks like there's some bizarre timing thing where the token name is momentarily going way with combat groups without the tooltip and getting restored very soon after. Unfortunately, that's between when I use the name as part of the key to look up the current height and when I use that same key to set the height, so it goes back to zero while processing the mouse wheel (I think related to the tooltip that appears even when tooltip is not selected). I'm guessing it'll stay that way until the new functionality goes live. Thanks for reporting, though!
nephranka
January 31st, 2023, 14:20
No problem!
BushViper
February 2nd, 2023, 10:22
That's correct. I'll delist it after it goes live.
I haven't taken a look at the Test version, but there's been some talk and the consensus seems to be that the extension is preferred over the built-in functionality.
MrDDT
February 2nd, 2023, 15:53
I haven't taken a look at the Test version, but there's been some talk and the consensus seems to be that the extension is preferred over the built-in functionality.
I've tested it and I've only heard the issue of someone not wanting players to adjust it and allow that option to be toggled like this ext has. Any ideas why someone would like the ext better?
But other than that I don't see any issues and even that is a minor issue IMO. But an ext can get that setting if needed
nephranka
February 2nd, 2023, 15:59
I've tested it and I've only heard the issue of someone not wanting players to adjust it and allow that option to be toggled like this ext has. Any ideas why someone would like the ext better?
But other than that I don't see any issues and even that is a minor issue IMO. But an ext can get that setting if needed
I thought the displays overlap as well? Which might be an issue is try to use the ext since you can't turn off the core one.
MrDDT
February 2nd, 2023, 16:00
I thought the displays overlap as well? Which might be an issue is try to use the ext since you can't turn off the core one.
Turning off the core one is easy, you just don't use it.
I'm not having overlapping displays, can you show me? Is it with another ext?
nephranka
February 2nd, 2023, 16:04
Turning off the core one is easy, you just don't use it.
I'm not having overlapping displays, can you show me? Is it with another ext?
I thought it would be loaded with the update and no options to turn it off, has that changed? If not then it is displaying in the same spot this ext displays on the token. At least it did for me in TEST.
Moon Wizard
February 2nd, 2023, 16:10
@BushViper,
Where are you seeing this discussion? I've been monitoring the FG forums, as well as the FG, GP and Rob2E Discord servers.
Other than the last few posts, I haven't seen much specific feedback.
@nephranka,
The displays will overlap, because there are only 4 sides to a token that can be used for decorations. So, the extension would need to be heavily modified even if it were to remain for some reason.
@everyone,
Per MrDDT's comment of feedback he has heard, why would you want the players to be able to adjust their own token positions but not be able to adjust their own token height? It's all just movement of tokens that a player can already move in 2D space in 3D space instead. Our goal is to make it so that whether a token can be moved in any direction is tied to ownership of the token.
If there are other things to refine over time, we will look at doing that. However, one thing to remember is that we want this feature to be super simple so that any user picking it up can just use the height component, without having to go through any toggles/options/configuration. This feature is being made for all users, not just power users.
Regards,
JPG
SilentRuin
February 2nd, 2023, 16:20
Hmmm... methinks the only thing I've heard in regard to this was when I was arguing over it with moon Moon in discord (1/25/2023) I believe. In the end, I'm going to just go with the new stuff and live with it.
nephranka
February 2nd, 2023, 16:22
@BushViper,
Where are you seeing this discussion? I've been monitoring the FG forums, as well as the FG, GP and Rob2E Discord servers.
Other than the last few posts, I haven't seen much specific feedback.
@nephranka,
The displays will overlap, because there are only 4 sides to a token that can be used for decorations. So, the extension would need to be heavily modified even if it were to remain for some reason.
@everyone,
Per MrDDT's comment of feedback he has heard, why would you want the players to be able to adjust their own token positions but not be able to adjust their own token height? It's all just movement of tokens that a player can already move in 2D space in 3D space instead. Our goal is to make it so that whether a token can be moved in any direction is tied to ownership of the token.
If there are other things to refine over time, we will look at doing that. However, one thing to remember is that we want this feature to be super simple so that any user picking it up can just use the height component, without having to go through any toggles/options/configuration. This feature is being made for all users, not just power users.
Regards,
JPG
Thanks for the clarification.
In regards to movement: I would like to see it with parity of the current movement system and be lock under a token movement options like the 2D movement is currently.
MrDDT
February 2nd, 2023, 16:26
@BushViper,
@everyone,
Per MrDDT's comment of feedback he has heard, why would you want the players to be able to adjust their own token positions but not be able to adjust their own token height? It's all just movement of tokens that a player can already move in 2D space in 3D space instead. Our goal is to make it so that whether a token can be moved in any direction is tied to ownership of the token.
Really like this being tied to token lock. I think that is the best option, and I can understand the need to not have too many toggle options in settings. FGU is a huge learning curve.
MrDDT
February 2nd, 2023, 16:38
Hmmm... methinks the only thing I've heard in regard to this was when I was arguing over it with moon Moon in discord (1/25/2023) I believe. In the end, I'm going to just go with the new stuff and live with it.
Stamp it "Good Enough" right? :)
Moon Wizard
February 2nd, 2023, 16:50
@nephranka,
I think I can modify the code to block the height adjustment if token state is locked on the player side; but I'll need to look to be sure.
However, token height is not part of the token waypoint system that is activated with token locking, which only works in 2D and doesn't have either the hooks or interface to work in 3D currently.
Regards,
JPG
EllivasKram
February 2nd, 2023, 18:01
But cool if it was able to be calculated as part of the movement waypoint system.
Move 10’ north. And 15’ up.
But then with 3d movement how does that work with the rule for movement cost of 5’ for 2nd diagonal movements.
nephranka
February 2nd, 2023, 18:35
@nephranka,
I think I can modify the code to block the height adjustment if token state is locked on the player side; but I'll need to look to be sure.
However, token height is not part of the token waypoint system that is activated with token locking, which only works in 2D and doesn't have either the hooks or interface to work in 3D currently.
Regards,
JPG
At least that would allow us, who use locking, to help control player changes. Thanks for considering the options.
BushViper
February 3rd, 2023, 03:35
@BushViper,
Where are you seeing this discussion?
A couple of Discord channel conversations that tapered to a handful of private conversations.
In retrospect, I probably put too much emphasis on the voice of the minority. Also, I want to reiterate that I have absolutely no experience with the in-house height tool so I don't have an opinion on it. Hopefully, the client version is as good (or better) than the extension because the ext works fabulously and doesn't have any existing extension conflicts (to my knowledge).
Furthermore, while the height tool was definitely bemoaned, the bulk of the discussion was about why SW has the policy to completely ignore creator code when developing their own features that mirror existing extensions.
That policy is baffling to nearly all of us because most of the creators work hand-in-hand in an effort to limit conflicts and it's a pretty effective 'alliance,' but building extensions-to-features from the ground up is almost guaranteed to create conflicts. Not to mention, it seems like a lot of wasted effort when you've literally got the foundation of the feature right in front of you. If you want/need to tweak it so that it more smoothly integrates into the client better, great, but ignoring it completely? Why?
Moon Wizard
February 3rd, 2023, 03:50
That sounds like a rehash of the discussion on SilentRuin’s thread, so I would recommend reading that one.
JPG
BushViper
February 3rd, 2023, 04:25
That sounds like a rehash of the discussion on SilentRuin’s thread, so I would recommend reading that one.
JPG
I don't spend much time on the forums anymore and wasn't aware that thread existed.
Thank you.
GKEnialb
February 7th, 2023, 01:46
But cool if it was able to be calculated as part of the movement waypoint system.
Move 10’ north. And 15’ up.
But then with 3d movement how does that work with the rule for movement cost of 5’ for 2nd diagonal movements.
The same way that distances are calculated (and in this case, it'd be the same as 10' north and 15' east). I guess the problem would be that for 2D, you can just drag it diagonally, which is a different move than 10' north and 15' east and you can't diagonally drag in 3D space (yet!)
GKEnialb
February 24th, 2023, 02:14
With the fantastic news that token heights are now part of the base FGU product, I've delisted this extension. Thanks to everyone who's been using this and special thanks to those who have offered ideas and help: bmos, SilentRuin, kelrugem, MeAndUnique, Saagael, kevininrussia, SoxMax, mattekure, diablobob, Moon Wizard, bratch9, Arnagus, and rhagelstrom.
Ulric
February 24th, 2023, 14:16
With the fantastic news that token heights are now part of the base FGU product, I've delisted this extension. Thanks to everyone who's been using this and special thanks to those who have offered ideas and help: bmos, SilentRuin, kelrugem, MeAndUnique, Saagael, kevininrussia, SoxMax, mattekure, diablobob, Moon Wizard, bratch9, Arnagus, and rhagelstrom.
thank you for helping the community!
eporrini
February 24th, 2023, 14:28
I had a large update today to v4.3.3. Is that the version this is now part of the base solution? I still see extension height listed in my extensions, should I disable before going into my campaign?
GKEnialb
February 24th, 2023, 15:18
I had a large update today to v4.3.3. Is that the version this is now part of the base solution? I still see extension height listed in my extensions, should I disable before going into my campaign?
Yes, it's now included in that update (built directly into FGU), so you should disable it. I guess delisting doesn't automatically remove it from your list.
Shireling
February 24th, 2024, 09:26
So I am just getting back into using Fantasy Grounds and this extension no longer works and before disabling or deleting it, I am finding no information on the wiki on how it has been implemented or used in the most recent version of FGU. Does it still affect targeting in regards to distance? Are there labels to show what the height of the token is? I found information on setHeight when I dug super hard but it doesn't explain if you use a mouse wheel or what. Any guidance would help!
Zacchaeus
February 24th, 2024, 09:36
So I am just getting back into using Fantasy Grounds and this extension no longer works and before disabling or deleting it, I am finding no information on the wiki on how it has been implemented or used in the most recent version of FGU. Does it still affect targeting in regards to distance? Are there labels to show what the height of the token is? I found information on setHeight when I dug super hard but it doesn't explain if you use a mouse wheel or what. Any guidance would help!
The extension is no longer needed because it's built into Fantasy Grounds. To use hold down ALT whilst mousing over a token and use the middle mouse wheel to raise or lower the height of the token. An indicator of the height will appear at the bottom of the token. In the new 3d mode the token will also rise above the ground.
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