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View Full Version : Having an issue with tokens in the new version.



xTheCanadian
May 13th, 2021, 19:26
Okay, I am not very good at explaining things so first I'll state my issue, then the steps I took to encounter it.

My players cannot see OTHER tokens when they are not on the map that the token is on.

The steps:

Player tokens are on Map A

"Party" token is on Map B, Party token is just a token grabbed from the assets button/token tab. (It's just a token, no character sheet or NPC sheet.)

Players, who tokens are on Map A, cannot see the "Party" token on Map B.

I have disabled lighting and line of sight and also set the token to be always visible. They can see the map (The whole map, like they should) but cannot see any tokens on the map.

xTheCanadian
May 13th, 2021, 22:51
Also having an issue where, when I disable the lighting/los stuff and enable masking I cannot reveal the map to the players using the reveal area tool. It draws a blue line where I drew to reveal but does not reveal the area.

Steps to recreate:

Open map
Turn off Lighting and Line of Sight
Turn on Global Mask
Click Reveal Area and draw a box
Expect area to be revealed
Area is not revealed :(

EDIT: Turning on lighting made things visible.

LordEntrails
May 13th, 2021, 22:57
First issue appears to be as intended, at least as I understand expected behavior and your description.

Since no CT PC tokens are on Map B, then there is no vision to be calculated for the party (assuming lighting is turned on/used for that map. You might be able to get what you want by right clicking on the party token on Map B and "Add to Party Vision". Not positive though as I've only used lighting/vision a tiny bit.

For the second issue, is the map in Play mode?

If still stuck, it would probably help if you posted screen shots.

xTheCanadian
May 14th, 2021, 00:26
Yeah buddy, that's why at the bottom of the post I wrote that I disabled line of sight and lighting.

Yes, the map is in play mode.

Moon Wizard
May 14th, 2021, 00:26
@xTheCanadian,

Does it work like you expect if Line-of-Sight toggle is turned on?

Thanks,
JPG

Moon Wizard
May 14th, 2021, 00:30
In my testing, I found that if you add an owned token (or an unowned token with party vision), and you turn on the line-of-sight option; then I see what I expect. Does that work for you?

I just want to make sure whether that is a workaround for the moment while we investigate.

Regards,
JPG

xTheCanadian
May 14th, 2021, 01:39
For which issue?

xTheCanadian
May 14th, 2021, 02:17
https://imgur.com/a/GMv6Lki

This is interesting, moving at a diagonal measures different. Has nothing to do with any of my problems, I don't think though.

wurgy
May 14th, 2021, 03:37
https://imgur.com/a/GMv6Lki

This is interesting, moving at a diagonal measures different. Has nothing to do with any of my problems, I don't think though.

a2 + b2 = c2

If it's a 5x5 square c is approx 7.07.

Basically, every other square if you're moving in a diagonal fashion is considered a 10ft to make up for it. Or got to hexes and it evens out a little better.

xTheCanadian
May 14th, 2021, 04:11
So the reason that measuring the circle diagonally is because of the squares making the circle and messing up the math?

Does it measure correctly when you're drawing a circle with the circle measure tool? Either way, doesn't matter, I don't mind my players gaining a couple extra feet... after all... if the players can do it so can the enemies.

https://www.youtube.com/watch?v=SyKwyAWJZcI

Moon Wizard
May 14th, 2021, 04:16
That's the correct range/movement measurement for the 5E game system. You are supposed to count 5 ft. per square regardless of diagonal vs. straight, according to the default range/movement rules.

Regards,
JPG

xTheCanadian
May 14th, 2021, 05:01
That makes sense, still interesting though!

Lo Zeno
May 14th, 2021, 10:25
The Dungeon Master's Guide provides an optional movement rule for diagonals: every odd square counts as 5 ft, every even square counts as 10 (DMG page 252). It's less fast for playing with pen and paper, but it's a bit more accurate mathematically. You can enable it on Fantasy Grounds by going into options, under House Rules (GM) and selecting "Variant" for the "Map: Diagonal Distance" option.

I believe you could also select "Raw" to use the raw distance instead of the squares, thus getting the correct/perfect distances no matter if straight, diagonal, or slightly bending.

marqss
May 14th, 2021, 10:45
Diagonal distance measuring can be set in the options menu. In my DnD5e campaign it's at the bottom, in the House Rules (GM) section, it's the "Map: Diagonal distance" option. It has three modes:
- Raw: calculates the exact distance by pythagorean theorem.
- Standard: calculates the Manhattan Distance (https://en.wikipedia.org/wiki/Taxicab_geometry) between the two points. Basically it takes the longer of two coordinates of the movement vector. It's what's used on xTheCanadian's image.
- Variant: uses the 3e rule of "every second diagonal counts as 10 ft instead of 5 ft". It's the compromise rule between being true to reality and easy on the math.