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Farratto
October 2nd, 2024, 23:44
Walk This Way

Current Version: v3.3.0
Updated: 2026-06-18

This extension provides a small popup window at the start of a person's turn that asks if they want to stand up, if they are prone. Version 2 of this extension now also calculates total effective speed after effects in combat tracker.

Installation

Install from the Fantasy Grounds Forge (https://forge.fantasygrounds.com/shop/items/1940/view).
You can find the source code at Farratto's GitHub (https://github.com/Farratto/WalkThisWay).
You can ask questions at the Fantasy Grounds Forum (https://www.fantasygrounds.com/forums/showthread.php?82914).
Video explaining how to use at YouTube (https://youtu.be/FmA9JoUoXps).

Details

The prone checker will also check for any conditions that disallow a creature to stand up. If it finds one, it will not ask the player if they want to stand up. The following conditions are currently supported.


Grappled; Paralyzed; Petrified; Restrained; Unconscious; Tasha's Hideous Laughter; Unable to Stand; SPEED: none; NOSTAND; SPEED: max(0)


The window asks if the person wants to stand up. If they answer okay, the extension will remove the effect that contains prone, and if you are also running Step Counter (https://www.fantasygrounds.com/forums/showthread.php?84497) and 5E, it will consume half of the creature's current max speed. If they answer cancel, close the window, or ignore the window, the extension will do nothing.
The window can be ignored and it will go away at the end of turn without consequences.
The speed effects that are recognized:


Effect .................................................. ........... Description

SPEED: none .................................................. . rooted
SPEED: -10 or SPEED: 10 dec or SPEED: dec(10) . decreases all speeds by 10
SPEED: 10 inc or SPEED: inc(10) ........................ increases all speeds by 10
SPEED: 60 .................................................. ..... increases all speeds to 60 (speeds already above 60 will be unchanged)
SPEED: type(climb) .......................................... adds a new speed 'climb' and sets it to be the same as walking speed
SPEED: 60 type(fly) .......................................... adds a new speed 'Fly' and sets only the new speed to 60
SPEED: 60 type(fly (hover)) .............................. does the above and flags the fly speed as having hover
SPEED: -30 type(fly) ........................................ decreases fly speed by 30
SPEED: type(-fly) ............................................. removes fly speed
SPEED: 5 max or SPEED: max(5) ....................... none of the speeds can exceed 5
SPEED: difficult ................................................ difficult terrain handling
SPEED: swimming ............................................ body of water terrain handling
SPEED: halved ................................................. halves all speeds (after inc/dec); stackable
SPEED: doubled ............................................... doubles all speeds (after inc/dec); stackable
SPEED: tripled ................................................. triples all speeds (after inc/dec); stackable
SPEED: 4 extra ................................................ moving 1 unit costs 4 additional units (see 5E's Plant Growth); stackable
SPEED: free .................................................. ... ignores effects that reduce speed except roots, prone, exhausted, & encumbered (see 5E's Freedom of Movement)


Supports 5e RAW encumbered (both standard and variant), exhaustion, dash, the 2024 feats: athlete and charger. Reduces speed when character is wearing armor the character is not strong enough to wear. Checks for 2014 dwarfs first.

The extension updates all the speeds on the speed field in the combat tracker. Character sheets still show base speed. There is an optional window that shows all the speeds for a character and all the effects affecting their speed.You can have the window open automatically on your turn through an option setting. Or you can open the window at any time by double-clicking the speed field on a character sheet or the combat tracker.

Option setting (for GM and players) to change the units that speed is displayed in. Current choices are feet, meters, and tiles. Automatically rounds final speed down to nearest half tile. Typing /distunits followed by either ft, m, or tiles will change the units that the effects are processed in. This is advanced usage and I don't recommend unless all your effects are not in feet (unusual).

Current Extension/Module Support: Better Combat Effects (https://www.fantasygrounds.com/forums/showthread.php?68831), Pets (https://www.fantasygrounds.com/forums/showthread.php?83084), 5e Automatic Effects (https://www.fantasygrounds.com/forums/showthread.php?67481), Team Twohy's 5e Effects Coding, Assistant GM (https://www.fantasygrounds.com/forums/showthread.php?66158), Mad Nomad's Character Sheet Effects Display (https://www.fantasygrounds.com/forums/showthread.php?62341), 5E Auto Encumbrance (https://www.fantasygrounds.com/forums/showthread.php?68694), Exhausted (https://www.fantasygrounds.com/forums/showthread.php?69623), Initiative-Nanny (https://www.fantasygrounds.com/forums/showthread.php?84346), Step Counter (https://www.fantasygrounds.com/forums/showthread.php?84497), Map Parcels (https://www.fantasygrounds.com/forums/showthread.php?62134)

Known Limitations

Known limitation with Mad Nomad's Character Sheet Tweaks: Changed units will not display on player character sheets (but still works on CT, speed windows, and NPCs).

Right-click menu: When changing an image window from window size to panel (background) size (increase size button), the right-click buttons stop working. To fix, you can increase size again. I haven't been able to figure out why this is happening or a work-around. For now, it's a known limitation.

Other Rulesets

This extension was designed with 5e in mind, but I have ported it to work on most rulesets. I believe any ruleset will work for the prone functionality. But since I haven't gone through the individual rules of other rulesets, I've included the folowing recognized effects:


Unable to Stand; SPEED: none; NOSTAND; Unconscious


If you would like me to add to this list, or make more specific accomodations for your ruleset, please let me know.

Any ruleset based on DnD or Pathfinder should work for speed calculations and thus for supporting maximum speed limitation in Step Counter (https://www.fantasygrounds.com/forums/showthread.php?84497). If you find that one of these rulesets is not working or you have another ruleset you'd like me to add, please let me know.

Pathfinder 2e

In addition to the above universal checks, when under the Pathfinder 2e ruleset, this extension will check for the following conditions:


Dead; Paralyzed; Dying; Immobilized; Petrified; Restrained; Grabbed; Stunned


Pathfinder 1e and DnD 3.5e

In addition to the above universal checks, when under the Pathfinder 1e ruleset, this extension will check for the following conditions:


Cowering, Dazed, Dead, Dying, Grappled, Helpless, Paralyzed, Petrified, Pinned, Stable. Stunned, Unconscious, Exhausted, Entangled


Still Being Developed

If you find any additional effects, where a user is not able to stand up, please let me know. Or any other concerns or suggestions are welcome.

Enjoy!

Attribution

SmiteWorks owns rights to code sections copied from their rulesets by permission for Fantasy Grounds community development.
headerpoweratwill.webp and headerpowerenc.webp copied from included Smiteworks themes.
'Fantasy Grounds' is a trademark of SmiteWorks USA, LLC.
'Fantasy Grounds' is Copyright 2004-2021 SmiteWorks USA LLC.

Change Log


v3.3.0: FIXED: Wasn't rechecking strength after effect removal. Encumbrance Speed rules support added for 5e. For non-5e rulesets: replaced Dash button with Double-Move button. Added Run button for 3.5e-based rulesets (it doesn't affect AC). Support added for global effects window. Reworked background effect processing to use new ruleset effect system and end reliance on BCEG. Added more user-friendly syntax messages.
v3.2.9: FIXED: Error in non-5E rulesets. Added protections for future ruleset changes to effects. Started updating effect handling tie-ins for new ruleset effect-handling system.
v3.2.8: FIXED: Exhaustion not working again after another ruleset change
v3.2.7: FIXED: Not recognizing Exhaustion correctly after changes in ruleset update
v3.2.6: FIXED: difficult terrain button was not working correctly.
v3.2.5: FIXED: New creatures added to CT not being recognized by WtW/SC after ruleset 2026-05 update. Added protections against rare errors associated with new effect system from ruleset 2026-05 update.
v3.2.4: Accomodations for ruleset 2026-05-05
v3.2.3: FIXED: Error from changes to BCEG
v3.2.2: FIXED: Standing up from prone was consuming too much speed on clients.
v3.2.1: FIXED: rare problems with speed window on client-controlled NPCs. Accomodation for CoreRPG change to EffectManager.addEffect.
v3.2.0: FIXED: Rare error when standing up; was not reporting prone as an effect affecting speed. Charger feat from 2024 PHB now fully automated improved dash. Dash will now expire on turn change without having BCE loaded.

MrDDT
October 3rd, 2024, 16:14
Nice little tool to remind the players to stand up haha

Fingersome
October 8th, 2024, 19:17
[10/8/2024 7:14:57 PM] [ERROR] Script execution error: [string "WalkThisWay:scripts/manager_combat_wtw.lua"]:335: bad argument #1 to 'pairs' (table expected, got nil)

I get this error when running this with Better Combat Effects installed alongside. Seems to work fine on its own, but there must be a conflict somewhere in there.

Farratto
October 8th, 2024, 22:26
[10/8/2024 7:14:57 PM] [ERROR] Script execution error: [string "WalkThisWay:scripts/manager_combat_wtw.lua"]:335: bad argument #1 to 'pairs' (table expected, got nil)

I get this error when running this with Better Combat Effects installed alongside. Seems to work fine on its own, but there must be a conflict somewhere in there.

Thank you for reporting. I was able to recreate. Not sure how this creaped in. I'm fixing it now.

Farratto
October 8th, 2024, 22:50
[10/8/2024 7:14:57 PM] [ERROR] Script execution error: [string "WalkThisWay:scripts/manager_combat_wtw.lua"]:335: bad argument #1 to 'pairs' (table expected, got nil)

I get this error when running this with Better Combat Effects installed alongside. Seems to work fine on its own, but there must be a conflict somewhere in there.

It should be fixed now. Please let me know if you have any other problems.

HuseyinCinar
October 18th, 2024, 13:42
How does this work on PF2? It just takes 1 Action in this system. No correlation with your speed.

I love the reminder. Would love to use

Farratto
October 18th, 2024, 17:52
How does this work on PF2? It just takes 1 Action in this system. No correlation with your speed.

I love the reminder. Would love to use

Thank you for your interest and the information. Let me take a look today and probably get an update pushed this evening to support PF2.

Farratto
October 18th, 2024, 20:38
How does this work on PF2? It just takes 1 Action in this system. No correlation with your speed.

I love the reminder. Would love to use

I made the extension more Pathfinder 2e friendly. It won't add a buff saying SPEED: 0.5. And I added a bunch of new conditions specific to PF2 that it'll check for (see original post edit for details). Update through the forge to receive immeadiately. Please let me know what you think.

Thank you for your contact.

MalGaming
November 3rd, 2024, 22:39
Encountered this error and tracked it down to the Better Combat Effects extension.
Script execution error: [string "WalkThisWay:scripts/manager_combat_wtw.lua"]:441: attempt to call field 'processConditional' (a nil value)

Farratto
November 4th, 2024, 16:23
Encountered this error and tracked it down to the Better Combat Effects extension.
Script execution error: [string "WalkThisWay:scripts/manager_combat_wtw.lua"]:441: attempt to call field 'processConditional' (a nil value)

Thank you very much for reporting. This should be fixed now. Please let me know if you have any other problems.

Fingersome
November 25th, 2024, 19:52
My players were confused about this plugin - they didn't realise clicking 'okay' would actually remove the prone condition. A small QoL change would be changing the labels to something like 'Stand Up' and 'Stay Down'.

Farratto
November 26th, 2024, 13:18
My players were confused about this plugin - they didn't realise clicking 'okay' would actually remove the prone condition. A small QoL change would be changing the labels to something like 'Stand Up' and 'Stay Down'.

Thank you for your feedback. That's a good suggestion. I'll change that with the next update.

SlinkyTWF
December 1st, 2024, 05:33
The extension now causes all PC Speeds displayed on the Main CS tab to set to "0".
The "Core: Dark" theme is in use. No other extensions are loaded.
Unloading Walk This Way fixes the problem. Reloading it reintroduces it.
Something caused this condition to be triggered in individual character data; if you examine other characters in the Characters Window that are not in play, the Speed on their main tab is still 30.
I do not know what triggered it, as I didn't notice it until after it happened. The stand-up prompt was triggered at least once before I noticed the issue. Triggering it on one character seems to have set all active characters to "0" Speed.
Restarting the FGU application does not correct the problem.
Adjusting the extension Options could have been a factor, but I can neither confirm nor disprove it.

Otherwise, I don't see any issues, and it does not appear to cause any script errors.

Farratto
December 1st, 2024, 13:58
The extension now causes all PC Speeds displayed on the Main CS tab to set to "0".
The "Core: Dark" theme is in use. No other extensions are loaded.
Unloading Walk This Way fixes the problem. Reloading it reintroduces it.
Something caused this condition to be triggered in individual character data; if you examine other characters in the Characters Window that are not in play, the Speed on their main tab is still 30.
I do not know what triggered it, as I didn't notice it until after it happened. The stand-up prompt was triggered at least once before I noticed the issue. Triggering it on one character seems to have set all active characters to "0" Speed.
Restarting the FGU application does not correct the problem.
Adjusting the extension Options could have been a factor, but I can neither confirm nor disprove it.

Otherwise, I don't see any issues, and it does not appear to cause any script errors.

Thank you very much for reporting. I will try to fix this. I have a few questions that would help me:

1.>What do you mean by "Main CS tab"? Maybe can you send a screenshot?
2.>Are the characters "rooted" by something? Do they have an effect that contains grappled, restrained, etc? Again maybe screenshot showing the characters effects on the combat tracker?
3.>What options did you change?

#1 is the most important question.

SlinkyTWF
December 1st, 2024, 17:32
1. CS = Character Sheet.
2. There are no effects on the characters.
3. Unfortunately, I don't remember which tweaks I made.

62810

rocketvaultgames
December 1st, 2024, 18:24
Very cool extension. No expectations about any of the following, but here are my thoughts anyway:

The "stand up" prompt at beginning of turn is amazing. Such a quality of life improvement.

The new movement effects seems awesome, but I'm not sure how best to utilize them.

There seems to be some bugginess (mentioned by SlinkyTWF above) with SPEED showing as 0 on the character sheet.

Currently if the "AVAILABLE MOVEMENT" window is already open and behind other windows, double-clicking to open it again, appears to do nothing. I think it would ideally bring it to the top of the window stack and focus it.

Based on the constant battle for screen real estate (even on huge monitors), having this extra window open seems like a big ask. If there was a way to have it embedded in the character sheet MAIN tab, that would be excellent...

62812

Lastly (and I know this is crazy)... If there was a way to track Available movement for the current round/turn, that would be incredible... like if you moved 3x 5' squares, it would knock 15' off of "Available Movement'.

Thanks for all you do. Your extension development is very much appreciated.

Farratto
December 2nd, 2024, 19:58
The extension now causes all PC Speeds displayed on the Main CS tab to set to "0".
The "Core: Dark" theme is in use. No other extensions are loaded.
Unloading Walk This Way fixes the problem. Reloading it reintroduces it.
Something caused this condition to be triggered in individual character data; if you examine other characters in the Characters Window that are not in play, the Speed on their main tab is still 30.
I do not know what triggered it, as I didn't notice it until after it happened. The stand-up prompt was triggered at least once before I noticed the issue. Triggering it on one character seems to have set all active characters to "0" Speed.
Restarting the FGU application does not correct the problem.
Adjusting the extension Options could have been a factor, but I can neither confirm nor disprove it.

Otherwise, I don't see any issues, and it does not appear to cause any script errors.

Thank you both for reporting this bug. It was an oversight during my testing phase. Update Fantasy Grounds and it should be fixed after that. Please let me know if this doesn't fix the problem or if you find any other problems.


Very cool extension. No expectations about any of the following, but here are my thoughts anyway:

The "stand up" prompt at beginning of turn is amazing. Such a quality of life improvement.

The new movement effects seems awesome, but I'm not sure how best to utilize them.

There seems to be some bugginess (mentioned by SlinkyTWF above) with SPEED showing as 0 on the character sheet.

Currently if the "AVAILABLE MOVEMENT" window is already open and behind other windows, double-clicking to open it again, appears to do nothing. I think it would ideally bring it to the top of the window stack and focus it.

Based on the constant battle for screen real estate (even on huge monitors), having this extra window open seems like a big ask. If there was a way to have it embedded in the character sheet MAIN tab, that would be excellent...

62812

Lastly (and I know this is crazy)... If there was a way to track Available movement for the current round/turn, that would be incredible... like if you moved 3x 5' squares, it would knock 15' off of "Available Movement'.

Thanks for all you do. Your extension development is very much appreciated.

Thank you very much for the feedback. These are good ideas. I think you'll find that after you update Fantasy Grounds, both the windows not coming forward and the 0 Speed will be fixed. Please let me know if this is not the case.

As far as the moving the window to the character sheet, I do like this idea. I took a look at what it would take. Unfortunately it's more work than you would expect. I will likely do this at some point in the future, but not sure when. Thank you for the suggestion.

Farratto
December 3rd, 2024, 02:36
Very cool extension. No expectations about any of the following, but here are my thoughts anyway:

The "stand up" prompt at beginning of turn is amazing. Such a quality of life improvement.

The new movement effects seems awesome, but I'm not sure how best to utilize them.

There seems to be some bugginess (mentioned by SlinkyTWF above) with SPEED showing as 0 on the character sheet.

Currently if the "AVAILABLE MOVEMENT" window is already open and behind other windows, double-clicking to open it again, appears to do nothing. I think it would ideally bring it to the top of the window stack and focus it.

Based on the constant battle for screen real estate (even on huge monitors), having this extra window open seems like a big ask. If there was a way to have it embedded in the character sheet MAIN tab, that would be excellent...

62812

Lastly (and I know this is crazy)... If there was a way to track Available movement for the current round/turn, that would be incredible... like if you moved 3x 5' squares, it would knock 15' off of "Available Movement'.

Thanks for all you do. Your extension development is very much appreciated.

Oh, I forgot to respond to the tracking available movement. I agree with you. That would be awesome. It was a thing I had originally intended to do. Unfortunately, tracking movement in FGU with an extension causes incredible lag. There might be another way of doing it that I am not yet aware of. But for now, I don't know of useful way of doing this with an extension. Hopefully I'll be proven wrong at some point in the future and then we can leverage what I've written here. <crosses fingers>

rocketvaultgames
December 3rd, 2024, 03:31
Oh, I forgot to respond to the tracking available movement. I agree with you. That would be awesome. It was a thing I had originally intended to do. Unfortunately, tracking movement in FGU with an extension causes incredible lag. There might be another way of doing it that I am not yet aware of. But for now, I don't know of useful way of doing this with an extension. Hopefully I'll be proven wrong at some point in the future and then we can leverage what I've written here. <crosses fingers>

Thanks for the reply. I assumed it would be a crazy undertaking at best.

...and I can't express the pleasure I felt when being asked if my prone hellhound wanted to stand up in tonight's session... Holy crap, we're living in the future!

Farratto
December 3rd, 2024, 13:02
Thanks for the reply. I assumed it would be a crazy undertaking at best.

...and I can't express the pleasure I felt when being asked if my prone hellhound wanted to stand up in tonight's session... Holy crap, we're living in the future!

Haha, that's awesome. Ya, I get pretty happy when it happens in my game :-)

SlinkyTWF
December 3rd, 2024, 14:58
Thank you both for reporting this bug. It was an oversight during my testing phase. Update Fantasy Grounds and it should be fixed after that. Please let me know if this doesn't fix the problem or if you find any other problems.


The Speed=0 issue seems to be fixed now. Thank you.

Fingersome
December 5th, 2024, 04:47
I have noticed that with the addition of the new speed related effects, this addon now has conflicts with Polymorphism (to be expected really, when that extension changes everything about the target's sheet, including their speeds).

EDIT: It seems the Polymorphism extension may also just be having issues of its own. I'll report back once I get a clearer idea of what's actually wrong.

Farratto
December 5th, 2024, 18:59
I have noticed that with the addition of the new speed related effects, this addon now has conflicts with Polymorphism (to be expected really, when that extension changes everything about the target's sheet, including their speeds).

EDIT: It seems the Polymorphism extension may also just be having issues of its own. I'll report back once I get a clearer idea of what's actually wrong.

I went ahead and tested WtW with Polymorphism. It was working fine for me, but since you didn't specify the exact problem, I may have just not noticed it. It did make me consider that I had not put a new speed indicator on NPCs for users with Mad Nomad's Character Effects Display. So I went ahead and did that.

If you wanted to give me more details, I would take a look at it and try to make sure there are no negative interactions between the two extensions.

rocketvaultgames
December 11th, 2024, 02:30
WtW seems to be preventing toggling On/Skip/Off for Prone and Blinded effects in the CT.

nephranka
December 11th, 2024, 13:42
WtW seems to be preventing toggling On/Skip/Off for Prone and Blinded effects in the CT.

Confirmed

Farratto
December 11th, 2024, 19:18
WtW seems to be preventing toggling On/Skip/Off for Prone and Blinded effects in the CT.

Thank you both for reporting. It should be fixed now.

Fingersome
December 12th, 2024, 11:56
Small bug, but it seems WTW checks for any effect with the word 'death' in it, to update the targets speed using the little number in the top right corner of their base speed on the character's character sheet.

However, this procs from effects like 'Death Ward' or 'ADVDEATH' that aren't intended to indicate a dead character, regardless of the context. Perhaps a different keyword would work better? Maybe 'DEAD'? Only searching for the term in allcaps without anything before or afterwards would also probably slim down on those edge cases.

nephranka
December 12th, 2024, 12:52
Small bug, but it seems WTW checks for any effect with the word 'death' in it, to update the targets speed using the little number in the top right corner of their base speed on the character's character sheet.

However, this procs from effects like 'Death Ward' or 'ADVDEATH' that aren't intended to indicate a dead character, regardless of the context. Perhaps a different keyword would work better? Maybe 'DEAD'? Only searching for the term in allcaps without anything before or afterwards would also probably slim down on those edge cases.

Confirmed. I was trying to figure out why the SPEED effect was not doing anything then I saw this and the target had death ward.

HuseyinCinar
December 12th, 2024, 13:06
I don't have screenshots but my players were all prone last session (caught sleeping for an encounter). They confirmed they DID NOT get the prompt.

PF2 system, FGU v4.6.1

Farratto
December 12th, 2024, 15:53
Small bug, but it seems WTW checks for any effect with the word 'death' in it, to update the targets speed using the little number in the top right corner of their base speed on the character's character sheet.

However, this procs from effects like 'Death Ward' or 'ADVDEATH' that aren't intended to indicate a dead character, regardless of the context. Perhaps a different keyword would work better? Maybe 'DEAD'? Only searching for the term in allcaps without anything before or afterwards would also probably slim down on those edge cases.

Thank you for reporting this. It should be fixed now.

Farratto
December 12th, 2024, 15:55
I don't have screenshots but my players were all prone last session (caught sleeping for an encounter). They confirmed they DID NOT get the prompt.

PF2 system, FGU v4.6.1

Thank you for reporting. Many apologies for this one. I forgot to test PF2 after a past update. It should be working again now.

Fingersome
December 14th, 2024, 12:18
Another small bug i've noticed; the 'Dash' effect doesn't appear to stack. If you have the Dash effect, it displays your speeds correctly, but there are instances where you can Dash more than once in a single turn (rogues, monks, targets that are Hasted, etc.)

Farratto
December 14th, 2024, 15:47
Another small bug i've noticed; the 'Dash' effect doesn't appear to stack. If you have the Dash effect, it displays your speeds correctly, but there are instances where you can Dash more than once in a single turn (rogues, monks, targets that are Hasted, etc.)

Thank you for reporting this. You're actually going to make my players happy. I've been telling them it's against the rules to dash more than once per turn. But after you posted this, I looked it up, and discovered that they've been right the whole time. I've adjusted the extension to interpret Dash according to RAW.

Fingersome
December 16th, 2024, 05:34
Thank you for reporting this. You're actually going to make my players happy. I've been telling them it's against the rules to dash more than once per turn. But after you posted this, I looked it up, and discovered that they've been right the whole time. I've adjusted the extension to interpret Dash according to RAW.

Glad to be of service..! I've been DMing in 5e for more than a decade now, and I still misquote RAW.

rocketvaultgames
December 16th, 2024, 16:16
Thank you for reporting this. You're actually going to make my players happy. I've been telling them it's against the rules to dash more than once per turn. But after you posted this, I looked it up, and discovered that they've been right the whole time. I've adjusted the extension to interpret Dash according to RAW.

I'm not sure if it is worth supporting, but Level Up A5E also has a "Sprint" action:

Sprint

When you take the Sprint action, you focus all your effort on moving as fast as possible to the exclusion of everything else.

You may not take any other actions, bonus actions, or reactions other than your move Speed for the turn.
If you are unencumbered, your Speed is quadrupled for one turn; if you are encumbered or wearing heavy armor, your Speed is tripled for one turn.
You must Sprint in a straight line each turn, although you can change direction each time you Sprint.
You may Sprint for a number of turns equal to your Constitution modifier. Each turn you Sprint after that, you make a Constitution (Athletics) check (DC 10 + 1 per previous check made in the last minute) or you suffer a level of fatigue from either tiredness or a minor sprain or injury. You recover fatigue suffered from sprinting at a rate of one level per minute.
You cannot Sprint if you are suffering from one or more levels of fatigue.
Attacks against you are made with advantage until the start of your next turn.

Farratto
December 16th, 2024, 18:40
I'm not sure if it is worth supporting, but Level Up A5E also has a "Sprint" action:

Sprint

When you take the Sprint action, you focus all your effort on moving as fast as possible to the exclusion of everything else.

You may not take any other actions, bonus actions, or reactions other than your move Speed for the turn.
If you are unencumbered, your Speed is quadrupled for one turn; if you are encumbered or wearing heavy armor, your Speed is tripled for one turn.
You must Sprint in a straight line each turn, although you can change direction each time you Sprint.
You may Sprint for a number of turns equal to your Constitution modifier. Each turn you Sprint after that, you make a Constitution (Athletics) check (DC 10 + 1 per previous check made in the last minute) or you suffer a level of fatigue from either tiredness or a minor sprain or injury. You recover fatigue suffered from sprinting at a rate of one level per minute.
You cannot Sprint if you are suffering from one or more levels of fatigue.
Attacks against you are made with advantage until the start of your next turn.

Do people normally play Level Up A5E in the FG 5E ruleset? I'm sorry. I hadn't heard of it before.

rocketvaultgames
December 16th, 2024, 19:23
Do people normally play Level Up A5E in the FG 5E ruleset? I'm sorry. I hadn't heard of it before.

I don't think a lot of people do, but I'm starting to incorporate some rules from it. It sits on top of 5e with an extension that comes with the Adventurer's Guide, that somewhat supports some features. It's definitely not comprehensive.

Low priority from my perspective to support Sprint, but I thought of it, so I mentioned it. =)

jonesdaadi
December 16th, 2024, 21:25
Support for Sprint would be good for me as well.

Farratto
December 16th, 2024, 21:58
Okay, maybe I'll put some coding in there for sprint after I've put in the support for reducing speed if you're wearing armor you aren't strong enough to wear. That also has to check on what a character is wearing so it adds some extra code that I don't have a base for yet. Once I have the base code in place, adding extra stuff isn't that much extra work

Thundryn
January 28th, 2025, 08:26
Thank you for this great extension. I can't remember how many times in the past this would have come in handy. There is one issue that I've run into however. I just started a new campaign using the full 2024 rules, and my friend's monk just hit level 2 so he got the ability unarmored movement. This gives him an extra 10 feet of movement. However even though we've added the movement to his character sheet in two different ways (upping his base movement from 30 to 40, and also just adding the +10 modifier to the misc area), his listed movement has remained at 30. I disabled the extension, and it then displays correctly at 40 feet. I then turned it back on, and it's showing 30 again. Is there anyone else having this issue? Thanks again for your help!

EDIT: Ok, I just checked again, and it initially showed 30 after turning the extension back on. Then I opened the cog wheel to look at the modifiers again, and now it's displaying 40 which is correct. The two of us have been playing for a while, so we're pretty proficient at using FGU, and it definitely wasn't working correctly last week. Perhaps something to look into.

Farratto
January 28th, 2025, 13:27
Thank you for this great extension. I can't remember how many times in the past this would have come in handy. There is one issue that I've run into however. I just started a new campaign using the full 2024 rules, and my friend's monk just hit level 2 so he got the ability unarmored movement. This gives him an extra 10 feet of movement. However even though we've added the movement to his character sheet in two different ways (upping his base movement from 30 to 40, and also just adding the +10 modifier to the misc area), his listed movement has remained at 30. I disabled the extension, and it then displays correctly at 40 feet. I then turned it back on, and it's showing 30 again. Is there anyone else having this issue? Thanks again for your help!

EDIT: Ok, I just checked again, and it initially showed 30 after turning the extension back on. Then I opened the cog wheel to look at the modifiers again, and now it's displaying 40 which is correct. The two of us have been playing for a while, so we're pretty proficient at using FGU, and it definitely wasn't working correctly last week. Perhaps something to look into.

I'm glad it's working well for you. :-)

Thank you for letting me know about this. I don't have any monks in my group so I haven't personally tested this. From your description, it sounds like it is eventually processing the speed correctly but I need to add some code to give it a "jump start" so it will do it immeadiatley instead of changing a thing, relogging, closing, opening, etc etc. I'll test this and likely get an update out later this week.

Thundryn
January 28th, 2025, 23:33
Thanks again! After last week's session, I just figured it was some sort of display error that would be fixed when I reloaded the game this week. It was still there when I started the session for this week's game, so I looked at the modifiers and they were still shown in the cog wheel display, but weren't showing up under the speed on the top level of the character sheet. I then disabled the extension, checked again, and the display was correct. I then turned the extension back on, and as I stated, initially the speed was displayed at 30, but upon looking at the modifiers again, it updated. Just some additional info for you in hunting down the problem. Keep up the good work!

Farratto
February 1st, 2025, 19:33
Thanks again! After last week's session, I just figured it was some sort of display error that would be fixed when I reloaded the game this week. It was still there when I started the session for this week's game, so I looked at the modifiers and they were still shown in the cog wheel display, but weren't showing up under the speed on the top level of the character sheet. I then disabled the extension, checked again, and the display was correct. I then turned the extension back on, and as I stated, initially the speed was displayed at 30, but upon looking at the modifiers again, it updated. Just some additional info for you in hunting down the problem. Keep up the good work!

This should be fixed now. Update Fantasy Grounds and let me know if it still doesn't work as expected.

Thundryn
February 4th, 2025, 08:31
Thanks for taking the time to fix this. It indeed does update the speed dynamically when you change it, however a new problem seems to have been introduced. Directly above the speed, the actual word speed is now missing. I disabled the extension, and the word speed returned. Not sure why it goes away with the extension, but the actual changing of the speed works exactly like it should. It's a minor thing at this point. Thanks again for your excellent extension and all your hard work. Keep up the good work!

Farratto
February 4th, 2025, 14:07
Thanks for taking the time to fix this. It indeed does update the speed dynamically when you change it, however a new problem seems to have been introduced. Directly above the speed, the actual word speed is now missing. I disabled the extension, and the word speed returned. Not sure why it goes away with the extension, but the actual changing of the speed works exactly like it should. It's a minor thing at this point. Thanks again for your excellent extension and all your hard work. Keep up the good work!

oh my goodness, how did I miss that? lol. It should be fixed now.

Ballzack
February 9th, 2025, 13:48
There is a current conflict with MNM Character Sheet Tweaks where the movement speed window overlaps the passive perception window on the main tab of the character sheet63404 I posted in MNM discord server but no reply there yet. Busy guy

Farratto
February 10th, 2025, 02:01
There is a current conflict with MNM Character Sheet Tweaks where the movement speed window overlaps the passive perception window on the main tab of the character sheet63404 I posted in MNM discord server but no reply there yet. Busy guy

thanks for letting me know. I'll see what I can do

Fingersome
March 12th, 2025, 06:45
I've noticed that there's a bug where, when a target's speed is set to a number, say 35 when you load into the game with the extension, and then you go and manually change the speed using the cog menu to input new data, it doesn't update to show the new correct base speed, in the speed field (not the marker added by the extension, but the default field for speed). Even if you reload the game.

I had a ranger whose speed was set to 35 prior to using the extension. After tinkering with effects for the extension, it was reading 35 base, but 40 modified (5 more than it should, after double-counting the boost). So, I went in and removed the prior adjustment to his base speed, to let the effect modify it instead. But after modifying it, it was still reading base 35, modified 40 (should have been 30, modified 35). Is this a known bug? Or am I doing something wrong?

I closed out of the game, removed WtW. Opened the game again without it. Closed out again, and then re-added the addon, and opened it again. Problem persists.
Clearly there's some kind of desynch happening between what is being displayed and what is under the hood. Or I'm being stupid and I've missed something.

Manually modifying the speed field in general seems not to work correctly at the moment.

63758

Farratto
March 12th, 2025, 12:19
I've noticed that there's a bug where, when a target's speed is set to a number, say 35 when you load into the game with the extension, and then you go and manually change the speed using the cog menu to input new data, it doesn't update to show the new correct base speed, in the speed field (not the marker added by the extension, but the default field for speed). Even if you reload the game.

I had a ranger whose speed was set to 35 prior to using the extension. After tinkering with effects for the extension, it was reading 35 base, but 40 modified (5 more than it should, after double-counting the boost). So, I went in and removed the prior adjustment to his base speed, to let the effect modify it instead. But after modifying it, it was still reading base 35, modified 40 (should have been 30, modified 35). Is this a known bug? Or am I doing something wrong?

I closed out of the game, removed WtW. Opened the game again without it. Closed out again, and then re-added the addon, and opened it again. Problem persists.
Clearly there's some kind of desynch happening between what is being displayed and what is under the hood. Or I'm being stupid and I've missed something.

Manually modifying the speed field in general seems not to work correctly at the moment.

63758

Thank you for reporting. I'll take a look.

Farratto
March 12th, 2025, 15:33
I've noticed that there's a bug where, when a target's speed is set to a number, say 35 when you load into the game with the extension, and then you go and manually change the speed using the cog menu to input new data, it doesn't update to show the new correct base speed, in the speed field (not the marker added by the extension, but the default field for speed). Even if you reload the game.

I had a ranger whose speed was set to 35 prior to using the extension. After tinkering with effects for the extension, it was reading 35 base, but 40 modified (5 more than it should, after double-counting the boost). So, I went in and removed the prior adjustment to his base speed, to let the effect modify it instead. But after modifying it, it was still reading base 35, modified 40 (should have been 30, modified 35). Is this a known bug? Or am I doing something wrong?

I closed out of the game, removed WtW. Opened the game again without it. Closed out again, and then re-added the addon, and opened it again. Problem persists.
Clearly there's some kind of desynch happening between what is being displayed and what is under the hood. Or I'm being stupid and I've missed something.

Manually modifying the speed field in general seems not to work correctly at the moment.

63758

It should work now

Fingersome
March 12th, 2025, 19:15
It should work now

It appears to be fixed! :D

Farratto
March 13th, 2025, 18:57
I've ported Walk this Way so the SPEED effects and movement limitation support for Step Counter works in any ruleset based on Dungeons and Dragons or Pathfinder. Official list of tested and confirmed working rulesets include:

DnD 2e, 3.5e, 4e, & 5e, Pathfinder 1e, 2e, & 2e-Legacy, and Starfinder 1e & 2e

If there are other rulesets anyone wants, please let me know.

dmbrown
March 13th, 2025, 19:05
How about Savage Worlds?

Farratto
March 13th, 2025, 19:09
How about Savage Worlds?

Unfortunately SWADE uses a unique way to assign speed to creatures. It will take extra work to include Savage Worlds. But to be clear, you can still use the prone reminder and all features of Step Counter other than speed limitation

dmbrown
March 13th, 2025, 22:28
Thanks. When I run 5e again in the future I’ll use this and step counter. I wonder about Shadow of the Demon Lord?

Farratto
March 14th, 2025, 00:38
Thanks. When I run 5e again in the future I’ll use this and step counter. I wonder about Shadow of the Demon Lord?

I don't own it so I can't test it :-(

snupy
March 16th, 2025, 15:37
Hey @Farratto, here are specific rules for Pathfinder 1E. While it would be great if you could include them, I’m in no way expecting/demanding for you to do so, already happy with this nice free extension!

The following conditions set speed to zero:
Cowering
Dazed
Dead
Dying
Grappled
Helpless
Paralyzed
Petrified
Pinned
Stable
Stunned
Unconscious

The following conditions set speed to half:
Entangled
Exhausted

Finally it would be nice to have effects for running which is
4x times the speed (if wearing medium, light, or no armour and carrying no more than a medium load)
3x speed as a full round action
( I would just create the two effects, automating which one should be applied is probably a lot more work).

Farratto
March 17th, 2025, 12:58
Hey @Farratto, here are specific rules for Pathfinder 1E. While it would be great if you could include them, I’m in no way expecting/demanding for you to do so, already happy with this nice free extension!

The following conditions set speed to zero:
Cowering
Dazed
Dead
Dying
Grappled
Helpless
Paralyzed
Petrified
Pinned
Stable
Stunned
Unconscious

The following conditions set speed to half:
Entangled
Exhausted

Finally it would be nice to have effects for running which is
4x times the speed (if wearing medium, light, or no armour and carrying no more than a medium load)
3x speed as a full round action
( I would just create the two effects, automating which one should be applied is probably a lot more work).

I'll see what I can do

Farratto
March 17th, 2025, 19:09
Hey @Farratto, here are specific rules for Pathfinder 1E. While it would be great if you could include them, I’m in no way expecting/demanding for you to do so, already happy with this nice free extension!

The following conditions set speed to zero:
Cowering
Dazed
Dead
Dying
Grappled
Helpless
Paralyzed
Petrified
Pinned
Stable
Stunned
Unconscious

The following conditions set speed to half:
Entangled
Exhausted

Finally it would be nice to have effects for running which is
4x times the speed (if wearing medium, light, or no armour and carrying no more than a medium load)
3x speed as a full round action
( I would just create the two effects, automating which one should be applied is probably a lot more work).

Here's what I did:


(PFRPG only) I added all the conditions you listed there as "rootable" conditions. i.e. they set your speed to 0 and dissallows standing while prone.
(PFRPG only) I added Entangled and Exhausted as conditions that cause speed to get halved. They do not stack and do not stack with each other.
New recognized speed effect: SPEED: tripled


For the running: Since I'd be programming a new effect anyway, and I definitely don't want to get into the game of accomodating all the intricate rules of all the different rulesets. Just make two effects something like

Run in light armor; SPEED: doubled; SPEED: doubled
Run in heavy armor; SPEED: tripled

I've not played Pathfinder so please let me know if I've done something wrong or missed something. I did test it to make sure it does what I think it is supposed to do.

snupy
March 17th, 2025, 21:32
Here's what I did:


(PFRPG only) I added all the conditions you listed there as "rootable" conditions. i.e. they set your speed to 0 and dissallows standing while prone.
(PFRPG only) I added Entangled and Exhausted as conditions that cause speed to get halved. They do not stack and do not stack with each other.
New recognized speed effect: SPEED: tripled


For the running: Since I'd be programming a new effect anyway, and I definitely don't want to get into the game of accomodating all the intricate rules of all the different rulesets. Just make two effects something like

Run in light armor; SPEED: doubled; SPEED: doubled
Run in heavy armor; SPEED: tripled

I've not played Pathfinder so please let me know if I've done something wrong or missed something. I did test it to make sure it does what I think it is supposed to do.

Wow thank you that's awesome :)

jonesdaadi
March 27th, 2025, 10:20
Hey Farratto, i have an extension which is in many ways a rules set layer for 5e. Im trying to keep it as compatable with 5e as possible so that i can continue using many of the extensions i am using for my regular 5e game. My players love walk this way and step counter, so its natural that we would use this in the other rules set. Walk this way seems to mess with my character sheet, causing several of the boxes to overlap. Your extension is pretty complicated and i am not exactly a pro, so i was trying to determine what i should do.

Here is a picture of my character sheet with only my extension loaded, no others.
63920

and here is one with my extension and walk this way loaded together.
63921

I realize you cant see my extension, and my extension is not publicly available, but any suggestions as to what i might be able to do to let my speed box sit where it is supposed to but still use walk this way? if you wanted me to provide you the extension, i could send it to you on discord, but i in no way expect you to troubleshoot my extension.

Farratto
March 27th, 2025, 14:30
Hey Farratto, i have an extension which is in many ways a rules set layer for 5e. Im trying to keep it as compatable with 5e as possible so that i can continue using many of the extensions i am using for my regular 5e game. My players love walk this way and step counter, so its natural that we would use this in the other rules set. Walk this way seems to mess with my character sheet, causing several of the boxes to overlap. Your extension is pretty complicated and i am not exactly a pro, so i was trying to determine what i should do.

Here is a picture of my character sheet with only my extension loaded, no others.
63920

and here is one with my extension and walk this way loaded together.
63921

I realize you cant see my extension, and my extension is not publicly available, but any suggestions as to what i might be able to do to let my speed box sit where it is supposed to but still use walk this way? if you wanted me to provide you the extension, i could send it to you on discord, but i in no way expect you to troubleshoot my extension.

Thank you for reaching out. I'm happy to hear you and your players enjoy my extensions. I was actually surprised at how hard it was to get that little speed box to do what I wanted it to do. And it seems to break with the slightest change in wind direction.

I'd be happy to take a look at your extension to think about the easiest way to go forward and prevent re-breaks. My discord name is Farratto. Feel free to hit me up there. On a side note, the version of FGU on TEST right now, might also break your extension because they modified that character sheet a decent amount. I would make sure you test there.

If you don't care about my mods to the character sheet: I do two things: 1) if you change your default units, it displays char speed in those units. 2) It puts a little buff/debuff widget when your speed changes. I can show you how to just disable what I'm doing. Let me know if you prefer that option.

jonesdaadi
March 28th, 2025, 10:44
Thanks Farratto, im on the grim press discord and saw you there. I will hit you up over the weekend. I'm OnsloJones on discord.

Vague
March 29th, 2025, 19:47
Ruleset request: Cyberpunk RED

Farratto
March 30th, 2025, 02:06
Ruleset request: Cyberpunk RED

Unfortunately, I don't own Cyberpunk RED :-(

Arnagus
April 13th, 2025, 16:07
We have a strange issue. We needed to rebuild a character and removed the old one from the campaign. Now I get the following error when Fantasy Grounds start:

[4/13/2025 5:01:11 PM] [ERROR] Script execution error: [string "WalkThisWay:scripts/manager_speed.lua"]:991: createChild: Invalid argument 1
Any idea how to prevent it?
No negative effect (as far as I can tell) other than the console opens on each start.

Farratto
April 14th, 2025, 03:53
We have a strange issue. We needed to rebuild a character and removed the old one from the campaign. Now I get the following error when Fantasy Grounds start:

[4/13/2025 5:01:11 PM] [ERROR] Script execution error: [string "WalkThisWay:scripts/manager_speed.lua"]:991: createChild: Invalid argument 1
Any idea how to prevent it?
No negative effect (as far as I can tell) other than the console opens on each start.

Ya, that's a weird one. Must be doing something I didn't expect with the database. I pushed an update that will hopefully make this error go away. Thank you for reporting

metaldm007
May 30th, 2025, 03:11
Hey there, run into a small issue that I assume has to do with an incompatibility between it and Step Counter. With the SPEED: difficult effect, rather than halving all speed, it counts the effect as a separate type of speed instead. I've had a similar issue with the SPEED: X type(Y) commands making their own speeds; for instance, SPEED: 40 type(swim) creates a separate movement type where if I try to change the speed type in combat to Swim, an error is logged in the console:

[5/29/2025 7:08:29 PM] [ERROR] Handler error: [string "StepCounter:scripts/manager_movement.lua"]:605: attempt to compare nil with number
And it doesn't count my movement. But when I switch the speed to SPEED: (swim), it works fine.

Markimedes
June 2nd, 2025, 19:27
Getting the following error when I run this module for Starfinder:

[ERROR] Script execution error: [string "CoreRPG:scripts/manager_string.lua"]:369: attempt to get length of local 'sToSplit' (a number value)

Farratto
June 3rd, 2025, 16:21
Apologies for the delay in reponse. I will take a look at these two problems later this week and have an answer for you all soon.

Farratto
June 3rd, 2025, 22:04
Hey there, run into a small issue that I assume has to do with an incompatibility between it and Step Counter. With the SPEED: difficult effect, rather than halving all speed, it counts the effect as a separate type of speed instead. I've had a similar issue with the SPEED: X type(Y) commands making their own speeds; for instance, SPEED: 40 type(swim) creates a separate movement type where if I try to change the speed type in combat to Swim, an error is logged in the console:

[5/29/2025 7:08:29 PM] [ERROR] Handler error: [string "StepCounter:scripts/manager_movement.lua"]:605: attempt to compare nil with number
And it doesn't count my movement. But when I switch the speed to SPEED: (swim), it works fine.

I'm actually not able to recreate any of this. With the possible exception of it counting difficult terrain as a separte type of speed. It sounds like you're misinterpretting how the new difficult terrain handling is being handled. So, difficult terrain does not actually half a creature's speed. It makes their movement cost additional movement. I made it half a creature's speed before I had written Step Counter. Now that I have Step Counter, I've changed it so it works as per RAW. You're probably also noticing the signifier of being inside difficult terrain, which I made show as adding the word "difficult" at the end of the speed field. It's not a separate speed called difficult, it's just signifying that the creature is currently in difficult terrain. If you cycle through the speed type options, you will not find "difficult" as one of the speed types.

"SPEED: 40 type(swim)" is working perfect on my end. And " SPEED: (swim)" should not work (as (swim) is not the correct syntax) and on my end, it does not work, as it should not. So I'm not really sure what's happening on your end. Maybe you're running another extension that's interfering?

I am also unable to recreate the 605 nil error that you are getting.

Farratto
June 3rd, 2025, 22:49
Getting the following error when I run this module for Starfinder:

[ERROR] Script execution error: [string "CoreRPG:scripts/manager_string.lua"]:369: attempt to get length of local 'sToSplit' (a number value)

I'm guessing you have an creature with a strange speed or another extension messing with the creature speeds. Unfortunately I can't tell for sure with just this error message. I added some protection against this kind of error. Hopefully it will fix your problem. It will go into the next update to Walk this Way (v2.9.1). If after this update, you're still having the problem, let me know. I'll be pushing this update later this week.

drempel
June 5th, 2025, 22:56
I'm getting the error
[6/5/2025 2:51:42 PM] [ERROR] Handler error: [string "WalkThisWay:scripts/common_wtw.lua"]:1610: attempt to index global 'MovementManager' (a nil value)

Got a party and a single NPC in the tracker.

Happens when I put creatures in the tracker and put the tokens on the map.

Farratto
June 6th, 2025, 01:41
I'm getting the error
[6/5/2025 2:51:42 PM] [ERROR] Handler error: [string "WalkThisWay:scripts/common_wtw.lua"]:1610: attempt to index global 'MovementManager' (a nil value)

Got a party and a single NPC in the tracker.

Happens when I put creatures in the tracker and put the tokens on the map.

Sorry about that. Try the version I just pushed (v2.9.1)

drempel
June 6th, 2025, 18:41
Sorry about that. Try the version I just pushed (v2.9.1)

Works! Thanks :)

Farratto
July 27th, 2025, 14:21
Free Info/Learning Session on Walk this Way and Step Counter by author, Farratto.

Today at 1pm EST in Fantasy Grounds Academy Channel (https://discord.gg/fantasy-grounds-academy-336996544308051979?event=1395104199561445457)


Learn the basics
Learn some of the rare but powerful uses
Ask questions
Request features/changes

Fingersome
July 28th, 2025, 06:32
Is there a way to make a single speed that is calculated off of the target's base speed? For example, a fly speed that is equal to twice the target's base speed...? That would be useful.

Farratto
July 28th, 2025, 13:50
Is there a way to make a single speed that is calculated off of the target's base speed? For example, a fly speed that is equal to twice the target's base speed...? That would be useful.

Well, 'SPEED: type(fly)' will give the creature a fly speed that is equal to the target's walk speed (base speed). And 'SPEED: doubled' will double all the creature's speeds. Is there a use case in RAW where a single speed type gets doubled? I know there is a use case for setting a single speed type to a certain speed, like the fly spell. the command for fly is SPEED: 60 type(fly), which will add a fly speed type and give it 60 as it's speed.

Fingersome
July 30th, 2025, 13:25
I don't believe anything exists like that RAW, no... But a worthy addition for magic items, supernatural charms, or epic boons, perhaps?
(I'm sure it's obvious that this is transparently a selfishly motivated request haha)

Farratto
July 30th, 2025, 16:12
I don't believe anything exists like that RAW, no... But a worthy addition for magic items, supernatural charms, or epic boons, perhaps?
(I'm sure it's obvious that this is transparently a selfishly motivated request haha)

I'll add it to the todo list. No eta at this time.

The Judge
August 5th, 2025, 01:20
Anything to be concerned about?
Pathfinder 1st edition

[WARNING] windowclass: Window class (ct_section_active_charsheet) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (ct_section_inactive_npc) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (ct_section_active_vehicle) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (charsheet_sensescombat) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (npc_combat_top_2024) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (npc_combat_top_2014) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (vehicle_combat_top) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] template: Template (MNMBONUSSPEED) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (char_generic_actions) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/record_char_sc.xml]

Farratto
August 5th, 2025, 03:24
Anything to be concerned about?
Pathfinder 1st edition

[WARNING] windowclass: Window class (ct_section_active_charsheet) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (ct_section_inactive_npc) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (ct_section_active_vehicle) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (charsheet_sensescombat) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (npc_combat_top_2024) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (npc_combat_top_2014) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (vehicle_combat_top) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] template: Template (MNMBONUSSPEED) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/speed.xml]
[8/4/2025 5:08:46 PM] [WARNING] windowclass: Window class (char_generic_actions) defined with merge attribute, but asset name does not match existing asset. [WalkThisWay] [campaign/record_char_sc.xml]

Nope. Those are all benign. They just mean you don't have loaded all the extensions and rulesets that Walk this Way supports (which is impossible actually).

The Judge
August 28th, 2025, 18:31
Issue with calculation, any ideas?
Zero inventory
Gnome base movement on the Combat tab shows 20' with no adjustment
No effects running that would adjust speed
A workaround was to delete from the combat tracker and re-add
65283

Farratto
August 29th, 2025, 00:16
Issue with calculation, any ideas?
Zero inventory
Gnome base movement on the Combat tab shows 20' with no adjustment
No effects running that would adjust speed
A workaround was to delete from the combat tracker and re-add
65283

If deleting and re-adding fixed it, that is due to a mistake I made when moving over the database location for WtW and SC. Deleting and re-adding CT entry is the fix. If the problem comes back, let me know. But I don't expect it will. Apologies for the inconvenience.

graphil
December 15th, 2025, 11:04
Hi. Thanks for creating this extension.
I just created a couple of test 1st level characters in 2024. I set the auto open speed details on both host and client.
For the character owned by the GM the window opens without a problem.
For the character owned by the client it throws an error
[ERROR] Handler error: [string "WalkThisWay:scripts/manager_speed.lua"]:1708: setValue: Unable to create node

Any ideas on what the issue is here?

Farratto
December 15th, 2025, 18:18
Hi. Thanks for creating this extension.
I just created a couple of test 1st level characters in 2024. I set the auto open speed details on both host and client.
For the character owned by the GM the window opens without a problem.
For the character owned by the client it throws an error
[ERROR] Handler error: [string "WalkThisWay:scripts/manager_speed.lua"]:1708: setValue: Unable to create node

Any ideas on what the issue is here?

Thank you for reporting. I'll get this fixed this week.

Farratto
December 19th, 2025, 03:58
Hi. Thanks for creating this extension.
I just created a couple of test 1st level characters in 2024. I set the auto open speed details on both host and client.
For the character owned by the GM the window opens without a problem.
For the character owned by the client it throws an error
[ERROR] Handler error: [string "WalkThisWay:scripts/manager_speed.lua"]:1708: setValue: Unable to create node

Any ideas on what the issue is here?

I am unable to recreate this error. Do these characters have a strange or blank speed value? Is this 5E? Have you tried without other extensions running?

graphil
December 19th, 2025, 08:04
This is what I do to recreate.
As DM create a new 5e 2024 campaign. Only extension enabled is walk this way.
Modules activated and enabled for player load are just PH, DMG and MM.

As DM create a new character using the wizard. Class fighter with great weapon fighting and 2 random skills. Background was guard, species was human with tough. Abilities standard array and equipment was gear both times. Once saved add the player to the CT.

Now start up FG a 2nd time joining as a player. Load the 3 books up and go into the options and turn on auto open speed details. Take ownership of the character. Speed does show as 30 on the main sheet.

As DM hit next actor on CT and I get the error on line 1708 on the player session.

Please let me know if you need any further details to help recreate.

Farratto
December 19th, 2025, 14:32
This is what I do to recreate.
As DM create a new 5e 2024 campaign. Only extension enabled is walk this way.
Modules activated and enabled for player load are just PH, DMG and MM.

As DM create a new character using the wizard. Class fighter with great weapon fighting and 2 random skills. Background was guard, species was human with tough. Abilities standard array and equipment was gear both times. Once saved add the player to the CT.

Now start up FG a 2nd time joining as a player. Load the 3 books up and go into the options and turn on auto open speed details. Take ownership of the character. Speed does show as 30 on the main sheet.

As DM hit next actor on CT and I get the error on line 1708 on the player session.

Please let me know if you need any further details to help recreate.

Very helpful description, thank you. I was able to recreate, find, and fix the problem. Next release will have the fix. I'll upload it to the forge soon. I've got some other stuff to fix as well.

graphil
December 19th, 2025, 14:39
Glad that helped. Thanks for the fix in advance.

Tantrum
January 5th, 2026, 19:17
Quick question about the extension, is it possible to limit the halved, doubled, or tripled to single type of movement (charge only doubles the walk speed etc.)?
If not, could it be possible to add that option? Also quadrupled would be nice option to have for running speed.
Thanks in advance for the great extensions.

-Niko-

Farratto
January 6th, 2026, 00:44
Quick question about the extension, is it possible to limit the halved, doubled, or tripled to single type of movement (charge only doubles the walk speed etc.)?
If not, could it be possible to add that option? Also quadrupled would be nice option to have for running speed.
Thanks in advance for the great extensions.

-Niko-

Quadrupled is easy. Just put doubled in twice.

For halved, doubled, tripled for a single speed type: I didn't write this in because there were no cases in which this happens in 5E and I didnt want to try to write code for all the possible homebrew implementations that I could imagine. That would just be too large a project. But I haven't been through all the 2024 rules yet. Is there a case in which this would be helpful or is this for homebrew rules? You're actually the second person to request this functionality. Even if it's homebrew, I'll probably put it into a later version.

Tantrum
January 6th, 2026, 08:01
Quadrupled is easy. Just put doubled in twice.
That was way too easy, thanks.
Sorry that I forgot to mention that I'm using the extension with Pathfinder. It has at least some actions and spells that effect only one type of movement.
Few that comes to mind, Expeditious Retreat and Fleet Feet spells effect only land movement and so does Run, Withdraw and Charge actions.

Farratto
January 7th, 2026, 00:34
That was way too easy, thanks.
Sorry that I forgot to mention that I'm using the extension with Pathfinder. It has at least some actions and spells that effect only one type of movement.
Few that comes to mind, Expeditious Retreat and Fleet Feet spells effect only land movement and so does Run, Withdraw and Charge actions.

Ahhh, that may explain why you're the second person to ask for it. Okay, you've made a strong enough case, I'll write it into a later version. Unfortunately, I'm extremely busy right now, so I'm only doing fixes at the moment (not new features), but things should calm down a bit soon. It's at the top of my todo list for now. Thanks for your input.

cds29
January 23rd, 2026, 03:00
My player reports this handler error in their Fantasy grounds when they move. Edit: I'm having issues linking the screen shot in chat. It is "Handler error: [string "StepCounter:scripts/manager_movement.lua"]1696: setValue: Unable to create node

Is there something they need to do to correct this error? I don't have the issue when I move the tokens.

Farratto
January 24th, 2026, 12:29
My player reports this handler error in their Fantasy grounds when they move. Edit: I'm having issues linking the screen shot in chat. It is "Handler error: [string "StepCounter:scripts/manager_movement.lua"]1696: setValue: Unable to create node

Is there something they need to do to correct this error? I don't have the issue when I move the tokens.

So, it looks like somehow, this database node got corrupted, That shouldn't happen. Can you send me a copy of your db.xml for that campaign? (via pm here or discord) I would greatly appreciate that so maybe I can figure out how it happened so I can prevent it from happening again.

After you send me the copy, to fix the problem: 1.> The client simply relogging may fix it. 2.> Also if you remove ownership of the PC and allow the client to take ownership back, that may also fix it. 3.> If neither of those work you can for sure fix it by removing the offending creature from the combat tracker and then readding the creature (be aware, you will lose any data in regards to any effects or hitpoints lost that are on the creature, so make sure you check those values and note them down before you do so).

Gilafron
March 28th, 2026, 22:10
Hi Farratto, I have an enhancement request. Would it be possible to add an option for a flat cost to standing up versus half movement speed? For instance, I want to charge anyone 15 feet instead of 50%. I don't want to penalize faster moving creatures to pay more to stand up.

A second request (much lower priority) is adding an effect that makes a flat cost for the target for standing up. e.g. SPEED: StandUp(10) -- only costs 10 feet to stand up.

Farratto
March 31st, 2026, 00:00
Hi Farratto, I have an enhancement request. Would it be possible to add an option for a flat cost to standing up versus half movement speed? For instance, I want to charge anyone 15 feet instead of 50%. I don't want to penalize faster moving creatures to pay more to stand up.

A second request (much lower priority) is adding an effect that makes a flat cost for the target for standing up. e.g. SPEED: StandUp(10) -- only costs 10 feet to stand up.

This feature request doesn't seem terribly difficult to do so I'll add it to my todo list. I can't promise when it will happen. I'm mostly just doing bug fixes right now due to being very busy at work.

bwatford
April 27th, 2026, 06:08
Getting this error in test

Handle error: [string "WalkThisWay/scripts/common_wtw.lua"]:291: attempt to call field 'getEffectCompType' (a nil value)

Not calculating speed adjustments after that.

Farratto
April 27th, 2026, 14:07
Getting this error in test

Handle error: [string "WalkThisWay/scripts/common_wtw.lua"]:291: attempt to call field 'getEffectCompType' (a nil value)

Not calculating speed adjustments after that.

Thank you for reporting. It looks like MW renamed (or removed) some functions in BCE(G). I'll divorce WtW/SC from BCE(G). That should fix it. Expect a patch in the next few days.

Griogre
April 27th, 2026, 20:21
@Farratto you might find this MW post on BCEG useful:
https://www.fantasygrounds.com/forums/showthread.php?72284-5E-Better-Combat-Effects-Gold&p=762527&viewfull=1#post762527

Moon Wizard
April 28th, 2026, 06:08
@Farratto,

In BCEG, it was moved to EffectManager.setTagOptions, which was already in Core.

Regards,
JPG

Farratto
April 28th, 2026, 12:02
@Farratto,

In BCEG, it was moved to EffectManager.setTagOptions, which was already in Core.

Regards,
JPG

Thanks for letting me know. That code was some of the first code I ever wrote for Fantasy Grounds and foolishly hooked into things needlessly. I just got lucky that it took a few years before it finally bit me. So I just rehooked it into smarter places.

cristmo
June 6th, 2026, 14:57
@Farratto,
after the recent updates, when I load this extension in PFRPG campaign I get the following error:
[ERROR] Script execution error: [string "WalkThisWay:scripts/manager_speed.lua"]:44: attempt to index global 'ActorManager5E' (a nil value)

The reason is that ActorManager5E is called even if it's not relevant in the current ruleset: to make it work, you should call this method only if ruleset is 5E.

Regards

Farratto
June 6th, 2026, 17:37
@Farratto,
after the recent updates, when I load this extension in PFRPG campaign I get the following error:
[ERROR] Script execution error: [string "WalkThisWay:scripts/manager_speed.lua"]:44: attempt to index global 'ActorManager5E' (a nil value)

The reason is that ActorManager5E is called even if it's not relevant in the current ruleset: to make it work, you should call this method only if ruleset is 5E.

Regards

Thank you for reporting and apologies for this. I'll get a fix out to forge this weekend.

Farratto
June 8th, 2026, 14:49
@Farratto,
after the recent updates, when I load this extension in PFRPG campaign I get the following error:
[ERROR] Script execution error: [string "WalkThisWay:scripts/manager_speed.lua"]:44: attempt to index global 'ActorManager5E' (a nil value)

The reason is that ActorManager5E is called even if it's not relevant in the current ruleset: to make it work, you should call this method only if ruleset is 5E.

Regards

I got that error and found a couple other spots where other rulesets may have issues. It should be working now. Please let me know if you have any other problems.

Farratto
June 18th, 2026, 17:39
Walk this Way v3.3.0


FIXED: Wasn't rechecking strength after effect removal.
Encumbrance Speed rules support added for 5e
For non-5e rulesets: replaced Dash button with Double-Move button. Added Run button for 3.5e-based rulesets (it doesn't affect AC)
Support added for global effects window.
Reworked background effect processing to use new ruleset effect system and end reliance on BCEG.
Added more user-friendly syntax messages.