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Farratto
March 10th, 2025, 16:57
Step Counter

Current Version: v2.4.6
Updated: 2026-07-01

This extension tracks and displays distance a creature has moved each turn. It also provides some controls for limiting movement to the creature's current speed.

Installation

Install from the Fantasy Grounds Forge (https://forge.fantasygrounds.com/shop/items/2164/view).
You can ask questions at the Fantasy Grounds Forum (https://www.fantasygrounds.com/forums/showthread.php?84497).

Details

Video explaining how to use at YouTube (https://www.youtube.com/watch?v=CdHoapqSHw4).
Second video to explain the newer features also at YouTube (https://www.youtube.com/watch?v=-Et7pPob39I).

Basically, whenever a creature is moved on a map, the distance moved will be displayed. If the creature needs to make turns, there is a button to make a "step". The button is on the speed window for that creature and on the map window toolbar. You can also make a hotkey on your hotkey bar with the button or right-click the token. There is also an "undo step" button to undo steps created in error. There is also an option for each client to automatically create a "step" each time a token is released after being moved with the mouse. The GM also has a button to remove all movement tracking markers from the map at once. Passing turn also does this.

There is an option (and a toggle on the map toolbar) to limit movement of a creature to their current maximum speed. This only works if Walk this Way (https://forge.fantasygrounds.com/shop/items/1940/view) (a free extension, also by Farratto) is installed and the speed calculator works in your ruleset (all DnD and PF-based rulesets). If you add the dash effect (in 5E) to the creature, their maximum speed will be increased. No need to turn off movement limitation for a dash. There is also a button where you can specify which speed type you are using (i.e. fly, walk, swim, etc).

There is also an option (and a toggle on the map toolbar) to make the movement indicators on the map invisible. The distance indicator on the creature itself will continue to be displayed.

The option for rounding distance reporting is self-explatory except for the "Default" option. When set to Default, it will round based on your grid-snap settings. If you have grid-snap on, it will round to the nearest half-grid square. If you have grid-snap off, it will round to the nearest 1 decimal place.

There is an option to automatically turn Step Counter on and off based on init rolls. This option is defaulted to off to avoid confusion, but I believe most GMs will want this option on. Here is how it works: Signaling an init roll automatically turns Step Counter on. Clearing all inits, turns Step Counter off. Step Counter recognizes 3 methods of signalling an init roll: either by roll all inits, roll PC inits, or by requesting an init roll for at least all (visible) PCs in the Requested Rolls (https://www.fantasygrounds.com/forums/showthread.php?70407) extension. I put "visible" in parenthesis because it respects invisible actors through the Combat Groups (https://www.fantasygrounds.com/forums/showthread.php?64103) extension.

Step Counter also has a units converter. Each client has an option for their preferred units and the extension will automatically convert whatever units the map is in to the units of choice in the options settings. Options are feet, meters, and tiles.

Step Counter adds an effect tag NOTRACK that allows for disabling Step Counter on individual CT entries. There is also an option to ignore creatures that are being "carried" (Carrier (https://www.fantasygrounds.com/forums/showthread.php?73391) extension).

Difficult Terrain and Bodies of Water and Traps: When used in conjunction with Aura Effects (https://www.fantasygrounds.com/forums/showthread.php?57417) extension. Areas of the map can be marked off as difficult terrain by having an aura that adds the effect SPEED: difficult. Bodies of water can be marked with an effect SPEED: swimming. Please see the second tutorial video for details on exactly how to do this. Step Counter will only affect difficult terrain and bodies of water via Auras, if the creature is "walking". If a creature "flies over" difficult terrain, Step Counter knows not to count that as difficult terrain. Difficult terrain can also be manually turned on and off with the Speed Window or hotkeys created from the Speed Window.

Smart Targeting: Many of the hotkeys and buttons in Step Counter use what I call "smart targeting". If you have multiple creatures selected and you hit one of the control buttons in Step Counter, the extension has been designed to interpret that you want that button to affect all the creatures you're controlling currently. See the second tutorial video or ask questions on the forum for additional details.

Automatic token switching with speed type switch: Step Counter will automatically change the token picture when switching speed types if it finds an appropriately named token asset. The syntax is as follows:


the asset must be located in either Fantasy Grounds/tokens/StepCounter or Fantasy Grounds/campaigns/campaignName/tokens/StepCounter.
the asset's name must start with the same name as the token's original asset
then have "ST" and then the speed type desired, spelled the same way, not case-sensitive
if there are multiple assets that meet this criteria, it will take the one that ends in the highest number following an additional underscore.
if entering difficult terrain and the creature's speed type is set to walk, it will look for an asset speed type of "difficult".
if a creature becomes prone, it will look for an asset speed type of "prone".
it is module source agnostic
it is file extension type agnostic


Example:
Original token asset: "Aboleth.png@MonsterManual"
Switch to speed_type of "swim".
Looks for token asset tokens/StepCounter/Aboleth_ST_swim.any@anything or campaign/tokens/StepCounter/Aboleth_ST_swim.any.
If it finds more than one, it will take "Aboleth_ST_swim_5.any@anything" over "Aboleth_ST_swim_1.any@anything".

Current Extension/Module Support: Walk this Way (https://forge.fantasygrounds.com/shop/items/1940/view), Polymorphism (https://www.fantasygrounds.com/forums/showthread.php?61009), Pets (https://www.fantasygrounds.com/forums/showthread.php?83084), Assistant GM (https://www.fantasygrounds.com/forums/showthread.php?66158), Requested Rolls (https://www.fantasygrounds.com/forums/showthread.php?70407), Combat Groups (https://www.fantasygrounds.com/forums/showthread.php?64103), Carrier (https://www.fantasygrounds.com/forums/showthread.php?73391)

Known Limitations

Step Counter does create a small amount of lag when moving creatures. This lag is worse with players connected. I've done quite a lot to minimize this and I feel it is pretty minimal at this point.
Some aspects of Step Counter don't work with Token Lock on. There is insufficient power from an extension's point of view, to make this not happen. But I have added some quality of life improvements to token lock.
Moving a token rapidly through an Aura that changes speed can result in inaccurate placement of where the speed change actually occurred. If you really want precise accuracy, use the keys to move the token.

Other Rulesets

As far as I'm aware, this extension works in all rulesets. Please let me know if you find a ruleset it is not working in.
The feature of limiting movement speed to the maximum speed of the creature requires the speed calculator function of Walk this Way (https://forge.fantasygrounds.com/shop/items/1940/view). Currently, I have this setup for all rulesets that are based on DnD or Pathfinder. If you have an additional ruleset you'd like supported, please let me know.

Still Being Developed

Please be patient if you find a bug or inconsistency. Please report what you find and I will do my best to fix it or provide a work around in a timely manner.

Enjoy!

Attribution

Icon made by Skoll (https://game-icons.net/) from Game-icons.net (https://game-icons.net/1x1/skoll/sight-disabled.html).
Icons made by Delapouite (https://delapouite.com/) from Game-icons.net (https://game-icons.net/1x1/delapouite/suitcase.html) and Game-icons.net (https://game-icons.net/1x1/delapouite/check-mark.html).
SmiteWorks owns rights to code sections copied from their rulesets by permission for Fantasy Grounds community development.
'Fantasy Grounds' is a trademark of SmiteWorks USA, LLC.
'Fantasy Grounds' is Copyright 2004-2021 SmiteWorks USA LLC.

Farratto
March 10th, 2025, 16:59
Change Log


v2.4.6: FIXED: console errors when using pre-placed token encounters
v2.4.5: FIXED: critical error in previous update. Sorry, I blame lack of sleep.
v2.4.4: FIXED: main script name MovementManager renamed to StepManager because SavageWorlds ruleset uses that name. Minor performance improvement.
v2.4.3: FIXED: console error in specific circumstances around adding new creatures to map; reported distance traveled would sometimes be off by 1 digit.
v2.4.2: FIXED: Console errors in unusual cases; compensated for getVisible() API not always returning correct value; rare nil max-distance reports. Load-in performance improvement. Support added for SavageWorlds-based rulesets to include inches and correct conversions for those rulesets.
v2.4.1: Significant Performance improvements. Added protections against rare token events.
v2.4.0: FIXED: SC was resetting diagonal count for variant diagonal rules; clients were able to use quick-forward-back buttons on unowned creatures; distance labels were being cut-off; losing label colors when relogging. Reworked background effect processing to use new ruleset effect system and end reliance on BCEG. Changed non-default fonts for speed labels to be more theme-friendly. New Option: Several options for how to round distance reporting. New Option to report distance MUCH more frequently, defaulted to off. Added protections against unit mismatching and improved feedback for unit mismatching problems. Support added for global effects window. Added some protections against rare odd movement behaviors.
v2.3.2: FIXED: Undocumented changes to token.setPosition() API causing slight innaccuracy of distance reporting; sometimes reporting distance with a negative number when snap-to-grid is off. Added protections for future ruleset changes to effects.
v2.3.1: FIXED: Last undo step was not clearing distance traveled. Added option to make step with every keyboard-induced token movement. Defaulted to off. Added options to adjust location and size of distance text. Reworded an error message.
v2.3.0: FIXED problems associated with 2026-05 ruleset update: Dragging token past it's limited movement range was creating problems; New creatures added to CT not being recognized by WtW/SC; Shift-drag teleports no longer tracking distance on Host; Some effects were delayed. FIXED: Sometimes, when both Host and Client move the same creature, on the same turn, some problems would occur. Performance improvement when using movement limitation.
v2.2.7: FIXED: Overlooked a printStack left in from testing.
v2.2.6: FIXED: was not clearing speed in-between turns in rare situations; not respecting speed display option on load-in; was not marking active token when toggling speed display. Added protection against rare errors associated with new effect system from ruleset.
v2.2.5: Accomodations for ruleset 2026-05-05
v2.2.4: FIXED: Error from changes to BCEG
v2.2.3: FIXED: negative interaction with polymorphism, token sizes not always correct when using speed type tokens, speed type token not updating on drag from CT, updating owner of character with Pets would temporarily cause database issues.
v2.2.2: FIXED: rare error. Token changes will now trigger if distance tracker is turned off. Added rare chat messages for ease of use.
v2.2.1: FIXED: Token speed label not always updating. Problem when CT-linked token is on a map that is in a module that is not loaded. Speed Window not updating when right-click to change speed type. Rarely would not allow host to bypass movement restrictions. Added option to update DM continuously on token distance from client. Defaulted to off to reduce lag. More performance improvements.
v2.2.0: Significant performance improvement when moving tokens. FIXED: Error when standing up in rare situations.
v2.1.9: FIXED: Standing up was cutting max speed by half, when it should be consuming half of max speed; crawl speed was also cutting max speed by half when it should be consuming an additional foot per foot consumed; invisible creatures no longer leave arrows and step indicators when moved. Reordered Right-click menu. Minor performance improvements.
v2.1.8: FIXED: Dash sometimes doubling on client side. Rare errors when not using Replaceable token naming convention incorrectly.
v2.1.7: FIXED: error with polymorphism changes on client. Slight improvement to database efficiency.
v2.1.6: Performance improvements: making quite a bit fewer network calls now.
v2.1.5: FIXED: teleporting to new map would sometimes place marker token on wrong map, sometimes undoLastStep would not erase marker, was sometimes displaying speed label when SC turned off, SpeedType button was not always working. Teleport labels improved.
v2.1.4: FEATURE: right-click or FWD/BACK mouse buttons to add/remove 1 tile to movement. Compatibility update for FG v4.8.0
v2.1.3: FIXED: token-swapping not respecting other extension token-swapping; right-click speed type was not working with hover; errors when not loading WtW; wrong color when units different for client and host. Slight cosmetic & performance improvements.
v2.1.2: FIXED: rare error when adding encounters to CT.
v2.1.1: FIXED: rare error when adding creatures to CT.
v2.1.0: FIXED: CT entry deletion causing StepCounter data corruption, negative interaction with Requested Rolls, other small fixes. FEATURES: added colors to distance traveled, other small features and performance increases.
v2.0.1: FIXED: nil error when deleting combatant that was logged in on client.
v2.0.0: Significant performance improvement! Enjoy. FIXED: various bugs in all sorts of areas. FEATURES: several small new features.
v1.7.0: MAJOR UPDATE: Many FIXES. New Options. So many new FEATURES. Major support update for Difficult Terrain.
v1.6.6: Now shows max speed on creature's turn and shows max speed even when movement limitation is off, requires Walk this Way
v1.6.5: FIXED: Chosen speed type button not saving, some speed types not working, distances not rounding correctly in some circumstances
v1.6.4: FIXED: rare nil error
v1.6.3: FIXED: nil errors on move
v1.6.2: FIXED: redundancy from WtW
v1.6.1: FIXED: redundant calls, possible performance improvement
v1.6.0: FEATURES: Button on Speed Window that allows creature owner to specify what type of speed they are currently using; Option to set the default setting. Default is Walk. Also available is highest speed.
v1.5.2: FIXED: SC was allowing small token movements when at max distance
v1.5.0: FIXED: rare console errors
v1.5.0: FIXED: SC was preventing death markers; 1.5x diagonal option was not correctly calculating as 1x, 2x, 1x, etc. FEATURES: Option to force clients to use step on drop option, default off; support for default handling diagonals, per RAW, for all free rulesets.
v1.4.1: FIXED: image window buttons now light up according to status as expected; approve movement button will no longer appear on client if option disabled; tokens not always showing when toggling vis tokens on and off; label problem
v1.4.0: FEATURES: new effect tag NOTRACK, new option to ginore all carried creatures, support for multiselecting, QoL improvements to token lock. FIXES: rare nil errors, mislabels, stability improvements
v1.3.2: FIXED: errors on client side when moving tokens on GM side
v1.3.1: FIXED: nil error when not loading Requested Rolls
v1.3.0: FIXED: distance too long. FEATURES: informative chat messages, On/off button, Improved automations, New option: auto turn SC on/off based on init rolling, defaulted to off.
v1.2.1: FIXED: more problems with moving maps while SC is off
v1.2.0: FIXED: several errors from various rare situations. Speed Limitation option now available in all ruleset based on DnD or PF
v1.1.0: No longer needs WtW to function. Now works on CoreRPG and likely all rulesets. FIXED: arrows not drawing correctly on unusual maps.
v1.0.4: FIXED: rare errors, not properly showing max speed when holding ALT, errors when hitting buttons not attached to mapToken. Changed default option setting. All map buttons except undoStep are now hotkey-able.
v1.0.3: FIXED: errors on client side when not loading WtW
v1.0.2: FIXED: some early bugs. Improved aesthetics.
v1.0.1: Reworded options for clarity. Stability improvements.
v1.0.0: First released

Farratto
March 10th, 2025, 17:08
reserved

claedawg
March 10th, 2025, 17:44
This sounds awesome. I've moved over to playing Shadowdark, so it would not work for that (it does not use exact measurements for movement) :(

Maybe you could port it over to Rolemaster and/or Against the Darkmaster???

MrDDT
March 10th, 2025, 20:47
This is going to be awesome!

Farratto
March 10th, 2025, 22:47
This sounds awesome. I've moved over to playing Shadowdark, so it would not work for that (it does not use exact measurements for movement) :(

Maybe you could port it over to Rolemaster and/or Against the Darkmaster???

Currently this is only 5E. But I do plan to port it to CoreRPG. I don't see any reason why it shouldn't be possible. I will add those rulesets to my list of ones to test to make sure it's working.

Raven Darkstone
March 11th, 2025, 15:33
This sounds like it will be pretty freakin cool. I do use walk this way and am looking forward to this coming out.

snupy
March 11th, 2025, 19:08
Would be nice to have it for Pathfinder 1E (PFRPG).

Farratto
March 11th, 2025, 19:10
Would be nice to have it for Pathfinder 1E (PFRPG).

added to my list of tested rulesets

Jaegar
March 11th, 2025, 19:51
this rocks!!!!

63749

madman
March 12th, 2025, 01:44
Looks cool! I would love to use this in Pathfinder 2E and Starfinder 2E.

Fingersome
March 12th, 2025, 06:24
Phenomenal work...!!
I'm sure I shall playtest it thoroughly. If I find any bugs that I can replicate, I'll do my best to record and report em. Bravo!

Farratto
March 12th, 2025, 12:24
Looks cool! I would love to use this in Pathfinder 2E and Starfinder 2E.

added to list of testable rulesets

P.S. thanks everyone for the kind words

Farratto
March 13th, 2025, 01:12
Now works in CoreRPG ruleset and all other rulesets I tested. It probably works on all rulesets. I was unable to test on Shadowdark, Rolemaster, & Against the Darkmaster because I dont own those rulesets.

claedawg
March 13th, 2025, 04:39
Now works in CoreRPG ruleset and all other rulesets I tested. It probably works on all rulesets. I was unable to test on Shadowdark, Rolemaster, & Against the Darkmaster because I dont own those rulesets.

It would most likely not work with Shadowdark as it uses Near and Double-Near for movement rates, not a specific number. Not sure how many people actually play RM or Against the Darkmaster, (probably not a whole lot) so it's no problem there. Thanks for looking into it though.

madman
March 13th, 2025, 05:21
Now works in CoreRPG ruleset and all other rulesets I tested. It probably works on all rulesets. I was unable to test on Shadowdark, Rolemaster, & Against the Darkmaster because I dont own those rulesets.

Sweet! Thanks for the compatibility for other rulesets. Take some money..
Madman..

snupy
March 13th, 2025, 08:06
Purchased it to use for Pathfinder! So functionality seems a bit different from the video (for example each time you release the dragging it counts as travelled with no option to change the behaviour, but I'm fine with this). In particular, it does not seem to be limiting the movement to the creature speed, or is that because I'm on GM side? Actually it would be useful to have the enforceable speed limit also on GM side although I would make the arrows not visible to players.

MrDDT
March 13th, 2025, 08:12
Purchased it to use for Pathfinder! So functionality seems a bit different from the video (for example each time you release the dragging it counts as travelled with no option to change the behaviour, but I'm fine with this). In particular, it does not seem to be limiting the movement to the creature speed, or is that because I'm on GM side? Actually it would be useful to have the enforceable speed limit also on GM side although I would make the arrows not visible to players.

You can change it in the PER USER option at the top of the options list, not in the step counter area.

You need to turn the limit movement on the map button toggle or go into the settings and turn it on there, for the second issue.
You can turn off the arrows by clicking the toggle on the map for visibility, or going into the options and turning it off there.

snupy
March 13th, 2025, 08:55
You can change it in the PER USER option at the top of the options list, not in the step counter area.

You need to turn the limit movement on the map button toggle or go into the settings and turn it on there, for the second issue.
You can turn off the arrows by clicking the toggle on the map for visibility, or going into the options and turning it off there.

Thank you for the prompt response! That solves the first issue. I do not see an option to limit the movement though, I have attached the options I can see. In the map none of the 4 buttons seems to limit movement (they are create step, undo, visibility, clear all).

MrDDT
March 13th, 2025, 09:07
Thank you for the prompt response! That solves the first issue. I do not see an option to limit the movement though, I have attached the options I can see. In the map none of the 4 buttons seems to limit movement (they are create step, undo, visibility, clear all).

Some reason PF might not have that option, here is what it looks like in 5E.

63771

snupy
March 13th, 2025, 09:30
Some reason PF might not have that option, here is what it looks like in 5E.

63771

I see. Well let’s see what Farratto says about this.

Farratto
March 13th, 2025, 13:55
Apologies if I wasn't clear enough on that. Movement limitation is the one feature that the non-5E rulesets currently don't have. This is because the "speed" field on creatures (PC and NPC) is different in different rulesets and I'll have to do more testing and adjustments to get that going for each ruleset. I'll probably work on that this week to see how tough it is. If it's a huge project (i.e. very different between rulesets) it might go on the back burner. But if it's pumpkin pie, you might see it working this weekend.

Farratto
March 13th, 2025, 19:03
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, 19:07
How about Savage Worlds?

Farratto
March 13th, 2025, 19:09
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

Egheal
March 13th, 2025, 19:13
very nice. It works with the Call of Cthulhu v7 ruleset and the Alien ruleset, thanks.

snupy
March 13th, 2025, 21:54
No worries, I don't mind if it takes time, but hope it happens at some point, speed limit is a strong point of this extension at least for me.

Egheal
March 14th, 2025, 08:05
Speaking of future improvements:
- It would be nice if the arrow could match the pointer color of the player.
- If I put a "m" for meter in Distance Suffix (in the Grid menu) the distances are added in feet with the sufficiently precise formula 1 m=3.3333333333 ft.
That's nice and impressive but lead to some cumbersome visual (moving 4 squares show a 13.333333333333 ft.). It would be nice to see a much simpler 4 m or at least a 13.3 ft. in this example.
Thanks for this great extension.

snupy
March 14th, 2025, 08:32
No worries, I don't mind if it takes time, but hope it happens at some point, speed limit is a strong point of this extension at least for me.

Had not realised you had already implemented speed limitations for the other rulesets, wow that was fast, thanks!

Alanrockid
March 14th, 2025, 15:00
Great extension!

Does it handle difficult terrain? It would greatly increase its usability if we had a way to draw a path of difficult terrain on the map that this extension could recognize.had a way to draw a path o difficult terrain on the map that this extension would recognize.

MrDDT
March 14th, 2025, 20:32
Great extension!

Does it handle difficult terrain? It would greatly increase its usability if we had a way to draw a path of difficult terrain on the map that this extension could recognize.had a way to draw a path o difficult terrain on the map that this extension would recognize.

No it doesn't handle difficult terrain. There is also no way to mark a map for "difficult terrain". Let's vote that setting up on the Smiteworks wish list!!

Ludd_G
March 14th, 2025, 21:13
Hi,

really liking this so far.

Is there any chance you could get this to work with FG Movement Lock on? Maybe it's possible to create a Movement Step automatically every time you create a FG Movement waypoint as you map out your movement for GM approval? I guess I'd love this just for enforcing movement limitations automatically even when using FG Token Lock.

Also, I'm finding that after dragging the Create Movement Step button to the hotbar it doesn't seem to work for me.

Finally if 'Show Arrows and Steps' is on, each new movement step seems to be created with a higher priority than the PC token, which then needs to be reselected after every movement step is created (although I may well be doing something wrong here).

Thanks for all your hard work.

Cheers,

Simon

rhagelstrom
March 14th, 2025, 21:19
Just lump it in with Arua/AoE. It's all the same thing

Ludd_G
March 14th, 2025, 21:25
Hi,

Is there any chance you could get this to work with FG Movement Lock on? Maybe it's possible to create a Movement Step automatically every time you create a FG Movement waypoint as you map out your movement for GM approval? I guess I'd love this just for enforcing movement limitations automatically even when using FG Token Lock.



I just realised something along these lines may also help address using arrow keys for token movement. Is it possible for the extension to register when a different keyboard arrow key is pressed, to change the PC token's direction, and automatically drop a movement step at that point? I'm thinking of the 8 keys on a full keyboard number pad, so including diagonal movement as well.

Cheers,

Simon

Farratto
March 15th, 2025, 14:10
Speaking of future improvements:
- It would be nice if the arrow could match the pointer color of the player.
- If I put a "m" for meter in Distance Suffix (in the Grid menu) the distances are added in feet with the sufficiently precise formula 1 m=3.3333333333 ft.
That's nice and impressive but lead to some cumbersome visual (moving 4 squares show a 13.333333333333 ft.). It would be nice to see a much simpler 4 m or at least a 13.3 ft. in this example.
Thanks for this great extension.

I tried to the color matching already but was unable to get it to work. A good idea.
Sorry about the .333333 ft. That's an oversight. Expect a fix in the next version.

Farratto
March 15th, 2025, 14:16
Hi,

really liking this so far.

Is there any chance you could get this to work with FG Movement Lock on? Maybe it's possible to create a Movement Step automatically every time you create a FG Movement waypoint as you map out your movement for GM approval? I guess I'd love this just for enforcing movement limitations automatically even when using FG Token Lock.

Also, I'm finding that after dragging the Create Movement Step button to the hotbar it doesn't seem to work for me.

Finally if 'Show Arrows and Steps' is on, each new movement step seems to be created with a higher priority than the PC token, which then needs to be reselected after every movement step is created (although I may well be doing something wrong here).

Thanks for all your hard work.

Cheers,

Simon

Thank you for your feedback.

I did try to get it to work with movement lock on. The movement lock appears to completely "take-over" token movement and all my functions stop working. I don't think there is anything I can do with this unless SW offers the extension devs more API controls.

When using the create movement step hotkey from the map, it doesn't know which creature you want to create a step for so it uses whatever creature you have selected. If you more than one creature selected or 0 creatures selected, it will do nothing. Maybe I can make it push a message to chat when this happens to improve clarity of how things work? I'll take a look.

I'm guessing you're using B9 spell tokens? There is some kind of interaction going on there that B9 and I are looking into. I'm hoping to have a fix for this. It's on the burner.

Farratto
March 15th, 2025, 14:18
I just realised something along these lines may also help address using arrow keys for token movement. Is it possible for the extension to register when a different keyboard arrow key is pressed, to change the PC token's direction, and automatically drop a movement step at that point? I'm thinking of the 8 keys on a full keyboard number pad, so including diagonal movement as well.

Cheers,

Simon

Well, once you got your hotkey working, you can use the hotkey for that. Personally the way I use this extension is set F6 to my hotkey on place step, drag the token around with my mouse and tap F6 when I want a step. It's very fast.

Ludd_G
March 15th, 2025, 15:04
Thank you for your feedback.

I did try to get it to work with movement lock on. The movement lock appears to completely "take-over" token movement and all my functions stop working. I don't think there is anything I can do with this unless SW offers the extension devs more API controls.

When using the create movement step hotkey from the map, it doesn't know which creature you want to create a step for so it uses whatever creature you have selected. If you more than one creature selected or 0 creatures selected, it will do nothing. Maybe I can make it push a message to chat when this happens to improve clarity of how things work? I'll take a look.

I'm guessing you're using B9 spell tokens? There is some kind of interaction going on there that B9 and I are looking into. I'm hoping to have a fix for this. It's on the burner.

Thanks for this. Yeah, I did suspect that fixing movement lock would be big ask, but thanks for looking. And yes, I do use B9's Spell Tokens, so that'll be why! Haha!

Cheers!

Simon

Ludd_G
March 15th, 2025, 15:07
Oh, and the hotbar movement step button wasn't working even with just the one token selected on the map. Works fine from the map button, just not once placed on the hotbar. Is this also a conflict with Spell Tokens?

Cheers,

Simon

*Neuro*
March 15th, 2025, 18:50
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.

Dungeon Crawl Classics?

Farratto
March 15th, 2025, 20:23
Oh, and the hotbar movement step button wasn't working even with just the one token selected on the map. Works fine from the map button, just not once placed on the hotbar. Is this also a conflict with Spell Tokens?

Cheers,

Simon

I'm sorry. I told you the wrong thing. Once you pull the hotkey onto your hotbar, it doesn't know what map to apply to anymore. So then the only way it works is if you are currently "carrying"/"dragging" a token. The selection thing is for using the button on the map

Farratto
March 15th, 2025, 20:24
Dungeon Crawl Classics?

Unfortunatley, I do not own DCC either :-(

But again, for clarity, the only functions that shouldn't work is the maximizing movement limitation and settings peeds with effects. Prone reminders and the all the other movement stuff should work.

Ludd_G
March 16th, 2025, 00:29
I'm sorry. I told you the wrong thing. Once you pull the hotkey onto your hotbar, it doesn't know what map to apply to anymore. So then the only way it works is if you are currently "carrying"/"dragging" a token. The selection thing is for using the button on the map

Cheers for the info! I'm going to be trying this out tomorrow night to see if my players like it, and if so I can lose FG Movement Lock.

Cheers,

Simon

Arnagus
March 16th, 2025, 09:58
Just lump it in with Arua/AoE. It's all the same thing

Indeed - use the extensions Aura Effects (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects) and Walk this Way (https://www.fantasygrounds.com/forums/showthread.php?82914-Walk-this-Way-for-5e), and just drop an „Object“ token with an effect

Difficult Terrain Center; Object; SKIPTURN; AURA: 10 all,cube; Difficult Terrain; SPEED: difficult
and adjust size and form as required.

metaldm007
March 17th, 2025, 05:14
Oh hey, here I am popping into a thread for another one of your extensions.

QOL question; my players usually have free token movement on big world maps, and we ran into some issues last sess of trying to navigate with the system in play. It seems like "Enable Step Counter" option in the settings is pretty seamless for turning it off and on without performance hitches (even when its mid-use), but could there maybe be a button on the Combat Tracker or part of Image Controls (like clear all indicators, toggle indicator visibility) to enable/disable the counter ala the vanilla FG token lock?

MrDDT
March 17th, 2025, 05:31
Oh hey, here I am popping into a thread for another one of your extensions.

QOL question; my players usually have free token movement on big world maps, and we ran into some issues last sess of trying to navigate with the system in play. It seems like "Enable Step Counter" option in the settings is pretty seamless for turning it off and on without performance hitches (even when its mid-use), but could there maybe be a button on the Combat Tracker or part of Image Controls (like clear all indicators, toggle indicator visibility) to enable/disable the counter ala the vanilla FG token lock?

Currently you can just toggle no limitation and also no visibility and then you only have the recorded distance at the top, which can also be cleared easy with the button on the map.

I do agree would be nice to have that "No tracking" option, for when the GM wants to have 100% free movement.

Fingersome
March 17th, 2025, 05:32
Oh hey, here I am popping into a thread for another one of your extensions.

QOL question; my players usually have free token movement on big world maps, and we ran into some issues last sess of trying to navigate with the system in play. It seems like "Enable Step Counter" option in the settings is pretty seamless for turning it off and on without performance hitches (even when its mid-use), but could there maybe be a button on the Combat Tracker or part of Image Controls (like clear all indicators, toggle indicator visibility) to enable/disable the counter ala the vanilla FG token lock?

I would second this, some way to quickly enable or disable it would go a long way in terms of QoL. Sometimes this extension isn't necessary, but other times it becomes a life saver, so being able to quickly toggle it would help.

Farratto
March 17th, 2025, 13:01
Lol. I litterally wrote this in at around the time you all posted these messages. Expect it in the next patch.

Farratto
March 17th, 2025, 16:52
Step Counter v1.3.0


FIXED: traveled distance displayed with too many digits with certain conversions
Added chat messages to help inform on usage.
Added hotkey-able toggle to map that toggles StepCounter on and off
Clearing all inits will now automatically clear movement indicators
New option to auto turn SC on/off with init rolling/clearing, respectively. defaulted to off to avoid confusion. Recommend turning on.


New option explained: Signaling an init rolls automatically turns Step Counter on. Clearing all inits, turns Step Counter off.
Step Counter recognizes 3 methods of signalling an init roll: either by roll all inits, roll PC inits, or by requesting an init roll for at least all (visible) PCs in the Requested Rolls extension. I put "visible" in parenthesis because it respects invisible actors through the Combat Groups extension.

Egheal
March 17th, 2025, 18:31
It does not work anymore with the Call of Cthulhu v7 ruleset and the Alien RPG ruleset.

Farratto
March 17th, 2025, 18:59
It does not work anymore with the Call of Cthulhu v7 ruleset and the Alien RPG ruleset.

Please update and try again. I made an error, I apologize.

Egheal
March 17th, 2025, 19:37
It works now and one digit after the comma is perfect! thanks a lot.

Morenu
March 21st, 2025, 22:42
So 2 questions as a PFrpg player.

1- Is Walk this Way required for Step Counter to fully work? (and if so, what is lost without Walk this Way)
2 - Walk this Way only lists as 5E compatible, so... PFrpg?

I am assuming Wal this way is either Not required or it is not labeled fully on the systems it works on, or Step counter is missing a few things without it.

Farratto
March 22nd, 2025, 01:59
So 2 questions as a PFrpg player.

1- Is Walk this Way required for Step Counter to fully work? (and if so, what is lost without Walk this Way)
2 - Walk this Way only lists as 5E compatible, so... PFrpg?

I am assuming Wal this way is either Not required or it is not labeled fully on the systems it works on, or Step counter is missing a few things without it.

Oh, I need to update Walk This Way. It is no longer only 5E compatible. Walk this Way is basically split into 2 functionalities: 1> it tracks prone condition and conditions that disallow a person to stand up. On that creature's turn it will ask if they want to stand, if they are able. 2.> It parses and tracks a creature's speeds. 1.> will work on any ruleset, but I may not have all the conditions that affect it in any particular ruleset, see the readme or this thread. 2.> works on any ruleset based on DnD or Pathfinder.

Every aspect of Step Counter works in any ruleset EXCEPT for one feature: Limiting movement speed of creatures to their current maximum speed. That feature requires the second functionality of WtW.


TLDR; Both WtW & Step Counter are fully functional under Pathfinder and you only need WtW to get the movement limitation feature.

Morenu
March 22nd, 2025, 18:57
Thx, purchased

Arnagus
March 23rd, 2025, 12:50
I am seeing many of the following in the console logs. I did however not notice any impact in-game.

[3/22/2025 7:50:48 PM] [ERROR] Handler error: [string "StepCounter:scripts/manager_movement.lua"]:333: attempt to perform arithmetic on local 'xStart' (a nil value)


Similar, a few of the following is also in the console log (again: no noticeable impact):

stack traceback:
[string "WalkThisWay:scripts/manager_speed.lua"]:956: in function 'parseBaseSpeed'
[string "WalkThisWay:scripts/manager_speed.lua"]:99: in function 'onRecordTypeEvent'
[string "CoreRPG:scripts/manager_combat_record.lua"]:562: in function 'onBattleButtonAdd'
[string "C:battle_buttons:addct"]:3: in function <[string "C:battle_buttons:addct"]:2>
[3/22/2025 5:50:53 PM] s'SpeedManager.parseBaseSpeed - not nodeCT or not host'
Thought I should pass this on.

I also have a question on your implementation :)
I like the option of enabling/disabling the Step Counter on combat start/end, and would like to have the same trigger in my Realtime Tracker extension.
I guess that disabling the Step Counter is bound to onCombatResetEvent(). What event is enabling it? onInitChangeEvent(), onRoundStartEvent()?

Farratto
March 23rd, 2025, 14:41
I am seeing many of the following in the console logs. I did however not notice any impact in-game.

[3/22/2025 7:50:48 PM] [ERROR] Handler error: [string "StepCounter:scripts/manager_movement.lua"]:333: attempt to perform arithmetic on local 'xStart' (a nil value)


Similar, a few of the following is also in the console log (again: no noticeable impact):

stack traceback:
[string "WalkThisWay:scripts/manager_speed.lua"]:956: in function 'parseBaseSpeed'
[string "WalkThisWay:scripts/manager_speed.lua"]:99: in function 'onRecordTypeEvent'
[string "CoreRPG:scripts/manager_combat_record.lua"]:562: in function 'onBattleButtonAdd'
[string "C:battle_buttons:addct"]:3: in function <[string "C:battle_buttons:addct"]:2>
[3/22/2025 5:50:53 PM] s'SpeedManager.parseBaseSpeed - not nodeCT or not host'
Thought I should pass this on.

I also have a question on your implementation :)
I like the option of enabling/disabling the Step Counter on combat start/end, and would like to have the same trigger in my Realtime Tracker extension.
I guess that disabling the Step Counter is bound to onCombatResetEvent(). What event is enabling it? onInitChangeEvent(), onRoundStartEvent()?

Thank you for letting me know. The WalkThisWay traceback is a benign old diagnostic that I forgot to take out. I solved that problem months ago. It will be removed in the next patch.

The nil error on xStart means that it's trying to process the speed on a token (or CT entry) that is no longer present. It should never happen. Any chance you remember what you were doing when you got this error? Maybe deleted a token or moved it to a new map or teleported or changed token or I dont know what else?

You're right about hhaving Step Counter triggered to auto-turn-off. I do that with this command during onInit(): "CombatManager.setCustomCombatReset(handleClearInit s);".

I have Step Counter triggered to auto-turn-on in two ways: by piggy-backing into CombatManager.rollTypeInit and making sure we're only signalling combat initiative by rolling all and by rolling all PCs since often we roll NPCs with encounters. I do that with this if statement: "sType == nil or sType == 'pc'".

The second way is by piggy-backing into a Requested Rolls function (since this is how I start combat in my games and I know other DMs do this as well). Same situation where we dont always roll for NPCs. So I have a check to see if we're asking for init on all the PCs that are "visible" in the combat tracker (since many people use combat groups extension). The applicable part of that function looks like this:

--if option selected, check to see if all visible PCs are being asked to roll init
if OptionsManager.isOption('SC_auto_toggle', 'on') and #aParty > 0 then
local bMissing;
for _,nodeCtTmp in ipairs(WtWCommon.getVisCtEntries()) do
if ActorManager.isPC(nodeCtTmp) then
local bFound;
for _,rActorTmp in ipairs(aParty) do
if ActorManager.getCTNode(rActorTmp) == nodeCtTmp then
bFound = true
end
end
if not bFound then
bMissing = true;
break;
end
end
end
if not bMissing then OptionsManager.setOption('SC_enabled', 'on') end
end


My getVisCtEntries() function reports all "visible" entries on the CT (gives you a list of all CT entries that are present in the CT after combat groups has filtered out the others). It is as follows:

function getVisCtEntries()
local winCT = Interface.findWindow('combattracker_host', 'combattracker');
if not winCT then
winCT = Interface.openWindow('combattracker_host', 'combattracker');
winCT.close();
end

local tNodes = {}
for _,win in ipairs(winCT.list.getWindows(true)) do
local nodeWin = win.getDatabaseNode();
table.insert(tNodes, nodeWin);
end
return tNodes;
end

Arnagus
March 23rd, 2025, 21:57
The nil error on xStart means that it's trying to process the speed on a token (or CT entry) that is no longer present. It should never happen. Any chance you remember what you were doing when you got this error? Maybe deleted a token or moved it to a new map or teleported or changed token or I dont know what else?


I suspect this is occurring when NPC tokens are removed automatically through a Callback, e.g. on spell effect expiration when handling the associated GAL layers. I found a similar issue in ClockAdjuster described here (https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=740551&viewfull=1#post740551) and solved here (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=740096&viewfull=1#post740096).

Arnagus
March 23rd, 2025, 22:02
You're right about having Step Counter triggered to auto-turn-off. I do that with this command during onInit(): "CombatManager.setCustomCombatReset(handleClearInit s);".

I have Step Counter triggered to auto-turn-on in two ways: by piggy-backing into CombatManager.rollTypeInit and […] by piggy-backing into a Requested Rolls function


Many thanks, will try this out!

Farratto
March 23rd, 2025, 23:45
I suspect this is occurring when NPC tokens are removed automatically through a Callback, e.g. on spell effect expiration when handling the associated GAL layers. I found a similar issue in ClockAdjuster described here (https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=740551&viewfull=1#post740551) and solved here (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=740096&viewfull=1#post740096).

Okay, thanks. I will look into it to see if it's GAL token creation/deletion

Arnagus
March 29th, 2025, 12:02
Hello Farratto,

I have a small feature request: Step Counter adds nice litte icons on the map to toggle the Counter, make indicators visible or invisible, and more.
Is there a way to also indicate the current state (enabled/disabled) by different colors, similar to the token vision, token movement, or overall map lock?
This would be great!

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=63938&d=1743246066

Farratto
March 29th, 2025, 14:22
Hello Farratto,

I have a small feature request: Step Counter adds nice litte icons on the map to toggle the Counter, make indicators visible or invisible, and more.
Is there a way to also indicate the current state (enabled/disabled) by different colors, similar to the token vision, token movement, or overall map lock?
This would be great!

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=63938&d=1743246066

That is a good idea. I tried to do it when I originally made the buttons, but I failed. There is a complicated reason why it's harder than it seems like it should be. This is why I added the chat messages when you hit those buttons. There's probably a better way of donig this but I just haven't gotten around to it yet. I've been busy adding new features to WtW, SC, and the old Size Matters extension. I'm sure I'll get around to cleaning these buttons up and making them more aesthetic.

Thank you for the suggestion. If I knew an easy way, I'd slap it on there, but I don't know an easy way.

Moon Wizard
March 30th, 2025, 01:53
If you look at ImageManager script in CoreRPG; the default image buttons have a few "toggle" buttons that you can see as examples (up/down tracked while window open but not database bound); and the WindowMenuManager script has a couple "field" buttons (i.e. database bound).

Regards,
JPG

Farratto
April 1st, 2025, 15:14
If you look at ImageManager script in CoreRPG; the default image buttons have a few "toggle" buttons that you can see as examples (up/down tracked while window open but not database bound); and the WindowMenuManager script has a couple "field" buttons (i.e. database bound).

Regards,
JPG

Thank you for your help. The problem I'm having is that the setting that the button controls is not specific to an individual image window. For the field button: I don't know how to link the field button to a DB entry that is not underneath that specific image window. For the toggle button: if I use the button on one image window, the other image window doesn't "know" it's been toggled somewhere else, so they get "out of sync".

Moon Wizard
April 1st, 2025, 16:22
Yeah, there are no built in buttons that are not tied to the specific image database record, or just not database bound.

You might be able to register a "toggle" style button; and use the fnOnInit and fnOnValueChanged function registrations to set/fix elsewhere; and then manually update the state on other image windows/panels as needed.

Regards,
JPG

Farratto
April 1st, 2025, 17:39
Yeah, there are no built in buttons that are not tied to the specific image database record, or just not database bound.

You might be able to register a "toggle" style button; and use the fnOnInit and fnOnValueChanged function registrations to set/fix elsewhere; and then manually update the state on other image windows/panels as needed.

Regards,
JPG

I did a little bit more digging into your scripts and figured out a way to make it work. I believe what I did is pretty close to what you're describing above. I copied your field button script and made a couple tweaks so it would use a DB entry outside of the window it's placed in. It's working. Thank you for your help :-)

Jiminimonka
April 1st, 2025, 21:37
Can you link this to my smart watch so it counts my steps?

Farratto
April 1st, 2025, 21:58
Can you link this to my smart watch so it counts my steps?

Only if your creature token has a smart watch ;-)

Ludd_G
April 4th, 2025, 18:04
Hi Farratto,

thanks for this extension, my players are really enjoying it, and prefer it over FG Token Lock.

There is one issue we're all struggling with though, and that's that I'm unable to find the settings or combination of options that will allow diagonals to treated as '1st diagonal Move = 5ft, 2nd Diagonal Move = 10ft'. The way it is now with every diagonal square taking 7.5ft of movement, we are very often left with 2.5ft of movement unavailable when hitting the enforced movement limitation (which I always have toggled on), which usually leaves the token between squares.

I understand that the optional rule, as it is written in the DMG, should even stick to this if there is non-diagonal movement between 2 diagonal moves and this may be hard or impossible to code for, but for my table I'd rather have it just treat every 2nd diagonal in a direct sequence as 10ft, and just register any errant random singular diagonal moves as 5ft (this is the way we rule it at my table anyway).

I hope this makes sense?

TLDR: would it be possible to code an option for diagonals to run 5ft -> 10ft rather than 7.5ft -> 7.5ft?

Thanks for all your work, it's much appreciated.

Cheers,

Simon

Ludd_G
April 4th, 2025, 19:30
Hi Farratto,

I've also just discovered that this extension seems to be stopping FG from dropping the built in Death Marker blood splats. Tested with only this extension active, and cycling through the various options.

Cheers,

Simon

Farratto
April 5th, 2025, 00:10
Hi Farratto,

thanks for this extension, my players are really enjoying it, and prefer it over FG Token Lock.

There is one issue we're all struggling with though, and that's that I'm unable to find the settings or combination of options that will allow diagonals to treated as '1st diagonal Move = 5ft, 2nd Diagonal Move = 10ft'. The way it is now with every diagonal square taking 7.5ft of movement, we are very often left with 2.5ft of movement unavailable when hitting the enforced movement limitation (which I always have toggled on), which usually leaves the token between squares.

I understand that the optional rule, as it is written in the DMG, should even stick to this if there is non-diagonal movement between 2 diagonal moves and this may be hard or impossible to code for, but for my table I'd rather have it just treat every 2nd diagonal in a direct sequence as 10ft, and just register any errant random singular diagonal moves as 5ft (this is the way we rule it at my table anyway).

I hope this makes sense?

TLDR: would it be possible to code an option for diagonals to run 5ft -> 10ft rather than 7.5ft -> 7.5ft?

Thanks for all your work, it's much appreciated.

Cheers,

Simon

You're using 5E? I already have that type of diagonal handling set up for rulesets that use it by default. 5E defaults to counting diagnols as 5 feet. I can maybe through in an option to allow it on rulesets that don't normally use it?

Farratto
April 5th, 2025, 00:11
Hi Farratto,

I've also just discovered that this extension seems to be stopping FG from dropping the built in Death Marker blood splats. Tested with only this extension active, and cycling through the various options.

Cheers,

Simon

This is news to me. I'll take a look

Ludd_G
April 5th, 2025, 09:52
You're using 5E? I already have that type of diagonal handling set up for rulesets that use it by default. 5E defaults to counting diagnols as 5 feet. I can maybe through in an option to allow it on rulesets that don't normally use it?

Hi,

yes we're using 5e (sorry I meant to say that in my original post). The 5ft/10ft/5ft/10ft diagonal rule is optional in the DMG but I think widely used. In options 'House Rules' I set the 'Map: Diagonal Distance' to 1.5x, which Step Counter interprets as 7.5ft per diagonal square which isn't correct to the wording of the rule, but FG interprets correctly as 5ft/10ft/5ft/10ft (please see attached).

I hope this makes sense?

Thanks for looking into this.

Cheers,

Simon

Farratto
April 5th, 2025, 14:30
Hi,

yes we're using 5e (sorry I meant to say that in my original post). The 5ft/10ft/5ft/10ft diagonal rule is optional in the DMG but I think widely used. In options 'House Rules' I set the 'Map: Diagonal Distance' to 1.5x, which Step Counter interprets as 7.5ft per diagonal square which isn't correct to the wording of the rule, but FG interprets correctly as 5ft/10ft/5ft/10ft (please see attached).

I hope this makes sense?

Thanks for looking into this.

Cheers,

Simon

Oh, interesting, I didn't notice that FGU was not actually using 1.5x. I wonder if this is just 5E or some weird oversight. I'll get this going for you, one way or another. Look for it in the next version, which will likely be next week.

Ludd_G
April 5th, 2025, 14:48
Excellent! Thanks muchly!

Moon Wizard
April 5th, 2025, 17:52
Every ruleset has a distance diagonal multiplication default of 1 or 1.5 usually. There is an option (HRDD) to change that from ruleset default to 1x, 1.5x or Raw.

Regards,
JPG

Ludd_G
April 5th, 2025, 19:23
Every ruleset has a distance diagonal multiplication default of 1 or 1.5 usually. There is an option (HRDD) to change that from ruleset default to 1x, 1.5x or Raw.

Regards,
JPG

Hi Moon,

we are using the 1.5x house rule in 5e to correctly give us every first diagonal as 5ft and every second diagonal as 10ft, but this extension, Step Counter, with all the same settings, is incorrectly treating every diagonal square as 7.5ft which is not correct to the optional rule (please see the screen grab attached to the previous post). I'm hoping Farratto can change this behaviour to mimic FG's implementation of 5ft, then 10ft, then 5ft, then 10ft etc. This will allow us to use Step Counter instead of FG's Token Movement Lock, as this would be my player's preference.

Cheers,

Simon

Ludd_G
April 11th, 2025, 13:27
Hi Farratto,

I just tried the new version of Step Counter and it works perfectly at 1.5x for a single movement (without dropping a 'step' indicator), so thanks very much for that! But if the GM or player moves one or more diagonals, then drops a 'step' indicator as they decide their next move, then decides to continue on a diagonal this is treated as a new movement so doesn't reflect how many, if any, diagonals were traversed during the same turn, previously, if you see what i mean? The present implementation will happily cover both me and my players for 95% of our diagonal requirements, and is a great improvement on the previous version, so we'll definitely be sticking with it, but I just thought I'd let you know my initial impressions.

Thanks loads for all your work, it's much appreciated.

Cheers,

Simon

Farratto
April 11th, 2025, 14:07
Hi Farratto,

I just tried the new version of Step Counter and it works perfectly at 1.5x for a single movement (without dropping a 'step' indicator), so thanks very much for that! But if the GM or player moves one or more diagonals, then drops a 'step' indicator as they decide their next move, then decides to continue on a diagonal this is treated as a new movement so doesn't reflect how many, if any, diagonals were traversed during the same turn, previously, if you see what i mean? The present implementation will happily cover both me and my players for 95% of our diagonal requirements, and is a great improvement on the previous version, so we'll definitely be sticking with it, but I just thought I'd let you know my initial impressions.

Thanks loads for all your work, it's much appreciated.

Cheers,

Simon

What you're describing is working exactly as intended. You control when it starts counting again. If you dont want it to restart, dont drop a "step". If you mistakenly dropped a step, hit the "undo step" button.

Giving the extension more "smarts" to try to interpret what your intention is instead of doing literally exactly what you tell it, would take a great deal of coding. I'm not prepared to embark on that particular project at this time. When I'm ready to start a new big project, I will likely be attacking difficult terrain.

Ludd_G
April 11th, 2025, 14:18
Not a problem, as i said it's much appreciated what you've done so far.

Thanks again,

Simon

Arnagus
April 27th, 2025, 16:44
Hello Farratto,
first - a big THANK YOU for making the buttons truly (visible distinguishable) switches and getting rid of the "nil" comparison at starting FGU. Much appreciated!

We hit today another small incompatibility with the 5e Automatic Effects (https://www.fantasygrounds.com/forums/showthread.php?67481-5E-Automatic-Effects) tokens for spells and effects (like when used with the Generic Actions Layer (https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset)).
Those tokens do not have any Speed value in their data, and - surprise - create another "nil" comparison scripting error when moved:

[ERROR] Handler error: [string "StepCounter:scripts/manager_movement.lua"]:597: attempt to compare nil with a number
Perhaps you can wrap this with a check to capture the undefined speed either :)
As the tokens originate from a module, I cannot update them in the campaign and creating a copy, for some strange reason, the original token is picked first (instead of the updated/corrected copy).
Many thanks in advance!

Farratto
April 28th, 2025, 16:07
Hello Farratto,
first - a big THANK YOU for making the buttons truly (visible distinguishable) switches and getting rid of the "nil" comparison at starting FGU. Much appreciated!

We hit today another small incompatibility with the 5e Automatic Effects (https://www.fantasygrounds.com/forums/showthread.php?67481-5E-Automatic-Effects) tokens for spells and effects (like when used with the Generic Actions Layer (https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset)).
Those tokens do not have any Speed value in their data, and - surprise - create another "nil" comparison scripting error when moved:

[ERROR] Handler error: [string "StepCounter:scripts/manager_movement.lua"]:597: attempt to compare nil with a number
Perhaps you can wrap this with a check to capture the undefined speed either :)
As the tokens originate from a module, I cannot update them in the campaign and creating a copy, for some strange reason, the original token is picked first (instead of the updated/corrected copy).
Many thanks in advance!

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

Farratto
April 28th, 2025, 17:38
Hello Farratto,
first - a big THANK YOU for making the buttons truly (visible distinguishable) switches and getting rid of the "nil" comparison at starting FGU. Much appreciated!

We hit today another small incompatibility with the 5e Automatic Effects (https://www.fantasygrounds.com/forums/showthread.php?67481-5E-Automatic-Effects) tokens for spells and effects (like when used with the Generic Actions Layer (https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset)).
Those tokens do not have any Speed value in their data, and - surprise - create another "nil" comparison scripting error when moved:

[ERROR] Handler error: [string "StepCounter:scripts/manager_movement.lua"]:597: attempt to compare nil with a number
Perhaps you can wrap this with a check to capture the undefined speed either :)
As the tokens originate from a module, I cannot update them in the campaign and creating a copy, for some strange reason, the original token is picked first (instead of the updated/corrected copy).
Many thanks in advance!

This should be fixed now. Please let me know if you're still getting errors.

Arnagus
June 7th, 2025, 12:11
We have a strange issue with an PC assigned NPC (owl) which seems to ALWAYS have a speed of 5 ft. (walking) - independent of speed type.
There are no errors - just the "speed limit" issue.
We even tried to add a third speed type (swimming) to test if the speed type is picked up at all - still the same problem: walking speed of 5 ft. is used, independent of the selection (10 ft. Swim, 60 ft. Fly). Changing the speed type selection option from "Walk" to "Highest" also does not change this behavior.

We have removed and added the NPC several times to CT and then pulled the icon to the map. Always same result.
Any idea?

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64533&d=1749294608
64533

Additional note: in the db.xml - the entry looks correct as well (this one without the testing "Swim" type)


</WalkThisWay>
<public />
<holder name="Wizard" owner="true" />
<bonus type="number">0</bonus>
<conv_factor type="number">1</conv_factor>
<currentspeed type="number">5</currentspeed>
<currentSpeed type="string">5 ft., Fly 60 ft.</currentSpeed>
<difficult type="number">0</difficult>
<effectNames>
<public />
<holder name="Wizard" owner="true" />
</effectNames>
<FGSpeed>
<public />
<holder name="Wizard" owner="true" />
<id-00001>
<public />
<holder name="Wizard" owner="true" />
<type type="string">Walk</type>
<velocity type="number">5</velocity>
</id-00001>
<id-00002>
<public />
<holder name="Wizard" owner="true" />
<type type="string">Fly</type>
<velocity type="number">60</velocity>
</id-00002>
</FGSpeed>
<highest type="number">60</highest>
<highest_type type="string">Fly</highest_type>
<hover type="number">0</hover>
<lastStep>
<public />
<holder name="Wizard" owner="true" />
<h type="number">100</h>
<nDist type="number">0</nDist>
<nStep type="number">0</nStep>
<sContainer type="string">image.id-00059.image</sContainer>
<x type="number">-50</x>
<y type="number">200</y>
</lastStep>
<latestPosi>
<public />
<holder name="Wizard" owner="true" />
<h type="number">100</h>
<x type="number">-50</x>
<y type="number">200</y>
</latestPosi>
<started type="number">0</started>
<steps>
<public />
<holder name="Wizard" owner="true" />
<id-00000>
<public />
<holder name="Wizard" owner="true" />
<h type="number">100</h>
<nDist type="number">0</nDist>
<sContainer type="string">image.id-00059.image</sContainer>
<x type="number">-50</x>
<y type="number">200</y>
</id-00000>
</steps>
<traveled type="string">Start</traveled>
<traveled_raw type="number">0</traveled_raw>
<units type="string">ft.</units>
</WalkThisWay>

Farratto
June 8th, 2025, 18:06
We have a strange issue with an PC assigned NPC (owl) which seems to ALWAYS have a speed of 5 ft. (walking) - independent of speed type.
There are no errors - just the "speed limit" issue.
We even tried to add a third speed type (swimming) to test if the speed type is picked up at all - still the same problem: walking speed of 5 ft. is used, independent of the selection (10 ft. Swim, 60 ft. Fly). Changing the speed type selection option from "Walk" to "Highest" also does not change this behavior.

We have removed and added the NPC several times to CT and then pulled the icon to the map. Always same result.
Any idea?

64533

Additional note: in the db.xml - the entry looks correct as well (this one without the testing "Swim" type)


Thank you for reporting. This should be fixed in the next update to Step Counter (v1.7.0). It's working in my dev versions. I think I'm going to push it live early next week. Please let me know if you are still having problems with v1.7.0 or later of Step Counter.

Arnagus
June 9th, 2025, 12:18
This should be fixed in the next update to Step Counter (v1.7.0). It's working in my dev versions. I think I'm going to push it live early next week. Please let me know if you are still having problems with v1.7.0 or later of Step Counter.

Thanks - will wait. I noticed an update, but this is apparently for "Walk This Way"...

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64541&d=1749467779
64541

Farratto
June 9th, 2025, 16:56
Thanks - will wait. I noticed an update, but this is apparently for "Walk This Way"...

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64541&d=1749467779
64541

You're correct. I haven't pushed the update to Step Counter yet. It's a major update with a ton of new features so I want to make sure it's well tested before I push it to live. But the bug reports seem to have come to a stop so I think I'm gonna push it live in the next couple of days.

Farratto
June 11th, 2025, 14:52
Step Counter v1.70 goes live! --- MAJOR UPDATE ----


Difficult Terrain support: both manual with a hot-keyable button and smart selection and AUTOMATED with AURAs extension!
Mark off Bodies of Water that automatically switch creatures to their swimming speed!
New Right-click menu on tokens for faster manipulation!
Clients can now teleport with GM approval
Lots of bug fixes and minor improvements. Too many to list


Get your Copy today! https://forge.fantasygrounds.com/shop/items/2164/view
Don't forget Walk this Way. It's free! https://forge.fantasygrounds.com/shop/items/1940/view
64556

TLDR; for those interested in the details:

FIXED: not respecting ignore carried creatures option in some circumstances
FIXED: when also using B9 Spell Tokens, step markers would sometimes be in front of tokens
FIXED: was not correctly evaluating sizes with modified sizes from Go Big or Go Gnome
FIXED: not using highest speed in some circumstances
FIXED: rounding errors when grid-snap is off
FIXED: speed type button not working in some situations.
new option to allow teleporting on clients, defaulted to off
if default speed is set to Walk but creature has a walk speed of 0, will use highest.
now adds message to chat window when token is teleported.
FEATURE: token right-click options added, including Dash & teleport signaling
FEATURE: changing speed type mid-turn will now create a "step" and label token with new max speed
FEATURE: now handles difficult terrain, swimming, and climbing as per RAW in 5e
FEATURE: when passing into an area that changes the speed of a creature, a "step" will automatically be created.
FEATURE: DM can now define areas of bodies of water with AURAs. If the creature is walking, their speed will auto switch to swimming, and back when leaving the body of water.
FEATURE: teleporting can now be done with smart-selection

MrDDT
June 11th, 2025, 18:57
This is freaking amazing!
I always wanted movement tracking in FG VTT, I was hoping Smiteworks would do it, this is so good I can't believe you've done this. Also you've done it with the tools you have and not all the tools Smiteworks has very very nice!

Gregorydan
June 11th, 2025, 20:58
Any chance of this being worked into the Cyberpunk Red ruleset?

Arnagus
June 12th, 2025, 20:09
FIXED: not using highest speed in some circumstances
FIXED: speed type button not working in some situations.


Confirmed - my issue is done. MANY thanks!

Farratto
June 12th, 2025, 22:46
Any chance of this being worked into the Cyberpunk Red ruleset?

I don't own Cyberpunk Red. Is it built off another ruleset or just coreRPG?

Farratto
June 24th, 2025, 13:03
Apologies everyone. I made a major error in the last update. I introduced data corruption into the movement data (only data that I store). It has been fixed now so no more NEW corruption will be introduced.

But if you get a creature behaving strangely in any of the ways that Walk this Way or Step Counter does (moving strangely, reporting weird numbers on distance traveled, speed numbers and types giving strange results), delete the CT entry and then recreate it. That will remove all the corrupted data.

Again, apologies for the inconvenience caused. Hopefully it will be minimal for you.

Gregorydan
June 24th, 2025, 19:31
Cyberpunk Red is Core RPG ruleset. It uses meters for movement. 2m/map square and each character can move a number of squares equal to their MOV stat.

Farratto
June 24th, 2025, 19:43
Cyberpunk Red is Core RPG ruleset. It uses meters for movement. 2m/map square and each character can move a number of squares equal to their MOV stat.

So, Step Counter will work with all coreRPG rulesets already. But there are some features of Step Counter that need Walk this Way to work properly. Walk this Way is not currently set up for Cyberpunk Red, because I don't own it. In order for me to get Walk this Way going on Cyberpunk Red, I would need to know, at minimum, where the MOV stat is stored in the db.xml for both PCs and NPCs. With just that much information I can make some educated guesses and maybe get it going without actually testing it because I've set up so many other rulesets. But really, for me to make it work properly, I would need to own the ruleset so I can do testing.

As far as the meters goes: WtW and SC are already setup to use the units of your choice, and however you have the map set up (respectively).

Gregorydan
June 24th, 2025, 19:46
I wouldn't know where to start to try and locate the MOV stat in XML files. Figured it couldn't hurt to ask. Thanks for the quick reply.

Farratto
June 24th, 2025, 21:51
I can probably find it if you can give me a copy of a db.xml from a campaign running that ruleset?

charmov
June 25th, 2025, 20:19
Hi there! Caught an error when adding an encounter to the combat tracker. Just walk this way and step counter loaded. Does not matter if the NPC's are on a map or not. Thanks for your time and attention creating this wonderful extension!

64659

Farratto
June 26th, 2025, 19:48
Hi there! Caught an error when adding an encounter to the combat tracker. Just walk this way and step counter loaded. Does not matter if the NPC's are on a map or not. Thanks for your time and attention creating this wonderful extension!

64659

Thank you for reporting. I also got this error one time when adding an encounter to the CT, but then it never happened again. I made some changes to protect against this type of error but honestly not sure how it happened in the first place. But it shouldn't happen again.

charmov
June 26th, 2025, 19:56
Thanks! I'll give it a test later on and see how it goes.

Edit: It's working like normal now, no more error on add to combat tracker. Perfect!

Farratto
July 27th, 2025, 14:19
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

The Judge
August 5th, 2025, 14:22
Anything to be concerned about?

Pathfinder 1

[8/5/2025 6:11:57 AM] [WARNING] windowclass: Window class (speed_window) defined with merge attribute, but asset name does not match existing asset. [StepCounter] [campaign/speed.xml]
[8/5/2025 6:11:57 AM] [WARNING] windowclass: Window class (speed_window_content) defined with merge attribute, but asset name does not match existing asset. [StepCounter] [campaign/speed.xml]

MrDDT
August 5th, 2025, 19:43
Anything to be concerned about?

Pathfinder 1

[8/5/2025 6:11:57 AM] [WARNING] windowclass: Window class (speed_window) defined with merge attribute, but asset name does not match existing asset. [StepCounter] [campaign/speed.xml]
[8/5/2025 6:11:57 AM] [WARNING] windowclass: Window class (speed_window_content) defined with merge attribute, but asset name does not match existing asset. [StepCounter] [campaign/speed.xml]

Warnings are when it's checking for something and it's not there. Warnings are for the authors, it's sorta normal with ext coding because they have no control over if something is going to be there or not.

I've seen you made many posts about the warnings, this applies to all of them.

Farratto
August 5th, 2025, 21:48
Anything to be concerned about?

Pathfinder 1

[8/5/2025 6:11:57 AM] [WARNING] windowclass: Window class (speed_window) defined with merge attribute, but asset name does not match existing asset. [StepCounter] [campaign/speed.xml]
[8/5/2025 6:11:57 AM] [WARNING] windowclass: Window class (speed_window_content) defined with merge attribute, but asset name does not match existing asset. [StepCounter] [campaign/speed.xml]

Same answer as in the Walk this Way forum. MOST warnings are due to accomodations written by extension authors for other extensions or multiple rulesets. Please ignore them. Now, if a warning is close to an error, then it may be relevant to the error. There is still a solid chance that it is not relevant to anything that's broken.

ShadowedHand
October 19th, 2025, 04:24
A few bugs to report, and 1 recommendation.

UPDATE

1. When players pick Dash from the token menu, it applies dash twice as an effect to the combat tracker. This does not happen when the DM picks Dash for the character in the same way, and it does not occur when only Walk This Way is loaded. It appears the two modules may be stacking the Dash effect for players. While playing around, I disabled an old extension that displayed token height indication. Since this is a built in feature to the engine now, it wasn't needed, but doing so seems to have also fixed the Dash double up. Not sure why, but it did.

2. When moving hidden creatures on a map as the DM, the steps and the creatures path are visible to everyone. This makes moving invisible or unseen creatures in secret a pain. Would it be possible to add an option switch that turns off steps and paths automatically for NPCs only? Or maybe a button in the map toolbar. I found the ability to turn off steps and tracks up at the top of the map toolbar, and while this works to making moving about secret again, its going to be an absolute pain to keep switching it off and on between NPC turns and PC turns.

Otherwise, this is a great extension, and it simplifies combat movement a lot.

Recommendation:
Move the "Return to Start" option from second to the bottom to second from the top in the token menu. I can foresee a lot of players using this feature only sometimes, and not wanting to map a key. I think its going to be one of the most used in that token list.

Farratto
October 20th, 2025, 23:47
A few bugs to report, and 1 recommendation.

UPDATE

1. When players pick Dash from the token menu, it applies dash twice as an effect to the combat tracker. This does not happen when the DM picks Dash for the character in the same way, and it does not occur when only Walk This Way is loaded. It appears the two modules may be stacking the Dash effect for players. While playing around, I disabled an old extension that displayed token height indication. Since this is a built in feature to the engine now, it wasn't needed, but doing so seems to have also fixed the Dash double up. Not sure why, but it did.

2. When moving hidden creatures on a map as the DM, the steps and the creatures path are visible to everyone. This makes moving invisible or unseen creatures in secret a pain. Would it be possible to add an option switch that turns off steps and paths automatically for NPCs only? Or maybe a button in the map toolbar. I found the ability to turn off steps and tracks up at the top of the map toolbar, and while this works to making moving about secret again, its going to be an absolute pain to keep switching it off and on between NPC turns and PC turns.

Otherwise, this is a great extension, and it simplifies combat movement a lot.

Recommendation:
Move the "Return to Start" option from second to the bottom to second from the top in the token menu. I can foresee a lot of players using this feature only sometimes, and not wanting to map a key. I think its going to be one of the most used in that token list.

Thank you for the reports and recommendations. I'll take a look at this in the next few weeks. I am extremely busy right now with work but these dont seem like time-consuming changes so once I get a chunk of free time I will check it out.

Farratto
December 19th, 2025, 14:36
A few bugs to report, and 1 recommendation.

UPDATE

1. When players pick Dash from the token menu, it applies dash twice as an effect to the combat tracker. This does not happen when the DM picks Dash for the character in the same way, and it does not occur when only Walk This Way is loaded. It appears the two modules may be stacking the Dash effect for players. While playing around, I disabled an old extension that displayed token height indication. Since this is a built in feature to the engine now, it wasn't needed, but doing so seems to have also fixed the Dash double up. Not sure why, but it did.

2. When moving hidden creatures on a map as the DM, the steps and the creatures path are visible to everyone. This makes moving invisible or unseen creatures in secret a pain. Would it be possible to add an option switch that turns off steps and paths automatically for NPCs only? Or maybe a button in the map toolbar. I found the ability to turn off steps and tracks up at the top of the map toolbar, and while this works to making moving about secret again, its going to be an absolute pain to keep switching it off and on between NPC turns and PC turns.

Otherwise, this is a great extension, and it simplifies combat movement a lot.

Recommendation:
Move the "Return to Start" option from second to the bottom to second from the top in the token menu. I can foresee a lot of players using this feature only sometimes, and not wanting to map a key. I think its going to be one of the most used in that token list.

Thank you again for this feedback. I found and fixed the double-dashing problem. I will update the forge soon.

ShadowedHand
December 21st, 2025, 17:38
Thank you again for this feedback. I found and fixed the double-dashing problem. I will update the forge soon.

Thanks for the support.

This helps so much in speeding up combat movement, especially with NPCs on sprawling battlefields and on maps that traditional grids dont work well on.

I like this extension so much I gifted it to two of my friends for Christmas. Trying to influence them to use it too. ;)

coyote670
December 22nd, 2025, 03:04
Just started using Step Counter today, and I noticed that it doesn't seem to know when a Fly spell effect has added a fly speed. Or rather, it kind of knows, but kind of doesn't.

For example, here someone has cast Fly on Anders Solmor, so he can remove his squishy self from the battlefield ASAP. The Speed window shows him as having a 60 ft Fly speed, but Fly isn't an option in the Current Speed Type menu (see screenshot) - it's just Walk, Climb, Swim. The effect is "Fly; SPEED: 60 type(fly); (C)", and it does show up under Current Speed. But Step Counter never counts against it, because it can't be selected as the current speed type.

FWIW, if the fly speed is on the character sheet directly, rather than via an effect, it shows up as a speed option.

Is there a step I'm missing?66038

Arnagus
January 18th, 2026, 20:04
We are observing a strange bug since some time now: we are using "Generic Actions" extension along with this Extension, which provides a "Dash" button. We tries to nail down if this is a bug in-between those two or even another extension - but the occurrence is erratic. Sometimes it works for hours without issue, and then suddenly, the bug appear.

When the "Dash" action is applied, the movement speed doubles (as expected) and the token can be moved to the new limit. If now the next turn starts - the token is sometimes reset to the original (non-dashed) token placement and the extra movement is no longer shown. Once this bug occurs - it is persistent, meaning all later dashes have this behavior.

If Fantasy Grounds in restarted - the bug usually vanishes, and does not reoccur until... some time into the game. No clue what triggers it.

Is there a debug I can switch on to get further details?

Farratto
January 18th, 2026, 20:29
We are observing a strange bug since some time now: we are using "Generic Actions" extension along with this Extension, which provides a "Dash" button. We tries to nail down if this is a bug in-between those two or even another extension - but the occurrence is erratic. Sometimes it works for hours without issue, and then suddenly, the bug appear.

When the "Dash" action is applied, the movement speed doubles (as expected) and the token can be moved to the new limit. If now the next turn starts - the token is sometimes reset to the original (non-dashed) token placement and the extra movement is no longer shown. Once this bug occurs - it is persistent, meaning all later dashes have this behavior.

If Fantasy Grounds in restarted - the bug usually vanishes, and does not reoccur until... some time into the game. No clue what triggers it.

Is there a debug I can switch on to get further details?

That is strange, indeed. I'm sorry you're having this trouble. The data in StepCounter is difficult to interpret (even for me sometimes). But everything is stored under the WalkThisWay heading in the db.xml, if you wanted to go fishing.

But if you want, you can send me a zipped up copy of your campaign folder (you can leave out the image files to save space if you want) and I'll take a look. You can pm me here or on discord. I have the same name on discord.

Arnagus
January 23rd, 2026, 12:21
That is strange, indeed. I'm sorry you're having this trouble. The data in StepCounter is difficult to interpret (even for me sometimes). But everything is stored under the WalkThisWay heading in the db.xml, if you wanted to go fishing.

But if you want, you can send me a zipped up copy of your campaign folder (you can leave out the image files to save space if you want) and I'll take a look. You can pm me here or on discord. I have the same name on discord.

Done. Thanks for looking into the issue.

Farratto
January 24th, 2026, 21:23
Just started using Step Counter today, and I noticed that it doesn't seem to know when a Fly spell effect has added a fly speed. Or rather, it kind of knows, but kind of doesn't.

For example, here someone has cast Fly on Anders Solmor, so he can remove his squishy self from the battlefield ASAP. The Speed window shows him as having a 60 ft Fly speed, but Fly isn't an option in the Current Speed Type menu (see screenshot) - it's just Walk, Climb, Swim. The effect is "Fly; SPEED: 60 type(fly); (C)", and it does show up under Current Speed. But Step Counter never counts against it, because it can't be selected as the current speed type.

FWIW, if the fly speed is on the character sheet directly, rather than via an effect, it shows up as a speed option.

Is there a step I'm missing?66038

I'm sorry. I don't know how I missed this message. Are you still having this problem? I am unable to recreate.

coyote670
January 25th, 2026, 00:25
No, I just tested, and it seems to be working now.

However, now the lines/arrows between steps don't appear to be showing. I suspect that has something to do with the new update, 66361

Farratto
January 25th, 2026, 01:09
No, I just tested, and it seems to be working now.

However, now the lines/arrows between steps don't appear to be showing. I suspect that has something to do with the new update, 66361

Hit either of these buttons:

66363

coyote670
January 25th, 2026, 07:21
Yup, that was it. I must have mis-clicked, then missed it. Many misses, it seems. 😊

Thanks!

snaggle2th
April 13th, 2026, 22:57
Really enjoying this extension, Farratto, along with Walk this Way. Would it be possible for the DM to get some control over the token display? I find the font at least 50% too big, and might want to toggle between having the distance display above or below the token. Thanks in advance for your consideration!

Farratto
April 14th, 2026, 00:12
Really enjoying this extension, Farratto, along with Walk this Way. Would it be possible for the DM to get some control over the token display? I find the font at least 50% too big, and might want to toggle between having the distance display above or below the token. Thanks in advance for your consideration!

Thanks.

That would be harder than it sounds, but I will take a look :-)

Farratto
May 26th, 2026, 19:56
Really enjoying this extension, Farratto, along with Walk this Way. Would it be possible for the DM to get some control over the token display? I find the font at least 50% too big, and might want to toggle between having the distance display above or below the token. Thanks in advance for your consideration!

I added some very rudementary controls for this. If you change the options, they will only take effect on any newly drawn movement indicators. Don't expect them to switch right away.

snaggle2th
May 26th, 2026, 22:42
Rudimentary nothin'! Looks great!! Thanks for taking the time.

tim2w2
June 9th, 2026, 17:54
Just picked this up.

First, thank you for porting this 3.5 it does not get enough love in my opinion.

While testing the extension I noticed a few odd things. (Also running Walk this Way if it matters)

When moving diagonal, as long as you move multiple diagonals at a time it calculates distance correctly, but if you move in sections, it loses track of whether the previous diagonal cost 5ft or 10ft. and resets to the next diagonal costing 5ft. Don't own 5e to know if this works the same in that version.

Also, 3.5 does not recognize -dash- as an effect so when I click it to go double speed it does nothing. Could 3.5 get a button for Double Move, that doubles all speed modes. Bonus points for a Run button that quadruples (may need one for running in heavy armor as it only triples speed, sorry it is complicated). Bonus bonus points if it automatically adds Flat-Footed as you’re denied your Dexterity bonus to AC when Running.

Once again thanks so much for the extension and I understand if this is more of a whenever I get to it type issue.

Farratto
June 9th, 2026, 22:10
Just picked this up.

First, thank you for porting this 3.5 it does not get enough love in my opinion.

While testing the extension I noticed a few odd things. (Also running Walk this Way if it matters)

When moving diagonal, as long as you move multiple diagonals at a time it calculates distance correctly, but if you move in sections, it loses track of whether the previous diagonal cost 5ft or 10ft. and resets to the next diagonal costing 5ft. Don't own 5e to know if this works the same in that version.

Also, 3.5 does not recognize -dash- as an effect so when I click it to go double speed it does nothing. Could 3.5 get a button for Double Move, that doubles all speed modes. Bonus points for a Run button that quadruples (may need one for running in heavy armor as it only triples speed, sorry it is complicated). Bonus bonus points if it automatically adds Flat-Footed as you’re denied your Dexterity bonus to AC when Running.

Once again thanks so much for the extension and I understand if this is more of a whenever I get to it type issue.

First off: appreciate the note, and very much appreciate the feedback.

For diagonal moves: The purpose of the "steps" is to indicate that you want it to start counting again and then add the two distances. It is not intended for it to try to interpret what you "meant", i.e. that you intended to make one move diagonally in the same direction. If you make a step, then continue to move diagonally, it will interpret that as two separate moves. If you erroneously made a step, or changed your mind about a step, you can use the "undo step" button and then do it correctly the second time and get the desired counting.

I should probably remove the "dash" button from non-5e rulesets, instead of just having it not work. As far as adding a button for double-move: If Dash was actually a double-move, it would be super easy, I can just check for a different tag word. But Dash in 5e is not a double-move. It increases your move by your base move speed. So if you dash twice, it isn't 4x your speed, it's 3x your speed. So adding a function that is different, would be a lot more work. I will add it to my to-do list. But I can't promise a timeline. I generally try to avoid adding features that are only usable in non-5e rulesets (I try to just universalize things that are there for 5e) because I only play 5e. I can add Run and Flat-footed to the to-do list as well but they sound like much more work and may not happen.

Sorry, it sounds like a bunch of excuses but I've heard and you will look into it. Thank you for your feedback.

Jiminimonka
June 9th, 2026, 22:31
This works in Savage Worlds, but it should use Inches for movement not feet. In world terms each Inch is 6 feet, but in game terms movement is all based around how many Inches your character can move.

67774

tim2w2
June 9th, 2026, 22:53
Thanks for responding.

Maybe I am missing something? How do you walk around obstacles or corners on the map? I uploaded an image of two characters spending movement to walk around a large column. Both start in the same area and make the same number of diagonals to get around the column, but the cleric uses 35ft. and the goblin only uses 30ft. If that is how the extension is supposed to work that is fine, it is still useful to me for the handling of difficult terrain on the map. I just have to be mindful when my players move around things.

As for the Double Move and Run that it is fine as well, I have effects already made for those that I can drag and drop on the players to modify speed for the round.

Thanks again for the extensions.

Farratto
June 9th, 2026, 23:49
This works in Savage Worlds, but it should use Inches for movement not feet. In world terms each Inch is 6 feet, but in game terms movement is all based around how many Inches your character can move.

67774

Step Counter uses the units that are set on the map (as should FG). See screenshot 1. It looks like on the map from your screenshot, the units is set to 5 feet per grid. You can either change the units on the map (what you probably should do) or you could set your conversion to "tiles" in the options. See screenshot 2.

Farratto
June 10th, 2026, 00:00
Thanks for responding.

Maybe I am missing something? How do you walk around obstacles or corners on the map? I uploaded an image of two characters spending movement to walk around a large column. Both start in the same area and make the same number of diagonals to get around the column, but the cleric uses 35ft. and the goblin only uses 30ft. If that is how the extension is supposed to work that is fine, it is still useful to me for the handling of difficult terrain on the map. I just have to be mindful when my players move around things.

As for the Double Move and Run that it is fine as well, I have effects already made for those that I can drag and drop on the players to modify speed for the round.

Thanks again for the extensions.

Thank you again for the feedback. This is a really good question that I had not throught of.

I can see from your screenshot that you are using the extension correctly in order to get around corners. The difference between the two measurements is a difference in interpretation of the rules on how to count squares. My understanding was that you start over in the counting of diagonals if you change direction, which is how my extension is counting. You (and apparently smiteworks) appears to believe that you don't start over on the diagonal counting until the turn is over. I'm gonna have to do some research to see if one point of view is "correct", and if not, what is the consensus on how people want it it to work, and adjust accordingly. I'll get back to you on that one.

tim2w2
June 10th, 2026, 00:18
No worries, that is just how I have always done it since 3rd edition hinted/suggested going full tactical combat on maps, then fully adopted in in 3.5e. I honestly have no idea how 4th/5th does it. In case you have not figured it out by now I'm old lol.

coyote670
June 15th, 2026, 04:19
Ran into a weird (but harmless?) bug today while playing, where the count of feet moved was no longer in an integer:

67841

I just undid the step and redid it, and it was fine. It happened once or twice more, but it was easy to fix/ignore. I didn't notice any ongoing issues, but I thought you might want to know. It's getting irrational! ��

Farratto
June 15th, 2026, 12:46
Ran into a weird (but harmless?) bug today while playing, where the count of feet moved was no longer in an integer:

67841

I just undid the step and redid it, and it was fine. It happened once or twice more, but it was easy to fix/ignore. I didn't notice any ongoing issues, but I thought you might want to know. It's getting irrational! 😄

I appreciate your report. That shouldn't be possible, so you must be having some rare set of circumstances that I didn't predict. There's isn't really much I can do about that without being able to recreate it. If you are able to recreate the problem and give me steps so I can recreate it or send me a zipped up copy of your campaign (you can leave the image assets out to save space), I can maybe find the issue and fix it. Otherwise, I apologize that it's happening.

coyote670
June 15th, 2026, 14:37
If it happens again, I'll try to recreate the steps*. It might have just been some weirdness that'll never happen again. :shrug:

*Pun not originally intended, but I'll take it.:D

Jiminimonka
June 15th, 2026, 19:25
The Units for displaying Speed only has option Feet and Meters. No Tiles, unless I am looking in the wrong place.

Farratto
June 18th, 2026, 15:58
The Units for displaying Speed only has option Feet and Meters. No Tiles, unless I am looking in the wrong place.

67874

Farratto
June 18th, 2026, 16:00
If it happens again, I'll try to recreate the steps*. It might have just been some weirdness that'll never happen again. :shrug:

*Pun not originally intended, but I'll take it.:D

I reworked the rounding system. I did not find a smoking gun but I was a little more aggressive with trying to prevent this sort of thing. Hopefully it won't happen again.

Farratto
June 18th, 2026, 16:03
Thanks for responding.

Maybe I am missing something? How do you walk around obstacles or corners on the map? I uploaded an image of two characters spending movement to walk around a large column. Both start in the same area and make the same number of diagonals to get around the column, but the cleric uses 35ft. and the goblin only uses 30ft. If that is how the extension is supposed to work that is fine, it is still useful to me for the handling of difficult terrain on the map. I just have to be mindful when my players move around things.

As for the Double Move and Run that it is fine as well, I have effects already made for those that I can drag and drop on the players to modify speed for the round.

Thanks again for the extensions.

I did some research and discovered that my interpretation of how to count diagonals was wrong. I've changed the way SC counts diagonals in "variant" method to what is generally considered the correct way of doing it (which matches FG's method).

I also removed the Dash button for non-5e rulesets, and added a Double-Move and Run buttons. The Run button does check for heavy armor (to determine triple or quadruple speed), but does not affect AC. It's not a complete solution but it should save you a bunch of effort going forward.

Farratto
June 18th, 2026, 16:05
Step Counter v2.4.0


FIXED: SC was resetting diagonal count for variant diagonal rules when changing directions due to misinterpretation of rules by author.
FIXED: Clients were able to use quick-forward-back buttons on unowned creatures.
FIXED: Distance labels were being cut-off.
FIXED: Losing label colors when relogging.
Reworked background effect processing to use new ruleset effect system and end reliance on BCEG.
Changed non-default fonts for speed labels to be more theme-friendly.
New Option: Several options for how to round distance reporting.
New Option to report distance MUCH more frequently, defaulted to off.
Added protections against unit mismatching and improved feedback for unit mismatching problems.
Support added for global effects window.
Added some protections against rare odd movement behaviors

coyote670
June 21st, 2026, 21:26
FWIW, today, when Step Counter is active, everyone is getting the console log popping up at the start of their turn, with this error message:

67939

I, as DM, am getting that error at the start of every actor's turn, whether Step Counter is active (i.e., the button is clicked) or not.

I exited the game, removed Step Counter as an extension, and restarted; no more error message.

Also, while Step Counter was active, the round counter was not automatically incrementing, even if I clicked the Next Round button. Once I restarted the campaign without Step Counter active, the round counter incremented.

Finally, there were a couple of points while Step Counter was loaded and active where moving 5 feet used up a hundred or two hundred-odd feet of movement. No idea what that was about, but I bet it's probably the same root cause.

charmov
June 21st, 2026, 23:05
FWIW, today, when Step Counter is active, everyone is getting the console log popping up at the start of their turn, with this error message:

67939

I, as DM, am getting that error at the start of every actor's turn, whether Step Counter is active (i.e., the button is clicked) or not.

I exited the game, removed Step Counter as an extension, and restarted; no more error message.

Also, while Step Counter was active, the round counter was not automatically incrementing, even if I clicked the Next Round button. Once I restarted the campaign without Step Counter active, the round counter incremented.

Finally, there were a couple of points while Step Counter was loaded and active where moving 5 feet used up a hundred or two hundred-odd feet of movement. No idea what that was about, but I bet it's probably the same root cause.

I was getting similar weird behaviour today with Step Counter as GM. Session crashed several times when I tried to move a token with arrow keys. Character speed was set to 0 for some reason and could only move by teleporting (holding SHIFT+move). Got a couple weird errors, pics rel. Hope this helps.
67943
67944

Jiminimonka
June 21st, 2026, 23:40
67874

In Savage Worlds it only has Feet and Meters in that Units for displaying Speed option. No tiles. I will delete the extension and reload see if its stuck on some old version.

Jiminimonka
June 21st, 2026, 23:47
Deleted, updated and restarted, same option Meters and Feet. No Tiles. :)

Farratto
June 22nd, 2026, 01:50
FWIW, today, when Step Counter is active, everyone is getting the console log popping up at the start of their turn, with this error message:

67939

I, as DM, am getting that error at the start of every actor's turn, whether Step Counter is active (i.e., the button is clicked) or not.

I exited the game, removed Step Counter as an extension, and restarted; no more error message.

Also, while Step Counter was active, the round counter was not automatically incrementing, even if I clicked the Next Round button. Once I restarted the campaign without Step Counter active, the round counter incremented.

Finally, there were a couple of points while Step Counter was loaded and active where moving 5 feet used up a hundred or two hundred-odd feet of movement. No idea what that was about, but I bet it's probably the same root cause.

This sounds like some kind of data error. I'm not able to recreate this problem but I've got a report of the same error message from someone else. I'm looking into it, and will try to push an update as soon as I'm able. If you're able to send a zipped up copy of your campaign (you can leave the image files out), that would be very appreciated.

Farratto
June 22nd, 2026, 01:57
I was getting similar weird behaviour today with Step Counter as GM. Session crashed several times when I tried to move a token with arrow keys. Character speed was set to 0 for some reason and could only move by teleporting (holding SHIFT+move). Got a couple weird errors, pics rel. Hope this helps.
67943
67944

For the second error message, I found and fixed that problem but can't update the forge until Monday.

The first error message may be caused by one of the other problems I fixed, by something I didn't find, or maybe not by StepCounter at all. The error message is coming from the ruleset. Hopefully after I update forge, all your problems will disappear. But please let me know if they do not.

Speed setting to 0 seems unrelated to me. Probably that creature had some sort of root you didn't notice. If you're ever not sure why a creature has a speed max you don't expect, double-click their speed in either the CT or the character sheet. This will open their "speed window" and at the bottom, all effects affecting their speed will be listed. Also for the future, you can always turn movement limitation off to override a maxxed speed. You can use the image button of a chain to turn it off for everyone, or you can right-click and do it for an individual creature.

Farratto
June 22nd, 2026, 01:59
In Savage Worlds it only has Feet and Meters in that Units for displaying Speed option. No tiles. I will delete the extension and reload see if its stuck on some old version.

Ah yes, my bad. I forgot I had set tiles for 5e only. I did that maybe 5 years ago before I started supporting so many rulesets. I opened up a SWADE campaign and messed around a bit. All the free maps look like they don't have units on their grids. So I did a quick search on the web. Please tell me if this is correct: Generally, each grid is 1 inch, which translates to 6 feet or 2 meters. Is the information I found, correct? I don't play SWADE.

coyote670
June 22nd, 2026, 02:23
I'm not Jiminimonka, but I have ran Savage Worlds: yes, in SWADE (and all versions of Savage Worlds), 1" (one inch) is 6 feet or (roughly) 2 meters. Movement (known as Pace) and range are all in inches.

coyote670
June 22nd, 2026, 03:17
Okay, here's the campaign, minus the Images folder.

67948

Farratto
June 22nd, 2026, 19:35
I'm not Jiminimonka, but I have ran Savage Worlds: yes, in SWADE (and all versions of Savage Worlds), 1" (one inch) is 6 feet or (roughly) 2 meters. Movement (known as Pace) and range are all in inches.

Thank you for this information. I'm working on this. I see rulesets SavageWorlds, SWADE, and SWD that this applies to. Are there any others that you are aware of?

coyote670
June 22nd, 2026, 19:43
I believe those are all the versions of Savage Worlds that are in FG. (I think those are the versions of SW there have been, unless you divide them by printing.)

charmov
June 22nd, 2026, 20:16
Thank you Farratto for looking into it! My next session is in 2 weeks but if anything comes up during my prep I'll chime in here.

Edit: For some reason, the character with 0 speed had a periapt of wound closure that was causing it. Removing the effect restored his speed. Periapt used in conjunction with Equipped Effects and 5eAE modules.

Jiminimonka
June 22nd, 2026, 21:49
Thank you for this information. I'm working on this. I see rulesets SavageWorlds, SWADE, and SWD that this applies to. Are there any others that you are aware of?

Pathfinder for Savage Worlds is another.

Thanks

Farratto
June 22nd, 2026, 22:17
Thanks for the info. I'll take a look at the uploaded campaign and Periapt of Wound Closure to make sure it's not something I'm doing.

Farratto
June 23rd, 2026, 21:18
Step Counter v2.4.2


FIXED: console errors in unusal cases
FIXED: getVisible() API not always returning correct value. Compensations added.
FIXED: rare nil max-distance reports
Load-in performance improvement
Support added for SavageWorlds-based rulesets to include inches and correct conversions for those rulesets.

Farratto
June 23rd, 2026, 21:19
This works in Savage Worlds, but it should use Inches for movement not feet. In world terms each Inch is 6 feet, but in game terms movement is all based around how many Inches your character can move.

67774

This should be working in Savage Worlds as expected now. Please let me know if it is not.

Farratto
June 23rd, 2026, 21:23
FWIW, today, when Step Counter is active, everyone is getting the console log popping up at the start of their turn, with this error message:

67939

I, as DM, am getting that error at the start of every actor's turn, whether Step Counter is active (i.e., the button is clicked) or not.

I exited the game, removed Step Counter as an extension, and restarted; no more error message.

Also, while Step Counter was active, the round counter was not automatically incrementing, even if I clicked the Next Round button. Once I restarted the campaign without Step Counter active, the round counter incremented.

Finally, there were a couple of points while Step Counter was loaded and active where moving 5 feet used up a hundred or two hundred-odd feet of movement. No idea what that was about, but I bet it's probably the same root cause.

I was not able to replicate all of this. I am hoping that once you got the console error, the other problems were due to the shutting down of the script. I added a bunch of measures to prevent this type of console error from coming back. Please let me know if you still have trouble.

Farratto
June 23rd, 2026, 21:25
I was getting similar weird behaviour today with Step Counter as GM. Session crashed several times when I tried to move a token with arrow keys. Character speed was set to 0 for some reason and could only move by teleporting (holding SHIFT+move). Got a couple weird errors, pics rel. Hope this helps.
67943
67944

The StepCounter error is fixed now. I also had mistakenly set "Stable" as a rootable condition, so periapt of wound closure should no longer "root" creatures. Please let me know if you have any other problems.

Farratto
June 23rd, 2026, 21:29
Okay, here's the campaign, minus the Images folder.

67948

You had significant database corruption in this campaign, which was causing your problems. I'm not sure how it happened, but I used your campaign as a model to write some data cleaning scripts into WtW and SC. I tested it on your campaign, and it cleaned it well. The only thing is first time you open the campaign with SC, you'll have to enable Step Counter and then either hit "next actor" or hit the brush icon on the image window (clean data or something, I forget what I called it).

If you have any other problems, please let me know.

Jiminimonka
June 23rd, 2026, 21:49
Thanks

coyote670
June 24th, 2026, 03:53
Farratto, thank you! I did as you said (hit the "Clear all creature distance data", etc.); the game isn't until Sunday, so I won't be able to thoroughly test until then. I'll let you know if there are any issues.

Farratto
June 27th, 2026, 14:45
I don't know if anyone has their extensions hooking into StepCounter, but for anyone that does, I am forced to rename my main script from MovementManager to StepManager. It will get pushed to the forge on Monday. Your extension will throw an error after that unless you update. Sorry for the inconvenience caused.