What you suggest is what I always do and I see the faint image of the token while I drag it. But when I release it on the map it vanishes.
It works only when I drag tokens from the Asset window directly.
Printable View
When you say 'assets' window, are you taking about 'assets' or are you talking 'assets/spell token configuration' window ?
ie do you get the correct size token with a 'spell token name (GM)' style helper text ? or do you just get a normal size token ?
I ask because I'm trying to narrow down what parts are working ? ( if you get the ''spell token name (gm)' and the correct size then I can focus on just the player side, otherwise it looks like the 'ondrop' not working in both cases.. )
Could you post an image of the 'assets' or 'assets/spell token configuration' side working ?
-pete
When I say "assets" I mean the "asset" window. This way it works but tokens haven't the correct size: just one feet square.
Attachment 42561
From "Spell tokens config." it doesn't work, as from the PC sheet.
Attachment 42562
Could you open a cmd window and type 'chcp' for me and let me know what code page your machine is in ? ( See attached codepage.png for mine. )
Can you also try without opening all the edit options on the image map, you see to have both open draw and edit open. ( I can see you are on the 'play' button mode, which should be ok. )
Thanks, pete
Attachment 42610
Attachment 42611
Sorry, the same result.
Hi Lino,
Can you update to the v2.5d of spell tokens, see ST_Debug.png.
I've added an option for 'Show Debug', please turn this on, and make a wide chat window, open your normal character and drop on a spell token onto a map.
If you can layout the windows so I can see the full debug, like in mine, this should give me a good indication of what location is processed or not in your game that then fails to add a spell token.
Thanks, Pete
Now it works!
That's fine. I don't know what has happened or what you have done, but thanks!
Attachment 42664
But it doesn't work with my actual campaign with all the other extensions...
See the attached image.
Attachment 42665
could you try that AAW map in the basic just my extension test campaign ? ( If it fails, that would be map image specific and I'd need to look at the map pack. )
if it works with just my mod, then you will need to try and pick half your extensions and disable them, try and see if it now works or not... and use this to try and cut back to which of the extensions you have turned on that is causing a conflict.
If we can get it to a specific extension causing issues, you could add that to the test campaign and see if it fails again in the my extension + other extension and let me know. ( I might have access to the other extension to see what is causing the conflict.. )
[ A 5e campaign I play in, uses a bunch of rob2e and madnomad and my spell token extension works fine, so it might be a version update/out of date issue or just an extension we dont use..)
Tested: it doesn't work when the map is maximized. the other way it works fine, even in my campaign full of extentions.
v2.6 is updated with support for maximized images when you drag on the token.
Give it a go, without the show debug enabled, and see if its working in all the cases you were having issues with. In both/all your campaigns with all extensions..
Let me know if its working, and if you find any other issues it fails to work in.
-pete
I may be dumb, but I cannot seem to get this extension to work at all for me. I thought that possibly one of my other extensions was interfering with this one, but I tried a fresh campaign with 5e rules and I do not see a spot for the spell tokens to go. The extension is in the extensions folder, not sure if there were additional steps that needed to be taken from there.
Any insight?
Hi,
No problems asking for help when things dont work....
1. the extension does not come with token graphics, so I assume you have some custom graphics for tokens or you are using a token pack ?
2. the extension, if enabled, will show in the chat as loaded and give a version number. If this is not happening check the extensions enable for the campaign before you start etc.. ( But sounds like this is working for you. )
3. if you have the 5e token pack from 'gareth jensen' you need to 'import' the 'SpellTokens.xml' that comes with the extension download. ( It might have a prefix number depending on how you downloaded it off dms guild. )
4. to import, use 'assets' icon, normally bottom right menu bar, when this opens you should see a 'spell tokens' button on the top left of the assets page. Press this to get the 'spell tokens configuration' window. ( host only )
5. if you have 'gareth' token pack you can use the 'import spell token xml' button on the bottom of the 'spell tokens configuration' page and point the folder/file popup to the location of the 'spelltokens.xml'
6. if you have your own custom graphics, then in the 'spell token configuration' page you can 'right click' to show the radial menu and on the 'south' selection should be 'add', which will add a new line. You need set up the name you want and the resolution per 5 feet and drag a token from the 'assets' page ( selected to you token so you can see it.. ) and drag that token into the 'spell tokens configuration' page onto the blank 'circle' empty token space.
7. (after 5 or 6 ), you should be seeing a list of 'spell tokens' in the 'spell token configuration' page.
you are now 'configured'...
on the character sheet, add a 'power' or a 'spell' with the name that is configured in the 'spell tokens configuration' page, and you should see the token show up on the character sheet to the right of the 'name'. If you 'added' a power, once you set the 'name' you will have to 'reparse' the spell on the right-click radial option, so the system can re-check the final power/spell name you picked....
if you drag on a 'spell' from the spell page for a configured token, it should show without the need to reparse. ( reparse only if you edit the name of the power/spell.. )
now you should have tokens on the character sheet...
once a character is on a 'map' host/dm, you should now be able to drag the token from the character sheet onto the map and it should place and resize as defined in the configuration.
I hope this helps you find the missing steps and sorts out your issue.
If you still have issue, please post a follow up with some images of a new campaign.. its good to try and show the 'chat' windows with the spell tokens version number and the ruleset version numbers, the spell token configuration window ( scroll to the same spell/power as the character sheet ), a character sheet on the actions tab with the spell/power configured as you expect and maybe a map. ( Depends on what stage you have issue etc.. )
Thanks, Pete
New Fantasy Grounds Unity release, with notes about token draw order....
So I'll try and do some test to see if this improves or not the token order or not on the map... Let hope it does, if not I'll have to have a look see if I can 'influence' it in some way !!
-pete
FGU release notes..
Version 4.0.7 (2021-01)
Token widgets would sometimes draw out of order. Fixed.
As was just emphasized in another thread: Proper stacking and convenient handling of spell tokens on maps is low priority for Fantasy Grounds (VTT + maps + tokens = low priority).
Seems like we have to live with that until better options come along.
The challenge right now is that the token ordering code is in the middle of a huge refactoring that cpinder is working on for lighting/vision; so any updates to any image/token logic are gated right now.
Regards,
JPG
Thanks for the useful and comprehensible information.
Thank you for the detailed response. I fiddled with it some more and finally figured it out. I was searching for the button labeled "assets" and was convinced that things were not functioning properly because of its absence. But, the spell tokens button is actually located under "tokens" for me (snip attached). Once I found that everything has been smooth sailing. :)
The name depends of rule set and theme and version of fantasy grounds.
FG unity uses 'assets' in 5e, while FG classic uses 'tokens' in 5e.
From your image you are using FG classic.
Good that you sorted it out.
( I've made a note to update site information with some extra details. )
-pete
Following up, I am now able to apply the tokens to spells, but dragging them and dropping them on a map does nothing. I started a brand new game with only this extension active and it worked.
After troubleshooting, it seems that the extension that is causing a conflict is the CoreRPG Token Helper, which is necessary for the Combat Enhancer for 5E Classic extension to work. I don't expect you to try to fix this, just letting you know in case others purchase before knowing that this is an issue. Snip attached of the debug text.
Attachment 43330
Hi, had a quick look at see attached seems to be working. Do I need to do anything in 'coreRPG token Helper' to 'enable' it, could you attach a campaign zip with the minimum 2 extensions you said has the issue ?
Can you tell me the version numbers of extensions, ie screen shot like in mine that shows the initial chat window etc..
thanks, Pete
Just letting everybody know, that I added code to select targets when covered by a spell token.
Attachment 43470
With FG unity the tool tip will show you what it thinks is under the cursor, with a '-' for non spell tokens and a '*' marking spell tokens.
Spell tokens are considered when they end in a 'name (name)' style, as marked by my extension.
I could not get FG classic tool tips to show this information, I'll take a further look at some point, but the selection still works.
Todo,
1. I'd like to extend the 'heal/damage' drag from chat onto a token, to also take the cursor token stack selection into account. So you can drag damage onto a token that is covered with a spell token.
2. I'd like to all 'drag' group of token that are under the spell token, while leaving the spell token. ( Not sure if I can keep the spell token in place as it will be the 'drag' item, or if I'll have to 'pop' it back to its old place...I need to look at what I can do with the code. )
Known Bugs,
1. FGU tokens with non square aspect are not reported correctly. ( I need to report this due to data been passed to the required functions is wrong.. )
2. If you have multiple maps open it can get confused with the cursor. ( You would expect it to only report updates to the map the cursor is over, but this does not seem to be the case !! )
If you have any feedback, let me know, this should work on 3.5,PF1,PF2,Starfinder if you replace the extension.xml as per the top of the thread.
thanks, Pete
I can't seem to get targeting working, could you elaborate in a little more detail on how to make this happen? Do you mean, that the caster is able to target affected tokens in the CT or is this purely of informative nature using tooltips?
Everything else works fine and is a true timesaver, thanks!
Hi,
Sure I can go into a little more details, this is not about AUTO 'selecting' the targets under a spell token for a spell. Its a quality of life fix for when you have spell tokens over npc/player tokens.
To enable you need to use the option, as by default I do not want to 'break' or cause 'issues' when users are playing. ( ie, turn on if you are happy it might cause some issues, it should not but I can not test every combinations and with extensions this is a near impossible combination to deal with !! )
When this extra part of the extension is disabled, trying to 'select' by 'ctrl click' on a token on the map will normally try and select the big spell token, so you end up having to 'move' the spell token to select items under it, and put the spell token back. ( Or you can just use the combat tracker window to do your selections and avoid the 'ctrl click' on the map issue.. )
Attachment 43996
When you enable this part of the extension, I do a much more complex search under the cursor and make a combined tool tip showing multiple items..
Attachment 43997
And when you 'ctrl click', the system will apply the tokens that are not detected as spell tokens onto/off your selected targets as if the spell token was not 'blocking' your selection.
Attachment 43998
In the above 'ctrl click' image Ive added a big read arrow for the approx location the mouse cursor was not captured in the images !!
Hence while this part of the extension will not 'auto select' targets under a spell token, you can now quickly 'ctrl-click' the required targets that happen to be 'under' the spell token.
As I have also said, I'm going to look into been able to 'drag' the token(s) under the spell token, and allow the normal 'drag on attack/damage from character/chat etc' onto the tokens 'under' the spell token.
While this is a much more complex solution, because FG has not given us a priority api call for tokens to push spell tokens to the back, its the most user workable way to deal with spell tokens and interactions with tokens. It also depends if you are in FG Unity or FG Classic because the spell tokens layer priority changes between product causing even more pain. As talked about earlier in this thread FG are doing a bunch of work on their 'spell templates', and this is also blocking work on getting the layer priority for FGU and FGC to match and/or possible api additions.
So in reality, I'd prefer to get an api fix to allow my spell tokens to work correctly without having re-write all the target/selection/drop code for tokens.. While trying to 'push' the quality of my solution up, to also try and drive the quality of the FG 'spell templates' solution... ( Like letting players add 'spell templates' and bulk targeting selection of tokens under a 'spell template' etc... ) As I totally expect my extension to be 'replaced' by the new in development built in system of 'spell templates', but i'm not holding my breath on this....
Hope this helps
-Pete
Now I get it, thanks for the in depth reply. Looks like I misunderstood. With the ability to hotkey options entries now, quickly changing behavior is no big deal in case something weird is happening. Nice!
Options exist to 'spell automate' and the 'select under spell tokens'.. like 5e_spell_automate and critically_awesome, the problem with these its they dont do a fantastic job. Most of the 'spell automation' will do a good job on the simple spells, which dont actually need automation. But the more complex spells are not supported and generally if automated roll a bunch of incorrect dice. As for 'token selection' under a spell token, this is normally limited to a radius check, does not support spell shapes line 'wall of fire' or 'cone' style etc... so again is only useful in a very limited situation.
This is not to say these extensions dont work for the limited use, they do. But the reality is that the information require to automate spells is way more complex than the ruleset has data, for example 'magic missile' and 'SRD' data of 5e, should pop-up multiple target option selection, one per missile.... but it does not, its spell normally only has the single 'damage' button and the user has to know they can use it multiple times... a lot of the automate spells, will multiple 'tick off' the spell cast because they think you used it 3 times... etc... And as for 'shapes' to select under, its near impossible to get UI support for selection options during the spell cast phase on the map and the required feedback of 'does this spell target friend+foe or just foe'.. and/or number of attacks it can do. Because this data is just not parsed from the spell description. To do this you would have to replace everything to do with 'spells' in the rule set, basically you may as well write a new rule set.. no extension is going to do that amount of work.
For me, and I hope this is clear, if I can not do a good job at doing something then I will not try and include it. Which is why on the Adv Spell damage forum multiple people have asked for automation and Ive rejected it etc..
-pete
Thanks for elaborating further. Let's see what the future holds in store for us.
I really do hope, that targeting masks will become a reality in the future, maybe even native support.
I am holding back in regard of automation too. Only very distinct features like sneak attack and the like have been automated in my games by using Kent McCulloughs extensions.
Anything further is prone to cause issues as there are too many unknowns in regard of spellcasting and stoytelling that could collide anytime, making reversing necessary and hampering the "flow" of my games.
I totally agree with your observations in this regard.
Now here's another request. I'm using metric measurements for the grid in my game. Therefore 5 ft are 1.5m on my maps. This causes most graphics to still be too large, even when scaling is set to 400. Would it be possible to increase the limit to accommodate this?
Can you screen shot me a map with the grid config open etc... so I can see your settings, if you are using custom graphics, maybe attach an image of the spell token ( if it will fit in the upload space, or upload at 50% or 25% and tell me which so I can just resize it back to the original.. then I can have a test. ) The limit is easy to change but the I might need to increase space in the gadget to have bigger numbers look ok.
-pete
Alright, you find screenshots attached.
I'm using the high rez versions of G Jensens Spelltokens, no changes made. Some of them are larger or smaller than 1650x1650 px in size.
You won't have to widen the input field, as up to 4 digits fit in just fine.
Thanks mate, appreciate it.
Thanks, I'll take a look in a bit... I want to check that a graphic of resolution when configured as 70 pixels 5ft, still needs 70 pixels when at 1.5m ( give or take.. ) as it should be working in 'squares' for the scale factor... Just in case its a bug that makes you need a much larger value like 230 pixels in the config..
-pete
For me the question is why would we need 4 digits for the amount of pixels per 5ft typical grid...
At a 1000 setting, this is basically going to have a single grid square take up the vertical resolution of a 1080p monitor... who zooms that close to 1 square and expects a 1:1 texture resolution...
Also in the map under the spell token is only at 75 pixels per grid square.
While I think its nice to have higher resolutions available, hence the max 400 setting.
With your 1.5m per square you will,at the moment, have to set the values 3.33x bigger and hence you can support upto 120 pixels resolution per square of spell tokens. Which considering the resolutions of the textures this could be an issue.
What I'm thinking of is an extra table that you can configure a scale factor based on the per-map 'distance suffix'..
So you can set things like
'ft' 1
'm' 3.33
etc.. so this factor scale converts from 5ft/1.5m
Or I might just go with a single scale factor box at the top of the configuration window..
Do you have a preference ?
ie.. do you use map with grid scales set at 5ft and some set at 1.5m... I'm just thinking that using the 'distance suffix' to look up a table would allow a more consistent size setting in the table with different setting in the map etc..
Sorry for the late reply.
Ideally I'd like to have a per grid square / hex setting. Eg radius or diameter of 4. This would make it easy to set things up, no matter what measurements one is using.
Not sure how difficult this would be. I attached a picture of mattekure and diablobob discussing grids in regard of token scaling, but this stuff is way over my head, so I'm not sure if it's relevant at all.
Not sure how the image relates to your radius/diameter concept...
(But yep that maths is simple relative to what I do in spell token, especially if you look at the token selection detection code that also has to deal with scale and rotation and different grids.. )
suffix.jpg show the same spell on different grid sizes for both feet and meters, I've added a table that is looked up on the map distance suffix.
Due to a busy work period, I only got to play a little yesterday with this and will take a look at the 4 grid type of the map to make sure the scale fit as expected, and I want to look at the 'tool tip' extra selection search as I want to get that showing in FGC aswell as FGU.
-pete