I keep forgetting that image-only modules do not require activation. Thanks for reminding me.
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How do I size tokens for effects? So far anything I set is either the wrong size (such as the default "20 ft circle" actually being 50ish, or not being able to size tokens appropriatedly (got a few animated ones, but they're either oversized or undersized for what I set'em for (such as a 10-ft Fireball or a 30-ft. grease). Also no matter how I set things up, all images are squares. (cubic fireballs XD). True, I only got the extension like a couple hours ago, but so far I'm having trouble figuring out how to manage it (3.5E)
The spell tokens will only show the graphic you provide. If you want a 'circle' spell token the graphic needs to be a 'circle' in the source image(s). Its impossible to 'mask' a graphic file, so you can not just drop a square fire effect token and mask it to a circle. You need to provide a circle fire graphic.
The resultant size on the grid is controlled by the configuration window, and the 'size per 5 unit' number. ( Its combined with the image grid size which is normally also 5. )
To calculate the size you need to know the width or height of the source graphic, max will be used for non-square sources. But normally width is the best to use. Then you need to know the size of '5 feet units' or typical grid squares on the map for the token.
An example might be the 5e fireball, a 20 foot RADIUS token. Due to it been a radius token the actual width on the typical grid is 8 grid squares. ( ie. 8 grid squares * 5 feet per grid square = 40 feet diameter, or 20 feet radius )
If you have a graphic token that has a circle effect that touches the edges of the texture/graphic, if that texture is 500x500 pixels, then you have to set the configuration 'size per 5 unit' to 500 / 8 = 62.5. ( ie. texture width / number of grid squares to cover. )
If your source texture does not touch the edge of the graphics space, then you need to pro-rata the size depending on you source texture.
You can also do this adjustment by looking at what the texture size shows on the map, if your texture ends up been 50 feet radius or 10 grid squares and you expected it to be 8 grid squares then you can just increase the 'size per 5 unit' by [number] * ( 10 / 8 ). In this case you are using more pixels from the source texture per grid square and hence making it smaller on the map.
In the configuration window you can select the 'selection' area type of the token, it 'circle', 'square', 'triangle' etc... to the required matching shape of the source texture effect.
Depending on the selection shape you might have to rotate/flip or centre the graphic in the source spell texture.
If you find that the target selection area is too large when using the radial selection icons from the token, you can adjust down the 'collision percentage' For circle 95 is a good value to use if you dont want the fireball to 'select' people on the grid that the circle only cuts 'just' into. But this depends on how you as a DM are 'playing'
At the moment a lot of animated tokens are not fantastic for use due to the shape/orientation on the source texture.
Hope this helps you resolve your issues.
-pete
Looks like a new error with sound? This ext only throws: [6/28/2023 10:23:25 AM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_soundset.lua"]:441: attempt to call field 'getBackPanel' (a nil value)
I am getting this same error.
Looking into it, seem they must have needed the access to back panel.. spell tokens already needed this, so maybe now its available in core and I can remove my custom manager_image.lua file.
Should be a quick fix, once I've synced my local ruleset git history tree...
-pete
v7.17 is released to fix the ruleset changes.
( It now does not need a custom core rpg manage_image to get access to back/full panel, as the new ruleset has added access functions.. )
-pete