Step Counter
Current Version: v2.4.0
Updated: 2026-06-18
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.
You can ask questions at the Fantasy Grounds Forum.
Details
Video explaining how to use at YouTube.
Second video to explain the newer features also at YouTube.
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 (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 extension. I put "visible" in parenthesis because it respects invisible actors through the Combat Groups 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 extension).
Difficult Terrain and Bodies of Water and Traps: When used in conjunction with Aura Effects 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, Polymorphism, Pets, Assistant GM, Requested Rolls, Combat Groups, Carrier
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. 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 from Game-icons.net.
Icons made by Delapouite from Game-icons.net and Game-icons.net.
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.

