@Mgrancey
To change the colors look at the top of:
/scripts/5e_combat_enhancer.lua
-- Underlay colors for tokens on the map. First two numbers/letters refer to the alpha channel or transparency levels.
-- Alpha channel (ranging from 0-255) in hex, opacity at 40% = 66, 30% = 4D , 20% = 33, 10% = 1A.
-- The opacity is set to 20% by default, but is now modifiable on the fly in the Settings menu.
-- You can change the three colors here by changing the 6 characters after the first 2 (the alpha channel).
TOKENUNDERLAYCOLOR_1 ="3300FF00"; -- Tokens active turn.
TOKENUNDERLAYCOLOR_2 ="33F9FF44"; -- Token added to battlemap, but not on combat tracker.
TOKENUNDERLAYCOLOR_3 ="330000FF"; -- Token mouse over hover.
Change them to whatever hex color you want, first two numbers are the alpha (opacity) channel. This can be modified live in one of the menu settings.
@Three of Swords
"Out of curiosity, why does the difference in target size matter?"
The range arrows update on token movements and hovering over tokens (/campaign/image.lua):
function onMeasurePointer(pixellength,pointertype,startx,st arty,endx,endy)
This is an automated call. The line drawn with the figures isn't without fault. For example, it won't run if the line can't be drawn. So if a token is directly next to one another horizontally or vertically it doesn't recalculate ranges.
The center of tokens is regardless of size, the center-point of the token graphics. The current theory is that it might have something with to do with that for larger tokens the text widget that the altitude is placed in, somehow isn't connected to the hex that contains the middle of the token as it's on the side (in another hex than the center one). And as the range arrow is calculated to the center hex it therefore doesn't get picked up during the calculations.
Mind you this is just speculation at this point. Haven't had an overly long time free to look at this particular issue yet. Did some testing but these things require considerable timeslots to read over all the code. Run test changes to code, numerous reloads of FG, run a number of test cases etc.
@DMZeff
With the latest updates tonight (which will come with the next version) you'll be able to see the players moving their tokens while on all the different layers as a GM.
Overriding the default requirement of being on the actual bottom layer (the image containing the actual background or map image) may not be technically possible.
Without having spent any considerable time testing things with code changes to try this specifically. From what I've read and done so far in regards to masking, if I'd have to have a guess if it were possible to accomplish this. It wouldn't surprise me if it turned out to be a complicated affair of overriding default masking calls. Some of the core functionality of FG is only accessible to us via API's, this includes masking calls, something we can't change ourselves with extensions or modules.