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  1. #871
    Quote Originally Posted by amcog View Post
    I didn't think of that! That does resolve the problem, though you have to remember to untarget the NPC itself before applying any effects or actions.

    In terms of QoL though it would be nice if we didn't need to have to use this work around and the tracker stayed on the selected NPC instead of jumping to the target, but if that is not possible due to how the extension works then that is fine. Very grateful for the features provided and hoping it becomes a base feature for FG one day
    Not sure I follow. E.g. NPC attacking 3 PCs. Turn marker on NPC. CTRL+Click PC1, CTRL+Click PC2, CTRL+Click PC3. Click NPC. Your NPC should still be in the middle of the screen and easy to just click... or am I missing something? No need to untarget anything, just normal click on NPC.
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  2. #872
    Quote Originally Posted by amcog View Post
    I didn't think of that! That does resolve the problem, though you have to remember to untarget the NPC itself before applying any effects or actions.

    In terms of QoL though it would be nice if we didn't need to have to use this work around and the tracker stayed on the selected NPC instead of jumping to the target, but if that is not possible due to how the extension works then that is fine. Very grateful for the features provided and hoping it becomes a base feature for FG one day
    It is a simple change, if you feel courageous. Unzip the ext and change the file scripts/snap_token.lua, line 68, like below. As long as you are ctrl+clicking, the combat tracker is not going to move.


    if wTokenCTEntry ~= nil then
    - doHighlightEntry(wTokenCTEntry,true);
    if wLastSnapToken ~= nil then
    -- make sure our reference is still good
    noerr, errmsg = pcall(wLastSnapToken.getDatabaseNode,nil);

    with
    if wTokenCTEntry ~= nil then
    + if not Input.isControlPressed() then
    + doHighlightEntry(wTokenCTEntry,true);
    + end
    if wLastSnapToken ~= nil then
    -- make sure our reference is still good
    noerr, errmsg = pcall(wLastSnapToken.getDatabaseNode,nil);
    5E DM, Player, FG conversions, learning LUA, engineer, geek, Ultimate License, Unity Supporter.

  3. #873
    Thank you for the suggestion! I'll give it a try!

  4. #874
    Whenever I create just a new map in my current campaign I get a black background.

    I'm using the latest version and I only have this extension and token helper active.

    Any help appreciated.

  5. #875
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    Quote Originally Posted by Booker Grimm View Post
    Whenever I create just a new map in my current campaign I get a black background.

    I'm using the latest version and I only have this extension and token helper active.

    Any help appreciated.
    When you create a new map without this extension you just get a beige background.
    Im guessing the mask image, which is also the new image background, has been replaced with a black image.

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  6. #876
    It's not a massive problem. I can just use a generic blank map for the mass battle I have planned.

  7. #877
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    Quote Originally Posted by Booker Grimm View Post
    It's not a massive problem. I can just use a generic blank map for the mass battle I have planned.
    You're better doing that anyway - otherwise the full layer functionality doesn't work that well.
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  8. #878
    Does anyone know if today's update will mess this up again?
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  9. #879
    Zacchaeus's Avatar
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    Quote Originally Posted by Martin153 View Post
    Does anyone know if today's update will mess this up again?
    Today's update was just updates to modules. The client wasn't changed.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea to the wish list http://fg2app.idea.informer.com/

  10. #880
    Quote Originally Posted by Martin153
    Does anyone know if today's update will mess this up again?
    Unfortunately it did
    Last edited by Salva; March 18th, 2020 at 10:41.

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