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  1. #531
    How to create tokens for custom spells?

  2. #532
    Quote Originally Posted by arcanjl View Post
    How to create tokens for custom spells?
    To make a custom token you need to,

    1. make/find a suitable graphic for the spell.
    2. add this to the 'install' location of FGU, in the 'tokens' sub folder.
    3. then you need to check in game that you can see that token in game. It should be in the 'assets' tab under 'tokens' probably in a folder called 'data'. ( or campaign, if you put the graphic in a campaign specific 'tokens' folder.. )
    4. when you are happy the game can see your graphic, open the 'spells token configuration' window. Right click in some space should give the 'radial' button for FGU and at the south position you should have 'add item'.
    5. use the radial control to add a new item. Give this the name of your spell, so it matches up with the character sheet or source module name for the spell.
    6. once you have a this new line, drag the spell graphic from the 'assets','tokens' ( probably 'data' ) folder onto the spell configuration window graphic space on the right end of the new line you made.
    7. next configure the 'size per 5 units'. If you have a 200pixel x 200 pixel spell token and want that to cover a 20ftx20ft space. This is a 4x4 grid selection. You set the 'size per 5 units' to 200/4=50.
    8. you can now 'reparse' the spell on the character sheet, you might want to hold 'shift' when you do this to just update the spell token on the character sheet.
    9. check this is now working and showing the correct size on a map. If its too big you need to increase the 'size per 5 units' and if its too small you need to reduce it. ( And then drag a new test spell token onto a map... until you are happy. )

    Most spell tokens are normally 50 ( or 70 or 100) pixels per 5 foot. But could be anything if you have drawn it. But if you have the artwork and can look at its resolution and you know how big the spell covers, convert that into the grid box size and take the resolution and divide by the number of grid squares. ( These in 5e are the typical 'pixels per 5 unit' that are used. If you are in 4e then assume the setup as for 5e as the system automatically scales the sizes by '5' due to 4e ruleset counting in grid squares instead of feet. )

    Hope this help,
    -pete

    ( If you still have issue, consider posting some images of the stages you are at, and I can advise further. )
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    Forge Extensions: B9's Spell Tokens Extension, B9's Encumbrance Tweak Extension.
    DMsGuild Extensions: Advanced Weapon Damage Extension, Advanced Spell Damage Extension, Aspect Of The Bear Extension, Spell Long Rest For NPC Extension, Spell Domain Extension.

  3. #533
    Worked like a charm - Thanks!!
    Last edited by arcanjl; December 5th, 2021 at 21:39.

  4. #534
    Quote Originally Posted by arcanjl View Post
    Worked like a charm - Thanks!!
    You are welcome.

    -pete
    Forge Profile
    DMsGuild Profile

    Forge Extensions: B9's Spell Tokens Extension, B9's Encumbrance Tweak Extension.
    DMsGuild Extensions: Advanced Weapon Damage Extension, Advanced Spell Damage Extension, Aspect Of The Bear Extension, Spell Long Rest For NPC Extension, Spell Domain Extension.

  5. #535
    Quote Originally Posted by nephranka View Post
    Have you seen the changes in Test? I gave it a spin and thought I would report back. It looks like I get an error when I open a map:
    [ERROR] Script execution error: [string "scripts/image_B9ST.lua"]:78: attempt to call field 'onGridStateChanged' (a nil value)

    I know this is still on test but I thought I pass it along.
    This should be fixed in version 6.5. ( Should work on current and test releases. )

    -pete
    Forge Profile
    DMsGuild Profile

    Forge Extensions: B9's Spell Tokens Extension, B9's Encumbrance Tweak Extension.
    DMsGuild Extensions: Advanced Weapon Damage Extension, Advanced Spell Damage Extension, Aspect Of The Bear Extension, Spell Long Rest For NPC Extension, Spell Domain Extension.

  6. #536
    Quote Originally Posted by bratch9 View Post
    This should be fixed in version 6.5. ( Should work on current and test releases. )

    -pete
    Great news. I will test it out. Thanks!

    Edit: All looks good. No issues on test. Thanks!
    Last edited by nephranka; Yesterday at 03:34.

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