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March 11th, 2014, 06:12 #21
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May 24th, 2014, 04:36 #22
How hard would it be to add a "Show To GM Only" toggle for the middle layer? That would be really handy for putting map notes and room numbers and so forth on the map that you don't want your players to necessarily see. Although I guess you would have to put that information down in the form of tokens right? Maybe not as useful as I originally thought....Thoughts? Is there another way to accomplish that goal that already exists?
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May 24th, 2014, 04:48 #23
Pushpins/shortcuts - link these to a story entry with the title being what you want to see when you hover over the pushpin. Plush clicking on the pushpin will open a story entry that usually has all the info for that room: boxed text, details, encounters/NPCs, etc.. See the "Pins" section here: https://www.fantasygrounds.com/wiki/index.php/Images
EDIT:See page 6 of this guide for an example: https://www.fantasygrounds.com/forum...3&d=1377887605Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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May 24th, 2014, 04:58 #24
That's great for linking story entries to the map, solves 90% of what I was considering. What about if I want to note the location of a secret door? Do a create a separate story entry for that and pin it as well? An invisible token of the letter S? Any other ideas?
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May 24th, 2014, 05:01 #25Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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May 24th, 2014, 05:05 #26
Hopefully that will get saved correctly when I export to module?
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May 24th, 2014, 05:18 #27
yes - pins/shortcuts are (imho) the best way to put everything on the map.
they do get exported in your modules
ive started calling my encounters - ENC:Something-or-other so i can see it when i hover over the pin, same for TRAPS.
https://www.youtube.com/watch?v=4-PqBEJ8BRM
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May 24th, 2014, 05:19 #28
Tokens on maps don't survive the export process, so that's not a good way to deal with secret doors. I guess I'll just create simple story entries for those and pin them.
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May 24th, 2014, 05:29 #29
Tokens in Encounters will stay though
https://www.youtube.com/watch?v=tx7CtPsdNbA
I do recommend you use pins for all things of interest - they are visible to you - they link to the source material and they are invisible to players.
There is a request for different colour pins - that woudl be nice - eg: Red/Story, Blue/Encounter, Black/Trap etc.
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May 24th, 2014, 13:47 #30
Here's a way. Create an Encounter and add a 'Secret Door' entry and assign it a token. Now drag the token from the Encounter window to the map you want it placed on. You should get a tick in the Encounter window indicating that the pre-placement of the token has been recorded in Encounter.
You can now export the map and encounter and the included token should export as well.
Now when you drag the Encounter to the CombatTracker during play, it will pre-populate the map with the Secret door token. Just don't make the SecretDoor npc entry visible or the players will know its there. Of course the GM will always see the tokens on the map.FG Project Development
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