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  1. #291
    Quote Originally Posted by Weissrolf View Post
    With Wound overlays being enabled the shift logic does not seem to work when extra selection is disabled, but it works to split when it's enabled.
    most features only run with extra selection turned on, because I have to track the stack under the cursor and that is what the extra selections is controlling. If I track the stack or not.

    I'm looking to have it turned on by default, as I think I can tidy away a big chunk of code that also has to deal with token scale/rotate when its below the spell token.. which should now work without this requirement.

  2. #292
    Selection for both player and GM seem to be working great. No issues so far. The aura centered move with the token and shift separates them.

    My two observations:
    I would love to have a more transparent background when the spell token is selected (like Weissrolf was showing)
    Token lock still is a problem but I know this one is more the way the system works and not much we can do about it.

    Otherwise working good here!

    Thanks!

  3. #293
    I tried to give a spell-token a "Darkness" light. Unfortunately that does not seem to work well. I have to close and reopen the map window for any changes made and generally have to set it up as light first and then use the darkness button (darkness spell preset does not work). Too bad, would have been nice for darkness spells.

  4. #294
    Edit: forget my last post. Turns out that the Extensions folder gets precedence over the Vault folder and I still had the DMS version installed in Extensions.
    Last edited by Weissrolf; August 18th, 2021 at 10:00.

  5. #295
    Quote Originally Posted by Weissrolf View Post
    Edit: forget my last post. Turns out that the Extensions folder gets precedence over the Vault folder and I still had the DMS version installed in Extensions.
    yep the vault is the lowest priority, with extension .ext been next and then the unpacked extension in a folder. That way developers working with source get that version..

  6. #296
    Quote Originally Posted by nephranka View Post
    Selection for both player and GM seem to be working great. No issues so far. The aura centered move with the token and shift separates them.

    My two observations:
    I would love to have a more transparent background when the spell token is selected (like Weissrolf was showing)
    Token lock still is a problem but I know this one is more the way the system works and not much we can do about it.

    Otherwise working good here!

    Thanks!
    In what way is token locking not working, can you expand ?

    with the new vault version and selection you would be able to select a player token and move it and set up a token locked path to approve. It should then move as expected. ( It probably will not pull a 'joined' spell token with it, for spirit guardian type. )

    thanks.

  7. #297
    I am struggling a bit with the documentation. What do the circle/triangle/cone/square settings with each spell do and what is the different between square and circle extra selection modes?

  8. #298
    So this time I tested the real updated version in combination with Wound overlays. The following happens when extra selection mode is enabled, (N)PC tokens and spell tokens move together at any point they overlap. Shift dragging then resets the (N)PC token position. It's possible that this does not happen every time, not sure about that.

    Animated GIF:


    On a side note: FGU's token selection mode seems to be working with (N)PC + spell tokens (either stacked or just in fixed position to one another).

  9. #299
    Targeting through spell-tokens seems to work flawlessly. So even when the spell token covers a (N)PC token you can still ctrl-click on the the (N)PC token for targeting.

    Now let's hope that SW does not "fix" this newly found workaround.

  10. #300
    Quote Originally Posted by bratch9 View Post
    In what way is token locking not working, can you expand ?

    with the new vault version and selection you would be able to select a player token and move it and set up a token locked path to approve. It should then move as expected. ( It probably will not pull a 'joined' spell token with it, for spirit guardian type. )

    thanks.
    If we have token lock on and they grab the spell token it gets very big and hard to move around. So, when we are using the spell token we keep the lock off and then turn it back on when done. The only place this is a problem is auras. Since a pc moves with it we have to keep the lock off during their movement.

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