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August 26th, 2021, 15:54 #391
So testing the 4.1.5 version even with 'effect' lights on a player, it seems the 'light' can sometimes not be drawn. It seems to be if you change the zoom level some amount of the map this turn it on or not... its very odd.
It could still be an interaction with my extension, let me look further into it.
( But in the 5e test I have on this machine, i'm not on my dev machine, it does seem that a player with no sight is on a black map, and with an alarm in view they can see that alarm area of the map flashing. which suggests its updating the vision based on the view of the spell token.. )
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August 26th, 2021, 16:02 #392
In the light.png image you can see the DM view has light for the player and can see some of the alarm light, but the player side gets no light.
( The player also has the same alarm type flash effect on him, but as a custom 'effect' added with the CT effect... )
I also noticed that when I moved the player with the effect on and token lock, that at the end of the movement the player light effect was not fully in position of the final player movement. It sorted its self out once i move the player token on the gm side..
As a lot of light/layer changes have been made in 4.1.5 some of these issue might be related to the update. So I'll do some tests without my extension to see if I can re-create some of these issue... As they might have to be reported as bugs in the new update. And I need to know if they are update bugs or if it works find without my extension and my extension causes issues due to code binding issues from the update etc..
-pete
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August 26th, 2021, 16:18 #393
When I select the "torch" icon that has the light parameter added and move it around on the map no light happens. I have party vision off if that matters. If I select the "torch" token and add a torch token light to it using the sidebar then it lights up correctly.
*EDIT* oops, wrote this before I saw your updates. I will do more testing on my end too.Last edited by kevininrussia; August 26th, 2021 at 16:34.
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August 26th, 2021, 16:37 #394Celestial Paragon
- Join Date
- Aug 2019
- Posts
- 2,025
It was the same group of PCs as last time (we played on the same map we stopped 2 weeks ago) and is the same campaign I tested 4.8 and 4.9 with. The error only came up with the last updates to the extension.
There is one "Weissrolf" PC token that I keep adding and removing for tests only (not part of the campaign). Curiously it only seems to happen when I open the CT first, but not when the map is opened before the CT.
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August 26th, 2021, 17:22 #395
I don't think this causes any issues, it does not solve anything because when you move a spell token it will now be on top of all the (n)pc tokens. So the extension still has to manage 'fake' keeping the (n)pc tokens above the spell tokens.
Just now you can move (n)pc tokens on top of a pre-placed 'cart', you just can not move the cart as it will go above the (n)pc and cause you issues to re-move the (n)pc.. depending on size of cart and movement.. Obviously if you move the cart further than all the tokens on top then you can move the (n)pc tokens back onto the cart for them to be on top. Not sure if this works if you group select the cart and some (n)pc that are on top of the cart, if it manages any form of order or not...
But from my quick tests this 'placed on top' does not fix anything with the spell token draw order... as we want all non-combat tracker tokens to be drawn under everything all the time regardless of (n)pc token movement. If the draw order did this, so (n)pc tokens always were over spell tokens, then the 'fake' (n)pc tokens to be on top would still be fine to use just the tokens would actually be on top. So I think even if they fixed this 'properly' it would not cause an issue for the current solution.
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August 26th, 2021, 17:35 #396
I've setup a 'big' torch on a character, NOTE... you need the new 5.2 build for this as I've made the 'Bright' and 'Dim' radius in 5ft units so that if you import the spelltokens.xml in either 4e or other rules sets the values are the same, like the pixel's per 5ft. And the extension scales them for the 4e ruleset that uses 1 unit values...
This obviously will confuse if you look against a pre-effect torch with its 0,2.5 bright,dim values as they will be 0,12.5 in the spell configuration side.
From the images you can see the green light flashing on/off between t1.png and t2.png.
I'm not sure if this is vision correct, but as your light was not showing maybe you had the option off for 'add lights' which I have removed now in the 5.2 build as you can do this by setting bright and dim distance to zero.
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August 26th, 2021, 17:45 #397
v5.2 is now live, it 'nil' protects the CT before image script error, removed the 'option' for 'add light' ( so now no options in the extension. ), and I've scaled the light configuration radius values for 4e. ( They work in 5ft per square on all rulesets to allow import of the likes of spelltokens.xml to be loaded in any ruleset. So they will look 'wrong' for distance on 4e relative to the light prefab effect radius. )
So you control 'add light' by having bright/dim radius as both zero for no light added, and either with a radius will add the light. ( This is the same as in the core ruleset. ) Along with the 'FF000000' and '000000' been considered as 'inverse' for 'darkness light'Last edited by bratch9; August 26th, 2021 at 17:48.
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August 27th, 2021, 00:23 #398
Torches and other token lights are working in 4e now. I had to mess with the parameters to get the right look but works great now. Thanks!
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August 27th, 2021, 00:31 #399
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August 27th, 2021, 13:54 #400Crusader
- Join Date
- Mar 2019
- Posts
- 13
Hello I just purchased this extension. After updating I do see the Spell Token window. It may be my lack of computer skills but that is as far a I can go. How do I load the tokens onto the combat tracker for foes/enemies.
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