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March 2nd, 2023, 12:16 #771
That is odd, I'll try and reproduce this later...
-pete
EDIT: I've replicated this, it looks like it might think the token is rotated by 90 degress, you can find the help text from it off the spell token and then rotate with the keys/mouse/radial.. But its a bug I'll look into.Last edited by bratch9; March 2nd, 2023 at 17:29.
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March 2nd, 2023, 17:27 #772
Ive attached at the top of the thread 'B9_SpiritualWeapons.xml' to cover this set of spell tokens.
My only question is some are called 'Staff' and 'Staff_' and 'Staff_one' (two,three) the names I've used come from the filenames.. Do you have any suggestions for better names for these?
They follow the naming for putting the weapon type in a (NAME) with the spell..
So drag on 'Spiritual Weapon' and rename the to 'Spiritual Weapon (Morodin hammer)' to select the specific graphic. ( Note... due to 'delay text entry for power name' you have to click away from the edited string to say you character name and then 'reparse' + shift key pressed to just update the spell token graphic.
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March 2nd, 2023, 21:24 #773Zealot
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That XML looks great.
As for the few "staffs" you mention. Here are my suggestions:
1. Staff_three_spiritual_weapon.png - Would work well as the Staff of Eternal Domination, related to any of four spells: Focused, Magus, Dancing, Telepathic Link.
2. Staff_two_spiritual_weapon.png - Looks like a good Staff of the Homing Tree, which is related to the Overpower (Dread) spell, and/or the Spell Storing spell.
3. Staff_spiritual_weapon.png - Would work as the Alkilith Staff, related to the Confusion Spell (the demonic Eye would work well for that idea).
4. Staff_for_spiritual_weapon.png - Would work well as the Coral Staff, related to the Bless and Detect Magic spells.
5. Staff_spiritual_weapon_.png - Would work as the Staff of Polarity, related to the Reverse Gravity Spell.
6. blibdoolpoolp_pincher_staff_spiritual_weapon.png - Looks like it was made to be the Pincher Staff, though it doesn't relate to any spells.
I hope those suggestions help, and that I understood what you were looking for. If not, let me know, and I can direct my response more precisely. Great work on your Extension!
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March 2nd, 2023, 22:07 #774Forge Profile
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March 2nd, 2023, 22:10 #775
Sorry, I'm not sure what you mean by the "help text from it off the spell token". I don't see anything except the giant token boundary and I can't even move it. I don't see any way to rotate it at all that works.
I know you're looking into fixing it. I can deal with it until then, I'm just not sure what I'm missing.
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March 2nd, 2023, 22:21 #776Zealot
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March 2nd, 2023, 23:34 #777High Patriarch
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Hi, My players find that when spell images are persistent they clutter up the display too much especially when they don't sit on the bottom layer. They prefer simple outlines of the areas of effect. It it possible to get simple outlines easily?
Thx
Web
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March 3rd, 2023, 11:50 #778
You can use left+right mouse button without the extension to place pointers on the screen. You can also use the radial to add these pointers. This is the best outline you can get. And things like radial selections can not be attached to these special pointer draw items..
From a 'graphic' point of view like the spell tokens, while the 'alpha' is taken into account for the render, the selection has no idea about the alpha. So the full graphic becomes the selection box. For spell tokens I try and reject selections outside the 'shape' of the token when in side the rectangle the graphic take up. But I can not use any information from the graphic to reduce the selection. ( This did work on FG classic, they have alpha checked selection so it could adjust the hit on the graphic to only visible parts... but FG unity does not do this feature !!! )
From a lua and extension point of view, its not possible for us to ask for a 'pointer' to be drawn. We can take over some of the information about the actual draw of the pointer shape but we can not spawn them onto the screen. only the radial and left+right mouse can 'add a pointer'. I know this because I've been wanting to use the 'pointers' system to draw the outline of the selection around the grid on top of the spell token sprite etc.. Also the way to do these pointers seems to also have changed because the FGU pointers are now 'filled', while the information I know about the custom pointers only creates outlines. ( I've asked for updates to the part documentation thread about custom pointers but no responses about this basically non-documented feature.. )
Its also a pain that spell tokens have to suffer from the same layer pool as tokens, to fix this a low level FGU priority system would need to be exposed. ( Since SW want you to use the spell templates they provide and have to be added by the GM only, that is the 'solution' to spell tokens... basically SW are done with spell tokens its a 'solved' problem in FGU eyes so change requests go into a black hole !! ) Bugs/change/wishlist items have been added going back multiple years to get some movement on token layer control, from many people.
Sorry I can not help more, I'm very limited with what is exposed to extensions and lua. Getting the system to be as usable as it currently is required me to override basically every thing in the image/selection process that is exposed and re-write all the selection and movement code that FGU provide in the c# code in lua to override as much of the system as possible. ( Things like 'locked' token movement approval by DM still dont work as the c# code calls very limited lua api to try and track this and with just the one callback its hard to track start/end drags to track if linked tokens should move other moving tokens.. )
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March 3rd, 2023, 12:52 #779High Patriarch
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March 3rd, 2023, 13:50 #780

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Hi,
would these fit the bill?
https://www.drivethrurpg.com/product...tual-Table-Top
These are for PF2e but if you search for Spell Tokens on drivethrurpg there are several different flavours available, and I've just noticed there's a sale on as well so I'm gonna get some different sets.
Hope this helps,
Cheers,
Simon
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