DICE PACKS BUNDLE
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  1. #771
    Quote Originally Posted by wframe View Post
    Bought this extension today and I love it. I'm having one small problem. Whenever I drag a line template from the character sheet or the configuration window onto the map, I can only rotate it about 45 degrees and then it stops. No amount of holding shift and scrolling will rotate it further. Worse, I can't move it after that. It's like it gets locked. Rotate left and rotate right token functions aren't working from the radial menu, either.

    This is ONLY on lines like lightning bolt, wall of thorns, etc.
    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.
    Forge Profile

    Forge Modules: B9's Steel Defender.
    Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.

  2. #772
    Quote Originally Posted by Gawain the Great View Post
    Sure. Happy to help. I'll try to get to that later on.

    (I could send you my spell token settings, but I have ended up making a bunch of my own spell tokens, even for things that aren't "spells" just because I love the options your Extension offers: I have a really cool Barbarian Eagle Rage for the Barbarian in my party. lol)

    Here is the link to the additional fun spiritual weapons tokens.

    https://www.dmsguild.com/product/323...-Weapon-Tokens
    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.

    -pete
    Forge Profile

    Forge Modules: B9's Steel Defender.
    Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.

  3. #773
    Quote Originally Posted by bratch9 View Post
    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.

    -pete
    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!

  4. #774
    Quote Originally Posted by Gawain the Great View Post
    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!
    I thought these were all spiritual weapons...

    just after better names for eg,
    'Spiritual Weapon (Staff Three)' -> 'Spiritual Weapon (Eternal Domination)'

    type thing, as they just looked odd not been 'Deity weapon' type for the name...

    -pete
    Forge Profile

    Forge Modules: B9's Steel Defender.
    Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.

  5. #775
    Quote Originally Posted by bratch9 View Post
    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.
    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.

  6. #776
    Quote Originally Posted by bratch9 View Post
    I thought these were all spiritual weapons...

    just after better names for eg,
    'Spiritual Weapon (Staff Three)' -> 'Spiritual Weapon (Eternal Domination)'

    type thing, as they just looked odd not been 'Deity weapon' type for the name...

    -pete
    I guess I just look at them as cool tokens to use for whatever purpose/spell I think they fit. lol. I viewed the “spiritual weapons” ID as more of an aesthetic take than a literal application.

    (But then I made a boot “spell token” to use for a fighter’s tripping feat.)

  7. #777
    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

  8. #778
    Quote Originally Posted by webdove View Post
    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
    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.. )

    -pete
    Forge Profile

    Forge Modules: B9's Steel Defender.
    Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.

  9. #779
    Quote Originally Posted by bratch9 View Post
    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.. )

    -pete
    1. What you said triggered a couple of thoughts. Aren’t there simple graphic spell outline tokens that are used if the pretty spell tokens 2.1 module is missing? 2. Is it possible to bulk edit the spell tokens 2.1 pngs to make them much fainter?

  10. #780

    Join Date
    Feb 2017
    Location
    the seaside, UK
    Posts
    560
    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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