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  1. #781

    Join Date
    Feb 2017
    Location
    the seaside, UK
    Posts
    560
    (also if you use the Natural Selection extension you can force the spell token to the bottom of the pile: https://forge.fantasygrounds.com/shop/items/953/view )

  2. #782
    Quote Originally Posted by webdove View Post
    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?
    1. Its possible that simpler tokens do exist. I even provide a script at the top of the page to allow generation of blank tokens of a specific resolution and size. So maybe use that and generate some simple tokens and set up an xml map for these ?

    2. I dont own spell tokens 2.1 source graphic image(s), so can not alpha them out and provide those. But again feel free to do this to your downloaded module of spell tokens 2.1. ( For legal reasons I can not edit and supply the adjustment )


    So while I understand your comments, I'm not an artist so can not draw these tokens to provide them. ( As I say I provide a script to generate masked single colour tokens at the top of thread.. ) And I obviously can not take other peoples artwork and adjust them. I did ask the owner of spell tokens 2.1 if it was possible to make 'small' versions for icons, which is why the spell tokens extension has an extra graphic space in the configuration. So a icon can be setup and then the player character gets the small icon, which is quicker to sync to the character sheet than the full size which is only needed when dragged onto a map...

    Sure these things exist and if you want to get gimp out and adjust graphics then feel free. But I assume people asking for these things just dont have the skill, as a confident artist with the spell tokens 2.1 pack that wanted them fainter would just boot photoshop and bulk edit the files they have. It would take less time for an artist to fix the issue than create a message and talk about it.

    If I dont know of a link to something requested, it might exist, but I can not provide the information. ( I'm happy that Ludd_G provided a link that might help, but again you would need to turn these images into a module, as I was not sure if it was just loose images or not... and then configure up these graphics in FGU or make a import xml config file.. But again I assume people asking for these sorts of things want the simple click solution, and dont want to spend hours doing the custom work etc. )

    I do try and help as best I can,
    -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. #783
    I actually quite like the spell tokens as is. I don't find that they really interfere with anything. Coming from Foundry, we usually delete templates for things like fireball right after the damage is resolved anyway. We really just use them for a visual of what is being affected by the spell.

    I do wish Fantasy Grounds had something closer to what Foundry has for determining spell areas of effect, but this is about as good as it gets for Fantasy Grounds, so thanks for all of your hard work, Pete.

  4. #784
    Quote Originally Posted by Ludd_G View Post
    (also if you use the Natural Selection extension you can force the spell token to the bottom of the pile: https://forge.fantasygrounds.com/shop/items/953/view )
    I'm not sure if natural selection re-orders spell tokens... unless thats new. When I tested it at launch it only showed selection of CT tokens, which was great, and so I assumed it could not 'push back' a spell token.. only player/npc icons that sit on top of each other ?

    I could be wrong, and its changed to allow this. ( I do have plans to look into what is been done to push back a token, as every time I play with doing this its been inconsistent or had issues. Normally its done by calling a move(x+offset,y+offset) and move(x,y) to fake 'move' a token... as now I think FGU always puts a moved token to the back of the stack. When Spell tokens also supported FGC it di other things and FGU also had a bunch of odd stacking. But I think this has had specific updates in FGU so maybe its stable now with a fake move ?? I will take a look as some point, as I'd love to give spell/npc/player tokens a 'priority' type system.... as then people who abuse Spell tokens extension and configure things like tables and carts would have the ability to allow spell/player/npc to go under or over a token... type of thing.. )

    -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. #785
    Quote Originally Posted by wframe View Post
    I actually quite like the spell tokens as is. I don't find that they really interfere with anything. Coming from Foundry, we usually delete templates for things like fireball right after the damage is resolved anyway. We really just use them for a visual of what is being affected by the spell.

    I do wish Fantasy Grounds had something closer to what Foundry has for determining spell areas of effect, but this is about as good as it gets for Fantasy Grounds, so thanks for all of your hard work, Pete.
    I also assume people would place a fireball spell token, use the radial to select targets, run the damage and then delete the spell token. Out group only leaves 'active' spells going past the end of turn. Hence only the odd one is ever in play on an image and hence does not clutter up too much. Sometime players drop a spell token onto the center of and npc and 'link' them together and then can not move the spell token any more... ( So delete and re-add etc.. I know you can press shift to stop this !! )

    Thanks, I assume most people go the other way from FGU to foundry !! ( I've never use foundry but I have see people talk about it and it always interested me !! )

    -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.

  6. #786

    Join Date
    Feb 2017
    Location
    the seaside, UK
    Posts
    560
    I used to just select the tokens that i wanted on top (as each is selected it places it to the top of the pile), which acts as a default send to back if you do all the other tokens but not the spell. But I've just see this in the forge description of Natural Selection:

    "Send to Bottom
    With the Natural Selection window open, right clicking on a token in the popup window brings up the radial menu, and within the radial menu is an option to send the token to the bottom of the stack. Doing this might adjust the order of tokens that are stacked on top of it."

    which I'll definitely be using in the future.

    I find the extension really stable now and it's another one where I'm mystified that this isn't core mechanics in FGU.

  7. #787
    Quote Originally Posted by Ludd_G View Post
    I used to just select the tokens that i wanted on top (as each is selected it places it to the top of the pile), which acts as a default send to back if you do all the other tokens but not the spell. But I've just see this in the forge description of Natural Selection:

    "Send to Bottom
    With the Natural Selection window open, right clicking on a token in the popup window brings up the radial menu, and within the radial menu is an option to send the token to the bottom of the stack. Doing this might adjust the order of tokens that are stacked on top of it."

    which I'll definitely be using in the future.

    I find the extension really stable now and it's another one where I'm mystified that this isn't core mechanics in FGU.
    Yep I agree, the layer control of tokens even without extensions is a little odd... But it was changed when they sort of dropped FGC support.. which made it better. In the early days of FGU it was all over the place, some times you drag and it goes to bottom some times it stayed on the top and it was different between clients and host. I think they were trying to keep player tokens high on clients and npc token highest on host... but it was just a mess. It is better now but still could do with some work and extra options. But then SW dont see to look at abusive use of token for the likes of carts or spell tokens etc...

    ( I will look at natural selection, as I said in this thread, if its now reliable to push tokens to the back with a quick move type thing... then when you move an npc/player token I can then move all the spell tokens and get them to the back type thing.. But needs looking into. )

    -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.

  8. #788
    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.
    released
    v7.8 should resolve the line tokens, rotation/selection issue.
    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. #789

    Less obtrusive Spell Tokens

    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
    It's also very possible to simply diminish the visibility of your spell tokens. The Spell Tokens are PNG files, which have a Transparency Alpha layer. You can pretty-easily work through your MOD of tokens (some are brighter and more obtrusive than others), pulling each one into GIMP, reducing the opacity with an easy slider bar and re-exporting the token back out. Takes maybe 10 seconds per token. You don't have to do anything in FGU, just re-zip and change the ZIP ext. to MOD and replace it into FGU modules folder. (There are a number of How-To's on "token work," if you need the step-by-step.)

    I modify/create Spell Tokens for my specific aesthetic and uses. I like the way they make the board look like there's magic happening and reflect the action going on.

    War can a busy looking business, but I definitely get how they could be distracting if you have too many going.

    Good luck.
    Last edited by Gawain the Great; March 3rd, 2023 at 17:53.

  10. #790
    Quote Originally Posted by bratch9 View Post
    released
    v7.8 should resolve the line tokens, rotation/selection issue.
    It DOES! Thanks for the quick fix, Pete. You are a wizard of the highest order.

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