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  1. #791
    v7.9 released.

    This has a sort of layer priority system for the spell tokens. ( It might cause use issues with other mods as it basically re-orders the token layers when anything moves !! )

    The system has 4 layers..

    1. Low priority spell tokens
    2. Low priority player/npc tokens
    3. High priority spell tokens
    4. High priority player/npc tokens

    Spell tokens now have a toggle button in the 'spell configuration' window that toggle then between low priority (off) and high priority (on).
    player/npc tokens now have a radial option (in position 4, its an up/down arrow. ) that toggles the player/npc priority.

    At the moment it does not sync the player/npc priority between clients/host, so it can get out of sync if a player moves a token, sets it to low priority, then the gm moves a token... as the gm will not have the low priority player and sort the player into the wrong state. ( ie the player priority needs to sync across the data base, so not production ready, but can be tested for feedback ?? )

    This allows spell tokens to stay at the back of player/npc tokens... and allows things like tables (abused in the spell token config to high priority) to be above spell tokens, but also allows for players to stand on or under the table and still be above and spell tokens.

    Feedback is welcome, when I get a bit more time I'll add the code to sync the database for the player priority as they get toggled.

    -pete

    EDIT: looks like this...

    undertable.JPG
    Last edited by bratch9; March 3rd, 2023 at 22:39.
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    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. #792
    v7.10 released. This adds support for locked token movement. Now the token stack tends to have the player token on top, this allows it to be dragged and the gm get a 'normal' sized approve move tick box. ( Still possible to drag a spell token and get the massive approve. ) But the system will try and move the player token and any linked spell tokens.

    -pete
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    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. #793
    Strange thing is happening now. In the shot below the host is on top the client on bottom. When the client drops the token it resizes on the host? Maybe I am doing something wrong? Same thing happens if the GM drops a spell token on the map.

    Edit: It only happens when the client is connected. Host only does not have this issue.
    Attached Images Attached Images
    Last edited by nephranka; March 5th, 2023 at 15:56.

  4. #794
    Quote Originally Posted by nephranka View Post
    Strange thing is happening now. In the shot below the host is on top the client on bottom. When the client drops the token it resizes on the host? Maybe I am doing something wrong? Same thing happens if the GM drops a spell token on the map.

    Edit: It only happens when the client is connected. Host only does not have this issue.
    v7.11 release.

    Fixes token size issues, caused by too much 'layer sorting'

    Layer sorting is now only done on the host side, and has a delay counter which is set when things move... and when ticked down it will cause a layer sort. This count down only happens if you move the mouse over the image or have it over a token... ( Its just how the callbacks function in FG... without a 'every frame' type call back its the best it can be for now... )

    Also the switch priority is now only on host side for players/npc, so 'ask your dm' to move you under the table !!


    I think this resolves the current set of bugs I introduced over the last couple of builds to do with layers and locked token movement. ( I'd love to sort the lag on the locked token for the players, but again I had to limit this to the host side processing to drag linked tokens about... due to every move token also spamming the move and extra moves for linked into clients and I did not want the 'echo' of a client also trying to move the linked token when it noticed the other half moved etc.. )

    -pete
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    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. #795
    Quote Originally Posted by bratch9 View Post
    v7.11 release.

    Fixes token size issues, caused by too much 'layer sorting'

    Layer sorting is now only done on the host side, and has a delay counter which is set when things move... and when ticked down it will cause a layer sort. This count down only happens if you move the mouse over the image or have it over a token... ( Its just how the callbacks function in FG... without a 'every frame' type call back its the best it can be for now... )

    Also the switch priority is now only on host side for players/npc, so 'ask your dm' to move you under the table !!


    I think this resolves the current set of bugs I introduced over the last couple of builds to do with layers and locked token movement. ( I'd love to sort the lag on the locked token for the players, but again I had to limit this to the host side processing to drag linked tokens about... due to every move token also spamming the move and extra moves for linked into clients and I did not want the 'echo' of a client also trying to move the linked token when it noticed the other half moved etc.. )

    -pete
    That fixed my issue. Thanks!

  6. #796
    Quote Originally Posted by nephranka View Post
    That fixed my issue. Thanks!
    Do set yourself a more table like spell token and configure it with its priority tick in the spell configuration window, and have a go with the new layer system for tokens... you should now see spell tokens been behind the player/npc tokens so you should always have access to the player/npc even for 'locked token' to drag and approve etc... And then as a gm you can have your player token above or below the table or cart etc...

    But because it sorts the tokens after they move, things like natural selection that moves a token will probably then cause a re-layout of the stack and the spell tokens system will probably reorder the tokens again and break the token you wanted on the top etc..

    So usage feedback and interactions with the other mods the add/move tokens about would be fantastic feedback.. As I'm sure some will have issues.

    I'm sure you will have fun with the changes, I've got a few things I want to fix. Like giving the player tokens the priority change, but that will have to send a message to the host to cause a layer sort. But I think the changes I made need to 'settle' and pick up any more slight issues I've caused with the changes of the systems.

    Thanks in advance for your feedback and comments they are always welcome,
    -pete
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  7. #797
    Quote Originally Posted by bratch9 View Post
    Do set yourself a more table like spell token and configure it with its priority tick in the spell configuration window, and have a go with the new layer system for tokens... you should now see spell tokens been behind the player/npc tokens so you should always have access to the player/npc even for 'locked token' to drag and approve etc... And then as a gm you can have your player token above or below the table or cart etc...

    But because it sorts the tokens after they move, things like natural selection that moves a token will probably then cause a re-layout of the stack and the spell tokens system will probably reorder the tokens again and break the token you wanted on the top etc..

    So usage feedback and interactions with the other mods the add/move tokens about would be fantastic feedback.. As I'm sure some will have issues.

    I'm sure you will have fun with the changes, I've got a few things I want to fix. Like giving the player tokens the priority change, but that will have to send a message to the host to cause a layer sort. But I think the changes I made need to 'settle' and pick up any more slight issues I've caused with the changes of the systems.

    Thanks in advance for your feedback and comments they are always welcome,
    -pete
    I will give any feedback we get from play. Thanks for the work!

  8. #798
    Quote Originally Posted by Ludd_G View Post
    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
    Hi Simon,

    Those look wonderful. The stair-stepped shapes quantized to 5' would give more accurate targeting. The one thing I would wish for is an option to empty the internal pixels so all tokens are just an outline. That would eliminate the clutter problem for those of us that find it to be undesirable. It's funny. Before tokens 2.1 I remember using Diablobob's DM Tools and seeing simple outlines, but I cannot figure out where those came from.

    Web

  9. #799
    Found that version 7.7 is incompatible with current portal extension v.2.30. When you try to resize portal token you can only enlarge it and cannot shrink it with mouse wheel. I do not know where is bug, but I this happened after last updates...

  10. #800
    Quote Originally Posted by webdove View Post
    Hi Simon,

    Those look wonderful. The stair-stepped shapes quantized to 5' would give more accurate targeting. The one thing I would wish for is an option to empty the internal pixels so all tokens are just an outline. That would eliminate the clutter problem for those of us that find it to be undesirable. It's funny. Before tokens 2.1 I remember using Diablobob's DM Tools and seeing simple outlines, but I cannot figure out where those came from.

    Web
    Since the content of the actual graphic is not looked at for targeting, only the mathematical shape type defined in the configuration window... I dont think the images will be more 'accurate' for selection... You can draw whatever in the image, if its defined as a 'circle' spell token, and you draw a squared out circle, its still going to check against a perfect circle. ( Unless you use the 'usage mode' = 'pixel' configuration, then it might be better as it rounds to squares... but it might not match with the spell image etc.. ) For example if you used a squared off spell token and had it on a half grid location, then the grids are not going to line up to the selection etc..

    -pete

    EDIT: NOTE... if you use 'usage mode' 'pixel' then when you use the 'target' option on the spell token radial and hold down the 'ctrl' key at the same time a chat message will give you a grid of pixels that the system is checking. It will try and be bigger than the spell token area but you should be able to get an idea of which grid squares its going to check. ( Its based off the mathematical shape including the centre pixel of the grid square... unless you are in 'half square' mode... in which case each grid square is considered as 4 smaller squares )
    Last edited by bratch9; March 6th, 2023 at 22:00.
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    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.

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