Thread: Step Counter
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March 10th, 2025, 16:57 #1
Step Counter
Step Counter
Current Version: v2.4.0
Updated: 2026-06-18
This extension tracks and displays distance a creature has moved each turn. It also provides some controls for limiting movement to the creature's current speed.
Installation
Install from the Fantasy Grounds Forge.
You can ask questions at the Fantasy Grounds Forum.
Details
Video explaining how to use at YouTube.
Second video to explain the newer features also at YouTube.
Basically, whenever a creature is moved on a map, the distance moved will be displayed. If the creature needs to make turns, there is a button to make a "step". The button is on the speed window for that creature and on the map window toolbar. You can also make a hotkey on your hotkey bar with the button or right-click the token. There is also an "undo step" button to undo steps created in error. There is also an option for each client to automatically create a "step" each time a token is released after being moved with the mouse. The GM also has a button to remove all movement tracking markers from the map at once. Passing turn also does this.
There is an option (and a toggle on the map toolbar) to limit movement of a creature to their current maximum speed. This only works if Walk this Way (a free extension, also by Farratto) is installed and the speed calculator works in your ruleset (all DnD and PF-based rulesets). If you add the dash effect (in 5E) to the creature, their maximum speed will be increased. No need to turn off movement limitation for a dash. There is also a button where you can specify which speed type you are using (i.e. fly, walk, swim, etc).
There is also an option (and a toggle on the map toolbar) to make the movement indicators on the map invisible. The distance indicator on the creature itself will continue to be displayed.
The option for rounding distance reporting is self-explatory except for the "Default" option. When set to Default, it will round based on your grid-snap settings. If you have grid-snap on, it will round to the nearest half-grid square. If you have grid-snap off, it will round to the nearest 1 decimal place.
There is an option to automatically turn Step Counter on and off based on init rolls. This option is defaulted to off to avoid confusion, but I believe most GMs will want this option on. Here is how it works: Signaling an init roll automatically turns Step Counter on. Clearing all inits, turns Step Counter off. Step Counter recognizes 3 methods of signalling an init roll: either by roll all inits, roll PC inits, or by requesting an init roll for at least all (visible) PCs in the Requested Rolls extension. I put "visible" in parenthesis because it respects invisible actors through the Combat Groups extension.
Step Counter also has a units converter. Each client has an option for their preferred units and the extension will automatically convert whatever units the map is in to the units of choice in the options settings. Options are feet, meters, and tiles.
Step Counter adds an effect tag NOTRACK that allows for disabling Step Counter on individual CT entries. There is also an option to ignore creatures that are being "carried" (Carrier extension).
Difficult Terrain and Bodies of Water and Traps: When used in conjunction with Aura Effects extension. Areas of the map can be marked off as difficult terrain by having an aura that adds the effect SPEED: difficult. Bodies of water can be marked with an effect SPEED: swimming. Please see the second tutorial video for details on exactly how to do this. Step Counter will only affect difficult terrain and bodies of water via Auras, if the creature is "walking". If a creature "flies over" difficult terrain, Step Counter knows not to count that as difficult terrain. Difficult terrain can also be manually turned on and off with the Speed Window or hotkeys created from the Speed Window.
Smart Targeting: Many of the hotkeys and buttons in Step Counter use what I call "smart targeting". If you have multiple creatures selected and you hit one of the control buttons in Step Counter, the extension has been designed to interpret that you want that button to affect all the creatures you're controlling currently. See the second tutorial video or ask questions on the forum for additional details.
Automatic token switching with speed type switch: Step Counter will automatically change the token picture when switching speed types if it finds an appropriately named token asset. The syntax is as follows:
- the asset must be located in either Fantasy Grounds/tokens/StepCounter or Fantasy Grounds/campaigns/campaignName/tokens/StepCounter.
- the asset's name must start with the same name as the token's original asset
- then have "ST" and then the speed type desired, spelled the same way, not case-sensitive
- if there are multiple assets that meet this criteria, it will take the one that ends in the highest number following an additional underscore.
- if entering difficult terrain and the creature's speed type is set to walk, it will look for an asset speed type of "difficult".
- if a creature becomes prone, it will look for an asset speed type of "prone".
- it is module source agnostic
- it is file extension type agnostic
Example:
Original token asset: "Aboleth.png@MonsterManual"
Switch to speed_type of "swim".
Looks for token asset tokens/StepCounter/Aboleth_ST_swim.any@anything or campaign/tokens/StepCounter/Aboleth_ST_swim.any.
If it finds more than one, it will take "Aboleth_ST_swim_5.any@anything" over "Aboleth_ST_swim_1.any@anything".
Current Extension/Module Support: Walk this Way, Polymorphism, Pets, Assistant GM, Requested Rolls, Combat Groups, Carrier
Known Limitations
Step Counter does create a small amount of lag when moving creatures. This lag is worse with players connected. I've done quite a lot to minimize this and I feel it is pretty minimal at this point.
Some aspects of Step Counter don't work with Token Lock on. There is insufficient power from an extension's point of view, to make this not happen. But I have added some quality of life improvements to token lock.
Moving a token rapidly through an Aura that changes speed can result in inaccurate placement of where the speed change actually occurred. If you really want precise accuracy, use the keys to move the token.
Other Rulesets
As far as I'm aware, this extension works in all rulesets. Please let me know if you find a ruleset it is not working in.
The feature of limiting movement speed to the maximum speed of the creature requires the speed calculator function of Walk this Way. Currently, I have this setup for all rulesets that are based on DnD or Pathfinder. If you have an additional ruleset you'd like supported, please let me know.
Still Being Developed
Please be patient if you find a bug or inconsistency. Please report what you find and I will do my best to fix it or provide a work around in a timely manner.
Enjoy!
Attribution
Icon made by Skoll from Game-icons.net.
Icons made by Delapouite from Game-icons.net and Game-icons.net.
SmiteWorks owns rights to code sections copied from their rulesets by permission for Fantasy Grounds community development.
'Fantasy Grounds' is a trademark of SmiteWorks USA, LLC.
'Fantasy Grounds' is Copyright 2004-2021 SmiteWorks USA LLC.Last edited by Farratto; June 18th, 2026 at 15:52.
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March 10th, 2025, 16:59 #2
Change Log
- v2.4.0: FIXED: SC was resetting diagonal count for variant diagonal rules; clients were able to use quick-forward-back buttons on unowned creatures; distance labels were being cut-off; losing label colors when relogging. Reworked background effect processing to use new ruleset effect system and end reliance on BCEG. Changed non-default fonts for speed labels to be more theme-friendly. New Option: Several options for how to round distance reporting. New Option to report distance MUCH more frequently, defaulted to off. Added protections against unit mismatching and improved feedback for unit mismatching problems. Support added for global effects window. Added some protections against rare odd movement behaviors.
- v2.3.2: FIXED: Undocumented changes to token.setPosition() API causing slight innaccuracy of distance reporting; sometimes reporting distance with a negative number when snap-to-grid is off. Added protections for future ruleset changes to effects.
- v2.3.1: FIXED: Last undo step was not clearing distance traveled. Added option to make step with every keyboard-induced token movement. Defaulted to off. Added options to adjust location and size of distance text. Reworded an error message.
- v2.3.0: FIXED problems associated with 2026-05 ruleset update: Dragging token past it's limited movement range was creating problems; New creatures added to CT not being recognized by WtW/SC; Shift-drag teleports no longer tracking distance on Host; Some effects were delayed. FIXED: Sometimes, when both Host and Client move the same creature, on the same turn, some problems would occur. Performance improvement when using movement limitation.
- v2.2.7: FIXED: Overlooked a printStack left in from testing.
- v2.2.6: FIXED: was not clearing speed in-between turns in rare situations; not respecting speed display option on load-in; was not marking active token when toggling speed display. Added protection against rare errors associated with new effect system from ruleset.
- v2.2.5: Accomodations for ruleset 2026-05-05
- v2.2.4: FIXED: Error from changes to BCEG
- v2.2.3: FIXED: negative interaction with polymorphism, token sizes not always correct when using speed type tokens, speed type token not updating on drag from CT, updating owner of character with Pets would temporarily cause database issues.
- v2.2.2: FIXED: rare error. Token changes will now trigger if distance tracker is turned off. Added rare chat messages for ease of use.
- v2.2.1: FIXED: Token speed label not always updating. Problem when CT-linked token is on a map that is in a module that is not loaded. Speed Window not updating when right-click to change speed type. Rarely would not allow host to bypass movement restrictions. Added option to update DM continuously on token distance from client. Defaulted to off to reduce lag. More performance improvements.
- v2.2.0: Significant performance improvement when moving tokens. FIXED: Error when standing up in rare situations.
- v2.1.9: FIXED: Standing up was cutting max speed by half, when it should be consuming half of max speed; crawl speed was also cutting max speed by half when it should be consuming an additional foot per foot consumed; invisible creatures no longer leave arrows and step indicators when moved. Reordered Right-click menu. Minor performance improvements.
- v2.1.8: FIXED: Dash sometimes doubling on client side. Rare errors when not using Replaceable token naming convention incorrectly.
- v2.1.7: FIXED: error with polymorphism changes on client. Slight improvement to database efficiency.
- v2.1.6: Performance improvements: making quite a bit fewer network calls now.
- v2.1.5: FIXED: teleporting to new map would sometimes place marker token on wrong map, sometimes undoLastStep would not erase marker, was sometimes displaying speed label when SC turned off, SpeedType button was not always working. Teleport labels improved.
- v2.1.4: FEATURE: right-click or FWD/BACK mouse buttons to add/remove 1 tile to movement. Compatibility update for FG v4.8.0
- v2.1.3: FIXED: token-swapping not respecting other extension token-swapping; right-click speed type was not working with hover; errors when not loading WtW; wrong color when units different for client and host. Slight cosmetic & performance improvements.
- v2.1.2: FIXED: rare error when adding encounters to CT.
- v2.1.1: FIXED: rare error when adding creatures to CT.
- v2.1.0: FIXED: CT entry deletion causing StepCounter data corruption, negative interaction with Requested Rolls, other small fixes. FEATURES: added colors to distance traveled, other small features and performance increases.
- v2.0.1: FIXED: nil error when deleting combatant that was logged in on client.
- v2.0.0: Significant performance improvement! Enjoy. FIXED: various bugs in all sorts of areas. FEATURES: several small new features.
- v1.7.0: MAJOR UPDATE: Many FIXES. New Options. So many new FEATURES. Major support update for Difficult Terrain.
- v1.6.6: Now shows max speed on creature's turn and shows max speed even when movement limitation is off, requires Walk this Way
- v1.6.5: FIXED: Chosen speed type button not saving, some speed types not working, distances not rounding correctly in some circumstances
- v1.6.4: FIXED: rare nil error
- v1.6.3: FIXED: nil errors on move
- v1.6.2: FIXED: redundancy from WtW
- v1.6.1: FIXED: redundant calls, possible performance improvement
- v1.6.0: FEATURES: Button on Speed Window that allows creature owner to specify what type of speed they are currently using; Option to set the default setting. Default is Walk. Also available is highest speed.
- v1.5.2: FIXED: SC was allowing small token movements when at max distance
- v1.5.0: FIXED: rare console errors
- v1.5.0: FIXED: SC was preventing death markers; 1.5x diagonal option was not correctly calculating as 1x, 2x, 1x, etc. FEATURES: Option to force clients to use step on drop option, default off; support for default handling diagonals, per RAW, for all free rulesets.
- v1.4.1: FIXED: image window buttons now light up according to status as expected; approve movement button will no longer appear on client if option disabled; tokens not always showing when toggling vis tokens on and off; label problem
- v1.4.0: FEATURES: new effect tag NOTRACK, new option to ginore all carried creatures, support for multiselecting, QoL improvements to token lock. FIXES: rare nil errors, mislabels, stability improvements
- v1.3.2: FIXED: errors on client side when moving tokens on GM side
- v1.3.1: FIXED: nil error when not loading Requested Rolls
- v1.3.0: FIXED: distance too long. FEATURES: informative chat messages, On/off button, Improved automations, New option: auto turn SC on/off based on init rolling, defaulted to off.
- v1.2.1: FIXED: more problems with moving maps while SC is off
- v1.2.0: FIXED: several errors from various rare situations. Speed Limitation option now available in all ruleset based on DnD or PF
- v1.1.0: No longer needs WtW to function. Now works on CoreRPG and likely all rulesets. FIXED: arrows not drawing correctly on unusual maps.
- v1.0.4: FIXED: rare errors, not properly showing max speed when holding ALT, errors when hitting buttons not attached to mapToken. Changed default option setting. All map buttons except undoStep are now hotkey-able.
- v1.0.3: FIXED: errors on client side when not loading WtW
- v1.0.2: FIXED: some early bugs. Improved aesthetics.
- v1.0.1: Reworded options for clarity. Stability improvements.
- v1.0.0: First released
Last edited by Farratto; June 18th, 2026 at 15:53.
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March 10th, 2025, 17:08 #3
reserved
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March 10th, 2025, 17:44 #4High Patriarch
- Join Date
- Dec 2016
- Location
- Collierville, TN
- Posts
- 528
This sounds awesome. I've moved over to playing Shadowdark, so it would not work for that (it does not use exact measurements for movement)

Maybe you could port it over to Rolemaster and/or Against the Darkmaster???
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March 10th, 2025, 20:47 #5
This is going to be awesome!
-MrDDT
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PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!
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March 10th, 2025, 22:47 #6
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March 11th, 2025, 15:33 #7Crusader
- Join Date
- Jun 2018
- Location
- Florida, USA
- Posts
- 15
This sounds like it will be pretty freakin cool. I do use walk this way and am looking forward to this coming out.
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March 11th, 2025, 19:08 #8High Templar
- Join Date
- May 2023
- Posts
- 171
Would be nice to have it for Pathfinder 1E (PFRPG).
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March 11th, 2025, 19:10 #9
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March 11th, 2025, 19:51 #10
this rocks!!!!
000 oNE sMAL stEp.jpg
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