Thread: Step Counter
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March 15th, 2025, 20:23 #41
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March 15th, 2025, 20:24 #42
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March 16th, 2025, 00:29 #43

High Patriarch
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March 16th, 2025, 09:58 #44
Indeed - use the extensions Aura Effects and Walk this Way, and just drop an „Object“ token with an effect
and adjust size and form as required.Code:Difficult Terrain Center; Object; SKIPTURN; AURA: 10 all,cube; Difficult Terrain; SPEED: difficult
Last edited by Arnagus; March 16th, 2025 at 10:47. Reason: Forgot to mention the obvious need for AURA Effects Extension
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March 17th, 2025, 05:14 #45Zealot
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- Nov 2018
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Oh hey, here I am popping into a thread for another one of your extensions.
QOL question; my players usually have free token movement on big world maps, and we ran into some issues last sess of trying to navigate with the system in play. It seems like "Enable Step Counter" option in the settings is pretty seamless for turning it off and on without performance hitches (even when its mid-use), but could there maybe be a button on the Combat Tracker or part of Image Controls (like clear all indicators, toggle indicator visibility) to enable/disable the counter ala the vanilla FG token lock?
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March 17th, 2025, 05:31 #46
Currently you can just toggle no limitation and also no visibility and then you only have the recorded distance at the top, which can also be cleared easy with the button on the map.
I do agree would be nice to have that "No tracking" option, for when the GM wants to have 100% free movement.-MrDDT
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March 17th, 2025, 05:32 #47High Templar
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- Feb 2021
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March 17th, 2025, 13:01 #48
Lol. I litterally wrote this in at around the time you all posted these messages. Expect it in the next patch.
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March 17th, 2025, 16:52 #49
Step Counter v1.3.0
- FIXED: traveled distance displayed with too many digits with certain conversions
- Added chat messages to help inform on usage.
- Added hotkey-able toggle to map that toggles StepCounter on and off
- Clearing all inits will now automatically clear movement indicators
- New option to auto turn SC on/off with init rolling/clearing, respectively. defaulted to off to avoid confusion. Recommend turning on.
New option explained: Signaling an init rolls 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.
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March 17th, 2025, 18:31 #50
It does not work anymore with the Call of Cthulhu v7 ruleset and the Alien RPG ruleset.
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