Thread: Step Counter
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March 17th, 2025, 18:59 #51
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March 17th, 2025, 19:37 #52
It works now and one digit after the comma is perfect! thanks a lot.
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March 21st, 2025, 22:42 #53
So 2 questions as a PFrpg player.
1- Is Walk this Way required for Step Counter to fully work? (and if so, what is lost without Walk this Way)
2 - Walk this Way only lists as 5E compatible, so... PFrpg?
I am assuming Wal this way is either Not required or it is not labeled fully on the systems it works on, or Step counter is missing a few things without it.My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance Here is the forum Link.
40+ PF1e Extensions & Modules I use, with links.
PF1E Coding Effects - Spreadsheet
Discord: Morenu
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March 22nd, 2025, 01:59 #54
Oh, I need to update Walk This Way. It is no longer only 5E compatible. Walk this Way is basically split into 2 functionalities: 1> it tracks prone condition and conditions that disallow a person to stand up. On that creature's turn it will ask if they want to stand, if they are able. 2.> It parses and tracks a creature's speeds. 1.> will work on any ruleset, but I may not have all the conditions that affect it in any particular ruleset, see the readme or this thread. 2.> works on any ruleset based on DnD or Pathfinder.
Every aspect of Step Counter works in any ruleset EXCEPT for one feature: Limiting movement speed of creatures to their current maximum speed. That feature requires the second functionality of WtW.
TLDR; Both WtW & Step Counter are fully functional under Pathfinder and you only need WtW to get the movement limitation feature.
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March 22nd, 2025, 18:57 #55
Thx, purchased
My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance Here is the forum Link.
40+ PF1e Extensions & Modules I use, with links.
PF1E Coding Effects - Spreadsheet
Discord: Morenu
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March 23rd, 2025, 12:50 #56
I am seeing many of the following in the console logs. I did however not notice any impact in-game.
Similar, a few of the following is also in the console log (again: no noticeable impact):Code:[3/22/2025 7:50:48 PM] [ERROR] Handler error: [string "StepCounter:scripts/manager_movement.lua"]:333: attempt to perform arithmetic on local 'xStart' (a nil value)
Thought I should pass this on.Code:stack traceback: [string "WalkThisWay:scripts/manager_speed.lua"]:956: in function 'parseBaseSpeed' [string "WalkThisWay:scripts/manager_speed.lua"]:99: in function 'onRecordTypeEvent' [string "CoreRPG:scripts/manager_combat_record.lua"]:562: in function 'onBattleButtonAdd' [string "C:battle_buttons:addct"]:3: in function <[string "C:battle_buttons:addct"]:2> [3/22/2025 5:50:53 PM] s'SpeedManager.parseBaseSpeed - not nodeCT or not host'
I also have a question on your implementation
I like the option of enabling/disabling the Step Counter on combat start/end, and would like to have the same trigger in my Realtime Tracker extension.
I guess that disabling the Step Counter is bound to onCombatResetEvent(). What event is enabling it? onInitChangeEvent(), onRoundStartEvent()?
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March 23rd, 2025, 14:41 #57
Thank you for letting me know. The WalkThisWay traceback is a benign old diagnostic that I forgot to take out. I solved that problem months ago. It will be removed in the next patch.
The nil error on xStart means that it's trying to process the speed on a token (or CT entry) that is no longer present. It should never happen. Any chance you remember what you were doing when you got this error? Maybe deleted a token or moved it to a new map or teleported or changed token or I dont know what else?
You're right about hhaving Step Counter triggered to auto-turn-off. I do that with this command during onInit(): "CombatManager.setCustomCombatReset(handleClearIni ts);".
I have Step Counter triggered to auto-turn-on in two ways: by piggy-backing into CombatManager.rollTypeInit and making sure we're only signalling combat initiative by rolling all and by rolling all PCs since often we roll NPCs with encounters. I do that with this if statement: "sType == nil or sType == 'pc'".
The second way is by piggy-backing into a Requested Rolls function (since this is how I start combat in my games and I know other DMs do this as well). Same situation where we dont always roll for NPCs. So I have a check to see if we're asking for init on all the PCs that are "visible" in the combat tracker (since many people use combat groups extension). The applicable part of that function looks like this:My getVisCtEntries() function reports all "visible" entries on the CT (gives you a list of all CT entries that are present in the CT after combat groups has filtered out the others). It is as follows:Code:--if option selected, check to see if all visible PCs are being asked to roll init if OptionsManager.isOption('SC_auto_toggle', 'on') and #aParty > 0 then local bMissing; for _,nodeCtTmp in ipairs(WtWCommon.getVisCtEntries()) do if ActorManager.isPC(nodeCtTmp) then local bFound; for _,rActorTmp in ipairs(aParty) do if ActorManager.getCTNode(rActorTmp) == nodeCtTmp then bFound = true end end if not bFound then bMissing = true; break; end end end if not bMissing then OptionsManager.setOption('SC_enabled', 'on') end endCode:function getVisCtEntries() local winCT = Interface.findWindow('combattracker_host', 'combattracker'); if not winCT then winCT = Interface.openWindow('combattracker_host', 'combattracker'); winCT.close(); end local tNodes = {} for _,win in ipairs(winCT.list.getWindows(true)) do local nodeWin = win.getDatabaseNode(); table.insert(tNodes, nodeWin); end return tNodes; end
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March 23rd, 2025, 21:57 #58
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March 23rd, 2025, 22:02 #59
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March 23rd, 2025, 23:45 #60
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