Thread: Step Counter
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March 29th, 2025, 12:02 #61
Hello Farratto,
I have a small feature request: Step Counter adds nice litte icons on the map to toggle the Counter, make indicators visible or invisible, and more.
Is there a way to also indicate the current state (enabled/disabled) by different colors, similar to the token vision, token movement, or overall map lock?
This would be great!
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March 29th, 2025, 14:22 #62
That is a good idea. I tried to do it when I originally made the buttons, but I failed. There is a complicated reason why it's harder than it seems like it should be. This is why I added the chat messages when you hit those buttons. There's probably a better way of donig this but I just haven't gotten around to it yet. I've been busy adding new features to WtW, SC, and the old Size Matters extension. I'm sure I'll get around to cleaning these buttons up and making them more aesthetic.
Thank you for the suggestion. If I knew an easy way, I'd slap it on there, but I don't know an easy way.
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March 30th, 2025, 01:53 #63SmiteWorks
Supreme Deity
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If you look at ImageManager script in CoreRPG; the default image buttons have a few "toggle" buttons that you can see as examples (up/down tracked while window open but not database bound); and the WindowMenuManager script has a couple "field" buttons (i.e. database bound).
Regards,
JPG
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April 1st, 2025, 15:14 #64
Thank you for your help. The problem I'm having is that the setting that the button controls is not specific to an individual image window. For the field button: I don't know how to link the field button to a DB entry that is not underneath that specific image window. For the toggle button: if I use the button on one image window, the other image window doesn't "know" it's been toggled somewhere else, so they get "out of sync".
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April 1st, 2025, 16:22 #65SmiteWorks
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Yeah, there are no built in buttons that are not tied to the specific image database record, or just not database bound.
You might be able to register a "toggle" style button; and use the fnOnInit and fnOnValueChanged function registrations to set/fix elsewhere; and then manually update the state on other image windows/panels as needed.
Regards,
JPG
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April 1st, 2025, 17:39 #66
I did a little bit more digging into your scripts and figured out a way to make it work. I believe what I did is pretty close to what you're describing above. I copied your field button script and made a couple tweaks so it would use a DB entry outside of the window it's placed in. It's working. Thank you for your help :-)
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April 1st, 2025, 21:37 #67
Can you link this to my smart watch so it counts my steps?
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April 1st, 2025, 21:58 #68
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April 4th, 2025, 18:04 #69

High Patriarch
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Hi Farratto,
thanks for this extension, my players are really enjoying it, and prefer it over FG Token Lock.
There is one issue we're all struggling with though, and that's that I'm unable to find the settings or combination of options that will allow diagonals to treated as '1st diagonal Move = 5ft, 2nd Diagonal Move = 10ft'. The way it is now with every diagonal square taking 7.5ft of movement, we are very often left with 2.5ft of movement unavailable when hitting the enforced movement limitation (which I always have toggled on), which usually leaves the token between squares.
I understand that the optional rule, as it is written in the DMG, should even stick to this if there is non-diagonal movement between 2 diagonal moves and this may be hard or impossible to code for, but for my table I'd rather have it just treat every 2nd diagonal in a direct sequence as 10ft, and just register any errant random singular diagonal moves as 5ft (this is the way we rule it at my table anyway).
I hope this makes sense?
TLDR: would it be possible to code an option for diagonals to run 5ft -> 10ft rather than 7.5ft -> 7.5ft?
Thanks for all your work, it's much appreciated.
Cheers,
Simon
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April 4th, 2025, 19:30 #70

High Patriarch
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Hi Farratto,
I've also just discovered that this extension seems to be stopping FG from dropping the built in Death Marker blood splats. Tested with only this extension active, and cycling through the various options.
Cheers,
Simon
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