DICE PACKS BUNDLE
Page 9 of 15 First ... 7 8 9 10 11 ... Last

Thread: Step Counter

  1. #81
    Hello Farratto,
    first - a big THANK YOU for making the buttons truly (visible distinguishable) switches and getting rid of the "nil" comparison at starting FGU. Much appreciated!

    We hit today another small incompatibility with the 5e Automatic Effects tokens for spells and effects (like when used with the Generic Actions Layer).
    Those tokens do not have any Speed value in their data, and - surprise - create another "nil" comparison scripting error when moved:
    Code:
    [ERROR] Handler error: [string "StepCounter:scripts/manager_movement.lua"]:597: attempt to compare nil with a number
    Perhaps you can wrap this with a check to capture the undefined speed either
    As the tokens originate from a module, I cannot update them in the campaign and creating a copy, for some strange reason, the original token is picked first (instead of the updated/corrected copy).
    Many thanks in advance!

  2. #82
    Quote Originally Posted by Arnagus View Post
    Hello Farratto,
    first - a big THANK YOU for making the buttons truly (visible distinguishable) switches and getting rid of the "nil" comparison at starting FGU. Much appreciated!

    We hit today another small incompatibility with the 5e Automatic Effects tokens for spells and effects (like when used with the Generic Actions Layer).
    Those tokens do not have any Speed value in their data, and - surprise - create another "nil" comparison scripting error when moved:
    Code:
    [ERROR] Handler error: [string "StepCounter:scripts/manager_movement.lua"]:597: attempt to compare nil with a number
    Perhaps you can wrap this with a check to capture the undefined speed either
    As the tokens originate from a module, I cannot update them in the campaign and creating a copy, for some strange reason, the original token is picked first (instead of the updated/corrected copy).
    Many thanks in advance!
    Thank you for reporting this. I'll take a look.

  3. #83
    Quote Originally Posted by Arnagus View Post
    Hello Farratto,
    first - a big THANK YOU for making the buttons truly (visible distinguishable) switches and getting rid of the "nil" comparison at starting FGU. Much appreciated!

    We hit today another small incompatibility with the 5e Automatic Effects tokens for spells and effects (like when used with the Generic Actions Layer).
    Those tokens do not have any Speed value in their data, and - surprise - create another "nil" comparison scripting error when moved:
    Code:
    [ERROR] Handler error: [string "StepCounter:scripts/manager_movement.lua"]:597: attempt to compare nil with a number
    Perhaps you can wrap this with a check to capture the undefined speed either
    As the tokens originate from a module, I cannot update them in the campaign and creating a copy, for some strange reason, the original token is picked first (instead of the updated/corrected copy).
    Many thanks in advance!
    This should be fixed now. Please let me know if you're still getting errors.

  4. #84
    We have a strange issue with an PC assigned NPC (owl) which seems to ALWAYS have a speed of 5 ft. (walking) - independent of speed type.
    There are no errors - just the "speed limit" issue.
    We even tried to add a third speed type (swimming) to test if the speed type is picked up at all - still the same problem: walking speed of 5 ft. is used, independent of the selection (10 ft. Swim, 60 ft. Fly). Changing the speed type selection option from "Walk" to "Highest" also does not change this behavior.

    We have removed and added the NPC several times to CT and then pulled the icon to the map. Always same result.
    Any idea?


    Screenshot 2025-06-07 130846.png

    Additional note: in the db.xml - the entry looks correct as well (this one without the testing "Swim" type)
    Code:
    				</WalkThisWay>
    					<public />
    					<holder name="Wizard" owner="true" />
    					<bonus type="number">0</bonus>
    					<conv_factor type="number">1</conv_factor>
    					<currentspeed type="number">5</currentspeed>
    					<currentSpeed type="string">5 ft., Fly 60 ft.</currentSpeed>
    					<difficult type="number">0</difficult>
    					<effectNames>
    						<public />
    						<holder name="Wizard" owner="true" />
    					</effectNames>
    					<FGSpeed>
    						<public />
    						<holder name="Wizard" owner="true" />
    						<id-00001>
    							<public />
    							<holder name="Wizard" owner="true" />
    							<type type="string">Walk</type>
    							<velocity type="number">5</velocity>
    						</id-00001>
    						<id-00002>
    							<public />
    							<holder name="Wizard" owner="true" />
    							<type type="string">Fly</type>
    							<velocity type="number">60</velocity>
    						</id-00002>
    					</FGSpeed>
    					<highest type="number">60</highest>
    					<highest_type type="string">Fly</highest_type>
    					<hover type="number">0</hover>
    					<lastStep>
    						<public />
    						<holder name="Wizard" owner="true" />
    						<h type="number">100</h>
    						<nDist type="number">0</nDist>
    						<nStep type="number">0</nStep>
    						<sContainer type="string">image.id-00059.image</sContainer>
    						<x type="number">-50</x>
    						<y type="number">200</y>
    					</lastStep>
    					<latestPosi>
    						<public />
    						<holder name="Wizard" owner="true" />
    						<h type="number">100</h>
    						<x type="number">-50</x>
    						<y type="number">200</y>
    					</latestPosi>
    					<started type="number">0</started>
    					<steps>
    						<public />
    						<holder name="Wizard" owner="true" />
    						<id-00000>
    							<public />
    							<holder name="Wizard" owner="true" />
    							<h type="number">100</h>
    							<nDist type="number">0</nDist>
    							<sContainer type="string">image.id-00059.image</sContainer>
    							<x type="number">-50</x>
    							<y type="number">200</y>
    						</id-00000>
    					</steps>
    					<traveled type="string">Start</traveled>
    					<traveled_raw type="number">0</traveled_raw>
    					<units type="string">ft.</units>
    				</WalkThisWay>
    Last edited by Arnagus; June 9th, 2025 at 12:19. Reason: Adding db.xml extract

  5. #85
    Quote Originally Posted by Arnagus View Post
    We have a strange issue with an PC assigned NPC (owl) which seems to ALWAYS have a speed of 5 ft. (walking) - independent of speed type.
    There are no errors - just the "speed limit" issue.
    We even tried to add a third speed type (swimming) to test if the speed type is picked up at all - still the same problem: walking speed of 5 ft. is used, independent of the selection (10 ft. Swim, 60 ft. Fly). Changing the speed type selection option from "Walk" to "Highest" also does not change this behavior.

    We have removed and added the NPC several times to CT and then pulled the icon to the map. Always same result.
    Any idea?

    Screenshot 2025-06-07 130846.png

    Additional note: in the db.xml - the entry looks correct as well (this one without the testing "Swim" type)
    Thank you for reporting. This should be fixed in the next update to Step Counter (v1.7.0). It's working in my dev versions. I think I'm going to push it live early next week. Please let me know if you are still having problems with v1.7.0 or later of Step Counter.

  6. #86
    Quote Originally Posted by Farratto View Post
    This should be fixed in the next update to Step Counter (v1.7.0). It's working in my dev versions. I think I'm going to push it live early next week. Please let me know if you are still having problems with v1.7.0 or later of Step Counter.
    Thanks - will wait. I noticed an update, but this is apparently for "Walk This Way"...


    Screenshot 2025-06-09 131545.png

  7. #87
    Quote Originally Posted by Arnagus View Post
    Thanks - will wait. I noticed an update, but this is apparently for "Walk This Way"...


    Screenshot 2025-06-09 131545.png
    You're correct. I haven't pushed the update to Step Counter yet. It's a major update with a ton of new features so I want to make sure it's well tested before I push it to live. But the bug reports seem to have come to a stop so I think I'm gonna push it live in the next couple of days.

  8. #88
    Step Counter v1.70 goes live! --- MAJOR UPDATE ----

    • Difficult Terrain support: both manual with a hot-keyable button and smart selection and AUTOMATED with AURAs extension!
    • Mark off Bodies of Water that automatically switch creatures to their swimming speed!
    • New Right-click menu on tokens for faster manipulation!
    • Clients can now teleport with GM approval
    • Lots of bug fixes and minor improvements. Too many to list


    Get your Copy today! https://forge.fantasygrounds.com/shop/items/2164/view
    Don't forget Walk this Way. It's free! https://forge.fantasygrounds.com/shop/items/1940/view
    Attachment 64556

    TLDR; for those interested in the details:
    • FIXED: not respecting ignore carried creatures option in some circumstances
    • FIXED: when also using B9 Spell Tokens, step markers would sometimes be in front of tokens
    • FIXED: was not correctly evaluating sizes with modified sizes from Go Big or Go Gnome
    • FIXED: not using highest speed in some circumstances
    • FIXED: rounding errors when grid-snap is off
    • FIXED: speed type button not working in some situations.
    • new option to allow teleporting on clients, defaulted to off
    • if default speed is set to Walk but creature has a walk speed of 0, will use highest.
    • now adds message to chat window when token is teleported.
    • FEATURE: token right-click options added, including Dash & teleport signaling
    • FEATURE: changing speed type mid-turn will now create a "step" and label token with new max speed
    • FEATURE: now handles difficult terrain, swimming, and climbing as per RAW in 5e
    • FEATURE: when passing into an area that changes the speed of a creature, a "step" will automatically be created.
    • FEATURE: DM can now define areas of bodies of water with AURAs. If the creature is walking, their speed will auto switch to swimming, and back when leaving the body of water.
    • FEATURE: teleporting can now be done with smart-selection

  9. #89
    MrDDT's Avatar
    Join Date
    Nov 2018
    Location
    Disney World, FL
    Posts
    2,036
    This is freaking amazing!
    I always wanted movement tracking in FG VTT, I was hoping Smiteworks would do it, this is so good I can't believe you've done this. Also you've done it with the tools you have and not all the tools Smiteworks has very very nice!
    -MrDDT
    Discord @mrddt
    Grim Press Discord (Publishing/Extensions/Modules)
    Bethica Discord (West Marches RPG)

    PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!

  10. #90
    Any chance of this being worked into the Cyberpunk Red ruleset?

Page 9 of 15 First ... 7 8 9 10 11 ... Last

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Fantasy Grounds Merchandise

Log in

Log in