Thread: Step Counter
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April 27th, 2025, 16:44 #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:
Perhaps you can wrap this with a check to capture the undefined speed eitherCode:[ERROR] Handler error: [string "StepCounter:scripts/manager_movement.lua"]:597: attempt to compare nil with a number

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!
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April 28th, 2025, 16:07 #82
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April 28th, 2025, 17:38 #83
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June 7th, 2025, 12:11 #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
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June 8th, 2025, 18:06 #85
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June 9th, 2025, 12:18 #86
Thanks - will wait. I noticed an update, but this is apparently for "Walk This Way"...
Screenshot 2025-06-09 131545.png
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June 9th, 2025, 16:56 #87
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.
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June 11th, 2025, 14:52 #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
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June 11th, 2025, 18:57 #89
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!!!
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June 11th, 2025, 20:58 #90
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