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Thread: Step Counter

  1. #101
    Free Info/Learning Session on Walk this Way and Step Counter by author, Farratto.

    Today at 1pm EST in Fantasy Grounds Academy Channel

    • Learn the basics
    • Learn some of the rare but powerful uses
    • Ask questions
    • Request features/changes

  2. #102
    Anything to be concerned about?

    Pathfinder 1

    [8/5/2025 6:11:57 AM] [WARNING] windowclass: Window class (speed_window) defined with merge attribute, but asset name does not match existing asset. [StepCounter] [campaign/speed.xml]
    [8/5/2025 6:11:57 AM] [WARNING] windowclass: Window class (speed_window_content) defined with merge attribute, but asset name does not match existing asset. [StepCounter] [campaign/speed.xml]

  3. #103
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    Quote Originally Posted by The Judge View Post
    Anything to be concerned about?

    Pathfinder 1

    [8/5/2025 6:11:57 AM] [WARNING] windowclass: Window class (speed_window) defined with merge attribute, but asset name does not match existing asset. [StepCounter] [campaign/speed.xml]
    [8/5/2025 6:11:57 AM] [WARNING] windowclass: Window class (speed_window_content) defined with merge attribute, but asset name does not match existing asset. [StepCounter] [campaign/speed.xml]
    Warnings are when it's checking for something and it's not there. Warnings are for the authors, it's sorta normal with ext coding because they have no control over if something is going to be there or not.

    I've seen you made many posts about the warnings, this applies to all of them.
    -MrDDT
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  4. #104
    Quote Originally Posted by The Judge View Post
    Anything to be concerned about?

    Pathfinder 1

    [8/5/2025 6:11:57 AM] [WARNING] windowclass: Window class (speed_window) defined with merge attribute, but asset name does not match existing asset. [StepCounter] [campaign/speed.xml]
    [8/5/2025 6:11:57 AM] [WARNING] windowclass: Window class (speed_window_content) defined with merge attribute, but asset name does not match existing asset. [StepCounter] [campaign/speed.xml]
    Same answer as in the Walk this Way forum. MOST warnings are due to accomodations written by extension authors for other extensions or multiple rulesets. Please ignore them. Now, if a warning is close to an error, then it may be relevant to the error. There is still a solid chance that it is not relevant to anything that's broken.

  5. #105
    A few bugs to report, and 1 recommendation.

    UPDATE

    1. When players pick Dash from the token menu, it applies dash twice as an effect to the combat tracker. This does not happen when the DM picks Dash for the character in the same way, and it does not occur when only Walk This Way is loaded. It appears the two modules may be stacking the Dash effect for players. While playing around, I disabled an old extension that displayed token height indication. Since this is a built in feature to the engine now, it wasn't needed, but doing so seems to have also fixed the Dash double up. Not sure why, but it did.

    2. When moving hidden creatures on a map as the DM, the steps and the creatures path are visible to everyone. This makes moving invisible or unseen creatures in secret a pain. Would it be possible to add an option switch that turns off steps and paths automatically for NPCs only? Or maybe a button in the map toolbar. I found the ability to turn off steps and tracks up at the top of the map toolbar, and while this works to making moving about secret again, its going to be an absolute pain to keep switching it off and on between NPC turns and PC turns.

    Otherwise, this is a great extension, and it simplifies combat movement a lot.

    Recommendation:
    Move the "Return to Start" option from second to the bottom to second from the top in the token menu. I can foresee a lot of players using this feature only sometimes, and not wanting to map a key. I think its going to be one of the most used in that token list.
    Last edited by ShadowedHand; October 19th, 2025 at 19:49.

  6. #106
    Quote Originally Posted by ShadowedHand View Post
    A few bugs to report, and 1 recommendation.

    UPDATE

    1. When players pick Dash from the token menu, it applies dash twice as an effect to the combat tracker. This does not happen when the DM picks Dash for the character in the same way, and it does not occur when only Walk This Way is loaded. It appears the two modules may be stacking the Dash effect for players. While playing around, I disabled an old extension that displayed token height indication. Since this is a built in feature to the engine now, it wasn't needed, but doing so seems to have also fixed the Dash double up. Not sure why, but it did.

    2. When moving hidden creatures on a map as the DM, the steps and the creatures path are visible to everyone. This makes moving invisible or unseen creatures in secret a pain. Would it be possible to add an option switch that turns off steps and paths automatically for NPCs only? Or maybe a button in the map toolbar. I found the ability to turn off steps and tracks up at the top of the map toolbar, and while this works to making moving about secret again, its going to be an absolute pain to keep switching it off and on between NPC turns and PC turns.

    Otherwise, this is a great extension, and it simplifies combat movement a lot.

    Recommendation:
    Move the "Return to Start" option from second to the bottom to second from the top in the token menu. I can foresee a lot of players using this feature only sometimes, and not wanting to map a key. I think its going to be one of the most used in that token list.
    Thank you for the reports and recommendations. I'll take a look at this in the next few weeks. I am extremely busy right now with work but these dont seem like time-consuming changes so once I get a chunk of free time I will check it out.

  7. #107
    Quote Originally Posted by ShadowedHand View Post
    A few bugs to report, and 1 recommendation.

    UPDATE

    1. When players pick Dash from the token menu, it applies dash twice as an effect to the combat tracker. This does not happen when the DM picks Dash for the character in the same way, and it does not occur when only Walk This Way is loaded. It appears the two modules may be stacking the Dash effect for players. While playing around, I disabled an old extension that displayed token height indication. Since this is a built in feature to the engine now, it wasn't needed, but doing so seems to have also fixed the Dash double up. Not sure why, but it did.

    2. When moving hidden creatures on a map as the DM, the steps and the creatures path are visible to everyone. This makes moving invisible or unseen creatures in secret a pain. Would it be possible to add an option switch that turns off steps and paths automatically for NPCs only? Or maybe a button in the map toolbar. I found the ability to turn off steps and tracks up at the top of the map toolbar, and while this works to making moving about secret again, its going to be an absolute pain to keep switching it off and on between NPC turns and PC turns.

    Otherwise, this is a great extension, and it simplifies combat movement a lot.

    Recommendation:
    Move the "Return to Start" option from second to the bottom to second from the top in the token menu. I can foresee a lot of players using this feature only sometimes, and not wanting to map a key. I think its going to be one of the most used in that token list.
    Thank you again for this feedback. I found and fixed the double-dashing problem. I will update the forge soon.

  8. #108
    Quote Originally Posted by Farratto View Post
    Thank you again for this feedback. I found and fixed the double-dashing problem. I will update the forge soon.
    Thanks for the support.

    This helps so much in speeding up combat movement, especially with NPCs on sprawling battlefields and on maps that traditional grids dont work well on.

    I like this extension so much I gifted it to two of my friends for Christmas. Trying to influence them to use it too.

  9. #109
    Just started using Step Counter today, and I noticed that it doesn't seem to know when a Fly spell effect has added a fly speed. Or rather, it kind of knows, but kind of doesn't.

    For example, here someone has cast Fly on Anders Solmor, so he can remove his squishy self from the battlefield ASAP. The Speed window shows him as having a 60 ft Fly speed, but Fly isn't an option in the Current Speed Type menu (see screenshot) - it's just Walk, Climb, Swim. The effect is "Fly; SPEED: 60 type(fly); (C)", and it does show up under Current Speed. But Step Counter never counts against it, because it can't be selected as the current speed type.

    FWIW, if the fly speed is on the character sheet directly, rather than via an effect, it shows up as a speed option.

    Is there a step I'm missing?Untitled.png
    Last edited by coyote670; December 22nd, 2025 at 03:17.

  10. #110
    We are observing a strange bug since some time now: we are using "Generic Actions" extension along with this Extension, which provides a "Dash" button. We tries to nail down if this is a bug in-between those two or even another extension - but the occurrence is erratic. Sometimes it works for hours without issue, and then suddenly, the bug appear.

    When the "Dash" action is applied, the movement speed doubles (as expected) and the token can be moved to the new limit. If now the next turn starts - the token is sometimes reset to the original (non-dashed) token placement and the extra movement is no longer shown. Once this bug occurs - it is persistent, meaning all later dashes have this behavior.

    If Fantasy Grounds in restarted - the bug usually vanishes, and does not reoccur until... some time into the game. No clue what triggers it.

    Is there a debug I can switch on to get further details?

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