Thread: Walk this Way for 5e
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November 25th, 2024, 19:52 #11
- Join Date
- Feb 2021
- Posts
- 151
My players were confused about this plugin - they didn't realise clicking 'okay' would actually remove the prone condition. A small QoL change would be changing the labels to something like 'Stand Up' and 'Stay Down'.
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November 26th, 2024, 13:18 #12
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December 1st, 2024, 05:33 #13
- Join Date
- Apr 2020
- Posts
- 10
The extension now causes all PC Speeds displayed on the Main CS tab to set to "0".
The "Core: Dark" theme is in use. No other extensions are loaded.
Unloading Walk This Way fixes the problem. Reloading it reintroduces it.
Something caused this condition to be triggered in individual character data; if you examine other characters in the Characters Window that are not in play, the Speed on their main tab is still 30.
I do not know what triggered it, as I didn't notice it until after it happened. The stand-up prompt was triggered at least once before I noticed the issue. Triggering it on one character seems to have set all active characters to "0" Speed.
Restarting the FGU application does not correct the problem.
Adjusting the extension Options could have been a factor, but I can neither confirm nor disprove it.
Otherwise, I don't see any issues, and it does not appear to cause any script errors.
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December 1st, 2024, 13:58 #14
Thank you very much for reporting. I will try to fix this. I have a few questions that would help me:
1.>What do you mean by "Main CS tab"? Maybe can you send a screenshot?
2.>Are the characters "rooted" by something? Do they have an effect that contains grappled, restrained, etc? Again maybe screenshot showing the characters effects on the combat tracker?
3.>What options did you change?
#1 is the most important question.Last edited by Farratto; December 1st, 2024 at 14:09.
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December 1st, 2024, 17:32 #15
- Join Date
- Apr 2020
- Posts
- 10
1. CS = Character Sheet.
2. There are no effects on the characters.
3. Unfortunately, I don't remember which tweaks I made.
Speed-0.jpg
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December 1st, 2024, 18:24 #16
Very cool extension. No expectations about any of the following, but here are my thoughts anyway:
The "stand up" prompt at beginning of turn is amazing. Such a quality of life improvement.
The new movement effects seems awesome, but I'm not sure how best to utilize them.
There seems to be some bugginess (mentioned by SlinkyTWF above) with SPEED showing as 0 on the character sheet.
Currently if the "AVAILABLE MOVEMENT" window is already open and behind other windows, double-clicking to open it again, appears to do nothing. I think it would ideally bring it to the top of the window stack and focus it.
Based on the constant battle for screen real estate (even on huge monitors), having this extra window open seems like a big ask. If there was a way to have it embedded in the character sheet MAIN tab, that would be excellent...
Screenshot 2024-12-01 122058.png
Lastly (and I know this is crazy)... If there was a way to track Available movement for the current round/turn, that would be incredible... like if you moved 3x 5' squares, it would knock 15' off of "Available Movement'.
Thanks for all you do. Your extension development is very much appreciated.
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December 2nd, 2024, 19:58 #17
Thank you both for reporting this bug. It was an oversight during my testing phase. Update Fantasy Grounds and it should be fixed after that. Please let me know if this doesn't fix the problem or if you find any other problems.
Thank you very much for the feedback. These are good ideas. I think you'll find that after you update Fantasy Grounds, both the windows not coming forward and the 0 Speed will be fixed. Please let me know if this is not the case.
As far as the moving the window to the character sheet, I do like this idea. I took a look at what it would take. Unfortunately it's more work than you would expect. I will likely do this at some point in the future, but not sure when. Thank you for the suggestion.
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December 3rd, 2024, 02:36 #18
Oh, I forgot to respond to the tracking available movement. I agree with you. That would be awesome. It was a thing I had originally intended to do. Unfortunately, tracking movement in FGU with an extension causes incredible lag. There might be another way of doing it that I am not yet aware of. But for now, I don't know of useful way of doing this with an extension. Hopefully I'll be proven wrong at some point in the future and then we can leverage what I've written here. <crosses fingers>
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December 3rd, 2024, 03:31 #19
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December 3rd, 2024, 13:02 #20
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