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October 8th, 2024, 17:12 #1091
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- Oct 2020
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- 16
Maybe I wasn't clear - not the intent at all to have the DM do the work
Concrete example of behavior as of how it works today thru the UI: if a player drops a spell token and then the GM makes that spell token Mask Sensitive, then the player sees the token, but based on the player's LOS. I was hoping that setVisible(nil) would make the token Mask Sensitive and the players would then see it with LOS without needing setVisible(true) similarly as to what can be done in the UI.
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October 8th, 2024, 17:47 #1092
Thats not how it works... because we dont have the API call to set the mask sensitivity.
setVisiblity( false ) -> not visible on the player screen, no matter what location. ( ie could be standing next to the player in view... and will not be visible. )
setVisibility( true ) -> Possibly visible by the player, masked be the LoS. ( ie npc behind a wall is not visible, unless the player has seen that bit of map previously or can see into that room. )
The sensitivity of selection via the mask part of the raidal has no lua api call its hidden via the c# code only.
Hence the way the code currently works.
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DMsGuild Profile
Forge Modules: B9's Steel Defender.
Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.
DMsGuild Extensions: Advanced Weapon Damage, Advanced Spell Damage, Aspect Of The Bear, Spell Long Rest For NPC, Spell Domain.
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October 8th, 2024, 18:45 #1093
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- Oct 2020
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I saw here that setVisiblity(nil) was possible, but could be unofficial or as you say lua - I have no idea since I don't know how to code an extension
https://www.fantasygrounds.com/forum...ive-visibility
Thanks again for the follow up, your extension is very cool.
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October 8th, 2024, 19:07 #1094
Yep thats exactly why the extension code does use this, its undocumented.. and I recall at one point it was working, but the restructures have broken it.
As I said just a few posts above, 'token.setVisible(nil);' is used in the extension.
You have to put up with what happens in the code, and work with the documentation and non-documented parts of the code as best as possible. Sometimes these things are working, or work for a while, sometimes they break and stuff no longer works.
It is what it is !!
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DMsGuild Profile
Forge Modules: B9's Steel Defender.
Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.
DMsGuild Extensions: Advanced Weapon Damage, Advanced Spell Damage, Aspect Of The Bear, Spell Long Rest For NPC, Spell Domain.
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October 8th, 2024, 19:26 #1095
Looking down the ruleset it does look to be used in a few locations, setting the 'nil' for setVisible. Its possible some interaction across the ruleset is conflicting the required sequence. Much of this code in the extension is multiple years old now. Maybe it needs a different sequence order now. Its hard to tell without a good dig into the ruleset usage and code, and time playing with the setting points.
-peteForge Profile
DMsGuild Profile
Forge Modules: B9's Steel Defender.
Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.
DMsGuild Extensions: Advanced Weapon Damage, Advanced Spell Damage, Aspect Of The Bear, Spell Long Rest For NPC, Spell Domain.
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October 8th, 2024, 20:34 #1096
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- Oct 2020
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- 16
It's interesting, maybe after all removing the spell token owner's setVisible(true) while making sure setVisible(nil) is called would result in Mask Sensitive visibility.
In any case, great if you have the time to dig deeper, otherwise we'll continue to enjoy the extension as it is 👍
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Yesterday, 18:17 #1097
v7.27 Updated a few graphics and layout issues. Added 'shift' and 'control' on spell token drop to force spell token visible hide/show always otherwise mask sensitivity is now default.
( Note players and gm can use shift/control, so just dont tell the players !! or if they miss use for extra vision then smite them with your gm powers of massive damage !! )
-peteForge Profile
DMsGuild Profile
Forge Modules: B9's Steel Defender.
Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.
DMsGuild Extensions: Advanced Weapon Damage, Advanced Spell Damage, Aspect Of The Bear, Spell Long Rest For NPC, Spell Domain.
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Yesterday, 18:50 #1098
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Today, 18:39 #1099
- Join Date
- Oct 2020
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- 16
Hi, when dropping a spell token on the map, is there an existing shortcut key to not have it snap to grid even if snap to grid is enabled?
We can move it and ignore snap to grid with Ctrl after dropping it, just wondering if there a way to do it at drop time.
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Today, 23:39 #1100
At this time no, now CTRL been pressed on drop will configure the vision setting.
The drop works in the same way as an NPC/Player dropped from the combat tracker, they always initial snap to grid. ( Not sure of snap off mode will check that tomorrow if I get chance. )
Its possible from a code point of view, but I'd have to free up the CTRL button to do that.
-peteForge Profile
DMsGuild Profile
Forge Modules: B9's Steel Defender.
Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.
DMsGuild Extensions: Advanced Weapon Damage, Advanced Spell Damage, Aspect Of The Bear, Spell Long Rest For NPC, Spell Domain.
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