#Token Terrain Modifier Information Should be Included in Terrain Macro Commands Documentation

1 messages · Page 1 of 1 (latest)

digital orbit
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@dusty galleon Took me quite a while to figure out why my spell effect tokens that had Terrain multipliers weren't causing a difference in movement cost.

When exploring potential issues for this in the set- and getTerrainModifier function pages, there is no mention of this caveat, but ultimately found something on gitHub about it:

Phergus
on Jan 23, 2020
Contributor
New rounding modes and terrain modifier types tested with low to medium complexity maps.

Note for Documentation: Terrain Modifiers on tokens/objects only apply when the token/object has a set size. Free Size will be treated as a single cell with TM at the center.

There -is- a mention of it in the Basic Tutorial regarding Tokens, but would be nice to have it in the macro function area too, so that people don't think they're doing something wrong when it really has to do with the feature not being operable on unsized tokens.

Would be even more amazing if it were in the tooltip info when editing the terrain modifier in the Edit Token dialog window.

Thanks much!

wind hamlet
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If you want to update the wiki, then @dusty galleon is the person to ping.

Updating the code base is done through Git and/or CrowdSource for the tooltips (the code needs to ensure a tooltip pops up, and the locale files are where the message is stored).

dusty galleon
digital orbit
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I mean, I feel the perfect solution would be for @agile raven to put those big-brain math skills to use in getting the terrain modifiers to work on free-size tokens. 😉

agile raven
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I think terrain modifiers belong on their own drawable layer like Vision Blocking.

digital orbit