Saibot393 / enhancedcombathud-pf2e

GNU General Public License v3.0
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How to move/scale/remove movement HUD? #54

Open DamianLyszczarczyk opened 3 weeks ago

DamianLyszczarczyk commented 3 weeks ago

image

As you can see the movement box overlaps with everything, looks ugly and I cannot see any options to fix it, neither in ARGON CORE nor in ARGON PF2E. Is there a way to do something with it or is it a bug?

Saibot393 commented 3 weeks ago

I am currently not at home, so i can currently not check what exactly is happening. This is probably a bug with the scalling, normally there should only be 5 boxes (1 for each 5ft of movement). I probably messed something up with the scene scalling. I will look into it as soon as possible, probably during the weekend.

Saibot393 commented 2 weeks ago

I finally had time to look into it. I was however not able to replicate the bug so far. Could you send me a screenshot of the scenes "Gird" settings?

DamianLyszczarczyk commented 2 weeks ago

image

It's a basic 'Foundry Virtual Tabletop' scene. What I discovered is that it's gridless, so that's what might be causing the issue. I tested it on a different scene from an actual adventure path and when you have proper speed and grid it looks fine because it has less blue squares to render(for example 5). What is strange is that I went back to the Foundry scene and changed the settings to apply a grid but it didn't help with this issue in this scene, removing and creating a new actor also didnt help, so maybe your package doesn't recognise the changes on the fly to the scene. Either way you probably should handle a situation when you have so many blue squares that they start rendering in another elements within the UI.

Saibot393 commented 2 weeks ago

The problem here is the "1" in the distance setting. The blue blocks basically represents the amount of squares a character could move. Normally that would be 5 5ft squares, while they here are 25 1ft squares. I am not sure if there is a good solution for that or, honestly, if a solution is actually necessary considering that that will probably not happen in most realistic cases. I might look into increasing the movement hud sice if need though.

DamianLyszczarczyk commented 2 weeks ago

Hmm even in a proper grid and game there are some builds that could specialize in movement speed. After googling I found that you can achieve crazy amounts of that. Example: https://www.reddit.com/r/Pathfinder2e/comments/phacgm/gotta_go_fast_the_fastest_possible_pf2e_build/

When such situation happens then again you would have those boxes all over the place. So I think you would need to cover those edgecases if you have the time in the future just for the package robustness, still I wouldn't treat it as a big priority. One idea is to make the movement HUD hideable just as for example SAVES, CORE SKILLS & LORE SKILLS above the character portrait. Another idea is to make an option for the movement HUD to be unlockable from the rest of the HUD and make it moveable to any place so it could have more space for proper scaling.

Either way thank you for your help! Your package is awesome and I wish you all the best!