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Setting up the grid.
[EDIT: THIS INFO IS OLD NOW, DO NOT USE IT]
You set up the grid by using the measurement tools. Place an item(or another measurement tool) in the center of a square, and a measurement tool in another square in the same row so a line is shown between them. The further the two squares are from each other the more accurate the grid will align. Then replace the description of the measurement tool currently displaying a distance with a calibration code. For example c100 would calibrate the current distance as 100 feet and align the tabletop simulator grid to your map.
3d movement.
The measurement tools only take 2d distance into account, so if your grids are 2d even though the terrain itself is 3d then you'll still be fine.
Multiple scripts.
There isn't a way to have two scripts running on the same mini. One way to handle this would be to make a generic circle token and inject that with the movement. Another way to handle it would be using a 'physical' token for wounded status instead of an injector, unless you're using the hud injector for other things as well.
First change the measuring/movement system is in inches (is it possible to set those systems up with a toggle that chooses between the 5 feet or inches).
Second would just be changing or adding a few of your floating tokens (those are amazing by the way.) Here is a link for the current status token type. https://www.drivethrurpg.com/product/268412/Savage-Worlds-Adventure-Edition-Status-Tokens?filters=1600_0_0_0_0
Third is the biggest one. The dice explode when the roll their maximum number, and whenever a player rolls it also rolls what is kind a wild die. This table has a version of the click roller that you have modified for your system that does a good job of the exploding dice and the wild die. Not sure how easy it is to merge two differ groups of code. Here is the link.
https://steamcommunity.com/sharedfiles/filedetails/?id=2119188095
Any assistance would be greatly appreciated.
2. Adding those in would just be a bunch of photoshop time. If i find some to spare between projects i can add them.
3. What are the issues with the click roller from that table's workshop? If the click roller there is designed for that game it should work well for it.
I can cut the token images for you and post them for you.
So the big part that is missing from the clicker roller is the ability modify the dice rolls with positive/negative modifiers. Allowing players to creat their own saved dice rolls would be nice as well.
Great mod btw. I need some help!!
Is there a way to reset certain stats/meter bars at the start of each turns? Like, I want to reset movement points of a certain token/character without the need of pressing the requisite bar buttons again and again?