CURRENTLY Using the UI, players can drag-and-drop tokens and they will (by default) snap to the cells on the map grid. The UI can label these cells automatically (I refer to this as the cell's "address" below) This this is independent of scale, units, or type (hexH, hexV, or square) PROBLEMS Roll20 Hex Math is Hard. The existing distance between hex "centers" isn't 70. The distance between hex centers is different in two of the directions compared to the third. The distances between hex centers are different in H and V modes. These distances aren't nice, whole, rational, counting numbers. Not even close. That's 4 different "distance" values that need to be tracked (in addition to 70 for squares), two for HexH, two for HexV. Since they're not nice numbers, there is an error introduced that compounds over range. DESIRED I would like to be able to utilize the existing UI grid system from the API (or macro) to be able to: retrieve a token's current cell address, or nearest cell if not snapped move and snap a token to a specific cell using the cell address Optionally, I would also like to be able to (in order of desire): find the number of cells between two tokens. squares are easy, and should be based on the map setting (either Manhattan or 4e, Euclidean and Pathfinder wouldn't apply in this case) hexes are pretty much always Manhattan style obtain a list of cells the token occupies if it is a "large" token - fully or partially would be two options rotate a token to face a given cell face (4 choices for square, 6 for hexes) this brings up the question of which direction a token is facing in the first place be able to "drive" a token forward one cell (move and snap to the adjacent cell) this also brings up the question of which direction a token is facing in the first place ASSUMPTIONS Obviously, in order for these cell addresses to be of any value, snap-to-grid should be enabled on the map.