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Map Scales and Token Sizes

1622740892

Edited 1622740976
I am running the Tyranny of Dragons for my group, and there is one map that is really giving me trouble.  The Arauthator's Lair map.  All of the tokens are 2x the size, which is really frustrating.  I finally looked at the map settings and think I see the issue.  This map has cell width set at 0.5 I tried changing this to 1.0, but it really screwed up the map grid, making it unusable.   There are a few other maps in the Tyranny of Dragons campaign that are set to this 0.5 width.  Are there any tips on how to handle this when a map is set this way?  Do you just live with resizing everything while you are on this map?  If it was just the player tokens, it wouldn't be that big a deal since that's a one-time resize, but it is every token - NPC, PC, Spell token, etc.  Meaning, while on this map, I have had to edit tons of macros and scripts that spawn tokens, spells, etc. to account for the map scale.  And I will have to change them all back when the party moves off of this map.
1622741394
Kraynic
Pro
Sheet Author
It is possible that a bunch of those were originally set up on a map where the grid scale wasn't the default.&nbsp; It seems like you really need to set tokens up at the very beginning on a default (1 grid unit = 70px) grid or you will run into problems like this later.&nbsp; My write up and screenshots of this behavior can be found here:&nbsp; <a href="https://app.roll20.net/forum/permalink/9968261/" rel="nofollow">https://app.roll20.net/forum/permalink/9968261/</a> At this point, it is up to you if you want to redo everything so that you know it will all work as it should later, or just resize them as needed for this map and hope there aren't any other map pages with a non-default grid scale.
1622742174

Edited 1622742544
Kraynic said: It is possible that a bunch of those were originally set up on a map where the grid scale wasn't the default.&nbsp; It seems like you really need to set tokens up at the very beginning on a default (1 grid unit = 70px) grid or you will run into problems like this later.&nbsp; My write up and screenshots of this behavior can be found here:&nbsp; <a href="https://app.roll20.net/forum/permalink/9968261/" rel="nofollow">https://app.roll20.net/forum/permalink/9968261/</a> At this point, it is up to you if you want to redo everything so that you know it will all work as it should later, or just resize them as needed for this map and hope there aren't any other map pages with a non-default grid scale. Thanks for the tip.&nbsp; I think I stumbled across this by accident and always use a 1.0 map to create the tokens.&nbsp; Now I know why that works! EDIT: Nevermind.&nbsp; I think the tokens are working correctly.&nbsp; But the size property of the !Spawn script that I am using is the one that is bringing them in at double size.&nbsp; If I drag the tokens over manually, they are 1 square.&nbsp; If I use !Spawn to create the token, it creates them at double size.&nbsp;&nbsp;
1622742862
Kraynic
Pro
Sheet Author
The spawn script may be going by a set pixel scale instead of grid units, so that it can't adjust for the varying scales.&nbsp; Might be something to post in the thread for that script to see if it can be adjusted to work with different map scales.
1622749767
David M.
Pro
API Scripter
Yep, Kraynic is spot on. This was one of the first Roll20 scripts I wrote, so my current scaling conventions weren't in place. All the calculations were hardcoded at 70px/unit cell. I PM'd Matt with a test version to try out in case his next game is coming up soon. I'll also obviously do some more testing myself (why did I put so many optional features in there?!), and if it looks good I'll release it as v20.
1622750638
Kraynic
Pro
Sheet Author
David M. said: (why did I put so many optional features in there?!) Because you must include all the buttons!&nbsp; Even the ones you forgot were there...&nbsp; :p
David M. said: Yep, Kraynic is spot on. This was one of the first Roll20 scripts I wrote, so my current scaling conventions weren't in place. All the calculations were hardcoded at 70px/unit cell. I PM'd Matt with a test version to try out in case his next game is coming up soon. I'll also obviously do some more testing myself (why did I put so many optional features in there?!), and if it looks good I'll release it as v20. Fantastic!&nbsp; One, I'd glad it wasn't me :-)&nbsp; But two, that you already identified the issue and are willing to work on a fix.&nbsp; I will definitely help test out the new version.