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token-mold's Issues

Bug: Set Token Size to Creature Size Doesn't Respect Unlinked Actors Only Setting

image

At least I think this is a bug. In Foundry 6.5 with DND 5e 0.93, I expected the checkbox at the top to prevent the token size setting checked at the bottom from taking place on unlinked tokens, but dropping in a Small creature with its Prototype token linked to the actor and scale set to 1.1 still resulted in that token being set to a 0.8 scale when dropped on the canvas.

[BUG] Token overlay not working (not displaying)

Module version 2.6.1
System Pathfinder 1 ed 0.64
FVTT version 0.6.5

When placing tokens, no matter what settings, overlay is not showing.

Console shows no error, just "Foundry VTT | Created Token lLXksgVSvDFuGcHU in parent Scene 7itFIw2I169v53Na"
All other modules turned off
Settings example in console:

Token Mold | Saving Settings ObjectunlinkedOnly: falsename: {use: true, number: {…}, remove: false, prefix: {…}, replace: "nothing", …}hp: {use: true, toChat: true}size: {use: true}config: {use: true, vision: {…}, displayBars: {…}, bar1: {…}, bar2: {…}, …}overlay: {use: true, attrs: Array(4)}proto: Object

At least one other person mentioned this at foundry discord recently
My Discord : Will#6479

Token Mold installed but not appearing in Configure Settings / Module Settings

Token Mold is installed and selected under Module Management. Its default settings are being applied to my game (for example, my token are being named with an adjective prefix). Yet, Token Mold does not appear under Configure Settings / Module Settings (or anywhere else). Am I missing something? Are the module settings located elsewhere? Thank you.

Stable release 0.6.5
Module version 2.7.1

Why is nothing happening? Where are the updates?

Heya
Just a small update from my side:
I am currently and for the near future kinda busy with personal stuff/work and am not able to do much module work. This state will last at least until mid september.
If something really breaks i hope to be able to provide those bug fixes.

Also any big changes/feature updates will propably not come for FVTT 0.6.X anymore, but will be designed for FVTT 0.7.X. (Since i'd guess that its going to be at beta or close to it then.)

Best regards
Moerill

[FEATURE] Adjectives for humanoids only?

Would it be possible to have the module apply adjectives only to humanoid tokens? I love the roleplaying prompt they offer to combat situations, but it just wastes space in front of animals and other nonverbal monsters. I have no use for a sarcastic goat, for example.

Can this be done?

World function for resetting names to be used in macros

Is there a macro or something I can drop on the hotbar that recreates the function of
1)going to the actor tab
2)opening Token Mold cog
3)going to Name tab
4)clicking on 'Reset counter for this scene for all tokens'?

On larger maps, if there are more than 1 grouping of tokens in an area - I prefer to have each area reset the numbers (just in case the come in the rear and see 'Baddie (35)' as the first guy and playing it safer since they now can see a dumpload of baddies. It's just a lot of opening it up to reset / closing or shrinking it to do map work / reopening it to trigger it / wash-rinse-repeat.

Was basically wondering if there was a quick-click to reset the counter (from a macro or other hotbar item)?

Suggestion: Allow sizing for owned tokens

The ability to not apply all the settings to owned tokens is nice because I don't want all the random names added. However, I'd still like to be able to have properly sized owned tokens if able, just without the names. An option for this would be greatly appreciated.

Feature Request: Replace Name with Attribute-Based Rollable Tables

I love this module quite a bit already. I would be in love with it if there was an option to replace the name with a rollable table result instead of the random name generator while still using the attribute system to determine which rollable table is used.

So for instance I could set the attribute to name, the value to Drow, and it would roll from my table of RandomDrowNames. Name > Value: Orc > RandomOrcNames. Name > Value: Gnome > RandomGnomeNames (which is just fun to say)... and so on. Ideally it would support the Better Roll Tables module so that the RandomDrowNames table could be one which rolled on RandomDrowFirstName and RandomDrowHouseName (which might even roll on RandomDrowHousePrefix and RandomDrowHouseSuffix).

Just an idea that would make populating crowds full of different races much easier for me, but in the meantime I can sort of hack around it by using the adjective function with remove name and just changing the table used between different types of creatures. So even if this feature doesn't happen, still know that I'm really enjoying the tools that you've made!

Also modify the scene's actor sheet with the override name

When using the append numerical or append adjective feature, it would also be great if the actor's sheet is modified. That way, for example, when bulk rolling saves, the name with adjective or number is displayed in the chat, instead of the original name.

Custom select element for more customizability

Create a custom select element for the purpose of more customizability.
E.g. for allowing to more easily see, select and search for icons for the overlay.
Combination of input and select field, like a searchable list.

[Bug] Modify Default Config does not save vertical random mirroring nor disposition overwrite check boxes.

Versions:

  • FVTT 0.6.3
  • TM 2.6.1
  • dnd5e 0.93
  • Firefox 77.0.1
  • Windows 10.0.19041

The bug:
Two settings in Modify Default Config do not independently retain true states when closing/reopening the Token Mold settings window.

Vertical random mirroring reverts to false.

Disposition overwrite reverts to false unless Vision overwrite is set to true.

Reproduction:

  1. Actors Directory > Token Mold Settings > Modify Default Config
  2. Change Disposition Overwrite to true. Change Vertical Random Mirroring to true. Ensure Vision Overwrite is false.
  3. Close the Token Mold Settings window.
  4. Open the Token Mold Settings window. Disposition Overwrite and Vertical Random Mirroring will appear to be set to false. However, dragging a token out at this point will act as if they were still set to true.
  5. Close the Token Mold Settings window or change a setting in Modify Default Config. At this point, the current displayed settings for Disposition Overwrite and Vertical Random Mirroring will be applied.

Specific behavior:
Let "correct behavior" mean that tokens dragged from the actors tab can be vertically mirrored and have their disposition overwritten, if those settings were changed to true by the user.

In the case of both settings, once the box for each setting is checked, correct behavior continues through the settings window closing and then through the settings window being reopened.

Upon reopening the settings window, the checkboxes will be unticked (as each setting were set to false) but correct behavior continues (dragging a token out will behave as if Vertical random mirroring and Disposition overwrite were true, as the user had intended); once the settings window is closed, unless those boxes are rechecked, correct behavior ends, applying the current state of those checkboxes to the actual behavior of the token configuration. Likewise, if any setting is changed while those checkboxes are unticked, correct behavior ends, applying the current state of those checkboxes to the behavior of the token configuration.

The console output for Token Mold's config field reflects the actual behavior of the tokens when dragged out, rather than what is displayed in the settings window.

TM is overriding Prototype Token settings while nominally disabled

When Token Mold is enabled, but all of its application controls are disabled — i.e., none of Name, HP, Config, or Overlay are checked — any actors dragged to a scene will ignore any image settings in their Prototype Token config.

Example: Prototype Token is set to Width 1, Height 2; Scale 1.5. Without TM enabled, token drops with those settings. With TM enabled (but options disabled), token drops at Width/Height of 1, and Scale of 1.0.

Reapply Settings not working in particular case

So the reapply settings button is a godsend for scenes I had made prior to getting Token Mold, but I'm noticing it doesn't work if in the selection of tokens there happens to be any linked actors.

If I select a scene's worth of unlinked actors then it works perfectly but if there are any linked ones among them then none of them will be updated.

Overlay not showing

Currently whenever I first load into Foundry or anytime I refresh / reload (F5), the overlays on the tokens won't show. I can't explain why, but if I simply change over to another scene it will start showing correctly, including if I change back to the original scene in question. I disabled all other mods with the exception of Token Mold and I can reproduce it 100% reliably.

Windows 10
Foundry 0.6.0
Token Mold Ver 2.6.1
Pathfinder 2nd Edition ruleset

Give ownerships of template to token owner when stickied

This does not remove all cases where this causes confusion, but it removes the main case where a GM creates a template as aura for a player, sticks it to the token and when the player tries to move the token, the template does not move.

TypeError when deleting any token in 0.5.6 Hotfix#1

When I delete any token, I get the following error in the console (but the token does delete). Happens with both linked and unlinked tokens:
image.
Test info: 0.5.6 hotfix#1, only TokenMold 2.6.0 active. Let me know if you want more settings info.

Size of prototype token is not adopted

AKTION/BEHAVIOR:
If I change the size of a prototype token (e.g. from 1:1 to 2:2) then the size is not used when I have Token Mold activated. If I drag the token to the grid it is still shown in the correct size, only when a drop it the token is resized to the standard 1:1 size.

EXPECTED:
The size of the prototype token is used (2:2)

HINT:
If I deactivate Token Mold, the behavior is fine.

token-mold console errors

Had a long session tonight so i don't know what was doing exactly but after the session i had a lot of this error in console:

latest token mold
native app, foundry 0.6

token-mold.js:33 Uncaught (in promise) TypeError: Cannot read property 'permission' of null
    at token-mold.js:33
    at Function._call (foundry.js:2210)
    at Function.callAll [as __furnace_original_callAll] (foundry.js:2170)
    at Function.callOriginalFunction (Patches.js:56)
    at Function.<anonymous> (Debug.js:33)
    at Token._onHoverIn (foundry.js:12110)
    at Token._onHoverIn (foundry.js:37982)
    at MouseInteractionManager.callback (foundry.js:30270)
    at MouseInteractionManager._handleMouseOver (foundry.js:30382)
    at Token.a.emit (index.js:181)

Error with 0.5.7

Hello,

Just updated to 0.5.7. On game startup I get this error:
image

Friendly vs Hostile NPCs.

This is a feature suggestion :)
NPCs are either Hostile, Neutral, or Friendly. Currently, the only option is "Apply settings to unlinked tokens only". Maybe also add options for "Apply settings for: unlinked tokens, hostile tokens, neutral tokens, friendly tokens, etc" or something of the sort. Would be personally easier for me as a DM.
Thank you for your time and consideration.

[FEATURE] Enhance name generation flexibility

Many requests do exist for different ways of customizing name generation. ( #14 #52 #38 #27 )

Idea to maybe encompass most or all of these is:

  • Keep the attribute based table
  • Allow for different kind of name generation selections, consisting of possibly multiple concatenated options in arbitrary order:
    • name generator
    • string field
    • attribute field (to allow e.g. the name to be used)
    • rollable table (with support for better rollable tables)
    • The existing indexing system

This could result in stuff like:
@data.name + ' - ' + 'the ' + @rollableTable[english adjectives] + @NameGenerator[english] + Index resulting in a generated name, for e.g. a gnoll: gnoll - the almighty qwabwa (42)

this way it would also be easy to reverse parts, change the order to smth you prefer, etc., as well as e.g. integrate with possible other modules for name generation.

Biggest issue here is how to design the UX to make it simple to understand and use, but keeping it as flexible as possible. The example above using some pseudo language wouldn't be the way i'd want to go, i'd prefer some more basic method using input or select boxes to choose the different parts.

If you have any ideas on this, please comment below!
Its just smth that came to my mind, but will be some time until i have time to implement it. So.. if someone else wants to tackle it, feel free to try and create a pull request! (and/or contact me)

Token overlay minimum permission setting

It would be awesome if the token hover overlay could be configured to show based on a configurable minimum permission rather than being fixed as the "Observer" permission.

Essentially this becoming a setting:
// Don't show for permission lvl lower than observer
if (token.actor.permission < CONST.ENTITY_PERMISSIONS.OBSERVER)

Thanks for the awesome module :)

Update fails with error

I have 2.6.1 installed, but when updating to the current latest (2.7.0 I believe), an error is displayed and the update fails. The error states:
Update failed: invalid relative path: ../LICENSE

0.70 Settings - Tab content is not shown

in 0.70 in a test world with all my modules disabled, including Tidy UI Settings, I get the following in the token mold config settings:

image

All of the tabs are blank excpet the last one. Note that it looks like Luminous may still be applying settings even though it is off.

Auto hp not what rolled

When a token is placed out - the roll shows the result, but the hp result on the token is different. It IS still randomizing on the tokens, but not to the amount shown in the roll.
Core 0.6.2
D&D5e 0.92
Token-Mold 2.6.1

Overlay not always displaying

Describe the bug
I've noticed a few times now that the overlay feature was not displaying any information at all. I even restarted my entire computer and it didn't help. I switched to a different world, switched back, and still, no overlay (even though the other world had an overlay). I then switched to a different scene in the problematic world and the overlay was working there, switched back, and the overlay was working.

To Reproduce
I'm not exactly what the steps are to reproduce the error. I've just noticed it happen a couple times now. If I can find some common theme when it happens, I'll make sure to update this (or comment or make a new post or whatever - I'm new to github).

Expected behavior
Pretty straight forward, the overlay should display as intended. Not much to add to this section, sorry.

Module incompatibilities
Next time it happens, I'll try to deactivate the other modules I'm running. The current list of modules I'm running are:

  • Dice Tray
  • Dice So Nice!
  • Magic Items
  • Shared Data (custom one I create based on THESE instructions)
  • Token Mold
  • VTTA DnD Beyond Integration
  • VTTA Iconizer
  • VTTA Tokenizer

Screenshots/GIFs/Videos
A picture wouldn't really add anything, the overlay just doesn't display

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser: Chrome (but happens in the native client too)
  • FVTT Version 0.6.6
  • Module version 2.7.1

Additional context
Nothing to add but thanks for this, it was exactly what I was looking for!

Modularize the module

Modularize some stuff, to allow for better customization (like pretend to be a software engineer .. but probably completly fail at it in the end!)

Most important part:
Make custom name generator class (or smth like that) to allow for different g eneration methods

  1. the already available
  2. rollable tables

and for possible future ones as well!

Lot of errors thrown in the console

Hello,

Thx for this awesome module.
When opening up a game, I get a lot of error messages in the console:

foundry.js:2213 TypeError: Cannot read property 'data' of null
    at o._setCreatureSize (token-mold.js:528)
    at o._setTokenData (token-mold.js:251)
    at token-mold.js:238
    at Function._call (foundry.js:2210)
    at Function.call [as __furnace_original_call] (foundry.js:2195)
    at Function.callOriginalFunction (Patches.js:57)
    at Function.<anonymous> (Debug.js:42)
    at Scene.createEmbeddedEntity (foundry.js:9963)
    at multilevel.js:427

Might be because of this module but not sure: https://github.com/grandseiken/foundryvtt-multilevel-tokens

TokenMold setting token scale value to 1 for linked tokens

The prototype tokens for some characters have a scale value at 1.3 (warforged barb) or 0.6 (female elf sorc), but when I drag them on to the canvas, their scale value is set to 1. This only happens when tokenmold is activated, and even deactivating the "config" option doesn't fix it

FVTT 0.6.2
D&D 5E 0.93
TokenMold 2.6.1

Overriding Bar1 to None

Token Mold version: 2.6.1.
FVTT version: 0.6.2 (& DND5e 0.93)
Chrome Browser, Node.js, Electron, and Windows 10 (tested on multiple licenses)
Bug description
What happened? Overriding Bar1 to None does not remove the bar, and overrides to attributes.hp instead. Overriding Bar2 to None works fine, and Overriding Bar1 to anything also works, but Bar1 refuses to be overridden to None.
Console errors? None.
Workflow to recreate the bug:
image

HP roll always sends message to public chat and is sometimes triggered twice

At the moment (DND5e 0.92, FoundryVTT 0.6.1) I have some strange behaviour with the HP roll for a token always being sent to public chat, regardless of what settings I have used. In fact, when I ask for it to be sent to chat it is still sent to chat and a separate roll is sent to me privately as GM.
hp_roll_behaviour

Sorry, and the missing information:
Token Mold version: 2.6.1.
FVTT version: 0.6.1 (& DND5e 0.92)
Firefox Browser 76.0.1 and Windows 10.
Bug description
What happened? The HP roll is always sent to chat. Additionally, if 'send to chat' is checked, two rolls are made: one to chat and one to the GM.
What should've happened? The HP roll should only be sent to chat when 'send to chat' is checked. And if it is sent to chat, then a separate roll shouldn't also be sent to the GM.
Console errors? None.
Workflow to recreate the bug: Uncheck 'send to chat' and then drag actor onto scene. Or uncheck 'send to chat' and then drag actor onto scene.

TypeError when mousing over a token without a Represented Actor

token-mold.js:33 Uncaught (in promise) TypeError: Cannot read property 'permission' of null

It's a harmless error, but appears in the chatlog console log whenever a token is hovered over, or stops being hovered over.
Also occurs when the Alt key is pressed, for each token on the scene without a Represented Actor set.

Ideas for overlay redesign

Rewrite the overlay, to hopefully fix a few existing issues and add a few features.
My ideas, but please feel free to add your ideas:

ALT key compatibility

When using the ALT key, all tokens are highlighted. Make the overlay show for each of them
Idea here: Have one overlay per token ID, only created on hover and hide on hovering out

Redesign the overlay a bit

  • Make it one fixed size, independent of zoom lvl
  • Don't display it right above the token? I forgot the reason, but last session and while preparing i got a bit annoyed by it hiding the token beneath it. Gotta play around with it and am open to ideas here.
  • Think about ways to make it easier to use, like making the attribute chooser nicer but still kinda universal. (not much hope here, but open for suggestions!)

Fix the Gitlab link

Hello,
A simple issue because clicking on the gitlab link in the Readme on the old repo does not work. You need to go look into the README's source to find this repo.

Overlay disappears

I think I have the sort of the same issue as issue#11 with overlays not showing
My issues is that after I press ALT a few times and highlight a token, they stop showing up until I refresh the browser

It seems that in the config for the overlay sometimes disappears too, when I go to look at it, it is, it's a blank tab

tokenmold

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