moerill / token-mold Goto Github PK
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License: MIT License
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!
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)
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
I would love to have the option of keeping the original token name as well as having a name generated appended to the string.
ie: a "Goblin" would become "Goblin - Steve", instead of just "Steve"
It should be a fairly simple change I think?
Non-Latin alphabets are generally not pronounceable by speakers of Latin languages since the characters don't have a resemblance.
Can you add a dropdown to pick from All, Latin, and Non-Latin language names?
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.
would be especially useful when moving adjectives to the back. Kers "the inelegent" hobgoblin sounds a little more distinguished than just Kers Inelegant
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?
People complain about popups -> move info somewhere else accessible (and make it shorter)
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.
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
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
Thought of this specifically for money or ammunition.
This could have problems though since tokens currently only inherit items of their actor.
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
Overhaul the settings menus style a little bit, to allow for hints, info links, etc. similar to mess settings menu
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 :)
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:
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
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
and for possible future ones as well!
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:
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
Thanks to @magicrabbit
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.
So this might be a very minor feature request, but I'd really like to have an armour icon for the overlay available. Maybe something like this: https://game-icons.net/1x1/lorc/breastplate.html
I'd really appreciate this.
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)?
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.
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.
Module uses controlledTokens, which is deprecated and will be eliminated in FVTT 0.6.0.
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.
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.
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.
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.
Versions:
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:
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.
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.
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.
Return to unpacked development, cause less annoying dependency "hell".
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.
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
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:
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)
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:
Screenshots/GIFs/Videos
A picture wouldn't really add anything, the overlay just doesn't display
Desktop (please complete the following information):
Additional context
Nothing to add but thanks for this, it was exactly what I was looking for!
Remove sticky templates, due to there being a whole module dedicated to "stick stuff to tokens" now:
https://foundryvtt.com/packages/token-attacher/
Variant encumbrance may alter movement speed: https://github.com/VanirDev/VariantEncumbrance
It would be good if this could be reflected accurately.
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
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
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.
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
canvas.tokens.controlledTokens
should be canvas.tokens.controlled
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