aedif / multi-token-edit Goto Github PK
View Code? Open in Web Editor NEWFoundryVTT module for editing multiple placeables at the same time.
FoundryVTT module for editing multiple placeables at the same time.
I use multiple document selection with mass edit to change scene settings quickly. Currently it isn't possible to change the settings added to scene configuration by SmallTime, with Mass Edit. Adding the ability to do this would be very helpful!
A single scene's settings edited without Multiple Document Selection and Mass Edit:
Multiple scenes settings edited without Multiple Document Selection and Mass Edit:
I haven't noticed any problems with the module, but this warning appears whenever I load the module in v10:
[multi-token-edit] The module "multi-token-edit" is using the old flat core compatibility fields which are deprecated in favor of the new "compatibility" object
Thought I'd at least mention it to call attention to it.
When using Mass Edit in foundry VTT, Several settings are being duplicated in the menus, both in the top tab (duplicate categories), and in the actual page (duplicate dropdowns, boxes, entries, etc.). Selecting them highlights both, changing those settings doesn't always stick. No errors. The duplication doesnt appear when editing through core (double click, open dialog), but even when editing a single token/tile, the duplications occur with shift+e.
Foundry 10.291
In Foundry v11.302, if I'm editing lights using Mass Edit, the window doesn't close after hitting Apply Updates, not can it be closed via the Close button.
The only way to remove the Mass Edit window is via a page refresh.
Currently there are not a lot of system-agnostic tools allowing enabling/disabling status markers, it would be a great addition for Mass Edit IMO. Allowing multiple changes in one pass would be great. Thanks !
A new option that allows, when an entity is dragged into the presets window, the name field is automatically populated with the first Tagger tag present on that entity.
Use case would be a time saver for anyone who labels tiles/lights/etc with Tagger tags.
Maybe use CTRL+SHIFT+C / CTRL+SHIFT+V, it'll reduce conflict risk and give more option to GMs.
Will you be doing an update for version 11.299?
Hi and thank you for this module! :) Very useful.
I don't know if I'm doing something wrong but I'm not able to update the linked prototype of the selected token.
Thank you!
Hi, after updating to v11 I get this error in the module setup page :
The module "multi-token-edit" is using "name" which is deprecated in favor of "id"
When trying to install the module on Foundry, you receive a warning:
Using Forge's easy rollback system to do some further testing, looks like version 1.23.0 still loads and shows just fine into a Forge v9 foundry instance. Every version after that doesn't show up when configuring modules indicating incompatibility.
The Multiple Document Selection module already allows editing the ownership of multiple actors and journal entries at once through the sidebar, but having the ability to select tokens and map notes on a scene, either manually or using mass-edit's search functionality and then configure their ownership at once would be a very useful feature to add! Not sure how easy this is to do but if possible adding this functionality in v9 would be incredible!
I'm not just putting this here to be first, promise!
It would be great if your module gave an option to push token edits back to the prototypes. This would be quite powerful, eg. if you're making edits to all player tokens but don't want to lose those edits if you replace the tokens from the sidebar.
Not sure if the best solution would be an additional checkbox ("☑︎ Also update Prototype Tokens")... or maybe an additional button so you either "Apply Changes" or "Apply and Update Prototypes". What do you think?
Aside from custom-made macros, this would be the quickest way to update several prototypes at once. Even dragging a folder of tokens to the map and using your module would be a speedy way to do mass prototype edits.
Someone else also brought this up on discord so that gave me the push to put it up here. Thanks again for a wonderful addition to Foundry :)
Ok, this one might also be on me, but it surely is a bug.
In an attempt to get the new BW Mass Edit release to show the related prefabs, etc. I switched the storage compendium to nuts & bolts (hoping it would then at least show the macros).
Well, after switching it I can't open BW Mass Edit anymore. No click on the ME button, from whichever category just doesn't work. And there seems to be no way to change it back in the normal configuration.
PS.: using PF2e system if that helps.
here is what the console says:
TypeError: An error occurred while rendering $6e4e38012e8d2014$export$7a966e8b4abecc03 568. Cannot read properties of undefined (reading '050kpPPfqOa9XeJ2')
[Detected 1 package: multi-token-edit]
at $74329e11c6ef615c$export$9cea25aeb7365a59.packToTree (collection.js:111:31)
at async $74329e11c6ef615c$export$9cea25aeb7365a59.getTree (collection.js:34:22)
at async $6e4e38012e8d2014$export$7a966e8b4abecc03.getData (forms.js:121:17)
at async $6e4e38012e8d2014$export$7a966e8b4abecc03._render (foundry.js:5812:18)
at async $6e4e38012e8d2014$export$7a966e8b4abecc03._render (foundry.js:6532:5)
onError @ foundry.js:753
🎁call_wrapped @ libWrapper-wrapper.js:507
🎁Hooks.onError#lib-wrapper @ listeners.js:138
🎁Hooks.onError#0 @ libWrapper-wrapper.js:187
(anonymous) @ foundry.js:5771
Promise.catch (async)
render @ foundry.js:5769
(anonymous) @ multi-token-edit.mjs:211
dispatch @ jquery.min.js:2
y.handle @ jquery.min.js:2
When trying to edit the prototype tokens of bar brawl using this + multiple document selection, clicking load defaults, right clicking resource and then clicking apply updates to proto token, the tokens are not updated.
Putting something (anything, including console.log('Hello')
) into the post-spawn script and spawning that object results in:
Uncaught (in promise) ReferenceError: documents is not defined
on the console and the post-spawn script not actually executing
it appears to be this line towards the end of spawnPreset
,
I think that is supposed to be allDocuments.map...
but I'm not certain enough on how to build this module to try it myself.
When I change the height of the base and ceiling of a wall that was placed without the levels configured in the scene, the levels (module) does not recognize the change. Forcing me to select one by one (wall) so that the height is right.
Foundry Virtual Tabletop: Version 11 Stable, 11.306
Game System: dnd5e, 2.2.2
OS: Windowns
Client: FLC/3.1 (Foundry Lightweight Client)
GPU: ANGLE (NVIDIA, NVIDIA GeForce GTX 1660 Direct3D11 vs_5_0 ps_5_0, D3D11)
Max Texture Size: 16384
Use Case:
As a Foundry GM-level user, I'm making an encounter map. I'm adding a cluster of bush assets to the map. These assets are red so they may be colored via the Dungeondraft Tint macro/functionality. I want all of these bushes to be a slightly different shade of green.
Ideal behavior:
I select all of the red bush tiles I just placed, and open Mass Edit. In the Dungeondraft Tint section, I have up to (for example) five color pickers with which I can build my palette. I select my five different shades of green and edit the tiles. This will apply a different shade of green randomly to each bush tile.
I could also use this technique to create vibrant flower or mushroom beds, differently-colored items on a merchant's bench, etc.
Current behavior:
There is only one color picker, so selecting a mass of tiles and applying this sort of edit will color everything the same color. In order to color everything individually, I would need to select everything individually and color them one at a time, in which case it's almost easier to use the Dungeondraft Tint macro directly.
First things first, thank you for creating the mod, I was using some clunky macro's before I found this mod!
I'm unsure if this is a bug or a feature request!
I've been pulling my hair out over why my players wild magic surge seemingly didn't proc randomly. I just tonight figured out it doesn't proc when they aren't on the canvas, which can be difficult for those theater of the mind or random moments of casting.
For the meantime I've just placed the player character token on every non battle-map canvas but invisible.
Is it possible to allow this to proc without tokens needing to be on the canvas?
I realise this isn't a very technical post. But I can provide any data you need if you go any further with this.
Cheers!
With "Mass-Drawing-Edit" it is not possible to set values with "0" in combination with the Advanced-Drawing-Tools-module. If you use a value with "0" in the texture-size-, texture-pivot- or texture-position-fields nothing happens. Values greater than "0" work without any problem.
Unable to select new items after editing multiple items
I just updated to Foundry v11.300. I installed and enabled the Mass Edit module (among 5 others) in a test world. After using the prompt to reload the Foundry App, almost all UI elements disappeared (as in screenshot below).
I closed Foundry and relaunched it, but received errors related to Mass Edit when I tried to launch that world. I closed Foundry again, made a new test world and this time enabled only Mass Edit from the installed modules. The same blank Foundry screen appeared after reloading. Neither of the two worlds tested will launch and the console shows the errors below from clicking to try to launch one world followed by the other.
Hopefully there's something helpful for you in those error messages, because Mass Edit is one of the most helpful modules for me. Please let me know if there's any other information you'd like from me.
Foundry v10, PF2E
I have a tile I wish to recolor using the DungeonDraft (TMFX) filter. I'm using the options in the below screenshot.
When clicking "Apply Changes", rather than recoloring, I get the following console error:
tokenmagic.js:446 Uncaught (in promise)
Uncaught (in promise) TypeError: undefined. Cannot read properties of undefined (reading 'getFlag')
[Detected 2 packages: tokenmagic, multi-token-edit]
at Object.addUpdateFilters (tokenmagic.js:446:34)
at applyDDTint (tmfx.js:6:22)
at checkApplySpecialFields (forms.js:1209:15)
at MassConfig.performMassUpdate (forms.js:1128:9)
at MassConfig.massUpdateObject (forms.js:643:27)
at MassConfig._updateObject (forms.js:621:19)
at MassConfig._onSubmit (foundry.js:5916:18)
I tested using the TMFX 39 - DungeonDraft Tint
macro directly on the tile, and this recolors the tile as expected.
Let me know if you need any additional information. Thanks!
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