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multi-token-edit's Issues

[Feature Request] Add compatibility with SmallTime

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:

image

Multiple scenes settings edited without Multiple Document Selection and Mass Edit:

image

Warning in v10

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.

Duplicate settings.

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

Unable to close Mass Edit window when editing lights.

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.

Feature request: toggle status markers with mass edit

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 !

[Feature Request] New Name Uses Tagger

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.

11 Stabe

Will you be doing an update for version 11.299?

Update Prototypes not working for me

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!

Mass Edit version update error

I'm getting this error when I use my Update Modules function:

image

The console error is the same as in the screenshot. Note that I'm still a current patron of the patreon, if that has any technical effects on the version update.

Thanks!

V11 Error

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"

Module no longer works in Foundry v9 despite being marked as compatible.

When trying to install the module on Foundry, you receive a warning:

image

image

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.

[Feature Request] Add ability to confugure ownership of selected tokens and map notes

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!

Mass Edit failing to turn off settings.

I'm using this module in conjuction with the Patrol module to activate/deactivate patrolling on many tokens. While the mass activation works, the mass deactivation does not.
image
Unticking the box and clicking apply, does not do anything... All other modules deactivated.
Foundry 11.308
dnd5e 2.3.1

[Feature Request] Push token edits to prototype

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 :)

BW Mass Edit - Bug when switching storage compendium

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

Compatibility to Health Estimate

It would be nice if Mass Edit could be compatible to Health Estimate. Now, it shots the Tab twice in the Token Mass Edit Window. Also it shows the configuration possibilities three times in a row.

grafik

Doesn't work with Bar Brawl

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.

Post-Spawn script shows error in console, does not execute

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,
image

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.

Conflict with Wall Height

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

Feature request: Allow multiple color pickers for random color application via DD Tint

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.

[Feature Request?] Wild magic surge only triggers when a token is on the canvas

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!

Critical World-Loading Bug in Foundry v11.300

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).

image

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.

image

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.

DungeonDraft (TMFX) option throwing console error when attempting to recolor a tile

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!

image

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