#Consider Allowing tokens.denymove to Work with non-Player Visible Tokens/Tokens on Other Layers

1 messages · Page 1 of 1 (latest)

quick spade
#

Was just wondering if there are negative/detrimental consequences of enabling the tokens.denymove variable to also function on non-player visible tokens and/or tokens on layers other than the Token layer.

I frequently place objects on other layers that I want "anchored" in place (doors, decorations, etc.), but since tokens.denymove only work with tokens on the Token layer, I often move those items unintendedly. Would be nice to be able to lock their movement once placed.

The same for tokens that are not player visible. For example, I use a lot of sounds in my campaigns, and each map has a sound effects token. I don't want my players to be able to see that token (a big music note), but I also don't want to have to switch layers to access the macros on it. It's very easy to have it get accidentally drug around the map when moving my players unless I place it pretty far away from any traversable areas (which is also inconvenient for accessing it quickly). Would love to be able to anchor those tokens in place even if not visible to players.

Thanks for considering!

limber gust
#

Similarly, revert last move. Not sure why it's arbitrarily restricted to the token layer bc when i do accidentally move something I really wanted to stay precisely in place, I have to change it to the token layer, revert the last move, and then change it back to object or whatever, which is annoying

digital charm
#

I used to have a campaign macro that would save the x/y of a token and another to restore token to that spot. So, you could select everything on object layer, run macro so if any of them get moved you could just click the other macro to return it to original spot.

#

You could get fancy with onTokenSelect to enforce certain behaviors.