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Glad you like them. I've got another tool I'm testing out (actually, two, I think) No bugs so far, so I'll probably post them soon. Also working on a massive project using some of my tools... A full set of maps&minis for running Undermountain (Dungeon of the Mad Mage). Requires a BIG table, though. The map for Wyllowwood is enormous.
As for the suggestions.... This would probably be best on a standalone tool. All of them are doable, I think, and I already have an idea of how to do it. Consider that project added to the to-do list. That sounds badass.
would it be possible to add some functionality to this excellent mod
I'm thinking about creating castable spell cards, using asset cubes as the objects to be encoded - this already works but some improvement could be added, if its possible and you are willing.
priority wise i would list them in this order
1. add a lifespan timer option for the spawned object - this way a D&D player could say im going to cast xyz (e.g fireball) and the object could spawn play the animation and time out, for longer effects the timer could be increased. obviously a persistent / no timer, option would be needed if you can code this.
2. add the ability to move the spawn button - not all cards are the same size or orientation.
just some thoughts - anyway thank you for the mods - im enjoying them alot, and your move me / light me mod may have saved my session form arguments stemming from tts fog of war system. still not perfect but that's on berzerk.
@Lord Bandit Line 40-ish is where you can change the button size. Block of code looks like this:
self.createButton({tooltip = 'Spawn Mini', click_function = 'spawnCardObject', label = 'x',
function_owner = self, position = {0.9, 0.3, -1.46}, rotation = {0, 0, 0}, width = 50,
height = 50, font_size = 50})
Width and Height are what you want to change to make it bigger.
As for multiple objects, that's what I'm trying to figure out now. I'm not much of a programmer, but it's a short, efficient code. Just poke around and see what you can do. Worst that could happen is you have to reload the mod.
Also, copy paste the encoder when you wanna give it a test run, that way the script reloads.