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Understandable, just wanted to say thanks.
As for locking objects, you wouldn't be able to do it in a live game if it were possible but I guess I could have a quick look if objects other than the tileset can store a 'locked' state in the save file.
EDIT: Took a look, does look like you can use the variable used to lock the tileset to lock other objects too. It can't be done in real time in a live game but I suppose if you've got a specific layout you want to achieve with 'cards' then you could potentially set up a save file with them pre-locked.
I tested it by making a save with 4 floor tiles, locked them, then saved and modified the file changing the floor tiles into other objects. The changed objects were perma-locked. As in you couldn't move them, even after spawning in an RPG tile and cycling the lock. I didn't test it with decks because I haven't done enough experiments with decks yet to understand how they're structured in the save file but it's promising at least.
http://markdesousa.com/tools/tabletop-simulator/object-locker/
Pretty basic in what it does, just changes the unlocked variable to locked. I haven't done extensive testing with it yet (I just quickly whipped it up). I assume it won't work if you mix non tileset objects with tileset objects (I think It'll only lock the last set of objects). All objects in the save file you lock with this tool will be permanently locked. The only exception is decks and cards, where you can still draw cards from a locked deck, and if you merge a locked single card with an unlocked card to create a deck, the deck will be unlocked.
By the way seeing as you're really skilled, and I have a poop ton of ideas for the program, would you mind if I added you?
Any chance you'll revise the dungeon builder script to work with the giant table?
Added Custom Table
Scale now adjusts the grid (use your browsers zoom function if it scrolls the page)
I've still got the palette on the todo list that someone suggested a while back, not sure when I'll tackle that.