userguide pins - Drowbe/coffee-pub-blacksmith GitHub Wiki
Working with Pins
Audience: GMs and players using map pins in Coffee Pub Blacksmith.
How to place, select, move, copy, delete and manage pins on a scene, and what each person at the table is allowed to do.
What a pin is
A pin is a marker on the map. Most pins open something when you double-click them, such as a journal page, a note, a codex entry, a quest or a shop. Other Coffee Pub modules place their own pins too, and those behave the same way for selecting, moving and the right-click menu. Where a pin differs, this guide says so.
Who can do what
| You want to | Who can |
|---|---|
| See a pin | Anyone allowed to see it. A GM can hide a pin from the players. |
| Select a pin and open its right-click menu | Anyone who can see it. |
| Move, configure or delete a pin | The GM, and a player who owns that pin. |
| Place a new pin | The GM. Players can too if the GM turns on Player Pin Editing in the module settings, under Pins. |
| Change who can edit a pin, or hide it from players | GM only. |
| Rename a pin | GM only, from Configure Pin. |
| Point a broken pin at something else | GM only. |
Place a pin from a journal
- Open a journal page. A pin bar appears at the top of it.
- Choose Pin Page to pin that page, or Pin Journal to pin the whole journal.
- Before placing, pick an icon from the row of icons, and use the three small buttons to set the placement mode, Pin editing and Pin visibility.
- Place the pin on the scene.
A page pin opens that page when you double-click it. You can pin the same page more than once.
Pins when you zoom out
As you zoom out, pins shrink with the map until they reach a minimum size, then stop shrinking. At that size a pin shows only its shape and icon, and its name appears when you hover over it. Zoom out further and each pin becomes a small dot in its background colour. Every pin stays on its exact spot, and you can still hover, click, drag and right-click it.
Where pins overlap at that distance, they merge into one round marker showing how many pins it holds. Hover over the marker to see their names, or click it to zoom in until they separate. The pin you have selected never merges. The GM can turn this off with Cluster Pins When Zoomed Out in the module settings, under Pins.
Select a pin
Click a pin once. An orange outline shows it is selected. Click another pin to move the selection, or click empty map, press Escape, or change scene to clear it.
A single click always selects. It is how the pin tool works and cannot be changed by another module.
Move a pin
Press on a pin and drag it. Release to drop it. The pin stays selected afterward. Only the GM and the pin's owner can move it.
Open a pin
Double-click it. What opens is up to the pin: a journal pin opens its page, and pins from other modules open their own windows.
Keyboard shortcuts
These act on the selected pin. They are ignored while you are typing in any field, and while pins are hidden.
| Key | What it does | Who can |
|---|---|---|
| Delete or Backspace | Deletes the selected pin, exactly as Delete Pin in the right-click menu does. | The GM, or the pin's owner |
| Enter | Opens Configure Pin for the selected pin. | The GM, or the pin's owner |
| Escape | Clears the selection. | Anyone |
| Ctrl+C | Copies the selected pin. | Anyone, for pins that can be copied |
| Ctrl+V | Pastes the copied pin under the mouse. | Anyone allowed to place pins |
| Ctrl+Z | Brings back the last pin you deleted. | GM only |
On a Mac, use Cmd in place of Ctrl.
Delete a pin, and bring it back
Select the pin and press Delete or Backspace. There is no confirmation, so if you press it by mistake, press Ctrl+Z within a minute. The pin comes back where it was, with the same settings, and is selected. Undo only works on the scene you deleted it from, and only for the most recent deletion. While no pin is waiting to be restored, Ctrl+Z does what it always did in Foundry.
If you delete with the key, a pin you are not allowed to delete is left alone and the key does nothing.
Copy and paste a pin
Select a pin and press Ctrl+C, and you will see "Pin copied." Move the mouse to where the copy should go and press Ctrl+V. The copy appears under the mouse and is selected. Press Ctrl+V again for more copies.
Not every pin can be copied. Journal pins can. Note, codex, quest and shop pins cannot, because each is tied to one thing and a copy would be a second pin that thing does not know about, and a pin of any other kind can only be copied if its creator allows it. A pin that cannot be copied shows "This pin cannot be copied." Copying is last-one-wins, the same as in Foundry: if you press Ctrl+C on a token afterwards, Ctrl+V pastes the token and not the pin. The copied pin is forgotten when you reload.
Paste only works while the mouse is over the map.
The right-click menu
Right-click a pin. The menu holds, in order:
- Anything the pin's own module adds at the top.
- Bring Players Here: pans every player's view to the pin and pings it.
- Configure Pin: opens the configuration window. Owners and the GM only.
- Animate: plays an animation on the pin for everyone. Choices are Ping, Pulse, Ripple, Flash, Glow, Bounce, three Scale sizes, Rotate and Shake.
- Layer: Bring to Front, Bring Forward, Send Backward and Send to Back, for when pins overlap. Owners and the GM only.
- Pin visibility: Visible or Hidden. GM only. A hidden pin is not drawn for players, though the GM still sees it dimmed.
- Pin editing: GM only, Owner or Everyone, which decides who may move, configure and delete the pin. GM only.
- Delete Pin: owners and the GM only.
Configure a pin
Choose Configure Pin from the right-click menu, or select the pin and press Enter. The window has five tabs. Nothing you change is lost by moving between tabs, and Save applies all of them. A player who owns the pin sees only the last three.
You can have the windows of several pins open at once. Each new one opens a little down and across from the last. Choosing Configure Pin on a pin that is already open brings its window forward, with anything you had typed still in place.
General (GM only):
- Name: what the pin is called on the map. It is the pin's own label and applies to this pin only, never to the others when Update All is on. A pin made by another module, such as a codex or quest pin, is relabelled by that module when its entry changes, which replaces a name you typed.
- Linked to: what the pin points at, such as a journal page or a note. Its name opens it when you click, with a Relink button beside it if it has been deleted and the GM can repair that kind of pin. A pin that holds no link says so, and so does a kind of pin that does not record what it points at, such as an image pin.
- Pin editing and Pin visibility, as in the menu.
- Allow Duplicates of this Pin on the Canvas, which lets the same pin be placed more than once.
Tags (GM only): the tags used to group and hide pins.
Image: Pin Source, an icon or an image for the pin.
Appearance:
- Pin Design: Size, Shape (Circle, Square, Rectangle or None), Background, Border, Icon Color and Drop shadow.
- Text Format, the pin's text: Text layout (below, above, to the right, to the left, arcs above or below, or overlaid), Text display (Always, Hover, Never or GM only), Text color, Text size, Max characters, Chars per line and Scale text with pin.
Animations: for Hover, Click, Double-click, Add (to canvas) and Delete, the first column picks the animation and the second the sound. The Click animation plays when you select the pin.
When what a pin points at is gone
If the journal page, note or other document a pin opens has been deleted, the GM and the pin's owners see a small amber broken-link symbol in the corner of the pin, and hovering it explains. Players do not see the symbol. Double-clicking such a pin tells you "What this pin points to no longer exists." and opens nothing. Open Configure Pin and look at Linked to on the General tab to confirm. To get rid of the pin, select it and press Delete, or repair it as described below.
Repair one pin
The GM can point a broken pin at something else. Choose Relink beside the missing notice in Configure Pin, or right-click the pin and choose Relink Pin. Which kinds of pin offer this:
- Journal pins, whether they point at a page or a whole journal.
- Codex entry pins, quest pins and shop pins, which other modules place and which opt in.
Objective pins and note pins cannot be relinked, and neither can pins of other kinds yet.
The steps:
- Choose where to look. The dialog asks Compendiums, This World, or Compendiums, then World. Codex, quest and shop pins skip this question, because what they point at lives in this world.
- Pick a match. A list shows documents of the same kind whose name matches what the pin was labelled, each marked Compendium or World with the reason it matched. Nothing is picked for you. Pick one and choose Relink.
- Or bring your own. Drag a document from the sidebar onto the box, or paste its UUID. It must be the same kind of thing as before, so a page pin takes a page. A pin that pointed at a whole journal takes a page dropped on the box as that page's journal. If the box is refused, it keeps what you dropped and says why.
The pin keeps its place and settings. A journal pin whose new page is named differently from its label asks whether to rename the pin to match, and keeps its label if you say no. Codex, quest and shop pins take their label, icon and tags from the new entry on their own. A journal pin pointed at a compendium page keeps working when you double-click it.
See every pin's link
The Manage Pin Links tab of Manage Pins lists every pin on the scene with what it points at:
- Linked pins show the document's name, which opens it, and its kind and compendium.
- Broken pins come first, in amber, with a Relink button for the GM.
- No link pins are of a kind that records a link but hold none. They are dimmed.
- Not tracked pins are of a kind that does not record what it points at, so nothing can be said about it. They are dimmed.
Broken only narrows the list, and the filter box also matches the name of what a pin points at.
Repair many at once
Choose Repair Links in the Manage Pin Links tab (GM only). It finds every pin on the scene whose document is gone and asks where to look, once. A list then shows each broken pin with a dropdown of matches, Leave broken by default. A match is filled in on its own only when exactly one candidate has the same ID or the same name. Nothing changes until you press Apply. A checkbox, Rename journal pins to match their new documents, applies once to the whole batch. A summary reports how many were relinked and any that failed. Broken pins of a kind that cannot be relinked are counted and left alone.
Relink settings
The Pins section of the module settings has three options, all GM settings:
- Relink: Where to Look: the answer the question above starts on. Compendiums is the default, and uses the compendiums you mapped in Compendium Mapping, in their priority order.
- Relink: Ask Where to Look: on by default. Turn it off to use the answer above without being asked.
- Relink: Search Every Compendium: on by default. After the compendiums you mapped, it also searches every other installed compendium that can hold the document. The first relink of a session indexes them and can pause for a moment.
Show, hide and find pins
Open the Pins tool on the Blacksmith bar (its tooltip reads "Open Pins"). Left-click opens the Manage Pins window; right-click gives a shortcut menu with Manage Pins, Hide All Pins and any saved profiles.
Manage Pins has three tabs:
- Manage Pin Layers: show or hide pins by category and by tag, and save the current view as a named profile you can load again. All Pins and No Pins are always available. Dim hidden keeps hidden pins on the map at reduced opacity instead of removing them.
- Manage Pin Tags: browse every pin on the scene by category or alphabetically, filter by name, category or tag, and use Show hidden to include pins that are currently hidden. The GM can switch on Select to edit the tags of many pins at once with Bulk Edit Tags, and can use Manage Custom Pin Tags and Delete All from here.
- Manage Pin Links: what each pin points at and whether it still exists, described above.
What you hide here is your own view. It does not change what other players see. To hide a pin from players, use Pin visibility on the pin itself.