Tile Configuration Window - ironmonk88/monks-module-wiki GitHub Wiki
Tile Configuration Window
Entity ID (Core)
Shows the tile's ID when mouse-overed; click it to copy the ID to your clipboard. Right-click to get the tile's UUID copied to your clipboard.
Name
A name for the tile; this will be displayed in place of the tile ID if the tile is directly targeted using Select Entity), or when using Scene Regions to trigger the tile.
Save as Template
This button will regardless of which tab you're currently on; Click this button on the tile configuration window AFTER saving the tile and re-opening it. You will asked to name the template, and then the tile's data will be saved to the Tile Templates directory.
Update Tile (Core)
You need to click this button to save the tile settings. Closing the window without using this will revert it back to it's previous state.
Please note that a tile being triggered while it's configuration window is being modified will result in the tile actions being run using it's last saved state, and any unsaved changes made will be lost.
Basic, Overhead, and Animation Tabs (Core)
See https://foundryvtt.com/article/tiles/.
Triggers Tab
Setup Tab
Tile Active
Tiles are active by default; uncheck this to turn this off.
Tile History
The checkbox controls whether the tile tracks history or not. If the tile doesn't need to, this is recommended to be left off if not needed, as the history log adds data to your scene. Clicking the "View History" button brings up the History window. Tile history can be reset with the Reset Tile Trigger action.
Tile History Window
The history log window. It will track who, when, and how the tile was triggered. If the triggering actor or player was deleted, it will show Unknown as in the picture. The Reset History button will clear the log out, with no way to recover it. You can also click the trashcan by each entry to selectively delete them.
Warning: Triggering a tile via a secondary tile is not tracked in the history log.
View Variables
See Variables.
Restricted Tokens
This drop down selection controls what type of tokens can trigger the tile. This is based on whether a Player User has ownership of the actor & its associated token.
- Allow All Tokens
- Only Player Tokens
- Only GM Tokens
Controlled By
Similar to Restricted Tokens, but this option is based on who is currently controlling/moving the token when it triggers the tile.
- Anyone
- Player Only
- GM Only
When
See Trigger Methods. Clicking the box will bring up a dropdown with all the trigger methods; clicking X
will remove an already added trigger from the tile.
Allow When Paused
Check this to allow the tile to be triggered even while the game is paused despite what the global MATT setting is currently set to.
On Token Create
trigger method is an exception to this setting, and always triggers regardless of the settings.
Trigger Using Image Instead of Border
Check this to use the tile's image border as the trigger zone instead of the tile boundaries. This allows you to have oddly shaped tile triggers now, or even tile triggers that extend past the tile borders if you modify the tile's scale.
Your results may vary depending on the complexity of the tile image. Make you sure you test it first; extremely complex images like the castle above may have some problems with this setting. Images with multiple separate parts will include the blank space between the parts.
Tiles with animations for their image will not use this setting, even if it is checked.
Image Debugging
Type CONFIG.debug.tiletriggers = true
into the console to see your trigger borders around tiles; please note this does not account for tile rotation or tile scale changes, and you will only see the border as though the tile is at 0 rotation with a 1:1 scale.
Hoverover Pointer
Changes the appearance of the mouse cursor when hovering over the tile to indicate interactivity. Left side is off, right side is on.
The cursor respects line of sight, and only changes if a player controls a token that has line of sight to the tile. This includes whether the tile is hidden or not; if it is hidden, only the GM will get the cursor change.
It respects the user level of a tile; So if it's a tile that can only be triggered by a GM, the hoverover will only show for the GM.
Token Must Have Sight to Trigger
Requires the player to control a token that has direct vision on the tile in order to trigger it. Does nothing for the GM.
This option may have issues if the edge of the tile exactly lines up with a wall; make sure to adjust accordingly.
You can use a transparent image or reduce the opacity to 0 if you need the tile unhidden but still unseen for whatever reason; see Hiding Tiles.
$\color{red}{\textsf{Warning}}$ This setting is not compatible with Levels.
Once Per Token
Check this to have a tile only trigger once per token. Requires Tile History to be turned on. For more advanced functions, use Filter by Token Trigger Count.
Having this option enabled requires the user to have a token selected when triggering the tile; the tile will not trigger otherwise.
Min. Required to Trigger
How many times the tile has to be triggered before it runs through its actions. Requires Tile History to be turned on. For more advanced functions, use Check Tile Trigger Count.
Cooldown
Prevents the tile from being triggered again until the entered time has elapsed.
% Chance to Trigger
Use this slider to select the percentage chance for the tile to be triggered.
On Newly Spotted
Requires Perceptive. Controls when to trigger the tile if it is spotted by the different search methods used by Perceptive. Auto-landings can be used to have different action threads for each type of search.
Never
triggers the tile.Always
triggers the tile.Active
searches trigger the tile.Passive
searches trigger the tile.
Actions Tab
Add
Click this button to bring up the action selection window.
Actions List
All actions on the tile will be found here; you can right-click on an action to either duplicate it or delete it.
Actions can be dragged up or down in the action list to move them.
Actions can be dragged & dropped from one tile to another.
If an action depends on an integrated module that becomes deactivated or uninstalled, the action will display as Unknown
in the list until that module is active again.
Images Tab
This tab is used with the Switch Tile Image action.
Shown Image
The currently shown image. This will replace the tile's default image filepath with the filepath of the matching image found here.
Folder
Allows you to select a folder to add all images from that folder to the images tab.
Add Image
Clicking this will bring up the file browser; you can select any image found within your Foundry data.
- This accepts Wildcard filepaths. Just replace the file name with
*
; make sure you leave the file extension on at the end.
Images List
All the images added to the tile will be shown here.
Page Last Updated
- Foundry 12.327
- MATT 12.01
- Perceptive 2.9.4