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Greybearded Token Frames

An Add-on Module for Foundry Virtual Tabletop

Author: Greybeard Project: Source Foundry Versions 13+ (Verified 13.351) Last Updated 1 month ago

This package contains art, text, or software code produced using generative AI.

  • Translation from German into English.
  • Indentification of any possible High-Load Areas, including recommendation and realization of improvements if so desired.
  • Make a nicely formatted ReadMe and ChangeLog. Because I'm lazy and not that good with Englisch.
  • General assistance, code validation, trouble shooting, double checking best practices, debugging.

Greybearded Token Frames

Greybearded Token Frames is a fast, dynamic token-framing toolkit for Foundry VTT.

Designed for busy Game Masters who are tired of creating custom token artwork for every single actor, this module offers a quick and flexible way to style tokens at runtime. It can automatically add a configurable frame to any character portrait, optionally layer a secondary frame with different tint behavior, and apply a mask—so tokens are generated dynamically during play without requiring manually prepared token art files.

Features

  • Primary token frame plus an optional secondary token frame with separate image paths
  • Optional token mask
  • Tinting with selectable modes (plus optional player-color override where available)
  • Nameplate customization (font family, size, and color)
  • Includes an additional set of configurable Scene Control tools for quick token manipulation

Tint Modes

The module supports the following tint modes in frame/nameplate settings:

  • No Tint
  • Unicolor
  • Disposition
  • Ownership
  • Actor Type
  • Custom

⚠️ Resource Usage & Operational Notes

This module hooks into the token rendering lifecycle (including refreshToken, updateToken, and global sweeps across all canvas tokens). In larger scenes with many visible tokens, this can increase GPU/CPU load.

Critical High-Load Areas

  • Many visible tokens: Each refresh can trigger frame/mask updates.
  • Masks enabled: Mask sprites are managed per token and updated for size/mirroring changes.
  • Color/user changes: Relevant user updates can trigger another sweep across all tokens.
  • Large frame/mask textures: Higher resolutions increase memory usage and GPU upload costs.

Quick Emergency Mitigation Guide

If a scene starts stuttering or frametimes increase:

  1. Disable secondary frame and/or mask (largest immediate impact).
  2. Reduce visible token count (split scenes, keep fewer active tokens in view).
  3. Use smaller/compressed frame and mask images (lower texture sizes).
  4. Simplify nameplate scaling (disable it or reduce aggressive font scaling).
  5. Disable frame per problematic token via token flag (disableFrame).

Recommendation: apply one change at a time and re-check performance, so you can keep visual quality while removing only the most expensive settings.

 
 

License

This project is licensed under the MIT License.

Categories

Available Versions

  1. Version 0.2.0

    1 month ago
    Foundry Version 13+ (Verified 13.351) Manifest URL Read Notes