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Macro to lock all tokens?

Is it anything more annoying than when the party enters an area, and then you don't get to even start reading the description before they are across the room, past three traps and an opportunity attack? Is there a macro to do a simple lock on all tokens, maybe even automatically triggered at points on the map?
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Andrew R.
Pro
Sheet Author
Yes, use the MetaScriptToolbox & TokenMod.
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Edited 1792418007
You can also select (or window-select) their tokens, right-click, then select Lock Placement.  To unlock, select them again, right-click and select Unlock placement . If you just want to block access to a room or specific area, you can use transparent dynamic lighting barriers that you can remove in order to "release"  the player's tokens into the area.  I sometimes create a "staging box" on maps where I have a reason for the players not be able to move around or in some cases to even see the map when the party ribbon gets moved to it. (For example, when the party is entering an area on e at a time). The "box" for limiting movement but allowing vision is of transparent dynamic lighting barriers placed on the lighting layer, with a copy of that rectangle on the GM layer so I can see it during play. If I want the whole party to see the map but not move, the barriers are transparent. I then move the player tokens out of the "box" when I'm ready.
Thanks! The thing I am trying to avoid is to have to fiddle around an manage to mark them all, and just have to click the "freeze"-button. The release box is fine for starting out on maps etc, but not ie dungeon crawls. I will have a look at MetaScriptToolbox.
If you don't want to use the Metascript toolbox (it's an amazing selection of scripts but there is a bit of a learning curve) then you can simply make sure you're on the Objects layer, press Ctrl-A to select all tokens, then use TokenMod to lock/unlock/toggle them all. !token-mod --on lockMovement !token-mod --off lockMovement !token-mod --flip lockMovement If you do want to use Metascripts (specifically SelectManager) then you would add this to select all tokens on the Object layer: {&select *, +layer in [objects]} So the command would be: !token-mod --on lockMovement {&select *, +layer in [objects]} Or if you only want to lock player tokens: !token-mod --on lockMovement {&select *, +pc, +layer in [objects]} FYI, the Metascript Toolbox is simply a shortcut to add all of the Metascripts into your game at once, instead of loading them each individually. You can load specific ones, or add the Toolbox and then delete any that you don't want to have in your game. But having them in your game won't do anything unless you are specifically using any of their commands, so it doesn't hurt to load them and not use them as well.
Thank you Jarren, the token-mod macro is definitely the best option for me!
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Edited 1792529528
Probably better answers here than this, but this macro reflects some of the answers here. It does involve selecting the characters, but generally what I do is just use a large drag select and then go back afterwards and "free" any monsters or NPCs afterwards. It works pretty quickly. I got a lot of help with this some time in the winter of this year, but I can't find the topic. The borders of the the selected tokens go grey when locked and bluish when unlocked. I had an issue with one friend who would always continue to go moving around while I was trying to explain stuff in the room or wherever.
I used token-mod for exactly this purpose a couple of years ago (and it worked perfectly).  But what I found was that my players hated having their tokens locked down, and it seemed to drag down play with an extra step to unlock (I did not, however, fully automate it). I used it for a couple of months, and when my players complained, eventually said "ok, I'll turn if off it you actually pay attention and don't move your tokens until I say you can".  It was a bit rough at first, but having the majority of the players aligned with me brought the cowboys to heel.  A nice bit of social engineering. It does help that I have older and, theoretically more mature, players. And I relented a bit on moving tokens short distances while I did the intro to an area (and limited that with fog of war or doors locking off bits I didn't want them running into). But, I'd still suggest using it as a tool to engage with the players as to why they need to not move too soon, rather than simply a "you will do what I say" fence.  In the long run, that makes for happier players and more fun.
I believe that talking to the players is the best first step - even the best second step - but sometimes drastic measures are needed :)   Ken S. said: It does help that I have older and, theoretically more mature, players. Theoretically :D
And in case you missed it,  I can't find an official blog announcment anywhere, but they have implemented a pause.
Yes, I saw that, it appears it is not a unique need from me! I am happy! :D