Update v1.0 -- Major changes to the script "DungeonDraw.js" complete rewrite with image creation queue that prevents hanging (big thanks to Aaron for that.) Added flatten and raise tools. "DungeonDrawConnections.js" <-Deprecated please remove if you have it installed. Only scripts needed as of update v1.0: "DungeonDraw.js" "DungeonDrawDoors.js" "DungeonDrawTiles.js" <-no changes to this file if you have already updated your URLs (keep what you have DO NOT replace. Update v0.6 -- "DungeonDraw.js" script. Better multiple page handling. Update v0.5 --"DungeonDraw.js" script. Improved obj.toFront/Back() Prevent more than one request being sent the the chat handler. Fixed map maker from wrapping around images on the objects layer. Update v0.4 -- Added "Flatten Tool" This is an additional script ("DungeonDrawConnections.js"). Update v0.3 -- Improved interior wall mapping. <a href="http://i.imgur.com/XtZGa2s.gif" rel="nofollow">http://i.imgur.com/XtZGa2s.gif</a> Update v0.2 -- Removed the door and torch handling from the main script and created a separate DungeonDrawDoors.js file. Added an "On/Off" feature and other improvements to the DungeonDraw.js file. NOTE: No Changes to the DungeonDrawTiles.js file so if you have updated your images your edit file will work just fine. Dungeon Draw! API script that works with Dungeon Mapper map tiles. PREVIEW! API Script.You will need to have purchased this market pack (script provides free samples.) Additional texture tiles will be on the market soon. Additional free tokens needed can be found here along with a 14x13 PNG file can be found here. Reference material to help step up the array can be found here. Recommended Setup Getting the scripts installed: 1) Start a new campaign 2) Install the three scripts found here: Dungeon Draw Scripts (You should see "DungeonDraw: Resetting state" in the Output Console once you have saved all three.) 3) Now test your install (See: "Testing the script "as is.") Testing the script "as is." 1) Go to your new campaign. 2) For the map with the player's bookmark , set the map to 14 width and 13 height. 3) Upload the file TestMap14x13.png to your library (found here) 4) Place it on the GM layer and size it to 14 units width and 13 units height. 5) Enter the API command "!DungeonDrawMenu" (You will see the API button "Dungen Draw Menu") 6) Click the API button "Dungen Draw Menu." Menu Overview Menu Overview 1) Current Tiles: You can see the tile pack that is loaded. a) Each image is direct access to placing a tile. Tile will be placed in the center of the map. 2) Main Menu a) If you place a path on the map layer in the wrong spot, use the "Undo-Path" action b) Once you have placed your paths, click the "Dungeon-Draw" action. c) To clear the map layer use the "Clear-Map" action. d) To set the map color based on the loaded pack use the "Set-Map_color" action e) "Change-Texture" bring up a list of all installed textures. f) Toggle "Dungeon-Draw" off or on. 7) Go to the map layer and select the pathing tool and fill in the white areas on the map 8) If you make a mistake while place the paths, juts click "undo." 9) It doesn't matter if you overlay the paths, just full cover the white areas. 10) This shape test each tile for proper placement and orientation. 11) Check both packs. Example Change the URLs it the DungeonDrawTiles.js file. Its not fun sorry for that, just take your time. You will need the Dungeon Mapper token pack There are 28 for each set. Don't forget the four new ones found here. I do four at a time, save and refresh the main menu. Use this reference sheet to keep from going crazy. Found here . Last steps.. Check the map against the TestMap14x13.png image. The API never flips a token, it only spins them. So you if you see an issue you might have mirrored tiles reversed. Once done... I hope you enjoy this token pack. Notes: 1) Door and torch control example 2) Current script's door control will not survive the Transmogrifier..