# Baileywiki Landing Page Turn **any** scene into an interactive landing page — a party HQ, a quest hub, a dramatic splash — with hoverable, clickable buttons that open Journals, character sheets, roll tables, macros, or other scenes. The module is **additive to native Foundry**: buttons are normal **Tiles**, labels are native **Drawings**, and everything (Mass Edit, Token Magic FX, the Tile HUD, snapping) keeps working. Target: **Foundry v13–v14**, D&D5e (core is system-agnostic). Recommended modules: - **Token Magic FX** (`tokenmagic`) — per-player hover glow & compound effects, drop shadow, two-tone (DungeonDraft Tint) buttons, and the shaped scene backdrop. Degrades gracefully if absent. - **Mass Edit** (`multi-token-edit`) — prefab links so each button tile drives its label. ## The helper panel Open it from the Tiles toolbar (the portrait icon) or it auto-shows on a landing-page scene. It is compact, draggable, collapsible, and remembers its position. It hosts: - **Design Mode** switch — turn ON to author (hover/click are suppressed, the Tile HUD shows config icons); turn OFF to go live. - **Landing Page Designer** — the one hub for building and styling (below). - **Save / share a page** — use Foundry's native scene export/import (right-click the scene in the Scenes directory → *Export Data* / *Import Data*, or export it to a Compendium). That captures the whole scene — dimensions, background, lighting, every tile (including the backdrop and its TMFX filter), and all button/label flags — so a landing page rebuilds completely. - **Settings** — category defaults, custom button art, Google Fonts, and the per-scene "launch unpaused" toggle. ## Landing Page Designer (the hub) A single modal with collapsible sections; the sticky footer has **Preview** and **Build / Rebuild menu**. Each section also has its own **Apply** button to tweak existing buttons live without a rebuild. - **Buttons & layout** — layout (bottom/top row, left/right panel) + curated categories (Quest Log, World Map, Party Loot, Downtime, Shop, Notes, Rules) and/or comma-separated custom labels. - **Appearance** — button style (Fantasy / Sci-Fi / Modern, including **Two-Tone** styles and your own uploaded buttons) + color scheme (Gold/Arcane/Cyan/Crimson/Slate or a **Custom color** with a picker and on-screen **eyedropper**). - **Labels** — font, color, size, X/Y offset, and a hover-only toggle. - **Hover effect** — opens the full-width hover editor (Glow + any number of TMFX presets, combined), applied to every button and saved on the scene. - **Backdrop** — a shaped backdrop (Circle / Square / Segmental Arch): a gray mask tile + a TMFX sprite overlay of your image, clipped to the shape. Adjust scale/offset/opacity/rotation. - **Audio** — ambient playlist + track. - **Extras** — drop-shadow toggle. Re-running **Build / Rebuild** replaces only the menu it owns and **preserves click assignments by label** — hand-placed tiles are never touched. ## Per-button config (Tile HUD, Design Mode on) Selecting a button tile adds icons to its Tile HUD: - **✨ Hover Effect** — Glow (color + strength) and/or any number of TMFX presets, stacked. Effects are `users`-scoped, so each player sees only their own hover. (Presets cascade across columns.) - **👆 Click Action** — Open Journal / Actor sheet / Roll Table, Run Macro, or Open Scene. - **🏷 Add / Edit Label** — add a centered label, or, if one exists, edit its text and hover-only toggle in place (position/size untouched). New labels inherit the styling of existing labels. ## Settings modal - **Category defaults** — the default target document each standard button opens. - **Custom button art** — upload your own button image (any aspect, auto-detected, optional auto-crop of transparent borders, optional two-tone flag), with a **Copy AI image prompt** button. - **Google Fonts** — search/import fonts from Google's catalog; they register into Foundry's own font registry (`core.fonts`), so they're available to regular Drawings too, and persist across restarts. - **This scene → Launch unpaused** — when the GM views the scene, the game auto-unpauses (clears Foundry's global pause for everyone), so animated landing pages come up live. ## Two-tone buttons Two-tone styles use art with a pure-red recolorable body and neutral linework; TMFX's DungeonDraft Tint recolors only the red to your scheme, leaving the frame. ddTint is applied **only** to the Designer's menu buttons — hand-placed custom tiles are never tinted this way. ## Pixel-perfect (custom tiles) Hover/click on hand-placed custom tiles react only over non-transparent pixels (via Foundry's alpha-aware `mesh.containsCanvasPoint`, the same technique as Mass Edit). The Designer's menu buttons always use their full rectangle. Toggle in *Settings → Pixel-perfect buttons*. ## How it works - **Tile flags** `flags.baileywiki-landing-page.{button,hover,click,generated,category,label}` carry per-tile config; scene flags remember style/scheme/customColor/font/labelColor/labelSize/hover/menu. - Each button tile and its label share a **Mass Edit link** — the tile is `SEND`, the label is `RECEIVE`, so moving the tile drags the label, while the label can be nudged on its own. - A single pointer handler on the canvas stage hit-tests flagged tiles and drives the per-client hover effect + click action, suppressed in Design Mode / on the Tiles layer. See `../../reference/landing-pages-spec.md` and `../../reference/foundry-v14-essentials.md` for the architecture spec and the v14 API notes this module relies on.