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Mouse Speech Bubble

A tiny FoundryVTT module: press a hotkey to toggle a speech-bubble pointer that follows your mouse. Everyone connected to the game sees it live. If your cursor is over a token, the bubble grows a tail pointing at that token and draws a highlight ring around it, so it reads as "this token is speaking / pointing at this".

No text entry - it's a purely visual pointer/highlight, not a chat bubble.

Install

  1. Copy the mouse-speech-bubble folder into your Foundry Data/modules/ directory, so you end up with Data/modules/mouse-speech-bubble/module.json.
  2. Restart Foundry (or refresh) and enable "Mouse Speech Bubble" in Game Settings > Manage Modules for your world.

Use

  • Default hotkey: Alt + B
  • Press once to turn the bubble on (it now follows your mouse and everyone can see it). Press again to turn it off.
  • You can change the hotkey any time in Game Settings > Configure Controls, under the "Mouse Speech Bubble" category. (Keybindings live there rather than in the regular Settings tab - that's a Foundry-wide convention.)
  • Works for every connected client (GM and players) independently - if two people toggle it on at once, each gets their own bubble in their own color (their Foundry user color).

Settings

Found in Game Settings > Configure Settings > Module Settings:

  • Bubble Size - scales the bubble, its tail, the token name text, and the token highlight ring (0.5x - 2.5x).
  • Bubble Opacity - how solid the bubble's background fill looks (0.1 - 1).

Both settings are per-client: each player (and the GM) can set their own preference for how bubbles look on their own screen, regardless of who is sending them.

Notes / things you may want to tweak

  • _throttleMs in scripts/main.js (default 60) controls how often position updates are sent over the socket. Lower = smoother but more network traffic; higher = choppier but lighter.
  • The bubble is drawn on canvas.controls, so it pans/zooms correctly with the scene and is cleared automatically when you switch scenes.
  • Token detection just checks whether the cursor is inside the token's bounding box - it doesn't account for token rotation.
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