I created a script to handle this, but I just noticed you don't have the Pro flag. If I remember correctly, you have access to Pro features in your games, so here's a script I'm calling AdjustLightTool. With this script installed, when you place a light with the Light Tool, it will do 3 things: RESIZE -- it will resize the light token to be the size of a grid square. Generally, that's 70x70, but if your squares are larger or smaller, it will adjust. SNAP -- it will snap the light to the grid square. If you have RESIZE on, it will end up filling the square. SCALE -- it will adjust the bright and dim light to the scale of the map, based on ( Grid Cell Distance / 5). So if your Grid Cell Distance is 1.5m, it will adjust from 20ft to 6m. You can turn all of those off by changing the true next to them in the code to a false . The code: on('ready',()=>{
const RESIZE = true;
const SNAP = true;
const SCALE = true;
on('add:graphic',(obj)=>{
if(/torch.svg$/.test(obj.get('imgsrc'))){
const props = {};
const page = getObj('page',obj.get('pageid'));
let gridsize = 70*(page.get('snapping_increment')||1);
const r = (p)=> props.hasOwnProperty(p) ? props[p] : obj.get(p);
if(RESIZE){
let w = r('width');
let h = r('height');
let l = r('left');
let t = r('top');
props.left = l - (w/2) + (gridsize/2);
props.top = t - (h/2) + (gridsize/2);
props.width = gridsize;
props.height = gridsize;
}
if(SNAP) {
let w = r('width');
let h = r('height');
let l = r('left');
let t = r('top');
props.left = (Math.floor(l/gridsize)*gridsize)+(w/2);
props.top = (Math.floor(t/gridsize)*gridsize)+(h/2);
}
if(SCALE) {
let s = page.get('scale_number')/5;
let bl = r('bright_light_distance');
let ll = r('low_light_distance');
props.bright_light_distance = bl*s;
props.low_light_distance = ll*s;
}
obj.set(props);
}
});
});