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Any way to attach Dynamic Lighting "Walls" to a Rolltable in order to create "Random" dungeon layout?

1685949889

Edited 1685974840
********************************************PROBLEM SOLVED - ANSWER IN SECOND POST******************************************* I am planning an adventure where (long story short...)  the map is a 40 x 40 square, the 2 squares around the border are a fixed "Outer Wall" image, but the 36 x 36 space within is broken down into a 4 x 4 grid of 9 x 9 "Units" into each of these units I intend to place a 9 x 9 square tile with numerous set ups on a Rollable Table all made from a single base image created in Dungeonfog, (please don't advise me of "better" software I should be using, I started with DF and its taken me this long to work out most of its functions, I 'aint going through all that again...) that will line up however they are oriented. The players will need to find their way round this maze using levers they find along the way to alter the orientation of the layout. (Don't you just love a good old fashioned "Crazy Wizard"???) The set up of this map section hasn't been an issue. But I am at a loss as to how to block lines of sight and movement that I would normally just import with the Universal VTT API, or draw by hand on the Lighting/Wall layer. If anyone has ever attempted this before and has a solution, or any of you coding gurus have any ideas, I'd love to hear them. I have been able to create 2D models of the walls that will map onto the dungeon section tiles using Paint 3D (please don't explain that I should be using a "better" software for this... it was free and I know how to make it work...) but don't know how to convert those standard PNG images into the format of the walls and windows etc on the lighting layer, and placed via the Rollable Table. And even if I could do that, I don't know how to create either a rollable table that holds both the image for the map layer AND the barriers on the lighting layer... OR have two rollable tables with matching "Map" + "Lighting Wall" on the same number and drawing a result from one table and applying it to both. The only solution I have been able to come up with is to make the map WAY bigger, and along the outer edge, have premade lighting grids, that I could C&P and drag in after deleting the current one as the sections changed, but this would necessitate too many pauses in play while I fart about with the map, and reduce the impact of the effect of the walls changing on my players. I have a feeling this is either going to be "Oh, you just need to use THIS API... that does exactly what you are asking for, and it takes care of all the technical stuff for you..." or "That may not be possible and even if it were, its an insanely complex bit of code that would take a LONG time to create" But any help would be appreciated.
1685953760
Ziechael
Forum Champion
Sheet Author
API Scripter
Oh, you just need to use THIS MOD (formerly API):  DynamicLightRecorder However the caveat is that it might be out of date (it's been ~3 years since I did the same thing you are attempting). I can't remember which way round I did it but I either: Added each tile to the game, recorded the DL, then added them to a rollable table OR Added each tile to a rollable table, put them on the VTT, then cycled through each side to record the DL I'd recommend trying it both ways with 2 images first before you get gung ho and do a dozen... once you've got a working process it should be relatively easy to do what you want... couple it with tokenMod to create a random side shifting macro and you are laughing all the way to the dragons hoard! Bonus points for having ethereal or earth gliding enemies that can frustrate your players by moving through walls ;)
Brilliant. Thanks a lot. It would have taken me forever to find that because I probably wouldn't have understood the explanation of what it does... I shall go away and have a play with it. There may very well be a follow up, "So... how does one actually use this MOD if they are a complete novice?" question.
1685959871

Edited 1685960022
Holy &$%^!!! That is just... WOW! It's going to be a bit of an evening putting those light barriers together, but having seen how bloody easy it is, it will be a chilled evening with a glass (or bottle) of Merlot and an unusual absence of growling at my PC. Thank you SO much for that, it goes above and beyond what I wanted...
Oh, and Ziechael, to the point about Ethereal beings. The purpose of them being in this place is to try and follow a ghostly figure as it endlessly repeats the deeds that led to its death, (so that they can do a thing, to stop a thing, etc...) They need to set the halls to allow that journey to be followed. But I'm already going through my head as to how I can use this to create a "Hogwarts Stairwell" scenario. Or something where they need to turn a load of bridge type structures to get across a place to get to another place...