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Add ON/OFF "lightswitch" option for token with dynamic lighting.

Score + 12
1769387592

Edited 1769538347
EDITED Now that there are new map pins, and other nice thing, could there are a simple ON/OFF light switch on character tokens and map/item tokens (similar to map pins). It would make any kind of exploration/horror/mystery games extra special. And I don't think it would demand any new properties with the system (tell me if I'm wrong about that.) I know that there is Torch API (how ever that works) but some easy to use single click for all the dynamic light users would be nice. I also know that this has been asked before, but clearly it didn't unfortunately moved forward. __________________________________________________________________________ More precisely I would like to give my player the ability turn ON/OFF light with both their own characters tokens or neutral map tokens.  Even better would be following idea: (without excluding the other) Let us have light source =  (!), a line = _________  and a switch = 㐟 (<|>) . It would be similar to the way that GM can set up the boundaries of the doors and windows, thus GM could also set up a line (invincible to the players) between the Light and the Switch on the maps Light tool layer.  !____________________<|> 㐟
If the page has Dynamic Lighting enabled, right-clicking on a token pulls up a context menu where you can toggle vision and light on/off:
1769534768

Edited 1769535195
Wow. That's a nice trick. Good to know. Thank you for telling me. BUT is there away to give to the player ability do the same? As I should have been more clear that my request/suggestion is do give the player the ability to turn ON/OFF the light source. Like how they can open doors and windows.
Now if you can't give this ability to players then I'm going to make new post with rewritten request/suggestion.
You can give players that ability using a MOD (specifically TokenMod), but that requires the game creator to have a Pro subscription.
1769536979

Edited 1769538267
Like similar map to icon. Like light sources, though having map icons/token, cannot be turn on & off by players even though they can move them. (Same with their own characters tokens). Here my idea. Let us have light source =  (!), a line =  _________   and a switch = 㐟 (<|>) . And similar to the way that you can set the boundaries of door and windows, so GM could set up a line (invincible to the players) between the Light and the switch on the maps Light tool layer.  ! ____________________ <|>   㐟
Rick A. said: You can give players that ability using a MOD (specifically TokenMod), but that requires the game creator to have a Pro subscription. That's nice and all, but doesn't really cover what I'm after here. Though thank you for helping to refine the idea/suggestion/request.
Does anybody have any idea how feasible this would be with Roll20 system?  It doesn't at least seem very hard to implement idea.
1771716903
Gold
Forum Champion
Kalenova said: Does anybody have any idea how feasible this would be with Roll20 system?  It doesn't at least seem very hard to implement idea. I think maybe the hard part is, a lot of users wouldn't want for Players to be able to turn on Light and Vision at any time. In some games that's something for the GM to do and not for players to be allowed to change. So if Roll20 does your Suggestion they might want to make it something that the GM can allow or disallow, a setting for it.  In the meantime I agree fully with Rick's 2 methods.  the GM can already do what you're asking with a simple switch in Roll20,  and if you want Players to be able to do it, you can accomplish that currently with a Roll20 Pro subscription that gives you access to an API Mod that allows players to change their Light settings with 1 button press just like you asked. 
I think maybe the hard part is, a lot of users wouldn't want for Players to be able to turn on Light and Vision at any time. In some games that's something for the GM to do and not for players to be allowed to change. So if Roll20 does your Suggestion they might want to make it something that the GM can allow or disallow, a setting for it.  In the meantime I agree fully with Rick's 2 methods.  the GM can already do what you're asking with a simple switch in Roll20,  and if you want Players to be able to do it, you can accomplish that currently with a Roll20 Pro subscription that gives you access to an API Mod that allows players to change their Light settings with 1 button press just like you asked I would be given that it would be given to give the GM option the players the ability to switch On/Off the light source. 1. Admittedly that is quite true, and I wasn't aware of it, which is my bad, though the original has already evolved beyond that and that does not preclude to idea for the GM give it to the players too. The more refined idea is about having map token with linked light switch. It would be useful especially in large maps with lot different light sources, so both the flow of the game and immersion can be improved. 2. That's nice and all but I find API Mods a lazy substitute for a feature behind a paywall, even if justifiable one. But more annoying I find that if it can be simply done with a easily implemented mod then why it isn't a feature already? Now I understand that you don't want implement and a buggy feature but some mods seems so simple then why not feature them for all players (who have already access to baseline features, that is).
I think I get what's meant here- Even if I'm late to the discussion. The general idea being like setting up some kind of trigger (Like a Lever- Or even a literal light switch) That the players can interact with to turn on lights in a given room. Honestly, the idea has merit, and more so, if it were expanded on it could be used for all sorts of things- Setting up a trigger token/item that the players can interact with to trigger other things to happen sounds like a great feature to add as a basic thing- Even if it was something only a subscription had access to, the amount of flexibility and design that could be done with that alone is immense. Imagine setting up drawbridges that literally opened/appeared only if a specific lever was activated, secret doors that can be discovered through actually paying attention to rooms rather than JUST rolls. A lot of possibilities for letting players just explore rather than telling them everything opens up with the concept. This, in fact, would shine particularly when it comes to more 'Narrative Driven' game systems (Like Avatar Legends, or Masks, both by Magpie Games) Where there's not exactly stats for looking for hidden items or for seeking out secret doors.  Additionally, even putting that aside- As a DM who uses multiple light sources per a room based on where the lights are placed, not just one or two based on the needs of lighting, the ability to link multiple light sources to a single toggle, rather than having to manually select each one (Even using Shift Click to select multiple at once) Just to right click and turn off their lighting, would be a time and effort saver that would streamline some of the slower parts of my games by a LOT.
1772807862

Edited 1772807928
First, MODs are designed and maintained by subscribers, not by Roll20. Roll20 Pro subscriptions just gives users the ability to create and/or use those MODs. Second, if everything is included with a base subscription, why have paid subscriptions? Roll20 is a for-profit business whose revenue depends on those paid subscriptions. They offer good base functionality with their free subscription (which is all that a player needs) while offering paid subscriptions that can access advanced features (which are not required to GM a game but make it easier and add options that can make it easier). I much rather pay less than the cost of a decent deli sandwich every month than suffer through the in-game pop-ups and banners of an ad-supported service. Kalenova said: 2. That's nice and all but I find API Mods a lazy substitute for a feature behind a paywall, even if justifiable one. But more annoying I find that if it can be simply done with a easily implemented mod then why it isn't a feature already? Now I understand that you don't want implement and a buggy feature but some mods seems so simple then why not feature them for all players (who have already access to baseline features, that is).
Zelose  said: The general idea being like setting up some kind of trigger (Like a Lever- Or even a literal light switch) That the players can interact with to turn on lights in a given room.  Setting up a trigger token/item that the players can interact with to trigger other things to happen sounds like a great feature to add as a basic thing- Even if it was something only a subscription had access to, the amount of flexibility and design that could be done with that alone is immense. Imagine setting up drawbridges that literally opened/appeared only if a specific lever was activated, secret doors that can be discovered through actually paying attention to rooms rather than JUST rolls. A lot of possibilities for letting players just explore rather than telling them everything opens up with the concept. As a DM who uses multiple light sources per a room based on where the lights are placed, not just one or two based on the needs of lighting, the ability to link multiple light sources to a single toggle, rather than having to manually select each one (Even using Shift Click to select multiple at once) Just to right click and turn off their lighting, would be a time and effort saver that would streamline some of the slower parts of my games by a LOT. Thank you for getting what I'm trying to get here.
1772924241

Edited 1772924255
Rick A. said: First, MODs are designed and maintained by subscribers, not by Roll20. Roll20 Pro subscriptions just gives users the ability to create and/or use those MODs. Second, if everything is included with a base subscription, why have paid subscriptions? Roll20 is a for-profit business whose revenue depends on those paid subscriptions. They offer good base functionality with their free subscription (which is all that a player needs) while offering paid subscriptions that can access advanced features (which are not required to GM a game but make it easier and add options that can make it easier). I much rather pay less than the cost of a decent deli sandwich every month than suffer through the in-game pop-ups and banners of an ad-supported service. I'm not arguing that that paid subscription of Roll20 is bad, just that it's bit underwhelming, and the company is a little bit greedy and lazy. ;)