This is a written guide to the Script called ScenarioSwitcher. It teaches switching tokens and dynamic layer walls. The script post itself is found at: <a href="https://app.roll20.net/forum/post/6217778/script-s" rel="nofollow">https://app.roll20.net/forum/post/6217778/script-s</a>... This guide was originally written be the user G G. I approve of this guide, and thank G G for his amazing help :) BASIC INFO This script can be used to activate and deactivate dynamic lighting walls, and to move tokens from the Dynamic Light Layer to the object/map/gm layer, and vice-versa. After the installation process, the script creates a character named ScenarioSwitcher, which holds macros needed by the script. The script requires the user to set-up Command Tokens . To create a Command Token, use any token you like, and set its Represents field to the ScenarioSwitcher character. This activates the token action .Switch , which you'll be using later. Please name the command token using the format: ScenarioSwitcher* [the name you want] An Example would be: ScenarioSwitcher* Castle of the Bat You then need to set up bar1_value and bar1_max . Those are the only two other things that matter on the command token. Bar1 Value tells the script which type of switch this command token is for: #DL# - for manipulating dynamic lighting walls object_layer - for switching tokens between DL layer and object layer. map_layer - for switching tokens between DL layer and map layer. gm_layer - for switching tokens between DL layer and gm layer. Bar1_Max creates the dropdown menu that appears when you click .Switch , and sets up what actions this particular command token can do. The format is as follows: Description1,Value1|Description2,Value2|Description3,Value3 and so on for as many descriptions and values as you need. The Description is what appears in the Dropdown when you click .Switch. To understand the Value, read on. TOKEN HIDE/SHOW Let's say you want to hide creatures on the DL layer and move them to the token layer, when needed. Maybe you have an encounter where the players will be raiding a bandit camp, and during the fight, a Gryphon will appear. first you set up the inital tokens: lets say you have 3 bandits (numbers 1, 2, and 3), a bandit leader, and their pet bear. You need to pick a single Value for this group. Lets say you pick Bandit. You'd add that word to the Bar1 of each of these tokens . Since the Gryphon's arrival is a separate event, you give it another value and add the word Gryphon to its Bar1. Now you need to set up the Command Token. You'd enter object_layer in its Bar1, and in bar1_max , put something like this: A Gryphon attacks,Gryphon|Some Bandits appear,Bandit Now the important elements are the Values. In this case, we have two values: Gryphon, and Bandit Now the token has a Token Action, .Switch. When you click that, you get a dropdown button with the above items as entries: "A Gryphon Attacks" and "Some bandits appear". If you select "some bandits appear", all the tokens with the word Bandit in their bar1 will be moved to the object layer; if they are there already, they will instead by moved back to the DL layer. Note that the creature token's name is unimportant. You could have 4 tokens, names Bandit 1, Bandit 2, Bandit Leader, and Pet Bear. As long as each has the word Bandit in their Bar1, and the command token has a matching entry (with Bandit as a value), all 4 of these tokens appear when that entry is triggered. So you can use this to set up encounter opponents quickly. Hide all the enemies on the DL layer, and use the .Switch action to pop the ones you want on to the object layer to fight the pcs, and when done with them, hide them again. The same process can be used for background map features, just create another command token, and put "map_layer" in its Bar1. The guide video has a good example of how to use this to create weather effects. The video is at: <a href="https://youtu.be/TCPH_s5p-rc" rel="nofollow">https://youtu.be/TCPH_s5p-rc</a> DYNAMIC LIGHTING Dynamic lighting paths are not tokens, and do not have a bar1. So you have to use a different method to activate them. Each has a colour, in standard Hex format , for example: #ff0000. So create the paths you need, and take note of their colours . This will be the Value used in the Command Token. Create a Command Token, and set #DL# as its bar1. Set up the description something like: The Vault's Secret Door,#ff7766|The shadow blocking the hidden alcove,#ff0000 Any paths with matching colours will be moved by the script. The videos show this working really well: youtube.com/watch?v=rxjLDgoITlo& INACTIVE ENTRIES AND DUPLICATE TOKENS If you use "-" as the value, the script ignores it. So you can set up dummy actions; using the example above: A Gryphon attacks,Gryphon|Some Bandits appear,Bandit|Just a placeholder,- In this case, clicking Just a Placeholder will do nothing: the script will not search for tokens with "-" in their bars. This is handy to solve a problem: If you have IDENTICAL command tokens in different pages , the script will not be reliable. It uses the first token it finds with that text, and might pick the one on the wrong map. An easy fix to this is to add a dummy entry with the map name . So if that creature command token was on a map named GryphonLair , you would change the text to: A Gryphon attacks,Gryphon|Some Bandits appear,Bandit|GryphonLair,- This ensures that Command Tokens will be unique. ON CORRECT FLAGGING The Command Token's bar1_max is used to create the dropdown entry, and is in the form of Description,Value| pairs. It's VITAL that you do not include any extra spaces in the value section: between the , and | or at the in the value text. This is bad: A Gryphon attacks, Gryphon|Some Bandits appear,Bandit |Just a placeholder, - This is good: A Gryphon attacks ,Gryphon| Some Bandits appear ,Bandit|Just a placeholder ,- This is also fine A Gryphon attacks ,Big_Gryphon| Some Bandits appear ,Bandit|Just a placeholder ,- You can include spaces at the start and end of the Description, but not at the start or end of the Value. FEEDBACK AND QUESTIONS All Feedback, questions and suggestions are welcome. Post them under the original post for the script , or if that thread gets closed create a new post and add [gui8312] and [ScenarioSwitcher] to the post.