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Torch !Snuff Macro sets my player's token to blank emits light

Hey everyone, Trying to enable the API torch script, it's working but when I snuff out the torch it essentially leaves the token without any emitting light, whereas normally without the torch they would have some sight. For instance, say the token is in a dimly lit place, and they can see 10 feet or whatnot, they light a torch which expands their sight, but when they snuff it out, they don't go back to 10 feet sight, they go to blank Is there a way to use the torch macros in a way that simply adds to a token's existing light but doesn't take take all of their light away just because they stop using a torch? Thanks
1584996219
The Aaron
Roll20 Production Team
API Scripter
Try: !torch 10 0 no for your "no torch" button.
Awesome thanks! Any advice on what to set general token emit for a human character for 5e, to be somewhat realistic but also to preserve a sense of mystery during exploration? I was playing around with 30 / -5. Wondering what your thoughts are on that (I used 10 feet as an example)
1585000737
The Aaron
Roll20 Production Team
API Scripter
I actually use TokenMod for setting my light options using this macro: !token-mod --set ?{Vision|Torch, light_radius#40 light_dimradius#20 light_hassight#yes light_angle#360 light_otherplayers#yes|Hooded Lantern, light_radius#60 light_dimradius#30 light_hassight#yes light_angle#360 light_otherplayers#yes|Bullseye Lantern, light_radius#120 light_dimradius#60 light_angle#60 light_hassight#yes light_otherplayers#yes|Lamp, light_radius#30 light_dimradius#15 light_hassight#yes light_angle#360 light_otherplayers#yes|Candle, light_radius#5 light_dimradius#=0 light_hassight#yes light_angle#360 light_otherplayers#yes|Darkvision, light_radius#60 light_dimradius#=-5 light_hassight#yes light_angle#360 light_otherplayers#no|Darkvision (90'), light_radius#90 light_dimradius#=-5 light_hassight#yes light_angle#360 light_otherplayers#no|Warlock Devil's Sight, light_radius#120 light_dimradius#=120 light_hassight#yes light_angle#360 light_otherplayers#no|No light source(Dusk), light_radius#120 light_dimradius#=-5 light_hassight#yes light_angle#360 light_otherplayers#no|Fog, light_radius#200 light_dimradius#=5 light_hassight#yes light_angle#360 light_otherplayers#no|No light source, light_radius#5 light_dimradius#=-5 light_hassight#yes light_angle#360 light_otherplayers#no|Blinded, light_hassight#no light_angle#360 light_otherplayers#no} That gives a dropdown with lots of options: There are a bunch of different ways of doing this, and you could set one up with Torch as well.&nbsp; Check out the Stupid Tricks forum post:&nbsp; <a href="https://app.roll20.net/forum/permalink/5899495/" rel="nofollow">https://app.roll20.net/forum/permalink/5899495/</a> It's got loads of tips for this and other things.
1585000788
The Aaron
Roll20 Production Team
API Scripter
Here's another forum post on Dynamic Lighting Tricks:&nbsp; <a href="https://app.roll20.net/forum/post/3304165/dynamic-lighting-share-your-most-dynamic-setup/?pageforid=3304165#post-3304165" rel="nofollow">https://app.roll20.net/forum/post/3304165/dynamic-lighting-share-your-most-dynamic-setup/?pageforid=3304165#post-3304165</a>
Awesome thanks!
With TokenMod what option do you recommend for inside a mansion, let's say, during the daytime, where the light is coming in through windows but some are curtained, etc.?
1585005336
The Aaron
Roll20 Production Team
API Scripter
It really just depends on the mood you want to set.&nbsp; One thing I like to do is set my Darkness Opacity (GM) pretty high.&nbsp; It makes&nbsp; it easier to see where lights are affecting.
In a mansion where light is streaming through windows, you could place cone shaped lights on the lighting layer at the points that represent windows.
Okay thank you. I think I need an inbetween option for characters without darkvision that reflects inside a structure with overcast light coming through some, but not all windows, specifically Argynvosholt in CoS, which the characters are exploring during the day. So since darkvision is 60 / -5&nbsp; and a torch is 40 / 20, I'm thinking of going with 40 / -5 for normal sight inside the a building with partial lighting during day hours. Based on your knowledge and experience, what do you think about that? Do you have another or other suggestion? I appreciate all of your help!
1585008393
The Aaron
Roll20 Production Team
API Scripter
Sounds reasonable. =D&nbsp; Try it and see how you like it.&nbsp; remember you can use ctrl-L to see what the character sees.
Great thank you, The Aaron, and thanks Patrick, great idea!
Another question regarding the Token-Mod, I was going to give each player there own Token-Mod macro button associated with their token, but also thinking if I as the DM should handle that so I know everything is set correctly. Is there a way to have a Token-Mod macro just for me as the DM that would allow only myself to select and update player tokens with the appropriate light setting?
1585072898

Edited 1585072980
Here is my torch macro.&nbsp; You make the macro and as long as you don't check the box for players to see it in the macro's settings, it will not be on the list on their page.&nbsp; You can see that you could change the numbers.&nbsp; I use 5, -5 for standard human sight with no light source, some people give them more.&nbsp; Anyway, here it is: !token-mod --set ?{Vision|Torch, light_radius#40 light_dimradius#20 light_hassight#yes light_angle#360 light_otherplayers#yes|Hooded Lantern, light_radius#60 light_dimradius#30 light_hassight#yes light_angle#360 light_otherplayers#yes|Bullseye Lantern, light_radius#120 light_dimradius#60 light_angle#60 light_hassight#yes light_otherplayers#yes|Lamp, light_radius#30 light_dimradius#15 light_hassight#yes light_angle#360 light_otherplayers#yes|Candle, light_radius#5 light_dimradius#=0 light_hassight#yes light_angle#360 light_otherplayers#yes|Darkvision, light_radius#60 light_dimradius#=-5 light_hassight#yes light_angle#360 light_otherplayers#no|Darkvision (90'), light_radius#90 light_dimradius#=-5 light_hassight#yes light_angle#360 light_otherplayers#no|Warlock Devil's Sight, light_radius#120 light_dimradius#=120 light_hassight#yes light_angle#360 light_otherplayers#no|No light source(Dusk), light_radius#120 light_dimradius#=-5 light_hassight#yes light_angle#360 light_otherplayers#no|Fog, light_radius#200 light_dimradius#=5 light_hassight#yes light_angle#360 light_otherplayers#no|No light source, light_radius#5 light_dimradius#=-5 light_hassight#yes light_angle#360 light_otherplayers#no|Blinded, light_hassight#no light_angle#360 light_otherplayers#no} *Disclaimer, a GM needs token mod to use this macro.
Awesome, thanks ... yeah I'm struggling with the 5, -5 for no light source in this structure where there is obviously ambient light from the windows and such because folks can't see tokens not that far away. I added invisible tokens for window light which helped a lot, but the 5, -5 is still too much even with the window light set to 30, -5 ... so I think what I'm going to do is add a few other macro line options for my game, like "Argynvosholt" and maybe make it 30, -5 or even 40, -5. Anyway, with the macro not checked for players, then I can just click on their token and select what option and it will change their Emit Light settings, right?&nbsp;
1585079911
The Aaron
Roll20 Production Team
API Scripter
The way i've handled dim light in the past is with several light source tokens spread across the map, each of which has it's Dim start at some massive negative number, like -300.&nbsp; You end up getting really, really dim light that way.
Thank you for that The Aaron!
@The Aaron, after playing around with that option (I put an invisible light source in the middle of the room, and still have some invisible light on the windows, I actually like doing it that way and keeping human characters with the original no light source option 5, -5, instead of what I had just been writing up which was adding a Darkly lit, Very dimly lit, Dimly lit, and Normal lighting macro lines for the Token-Mod that I figured I keep changing the option on the token per what kind of room it was, etc. Think one of the reasons I like it better is it allows for the general ambient lighting to let players see other tokens better even in dim lighting, instead of just projecting out from their token and then having them not be able to see something they should be able to in an ambient lighting setting. But I will continue to play around with all of these settings. Thanks for all of your help.
1585082456
The Aaron
Roll20 Production Team
API Scripter
No problem!&nbsp; If you read through that Dynamic Lighting Tricks thread I linked above (You can just skip to my posts! =D), there's a bunch of stuff like that.
Thanks, everything is working out great as I apply this, wondering what your opinion is with the Darkvision setting of 60, -5, wondering if that's all that is needed or should I create another setting so that Darkvision in both dim and darkness is reflected, based on creatures with darkvision can see in dim light as if it were bright light and darkness as if it were dim? I might be going overkill here?
1585084611
The Aaron
Roll20 Production Team
API Scripter
Darkness reflected?&nbsp; Not sure what you mean there.&nbsp; Some people set Darkvision in DL to 5ft less than listed as the feathering on the edges gives slightly more vision.&nbsp; YMMV.
Ok, thank you