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"Door mechanic" for gm to use opening and closing doors easily

Hi, I've just build a (as i thought a clever little) dungeon with several doors and noticed that it's a real PITA to constantly be opening and closing door tokens and moving and/or creating the door dynamic lightning layer, so it's a constant workload to be hopping between the token layer and dynamic lightning (and gm layer in case of different tokens for "door open" "door closed"). perhaps a check-box, is this token a door? leading to please draw the lightning layer for it, which would drag along as i move the object.. or something... I have no idea how coding something like this can be done, but i hope you could come up with something :) thanks!  our roll20 campaing going strong as ever, over half a year several times a week.. loving roll20!
+1
That would be an awesome feature, +1 indeed.
This would be easy to implement. Hell, it would just be a case of say... more options where you choose the graphic for a token. "State 1, state 2, state 3, etc.", with the graphic states being renameable. This would work for corpses too.
Giving tokens the ability to block light would work with this too. <a href="https://app.roll20.net/forum/post/76289/tokens-having-light-blocking-option#post-78157" rel="nofollow">https://app.roll20.net/forum/post/76289/tokens-having-light-blocking-option#post-78157</a>
The biggest issue I think would be in judging where the blocked light would start. The hardest part would be to determine image transparency for what part actually blocks light... otherwise you may have a full black square when most of that is transparent token.
Wouldn't be hard to do. &nbsp;All you do is. 1.) &nbsp;Create a token option to make that object a "door" 2.) &nbsp;Define the positions of that door for "open" and "closed" 3.) &nbsp;Define the light blocking of the object in both positions with the existing dynamic light blocking mechanisms 4.) &nbsp;Change the overlay of the token to show an operator button (a toggle, open or closed), instead of the standard hit points. Alternately, a slider could be used, with the GM defining minimum swing, maximum swing, the hinge point, and a light blocking "bone" that moves in relation to that hinge point. &nbsp;The GM or players could then use the slider or just click and drag the door to rotate it on the hinge.