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Multiple-Source Room Lighting Control (On/Off?)

Good day, all. I've been using the Dynamic Lighting for years now for my campaign (modern supernatural camp/horror campaign in similar veins to Supernatural, SCP, Phasmophobia, and police procedurals) and the tool has been indispensable for creating the necessary visual atmosphere for getting the unknown tension of "what hides in the dark" right. Of course, running larger maps with multiple rooms (often at night, but even during daylight interior rooms benefit from long and dark shadows) becomes a bit of a slow and tedious method of activating/deactivating multiple light source tokens that light up a room. If players turn on a room's lights, or a room's lights are turned off (often by a monster), the players are kind of forced to patiently wait while I manually go through and adjust the light tokens one after another. Grouping tokens together doesn't seem to ameliorate the issue, so I was wondering if this is a similar problem other GMs have encountered and if they've found some clever fixes/shorthands for, or if there might be a feature in the works from Roll20 to address this concern? Rooms are often irregularly-shaped and lit from multiple directions/sources (real-life rooms often are), so using a single token in the centre of the room to light up the whole thing is a sub-optimal solution. It's not a game-breaking issue, just a bit of a tedious reality of the mechanics I've chosen to utelise, and requires a little player patience and clever (albeit distracted) descriptive work on my end to cover up. Open to all suggestions, lemme know; please and t's.
1728244506
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Kipp! This could be done with a script like Token-mod or Dynamic Lighting Tool, but there's no way to otherwise mass control them like that so far as I know.
1728245230
timmaugh
Pro
API Scripter
I know you are only at the Plus level, but at the Pro level, scripts become available, which make this fairly trivial. For instance, if you name your lighting tokens to match (by the room they're in,  or by whatever breakdown of "these lighting sources should turn on together") then you can handle this with TokenMod and the Metascript Toolbox. If all of the light sources in a crypt beneath the opera house were named with the pattern of OperaCryptTorch01, OperaCryptTorch02, etc., then you could use the following command. Note, this doesn't even require you to select the light sources manually on the VTT -- it does it for you, then turns them on: !token-mod --set emits_bright_light|on emits_low_light|on bright_distance|0 low_distance|5 dim_light_opacity|0.75 {&select OperaCryptTorch*} Once you have your mind around that command, you see that you can have different commands for on vs off, or even for different brightnesses. Then you can imagine that you'd have any such commands you would need for all groupable light sources (different rooms, different light switches, etc.), and you could output a Chat Menu with relevant choices. Click - show menu Click - turn light bank on/off Done.
1728245283
timmaugh
Pro
API Scripter
Ninja'd by the light master, himself!
1728248702

Edited 1728254514
If the lights are of a constant intensity, IOW, they all have the same illumination radius and color, you could have a light emitting token with the desired properties stored where the player's tokens can't see it, then copy/paste copies of it into the places you want illuminated. Then just delete those copies to turn the lights "off".  If there are different styles of light emitter, make a token for each type. Edit: If the light source is aa visible item, like a lamp or wall sconce, you can paste/delete the light emitting tokens on the lighting layer. so it won't interfere with the scenery. Another option instead of the paste/delete method is to place the light emitter on the GM layer when "off", then on the lighting layer when "on". Kipp said: If players turn on a room's lights, or a room's lights are turned off (often by a monster), the players are kind of forced to patiently wait while I manually go through and adjust the light tokens one after another.