Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Low light or dark vision.

Has anyone tried or modified dramatic lighting to accommodate for this? For example, an elf with a torch would be able to see 20 feet beyond the normal 20 foot torch radius. Any idea on how to get this to work? thanks, kevin
1389461099

Edited 1389461116
Two ways, neither of them entirely perfect unfortunately. Either use the carry script from the API ( <a href="https://app.roll20.net/forum/post/201089/script-c" rel="nofollow">https://app.roll20.net/forum/post/201089/script-c</a>... ) (upside - comfort, downside - no linking of character tokens to character sheets as then the script gives the error that the character doesn't belong to the player using the script) or just several tokens (upside - character sheets can be linked to character tokens, no biggie; downside - got to move 3 tokens instead of 1 all the time). In any case, have a token with sight but without any light emitting from it. Have TorchA without sight with normal Torchlight (usually 30 15), light visible to all players. Have TorchB without sight with low light vision Torchlight (usually 60 30) and let TorchB be controlled by everyone with low light vision (so they will see the 'better' light but the players with normal vision won't). Have the player character with the lightsource carry both tokens with either of the methods mentioned in the first paragraph. Hope it helps.
1389468309

Edited 1389468334
Gauss
Forum Champion
This is how I do Darkvision and Low-Light vision: For Darkvision do the following: Set the light radius for the token that has darkvision and leave the 'All players see light' box uncheckmarked. Only the controlling player will see the 'light'. There are no major drawbacks here. Low-Light vision is a bit trickier. It requires doubling up on light sources. Group a light source with a second lightsource. On the second lightsource set the light distance to double (for D&D3.5/PF low light vision) the first light source. Then leave 'All players see light' unchecked and change the 'controlled by' box to those people with low-light vision. Example: PC 'Bob' has low-light vision. PC 'Matt' does not. Torch 1 has an Emits light radius of 20feet. 'All players see light' is checkmarked. Torch 2 has an Emits light radius of 40feet. 'All players see light' is NOT checkmarked. PC 'Bob' is given control of the torch. Group Torch 1 and Torch 2 together. PC 'Bob' now sees a light radius around the torch of 40feet while PC 'Matt' sees only the 20foot radius. Drawbacks: 1) 'Bob' can move the torch. This requires 'Bob' to be an adult and not move the torch if he shouldn't. Failure to comply should result in threats such as 'I will take away all such low-light tokens and you will effectively lose your low-light vision'. However, that is up to you and your players. :) 2) In order to edit the grouped tokens individually you have to hold down Alt while clicking on the grouped token. This allows you to access the topmost token.
Nice workaround. I assume Low Light is on the to do list.
1389492951

Edited 1389492992
Gauss
Forum Champion
Either I do not know what is on the to-do list or I cannot tell you because I am not a Dev. :)