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Elevation Script

So I was looking through the API Script Library, and there's one simply called Elevation that says "Defines different elevation levels to allow showing/hiding of different map sections with DL paths for different elevations". I've tried reading through the script itself, but tbh I am not very well versed in javascript. How exactly does this script work/what is it supposed to do? No matter what I do when I try to call it using !elevation it errors out.
It is something along topographic maps but on a smaller scale. If it worked that is. I have tried installing it and found it didn't work also. Keep in mind that I am not the author, so I don't know how it is supposed to work. lets say that you have a great room in your 'dungeon' that is 30 feet high. on one wall you have a balcony at 10 feet up and another balcony at 20 feet up (representing the 2nd floor and 3rd floor of the 'dungeon'). From the ground floor your characters can see that there are two balcony's as well as all the features on the ground floor. Without this script, your players entering from the ground floor would be able to see the ooze (monster) on the 10 foot balcony, the door on the 10 foot balcony, the chest on the 10 foot balcony, the door on the 20 foot balcony, the dead body (that you are supposed to rescue) on the 20 foot balcony. With this script, and the layers setup correctly for the script, when your players entered on the ground floor, they would see the two balcony's, the door on the two balcony's (as the doors "protrude" above the sight-lines of the balcony wall), but nothing else on the balcony as it is hidden behind the balcony wall. When you got to the 2nd floor and opened the door to the balcony, you would then see everything on the ground floor, everything on the 10 foot balcony (as you are there), the 20 foot balcony, and the door on the 20 foot balcony (but not the dead body that is still hidden behind the balcony wall). When you got to the 3rd floor and opened the door to the 20 foot balcony, you would see everything as you are either looking at or looking down onto both balcony's and the ground floor. You can theoretically do this just utilizing the GM layer. For things that the players cannot see from the ground floor, just put the tokens on the gm layer (such as the 10 foot balcony contents and the 20 foot balcony contents). When you reach the 2nd floor and exit out onto the 10 foot balcony, you can just move things from the gm layer to the object layer. Same thing for the 30 foot balcony. The elevation script basically just automates this so you do not have to move objects between layers (something with dynamic lighting and showing or hiding things with the dynamic lighting paths). To do this without the elevation script and semi-automate it, check out the Bump script (by The Aaron). Very simple script to use and adds a lot of functionality. (I would also suggest the MapLock script to keep from moving these tokens around unless they are creatures - you can use Bump on any token (such as hidden chests, secret trap doors, etc.), not just creatures)
I figured that was what it was supposed to do, thought maybe I was using it wrong. Thanks for the info for the other script options, I'll give them a try