Thanks for chiming in to help. I'd like to keep the Dynamic Lighting on to take advantage of light and darkness.
Essentially, I'm after a TokenMod approach that allows GMs to target and interact with shapes drawn on the Dynamic Lighting Layer (e.g. if only to change the layer). Especially on purchased module maps, the existing DL Lines turn out to be hugely controlling, and we could really use an interface to work with them a little. For my purposes, I need a way to select the lines (or groups maybe), preferably using ID, to somehow activate/deactivate them them for Dynamic Lighting. This is the basis of what DoorKnocker does, but I only want the ability to select and control a specific set of lines so I can use macros to make adjustments for game scenarios that tend to repeat.
Use Case Example:
I'm running a city campaign (in Waterdeep) and want players to climb the buildings and run rooftops before going inside. Lots of the campaign maps show building interiors in the classic D&D cutaway style. But when players approach a building prepped for Dynamic Lighting, they see nothing but the margins around a black-box, since their vision is blocked by the DL walls [see my pic below: Standard Outside of Building Scene]. For a city campaign, I want my players to actually see a building that invites them to scale the roof, sneak in upstairs or whatever else (besides using a door). The black-box entry scenes upset immersion when part of the fun is skulking around probing for entry points.
So my solution is to add a "roof" as an overlay image, which hides the building interior but also helps players visualize the building outside [see my pic below: With Roof Overlay]. TokenMod makes adding/removing the roof a one-click process, so you can reveal the main inside-map when the players go inside. And away we go using the module's D&D cutaway map of the interior, with all the DL walls and doors. The bummer is that the Dynamic Lighting walls mess this all up (players cannot see the "roof" image because it's blocked by the DL walls).
So how do we temporarily disable certain DL walls so we can adjust for scenarios (i.e. outside/inside) on a single map, where we don't have to cut/paste walls or set up a separate map page? One solution is to target the walls of that building via IDs and change the layer via macro. The GM deactivates them by moving them off the DL layer when the players are outside and the roof is on, only to re-activate them when players go inside.
I dunno. Thanks for your ideas.
