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TokenMod + Polymorph + Darkvision

1587905760

Edited 1587905792
I have an issue with a PC token. I'm pretty new to APIs and macros, definitely trying to learn though. I've been setting up TokenMod to set up a series of creatures a player will commonly Polymorph into. It's been straightforward so far. Resize the token fine, stats carry over, everything seems fine. Only issue so far is editing the Dynamic Lighting portion of the token to give each form their proper vision. I'd rather not use the "emits light" block to do this, but if it's my only option, I'll do it. I came across this thread ( <a href="https://app.roll20.net/forum/post/6221526/macros-light-sources-darkvision-and-low-light-macros" rel="nofollow">https://app.roll20.net/forum/post/6221526/macros-light-sources-darkvision-and-low-light-macros</a> )&nbsp;that seems like it might have helped me, but I tried plugging in the syntax referenced in the "darkvision" set, but it was just breaking the macro. Am I just going about it the wrong way? Reference below. &nbsp; &nbsp; &nbsp; |Giant Spider,currentside#7 represents#@{Giant Spider|character_id} width#[[3*70]] height#[[3*70]] aura2_radius#[[7.5]] This is my current line, the whole macro was taken from a youtube video, the author gets the credit for that. I'll link his video here ( <a href="https://www.youtube.com/watch?v=p4lpuEnxxHI" rel="nofollow">https://www.youtube.com/watch?v=p4lpuEnxxHI</a> ). I added line from the aforementioned link to make it look like these variations: &nbsp; &nbsp; &nbsp; |Giant Spider,currentside#7 represents#@{Giant Spider|character_id} width#[[3*70]] height#[[3*70]] aura2_radius#[[7.5]]&nbsp;light_radius|?{Darkvision Radius|60}&nbsp; &nbsp; &nbsp; &nbsp; |Giant Spider,currentside#7 represents#@{Giant Spider|character_id} width#[[3*70]] height#[[3*70]] aura2_radius#[[7.5]]&nbsp;light_radius#?{Darkvision Radius|60} &nbsp; &nbsp; &nbsp; |Giant Spider,currentside#7 represents#@{Giant Spider|character_id} width#[[3*70]] height#[[3*70]] aura2_radius#[[7.5]]&nbsp;light_radius#?{Darkvision Radius#60}&nbsp; I don't get success with any of these. Is this actually changing the boxes in the middle part of the token sheet and I'm just wasting my time? A quick search and some googling didn't help me with this. I would really like to fix this so I can quit worrying about it. Am I asking too much? Like I said, I'm new to this, but unless I'm mistaken, the "?" in the syntax is calling for a query, isn't it?
1587920035

Edited 1587952985
The Aaron
Roll20 Production Team
API Scripter
Try this: |Giant Spider,currentside#7 represents#@{Giant Spider|character_id} width#[[3*70]] height#[[3*70]] aura2_radius#[[7.5]] light_radius#60 light_dimradius#-5 light_angle#360 light_otherplayers#no light_hassight#yes You can't have nested Roll Queries ( ?{ } ).
Ok, that makes sense. Using the syntax you sent, is that editing the "Advanced" tab in the token sheet? I use the Dynamic Lighting tab for one specific reason: I have a player with no Darkvision that relies on another player's 15 feet of dim light glowing from his weapon lighting up anything in the darkness. I haven't tried using that code yet to see. Like I said before, everything is going well so far, I just want to get the Darkvision fixed for this one character that will start using Polymorph next session. Thanks for the help.
1587953007
The Aaron
Roll20 Production Team
API Scripter
Yes. Also, I made a minor adjustment to the above.&nbsp;
Ok. Again, thank you for the reply. Do you know how to fix the situation I have with my player relying on the 15 ft of dim light from a different player? I usually just use the "Advanced" tab to make the token glow in 15 ft of dim light. He's also an elf, so I use his Darkvision tab to show him his own vision. Am I just overthinking the whole process?
1587958663
The Aaron
Roll20 Production Team
API Scripter
So, as I understand it, you're saying: Character A has darkvision 60ft, and is also carrying an item that emits 15ft dim light Character B has normal vision and relies on Character A's emitted light In Updated Dynamic Lighting, which is in beta test right now, this problem is solved by separating a token's vision from its light emission.&nbsp; In LDL, you need to handle this in other ways. My current favorite way is to add the emitting item onto Character A as a Decoration with TokenCondition .&nbsp; To do this, you'd set up the Characters like this: Character A: Darkvision 60ft (probably light_radius#60 light_dimradius#=-5 light_otherplayers#no light_hassight#yes) Character B: with vision only(probably light_radius# light_dimradius# light_otherplayers#no light_hassight#yes) Then you'd create a token that represents the light emitting object, like a sword or some such, and set it's properties as: light_radius#15 light_dimradius#-5 light_otherplayers#yes light_hassight#no Then create a character with the name: Decoration: 15ft Light Sword [width:.5u|height:.5u|left:+.5u|top:-.5u|mirror:-width,-height] Then set the light emitting object to represent that character and add it as the default token.&nbsp; You can then drag that character out onto Character A, and it will follow him around emitting light.&nbsp; When you don't want it, select it and remove it.&nbsp; If you give players control of the character, they can drag it out themselves.
Awesome. Thank you for that. That should fix my issue with that. It wasn't working the way I needed it to on LDL. I couldn't get both, only one or the other.