First post in the API forum, since I've only been a mentor for a day. Currently, I think the only way to properly represent lowlight vision is to make one extra light source visible only to players controlling tokens with lowlight vision for every source, group them together, and trust your players to not be dicks. At least, that's what @Gauss was saying a few months ago. So, I automated that janky process, but I think the solution really lies in the expansion of light_hassight from boolean to number (where 0 is false and positive numbers represent practically blind / normal / lowlight / darkvision / Riddick). Setup: Have at least one token with sight representing a character with the attribute 'vision' set to 'lowlight.' Have at least one light source with 'light_otherplayers' set to 'true.' You might have to replace my token imgsrc with your own. Suggestions welcome. New in v0.3.2 (August 9th, 2014) --- - Script now applies globally, on ready. - Cleaned up the population of lowlight and darkvision character arrays. - Added "!dll" chat command to rebuild/refresh lowlights. - Added "!dll-kill" chat command to reset all lowlight sources (and move lowlight to grid unit (2,2) on the GM Layer for manual deletion. New in v0.2.0 (June 22nd, 2014) --- - reworked script to determine if a light source has already been affected by the script (by tinting the parent object a specific shade of yellow) ( Garth R. ) - fixed bug where a token with sight but not representing a character crashed the script ( Entola ) - set up script framework for global application of script ( Aaron ) <a href="https://gist.github.com/shnizmuffin/296caf6549d5fc54bae8" rel="nofollow">https://gist.github.com/shnizmuffin/296caf6549d5fc54bae8</a>