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Moonlight token

Hey there everyone, I was wondering if anyone knew how to make a token that emits dim light using the new dynamic lighting feature. I was able to make a moon token in the LDL for moments when my PCs were outside at night with only moonlight. I can't figure out how to do that with the new dynamic lighting. My issue is that if I just check "emits dim light" its way to bright of a light source for moonlight. 
1599154244
David M.
Pro
API Scripter
I don't use UDL, but I agree that the dim light is way too close to bright light. Maybe set a visible aura on your moonlight token with a darker color? You could give it a slight tint that way, too. 
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Edited 1599155585
The Aaron
Roll20 Production Team
API Scripter
I miss the negative numbers from LDL for dim start.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
The Aaron said: I miss the negative numbers from LDL for dim start. This.
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Finderski
Plus
Sheet Author
Compendium Curator
The Aaron said: I miss the negative numbers from LDL for dim start. I'd think that should be part of feature parity, right?
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Edited 1599187537
Oosh
Sheet Author
API Scripter
I think the R20 version of "feature parity" is that the feature exists (i.e. dim light), not that it works or does what the Legacy system does. Like a car that won't start has feature parity with a working car. The seized engine is merely a detail. I have faith that it will be superior lighting one day, but the language used to describe it has been embarrassing.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Finderski said: The Aaron said: I miss the negative numbers from LDL for dim start. I'd think that should be part of feature parity, right? Negative numbers were an emergent feature. They were never part of spec or in official documentation. People just discovered them one day and started using them.
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Edited 1599234118
Heres how i managed to get moonlight with UDL -Used an Invisible Token that emits light. Left Photo below has Dim, right photo has Bright. I set to 20ft. -Give the Token an Aura 10 less than the Emitted Light. Make Aura visible to players. you could trial and error with combos, for each photo, I split the area to the right of the Bandit  to display the colors. Left side of bandit is Blue in Aura1  and Black in A2, right side of bandit is just Black in A1 -Set Auras to Squares instead so you can align auras properly side by side. Over lapping Auras causes Darker auras to appear on the Token Layer and for players. You can emit light amounts larger than your auras to accommodate the dead zones of the Sphere Emitted of light, but having the Auras side by side like so, makes it still appear in the aura color.         DIM LIGHT          BRIGHT LIGHT         Original with Daylight Enabled and no Aura - Light from the Inside was just from me not having a similar token inside like the outsides. -Both Pics were from my Dummy account that used the Halfling Tinykneebreaker, as the View source. Just vision enables on UDL, no Darkvision. Page settings for the Dynamic Tab, I have the Daylight  off. I didnt trial it as daylight on, and just have the invis. tokens emitting auras instead of lights AND auras. may be fast to do that way for system bogging down or such.
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Edited 1599235711
Just trialed the other direction and Turned Daylight ON, Invisible token (doesnt have to be invis i guess either) to show Aura to players. And as long as the Aura covered the place, it worked even through Dynamic Lighting Walls so I only need 1 Token instead of multiples. This would then omit the need to change Auras to Squares in my previous note above ^.. So you could drop a Torch Token even, omit the Light Emitting, give aura, show aura, box it in a Dynamic Wall so players can cross it or see it, turn on daylight, and there ya should be.