Automatically Setting Up Night Vision & Light Sources in Roll20

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  • Опубліковано 2 лют 2025

КОМЕНТАРІ • 42

  • @CrankyOldDave
    @CrankyOldDave 3 роки тому +7

    Glad you did the shoutout to The Aaron. ALL of the Roll20 APIs I use were made by him. Dude is fantastic and active in the forums if you have questions. You are the Macro King but The Aaron is an API god.

  • @KitKatHD
    @KitKatHD 3 роки тому +3

    See, I already have tokenmod light macros, but this is why its so important to always watch a new Nick Olivo video. I had no idea you could use tokenmod to update a default token!

  • @SAJL1VE
    @SAJL1VE 3 роки тому

    Seriously, you are like Yoda with your videos always so easy to understand and follow along with.

  • @tonyr.546
    @tonyr.546 3 роки тому

    Thanks, Nick. Your videos and tutorials are pure gold in showing how to use Roll20 to it's full potential. I never knew there were so many things you could do with it and you explain everything so clearly too.

  • @martinbove1032
    @martinbove1032 3 роки тому +1

    YES! I've been waiting on the edge of my sit a vdeo like this from you. Ty! Love your work!

  • @Vanye111
    @Vanye111 3 роки тому

    Awesome video as always. Thanks so much for this, it will help me as I get back into DMing after an extended break.

  • @silbeg
    @silbeg 3 роки тому +2

    Thanks, Nick!
    I’ve tried some macros to do this, but never got it quite right

  • @einherjer6293
    @einherjer6293 3 роки тому

    As always a fantastic Video.

  • @davidhipolito3778
    @davidhipolito3778 3 роки тому +1

    A question?
    If you put 2 different visions in the same macro and it gives you the option to change them (example Flashlight to Reflectors) the macro changes everything except directional_bright_light_total # and directional_bright_light_center that to change them you have to enter the save token and then exit.
    I already solved it by creating a Flashlight object but I wanted to do it under a macro with multiple options for the player to choose (without lights, with flashlight, with reflectors or night vision.) I had to remove the flashlight option because the game does not change and saves these 2 commands.
    directional_bright_light_total #
    ! token-mod --set directional_bright_light_center #
    Is there a solution?

    • @NickOlivo
      @NickOlivo  3 роки тому +1

      There's a bug in Roll20 related to the directional light. My understanding is they're working on fixing it now.

  • @philbowman7719
    @philbowman7719 3 роки тому

    So you have to have the pro subscription to be able to do light sources, such as torches, campfires or characters with night vision? I ask because previous videos I have watched did not mention this, but to be fair they were from 2020.

    • @NickOlivo
      @NickOlivo  3 роки тому

      Dynamic lighting itself only requires a Plus subscription, but to automate setting up dynamic lighting requires the API, which is only available to Pro subscriptions.

  • @michaeldawson6791
    @michaeldawson6791 3 роки тому

    So, question. You are creating a default macro with fixed vision settings (targeted towards a d&d audience). I play a modern game on Roll20. Characters can have flashlights, low light goggles, etc, and can turn these effects on and off, at various ranges depending on which piece of equipment they have. Can you use the " ?{popup box text|default value} " call in place of the numerical value in this example? If so, I can create one macro that activates say night vision goggles and in place of " night_vision_distance|60 " I could write a " night_vision_distance|?{night goggle range|30} " allowing a popup window to appear with a default value?

    • @NickOlivo
      @NickOlivo  3 роки тому

      I think that would work, yes.

    • @Vanye111
      @Vanye111 3 роки тому

      Did it work?

    • @michaeldawson6791
      @michaeldawson6791 3 роки тому +1

      @@Vanye111 Yes, it worked great. I haven't rewritten my lighting scripts for UDL yet, but I did test it using Nick's example and replacing the numerical value with the ?{text|default} call. My test script looked like this and it worked fine. !token-mod {{
      --set
      bright_vision|on
      night_vision|on
      night_vision_distance|?{night vision distance|60}
      night_vision_tint|#a61c00
      night_vision_effect|off
      defaulttoken
      }}

  • @zeweif
    @zeweif 3 роки тому

    Useful, it saves me a lot of time

  • @VicsChannel
    @VicsChannel 3 роки тому

    What about a bullesye lantern with directional light? What command(s) would be needed for that? Could that also be a token action that the PC could turn on and off?

    • @NickOlivo
      @NickOlivo  3 роки тому +1

      I wrote a blog post for Roll20 that shows how to set something like that up. Stay tuned!

  • @triple-gq6mn
    @triple-gq6mn 2 роки тому

    Is it possible to make it such that if you click the macro button again, the light turns off?

    • @NickOlivo
      @NickOlivo  2 роки тому

      Not that I'm aware of, but you could create another button that would turn off the light.

    • @triple-gq6mn
      @triple-gq6mn 2 роки тому

      @@NickOlivo Thanks!

    • @orod731
      @orod731 2 роки тому

      @@triple-gq6mn I realize it has been two months but I hope this helps! I made this macro for my players to light and extinguish a torch, you could also add onto this to allow for different light sources but my players just have torches for now so I kept it simple. They press the button and select whether to light or extinguish the torch and it puts an icon on their token and sends the me (the gm) a message saying they lit or extinguished it. Keep in mind this is intended for the player holding the light source and not light stationary sources like how Nick has it in the video!
      !token-mod {{
      ?{Torch
      |Light,
      --set
      statusmarkers|half-haze
      emits_bright_light|on
      bright_light_distance|20
      emits_low_light|on
      low_light_distance|20
      --report gm|"@{selected|character_name} has lit a torch"
      |Extinguish,
      --set
      statusmarkers|!half-haze
      emits_bright_light|off
      emits_low_light|off
      --report gm|"@{selected|character_name} has extinguished a torch"
      }}}

  •  3 роки тому

    Hi, would you know if this scripts can be set to work in Foundry too?
    Thanks in advance for your answer.
    Regards from Tabasco, México [Land of The Olmecs]!0

  • @kudagras
    @kudagras 3 роки тому

    I am having trouble getting the macros to alter the token. I can get it to emit light, but the sight doesn't change. Any help would be appreciated. Seeing that this was posted 6mo ago is this still usable with the updated dynamic lighting?

    • @NickOlivo
      @NickOlivo  3 роки тому +1

      Yeah, there seems to be a bug with the altering bit. I'm waiting to hear when it's been fixed.

  • @danielmontry5850
    @danielmontry5850 3 роки тому

    Is it possible to make the distance of the light emitted variable via the macro? I know I can go in and edit the macro directly, but what I am looking for is having Roll20 query me. That would make it go much faster if I am setting up multiple light sources on one map. Torches, fire places, fire pits, braziers, etc each giving off just a different range of light. Some 20 feet, but some only 10, and so on.

    • @NickOlivo
      @NickOlivo  3 роки тому

      Yes, that should be possible. I've got another video that shows how to set up macros that can accept a value from the user - ua-cam.com/video/SlwAXIDFveo/v-deo.html - it starts around the 15 minute mark. You should be able to take that concept and adapt the light macro to include it.

  • @jamessisler5475
    @jamessisler5475 3 роки тому

    Another great video thank you. I guess at some point I need to consider going pro…

  • @Vanye111
    @Vanye111 3 роки тому

    Can this macro be modified to turn on/off? Say I wanted to simulate a BLINDNESS effect for a PC and shut their vision off, and then turn it back on when done.

    • @NickOlivo
      @NickOlivo  3 роки тому

      Sure, you could set the bright vision value to off and that would effectively blind the token

  • @newmancl0
    @newmancl0 3 роки тому

    So..... this gets Pathfinder players most of the way there. But how do we deal with normal vs LOWLIGHT vs darkvision?

    • @newmancl0
      @newmancl0 3 роки тому

      AND juggling light sources attached to the players.
      When a token "emits bright light" that seems to be a light that only that token can see. But if a player casts "Light" on their hat. then that light source should be seen by all.
      The goal here is that a party may only be able to maintain 2 light spells but there are 5 players. So the players without Light cast on them will need to stay within a radius of the other players in order to see anything. How do we handle that?

    • @newmancl0
      @newmancl0 3 роки тому

      Maybe my issue is a glitch. But any tokens that Emit Light can see, AND they can see another token which is Emitting Light. However, my player who is NOT emitting light cannot see anyone elses lights. he just sits in the dark......

    • @NickOlivo
      @NickOlivo  3 роки тому

      Does the player's token have vision turned on?

  • @VicsChannel
    @VicsChannel 3 роки тому

    There is a player in my game that is a cleric of twilight and shares his darkvision for one hour. For those PC should I remove "defaulttoken"? Can I share the macro with the player and let him select the tokens to receive the darkvision?

    • @NickOlivo
      @NickOlivo  3 роки тому

      Yes, that would work, but you'd need to change the macro a bit, as players can't select each other's tokens. I think adding the --ids parameter with a target command should do what you want.
      !token-mod {{
      --set
      bright_vision|on
      night_vision|on
      night_vision_distance|30
      night_vision_effect|off
      night_vision_tint|#a61c00
      --ids
      @{target|target token|token_id}
      }}

  • @vampiregoat69
    @vampiregoat69 3 роки тому

    mmm Ctrl+L does not do what is is supposed to in firefox it opened my browser address bar

  • @tonycormier4383
    @tonycormier4383 3 роки тому

    great informative video, easy to follow along with you as you were explaining it. lighting is easily 50% of the reason i want to get the pro subscription to Roll20. in the meantime, is there any way to use lighting for those of us that haven't made the investment for the pro subscription? if so, would you please consider making a video tutorial for that?

    • @NickOlivo
      @NickOlivo  3 роки тому

      Hi Tony - in order to use dynamic lighting, you need to have a Plus or Pro subscription. To use the API to automatically set token properties, like I did in the video, you need a Pro subscription. Happy gaming!