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SilentRuin
March 12th, 2021, 16:59
Is there a wiki link someone has for these?

Also if not, trying to figure out how these custom effects would be defined - what is the # value? Is <color> the FFFFF3E1 type of value? Looking for examples of these.

LIGHT: # torch (equivalent to: LIGHT: # FFFFF3E1 flicker 25)
LIGHT: # lantern (equivalent to: LIGHT: # FFF9FEFF)
LIGHT: # candle (equivalent to: LIGHT: # FFFFFCC3 flicker 100)
LIGHT: # <color> [flash|flicker|pulse] [#]

SilentRuin
March 12th, 2021, 17:03
SOoooooo cool.

Just made this custom effect "Torch; LIGHT: 20 torch" and with my equipped effects unmodified as is I can now equip the torch - light appears on map - unequip torch - light goes away - and its remembered across maps and sessions because its on CT!

As token light is not remembered when set through map between sessions or even maps - this is a life saver!


This is far and away the coolest enhancement you guys have ever made - I'm working as is no problems and you just made things so much more powerful!

Moon Wizard
March 12th, 2021, 17:07
The color values are ARGB hexadecimal values (alpha-red-green-blue), just like the all the other FG APIs.

In the torch example, alpha = FF, red = FF, green = F3, blue = E1

Regards,
JPG

SilentRuin
March 12th, 2021, 17:12
The color values are ARGB hexadecimal values (alpha-red-green-blue), just like the all the other FG APIs.

In the torch example, alpha = FF, red = FF, green = F3, blue = E1

Regards,
JPG

And the #? Also, is there a wiki link for this stuff yet?

jwatmough
March 12th, 2021, 17:12
Is there a wiki link someone has for these?

Also if not, trying to figure out how these custom effects would be defined - what is the # value? Is <color> the FFFFF3E1 type of value? Looking for examples of these.

LIGHT: # torch (equivalent to: LIGHT: # FFFFF3E1 flicker 25)
LIGHT: # lantern (equivalent to: LIGHT: # FFF9FEFF)
LIGHT: # candle (equivalent to: LIGHT: # FFFFFCC3 flicker 100)
LIGHT: # <color> [flash|flicker|pulse] [#]

So to clarify # should be defined by a number that represents the brightly lit area of the light and the <color> should be defined with a hexadecimal code. This code can be found in many places but is also displayed at the bottom of any of the color pickers in FGU

SilentRuin
March 12th, 2021, 17:15
So to clarify # should be defined by a number that represents the brightly lit area of the light and the <color> should be defined with a hexadecimal code. This code can be found in many places but is also displayed at the bottom of any of the color pickers in FGU

Yeah the generic light has two # though - is one the distance and one the fade out or something?

Zacchaeus
March 12th, 2021, 17:41
The generic torch is 20 ft bright and 40 feet dim with a 25% fade and colour #FFFFFF3E1 - just the same as the one in the control panel.

SilentRuin
March 12th, 2021, 17:41
Found the docs in another post - for posterity recording them here also

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1312784387/Adding+Lights+to+Maps+and+Tokens

Moon Wizard
March 12th, 2021, 18:02
The second optional number for lighting is the animation speed of the animation effect selected (flash/flicker/pulse).

Regards,
JPG