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Straikkeri
June 12th, 2021, 15:33
Heya!

I was trying to test whether an equipped torch on a PC would automatically act as a light source. My testing says no but is there a way to make a torch item that has a lighting effect attached to it, so I wouldnt have to manually add a lighting effect to the player token each time he equips a torch?

And my second question, when I'm adding new lights to the effects list, I'm using "LIGHT: 15 / 25 torch", but is there a way to add fall-off values to this string?

Thank you!

Trenloe
June 12th, 2021, 16:44
Welcome to the FG forums!

Some rulesets allow effects attached to items, others don't. What ruleset are you using?

Straikkeri
June 12th, 2021, 17:12
Welcome to the FG forums!

Some rulesets allow effects attached to items, others don't. What ruleset are you using?

5E is what I'm working with, using demo account to try out things with provided modules.

LordEntrails
June 12th, 2021, 18:41
Nope, that ruleset does not (currently) allow effects to be tied to items. UNLESS you use one of the community extensions that allow you to attach effects to items. Sorry, can't recommend one as I don't use them. Check the 5E forums and the DMsGuild.com.

As for controlling falloff in a string, not supported.

Griogre
June 12th, 2021, 18:49
It should be noted that you can add an effect to the PC or NPC token in the combat tracker and then just make it active or not - so there is usually no need to add lighting more than once per PC that needs them. You might want to take a look at Video 20 in the "How do I ????? in Unity" thread here: https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity

bmos
June 12th, 2021, 22:26
Nope, that ruleset does not (currently) allow effects to be tied to items. UNLESS you use one of the community extensions that allow you to attach effects to items. Sorry, can't recommend one as I don't use them.
highly recommend: https://www.fantasygrounds.com/forums/showthread.php?40833-5E-Advanced-Effects-(items-npcs-characters)

Straikkeri
June 13th, 2021, 15:48
Thanks everyone, for the suggestions and advice.



As for controlling falloff in a string, not supported.

Alright, good to know. Another lights question, I see that I can create preset token lights like the torch, candle, lantern etc. but having appended "campfire" to the list, I see it in effects, but I don't see it under "add light" -> presets. Is it supposed to? It seems to list the same items as token light presets, but doesn't seem to update if I add new ones via options -> token lights.

Zacchaeus
June 13th, 2021, 16:17
Any new lights you create won’t appear in the drop down list. Those you’ll need to add via an effect in the actions tab or directly from the effects dialog.

Straikkeri
June 13th, 2021, 16:41
47562

47563

Pics to illustrate what I mean. I've added a new light effect from the effects dialog. However, having added the "campfire", it does not appear in the light presets in the map editor. Should it?

Zacchaeus
June 13th, 2021, 17:42
Yes, I was aware of what you meant. I think you may be misunderstanding however what those lights are. As the name suggests those are token lights; and are therefore meant to be added to a token rather than directly onto a map. You would add such presets either directly from the effects dialog or from an effect on the character sheet. Something like a campfire is the kind of light you would place directly on a map - rather than on a token.

Straikkeri
June 13th, 2021, 19:14
Yes, I was aware of what you meant. I think you may be misunderstanding however what those lights are. As the name suggests those are token lights; and are therefore meant to be added to a token rather than directly onto a map. You would add such presets either directly from the effects dialog or from an effect on the character sheet. Something like a campfire is the kind of light you would place directly on a map - rather than on a token.

Yeah I figured that's the issue. I was led astray by the preset window of the lights dialog being the same presets as the ones for token lights. Gonna be cumbersome placing custom lights in maps if I can't add things to the light dialog presets :(

Griogre
June 14th, 2021, 05:02
I think what you might be missing is you could set up one custom light's parameters and then just "stamp" that light down where ever you need it.

Zacchaeus
June 14th, 2021, 09:47
What I think is probably desirable for lights placed on the map is the ability to copy/paste a light. When adding lights I will create a light for a particular room or location and then place all the lights of that type that I want. However if I miss one - or move onto another map in the same dungeon and want to recreate that same light it is a wee bit footery. I can copy paste the colour ok but I need to put the same parameters in again etc. So having the ability to place a light and then copy and paste that into a different location would be handy for those kinds of scenarios.

Straikkeri
June 14th, 2021, 10:06
What I think is probably desirable for lights placed on the map is the ability to copy/paste a light. When adding lights I will create a light for a particular room or location and then place all the lights of that type that I want. However if I miss one - or move onto another map in the same dungeon and want to recreate that same light it is a wee bit footery. I can copy paste the colour ok but I need to put the same parameters in again etc. So having the ability to place a light and then copy and paste that into a different location would be handy for those kinds of scenarios.

This is my point/issue exactly! I didn't know you can't even copy and paste them, but I don't see why I shouldn't be able to also adjust and save my own light sources and then just pick from a list. I don't want to be re-making the exact same light source for every map.

LordEntrails
June 14th, 2021, 16:23
This is my point/issue exactly! I didn't know you can't even copy and paste them, but I don't see why I shouldn't be able to also adjust and save my own light sources and then just pick from a list. I don't want to be re-making the exact same light source for every map.
Because lighting is new.

FYI,
The generally accepted practice for (Agile) software development is to initially release minimal viable product (MVP). i.e. get out a new function with just enough function to make it usable for your customers. Of course, what constitutes MVP is always debatable. Copying and saving light presets is probably not MVP for most users, but it does not mean it shouldn't be done. How the developers know what should be added after MVP is to listen to the community. One of their primary ways to listen to the community for feature enhancements is the Wish List, link in Mr Z's signature.

The ability to save lights is on the wish list here; https://fgapp.idea.informer.com/proj/?ia=135925

I've added the copy/paste idea here; https://fgapp.idea.informer.com/proj/fgapp?ia=136648

edit: p.s. while you are there, check the other ideas and vote for those you feel strongest about!

Straikkeri
June 15th, 2021, 12:50
Because lighting is new.

FYI,
The generally accepted practice for (Agile) software development is to initially release minimal viable product (MVP). i.e. get out a new function with just enough function to make it usable for your customers. Of course, what constitutes MVP is always debatable. Copying and saving light presets is probably not MVP for most users, but it does not mean it shouldn't be done. How the developers know what should be added after MVP is to listen to the community. One of their primary ways to listen to the community for feature enhancements is the Wish List, link in Mr Z's signature.

The ability to save lights is on the wish list here; https://fgapp.idea.informer.com/proj/?ia=135925

I've added the copy/paste idea here; https://fgapp.idea.informer.com/proj/fgapp?ia=136648

edit: p.s. while you are there, check the other ideas and vote for those you feel strongest about!

Ah thank you for the links. I'm actually a software developer myself so what you're saying makes perfect sense. I've only started learning FGU less than two weeks ago, so I'm a bit fuzzy on what's the status of everything. I've only seen two features that break on the slightest touch, the other being the character wizard and the other the marching order thing. It's good to know things are being actively worked on and the lighting saving thing might be coming down the road :)

LordEntrails
June 15th, 2021, 18:13
A It's good to know things are being actively worked on and the lighting saving thing might be coming down the road :)
Welcome :) Lots to be aware of if interested.

Checkout the City Hall sub-forum (https://www.fantasygrounds.com/forums/forumdisplay.php?37-City-Hall) and you will see that the devs are pushing out updates to one thing or another all the time. Content updates happen weekly. Five core program updates since May 13th (all about vision and lighting). And a couple of ruleset updates as well in that time period (to support vision and lighting).

And, when you have ideas for enhancements, make sure they get recorded on the Wish List (and discussed in the forums as needed). https://fgapp.idea.informer.com/

Straikkeri
June 16th, 2021, 15:01
Welcome :) Lots to be aware of if interested.

Checkout the City Hall sub-forum (https://www.fantasygrounds.com/forums/forumdisplay.php?37-City-Hall) and you will see that the devs are pushing out updates to one thing or another all the time. Content updates happen weekly. Five core program updates since May 13th (all about vision and lighting). And a couple of ruleset updates as well in that time period (to support vision and lighting).

And, when you have ideas for enhancements, make sure they get recorded on the Wish List (and discussed in the forums as needed). https://fgapp.idea.informer.com/

Thanks for that! Didn't take me too long to end up making my first suggestion relating to Mask Sensitive Visibility. Check it out if you're interested: https://fgapp.idea.informer.com/proj/fgapp?ia=136660