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Varatta
November 2nd, 2022, 01:40
I've been going through various videos and threads but haven't found this answer - please link me if it's out there.

I was wondering if there is a setting to make a light player interactable. I'm not talking about token lighting, I mean an object or light in a room. For example players can interact with doors to open them or close them - is there a similar thing that can be added for a light like a wall tourch or a fireplace such that a player can walk up and 'open' the light to turn it on?

Or is it all on the DM to click edit map, find the light and click it active then click back to play mode (wince)?

Much thanks for the help.

Mike Serfass
November 2nd, 2022, 02:29
Drop a token onto the map from assets, doesn't matter what it is. Add a token light to it from the map Lighting tab. Players can move these tokens around. (Every time I put scenery NPCs or vehicles on the map, they move and resize them.)
You may have to have party vision and movement turned on, I'm not sure.

Varatta
November 2nd, 2022, 06:59
Cool solution. Can players turn the ligth associated with that token on/off? Lets say I drag a simple letter token to a wall and add a torch token light, can the players activate that light themselves or do I need to toggle it on/off for them?

Zacchaeus
November 2nd, 2022, 10:50
Players have no access to the lights on the map since they can't unlock maps and therefore can't access any of the tools. They can add lights to their own tokens (that is tokens for PC's or NPC's that they 'own' and are on the Combat Tracker) via either effects or the effects dialog. However they cannot add or interact with lights on a token they don't own (such as if you as DM add a token directly to the map). Such tokens can be seen moved by the players but again since the players can't access the tool panel only the DM can add or remove a light from that token.

Mike Serfass
November 2nd, 2022, 21:41
Given the limitations Zacchaeus pointed out, the only thing I can think of is to create a torch npc, add it as a friendly npc to CT, and use a light effect in CT rather than adding a light to the token from the map settings. The players can't change effects in CT, but you could easily turn off and on the light by removing the opening square brace. It's easier than doing it in map settings.
If you're going to do that, it's easier to just use a predefined light effect you add and remove to PCs in CT. Unless there's a reason there must be an object on the map, like they can set down the lantern to move around and fight.

Laerun
November 2nd, 2022, 22:03
If you create token assets and put them in your tokens folder, preferably a sub folder for organizing your icons such as a torch, lantern, light spell, what have you. Click on refresh to view your new token folder and whatever token icons you choose to add.

Drag any light token asset that you want into the hot keys. If your player wants to throw or move a torch, assign the appropriate token lighting to said token. Right click to make token always visible. Players should be able to interact with said token because it is on the top token layer. The NPC route is more stable but annoying in regards to combat tracker clutter and having to allow for passing the turn of said NPCs.

There are examples of how different options are to help with this situation.
https://youtu.be/XbJ3mJDd0_c

https://youtu.be/-flMR3WZlbM

TasteMyBootheel
November 17th, 2025, 20:05
Given the limitations Zacchaeus pointed out, the only thing I can think of is to create a torch npc, add it as a friendly npc to CT, and use a light effect in CT rather than adding a light to the token from the map settings. The players can't change effects in CT, but you could easily turn off and on the light by removing the opening square brace. It's easier than doing it in map settings.
If you're going to do that, it's easier to just use a predefined light effect you add and remove to PCs in CT. Unless there's a reason there must be an object on the map, like they can set down the lantern to move around and fight.

If you add [C] to the light effect
(e.g. Light: 20 torch [C]), it becomes concentration.
If a player damages the “torch“ NPC, it has a chance of extinguishing the light. Killing it guarantees the effect ends.
Can confirm this works with the 5e Advanced Effects extension when added to the effects tab of the custom “torch” NPC
https://www.fantasygrounds.com/forums/showthread.php?40833-5E-Advanced-Effects-(items-npcs-characters)

If you need an NPC to turn on when struck, use a darkness effect and a light effect, but make the darkness concentration.