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tools:maptool4sgf:light [2024/03/06 17:53] – created publishertools:maptool4sgf:light [2024/03/06 18:09] (current) publisher
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 ====== Light ====== ====== Light ======
  
-Licht kann für jede Campagne seperat durch einen speziellen in Edit -> Campaign Properties unter Light Einzeiler defeniert werden.\\+Licht kann für jede Campagne seperat durch einen speziellen in Edit → Campaign Properties unter Light Einzeiler defeniert werden.\\
 Damit kann dies nur der Spielleiter. Damit ein Spieler sein eigenes Licht schaffen kann muß er den Einzeiler dem SPielleiter schicken, damit dieser es in die Campaign hinzufügen kann.\\ Damit kann dies nur der Spielleiter. Damit ein Spieler sein eigenes Licht schaffen kann muß er den Einzeiler dem SPielleiter schicken, damit dieser es in die Campaign hinzufügen kann.\\
 Testen kann ein Spieler seine Lichtdefinition aber schon vorher, indem er eine eigene Campagne lokal startet und die Formel dort einträgt.\\ Testen kann ein Spieler seine Lichtdefinition aber schon vorher, indem er eine eigene Campagne lokal startet und die Formel dort einträgt.\\
 (Danach sich selbst als Spieler dafür einträgt und dann in einem zweiten MapTool den Token (Char/Objekt) des Spieler darin das Licht ausprobieren läßt.) (Danach sich selbst als Spieler dafür einträgt und dann in einem zweiten MapTool den Token (Char/Objekt) des Spieler darin das Licht ausprobieren läßt.)
  
-===== Original Einträge =====+===== Internet-Resourcen =====
  
 +[[https://wiki.rptools.info/index.php/Introduction_to_Lights_and_Sights|Introduction to Lights and Sights]]
 +
 +===== Original Einträge =====
 <code> <code>
 +
 D20 D20
 ---- ----
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 ==== Format ==== ==== Format ====
  
-<code>Group name+<code> 
 +Group name
 ---------- ----------
 name: type shape OPTIONS scale range #rrggbb lumens=x name: type shape OPTIONS scale range #rrggbb lumens=x
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 //*Note:// Personal Lights defined in //Sight// have a default lumens value of 100. So a typical sight defined for Darkvision will see through anything with a lumens value if -1 through -99. To overcome Darkvision, use lumens values <= -100.\\ //*Note:// Personal Lights defined in //Sight// have a default lumens value of 100. So a typical sight defined for Darkvision will see through anything with a lumens value if -1 through -99. To overcome Darkvision, use lumens values <= -100.\\
 **OPTIONS:** The only valid options are **GM** and **OWNER** and they apply only to auras (see below). **OPTIONS:** The only valid options are **GM** and **OWNER** and they apply only to auras (see below).
 +=== Example ===
  
-**Example:** +<code> 
-<code>Sample Lights - 5' square grid+Sample Lights - 5' square grid
 ---- ----
 Candle - 5 : 7.5 12.5#000000 Candle - 5 : 7.5 12.5#000000
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 ---- ----
  
-====   Auras   ====+==== Auras ====
  
 To create an aura, put the keyword **aura** at the beginning of the definition. Auras radiate a colored area and interact with the vision blocking layer (i.e. are blocked by VBL), but do not actually cast any visible light and therefore do not expose any fog-of-war. GM-only auras are only visible by clients logged into the server as GM. They remain visible even when the map is in //Show As Player// mode. Owner-only auras are only visible to the player(s) who owns the token they are attached to and are always visible to the GM. See examples, below. To create an aura, put the keyword **aura** at the beginning of the definition. Auras radiate a colored area and interact with the vision blocking layer (i.e. are blocked by VBL), but do not actually cast any visible light and therefore do not expose any fog-of-war. GM-only auras are only visible by clients logged into the server as GM. They remain visible even when the map is in //Show As Player// mode. Owner-only auras are only visible to the player(s) who owns the token they are attached to and are always visible to the GM. See examples, below.
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 In the following example, the GM-only auras are red, the owner-only auras are green, and the player auras are blue. You can of course define your own colors. In the following example, the GM-only auras are red, the owner-only auras are green, and the player auras are blue. You can of course define your own colors.
  
-<code>Sample Auras - 5" square grid+<code> 
 +Sample Auras - 5" square grid
 ---- ----
 Aura red 5 : aura square GM 2.5#ff0000 Aura red 5 : aura square GM 2.5#ff0000
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 The first line creates a square GM-only aura in red that is 5-feet across. The second creates a round GM-only aura in red with a 15-foot diameter. Lines three and four do the same thing, but with a green aura that is only visible to players who own the token with the aura attached to it. Lines five and six are visible to all players and are in blue. The first line creates a square GM-only aura in red that is 5-feet across. The second creates a round GM-only aura in red with a 15-foot diameter. Lines three and four do the same thing, but with a green aura that is only visible to players who own the token with the aura attached to it. Lines five and six are visible to all players and are in blue.
- 
  
tools/maptool4sgf/light.1709744005.txt.gz · Last modified: 2024/03/06 17:53 by publisher