From 7e9ca6469adf22db72b1dbcc5ce16be68b57ffdf Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:05:49 +1030 Subject: [PATCH 01/14] New translations i18n.properties (French) --- .../resources/net/rptools/maptool/language/i18n_fr.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_fr.properties b/src/main/resources/net/rptools/maptool/language/i18n_fr.properties index 3a8b9fa3eb..4d033a360c 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_fr.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_fr.properties @@ -837,8 +837,7 @@ position.side.bottom = Bottom CampaignPropertiesDialog.label.sight = Format\:
Name \: options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options\:
When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Name \: options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options\:
When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Name \: options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options\:
When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Name \: options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options\:
When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Name \: options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options\:
When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Name \: Optionen
Jeder Sichttyp kann eine oder mehr Optionen haben, aber auch keine, Leerzeichen trennen Optionen. Wenn keine Optionen verwendet werden, werden Standardwerte für alle Werte angenommen (z.B. Normale Sicht).
Optionen\:
Bei Verwendung mit shape\=cone beschreibt den Winkel, den das Sichtfeld hat. Ein ganzzahliger Wert von 0 bis 180, beispielsweise\: arc\=120
Wenn er mit shape\=beam verwendet wird, bestimmt er die Breite des Strahls, Ein ganzzahliger Wert sein, beispielsweise arc\=4
Bereich des persönlichen Lichts. Das Token wird eine Lichtquelle auf es zentriert haben, die nur es selbst mit einem Radius dieses Wertes sehen können. Sie können mehrere persönliche Lichter pro Sichtart definieren.
Kann eine optionale \#rrggbb hex Farbkomponente gemäß typischen CSS-Regeln haben.
Kann auch einen optionalen +x lumens Wert haben. Lumens Standard ist 100, was bedeutet, dass es durch jede Dunkelheit mit einem Lumenwert von -1 bis -99 zu sehen ist. Siehe die Diskussion von Lumen auf der Registerkarte Licht für weiteres.
Beispiel\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Name \: options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options\:
When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
名称\: options
各視覚種別0個以上のオプションを持つことができ、それぞれのオプションは1つ以上の空白文字で区切られる。オプションのないものは全ての値に初期値を用いることとなる(例:Normal視覚)。
オプション:
形状に cone を使用した場合、トークンがどれ程の幅の視界を持つかを指定する。整数の値を指定できる。例:arc\=120
形状に beam を指定した場合、直線の幅を指定する。0から180までの整数を指定できる。例:arc\=4
個人照明の範囲。トークンは、この値の半径だけ見ることのできる照明をトークンの中心に持つことになる。個人照明は各光源につき複数定義することができる。
省略可能な \#rrggbb の16進数色要素を追加することができる。これは一般的なCSSのルールに基づく。
また、+x の照度の値を持つこともできる。照度の初期値は100であり、これは -1 から -99 までの照度を持つ暗闇を見通す事ができる。詳しい説明は照明タブの照度の欄を参照。
例:r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Name \: options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options\:
When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Name \: options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options\:
When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Name \: options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options\:
When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Name \: options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options\:
When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Name \: options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options\:
When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Name \: options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options\:
When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Name \: options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options\:
When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120
When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex\: r60\#bb0000+120
Group name
----------
name\: type shape OPTIONS scale range\#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines that start with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names are displayed in sorted order, and the sub-entries are alphabetically sorted as well.
A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.
Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.
Can have an optional +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens\=-20 will cover over any light with lumens <\= 20 and any light with lumens >\= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note\: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <\= -100.
Example\:
Sample Lights - 5' grid
----
Candle - 5 \: 7.5 12.5\#000000
Lamp - 15 \: 17.5 32.5\#000000
Torch - 20 \: 22.5 42.5\#000000
Lantern, bullseye - 60 \: cone arc\=60 62.5 122.5\#000000
Lantern, bullseye (leaks light) - 60 \: cone arc\=60 62.5 122.5\#000000 circle 2.5\#000000
Daylight Spell - 60 \: 62.5+50 122.5\#000000+50
Nightvision goggles - 40 \: cone arc\=30 42.5\#00e000+30
Magical Darkness
----
Deeper Darkness - 60\: circle 62.5-130
Darkness - 20 (CL2)\: circle 22.5-20
Darkness - 20 (CL4)\: circle 22.5-40
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 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 areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
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.
Sample Auras\: 5' grid
----
Aura red 5 \: aura square GM 2.5\#ff0000
Aura red 10 \: aura GM 7.5\#ff0000
Aura Owner Also 5 \: aura square owner 2.5\#00ff00
Aura Owner Also 10 \: aura owner 7.5\#00ff00
Aura Player Also 5 \: aura square 2.5\#0000ff
Aura Player Also 10 \: aura 7.5\#0000ff
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.
New Interesting Auras\: 5' grid
----
Side Fields - 12.5\: aura cone arc\=90 12.5\#6666ff offset\=90 12.5\#aadd00 offset\=-90 12.5\#aadd00 offset\=180 12.5\#bb00aa
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 10 20\#ffff00
Range Circles 30/60/90\: aura circle 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Range Arcs 30/60/90\: aura cone arc\=135 30.5 30.9\#000000 60.5 60.9\#000000 90.5 90.9\#000000
Beam - 50\: aura beam arc\=4 150\#ffff00