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Difference between revisions of "Script:Dynamic Lighting Animation"

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|name=Dynamic Lighting Animation
 
|name=Dynamic Lighting Animation
 
|author={{user profile|235259|Brian}}
 
|author={{user profile|235259|Brian}}
|version=2.0
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|version=2.3
|lastmodified=2015-01-08}}
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|dependencies={{api repository link|splitArgs}}, {{api repository link|IsGM}}
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|lastmodified=2016-03-09
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|conflicts={{api repository link|Store Commands}}}}
  
The following script creates the API commands <code>!snapshot</code>, <code>!reset</code>, <code>!run</code>, and<code>!stop</code>.
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'''Dynamic Lighting Animation''' creates the API commands <code>!snapshot</code>, <code>!reset</code>, <code>!run</code>, and<code>!stop</code>. These are used to setup and then animate a sequence of "frames" changing the walls on the dynamic lighting layer. This effect could be useful for such things as a shifting magical labyrinth in real-time.
<br clear="all">
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=== Syntax ===
 
=== Syntax ===
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This script does '''not''' create or delete paths. If you want a frame with one or more paths missing, you can simply move them off the map.
 
This script does '''not''' create or delete paths. If you want a frame with one or more paths missing, you can simply move them off the map.
 +
 +
=== Changelog ===
 +
{{changelog version|2.3|2016-03-09|* Update for one-click install}}
 +
{{changelog version|2.2|2015-01-24|* [bugfix] No-arg crash}}
 +
{{changelog version|2.1|2015-01-22|* Fixed transcription error}}
 +
{{changelog version|2.0|2015-01-08|* Release}}
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[[Category:Discontinued API Scripts]]

Latest revision as of 12:43, 17 June 2020

API ScriptAuthor: Brian
Version: 2.3
Last Modified: 2016-03-09
Code: Dynamic Lighting Animation
Dependencies: splitArgs, IsGM
Conflicts: Store Commands

Dynamic Lighting Animation creates the API commands !snapshot, !reset, !run, and!stop. These are used to setup and then animate a sequence of "frames" changing the walls on the dynamic lighting layer. This effect could be useful for such things as a shifting magical labyrinth in real-time.

Contents

[edit] Syntax

!snapshot <frames>
!reset
!run
!stop
Formally:

S

→ !snapshot frames


S

→ !reset

S

→ !run

S

→ !stop

frames

integer
Parameter Values
frames The number of frames to hold the snapshot when running the animation. One frame is equal to 1/20th of a second, so a value of 20 will hold the snapshot for 1 second.

[edit] Using the commands

Only the GMs can use these API commands.

In order to "record" the animation, move the player bookmark to the page with the DL layer you want to animate. Set up the paths on the DL layer as you want, and then use the !snapshot command.

The animation record will persist between game sessions, although the script is not set up to record different animations for different pages.

Once you're ready to show off your fantastical magical labyrinth to your players, use the !run command. Stop the animation with !stop.

You cannot record additional snapshots while the animation is running. If you need to change the animation or you're ready to record a different one, you need to use !reset to clear the old animation.

[edit] Notes

This script does not create or delete paths. If you want a frame with one or more paths missing, you can simply move them off the map.

[edit] Changelog

v2.3 (2016-03-09)

  • Update for one-click install


v2.2 (2015-01-24)

  • [bugfix] No-arg crash


v2.1 (2015-01-22)

  • Fixed transcription error


v2.0 (2015-01-08)

  • Release