Token Light Condition
Getting started
Section titled “Getting started”Begin with Installation. How It Works then covers the calculation pipeline end to end.
Features
Section titled “Features”Automatic per-token tracking
Section titled “Automatic per-token tracking”Every eligible token (characters and NPCs with HP > 0) gets a recalculated Bright, Dim, or Dark condition on movement, scene light changes, ambient light edits, and token-light edits. See How It Works.
Status effects you can read elsewhere
Section titled “Status effects you can read elsewhere”The Dark Lighting and Dim Lighting active effects expose dark and dim status sets that any other module can consume. Tracking-only mode keeps the actor flag without applying the visible effect. See Active Effects.
HUD indicator
Section titled “HUD indicator”Right-click any token to see a coloured icon in the token HUD: a hollow moon for dark, a filled moon for dim, and a sun for bright. GMs and players both see it. See Token HUD Indicator.
Realistic light handling
Section titled “Realistic light handling”Walls block via Foundry’s sight polygon backend. Cone-angle and rotation are respected. 3D elevation enters the distance calculation. Tile light-restriction blocks global illumination. See Light Source Handling.
System and integration aware
Section titled “System and integration aware”D&D 5e uses ActiveEffects. Pathfinder 2e uses Item-based effects with RollOption rules (lighting:darkness, lighting:dim-light). Cauldron of Plentiful Resources routes through its Effect Interface. See System Support and Cauldron of Plentiful Resources.
One-click toggle
Section titled “One-click toggle”A button in the lighting toolbar enables or disables the system for the world. See Scene Control Toggle.
Support
Section titled “Support”- Issues and features: GitHub Issues
- Community: Discord
- Support development: Ko-fi