How It Works
Eligible tokens
Section titled “Eligible tokens”The module tracks tokens whose actor is a character or NPC with HP above 0. A token that drops to 0 HP loses its light level and effect, and it is recalculated when healed.
The level describes the light at the token’s position. Darkvision and other vision modes do not change the level or the effect. The getEffectiveLightLevel API method returns a level adjusted for vision.
What triggers a recalculation
Section titled “What triggers a recalculation”| Change | Recalculated |
|---|---|
| A token is placed, moves, is hidden or revealed, or its HP changes | That token |
| A token that emits light is placed, moves, is hidden or revealed, rotates, or is deleted | Every eligible token |
| A token’s light settings change | Every eligible token |
| A wall is placed or removed, or its position, door state, light, sight, direction, or threshold settings change | Every eligible token |
| A tile is placed or removed, or its Restricts Light option, elevation, position, or size changes | Every eligible token |
| An ambient light is placed, edited, or removed | Every eligible token |
| The scene’s darkness level or global illumination changes | Every eligible token |
| A scene is drawn, on world load or scene switch | Every eligible token |
A moving token is recalculated once its movement animation finishes. To wait before recalculating, so a burst of changes resolves in one pass, use Delay Calculations.
Which client does the work
Section titled “Which client does the work”Automatic calculations and effect changes run on the primary GM’s client. 3DS:ATLAS picks this GM from its Primary GM setting, falling back to Foundry’s active GM when the chosen GM is offline. Other clients receive the results. With no GM connected, light levels keep their last value.
Which scene is recalculated
Section titled “Which scene is recalculated”Scene-wide recalculations run on the scene the primary GM is viewing. Other scenes keep their last levels. If the primary GM is viewing a scene other than the active scene, scene-wide recalculations are skipped and a warning names the active scene.