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Key Reference
The following is a list of the active effect keys that you can use to change a token's settings. The majority of these are the standard token properties which can be found in the Foundry API documentation.
When changing token properties with active effects, the Effect Values for each key can be a different type of value. The list below describes the different types of values used, from numbers to strings. Some take specific values, marked with an *, that will be documented right below the table.
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[number]- A number -
[min, max]- A number within a range of a minimum and maximum value -
[string]- A string -
[file]- A file path, e.g.icons/svg/mystery-man.svg -
[color]- A color in the hex format, e.g.#EE9B3A -
[boolean]- A boolean value, eithertrueorfalse
| Attribute Key | Change Mode | Effect Value |
|---|---|---|
ATL.preset |
Custom | [string] |
The effect value is one of the preset names, configured in the Lighting controls menu.
These are arranged how they are displayed in the token configuration, covering the three tabs most relevant to Active Effects: Appearance, Vision, and Light.
| Attribute Key | Effect Value | Description |
|---|---|---|
ATL.texture.src |
[file] |
Image Path |
ATL.width |
[0.5, Infinity] |
Width Dimension |
ATL.height |
[0.5, Infinity] |
Height Dimension |
ATL.hexagonalShape |
[number]* |
Hexagonal Shape |
ATL.texture.fit |
[number]* |
Image Fit Mode |
ATL.texture.anchorX |
[number] |
Anchor X |
ATL.texture.anchorY |
[number] |
Anchor Y |
ATL.texture.scaleX |
[number] |
Scale Ratio X |
ATL.texture.scaleY |
[number] |
Scale Ratio Y |
ATL.texture.tint |
[color] |
Tint Color |
ATL.alpha |
[0, 1] |
Token Opacity |
ATL.texture.offsetX |
[number] |
Offset X |
ATL.texture.offsetY |
[number] |
Offset Y |
ATL.texture.rotation |
[0, 360] |
Texture Rotation |
Hexagonal Shapes
Hexagonal Shape Value Ellipse (Variant 1) 0Ellipse (Variant 2) 1Trapezoid (Variant 1) 2Trapezoid (Variant 2) 3Rectangle (Variant 1) 4Rectangle (Variant 2) 5Source:
CONST.TOKEN_HEXAGONAL_SHAPES
Image Fit Modes
Image Fit Mode Value Fill fillContain containCover coverFull Width widthFull Height heightSource:
CONST.TEXTURE_DATA_FIT_MODES
| Attribute Key | Effect Value | Description |
|---|---|---|
ATL.ring.enabled |
[boolean] |
Ring Enabled |
ATL.ring.colors.ring |
[color] |
Ring Color |
ATL.ring.colors.background |
[color] |
Background Color |
ATL.ring.subject.texture |
[file] |
Subject Texture |
ATL.ring.subject.scale |
[0.5, 3] |
Subject Scale Correction |
ATL.ring.effects |
[number]* |
Ring Effects |
Ring Effects
Ring Effect Value Ring Pulse 2Ring Gradient 4Background Wave 8Spectral Pulse 16Source:
CONFIG.Token.ring.ringClass.effects
Important
Ring Effects is a special number field since it's treated like a bitmask. Use the Add Change Mode to change this value, to add or remove Ring Effects.
| Attribute Key | Effect Value | Description |
|---|---|---|
ATL.sight.enabled |
[boolean] |
Vision Enabled |
ATL.sight.range |
[0, Infinity] |
Vision Range |
ATL.sight.angle |
[0, 360] |
Vision Angle |
ATL.sight.visionMode |
[string]* |
Vision Mode |
Vision Modes
Vision Mode Value Basic Vision basicDarkvision darkvisionMonochromatic monochromaticTremorsense tremorsenseLight Amplification lightAmplificationSource:
CONFIG.Canvas.visionModes
Detection modes are saved in the token as an array of objects. Normally, active effects have trouble with arrays so ATE has a special syntax for detection modes.
| Attribute Key | Effect Value | Description |
|---|---|---|
ATL.detectionModes.[mode].range* |
[0, Infinity] |
Range |
ATL.detectionModes.[mode].enabled* |
[boolean] |
Enabled |
Detection Modes
Detection Mode Value Light Perception lightPerceptionDarkvision basicSightSee Invisibility seeInvisibilitySense Invisibility senseInvisibilityFeel Tremor feelTremorSee All seeAllSense All senseAllSource:
CONFIG.Canvas.detectionModes
| Attribute Key | Effect Value | Description |
|---|---|---|
ATL.sight.color |
[color] |
Vision Color |
ATL.sight.attenuation |
[0, 1] |
Attenuation |
ATL.sight.brightness |
[-1, 1] |
Vision Brightness |
ATL.sight.saturation |
[-1, 1] |
Saturation |
ATL.sight.contrast |
[-1, 1] |
Contrast |
| Attribute Key | Effect Value | Description |
|---|---|---|
ATL.light.negative |
[boolean] |
Is Darkness Source |
ATL.light.dim |
[0, Infinity] |
Dim Light Radius |
ATL.light.bright |
[0, Infinity] |
Bright Light Radius |
ATL.light.angle |
[0, 360] |
Emission Angle |
ATL.light.color |
[color] |
Light Color |
ATL.light.alpha |
[0, 1] |
Color Intensity |
| Attribute Key | Effect Value | Description |
|---|---|---|
ATL.light.animation.type |
[string]* |
Light Animation Type |
ATL.light.animation.speed |
[0, 10] |
Animation Speed |
ATL.light.animation.reverse |
[boolean] |
Reverse Direction |
ATL.light.animation.intensity |
[1, 10] |
Animation Intensity |
Light Animation Types
Light Animation Type Value Bewitching Wave witchwaveChroma chromaEnergy Field energyFairy Light fairyFlickering Light torchForce Grid gridGhostly Light ghostHexa Dome hexaLight Dome domeMysterious Emanation emanationPulse pulsePulsing Wave waveRadial Rainbow radialrainbowRevolving Light revolvingSiren Light sirenSmoke Patch smokepatchStar Light starlightSunburst sunburstSwirling Fog fogSwirling Rainbow rainbowswirlTorch flameVortex vortexSource:
CONFIG.Canvas.lightAnimations
| Attribute Key | Effect Value | Description |
|---|---|---|
ATL.light.coloration |
[number]* |
Coloration Technique |
ATL.light.luminosity |
[0, 1] |
Luminosity |
ATL.light.attenuation |
[0, 1] |
Attenuation |
ATL.light.saturation |
[-1, 1] |
Saturation |
ATL.light.contrast |
[-1, 1] |
Contrast |
ATL.light.shadows |
[0, 1] |
Shadows |
Coloration Techniques
Coloration Technique Value Legacy Coloration 0Adaptive Luminance 1Internal Halo 2External Halo 3Color Burn 4Internal Color Burn 5External Color Burn 6Low Absorption 7High Absorption 8Invert Absorption 9Natural Light 10Source:
AdaptiveLightingShader.SHADER_TECHNIQUES
Some modules add token settings that you can change with ATE.
Vision 5e as of version 2.3.2
The Detection Modes this module adds are documented in its README, specifically the ones that start with ATL.detectionModes.
It also changes the Vision Modes you can use with ATL.sight.visionMode, but you shouldn't use that key with this module since the module links changes to the Senses on the character sheet with the token settings.
Token Aura Ring as of version 1.3.0
| Attribute Key | Effect Value | Description |
|---|---|---|
ATL.flags.token-aura-ring.[name].radius |
[0, Infinity] |
Radius |
ATL.flags.token-aura-ring.[name].colour |
[color] |
Colour |
ATL.flags.token-aura-ring.[name].opacity |
[0, 1] |
Opacity |
ATL.flags.token-aura-ring.[name].weight |
[1, 16] |
Weight (px) |
ATL.flags.token-aura-ring.[name].visibility |
[string]* |
Visibility |
ATL.flags.token-aura-ring.[name].direction |
[-180, 180] |
Direction (degrees) |
ATL.flags.token-aura-ring.[name].angle |
[0, 360] |
Angle (degrees) |
Visibility
Visibility Value None NONEPlayer PLAYERTrusted Player TRUSTEDAssistant GM ASSISTANTGame Master GAMEMASTERSource:
CONST.USER_ROLE_NAMES
The [name] in the Attribute Key is a name you give for the aura and should be used in all keys for that aura. It's similar to what ATE does with ATL.detectionModes.
Token Auras as of version 2.4
| Attribute Key | Effect Value | Description |
|---|---|---|
ATL.flags.token-auras.aura1.permission |
[string]* |
Show To |
ATL.flags.token-auras.aura1.colour |
[color] |
Colour |
ATL.flags.token-auras.aura1.opacity |
[0, 1] |
Opacity |
ATL.flags.token-auras.aura1.distance |
[number] |
Distance (grid units) |
ATL.flags.token-auras.aura1.square |
[boolean] |
Square |
Permissions
Permission Value All allLimited limitedObserver observerOwner ownerGM gm
Can add the second aura by changing aura1 to aura2 in the key.
Caution
This module does not work past Foundry v10.
Perfect Vision as of version 4.1.19
| Attribute Key | Effect Value | Description |
|---|---|---|
ATL.flags.perfect-vision.sight.range |
[number] |
Vision range (in light), a.k.a. sight limit of Perfect Vision |