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Key Reference

Chris Seieroe edited this page Feb 6, 2026 · 15 revisions

Up to date with v12

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.

Legend

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.

  • [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, either true or false

Presets

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.

Token Property Examples

These are arranged how they are displayed in the token configuration, covering the three tabs most relevant to Active Effects: Appearance, Vision, and Light.

Appearance

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) 0
Ellipse (Variant 2) 1
Trapezoid (Variant 1) 2
Trapezoid (Variant 2) 3
Rectangle (Variant 1) 4
Rectangle (Variant 2) 5

Source: CONST.TOKEN_HEXAGONAL_SHAPES

Image Fit Modes
Image Fit Mode Value
Fill fill
Contain contain
Cover cover
Full Width width
Full Height height

Source: CONST.TEXTURE_DATA_FIT_MODES

Dynamic Token Ring

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 2
Ring Gradient 4
Background Wave 8
Spectral Pulse 16

Source: 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.

Vision

Basic Configuration

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 basic
Darkvision darkvision
Monochromatic monochromatic
Tremorsense tremorsense
Light Amplification lightAmplification

Source: CONFIG.Canvas.visionModes

Detection Modes

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 lightPerception
Darkvision basicSight
See Invisibility seeInvisibility
Sense Invisibility senseInvisibility
Feel Tremor feelTremor
See All seeAll
Sense All senseAll

Source: CONFIG.Canvas.detectionModes

Advanced Options

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

Light

Basic Configuration

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

Light Animation

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 witchwave
Chroma chroma
Energy Field energy
Fairy Light fairy
Flickering Light torch
Force Grid grid
Ghostly Light ghost
Hexa Dome hexa
Light Dome dome
Mysterious Emanation emanation
Pulse pulse
Pulsing Wave wave
Radial Rainbow radialrainbow
Revolving Light revolving
Siren Light siren
Smoke Patch smokepatch
Star Light starlight
Sunburst sunburst
Swirling Fog fog
Swirling Rainbow rainbowswirl
Torch flame
Vortex vortex

Source: CONFIG.Canvas.lightAnimations

Advanced Options

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 0
Adaptive Luminance 1
Internal Halo 2
External Halo 3
Color Burn 4
Internal Color Burn 5
External Color Burn 6
Low Absorption 7
High Absorption 8
Invert Absorption 9
Natural Light 10

Source: AdaptiveLightingShader.SHADER_TECHNIQUES

Module-Specific Settings

Some modules add token settings that you can change with ATE.

Vision 5e

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

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 NONE
Player PLAYER
Trusted Player TRUSTED
Assistant GM ASSISTANT
Game Master GAMEMASTER

Source: 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

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 all
Limited limited
Observer observer
Owner owner
GM gm

Can add the second aura by changing aura1 to aura2 in the key.

Perfect Vision

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