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Assets

An asset is a piece of artwork used on a map. Every token, tile, area effect and aura is drawn with one.

An asset is more than an image file. It has a name and tags, a type that decides how its file is played, and parameters that control size and placement. Open one in the asset editor to change any of these.

Assets live in the library, inside a module, a campaign or a game system. Asset packs from the Package Manager are the usual source, and you can add your own to any campaign.

Assets in the library are blueprints. When you place one on a map, the tile or token gets its own copy of it:

  • Editing a placed asset changes only that object. Tint one brazier red and the others on the map, and the original in the library, stay as they were.
  • Editing a library asset does not change what is already on your maps. It applies the next time you place it.
  • Copies do not use extra space. Every copy of an asset points at the same file on disk, so placing the same tree a hundred times costs one image.
Type What it is
Image A single still image. The default.
Pattern An image repeated to fill the area it covers, such as a floor texture or a hedge.
Sprite Sheet A grid of frames played in sequence — the classic format for animated effects.
Animated Image A file that carries its own animation, such as an animated GIF or WebP.
Video A video file, played in place. It can be transparent — see Video assets.

Every asset has these:

Parameter What it does
Grid Size How many grid squares the artwork covers, written as 2x3.
Scale A multiplier on the drawn size.
Horizontal / Vertical Offset Nudges the artwork off centre, as a percentage.

Some types add their own:

Type Parameter What it does
Pattern Grid Align Lines the repeating pattern up with the map grid.
Sprite Sheet Frame Width / Height The size of one frame, in pixels.
Sprite Sheet Duration The length of the animation, in seconds. Set to 1 second on import.

Video’s parameters are covered in Video assets.

When you import an image or video, the app reads its file name to fill in the type and parameters, so a well-named asset pack needs no editing:

In the file name Sets
2x3 Grid Size to 2 × 3 squares
fx256x256 Sprite Sheet, with 256 × 256 pixel frames
.gif, or afx Animated Image
A video extension Video — see the naming rules for transparency

You can always correct what was guessed in the asset editor.

An asset’s name and tags are how you find it again in a large pack.

They also drive random assets. When the app places something that has no artwork of its own, such as a status effect’s aura, it looks through the modules chosen in the current campaign’s Campaign Settings for an asset whose name or tag matches, and picks one at random. Tag a few flame effects fire and every fire effect gets one of them.

Components change how an asset is drawn without editing its file. Add them under Components in the asset editor; an asset can have one of each.

Component What it does
filter.hsb Shifts hue, saturation and brightness.
filter.tint Tints the artwork towards a colour, at an intensity you choose.
animation.rotation Spins the artwork.
animation.opacity Fades it in and out.
animation.scale Pulses its size.

The animations each take a start and end value, a duration, a repeat count and whether to play back in reverse. A still image of a portal becomes a living one with a slow rotation and a pulse.

A component can be switched off without deleting its settings. Components set on the asset apply wherever it is used.

An asset can be a video instead of a still image. Set its Type to Video in the asset editor and point it at an .mp4 file, and every tile, token or area effect using that asset plays it.

This is how animated spell effects work: a fireball that actually burns, a shimmering portal, a banner that moves in the wind. Most of the effect packs people use are built for exactly this.

Parameter Default What it does
Loop On Restarts when it reaches the end. Most ambient effects want this.
Muted On A map can hold many videos at once, and none of them should start making noise on their own.
Speed 1.0 A multiplier on normal playback speed.

A spell effect has to sit on top of the map without a black box around it. That needs transparency, and no video format the iPad can play carries a transparency channel reliably.

Encounter+ solves it the way the wider effects community does: a split alpha video. Each frame of the file is twice the size of the picture — one half is the artwork, the other half is the transparency mask in greyscale, where white is solid and black is invisible. The app reassembles the two halves as it draws.

So the file looks wrong if you open it in a normal video player. That’s expected. What matters is that the asset’s parameters describe how it’s packed:

Parameter What it does
Transparent (Split Alpha) Tells the app the frame is packed this way. Off means the video is drawn opaque.
Alpha Layout Side by Side — artwork left, mask right. Top and Bottom — artwork top, mask bottom.

Both are set for you when you use the built-in conversion below.

Almost every transparent effect pack you’ll find online ships as .webm, which iOS cannot play at all. Encounter+ can convert one for you.

In the asset editor, open the menu beside the video row and choose Convert WebM (Experimental), then pick the file. A progress sheet appears while it works — a few seconds for a typical effect — and when it finishes the converted video is attached to the asset with its transparency parameters already filled in.

The conversion happens entirely on your device. Nothing is uploaded anywhere, and it works offline.

A few things worth knowing:

  • AV1 files can’t be converted. They’re rare in effect packs today but becoming less so. The app will tell you if you hit one.
  • A WebM without transparency still converts, to an ordinary opaque video. That’s still useful, since iOS couldn’t open the original.
  • Very wide videos are packed top-and-bottom instead of side by side. A 4000 × 400 line effect would be 8000 pixels wide packed side by side, which is more than the video encoder accepts.
  • Converted files can be larger than the original. WebM is an efficient format, and the converted video is twice the size of its picture. This matters because assets travel inside every module you export.

If you’d rather convert in bulk, or the in-app conversion refuses a file, ffmpeg does the same job:

Terminal window
ffmpeg -i effect.webm -filter_complex \
"[0:v]alphaextract,format=yuv420p[a];[0:v]format=yuv420p[c];[c][a]hstack=inputs=2" \
-c:v libx264 -crf 20 -pix_fmt yuv420p -an effect_sbs.mp4

That produces a side-by-side file. For a top-and-bottom one, replace hstack=inputs=2 with vstack=inputs=2.

The _sbs suffix isn’t decoration. When Encounter+ imports a video file, it reads the name to work out how the frame is packed:

  • _sbs or _alpha — side by side
  • _tb — top and bottom

Name your files this way and the transparency parameters are set automatically on import. You can always correct them by hand in the asset editor.