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Asset

A reusable piece of artwork placed on a Map.

Assets are the shared image layer behind Token, Tile, AreaEffect and Aura — each of those points at one rather than carrying its own file, so the same door or token art can be dropped onto a map many times at no extra cost.

An asset is more than a file path. Its type decides how the resource is interpreted — a still image, a tiling pattern, a sprite sheet to animate, or an animated file — with the details in parameters, and components can tint or animate it further.

Assets are library content in their own right: they belong to a module, campaign or system and are browsable and taggable like any other entity.

  • SeeAlso: Token, Tile, AreaEffect, Component

View JSON Schema

Property Type Required Description
id string Yes The unique identifier for this asset. A UUID string automatically generated when the asset is created. This serves as the primary key in the Realm database.
name string Yes The display name of the asset.
Examples: "Wooden Door"
slug string Yes A URL-friendly identifier for the asset. Used to link to the asset as /asset/wooden-door.
Examples: "wooden-door"
type string Yes How the resource is interpreted, as the raw value of an AssetType. Use typeValue for the typed form.
Examples: "image", "pattern", "spriteSheet", "animatedImage"
resource string No The file path of the artwork. Note: Resolved against the asset’s container — its module, campaign or system directory.
Examples: "assets/img/wooden-door.png"
parameters Object Yes The decoded contents of params.
components Array<Component> Yes Filters and animations baked into the asset. Applied wherever the asset is used, unlike the components on an individual Tile. SeeAlso: Component
rank integer Yes The manual sort position of the asset. Lower values sort first.
tags Array<string> Yes Custom tags for categorization and filtering.
Example Tags: "dungeon", "furniture", "token"
parentId string Yes The identifier of the group containing this asset in the library tree.

A filter or animation applied to a map object’s artwork.

Components are how one Asset yields many variations: tint a torch flame blue, desaturate a door to read as ruined, or set a banner rotating. Rather than requiring separate artwork, the same resource is modified at render time.

They attach to an Asset — where they apply everywhere it is used — or to an individual Tile, AreaEffect or Aura, where they apply to that placement alone.

  • SeeAlso: Asset, Tile, AreaEffect, Aura

View JSON Schema

Property Type Required Description
type string No What this component does, as the raw value of a ComponentType. Use typeValue for the typed form.
Examples: "filter.hsb", "animation.rotation"
enabled boolean Yes Whether the component is applied. Lets an effect be switched off without removing its configuration.
hue any Yes
saturation any Yes
brightness any Yes
color any Yes
from any Yes
to any Yes
repeat any Yes
duration any Yes
autoreverse any Yes