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
| 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. |
Component
Section titled “Component”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
| 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 |

