SC - Token Activities
SC - Token Activities
Overview
SC - Token Activities is a premium module for D&D 5e that turns Token changes into reusable Item activities. A light source, temporary vision, transformation, elevation change, disposition, detection mode, or movement mode can be applied and removed without permanently replacing the Token's normal setup.
The module also adds three scene activities:
- SC Search highlights configured Walls and Tiles after a successful check;
- SC Break Wall lets a character attempt to destroy a configured Wall;
- SC Unlock Door lets a character attempt to unlock a configured door.
The activities appear together in the SC - More Activities creation dialog.
Compatibility and Premium Installation
This module is premium and supports:
- Foundry Virtual Tabletop v13 and v14;
- D&D 5e 5.0.0 or newer;
- SC - More Activities 0.3.0 or newer, which is required;
- compatibility with SC - Conditional Activities and the chains provided by SC - More Activities;
- English and Brazilian Portuguese.
Token Level is available only on Foundry v14. All other current activities support both Foundry generations.
Install access is handled through the Shattered Codex Download Hub. See How to Download Premium Modules from the Download Hub for the complete access and installation flow.
After installing through the Download Hub:
- Enable SC - More Activities in your world.
- Enable SC - Token Activities.
- Reload the world if the Token Activities group does not appear immediately.
- Open a D&D 5e Item and add an activity to confirm that the Token Activities group is available.
The module does not register its activities outside D&D 5e. If the required SC - More Activities module is missing or inactive, the world still loads and a warning explains what is missing.
Activity Catalog
Current Activities
Foundry VTT v14 offers 12 activities for new creation. Foundry VTT v13 offers 11 because SC Token Level is v14-only.
| Activity | What it does | Important detail |
|---|---|---|
| SC Token Light | Changes the Token's emitted light, color, cone, animation, and advanced light appearance. | Useful for torches, spells, lanterns, and supernatural light. |
| SC Token Vision | Changes sight, vision mode, shader appearance, and one optional detection mode. | Existing detection modes not configured by the activity are preserved. |
| SC Token Appearance | Changes artwork, name, size, scale, opacity, facing, bars, ring, overlay, and transition. | Combines visual and dimensional changes in one activity. |
| SC Token Elevation | Changes elevation in Scene distance units. | Negative elevation is supported. |
| SC Token Disposition | Sets the Token to Secret, Hostile, Neutral, or Friendly. | Disposition is a category, so it uses Override rather than mathematical change modes. |
| SC Token Detection Mode | Adds or changes any number of detection modes. | Each mode has its own enabled state and range. |
| SC Token Movement Mode | Selects the action used when the Token moves. | The chosen action must be available in the current world. |
| SC Token Restore | Removes one selected kind of managed Token effect or all managed effects. | It does not restore broken walls or unlocked doors. |
| SC Token Level | Moves a Token to a named Scene Level, one level up, or one level down. | Foundry v14 only; elevation can change at the same time. |
| SC Search | Rolls once and highlights every configured Wall or Tile in range whose DC is met. | Failed secrets are never disclosed. |
| SC Break Wall | Highlights valid Walls, rolls against the selected Wall's DC, and removes it on success. | The Wall is archived so a GM can restore it. |
| SC Unlock Door | Highlights configured locked doors and changes the selected door to Closed on success. | The door remains in the Scene and can be relocked by a GM. |
Create and Use a Token Activity
- Open a D&D 5e Item.
- Add an activity through SC - More Activities.
- Choose an activity from the Token Activities group.
- Open the activity's Effect tab.
- Choose the operation and which Tokens it should affect.
- Optionally apply a preset, then change any populated values you need.
- Save the activity and use it from the Item.
Most Token-changing activities offer these operations:
- Activate creates the activity's managed Active Effect on each affected Token. If that same activity already has an effect on the Token, only its own effect is replaced.
- Restore removes the managed effect owned by that activity.
- Toggle activates when that activity is not applied and restores it when it is. Effects created by other activities do not change this decision.
Choose Targeted tokens to affect the Tokens currently targeted by the user, up to Maximum targets. Choose Activity actor to use the controlled Token for the Item's Actor, or that Actor's first active Token when none is controlled.
Presets
Presets are editable starting points. Selecting one fills the activity fields; it does not lock them or create a special runtime mode.
Preset families include:
- light sources such as Torch, Candle, Lantern, Daylight, Campfire, Moonlight, and Arcane Flame;
- senses such as Darkvision, Devil's Sight, Tremorsense, Blindsight, Truesight, See Invisibility, Thermal Vision, and Predator Vision;
- appearance changes such as Ghost, Hidden Presence, size changes, cardinal facings, fades, turns, growth, and restore;
- common elevations, dispositions, detection modes, movement modes, Scene Level changes, and restoration scopes;
- practical ranges and abilities for Search, Break Wall, and Unlock Door.
Detection, vision, movement, and level IDs are checked against the current world. If a preset refers to an ID that is not registered there, the module ignores that invalid value instead of writing broken Token data.
How Active Effects Work
The Beginner Version
When a Token activity is activated, the module creates an Active Effect on the Token's Actor. That effect is tied to the specific Scene Token and records only the fields the activity changes.
This produces three important results:
- two effects that change different fields can work at the same time;
- two effects that change the same field both remain active, with Active Effect priority deciding which value wins;
- removing the winning effect reveals the next effect underneath it, or the Token's normal value when no effect remains.
The module does not remove another activity's effect just because both affect light, vision, appearance, or another shared category. Creation order breaks a tie when two rows have the same priority.
Search, Break Wall, Unlock Door, and Token Restore do not create an additional Token Active Effect.
| Activity | What its Active Effect controls | What happens when it is removed | Availability |
|---|---|---|---|
| SC Token Light | Emitted light, color, cone, and light animation. | The next applicable effect takes over, or the Token returns to its normal light. | v13–v14 |
| SC Token Vision | Sight, vision mode, visual adjustments, and one optional detection mode. | Other vision effects remain; otherwise normal vision returns. | v13–v14 |
| SC Token Appearance | Image, name, size, scale, opacity, facing, bars, ring, overlay, and transition. | Other appearance effects remain; otherwise normal appearance returns. | v13–v14 |
| SC Token Elevation | Elevation. | The next elevation effect takes over, or normal elevation returns. | v13–v14; stored changes require an active GM. |
| SC Token Disposition | Secret, Hostile, Neutral, or Friendly disposition. | The next disposition effect takes over, or normal disposition returns. | v13–v14 |
| SC Token Detection Mode | One or more detection modes and their ranges. | Only the modes controlled by that effect are released. | v13–v14 |
| SC Token Movement Mode | The Token's movement action. | The next movement effect takes over, or normal movement returns. | v13–v14 |
| SC Token Level | Scene Level and optional elevation. | The next level effect takes over, or the normal level and elevation return. | v14 only; requires an active GM. |
| SC Token Restore | No new Active Effect. | Removes the selected managed Token effects. | v13–v14 |
| SC Search, SC Break Wall, SC Unlock Door | No Token Active Effect. | These activities highlight or change Scene elements instead. | v13–v14 |
What Happens When an Effect Changes
- Apply: one managed effect is created per target Token and per activity.
- Edit a row: the Token is recalculated with the new value.
- Remove one row: only that field is released; the other rows continue.
- Disable, expire, or delete the effect: its complete contribution stops.
- Enable it again: its contribution returns.
- Use Token Restore: the selected managed effects are removed and the remaining effects are recalculated.
Most properties are recalculated without changing the saved Token document. Width, height, elevation, and Scene Level must be written to the document because movement, collision, targeting, and grid occupancy read those stored values. For these four fields, the active GM temporarily preserves the base value and restores it after the last effect controlling the field disappears.
Editing Change Types
Newly created rows use Override. Numeric rows can also be edited to combine with the value produced by earlier effects:
| Change type | Beginner-friendly meaning |
|---|---|
| Override | Use the entered value. |
| Add | Add the entered number. |
| Subtract | Subtract the entered number. On v13, use Add with a negative value. |
| Multiply | Multiply by the entered number. |
| Upgrade | Keep whichever value is higher. |
| Downgrade | Keep whichever value is lower. |
Text, true/false values, colors, modes, and other choices use Override. Mathematical modes are only for numeric quantities.
Creating a Managed Effect by Hand
Advanced GMs can add a normal Active Effect to an Actor or one of its Items and enter a supported key manually. For example:
Attribute Key: flags.sc-token-activities.tokenChanges.width
Change Mode: Add
Value: 1
Priority: 20A hand-written effect that is not linked to one specific Scene Token applies to every Token of that Actor. It is not owned by an activity, so an activity's Toggle and Token Restore do not delete it. Disable or remove the Active Effect itself when you want it to stop.
Active Effect Keys by Activity (Advanced)
You normally do not need to type these keys. They are listed so GMs can understand every Active Effect row created by the module and safely edit or author effects by hand.
If you only use the activity sheets, you can skip this reference and continue to Foundry v13 and v14 Migration.
The tables show the path after the prefix:
- on Foundry v14, a path supported directly by core is normally stored as
token.<path>; - on Foundry v13, and for paths handled by this module on either generation,
it is stored as
flags.sc-token-activities.tokenChanges.<path>.
For example, light.dim may appear as token.light.dim or as
flags.sc-token-activities.tokenChanges.light.dim. Both represent the same
Token property. The shorthand flags.scta.tokenChanges.<path> is also accepted
for manually written change rows.
SC Token Light
| Path | What it changes | Useful value notes |
|---|---|---|
light.dim | Dim-light radius | Number from 0 upward, in Scene distance units. |
light.bright | Bright-light radius | Number from 0 upward, in Scene distance units. |
light.alpha | Strength of the emitted color | 0 is transparent; 1 is full strength. |
light.angle | Light cone | 0–360 degrees; 360 emits in every direction. |
light.attenuation | Fade between bright and dim light | 0–1. |
light.luminosity | Illumination strength | The activity UI uses 0–1; a manually edited managed row accepts -1–1. |
light.saturation | Color saturation in the lit area | -1 to 1. |
light.contrast | Contrast in the lit area | -1 to 1. |
light.shadows | Shadow strength | 0–1. |
light.color | Emitted color | Hex color such as #ffcc66. |
light.coloration | Foundry coloration technique | Whole-number technique ID. |
light.animation.type | Light animation | Registered animation ID, or null for none. |
light.animation.speed | Animation speed | Whole number from 0 to 10. |
light.animation.intensity | Animation strength | Whole number from 1 to 10. |
light.animation.reverse | Reverse animation direction | true or false. |
SC Token Vision
| Path | What it changes | Useful value notes |
|---|---|---|
sight.enabled | Whether the Token has sight | true or false. |
sight.visionMode | Vision shader or mode | Registered ID such as basic or darkvision. |
sight.range | Sight distance | 0 or higher; null means unlimited. |
sight.angle | Vision cone | 1–360 degrees. |
sight.color | Vision tint | Hex color such as #6699ff. |
sight.brightness | Vision brightness correction | -1 to 1. |
sight.saturation | Vision saturation correction | -1 to 1; -1 produces grayscale. |
sight.contrast | Vision contrast correction | -1 to 1. |
sight.attenuation | Fade at the edge of sight | 0–1. |
detectionModes.<id>.enabled | Whether the optional detection mode is active | Replace <id> with a registered mode; use true or false. |
detectionModes.<id>.range | Range of the optional detection mode | 0 or higher; null means unlimited. |
SC Token Appearance
| Path | What it changes | Useful value notes |
|---|---|---|
name | Token name | Any non-empty text. |
width | Token width | 0.1 or higher, in grid spaces. |
height | Token height | 0.1 or higher, in grid spaces. |
alpha | Token opacity | 0 is invisible; 1 is opaque. |
rotation | Token facing | Degrees normalized to 0–359. |
lockRotation | Whether ordinary rotation is locked | true or false. |
displayName | When the nameplate is visible | Foundry display-mode value selected by the activity. |
displayBars | When resource bars are visible | Foundry display-mode value selected by the activity. |
bar1.attribute | Actor path shown in bar 1 | Example: attributes.hp; null clears it. |
bar2.attribute | Actor path shown in bar 2 | Example: attributes.hp; null clears it. |
texture.src | Token image or video | A valid Foundry asset path. |
texture.scaleX | Horizontal image scale | Negative values mirror the image. |
texture.scaleY | Vertical image scale | Negative values mirror the image. |
texture.tint | Image tint | Hex color. |
ring.enabled | Dynamic Token Ring | true or false. |
ring.colors.ring | Ring color | Hex color. |
ring.colors.background | Ring background color | Hex color. |
appearance.overlay | Token-specific overlay image | Asset path, or null to remove it. |
animation.duration | Transition duration | Whole milliseconds from 0 upward. |
animation.easing | Transition curve | linear, easeIn, easeOut, or easeInOut. |
The size calculation chosen in the activity becomes the row's change type: Set values uses Override, Increase by uses Add, Reduce by uses Subtract, and Multiply by uses Multiply.
Smaller Token Activities
| Activity | Path | What it changes | Useful value notes |
|---|---|---|---|
| SC Token Elevation | elevation | Elevation in Scene distance units | Any finite number, including negative values. |
| SC Token Disposition | disposition | Secret, Hostile, Neutral, or Friendly attitude | -2, -1, 0, or 1; Override only. |
| SC Token Detection Mode | detectionModes.<id>.enabled | Whether one registered mode is active | true or false; Override only. |
| SC Token Detection Mode | detectionModes.<id>.range | Range of one registered mode | 0 or higher; null means unlimited. |
| SC Token Movement Mode | movementAction | Current movement action | Registered action such as walk, fly, swim, or burrow; Override only. |
| SC Token Level | level | Scene Level occupied by the Token | Existing Level document ID; v14 only. |
| SC Token Level | elevation | Optional elevation used with that level | Any finite number; v14 only. |
Search, Break Wall, Unlock Door, and Token Restore change scene documents or remove effects instead of creating Token Active Effect rows.
Foundry v13 and v14 Migration
The module converts its own Active Effects automatically when a world is opened on a different supported Foundry generation. You do not need to rebuild your Items.
Before changing versions, make a normal backup of the world. On the first launch after the change:
- Sign in as a GM and let the world finish loading.
- Open one Item that contains a Token activity.
- Inspect one Token that already has a managed effect.
- Use Activate and Restore once to confirm the result before play continues.
Existing Items and effects should remain usable. World documents and unlinked Token Actors are converted automatically, while Compendium entries stay unchanged until they are imported into the world.
Why a Migration Is Needed
Foundry v13 and v14 save Active Effect rows differently:
| Foundry generation | Where rows are stored | How a change mode is written | Who applies Token changes |
|---|---|---|---|
| v13 | changes on the Active Effect | Numeric mode | SC - Token Activities applies all supported Token paths. |
| v14 | system.changes | Named type plus a phase | Foundry applies supported token.* paths; the module handles the remaining paths. |
This is a storage difference. It does not mean you must rebuild Items or recreate their effects.
Complete v13 to v14 Active Effect Mapping
The tables below list every Active Effect path currently created or retained by SC - Token Activities.
On Foundry v13, every listed path is stored inside changes with this complete
key:
flags.sc-token-activities.tokenChanges.<path>For example, the v13 path light.dim is stored as
flags.sc-token-activities.tokenChanges.light.dim.
During migration to Foundry v14, the row moves to system.changes:
- Foundry v14 core means the key changes to
token.<path>and Foundry v14 applies it directly; - SC - Token Activities means the key remains
flags.sc-token-activities.tokenChanges.<path>because the module must still apply or materialize that property; - no valid row is removed merely because the Foundry generation changed.
SC Token Light Migration
| v13 path | Complete v14 key | Applied in v14 by |
|---|---|---|
light.dim | token.light.dim | Foundry v14 core |
light.bright | token.light.bright | Foundry v14 core |
light.alpha | token.light.alpha | Foundry v14 core |
light.angle | token.light.angle | Foundry v14 core |
light.attenuation | token.light.attenuation | Foundry v14 core |
light.luminosity | token.light.luminosity | Foundry v14 core |
light.saturation | token.light.saturation | Foundry v14 core |
light.contrast | token.light.contrast | Foundry v14 core |
light.shadows | token.light.shadows | Foundry v14 core |
light.color | token.light.color | Foundry v14 core |
light.coloration | token.light.coloration | Foundry v14 core |
light.animation.type | flags.sc-token-activities.tokenChanges.light.animation.type | SC - Token Activities |
light.animation.speed | token.light.animation.speed | Foundry v14 core |
light.animation.intensity | token.light.animation.intensity | Foundry v14 core |
light.animation.reverse | token.light.animation.reverse | Foundry v14 core |
light.animation.type stays module-managed so a cleared animation remains a
real empty value instead of becoming an animation whose ID is the text
"null".
SC Token Vision Migration
| v13 path | Complete v14 key | Applied in v14 by |
|---|---|---|
sight.enabled | token.sight.enabled | Foundry v14 core |
sight.visionMode | token.sight.visionMode | Foundry v14 core |
sight.range | flags.sc-token-activities.tokenChanges.sight.range | SC - Token Activities |
sight.angle | token.sight.angle | Foundry v14 core |
sight.color | token.sight.color | Foundry v14 core |
sight.brightness | token.sight.brightness | Foundry v14 core |
sight.saturation | token.sight.saturation | Foundry v14 core |
sight.contrast | token.sight.contrast | Foundry v14 core |
sight.attenuation | token.sight.attenuation | Foundry v14 core |
detectionModes.<id>.enabled | flags.sc-token-activities.tokenChanges.detectionModes.<id>.enabled | SC - Token Activities |
detectionModes.<id>.range | flags.sc-token-activities.tokenChanges.detectionModes.<id>.range | SC - Token Activities |
Unlimited sight and detection ranges remain module-managed so the same empty range works in both Foundry generations. Detection modes also remain mediated because a text Active Effect row cannot safely populate Foundry v14's keyed detection-mode collection.
SC Token Appearance Migration
| v13 path | Complete v14 key | Applied in v14 by |
|---|---|---|
name | token.name | Foundry v14 core |
width | flags.sc-token-activities.tokenChanges.width | SC - Token Activities |
height | flags.sc-token-activities.tokenChanges.height | SC - Token Activities |
alpha | token.alpha | Foundry v14 core |
rotation | flags.sc-token-activities.tokenChanges.rotation | SC - Token Activities |
lockRotation | flags.sc-token-activities.tokenChanges.lockRotation | SC - Token Activities |
displayName | flags.sc-token-activities.tokenChanges.displayName | SC - Token Activities |
displayBars | flags.sc-token-activities.tokenChanges.displayBars | SC - Token Activities |
bar1.attribute | flags.sc-token-activities.tokenChanges.bar1.attribute | SC - Token Activities |
bar2.attribute | flags.sc-token-activities.tokenChanges.bar2.attribute | SC - Token Activities |
texture.src | token.texture.src | Foundry v14 core |
texture.scaleX | token.texture.scaleX | Foundry v14 core |
texture.scaleY | token.texture.scaleY | Foundry v14 core |
texture.tint | token.texture.tint | Foundry v14 core |
ring.enabled | token.ring.enabled | Foundry v14 core |
ring.colors.ring | token.ring.colors.ring | Foundry v14 core |
ring.colors.background | token.ring.colors.background | Foundry v14 core |
appearance.overlay | flags.sc-token-activities.tokenChanges.appearance.overlay | SC - Token Activities |
animation.duration | flags.sc-token-activities.tokenChanges.animation.duration | SC - Token Activities transition metadata |
animation.easing | flags.sc-token-activities.tokenChanges.animation.easing | SC - Token Activities transition metadata |
Width and height stay module-managed because grid occupancy, collision, and targeting need a real Token document update. Transition duration and easing are kept as metadata for those material updates rather than applied as Token properties.
Other Current Token Activities
| Activity | v13 path | Complete v14 key | Applied in v14 by |
|---|---|---|---|
| SC Token Elevation | elevation | flags.sc-token-activities.tokenChanges.elevation | SC - Token Activities |
| SC Token Disposition | disposition | token.disposition | Foundry v14 core |
| SC Token Detection Mode | detectionModes.<id>.enabled | flags.sc-token-activities.tokenChanges.detectionModes.<id>.enabled | SC - Token Activities |
| SC Token Detection Mode | detectionModes.<id>.range | flags.sc-token-activities.tokenChanges.detectionModes.<id>.range | SC - Token Activities |
| SC Token Movement Mode | movementAction | token.movementAction | Foundry v14 core |
| SC Token Level | level | flags.sc-token-activities.tokenChanges.level | SC - Token Activities; v14 only |
| SC Token Level | elevation | flags.sc-token-activities.tokenChanges.elevation | SC - Token Activities; v14 only |
Elevation and Scene Level stay module-managed because they affect stored Scene placement. SC Token Level is not available on Foundry v13, so its rows normally originate on v14; the v13 form is still understood if the world is downgraded.
Historical Detection-Mode Row
Very old effects may store the entire detection-mode collection in one row instead of using one enabled/range pair per mode.
| Stored historical key | Complete v14 key | Migration behavior |
|---|---|---|
detectionModes | flags.sc-token-activities.tokenChanges.detectionModes | Remains module-managed and replaces the complete collection when applied. |
token.detectionModes | flags.sc-token-activities.tokenChanges.detectionModes | Repaired to the mediated key because Foundry v14 would otherwise cast the text row to an empty collection. |
Current Token Vision and Token Detection Mode activities use the safer
per-mode detectionModes.<id>.enabled and detectionModes.<id>.range rows
listed above.
Activities That Do Not Migrate Active Effect Rows
| Activity | Why no Active Effect row is migrated |
|---|---|
| SC Token Restore | Removes selected managed Token effects instead of creating one. |
| SC Search | Highlights configured Scene elements after a check; it does not change Token state. |
| SC Break Wall | Archives and deletes a configured Wall on success. |
| SC Unlock Door | Archives the previous door state and changes Locked to Closed on success. |
What the Module Does Automatically
When the world first becomes ready after moving from v13 to v14, or from v14 back to v13, the active GM converts managed effects to the running generation's format.
The automatic pass includes:
- Active Effects on world Actors;
- Active Effects on Items owned by those Actors;
- Active Effects on world Items;
- Active Effects on unlinked Token Actors.
An effect can still be read before this pass finishes, so activities continue to work immediately after the generation change. Effects imported later, dragged from a Compendium, or restored from a backup are converted when they enter the world.
Compendium packs are not rewritten in place. Their effects remain readable in both generations and are converted after being brought into the world.
Moving in Either Direction
The migration is designed to work both ways. A world can move from v13 to v14, return to v13, and move to v14 again. Each load changes only rows stored in the wrong format and leaves rows belonging to other modules alone.
Two small format differences are worth knowing:
- v13 has no separate Subtract mode. A v14 subtraction becomes Add with a negative value on v13. If the world returns to v14, it remains an equivalent Add row rather than changing back to Subtract.
- v13 has no change phase. The phase is dropped when moving down to v13 and is
restored as
initialwhen moving back to v14.
Before changing Foundry generations, make a normal world backup. After the change, connect one active GM, let the world finish loading, and inspect one Item and one affected Token before continuing play.
Migration from Older Token-State Builds
Earlier builds wrote Token properties directly and stored a separate original state for light, vision, appearance, elevation, disposition, detection, movement, and levels. They could also carry Token Light state originally created by SC - More Activities.
On the first ready after upgrading, the active GM restores those older base values and removes the obsolete state. The current managed Active Effects then apply again on top. The Token should not visibly jump during this process; the important change is that Active Effects become the source of truth and can stack correctly afterward.
Prepare Scene Interactions
Search, Break Wall, and Unlock Door use an ability check from the activity's
Actor. Their ranges are measured from that Actor's Token, and a maximum range
of 0 means unlimited. For a Wall or Tile, the module measures to the nearest
point of that shape instead of only checking its center.
Configure Walls and Tiles
Open a Wall or Tile configuration sheet and choose the Token Activities side tab.
For a Wall, you can configure:
- Can be broken, Break DC, and Break ability;
- Can be picked, Lock DC, and Lockpick ability when it is a door;
- Hides something and Search DC.
For a Tile, you can configure Hides something and Search DC.
When a Wall does not define its own ability, Break Wall or Unlock Door uses the ability chosen in the activity. Invalid or nonpositive DC values fall back to 15.
Search
- Create SC Search and choose its ability and maximum range.
- Use the activity from an Actor with a Token on the active Scene.
- The active GM rolls one D&D 5e ability check.
- Every configured Wall or Tile in range whose Search DC is met glows for the requesting user.
GMs can choose Search reveal style in Configure Settings > Module Settings > SC - Token Activities. Short pulse is the default; Steady glow for a duration keeps the outline visible. Search reveal duration (seconds) sets that steady glow from 1 to 60 seconds; the default is 6.
Break Wall
- Mark a Wall with Can be broken and set its DC.
- Create SC Break Wall and choose its default ability and range.
- Use the activity, then click one highlighted Wall. Right-click or press Escape to cancel.
- The active GM rolls the check. On success, the module archives the Wall and removes it from the Scene.
A GM can use Restore Last Broken Wall in the Walls controls to restore the latest archived Wall.
Unlock Door
- Configure a Wall as a door and set its current state to Locked.
- Enable Can be picked, then set the Lock DC and optional ability.
- Create SC Unlock Door with a default ability and range.
- Use the activity and click one highlighted locked door. Right-click or press Escape to cancel.
- On success, the door changes from Locked to Closed. The Wall itself is not removed.
A GM can use Relock Last Unlocked Door in the Walls controls to restore the most recently archived door state.
For security, non-GM users cannot choose secret doors or searchable Walls as direct Break Wall or Unlock Door targets. GMs can still work with those Scene elements.
Permissions and Results
Player requests and Scene document changes are validated and performed by the active GM. Players need:
- ownership of the activity's Actor or Item;
- Foundry's Query Users permission for remote requests;
- at least one selected target when using Targeted tokens.
Search, Break Wall, and Unlock Door also require the activity Actor to be represented by a Token on the active Scene. Activity actor targeting needs that Actor's controlled Token or first active Token; Targeted tokens uses the user's selected Tokens instead.
Keep one active browser tab or connection for the designated active GM User. Foundry selects an active GM User rather than one particular browser session, so using the same GM account in several active tabs can allow local operations to overlap.
Each completed execution creates a chat result card:
- Token activities list affected and skipped Tokens;
- Search shows the roll and number of points revealed;
- Break Wall and Unlock Door show the GM-side roll, DC, and outcome.
The GM performs the authoritative roll through D&D 5e's standard roll dialog, including situational bonuses, advantage, and disadvantage. A player's client cannot submit its own roll total.
Troubleshooting
The Token Activities group is missing
- Confirm that the world uses D&D 5e 5.x.
- Confirm that SC - More Activities 0.3.0 or newer is active.
- Confirm that the activity type is enabled in the SC - More Activities Activity Catalog.
- Reload the world after enabling dependencies.
- Token Level does not appear on Foundry v13.
A player cannot use or restore a Token activity
- Keep an active GM connected.
- Confirm the player owns the activity Actor or Item.
- Confirm the player's role has Query Users permission.
- Open the correct active Scene.
- For Activity actor, control or place that Actor's Token.
- For Targeted tokens, select at least one Token and check Maximum targets.
An Active Effect row does not change the Token
- Confirm the effect is enabled and has not expired.
- Use mathematical change types only on numeric paths.
- Use Override for text, booleans, colors, modes, disposition, and other choices.
- On v13, represent subtraction as Add with a negative number.
- Confirm that vision, detection, movement, and level IDs exist in the current world.
- Keep an active GM online for width, height, elevation, and level changes.
Search finds nothing
- Confirm that Hides something is enabled on the Wall or Tile.
- Confirm that the element is inside the activity's range.
- Confirm that the roll can meet its Search DC.
- Remember that a failed check intentionally looks the same as a Scene with no discoverable element.
Break Wall or Unlock Door has no target
- Confirm that Can be broken or Can be picked is enabled.
- Check the configured range from the activity Actor's Token.
- Unlock Door only highlights configured doors that are currently Locked.
- Search-marked Walls and secret doors are not exposed as direct interaction targets to non-GM users.
A material effect was deleted while no GM was online
Reconnect an active GM and reload the world. The ready-time recovery checks Tokens that still hold a preserved base value and restores fields no longer claimed by an effect. Do not clear the module's Token flags manually before this recovery runs.