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Automation
Automation tells Visage to watch the game and apply or remove the Visage by itself. To set it up, switch the View in the header of The Visage Editor to Automation.

Each Visage has one rule, written as a sentence: "Apply this Visage while all (or any) of these are true, and remove it when they stop being true", followed by a list of conditions.
- All or any: Click all or any in the sentence. With all, every condition must be true for the Visage to apply. With any, one true condition is enough.
- A state, not a moment: The conditions describe a state rather than an event. The Visage stays applied for as long as the rule is true and is removed as soon as it stops being true. To react to a different situation (for example one look during combat and another once it ends), duplicate the Visage and give the copy its own conditions.
- In words: Underneath the conditions, the In words panel describes the whole rule in plain language (for example "Applied while the token is in combat and system.attributes.hp.value is at or below 50% of its maximum. Removed when that stops being true."). It updates as you edit, so you can check the rule reads the way you expect. The same description appears as a tooltip on the automation button of the Visage's card in the Visage Library.
- Apply automatically: The green power button switches automation on or off for this Visage. It is the same button shown on the Visage's card in the Visage Library, so you can also switch automation on or off there without opening the editor. While automation is off, you can still edit the rule; it just does not apply until you switch it back on.
- Priority Level: Decides what happens when several automated Visages apply to a token at the same time. For Identities, the one with the highest number wins. For Overlays, higher numbers are placed higher in the token's stack.
Add a condition with the Attribute, Effect or Event buttons under the list. Each condition is a short sentence you edit in place. Every condition has two buttons:
- Switch on or off: A switched-off condition is ignored by the rule, but kept so you can switch it back on later.
- Delete condition: Removes the condition.
Checks data stored on the actor (like hit points, armour class or name). The sentence reads: [data path] read as [type] is [comparison] [value].
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Actor Data Path: The path to the data (for example
system.attributes.hp.value). Click the button next to the field to open the Attribute Picker. -
Read as: Whether the data is a number, text or true or false. The rest of the sentence changes to match.
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Numbers are compared with at or below, below, equal to, not equal to, above or at or above. A number can be compared (as a value) or as a percent of a maximum. In percent mode, the sentence adds "of [maximum path]": type the path of the maximum (for example
system.attributes.hp.max) or leave it empty and Visage will find the maximum automatically. - Text is compared with is, is not or contains.
- True or false is compared with true or false.
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Numbers are compared with at or below, below, equal to, not equal to, above or at or above. A number can be compared (as a value) or as a percent of a maximum. In percent mode, the sentence adds "of [maximum path]": type the path of the maximum (for example
The Attribute Picker shows a searchable list of the data stored on the actor, so you do not need to know the path in advance.
Note: The Attribute Picker only shows "base" attributes (data permanently saved on the actor). To use a "derived" attribute (a value the game system calculates while you play), find its path in your browser's console (
F12) and type it into the data path field. See Tutorial 10 for how to do this.
Checks the status effects and Active Effects on the token. The sentence reads: [status] or [effect name] is [applied / not applied].
- Status Effect ID: A list of your game system's status effects (like Prone or Invisible). It also includes any Active Effects on the token currently selected on the canvas.
- Or Name of Active Effect: If the effect you want is not in the list, leave the list on Custom or None and type the effect's exact name here.
- Trigger State: applied (the rule is true while the token has the effect) or not applied (the rule is true while it does not).
Checks something about the token or the scene. Choose the Event Type, and the rest of the sentence changes to suit it:
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Combat Encounter: Whether the token is in combat.
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Token Elevation: Compares the token's elevation with a value.
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Token Facing: Whether the token's rotation is between (or outside) two angles.
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Scene Darkness: Compares the scene's darkness level (from
0to1) with a value, to follow day and night. -
Scene Global Illumination: Whether the scene's global illumination is on.
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Scene Region: Whether the token is inside (or outside) a region, chosen by the region's ID or name.
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Targeted by Player: Whether the token is targeted.
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Time of Day: Whether Foundry's world time is inside (or outside) a time window.
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Scene Weather: Whether a weather effect is active in the scene. Choose it from the list or type a custom weather ID.
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Hide/Show Token: Whether the token is hidden from players.
Note: This condition only reacts to the token being hidden or revealed after the Visage's automation is switched on, so it does not immediately apply to every hidden token on the scene.
- Home
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Getting Started
- Tutorial 1: Creating a Local Identity
- Tutorial 2: Creating a Global Overlay
- Tutorial 3: Lighting & Sequencer Audio
- Tutorial 4: Sequencer Visuals
- Tutorial 5: Using Wildcards
- Tutorial 6: Attribute Conditions
- Tutorial 7: Status / Active Effect Conditions
- Tutorial 8: Event Conditions
- Tutorial 9: Library Actions
- Tutorial 10: Automation Strategy
- Game Settings
- The Visage Selector HUD
- The Visage Library
- The Visage Editor
- System & Module Compatibility Notes
- Advanced Features
- Example Macros