| Latest version | 0.0.7 |
|---|---|
| Minimum Core | 14 |
| Compatible Core | 14 |
| Last updated | 1 week ago |
| Created | 3 months ago |
| Authors | |
| Languages |
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| Systems | All systems |
| Project source | Project URL |
Foundry VTT v14 module that imports a Dungeon Alchemist multi-level export and creates a Scene using native v14 Scene Levels.
Dungeon Alchemist exports multi-floor maps as sibling file pairs — one media file (image or video) and one .json data file per floor, named with a numeric suffix (e.g. TavernMap-_0.webp, TavernMap-_0.json, TavernMap-_1.webp, TavernMap-_1.json).
This module reads all pairs in a folder, parses each JSON for wall, door, and light data, and creates a single Foundry VTT Scene where each floor becomes a native Scene Level (a feature introduced in Foundry VTT v14). Walls, doors, and lights are bound to their respective level so they only activate when that floor is active — no manual setup required.
Supported media:
.jpg, .jpeg, .png, .webp.webm, .mp4, .m4v — imported as animated Scene Level backgrounds.If a floor ships more than one media file for the same name, the importer picks one deterministically by priority (video > webp > png > jpg), so the result never depends on file ordering.
.json by filename stem, so mixing exports from different maps would merge unrelated floors into one Scene. If it detects more than one map in a folder it warns you (but does not block the import).The module exposes three entry points, each available both as a console/macro API call and as a button injected into the Scenes directory sidebar:
| API | Sidebar button | Purpose |
|---|---|---|
DA.Importer() |
Dungeon Alchemist Importer | Import a Dungeon Alchemist export into a new multi-level Scene. |
DA.EditLevels() |
DA Edit Levels | Edit the levels of the Scene you're currently viewing. |
DA.AddRegion() |
DA Stairs | Place a multi-level stair/elevator transit region. |
DA.Importer())A tabbed dialog. Select your Dungeon Alchemist export folder with Browse, configure the tabs, and click Import. Your last-used door texture, door sound, background color, grid opacity, and Copy Media toggle are remembered per browser and restored the next time you open the dialog.
worlds/<your-world>/da-imported/<map-name>/, renames them to kebab-case, and points the Scene at the copies for a self-contained, portable world.door=1 automatically receives the selected texture (with swing animation) and sound key on import.After a folder is selected, one row is built per detected floor. Defaults already stack floors correctly (0–10, 11–20, 21–30, …) — you only edit a row to fine-tune.
roof is auto-detected and pre-marked. The bottom floor can't be a roof.visibility.levels, keeping them on-screen simultaneously (atriums, balconies, glass floors). Roof and Visible are merged (deduplicated) if both are set.Import is blocked with a clear message if any level's bottom elevation is greater than or equal to its top.
DA.EditLevels())Open the Scene you're viewing, then run DA.EditLevels() (or click DA Edit Levels) to edit its existing levels: rename them, change bottom/top elevations, reorder them (drag the #), and adjust Roof / Start / Visible, then Apply Changes. Edits are written in place by level id, so all walls, lights, and regions stay bound — no re-linking.
This edits the existing levels. Adding or removing a level is not supported yet, and reordering restacks elevations to the default ladder.
DA.AddRegion())Open the Scene you want to add stairs/elevators to, then run DA.AddRegion() (or click DA Stairs) to configure a transit region spanning multiple consecutive levels. Select a starting level and how many levels above and below should share the region, then place it on the canvas:
A single region document is created and bound to all target levels using the native changeLevel behavior. Once placed, it can be moved/resized with Foundry's native Region tools. Press Escape to cancel placement.
Open the importer from the Scenes directory sidebar button, or from a macro / the console:
DA.Importer(); // import a new multi-level scene
DA.EditLevels(); // edit the levels of the scene you're viewing
DA.AddRegion(); // add a stair/elevator region to the scene you're viewing
To install this package, open your Foundry Setup screen and navigate to your Module tab and click the Install Module button.
From there, you can either search for the package unique name: da-level-importer or copy its manifest URL:
And paste it to the input box at the bottom of your window.

You can install this package directly to your Forge account.