Active Effects - League-of-Fabulous-Developers/FoundryVTT-Fabula-Ultima GitHub Wiki
Active effects can be customized further to suit specific needs.
Duration
This tab is used for managing how long an active effect lasts and under what conditions it expires.
Event
: Determines when the effect expires.- Supported value:
endOfTurn
: End of turnstartOfTurn
: Start of turnendOfRound
: End of roundendOfScene
: End of scenerest
: On rest
- Supported value:
Interval
: Indicates how many occurrences of the event must pass before the effect expires.- Example: Interval of
2
with Event ofEnd of Turn
means the effect expires at the end of your next turn after it's applied.
- Example: Interval of
Tracking
: Defines whose turn is used to track the duration.- Supported value:
self
: The affected actor's turnsource
: The source actor's turn
- Supported value:
Predicate
This tab is used to control when an effect becomes active, based on specific conditions or states.
Crisis Interaction
: Determines how the effect behaves in relation to a Crisis state.active
: The effect is active only while in Crisis.inactive
: The effect is active only while not in Crisis.none
: The effect is always active, regardless of Crisis state.
Rule
This tab includes advanced features such as clocks, which allow you to track progress.
Clocks
Toggle Clock
: Enables or disables the use of a clock for this active effect.Identifier
: A unique ID for the clock, used for automation. It’s highly recommended to use lowercase letters, replace spaces with hyphens (-
), and avoid using special characters.Name
: The display name of the clock, shown in the UI.Current
: The current value or progress of the clock.Step
: The amount by which the clock increments or decrements when advanced.Max
: The maximum value the clock can reach before it completesControls
: The interactive buttons for incrementing/decrementing the clock. You can also click the effect image to send the clock progress to chat.