Actor Attribute Keys - League-of-Fabulous-Developers/FoundryVTT-Fabula-Ultima GitHub Wiki
These attribute keys are useful for Active Effects, macros, and anything else that interacts with the Foundry Virtual Tabletop API.
Determining the actor type can be accessed through: actor.type
Both Characters, Companions, NPCs share similar data structures.
- Replace
<key>
with one of the following:dex, ins, mig, wlp
- Base:
system.attributes.<key>.base
- Current:
system.attributes.<key>.current
- Base:
Example: Improve/Reduce Attribute
- Attribute Key:
system.attributes.<key>
- Choose
Custom
underChange Mode
- Change
Effect Value
toupgrade
|downgrade
- Level {number}:
system.level.value
- HP Max {number}:
system.resources.hp.max
- HP Current {number}:
system.resources.hp.value
- HP Bonus {number}:
system.resources.hp.bonus
- MP Max {number}:
system.resources.mp.max
- MP Current {number}:
system.resources.mp.value
- MP Bonus {number}:
system.resources.mp.bonus
- IP Max {number}:
system.resources.ip.max
- IP Current {number}:
system.resources.ip.value
- IP Bonus {number}:
system.resources.ip.bonus
- Fabula Points {number}:
system.resources.fp.value
- Initiative Value {number}:
system.derived.init.value
- Initiative Bonus {number}:
system.derived.init.bonus
- Defense Value {number}:
system.derived.def.value
- Defense Bonus {number}:
system.derived.def.bonus
- Magic Defense Value {number}:
system.derived.mdef.value
- Magic Defense Bonus {number}:
system.derived.mdef.bonus
Example: Increase Defense/Magic Defense by X
- Attribute Key:
system.derived.<key>.bonus
- Choose
Upgrade
underChange Mode
- Change
Effect Value
to2
for +2 bonus DEF
Example: Improve/Reduce Defense/Magic Defense to X
- Attribute Key:
system.derived.<key>.value
- Choose
Upgrade
underChange Mode
|Downgrade
underChange Mode
- Change
Effect Value
to12
for 12 DEF |Effect Value
to4
for 4 DEF
- Physical:
system.affinities.physical
- Air:
system.affinities.air
- Bolt:
system.affinities.bolt
- Dark:
system.affinities.dark
- Earth:
system.affinities.earth
- Fire:
system.affinities.fire
- Ice:
system.affinities.ice
- Light:
system.affinities.light
- Poison:
system.affinities.poison
- Vulnerable =
-1
- Normal =
0
- Resistance =
1
- Immunity =
2
- Absorption =
3
- (Global) Base affinities:
system.affinities.<key>.base
- Current affinities:
system.affinities.<key>.current
To override the current affinity with active effects:
- Attribute Key:
system.affinities.<key>.current
- Choose
Override
underChange Mode
- Adjust
Effect Value
to the desired affinity type value.
Example: Apply Vulnerability
- Attribute Key:
system.affinities.<key>
- Choose
Custom
underChange Mode
- Change
Effect Value
todowngrade
Example: Grant Resistance
- Attribute Key:
system.affinities.<key>
- Choose
Custom
underChange Mode
- Change
Effect Value
toupgrade
Example: Grant Immunity/Absorption
- Attribute Key:
system.affinities.<key>.current
- Choose
Upgrade
underChange Mode
- Change
Effect Value
to2
for Immunity |3
for Absorption
- Attribute Key:
system.immunities.<key>.base
- slow | dazed | weak | shaken | enraged | poisoned
Example: Grant Status Effect Immunity
- Attribute Key:
system.immunities.<key>.base
- Choose
Override
underChange Mode
- Change
Effect Value
totrue
Replace the the following:
Change Mode: Override Effect Value: true
- Accuracy Check {number}:
system.bonuses.accuracy.accuracyCheck
- Melee Accuracy Check {number}:
system.bonuses.accuracy.accuracyMelee
- Ranged Accuracy Check {number}:
system.bonuses.accuracy.accuracyRanged
- Magic Check {number}:
system.bonuses.accuracy.magicCheck
- Opposed Check {number}:
system.bonuses.accuracy.opposedCheck
- Open Check {number}:
system.bonuses.accuracy.openCheck
- Arcane {number}:
system.bonuses.accuracy.arcane
- Brawling {number}:
system.bonuses.accuracy.brawling
- Dagger {number}:
system.bonuses.accuracy.dagger
- Flail {number}:
system.bonuses.accuracy.flail
- Heavy {number}:
system.bonuses.accuracy.heavy
- Spear {number}:
system.bonuses.accuracy.spear
- Sword {number}:
system.bonuses.accuracy.sword
- Bow {number}:
system.bonuses.accuracy.bow
- Firearm {number}:
system.bonuses.accuracy.firearm
- Thrown {number}:
system.bonuses.accuracy.thrown
- All {number}:
system.bonuses.damage.all
- Melee {number}:
system.bonuses.damage.melee
- Ranged {number}:
system.bonuses.damage.ranged
- Spell {number}:
system.bonuses.damage.spell
- Arcane {number}:
system.bonuses.damage.arcane
- Bow {number}:
system.bonuses.damage.bow
- Brawling {number}:
system.bonuses.damage.brawling
- Dagger {number}:
system.bonuses.damage.dagger
- Firearm {number}:
system.bonuses.damage.firearm
- Flail {number}:
system.bonuses.damage.flail
- Heavy {number}:
system.bonuses.damage.heavy
- Spear {number}:
system.bonuses.damage.spear
- Sword {number}:
system.bonuses.damage.sword
- Thrown {number}:
system.bonuses.damage.thrown
- Physical {number}:
system.bonuses.damage.physical
- Air {number}:
system.bonuses.damage.air
- Bolt {number}:
system.bonuses.damage.bolt
- Dark {number}:
system.bonuses.damage.dark
- Earth {number}:
system.bonuses.damage.earth
- Fire {number}:
system.bonuses.damage.fire
- Ice {number}:
system.bonuses.damage.ice
- Light {number}:
system.bonuses.damage.light
- Poison {number}:
system.bonuses.damage.poison
- Beast {number}:
system.bonuses.damage.beast
- Construct {number}:
system.bonuses.damage.construct
- Demon {number}:
system.bonuses.damage.demon
- Elemental {number}:
system.bonuses.damage.elemental
- Humanoid {number}:
system.bonuses.damage.humanoid
- Monster {number}:
system.bonuses.damage.monster
- Plant {number}:
system.bonuses.damage.plant
- Undead {number}:
system.bonuses.damage.undead
This skill provides an SL bonus to all range weapons.
When creating a skill, you can set an active effect for it.
This is how you'd create the following active effect.
As you can see here,
@system.level.value
represents the skill's level.
[Note]: Arithmetic Operations are now supported. Example: @system.level.value + 5
or 2 + (@system.level.value * 2)
- Bond Strength {number}:
system.bonuses.bondStrength
- Turns {number}:
system.bonuses.turns
Applies to bonuses received when this actor recovers a specific resource.
- Incoming Recovery (HP) {number}:
system.bonuses.incomingRecovery.hp
- Incoming Recovery (MP) {number}:
system.bonuses.incomingRecovery.mp
- Incoming Recovery (IP) {number}:
system.bonuses.incomingRecovery.ip
Applies to bonuses granted when this actor causes another target to recover a specific resource.
- Incoming Recovery (HP) {number}:
system.bonuses.incomingRecovery.hp
- Incoming Recovery (MP) {number}:
system.bonuses.incomingRecovery.mp
- Incoming Recovery (IP) {number}:
system.bonuses.incomingRecovery.ip
The Incoming Damage bonus represents modifiers that affect how much damage an actor receives when they are targeted by an attack or damaging effect. These bonuses can be applied universally or conditionally, based on the type of damage or the attacker’s species.
- All {number}:
system.bonuses.incomingDamage.all
- Melee {number}:
system.bonuses.incomingDamage.melee
- Ranged {number}:
system.bonuses.incomingDamage.ranged
- Spell {number}:
system.bonuses.incomingDamage.spell
- Arcane {number}:
system.bonuses.incomingDamage.arcane
- Bow {number}:
system.bonuses.incomingDamage.bow
- Brawling {number}:
system.bonuses.incomingDamage.brawling
- Dagger {number}:
system.bonuses.incomingDamage.dagger
- Firearm {number}:
system.bonuses.incomingDamage.firearm
- Flail {number}:
system.bonuses.incomingDamage.flail
- Heavy {number}:
system.bonuses.incomingDamage.heavy
- Spear {number}:
system.bonuses.incomingDamage.spear
- Sword {number}:
system.bonuses.incomingDamage.sword
- Thrown {number}:
system.bonuses.incomingDamage.thrown
- Physical {number}:
system.bonuses.incomingDamage.physical
- Air {number}:
system.bonuses.incomingDamage.air
- Bolt {number}:
system.bonuses.incomingDamage.bolt
- Dark {number}:
system.bonuses.incomingDamage.dark
- Earth {number}:
system.bonuses.incomingDamage.earth
- Fire {number}:
system.bonuses.incomingDamage.fire
- Ice {number}:
system.bonuses.incomingDamage.ice
- Light {number}:
system.bonuses.incomingDamage.light
- Poison {number}:
system.bonuses.incomingDamage.poison
- Beast {number}:
system.bonuses.incomingDamage.beast
- Construct {number}:
system.bonuses.incomingDamage.construct
- Demon {number}:
system.bonuses.incomingDamage.demon
- Elemental {number}:
system.bonuses.incomingDamage.elemental
- Humanoid {number}:
system.bonuses.incomingDamage.humanoid
- Monster {number}:
system.bonuses.incomingDamage.monster
- Plant {number}:
system.bonuses.incomingDamage.plant
- Undead {number}:
system.bonuses.incomingDamage.undead
This overrides the damage type for the specific type of attack
- All {embedded}:
system.overrides.damageType.all.<key>
- Attack {embedded}:
system.overrides.damageType.attack.<key>
- Spell {embedded}:
system.overrides.damageType.spell.<key>
- Skill {embedded}:
system.overrides.damageType.skill.<key>
Pick Normal (default) or Priority for this override:
- Normal {FU.damageTypes}:
system.overrides.damageType.all.normal
- Priority {FU.damageTypes}:
system.overrides.damageType.all.priority
For the Effect Value, it can accept anything within FU.damageTypes
such as fire
, ice
, earth
, bolt
, air
, dark
, light
, poison
, untyped
.
The following stores the ID of items inside their respective equipment slot.
- Armor {string}:
system.bonuses.equipped.armor
- Main Hand {string}:
system.bonuses.equipped.mainHand
- Off-Hand {string}:
system.bonuses.equipped.offHand
- Accessory {string}:
system.bonuses.equipped.accessory
- Phantom Hand {string}:
system.bonuses.equipped.phantom
- Arcanum {string}:
system.bonuses.equipped.arcanum
- Current Zenit {number}:
resources.zenit.value
- Current Experience {number}:
system.resources.exp.value
- Identity {string}:
system.resources.identity.name
- Pronouns {string}:
system.resources.pronouns.name
- Theme {string}:
system.resources.theme.name
- Origin {string}:
system.resources.origin.name
- Traits {string}:
system.traits.value
- Species {'beast', 'construct', 'demon', 'elemental', 'humanoid', 'monster', 'plant', 'undead'}:
system.species.value
- Villain {"", "minor", "major", "supreme"}:
system.villain.value
- Phases {number}:
system.phases.value
- Multipart {string}:
system.multipart.value
- Rank {"soldier", "elite", "champion", "companion"}:
system.rank.value
- Champion Rank {number}:
system.rank.replacedSoldiers
- Role {"custom", "brute", "hunter", "mage", "saboteur", "sentinel", "support"}:
system.role.value
- (Deprecated in V3) Companion Player Level {number}:
system.companion.playerLevel
- (Deprecated in V3) Companion Skill Level {number}:
system.companion.skillLevel
- useEquipment {boolean}: Used to determine if an NPC can use Equipment.
system.useEquipment.value
- Associated Therioforms {string}:
system.associatedTherioforms
(V3.0.0) References
References another actor and a specified skill for use with companion, decoy bait, and grand summoning.
- Companion Player {ID}:
system.references.actor
- Companion Skill {UUID}:
system.references.skill
- Study {0, 1, 2, 3}: Conditionally renders NPC sheet based on results.
system.study.value
- Study Selection
- Reveal All =
0
- 10+ =
1
- 13+ =
2
- 16+ =
3
- Reveal All =