Item Attribute Keys - League-of-Fabulous-Developers/FoundryVTT-Fabula-Ultima GitHub Wiki
Item Attribute Keys
These attribute keys are useful for Active Effects, macros, and anything else that interacts with the Foundry Virtual Tabletop API.
Items
Determining the item type can be accessed through: item.type
(*) - Attributes cannot be edited and are not visible unless automation is turned off in system settings.
[!WARNING] Quality/Opportunity field will be removed at a later patch in favor of creating qualities/opportunities via active effects
[!WARNING] Dual Shield will be removed in a later patch in favor of equipping twin shield in the phantom/aux equipment slot, and equipping two shields in main and off hand respectively.
Agnostic Items
Description {string}: system.description
HR0 {boolean}: system.rollInfo.useWeapon.hrZero.value
Favorite {boolean}: system.isFavored.value
Show Title Card {boolean}: system.showTitleCard.value
Summary {string}: system.summary.value
Source {string}: system.source.value
Weapon
- Category {'arcane', 'bow', 'brawling', 'dagger', 'firearm', 'flail', 'heavy', 'spear', 'sword', 'thrown', 'custom'}:
system.category.value
- Hand {'one-handed', 'two-handed'}:
system.hands.value
- Type {'melee', 'ranged'}:
system.type.value
- Quality {string}:
system.quality.value
- Cost {number}:
system.cost.value
- Primary Attribute {'dex', 'ins', 'mig', 'wlp'}:
system.attributes.primary.value
- Secondary Attribute {'dex', 'ins', 'mig', 'wlp'}:
system.attributes.secondary.value
- Accuracy Bonus {number}:
system.accuracy.value
- Target DEF/MDEF {'def', 'mdef'}:
system.defense
- Damage Type {'physical', 'air', 'bolt', 'dark', 'earth', 'fire', 'ice', 'light', 'poison', 'untyped'}:
system.damageType.value
- Damage Bonus {number}:
system.damage.value
- Martial {boolean}:
system.isMartial.value
Shield
- Defense {number}:
system.def.value
- Magical Defense {number}:
system.mdef.value
- Initiative {number}:
system.init.value
- Quality* {string}:
system.quality.value
- Cost {number}:
system.cost.value
- Martial {number}:
system.isMartial.value
- Dual Shield* {boolean}:
system.isDualShield.value
Armor
- Defense {number}:
system.def.value
- Magical Defense {number}:
system.mdef.value
- Initiative {number}:
system.init.value
- Quality* {string}:
system.quality.value
- Cost {number}:
system.cost.value
- Martial {boolean}:
system.isMartial.value
Accessory
- Defense {number}:
system.def.value
- Magical Defense {number}:
system.mdef.value
- Initiative {number} {number}:
system.init.value
- Quality* {string}:
system.quality.value
- Cost {number}:
system.cost.value
Treasure
- Cost {number}:
system.cost.value
- Quantity {number}:
system.quantity.value
- Origin {'treasure', 'material', 'artifact'}:
system.origin.value
Spell
[!NOTE] In the future we hope to rework spells to better improve automation, this includes turning mp cost field into an integer, having a dropdown for target field.
- Duration {string}:
system.duration.value
- Target {string}:
system.target.value
- Max Target {number}:
system.maxTargets.value
- Mp Cost* {string}:
system.mpCost.value
- Opportunity* {string} :
system.opportunity
- Primary Attribute {'dex', 'ins', 'mig', 'wlp'}:
system.rollInfo.attributes.primary.value
- Secondary Attribute {'dex', 'ins', 'mig', 'wlp'}:
item.system.rollInfo.attributes.secondary.value
- Accuracy Bonus {number}:
system.rollInfo.accuracy.value
- Has Roll? {boolean}:
system.hasRoll.value
- Has Damage? {boolean}:
system.rollInfo.damage.hasDamage.value
- Damage Type {'physical', 'air', 'bolt', 'dark', 'earth', 'fire', 'ice', 'light', 'poison', 'untyped'}:
system.rollInfo.damage.type.lue
- Damage Bonus {number}:
system.rollInfo.damage.value
MiscAbility or "Features"
- Opportunity* {string}:
system.opportunity
- Use Weapon Accuracy? {UseWeaponDataModel}:
system.useWeapon
- {ItemAttributesDataModel}:
system.attributes
- {number}:
system.accuracy.value
- {Defense}:
system.defense
- {DamageDataModel}:
system.damage
- {ImprovisedDamageDataModel}:
system.impdamage
- {boolean}:
system.hasClock.value
- {boolean}::
system.hasResource.value
- {ProgressDataModel}:
system.progress
- {UseWeaponDataModel}:
system.rollInfo.useWeapon
- {ItemAttributesDataModel}:
system.rollInfo.attributes
- {number}:
rollInfo.accuracy.value
- {boolean}:
system.hasRoll.value
- {DamageDataModel}:
system.rollInfo.damage
Character Specific Items
Consumable
- IP Cost {number}: ipCost.value
Class
- @property {string} subtype.value
- @property {string} summary.value
- @property {string} description
- @property {boolean} isFavored.value
- @property {boolean} showTitleCard.value
- @property {number} level.value
- @property {number} level.min
- @property {number} level.max
- @property {boolean} benefits.resources.hp.value
- @property {boolean} benefits.resources.mp.value
- @property {boolean} benefits.resources.ip.value
- @property {boolean} benefits.martials.melee.value
- @property {boolean} benefits.martials.ranged.value
- @property {boolean} benefits.martials.armor.value
- @property {boolean} benefits.martials.shields.value
- @property {boolean} benefits.rituals.arcanism.value
- @property {boolean} benefits.rituals.chimerism.value
- @property {boolean} benefits.rituals.elementalism.value
- @property {boolean} benefits.rituals.entropism.value
- @property {boolean} benefits.rituals.ritualism.value
- @property {boolean} benefits.rituals.spiritism.value
Skill
- @property {string} subtype.value
- @property {string} summary.value
- @property {string} description
- @property {boolean} isFavored.value
- @property {boolean} showTitleCard.value
- @property {number} level.value
- @property {number} level.min
- @property {number} level.max
- @property {string} class.value
- @property {UseWeaponDataModel} useWeapon
- @property {ItemAttributesDataModel} attributes
- @property {number} accuracy.value
- @property {Defense} defense
- @property {DamageDataModel} damage
- @property {ImprovisedDamageDataModel} impdamage
- @property {string} source.value
- @property {UseWeaponDataModel} rollInfo.useWeapon
- @property {ItemAttributesDataModel} rollInfo.attributes
- @property {number} rollInfo.accuracy.value
- @property {DamageDataModel} rollInfo.damage
- @property {boolean} hasRoll.value * @property {string} subtype.value
- @property {string} summary.value
- @property {string} description
- @property {boolean} isFavored.value
- @property {boolean} showTitleCard.value
- @property {number} level.value
- @property {number} level.min
- @property {number} level.max
- @property {string} class.value
- @property {UseWeaponDataModel} useWeapon
- @property {ItemAttributesDataModel} attributes
- @property {number} accuracy.value
- @property {Defense} defense
- @property {DamageDataModel} damage
- @property {ImprovisedDamageDataModel} impdamage
- @property {string} source.value
- @property {UseWeaponDataModel} rollInfo.useWeapon
- @property {ItemAttributesDataModel} rollInfo.attributes
- @property {number} rollInfo.accuracy.value
- @property {DamageDataModel} rollInfo.damage
- @property {boolean} hasRoll.value
Heroic
- @property {string} subtype.value
- @property {string} summary.value
- @property {string} description
- @property {boolean} isFavored.value
- @property {boolean} showTitleCard.value
- @property {number} level.value
- @property {number} level.min
- @property {number} level.max
- @property {string} class.value
- @property {UseWeaponDataModel} useWeapon
- @property {ItemAttributesDataModel} attributes
- @property {number} accuracy.value
- @property {DamageDataModel} damage
- @property {ImprovisedDamageDataModel} impdamage
- @property {string} requirement.value
- @property {boolean} benefits.resources.hp.value
- @property {boolean} benefits.resources.mp.value
- @property {boolean} benefits.resources.ip.value
- @property {string} source.value
Ritual
- @property {string} subtype.value
- @property {string} summary.value
- @property {string} description
- @property {boolean} isFavored.value
- @property {boolean} showTitleCard.value
- @property {string} class.value
- @property {UseWeaponDataModel} useWeapon
- @property {ItemAttributesDataModel} attributes
- @property {number} accuracy.value
- @property {DamageDataModel} damage
- @property {ImprovisedDamageDataModel} impdamage
- @property {boolean} hasClock.value
- @property {ProgressDataModel} progress
- @property {"minor","medium","major","extreme"} potency.value
- @property {'individual', 'small', 'large', 'huge'} area.value
- @property {number} mpCost.value
- @property {number} dLevel.value
- @property {number} clock.value
- @property {string} source.value
- @property {boolean} hasRoll.value
- @property {ImprovisedDamageDataModel} rollInfo.impdamage
- @property {ItemAttributesDataModel} rollInfo.attributes
- @property {number} rollInfo.accuracy.value
Project
- @property {string} subtype.value
- @property {string} summary.value
- @property {string} description
- @property {boolean} isFavored.value
- @property {boolean} showTitleCard.value
- @property {boolean} hasClock.value
- @property {ProgressDataModel} progress
- @property {"minor", "medium","major", "extreme"} potency.value
- @property {"individual", "small", "large", "huge"} area.value
- @property {"consumable", "permanent"} use.value
- @property {boolean} isFlawed.value
- @property {number} defectMod.value
- @property {number} numTinker.value
- @property {number} numHelper.value
- @property {number} lvlVision.value
- @property {number} cost.value
- @property {number} progressPerDay.value
- @property {number} days.value
- @property {number} discount.value
- @property {number} clock.value
- @property {string} clock.value
Zero Power
[!WARNING] Zero Power item type will be removed at a later patch in favor of the zero power optional feature item type
NPC Specific Items
Basic
- @property {string} subtype.value
- @property {string} summary.value
- @property {string} description
- @property {boolean} isFavored.value
- @property {boolean} showTitleCard.value
- @property {boolean} isBehavior.value
- @property {number} weight.value
- @property {ItemAttributesDataModel} attributes
- @property {number} accuracy.value
- @property {Defense} defense
- @property {number} damage.value
- @property {WeaponType} type.value
- @property {DamageType} damageType.value
- @property {number} cost.value
- @property {string} quality.value
- @property {string} source.value
- @property {boolean} rollInfo.useWeapon.hrZero.value
Behavior
- @property {string} subtype.value
- @property {string} summary.value
- @property {string} description
- @property {boolean} isFavored.value
- @property {boolean} showTitleCard.value
- @property {boolean} isBehavior.value
- @property {number} weight.value
- @property {string} source.value
Rule
- @property {string} description
- @property {boolean} hasClock.value
- @property {ProgressDataModel} progress