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