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Medkit: Difference between revisions

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{{Needs Improvement}}[[Category:Content]]While every piece of equipment in a gear-heavy game like SR5 can't be covered, some examples should help wrap your head around how the [[Active Effect]]s feature functions. These examples assume you are familiar with basic system functionality and navigating the interface.
{{Stub:Active Effect Example}}
 
The humble Medkit{{source|sr5|ref=450}} is an example of an [[Equipment Item]] that uses different Apply-To modes and multiple Active Effects to create it's various operating modes. The first two — Limit Increase and Pool Increase — will apply when making a roll from the {{Tab|Actor|Skill}}, while the last works when triggering a roll from the {{Tab|Actor|Gear}}.
Note that as of {{Ver|0.18.4}}, you'll want to use {{Button|Submit Changes}} before and after changing anything on the {{Tab|Active Effect|Apply-To}} due to a saving/refresing bug.{{Issue|1104}}
==Medkit Limit Increase==
==Medkit==
{{Imagebox|Sr5-effect-sample-medkit-limit.webp|First Aid Rollcard with Medkit Limit Increase|f=11.315|s=0.18.5|float=right|width=250px}}The basic functionality is to provide it's rating as a limit increase.
The humble Medkit{{source|sr5|ref=450}} is an example of an [[Equipment Item]] that uses different Apply-To modes and multiple Active Effects to allow for all it's operating modes.  
===Medkit Limit Increase===
{{Imagebox|sr5-effect-sample-medkit-limit.webp|First Aid Test Roll Card|f=11.315|s=0.18.5|width=256px}}
The basic functionality is to provide it's rating as a limit increase.
* '''Details Tab'''
* '''Details Tab'''
** '''Effect Name''' can be whatever you'd like, but something like "Medkit Limit Increase" would be appropriate.
** '''Effect Name''' can be whatever you'd like, but something like "Medkit Limit Increase" would be appropriate.
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** '''Change Mode''' is {{Code|Modify}}, because we want other things that might affect the roll to be included, too.
** '''Change Mode''' is {{Code|Modify}}, because we want other things that might affect the roll to be included, too.
** '''Effect Value''' is {{Code|@system.technology.rating}}
** '''Effect Value''' is {{Code|@system.technology.rating}}
==Medkit Pool Increase==
{{Imagebox|Sr5-effect-sample-medkit-pool.webp|First Aid Rollcard with Medkit Limit & Pool Increases|f=11.315|s=0.18.5|float=right|width=250px}}
* '''Details Tab'''
** '''Effect Name''', '''Effect Icon''', and '''Icon Tint Color''' are as above; "Medkit Pool Increase" would work for the name.
** '''Effect Suspended''' should be unchecked.
** '''Apply for wireless active only''' and '''Apply for equipped item only''' should both be checked, because the item needs to be equipped ''and'' wireless enabled.
* '''Apply-To Tab'''
** '''Apply-To''' is the same as above.
* '''Duration Tab''' can be skipped.
* '''Effects Tab''' is the same as above, except '''Attribute Key''' is {{Code|data.pool}} because we're adding dice, not limit.


===Medkit Wireless Bonus===
==Medkit in Autonomous Mode==
* '''Medkit Wireless Bonus''' set to {{Code|Test}} with a Skills Filter of {{Code|First Aid}}. You'll need to set both "Apply for [...]" options activated on the Details Tab.
{{Imagebox|Sr5-effect-sample-medkit-auto.webp|First Aid Rollcard with Medkit in Autonomous Mode|f=11.315|s=0.18.5|float=right|width=250px}}
 
The last function to create is the medkit operating on it's own.
===Medkit in Autonomous Mode===
* '''Details Tab'''
* '''Medkit in Autonomous Mode''' set to {{Code|Test Via Item}}.
** '''Effect Name''', '''Effect Icon''', and '''Icon Tint Color''' are as above; "Medkit in Autonomous Mode" would work for the name.
 
** '''Effect Suspended''' should be unchecked.
{{References}}
** '''Apply for wireless active only''' should be checked.
** '''Apply for equipped item only''' can be unchecked. It's on the user to make sure they're clicking the button for the correct medkit, so it doesn't need to be equipped.
* '''Apply-To Tab''' should have '''Apply-To''' set to {{Code|Test via Item}}. There are no other options in this mode.
* '''Duration Tab''' can be skipped.
* '''Effects Tab''' will have two effects defined, one to set the limit, and one to set the pool.
** {{Code|data.limit}}, {{Code|Override}}, and {{Code|@system.technology.rating}} will set the limit equal to the medkit's rating.
** {{Code|data.pool}}, {{Code|Override}}, and {{Code|2 * @system.technology.rating}} will set the pool to twice the medkit's rating.
** In both cases, we use {{Code|Override}} because we don't care what attributes or modifiers the character might have; the medkit is rolling on its own.
{{References|clear=none}}

Latest revision as of 20:15, 27 February 2024

While every piece of equipment in a gear-heavy game like SR5 can't be covered, some examples should help wrap your head around how the Active Effects feature functions. This example assumes you are familiar with basic system functionality and navigating the interface. Dealing with Active Effects is a very precise process, so please read carefully and follow the instructions exactly. If something isn't explicitly mentioned, leave it at the default.

The humble Medkit[sr 1] is an example of an Equipment Item that uses different Apply-To modes and multiple Active Effects to create it's various operating modes. The first two — Limit Increase and Pool Increase — will apply when making a roll from the Actor's Skill Tab, while the last works when triggering a roll from the Actor's Gear Tab.

Medkit Limit Increase

First Aid Rollcard with Medkit Limit Increase (SR5 v0.18.5, FVTT v11.315)

The basic functionality is to provide it's rating as a limit increase.

  • Details Tab
    • Effect Name can be whatever you'd like, but something like "Medkit Limit Increase" would be appropriate.
    • Effect Icon and Icon Tint Color are likewise not code-relevant.
    • Effect Suspended and Apply for wireless active only should be unchecked.
    • Apply for equipped item only should be checked, so that selection from the Actor's Gear Tab can control wether or not the affect is applied.
  • Apply-To Tab
    • Apply-To should be set to Test.
    • Skills Filter should be set to First Aid, the rest should be empty. Note that while we are modifying a limit, we're not filtering based on that limit. The skill alone is enough.
  • Duration Tab can be skipped.
  • Effects Tab has one effect
    • Attribute Key is data.limit, this tells the system we're attempting to adjust the limit.
    • Change Mode is Modify, because we want other things that might affect the roll to be included, too.
    • Effect Value is @system.technology.rating

Medkit Pool Increase

First Aid Rollcard with Medkit Limit & Pool Increases (SR5 v0.18.5, FVTT v11.315)
  • Details Tab
    • Effect Name, Effect Icon, and Icon Tint Color are as above; "Medkit Pool Increase" would work for the name.
    • Effect Suspended should be unchecked.
    • Apply for wireless active only and Apply for equipped item only should both be checked, because the item needs to be equipped and wireless enabled.
  • Apply-To Tab
    • Apply-To is the same as above.
  • Duration Tab can be skipped.
  • Effects Tab is the same as above, except Attribute Key is data.pool because we're adding dice, not limit.

Medkit in Autonomous Mode

First Aid Rollcard with Medkit in Autonomous Mode (SR5 v0.18.5, FVTT v11.315)

The last function to create is the medkit operating on it's own.

  • Details Tab
    • Effect Name, Effect Icon, and Icon Tint Color are as above; "Medkit in Autonomous Mode" would work for the name.
    • Effect Suspended should be unchecked.
    • Apply for wireless active only should be checked.
    • Apply for equipped item only can be unchecked. It's on the user to make sure they're clicking the button for the correct medkit, so it doesn't need to be equipped.
  • Apply-To Tab should have Apply-To set to Test via Item. There are no other options in this mode.
  • Duration Tab can be skipped.
  • Effects Tab will have two effects defined, one to set the limit, and one to set the pool.
    • data.limit, Override, and @system.technology.rating will set the limit equal to the medkit's rating.
    • data.pool, Override, and 2 * @system.technology.rating will set the pool to twice the medkit's rating.
    • In both cases, we use Override because we don't care what attributes or modifiers the character might have; the medkit is rolling on its own.

References

Sourcebook