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<noinclude>{{Stub}}</noinclude> | <noinclude>{{Stub}}</noinclude> | ||
{{Imagebox|sr5-item-action-action.png|Action Item Action Tab|s=0.16.1|f=11.315}} | {{Imagebox|sr5-item-action-action.png|Action Item Action Tab|s=0.16.1|f=11.315}} | ||
The '''Action''' | The '''Action Tab''' is used to add Test functionalit to many different types of {{Category|Item}}s. It includes selectors to control a wide variety of parameters, divided into categories.{{#ifeq:{{PAGENAME}}|Action Item||The image to the right shows the tab as it appears on an [[Action Item]], but it functions fundamentally{{Issue|976}} the same wherever it appears.}}{{Edit|Stub:Action Tab}} | ||
===Test Details=== | ===Test Details=== | ||
* | * {{Anchor|Test}} defaults to {{Code|Success Test}} and cannot be changed.{{Explain|Why show this if it can't be changed?}} | ||
* | * {{Anchor|Type}} sets the type of action{{Source|sr5|ref=163}}. The system doesn't currently enforce any sort of action economy so this setting is primarily a reminder, though it has to be set to something to unlock the other options in this section. | ||
** | ** {{Anchor|Extended}} controls wether it's a regular Success Test or an Extended Test{{Source|sr5|ref=48}}. | ||
* | * {{Anchor|Skill}} and {{Anchor|Attribute}} control what values contribute to the dice pool. It will initially show fields for one Skill and two Attributes; selecting a Skill will hide one attribute. | ||
** Selecting a Skill reveals the a checkbox to control wether or not a | ** Selecting a Skill reveals the a checkbox to control wether or not a {{Anchor|Specialization}} applies to the skill. Note that there is no validation of what the specialization is — if the box is checked, two extra dice are added to the Test pool. | ||
* | * {{Anchor|Armor}} adds the characters total worn Armor to the dice pool. | ||
* | * {{Anchor|Dice Pool Mod}} allows adding an arbitrary bonus to the test. This would be good if you were doing something like a Perception Test with equipment included. | ||
* | * {{Anchor|Limit}} has two fields, one for a flat value and a selector for a variety of character properties. If both are used, they'll be added together. | ||
* | * {{Anchor|Roll Mode}} applies one of Foundry's [https://foundryvtt.com/article/dice/#rollmodes Roll Modes] whenever the action is used. It overrides whatever is selected in the Chat Messages sidebar. | ||
===Modifiers=== | ===Modifiers=== | ||
Clicking in the | Clicking in the {{Anchor|Modifier}} selection provides a list of adjustments for the die pool. Each of the cooresponds to one of the modifiers on the {{Actor|Misc Tab}}. If nothing is selected here, {{Code|Global}} is applied by default, but it must be added back manually (if desired) when any other option is used.{{Issue|976}} | ||
===Damage=== | ===Damage=== | ||
Picking one of the three available damage | Picking one of the three available damage {{Anchor|Types}} ({{Code|Physical}}, {{Code|Stun}}, or {{Code|Matrix}}) reveals the rest of the options. | ||
* | * {{Anchor|Damage Value}} and {{Anchor|AP}} each have three fields. The first is a manually entered value, the second is a mathematical operation, and the third is a list of values derived from the Actor. An action configured this way will trigger the [[Combat]] workflow. | ||
* | * {{Anchor|Element}} defines the type of damage (leave blank for regular damage). It interacts with settings on the character's [[Armor Item]]s. | ||
===Opposed Test=== | ===Opposed Test=== | ||
Selecting an Opposed Test{{Explain|How do the given options differ from each other?}} enables configuration options for | Selecting an Opposed Test{{Explain|How do the given options differ from each other?}} enables configuration options for {{Anchor|Skill}} and {{Anchor|Attribute}} similar to the main [[Action Item#Test Details|Test Details]] section. During the rolling process, it will present a button on the Test's roll card for the defender to roll with. | ||
===Damage Resistance Test=== | ===Damage Resistance Test=== | ||
Settting | Settting {{Anchor|Damage Resistance Test}}{{Explain|Why aren't there any other options? If there were, what could they be?}} reveals configuration options for {{Anchor|Skill}} and {{Anchor|Attribute}} similar to the main [[Action Item#Test Details|Test Details]] section. | ||
<noinclude><div style="display:none">{{References}}</div></noinclude> | <noinclude><div style="display:none">{{References}}</div></noinclude> |
Revision as of 01:52, 3 December 2023
The Action Tab is used to add Test functionalit to many different types of Items. It includes selectors to control a wide variety of parameters, divided into categories.The image to the right shows the tab as it appears on an Action Item, but it functions fundamentally[git 1] the same wherever it appears.[ edit ]
Test Details
- Test defaults to
Success Test
and cannot be changed.[explain 1] - Type sets the type of action[sr 1]. The system doesn't currently enforce any sort of action economy so this setting is primarily a reminder, though it has to be set to something to unlock the other options in this section.
- Extended controls wether it's a regular Success Test or an Extended Test[sr 2].
- Skill and Attribute control what values contribute to the dice pool. It will initially show fields for one Skill and two Attributes; selecting a Skill will hide one attribute.
- Selecting a Skill reveals the a checkbox to control wether or not a Specialization applies to the skill. Note that there is no validation of what the specialization is — if the box is checked, two extra dice are added to the Test pool.
- Armor adds the characters total worn Armor to the dice pool.
- Dice Pool Mod allows adding an arbitrary bonus to the test. This would be good if you were doing something like a Perception Test with equipment included.
- Limit has two fields, one for a flat value and a selector for a variety of character properties. If both are used, they'll be added together.
- Roll Mode applies one of Foundry's Roll Modes whenever the action is used. It overrides whatever is selected in the Chat Messages sidebar.
Modifiers
Clicking in the Modifier selection provides a list of adjustments for the die pool. Each of the cooresponds to one of the modifiers on the Template:Actor. If nothing is selected here, Global
is applied by default, but it must be added back manually (if desired) when any other option is used.[git 1]
Damage
Picking one of the three available damage Types (Physical
, Stun
, or Matrix
) reveals the rest of the options.
- Damage Value and AP each have three fields. The first is a manually entered value, the second is a mathematical operation, and the third is a list of values derived from the Actor. An action configured this way will trigger the Combat workflow.
- Element defines the type of damage (leave blank for regular damage). It interacts with settings on the character's Armor Items.
Opposed Test
Selecting an Opposed Test[explain 2] enables configuration options for Skill and Attribute similar to the main Test Details section. During the rolling process, it will present a button on the Test's roll card for the defender to roll with.
Damage Resistance Test
Settting Damage Resistance Test[explain 3] reveals configuration options for Skill and Attribute similar to the main Test Details section.