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==Change Mode== | ==Change Mode== | ||
{{Imagebox|fvtt-active-effect-modes.webp|Active Effect Modes|f=11.315|s=0.17.1|float=none}} | {{Imagebox|fvtt-active-effect-modes.webp|Active Effect Modes|f=11.315|s=0.17.1|float=none}} | ||
There are a number of different '''Change | There are a number of different '''Change Modes''' available to control how the Active Effect interacts with the Actor's properties. | ||
===Modify=== | ===Modify=== | ||
{{Imagebox|sr5-effect-mod-sample.webp|Active Effect using Modify|f=11.315|s=0.17.1|width=350px}} | {{Imagebox|sr5-effect-mod-sample.webp|Active Effect using Modify|f=11.315|s=0.17.1|width=350px}} |
Revision as of 16:19, 1 January 2024
The SR5 system implements an extended version of Active Effects as they're used in other systems like DnD5e. Active Effects allow you to change an Actor's values dynamically with easily toggleable options. You can add an Active Effect to an Actor by either:
- creating it directly on the Actor's Effects Tab.
- creating an item with an Active Effect, set to transfer to the Actor, and giving it to an Actor, adding the effect in the process.
Change Mode
There are a number of different Change Modes available to control how the Active Effect interacts with the Actor's properties.
Modify
Modify is the "custom" mode for the SR5 system. This mode will either add a modifier to a value or add directly to it if a modifier can't be applied. Select this mode unless you've determined a specific reason one of the other modes is more appropriate.
If the value has a .mod
value, it technically doesn't matter if a general value as a whole or any of it's fields are choosen (such as .value
, .base
, .mod
or .temp
). Modify mode will always act on the base node (such as syste.attributes.willpower
) — specifying other fields at the same level as .mod
will be ignored. If the value choosen includes a .mod
field the system will display the effect in the calculation hover tip, where available.
If the value doesn't include a .mod
node the Modify mode it will fall back to using the Add mode.
Multiply
For example, one might thing to use Multiply and target system.movement.*
for equipment like Skates or Skimmers[sr 1], but it won't have the intended effect. Instead, adjust the multipliers by targetting system.modifiers.walk
and system.modifiers.run
with Modify. Use an Effect Value of "+1" on .walk
to change the math from "Agility × 2" to "Agility × 3" and "+2" on .run
to change the multiplier from ×4 to ×6.
Like Add (below), there is very little reason to use Multiply. It does properly functions with some values feature elements like .base
, but there are few places in the game rules where this is desirable. Use with caution, if at all.
Add
There is no good reason to use the Add mode directly — anything it can do, Modify can do, and returns more detail back to the user. Using Add over Modify bypasses the system's logic, and can lead to errors including corrupt sheet appearance.
Downgrade & Upgrade
The Downgrade and Upgrade[git 1] modes adjust a value, lowering the targetted value if above the effect value on Downgrade, or the opposite for Upgrade. They do not interact with or override calculated values — they should only be used with .base
nodes, rather than .mod
or .value
. If the desired element has no .base
node, they may not behave as desired or at all.
Override
The Override mode has been heavily modified from other systems and functions with similar logic to the Modify mode, but the target node must contain a .mod
field.
The Override mode is applied last and will replace any calculated value with the value specified in the Active Effect. It will show in the calculation overview popup, identifying that it is replacing the normally calculated value by showing it crossed out.
Should you define multiple Override effects on the same value, only the last one applied will take effect.
Actor Data Structure
If you can't find what you're looking for, check if a global modifier for it exists. Some values contain temp fields, that can be modified by Active Effects.
system.attributes.<attributeName>
contains all attributes.system.skills.active.<skillName>
contains all active skills. Custom skills will be shown with a random ID. To see the actual custom name of the skill traverse into it and read it's name field.system.limits.<limitName>
contains all limits.system.modifiers
contains all global modifiers and can be directly modified.
Success Test Pools
As of SR5 v0.17.1, only Active Skill ratings can be modified, while specific test categories (Social Tests, Matrix Tests, etc.) can't be discretely adjusted out.
References
GitHub Issues
Sourcebook
- ↑ Chrome Flesh (p. 88)