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SR5 Foundry VTT System Wiki
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This article was last edited Thursday, January 18, 2024 by Mr. Johnson.

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As of SR5 v0.18.5, you'll want to use the Submit Changes button before and after changing anything on the Active Effect's Apply-To Tab due to a saving/refresing bug.[git 1]

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. These examples assume you are familiar with basic system functionality and navigating the interface.

Medkit

The humble Medkit[sr 1] 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. 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

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

  • 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

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

Medkit Pool Increase

  • 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.
    • system.limit, Override, and @system.technology.rating will set the limit equal to the medkit's rating.
    • system.limit, Override, and @system.technology.rating * 2 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

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