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Inline Enrichers
The following inline enrichers can be added to Journal Entries or Text macros to provide a button that players can click on in order to perform the action. When displayed in Journals, GMs are given an additional button (the speech bubble) that allows them to post the test into the chat log so that players have a button to press.
All enrichers follow the standard Foundry syntax of @Check[parameters]{optional label} (the {label} is optional, and if omitted the parameters will be formatted appropriately by the inline enricher).
The following enrichers will apply to the player's currently selected (not targeted) tokens on the scene - or the player's configured actor if no tokens are currently selected.
Perform a Test of a specific skill/attribute/other with a known difficulty number (dn). One or more skills/attributes can be put into a single check, allowing the player to choose which test to perform.
Examples are:
@Check[persuasion|dn=18]
@Check[taunt|dn=standard]{Taunt}
@Check[persuasion|dn=willpower]
The simplest checks involve just specifying the tag of the skill of attribute which is being tested. (The button displayed to players will use the localized string for the name of the skill/attribute being tested.)
More complex tests can be created by specifying all the parameters required by the Test function (where the first word in the inline parameters is assigned to testType).
@Check[interactionAttack|skillName=intimidation|dn=targetIntimidation|unskilledUse=true]
Note that unskilledUse=true can be used to allow a skill check to be performed for a skill which would not normally be allowed when unskilled (e.g. Kinesis).
A specific set of temporary modifiers can be specified which will applied to the actors as an active effect (with an optional duration):
@Buff[stat1=num|stat2=num]
@Buff[strength=+2|dexterity=+2|duration=2]
@Buff[spirit=-2|duration=2]
Set stat to the name of the attribute of ability (either the key [strength] or the localized string).
Set num to either a fixed value to replace the actor's current value, or a +X or -X to modify the existing value.
Adding |duration=x can set the duration of the effect to x turns/rounds (x = number)
Other fields in the ActiveEffect can be overridden such as the following which will set the active effect to have a barrel icon:
@Buff[strength=+2|img=icons/svg/barrel.svg]
This inline will apply the indicate status to the selected tokens.
@Condition[status] adds the condition
@Condition[status|off] removes the condition
@Condition[status|toggle] toggle the on/off state of the condition
@Condition[status|overlay] adds the condition and displays it as an overlay
@Condition[status|toggle|overlay] toggle the on/off state of the condition, and if toggled to the on state then it will be an overlay
Adding stymied and vulnerable to an actor already with that condition will upgrade the existing condition to veryStymied or veryVulnerable.
The full list of status effects is given by the id field of each entry in CONFIG.statusEffects
Add new @Damage[] inline enricher, which can take two forms;
This version inflicts X shock and Y wounds to each selected token (either shock or wounds can be omitted).
@Damage[shock=X|wounds=Y]
This version applies a certain amount of damage to the target, applying relevant modifiers before converting the result into the appropriate amount of shock and/or wounds.
@Damage[damage=X]
@Damage[damage=X|ap=Y] apply Y amount of Armor Piercing when determining shock/wounds.
@Damage[damage=X|ignoreArmor] ignores the armor rating of the target when determining shock/wounds.
@Damage[damage=X|traits=fire] inflicts X damage with the given attack Traits to the selected tokens, applying the target's toughness before calculating shock/wounds (currently the only supported traits are 'painful' and 'stagger', but more might become relevant as more automation is added to the system.)