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Additional Wiki updates for 3.2.x (#3585)
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arbron authored May 21, 2024
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25 changes: 21 additions & 4 deletions wiki/Active-Effect-Guide.md
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![Up to date as of 3.1.0](https://img.shields.io/static/v1?label=dnd5e&message=3.1.0&color=informational)
![Up to date as of 3.2.0](https://img.shields.io/static/v1?label=dnd5e&message=3.2.0&color=informational)

This document only covers Active Effects available to the Core dnd5e System.

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| Change Mode | Description |
|------------ | ------------|
| Add | Adds the provided value to the specified attribute. For numerical attributes, this can be used to both add and subtract from a particular value by specifying `1` or `-1` as the value to add. |
| Multiply | Multiplies the defined attribute by the numeric value in the Effect Value field.|
| Override | Replaces the defined attribute with the value provided in the Effect Value field.|
| Add | Adds the provided value to the specified attribute. For numerical attributes, this can be used to both add and subtract from a particular value by specifying `1` or `-1` as the value to add. For sets such as an item's properties or character's damage resistances this can be used to add or remove and entry (e.g. `mgc` to add the magical property, or `-mgc` to remove it). |
| Multiply | Multiplies the defined attribute by the numeric value in the Effect Value field. |
| Override | Replaces the defined attribute with the value provided in the Effect Value field. If applied to a text value such as a name or description a pair of curly brackets like `{}` can be used to include the value being overriden in the final output. So overriding on the name of "Breastplate" with `Arcane Propulsive {}` will result in the final name of "Arcane Propulsive Breastplate". |
| Downgrade | Reduces the defined attribute only in cases where the current value of that attribute would be greater than value specified in the Effect Value field.|
| Upgrade | Increases the defined attribute only in cases where the current value of that attribute would be less than value specified in the Effect Value field. |
| Custom | The Custom change mode applies logic defined by a game system or add-on module. The dnd5e system does not utilize the Custom Change Mode|
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---

## Encumbrance

```
system.attributes.encumbrance.multipliers.encumbered
.heavilyEncumbered
.maximum
.overall
.bonuses.encumbered
.heavilyEncumbered
.maximum
.overall
```

Multipliers will multiply the default encumbrance values and bonuses will add a fixed amount to them. The values for `encumbered`, `heavilyEncumbered`, and `maximum` apply to the three encumbrance thresholds while `overall` applies to all three equally. Each of these takes a formula.

---

## Movement

```
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41 changes: 41 additions & 0 deletions wiki/Enchantment.md
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![Up to date as of 3.2.0](https://img.shields.io/static/v1?label=dnd5e&message=3.2.0&color=informational)

The D&D system includes an item activation method that allows for adding enchantments to items. These enchantments can modify the stats of an item (such as *Magic Weapon* giving a mundane weapon a +1 magical bonus), carry effects that apply to an actor (such as the *Fire Rune* granting a player double proficiency on tool checks), and carry items that are added to the actor (such as the *Arcane Propulsive Armor* give the player a set of gauntlets that can be used to attack).

![Enchantment Summary](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/enchantment/enchantment-summary.jpg)

## Configuring Enchantment

To set up a feature or spell to perform enchantment, it first must have the "Action Type" of "Enchant". This is configured on the details tab of the item beneath the header "Spell Effects" or "Feature Attack", depending on item type. Once that is selected a new enchantment line will appear below. The "Configure Enchantment" button will allow for further configuration and the area below will display any other items that have been enchanted by this one.

![Item Details Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/enchantment/enchantment-item-details.jpg)

Clicking the "Configure Enchantment" button will open the enchantment configuration screen. This screen contains all of the controls needed to configure what enchantments can be applied and what items can be enchanted.

![Enchantment Configuration](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/enchantment/enchantment-configuration.jpg)

### Enchantments

The top section contains a list of Enchantments that can be applied by this item. The "Create Enchantment" button can be used to create one which will open up the setup window for that specific enchantment. These enchantments are special active effects that target the item to which they are added rather than the actor, and thus they are configured in much the same way as normal active effects.

![Enchantment Effect Changes](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/enchantment/enchantment-changes.jpg)

In the example above, the spell "Magic Weapon" is configured to modify the name of the item to add `+1` to the end, add the magical property, and set the magical bonus. The name is set using a change format that allows for referencing the original name using a pair of curly brackets (`{}`) and the `override` change mode. This allows for more complex changes to the item's name than would normally be possible with active effects.

Within the "Additional Settings" dropdown for each enchantment there are more controls for each individual enchantment. The Level Limit defines what levels an enchantment can be used. Since "Magic Weapon" shown above is a spell, these levels correspond to the level at which the spell is cast. If this were on a feature, then these numbers would reference either the character level or a class level if the "Class Identifier" field is filled in (not visible in the above screenshots).

The other two options define what effects and items are added whenever the enchantment is added. The effects must be normal active effects defined on the same item as the enchantment. The items can be any item, but it is generally good practice to create links only to items in compendiums.

**Note:** The "Additional Items" can only be configured when running Foundry V12 or later, on V11 the items will be read-only.

### Restrictions

The next section defines what types of items can be enchanted. Checking "Allow Magical" will allow the enchantment to be applied to items that are already magical, and the "Item Type" will restrict the enchantment to certain broad item categories (e.g. Equipment, Weapon).

## Performing Enchantment

Once configuration is complete, enchantment is very easy. Simply activate the feature or spell as you would normally and the enchantment options will appear in the usage prompt if these is more than one enchantment profile available, otherwise the enchantment will go straight to chat.

![Enchantment Chat Message](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/enchantment/enchantment-chat-message.jpg)

In the activation chat message a drop area will appear. Any player may drop an item in this area to enchant that item and the enchanted items will be listed. GMs or the player who owns the item will have access to the "Remove Enchantment" button in the chat card which will quickly remove the enchantment. Enchantments can also be removed by breaking concentration if they are from a concentration effect, or by enter the "Effects" tab on the item and manually deleting the enchantment.
5 changes: 4 additions & 1 deletion wiki/Enrichers.md
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![Up to date as of 3.1.0](https://img.shields.io/static/v1?label=dnd5e&message=3.1.0&color=informational)
![Up to date as of 3.2.0](https://img.shields.io/static/v1?label=dnd5e&message=3.2.0&color=informational)

The dnd5e system adds a number of useful enrichers that can be used within journals or in item or actor descriptions. These enrichers will generate text based on the standard formatting used throughout 5e releases and provide rolls and related behavior that properly hooks into the system.

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> [!Note]
> Any values entered in the formula will be resolved based on the stats of the owner of the item, not who ultimately performs the roll.
### Healing Enricher
While healing can be provided using the standard damage enricher using one of the healing types (`healing` or `temp`), there is also a dedicated enricher to make it a bit clearer. This can be used in the format of `[[/healing {formula}]]` for normal healing and `[[/healing {formula} temp]]` for temporary HP. This also accepts the `average` parameter just like the damage enricher.


## Lookup Enrichers

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1 change: 1 addition & 0 deletions wiki/Home.md
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- [Custom Races](Custom-Race-Tutorial.md)
- [Awards](Awards.md)
- [Dynamic Module Art](Dynamic-Module-Art.md)
- [Enchantment](Enchantment.md)
- [Enrichers](Enrichers.md)
- [Frequently Asked Questions](FAQ.md)
- [Hooks](Hooks.md)
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10 changes: 8 additions & 2 deletions wiki/Summoning.md
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![Up to date as of 3.1.0](https://img.shields.io/static/v1?label=dnd5e&message=3.1.0&color=informational)
![Up to date as of 3.2.0](https://img.shields.io/static/v1?label=dnd5e&message=3.2.0&color=informational)

The D&D system includes a system for automatically bringing summoned creatures into your world. This allows you to reference a list of creatures to be summoned from a feature or spell, modify the actors before they are brought into the world, and place them where you wish in the scene.

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In the example above, the spell "Summon Beast" from *Tasha's Cauldron of Everything*, there are three profiles created to match with the three variants of Bestial Spirit that can be created: Air, Land, and Water. Custom labels have been added to make the usage window more legible to players.

![Summoning Quantity & Level](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/summoning-quantity-level.jpg)

The field before the actor link in a profile is a formula that defines how many creatures will be summoned. This takes roll data from the summoning item so it can easily scale with spell level. Hidden behind the "Additional Settings" dropdown is the level limit, which defines the levels at which the summoning will be available. For summoning on spells this will be based on the level at which the spell is cast, and for other item types it will use the character level or class level, so long as the "Class Identifier" field is filled with a valid class.

### Creature Changes

The next section lists changes that will be made to the creature being summoned. The "Match Proficiency" checkbox will cause the summoned creature's proficiency to match that of the actor doing the summoning. "Bonus Armor Class" and "Bonus Hit Points" are bonus formulas added on top of their respective values. Any `@` references in these formulas will be resolved at summoning time relative to the summoning item, so a value such as `@item.level` can be used to reference the level of the spell performing the summoning.
The next section lists changes that will be made to the creature being summoned. The "Match Proficiency" checkbox will cause the summoned creature's proficiency to match that of the actor doing the summoning. "Bonus Armor Class", "Bonus Hit Dice", "Bonus Hit Points" are bonus formulas added on top of their respective values. Any `@` references in these formulas will be resolved at summoning time relative to the summoning item, so a value such as `@item.level` can be used to reference the level of the spell performing the summoning. They can also reference details from the summoned creature, so `@summon.attributes.hd.max` will contain the maximum number of hit dice on the summoned creature (before the bonus is applied).

The "Creature Sizes" and "Creature Types" controls allow defining one or more size or type. The summoned creature will be modified to be this size or type when summoned, and if more than one option is selected then the player will be presented with a list of choices when summoning.

In the example above the match proficiency box is checked because the summoned spirits have the same proficiency as their summoner. In the AC bonus field it has `@item.level`, which increases the summoned creature's AC by the level at which the spell is cast. In the HP bonus field it has `5 * (@item.level - 2)`, which adds `5` to the creature's HP for every level the spell is cast above its base level (in this case `2`).

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