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Document activities system and each activity type for Wiki (#4133)
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75 changes: 75 additions & 0 deletions wiki/Activities.md
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![Up to date as of 4.0.0](https://img.shields.io/static/v1?label=dnd5e&message=4.0.0&color=informational)

The activities system is a new method for adding things that can be done by an item. It replaces the older method of defining a single action for an item with a much more flexible system.


## Creating Activities

![Item Sheet - Activities Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/activity-tab.jpg)

Activities are created on items through the "Activities" tab, using the plus button.

![Activity Creation Dialog](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/activity-creation.jpg)

Clicking the plus button brings up the Create Activity dialog with a list of activity types that can be created. After selecting one of these options, optionally entering a name, and clicking "Create New Activity" the sheet for the new activity will be opened.

### Activity Types

There are a variety of activity types offered by the DnD5e system, and modules can contribute their own custom types. More details on each type can be found on their own pages:
- [Attack](Activity-Type-Attack.md): Make an attack roll and roll damage
- [Check](Activity-Type-Check.md): Perform an ability check
- [Damage](Activity-Type-Damage.md): Damage a creature without a check
- [Enchant](Activity-Type-Enchant.md): Apply an enchantment to an item
- [Heal](Activity-Type-Heal.md): Heal a creature
- [Save](Activity-Type-Save.md): Impose a saving throw roll and roll damage
- [Summon](Activity-Type-Summon.md): Summon a new creature to the scene
- [Utility](Activity-Type-Utility.md): Make an arbitrary roll or just indicate something happened


## Configuring Activities

While parts of the activity sheet change based on the selected activity type, many parts are shared.

### Identity

![Activity Sheet - Identity Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/activity-identity.jpg)

The first tab that appears is the "Identity" tab which contains details on how the activity is present and how it behaves:
- *Name*: Name for the activity, will default to the name of the activity type if none is provided
- *Icon*: Icon used when the activity appears in the actor and item sheets
- *Chat Flavor*: Brief additional text used in the usage chat message
- *Measured Template Prompt*: If the activity defines an area of effect, should the player be prompted to place the template by default? If unchecked, then the player can still place the template using a button on the chat card

### Activation

The "Activation" tab contains three sub-tabs: "Time", "Consumption", and "Targeting".

#### Time

![Activity Sheet - Time Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/activity-time.jpg)

The "Activation" section contains details on how long it takes to use the activity and under what conditions it can be used. If activation data is provided by the item (such as on spells), this will default to the details from the item but can be overridden using a checkbox next to the name.

The "Duration" section contains details on how long the usage of the activity lasts. This can also be derived from the item’s data if present.

#### Consumption

![Activity Sheet - Consumption Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/activity-consumption.jpg)

The "Consumption" section contains a list of consumption targets with details on what is consumed, how much, and how the consumption scales if scaling is permitted. Multiple consumption targets can be defined and used separately in the usage dialog.

The "Consumption Scaling" section indicates whether scaling is allowed and how much scaling can occur. This section will not appear for spells, because the spell’s level determines how it scales.

The "Usage" and "Recovery" sections contain details on a limited pool of uses that can be defined for the activity and how they are recovered. Unlike uses defined on an item, which are accessible to any activity on the item as well as any other item on the same actor, these uses are only consumable from this activity. In order to use these uses, a consumption target with the type "Activity Uses" must be set up.

#### Targeting

![Activity Sheet - Targeting Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/activity-targeting.jpg)

The "Range", "Targets", and "Area" sections contain details on where and who the activity can affect. These three fields can also be derived from the item data if present.

### Effect

![Activity Sheet - Effect Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/activity-effect.jpg)

The final tab will vary the most between different activity types. Most activity types contain an "Applied Effects" list which specifies what Active Effects present on the item will be available to apply to targets through the chat card. The dropdown allows for selecting existing effects on the item, or the plus button can be used to create a new Active Effect.
38 changes: 38 additions & 0 deletions wiki/Activity-Type-Attack.md
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![Up to date as of 4.0.0](https://img.shields.io/static/v1?label=dnd5e&message=4.0.0&color=informational)

The Attack activity allows for making attacks and rolling damage.


## Performing Attacks

Using the attack activity will place an attack card into the chat log, with "Attack" and "Damage" buttons (assuming damage has been defined for the attack, otherwise only the "Attack" button will appear). Clicking on these buttons will open the standard rolling prompts.

![Attack Card & Dialogs](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/enchantment/attack-chat-dialog.jpg)

When making an attack with a weapon, a few additional options may appear in the attack roll dialog:
- *Ammunition*: For weapons with the Ammunition property, the ammunition used with the attack will be selectable. This ammo will add a bonus to the attack roll if it has a magical bonus and bonuses to the subsequent damage rolled using the same attack card
- *Attack Mode*: Allows for choosing between one-handed and two-handed attacks on weapons with the "Versatile" property, between melee and thrown attacks on weapons with the "Thrown" property, or making an offhand attack for weapons with the "Light" property. Subsequent damage rolls from the same attack card will be adjusted based on the attack mode chosen
- *Weapon Mastery*: If the weapon has a defined "Mastery" and the character has alternate mastery options, when the player will able to choose which of the available masteries to use


## Configuring Attacks

After creating the Attack activity the configuration sheet will open on the "Identity" tab. In addition to the standard activity options (see the [Activities Overview](Activities.md) for more details), Attack also includes a pair of properties for defining the attack type. *Attack Type* indicates whether this is a melee or ranged attack, and *Attack Classification* indicates whether it is a weapon, spell, or unarmed attack. These values affect what bonuses are applied to attack and damage rolls from the actor. If possible, these values will be populated by default values from the containing item.

![Attack Sheet - Identity Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/attack-identity.jpg)

### Attack Details & Damage

The "Effect" tab contains the rest of the unique properties for the Attack activity, split into sections defining attack and damage details.

![Attack Sheet - Effect Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/attack-effect.jpg)

The "Attack Details" section contains values used to calculate the attack roll itself:
- *Attack Ability*: Ability used to make the attack and available as `@mod` in damage formulas
- *To Hit Bonus*: Additional bonus added to the To Hit roll
- *Flat To Hit*: Use only the *To Hit Bonus* when performing the attack roll, not the attacker’s proficiency or ability modifier
- *Critical Threshold*: Minimum value needed on the attack die to determine if an attack is a critical hit

The "Attack Damage" section contains some configuration details for damage and the actual damage parts:
- *Include Base Damage*: Available on weapons and ammunition, this controls whether the item’s intrinsic damage is included in this attack
- *Extra Critical Damage*: Extra damage formula that will be added to the first damage part if critical damage is rolled. This extra damage is not multiplied like the rest of the damage
24 changes: 24 additions & 0 deletions wiki/Activity-Type-Check.md
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![Up to date as of 4.0.0](https://img.shields.io/static/v1?label=dnd5e&message=4.0.0&color=informational)

The Check activity allows for calling for ability checks including those that use skill or tool proficiency.


## Performing Checks

When the check activity is used it will place buttons in chat for each of the checks defined in the activity.

![Check Chat Card](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/check-card.jpg)

## Configuring Checks

After creating the Check activity the configuration sheet will open. Navigate over to the "Effect" tab to see options specific to the Check activity.

![Check Sheet - Effect Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/check-effect.jpg)

The "Check Details" section contains values used to determine what kind of checks are rolled and what the target DC is:
- *Associated Skills or Tools*: One or more skills or tools to create checks for. If left blank, then a single ability check will be created instead
- *Check Ability*: Specify the ability to be used with the check. If skills or tools are set then this will be used in place of the default ability associated with each skill or tool
- *DC Calculation*: Determines how the check DC is calculated, either using the default DC for an ability, the relevant spellcasting DC, or using a custom formula
- *DC Formula*: Place for defining the custom DC formula

When creating a Check activity on a tool item, then nothing more needs to be filled in. When using the activity from a tool it will automatically create the check based on the type of tool selected.
12 changes: 12 additions & 0 deletions wiki/Activity-Type-Damage.md
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![Up to date as of 4.0.0](https://img.shields.io/static/v1?label=dnd5e&message=4.0.0&color=informational)

The Damage activity allows for rolling damage.


## Configuring Damage

![Damage Sheet - Effect Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/damage-effect.jpg)

After creating the Damage activity the configuration sheet will open. Navigate over to the "Effect" tab to see the Damage-specific details plus the actual damage parts:
- *Allow Critical*: Allow critical damage to be rolled
- *Extra Critical Damage*: Extra damage formula that will be added to the first damage part if critical damage is rolled (only visible if "Allow Critical" is checked). This extra damage is not multiplied like the rest of the damage
53 changes: 53 additions & 0 deletions wiki/Activity-Type-Enchant.md
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![Up to date as of 4.0.0](https://img.shields.io/static/v1?label=dnd5e&message=4.0.0&color=informational)

The Enchant activity allows for applying [enchantments](Enchantment.md) 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)


## Performing Enchanting

When the Enchant activity is used it will display the usage prompt allowing for selecting a specific enchanting profile if more than one is available. The Enchant chat card will then appear in the log with an area to drop the item that should be enchanted.

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

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.

The chat card tracks how many items have been enchanted out of the maximum allowed (though the maximum is not enforced). This maximum item count can be defined on the Enchant activity by specifying the targets in the "Targeting" tab.


## Configuring Enchanting

After creating the Enchant activity the configuration sheet will open. In addition to the standard activity options (see the [Activities Overview](Activities.md) for more details), Enchant also includes the "Enchanting" tab with details on enchantments and restrictions.

### Enchantments

The "Enchantments" tab contains a list of potential enchantments that can be applied by the activity. The plus button can be used to create new enchantments, or the dropdown can be used to select enchantments that are already on the item, but not yet on the Enchant activity. Clicking on the name of an enchantment will open up the configuration sheet for it. More details on configuring the enchantments themselves can be found in the [enchantment guide](Enchantment.md).

#### Enchantment Level

When enchantment occurs the process always has an associated level. For spells, this is based on the level at which the spell is cast. For other items this varies depending on whether the *Class Identifier* is populated. If provided, then the summoning level will be based on the character’s level in that specific class, otherwise it will use the character’s overall level.

![Enchant Sheet - Enchantments Tab, Multiple with Level Limits](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/enchantment/enchant-enchantments-multiple.jpg)

This enchantment level can be used to restrict certain profiles to pnly certain levels using the *Level Limits* fields in the "Additional Settings" dropdown. In the above example, the "Magic Weapon" spell from the *Player’s Handbook*, the level limit is set so the "Magic Weapon, +1" enchantment is applied if the spell is cast at 3rd level or lower, and the other two enchantments are available at higher casting levels.

#### Additional Effects & Items

When enchanting profiles can be given additional effects and items that are added alongside the enchantment. Because enchantments can only affect the item to which they are applied, these *Additional Effects* can be used to give the item and Active Effect that changes the actor. The *Additional Items* can be used to specify additional items that are given to the actor when this enchantment is applied. Both the effects and items will be removed from the actor when the enchantment is removed.

![Enchant Sheet - Enchantments Tab, Additional Effects & Items](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/enchantment/enchant-enchantments-riders.jpg)

In the above example, the "Arcane Propulsive Armor" infusion from *Tasha’s Cauldron of Everything*, the profile includes a "Arcane Propulsive Armor" active effect to grant the player a boost to their walking speed and an "Arcane Propulsion Gauntlets" item that gives the player a way to attack using the armor.

### Restrictions

The "Restrictions" tab contains settings for what kind of items the enchanting can be performed upon:
- *Allow Magical*: Normally enchantments cannot be applied to items that are already magical, but this allows applying them to any item
- *Item Type*: Restrict application to certain types of items (e.g. "Weapon", "Equipment")
- *Valid Categories*: Further restrict the type of item to only those in this list (e.g. "Simple Melee Weapon")
- *Valid Properties*: Items must contain all of the provided properties to be enchanted (e.g. "Light", "Thrown")

![Enchant Sheet - Restrictions Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/enchantment/enchant-restrictions.jpg)

In the above example, still "Arcane Propulsive Armor", the restrictions indicate that this can only be applied to non-magical equipment that is light, medium, or heavy armor.
10 changes: 10 additions & 0 deletions wiki/Activity-Type-Heal.md
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The Heal activity allows for rolling healing.


## Configuring Heal

![Heal Sheet - Effect Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/heal-effect.jpg)

After creating the Heal activity the configuration sheet will open. Navigate over to the "Effect" tab to see the healing formula, type, and scaling details.
18 changes: 18 additions & 0 deletions wiki/Activity-Type-Save.md
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The Save activity allows for calling for saving throws and rolling damage.


## Configuring Saves

After creating the Save activity the configuration sheet will open. Navigate over to the "Effect" tab to see options specific to the Save activity.

![Save Sheet - Effect Tab](https://raw.githubusercontent.com/foundryvtt/dnd5e/publish-wiki/wiki/images/summoning/save-effect.jpg)

The "Save Details" section contains values used to determine what kind of save is rolled and what the target DC is:
- *Challenge Ability*: Controls what ability must be used when rolling the saving throw
- *DC Calculation*: Determines how the saving throw DC is calculated, either using the default DC for an ability, the relevant spellcasting DC, or using a custom formula
- *DC Formula*: Place for defining the custom DC formula

The "Save Damage" section contains some configuration details for damage and the actual damage parts:
- *Damage on Save*: Option that added informative text on how much damage should be applied when a creature succeeds on its saving throw
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