From 33bc3401ed80e4c90991c1ee90e3425b56c71faf Mon Sep 17 00:00:00 2001 From: Zhell Date: Sun, 29 Dec 2024 23:57:35 +0100 Subject: [PATCH] Minor wiki updates --- wiki/Active-Effect-Guide.md | 11 +++++------ 1 file changed, 5 insertions(+), 6 deletions(-) diff --git a/wiki/Active-Effect-Guide.md b/wiki/Active-Effect-Guide.md index 19715c9234..96b04b9929 100644 --- a/wiki/Active-Effect-Guide.md +++ b/wiki/Active-Effect-Guide.md @@ -4,7 +4,7 @@ This document only covers Active Effects available to the Core dnd5e System. # Legend -`[number]` - These square brackets mean "replace this with your value of the type within the brackets". So this example: `[number]` would mean you input `3`. If roll data is allowed, you can input any roll data that would *evaluate* to a number. +`[number]` - These square brackets mean "replace this with your value of the type within the brackets". So this example: `[number]` would mean you input `3`. If roll data is allowed, you can input any roll data that would *evaluate* to a number (no dice allowed). `[formula]` - When `formula` is mentioned in this document it means this value can be populated with any dice formula. For example, Bless adds several effects with the Effect Value of `1d4`. These fields always allow for the use of roll data. @@ -202,7 +202,7 @@ system.attributes.encumbrance.multipliers.encumbered .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. +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 take numbers and allow roll data. --- @@ -489,8 +489,7 @@ Temporarily override the displayed creature type of an actor. For example using ## Scale Value ``` -system.scale.[classIdentifier].[scaleIdentifier] - .value +system.scale.[classIdentifier].[scaleIdentifier].value .number .die .faces @@ -561,14 +560,14 @@ E.g. An Item or Feature which increases a character's Max HP by a flat amount. | Attribute Key | Change Mode | Effect Value | Roll Data? | | -------------------------------------- | ----------- | ------------ | ---------- | -| `system.attributes.hp.bonuses.overall` | Add | `[formula]` | Yes | +| `system.attributes.hp.bonuses.overall` | Add | `[number]` | Yes | ### Bonus HP for each Character Level E.g. An effect that provides a bonus to the hit points a character gains for each level they acquire (e.g., the Tough feat). | Attribute Key | Change Mode | Effect Value | Roll Data? | | ------------------------------------ | ----------- | ------------ | ---------- | -| `system.attributes.hp.bonuses.level` | Add | `[formula]` | Yes | +| `system.attributes.hp.bonuses.level` | Add | `[number]` | Yes | # Honorable Mentions