50 lines
1.7 KiB
Markdown
50 lines
1.7 KiB
Markdown
# Using CUB for Modifiers
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> ⚠ The module [Combat Utility Belt](https://foundryvtt.com/packages/combat-utility-belt) is required.
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## Attributes modifiers
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Replace `<attribute>` with actual attribute (i.e. `endurance`, `vigilance`, `focus`, `composure`) and `<number>` with actual number to be added.
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When setup in CUB this would modify PC derived attributes to increase or reduce them by the number given.
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Allows automating certain invocations and item effects (such as the cursed Kama from Sins of Regret supplement).
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### For `character` type
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Syntaxe:
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> system.modifiers.character.`<attribute>` += `<number>`
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Examples:
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> system.modifiers.character.endurance += 1 // add 1
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> <br>system.modifiers.character.focus += -2 // remove 2
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### For `adversary` or `minion` types
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Syntaxe:
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> system.`<attribute>` += `<number>`
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Exemples:
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> system.vigilance += 1 // add 1
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> <br>system.composure += -2 // remove 2
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## Rings/Skills modifiers
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Both PCs and NPCs can have their skills and rings increased as well by conditions (should you wish to ignore some of the RAW).
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Syntaxe:
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> system.rings.`<ring>` += `<number>`
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> <br>system.skills.`<skillGroup>`.`<skill>` += `<number>` // for PCs
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> <br>system.skills.`<skillGroup>` += `<number>` // for NPCs
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Exemples:
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> system.rings.earth += 1
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> <br>system.skills.artisan.aesthetics += 1 // for PCs
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> <br>system.skills.martial += -1 // for NPCs
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The above need to be setup as conditions using CUB at the moment so that they can be added/removed as required.
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Regarding skills and rings modifiers, I believe you would need to remove them temporarily for advancements as it might cause extra XP to be spent, but yet to test it fully.
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