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V13.7.2 Property and Attunement Fixes

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@GnollStack GnollStack released this 01 Mar 08:01
1ed5709

5e Item Importer v13.7.2

Foundry VTT Compatibility: v13 (verified 13.351)
D&D 5e System: 5.1.10+ (verified 5.2.5)

This release addresses compatibility bugs regarding magic item properties and attunement in dnd5e 5.x, and adds proper support for passive effects and extra activities directly in item templates for the upcoming release of the activity importer.

What's New

Passive Effects Support

  • Separate effects: section: Passive Active Effects (always-on modifiers like an AC bonus while attuned) now have their own dedicated effects: section in the item templates, distinct from the Activities: section. This mirrors the dnd5e data model where effects are distinct from activities.
  • Case-insensitive keys: The parser now recognizes effects, Effects, or EFFECTS to handle LLM casing variations.

LLM Parser Resilience

  • Activity Dictionary Recovery: If an LLM outputs Activities: as a dictionary instead of an array, the parser now auto-converts it and logs a warning rather than silently dropping the data. This is for the upcoming release of the activity importer.

Bug Fixes

  • Magical Property (mgc) Tag: Fixed an issue where magical properties failed silently on import. The dnd5e 5.x system expects item properties to be a Set, but they were being written as plain objects or arrays. This fix ensures .add("mgc") is called correctly for Weapons, Tools, Containers, and Loot.
  • Magic Weapon Bonuses: Fixed the field used for magic bonuses. Previously, system.bonus was being set; this has been corrected to system.magicalBonus. Weapons with +1/+2/+3 bonuses will now correctly apply them to attack and damage rolls.
  • Attunement Status: Fixed attunement not being set on Tools, Weapons, Consumables, and Loot. The YAML parser previously stored attunement as a boolean (true/false), but Foundry requires specific strings ("required" / "optional"). Items will now import with the correct attunement state.

Improvements

  • Template Updates: All seven strict templates (Weapon, Equipment, Consumable, Tool, Loot, Container, Spell) have been updated to clearly document the difference between effects: and Activities:, including examples for the upcoming release of the activity importer.
  • Weapon Template Logic: The Weapon template now explicitly notes that dnd5e auto-generates the default attack activity, clarifying that the Activities: section should only be used for extra capabilities.