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Active Effect Keys

CK edited this page Aug 10, 2026 · 5 revisions

Attribute and Active Effect Keys

This page is the single lookup for SW5e Module attribute paths, flag paths, token resource identifiers, and related roll terms when using the module with the DND5e system.

Property paths use Foundry’s standard system.* and flags.* notation on the Actor document unless a row says otherwise (token resource IDs and roll terms are called out explicitly).

Classification columns:

  • Kind — system path, flag path, token resource ID, or roll-data term
  • Persisted / prepared — stored on the document vs computed at prepare time
  • AE-suitable — whether it is a normal Active Effect target
  • Actor types — who the value applies to

Use this page if you are:

  • building advanced homebrew Active Effects
  • looking up Force/Tech point, Powers Known, or discount paths
  • configuring starship token bars or Role movement effects
  • applying power attack / power DC bonuses
  • contributing to the module and needing a fast path reference

This page is not:

  • a full dump of every system.* field in DND5e
  • a replacement for checking the exact schema in your shipped DND5e version
  • a beginner guide to Active Effects in general

In the 1.4.0 feature set this catalog also covers point discounts, Powers Known, starship token resource IDs, and the starship firing-crew attack roll term.

How Active Effects work

Each effect change usually has three parts:

  • Key: the property path being targeted
  • Mode: how the value is applied
  • Value: the number or formula being applied

Practical mode guidance

Use Add when:

  • increasing a max pool
  • adding current points or dice
  • applying a flat numeric bonus

Use Override when:

  • setting a fixed die size
  • forcing a known maximum
  • replacing a value entirely instead of stacking with it

Use Multiply carefully:

  • only when you truly want scaling behavior
  • be cautious with stacking effects

Best-practice rule

Prefer fields that are persisted on the actor and already meant to accept overrides. Avoid targeting values that are purely derived during actor preparation unless you already know the system expects that.

Do not put Active Effects on token resource IDs, roll terms, or prepare-only counters such as Powers Known .value.

Superiority

Key Kind Persisted / prepared AE-suitable Actor types
system.superiority.dice.value system path Persisted current Yes Character, NPC
system.superiority.dice.max system path Persisted / prepared max Yes (Add recommended for bonuses) Character, NPC
system.superiority.dice.temp system path Persisted Yes Character, NPC
system.superiority.dice.bonuses.level system path Persisted Yes Character, NPC
system.superiority.dice.bonuses.overall system path Persisted Yes Character, NPC
system.superiority.die system path Persisted override Yes (Override; e.g. 10 for d10) Character, NPC
system.superiority.known.max system path Persisted nullable override Potentially yes Character, NPC
system.bonuses.superiority.dc.all system path Persisted Yes Character, NPC
system.bonuses.superiority.dc.mental system path Persisted Yes Character, NPC
system.bonuses.superiority.dc.physical system path Persisted Yes Character, NPC
system.bonuses.superiority.dc.general system path Persisted Yes Character, NPC

Runtime owner: superiority / maneuver prepare (scripts/patch/maneuver.mjs, data model superiority schema).

Force and Tech points

Key Kind Persisted / prepared AE-suitable Actor types
system.powercasting.force.points.value system path Persisted current Yes Character, NPC (casters)
system.powercasting.force.points.max system path Persisted override / prepared max Yes Character, NPC
system.powercasting.force.points.temp system path Persisted Yes Character, NPC
system.powercasting.force.points.tempmax system path Persisted Yes Character, NPC
system.powercasting.force.points.bonuses.level system path Persisted Yes Character, NPC
system.powercasting.force.points.bonuses.overall system path Persisted Yes Character, NPC

Tech uses the same structure with tech instead of force:

  • system.powercasting.tech.points.value
  • system.powercasting.tech.points.max
  • system.powercasting.tech.points.temp
  • system.powercasting.tech.points.tempmax
  • system.powercasting.tech.points.bonuses.level
  • system.powercasting.tech.points.bonuses.overall

Runtime owner: powercasting prepare (scripts/patch/powercasting.mjs).

Powers Known

Key Kind Persisted / prepared AE-suitable Actor types
system.powercasting.force.known.max system path Persisted nullable override; prepared max may also come from class tables Potentially yes (Override) Character, NPC
system.powercasting.tech.known.max system path Same Potentially yes Character, NPC
system.powercasting.force.known.value prepared counter (not a schema field) Prepared / derived only — count of qualifying owned Force powers No — not an AE target Character, NPC
system.powercasting.tech.known.value prepared counter Prepared / derived only No — not an AE target Character, NPC

Notes:

  • Free Learn (freeLearn on the power Item) means the power is possessed but does not count toward Powers Known.
  • Unspecified NPC Known max presents as N / — on the sheet.
  • Runtime owner: scripts/powercasting-known.mjs + powercasting prepare.

Force / Tech point discounts (1.4.0 feature set)

Key Kind Persisted / prepared AE-suitable Actor types
flags.sw5e.forcePowerDiscount flag path Persisted via Force Points configuration dialog; runtime reads actor flags Prefer the dialog. Not a Special Traits characterFlags entry. Flag AEs are possible but ownership stays on the Power Point dialogs Character, NPC (Force)
flags.sw5e.techPowerDiscount flag path Same for Tech Same Character, NPC (Tech)

Notes:

  • Missing flag behaves as discount 0.
  • Non-negative whole numbers only.
  • Recognized powers apply finalCost = max(0, rawCost − discount) for preview, affordability, and spend without mutating Item/Activity source costs.
  • Runtime owner: scripts/power-point-cost.mjs, scripts/power-point-config.mjs.

Power attack bonus keys

Key Kind Persisted / prepared AE-suitable Actor types
system.bonuses.force.attack system path Persisted Yes Character, NPC
system.bonuses.tech.attack system path Persisted Yes Character, NPC
system.bonuses.mpak.attack system path Persisted Yes Character, NPC
system.bonuses.rpak.attack system path Persisted Yes Character, NPC

Also present in the module effect-key lists for school-scoped Force bonuses:

  • system.bonuses.force.light.attack
  • system.bonuses.force.dark.attack

Runtime owner: scripts/patch/power-bonuses.mjs.

Power save DC bonus keys

Broad cast-type DC keys

  • system.bonuses.force.dc
  • system.bonuses.tech.dc
  • system.bonuses.force.light.dc
  • system.bonuses.force.dark.dc

Ability-specific DC keys (caster ability)

  • system.bonuses.force.str.dc … cha.dc
  • system.bonuses.tech.str.dc … cha.dc
  • matching force.light.* / force.dark.* ability DC keys where listed by the runtime

Save-target ability DC keys

Based on the target’s saving throw ability:

  • system.bonuses.force.save.str.dc … cha.dc
  • system.bonuses.tech.save.str.dc … cha.dc

All of the above: kind system path, persisted, AE-suitable, Character / NPC.

Powercasting override flags

Documented override / related paths from the powercasting override helper:

Force-school override flags

  • flags.sw5e.powercastingOverrides.force.lgt.ability
  • flags.sw5e.powercastingOverrides.force.lgt.pointsAbility
  • flags.sw5e.powercastingOverrides.force.drk.ability
  • flags.sw5e.powercastingOverrides.force.drk.pointsAbility

Universal Force override flags

  • flags.sw5e.powercastingOverrides.force.uni.mode
  • flags.sw5e.powercastingOverrides.force.uni.ability
  • flags.sw5e.powercastingOverrides.force.uni.pointsAbility

Tech override flags / fields

  • flags.sw5e.powercastingOverrides.tech.tec.pointsAbility
  • system.powercasting.tech.schools.tec.attr

Related Force school actor fields

  • system.powercasting.force.schools.lgt.attr
  • system.powercasting.force.schools.drk.attr
  • system.powercasting.force.schools.uni.attr

Kind: flag path or system path. Persisted. AE-suitable with caution (ability-model changes, not simple bonuses). Actor types: Character, NPC. Prefer Powercasting Configuration and Overrides for normal UI configuration.

Starship token resource identifiers (1.4.0 feature set)

These are Token / Prototype Token Resource dropdown IDs, not Actor Active Effect keys.

Identifier Kind Storage written on edit AE-suitable Actor types
sw5e.starshipHull token resource ID system.attributes.hp.value (Hull current) No Starships only
sw5e.starshipShields token resource ID system.attributes.hp.temp (Shields current) No Starships only

Notes:

  • Manual opt-in only; existing tokens are not auto-migrated.
  • Stock Hit Points remains available separately.
  • Runtime owner: scripts/starship-token-resources.mjs.

Starship Role movement Active Effect keys

Key Kind Persisted / prepared AE-suitable Actor types
system.attributes.movement.space system path Persisted; Role packs publish Override effects as baseline Yes (Override typical) Starships
system.attributes.movement.turn system path Same Yes Starships

Runtime owner: scripts/starship-data.mjs (STARSHIP_ROLE_MOVEMENT_*_KEY), Role Active Effects, starship movement prepare.

Starship firing-crew attack roll term

Identifier Kind Persisted / prepared AE-suitable Actor types
@sw5eCrewAttackProf (roll part) / data key sw5eCrewAttackProf roll-data term Injected into attack roll config at roll time No — not an AE path Starship weapon attacks with qualified firing crew

Runtime owner: scripts/starship-data.mjs.

Special Traits characterFlags

SW5e adds these under DND5e Special Traits (flags.dnd5e.* characterFlags). They are not the Force/Tech discount flags.

Flag key Kind Notes
maneuverCriticalThreshold characterFlag Number
supremeAptitude characterFlag Boolean + ability list
supremeDurability characterFlag Boolean + ability list
encumbranceMultiplier characterFlag Number

Runtime owner: scripts/patch/config.mjs. Actor types: typically characters (Special Traits UI).

Currency (credits-only)

Key Kind Persisted / prepared AE-suitable Actor types
system.currency.gc system path Persisted wallet amount Unusual for AEs; possible Character, NPC

Price denomination for items uses gc (Galactic Credits). Orphan PHB coin keys are folded into gc by world migration on supported builds. Runtime owner: scripts/currencies.mjs.

Common actor keys

Generic actor-side fields still useful in SW5E-oriented effects:

  • max HP: system.attributes.hp.max
  • temp HP: system.attributes.hp.temp (also used as Shield storage for starship token Shields)
  • AC value: system.attributes.ac.value
  • Strength score: system.abilities.str.value

On starships, prefer the virtual token resource IDs above when configuring token bars, not raw HP keys, unless you intentionally want stock Hit Points.

Quick examples

+2 maximum superiority dice

  • Key: system.superiority.dice.max
  • Mode: Add
  • Value: 2

+4 maximum Force points

  • Key: system.powercasting.force.points.max
  • Mode: Add
  • Value: 4

Set superiority die to d10

  • Key: system.superiority.die
  • Mode: Override
  • Value: 10

+1 current Tech point

  • Key: system.powercasting.tech.points.value
  • Mode: Add
  • Value: 1

+1 Force power save DC

  • Key: system.bonuses.force.dc
  • Mode: Add
  • Value: 1

+1 against Dexterity save targets for Tech powers

  • Key: system.bonuses.tech.save.dex.dc
  • Mode: Add
  • Value: 1

Best practices

  • prefer documented, actor-persisted fields over guessed or purely derived values
  • use Add for flat bonuses and Override for fixed-value replacement
  • never target Powers Known .value, token resource IDs, or @sw5eCrewAttackProf with Active Effects
  • configure Force/Tech discounts from the Power Point dialogs unless you deliberately understand flag-path effects
  • test on a copy of the actor before using the effect in a live game
  • re-check behavior after rests, leveling, migration-heavy updates, or class changes

Related pages

Practical summary

  • use persisted actor fields for Active Effects
  • be careful with derived values
  • superiority, Force points, and Tech points remain important SW5E-specific effect targets
  • the 1.4.0 feature set adds discounts, Powers Known documentation, starship token resource IDs, Role movement keys, and the firing-crew roll term — only some of those are AE targets
  • always test effect behavior in the exact DND5e version you ship with

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