Dialog scripts show up within the Dialog Modifiers section in roll dialog windows, and are able to be toggled on or off, causing some sort of behavior. They are probably the most powerful type of script, especially when used in conjunction with other scripts. They are unique in that they have their main script, which is generally used to modify the dialog fields (adding to modifier, SL bonus, etc.), but they also have 3 subscripts, described below.
-
Hide Script: Returning true with this script hides the option from selection, taking precedent over Activate Script
-
Activate Script: Returning true with this script results in this modifier being automatically activated in the dialog window (as opposed to manually clicking on the option)
-
Submission Script: This script runs when this script is activated and the dialog is submitted. Usually this is for setting some special flag for another script to use. See the examples below.
Key
dialog
Arguments
The args
parameter corresponds the dialog application itself. which has some useful properties.
args.actor
- Actor performing the test (important distinction to this.actor
because of the targeter option (see Special Features))
args.attributeKey
- The attribute being used for the roll
args.skillKey
- The skill being used for the roll
args.item
- The Item, such as the weapon, being used
args.fields
- Specifically the editable properties (fields) in the dialog window
args.advantage
- The number of “advantages”
args.disadvantage
- The number of “disadvantages”
args.fields
- Object of all the “fields” in the dialog
fields.attribute
- The attribute being used for the roll
fields.skill
- The skill being used for the roll
fields.difficulty
- The difficulty field
fields.complexity
- The complexity field
fields.doubleFocus
- The double focus checkbox
fields.doubleTraining
- The burst checkbox
fields.bonusDamage
- The Bonus Damage field
fields.bonusFocus
- The Bonus Focus field
fields.attack
- The Attack field
fields.primaryDefence
- The Defence value for the primary target
fields.triggerToDamage
- Invisible checkbox that sets a flag to add the number of 6s rolled to damage
args.flags
- An object that is intended to freely be used by scripts, it is useful to prevent duplicate executions, such as for Talents that have been taken multiple times but should only execute once.
There are a plethora of other properties available to look at, you can use the console command ui.activeWindow
with a dialog in focus to see everything available.
Special Features
With Targeter
selected, a dialog effect is designated not to apply to yourself, but to anyone who targets you and opens a dialog. This is useful for effects that increase or decrease your defensive situation, such as “Disadvantage to anyone attacking you with a ranged weapon.”
Examples
Add Bonus Dice
Usage: Add Doom to bonus dice for channelling / spellcasting
Hide
return args.fields.skill != "channelling"
Activate
return args.fields.skill == "channelling"
Script
args.fields.bonusDice += (args.actor.system.doom)
Notes: We hide the option if the skill isn’t Channelling, and we activate it if the skill is Channelling.
Social Interactions
Usage: Decrease difficulty for social skills
Hide
return !["intimidation", "guile", "entertain"].includes(args.fields.skill)
Activate
return return ["intimidation", "guile", "entertain"].includes(args.fields.skill)
Script
args.fields.difficulty--;
Add Damage
Usage: Adds bonus damage equal to the Actor’s Weapon Skill Focus
Hide
return !args.weapon
Activate
return args.weapon
Submission
this.effect.update({disabled : true})
Script
args.fields.bonusDamage += (args.actor.system.skills.weaponSkill.focus)