name: fvtt-active-effects description: This skill should be used when creating or applying Active Effects, working with effect changes and modes (ADD, MULTIPLY, OVERRIDE, CUSTOM), implementing duration tracking for combat, or handling effect transfer from items to actors.
Foundry VTT Active Effects
Domain: Foundry VTT Module/System Development Status: Production-Ready Last Updated: 2026-01-05
Overview
Active Effects automatically modify Actor data through a changes array. They're the primary mechanism for buffs, debuffs, equipment bonuses, and temporary conditions.
When to Use This Skill
- Creating equipment bonuses that modify actor stats
- Implementing buff/debuff spells with duration
- Setting up status conditions (prone, stunned, etc.)
- Using CUSTOM mode for complex calculations
- Managing effect transfer from items to actors
ActiveEffect Structure
Core Properties
{
name: "Shield of Faith",
img: "icons/magic/defensive/shield.png",
disabled: false,
transfer: true, // Transfer from item to actor
origin: "Item.abc123", // Source reference
statuses: ["blessed"], // Status identifiers
changes: [
{
key: "system.attributes.ac.bonus",
mode: 2, // ADD
value: "2"
}
],
duration: {
seconds: 600, // 10 minutes
rounds: null,
turns: null,
combat: null,
startTime: null,
startRound: null,
startTurn: null
}
}
Effect Modes
CONST.ACTIVE_EFFECT_MODES
| Mode | Value | Behavior |
|---|---|---|
| CUSTOM | 0 | System-specific logic via hook |
| ADD | 1 | Sum numbers, concat strings |
| MULTIPLY | 2 | Multiply numeric values |
| OVERRIDE | 3 | Replace value entirely |
| UPGRADE | 4 | Use if value > current |
| DOWNGRADE | 5 | Use if value < current |
Mode Examples
// ADD - most common
{ key: "system.attributes.ac.bonus", mode: 2, value: "2" }
// MULTIPLY - percentage bonuses
{ key: "system.attributes.movement.walk", mode: 2, value: "1.5" }
// OVERRIDE - fixed values
{ key: "system.attributes.ac.calc", mode: 3, value: "natural" }
// UPGRADE - only if better
{ key: "system.abilities.str.value", mode: 4, value: "19" }
// DOWNGRADE - only if worse
{ key: "system.abilities.dex.value", mode: 5, value: "4" }
Effect Application Timing
prepareData Order
// Actor.prepareData() execution:
1. this.data.reset() // Reset to source
2. this.prepareBaseData() // Basic setup
3. this.prepareEmbeddedDocuments() // Effects apply HERE
4. this.prepareDerivedData() // Calculate derived values
Critical: Effects apply in step 3, so they cannot modify values created in step 4.
Solution: Initialize in prepareBaseData
prepareBaseData() {
// Initialize values that effects will target
this.system.attributes.ac.bonus = 0;
this.system.modifiers.all = [];
}
prepareDerivedData() {
// Use modified values here
const ac = this.system.attributes.ac.base +
this.system.attributes.ac.bonus;
}
CUSTOM Mode
For complex calculations, use mode 0 with the applyActiveEffect hook:
Hooks.on("applyActiveEffect", (actor, change, current, delta, changes) => {
// Only handle our custom keys
if (!change.key.startsWith("system.custom.")) return;
switch (change.key) {
case "system.custom.damageReduction":
// Stack damage reduction multiplicatively
const existing = current || 1;
changes[change.key] = existing * (1 - delta);
break;
case "system.custom.attackBonus":
// Add with diminishing returns
const bonus = current || 0;
changes[change.key] = bonus + Math.floor(delta / (1 + bonus / 10));
break;
}
});
Hook Parameters
- actor: The Actor receiving the effect
- change: The EffectChangeData object
- current: Current value at the key
- delta: Parsed change value (already type-converted)
- changes: Accumulator - modify this to apply changes
Duration Tracking
Combat Duration
const combatEffect = {
name: "Haste",
changes: [...],
duration: {
rounds: 10,
combat: game.combat?.id,
startRound: game.combat?.round,
startTurn: game.combat?.turn
}
};
await actor.createEmbeddedDocuments("ActiveEffect", [combatEffect]);
World Time Duration
const timedEffect = {
name: "Poison",
changes: [...],
duration: {
seconds: 3600, // 1 hour
startTime: game.time.worldTime
}
};
Checking Remaining Duration
// Combat-based
const remaining = effect.duration.rounds -
(game.combat.round - effect.duration.startRound);
// Time-based
const elapsed = game.time.worldTime - effect.duration.startTime;
const remaining = effect.duration.seconds - elapsed;
Effect Transfer
Legacy Mode (Default)
Effects are copied from Item to Actor when embedded:
// Default: CONFIG.ActiveEffect.legacyTransferral = true
// Effect is duplicated to actor.effects
Modern Mode (Recommended)
Effects stay on Item but apply to parent Actor:
// In system init:
CONFIG.ActiveEffect.legacyTransferral = false;
// Benefits:
// - Edit effects without re-adding items
// - Cleaner data model
// - Effects removed when item removed
Transfer Property
{
name: "Magic Sword Bonus",
transfer: true, // Apply to actor (default)
// transfer: false // Stay on item only
changes: [...]
}
Common Patterns
Equipment Bonus
const magicArmorEffect = {
name: "+2 Armor",
img: "icons/equipment/chest/plate.png",
transfer: true,
changes: [
{
key: "system.attributes.ac.bonus",
mode: 2, // ADD
value: "2"
}
]
};
await item.createEmbeddedDocuments("ActiveEffect", [magicArmorEffect]);
Temporary Buff
async function applyBless(actor) {
await actor.createEmbeddedDocuments("ActiveEffect", [{
name: "Bless",
img: "icons/magic/holy/prayer.png",
statuses: ["blessed"],
changes: [
{ key: "system.bonuses.attack", mode: 2, value: "1d4" },
{ key: "system.bonuses.save", mode: 2, value: "1d4" }
],
duration: {
rounds: 10,
combat: game.combat?.id,
startRound: game.combat?.round
}
}]);
}
Status Condition
const proneEffect = {
name: "Prone",
img: "icons/svg/falling.svg",
statuses: ["prone"],
changes: [
{ key: "system.attributes.ac.bonus", mode: 2, value: "-4" }
],
flags: {
core: { statusId: "prone" }
}
};
Formula-Based Value
{
key: "system.attributes.ac.bonus",
mode: 2,
value: "@abilities.dex.mod" // Roll data reference
}
Common Pitfalls
1. Targeting Derived Values
// WRONG - calculated in prepareDerivedData, too late
{ key: "system.attributes.ac.value", ... }
// CORRECT - target the bonus that feeds into calculation
{ key: "system.attributes.ac.bonus", ... }
2. Modifying Items Directly
// WRONG - effects cannot modify embedded items
{ key: "items.0.system.damage", ... }
// CORRECT - modify actor data only
{ key: "system.bonuses.weaponDamage", ... }
3. Forgetting to Initialize
// WRONG - bonus undefined, effect fails
prepareDerivedData() {
this.system.ac.total = this.system.ac.base + this.system.ac.bonus;
}
// CORRECT - initialize in prepareBaseData
prepareBaseData() {
this.system.ac.bonus = 0;
}
4. String vs Number Values
// Effect values are always strings in the changes array
{ key: "system.hp.bonus", mode: 2, value: "10" }
// ADD mode parses to number automatically
// For CUSTOM mode, parse manually:
const numValue = Number(change.value);
5. Checking Effect Active State
// Always check before processing
for (const effect of actor.effects) {
if (!effect.active) continue; // Skip disabled
// Process effect...
}
// Or use the filtered collection
for (const effect of actor.appliedEffects) {
// Only active effects
}
6. Duration Display Lag
// UI may not update in real-time
// Close/reopen sheet to see accurate duration
// Or force refresh:
await effect.updateDuration();
Finding Valid Keys
// Discover available data paths:
const paths = Object.keys(
foundry.utils.flattenObject(game.system.model.Actor.character)
);
console.log(paths);
// Or inspect a specific actor:
console.log(Object.keys(
foundry.utils.flattenObject(actor.system)
));
Implementation Checklist
- Initialize effect targets in
prepareBaseData() - Use correct mode for the modification type
- Set
transfer: truefor item effects that apply to actors - Include duration for temporary effects
- Add statuses array for conditions
- Implement CUSTOM mode hook for complex logic
- Check
effect.activebefore processing - Test with multiple stacking effects
- Verify effects removed when source removed
References
Last Updated: 2026-01-05 Status: Production-Ready Maintainer: ImproperSubset