< Module:A
This is the documentation page for Module:A
Module:A Parameter Documentation
This page details all the parameters and their aliases accepted by the Module:A Scribunto module for formatting TTRPG abilities. Call the module using:
{{#invoke:A|a|name=Example Ability|<other parameters>}}
Core Parameters
Basic Information
name- The name of the ability (required)e- The effect/description of the abilitytrigger- What triggers the ability to activate
Type Flags
skill- Flag to mark this as a skill ability- Setting a warrior or semi class will automatically set this flag to
true. This can be overridden by setting it to0orfalse.
- Setting a warrior or semi class will automatically set this flag to
spell- Flag to mark this as a spell ability- Setting a mage class will automatically set this flag to
true. This can be overridden by setting it to0orfalse.
- Setting a mage class will automatically set this flag to
standard- Flag to mark this as a standard ability- Setting a class will automatically set this flag to
true. This can be overridden by setting it to0orfalse. - Note that abilities that are provided by other class abilities are not always considered standard abilities nor abilities of that class. The main exceptions are crowns and other mage rotators.
- Setting a class will automatically set this flag to
Class Information
class- The class this ability belongs to
Supported values:bar/ber(Berserker)sam/due(Duelist)vet(Veteran)kni(Knight)pal(Paladin)ass(Assassin)ama/cor(Corsair)arc(Archer)thi(Thief)ran(Ranger)fla(Flame Mage)sto(Storm Mage)lif(Life Mage)nec(Necromancer)nat(Nature Mage)
arch- Override the default archetype for a class
Supported values:warr(Warrior)semi(Semi)mage(Mage)
rank- The rank requirement for the ability
Supported values:1(Rank 1)2(Rank 2)3(Rank 3+)
Ability Properties
Maneuver Type (maneuver/man/m)
active/ac/a- Active maneuverreactive/re/r- Reactive maneuverpassive/ps/p- Passive maneuverslow/sl/s- Slow maneuver
Execution Time (executionTime/time/et/x)
0a/freeAction/fa- Free action1a/a/singleAction/sa- Single action2a/doubleAction/da- Double action3a/tripleAction/ta- Triple action0r/freeReaction/fr- Free reaction1r/reaction/r- Reactionsr/shortRest/s- Short restlr/longRest/l- Long rest- Time duration format:
XmXhXdXwXy(minutes, hours, days, weeks, years)
Interaction Type (interaction/int/i)
attack/atk/a- Attack interactionblock/blk/b- Block interactionmanifest/man/m- Manifest interactionfeat/fea/f- Feat interaction
Delivery Method (delivery/del/d)
self/sel/s- Self deliverymissile/mis/m- Missile deliveryhand/han/h/claw- Hand deliverybite/bit/b/mouth- Bite deliveryitem/itm/i- Item deliverymagelore/mag/ml- Magelore deliveryweapon/wep/w- Weapon deliveryshield/shl/sh- Shield deliveryarmor/rmr/r- Armor deliverysight/sit/eye/e- Sight deliveryaura/aur/a- Aura deliverycone/con/c- Cone deliveryother/oth/o- Other delivery
Target Type (target/tar/t)
self/sel/s- Self targetcreature/cre/c- Creature targetbody/bod/b- Body targetvitals/vit/v- Vitals targetlimb/lim/l- Limb targetarm- Arm targetleg- Leg targetitem/itm/i- Item targetweapon/wep/w- Weapon targetshield/shl/sh- Shield targetarmor/rmr/r- Armor targetattack/atk/a- Attack targetother/oth/o- Other target
Duration (duration/dur/dr)
instant/in/i/0- Instant durationalways/forever/4/inf- Always active- Note: Use one of the aliases. Entering
alwaysis currently bugged.
- Note: Use one of the aliases. Entering
whileUp/up/u- While upwhileDown/dn/d- While downwhileAlive/al/a- While alivewhileDead/dd- While deadendOfTurn/end/e- Until end of turndawn/d- Until dawnstartOfTargetNextTurn/tStart/ts- Until start of target's next turnendOfTargetNextTurn/tEnd/te- Until end of target's next turnstartOfYourNextTurn/uStart/us- Until start of your next turnendOfYourNextTurn/uEnd/ue- Until end of your next turnendOfCombat/ec- Until end of combat- Time duration format:
XmXhXdXwXy(minutes, hours, days, weeks, years)
Sustained Flag
sustained/sus/s- Ability is sustained
Range (range/rng/r)
melee/m- Melee rangeweapon/w- Weapon rangehand/h- Hand rangebite/b- Bite rangeitem/i- Item rangeshield/sh- Shield rangearmor/a- Armor rangesight/eye/e- Sight rangeself/s- Self range- Distance format:
XforXm(feet or miles)
Attribute Saves (attribute/attr/a)
int/INT/i- Intelligence savestr/STR/s- Strength savemov/MOV/m- Movement saveper/PER/p- Perception savesnk/SNK/s- Sneak save
Expansion Type (expansion/exp)
detonate/det/d- Detonate expansionripple/rip/r- Ripple expansioncascade/cas/c- Cascade expansionfork/for/f- Fork expansion
Piercing (piercing/prc/p)
av0/a- AV0 piercingunblockable/ub/u- Unblockable
Component Flags
verbal/ver/v- Verbal componentsomatic/som/s- Somatic componentmaterial/mat/m- Material componentmagelore/mag/ml- Magelore componentinvoked/inv/i- Invoked component
Resource Costs
mp- Mana point costmpx- Variable mana point cost descriptionhp- Hit point costhpx- Variable hit point cost descriptionmatx- Material component cost description
Element Flags
life- Life elementstorm- Storm elementnecro- Necro elementflame- Flame elementnature- Nature element
Power Source Flags
magic- Magical power sourcedivine- Divine power sourcespirit- Spirit power sourceprimal- Primal power sourcemartial- Martial power sourcepsionic- Psionic power sourcetecho- Techno power source
Effect Type Flags
mental- Mental effecttruth- Truth detection effectduelMod- Duel modification effectmovement- Movement effectdisplacement- Displacement effecttransformation- Transformation effectcontrol- Control effectresist- Resistance effectimmune- Immunity effectlong- Long range effectsense- Sensory effectrevive- Revival effectsummon- Summoning effectheal- Healing effect
State Parameters
end- The condition under which the ability ends
Results Parameters
crithit- Critical hit effecthit- Hit effectmiss- Miss effectcritmiss- Critical miss effectcritfail- Critical fail effectfail- Fail effectsave- Save effectcritsave- Critical save effect
Attribute Modification
vstat- Attribute to modifyval- New minimum value for the attributefstat- Feat save attribute to modifyflu- Flag for fluency in feat savepro- Flag for proficiency in feat save
Premade Templates
The module includes several premade templates that can be used as a base for abilities:
Strike Template (pre=strike)
{
maneuver = 'active',
executionTime = '1a',
interaction = 'attack',
delivery = 'weapon',
target = 'creature',
duration = 'instant',
range = 'weapon',
}
Ray Template (pre=ray)
{
maneuver = 'active',
executionTime = '1a',
interaction = 'attack',
delivery = 'missile',
target = 'creature',
duration = 'instant',
range = '60f',
piercing = 'av0',
}
Ball Template (pre=ball)
{
maneuver = 'active',
executionTime = '1a',
interaction = 'attack',
delivery = 'missile',
target = 'creature',
duration = 'instant',
range = '30f',
piercing = 'ub',
}
Touch Template (pre=touch)
{
maneuver = 'active',
executionTime = '1a',
interaction = 'attack',
delivery = 'hand',
target = 'creature',
duration = 'instant',
range = 'hand',
piercing = 'ub',
}
Ritual Template (pre=ritual)
{
maneuver = 'slow',
executionTime = '10m',
interaction = 'manifest',
delivery = 'sight',
target = 'creature',
duration = 'instant',
range = '5f',
}
Additional Features
The module automatically handles:
- Adding AC modifiers for limb (+2), vitals (+5), and other specific targets
- Managing item interaction DCs
- Handling class archetypes and their hierarchies
- Processing time and distance formats
- Managing component requirements for invoked abilities