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== Module:A Parameter Documentation == |
== Module:A Parameter Documentation == |
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This page details all the parameters and their aliases accepted by the Module:A Scribunto module for formatting TTRPG abilities. |
This page details all the parameters and their aliases accepted by the Module:A Scribunto module for formatting TTRPG abilities. Call the module using: |
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<pre>{{#invoke:A|a|name=Example Ability|<other parameters>}}</pre> |
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=== Core Parameters === |
=== Core Parameters === |
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==== Basic Information ==== |
==== Basic Information ==== |
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* |
* <code>name</code> - The name of the ability (required) |
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* |
* <code>e</code> - The effect/description of the ability |
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* |
* <code>trigger</code> - What triggers the ability to activate |
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==== Type Flags ==== |
==== Type Flags ==== |
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* |
* <code>skill</code> - Flag to mark this as a skill ability |
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** Setting a warrior or semi class will automatically set this flag to <code>true</code>. This can be overridden by setting it to <code>0</code> or <code>false</code>. |
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| ⚫ | |||
* |
* <code>spell</code> - Flag to mark this as a spell ability |
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** Setting a mage class will automatically set this flag to <code>true</code>. This can be overridden by setting it to <code>0</code> or <code>false</code>. |
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| ⚫ | |||
** Setting a class will automatically set this flag to <code>true</code>. This can be overridden by setting it to <code>0</code> or <code>false</code>. |
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** 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. |
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==== Class Information ==== |
==== Class Information ==== |
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* |
* <code>class</code> - The class this ability belongs to<br />Supported values: |
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| ⚫ | |||
** Supported values: <code>bar</code>/<code>ber</code> (Berserker), <code>sam</code>/<code>due</code> (Duelist), <code>vet</code> (Veteran), <code>kni</code> (Knight), <code>pal</code> (Paladin), <code>ass</code> (Assassin), <code>ama</code>/<code>cor</code> (Corsair), <code>arc</code> (Archer), <code>thi</code> (Thief), <code>ran</code> (Ranger), <code>fla</code> (Flame Mage), <code>sto</code> (Storm Mage), <code>lif</code> (Life Mage), <code>nec</code> (Necromancer), <code>nat</code> (Nature Mage) |
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** <code>sam</code>/<code>due</code> (Duelist) |
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| ⚫ | |||
** <code>vet</code> (Veteran) |
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** Supported values: <code>warr</code> (Warrior), <code>semi</code> (Semi), <code>mage</code> (Mage) |
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** <code>kni</code> (Knight) |
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| ⚫ | |||
** <code>pal</code> (Paladin) |
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** <code>ass</code> (Assassin) |
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** <code>ama</code>/<code>cor</code> (Corsair) |
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** <code>arc</code> (Archer) |
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** <code>thi</code> (Thief) |
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** <code>ran</code> (Ranger) |
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** <code>fla</code> (Flame Mage) |
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** <code>sto</code> (Storm Mage) |
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** <code>lif</code> (Life Mage) |
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** <code>nec</code> (Necromancer) |
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** <code>nat</code> (Nature Mage) |
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| ⚫ | |||
** <code>warr</code> (Warrior) |
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** <code>semi</code> (Semi) |
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** <code>mage</code> (Mage) |
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| ⚫ | |||
** <code>1</code> (Rank 1) |
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** <code>2</code> (Rank 2) |
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** <code>3</code> (Rank 3+) |
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=== Ability Properties === |
=== Ability Properties === |
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==== Maneuver Type (<code>maneuver</code> |
==== Maneuver Type (<code>maneuver</code>/<code>man</code>/<code>m</code>) ==== |
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* <code>active</code>/<code>ac</code>/<code>a</code> - Active maneuver |
* <code>active</code>/<code>ac</code>/<code>a</code> - Active maneuver |
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* <code>reactive</code>/<code>re</code>/<code>r</code> - Reactive maneuver |
* <code>reactive</code>/<code>re</code>/<code>r</code> - Reactive maneuver |
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* <code>slow</code>/<code>sl</code>/<code>s</code> - Slow maneuver |
* <code>slow</code>/<code>sl</code>/<code>s</code> - Slow maneuver |
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==== |
===== Execution Time (<code>executionTime</code>/<code>time</code>/<code>et</code>/<code>x</code>) ===== |
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* <code>0a</code>/<code>freeAction</code>/<code>fa</code> - Free action |
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* <code>1a</code>/<code>a</code>/<code>singleAction</code>/<code>sa</code> - Single action |
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* <code>2a</code>/<code>doubleAction</code>/<code>da</code> - Double action |
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* <code>3a</code>/<code>tripleAction</code>/<code>ta</code> - Triple action |
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* <code>0r</code>/<code>freeReaction</code>/<code>fr</code> - Free reaction |
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* <code>1r</code>/<code>reaction</code>/<code>r</code> - Reaction |
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* <code>sr</code>/<code>shortRest</code>/<code>s</code> - Short rest |
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* <code>lr</code>/<code>longRest</code>/<code>l</code> - Long rest |
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* Time duration format: <code>XmXhXdXwXy</code> (minutes, hours, days, weeks, years) |
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==== Interaction Type (<code>interaction</code>/<code>int</code>/<code>i</code>) ==== |
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* <code>attack</code>/<code>atk</code>/<code>a</code> - Attack interaction |
* <code>attack</code>/<code>atk</code>/<code>a</code> - Attack interaction |
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* <code>block</code>/<code>blk</code>/<code>b</code> - Block interaction |
* <code>block</code>/<code>blk</code>/<code>b</code> - Block interaction |
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* <code>feat</code>/<code>fea</code>/<code>f</code> - Feat interaction |
* <code>feat</code>/<code>fea</code>/<code>f</code> - Feat interaction |
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==== Delivery Method (<code>delivery</code> |
==== Delivery Method (<code>delivery</code>/<code>del</code>/<code>d</code>) ==== |
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* <code>self</code>/<code>sel</code>/<code>s</code> - Self delivery |
* <code>self</code>/<code>sel</code>/<code>s</code> - Self delivery |
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* <code>missile</code>/<code>mis</code>/<code>m</code> - Missile delivery |
* <code>missile</code>/<code>mis</code>/<code>m</code> - Missile delivery |
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* <code>weapon</code>/<code>wep</code>/<code>w</code> - Weapon delivery |
* <code>weapon</code>/<code>wep</code>/<code>w</code> - Weapon delivery |
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* <code>shield</code>/<code>shl</code>/<code>sh</code> - Shield delivery |
* <code>shield</code>/<code>shl</code>/<code>sh</code> - Shield delivery |
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* <code>armor</code>/<code>rmr</code>/<code> |
* <code>armor</code>/<code>rmr</code>/<code>r</code> - Armor delivery |
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* <code>sight</code>/<code>sit</code>/<code>eye</code>/<code>e</code> - Sight delivery |
* <code>sight</code>/<code>sit</code>/<code>eye</code>/<code>e</code> - Sight delivery |
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* <code>aura</code>/<code>aur</code>/<code>a</code> - Aura delivery |
* <code>aura</code>/<code>aur</code>/<code>a</code> - Aura delivery |
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* <code>other</code>/<code>oth</code>/<code>o</code> - Other delivery |
* <code>other</code>/<code>oth</code>/<code>o</code> - Other delivery |
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==== Target Type (<code>target</code> |
==== Target Type (<code>target</code>/<code>tar</code>/<code>t</code>) ==== |
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* <code>self</code>/<code>sel</code>/<code>s</code> - Self target |
* <code>self</code>/<code>sel</code>/<code>s</code> - Self target |
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* <code>creature</code>/<code>cre</code>/<code>c</code> - Creature target |
* <code>creature</code>/<code>cre</code>/<code>c</code> - Creature target |
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* <code>weapon</code>/<code>wep</code>/<code>w</code> - Weapon target |
* <code>weapon</code>/<code>wep</code>/<code>w</code> - Weapon target |
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* <code>shield</code>/<code>shl</code>/<code>sh</code> - Shield target |
* <code>shield</code>/<code>shl</code>/<code>sh</code> - Shield target |
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* <code>armor</code>/<code>rmr</code>/<code> |
* <code>armor</code>/<code>rmr</code>/<code>r</code> - Armor target |
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* <code>attack</code>/<code>atk</code>/<code>a</code> - Attack target |
* <code>attack</code>/<code>atk</code>/<code>a</code> - Attack target |
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* <code>other</code>/<code>oth</code>/<code>o</code> - Other target |
* <code>other</code>/<code>oth</code>/<code>o</code> - Other target |
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==== Duration (<code>duration</code> |
==== Duration (<code>duration</code>/<code>dur</code>/<code>dr</code>) ==== |
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* <code>instant</code>/<code>in</code>/<code>i</code>/<code>0</code> - Instant duration |
* <code>instant</code>/<code>in</code>/<code>i</code>/<code>0</code> - Instant duration |
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* <code>always</code>/<code> |
* <code>always</code>/<code>forever</code>/<code>4</code>/<code>inf</code> - Always active |
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** Note: Use one of the aliases. Entering <code>always</code> is currently bugged. |
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* <code>whileUp</code>/<code>up</code>/<code>u</code> - While up |
* <code>whileUp</code>/<code>up</code>/<code>u</code> - While up |
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* <code>whileDown</code>/<code>dn</code>/<code>d</code> - While down |
* <code>whileDown</code>/<code>dn</code>/<code>d</code> - While down |
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* Time duration format: <code>XmXhXdXwXy</code> (minutes, hours, days, weeks, years) |
* Time duration format: <code>XmXhXdXwXy</code> (minutes, hours, days, weeks, years) |
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===== Sustained Flag ===== |
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| ⚫ | |||
* <code>sustained</code>/<code>sus</code>/<code>s</code> - Ability is sustained |
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==== Range (<code>range</code>/<code>rng</code>/<code>r</code>) ==== |
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* <code>melee</code>/<code>m</code> - Melee range |
* <code>melee</code>/<code>m</code> - Melee range |
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* <code>weapon</code>/<code>w</code> - Weapon range |
* <code>weapon</code>/<code>w</code> - Weapon range |
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* Distance format: <code>Xf</code> or <code>Xm</code> (feet or miles) |
* Distance format: <code>Xf</code> or <code>Xm</code> (feet or miles) |
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==== Attribute Saves (<code>attribute</code> |
==== Attribute Saves (<code>attribute</code>/<code>attr</code>/<code>a</code>) ==== |
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* <code>int</code>/<code>INT</code>/<code>i</code> - Intelligence save |
* <code>int</code>/<code>INT</code>/<code>i</code> - Intelligence save |
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* <code>str</code>/<code>STR</code>/<code>s</code> - Strength save |
* <code>str</code>/<code>STR</code>/<code>s</code> - Strength save |
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* <code>snk</code>/<code>SNK</code>/<code>s</code> - Sneak save |
* <code>snk</code>/<code>SNK</code>/<code>s</code> - Sneak save |
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==== Expansion Type (<code>expansion</code> |
==== Expansion Type (<code>expansion</code>/<code>exp</code>) ==== |
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* <code>detonate</code>/<code>det</code>/<code>d</code> - Detonate expansion |
* <code>detonate</code>/<code>det</code>/<code>d</code> - Detonate expansion |
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* <code>ripple</code>/<code>rip</code>/<code>r</code> - Ripple expansion |
* <code>ripple</code>/<code>rip</code>/<code>r</code> - Ripple expansion |
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* <code>fork</code>/<code>for</code>/<code>f</code> - Fork expansion |
* <code>fork</code>/<code>for</code>/<code>f</code> - Fork expansion |
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==== Piercing (<code>piercing</code> |
==== Piercing (<code>piercing</code>/<code>prc</code>/<code>p</code>) ==== |
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* <code>av0</code>/<code>a</code> - AV0 piercing |
* <code>av0</code>/<code>a</code> - AV0 piercing |
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* <code>unblockable</code>/<code>ub</code>/<code>u</code> - Unblockable |
* <code>unblockable</code>/<code>ub</code>/<code>u</code> - Unblockable |
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=== Resource Costs === |
=== Resource Costs === |
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* <code>mp</code> - Mana point cost |
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* <code>mpx</code> - Variable mana point cost description |
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* <code>hp</code> - Hit point cost |
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* <code>hpx</code> - Variable hit point cost description |
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* <code>matx</code> - Material component cost description |
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=== Element Flags === |
=== Element Flags === |
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* <code>life</code> - Life element |
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* <code>storm</code> - Storm element |
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* <code>necro</code> - Necro element |
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* <code>flame</code> - Flame element |
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* <code>nature</code> - Nature element |
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=== Power Source Flags === |
=== Power Source Flags === |
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* <code>magic</code> - Magical power source |
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* <code>divine</code> - Divine power source |
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* <code>spirit</code> - Spirit power source |
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* <code>primal</code> - Primal power source |
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* <code>martial</code> - Martial power source |
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* <code>psionic</code> - Psionic power source |
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* <code>techo</code> - Techno power source |
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=== Effect Type Flags === |
=== Effect Type Flags === |
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* <code>mental</code> - Mental effect |
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* <code>truth</code> - Truth detection effect |
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* <code>duelMod</code> - Duel modification effect |
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* <code>movement</code> - Movement effect |
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* <code>displacement</code> - Displacement effect |
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* <code>transformation</code> - Transformation effect |
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* <code>control</code> - Control effect |
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* <code>resist</code> - Resistance effect |
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* <code>immune</code> - Immunity effect |
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* <code>long</code> - Long range effect |
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* <code>sense</code> - Sensory effect |
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* <code>revive</code> - Revival effect |
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* <code>summon</code> - Summoning effect |
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* <code>heal</code> - Healing effect |
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=== State Parameters === |
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* <code>end</code> - The condition under which the ability ends |
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=== Results Parameters === |
=== Results Parameters === |
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* |
* <code>crithit</code> - Critical hit effect |
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* <code>hit</code> - Hit effect |
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* <code>miss</code> - Miss effect |
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* <code>critmiss</code> - Critical miss effect |
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* <code>critfail</code> - Critical fail effect |
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* <code>fail</code> - Fail effect |
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* <code>save</code> - Save effect |
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* <code>critsave</code> - Critical save effect |
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=== Attribute Modification === |
=== Attribute Modification === |
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* <code>vstat</code> - Attribute to modify |
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* |
* <code>val</code> - New minimum value for the attribute |
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* <code>fstat</code> - Feat save attribute to modify |
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* |
* <code>flu</code> - Flag for fluency in feat save |
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* <code>pro</code> - Flag for proficiency in feat save |
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=== Premade Templates === |
=== Premade Templates === |
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* Managing component requirements for invoked abilities |
* Managing component requirements for invoked abilities |
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[[Category:Module documentation]] |
<noinclude>[[Category:Module documentation]]</noinclude> |
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Latest revision as of 20:00, 29 March 2025
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