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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> |
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 to0
orfalse
.
- 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 to0
orfalse
.
- 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 to0
orfalse
. - 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
always
is 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:
Xf
orXm
(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