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Module:A/doc: Difference between revisions

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=== Ability Properties ===
=== Ability Properties ===


==== Maneuver Type (<code>maneuver</code>, <code>man</code>, <code>m</code>) ====
==== Maneuver Type (<code>maneuver</code>/<code>man</code>/<code>m</code>) ====
* <code>active</code>/<code>ac</code>/<code>a</code> - Active maneuver
* <code>active</code>/<code>ac</code>/<code>a</code> - Active maneuver
* <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


===== Execution Time (<code>executionTime</code>, <code>time</code>, <code>et</code>, <code>x</code>) =====
===== Execution Time (<code>executionTime</code>/<code>time</code>/<code>et</code>/<code>x</code>) =====
* <code>0a</code>/<code>freeAction</code>/<code>fa</code> - Free action
* <code>0a</code>/<code>freeAction</code>/<code>fa</code> - Free action
* <code>1a</code>/<code>a</code>/<code>singleAction</code>/<code>sa</code> - Single action
* <code>1a</code>/<code>a</code>/<code>singleAction</code>/<code>sa</code> - Single action
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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)


==== Interaction Type (<code>interaction</code>, <code>int</code>, <code>i</code>) ====
==== Interaction Type (<code>interaction</code>/<code>int</code>/<code>i</code>) ====
* <code>attack</code>/<code>atk</code>/<code>a</code> - Attack interaction
* <code>attack</code>/<code>atk</code>/<code>a</code> - Attack interaction
* <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


==== Delivery Method (<code>delivery</code>, <code>del</code>, <code>d</code>) ====
==== Delivery Method (<code>delivery</code>/<code>del</code>/<code>d</code>) ====
* <code>self</code>/<code>sel</code>/<code>s</code> - Self delivery
* <code>self</code>/<code>sel</code>/<code>s</code> - Self delivery
* <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>other</code>/<code>oth</code>/<code>o</code> - Other delivery
* <code>other</code>/<code>oth</code>/<code>o</code> - Other delivery


==== Target Type (<code>target</code>, <code>tar</code>, <code>t</code>) ====
==== Target Type (<code>target</code>/<code>tar</code>/<code>t</code>) ====
* <code>self</code>/<code>sel</code>/<code>s</code> - Self target
* <code>self</code>/<code>sel</code>/<code>s</code> - Self target
* <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>other</code>/<code>oth</code>/<code>o</code> - Other target
* <code>other</code>/<code>oth</code>/<code>o</code> - Other target


==== Duration (<code>duration</code>, <code>dur</code>, <code>dr</code>) ====
==== Duration (<code>duration</code>/<code>dur</code>/<code>dr</code>) ====
* <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
* <code>always</code>/<code>al</code>/<code>a</code> - Always active
* <code>always</code>/<code>forever</code>/<code>4</code>/<code>inf</code> - Always active
** Note: Use one of the aliases. Entering <code>always</code> is currently bugged.
* <code>whileUp</code>/<code>up</code>/<code>u</code> - While up
* <code>whileUp</code>/<code>up</code>/<code>u</code> - While up
* <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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* <code>sustained</code>/<code>sus</code>/<code>s</code> - Ability is sustained
* <code>sustained</code>/<code>sus</code>/<code>s</code> - Ability is sustained


==== Range (<code>range</code>, <code>rng</code>, <code>r</code>) ====
==== Range (<code>range</code>/<code>rng</code>/<code>r</code>) ====
* <code>melee</code>/<code>m</code> - Melee range
* <code>melee</code>/<code>m</code> - Melee range
* <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)


==== Attribute Saves (<code>attribute</code>, <code>attr</code>, <code>a</code>) ====
==== Attribute Saves (<code>attribute</code>/<code>attr</code>/<code>a</code>) ====
* <code>int</code>/<code>INT</code>/<code>i</code> - Intelligence save
* <code>int</code>/<code>INT</code>/<code>i</code> - Intelligence save
* <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


==== Expansion Type (<code>expansion</code>, <code>exp</code>) ====
==== Expansion Type (<code>expansion</code>/<code>exp</code>) ====
* <code>detonate</code>/<code>det</code>/<code>d</code> - Detonate expansion
* <code>detonate</code>/<code>det</code>/<code>d</code> - Detonate expansion
* <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


==== Piercing (<code>piercing</code>, <code>prc</code>, <code>p</code>) ====
==== Piercing (<code>piercing</code>/<code>prc</code>/<code>p</code>) ====
* <code>av0</code>/<code>a</code> - AV0 piercing
* <code>av0</code>/<code>a</code> - AV0 piercing
* <code>unblockable</code>/<code>ub</code>/<code>u</code> - Unblockable
* <code>unblockable</code>/<code>ub</code>/<code>u</code> - Unblockable

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 ability
  • trigger - 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 to 0 or false.
  • 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 to 0 or false.
  • 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 to 0 or false.
    • 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.

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 maneuver
  • reactive/re/r - Reactive maneuver
  • passive/ps/p - Passive maneuver
  • slow/sl/s - Slow maneuver
Execution Time (executionTime/time/et/x)
  • 0a/freeAction/fa - Free action
  • 1a/a/singleAction/sa - Single action
  • 2a/doubleAction/da - Double action
  • 3a/tripleAction/ta - Triple action
  • 0r/freeReaction/fr - Free reaction
  • 1r/reaction/r - Reaction
  • sr/shortRest/s - Short rest
  • lr/longRest/l - Long rest
  • Time duration format: XmXhXdXwXy (minutes, hours, days, weeks, years)

Interaction Type (interaction/int/i)

  • attack/atk/a - Attack interaction
  • block/blk/b - Block interaction
  • manifest/man/m - Manifest interaction
  • feat/fea/f - Feat interaction

Delivery Method (delivery/del/d)

  • self/sel/s - Self delivery
  • missile/mis/m - Missile delivery
  • hand/han/h/claw - Hand delivery
  • bite/bit/b/mouth - Bite delivery
  • item/itm/i - Item delivery
  • magelore/mag/ml - Magelore delivery
  • weapon/wep/w - Weapon delivery
  • shield/shl/sh - Shield delivery
  • armor/rmr/r - Armor delivery
  • sight/sit/eye/e - Sight delivery
  • aura/aur/a - Aura delivery
  • cone/con/c - Cone delivery
  • other/oth/o - Other delivery

Target Type (target/tar/t)

  • self/sel/s - Self target
  • creature/cre/c - Creature target
  • body/bod/b - Body target
  • vitals/vit/v - Vitals target
  • limb/lim/l - Limb target
  • arm - Arm target
  • leg - Leg target
  • item/itm/i - Item target
  • weapon/wep/w - Weapon target
  • shield/shl/sh - Shield target
  • armor/rmr/r - Armor target
  • attack/atk/a - Attack target
  • other/oth/o - Other target

Duration (duration/dur/dr)

  • instant/in/i/0 - Instant duration
  • always/forever/4/inf - Always active
    • Note: Use one of the aliases. Entering always is currently bugged.
  • whileUp/up/u - While up
  • whileDown/dn/d - While down
  • whileAlive/al/a - While alive
  • whileDead/dd - While dead
  • endOfTurn/end/e - Until end of turn
  • dawn/d - Until dawn
  • startOfTargetNextTurn/tStart/ts - Until start of target's next turn
  • endOfTargetNextTurn/tEnd/te - Until end of target's next turn
  • startOfYourNextTurn/uStart/us - Until start of your next turn
  • endOfYourNextTurn/uEnd/ue - Until end of your next turn
  • endOfCombat/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 range
  • weapon/w - Weapon range
  • hand/h - Hand range
  • bite/b - Bite range
  • item/i - Item range
  • shield/sh - Shield range
  • armor/a - Armor range
  • sight/eye/e - Sight range
  • self/s - Self range
  • Distance format: Xf or Xm (feet or miles)

Attribute Saves (attribute/attr/a)

  • int/INT/i - Intelligence save
  • str/STR/s - Strength save
  • mov/MOV/m - Movement save
  • per/PER/p - Perception save
  • snk/SNK/s - Sneak save

Expansion Type (expansion/exp)

  • detonate/det/d - Detonate expansion
  • ripple/rip/r - Ripple expansion
  • cascade/cas/c - Cascade expansion
  • fork/for/f - Fork expansion

Piercing (piercing/prc/p)

  • av0/a - AV0 piercing
  • unblockable/ub/u - Unblockable

Component Flags

  • verbal/ver/v - Verbal component
  • somatic/som/s - Somatic component
  • material/mat/m - Material component
  • magelore/mag/ml - Magelore component
  • invoked/inv/i - Invoked component

Resource Costs

  • mp - Mana point cost
  • mpx - Variable mana point cost description
  • hp - Hit point cost
  • hpx - Variable hit point cost description
  • matx - Material component cost description

Element Flags

  • life - Life element
  • storm - Storm element
  • necro - Necro element
  • flame - Flame element
  • nature - Nature element

Power Source Flags

  • magic - Magical power source
  • divine - Divine power source
  • spirit - Spirit power source
  • primal - Primal power source
  • martial - Martial power source
  • psionic - Psionic power source
  • techo - Techno power source

Effect Type Flags

  • mental - Mental effect
  • truth - Truth detection effect
  • duelMod - Duel modification effect
  • movement - Movement effect
  • displacement - Displacement effect
  • transformation - Transformation effect
  • control - Control effect
  • resist - Resistance effect
  • immune - Immunity effect
  • long - Long range effect
  • sense - Sensory effect
  • revive - Revival effect
  • summon - Summoning effect
  • heal - Healing effect

State Parameters

  • end - The condition under which the ability ends

Results Parameters

  • crithit - Critical hit effect
  • hit - Hit effect
  • miss - Miss effect
  • critmiss - Critical miss effect
  • critfail - Critical fail effect
  • fail - Fail effect
  • save - Save effect
  • critsave - Critical save effect

Attribute Modification

  • vstat - Attribute to modify
  • val - New minimum value for the attribute
  • fstat - Feat save attribute to modify
  • flu - Flag for fluency in feat save
  • pro - 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