Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Module:A/doc: Difference between revisions

From Teriock
Content deleted Content added
// via Wikitext Extension for VSCode
Line 119: Line 119:


=== Resource Costs ===
=== Resource Costs ===
* '''mp''' - Mana point cost
* <code>mp</code> - Mana point cost
* '''mpx''' - Variable mana point cost description
* <code>mpx</code> - Variable mana point cost description
* '''hp''' - Hit point cost
* <code>hp</code> - Hit point cost
* '''hpx''' - Variable hit point cost description
* <code>hpx</code> - Variable hit point cost description
* '''matx''' - Material component cost description
* <code>matx</code> - Material component cost description


=== Element Flags ===
=== Element Flags ===
* '''life''' - Life element
* <code>life</code> - Life element
* '''storm''' - Storm element
* <code>storm</code> - Storm element
* '''necro''' - Necro element
* <code>necro</code> - Necro element
* '''flame''' - Flame element
* <code>flame</code> - Flame element
* '''nature''' - Nature element
* <code>nature</code> - Nature element


=== Power Source Flags ===
=== Power Source Flags ===
* '''magic''' - Magical power source
* <code>magic</code> - Magical power source
* '''divine''' - Divine power source
* <code>divine</code> - Divine power source
* '''spirit''' - Spirit power source
* <code>spirit</code> - Spirit power source
* '''primal''' - Primal power source
* <code>primal</code> - Primal power source
* '''martial''' - Martial power source
* <code>martial</code> - Martial power source
* '''psionic''' - Psionic power source
* <code>psionic</code> - Psionic power source
* '''techo''' - Techno power source
* <code>techo</code> - Techno power source


=== Effect Type Flags ===
=== Effect Type Flags ===
* '''mental''' - Mental effect
* <code>mental</code> - Mental effect
* '''truth''' - Truth detection effect
* <code>truth</code> - Truth detection effect
* '''duelMod''' - Duel modification effect
* <code>duelMod</code> - Duel modification effect
* '''movement''' - Movement effect
* <code>movement</code> - Movement effect
* '''displacement''' - Displacement effect
* <code>displacement</code> - Displacement effect
* '''transformation''' - Transformation effect
* <code>transformation</code> - Transformation effect
* '''control''' - Control effect
* <code>control</code> - Control effect
* '''resist''' - Resistance effect
* <code>resist</code> - Resistance effect
* '''immune''' - Immunity effect
* <code>immune</code> - Immunity effect
* '''long''' - Long range effect
* <code>long</code> - Long range effect
* '''sense''' - Sensory effect
* <code>sense</code> - Sensory effect
* '''revive''' - Revival effect
* <code>revive</code> - Revival effect
* '''summon''' - Summoning effect
* <code>summon</code> - Summoning effect
* '''heal''' - Healing effect
* <code>heal</code> - Healing effect


=== Results Parameters ===
=== Results Parameters ===
* '''crithit''' - Critical hit effect
* <code>crithit</code> - Critical hit effect
* '''hit''' - Hit effect
* <code>hit</code> - Hit effect
* '''miss''' - Miss effect
* <code>miss</code> - Miss effect
* '''critmiss''' - Critical miss effect
* <code>critmiss</code> - Critical miss effect
* '''critfail''' - Critical fail effect
* <code>critfail</code> - Critical fail effect
* '''fail''' - Fail effect
* <code>fail</code> - Fail effect
* '''save''' - Save effect
* <code>save</code> - Save effect
* '''critsave''' - Critical save effect
* <code>critsave</code> - Critical save effect


=== Attribute Modification ===
=== Attribute Modification ===
* '''vstat''' - Attribute to modify
* <code>vstat</code> - Attribute to modify
* '''val''' - New minimum value for the attribute
* <code>val</code> - New minimum value for the attribute
* '''fstat''' - Feat save attribute to modify
* <code>fstat</code> - Feat save attribute to modify
* '''flu''' - Flag for fluency in feat save
* <code>flu</code> - Flag for fluency in feat save
* '''pro''' - Flag for proficiency in feat save
* <code>pro</code> - Flag for proficiency in feat save


=== Premade Templates ===
=== Premade Templates ===

Revision as of 20:07, 6 January 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.

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
  • spell - Flag to mark this as a spell ability
  • standard - Flag to mark this as a standard ability

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

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

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/a - 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/a - Armor target
  • attack/atk/a - Attack target
  • other/oth/o - Other target

Duration (duration, dur, dr)

  • instant/in/i/0 - Instant duration
  • always/al/a - Always active
  • 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)

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

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