< 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.
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)
- Supported values:
- arch - Override the default archetype for a class
- Supported values:
warr(Warrior),semi(Semi),mage(Mage)
- Supported values:
- rank - The rank requirement for the ability
Ability Properties
Maneuver Type (maneuver, man, m)
active/ac/a- Active maneuverreactive/re/r- Reactive maneuverpassive/ps/p- Passive maneuverslow/sl/s- Slow maneuver
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/a- 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/a- Armor targetattack/atk/a- Attack targetother/oth/o- Other target
Duration (duration, dur, dr)
instant/in/i/0- Instant durationalways/al/a- Always activewhileUp/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)
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 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