< 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. 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
/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)
Sustained (sustained
, sus
)
sustained
/sus
/s
/1
- Mark this ability as requiring sustain
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