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API Reference

PrototypeESBU edited this page Jul 20, 2025 · 12 revisions

System Verison 4.0.0

Actor Data

Player Data Model

Schema Fields

system.abilities.<str|dex|con|int|wis|cha>.value: int

system.ancestry: uuid

system.attributes.hp.max: int

system.attributes.hp.value: int

system.attributes.ac.value: int

system.attributes.ac.unarmored: int

system.background: uuid

system.class: uuid

system.coins.<gp|sp|cp>: int

system.deity: uuid

system.languages: Array < uuid >

system.level.value: int

system.level.xp: int

system.luck.available: int

system.luck.remaining: int

system.patron: uuid

system.slots: int

Dynamically Generated Values

system.abilities.<str|dex|con|int|wis|cha>.mod: int

system.slotUsage.<coins|gear|gems|treasure|total> int

NPC Data Model

system.abilities.<str|dex|con|int|wis|cha>.mod: int

system.abilities.<str|dex|con|int|wis|cha>.value: int

system.attributes.hp.max: int

system.attributes.hp.value: int

system.attributes.ac.value: int

Active Effects

Active Effects may target any data model keys. Formulas can be used but they must be deterministic and resolve to an integer number. ie @level.value + 1

Rolling

Roll Options

Roll Active Effects Keys

Active effects can be used to modify the properties of rolls. The last part of the key modifies whether the modifier will apply to all rolls, using items with a specific name or property, or only when using the item that has the effect (this). String type keys can contain full roll formulas, but Int types can only use deterministic formulas.

Spells

system.roll.spell.advantage.<all|name_of_spell> int < 1 or -1 >

system.roll.spell.bonus.<all|name_of_spell> string

system.roll.spell.damage.<all|name_of_spell> string

Attacks

system.roll.<melee|ranged>.advantage.<all|this|weapon_type|name_of_property> int < 1 or -1 >

system.roll.<melee|ranged>.bonus.<all|this|weapon_type|name_of_property> string

system.roll.<melee|ranged>.damage.<all|this|weapon_type|name_of_property> string

system.roll.<melee|ranged>.extra-damage-die.<all|this|weapon_type|name_of_property> int

system.roll.<melee|ranged>.upgrade-damage-die.<all|this|weapon_type|name_of_property> int < 4 to -4 >

system.roll.<melee|ranged>.critical-multiplier.<all|this|weapon_type|name_of_property> int

system.roll.<melee|ranged>.critical-threshold.<all|this|weapon_type|name_of_property> int

system.roll.<melee|ranged>.failure-threshold.<all|this|weapon_type|name_of_property> int

Class Abilities

system.roll.ability.advantage.<all|name_of_ability> int < 1 or -1 >

system.roll.ability.bonus.<all|name_of_ability> string

system.roll.ability.damage.<all|name_of_ability> string

HP

system.roll.hp.advantage int < 1 or -1 >

system.roll.hp.bonus string

Initiative

system.roll.initiative.advantage int < 1 or -1 >

system.roll.initiative.bonus string

Stats

system.roll.<str|dex|con|int|wis|cha>.advantage int < 1 or -1 >

system.roll.<str|dex|con|int|wis|cha>.bonus string

Hooks

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