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API Reference
System Verison 4.0.0
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.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
system.abilities.<str|dex|con|int|wis|cha>.mod
: int
system.slotUsage.<coins|gear|gems|treasure|total>
int
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 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
Active effects can be used to modify the properties of rolls. The last part of the key selected whether the modifier will apply to all rolls, when 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.
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
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
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
system.roll.hp.advantage
int < 1 or -1 >
system.roll.hp.bonus
string