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API Reference

PrototypeESBU edited this page Jun 25, 2025 · 12 revisions

Actor Data

Player Data Model

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

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

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

system.ancestry: uuid

system.attributes.hp.base: int

system.attributes.hp.max: int

system.attributes.hp.value: int

system.attributes.ac.base: int

system.attributes.ac.value: int

system.background: uuid

system.class: uuid

system.coins.gp: int

system.coins.sp: int

system.coins.cp: int

system.deity: uuid

system.languages: Array < uuid >

system.luck.available: int

system.luck.remaining: int

system.patron: uuid

system.slots: int

NPC Data Model

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

Bonus Active Effects Keys

Bonuses are static modifiers to core stats. Formulas can be used as bonuses values but must be deterministic, and resolve to a single integer number. ie @level.value + 1

system.bonus.attribute.str int

system.bonus.attribute.dex int

system.bonus.attribute.con int

system.bonus.attribute.int int

system.bonus.attribute.wis int

system.bonus.attribute.cha int

system.bonus.hp int

system.bonus.ac int

system.bonus.slots int

Rolling

Roll Data

Roll Active Effects Keys

Rolling active effect modifiers apply only when making a roll. The last part of the key selected whether the modifier will apply to all rolls, when using items with a specific name, or only when using the item where the effect is defined (this). strings can contain full roll formulas, but ints can only use deterministic roll 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

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

Hooks

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