vulnerabilities Ĭombatant should be vulnerable to while this effect is active. immunities Ĭombatant should be immune to while this effect is active. “fire”, “nonmagical slashing”) that theĬombatant should be resistant to while this effect is active. Optional - A list of damage types and optionally modifiers (e.g. Optional, default false - Whether this effect makes all of the combatant’s attacks do silvered damage.Ġ for false, anything else for true. Optional, default false - Whether this effect makes all of the combatant’s attacks do magical damage.Ġ for false, anything else for true. Optional - A bonus that this effect grants to all of the combatant’s damage rolls. Optional - A bonus that this effect grants to all of the combatant’s to-hit rolls. 1 for dis, 1 for adv, 2 for elven accuracy. Optional, default no advantage - Whether this effect gives the combatant advantage on all attacks. class PassiveEffects attack_advantage Used to specify the passive effects granted by an initiative effect. Ieffect ( SimpleEffect) The initiative effect responsible for providing the If the arg was not used, it will be an empty string.Īdditionally, runs triggered by an initiative effect (such as automation provided in a ButtonInteraction) provide Spell_dc ( int or None) - The DC for the spell, or the caster’s default DC.Ĭhoice ( str) - The input provided by the -choice argument, always lowercase. Spell_attack_bonus ( int or None) - The attack bonus for the spell, or the caster’s default attack bonus. Targets (list of AliasStatBlock, str, or None) A list of combatants Runtime Variables Īll Automation runs provide the following variables:Ĭaster ( AliasStatBlock) The character, combatant, or monster who is running the Making a saving throw, or dealing damage, but this can also be used in more programmatic effect node Ī single step of automation - usually, this is a D&D game mechanic like rolling to hit, Up of multiple nodes that all link together to make an attack, action, spell, or more. The automation tree (sometimes just called “automation”) is the program that the Automation Engine runs. It handles rolling the dice, checking against your targets’ armor classes, modifying hit points, and The Automation Engine is the code responsible for reading the automation tree and executing it against the current This recursive structure is called the automation tree. Basic Structure Īn automation run is made up of a list of effects (AKA automation node), each of which may have additional effects This page details the structure of Avrae’s Automation system, the backbone behind custom spells and attacks.
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