Template:Condition page/doc

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If the page title is Blah (Condition), then you don't have to provide the name parameter. Likewise, if the icon for the condition is called Blah Condition Icon.webp then you don't have to provide the icon parameter.

If a condition has multiple types, separate them with a semicolon.

| no stack id = y
| no status groups = y
| no tick type = y
| no stack type = y
| no stack priority = y
| no properties = y
{{Condition page
| effects =
| honour mode = 

| uid = 
| stack id = 
| status groups = 
| tick type =
| stack type = 
| stack priority = 
| properties =

| h stack id = 
| h stack priority = 

| creature = 
| creature hp =
| actions = 
| passives = 
| reaction1 = 
| reaction1 description = 
| reaction1 extra description = 
| reaction1 image = 
| reaction1 controller icon = 
| reaction1 hotbar icon = 
| reaction1 cost = 
| reaction1 save = 
| reaction1 save dc = 
| reaction1 on save = 
| reaction1 targets =
| reaction1 recharge = 
| reaction1 additional = 
| reaction1 ask =
| reaction1 uid = 
| reaction1 interrupt context = 
| reaction1 enable context = 
| reaction1 stack = 
| condition1 =
| condition1 duration = 
| condition1 save = 
| condition1 dc =
| condition1 radius m =
| notes =
| bugs =
}}

This page has associated maintenance and tracking categories:

The "| no x " parameters are not tracked in cargo. They differentiate no from null for tracking purposes. Add them if you've verified the condition doesn't have that parameter.

Examples:

Blade Ward (Condition)

Properties

Honour mode

  • If you get hit by anything you are not resistant too, you immediately die.

Notes

  • note 1
  • note 2

Bugs

  • bug 1
  • bug 2

Conditions with the same stack ID

Conditions with the stack ID HASTE, only one of these can be applied at the same time:

Condition Effects
Absorbed Essence: IllaseraAbsorbed Essence: Illasera
Black HoleBlack HoleHHonour
Celestial HasteCelestial Haste
Haste SporesHaste Spores
HastenedHastened
Mind Sanctuary: HasteMind Sanctuary: HasteHHonour
MindbrokenMindbrokenHHonour
  • Affected entity is SlowedSlowed by the Netherbrain's psyche-shattering might.
Mud-DrenchedMud-DrenchedHHonour
SlowedSlowedHHonour
SlowedSlowedHHonour
Sword Spider's HasteSword Spider's Haste

Brief preview

Bone Chilled (Condition)

Properties

Honour mode

Brief preview

Cannot regain HP. If undead, disadvantage on attacks.

Flesh Rot (Condition)

DiseasedDiseased

Properties


Multiple status groups example

Diseased, Cursed, Incapacitated, Prone, CharmedDiseasedCursedIncapacitatedProneCharmed

Properties


Template data

No description.

Template parameters

This template prefers block formatting of parameters.

ParameterDescriptionTypeStatus
namename

If specified, overrides the name.

Default
Uses the name of the page, minus (Condition).
Stringoptional
iconicon

If specified, overrides the icon.

Default
Uses the "name" plus Condition.webp
Fileoptional
diseasedisease

If specified, sets the type to be disease

Booleandeprecated
typetype

The type or types of the condition. If multiple, separate the types with commas.

Suggested values
Cursed Diseased Poisoned Polymorphed Charmed Frightened Incapacitated Prone Unconscious Blinded Maimed
Stringdeprecated
uiduid

UID for the condition.

Example
UND_FEARFULROTHE_AGITATED, SCL_CURSED_TOOCLOSE
Stringoptional
no stack idno stack id

Has no stack id.

Booleanoptional
stack idstack id

Stack ID for the condition. Conditions with the same stack ID can not be present at the same time. If a stack ID is specified, it will only display if there are other conditions with that stack ID. It will also display those conditions.

Example
HASTE, Polymorph_WildShape
Stringoptional
no status groupsno status groups

Has no status groups.

Booleanoptional
status groupsstatus groups

Any status groups the condition belongs too. If multiple, separate the types with commas.

Example
mad, invisible, helpable condition, light, weapon coating,
Stringoptional
no tick typeno tick type

Has no tick type.

Booleanoptional
tick typetick type

When the condition loses duration. This can be at the start or end of a turn. If marked with '''none''' the condition will be marked as not having a duration. This may be used by conditions who are active based on something else like a passive feature or standing near something. If you are unsure, leave it empty.

Suggested values
start end none
Stringoptional
no stack typeno stack type

Has no stack type.

Booleanoptional
stack typestack type

Decides what happends when the condition is applied while already being present. '''additive''' adds the durations together, '''overwrite''' replaces the present condition and duration with the new, and '''ignore''' will keep the present condition and duration. This can be important on conditions who have the same stack ID as other conditions to show which of them takes priority, and for showing if you can increase the duration of a condition by applying it again.

Suggested values
additive overwrite ignore
Stringoptional
no stack priorityno stack priority

Has no stack priority.

Booleanoptional
stack prioritystack priority

Conditions with higher stack priority overwrite conditions with lower stack priority when applied.

Example
1, 3, 5, 10
Stringoptional
no stack propertiesno stack properties

Has no stack properties.

Booleanoptional
propertiesproperties

Properties for the condition. If multiple, separate the types with commas.

Example
FreezeDuration, IgnoreResting, InitiateCombat, ApplyToDead
Stringoptional
effectseffects

The description of the condition.

Contentsuggested
briefbrief

Optional brief description to be used in infoboxes and other places where the text should be short. If left out, defaults to the same value as the effects field.

Contentsuggested
creaturecreature

The name of a creature to display in a box underneath the condition.

Example
Sheep
Stringoptional
actionsactions

A semicolon-separated list of actions to display underneath.

Example
Fire Bolt; Fireball
Stringoptional
passivespassives

A semicolon-separated list of passives to display underneath.

Example
Pack Tactics; Extra Attack
Stringoptional
conditionXconditionX condition

The full name of the condition (if any) that this action applies to its target/s. Leave blank if there is no condition.

Example
Hastened
Stringoptional
conditionX durationconditionX duration condition duration

The duration in turns of the action's applied condition. Leave blank if the duration is unlimited.

Example
5
Numberoptional
conditionX saveconditionX save condition save

The save that the action's target must roll to avoid or reduce its effects. Can use short or long name, e.g: "STR" or "Strength"

Suggested values
Strength Dexterity Constitution Intelligence Wisdom Charisma
Example
WIS
Stringoptional
conditionX dcconditionX dc condition dc

The optional fixed DC of the condition that targets have to pass to apply it

Example
12
Numberoptional
conditionX radius mconditionX radius m

The optional radius, in meters, where the third condition is applied

Example
3
Numberoptional
this is an examplethis is an example

If specified, does not insert into the Conditions table.

Booleanoptional
suppress sourcessuppress sources

If specified, will not display "sources of".

Booleanoptional
honour modehonour mode

Changes that apply under the honour mode difficulty.

Stringoptional
notesnotes

Notes, displayed before the list of sources

Stringoptional