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Thoth condition env functions
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HasActionResource(string resourceType, double cost[, int level, bool isPercentage, bool ignoreResourceConsumeBoosts, Entity target]) | |
HasProficiency(string proficiency[, Entity target]) | |
IsOfProficiencyGroup(string proficiency[, Entity target]) | |
HasProficiencyBonus(Ability ability, Skill skill[, Entity target]) | |
HasShieldEquipped([Entity target]) | |
HasWeaponProperty(WeaponProperties properties[, Entity target]) | |
IsWeaponOfProficiencyGroup(string proficiency[, Entity target]) | |
WieldingWeapon(string weaponFlags[, bool offHand, bool checkBothWeaponSets, Entity target]) | |
CanHarm([Entity target, Entity source]) | |
Locked([Entity target]) | |
Combat([Entity target]) | |
FacingMe([Entity target, Entity source]) | |
IsConcentrating([Entity target]) | |
IsMoving([Entity target]) | |
WearingArmor([Entity target]) | |
HasAttribute(string attribute, [Entity target]) | |
Grounded([Entity target]) | |
HasDamageEffectFlag(DamageFlags flag) | |
HasPassive(string passiveName, [Entity target]) | |
SpellId(string spellId) | |
IsSpellChildOrVariantFromContext(string spellId) | |
StatusId(string statusId) | |
StatusHasStatusGroup(string status, string statusGroup) | |
IsDowned([Entity target]) | |
RemoveCause(StatusRemoveCause removeCause) | |
HasInstrumentTypeEquipped(InstrumentType instrumentType, [Entity target]) | |
IsProxy([Entity target]) | |
CanDisarmWieldingWeapon([bool offHand, Entity target]) | |
IsProficientWith([Entity source, Entity weapon]) | |
IsProficientWithEquippedWeapon([Entity source, bool checkRanged, bool checkOffHand]) | |
Dead([Entity target]) | |
HasSpellFlag(SpellFlags flags, [Entity source]) | |
IsSpellLevel(int level, [Entity source]) | |
IsEquipped([Entity target]) | |
IsWeapon([Entity target]) | |
IsImprovisedWeapon([Entity target]) | |
EquipmentSlotIs(EquipmentSlot slot, [Entity target]) | |
CanRegainHP(HealingType healingType, [Entity target]) | |
HasVerbalComponentBlocked([Entity target]) | |
HasSpellCastBlocked([Entity target]) | |
CanSee([Entity source, Entity target]) | |
IsPassiveSource(Entity passive, Entity item, [Entity source]) | |
IsPassiveOwner(Entity passive, Entity item, [Entity owner]) | |
IsSpellAvailableFromClass(string spell, [Entity target]) | |
IsItemDisabled([Entity target]) | |
IsInActiveWeaponSet([Entity target]) | |
SpellDamageTypeIs(DamageType damageType) | |
SpellCategoryIs(SpellCategory category) | |
SpellTypeIs(SpellType type) | |
IsSpellOfSchool(SpellSchool school) | |
HasStringInSpellRoll(string searchString, [bool checkMetaConditions]) | |
HasStringInFunctorConditions(string searchString, [bool checkMetaConditions]) | |
HasStringInSpellConditions(string searchString, [bool checkMetaConditions]) | |
HasAoEConditions() | |
HasExtendableStatus() | |
HasUseCosts(string useCostDesc, [bool applyModifications, Entity source]) | |
HasDuration(StatsFunctorType type, [float minDuration]) | |
HasFunctor(StatsFunctorType type) | |
PassiveHasStatus(string) | |
SpellHasStatus(string statusId) | |
IsAnInstrumentRequired() | |
TurnBased([Entity target]) | |
Player([Entity target]) | |
Tagged(string tag, [Entity target]) | |
HasAnyTags(table tagList, [Entity target]) | |
HasNoTags(table tagList, [Entity target]) | |
Party([Entity target]) | |
Summon([Entity target]) | |
IsInSightPyramid([Entity target, Vector3 position]) | |
FreshCorpse([Entity target]) | |
IsImmuneToStatus(string status, [Entity target, Entity source]) | |
ActedThisRoundInCombat([Entity target]) | |
HadTurnInCombat([Entity target]) | |
IsSupply([Entity target]) | |
IsStoryItem([Entity target]) | |
CheckRulesetModifier(string modifierGuid, any value) | |
HasAnySpells([Entity target]) | |
GetAttackAdvantage([Entity source, Entity target, bool isMainHand]) | |
GetActiveArmor([Entity target]) | |
Distance(Vector3 from, Vector3 to) | |
DistanceToEntityHitBounds(Vector3 from, Entity target) | |
GetEquipmentSlot([Entity target]) | |
GetItemInEquipmentSlot(string slot, [Entity target]) | |
GetAttackWeapon([Entity target]) | |
GetActiveWeapon([Entity source, bool isMainHand]) | |
CalculateSpellDC(Ability ability, [Entity source]) | |
CalculateManeuverSaveDC([Entity source]) | |
GetSummoner([Entity source, bool topOwner]) | |
GetOwner([Entity source, bool topOwner]) | |
GetSpellTargetRadius([Entity caster, Entity weapon]) | |
GetSpellAreaRadius([Entity caster]) | |
GetStatusDuration(string statusId, [Entity target]) | |
Roll(int diceAmount, DiceType diceType, int additionalValue) | |
for chance calc: Attack(AttackType attackType, [bool advantage, bool disadvantage, Entity source, Vector3 sourcePosition, Entity target, Vector3 targetPosition]) | |
for condition checks: Attack(AttackType attackType, [bool advantage, bool disadvantage, Entity target, Vector3 targetPosition, Entity source, Vector3 sourcePosition]) | |
SavingThrow(Ability ability, int_or_RollOptions dcOptions, [bool advantage, bool disadvantage, Entity target]) | |
SkillCheck(Skill skill, int_or_RollOptions dcOptions, [bool advantage, bool disadvantage, Entity target, Entity source]) | |
AbilityCheck(Skill skill, int dc, [bool advantage, bool disadvantage, int additionalValue, Entity target, Entity source]) | |
CanShortRest(string ignoreFlags) | |
GetTadpolePowersNumber([Entity target]) | |
HasTadpolePower(string power, [Entity target]) | |
IsInCombatWithHostilePartyMember(bool permanentlyHostile, [Entity target]) | |
CrowdCharacter([Entity target]) |
I see you have Summon and SummonOwner. Can you add SummonInInventory? I assume the -1 means it lasts until a long rest and the 4 represents the quantity, but I'm not sure what the three false parameters at the end represent. Note: this is from the Goodberry spell.
SummonInInventory(GUID,-1,4,false,false,false)
I see you have Summon and SummonOwner. Can you add SummonInInventory? I assume the -1 means it lasts until a long rest and the 4 represents the quantity, but I'm not sure what the three false parameters at the end represent. Note: this is from the Goodberry spell.
SummonInInventory(GUID,-1,4,false,false,false)
Hi WaterWitch83
Summonininventory can be found here: https://github.com/Norbyte/lslib/blob/master/LSLibDefinitions.xml
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a few functions are missing from the list. hope this helps: