Difference between revisions of "User:Tvol"

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==TODO==
+
Roughly in order of priority.
  
===Templates===
+
=== Templates ===
 +
This is my todo list for templates. If you want to help me by doing any of this below, go for it. I won't mind. Really. Really I won't.
 +
 
 +
==== Ability (LW2) ====
 +
* {{tl|Ability_(LW2)}}
 +
* Edit and/or (probably and) all LW2 ability templates such that the info icon links to their respective info pages.
 +
** Perform check on whether or not info page exists. If it does not, prevent display of info button entirely regardless of parameter value passed. This will be more robust and require less input from users. Will need to change s_info so that it is only the template's FULLPAGENAME so I can work with it for checks.
 +
 
 +
==== Stat Progression (LW2) ====
 +
* {{tl|Stat Progression (LW2)}}
 +
* If spark, remove will column
 +
 
 +
==== Sandox ====
 +
* {{tl|Sandbox}}
 +
* Create template for template sandboxes that can safely be put at the top of every template with a sandbox, as well as be used for the sandboxes themselves as a back-link to the template.
 +
** Run bot to add the things and stuff.
 +
** Periodic bot script on my end to check this perhaps?
 +
 
 +
==== Documentation ====
 +
Create documentation for:
 +
* {{tl|Rank_(LW2)}}
 +
* {{tl|SparkRank (LW2)}}
 +
* {{tl|PsiRank (LW2)}}
 +
 
 +
==== CSS ====
 
* Apparently we have a CSS plugin. This allows for CSS to be changed on a per-page basis.
 
* Apparently we have a CSS plugin. This allows for CSS to be changed on a per-page basis.
 
** Update [[Template:Ability (LW2)]] with element ids for completeness.
 
** Update [[Template:Ability (LW2)]] with element ids for completeness.
 
** Play around with this. It can probably be used to get better behaviour out of the info rollover, specifically having it break at newlines. (It may also be possible to enable specific behaviour on hover for those info icons.)
 
** Play around with this. It can probably be used to get better behaviour out of the info rollover, specifically having it break at newlines. (It may also be possible to enable specific behaviour on hover for those info icons.)
* Edit [[Template:Ability (LW2)]] and/or (probably and) all LW2 ability templates such that the info icon links to their respective info pages.
 
 
* <strike>Add <code>b_name</code> option to [[Template:Ability_(LW2)]].</strike>
 
** <strike>Test this change.</strike>
 
* <strike>Once that's done, use bot and regex to run though all LW2 ability templates and convert. (Kill me.)
 
** [http://regexr.com/3f5rd First regex attempt].
 
** [http://regexr.com/3f5rv Second]
 
** Final (formatted for Python):</strike>
 
<pre>
 
".+File:(.+)\|32.+?\}\}\|(.+)]].+?\|(?:.+?''){1,3}(.+)\'\'(?:\n.+(\n.+)?(\n.+)?(\n.+)?(\n.+)?(\n.+)?){0,1}\}\}" "{{Ability_(LW2)\n| s_image = \1\n| s_caption = \2\n| s_name = \2\n| s_descr = \3\n| s_info = \4\5\6\7\8 \n| b_name = {{{ b_name }}}\n| b_descr = {{{ b_descr }}}\n| b_info = {{{ b_info }}}\n}}"
 
</pre>
 
  
===Images===
 
  
* '''Fix categories and filenames:''' XCOM:EU abilities were extracted next to the base XCOM2 ability icons. These need to be moved to new filenames with an EU-specific prefix and have their categories updated to reflect the change. (Should be doable with some simple shell commands and Pywikibot via pairfiles function for page moves.)
+
== Useful Things ==
* '''Explore possibility of extracting higher-quality images:''' <strike>It may be that the actual targas in the upks are larger than those that were output when extracted by the Unreal Engine viewer tool used. Extract Startup.upk and compare.
 
** If the above is true, work on those files instead. Extract all class and rank icons as well.</strike>
 
** The Texture2D files are actually significantly smaller than the output Targa files (~1.5kB to the ~3kB). A compressed PNG is only marginally smaller (about 900B) so I'm going to assume nothing funky is going on and these files are as big as they get. Closer inspection of screenshots from the game also suggest to me that there is some enlargement of the texture files in-game to fit the UI (their edges look just a little blurred on the edges). Too bad.
 
* Fix image colors. This means first reconverting from targa to png without transparency colour replacement (that was a dumb idea anyway).
 
** Next step, pass through color filter. Be sure to not be an idiot this time and get the colours right (MSPaint '''''lies''''' and gives false colour data from its eyedropper tool; "Lum: 175" my ass), including separating the psi-powers and colouring those correctly too.
 
** Lastly get a Photoshop action together plus a nice border image (the in-game ones appear to be a coloured line with a black stroke) and overlay it. This should be a barrel of joy.
 
  
* <strike>Upload ability icons (batch).</strike>
+
Regex pair to convert line breaks to HTML comments: <code><nowiki>\n(\s*)(.)</nowiki></code><nowiki> >> </nowiki><code><nowiki><!--\n$1-->$2</nowiki></code>
* <strike>Photoshop and upload SPARK rank icons</strike>
+
And back: <code><nowiki><!--\n(\s*)--></nowiki></code><nowiki> >> </nowiki><code><nowiki>\n$1</nowiki></code>
* <strike>Photoshop and re-upload soldier rank icons</strike>
 
  
 
==Scratch Pad==
 
==Scratch Pad==

Revision as of 12:22, 2 February 2017

Roughly in order of priority.

Templates

This is my todo list for templates. If you want to help me by doing any of this below, go for it. I won't mind. Really. Really I won't.

Ability (LW2)

  • {{Ability_(LW2)}}
  • Edit and/or (probably and) all LW2 ability templates such that the info icon links to their respective info pages.
    • Perform check on whether or not info page exists. If it does not, prevent display of info button entirely regardless of parameter value passed. This will be more robust and require less input from users. Will need to change s_info so that it is only the template's FULLPAGENAME so I can work with it for checks.

Stat Progression (LW2)

Sandox

  • {{Sandbox}}
  • Create template for template sandboxes that can safely be put at the top of every template with a sandbox, as well as be used for the sandboxes themselves as a back-link to the template.
    • Run bot to add the things and stuff.
    • Periodic bot script on my end to check this perhaps?

Documentation

Create documentation for:

CSS

  • Apparently we have a CSS plugin. This allows for CSS to be changed on a per-page basis.
    • Update Template:Ability (LW2) with element ids for completeness.
    • Play around with this. It can probably be used to get better behaviour out of the info rollover, specifically having it break at newlines. (It may also be possible to enable specific behaviour on hover for those info icons.)


Useful Things

Regex pair to convert line breaks to HTML comments: \n(\s*)(.) >> <!--\n$1-->$2 And back: <!--\n(\s*)--> >> \n$1

Scratch Pad

Abilities Template

Run and Gun
User:Tvol/Info
Run and Gun
Take an action after dashing. Three-turn cooldown.

Caption

Run and Gun
Area SuppressionInfoIcon.png
Area Suppression
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposes a -30 penalty to the target's aim.

Active Tree

Mouse-over XCOM2 infoIcon custom 1.png for more information.

Rank Ability
Squaddie
Squaddie
Run and Gun
* Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. * Run and Gun has a 3 turn cooldown.
Take an action after dashing.
Stun
* The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits. * Improved versions can extend the duration of the stun effect. * Requires one action and ends the soldier's turn when fired. * Can Use every other turn. * Ineffective against mechanized units without additional soldier training.
Fire your Arc Thrower to incapacitate a target.
Raider Breacher
Lance Corporal
Lance Corporal
Slug Shot
Special shot for primary-weapon shotguns only: Fire a shot that pierces two armor and has no range penalties. Uses 2 ammo. Three turn cooldown.
Electroshock
Your arc thrower disorients the target when it misses.
Lightning Reflexes
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Corporal
Corporal
Trench Gun
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Three-turn cooldown.
Arc Pulser
Fire your Arc Thrower to incapacitate a target and damage mechanical enemies.
Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Sergeant
Sergeant
Killer Instinct
Activating Run & Gun grants +50% critical damage for the rest of the turn.
Stun Gunner
Your Arc Thrower now has a bonus to hit.
Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
Staff Sergeant
Staff Sergeant
Extra Conditioning
Run and Gun cooldown is reduced by one turn.
Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Formidable
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Tech Sergeant
Tech Sergeant
Hit and Run
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon.
Rapid Fire
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
Close Encounters
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Close Encounters cannot be used after Run and Gun is activated.
Gunnery Sergeant
Gunnery Sergeant
Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
Close Combat Specialist
During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. Will not trigger if soldier is concealed.
Untouchable
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Master Sergeant
Master Sergeant
Street Sweeper
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
Chain Lightning
Fire your Arc Thrower at every visible enemy who is capable of being stunned. Five-turn cooldown.
Lethal
You do two additional points of base damage and one point of additional crit damage with your primary weapon.


Hardcopy Tree

Mouse-over InfoIcon.png for more information.

Rank Ability
Squaddie
Squaddie
Run and Gun
Take an action after dashing.
Stun
Fire your Arc Thrower to incapacitate a target.
Raider Breacher
Lance Corporal
Lance Corporal
Slug Shot
Special shot for primary-weapon shotguns only: Fire a shot that pierces two armor and has no range penalties. Uses 2 ammo. Three turn cooldown.
Electroshock
Your arc thrower disorients the target when it misses.
Lightning Reflexes
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Corporal
Corporal
Trench Gun
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Three-turn cooldown.
Arc Pulser
Fire your Arc Thrower to incapacitate a target and damage mechanical enemies.
Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Sergeant
Sergeant
Killer Instinct
Activating Run & Gun grants +50% critical damage for the rest of the turn.
Stun Gunner
Your Arc Thrower now has a bonus to hit.
Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
Staff Sergeant
Staff Sergeant
Extra Conditioning
Run and Gun cooldown is reduced by one turn.
Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Formidable
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Tech Sergeant
Tech Sergeant
Hit and Run
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon.
Rapid Fire
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
Close Encounters
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Close Encounters cannot be used after Run and Gun is activated.
Gunnery Sergeant
Gunnery Sergeant
Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
Close Combat Specialist
During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. Will not trigger if soldier is concealed.
Untouchable
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Master Sergeant
Master Sergeant
Street Sweeper
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
Chain Lightning
Fire your Arc Thrower at every visible enemy who is capable of being stunned. Five-turn cooldown.
Lethal
You do two additional points of base damage and one point of additional crit damage with your primary weapon.