User:Tvol
Jump to navigation
Jump to search
Useful Things
Regex pair to convert line breaks to HTML comments: \n(\s*)(.)
>> <!--\n$1-->$2
And back: <!--\n(\s*)-->
>> \n$1
TODO
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.
Roughly in order of priority.
Stat Progression (LW2)
- {{Stat Progression (LW2)}}
- If spark, remove will column
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.
- Support both inline (default) and table use.
- Will require changing divs in text part to spans for inline use.
- Move container divs from Class Trees to Ability template?
Fixes
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:
- {{Rank_(LW2)}}
- {{SparkRank (LW2)}}
- {{PsiRank (LW2)}}
Images
- Upload Folders: Alerts, Corpses, DarkEvents, Equipment, Events, Facilities, Icons, POIs, Schematics, Research, Weapons.
- Compose Todo and Shortcut icons and upload.
CSS
- Apparently we have a CSS plugin. This allows for CSS to be changed on a per-page basis.
- With access to CSS, displaying a div or span on rollover would be possible.
Scratch Pad
Abilities Template
Run and Gun
Take an action after dashing. Three-turn cooldown.
Run and Gun
Take an action after dashing. Three-turn cooldown.
Active Tree
Mouse-over for more information.
Rank | Ability | ||
Squaddie |
Run and Gun Take an action after dashing. Three-turn cooldown. |
Take an action after dashing. |
Fire your Arc Thrower to incapacitate a target. |
---|---|---|---|
Raider | Breacher | ||
Lance Corporal |
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. |
Your arc thrower disorients the target when it misses. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Corporal |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Three-turn cooldown. |
Fire your Arc Thrower to incapacitate a target and damage mechanical enemies. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Sergeant |
Activating Run & Gun grants +50% critical damage for the rest of the turn. |
Your Arc Thrower now has a bonus to hit. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown. |
Staff Sergeant |
Run and Gun cooldown is reduced by one turn. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks. |
Tech Sergeant |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability. |
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 |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. |
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. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Master Sergeant |
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover. |
Fire your Arc Thrower at every visible enemy who is capable of being stunned. Five-turn cooldown. |
You do two additional points of base damage and one point of additional crit damage with your primary weapon. |