User:Tvol
TODO
Templates
- 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.)
- Edit Template:Ability (LW2) and/or (probably and) all LW2 ability templates such that the info icon links to their respective info pages.
Addb_name
option to Template:Ability_(LW2).Test this change.
Once that's done, use bot and regex to run though all LW2 ability templates and convert. (Kill me.)- First regex attempt.
- Second
Final (formatted for Python):
".+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}}"
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.)
- Explore possibility of extracting higher-quality images:
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.- 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.
Upload ability icons (batch).Photoshop and upload SPARK rank iconsPhotoshop and re-upload soldier rank icons
Scratch Pad
Abilities Template
Run and Gun
Take an action after dashing. Three-turn cooldown.
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 for more information.
Rank | Ability | ||
Squaddie |
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. |
Hardcopy Tree
Mouse-over for more information.
Rank | Ability | ||
Squaddie |
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. |