User:Tvol

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Revision as of 01:28, 4 February 2017 by Tvol (talk | contribs) (→‎To Create)
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Contacting Me

I'm hanging-out on the XCOM discord server if you want to chat directly or over voice (dependent on availability and what I'm doing at the time).


Useful Things

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

Colours guide (for my own personal sanity and possibly yours; this should be formalized in CSS and not on a random page).

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.

To Create

  • Style templates for XCOM table and XCOMPsi table. Do so for rows as well. Do so for anything I touch in future. This is the entirely wrong way to do this. It should be handled by CSS classes, but since I don't have access to the CSS here will have to make do. These tables will not be portable between skins because of this (though no less so than the current versions). This could be handled by one switch function.
  • {{No Direct Call}} : Template to warn that the template page it's on should not be called and it's parent template should be used instead.
  • {{SPARK Tree (LW2)}} : Same as class and psi trees but for SPARKs. Remove SPARK option from {{Class Tree (LW2)}}. (No, do not create a parent template for these. They're too specialized.) Will require 12 columns (4 groups of 3 cols for the first line, and 3 groups of 4 cols for the remainder).
  • {{Stat Progression (LW2)}} : Throw-out the changing on demand for psi and just make three new tempates. {{Stat Progression (Psi)(LW2)}}, {{Stat Progression (Soldier)(LW2)}}, and {{Stat Progression (Spark)(LW2)}}. Convert {{Stat Progression (LW2)}} to instead be a switch function that calls the appropriate sub-template. Doing so should have the side benefit of reducing server load from parser functions.
  • {{TopBox}} : Base template for notices to be displayed at the top of the page.
  • {{Construction Notice}} : Template to warn about major changes being done.
  • {{Credits}} or {{Cr}} : Credits icon, inlined.
  • {{Disambiguation}} : Disambiguation page.
  • {{Stub}} : Article stubs.
  • {{Back}} : Go up one level.
  • {{Sandbox}} : Mark sandboxes as such.
  • {{Subpage Handler}} : Check for various subpages and display links if they exist, e.g. /Info , /Sandbox. Also allow for manual addition of at least three subpages. (A line of inline-blocks in a div should work well.)
  • Templates that can be used to dynamically construct weapons with their appropriate mods. (That'll be a joy I'm sure. Overlaying one image on another is hard enough. It may not even be possible to do via HTML. Composited images and a stupid-huge switch function may be required. This is very low priority.)
  • {{Related}} : Link to related templates as a reminder to change the others when updating one. E.g., {{Class Tree (LW2)}}, {{SPARK Tree (LW2)}}, and {{Psi Tree (LW2)}} would be considered related to each other.

To Edit

Stat Progression (LW2)
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; use inline-block you derp) and table use.
    • Will require changing divs in text part to spans for inline use. On second thought, it may be better to not provide that text at all.
    • Move container divs from Class Trees to Ability template.
Documentation

Create documentation for:

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


Active Tree

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

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

Abilities

Mouse-over InfoIcon.png for more information.

Rank Ability
Squire
Squire
Overdrive
Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a small recoil penalty.
Arsenal
The BIT can equip and fire heavy weapons.
Mechanical Chassis
This unit is immune to fire and poison damage.
Future Combat War Machine
Aspirant
Aspirant
Shredder
* A successful shot with a conventional weapon will shred 1 armor from the target. * More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Iron Skin
* Incoming melee damage is reduced by 3.
Iron Skin
Incoming melee damage is reduced by 3.
Combat Awareness
* Gain 15 defense and an armor point when in overwatch.
Grants 15 defense and an armor point when in overwatch.
Knight
Knight
Rainmaker
* Rainmaker adds +2 damage to all heavy weapons. * Heavy weapons with circular areas of effect have their radius increased by +2. * Heavy weapons with conic areas of effect have their diameter increased by +2 and length increased by +2.
Equipped heavy weapons deal +2 damage and have increased area of effect.
Bulwark
* Bulwark adds one point of Armor. * Any squadmate standing adjacent to the SPARK will gain the high cover Defense bonus.
Gain a bonus point of Armor, and always provide high cover to all adjacent squadmates.
Adaptive Aim
* Adaptive Aim eliminates the 15% Aim penalty for consecutive Standard Shots when Overdrive is active.
When Overdrive is active, Standard Shots do not incur recoil penalties.
Cavalier
Cavalier
Strike
* You can trigger the Strike ability by placing the movement cursor over an enemy. * A SPARK can perform a "Dash" move, using both actions to move, and still trigger a strike against an adjacent enemy.
Attack any enemy within movement range with a powerful melee attack.
Formidable
* Formidable reduces explosive damage taken by 50%. * It grants two points of Ablative HP
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Cool Under Pressure
* You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Vanguard
Vanguard
Intimidate
* Intimidate's chance to panic the attacker increases with higher tier SPARK armors. * Intimidate can be triggered by melee and area of effect attacks. * Intimidate will not trigger when targeted by Overwatch fire.
When targeted by an attack, the enemy has a chance to panic.
Repair
* Repair will restore 6 health. * Upgrading your BIT will lead to more HP repaired. * Using Repair as your first action will not end your turn. * Repair has 2 charges per mission.
Send the BIT to a damage robotic ally and repair it. Advanced BITs can repair slightly more.
Guardian
* There are no limits to how many Overwatch shots can be taken with the Guardian ability, outside of ammunition and viable targets.
With every successful Overwatch shot, there is a 50% chance that another shot will be taken.
Paladin
Paladin
Channeling Field
* Each point of energy channeled by Channeling Field increases the damage of the next primary weapon attack by 1. * The energy stored by channeling field is expended even if the next shot misses.
Every time you are targeted, part of the energy is channeled to your primary weapon. This energy is unleashed with your next Standard Shot.
Wrecking Ball
* Wrecking Ball can be used to expose enemies to flanking shots. * Use movement waypoints to guide the SPARK on an optimal path for destroying cover and the environment.
While Overdrive is active, break through walls and cover when moving.
Holo Targeting
* Directed cannon-specific abilities, like Suppression, will grant Holo Targeting. * Any cannon abilities that target multiple units will not grant Holo Targeting.
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn.
Champion
Champion
Bombard
* Bombard can be fired at any location within squadsight. * Upgrading your BIT will lead to more Bombard damage.
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage.
Damage Control
* Your armor hardens temporarily after an impact. After taking damage, gain two armor through the end of the next turn. * Taking multiple hits on successive turns extends the timer.
After taking damage, gain two armor through the end of the next turn.
Hunter Protocol
* Hunter Protocol makes the SPARK an ideal unit for scouting into the fog of war, since any revealed enemy can be instantly attacked.
When an enemy is revealed, there is a 33% chance to take a free Overwatch shot.
Templar
Templar
Sacrifice
* The SPARK gains +20 defense and +2 armor while Sacrifice is active. * Sacrifice has a 3 turn cooldown.
Generate a protective field which redirects any attacks against allies inside it towards you. Gain bonus defense and armor while active.
Impact Fields
* Activate a force field that reduces incoming damage by 33% for two turns. * Six-turn cooldown (including the turn in which it was activated). * Uses one action and doesn't automatically end your turn. * Armor-Piercing weapons do not mitigate this effect.
Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown.
Nova
* Nova has no action point cost and no cooldown. * The first Nova attack each mission will deal 0 damage to the SPARK. * All Nova attacks after the first will deal a stacking 2 damage to the SPARK.
Release a blast of energy, damaging all nearby enemies. This attack has no cooldown, but consecutive Novas will damage the SPARK.