User:Tvol
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
- {{documentation}} : Add link to /Sandbox .
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; 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:
- {{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
inline
text inline
text
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. |
Abilities
Mouse-over for more information.
Rank | Ability | ||
Squire |
Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a small recoil penalty. |
The BIT can equip and fire heavy weapons. |
This unit is immune to fire and poison damage. |
---|---|---|---|
Future Combat | War Machine | ||
Aspirant |
Your primary weapon attacks shred armor. |
Grants 15 defense and an armor point when in overwatch. | |
Knight |
Equipped heavy weapons deal +2 damage and have increased area of effect. |
Gain a bonus point of Armor, and always provide high cover to all adjacent squadmates. |
When Overdrive is active, Standard Shots do not incur recoil penalties. |
Cavalier |
Attack any enemy within movement range with a powerful melee attack. |
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Vanguard |
When targeted by an attack, the enemy has a chance to panic. |
Send the BIT to a damage robotic ally and repair it. Advanced BITs can repair slightly more. |
With every successful Overwatch shot, there is a 50% chance that another shot will be taken. |
Paladin |
Every time you are targeted, part of the energy is channeled to your primary weapon. This energy is unleashed with your next Standard Shot. |
While Overdrive is active, break through walls and cover when moving. |
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 |
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage. |
After taking damage, gain two armor through the end of the next turn. |
When an enemy is revealed, there is a 33% chance to take a free Overwatch shot. |
Templar |
Generate a protective field which redirects any attacks against allies inside it towards you. Gain bonus defense and armor while active. |
Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown. |
Release a blast of energy, damaging all nearby enemies. This attack has no cooldown, but consecutive Novas will damage the SPARK. |