User:Tvol

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Revision as of 14:00, 4 February 2017 by Tvol (talk | contribs) (→‎CSS)
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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

  • CSS Strongly Recommended {{Style}} : 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.
  • {{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.
  • {{Supplies}} and/or {{Sup}} : Supplies icon, inline-block.
  • {{Disambiguation}} : Disambiguation page.
  • {{Stub}} : Article stubs.
  • {{Back}} : Go up one level.
  • {{Sandbox}} : Mark sandboxes as such.
  • {{Candidate for deletion}} : Mark pages for deletion.
  • {{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)}}
  • Support inline use by inserting the name in front.
  • CSS Required : Display div with info text and invert colour of info icon when info icon is hovered over.
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

Anything here will require access to the site's CSS to do.

Classes to Create

  • xcom2table : like wikitable but formatted with reasonable defaults for XCOM 2.
  • All classes in {{Ability (LW2)}}.
  • Classes for {{TopBox}} and all it's children.

Scratch Pad

UIPerk runandgun.png

Abilities Template

Aggression
* Gain +5 critical chance for each enemy you can see, up to a maximum of 30. * Units visible at squadsight ranges do confer bonus.
Aggression


Aggression


inline

Run and Gun

text


Aggression

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 with no range penalties. * The shot will pierce two armor points. * Three-turn cooldown. * Requires 2 ammo.
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
* A miss with your Arc Thrower still disorients non-robotic targets.
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. * Bonus reduced by 5% for each additional tile of distance from the target, down to 0% at 7 or more tiles.
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 the soldier +20 defense until the beginning of the soldier's next turn. * Does not cost an action. Has a 5-turn cooldown.
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. * Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
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.
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
* Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.
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. * Units visible at squadsight ranges do confer bonus.
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.


Table Finagling

Col1 Col12
Rank Ability
A rank Col3 Col3 Col3 Col3
{{{Subclass1}}} {{{Subclass2}}}
Another rank Col4 Col4 Col4