Difference between revisions of "Template:Skill test"

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old>Realpsojed
(read parameters from Data page instead of skill tooltip page, add second passive bonus and value)
(skill icon to the left)
 
(35 intermediate revisions by 3 users not shown)
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<includeonly>{| width=300px;
<includeonly><!--
|{{#ifexist: File:{{ROOTPAGENAME}}.png | <div style="position:relative;float:right;margin-top: -9px;">[[File:{{ROOTPAGENAME}}.png|{{Translate|{{{Name|{{ROOTPAGENAME}}}}}|SkillNames}}|link={{ROOTPAGENAME}}/Tooltip]]| }}</div><span style="font-size: 20px;">{{Translate|{{{Name|{{ROOTPAGENAME}}}}}|SkillNames}}</span> <br />{{#switch: {{:Data|{{ROOTPAGENAME}}|Active}} | Active | active = {{C|Active|{{Translate|Active|Properties}}}} | Passive | passive = {{C|Passive|{{Translate|Passive|Properties}}}} | {{:Data|{{ROOTPAGENAME}}|Active}} }}
-->{{#vardefine:Page|{{#if:{{{1|}}}|{{{1|}}}|{{ROOTPAGENAME}}}}}}<!--
-->{{#vardefine:Skilltree|{{#if:{{{1|}}}|{{:Skill data|{{{1|}}}}}|{{:Skill data|{{ROOTPAGENAME}}}}}}}}<!--
-->{{#vardefine:Modifiers|{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Modifiers}}|{{:{{#var:Skilltree}}|{{#var:Page}}|Modifiers}}|}}}}<!--
--><div style="width: 300px;">{{#ifeq: {{#var:Skilltree}}|Skill data missing.|Skill with name "{{{1|{{ROOTPAGENAME}}}}}" does not exist.<br><br>Add it to [[Skill data]] or fix the Skill name.|{{#if: {{{tooltip|}}}||{{#ifexist: File:{{#var:Page}}.png | <div style="position:relative;float:left;margin-top: -9px;margin-right:5px;">[[File:{{#var:Page}}.png|{{Translate|{{{Name|{{#var:Page}}}}}|SkillNames}}|link=]]</div>| }}}}<span style="font-size: 20px;">{{Translate|{{{Name|{{#if:{{:{{#var:Skilltree}}|{{#var:Page}}|Name}}|{{:{{#var:Skilltree}}|{{#var:Page}}|Name}}|{{#var:Page}}}}}}}|SkillNames}}</span> <br /><!--
-->{{#switch: {{lc:{{:{{#var:Skilltree}}|{{#var:Page}}|Active}}}}
| active = {{C|Active|{{Translate|Active|Properties}}}}
| attack = {{C|Active|{{Translate|Attack|Properties}}}}
| attack/charge = {{C|Active|{{Translate|Attack|Properties}} / {{Translate|Charge|Properties}}}}
| attack/maneuver = {{C|Active|{{Translate|Attack|Properties}} / {{Translate|Maneuver|Properties}}}}
| stance = {{C|Active|{{Translate|Stance|Properties}}}}
| charge = {{C|Active|{{Translate|Charge|Properties}}}}
| maneuver = {{C|Active|{{Translate|Maneuver|Properties}}}}
| spell = {{C|Active|{{Translate|Spell|Properties}}}}
| passive = {{C|Passive|{{Translate|Passive|Properties}}}}
| {{:{{#var:Skilltree}}|{{#var:Page}}|Active}} }} {{#ifeq: {{lc:{{:{{#var:Skilltree}}|{{#var:Page}}|Active}}}}|passive||<div style="float:right">{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Energy}} | {{:{{#var:Skilltree}}|{{#var:Page}}|Energy}} [[File:Icon_skill_energycost.png|15x12px|link=]]|}} {{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Cooldown}} | {{:{{#var:Skilltree}}|{{#var:Page}}|Cooldown}} [[File:icon_skill_cooldown.png|9x12px|link=]]|}}</div>}}
{{Tooltip rule}}
{{Tooltip rule}}
|-
{{#switch: {{lc:{{:{{#var:Skilltree}}|{{#var:Page}}|Active}}}}
|{{#switch: {{:Data|{{ROOTPAGENAME}}|Active}}
| attack
| Active
| attack/charge
| active = <div style="float: left">{{Translate|Type|Properties}}</div><div style="float: right">{{Translate|{{:Data|{{ROOTPAGENAME}}|Type}}|Properties}}</div>{{Clear}}{{#if: {{:Data|{{ROOTPAGENAME}}|Range}} | <div style="float: left">{{Translate|Range|Properties}}</div><div style="float: right">{{:Data|{{ROOTPAGENAME}}|Range}}</div>{{Clear}} | }}{{#if: {{:Data|{{ROOTPAGENAME}}|Energy}} | <div style="float: left">{{Translate|Energy|Properties}}</div><div style="float: right">{{:Data|{{ROOTPAGENAME}}|Energy}}</div>{{Clear}} |}}{{#if: {{:Data|{{ROOTPAGENAME}}|Cooldown}} | <div style="float: left">{{Translate|Cooldown|Properties}}</div><div style="float: right">{{:Data|{{ROOTPAGENAME}}|Cooldown}}</div>{{Clear}} | }}{{#if: {{:Data|{{ROOTPAGENAME}}|Modifiers}} | {{Translate|Modified by|Properties}}: {{Translate|{{:Data|{{ROOTPAGENAME}}|Modifiers}}|Properties}}{{#if: {{:Data|{{ROOTPAGENAME}}|Requirements}}|<br><br>}}|{{#if: {{:Data|{{ROOTPAGENAME}}|Requirements}}|<br>}}}}
| attack/maneuver
| }}{{#if: {{:Data|{{ROOTPAGENAME}}|Requirements}}|{{C|Req|{{Translate|{{:Data|{{ROOTPAGENAME}}|Requirements}}|Properties}}}}{{Tooltip rule}}|{{#if: {{:Data|{{ROOTPAGENAME}}|Type}} |{{Tooltip rule}}}}}}
| stance
|-
| charge
| {{C|Gray|{{Translate|{{:Data|{{ROOTPAGENAME}}|Description}}|SkillDescription}} {{#if: {{:Data|{{ROOTPAGENAME}}|Passivevalue1}}|<br><br>{{C|Orange|{{Translate|Passive bonus|Properties}}:}}<br>{{:Data|{{ROOTPAGENAME}}|Passivevalue1}} {{Translate|{{:Data|{{ROOTPAGENAME}}|Passivebonus1}}|Properties}}{{#if: {{:Data|{{ROOTPAGENAME}}|Passivevalue2}} |<br>{{:Data|{{ROOTPAGENAME}}|Passivevalue2}} {{Translate|{{:Data|{{ROOTPAGENAME}}|Passivebonus2}}|Properties}}}}}}}}
| maneuver
|}</includeonly><noinclude>{{doc}}
| spell
| active = <div style="float: left">{{Translate|Type|Properties}}</div><div style="float: right">{{Translate|{{:{{#var:Skilltree}}|{{#var:Page}}|Type}}|Properties}}</div>{{Clear}}{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Range}} | <div style="float: left">{{Translate|Range|Properties}}</div><div style="float: right">{{:{{#var:Skilltree}}|{{#var:Page}}|Range}}</div>{{Clear}} | }}{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Backfireper}} | <div style="float: left">{{Translate|Backfire Chance|Properties}}</div><div style="float: right">{{:{{#var:Skilltree}}|{{#var:Page}}|Backfireper}}</div>{{Clear}} | }}{{#if: {{#var:Modifiers}} | {{Translate|Modified by|Properties}}: {{#ifeq:{{SUBPAGENAME}}|{{PAGENAME}}|{{#var:Modifiers}}|{{Translate|{{#explode:{{#var:Modifiers}}|, }}|Properties}}{{#if: {{#explode:{{#var:Modifiers}}|, |1}}|{{#ifeq:{{SUBPAGENAME}}|zh|、|, }}{{Translate|{{#explode:{{#var:Modifiers}}|, |1}}|Properties}}}}{{#if: {{#explode:{{#var:Modifiers}}|, |2}}|{{#ifeq:{{SUBPAGENAME}}|zh||, }}{{Translate|{{#explode:{{#var:Modifiers}}|, |2}}|Properties}}}}}}{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Requirements}}|<br><br>}}|{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Requirements}}|<br>}}}}
| }}{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Requirements}}|{{C|Req|{{Translate|{{:{{#var:Skilltree}}|{{#var:Page}}|Requirements}}|Properties}}}}{{Tooltip rule}}|{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Type}} |{{Tooltip rule}}}}}}
<div class="mw-collapsible" id="mw-customcollapsible-description1">{{#ifeq:{{SUBPAGENAME}}|{{PAGENAME}}|{{C|Gray|{{:{{#var:Skilltree}}|{{#var:Page}}|Description}}}}|{{C|Gray|{{Translate|{{ROOTPAGENAME}}|SkillDescription}}}}}}</div>
{{#if: {{{1|}}}||<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-description1">{{#ifeq:{{SUBPAGENAME}}|{{PAGENAME}}|{{C|Gray|{{:{{#var:Skilltree}}|{{#var:Page}}|Formuladesc}}}}|{{C|Gray|{{Translate|{{ROOTPAGENAME}}|SkillFormulaDescription}}}}}}</div>}}{{C|Gray|{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Hiddenvalue1}}|<br>{{C|Orange|{{Translate|Hidden bonus|Properties}}:}}<br>{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Hiddentext1}}|{{:{{#var:Skilltree}}|{{#var:Page}}|Hiddentext1}}<br>}} {{:{{#var:Skilltree}}|{{#var:Page}}|Hiddenvalue1}} {{Translate|{{:{{#var:Skilltree}}|{{#var:Page}}|Hiddenbonus1}}|Properties}}{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Hiddenvalue2}} |<br>{{:{{#var:Skilltree}}|{{#var:Page}}|Hiddenvalue2}} {{Translate|{{:{{#var:Skilltree}}|{{#var:Page}}|Hiddenbonus2}}|Properties}}}} }}<!--
-->{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Reqvalue1}}|<br>{{C|Orange|{{Translate|Required materials|Properties}}:}}<br>{{Translate|{{:{{#var:Skilltree}}|{{#var:Page}}|Reqvalue1}}|Properties}}{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Reqvalue2}} |<br>{{Translate|{{:{{#var:Skilltree}}|{{#var:Page}}|Reqvalue2}}|Properties}}}}{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Reqvalue3}} |<br>{{Translate|{{:{{#var:Skilltree}}|{{#var:Page}}|Reqvalue3}}|Properties}} }} }}<!--
-->{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Passivevalue1}}|<br>{{C|Orange|{{Translate|Passive bonus|Properties}}:}}<br>{{:{{#var:Skilltree}}|{{#var:Page}}|Passivevalue1}} {{Translate|{{:{{#var:Skilltree}}|{{#var:Page}}|Passivebonus1}}|Properties}}{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Passivevalue2}} |<br>{{:{{#var:Skilltree}}|{{#var:Page}}|Passivevalue2}} {{Translate|{{:{{#var:Skilltree}}|{{#var:Page}}|Passivebonus2}}|Properties}}}}{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Passivevalue3}} |<br>{{:{{#var:Skilltree}}|{{#var:Page}}|Passivevalue3}} {{Translate|{{:{{#var:Skilltree}}|{{#var:Page}}|Passivebonus3}}|Properties}}}} }} }}<!--
--><div style="text-align:center;{{#if: {{{1|}}}|display:none;|{{#if: {{:{{#var:Skilltree}}|{{#var:Page}}|Formuladesc}}||display:none;}}}}"><br><span class="mw-collapsible mw-customtoggle-description1 mw-customtoggle-description2" id="mw-customcollapsible-description2" style="background-color: #272340; border: 2px solid black; padding: 10px 15px; font-size: 16px;">Show formulas</span><!--
--><span class="mw-collapsible mw-collapsed mw-customtoggle-description1 mw-customtoggle-description2" id="mw-customcollapsible-description2" style="background-color: #272340; border: 2px solid black; padding: 10px 15px; font-size: 16px;">Hide formulas</span>}}</div>
</div></includeonly><noinclude>{{doc}}


[[Category:Tooltip templates]]</noinclude>
[[Category:Tooltip templates]]</noinclude>

Latest revision as of 17:58, 24 January 2024

Template-info.png Documentation

This is skill template used to test new changes in Skill template.


Examples:

Stone Armor
Stone Armor
Spell
20 Icon skill energycost.png 20 Icon skill cooldown.png

Type
No Target
Backfire Chance
-10
Modified by: Magic Power, Geomantic Power
Activates the following effect for 4 turns:

+15% Physical Resistance
+25% Nature Resistance
+10% Magic Resistance
+20% Bleed Resistance
+20% Move Resistance
+20% Control Resistance

At the end of its duration the stone armor explodes, dealing 4 Crushing Damage for each attack it absorbed with a 50% chance to inflict Knockback to all adjacent enemies.

Each stack of Runic Empowerment prolongs the duration of the effect by 4 turns.
Raising new boulders prolongs the duration of the effect by 2 turns.

Passive bonus:
+2.5% Geomantic Power
-1% Power of other Magic Schools

Show formulasHide formulas
Cleaving Strike
Cleaving Strike
Attack
16 Icon skill energycost.png 8 Icon skill cooldown.png

Type
Target Area, 3 Tiles
Range
1
Modified by: Strength, Agility

- Requires one-handed sword
Delivers a strike to three adjacent targets with +25% Bodypart Damage and +50% Bleed Chance.

Grants +10% Counter Chance for 4 turns for each enemy within the skill's area of effect.

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Offensive Tactic
Offensive Tactic
Maneuver
16 Icon skill energycost.png 24 Icon skill cooldown.png

Type
No Target
Range
1

Activates 5 stacks of "Offensive Tactic" for 6 turns (+1 for each enemy within Vision):

+2% Crit Chance
+3% Accuracy
-3% Fumble Chance
-4% Skills Energy Cost
-4% Cooldowns Duration

Basic strikes and shots as well as using Attack skills reduce the number of stacks.

Killing enemies prolongs the effect's duration by 2 turns.

While "Offensive Tactic" is active, using "Defensive Tactic" doesn't take a turn.

Only one "Tactic" can be active at a time.

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Hammer and Anvil
Hammer and Anvil
Stance
8 Icon skill energycost.png 10 Icon skill cooldown.png

Type
No Target

- Requires a one-handed mace
Stance skill. Activates "Hammer and Anvil" for 12 turns:

-5% Fumble Chance
+25% Armor Damage
+10% Daze Chance
+10% Stagger Chance

Using the ability tree's skills grants an extra stack of the effect (up to IV).

Basic mace strikes prolong the effect's duration by 1 turn (up to 15), but reduce its number of stacks.

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Campfire
Campfire
Maneuver
1 Icon skill energycost.png

Type
Target Tile
Range
1

- Requires specific materials
Allows to start a campfire that can be used to cook food. When using a bedroll, sleeping next to a lit campfire reduces the chance of being ambushed by 20%.

Required materials:
Stick [х4]

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Honed Edge
Honed Edge
Passive
- Requires one-handed sword
Sword strikes grants +7.5% Bleed Chance and +2.5% Armor Penetration for 4 turns.
The effect stacks up to 4 times.

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Skinning
Skinning
Active
5 Icon skill energycost.png

Type
Target Object
Range
1

- Requires a sword, an axe, a dagger, a two-handed sword, or a two-handed axe.
Allows carving a targeted animal carcass to harvest meat, pelt, and other hunting trophies.

The chance of successful skinning depends on the type of damage used to kill the animal.
Piercing and Crushing Damage harm pelts the least.

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Element of Surprise
Element of Surprise
Passive
Strikes and shots against Unaware targets are always critical.

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Example of a tooltip version (doesn't show the skill image, helps with some plugin limitations):

Campfire
Maneuver
1 Icon skill energycost.png

Type
Target Tile
Range
1

- Requires specific materials
Allows to start a campfire that can be used to cook food. When using a bedroll, sleeping next to a lit campfire reduces the chance of being ambushed by 20%.

Required materials:
Stick [х4]

Show formulasHide formulas

Example of a non-existing skill:

Skill with name "I don't exist" does not exist.

Add it to Skill data or fix the Skill name.