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{{ContextBarHelper|Power Sources| |
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{{If |
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|{{{divine| }}} |
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|{{Tag |
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|Divine |
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|🙏 |
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|c=#f9f06b |
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|l=:Category:Divine Abilities |
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}} |
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}} |
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{{If |
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|{{{magic| }}} |
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|{{Tag |
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|Magic |
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|✨ |
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|c=#9141ac |
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|l=:Category:Magical Abilities |
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}} |
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}} |
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{{If |
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|{{{primal| }}} |
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|{{Tag |
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|Primal |
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|⛰️ |
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|c=#986a44 |
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|l=:Category:Primal Abilities |
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}} |
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}} |
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{{If |
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|{{{spiritual| }}} |
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|{{Tag |
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|Spirit |
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|🪭 |
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|c=#deddda |
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|l=:Category:Spiritual Abilities |
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}} |
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}} |
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}} |
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{{ContextBarHelper|Elements| |
{{ContextBarHelper|Elements| |
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{{If |
{{If |
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|c=#33d17a |
|c=#33d17a |
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|l=:Category:Nature Spells |
|l=:Category:Nature Spells |
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}} |
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}} |
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}} |
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{{ContextBarHelper|Power Sources| |
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{{If |
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|{{{divine| }}} |
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|{{Tag |
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|Divine |
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|🙏 |
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|c=#f9f06b |
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|l=:Category:Divine Abilities |
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}} |
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}} |
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{{If |
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|{{{magic| }}} |
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|{{Tag |
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|Magic |
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|✨ |
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|c=#9141ac |
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|l=:Category:Magical Abilities |
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}} |
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}} |
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{{If |
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|{{{primal| }}} |
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|{{Tag |
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|Primal |
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|⛰️ |
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|c=#986a44 |
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|l=:Category:Primal Abilities |
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}} |
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}} |
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{{If |
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|{{{spiritual| }}} |
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|{{Tag |
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|Spirit |
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|🪭 |
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|c=#deddda |
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|l=:Category:Spiritual Abilities |
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}} |
}} |
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}} |
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}} |
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{{ContextBarHelper|{{If|{{{spell| }}}|Casting|Execution}} Time|{{ucfirst:{{lc: |
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{{{time |
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|{{#switch: {{{num|na}}} |
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| 0 = {{If |
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|{{{re| }}} |
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|Free reaction |
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|None (free action) |
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}} |
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| 1 = {{If |
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|{{{re| }}} |
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|Reaction |
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|1 action |
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}} |
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| 2 = 2 actions |
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| 3 = 3 actions |
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| na = {{If |
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|{{{ritual| }}} |
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|10 minutes |
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|{{If |
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| |
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}} |
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}} |
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}}} |
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{{ContextBarHelper|Delivery| |
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{{{delivery| |
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}}} |
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{{ContextBarHelper|{{If|{{{spell| }}}|Casting|Execution}} Time|{{ucfirst:{{lc: |
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{{{time |
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|{{#switch: {{{num|na}}} |
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| 0 = {{If |
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|{{{re| }}} |
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|Free reaction |
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|None (free action) |
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}} |
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| 1 = {{If |
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|{{{re| }}} |
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|Reaction |
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|1 action |
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}} |
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| 2 = 2 actions |
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| 3 = 3 actions |
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| na = {{If |
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|{{{ritual| }}} |
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|10 minutes |
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|{{If |
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}} |
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}} |
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}}} |
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}} }} }} |
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{{ContextBarHelper|Target|{{ucfirst:{{lc: |
{{ContextBarHelper|Target|{{ucfirst:{{lc: |
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{{{target |
{{{target |
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|{{If |
|{{If |
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|{{{aura| }}}{{{cone| }}}{{{ball| }}} |
|{{{aura| }}}{{{cone| }}}{{{ball| }}}{{{field| }}} |
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| {{{targetType|creature}}}s within area of effect |
| {{{targetType|creature}}}s within area of effect |
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| 1 {{{targetType|creature}}} within range |
| 1 {{{targetType|creature}}} within range |
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{{Cat|Abilities|name={{{name}}}}} }}</includeonly><noinclude> |
{{Cat|Abilities|name={{{name}}}}} }}</includeonly><noinclude> |
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== Template Frontend == |
== Template Frontend == |
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This template |
This template is designed for tagging and categorizing abilities, spells, and related game elements. It supports a wide range of parameters to provide detailed metadata, such as the type of ability, its delivery method, associated elements, power sources, and more. |
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=== Parameters === |
=== Parameters === |
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* <code>1</code>: str (required) |
* <code>1</code>: str (required) |
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*: The |
*: The main content or description of the ability. |
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* <code> |
* <code>name</code>: str (required) |
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*: |
*: The name of the ability or spell, used for categorization. |
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==== Power Sources ==== |
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* <code>divine</code>: bool (optional, defaults to <code>0</code>) |
* <code>divine</code>: bool (optional, defaults to <code>0</code>) |
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*: |
*: Indicates whether the ability is associated with the Divine power source. |
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* <code>magic</code>: bool (optional, defaults to <code>0</code>) |
* <code>magic</code>: bool (optional, defaults to <code>0</code>) |
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*: |
*: Indicates whether the ability is associated with the Magic power source. |
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* <code>primal</code>: bool (optional, defaults to <code>0</code>) |
* <code>primal</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates |
*: Indicates whether the ability is associated with the Primal power source. |
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* <code>spiritual</code>: bool (optional, defaults to <code>0</code>) |
* <code>spiritual</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates |
*: Indicates whether the ability is associated with the Spirit power source. |
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==== Elements ==== |
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* <code>oc</code>: bool (optional, defaults to <code>0</code>) |
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*: Tags the ability as out-of-combat. |
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* <code>bc</code>: bool (optional, defaults to <code>0</code>) |
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*: Tags the ability as before combat. |
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* <code>ic</code>: bool (optional, defaults to <code>0</code>) |
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*: Tags the ability as in-combat. |
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* <code>life</code>: bool (optional, defaults to <code>0</code>) |
* <code>life</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates |
*: Indicates whether the ability is associated with the Life element. |
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* <code>storm</code>: bool (optional, defaults to <code>0</code>) |
* <code>storm</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates |
*: Indicates whether the ability is associated with the Storm element. |
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* <code>necro</code>: bool (optional, defaults to <code>0</code>) |
* <code>necro</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates |
*: Indicates whether the ability is associated with the Necromancy element. |
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* <code>flame</code>: bool (optional, defaults to <code>0</code>) |
* <code>flame</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates |
*: Indicates whether the ability is associated with the Flame element. |
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* <code>nature</code>: bool (optional, defaults to <code>0</code>) |
* <code>nature</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates |
*: Indicates whether the ability is associated with the Nature element. |
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==== Usage ==== |
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* <code>spell</code>: bool (optional, defaults to <code>0</code>) |
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* <code>oc</code>: bool (optional, defaults to <code>0</code>) |
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*: Marks the entry as a spell. |
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*: Indicates if the ability is usable out of combat. |
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* <code>skill</code>: bool (optional, defaults to <code>0</code>) |
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* <code>bc</code>: bool (optional, defaults to <code>0</code>) |
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*: Marks the entry as a skill. |
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*: Indicates if the ability is usable before combat. |
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* <code>standard</code>: bool (optional, defaults to <code>0</code>) |
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* <code>ic</code>: bool (optional, defaults to <code>0</code>) |
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*: Identifies the entry as a standard conjure spell or a semblant skill. |
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*: Indicates if the ability is usable in combat. |
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* <code>ball</code>: bool (optional, defaults to <code>0</code>) |
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==== Casting/Execution Time ==== |
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*: Identifies the entry as a ball-type spell or skill. |
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* <code>time</code>: str (optional) |
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*: Use to override the default casting or execution time. |
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* <code>re</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is reactive. |
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* <code>num</code>: int (optional, defaults to <code>na</code>) |
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*: Specifies the number of actions (or reactions) required to cast or execute the ability. |
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*: Use <code>0</code> for free actions (or free reactions). |
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*: Possible values: <code>0</code>, <code>1</code>, <code>2</code>, <code>3</code>, <code>na</code>. |
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==== Delivery ==== |
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* <code>delivery</code>: str (optional) |
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*: Use to override the default delivery method. |
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* <code>self</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is self-targeted. |
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* <code>strike</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is a strike attack (requires a weapon). |
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* <code>bite</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is a bite ability. |
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* <code>ritual</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is delivered through a ritual. |
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* <code>ray</code>: bool (optional, defaults to <code>0</code>) |
* <code>ray</code>: bool (optional, defaults to <code>0</code>) |
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*: |
*: Indicates if the ability is delivered as a ray. |
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* <code>ball</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is delivered as a ball. |
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* <code>touch</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is delivered through touch. |
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* <code>aura</code>: bool (optional, defaults to <code>0</code>) |
* <code>aura</code>: bool (optional, defaults to <code>0</code>) |
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*: |
*: Indicates if the ability is delivered as an aura. |
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* <code>touch</code>: bool (optional, defaults to <code>0</code>) |
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*: Identifies the entry as a touch-type spell or skill. |
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* <code>passive</code>: bool (optional, defaults to <code>0</code>) |
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*: Tags the entry as passive. |
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* <code>tag</code>: bool (optional, defaults to <code>0</code>) |
* <code>tag</code>: bool (optional, defaults to <code>0</code>) |
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*: |
*: Indicates if the ability is a tag ability. |
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* <code> |
* <code>cone</code>: bool (optional, defaults to <code>0</code>) |
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*: |
*: Indicates if the ability is a cone ability. |
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* <code> |
* <code>cascade</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is a cascade ability. |
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*: Specifies a custom action type for the skill. |
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* <code> |
* <code>fork</code>: bool (optional, defaults to <code>0</code>) |
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*: |
*: Indicates if the ability is a fork ability. |
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* <code> |
* <code>field</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is some other field. |
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*: Specifies the number of actions required for this ability (e.g., 0 for free, 1 for single). |
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===== Delivery Modifiers ===== |
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* <code>vitals</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is a vitals attack. |
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* <code>leg</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is a leg attack. |
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* <code>arm</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is an arm attack. |
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* <code>passive</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is passive. |
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==== Target ==== |
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* <code>target</code>: str (optional) |
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*: Use to override the default target description. |
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* <code>targetType</code>: str (optional, defaults to <code>creature</code>) |
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*: Specifies the type of target (e.g., creature, item). |
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==== Range ==== |
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* <code>range</code>: str (optional) |
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*: Use to override the default range description. |
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* <code>rangeDist</code>: int (optional, defaults varies by <code>delivery</code>) |
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*: Specifies the range distance in feet. |
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==== Duration ==== |
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* <code>duration</code>: str (optional) |
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*: Use to override the default duration description. |
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* <code>sustained</code>: bool (optional, defaults to <code>0</code>) |
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*: Indicates if the ability is sustained. |
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=== Additional Information === |
|||
The template supports numerous parameters for categorizing abilities into various categories automatically. Boolean parameters (e.g., <code>life</code>, <code>storm</code>) trigger their respective tags and categories when set to a truthy value. |
|||
== Template Backend == |
== Template Backend == |
||
The backend utilizes nested logic and conditional structures to generate tags and categories dynamically based on the provided parameters. This approach ensures flexibility and reduces the need for manual categorization. |
|||
Key features include: |
|||
* Tagging elements, power sources, and delivery methods using the <code>{{Tag}}</code> sub-template. |
|||
* Categorizing abilities dynamically based on the combination of parameters (e.g., elements, power sources, combat phases). |
|||
* Supporting fallback values and default behaviors for missing parameters. |
|||
For optimal usage, ensure that all required parameters are supplied and optional parameters are set thoughtfully to achieve desired categorizations. |
|||
</noinclude> |
</noinclude> |
Revision as of 02:28, 27 December 2024
Template Frontend
This template is designed for tagging and categorizing abilities, spells, and related game elements. It supports a wide range of parameters to provide detailed metadata, such as the type of ability, its delivery method, associated elements, power sources, and more.
Parameters
1
: str (required)- The main content or description of the ability.
name
: str (required)- The name of the ability or spell, used for categorization.
Power Sources
divine
: bool (optional, defaults to0
)- Indicates whether the ability is associated with the Divine power source.
magic
: bool (optional, defaults to0
)- Indicates whether the ability is associated with the Magic power source.
primal
: bool (optional, defaults to0
)- Indicates whether the ability is associated with the Primal power source.
spiritual
: bool (optional, defaults to0
)- Indicates whether the ability is associated with the Spirit power source.
Elements
life
: bool (optional, defaults to0
)- Indicates whether the ability is associated with the Life element.
storm
: bool (optional, defaults to0
)- Indicates whether the ability is associated with the Storm element.
necro
: bool (optional, defaults to0
)- Indicates whether the ability is associated with the Necromancy element.
flame
: bool (optional, defaults to0
)- Indicates whether the ability is associated with the Flame element.
nature
: bool (optional, defaults to0
)- Indicates whether the ability is associated with the Nature element.
Usage
oc
: bool (optional, defaults to0
)- Indicates if the ability is usable out of combat.
bc
: bool (optional, defaults to0
)- Indicates if the ability is usable before combat.
ic
: bool (optional, defaults to0
)- Indicates if the ability is usable in combat.
Casting/Execution Time
time
: str (optional)- Use to override the default casting or execution time.
re
: bool (optional, defaults to0
)- Indicates if the ability is reactive.
num
: int (optional, defaults tona
)- Specifies the number of actions (or reactions) required to cast or execute the ability.
- Use
0
for free actions (or free reactions). - Possible values:
0
,1
,2
,3
,na
.
Delivery
delivery
: str (optional)- Use to override the default delivery method.
self
: bool (optional, defaults to0
)- Indicates if the ability is self-targeted.
strike
: bool (optional, defaults to0
)- Indicates if the ability is a strike attack (requires a weapon).
bite
: bool (optional, defaults to0
)- Indicates if the ability is a bite ability.
ritual
: bool (optional, defaults to0
)- Indicates if the ability is delivered through a ritual.
ray
: bool (optional, defaults to0
)- Indicates if the ability is delivered as a ray.
ball
: bool (optional, defaults to0
)- Indicates if the ability is delivered as a ball.
touch
: bool (optional, defaults to0
)- Indicates if the ability is delivered through touch.
aura
: bool (optional, defaults to0
)- Indicates if the ability is delivered as an aura.
tag
: bool (optional, defaults to0
)- Indicates if the ability is a tag ability.
cone
: bool (optional, defaults to0
)- Indicates if the ability is a cone ability.
cascade
: bool (optional, defaults to0
)- Indicates if the ability is a cascade ability.
fork
: bool (optional, defaults to0
)- Indicates if the ability is a fork ability.
field
: bool (optional, defaults to0
)- Indicates if the ability is some other field.
Delivery Modifiers
vitals
: bool (optional, defaults to0
)- Indicates if the ability is a vitals attack.
leg
: bool (optional, defaults to0
)- Indicates if the ability is a leg attack.
arm
: bool (optional, defaults to0
)- Indicates if the ability is an arm attack.
passive
: bool (optional, defaults to0
)- Indicates if the ability is passive.
Target
target
: str (optional)- Use to override the default target description.
targetType
: str (optional, defaults tocreature
)- Specifies the type of target (e.g., creature, item).
Range
range
: str (optional)- Use to override the default range description.
rangeDist
: int (optional, defaults varies bydelivery
)- Specifies the range distance in feet.
Duration
duration
: str (optional)- Use to override the default duration description.
sustained
: bool (optional, defaults to0
)- Indicates if the ability is sustained.
Additional Information
The template supports numerous parameters for categorizing abilities into various categories automatically. Boolean parameters (e.g., life
, storm
) trigger their respective tags and categories when set to a truthy value.
Template Backend
The backend utilizes nested logic and conditional structures to generate tags and categories dynamically based on the provided parameters. This approach ensures flexibility and reduces the need for manual categorization.
Key features include:
- Tagging elements, power sources, and delivery methods using the
{{{1}}}
sub-template. - Categorizing abilities dynamically based on the combination of parameters (e.g., elements, power sources, combat phases).
- Supporting fallback values and default behaviors for missing parameters.
For optimal usage, ensure that all required parameters are supplied and optional parameters are set thoughtfully to achieve desired categorizations.