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{{Documentation}}<!--
 
{{Documentation}}<!--
  
-->{{#if: {{#vardefineecho: debug | }} | debug mode enabled <br />}}<!--
+
-->{{#if: {{#vardefineecho: debug | }} | debug mode enabled <br />}}<!--
  
 
-->{{#vardefine: cols | {{{columns|6}}} }}<!--
 
-->{{#vardefine: cols | {{{columns|6}}} }}<!--
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   '''debug''' skillHash: {{#hashprint: skillHash | | <skillname> | <skillmodes> | <skillname>=<skillmodes><br/>}}
 
   '''debug''' skillHash: {{#hashprint: skillHash | | <skillname> | <skillmodes> | <skillname>=<skillmodes><br/>}}
 
}}<!--
 
}}<!--
 +
 +
 +
  Apply skill point bumps
 +
  @todo: The next step is to apply spent skill points. We'll do some error-checking here.
 +
 +
-->{{#vardefine:skillPointsUsed|0}}<!--
 +
-->{{#vardefine:pointBuy|point buy}}<!--
 +
 +
--></onlyinclude><!--
 +
-->{{#hashinclude: skillHash | Gunnery = {{#hashvalue: skillHash | Gunnery}}<MANY>{{#var:pointBuy}}<MANY>{{#var:pointBuy}} }}<!--
 +
-->{{#hashinclude: skillHash | Provoke = {{#hashvalue: skillHash | Provoke}}<MANY>{{#var:pointBuy}}<MANY>{{#var:pointBuy}} }}<!--
 +
-->{{#hashinclude: skillHash | Fight = {{#hashvalue: skillHash | Fight}}<MANY>{{#var:pointBuy}} }}<!--
 +
--><onlyinclude><!--
 +
  
 
-->{{#arraydefine: skillArray | {{#hashprint: skillHash |,| <skillname> | <skillmodes> | <skillname><PROP><skillmodes>}} }}<!--
 
-->{{#arraydefine: skillArray | {{#hashprint: skillHash |,| <skillname> | <skillmodes> | <skillname><PROP><skillmodes>}} }}<!--
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   '''debug''' currentSkillName: {{#var: currentSkillName }}
 
   '''debug''' currentSkillName: {{#var: currentSkillName }}
 
}}<!--
 
}}<!--
 +
 
       First we create an array containing all the modes the current skill  
 
       First we create an array containing all the modes the current skill  
 
       belongs to. Then we use that array as a filter so we end up with the  
 
       belongs to. Then we use that array as a filter so we end up with the  
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       highest-ranked mode for this skill.
 
       highest-ranked mode for this skill.
 
   -->{{#vardefine: currentSkillPrimaryMode | {{#arrayindex: currentSkillModes | -1 }} }}<!--
 
   -->{{#vardefine: currentSkillPrimaryMode | {{#arrayindex: currentSkillModes | -1 }} }}<!--
   -->{{#vardefine: currentSkillLevel      | {{#arrayindex: levelArray | {{#arraysize: currentSkillModes}} }} }}<!--
+
  -->{{#vardefine: synergySkillLevel      | {{#arraysize: currentSkillModes}} }}<!--
 +
  -->{{#vardefine: totalSkillLevel        | {{#arraysize: currentSkillAllModes}} }}<!--
 +
  -->{{#ifexpr: {{#var: totalSkillLevel}} > 3 | {{#vardefine: totalSkillLevel | 3}} }}<!--
 +
  -->{{#vardefine: pointBuyBumps          | {{#expr: {{#var:totalSkillLevel}} - {{#var:synergySkillLevel}} }} }}<!--
 +
  -->{{#vardefine: pointsSpent            | {{#expr: {{#var:synergySkillLevel}} * {{#var:pointBuyBumps}} + {{#var:pointBuyBumps}} * ( {{#var:pointBuyBumps}} - 1 ) / 2 }} }}<!--
 +
  -->{{#vardefine: skillPointsUsed        | {{#expr: {{#var:skillPointsUsed}} + {{#var:pointsSpent}} }} }}<!--
 +
   -->{{#vardefine: currentSkillLevel      | {{#arrayindex: levelArray | {{#var: totalSkillLevel}} }} }}<!--
  
 
       Hash of all the levels of the primary mode, keyed by level name. We're  
 
       Hash of all the levels of the primary mode, keyed by level name. We're  
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-->{{#if: {{#var: debug}} |<nowiki />
 
-->{{#if: {{#var: debug}} |<nowiki />
 
   '''debug''' currentSkillPrimaryMode: {{#var: currentSkillPrimaryMode }}
 
   '''debug''' currentSkillPrimaryMode: {{#var: currentSkillPrimaryMode }}
 +
  '''debug''' synergySkillLevel: {{#var: synergySkillLevel }}
 +
  '''debug''' totalSkillLevel: {{#var: totalSkillLevel }}
 +
  '''debug''' pointBuyBumps: {{#var: pointBuyBumps }}
 +
  '''debug''' pointsSpent: {{#var: pointsSpent }}
 +
  '''debug''' skillPointsUsed: {{#var: skillPointsUsed }}
 +
  '''debug''' currentSkillLevel: {{#var: currentSkillLevel }}
 
   '''debug''' levelsOfPrimaryMode: {{#hashprint: levelsOfPrimaryMode | <br/> | <level> | <skills> | <level> = <skills> }}
 
   '''debug''' levelsOfPrimaryMode: {{#hashprint: levelsOfPrimaryMode | <br/> | <level> | <skills> | <level> = <skills> }}
 
}}<!--
 
}}<!--
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}}<!--
 
}}<!--
  
 
  @todo: The next step is to apply spent skill points. We'll do some error-checking here.
 
  
  
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             -->{{#arraydefine: levelSkillsPrintable | <!--
 
             -->{{#arraydefine: levelSkillsPrintable | <!--
 
               -->{{#arrayprint: levelSkills | , | <skillname> | <!--
 
               -->{{#arrayprint: levelSkills | , | <skillname> | <!--
                   -->{{#arraydefine: currentSkillAllModes | {{#hashvalue: skillHash | <skillname> }} | <MANY> }}<!--
+
                   -->{{#arraydefine: currentSkillAllModes | {{#hashvalue: skillHash | <skillname> }} | <MANY> | unique }}<!--
 
                   -->{{#ifeq: {{#arraysize: currentSkillAllModes}} | 1 <!--
 
                   -->{{#ifeq: {{#arraysize: currentSkillAllModes}} | 1 <!--
 
                     -->| <skillname> <!--
 
                     -->| <skillname> <!--
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   Print the section footer. This contains a summary of advancement points available and spent.
 
   Print the section footer. This contains a summary of advancement points available and spent.
  
-->{{#vardefine:skillsused|0}}<!--
+
-->{{#vardefine:skillsAllowed|7}}<!--
-->{{#vardefine:skillsallowed|7}}<!--
 
 
-->{{Character sheet/section  
 
-->{{Character sheet/section  
 
| columns  = {{#var:cols}}
 
| columns  = {{#var:cols}}
| llabel1  = Points used  | ldata1    = {{#var:skillsused}}
+
| llabel1  = bonus points  | ldata1    = {{#var:skillsAllowed}}
| label1    = remaining    | data1    = {{#expr: {{#var:skillsallowed}} - {{#var:skillsused}} }}
+
| label1    = used          | data1    = {{#var:skillPointsUsed}}
| rlabel1  = total        | rdata1    = {{#var:skillsallowed}}
+
| rlabel1  = remaining    | rdata1    = {{#expr: {{#var:skillsAllowed}} - {{#var:skillPointsUsed}} }}
 
}}<!-- end section  
 
}}<!-- end section  
 
-->}}<!-- end if
 
-->}}<!-- end if

Revision as of 21:47, 27 July 2014

[create]
Error creating thumbnail: File missing
Template documentation

Skill modes
  Banter Space Action
Superb (+5) Gunnery, Provoke    
Great (+4) Fight    
Good (+3)      
Fair (+2)      
Average (+1)      
bonus points 7 used -2 remaining 9