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− | <noinclude>{{Documentation}}</noinclude>
| + | <!-- |
− | {| class="infobox floatright"
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− | ! colspan="4" | {{{charactername}}} <!--
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− | -->{{#if: {{{campaign<includeonly>|</includeonly>}}}{{{player<includeonly>|</includeonly>}}}|<div class="campaign"><!--
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− | --> {{#if: {{{campaign<includeonly>|</includeonly>}}}| [[{{{campaign}}}]] <includeonly>[[Category: {{{campaign}}}]]</includeonly>}} <!--
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− | --> {{#if: {{{player<includeonly>|</includeonly>}}}|<!--
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− | --> ([[{{{player}}}]]) <!--
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− | -->}} <!--
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− | --></div>}}<!--
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− | -->
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− | |-<!--
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| | | |
− | Sections at the top of the sheet, such as High Concept and Trouble, in DFRPG.
| + | @todo more sub-templates, like the skill block one |
| | | |
− | -->{{#hashdefine: topsectionhash }}<!-- | + | --><onlyinclude><!-- |
− | -->{{#forargs: top | key | value | <!--
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− | --><nowiki />
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− | {{!}} rmatch: {{!}}{{!}} colspan = "3" {{!}} <!--
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− | -->{{#rmatch: {{#var:key}} | (header{{!}}label{{!}}data)(\d+) | 0 = $0, 1 = $1, 2 = $2 | none }}
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− | {{!}}- <!--
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− | -->{{#hashdefine: singlesection | {{#hashvalue: topsectionhash | {{#var:key}} }} | , | ; }}<!--
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− | --><nowiki />
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− | {{!}} pre: {{!}}{{!}} colspan = "3" {{!}} {{#hashprint: singlesection | , | %%%% | @@@@ | ''' %%%% ''' : '' @@@@ '' }}
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− | {{!}}- <!--
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− | -->{{#hashinclude: singlesection | label = {{#var:value}} }}<!--
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− | --><nowiki />
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− | {{!}} post: {{!}}{{!}} colspan = "3" {{!}} {{#hashprint: singlesection | , | %%%% | @@@@ | ''' %%%% ''' : '' @@@@ '' }}
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− | {{!}}- <!--
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− | -->{{#hashinclude: topsectionhash = {{#var:key}} | {{#hashprint: singlesection | , | %%%% | @@@@ | %%%%;@@@@ }} }}<!--
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− | -->}}<!--
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− | --><!--{{#forargs: top | key | value | --><!--
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− | --><!--{{#rmatch: {{#var:key}} | (header{{!}}label{{!}}data)(\d+) | --><!--
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− | --><!--{{#hashdefine: singlesection | {{#hashvalue: topsectionhash | ${2} }} | , | ; }}--><!--
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− | --><!--{{#hashinclude: singlesection | ${1} | {{#var:value}} }}--><!--
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− | --><!--{{#hashinclude: topsectionhash | ${2} | {{#hashprint: singlesection | , | %%%% | @@@@ | %%%%;@@@@ }} }}--><!--
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− | --><!--}}--><!--
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− | --><!--}}--><!--
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− | --><nowiki />
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− | | colspan = "4" | topsectionhash: {{#hashprint: topsectionhash | , | %%%% | @@@@ | ''' %%%% ''' : '' @@@@ '' }}
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− | |- <!--
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− | -->{{#vardefine: topsectnum | 1}}<!--
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− | -->{{#while: | <!-- want one of the following to be nonempty:
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− | -->{{{topheader{{#var: topsectnum}}|}}}<!--
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− | -->{{{toplabel{{#var: topsectnum}}|}}}<!--
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− | -->{{{topdata{{#var: topsectnum}}|}}}<!--
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− | -->|<!--
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− | -->{{#if:{{{topheader{{#var: topsectnum}}|}}}|<!--
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− | Draw a header
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− | --><nowiki />
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− | {{!}}-
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− | {{!}} colspan="4" class="subhead" {{!}} {{{topheader{{#var: topsectnum}}|}}} <!--
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− | -->|<!-- if no header
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− | --><nowiki />
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− | {{!}}-
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− | {{!}} class="shaded" {{!}} {{{toplabel{{#var: topsectnum}}|}}}
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− | {{!}} colspan="3" {{!}} {{{topdata{{#var: topsectnum}}|}}}
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− | <!--
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− | -->}}<!-- end if
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− | -->{{#vardefine: topsectnum | {{#expr: {{#var: topsectnum}} + 1}} }}<!--
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− | -->}}<!-- end while
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| | | |
− | End top sections
| + | -->{{#parameterstohash: paramsHash}}<!-- |
| | | |
− | ASPECTS
| + | -->{{#vardefine:cols |{{{columns|6}}}}}<!-- |
| + | -->{{#vardefine:cols_l|{{#expr: ceil( {{#var: cols}} / 2 ) }} }}<!-- |
| + | -->{{#vardefine:cols_r|{{#expr: ( {{#var: cols}} - {{#var: cols_l}} ) }} }}<!-- |
| | | |
− | --> | + | -->{{#vardefine:contentcols |{{#expr: ( {{#var: cols }} - 1 ) }} }}<!-- |
− | |-
| + | -->{{#vardefine:contentcols_l|{{#expr: ( {{#var: cols_l}} - 1 ) }} }}<!-- |
− | | class="subhead" colspan="4" | Aspects
| + | -->{{#vardefine:contentcols_r|{{#expr: ( {{#var: cols_r}} - 1 ) }} }}<!-- |
− | |-
| |
− | | class="shaded" |
| |
− | | colspan="3" | {{
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− | #if: {{{image|}}} | [[Image:{{{image}}}{{!}}thumb{{!}}{{{caption|}}}]] | |
− | }}{{Array Map | array = {{{aspects}}} | before = <nowiki /> | |
− | * <span class="aspect">|after=</span> }} <!--
| |
| | | |
− | SKILLS
| + | -->{{#vardefine:name|{{{charactername| {{{character name| {{{name}}} }}} }}} }}<!-- |
| + | -->{{#vardefine:campaign|{{{campaign<includeonly>|</includeonly>}}} }}<!-- |
| | | |
| --> | | --> |
− | |-
| + | {| class="infobox floatright {{{tableclass|}}}" |
− | | class="subhead" | Skills | + | ! colspan="{{#var:cols}}" | {{#var:name}} <!-- |
− | | colspan="3" class="shaded" | <!--
| + | --><div class="campaign"><!-- |
| + | --> {{#if: {{#var:campaign}}| [[{{#var:campaign}}]] }} <!-- |
| + | --> {{#if: {{{player|}}}|([[User:{{{player}}}|{{{player}}}]]) }} <!-- |
| + | --></div> |
| + | |-<!-- |
| | | |
− | Skill listing setup
| + | Sections at the top of the sheet, such as High Concept and Trouble. |
| | | |
− | Define the types of skills available, and add a list of them to
| + | -->{{#hashdefine: topsectionhash }}<!-- |
− | the character sheet. These each have their own class, too. | + | -->{{#forargs: top | keynum | value | <!-- |
− | | + | We have arguments like "toplabel2 = My Label", which we split into the |
− | -->{{#vardefine: skillClass | {{{skillclass|skill}}} }}<!-- | + | key-number pair "keynum", in this case "label2", and the value. We want |
− | -->{{#vardefine: skillClskey | {{#replace: {{#var: skillClass}} ||-}} }}<!-- | + | to further split this up so we get the key and the number separately. |
− | -->{{#vardefine: stidx | 0 }}<!-- | + | -->{{#hashreset: singlesection}}<!-- |
− | -->{{#while: <!--
| + | -->{{#vardefine: key | {{#rmatch: {{#var:keynum}} | (\D+)(\d+) | $1 }}}}<!-- |
− | -->| {{#vardefineecho: skilltype | <!--
| + | -->{{#vardefine: num | {{#rmatch: {{#var:keynum}} | (\D+)(\d+) | $2 }}}}<!-- |
− | -->{{#explode: {{{skilltypes|combat track}}} | | {{#var: stidx}} }} <!--
| + | -->{{#hashdefine: singlesection | {{#hashvalue: topsectionhash | {{#var:num}} }} | ,sec, | ;sec; }}<!-- |
− | -->}}<!-- end vardefineecho
| + | -->{{#hashinclude: singlesection | {{#var:key}} = {{#var:value}} }}<!-- |
− | -->| {{#vardefine: {{#var:skilltype}}Class | {{#var:skilltype}} }}<!--
| + | -->{{#if: {{#var: num}} | <!-- |
− | -->{{#ifeq:{{#var:stidx}}|0|types: |, }} <!--
| + | -->{{#hashinclude: topsectionhash | <!-- |
− | --><span class="{{#var: skillClass}} {{#var:skilltype}}">{{#var:skilltype}}</span><!--
| + | --> {{#var:num}} = {{#hashprint: singlesection | ,sec, | %%%% | @@@@ | %%%%;sec;@@@@ }} <!-- |
− | -->{{#vardefine: stidx | {{#expr: {{#var: stidx}} + 1}} }}<!--
| + | -->}}<!-- |
− | -->}}<!-- end while --> | + | -->}}<!-- |
− | |-
| + | -->}}<!-- |
− | <!-- | + | Now each value of topsectionhash can be parsed into a new hash: |
− | | + | -->{{#hashprint: topsectionhash || %%%% | @@@@ | <!-- |
− | | + | -->{{#hashdefine: thetopsection | @@@@ | ,sec, | ;sec; }}<!-- |
− | Now define the skill modifiers available. Each of these will have
| + | -->{{Character sheet/section | columns = {{#var:cols}} <!-- |
− | as associated HTML fragment that is appended to the skill name.
| + | -->| llabel1 = {{#hashvalue: thetopsection | llabel }} <!-- |
− | | + | -->| ldata1 = {{#hashvalue: thetopsection | ldata }} <!-- |
− | -->{{#vardefine: smidx | 0 }}<!-- | + | -->| label1 = {{#hashvalue: thetopsection | label }} <!-- |
− | -->{{#while: | <!-- while skill marker | + | -->| data1 = {{#hashvalue: thetopsection | data }} <!-- |
− | -->{{#vardefineecho: marker | {{#explode: {{{skillmarkers|}}} | ;; | {{#var: smidx}} }} }}<!--
| + | -->| rlabel1 = {{#hashvalue: thetopsection | rlabel }} <!-- |
− | -->|<!--
| + | -->| rdata1 = {{#hashvalue: thetopsection | rdata }} <!-- |
− | -->{{#vardefine: mKey | {{#replace: {{lc:{{#explode: {{#var: marker}} | // | 0 }}}} ||}} }}<!--
| + | -->}}<!-- |
− | -->{{#vardefine: {{#var:mKey}}HTML | {{#explode: {{#var: marker}} | // | 1 }} }}<!--
| |
− | -->{{#vardefine: smidx | {{#expr: {{#var: smidx}} + 1}} }}<!--
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− | -->}}<!-- end while marker | |
− | | |
− | | |
− | We may have custom skill ranks.
| |
− | | |
− | -->{{#vardefine: skillLevel | {{{skillranks| Average Decent Good Great Superb }}} }}<!-- | |
− | -->{{#vardefine: numSkLvl | 0 }}<!-- | |
− | -->{{#while: | {{#explode: {{#var:skillLevel}} | | {{#var:numSkLvl}} }} | <!-- | |
− | -->{{#vardefine: numSkLvl | {{#expr: {{#var:numSkLvl}} + 1}} }}<!--
| |
| -->}}<!-- | | -->}}<!-- |
− | -->{{#vardefine: slidx | {{#var:numSkLvl}} }}<!--
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| | | |
− | Iterate over all defined skill levels, from highest to lowest: | + | End top sections |
− | -->{{#while: | <!-- while skill level
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− | -->{{#ifeq: {{#var:slidx}} | 0 | | 1 }}<!-- not yet zero
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− | -->|<!--
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| | | |
− | We either have a long section of skills, or one entry per level.
| + | --> |
− | -->{{#if: {{{skills|}}} <!--
| + | |- <!-- |
| | | |
− | -->|<!-- One 'skills' section. | + | ASPECTS |
− | Lines are listed in descending order of skill. Each line is of the form:
| + | -->{{#hashtotemplate: {{{aspect section template | Character sheet/FATE/Aspect section}}} | paramsHash }}<!-- |
− | ;; SkillName//OpModifier[//OpModifier ...] :: SkillName//OpModifier ...
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− | where SkillName is just what it says, and OpModifier is an optional
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− | modifier such as 'MG'.
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− | Note: we assume that no skill lines are missing.
| |
| | | |
− | Skill row:
| + | SKILLS |
− | -->{{#vardefine: skillrow | {{#explode:{{{skills|}}}|;;| {{#expr: -{{#var: slidx}}}} }} }}<!--
| + | -->{{#hashtotemplate: {{{skill section template | Character sheet/FATE/Skill section}}} | paramsHash }}<!-- |
− | | |
− | -->|<!-- multiple sections: 'skills1', 'skills2', etc.
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− | There are several parameters: skills1, skill2, and so on. Each corresponds
| |
− | to a single skill rank, and each is of the form:
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− | skillN = SkillName//OpModifier[//OpModifier ...] :: SkillName//OpType//OpModifier ...
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− | as in the previous form. We no longer assume that all skill lines are
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− | present; gaps may be left if desired.
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− | | |
− | Skill row:
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− | -->{{#vardefine: skillrow | {{{skills{{#var: slidx}}|}}} }}<!--
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− | | |
− | -->}}<!-- end skills conditional
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− | | |
− | TODO: allow for skills starting at +0?
| |
| | | |
− | -->{{#vardefine: levelnum | {{#var: slidx}} }}<!-- | + | STUNTS |
− | -->{{#vardefine: slidx | {{#expr: {{#var: slidx}} - 1}} }}<!--
| + | -->{{#hashtotemplate: {{{stunt section template | Character sheet/FATE/Stunt section}}} | paramsHash }}<!-- |
− | Skill level name:
| |
− | -->{{#vardefine: thelevel | {{#explode: {{#var: skillLevel}} | | {{#var: slidx}} }} }}<!--
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− | | |
− | Get the right skill row, if it exists:
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− | -->{{#if:{{#var: skillrow}}<!--
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− | -->|<!-- There are skills defined at this level
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− | --><nowiki />
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− | {{!}} class="label" {{!}} {{#var: thelevel}} (+{{#var: levelnum}})
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− | {{!}} colspan="3" {{!}} <!--
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− | -->{{#vardefine: skidx | 0 }}<!--
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− | -->{{#while: | <!-- while skill
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− | -->{{#vardefineecho: theskill | {{#explode:{{#var: skillrow}}|::| {{#var: skidx}} }} }}<!--
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− | -->|<!--
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− | -->{{#vardefine: skillname | {{#explode: {{#var: theskill}} |//| 0 }} }}<!--
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− | -->{{#vardefine: skillkey | {{#replace: {{lc:{{#var: skillname}}}} ||-}} }}<!--
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− | -->{{#vardefine: skilltype | {{#explode: {{#var: theskill}} |//| 1 }} }}<!--
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− | The following is for later use:
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− | -->{{#vardefine: skillValue{{#replace: {{lc:{{#var: skillname}}}} ||}} | {{#var: levelnum}}}}<!--
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− | | |
− | -->{{#ifeq: {{ #var: skidx }} | 0 ||, }} <span class="{{#var: skillClass }}"><!--
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− | --><span class="{{#var: {{#var: skilltype}}Class }} skill-{{#var:skillkey}}"><!--
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− | -->{{#var: skillname | _____ }}<!--
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− | --></span> <!--
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− | | |
− | Look for skill markers:
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− | -->{{#vardefine: smidx | 1 }}<!--
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− | -->{{#while: | <!-- while skill marker
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− | -->{{#vardefineecho: skillmod | {{#explode: {{#var: theskill}} |//| {{#var:smidx}} }} }}<!--
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− | -->|<!--
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− | -->{{#vardefine: mKey | {{#replace: {{lc:{{#var: skillmod}}}} }} }}<!--
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− | -->{{#if:{{#var: {{#var:mKey}}HTML }}|{{#var: {{#var:mKey}}HTML }}|({{#var:skillmod}})}}<!--
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− | -->{{#vardefine: smidx | {{#expr: {{#var: smidx}} + 1}} }}<!--
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− | -->}}<!-- end while marker
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− | --></span> <!--
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− | | |
− | -->{{#vardefine: skidx | {{#expr: {{#var: skidx}} + 1}} }}<!--
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− | -->}}<!-- end while skill -->
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− | {{!}}-<!--
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− | -->}}<!-- end if skills exist at this level
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− | -->}}<!-- end while skill level
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− | | |
− | Stunts section
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− | | |
− | -->
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− | | colspan="4" class="subhead" | Stunts
| |
− | |-
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− | <!--
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− | -->{{#vardefine: stidx | 1 }}<!--
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− | -->{{#while: | <!-- loop over 'stunts' array
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− | -->{{#vardefineecho: thestunt | {{#explode:{{{stunts|}}}|;;| {{#var: stidx}} }} }}<!--
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− | -->|<!--
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− | -->{{#vardefine: stidx | {{#expr: {{ #var: stidx }} + 1}} }}<!--
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− | -->{{#vardefine: stunttext |<!--
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− | -->{{#explode:{{#var: thestunt}}|//| 0 }}<!--
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− | If the stunt has a description we put it on a new line.
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− | -->{{#if:{{#vardefineecho: stuntdesc | {{#explode:{{#var: thestunt}}|//| 2 }} }} |<!--
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− | --><br />''{{#var:stuntdesc}}''<!--
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− | -->}}<!--
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− | -->}}<!--
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− | If there is some qualifier to the stunt, we do three columns for
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− | the stunt name and one for the qualifier. Otherwise, four for
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− | the stunt name.
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− | -->{{#if: {{#vardefineecho: stuntmod |{{#explode:{{#var: thestunt}}|//| 1 }} }}<!--
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− | -->|<!-- The stunt has a modifier
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− | --><nowiki/>
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− | {{!}} colspan="3" {{!}} {{#var: stunttext}} <!--
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− | -->
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− | {{!}} {{#rmatch: {{#var: stuntmod}} |^\s*(\-?\d+)\s*$| [\1] | ({{#var: stuntmod}}) }}<!--
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− | -->|<!-- The stunt has no modifier
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− | --><nowiki/>
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− | {{!}} colspan="4" {{!}} {{#var: stunttext}} <!--
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− | -->}}<!-- End stunt modifier detection --><nowiki />
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− | {{!}}- <!--
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− | -->}}<!-- end while stunts
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| | | |
| Extra sections | | Extra sections |
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| -->{{{data{{#var: sectnum}}|}}}<!-- | | -->{{{data{{#var: sectnum}}|}}}<!-- |
| -->|<!-- | | -->|<!-- |
− | -->{{#if:{{{header{{#var: sectnum}}|}}}|<!-- | + | -->{{#if:{{#vardefineecho:sectheader|{{{header{{#var: sectnum}}|}}}}}|<!-- |
− | Draw a header
| + | Draw a header |
− | --><nowiki />
| + | -->{{Character sheet/section subhead |{{#var:sectheader}}g| columns = {{#var:cols}} }}<!-- |
− | {{!}}- | + | --><!--{{Character sheet/section | columns = {{#var:cols}} --><!-- |
− | {{!}} colspan="4" class="subhead" {{!}} {{{header{{#var: sectnum}}|}}} <!-- | + | --><!--| header1 = {{{header{{#var: sectnum}}|}}} --><!-- |
| + | --><!--}}--><!-- |
| -->|<!-- if no header | | -->|<!-- if no header |
− | --><nowiki />
| + | -->{{Character sheet/section | columns = {{#var:cols}} <!-- |
− | {{!}}- | + | -->| label1 = {{{label{{#var: sectnum}}|}}}h <!-- |
− | {{!}} class="shaded" {{!}} {{{label{{#var: sectnum}}|}}}
| + | -->| data1 = {{{data{{#var: sectnum}}|}}}j <!-- |
− | {{!}} colspan="3" {{!}} {{{data{{#var: sectnum}}|}}}
| + | -->}}<!-- |
− | <!--
| |
| -->}}<!-- end if | | -->}}<!-- end if |
| -->{{#vardefine: sectnum | {{#expr: {{#var: sectnum}} + 1}} }}<!-- | | -->{{#vardefine: sectnum | {{#expr: {{#var: sectnum}} + 1}} }}<!-- |
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| -->{{#vardefine: refresh | {{#if:{{{refresh|}}}|{{{refresh}}}|{{#var:defaultrefresh}} }} }}<!-- | | -->{{#vardefine: refresh | {{#if:{{{refresh|}}}|{{{refresh}}}|{{#var:defaultrefresh}} }} }}<!-- |
| -->{{#vardefine: fp | {{#if:{{{fp|}}}|{{{fp}}}|{{#var:refresh}} }} }}<!-- | | -->{{#vardefine: fp | {{#if:{{{fp|}}}|{{{fp}}}|{{#var:refresh}} }} }}<!-- |
− | --><nowiki /> | + | -->{{Character sheet/section | columns = {{#var:cols}} <!-- |
− | |- | + | -->| llabel1 = FP <!-- |
− | | class="shaded" | FP || {{#var:fp}} | + | -->| ldata1 = {{#var: fp}} <!-- |
− | | class="shaded" | Refresh || {{#var:refresh}} | + | -->| label1 = Refresh <!-- |
− | <!-- | + | -->| data1 = {{#var: refresh}} <!-- |
| + | -->}}<!-- |
| | | |
− | Stress tracks
| + | STRESS AND CONSEQUENCES |
− | Stress and consequences | + | -->{{#hashtotemplate: {{{stress section template | Character sheet/FATE/Stress and Consequences section}}} | paramsHash }}<!-- |
| | | |
− | We want to place stress and consequences side-by-side.
| + | FOOTER |
| | | |
− | --> | + | --><nowiki/> |
| |- | | |- |
− | | colspan="2" class="subhead" | Stress Tracks | + | | colspan="{{#var:cols}}" | {{navbar|{{{template name|Character sheet/FATE}}}|mini=1}} |
− | | colspan="2" class="subhead" | Consequences <!-- | + | |}<!-- |
| + | |
| | | |
− | -->{{#vardefine: defaultstress | {{{defaultstress|5}}} }}<!--
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− | -->{{#vardefine: scidx | 0 }}<!--
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− | -->{{#while: | <!-- stress tracks and consequence types
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− | -->{{#vardefineecho: thetrack | {{#explode: {{{stresstracks|health//endurance::composure//resolve}}} |::| {{#var:scidx}} }} }}<!--
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− | --><!-- consequence types
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− | -->{{#vardefineecho: severity | {{#explode: {{{consequencetypes|mild moderate severe}}} | | {{#var:scidx}} }} }}<!--
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− | -->|<!--
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− | -->{{#vardefine:trackname | {{#explode:{{#var: thetrack}}|//|0}} }}<!--
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− | -->{{#vardefine:trackskil | {{#explode:{{#var: thetrack}}|//|1}} }}<!--
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− | -->{{#vardefine:trackmod | {{#expr: ceil(({{#var: skillValue{{#var:trackskil}}}} + 0) / 2)}} }}<!--
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− | -->{{#vardefine:defstress | {{#expr: {{#var:defaultstress}} + {{#var:trackmod}} }}}}<!--
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− | -->{{#vardefine:thestress | <!--
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− | -->{{#if:{{{ {{#var: trackname}}|}}}|{{{ {{#var: trackname}} }}}|{{#var:defstress}}//0}}<!--
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− | -->}}<!--
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− | -->{{#vardefine:totstress | {{#explode:{{#var: thestress}}|//|0}} }}<!--
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− | -->{{#vardefine:curstress | {{#explode:{{#var: thestress}}|//|1}} }}<!--
| |
− | --><nowiki />
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− | {{!}}-
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− | {{!}} class="shaded" {{!}} {{#var: trackname}} <!--
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− | --><!--({{#var:trackskil}} {{#var: skillValue{{#var:trackskil}}}} / {{#var:trackmod}}) --><!-- debug -->
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− | {{!}} <!--
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− | -->{{#if:{{#var: trackname}} |<!--
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− | --><table class="fate stressbox"><!--
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− | --><tr>{{#loop: stressloop | 1 | {{#var:totstress}} | <!--
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− | --><td class="{{#ifexpr: {{#var: stressloop}} <= {{#var:curstress|0}} | full }}"><div> </div></td><!--
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− | -->}}</tr><!--
| |
− | --></table><!--
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− | -->}}<!--
| |
| | | |
− | --><nowiki />
| + | --><includeonly><!-- |
− | {{!}} class="label" {{!}} {{#var: severity}}
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− | {{!}} <!--
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− | -->{{#if:{{#var: severity}} |<!--
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− | -->{{#vardefine: conidx | 0 }}<!--
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− | -->{{#vardefine: cons | 0 }}<!--
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− | -->{{#while: | <!-- consequences
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− | -->{{#vardefineecho: consequence | {{#explode: {{{consequences|}}} | :: | {{#var:conidx}} }} }}<!--
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− | -->|<!--
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− | -->{{#ifeq: {{#explode: {{#var:consequence}} |//| 1}}| {{#var: severity}} |<!--
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− | -->{{#ifeq: {{ #var: cons }} | 1 |, }}<!--
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− | -->{{aspect |{{#explode: {{#var:consequence}} |//| 0}}}}<!--
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− | -->{{#vardefine: cons | 1 }}<!--
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− | -->}}<!-- end ifeq
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− | -->{{#vardefine: conidx | {{#expr: {{#var: conidx}} + 1}} }}<!--
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− | -->}}<!-- end while consequences
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− | -->}}<!--
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| | | |
− | -->{{#vardefine: scidx | {{#expr: {{#var: scidx}} + 1}} }}<!-- | + | Semantic MediaWiki keys and categories for any *page* using this template |
− | -->}}<!-- end while stress tracks and consequence types
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| | | |
− | --> | + | -->{{#set: campaign = {{{campaign}}} }}<!-- @todo: remove this |
− | |- | + | -->{{#set: is in campaign = {{{campaign}}} }}<!-- |
− | | colspan="4" | {{navbar|{{{template name|Character Sheet/FATE}}}|mini=1}} | + | -->{{#if:{{#var:name}}|{{#set: has name ={{#var:name}}}}}}<!-- |
− | |}<includeonly><!-- | + | -->{{#if:{{{status|}}}|{{#set: has status ={{{status}}}}}}}<!-- |
| + | -->{{#ifeq:{{lc:{{{player}}}}} | npc <!-- |
| + | -->|<!-- |
| + | -->{{#set: player = NPC | is a = NPC | NPC in campaign = {{#var:campaign}} }}<!-- |
| + | -->[[Category: Non-player characters in {{#var:campaign}}]]<!-- |
| + | -->|<!-- |
| + | player name is not "npc". |
| + | -->{{#if:{{{player|}}} <!-- |
| + | -->|<!-- |
| + | -->{{#set: player = {{{player}}} | is a = PC | PC in campaign = {{#var:campaign}} }}<!-- |
| + | -->[[Category: Player characters in {{#var:campaign}}]]<!-- |
| + | -->|<!-- |
| + | no player name set at all |
| + | -->[[Category: Characters in {{#var:campaign}}]]<!-- |
| + | -->}}<!-- |
| + | -->}}<!-- |
| + | -->{{#if:{{{blurb|}}} |{{#set: blurb = {{{blurb}}} }}}}<!-- |
| | | |
− | Semantic MediaWiki keys and category for any *page* using this template
| + | If we have relationships defined, save the information. |
| + | -->{{#if: {{{relationships|}}} | <!-- |
| + | -->{{#arraydefine: relationsarray | {{{relationships|}}} | ;; }}<!-- |
| + | -->{{#arrayprint: relationsarray | | @@@@ | <!-- |
| + | -->{{#arraydefine: relationsfields | @@@@ | :: }}<!-- |
| + | -->{{Relationship <!-- |
| + | -->| {{#arrayindex: relationsfields | 1 }} <!-- |
| + | -->| {{#arrayindex: relationsfields | 0 }} <!-- |
| + | -->}}<!-- |
| + | -->}}<!-- |
| + | -->}}<!-- |
| | | |
− | -->[[Category:Character sheets]]<!-- | + | --></includeonly><!-- |
| + | --></onlyinclude><!-- |
| | | |
− | -->{{#if:{{{charactername|}}}|{{#set: character name = {{{charactername}}} }}}}<!--
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− | -->{{#if:{{{player|}}} |<!--
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− | -->{{#set: player = {{{player}}} }}<!--
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− | -->[[Category: Player characters]]<!--
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− | -->}}<!--
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− | -->{{#if:{{{campaign|}}} |<!--
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− | -->{{#set: campaign = {{{campaign}}} }}<!--
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− | -->[[Category: {{{campaign}}}]]<!--
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− | -->}}<!--
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− | -->{{#if:{{{blurb|}}} |{{#set: blurb = {{{blurb}}} }}}}<!--
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| | | |
− | --></includeonly><!--
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| | | |
| --><noinclude><!-- | | --><noinclude><!-- |
Line 357: |
Line 169: |
| -->{{#set: game system = FATE }}<!-- | | -->{{#set: game system = FATE }}<!-- |
| -->{{#set: parent template = Template:Character_Sheet }}<!-- | | -->{{#set: parent template = Template:Character_Sheet }}<!-- |
| + | |
| + | -->{{Documentation}}<!-- |
| | | |
| --></noinclude><!-- | | --></noinclude><!-- |
| | | |
| --> | | --> |