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-->}}<!--
 
-->}}<!--
  
-->
+
   STUNTS
|-
 
| class="subhead" | Skills
 
| colspan="3" class="shaded" | <!--
 
 
 
   Skill listing setup
 
 
 
Define the types of skills available, and add a list of them to
 
the character sheet. These each have their own class, too.
 
 
 
-->{{#vardefine: skillClass  | {{{skillclass|skill}}} }}<!--
 
-->{{#vardefine: skillClskey | {{#replace: {{#var: skillClass}} ||-}} }}<!--
 
-->{{#vardefine: stidx      | 0 }}<!--
 
-->{{#while: <!--
 
  -->| {{#vardefineecho: skilltype | <!--
 
      -->{{#explode: {{{skilltypes|combat track}}} | | {{#var: stidx}} }} <!--
 
    -->}}<!-- end vardefineecho
 
  -->| {{#vardefine: {{#var:skilltype}}Class | {{#var:skilltype}} }}<!--
 
    -->{{#ifeq:{{#var:stidx}}|0|types: |, }} <!--
 
    --><span class="{{#var: skillClass}} {{#var:skilltype}}">{{#var:skilltype}}</span><!--
 
    -->{{#vardefine: stidx | {{#expr: {{#var: stidx}} + 1}} }}<!--
 
-->}}<!-- end while -->
 
|-
 
<!--
 
 
 
 
 
Now define the skill modifiers available. Each of these will have
 
as associated HTML fragment that is appended to the skill name.
 
 
 
-->{{#vardefine: smidx | 0 }}<!--
 
-->{{#while: | <!-- while skill marker
 
  -->{{#vardefineecho: marker | {{#explode: {{{skillmarkers|}}} | ;; | {{#var: smidx}} }} }}<!--
 
-->|<!--
 
  -->{{#vardefine: mKey | {{#replace: {{lc:{{#explode: {{#var: marker}} | // | 0 }}}} ||}} }}<!--
 
  -->{{#vardefine: {{#var:mKey}}HTML | {{#explode: {{#var: marker}} | // | 1 }} }}<!--
 
  -->{{#vardefine: smidx | {{#expr: {{#var: smidx}} + 1}} }}<!--
 
-->}}<!-- 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}} }}<!--
 
 
 
  Iterate over all defined skill levels, from highest to lowest:
 
-->{{#while: | <!-- while skill level
 
  -->{{#ifeq: {{#var:slidx}} | 0 | | 1 }}<!-- not yet zero
 
-->|<!--
 
 
 
We either have a long section of skills, or one entry per level.
 
  -->{{#if: {{{skills|}}} <!--
 
 
 
  -->|<!-- One 'skills' section.
 
  Lines are listed in descending order of skill. Each line is of the form:
 
;; SkillName//OpModifier[//OpModifier ...] :: SkillName//OpModifier ...
 
  where SkillName is just what it says, and OpModifier is an optional
 
  modifier such as 'MG'.
 
  Note: we assume that no skill lines are missing.
 
 
 
    Skill row:
 
    -->{{#vardefine: skillrow | {{#explode:{{{skills|}}}|;;| {{#expr: -{{#var: slidx}}}} }} }}<!--
 
 
 
  -->|<!-- multiple sections: 'skills1', 'skills2', etc.
 
  There are several parameters: skills1, skill2, and so on. Each corresponds
 
  to a single skill rank, and each is of the form:
 
skillN = SkillName//OpModifier[//OpModifier ...] :: SkillName//OpType//OpModifier ...
 
  as in the previous form. We no longer assume that all skill lines are
 
  present; gaps may be left if desired.
 
 
 
    Skill row:
 
    -->{{#vardefine: skillrow | {{{skills{{#var: slidx}}|}}} }}<!--
 
 
 
  -->}}<!-- end skills conditional
 
 
 
  TODO: allow for skills starting at +0?
 
 
 
  -->{{#vardefine: levelnum | {{#var: slidx}} }}<!--
 
  -->{{#vardefine: slidx | {{#expr: {{#var: slidx}} - 1}} }}<!--
 
    Skill level name:
 
  -->{{#vardefine: thelevel | {{#explode: {{#var: skillLevel}} | | {{#var: slidx}} }} }}<!--
 
 
 
    Get the right skill row, if it exists:
 
  -->{{#if:{{#var: skillrow}}<!--
 
  -->|<!-- There are skills defined at this level
 
    --><nowiki />
 
{{!}} class="label" {{!}} {{#var: thelevel}} (+{{#var: levelnum}})
 
{{!}} colspan="3" {{!}} <!--
 
    -->{{#vardefine: skidx      | 0 }}<!--
 
    -->{{#while: | <!-- while skill
 
      -->{{#vardefineecho: theskill | {{#explode:{{#var: skillrow}}|::| {{#var: skidx}} }} }}<!--
 
    -->|<!--
 
      -->{{#vardefine: skillname | {{#explode: {{#var: theskill}} |//| 0 }} }}<!--
 
      -->{{#vardefine: skillkey  | {{#replace: {{lc:{{#var: skillname}}}} ||-}} }}<!--
 
      -->{{#vardefine: skilltype | {{#explode: {{#var: theskill}} |//| 1 }} }}<!--
 
        The following is for later use:
 
      -->{{#vardefine: skillValue{{#replace: {{lc:{{#var: skillname}}}} ||}} | {{#var: levelnum}}}}<!--
 
 
 
      -->{{#ifeq: {{ #var: skidx }} | 0 ||, }} <span class="{{#var: skillClass }}"><!--
 
      --><span class="{{#var: {{#var: skilltype}}Class }} skill-{{#var:skillkey}}"><!--
 
      -->{{#var: skillname | _____ }}<!--
 
      --></span> <!--
 
 
 
        Look for skill markers:
 
      -->{{#vardefine: smidx | 1 }}<!--
 
      -->{{#while: | <!-- while skill marker
 
        -->{{#vardefineecho: skillmod | {{#explode: {{#var: theskill}} |//| {{#var:smidx}} }} }}<!--
 
      -->|<!--
 
        -->{{#vardefine: mKey | {{#replace: {{lc:{{#var: skillmod}}}} }} }}<!--
 
        -->{{#if:{{#var: {{#var:mKey}}HTML }}|{{#var: {{#var:mKey}}HTML }}|({{#var:skillmod}})}}<!--
 
        -->{{#vardefine: smidx | {{#expr: {{#var: smidx}} + 1}} }}<!--
 
      -->}}<!-- end while marker
 
      --></span> <!--
 
 
 
      -->{{#vardefine: skidx | {{#expr: {{#var: skidx}} + 1}} }}<!--
 
    -->}}<!-- end while skill -->
 
{{!}}-<!--
 
  -->}}<!-- end if skills exist at this level
 
-->}}<!-- end while skill level
 
 
 
Stunts section
 
  
 
-->
 
-->

Revision as of 19:34, 28 February 2011

[create]
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Template documentation
{{{charactername}}}
[[{{{campaign}}}]] ([[{{{player}}}]])
Aspects
Skills types: combat, track
Stunts
FP 5 Refresh 5
Stress Tracks Consequences
health
 
 
 
 
 
mild
composure
 
 
 
 
 
moderate
severe

{{#set: game system = FATE }}{{#set: parent template = Template:Character_Sheet }}