Template:SkillPanel/doc
This is a documentation subpage for Template:SkillPanel. It contains usage information, categories and other content that is not part of the original template page. |
Panel containing a tab-container which shows different skills of a unit (HOC, T-Doll, Fairy,...). Works with MediaWiki:Gadget-SkillForm.js.
Parameters[edit]
Parameter name | Required? | Default value | Description |
---|---|---|---|
Anonymous parameter 1 |
Yes | (n/a) | The name of the page which contains the skill data. Multiple skill datas can be defined separated by a ; .
|
Using skill subpages[edit]
Skills data must be stored in subpages of the unit's article, such as M4A1/skilldata.
The subpage must contain a table with the following rows (reuse the code of other skill pages for simplicity):
name
(mandatory): skill name in English.icon
(mandatory): First, the icon must be extracted from game files (ask on our Discord). Second, the icon must be uploaded on the Wiki with the titleIcon_Skill_<Original filename>
. Only add the first part (Icon_Skill_) and don't change the rest of the original file name. Third, add the original file name in the subpage.text
(mandatory): Skill description. Should reuse the official translation when possible, but can be modified as needed to be more precise. Values that change depending on skill level must be written as$(Parameter name)
then declared as a custom parameter (see below). Reproduce in-game colors with Template:Color. Can contain links to PNC Combat#Status Effects and GFL2 Status Effects.- Custom parameters: Their name must be the same as written in the description (case-sensitive). By default, it must be followed by 10 columns containing the value for each skill level (see below to change the default number of skill levels).
skilllevelcount
(optional): Used for skills which have less than 10 levels of upgrade. Mostly used for Coalition skills 3 and 4 in GFL as well as Ultimate Skills in PNC, these need to be set to 5.initial
(optional): Used for seconds of cooldown at battle start (ICD).cooldown
(optional): Used for seconds of cooldown.turn_cooldown
(optional): Used for turns of cooldown.skill_cost
(optional): Points expended per use. The name of the points will automatically change depending on whether the unit is a fairy (“support”), assimilated (“action”) or GFL2 Doll (“Confectance”).activation
(optional): Percentage chance of activation.
Skill values can be gathered from these locations:
- In Girls' Frontline, from the battle_skill_config.txt file.
- In Project Neural Cloud, from the skill enhancement screen before the skill has been enhanced to the max (ultimate skill must be unlocked to see its levels).
In Girls' Frontline[edit]
For T-Dolls[edit]
All Dolls need to have a skilldata
subpage. If they have a MOD, they will also need a skilldata/mod1
for the upgrade to their base skill and skill2data
for their second skill.
By default, the skill definition should have 10 values in 10 columns, corresponding to the 10 skill levels.
Use the cooldown
parameter to indicate the cooldown in seconds. If the initial cooldown is different, define it in the initial
parameter.
For Assimilated Units[edit]
The subpages should define the skills in the order they appear in the game description, from top to bottom: skilldata
, skill2data
, skill3data
and skill4data
.
skilldata
and skill2data
should contain 10 values and 10 columns in 10 levels of the skills. Other skills only have 5 levels, so skill3data
and skill4data
should contain 5 columns and define the parameter skilllevelcount
to 5.
- Special Case at Analysis Level 4
Coalition units receive a special boost to the effect of their first skill at Analysis Level 4. These extra values must be defined on a new line, by adding "_4" at the end of the parameter name of the normal values. The values will be switched by checking the "Max Analysis" box instead of changing the level selector. Use Executioner/Assimilated as an example.
For Fairies[edit]
All fairies need a skilldata
subpage.
If the skill expends points to use, define skill_cost
. Most skills also have a cooldown on map level, so also define turn_cooldown
.
For HOCs[edit]
The skill subpages should be defined in the order they appear in the game description, from top to bottom: skilldata
, skill2data
and skill3data
.
In Girls' Frontline 2: Exilium[edit]
- Core examples
Define the Basic Attack in skilldata
, the Active Skills in skill2data
and skill3data
, the Ultimate Skill in skill4data
and the Passive in skill5data
.
The skills should have their skilllevelcount
set to 1 if not enhanced by Fortification, or more than 1 if they can be.
*Basic Attack has only 1 level. Skill 1 and Skill 2 have 2 levels. Ultimate and Passive have 3 levels.
If the skill has a cooldown, use the turn_cooldown
parameter.
*Set the Basic Attack and Skills with cooldown to 0
If the skill uses the Confectance Index, use the skill_cost
parameter.
Type the skill's flavor text two lines below the skill's description.
As the skills are listed unenhanced by default, type ($extraeffect)
on the line after the flavor text to list the upgrades.
In Project Neural Cloud[edit]
- Core examples
The Passive Skill must be defined in skilldata
, the Active Skill in skill2data
and the Ultimate Skill in skill3data
.
skilldata
and skill2data
should contain 10 columns for the 10 levels of the skills. Ultimate Skills only have 5 levels, so skill3data
should contain 5 columns and define the parameter skilllevelcount
to 5.
Use the cooldown
parameter to indicate the cooldown in seconds. If the initial cooldown is different, define it in the initial
parameter.
Skill modifications caused by Arma Inscripta in Project Neural Cloud should be added into the description after the base skill effect. Use FernFern 's page as an example.
Testing area[edit]
Usage[edit]
See the template's testcases:
One skilldata set | |
---|---|
Wiki code | {{SkillPanel|IDW/skilldata}} |
Main version | |
Sandbox version |
Two skilldatas set | |
---|---|
Wiki code | {{SkillPanel|IDW/skilldata;IDW/skill2data}} |
Main version | |
Sandbox version |
See also[edit]