Difference between revisions of "Template:Tt/Compu"

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(WIP SAVE BREAK - I can't figure out why the bullet points become nested when using the tt/compu/tabs)
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|SexiHealAmp|SpelHealAmp='''{{#switch:{{{1|}}}|SexiHealAmp=Sexiness|SpelHealAmp=Spellpower}} Healing Amplification'''{{cw|spnhr}}<code>1 + {{#switch:{{{1|}}}|SexiHealAmp=Sexiness|SpelHealAmp=Spellpower}} / 200</code>
 
|SexiHealAmp|SpelHealAmp='''{{#switch:{{{1|}}}|SexiHealAmp=Sexiness|SpelHealAmp=Spellpower}} Healing Amplification'''{{cw|spnhr}}<code>1 + {{#switch:{{{1|}}}|SexiHealAmp=Sexiness|SpelHealAmp=Spellpower}} / 200</code>
 
|AtkPDmgAmp|SexiDmgAmp|SpelDmgAmp='''{{#switch:{{{1|}}}|AtkPDmgAmp=Attack Power|SexiDmgAmp=Sexiness|SpelDmgAmp=Spellpower}} Damage Amplification'''{{cw|spnhr}}<code>1 + {{#switch:{{{1|}}}|AtkPDmgAmp=Attack Power|SexiDmgAmp=Sexiness|SpelDmgAmp=Spellpower}} / 100</code>
 
|AtkPDmgAmp|SexiDmgAmp|SpelDmgAmp='''{{#switch:{{{1|}}}|AtkPDmgAmp=Attack Power|SexiDmgAmp=Sexiness|SpelDmgAmp=Spellpower}} Damage Amplification'''{{cw|spnhr}}<code>1 + {{#switch:{{{1|}}}|AtkPDmgAmp=Attack Power|SexiDmgAmp=Sexiness|SpelDmgAmp=Spellpower}} / 100</code>
|AoeATK|EvaATK|MagATK|MenATK|PhyATK|TeaATK|WeaATK={{Tt/Compu/Tabs|{{{1|}}}|{{{2|}}}|{{{3|}}}{{{4|}}}}}
+
|AoeATK|EvaATK|MagATK|MenATK|PhyATK|TeaATK|WeaATK={{tt/Compu/Tabs|{{{1|}}}|{{{2|}}}|{{{3|}}}{{{4|}}}}}
|MentDMG|PhysDMG|SpelDMG|TeasDMG|WeapDMG={{Tt/Compu/Tabs|{{{1|}}}|{{{2|}}}}}
+
|MentDMG|PhysDMG|SpelDMG|TeasDMG|WeapDMG={{tt/Compu/Tabs|{{{1|}}}|{{{2|}}}}}{{cw|spnhr}}Final Damage will have a random effectiveness of <code>95% to 105%</code>
 
}}}})</includeonly><noinclude>
 
}}}})</includeonly><noinclude>
 
==Documentation==
 
==Documentation==
*<code>AtkP%</code> <code>Sexi%</code>   <code>Spel%</code>  
+
*<code>AtkP%</code> <code>Sexi%</code> <code>Spel%</code>  
 
*<code>SexiHealAmp</code> <code>SpelDmgAmp</code>  
 
*<code>SexiHealAmp</code> <code>SpelDmgAmp</code>  
 
*<code>AtkPDmgAmp</code> <code>SexiDmgAmp</code> <code>SpelHealAmp</code>
 
*<code>AtkPDmgAmp</code> <code>SexiDmgAmp</code> <code>SpelHealAmp</code>
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==Usage & Sample==
 
==Usage & Sample==
 
*{{tt/Compu|AtkP%}} {{tt/Compu|Spel%}} {{tt/Compu|Sexi%}}
 
*{{tt/Compu|AtkP%}} {{tt/Compu|Spel%}} {{tt/Compu|Sexi%}}
*{{tt/Compu|SpelHealAmp}} {{tt/Compu|SexiHealAmp}}
+
*{{tt/Compu|SpelHealAmp}} {{tt/Compu|SexiHealAmp}} {{tt/Compu|AtkPDmgAmp}} {{tt/Compu|SexiDmgAmp}} {{tt/Compu|SpelDmgAmp}}  
*{{tt/Compu|AtkPDmgAmp}} {{tt/Compu|SexiDmgAmp}} {{tt/Compu|SpelDmgAmp}}  
 
 
*TEST
 
*TEST
 +
*{{tt/Compu|MentDMG|Fire}}
 +
*{{tt/Compu|AoeATK|Spell|+20|-50}}
 
*{{tt/Compu|MentDMG|Fire}} {{tt/Compu|MentDMG|Frost}}
 
*{{tt/Compu|MentDMG|Fire}} {{tt/Compu|MentDMG|Frost}}
 
*{{tt/Compu|AoeATK|Spell||-50}}
 
*{{tt/Compu|AoeATK|Spell||-50}}
 
</noinclude>
 
</noinclude>

Revision as of 11:12, 3 April 2025

Documentation

  • AtkP% Sexi% Spel%
  • SexiHealAmp SpelDmgAmp
  • AtkPDmgAmp SexiDmgAmp SpelHealAmp

Usage & Sample

  • (Attack Power%Attack Power as a %Example: 50 Attack Power = 50%) (Spellpower%Spellpower as a %Example: 50 Spellpower = 50%) (Sexiness%Sexiness as a %Example: 50 Sexiness = 50%)
  • (Spellpower Heal AmpSpellpower Healing Amplification1 + Spellpower / 200) (Sexiness Heal AmpSexiness Healing Amplification1 + Sexiness / 200) (Attack Power Dmg AmpAttack Power Damage Amplification1 + Attack Power / 100) (Sexiness Dmg AmpSexiness Damage Amplification1 + Sexiness / 100) (Spellpower Dmg AmpSpellpower Damage Amplification1 + Spellpower / 100)
  • TEST
  • (Mental Damage
    Apply Defensive Reductions
    AttackerDefender
    Temptation-Focus=Defense
    If Defense is > 0:
    Damage * (100 /
    (100 + Defense))
    Apply Fire Resistance by Damage - (Damage * (Resistance / 100))
    Final Damage will have a random effectiveness of 95% to 105%
    )
  • (AOE Attack
    AttackerDefender
    AccuracyvsEvasion
    +Catalyst AccuracyCatalyst Bonus/
    +20-50Other Bonus
    )
  • (Mental Damage
    Apply Defensive Reductions
    AttackerDefender
    Temptation-Focus=Defense
    If Defense is > 0:
    Damage * (100 /
    (100 + Defense))
    Apply Fire Resistance by Damage - (Damage * (Resistance / 100))
    Final Damage will have a random effectiveness of 95% to 105%
    ) (Mental Damage
    Apply Defensive Reductions
    AttackerDefender
    Temptation-Focus=Defense
    If Defense is > 0:
    Damage * (100 /
    (100 + Defense))
    Apply Frost Resistance by Damage - (Damage * (Resistance / 100))
    Final Damage will have a random effectiveness of 95% to 105%
    )
  • (AOE Attack
    AttackerDefender
    AccuracyvsEvasion
    +Catalyst AccuracyCatalyst Bonus/
    -50Other Bonus
    )