Difference between revisions of "User:JenovaSPIRIT/ShieldDMGPercent"
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2. the remaining pixels at the first depth of a stratum <br> | 2. the remaining pixels at the first depth of a stratum <br> | ||
3. the remaining pixels at the last depth of a stratum <br> | 3. the remaining pixels at the last depth of a stratum <br> | ||
− | |||
− | <nowiki>{{User:JenovaSPIRIT/ShieldDMGPercent|360| | + | 4. me to figure out how force the number showing a decimale if the decimale is 0 <br> |
+ | |||
+ | -----<br> | ||
+ | Old testing stuff. Glorious remnants of my first steps :3 <br> | ||
+ | |||
+ | <nowiki>With shield max pixels: {{{1}}}, first depth of stratum's remaining pixel {{{2}}} last depth of stratum's remaining pixels {{{3}}}, and Frenzied Firestorm, which does definitelly not exist in this calculation...</nowiki><br> | ||
+ | <nowiki>Yields: {{#ifeq:{{{2|}}}|?|?|{{#expr: ceil (({{{1}}}-{{{2}}})/{{{1}}}*100)}}%}} - {{#ifeq:{{{3|}}}|?|?|{{#expr: ceil (({{{1}}}-{{{3}}})/{{{1}}}*100)}}%}} damage.</nowiki><br> | ||
+ | <nowiki>{{#if: ({{{2}}}|questionmark|no questionmark)}} </nowiki><br> | ||
+ | <nowiki>{{#expr: round (2|1/3)}} </nowiki><br> | ||
+ | <nowiki>{{#ifeq: {{{3|}}}|?|3 is a questionmark|3 is no questionmark}} </nowiki><br> | ||
+ | <nowiki>{{#iferror: {{#expr: 1+{{{2}}} }} |?| {{#expr: (({{{1}}}-{{{2}}})/{{{1}}}*100) round 1}}%}} - {{#iferror: {{#expr: 1+{{{3}}} }} |?| {{#expr: (({{{1}}}-{{{3}}})/{{{1}}}*100) round 1}}%}} </nowiki><br> | ||
+ | <nowiki>{{#ifeq:{{{2|}}}|?|?|{{#expr: (({{{1}}}-{{{2}}})/{{{1}}}*100) round 1}}%}} - {{#ifeq:{{{3|}}}|?|?|{{#expr: (({{{1}}}-{{{3}}})/{{{1}}}*100) round 1}}%}} </nowiki> | ||
+ | |||
+ | -----<br><br> | ||
+ | <nowiki>Stratum 1: {{User:JenovaSPIRIT/ShieldDMGPercent|360|miau|71}} damage</nowiki><br> | ||
to display<br> | to display<br> | ||
− | {{User:JenovaSPIRIT/ShieldDMGPercent|360| | + | Stratum 1: {{User:JenovaSPIRIT/ShieldDMGPercent|360|miau|71}} damage<br> |
− | < | + | |
− | < | + | <nowiki>Stratum 1: {{User:JenovaSPIRIT/ShieldDMGPercent|360|72|71}} damage</nowiki><br> |
− | + | to display<br> | |
− | + | Stratum 1: {{User:JenovaSPIRIT/ShieldDMGPercent|360|72|71}} damage<br> | |
− | + | </noinclude> | |
− | + | <includeonly>{{#iferror: {{#expr: 1+{{{2}}} }} |?| {{#expr: (0.0+ ({{{1}}}-{{{2}}})/{{{1}}}*100) round 1}}%}} - {{#iferror: {{#expr: 1+{{{3}}} }} |?| {{#expr: (0.0+ ({{{1}}}-{{{3}}})/{{{1}}}*100) round 1}}%}}</includeonly> | |
− | </includeonly> | + |
Latest revision as of 14:54, 31 May 2017
Testing to create a template using enormous skillful mastermind coding copy-paste techniques :D
Parameters are called using {{{#}}} in the order in which they appear in templates and can be used for calculations.
This template requires:
1. the amount of pixel while the shield got max health
2. the remaining pixels at the first depth of a stratum
3. the remaining pixels at the last depth of a stratum
4. me to figure out how force the number showing a decimale if the decimale is 0
Old testing stuff. Glorious remnants of my first steps :3
With shield max pixels: {{{1}}}, first depth of stratum's remaining pixel {{{2}}} last depth of stratum's remaining pixels {{{3}}}, and Frenzied Firestorm, which does definitelly not exist in this calculation...
Yields: {{#ifeq:{{{2|}}}|?|?|{{#expr: ceil (({{{1}}}-{{{2}}})/{{{1}}}*100)}}%}} - {{#ifeq:{{{3|}}}|?|?|{{#expr: ceil (({{{1}}}-{{{3}}})/{{{1}}}*100)}}%}} damage.
{{#if: ({{{2}}}|questionmark|no questionmark)}}
{{#expr: round (2|1/3)}}
{{#ifeq: {{{3|}}}|?|3 is a questionmark|3 is no questionmark}}
{{#iferror: {{#expr: 1+{{{2}}} }} |?| {{#expr: (({{{1}}}-{{{2}}})/{{{1}}}*100) round 1}}%}} - {{#iferror: {{#expr: 1+{{{3}}} }} |?| {{#expr: (({{{1}}}-{{{3}}})/{{{1}}}*100) round 1}}%}}
{{#ifeq:{{{2|}}}|?|?|{{#expr: (({{{1}}}-{{{2}}})/{{{1}}}*100) round 1}}%}} - {{#ifeq:{{{3|}}}|?|?|{{#expr: (({{{1}}}-{{{3}}})/{{{1}}}*100) round 1}}%}}
Stratum 1: {{User:JenovaSPIRIT/ShieldDMGPercent|360|miau|71}} damage
to display
Stratum 1:
? - 80.3% damage
Stratum 1: {{User:JenovaSPIRIT/ShieldDMGPercent|360|72|71}} damage
to display
Stratum 1:
80% - 80.3% damage