Template:SkillCheck

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Template documentation
Note: portions of the template sample may not be visible without values provided.
View or edit this documentation. (About template documentation)
Editors can experiment in this template's sandbox and test case pages.

A template to format any check in the game, including:

  • Battle and event checks, where one has to choose a Sinner to pass the check,
  • Luck checks, where there's a certain chance for one result and a certain chance for another, and
  • Other conditionals, where certain aspects of, for example, the team of Sinners in the MD are being checked.


Skill Checks

Syntax

Basic:

{{SkillCheck
|id=
|prompt=
|sin1=
|sin2=
|sin3=
|adv=
|disadv=
|passtext=
|passresult=
|failtext=
|failresult=
}}

Advanced Parameters:

|specidentity1=
|specmod1=

|specidentity2=
|specmod2=

|whetherrequired=

|passcond=
|passcondtext=
|passcondresult=

|failcond=
|failcondtext=
|failcondresult=

|repfail=
|repfailtext=
|repfailresult=

|nextpromptpass=
|nextpromptpasscond=
|nextpromptfail=
|nextpromptrepfail=

|lessthan=

The names of the variables should be straightforward.
For the id parameter, they are used for when there are multiple check templates in the same page. Feel free to leave it out if there is only one check template in the whole page, or simply put it in incrementing numbers if it is needed.

For Sinners that have special bonuses or debuffs while passing a check, use the specidentity and specmod parameters. Note that if one wants to hyperlink the specidentity parameters, one should do it manually, as it is not hyperlinked by default.
For checks where only certain Sinners are available for choice (like the final Check for Farmwatch), add |whetherrequired=Designated anywhere in the template. The nextprompt series of parameters are for text that appear after the results text for a check. Used when a check leads to a decision or another check.

For results that appear only after certain Sinners pass the check, use the |passcond= series of parameters. Use the specific Sinner that is to be used to pass the check for the content of passcond. The sama logic goes for |failcond and related parameters.
For results that appear when checks are failed multiple times, use the |repfail= series of parameters. Use the number of times the check has to be failed for this result to appear for the content of repfail.
For unfailable checks, simply delete the |failtext= parameter.

For checks that involves pass conditions that requires the result to be less than or equal to a certain value, insert |lessthan=true anywhere in the template.

Example

Show/Hide Code

{{SkillCheck|id=1
|prompt=Should Sinclair really deal with it?<br>Or, should you order another Sinner to repel the attack?
|sin1=Wrath
|adv=10|disadv=13
|specidentity1=[[Sinclair]]|specmod1=+4
|passtext=You figured it’d be best to ask [Sinner] to do it.<br>The hammer bounced off, and the Inquisitors were perturbed by the retaliation.<br><br>We’ll be able to keep the flow of the battle in our favor by taking the lead now.
|passresult={{StatCon|combat}}<br>All enemies are inflicted with 5 Attack Power Down!<br>{{EnBox|90038}}{{EnBox|90038}}{{EnBox|90039}}{{EnBox|90039}}
|passcond=[[Sinclair]]
|passcondtext=After all, this is his fight first and foremost.<br><br>“Raaaah!!”<br><br>Sinclair locked his halberd against the handle of the hammer and parried it to the side.<br><br>With their leader’s attack thwarted, the Inquisitors were thrown into disarray.<br>We’ll be able to keep the flow of the battle in our favor by taking the lead now.
|passcondresult=Win the next battle to gain E.G.O Gift {{StatCon|giftwrath|A Sign}}!<br>{{StatCon|combat}}<br>All enemies are inflicted with 5 Attack Power Down!<br>{{EnBox|90038}}{{EnBox|90038}}{{EnBox|90039}}{{EnBox|90039}}
|failtext=You asked [Sinner] to deflect the attack, but…<br>The motion of the giant hammer couldn’t be stopped.<br><br>The Inquisitors surrounded [Sinner], who was now on the back foot.<br>We have to fight on with this disadvantage.
|failresult=The Sinner who failed the check took {{StatCon|hplose|15}} damage!<br>{{StatCon|combat}}<br>{{EnBox|90038}}{{EnBox|90038}}{{EnBox|90039}}{{EnBox|90039}}
}}

Show/Hide Results

Should Sinclair really deal with it?
Or, should you order another Sinner to repel the attack?

LcbSinWrath.png Wrath Advantage: CoinIconGlow.png ≥ 10
No Advantage: CoinIconGlow.png ≥ 13
Special Check Identity-Sinclair Check Value +4

CoinIconGlow.png Check Passed

You figured it’d be best to ask [Sinner] to do it.
The hammer bounced off, and the Inquisitors were perturbed by the retaliation.

We’ll be able to keep the flow of the battle in our favor by taking the lead now.

CoinIconGlow.png Check Passed - Sinclair

After all, this is his fight first and foremost.

“Raaaah!!”

Sinclair locked his halberd against the handle of the hammer and parried it to the side.

With their leader’s attack thwarted, the Inquisitors were thrown into disarray.
We’ll be able to keep the flow of the battle in our favor by taking the lead now.

Win the next battle to gain E.G.O Gift A Sign!
Combat Encounter!
All enemies are inflicted with 5 Attack Power Down!
CoinIcon.png Check Failed

You asked [Sinner] to deflect the attack, but…
The motion of the giant hammer couldn’t be stopped.

The Inquisitors surrounded [Sinner], who was now on the back foot.
We have to fight on with this disadvantage.

Luck Checks

Syntax

{{SkillCheck
|id=
|passprob=
|passtext=
|passresult=
|failtext=
|failresult=
}}

Similar to Skill Checks, but most Sinner- or Skill- specific parameters are obsolete. passprob indicates the likelihood of the Check getting passed. Use the number form, e.g.:
|passprob=50 --> Success Chance: 50%
|passprob=0.5 --> Success Chance: 0.5%

Example

Show/Hide Code

{{SkillCheck|id=2
|passprob=50
|passtext=The machine stopped at last.<br><br>“Huh… Would you look at that!”<br><br>A small wooden chest rose from the floor.<br>You carefully open it to find a bundle of torches.<br><br>It’s not much, but they should give you momentary relief in the dark.<br>You take the torches out of the room.
|passresult=E.G.O Gift {{StatCon|giftwrath|Torch Stack}} earned!
|failtext=The machine stopped at last.<br><br>“W-What’s happening?!”<br><br>In the machine’s stead, the room now began to tremble and crack.<br>A moment later, the ceiling split open, giving way for thousands of nails diving downward.<br><br>“Outside, now!”<br><br>“Dammit, I told you it was a bad idea to mess with it!”<br><br>You and the Sinners quickly evacuated the room, but not without harm.
|failresult=All allies took {{StatCon|hplose|5}} and {{StatCon|splose|15}} damage!}}

Show/Hide Results

Success Chance: 50%

CoinIconGlow.png Check Passed

The machine stopped at last.

“Huh… Would you look at that!”

A small wooden chest rose from the floor.
You carefully open it to find a bundle of torches.

It’s not much, but they should give you momentary relief in the dark.
You take the torches out of the room.

E.G.O Gift Torch Stack earned!
CoinIcon.png Check Failed

The machine stopped at last.

“W-What’s happening?!”

In the machine’s stead, the room now began to tremble and crack.
A moment later, the ceiling split open, giving way for thousands of nails diving downward.

“Outside, now!”

“Dammit, I told you it was a bad idea to mess with it!”

You and the Sinners quickly evacuated the room, but not without harm.

All allies took 5 HP and 15 SP damage!

Other Condition Checks

Syntax

Identical to Luck Checks, but with the |passprob= parameter changed to |condition= parameter:

{{SkillCheck
|id=
|condition=
|passtext=
|passresult=
|failtext=
|failresult=
}}

Remember to write out the full conditions of the check succeeding.

Example

Show/Hide Code

{{SkillCheck|id=3
|condition=Team Average SP ≥ 25
|passtext=“Croohic, croohoo.”<br>The toad’s cry is dull and heavy.<br><br>It doesn’t seem to have understood what it heard.<br><br>After crying like that a few more times,<br>it hopped away from its spot.<br><br>All that’s left is the sticky blue resin.
|passresult=Nothing Happened.
|failtext=“Cruh-huh, croohoo.”<br>The toad makes a different noise as if to answer.<br><br>It sounds like an affirmative reply.<br><br>It extracts its long blue tongue,<br>snatching a person from our group.<br><br>Sometime later, they walked back out of its mouth.<br><br>They seemed drenched…<br>in moisture, or gloom.
|failresult=Friendly Units with the lowest SP healed back to {{StatCon|spheal|Full}}.<br>Friendly Units with the lowest SP with {{StatCon|singloom}} healed back to {{StatCon|spheal|Full}}.}}

Show/Hide Results

Pass Condition: Team Average SP ≥ 25

CoinIconGlow.png Check Passed

“Croohic, croohoo.”
The toad’s cry is dull and heavy.

It doesn’t seem to have understood what it heard.

After crying like that a few more times,
it hopped away from its spot.

All that’s left is the sticky blue resin.

Nothing Happened.
CoinIcon.png Check Failed

“Cruh-huh, croohoo.”
The toad makes a different noise as if to answer.

It sounds like an affirmative reply.

It extracts its long blue tongue,
snatching a person from our group.

Sometime later, they walked back out of its mouth.

They seemed drenched…
in moisture, or gloom.

Friendly Units with the lowest SP healed back to Full SP.
Friendly Units with the lowest SP with Gloom Affinity Attack Skill healed back to Full SP.