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A '''charged''' ability has two activations - the first begins the charging and the second will fire the ability. While using [[quick cast]], the player must keep the hotkey held down to charge the ability and release to fire. Unlike casting channels, the caster is still able to move freely including the use of {{si|Flash}} and {{ai|Dark Passage|Thresh}}.
 
A '''charged''' ability has two activations - the first begins the charging and the second will fire the ability. While using [[quick cast]], the player must keep the hotkey held down to charge the ability and release to fire. Unlike casting channels, the caster is still able to move freely including the use of {{si|Flash}} and {{ai|Dark Passage|Thresh}}.
   
A ''movement channel'' is a type of '''channel''' which also involves the caster {{tip|dash|dashing}} or {{tip|blink|blinking}} after its completion. This means the crowd control effects {{tip|ground}} and {{tip|root}} can interrupt them, there are a few exceptions to this however.
+
A ''movement channel'' is a type of '''channel''' which also involves the caster {{tip|dash|dashing}} or {{tip|blink|blinking}} after its completion. This means the crowd control effects {{tip|ground}} and {{tip|root}}, which both inhibit the activation of movement spells, can interrupt them. There are a few exceptions to this however.
   
 
;Inhibiting effects:
 
;Inhibiting effects:

Revision as of 22:16, June 1, 2020

This template contains various independently retrievable data items about Channel in the form of parameter values of a variable template of choice, in a standardized fashion.

See also

Preview

Channeling icon
Channel

A channeled ability is an ability that can be prevented from reaching its conclusion, by the user themself and / or because of other effects. Activating the ability interrupts any action currently performed.

A charged ability has two activations - the first begins the charging and the second will fire the ability. While using quick cast, the player must keep the hotkey held down to charge the ability and release to fire. Unlike normal channels, the caster is still able to move freely and cast movement abilities, unless otherwise stated.

A movement channel is a type of channel which also involves the caster moving from their position, usually in the form of Dash dashes and Flash blinks, although it is important to note that the ability does not need to have either of these two mechanics specifically. This means the crowd control effects Grounded icon ground and Root icon root, which both inhibit the activation of movement spells, can interrupt them. There are a few exceptions to this however.

The following Stun icon crowd control effects will Silence icon interrupt channels, unless otherwise noted by the ability:


Parameters

Parameter Value Description
1 Channel Necessary: Used for identification.
disp_name Display Name
Only necessary if the value differs from Channel.
link Channel Link
Only necessary if it should link to a different page.
description A channeled ability is an ability that can be Silence icon interrupted by Stun icon crowd control effects that inhibit casting. Activating the ability interrupts any action currently performed.

A charged ability has two activations - the first begins the charging and the second will fire the ability. While using quick cast, the player must keep the hotkey held down to charge the ability and release to fire. Unlike casting channels, the caster is still able to move freely including the use of Flash Flash and Dark Passage Dark Passage.

A movement channel is a type of channel which also involves the caster Dash dashing or Flash blinking after its completion. This means the crowd control effects Grounded icon ground and Root icon root, which both inhibit the activation of movement spells, can interrupt them. There are a few exceptions to this however.

Inhibiting effects
Description
description2 Description2
type Buzzword Type
image
Channeling icon
Channeling icon.png
Image, including filetype.
image2
image3
interrupts Interrupts (CC)
reduction Reduction (CC)
resist Resist (CC)
removal Removal (CC)
footer Description that is placed at the bottom of all other things.

All tip data templates use the same parameter.

Retrieval of data items

{{data Channel|pst2|interrupts}}, using parameter selection template Template:Pst2, gives the parameter interrupts, etc.

For retrieval of more data items it is more efficient to prepare a template for that, to be used as follows:

{{data Channel|template name|..|..|..|..}}

so that this data template needs to be called only once.[1] The default template is Template:Tip data, producing this page.

The four parameters are optional, they are passed on to the prepared template as parameters 2-5.

A parameter being undefined or empty typically means the same, see below. {{data ..|pst2|..}} gives the empty string and the text "{{{..}}}", respectively. Therefore, an application checking the parameter has to check both. Checking whether a result is equal to e.g. the text "{{{popinc}}}" cannot be done directly with #ifeq in a template which itself has also a parameter with that name, because if that is defined, there would be a comparison with the value instead of the text itself. Instead, it can be checked whether the first character of the result is "{", e.g.: {{#ifeq:{{padleft:|1|{{data {{{continent}}}|pst2|popinc}}}}|{|..|..}}. Until here the documentation is automatically generated by Template:Tip data.

References

  1. See the first two rows of the first table in m:Help:Array#Summary of counts for template limits.
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