{% from 'search/_macros.html.twig' import stat_changes %} {% set utilityIcons = {0: 11, 1: 8, 2: 12, 3: 112} %} {% set utilityLabels = {0: 'Physique', 1: 'Magique', 2: 'Statut', 3: 'Soin'} %} {% set damageTypeLabels = {0: 'Dég. PV', 1: 'Dég. EG', 2: 'Soin PV', 3: 'Soin EG', 4: 'Drain PV', 5: 'Drain EG'} %} {% set targetLabels = {0: null, 1: '1 ennemi', 2: 'Tous les ennemis', 3: '1 allié', 4: 'Tous les alliés', 5: '1 allié mort', 6: 'Tous les alliés morts', 7: 'Utilisateur', 8: '2 ennemis', 9: '3 ennemis', 10: '4 ennemis'} %} {% for skill in results %}

{{ skill.name }}

{{ ('skill.type.' ~ skill.gameId ~ '.' ~ skill.skillType)|trans({}, 'game') }} {{ utilityLabels[skill.utilityCategory] ?? 'Physique' }} {{ ('skill.availability.' ~ skill.availability)|trans({}, 'game') }} {% if skill.element %}{{ skill.element.name }}{% endif %}
{% if skill.description %}

{{ skill.description }}

{% endif %} {% if skill.specialEffect %}
Effet spécial : {{ skill.specialEffect }}
{% endif %}
{% if skill.targetType > 0 %} Cible : {{ targetLabels[skill.targetType] }} {% endif %} {% if skill.egCost > 0 %} EG : {{ skill.egCost }} {% endif %} {% if skill.powerCost > 0 %} {{ ('resource.tp.' ~ skill.gameId)|trans({}, 'game') }} : {{ skill.powerCost }} {% endif %} {% if skill.damageCategory > 0 %} Dégâts : {{ ('skill.damage_category.' ~ skill.damageCategory)|trans({}, 'game') }} — {{ damageTypeLabels[skill.damageType] ?? '' }} {% endif %} {% if skill.hits > 0 %} Coups : {{ skill.hits }} {% endif %} {% if skill.accuracy > 0 %} Précision : {{ skill.accuracy }}% {% endif %} {% if skill.powerGain > 0 %} Gain {{ ('resource.tp.' ~ skill.gameId)|trans({}, 'game') }} : +{{ skill.powerGain }} {% endif %} {% if skill.percentagePvHealed != 0 %} % PV : {{ skill.percentagePvHealed > 0 ? '+' }}{{ skill.percentagePvHealed }}% {% endif %} {% if skill.percentageEgHealed != 0 %} % EG : {{ skill.percentageEgHealed > 0 ? '+' }}{{ skill.percentageEgHealed }}% {% endif %} {% if skill.percentageTpHealed != 0 %} % {{ ('resource.tp.' ~ skill.gameId)|trans({}, 'game') }} : {{ skill.percentageTpHealed > 0 ? '+' }}{{ skill.percentageTpHealed }}% {% endif %}
{{ stat_changes(skill.statsBuff, 'buff') }} {{ stat_changes(skill.statsDebuff, 'debuff') }} {% if skill.statusInflicted %}
Inflige : {% for e in skill.statusInflicted %}{{ statusMap[e['status_id']] ?? '?' }}{% if e['probability'] < 100 %} ({{ e['probability'] }}%){% endif %}{% if not loop.last %}, {% endif %}{% endfor %}
{% endif %} {% if skill.statusHealed %}
Soigne : {% for e in skill.statusHealed %}{{ statusMap[e['status_id']] ?? '?' }}{% if e['probability'] < 100 %} ({{ e['probability'] }}%){% endif %}{% if not loop.last %}, {% endif %}{% endfor %}
{% endif %}
{% endfor %}