Difference between revisions of "Template:GearList/doc"

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:Yellow = Charge Time. Yellow is the color your knight gets when fully charged, and perks follow this too...It is the most central thing of most combat, I think. Center center center...self and soul. Glowing light. Focus. And whaddaya know, perks use the word "Focus" to mean CTR too. Dat logic.
 
:Yellow = Charge Time. Yellow is the color your knight gets when fully charged, and perks follow this too...It is the most central thing of most combat, I think. Center center center...self and soul. Glowing light. Focus. And whaddaya know, perks use the word "Focus" to mean CTR too. Dat logic.
:::Relevant "Real" Icons:
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::Relevant "Real" Images:
::::[[File:Sword Focus.png|36px]]  
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:::Icons: [[File:Bomb Focus.png|36px]], [[File:Handgun Focus.png|36px]], [[File:Sword Focus.png|36px]]
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:::Gameplay: [[File:Charge attack.png|100px]]
  
  
 
:Red = DMG = threat = be obvious. DMG buffs are red, your knight gets red rings when dmg is buffed...perks follow this behavior, but it's more firey yellowy/orangey/reddish than RED red. Anyway... DMG power is influenced by how the knight enforces their actions. What part of an item enables a knight to...play the game really? - so it is usually a large area on the outside of the item, or the part that does the pewpew or the boom boom or the slash slash.
 
:Red = DMG = threat = be obvious. DMG buffs are red, your knight gets red rings when dmg is buffed...perks follow this behavior, but it's more firey yellowy/orangey/reddish than RED red. Anyway... DMG power is influenced by how the knight enforces their actions. What part of an item enables a knight to...play the game really? - so it is usually a large area on the outside of the item, or the part that does the pewpew or the boom boom or the slash slash.
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::Relevant "Real" Images:
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:::Icons: [[File:Item-Attack Booster.png|36px]]
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:::Gameplay: [[File:Attack booster rings.png|100px]]
  
  
 
:Blue = Attack Speed. Perks use blue to indicate speed in general (MS and AS). I figure fighting with "perfect speed" takes some smarts and finesse, so it's closer to the inside, but not as central as CTR since it's used more often and doesn't require as much focus. For weapons, put it on the part that determines AS the most. Handles, or how the weapon is held and used, basically. You can have a fatty hold a thin light sword incorrectly, they'll be as slow with it as they would with a broadsword.
 
:Blue = Attack Speed. Perks use blue to indicate speed in general (MS and AS). I figure fighting with "perfect speed" takes some smarts and finesse, so it's closer to the inside, but not as central as CTR since it's used more often and doesn't require as much focus. For weapons, put it on the part that determines AS the most. Handles, or how the weapon is held and used, basically. You can have a fatty hold a thin light sword incorrectly, they'll be as slow with it as they would with a broadsword.
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:::Icons: [[File:Quick Draw.png|36px]], [[File:Quick Strike.png|36px]]
  
  
 
:Orange = Movement Speed. This matches the color you get when you're MSI is boosted (orange thrashing vapor tendril things). It's also the color of the runner guy in the MS icon itself, whether it's a buff or a debuff. Perks don't follow this color...they just use blue for speed in general I guess.
 
:Orange = Movement Speed. This matches the color you get when you're MSI is boosted (orange thrashing vapor tendril things). It's also the color of the runner guy in the MS icon itself, whether it's a buff or a debuff. Perks don't follow this color...they just use blue for speed in general I guess.
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:::Icons: [[File:Item-Speed Booster.png|36px]]
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:::Gameplay: [[File:Speed booster tails.png|100px]]
  
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:Not all the perks in the game are consistently colored, nor are items and behaviors.  The "[[Swiftstrike Buckler]]" is yellow...you'd think it would be blue based on its ability. Ah well. You'd think swift steps would be orange, not blue. But Spiral Knights is a dynamic game, sort of like the real world - there are rules, and then these rules are broken. In the meantime, we try to make sense of it all.
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<!--===============================
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Coloring Icons/Handgun Abils
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'''Why color Weapon (HANDGUN) icons this way?'''
 
'''Why color Weapon (HANDGUN) icons this way?'''
 
:Blue = AS = on handle for attack speed (the perfect gun's limit is how fast you click = pull trigger)
 
:Blue = AS = on handle for attack speed (the perfect gun's limit is how fast you click = pull trigger)

Revision as of 00:25, 22 December 2014

Usage

To organize combat items for searching, comparison, and general knowledge. This template is part of a large system of templates - so read this documentation carefully before making changes. There is a template for Armor, Helmets, Shields, Trinkets, Bombs, Handguns, and Swords. These are all related to each other with icon symbolism, several #switch templates, and header-sortable table behavior. I consider the total usage (using and editing) difficulty of this "template system" to be in three levels - the first being the easiest, and the last being the "hardest" in that it is "risky" and can "break" the system. But an editor should be able to use this template and change it easily after reading this documentation. I hope. Grab some popcorn and settle in, because it's a big read!



Level 1: Understanding the Templates


The following Note is on every page that uses one of these lists (implemented by placing {{Note-GearList}} in the page code). It explains the general behavior of the template for users who may be unfamiliar with it:

The following logic explanations describe icons, their inspiration, and how they are designed.





Level 2: Populating the Templates


The game has suddenly updated with new armor items, or something. We need to add them to the appropriate list. Here's what the values mean, and where they should go:





Level 3: Updating the Templates with New Values


The game has suddenly updated with new helmet items, or something. They have stat values and intensity levels of abilities that we've never seen before. Here's how to get them into the template smoothly, so they can be sorted in with the older items:





See Also

Forum Node 105837 contains feedback and other user contributions for this enormous project. Thank you all for your time and effort.

Example GearList Image GearList Images - all images used in this template system except for actual icons of gear items. Not all images in this category are being used at the moment - some of them are "in preparation for potential future things" or "options."

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