Difference between revisions of "Template:GearList/Defensive/doc"
From SpiralKnights
m (bleh, forgot we can't have different #s of columns (shields have that health bar)) |
m (→Notes) |
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*[[File:WikiTool-DefenseBars.png]] | *[[File:WikiTool-DefenseBars.png]] | ||
− | For status weakness and resistance data entry of armor, helmets, and trinkets: | + | For status weakness and resistance data entry of armor, helmets, and many trinkets: |
*[[File:WikiTool-StatusBars.png]] | *[[File:WikiTool-StatusBars.png]] | ||
+ | |||
+ | *For many status trinkets, we see values of "+0.00" (within the starting bar visual...and yet, manifested, which breaks the pattern for other gear items which seem to only use this starting bar aesthetically) for most 2*, and +0.06 for many 4* trinkets, landing them somewhere between "low" and "med." Trinkets are outside of the norm. The +X values are not necessarily logical for trinkets, but they make sense everywhere else - so they are used. | ||
For ability entry: | For ability entry: |
Latest revision as of 20:03, 23 June 2015
Contents
Usage
This template is part of the Gear List System.
This template should be used to organize armor and helmet items into a sortable list with other items of the same type. Use in junction with Template:GearList/Defensive/Start.
Code
{{GearList/Defensive | name = | normal = | piercing = | elemental = | shadow = | curse = | fire = | freeze = | poison = | shock = | sleep = | stun = | ability 1 = | ability 2 = | ability 3 = | penalty 1 = | penalty 2 = | penalty 3 = }}
Examples
- See what links to the template for examples in action.
{{GearList/Defensive | name = Armor of the Fallen | normal = 5.05 | shadow = 5.05 | curse = -4 | fire = +4 | poison = +4 | ability 1 = ASI: Low (uniform) | penalty 1 = DMG Penalty vs Fiend: Medium }}
Notes
For general entry:
- Please add new items to the bottom of the list. This is because the list is ordered by Date of Release when in default.
- If items are released at the same time, just group them together alphabetically, then add 'em all to the bottom of the established list.
For defense data entry:
For status weakness and resistance data entry of armor, helmets, and many trinkets:
- For many status trinkets, we see values of "+0.00" (within the starting bar visual...and yet, manifested, which breaks the pattern for other gear items which seem to only use this starting bar aesthetically) for most 2*, and +0.06 for many 4* trinkets, landing them somewhere between "low" and "med." Trinkets are outside of the norm. The +X values are not necessarily logical for trinkets, but they make sense everywhere else - so they are used.
For ability entry:
- Please only use parameters that apply to the item. For example, if the item does not have any poison resistance or weakness, leave out | poison = entirely.
- If the item has no abilities or penalties, don't include any ability 1 or penalty 1 parameters, and so on. Several parts of the template use #if: conditions for these parameters.