Difference between revisions of "Template:GearList/Defensive/doc"

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==Usage==
 
==Usage==
This template is part of the Gear List system.
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This template is part of the [[:Template:GearList/doc|Gear List System]].
  
This template should be used to organize armor, helmet, shield, or trinket items into a sortable list with other items of the same type. Use in junction with [[:Template:GearList/Defensive/Start]].
+
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==
 
==Code==
 
<pre>
 
<pre>
{{ArmorList
+
{{GearList/Defensive
 
| name      =  
 
| name      =  
 
| normal    =  
 
| normal    =  
Line 29: Line 29:
  
 
==Examples==
 
==Examples==
*See [http://wiki.spiralknights.com/index.php?title=Special%3AWhatLinksHere&target=Template%3AArmorList&namespace=0 what links to the template] for examples in action.
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*See [http://wiki.spiralknights.com/index.php?title=Special%3AWhatLinksHere&target=Template%3AGearList/Defensive&namespace=0 what links to the template] for examples in action.
  
 
<pre>
 
<pre>
{{ArmorList
+
{{GearList/Defensive
 
| name      = Armor of the Fallen
 
| name      = Armor of the Fallen
 
| normal    = 5.05
 
| normal    = 5.05
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*[[File:WikiTool-DefenseBars.png]]  
 
*[[File:WikiTool-DefenseBars.png]]  
  
For status weakness and resistance data entry:
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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:
  
*Please only use entries that apply to the item. For example, if the item does not have any poison resistance or weakness, leave out '''| poison    ='''. Or if the item has no abilities or penalties, don't include any ability 1 or penalty 1 parameters, and so on.
+
*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.

Latest revision as of 20:03, 23 June 2015

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

{{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:

  • WikiTool-DefenseBars.png

For status weakness and resistance data entry of armor, helmets, and many trinkets:

  • 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:

  • 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.
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