Difference between revisions of "Template:ArmorList/doc"

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m (rudimentary table for numbersorting values of abilities prep)
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To permit flexibility in a changing game, the template is designed to sort via numbers while showing icons. These numbers seem to be "huge" numbers...do they signify damage or resistance values in-game? Nay! They are a system of placeholder values so that new values (which could show up with a game update, and have before many times) can be added without disrupting an entire numerically sorted column. This also saves a small amount of space in the templates that use them.
 
To permit flexibility in a changing game, the template is designed to sort via numbers while showing icons. These numbers seem to be "huge" numbers...do they signify damage or resistance values in-game? Nay! They are a system of placeholder values so that new values (which could show up with a game update, and have before many times) can be added without disrupting an entire numerically sorted column. This also saves a small amount of space in the templates that use them.
  
For the number placeholder "00000" each column in the table below corresponds to a 0 in this number, left to right:
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For the number placeholder "00000" each column in the table below corresponds to a digit in this "big number," left to right:
  
 
{| align="left" border="1" cellpadding="4" cellspacing="0" style="border:\#c9c9c9 1px solid; margin: 1em 1em 1em 0; border-collapse: collapse;"
 
{| align="left" border="1" cellpadding="4" cellspacing="0" style="border:\#c9c9c9 1px solid; margin: 1em 1em 1em 0; border-collapse: collapse;"

Revision as of 15:48, 20 December 2014

To permit flexibility in a changing game, the template is designed to sort via numbers while showing icons. These numbers seem to be "huge" numbers...do they signify damage or resistance values in-game? Nay! They are a system of placeholder values so that new values (which could show up with a game update, and have before many times) can be added without disrupting an entire numerically sorted column. This also saves a small amount of space in the templates that use them.

For the number placeholder "00000" each column in the table below corresponds to a digit in this "big number," left to right:

ability good or bad ability type Intensity Ability Subtype B Ability Subtype A
1 = a buff, increase, etc. 1 = Uniform Intensity Ability Subtype B Ability Subtype A
9 = a debuff, decrease, etc. 2 = Item Bonus Intensity Ability Subtype B Ability Subtype A
3 = Monster Bonus 6 = Low 0 = DMG Ability Subtype A
4 = Penalty 5 = Medium 1 = CTR Ability Subtype A

The first and second columns might seem redundant when it comes to the value "4," but in a world where templates are dynamic, we want to keep the possibility of merging columns and templates together as time goes on. This number sorting system permits some flexibility for these changes - meaning that the data entries can stay the same while editors change the display.

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