Difference between revisions of "Template:ArmorList/doc"

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For health, intensity is a bit weird, just calibrate the "low-max" values to existing HP-unusual items and make sure the tooltip is clear and succinct.
 
For health, intensity is a bit weird, just calibrate the "low-max" values to existing HP-unusual items and make sure the tooltip is clear and succinct.
  
For double or triple or even more abilities of the same type, the intensity column loses some integrity. To keep things at least at least somewhat consistent, use the intensity of the first ability type listed in the tooltip in-game. So use MSI for Black Kat and so on.
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For double or triple or even more abilities of the same type, the other columns lose some sorting integrity. To keep things at least at least somewhat consistent, use the name and intensity of the first ability type listed in the tooltip in-game. So use MSI for Black Kat and so on.
  
 
There's plenty of room if different kinds of penalties are put into the game later. Oh, yeah we don't really see Ultra. If we ever do, it has a placeholder - so things can be updated easily. You see? Oh well in case you don't, here's a few examples in action:
 
There's plenty of room if different kinds of penalties are put into the game later. Oh, yeah we don't really see Ultra. If we ever do, it has a placeholder - so things can be updated easily. You see? Oh well in case you don't, here's a few examples in action:
  
 
Example:
 
Example:

Revision as of 16:29, 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 "##.####" each column in the table below corresponds to a digit in this "big number," left to right:

ability type Combination . Ability Subtype B Ability Subtype A Intensity
1 = Uniform 1 = just one (example: Vog Cub Coat) . 1 = Damage 1 = Beast 1 = Maximum!
2 = Item Bonus 2 = two abilities of the same type (example: Ancient Plate Mail) . 2 = Charge Time 2 = Construct 2 = Ultra
3 = Monster Bonus 3 = three abilities of the same type (example: Sacred Falcon Pathfinder Helm) . 3 = Attack Speed 3 = Fiend 3 = Very High
4 = Penalty   . 4 = Movement Speed 4 = Gremlin 4 = High
    . 5 = Health Pips 5 = Slime 5 = Medium
    .   6 = Undead 6 = Low

These interrelated columns might seem redundant when it comes to certain placeholder values, 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.

Keep in mind that negative and positive levels of intensity are determined earlier in the placeholder sequence of the "number" - so keep using 1-6, in junction with 1-3 or 4 with ability types...or higher than 4, if we ever get multitudes of negative abilities that require more specificity.

For health, intensity is a bit weird, just calibrate the "low-max" values to existing HP-unusual items and make sure the tooltip is clear and succinct.

For double or triple or even more abilities of the same type, the other columns lose some sorting integrity. To keep things at least at least somewhat consistent, use the name and intensity of the first ability type listed in the tooltip in-game. So use MSI for Black Kat and so on.

There's plenty of room if different kinds of penalties are put into the game later. Oh, yeah we don't really see Ultra. If we ever do, it has a placeholder - so things can be updated easily. You see? Oh well in case you don't, here's a few examples in action:

Example:

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