Difference between revisions of "Template:ArmorList/doc"
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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, at least until we see every possible intensity level of ability type and combination. | 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, at least until we see every possible intensity level of ability type and combination. | ||
− | For the number placeholder " | + | For the number placeholder "###.#####" 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 16:59, 20 December 2014
A fundamental thing to remember: tables sort the lowest numerical value to the top first.
The following applies only to armor, helmet, and shield abilities.
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, at least until we see every possible intensity level of ability type and combination.
For the number placeholder "###.#####" each column in the table below corresponds to a digit in this "big number," left to right:
+/- | Combination | ability type | . | Ability Subtype A | Ability Subtype B | Ability Subtype C | Intensity |
1 = buff | 1 = just one | 1 = Uniform | . | 1 = Bomb | 1 = Damage | 1 = Beast | 1 = Maximum! |
9 = debuff | 2 = two abilities of the same type | 2 = Item Specific | . | 2 = Handgun | 2 = Charge Time | 2 = Construct | 2 = Ultra |
3 = three abilities of the same type | 3 = Monster Specific | . | 3 = Sword | 3 = Attack Speed | 3 = Fiend | 3 = Very High | |
. | 4 = Shield | 4 = Movement Speed | 4 = Gremlin | 4 = High | |||
. | 5 = Dash | 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.
We just use 9 and 1 for the buffs/debuffs because they are very different values, easy to see...using negative and positive abilities royally screws up a sortable table if you want to keep the intensities in the same order for both buffs and debuffs, at least when the table is set up like this.
5=Dash...wait what? Doesn't exist!... but see? if it ever shows up we have a place for it! Just put that there to show the merit of the system in continuous action.
Keep in mind that negative and positive levels of intensity are determined earlier in the placeholder sequence, with 1 or 9 in the first column, so keep using 1-6 for intensity :D
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: