Difference between revisions of "Template:GearList/doc"

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:Orange = Movement Speed. This matches the color you get when you're MSI is boosted (orange thrashing vapor tendril things). It's also the color of the runner guy in the MS icon itself, whether it's a buff or a debuff. Perks don't follow this color...they just use blue for speed in general I guess.
 
:Orange = Movement Speed. This matches the color you get when you're MSI is boosted (orange thrashing vapor tendril things). It's also the color of the runner guy in the MS icon itself, whether it's a buff or a debuff. Perks don't follow this color...they just use blue for speed in general I guess.
 
::Relevant "Real" Images:
 
::Relevant "Real" Images:
:::Icons: [[File:Item-Speed Booster.png|36px]]
+
:::Icons: [[File:Buff movement speed icon.png|36px]]
 
:::Gameplay: [[File:Speed booster tails+dmg booster.png|100px]] - orange thrashing tails = movement speed boost.
 
:::Gameplay: [[File:Speed booster tails+dmg booster.png|100px]] - orange thrashing tails = movement speed boost.
  
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:Red = DMG = threat = be obvious. DMG buffs are red, your knight gets red rings when dmg is buffed...perks follow this behavior, but it's more firey yellowy/orangey/reddish than RED red. Anyway... DMG power is influenced by how the knight enforces their actions. What part of an item enables a knight to...play the game really? - so it is usually a large area on the outside of the item, or the part that does the pewpew or the boom boom or the slash slash.
 
:Red = DMG = threat = be obvious. DMG buffs are red, your knight gets red rings when dmg is buffed...perks follow this behavior, but it's more firey yellowy/orangey/reddish than RED red. Anyway... DMG power is influenced by how the knight enforces their actions. What part of an item enables a knight to...play the game really? - so it is usually a large area on the outside of the item, or the part that does the pewpew or the boom boom or the slash slash.
 
::Relevant "Real" Images:
 
::Relevant "Real" Images:
:::Icons: [[File:Item-Attack Booster.png|36px]]
+
:::Icons: [[File:Buff attack icon.png|36px]]
 
:::Gameplay: [[File:Speed booster tails+dmg booster.png|100px]] - red rings around the knight = damage boost.
 
:::Gameplay: [[File:Speed booster tails+dmg booster.png|100px]] - red rings around the knight = damage boost.
  

Revision as of 13:29, 11 February 2015

Usage

To organize combat items for searching, comparison, and general knowledge. This template is part of a large system of templates - so read this documentation carefully before making changes. There is a template for Armor, Helmets, Shields, Trinkets, Bombs, Handguns, and Swords. These are all related to each other with icon symbolism, several #switch templates, and header-sortable table behavior. I consider the total usage (using and editing) difficulty of this "template system" to be in three levels - the first being the easiest, and the last being the "hardest" in that it is "risky" and can "break" the system. But an editor should be able to use this template and change it easily after reading this documentation. I hope. Grab some popcorn and settle in, because it's a big read!



Level 1: Understanding the Templates


The following Note is on every page that uses one of these lists (implemented by placing {{Note-GearList}} in the page code). It explains the general behavior of the template for users who may be unfamiliar with it:

The following logic explanations describe icons, their inspiration, and how they are designed.





Level 2: Populating the Pages that use these Templates


The game has suddenly updated with new armor items, or something. We need to add them to the appropriate list. Here's what the values mean, and where they should go:

We don't see status bars other than these lengths for armor or helms. Shields are another matter.
Counting pixels isn't all that bad: So far, the only defense (normal, elemental, piercing, shadow) bar values we see after quantifying via pixel counting are:

00.05
00.07
00.10
00.12


01.07
01.11
01.12
01.14


02.00
02.02


04.00
04.04
04.05
04.06


05.01
05.05
05.07
05.08


06.05
06.13


07.11


08.13


0 should never be entered.

Level 3: Updating the Templates' Code with New Values


The game has suddenly updated with new helmet items, or something. They have stat values and intensity levels of abilities that we've never seen before. Here's how to get them into the template smoothly, so they can be sorted in with the older items:





See Also

Forum Node 105837 contains feedback and other user contributions for this enormous project. Thank you all for your time and effort.

Example GearList Image GearList Images - all images used in this template system except for actual icons of gear items. Not all images in this category are being used at the moment - some of them are "in preparation for potential future things" or "options."

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