Template:ArmorList/doc

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A fundamental thing to remember: tables sort the lowest numerical value to the top first. I've looked, there's not a simple way to just reverse it without internal span stuff. But we are using icons - which actually makes this easier!

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. These "placeholder" numbers have no numerical value in relation to combat statistics in-game.

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

Penalty or Bonus ability type . Ability A Ability B Ability C Ability C Subclass: Monster Specific Item Intensity
7 = bonus 1 = Uniform . 0 = placeholder 0 = placeholder 0 = placeholder 0 = uniform (placeholder) 1 = Maximum!
8 = none 2 = Item Specific . 1 = Bomb 1 = Damage 1 = Beast 1 = Bomb (monster specific) 2 = Ultra
9 = penalty 3 = Monster Specific . 2 = Handgun 2 = Charge Time 2 = Construct 2 = Handgun (monster specific) 3 = Very High
    . 3 = Sword 3 = Attack Speed 3 = Fiend 3 = Sword (monster specific) 4 = High
    . 4 = Shield 4 = Movement Speed 4 = Gremlin   5 = Medium
    . 5 = Potential: Dash 5 = Health Pips 5 = Slime   6 = Low
    .   6 = Potential: specific defenses 6 = Undead    

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. although such a change would likely require changes to the list entry, which would be quite disruptive as time goes on and I wouldn't recommend it.

We just use 7 and 9 for the buffs/debuffs because they are very different values, easy to see when working with large amounts of data that just blurs together after a while...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. 7 is less than 9, so it's a "positive" ability and sorts to the top first...so above 9, so, above negative abilities (negative abilities are penalties).

8 is just a blankspace separator, so that negative and positive abilities are clearly separated in the table, with any armor items that don't have abilities of any kind between items that have bonuses and penalties. This only applies to a table that has a single column for all abilities, and has no effect on a table with multiple ability columns.

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, no matter if they are penalties or bonuses :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 monster bonuses that have a limitation to an item type (like only handguns get a bonus and such), ignore the first weapon value placeholder, make it 0, and only use the slot near the end, labelled Ability C Subclass: Monster Specific Item.

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 how it all works wonderfully with things that don't exist yet? Oh well in case you don't, here's a few examples in action:

Example:

A value of 000.0000 means:

Penalty...one ability of this type...uniform...no specific items affected...damage penalty...vs fiends...medium
This number applies to Armor of the Fallen and Crown of the Fallen.
if your defenses were affected (like fiends dealt more damage to you), then the number would be 911.0635.

A value of....means:


So yep! This will work smoothly as long as we don't get more than 10 variants (0-9) of a thing. Then we might have to, I don't know, use letters or something. Hurray!

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