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{{User:Rman41/Sandbox6|bird race}}
This is a proposal to define a consistent structure for stat table templates; it is not currently policy, and if you come across it, please do not edit it in any way.
 
==General Rules To Be Followed==
*Tables should have a consistent flow of direction. That is, if a header is in one place, the information should be naturally expected to be found *either* below it or to the right of it-not both.
**Specific exceptions may exist, but currently most are arbitrary.
*Tables should only have information that is specific to the entity described and necessary; IE should not have detailed explanations of mechanics embedded within the table or information unrelated to gameplay.
*Tables, to the best ability, should be consistent with one another. This should especially be true in areas where they contain the same or similar types of information.
 
==Difference Management==
*Differences between templates containing analogous information should be avoided at all cost.
*When such differences are necessary, the option closest to existing templates should be chosen.
*Existing analogous situations should be sought in the event a different structure is necessary, so that they can be consistent with each other if possible.
 
==Multiple Options==
There are often multiple different ways of formatting the same kind of structured information. Ideally, we want a singular, one-size-fits-all solution to the extent that is possible to implement.
 
==Proposal of Preferences==
This contains many changes from the current system, but may be more applicable broadly.
*'''Introductory Row''': Largely unchanged for almost every template.
*'''Compendium Row''': Currently, this is the Location on most templates, with some exceptions. Instead, it will now be what the third row is, with some changes. This is what I will call the "Compendium Row", and contains information that is related to the non-statistical aspects of a Demon outside of Battle, such as its Compendium Cost (which currently is on only a few templates), whether or not it appears in Random Encounters (or Shuffle Time for ''Persona''), its fusion condition if applicable, and its location. For the Location parameter, I am suggesting a significant change; instead of listing every location outright in the multitude of different ways we currently do this, I suggest limiting to only the first location and putting the rest in an Exp tooltip. I believe that this is a cleaner solution, as some of these lists can get very long. Both Fusion Condition and Location should be optional parameters on every template where they are present, only appearing if they have an input.
*'''Stat Row''': The function of this row currently varies wildly depending on the template. It sometimes has a mishmash of random miscellaneous stats, and so I have decided to appropriate it entirely to that purpose. In this, I have also moved HP and MP/SP to the start of this row. I have also put the Drop on this row, though necessarily the Drop may need to become its own row depending on the game. That row, if it is necessary, should be placed below the  Stat Row. The Stat Row itself may be combined with the Compendium Row if the amount of information would be too little to justify its own existence, but in doing this, Cost, Random Encounter, Fusion Condition, and Location should all remain to the very right.
*'''Resistance Row''': This row actually describes what would likely be a multitude of rows for information with many entries. If they exist, Resistances should be at the top, with Ailment Resistances, Moon Cycles, Skill Potential, Inheritance, or any type of type of similarly structured data following. If there exists a Type system for that type of structured information, such as Inheritance Types, that should be allocated to the bottom right corner of its row.
*'''Skill Row''': The Skill Row is mostly unchanged. However, on some templates, the default attack information of a Demon is currently placed in the Stat Row; this is not ideal and can make that information difficult to immediately find. It should instead be listed as the first regular skill among the skills as part of the Skill Data for that game, or otherwise be given its own section at the top of the Skill Row to easily group that information together. Special types of skills, such as Theurgies and Fusion Spells, should be given their own Skill Row with applicable information.
 
'''''Below is a purely visual outline and needs to be made into template form before it can be finalized; no distinction is made between Enemy and Ally demons-information can be added and removed as needed'''''
{| class="outer-table stat-table"
|style="width:108px"|
{| class="inner-table"
|style="width:100px; height:100px; padding:0;"|Sprite
|}
|
{| class="inner-table" width="100%;"
!Name
!Level
|-
|'''Name'''
|Level
|}
|width="330px"|
{{Statbars
|Strength
|Magic
|Endurance
|Agility
|Luck
|i1={{{st|1}}}
|i2={{{ma|1}}}
|i3={{{en|1}}}
|i4={{{ag|1}}}
|i5={{{lu|1}}}
}}
|-
|colspan=3|
{| class="inner-table" style="width:100%;"
!Race
!Alignment
!Cost
!{{Tt|RE|Random Encounter}}
!Fusion Condition
!Location
|-
|Race
|Alignment
|Cost
|{{Rst|y}}/{{Rst|n}}
|Fusion Condition
|'''Location''' 1F{{Exp|'''Location''' 2F-6F<br/>'''Location''' 3F, 4F}}
|}
|-
|colspan=3|
{| class="inner-table" style="width:100%;"
!HP
!MP
!EXP
!Any Miscellaneous Stats
!Drop
|-
|HP
|MP
|EXP
|Any Miscellaneous Stats
|Drop
|}
|-
|colspan=3|
{| class="inner-table" style="width:100%;"
!colspan=10|Resistances
|-
!{{Data/Icon/P5R|Phys}}
!{{Data/Icon/P5R|Gun}}
!{{Data/Icon/P5R|Fire}}
!{{Data/Icon/P5R|Ice}}
!{{Data/Icon/P5R|Elec}}
!{{Data/Icon/P5R|Wind}}
!{{Data/Icon/P5R|Psy}}
!{{Data/Icon/P5R|Nuke}}
!{{Data/Icon/P5R|Bless}}
!{{Data/Icon/P5R|Curse}}
|-
|{{Rst|{{{phys}}}}}
|{{Rst|{{{gun}}}}}
|{{Rst|{{{fire}}}}}
|{{Rst|{{{ice}}}}}
|{{Rst|{{{elec}}}}}
|{{Rst|{{{wind}}}}}
|{{Rst|{{{psy}}}}}
|{{Rst|{{{nuke}}}}}
|{{Rst|{{{bless}}}}}
|{{Rst|{{{curse}}}}}
|-
|{{Rst|{{{phys}}}}}
|{{Rst|{{{gun}}}}}
|{{Rst|{{{fire}}}}}
|{{Rst|{{{ice}}}}}
|{{Rst|{{{elec}}}}}
|{{Rst|{{{wind}}}}}
|{{Rst|{{{psy}}}}}
|{{Rst|{{{nuke}}}}}
|{{Rst|{{{bless}}}}}
|{{Rst|{{{curse}}}}}
|}
|-
|colspan=3|
{| class="inner-table" style="width:100%;"
!width="25%"|Basic Attack
|colspan=3|
|}
|-
|colspan=3|
{| class="inner-table" style="width:100%;"
!colspan=4|Skills
|-
!Skill
!Cost
!Description
!Level
|-
 
|}
|}
 
==Test Space==
{{User:Rman41/Sandbox4
|evolvefrom=Wendigo
|fromlevel=4
|evolveto=Wendigo
|tolevel=20
|level=15
|race=Fairy
|hp=118
|mp=113
|st=19
|dx=21
|ma=26
|ag=18
|lu=24
|fire=wk
|ice=drn
|skills={{Skill|SMT4|Bufula}}
{{Skill|SMT4|Hama|16}}
{{Skill|SMT4|Ice Pleroma|18}}
}}

Latest revision as of 03:11, 14 April 2024

This is a proposal to define a consistent structure for stat table templates; it is not currently policy, and if you come across it, please do not edit it in any way.

General Rules To Be Followed

  • Tables should have a consistent flow of direction. That is, if a header is in one place, the information should be naturally expected to be found *either* below it or to the right of it-not both.
    • Specific exceptions may exist, but currently most are arbitrary.
  • Tables should only have information that is specific to the entity described and necessary; IE should not have detailed explanations of mechanics embedded within the table or information unrelated to gameplay.
  • Tables, to the best ability, should be consistent with one another. This should especially be true in areas where they contain the same or similar types of information.

Difference Management

  • Differences between templates containing analogous information should be avoided at all cost.
  • When such differences are necessary, the option closest to existing templates should be chosen.
  • Existing analogous situations should be sought in the event a different structure is necessary, so that they can be consistent with each other if possible.

Multiple Options

There are often multiple different ways of formatting the same kind of structured information. Ideally, we want a singular, one-size-fits-all solution to the extent that is possible to implement.

Proposal of Preferences

This contains many changes from the current system, but may be more applicable broadly.

  • Introductory Row: Largely unchanged for almost every template.
  • Compendium Row: Currently, this is the Location on most templates, with some exceptions. Instead, it will now be what the third row is, with some changes. This is what I will call the "Compendium Row", and contains information that is related to the non-statistical aspects of a Demon outside of Battle, such as its Compendium Cost (which currently is on only a few templates), whether or not it appears in Random Encounters (or Shuffle Time for Persona), its fusion condition if applicable, and its location. For the Location parameter, I am suggesting a significant change; instead of listing every location outright in the multitude of different ways we currently do this, I suggest limiting to only the first location and putting the rest in an Exp tooltip. I believe that this is a cleaner solution, as some of these lists can get very long. Both Fusion Condition and Location should be optional parameters on every template where they are present, only appearing if they have an input.
  • Stat Row: The function of this row currently varies wildly depending on the template. It sometimes has a mishmash of random miscellaneous stats, and so I have decided to appropriate it entirely to that purpose. In this, I have also moved HP and MP/SP to the start of this row. I have also put the Drop on this row, though necessarily the Drop may need to become its own row depending on the game. That row, if it is necessary, should be placed below the Stat Row. The Stat Row itself may be combined with the Compendium Row if the amount of information would be too little to justify its own existence, but in doing this, Cost, Random Encounter, Fusion Condition, and Location should all remain to the very right.
  • Resistance Row: This row actually describes what would likely be a multitude of rows for information with many entries. If they exist, Resistances should be at the top, with Ailment Resistances, Moon Cycles, Skill Potential, Inheritance, or any type of type of similarly structured data following. If there exists a Type system for that type of structured information, such as Inheritance Types, that should be allocated to the bottom right corner of its row.
  • Skill Row: The Skill Row is mostly unchanged. However, on some templates, the default attack information of a Demon is currently placed in the Stat Row; this is not ideal and can make that information difficult to immediately find. It should instead be listed as the first regular skill among the skills as part of the Skill Data for that game, or otherwise be given its own section at the top of the Skill Row to easily group that information together. Special types of skills, such as Theurgies and Fusion Spells, should be given their own Skill Row with applicable information.

Below is a purely visual outline and needs to be made into template form before it can be finalized; no distinction is made between Enemy and Ally demons-information can be added and removed as needed

Sprite
Name Level
Name Level
Strength
1
Magic
1
Endurance
1
Agility
1
Luck
1
Race Alignment Cost RERandom Encounter Fusion Condition Location
Race Alignment Cost / Fusion Condition Location 1FLocation 2F-6F
Location 3F, 4F
HP MP EXP Any Miscellaneous Stats Drop
HP MP EXP Any Miscellaneous Stats Drop
Resistances
Curse
Basic Attack
Skills
Skill Cost Description Level

Test Space

File:SMT4 Rman41/Sandbox7 Sprite.png
Name Level
Rman41/Sandbox7 15
Strength
19
Dexterity
21
Magic
26
Agility
18
Luck
24
Race Alignment HP MP Speech C. CostCompendium Summoning Cost
Fairy {{{alignment}}} 118 113
Resistances
WkWeak DrnDrain
×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1
Ailment Resistances
×1 ×1 ×1 ×1 ×1
Basic Attack 1 attack with the Phys element to 1 enemy
Skills
Skill Cost Description Level
Bufula 8 MP Medium Ice damage to one enemy.
Hama 6 MP chance of instant K.O. (Light) to one enemy. 16
Ice Pleroma Increases damage output of user's Ice attacks by 25%. Stacks with other bonuses. 18
Evolves from Evolves to
Wendigo Wendigo
Level 4 Level 20