User:Mistiryshak/sandbox10: Difference between revisions

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When resistances are included in a stat table, the use of [[Template:Rst]] is employed in order to streamline the way such information is displayed and kept consistent throughout the wiki. Rst accepts a wide variety of inputs, but for most resistances, it is recommended to use the input closest to how the game displays it; for example, in a game that uses the shortening <code>Drn</code> to refer to elements that a Demon can absorb for HP, <code><nowiki>{{Rst|Dr}}</nowiki></code> should not be used. Instead, <code><nowiki>{{Rst|Drn}}</nowiki></code> is more appropriate. Similarly, the shortening <code>Rf</code> to refer to elements that a Demon can reflect back at the opponent for damage should not be used if the game in question uses <code>Rpl</code>.  
When resistances are included in a stat table, the use of [[Template:Rst]] is employed in order to streamline the way such information is displayed and kept consistent throughout the wiki. Rst accepts a wide variety of inputs, but for most resistances, it is recommended to use the input closest to how the game displays it; for example, in a game that uses the shortening <code>Drn</code> to refer to elements that a Demon can absorb for HP, <code><nowiki>{{Rst|Dr}}</nowiki></code> should not be used. Instead, <code><nowiki>{{Rst|Drn}}</nowiki></code> is more appropriate. Similarly, the shortening <code>Rf</code> to refer to elements that a Demon can reflect back at the opponent for damage should not be used if the game in question uses <code>Rpl</code>.  


In the case of a game using symbols or icons for affinity, such as {{Link|Game|SMT5}}, the following codes are preferred:
In the case of a game using symbols or icons for affinity, such as {{Link|Game|SMT5}}, the below codes are preferred, based on in-game terminology. For example, if in-game menus and tutorials refer to the affinity as ''Reflect'', <code>Rf</code> should be used instead of <code>Rp</code>. If two conflicting terms are used in tutorials and menus, or if a term is never used, <code>Resist</code> <code>Null</code>, <code>Repel</code>, and <code>Drain</code> take priority over their counterparts.


{| class="wikitable"
{| class="wikitable"
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|-
|-
| Weak || <code>Wk</code>
| Weak || <code>Wk</code>
|-
| Strong || <code>St</code>
|-
|-
| Resist || <code>Rs</code>
| Resist || <code>Rs</code>
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| Null || <code>Nu</code>
| Null || <code>Nu</code>
|-
|-
| Drain or Absorb || <code>Dr</code>
| Void || <code>Vd</code>
|-
| Drain || <code>Dr</code>
|-
| Absorb|| <code>Ab</code>
|-
| Reflect || <code>Rf</code>
|-
|-
| Reflect or Repel || <code>Rp</code>
| Repel || <code>Rp</code>
|}
|}


While adding information to a character's stat table, only the input is necessary. It is not necessary to write <code><nowiki>{{Rst|Drn}}</nowiki></code> and only <code>Drn</code> is required. However, <code>tri</code> can be appended to the input to denote that a resistance will still block secondary effects, such as the instakill effects on some skills. While this is primarily for weaknesses, <code>tri</code> also supports <code>Nul</code>, <code>Drn</code>, <code>Str</code>, and <code>Rpl</code> for edge cases.
While adding information to a character's stat table, only the input is necessary. It is not necessary to write <code><nowiki>{{Rst|Drn}}</nowiki></code> and only <code>Drn</code> is required. However, <code>tri</code> can be appended to the input to denote that a resistance will still block secondary effects, such as the instakill effects on some skills. While this is primarily for weaknesses, <code>tri</code> also supports <code>Nul</code>, <code>Drn</code>, <code>Str</code>, and <code>Rpl</code> for edge cases.


Additionally, some games will use specific multiplier values when determining how much damage an attack will do. These are referred to as ''fractionals'' and will generally be seen as a second set of resistance parameters on a given stat table. Within a stat table, fractionals can be expressed as either decimals or fractions; the usage of one or the other should be kept consistent across all stat tables for a given game.
Additionally, some games will use specific multiplier values when determining how much damage an attack will do. These are referred to as ''fractionals'' and will generally be seen as a second set of resistance parameters on a given stat table. Within a stat table, fractionals can be expressed as either decimals or fractions; the usage of one or the other should be kept consistent across all stat tables for a given game. Some games will also use whole numbers for resistance calculation, such as {{Link|Game|MT1}} and {{Link|Game|LBS}}. In these cases, resistance multipliers should not be converted to fractionals, as their whole-number form is typically used for damage calculations.


There are several inputs for Rst that only apply to specific games. When filling stat tables that have specific properties, such as multipliers for reflected damage or absorbed HP, refer to the [[Template:Rst|documentation for Rst]].
There are several inputs for Rst that only apply to specific games. When filling stat tables that have specific properties, such as multipliers for reflected damage or absorbed HP, refer to the [[Template:Rst|documentation for Rst]].

Revision as of 02:40, 24 June 2024

WIP AND SHOULD NOT BE CONSIDERED FINAL GUIDELINES

Resistances

When resistances are included in a stat table, the use of Template:Rst is employed in order to streamline the way such information is displayed and kept consistent throughout the wiki. Rst accepts a wide variety of inputs, but for most resistances, it is recommended to use the input closest to how the game displays it; for example, in a game that uses the shortening Drn to refer to elements that a Demon can absorb for HP, {{Rst|Dr}} should not be used. Instead, {{Rst|Drn}} is more appropriate. Similarly, the shortening Rf to refer to elements that a Demon can reflect back at the opponent for damage should not be used if the game in question uses Rpl.

In the case of a game using symbols or icons for affinity, such as Shin Megami Tensei V, the below codes are preferred, based on in-game terminology. For example, if in-game menus and tutorials refer to the affinity as Reflect, Rf should be used instead of Rp. If two conflicting terms are used in tutorials and menus, or if a term is never used, Resist Null, Repel, and Drain take priority over their counterparts.

Type Code
Weak Wk
Strong St
Resist Rs
Null Nu
Void Vd
Drain Dr
Absorb Ab
Reflect Rf
Repel Rp

While adding information to a character's stat table, only the input is necessary. It is not necessary to write {{Rst|Drn}} and only Drn is required. However, tri can be appended to the input to denote that a resistance will still block secondary effects, such as the instakill effects on some skills. While this is primarily for weaknesses, tri also supports Nul, Drn, Str, and Rpl for edge cases.

Additionally, some games will use specific multiplier values when determining how much damage an attack will do. These are referred to as fractionals and will generally be seen as a second set of resistance parameters on a given stat table. Within a stat table, fractionals can be expressed as either decimals or fractions; the usage of one or the other should be kept consistent across all stat tables for a given game. Some games will also use whole numbers for resistance calculation, such as Digital Devil Story: Megami Tensei and Last Bible Special. In these cases, resistance multipliers should not be converted to fractionals, as their whole-number form is typically used for damage calculations.

There are several inputs for Rst that only apply to specific games. When filling stat tables that have specific properties, such as multipliers for reflected damage or absorbed HP, refer to the documentation for Rst.

Consider the following examples on how to use Rst when filling out stat tables.

Scenario Input Output Explanation
Correct Game uses symbols for affinity fire=Dr fire= DrDrain Because the game uses symbols or icons, the abbreviation used defaults to Dr, rather than Drn.
Demon takes 150% damage firefrac=1.50
firefrac=11/2
firefrac=×1.5
firefrac=×1½
Fractional weaknesses are expressed as either decimals or fractions.
Demon has a dark weakness, but is immune to dark-type instakills dark=Wktri dark=WkWeak Null Secondary Effects The triangle indicates that Dark instakills will not work on this target.
Incorrect Demon drains element fire=Drain fire= Drain is not used; it should be Dr or Drn.
Demon takes 150% damage firefrac=150
firefrac=Wk
fire=1.50
firefrac=
firefrac=WkWeak
fire=×1.5
The resistance must be expressed as either a decimal or a fraction.
The parameter is a fractional, so a fractional input such as 1.25 must be used, rather than an affinity such as Wk or Str.
The parameter is not a fractional, so an affinity should be used.
Demon has a dark weakness, but is immune to dark-type instakills dark=Wk dark=WkWeak Wktri must be used if the target nullifies secondary effects.
Game uses shared resistance types resist=Wk resist=WkWeak For games using a shared pool of resistances, the identifier for that resistance type should be written instead of using a Rst input.

Resistance Types

In addition to Rst, some games will instead use shared resistance types. In these titles, rather than every Demon, boss, or party member having a unique resistance spread, there are a series of pre-defined resistance spreads that each unit in combat will be assigned via a number. In certain games, the way that equipment affects resistance will also be based on resistance types. Generally, resistance types will be input using the resist= parameter in stat tables, with the value matching the ID of the resistance type. The following tabs demonstrate a selection of the resistance types used for the original Super Famicom version of Shin Megami Tensei:

In the above examples, every Demon, party member, boss, etc. that has been assigned the resistance type with that value will have the exact same resistance. For example, a level 10 Demon of the Avian race may have the exact same resistances as a level 68 Demon of the Jaki race, because they both share resistance type 2. In most games using resistance types, certain units or equipment may have a unique type that is not used elsewhere. While unique, these are still considered resistance types.

When a game uses shared resistance pools, a page documenting all of the resistance types is usually created that can be used as reference. For a list of all currently existing resistance type pages, see Category:Resistance Types. Note that as of the time of writing, not all pages have been created.

Games that use resistance tables
Usage Type Games
Combatants and Equipment Digital Devil Story: Megami Tensei II
Kyūyaku Megami Tensei: Megami Tensei II
Shin Megami Tensei
Shin Megami Tensei II
Shin Megami Tensei if...The IDs of resistance types in if... are separate from the internal values.
Combatants Only Digital Devil Story: Megami Tensei
Kyūyaku Megami Tensei: Megami Tensei I
Last Bible Special
Shin Megami Tensei: Devil Summoner
Devil Summoner: Soul Hackers
Megami Ibunroku Persona
Persona 2: Innocent Sin
Persona 2: Eternal Punishment